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The dying game

y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. ’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. . One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found. supposed to be contact poison on that wall, and I knew it. But “You go in?” asked Mike. there was no going back; Roulette was dead, and I’d just have “You bet.” to roll up another PC. After just a few scenes, I was back into “OK. You’re dead. Roll up a new character.” the game and loving it, arguing with another player over the “What! What killed me?” mule his PC insisted on bringing into the dungeon. “I can’t tell you. You might want to go in again, and your Jeff’s older brother Mike was also a DM. He had created his new character wouldn’t know what’s in there.” own world, complete with detailed maps he’d carefully drawn The jerk! I rolled up another fighter, since that was easier and colored. He even slipped them into plastic folders to guard than picking spells or working out thief percentages. I named against our teenaged rowdiness. We thwarted him, though. him Uther II in wary defiance. We chose a less threatening pas- Within a week, Jeff and I tumbled across the gaming table, sage and entered as a group. Thirty feet in, the floors opened struggling over a plastic sword, and spoiled the gorgeous cam- up, and giant gears ground my PC to hamburger. Uther III. paign map with spilled lemonade. That one blew up while opening a treasure chest. Uther IV Despite the ill omen, we started Mike’s campaign that Friday sank into the swamp. Uther V. That one burned to the ground afternoon, traveling from blurred city to smeared dungeon with and sank into the swamp. Uther VI, Uther VII, Uther VIII . . . the usual plan: to kill the monsters and take their stuff. Soon we Mind flayers, pools of acid, a beholder, scythe traps, a trio realized that this campaign was deadly. After the first hour, of gorgons, crushing walls . . . you name it, it killed my Uthers. three of us were rolling new PCs to replace our casualties. That weekend did wonders for me, now that I think it over. Before the end of the night, we’d lost almost a dozen characters Never since have I had a tantrum after a character — even a among us. I’d named my latest fighter Uther, since I’d been favorite one — died during a game. I’d just pick up my trusty reading Mary Stewart. sixers and roll a new one. In a way, Mike did me a big favor. “I told you this was tough,” said Mike. We took it as a chal- Either that, or he was still really hacked about that wet map. lenge, so back we went the next day. “Here,” I said, pointing at a place labeled, cleverly enough, ‘The Dungeon of Death.’ “There’s got to be some great magic in here.” The other players needed a little persuading, but Mike had been stingy (we thought) on magical items. “There is some great stuff in there,” said Mike. “But it’s far too dangerous for you. Dave Gross You can go there if you want, though.”

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

Associate Editor Editorial Assistant Subscriptions U.S. Advertising U.K. Correspondent/Advertising Michelle Vuckovich Lizz Baldwin Janet Winters Cindy Rick Carolyn Wildman

Printed in the USA DRAGON #236 3 December 1996 Volume XXI, No. 7 Issue #236 Heroes of Faith Brian Linville Create your own specialty clergy with these new Skills & Powers. Page 8 The Seldarine Revisited Chris Perry Never before seen, the forgotten deities of the elven pantheon. Page 12 Elemental Summoning Gone Wild Ed Bonny lf anything can go wrong . . . Page 18 Mystics, Miracles, and Meditations James Wyatt New priest kits and proficiencies for the Masque of the Red Death . Page 26 The Ruin of Adlersburg A haunting in the Havens of the Great Bay. Page 30 Tracking the Faith Lachlan MacQuarrie Keep those priests in line with Piety Points. Page 42 Children of the Night Paul Culotta Three unusual new vampires for the ® setting or your own campaign world. Page 80

4 DECEMBER 1996 Columns 3 ...... The Wyrm’s Turn Dying to play? Arcane Lore: 6 ...... D-Mail™ Demihuman Your thoughts on issue #234 and more. 52 ...... RPGA® Network News Priest Spells Out of the gaming closet. Robert S. Mullin Spells for the dwarven, elven, 73 ...... The Role of Books gnomish, and priests of your campaign. John C. Bunnell picks and pans new and Page 34 sf . 78 ...... Cons & Pros The ™ convention isn’t the only hot gaming ticket this winter. 91 ...... Forum Paper bullets of the brain for the continuing of words on every gaming subject. Wyrms 96 ...... Sage Advice of the Mysteries of the FIFTH AGE™ game explained! North: 108 ...... Role-playing Reviews Deszeldaryndun Don’t overlook the small press games. Silverwing 120 ...... The Current Clack What’s up in gaming. When you’re on the run from Balagos, who can you turn to? Page 54 Other Material 99 ...... Knights of the Dinner Table 100 ...... DragonMirth 102 ...... Gamer’s Guide 104 ...... Floyd 116 ...... TSR Previews

62 Legendary Heroes An unsung hero in Heorot.

DRAGON #236 5 and “Dragonmirth.” The reviews were To get to the point, those books have useful, especially for Night Below and inspired me to write my own fantasy Undermountain: The Lost Level. However, books. So far I’m on my first book, and I both of those products have been out don’t know how many more are to be for a while. It would be helpful if the expected. (I don’t even have a title for review and the product came out closer the book yet.) I’m not even sure how far together. I am on my first book; it seems to make What I’d like to see: First, more itself up along the way! I’m writing you ® material, either in DRAGON because I’ve no idea where else to start. Magazine or in new products. This world, If you could please give me some advice more than any other, is AD&D. Second, about getting my book(s) Illustrated, what happened to the NPC column? Did published, sold, etc. I’d be very grateful. it just skip a month? Finally, I buy DRAGON If you’d like to have a copy of my Magazine off the stands, and I’d like to be “book” (however far I am at the time), able to see what I’m buying ahead of just call, write, etc. I’d love to have your time — I don’t like the shrink wrap! opinion. That’s it for now. Keep up the good I’d be happy just with the info that How to contact us work! you can get to me without any trouble. If you have a comment, opinion, or ques- Phil Rhodes Alan Scott Clover tin for the editors of DRAGON® Magazine, Waco, TX Cincinatti, OH write us a letter. We’d love to hear from you. In the United States and Canada, send Take a peek at the DRAGON Magazine Rare is the fan of fantasy who any mail to “D-mail,” DRAGON® Magazine, 201 Sheridan Springs Road, Lake , WI Annual (if you haven’t already) for a short hasn’t at some time had the desire to write a 53147 USA. In Europe, send mail to “D-Mail,” but interesting addition to the GREYHAWK set- book or series. We often receive letters or DRAGON Magazine, TSR Ltd., 120 Church End, ting. More articles on that classic campaign manuscripts with requests that we read and Cherry Hinton, Cambridge CB1 3LB, United world are in the works, and the next could comment upon a first . Unfortunately, Kingdom. appear as early as our March issue. we can’t possibly do so. (So please don’t You can also send letters for “D-Mail” and “Rogue’s Gallery” also appears in the send them!) The best advice is still the sim- “Forum.” as well as article inquiries, to Annual, though there’s another slated for an plest: Write, write often, and rewrite. Find [email protected]. Send requests for writ- upcoming issue. We have so many depart- some friends willing to read and criticize ers’ guidelines to [email protected]. ments — including “Bazaar of the Bizarre,” your work, and then respond to their criti- Please send change-of-address and sub- "Arcane Lore," “Wyrms of the North,” and cism with changes rather than explanations scription notices by regular mail. others — that it’s impossible to run all of as often as possible. them on a monthly basis. Thus, you’ll see Even after you have a completed manu- Dear DRAGON Magazine, each appearing on a rotating basis, depend- script, it’s hard to find someone who will A few likes and dislikes about DRAGON ing on when we receive articles appropriate read if unless you have already published Magazine issue #234. First, the articles. for the department. fiction. It seems like a Catch-22 situation, “Wyrms of the North” by Ed Greenwood As for the polybags, we’re doing our best but there’s a solution: Try publishing some was excellent. I’ve really enjoyed this to let you know what’s in each issue with short fiction first. DRAGON Magazine is only series, and the “” article cover blurbs and our “Coming Next Issue” box one good place for a first-time writer to pub- complemented it perfectly. I liked some near the end of the magazine. The polybags lish short stories. of the items in “Nocturnal Crusade,” and are needed to let us include inserts with the they may make an appearance in my magazine. Dear DRAGON Magazine, campaign. The “Crypt Rangers and I am a soldier stationed overseas and Defenders” seemed more useful for Dear DRAGON Magazine, therefore am not able to drive down to NPCs than for PCs — I can’t imagine a I’ve been reading your magazine for my local book store to purchase my RPG group of players sitting down and say- about six months and love it! I’ve been game, accessories, and magazines. I am ing “We want to guard a graveyard!” The reading fantasy books such as the very thankful for my subscription to ® and Athas-specific articles are ® chronicles, books by DRAGON Magazine. I receive my monthly pretty much useless to me, as I don’t use David Eddings and J.R.R Tolkien, the issue directly to my P.O. Box, and my those settings. Magic series, and so on. I’ve been read- friends fight over it because the same The regular columns were good, ing these since I was about ten or eleven issue won’t hit the local “post” book store especially “Knights of the Dinner Table” (I’m thirteen now). until one or two months later. The arti-

DRAGON® Magazine (ISSN 0279-6848) iS published monthly except by Random House of Canada, Ltd. Distribution to the book trade in the made payable to TSR, Inc., or charges to valid MasterCard or VISA credit November (twice monthly) by TSR, Inc., 201 Sheridan Springs Road, take is by TSR Ltd. Send orders to Random House, Inc., Order cards; send subscription orders with payments to TSR, Inc., P.O. Box Geneva, WI 53147, Untied States of America. The postal address for all Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 733- 5695, Boston MA 02206, U.S.A. In the United Kingdom, methods of pay- materials from the United States of America and Canada except subscrip- 3000. Newsstand distribution throughout the United Kingdom is by ment include cheques or money orders made payable to TSR Ltd., or tion orders is DRAGON® Magazine, 201 Sheridan Springs Road, Lake Comag Magazine Marketing, Tavistock Road, West Drayton, Middlesex charges to a valid ACCESS or VISA credit card: send subsciption orders Geneva, WI 53147, U.S.A.; telephone (414) 248-3625; fax (414) 248-0389. UB7 7QE, United Kingdom, telephone 0895-444055. with payments to TSR Ltd., as per that address above. Prices are subject The postal address for matertials from Europe is: DRAGON Magazine, TSR Subscription: Subscription rates via perodical-class mail are as fol- to change without prior notice. The issue expiration of each subscription Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 3LB, United Kingdom; lows $42 in US funds for 13 issues sent to an address in the U.S.: $49 is printed on the mailing label of each subscriber’s copy of the magazine. telephone (0223) 212517 (U.K.), 44-223-212517 International); telex: in U.S. funds for 13 issues sent to an address in Canada; £36 for 13 Changes of address for the delivery of subscription copies must be 818761, fax (0223) 248066 (U.K.), 414-223-238066 (international). issues sent to an address within the United Kingdom; £49 for 13 issues received at least six weeks prior to the effective date of the change in Distribution: DRAGON Magazine is available from game and hobby sent to an address in Europe; $65 in U.S. funds for 13 issues sent by sur- order to assure uninterrupted delivery. shops throughout the United States, Canada, the United Kingdom, and face mail to any other address, or $119 in U.S. funds for 13 issues sent Submissions: All material published in DRAGON Magazine becomes the through a limited number of other overseas outlets Distribution to the air mail to any other address. Payment in full must accompany all sub- exclusive property of the publisher, unless special arrangements to the book trade in the United States is by Random House, Inc., and in Canada scription orders. Methods of payment include checks or money orders contrary are made prior to publication. DRAGON Magazine welcomes unso-

6 SEPTEMBER 1996 cles are great, informative, humorous, cles supporting that line, starting next issue. and all-around fun. I am especially grate- Soon after, DUNGEON® Adventures will fea- ful for the “TSR Previews” in the back of ture a scenario for the SAGA system, with rules the magazine. Along with the description for converting it to AD&D rules. While the of the product, you include the ISBN AD&D game and settings remain the focus of number. If my book store does not have both magazines, there’ll be plenty of support the item, I can special order it with the for the SAGA system as well. Check out this ISBN number. That way I can keep up on month’s “Sage Advice” column for some of the new products. If I have nothing else the first questions about the SAGA rules. to look forward to every month (as the Army is always unpredictable) I am glad Dear DRAGON Magazine, I have my DRAGON Magazine. As a DM of eight years (almost), I Sgt. Peter J. Weintraub would like to extend my gratitude for Europe the “Lich Magical Items” I found in Issue #234. I’m sure my players will like them, Dear DRAGON Magazine, too. Anyway, your magazine has I just wanted to comment on the offered inspiration to me and a lot of DRAGONLANCE®: FIFTH AGE™ game. I picked people I know and we all hope you will it up two weeks ago and was bowled keep doing so in the future. Keep up the over. I had high hopes, but it exceeded good work! them. The SAGA™ system is elegant, easy Jesse Sherman to understand, and great fun to play. The via e-mail designers deserve high praise indeed. I had given up on TSR bringing their Dear DRAGON Magazine, worlds and rule system up to date and I am dismayed that TSR no longer On the Cover applaud them on redefining the standard publishes AL-QADIM® products. I’m sure This month we’re featuring yet of this industry once again. While I’m sure that most AD&D players agree with me another of our collaboration cov- slavering praise is appreciated, I do have that it is one of the best campaigns ever ers. This one is notable in that it is a serious concern. Please support SAGA! In made. So, unpopularity can’t be the rea- the first time the formidable Jeff the past, many non-AD&D® games have son for discarding this marvelous world. Easley has ever shared a canvas fallen quickly, it seems, because they In any case, it’s much better and more with another artist. When Tony original than, say, the DRAGONLANCE couldn’t match up to AD&D sales. I hope (Szczudlo) first proposed the idea this doesn’t happen to SAGA or to the world. to me I thought it was just idle DRAGONLANCE setting. While we are at it, I have noticed that talk. While the prospect seemed As a matter of fact, I want to cast my there were no ® products in intriguing, I couldn’t believe that 1996. Does that mean that the same vote for more AD&D worlds to be con- two of our staff artists could get verted to SAGA, at least optionally. I can fate will befall MYSTARA as did their schedules aligned to the see it now: all TSR game books including AL-QADIM and GREYHAWK settings? degree necessary for such an both AD&D and SAGA rules, especially for Aleksei Andrievski endeavor. yet, align they did, and the RAVENLOFT and ® settings. Alakiventie 7 E 100 the results are masterful! It’s easy SAGA is perfect as a universal system, 00920 to see which artist had a hand in especially a super hero game (preferably Finland what parts of the painting due to set in either the DC or the Marvel uni- the artists’ strong individual styles. verse). Thank you for turning an old fan While DRAGON Magazine and DUNGEON But the styles compliment each into a new one, and for recreating that Adventures continue to support AL-QADIM other and the composition makes feeling I first had when I bought my first (check out the past year’s articles and adven- the whole piece work as a single role-playing game. tures) the line continues to live. Likewise with unit. Kudos to them both!! Mark Craddock the MYSTARA and GREYHAWK settings, both of via e-mail which have a home in these pages (and online). Keep an eye on the next few issues Funny you should ask about the SAGA sys- for more from all three of these settings. tem and using if for other settings, Mark. You should be pleased with several upcoming arti- licited submissions of written material and artwork; however, no respon- States and Canada, contact: Advertising Coordinator, TSR, Inc., of TSR, Inc. 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DRAGON #236 7

by Brian Linville illustrated by Christina Wald

ven a can be a chaotic and terrible place at Battle rage (15): Some priests of war can inspire their com- times. Few things make sense, and the most improbable panions to fight more fiercely. A priest with such an ability can events can happen. Luckily there are great beings that grant a +2 to hit and damage to all allies in a 60’ radius. The guide mere mortals through such uncertain times. Those that priest may perform no other action during this time, and the devote their lives to such gods are priests. As followers of their ability takes one round to invoke. The bonus lasts for two deity, they are expected to spread the word and fight the ene- rounds per level of the priest and can be used once per day. mies of their faith. The chosen few of such devoted followers Note, this bonus is not cumulative with the bless, chant, or are called specialty priests. These figures are blessed with the prayer spells. most powerful of gifts that their deities have to offer. Calming aura (20): Priests with this ability can remove fear Specialty priests are different from common clerics. They are with their touch as per spell. By their mere presence, these the living embodiment of their god, serving as mortal symbols priests can alter the moods of those around them, causing all of everything their deity represents. Typically, ten percent of hostile creatures within 15’ to make a successful saving throw any clergy are specialty priests, though in some cases a god vs. spells each round or become non hostile. Undead are may have no clerics at all, only specialty priests. What makes immune to this effect. This power does not function if the priest these characters so unique among PCs in AD&D® worlds are himself is performing hostile actions. Both aspects of this their special abilities. power function continuously, as long as the priest is conscious. Here is a list of new abilities for constructing specialty priests Cure/cause disease (15): This is identical to the paladin abil- under the PLAYER’s OPTION™: Skills & Powers rules. Priests of nearly ity and may be performed once a week per every five levels. every mythos can be created with the addition of these abilities, Evil priests use the reverse of this ability. though DMs are encouraged to add additional powers to cus- Dead zone/wild zone immunity (15): The priest’s spells can tomize the priesthoods of their own campaigns. One of the never go wild nor be affected by dead magic zones. This power most important things to keep in mind when choosing abilities does not allow a priest to cast spells if he is somehow cut off for a specialty priest is that all powers selected must make sense from his god, however. together and in relation to the specialty priest’s patron deity. A Divine recognition (15): A priest with this power can identify god of pacifism, for instance, is unlikely to grant the battle rage the name and of an object, person, or event relevant to power to his followers, despite its obvious benefits to an adven- his field of worship. For every level up to 5th, the priest’s chance turing party. Note that the following rules should not be used are 10% per level. From 6th to 10th, an addition 5% per level is for priests of the ® setting. For information on using added, and from 11th level on, an extra 3% per level is added. Skills & Powers rules DARK SUN PCs, see “Heroes of Athas” in the This power may be used as often as the priest wishes, but it 1996 DRAGON® Magazine Annual. requires a full round. Only one attempt may be made per target, however. Once the priest gains a level, he may make another Specialty priest abilities attempt on a target if he failed the first time. Like a cleric, a specialty priest receives 125 character points A priest of war, for example, could identify the number and to spend on skills and abilities from the PLAYER’S OPTION: Spells & training of an opposing army within his sight. A priest who Powers book and the list presented here. See Table 1 for a com- worships art can determine the value of a painting and the tal- bined list of the abilities available to specialty priests. ent of the artist. Magic-worshiping priests can identify an item’s general function. A priest of truth/justice can tell if a person is Backstab (15): Priests of murder can learn to strike foes from lying or cheating. behind, as does a thief. If a priest attacks from the back with Elemental immunity (20): This power enables the priest to surprise, he receives +4 to hit and inflicts damage as if he were be unaffected by natural forms of a certain element for one a thief of the same level. The priest may not wear armor heav- round per level of the priest per day. Such elements could be ier than chain mail while backstabbing and can do so fire, lightning, cold, or acid. This ability also grants with any one handed melee weapon allowed to automatic saves against the magical versions him. of these elements. If no save is allowed

DRAGON #236 9 against these magical versions, this unconscious for 1-6 turns. Like turning Table 3: Specialty priest abilities power has no effect. undead, this power is less effective in Gift of life (25): At fifth level, a priest RAVENLOFT® setting campaigns. In addition to the new powers presented here, specialty priests may choose cleric (C) and with this power may resurrect an individ- Turn undead (10/15): The priest is druid (D) abilities from the Skills & Powers rule ual who has died not later than a round granted power over undead, such as book. ago. The resurrection attempt, if success- zombies, skeletons, vampires, and liches. Ability Source* fully survived, bestows full hit points, Priests can drive away these creatures, Access to sphere (3-15) C/D S and the revived character does not lose and as priests advance in faith and expe- Backstab (15) Battle rage (15) S a point of Constitution. (The resurrection rience levels, they can destroy some Bonus spell (5) D still counts against the number of times forms of undead. The 15-point ability is Calming auras (20) S Casting reduction (5) C that the character may be resurrected.) for priests with a greater understanding Cold resistance (5) D Such a gift is not without its price: The of undead, such as death priests have. Communicate with creatures (10) D Cure/cause disease (15) S priest permanently loses one hit point They can turn undead as if they were Dead zone/wild zone immunity (15) S each time this power is used. three levels higher. See the turning Detect evil (10) C C PLAYER’S OPTION: Detect undead (10) Hide in shadows (5/10): The specialty undead table in the Skills Divine recognition (15) S priest can hide in shadows, as the & Powers rulebook. Elemental immunity (20) S Elemental spell bonus (5) D ranger ability, in natural surroundings. Ultra vision (10): Any priest who wor- Expert Healer (5/20)** C See Table 22 in the ranger section of ships a god of light, darkness, or insight Fire/electrical resistance (5) D Followers (5/10) C Skills & Powers for the chance of success. may be granted ultra vision. This special Gift of life (25) S With the 10-point option, the priest can sight allows the devoted follower to see Hide in shadows (5/10)** D/S Hit point bonus (10) C/D hide in shadows even in an urban envi- in darkness as if it were day. Note, Immunities (5/15) S ronment. unlike ultra violet vision, ultra vision Immunity to charm (5/10) D D Priests with this allows sight even deep underground, Immunity to disease (10) Immunities (5/15): Inspire fear (10) S ability are especially resistant to damage but this power does not penetrate mag- Know alignment (10) C S from a single sphere of magic (invoca- ical darkness. Languages (10) Lay on hands (10) S tion, necromantic, etc.) The 5-point abil- Move silently (5/10)** D/S ity grants a +2 to any saving throw, if Optional restrictions Pass without trace (5) D Purify water (5) D allowed, where the 15-point ability Specialty priests can gain bonus char- Resist energy drain (5) C bestows automatic saving throw suc- acter points to spend on the above abili- Secret language (5) S Shapechange (10/15) D cess. ties by accepting voluntary restrictions to Spell duration increase (10) C Inspire fear (10): Priests who worship their abilities. Turn lycanthrope (10) S Turn undead (10/15)** C/S death can inspire fear in others. For Codes of ethics (5 per code up to 20): Ultra vision (10) S every two levels, a priest with this abili- Some gods impose certain restrictions Warrior-priests (10) C Weapon allowance (5) C ty can cast the fear spell once a day. upon their followers. Some restrictions Weapon specialization (15) C Languages (10): Any priest of trade or may include not being able to marry, not Wizardly priests (15) C travel will more than likely have to learn being allowed to fight members of the * C = cleric list, D = druid list, S = specialty many languages. This ability allows a opposite sex (this one may not be taken pries (this article) priest to gain one additional proficiency if the PC already a pacifist), not being able **The new version of this ability allows for a new option in addition to the original cleric abil- per level after third, to be spent on lan- to consume certain common foods like ity powers. guages only. The priest must still take meat or alcohol, having to keep one’s the time to learn them as any other lan- head shaved or to wear certain strange use violence; he simply chooses not to guage. dress, or not being able to speak after take that route himself. Lay on hands (10): Just as a paladin, a sundown, except to cast spells. Self-reliant (20): Some gods favor self good or neutral priest may heal two hp Limited armor (5/10/15): A priest with reliance among their worshippers. Such on himself or another creature once per this restriction has more limited armor gods grant their priests only half the day. An evil priest with this ability can selection than normal. Being limited to normal spells, rounding up. inflict two hp damage per level once per chain mail or lighter gives the priest 5 Vow of poverty (10): The priest must day with the touch of his hands. There is CPs, where studded leather or lighter, only possess what money that he needs no save against the draining effect. gives him 10 CPs. No armor at all is to survive. Such priests may never own Move Silently (5/10): The specialty worth 15 CPs. If the priest can’t use a magical items unless they are plain priest can move silently, as the ranger shield, it is worth an additional 5 CPs. looking, and they must donate all trea- ability, in natural surroundings. See Limited magical item use (5+): Some sure and excess wealth to a worthy, Table 22 in the ranger section of Skills & deities deny the use of some magic nonplayer character cause. Powers for the chance of success. With items to their priests. For each category the 10-point option, the priest can hide that is barred, the priest gains 5 CPs. The in shadows even in an urban environ- categories are: potions and oils; scrolls; ment. rings and other miscellaneous items; Turn lycanthrope (10): Few priests are rods, staves, and wands; and weapons Brian Linville lives in California. Just out- granted this ability. It allows a priest to and armor. side his front door, he says, lies a sea of turn any werebeast, whether natural or Pacifist (15): A pacifist may never craziness just waiting for him to write about cursed, if they are in their non human strike a blow against any intelligent it. In the meantime, he continues to do his form at the beast’s hit . For the creature or risk angering his god. Such a most creative work in his head while tossing result, the werecreature is knocked priest is not always against others who pizzas at work.

10 DECEMBER 1996 DRAGON #236 11 by Chris Perry illustrated by

he portrayals of the elven pantheon (as found in Monster Araleth is one of the “Second Born,” those elven gods who T Mythology) are a valuable addition to any DM’s cam- came after the first War of Darkness. He is engaged in an eter- paign. However, those looking through the pages on the nal war against the powers of darkness, and is known for his Seldarine will notice that very few of them allow for non- relentless pursuit of the when they came forth again Chaotic Good priests and that almost none are of Lesser or (indeed, one of the most commonly known stories concerns his lower power. Provided herein are the priests of seven lesser- battle with Lolth, from which he bears a scar from her poisoned known gods of the Seldarine. Four of the gods (Araleth, Kirith, bite). Accordingly, he is often the favorite choice of adventurers Melira, and Naralis) were detailed in the article “The Elfin Gods,” because of his aggressive stance. while another was based on a fifth member (Tarsellis) detailed Araleth lives in the part of Arborea known as Arvandor in in the article “In the Frost and the Snow” (both articles the House of Glowing Stars, a dwelling beset by drifting, glow- appeared in DRAGON Magazine issue #155). The remaining two ing stars. He works closely with the rest of the Seldarine as gods and priesthoods (Tethrin and Rellavar) are new. needed, and his priests likewise work with other priesthoods in This article mentions certain deities of the FORGOTTEN REALMS® their efforts to eliminate evil. (FR) or the World of GREYHAWK® (WG) settings as enemies or allies of these elven gods, and it goes without saying that the various The Church members of the drow and goblinoid pantheons bear them no CLERGY: Clerics, specialty priests, crusaders less enmity. Also from GREYHAWK are the xenophobic Wastri (The CLERGY’S ALIGN: NC, CG, N, CN Hopping Prophet) and the abominable luz to contend with.... TURN UNDEAD: C: Yes, SP: Yes, Cru: Yes Note: Clerical sub-classes men- CMND UNDEAD: C: No, SP: No, Cru: No tioned in this article, such as the Araleth’s clergy have few holy days except for the spring crusader or mystic, can be found in equinox, whereupon they sacrifice items of beauty within a cir- the Faiths & Avatars book. cle illuminated by Starshine spells. They prefer to start their prayers at dusk, just about the time that their god’s presence in the heavens can be felt. Araleth Letheranil While within the confines of the church (or on holy days), (The Prince of Stars, clerics and specialty priests of Araleth wear robes of white. At The Twilight Rider) other times they’re free to wear whatever they choose (though Lesser Power of Arborea, CG dark-colored cloth is frowned upon and considered a minor PORTFOLIO: Light, Starlight, transgression). Clerics make up 50% of the clergy, specialty Twilight priests 35%, and crusaders 15%. ALIASES: None DOMAIN: Arvandor/House Specialty Priests (Twylar) of Glowing Stars REQUIREMENTS: Constitution 12 SUPERIOR: None Wisdom 13 ALLIES: Sehahine Moonbow, Selune (FR), PRIME REQ.: Wisdom Celestian ALIGNMENT CG (WG), Xan Yae (WG), other members of the WEAPONS: Bow, dagger, sword (short/long), and all Seldarine bludgeoning weapons FOES: Lolth, Shar (FR), (WG) ARMOR: Chain, elven chain, scale, and shield SYMBOL: A white shaft of light, small at the MAJOR SPHERES: All, astral, chaos, charm, combat, guardian, top and largest at the bottom numbers, protection, sun, WOR. ALIGN: Any non-Lawful Good or MINOR SPHERES: Divination, healing, necro- Neutral mantic

DRAGON #236 13 MAGICAL ITEMS: Same as priests Tethridar. Because this is also the home At 5th level, Zivorns can cast call REQ. PROFS.: of Tethrin Veralde’ (another elven god), upon faith 1/day. BON. PROFS.: Blind-fighting stories consistently portray them as At 7th level, Zivorns may cast a At 1st level, Twylars can cast a light lovers (the truth of this is unknown). Divination Enhancement spell (see Tome spell 1/day. In addition, they receive a +2 of Magic) 1/day. on saves vs. magic that affects vision. The Church At 10th level, Zivorns can cast At 3rd level, Twylars can cast a CLERGY: Clerics, specialty priests, undead ward 1/week. starshine spell 1 /day. specialist wizards At 12th level, Zivorns can cast leg- At 5th level, Twylars receive auto- CLERGY’S ALIGN: LG, NG, CG, LN, N end lore or steal enchantment 1/day. matic saves against spells that cause TURN UNDEAD: C: No, SP: No, W: No At 14th level, Zivorns may cast blindness or darkness, and can cast neu- CMND. UNDEAD: C: No, SP: No, W: No either a prismatic spray or prismatic sphere trulize poison 1/day. Kirith’s priesthood are comprised of 1/week. At 7th level, Twylars can cast con- clerics (40%), specialty priests (40%), tinual light 1/day, and they receive auto- and specialist wizards (diviners and matic saves vs. spider poison. enchanters make up 10% each). On holy At 9th level, Twylars can cast a days they wear multi-colored robes and sunray spell 1/day. give prayers and pieces of knowledge as Taralen At 12th level, Twylars receive a +2 a form of sacrifice to their goddess. It’s (The bonus against spells cast at them by interesting to note that while the high Songstress, drow . In addition, the magic resis- clergy can declare a holy day in light of Patron of tance of drow who are the targets of the special events (an omen from Kirith, the Bards and Twylars’ spells is lowered by 10% for the successful completion of a powerful Minstrels) purposes of determining whether their magic, etc.), they also consider days of Lesser Power spells get through. the full moon to be holy — the same of Arborea, days that priests of Sehahine revere. CG However, they hold their services in the daytime. Kirith PORTFOLIO: Half-elven bards, elven Sotheril Specialty Priests (Zivorns) minstrels, songwriting (The REQUIREMENTS: Intelligence 12, Aliases: None Magess) Wisdom 13 DOMAIN: Arvandor/Evergold Lesser PRIME REQ.: Intelligence, Wisdom SUPERIOR: Hanali Celanil Power of ALIGNMENT: NG ALLIES: , Elysium, WEAPONS: Dagger, dart, quarter- Hanali Celanil, Milil NG staff, sword (short), (FR), Oghma (FR), footman’s mace Olidammara (WG) ARMOR: None FOES: None MAJOR SPHERES: All, charm, creation, SYMBOL: A golden lute on a PORTFOLIO: Divination magic, divination, elemental, blue background Enchantment magic guardian, healing, WOR. ALIGN: Any ALIASES: None numbers, protection, Melira Taralen is a lesser goddess DOMAIN: Amoria/Tethridar thought who, like many of her followers, has a SUPERIOR: Corellon Larethian MINOR SPHERES: Necromantic, sun patron (in this case, Corellon). It is said ALLIES: Corellon Larethian, MAGICAL ITEMS: As clerics, plus that her mother Hanali Celanil sent her Tethrin Veralde’, others items to Corellon to serve as an , FOES: None REQ. PROFS.: Spellcraft SYMBOL: Rainbow-striped sphere BON. PROFS.: None foundly with her skills that he set a place WOR. ALIGN: Any Good or Neutral Zivorns may cast an armor or shield in the stars for her. Melira is most often Magic is a very important part of elven spell 1/day. life, and while Corellon Larethian holds Zivorns may cast detect charm Evergold, singing and playing while her magic to be part of his portfolio, other 1/day for every 3 experience levels. mother relaxes. If she has any rivals, it is elven gods lay claim to more specific Zivorns receive a +2 on saving the Faerunian god Milil, whom she feels forms of magic. Kirith Sotheril is one such throws vs. divination or enchantment/ may be “poaching” in her territory. Still, deity whose portfolio concerns magic, in charm magic of any sort. theirs is a friendly rivalry, and he some- this case divinations and enchantments. At 3rd level, Zivorns may choose to She and Sehahine Moonbow are rivals of receive spells from the Divination or duets with her. She also enjoys a sort, since in many worlds Sehahine Enchantment/Charm schools of magic. Olidammara’s exploits, though he’s considers herself to be the patroness of Such spells must be prayed for as any often too roguish for her taste. the subtler forms of magic, but they’re far other spell, and they take up one space Melira’s faithful tend to be musically- from enemies. of a standard priest spell of the same inclined and appreciative of music. Not Kirith dwells on the first layer of level. Wizard spells of up to 6th level only are musicians favored by her, but Elysium, Amoria, within the realm of may be accessed in this manner. also those who act as patrons, and those who treat their musicians well are

14 DECEMBER 1996 said sometimes to receive a boon from Brystars are able to sing a song of souls to their time of leaving, he serves the goddess. sleep (as the 1st level wizard spell) 1/day. Sehahine in making sure they reach their In addition, they receive a +2 on saving proper destination. He is one of the few The Church throws vs. sound-based attacks. death gods who isn’t malevolent or uncar- CLERGY: Specialty priests, bards, At 3rd level, Brystars can sing a ing, and he’s very popular in those worlds minstrels, mystics countersong (like a bard) which nullifies where his worship is practiced. Like Tethrin CLERGY’S ALIGN.: CG, NC, CN, N the attacks of harpies and the like, and Kirith, Naralis resides on the first layer TURN UNDEAD: SP: No, B: No, M: No, 3/day. In addition, they may cast a of Elysium, but he has his own realm, Mys: No sound bubble (see Complete Bard’s called The Healing Glade, where he con- CMND UNDEAD: SP: No, B: No, M: No, Handbook) 1/day. ducts his godly duties. Mys: No At 5th level, Brystars are able to Naralis’s worshippers are those who Melira’s clergy doesn’t include nor- sing a song of holding 1/day. The priest are concerned with keeping their fellow mal clerics, she’s only interested in hav- must decide whether it is to work only elves healthy, and in caring for those ing those with proven musical talent 1-4 human/ humanoid beings (as per who are going to die. Some adventurers within her church. Not that she dislikes hold person spell), or upon a single mon- give their respect to Naris in the hope those with no talent — in fact, one of the ster (as per hold monster spell). he’ll be able to turn the next potential goals of her priests are to help train oth- At 7th level, Brystars are able to deathblow away from them. ers in singing, strumming, and songwrit- sing a song of sending or suggestion, ing. Such efforts warm her heart. 1/day. No musical instrument is required, The Church The majority of her clergy are spe- only a vocal component, though the for- CLERGY: Clerics, specialty priests cialty priests (70%), the rest being a mix mer is a welcome addition. CLERGY’S ALIGN.: LG, NG, CG, CN, N, LN of half-elven bards, elven minstrels, and At 10th level, Alynars can cast a TURN UNDEAD: C: Yes, SP: Yes other sorts. She has few temples solely wall of sound (see Complete Bard's CMND. UNDEAD: C: Yes, SP: Yes dedicated to her, instead preferring Handbook) 1/day. Naris’s clergy is comprised of clerics shrines placed in guildhalls as well as At 12th level, Brystars may sing a Song (60%) and specialty priests (40%), and those within temples of Hanali Celanil. of mass charm or mass suggestion 1/day. they work together harmoniously. During They have no set holy days, instead At 16th level, Brystars may sing a times of the new moon they wear white declaring a holy day just before the song of binding, 1/month. This is usually cowls and gray-and-white robes. During advent of a festival. On such days they’ll used only to restrain some rampaging services, they give prayers and crafted wear robes of bright blue, and they cel- extraplanar being, or as a threat to items to Naris, and when a funeral is ebrate by singing, reciting poems, and make it leave. being carried out they will leave such dancing. They have few duties aside items with the body of the deceased, be it from perfecting their (and others’) musi- in a vault or in a grave. (It’s said that the cal skills. Naralis elven tradition of planting a tree over the Analor body of a dead was started by his cler- Specialty priests (Brystars) gy as a means of continuing the life REQUIREMENTS: Dexterity 13, (The process, but others aren’t so sure). Other Intelligence 12, Healer, than handling death ceremonies, the Wisdom 13 The duties of Naris’s priests are to tend to the PRIME REQ.: Dexterity, Wisdom Watcher sick and the dying. ALIGNMENT: CG of Souls) WEAPONS: Bow (short), dagger, Lesser Specialty Priests (Heralars) short sword, all blud- Power of REQUIREMENTS: Constitution 12, geoning weapons Elysium, NG Wisdom 14 ARMOR: Leather or elven chain PRIME REQ.: Constitution, Wisdom MAJOR SPHERES: All, chaos, charm, ALIGNMENT: NG creation, guardian, PORTFOLIO: Healing, the Easing of WEAPONS: Flail (foot or horse), healing, protection, Pain, Death dagger, knife, sword summoning, sun ALIASES: None (long/short) MINOR SPHERES: Divination, plant, wards DOMAIN: Amoria/The Healing ARMOR: Chain, leather, plate, MAGICAL ITEMS: As cleric and bard Glade or scale plus shield REQ. PROFS.: Artistic ability (poetry SUPERIOR: Sehahine Moonbow MAJOR SPHERES: All, creation, divination, or songwriting) ALLIES: Sehahine Moonbow, guardian, healing, BON. PROFS.: Musical instrument or Labelas Enoreth, Ilmater necromantic, protec- singing (pick one) (FR), Kelemvor (FR) tion, sun, time, wards Though noted as being unable to FOES: Loviatar (FR), Nerull MINOR SPHERES: Charm, law turn undead in the conventional sense, (WC), Null (Draconic) MAGICAL ITEMS: Same as clerics Brystars are able to play or sing a song SYMBOL: A white dove-shield REQ. PROFS.: Healing of turning. This is equal to the standard WOR. ALIGN: Any Good or Neutral BON. PROFS.: Ancient history or turning ability, except that a musical Naralis is an elven god whose primary religion instrument is required and it may be interest is not just the safeguarding of Heralars are able to turn undead as attempted 3/day, no more. elven souls after they depart, but also heal- if they were 2 levels higher, and can cast ing of the living. As Sehahine guides the an invisibility to undead spell 1/day.

DRAGON #236 15 Heralars can remove the pain from he prefers to wander the realms of Peakwardens receive a +2 bonus to a suffering being 2/day, and the recipient Ysgard (word has it that he dallies in the hit with spears, whether thrown or held. must make a saving throw. If it is failed, realms of Vanaheim and Elfheim when In addition, they use the fighter THAC0 the pain is gone for only 2-7 hours, but if he isn’t home in The Wild Ride). Tarsellis table when using spears in combat. the save is successful then it is banished is a hearty warrior and a capable hunter, Peakwardens suffer -1/hit die less for 1 day/level of the priest. This touch so it’s a surprise that he and Solonar damage from natural phenomena, can be used to nullify the effects of cer- Thelandira aren’t friends. The truth is whether its from an earthquake, falling tain spells (such as symbols of pain). that they once were but that they had down a cliff, or flames from a fire. Spells of healing cast by Heralars an argument over another deity. In Peakwardens can cast detect snares are enhanced to where they will not some tales Hanali is depicted as the and pits or pass without trace 1/day. heal less than half of that which is pos- goddess responsible, but older tales indi- At 3rd level, peakwardens can cast sible by the spell. A cure light wounds, for cate that it was Lolth who (before The aura of comfort or lighten load 1/day. example, will not heal less than 4 points War of Darkness, when she wasn’t yet At 5th level, peakwardens can cast of damage. wholly evil) caused the rift between hallucinatory forest of distance distortion At 3rd level, Heralars may cast a them. It should also be said that Tarsellis 1/day. slow poison spell 1/day. is a rival of sorts with Rillifane Rallathil, At 8th level, peakwardens can cast At 5th level, Heralars can cast cure since Tarsellis also claims to have con- Stasis 1/day. disease or accelerate healing 1/day. trol of those which grow among At 12th level, peakwardens can At 7th level, Heralars cast draw upon the mountain ranges. Tarsellis’s follow- cast find the path 1/day, and in addition holy might or cure critical wounds 1/day. ers are almost wholly snow elves, can cast a stone walk spell 1/month (as At 10th level, Heralars can cast a though others sometimes give tribute to per the Banite spell found in Faiths & heal spell 1/week. him as Lord of the Mountains. Avatars, page 42). At 12th level, Heralars are protected by a Church permanent negative plane protection spell. Rellavar At 16th level, Heralars can cast a CLERGY: Clerics, specialty priests, spirit of power spell 1/month. rangers, shamans Danuvien CLERGY’S ALIGN.: NC, CG, CN, N (The Frost TURN UNDEAD: C: Yes, SP: No, Sha: No Sprite King, CMND. UNDEAD: C: No, SP: No, Sha: No Warder Tarsellis Tarsellis’s clergy is generally split up Against Meunniduin into localized groups. Shamans make up Elements) (Patron of a bare majority of his priesthood (55%), Lesser Power Snow Elves, though clerics, specialty priests, and of the Lord of rangers hold more power in the civilized Beastlands, Mountains) regions. The raiment of the priesthood NG Intermediate differ, but generally consist of white Power of robes and furred cloak and boots (holy Portfolio: Frost Sprites, Protection Ysgard, CN symbols are made of bone or ivory). from the Elements (par- Temples are few, and the priests’ primary ticularly the cold) duty is to watch over their fellow snow Aliases: None elves and to erect shrines near mountain Portfolio: Mountains, rivers, Domain: Karasuthra/the Ice Plain passes and mountain tops. snow elves, wilderness Superior: None Aliases: None Specialty Priests (Peakwardens) Allies: Tarsellis Meunniduin, Domain: Ysgard/The Wild Hunt Solonar Thelandira, REQUIREMENTS: Strength 12, Wisdom 12 Superior: None Tethrin Veralde’, Erevan RIME EQ Strength, Wisdom Allies: Fenmarel Mestarine, P R .: Ilesere Rellavar Danuvien, ALIGNMENT: CG, CN, N Foes: Auril (FR), Surtr (frost WEAPONS: Club, dagger, knife, Shaundakul (FR), giant god) spear, and all blud- Fharlanghn (WG), Ulaa Symbol: A silver spear with a geoning weapons (WG) white circle to either ARMOR: Leather, hide, or dragon- Foes: Lolth side of the shaft Symbol: Snowcapped mountain scale plus shield WOR. ALIGN: NG, N MAJOR SPHERES: All, animal, chaos, WOR. ALIGN: Any non-Lawful Good Rellavar Danuvien is another god of combat, elemental or Neutral the snow elves, acting as a ward against (earth/water), guardian, Tarsellis is the patron god of those the severe cold. He used to serve healing, protection, known as snow elves, who mainly Tarsellis a long time ago, but his contin- travelers, Weather inhabit the Crystalmist mountains of uing friendship with Solonar strained MINOR SPHERES: Creation, divination, Oerth. (Rumor has it that snow elves theirs a bit. Now he’s an independent elemental (air/fire), also exist on the far reaches of the Spine god, though he can count on help from plant of the World or even the High Ice por- both against the machinations of Auril MAGICAL ITEMS: Same as cleric tion of Anauroch in Faerûn, though this and Surtr (both beings whose power is EQ ROFS Spear, survival (arctic) is unproven.) Though he visits the other R . P .: based on ice and cold). He’s good members of the Seldarine on Arborea, BON. REQS.: Mountaineering

16 DECEMBER 1996 friends with Erevan Ilesere, who is him- At 3rd level, frostwardens may cast Tethrin the Shining One is the patron self a patron of faerie folk (though of the an aid or call upon faith spell 1/day. god of bladesingers and swordsmen, larger community of faeries and sprites). At 5th level, frostwardens may cast and is apparently the son of both Rellavar’s priests seek to mitigate the protection from fire or protection from light- Corellon and Sehahine, though only effects of the elements on the elvenfolk, ning, 1/day. recently has he begun to develop a fol- particularly cold. They’re also important At 7th level, frostwardens may use lowing among the elves. An adventur- in keeping those elves found in the arctic a variation of the call wood/and beings ous, strident god, he believes in the in arms, enchanting ice so that it has the spell which will summon 2-5 frost power of elven blades and magic to win strength of steel. Someday, his following sprites instead, 1/day (80% chance of the day, and likewise encourages his fol- among the snow and ice elves may success). In addition, frostwardens’ resis- lowers to use such to protect and further eclipse that of his former benefactor. tance to cold develops to where they the elven cause. Tethrin has few enemies suffer either half or no damage from save Lolth (who would like to deal a per- The Church cold-based attacks, depending upon sonal blow to Corellon and Sehahine by THE CLERGY: Clerics, specialty priests whether they save or not. slaying him) and the Faerûnian drow CLERGY’S ALIGN: NG, N At 9th level, frostwardens may cast demipower Selvetarm (he may have TURN UNDEAD: C: No, SP: No icesteel (a variant of the glassteel spell) been sent by Lolth to kill Tethrin, though O CMND UNDEAD: C: No, SP: No once per week. This is useful in creating it failed). On Oerth, he gained the ire of Rellavar’s clergy consists of clerics durable bladed weapons, such as long Hextor by helping Heironeous settle and specialty priests, and though evenly swords, out of ice. some matters there, and so he must proportioned it may change in favor of At 12th level, frostwardens gain the watch out for him. Still, if he were slain, the specialty priests in the next decade ability to turn cold-based creatures, Corellon would reinstate him, so his wor- or so. They have the support of several much as other clerics turn undead. The ries are somewhat alleviated. orders of rangers, as well as a rare order priest can turn back no more than twice Although Tethrin spends much of his of elven wyrmslayers (a form of paladin, their experience level in Hit Dice, though time on Arborea, he shares the realms or so it’s been rumored). up to 5 other priests may join in and add of Tethridar on the first layer of Elysium Rellavar’s clergy prefer to dress in their levels to the principal priest for the with the goddess Kirith Sotheril, his lover blue and white, though furs aren’t used purpose of determining how many hit and confidant. It’s a small but pleasant as much in their raiment as Tarsellis’s dice worth are affected. place, complete with a large copse of priests. They hold holy days whenever a trees as well as a fruit orchard. There, dangerous undertaking is about to amid the trees and open field, followers begin, when enemies beset the settle- Tethrin of his who have died continually prac- ments of their people, or a particularly Veraldé tice and hone their skills. bad blizzard is underway. Usually the (The offerings are of hardened, sculpted ice Shining The Church or bone, though very important cere- One, The THE CLERGY: Clerics, specialty priests, monies call for sacrificing valuable Master of bladesingers, fighters objects made of other materials. Blades) CLERGY’S ALIGN.: LG, NG, CG, LN, N, CN Demipower TURN UNDEAD: C: Yes, SP: Yes, Bld: No, Specialty Priests (Frostwardens) of Elysium, F: No REQUIREMENTS: Constitution 13, NG CMND. UNDEAD: C: No, SP: No, Bld: No, Wisdom 13 F: No PRIME REQ.: Wisdom Tethrin’s clergy is comprised of clerics ALIGNMENT: NG, N (30%) specialty priests (30%), blade- PORTFOLIO: Bladesingers, swords- singers (20%), and fighters (20%). They WEAPONS: Axe (battle/hand) club, manship dagger, knife, spear, stress the value of swordsmanship as ALIASES: None sword (long) well as the mixing of swords and magic, DOMAIN: Amoria/Tethridar Armor: Fur, hide, leather, elven among other things. Tethryn’s holy days SUPERIOR: Corellon Larethian chain, or dragonscale are in fact held on the same day as ALLIES: Corellon Larethian, (plus shield) Sehahine and Corellon’s, whereupon Sehahine Moonbow, they give thanks for the blessed union MAJOR SPHERES: All, animal, charm, Solonar Thelandira combat, divination, which brought forth Tethrin. Also, once FOES: Selvetarm (FR), Lolth, each month a special day is held in guardian, healing, pro- Hextor (WG) tection, wards, weather which they show off their fighting skills Symbol: A long and a short and attempt to bring in new converts. MINOR SPHERES: Elemental, necromantic sword lying parallel to Known as Tethrin’s Match, it usually MAGICAL ITEMS: Same as cleric each other on a disk, Req. PROFS.: Spear, fire building brings a healthy amount of attention, their blade tips angled and they generally succeed in their BON. PROFS.: Weather sense toward the upper left; Frostwardens are immune to nat- efforts. Already there are several orders a quarter moon lies of bladesingers and warriors’ guilds who ural cold, and receive a +3 on saving above the swords, throws vs. all cold-based attacks. are dedicated to him. As for what the while a full moon lies clergy wear during holy days, they gen- Frostwardens may cast resist cold or underneath resist fire upon themselves or another WOR. ALIGN: Any Good or Neutral person, 1/day. Continued on page 25

DRAGON #236 17

by Ed Bonny illustrated by Michael Scott

arelnay wiped the sweat from her brow and watched the bat- Elemental powers and summoning tle rage before her. The crimson sun, perched high in the sky, Nowhere in any AD&D® are there priests beat unmercifully down on the exhausted air cleric. Two of her that compare to the exotic elemental clerics of Athas. Where companions were down, dying if not already dead. The sands before the priests of other realms strive for the greater glory of their the oasis were quickly turning into a thick, red mud from the blood gods, the savage clerics of the DARK SUN® setting wage a daily of the slain and wounded. Both sides were taking a terrific beating. struggle for survival in this twisted land, long defiled by cen- Unfortunately for Marelnay, the elven marauders fighting her friends turies of magical devastation. looked like they were going to win. These elves had been preying on The elemental powers choose their worshippers carefully, the new pterran trade route for months and now they sought to prey as they understand that the health of Athas rests on their on Marelnay and her comrades. Helping the marauders was a pow- champions’ shoulders. The elemental powers have no doubts erful elven ally situated just inside the oasis — a wizard who was that only their clerics can return a sound elemental balance to destroying the oasis with his magic. Five times during the battle, the Athas and undo the defiling damage that nearly wasted the defiling elf had cast spells. Five times, the terrible circle of ash sur- millennia ago. In order for the elemental powers to aid rounding the elf grew larger and larger. their champions in this mission of ecological preservation, they Her friends needed help soon and only Marelnay might save the send forth beings of elemental force to serve their clerics. day. Quickly the cleric set about casting a spell that would conjure an At 5th level, elemental clerics may summon a true elemen- air elemental to her side. As she began, familiar winds which accom- tal via the 3rd-level spell conjure lesser elemental. At 9th level, a panied every spell Marelnay cast gently arose around her. Within cleric may cast the 5th-level priest spell conjure elemental to call seconds she finished the casting but something was different, some- upon a stronger elemental ally. Finally upon achieving 14th thing had gone wrong! No air elemental appeared! Instead the gen- level, elemental clerics may summon the most powerful ele- tly blowing air gathering around Marelnay began to gust. The mentals with the 7th-level spell conjure greater elemental. The bizarre winds became stronger — too strong thought Marelnay. Very elemental powers also work with other agents (druids, pre- soon vicious blasts of roaring air began to batter the combatants servers and spellcasting rangers) by sending them elemental around. Stinging sand, airborne from the fierce winds, bit into beings when the proper spell is cast. Defilers, on the other hand, Marelnay’s skin. As a cleric of the air, she knew she could protect her- can never conjure elementals, because the elemental powers self from this freakish sirocco but only for a short while. Unless the never send elemental beings into the service of the mages others could run through this sudden raging windstorm, they were responsible for reducing Athas into the wasteland it is today. likely to be scoured to death by the flesh-eroding sand. Invoking her elemental ability to ignore the very air itself Marelnay raced to Elemental malfunctions escape the sandstorm. She looked back to see if any of her party Usually, conjure elemental and its lesser and greater versions were still up but could only glimpse exposed white bone poking function precisely as described. On rare occasions, however, an through the sand-blasted skin of their fallen bodies. Frightened and elemental spell malfunctions. Why this occurs on Athas is confused, Marelnay questioned this strange sign from the elemental directly attributable to the simple truth that the ele- powers of air. What was happening? What did it mean? mental powers are not deities but are in fact What went so horribly wrong? less-than-perfect beings who may err. The

DRAGON #236 19 Table 1: Conjure lesser elemental summoning malfunctions majority of summoning malfunctions Roll 2d8 Result have a malevolent effect but there are 2 Rental appears and attacks the cleric. occasions when the effect can be bene- 4 Elemental sparking: Cleric’s body continually exudes small useless amounts of his element for 24 hours (i.e., fire cleric gives off harmless sparks, earth cleric emits small clouds of ficial to the cleric. dust, etc.). Spell malfunctions occur for a variety 5 1d3 mephits. 6 2d4 elemental vermin. of reasons and usually are accompanied 7 Elemental beasts. by bizarre results. Sometimes because of 8 1d4 elemental grues. 9 Spell functions but each elemental summoned has either 1 hp per hit die or 50% of total a miscommunication or because the ele- hit points (50% chance of either occurring). mental powers cannot spare any ele- 10 Spell functions but each elemental summoned does only 1 hp damage on a successful hit. mentals at the moment, they send dif- 11 Spell seems to function normally; however, elementals refuse to obey cleric and return to home plane when first attacked. ferent types of elemental beings to the 12 Elementally severed: Spell fails and cleric is cut off from elemental sphere for 2d6 rounds caster, creatures such as elemental and cannot cast any spells. 13 Elemental bonding: Cleric is safely bathed in element for next round and healed of 2d8+2 beasts or mephits. At other times, the hp damage. elemental powers cannot afford to send 14 Elemental blessing: Cleric casts all spells as if 2 levels higher for next 12 hours. 15 Spell functions as the 5th-level conjure elemental spell. any beings to the cleric. Instead, the cler- 16 Roll on Subtable 1 for spectacular elemental spell effect. ic may benefit from an elemental boon such as a protective or offensive spell. A Subtable 1: Spectacular minor elemental spell effect mishandling of elemental energy by the Roll 1d4 Result 1 Earth - Cleric grabbed by Maximillian’s earthen grasp. cleric may bring about a backlash of ele- Air -Stinking cloud centered on cleric. mental energy or perhaps center an Fire - Cleric struck by burning hands. Water - Cleric affected by heat exhaustion. undesirable elemental spell effect on the 2 Earth - Cleric affected by fist of stone. casting cleric. The ever-scheming para- Air - Cleric can call lightning even if storm is not present. Fire - Cleric directs a flaming sphere. elemental powers may even sabotage Water - Cleric directs insatiable thirst an elemental cleric’s spell and send one 3 Earth - Cleric grabbed by Maximillian’s stony grasp. of their own para-elementals to kill the Air - Solid fog centered on cleric. Fire - Cleric affected by heat exhaustion. cleric instead. Water - Cleric affected by insatiable thirst. 4 Earth - Cleric directs stone shape. Air - Cleric can air walk. Fire - Cleric directs a fireball. Water - Cleric can cast cure serious wounds.

20 DECEMBER 1996 Malfunction mechanics Table 2: Conjure elemental summoning malfunction table When a PC attempts to summon an Roll 2d8 Result 2 Roll on Subtable 2 for spectacular elemental spell effect. elemental, DMs should roll for a mal- 3 Horror! Para-elementals intercede and send a 12-HD para-elemental to attack cleric. function. If no malfunction occurs, the 4 Elemental Backlash! Character suffers 2d8+4 hp damage as elemental spell energy is mis- spell functions normally. If there is a handled during casting. Cleric is further unable to cast spells from own elemental sphere for next 1d6 turns. malfunction, the DM must determine the 5 2d4 mephits* type (standard or spectacular). 6 Elemental beasts*** 7 2d4+2 elemental grues**** 8 Spell functions as 3rd level spell conjure lesser elemental. 1. Roll for a malfunction. 9 Spell functions but each elemental summoned has either 1 hit point per hit die or 50% of total hit points (50% chance of either occurring). In game terms, a summoning mal- 10 Spell appears to function but the arriving elementals refuse to obey cleric and return to home function occurs when any one of the fol- plane when first attacked. 11 Elemental Imbalance! Elemental energy wildly courses through the cleric’s body randomly lowing conditions are met: empowering and invigorating cleric or nauseating and enervating cleric. Cleric has a 50% The elemental cleric attempts to chance of casting all spells as either 3 levels higher or lower each time a spell is cast for the next 1d4 hours. conjure an elemental and fails his wis- 12 Elemental powers cannot send aid to cleric but instead teleport cleric 1 mile away in a ran- dom spell success roll. dom direction thus removing cleric from possibly harmful situation (but abandoning com- rades at same time). Clerics attempting elemental sum- 13 Elemental Infusion: Cleric is healed of all wounds, diseases, and poisons. moning via spell have a 5% chance of 14 Cleric is temporarily transformed into a standard 12 HD elemental of the cleric’s element for spell’s duration gaining special attack abilities and weaknesses of a true elemental of the same bringing about a malfunction. Druids, level. Cleric keeps own hit points and THAC0 but cannot cast spells in elemental form. At spell’s preservers and rangers, because of their end, cleric reverts back to normal form and is healed of 2d8+2 hp damage. 15 Spell functions as 7th-level spell conjure greater elemental. lack of expertise in handling elemental 16 Roll on Subtable 2 for spectacular elemental spell effect. energies, have an increased likelihood of a summoning malfunction (20% Subtable 2: Spectacular elemental spell effect chance for druids, 35% chance for pre- Roll 1d4 Result 1 Earth - Cleric affected by infestation. servers, and 10% chance for rangers) Air - Cloudkill centered on cleric. when they attempt to cast any of the Fire - Cleric struck by flame . Water - Cleric affected by lungs of water. conjure elemental spells. The DM secretly 2 Earth - Wall of stone in front of cleric. rolls 1d100 to determine if a malfunc- Air - Wind wall in front of cleric. Fire - Wall of fire in front of cleric. tion occurs. Water- Wall of Ice in front of cleric. Any magical devices specifically 3 Earth - Whirlpool of doom centered on cleric. Air - Death fog centered on cleric. used to summon elementals have a Fire - Fireball centered on cleric. 10% chance (on a d00) of causing a Water - Ice storm centered on cleric. 4 Earth - Cleric protected by a stoneskin. summoning malfunction each time they Air - Cleric can call down an airboat any time in next 24 hours. are employed. Again, the DM secretly Fire - Cleric is protected by a fire shield. cone of cold. rolls the chance of this occurring. Water - Cleric can direct a Fiendish DMs may increase the Spectacular effects cleric who can no longer ignore his ele- chance of a malfunction under certain ment and is still within a spell’s effect suf- unusual circumstances (i.e. casting All special elemental spells are treat- fers the spell’s normal effects. occurs in the disruptive presence of high ed as if the cleric had cast the spell him- Regardless of whether a beneficial or levels of defiling magic or para-elemen- self with regard to duration, damage, malevolent effect occurs, a cleric whose tal magic, etc.). area of effect, etc. unless the spell states otherwise. Spectacular effects take place summoning had a spectacular malfunc- 2. Determine the type of immediately whether or not the caster tion cannot cast any conjuration/sum- malfunction. controls the spell. moning spells for the next 1d4+2 hours. A cleric is allowed a saving throw All wizard and priest spells listed in Standard Malfunction: On a success- against any malevolent spell effect tar- the Spectacular Malfunction Tables may ful malfunction, DMs must consult the be found in the Player’s Handbook, Tome appropriate Summoning Malfunction geting the cleric. Area effect spells such of Magic, and Earth, Air, Fire & Water. table based on which version of conjure as fireball or ice storm still take effect elemental spell was cast and roll 2d8 to even if the cleric saves. In the instance of a fireball, a fire cleric would suffer half Other classes that can summon determine the random elemental effect. elementals A roll falling between a 2 and 16 means damage on a successful save unless the The summoning malfunction tables that a standard malfunction occurred cleric had already activated his ability to ignore his element — fire. Most likely may be easily modified for use in DARK and the DM should look up the appro- SUN campaigns that allow para-elemen- priate affect. however, a cleric affected by a malevo- lent spell is taken by surprise and thus is tal cleric PCs. These tables cannot be Spectacular malfunction: A roll of a 2 or 16 on 2d8 indicates that a spectacu- affected normally by the spell. used by templars since templars aren’t allowed elemental summoning spells lar elemental spell effect has occurred. An elemental cleric who is affected from their sorcerer-kings. Because of the Consult the appropriate Spectacular by a benevolent spell receives full greater chance of malfunction for Elemental Spell Effect Subtable and roll knowledge of the spell and all its vari- ous effects, applications, etc. druids, these nature priests are more 1d4 for a random effect based on the likely to summon assistance from ani- cleric’s element. The following addition- DMs should be aware that some spell mals on their guarded lands than to call al rules come into play when a spectac- effects have a considerable duration (i.e., ular elemental spell effect occurs: sirocco) that may last far longer than the cleric’s ability to ignore an element. A Continued on page 24

DRAGON #236 21

Table 3: Conjure greater elemental summoning malfunction , steam, or water for water clerics. Roll 2d8 Result DMs may mix similar types of mephits 2 Roll on Subtable 3 for spectacular elemental spell effect. to enhance the weirdness of the scene. 3 Horror! The interloping para-elemental powers intercede and send a 16-HD para-elemental All sixteen varieties of mephits are to attack the cleric. 4 Elemental burnout! The mishandling of elemental energy by the cleric results in the creation found in the PLANESCAPE® MONSTROUS of an elemental “dead spot” 1d10 miles in radius centered on the cleric. No spells or abilities COMPENDIUM® Appendix Volume I. from the cleric’s own element can be cast, used, or memorized by any clerics within range who worship the same element. The dead spot, which moves with the cleric, lasts for 1d4+1 Elemental vermin. The scavenging days. elemental vermin that appear spend all 5 Elemental deluge! For the next 4d4 rounds, the cleric’s ability to gate in his element is con- tinually and uncontrollably invoked automatically. The gated element randomly appears their time looking for food to eat. The within 50’ of the cleric’s location usually with chaotic effect. useless vermin do not fight unless 6 Elemental summons: Cleric is summoned to elemental plane and must justify this particu- lar summoning to the elemental powers. After 2d4+5 rounds of questioning, cleric is attacked. At the spell’s expiration, all returned to same place on Athas. Request is either granted or denied based upon the cler- surviving vermin return to their home ic’s responses. 7 Spell functions as conjure lesser elemental (75% chance) or conjure elemental (25% chance). plane. Elemental vermin are listed in the 8 3d6+3 mephits* Annual Volume I. 9 Spell functions but each elemental summoned will have either 1 hp per hit die or 50% of total hit points (50% chance for either). Elemental beasts. A number of ele- 10 Elemental matter transmutation! Every round, 1d2 random, non-living items within a 20’ mental beasts appropriate to the type of radius of the cleric must save vs. spell with a -1 penalty or be permanently transformed into an equal volume of the cleric’s element. This transmutation continues for 1d10+10 rounds. conjure elemental spell cast are sum- Transformed items cannot be returned to their previous form by any means short of a wish. moned to aid the cleric. Elemental 11 Elemental disturbance caused! A nearby drake of any element or para-element arrives in beasts serve the caster to the letter of his 4d4 rounds and attacks the cleric for daring to disturb the elemental ether by casting annoy ing spells. commands until the end of the spell’s 12 Elemental assistant: Cleric is affected by the 8th-level wizard spell homunculus shield for the duration. The beasts have no way to next 24 hours. 13 Elemental avatar! Cleric is temporarily transformed into a fearful 15’ elemental avatar. Cleric travel back to their plane and beseech is healed of all damage and granted double hit points, fights as a 20 HD monster, strikes the cleric for aid in getting home. If the with fists twice a round for 5-30 hp of damage, has AC -5 and a magic resistance of 25%. The transformation lasts for only 1 turn after which the cleric reverts to normal but is ren- cleric cannot help the beasts, they dered unconscious for 1d4 hours. blame the cleric for their predicament. 14 A Cleric Elemental of 21st-30th level (advanced being from possessing the skills of both an elemental cleric and a psionicist) with full spells and psionic abilities appears The beasts may then attack the cleric or to fight for cleric. follow the cleric around begging for 15 Surprise! Spell functions as quest spell elemental swarm. 16 Roll on Subtable 3 for spectacular elemental spell effect. assistance depending on the serious- ness of their predicament. Elemental Subtable 3: Spectacular major elemental spell effect Beasts are detailed in the DARK SUN Roll 1d4 Result MONSTROUS COMPENDIUM 1 Earth - Glass storm centered on cleric. Volume II. Air - Sirocco centered on cleric. Elemental grues. The vicious grues Fire - Incendiary cloud centered on cleric. dislike being summoned but will fight Water -Acid storm centered on cleric. 2 Earth - Cleric affected by claws of the umber hulk with no ill effects. for the cleric upon arriving for fear of Air - Death fog as directed by cleric. angering the elemental powers who Fire - Caster affected by Malec-Keth’s flame fist.. Water - Abi-Dalzim’s Horrid Wilting as directed by cleric. sent them to Athas. The temperamental 3 Earth - Cleric affected by rink. grues are not under the cleric’s control Air - Cleric affected by suffocate. Fire - Delayed blast fireball centered on cleric. and may attack the cleric’s companions Water - Abi-Dalzim’s horrid wilting affects cleric. elemental aura at the slightest provocation. Upon the 4 All elements - Protected by an for 24 hours. spell’s expiration, the grues may opt to either return to their home plane or stay on the inner planes for help. This is also find some other means to do so. on Athas to cause more mayhem. Grues true for preservers who will opt to cast Regardless of what beings arrive are found in the PLANESCAPE MONSTROUS spells like monster summoning that con- from the elemental planes, all sum- COMPENDIUM Volume I. jure or summon other beings than moned beings can be returned to their Dungeon Masters may substitute elementals. Rangers are more likely to home plane by an appropriate spell, other bizarre elemental monsters such memorize more predictable elemental such as banish, with the standard chance as xorn, invisible stalkers, and elemen- spells once they have suffered from a of success. The following guidelines out- tal-kin from the MONSTROUS MANUAL™ few malfunctions. line the behaviors that the elemental tome and MONSTROUS COMPENDIUM Annuals beings appearing on the tables will take: as well as world-specific monsters such Summoned elemental beings Mephits. Foul, obnoxious mephits as law/chaos elementals and funda- If the caster has control over the sum- associated with the cleric’s element mentals from the MYSTARA® MONSTROUS moned beings, that control can be appear and attack any character that COMPENDIUM Appendix in place of the ele- stolen by others. If the arriving elemen- most appeals to their vulgar sense of mental beings listed in the tables. tal beings are free-willed, then control taste. If they succeed in killing the char- Final notes can be established provided that some- acter, the mephits quibble over the char- one present possesses the means to acter’s belongings. The mephits cannot The priest quest spell elemental swarm enact that control. Free-willed beings return to the planes and are stuck on never malfunctions. The elemental pow- cannot be sent back to the elemental Athas. The mephits arriving should be: ers invest a great deal of personal atten- planes by voluntarily ending the spell earth, ooze, or mineral for earth clerics; tion and magical energy when bequeath- early. Any cleric wishing to send back air, mist, smoke, or steam for air clerics; ing quest spells. This degree of prepara- elementals to their home plane must fire, radiant, or smoke for fire clerics; ice, tion renders the likelihood of any quest spell malfunction virtually non-existent.

24 DECEMBER 1996 Whenever a malfunction occurs, all players should be confounded and kept in the dark as to the reasons behind a Seldarine malfunction regardless of whether the Continued from page 17 effects were good or bad. While the mighty elemental powers may boast erally stick to blue and silver robes, weapon can affect those normally when they provide their champion with though they’re favored for use in every- affected only by silver or +1 magical a beneficial effect, they never admit to day situations as well. weapons. any weakness on their behalf when a At 3rd level, tethryls may cast a harmful malfunction occurs. Instead the Specialty Priests (Tethryls) flameblade spell, 1/day. elemental powers remain silent or REQUIREMENTS: Strength 12, Dexterity At 5th level, tethryls may cast mis- blame the para-elemental powers from 13, Wisdom 13 cast magic 1/day. interfering if questioned by the cleric. PRIME REQ.: Strength, Wisdom At 7th level, tethryls may cast a DMs can work summoning malfunc- ALIGNMENT: NG cloak of bravery spell 1 /day. tions into future adventures by having WEAPONS: All daggers and At 10th level, tethryls may cast a curious PCs investigate why their spell swords dragonbane spell 1/week. malfunctioned or punish those believed ARMOR: Any At 14th level, tethryls may cast a responsible for the spell malfunction. MAJOR SPHERES: All, astral, combat, div- variant form of ’s transformation The purpose of this article is to add ination, healing, that allows them to use any weapon an exotic element of random surprise to necromantic, protec- they’re proficient with as their means of the otherwise simple act of elemental tion, sun, war attack. This may be done 1/week summoning on Athas in much the same MINOR SPHERES: Charm, guardian, way that wild magic does in other cam- time, wards * Note: Those using the Skills & paigns. Nothing existing in the DARK SUN MAGICAL ITEMS: Same as clerics Powers optional rules may choose to let setting can truly be called predictable or REQ. PROFS.: Sword (any), spellcraft tethryns specialize with a single type of reliable and now the same can be said BON. PROFS.: Two-weapon style sword. If so, the bonuses listed for 1. are of elemental summoning on Athas. Tethryls may choose any particu- nullified and the standard bonuses for With these tables, those who would lar type of sword as the focus of their specialization apply, including multiple summon elementals are a force to be training. When using this weapon, they attacks. feared if not dreaded precisely because attack with a +1 to hit and damage*. of these dramatic random effects. Few Also, any priests who have the weapon- foes would stay to fight should a deadly smithing proficiency receive a +2 bonus acid storm suddenly rain down upon on proficiency checks when forging them. Even the cleric's own companions swords or other long, bladed weapons. Chris Perry likes to think it’s his character might flee if they watch their friend Tethryls may cast a swordbless spell that endears him to his friends and class- inexplicably transform into a terrifying, 1/day upon any weapon they touch. mates, but really it’s the fact that he wears 15’ elemental avatar. This is similar to the standard bless spell, clean shorts every day. That and his 14 cats. These malfunctioning tables need except that it also makes it so that the not be limited solely to Athasian cam- paigns. DMs running other campaigns can easily add these malfunction tables to their games for those characters who summon elementals either by spell or magic item. Either way, DMs now get the chance to bewilder and amaze their players as they bear witness to elemen- tal summoning gone wild!

Ed Bonny is a great fan of the DARK SUN and PLANESCAPE settings, as evidenced by his recent articles in the DRAGON® Magazine Annual #1 and issue #235, in which he presents PLAYER’S OPTION™: Skills & Powers rules for use in those campaigns. Between writing game articles, Ed patrols the sub- ways as one of New York’s finest.

DRAGON #236 25 New kits and proficiencies for Gothic Earth mystics by James Wyatt illustrated by Valerie Vallese

The Masque of the Red Death rules contain kit descriptions for three basic kinds of religious professionals. First are the very ordinary parsons, members of the tradesman class who derive great strength of will from their faith in an established world religion. These characters are described as being “among the greatest enemies of the Red Death,” moved by their strong faith to fight against the power of evil in the world. Next are the shamans, leaders in the tribal religions of Africa, Australia, and the natives of North and South America. As mystics, these characters live in con- stant awareness of the world of the spirits, and derive magical power from that awareness. Third are the spiritualists and mediums, also mystic char- acters, who practice spiritualism and communication with the spirits of the dead. While spiritualism is a major part of religion in Gothic Earth, it is by no means the only manifestation of religious belief. Nor can the varieties of religious expression be summed up in the parson and shaman kits. In fact, there are certain other religious figures with mystical powers. The kits described in this article, following the same format as those in A Guide to Gothic Earth, broadening the field for clerical characters in the Masque of the Red Death setting. Exorcist characters have studied vast amounts of lore concerning evil spirits and techniques of com- manding and dispelling them, while Enthusiasts prac- tice what is called “faith healing.” Characters of both kits are generally members of world religions, like

26 DECEMBER 1996 DRAGON #236 27 Exorcist Nonproficiency Penalty: -4 Generally, exorcists have completed Nonweapon Slots: 5 many years of training to learn their Class: Mystic skills and perfect their devotion. Most Ability Requirements: Wis 15, Additional Slot: 3 Con 12 Available Categories: General, exorcists should be at least middle-aged. arcane Special benefits: Exorcists turn Prime Requisite: Wisdom Religion undead as if they were 1 level higher Hit Die: d8 Bonus Proficiency: than their actual level. Since Exorcists Attack as: Mystic Recommended derive their mystical powers from a Save as: mystic Proficiencies: , sixth source of good, they are less likely to Advance as: Mystic sense attract the attention of the Red Death Exc. Strength? No with their spellcasting. In most cases, the Spell Ability? As mystic Description: Exorcists are religious chance of failing a powers check is half Exc. Constitution? No specialists who are trained and empow- what it would normally be — i.e., one- Starting Cash: 2d4 ered to banish evil spirits. Unlike most half the spell’s level (round up) or, in the Proficiencies religious figures on Gothic Earth, exor- case of a spell from the Necromantic Weapon Slots: 2 cists do have spiritual powers (mystic sphere, the spell’s level. The exception Additional Slot: 5 spells) to help them in their spiritual war- to this rule is described under special fare against evil. hindrances, below. Through elaborate rites that may Special hindrances: The next sphere include dancing, drumming, beating learned by an exorcist after mastering or a possessed person on the soles of abandoning the sphere of All must be the feet, liberal use of holy water, or Protection. Exorcists must be Lawful many other means, the exorcist Good. As mentioned above, Exorcists are hopes to drive away the spiritual forces not as susceptible as most characters to of the Red Death, preventing them from the evil influence of the Red Death in causing harm to the bodies and souls of their spellcasting. However, if an Exorcist humanity. Specific creatures that exorcists does betray his or her faith by using a are particularly effective in combatting spell for evil purposes, the chance of fail- include ghosts, haunts, odems, car- ing the powers check is twice what it rionettes, ghostlights, even fiends (in would normally be — double the spell’s some campaigns), as well as other mon- level, or quadruple the level of a sters capable of dominating or possess- Necromantic spell. Similarly, if an Exorcist ing their victims. They also have height- is ever required to make a powers check ened powers against all forms of undead. because of an evil act such as theft or Roleplaying: Exorcists are serious murder, the chance of failure is doubled. about their work and very devoted to their religion. Not all of them are Enthusiast dour and grim, but most are. Class: Mystic Their determination to com- Ability Requirements: Charisma 14 bat the forces of evil in the Prime Requisite: Wisdom world — along with their Hit Die: d8 special abilities to do Attack as: Tradesman so — more than Save as: Mystic makes up for Advance as: Mystic their lack of Exc. Strength? No humor. Spell Ability? As mystic Exc. Constitution? No Starting Cash: 2d6 Proficiencies Weapon Slots: 2 Additional Slot: 5 Nonproficiency Penalty: -4 Nonweapon Slots: 5 Additional Slot: 3 Available Categories: General, Professional Bonus Proficiency: Religion Recommended Proficiencies: Singing, Savoir-faire, a trade

28 DECEMBER 1996 three uninterrupted hours in meditation, Description: Enthusiasts are preach- Table 1: New proficiency summary ers first and foremost, powerful and per- the ability score would remain height- Proficiency Slots Ability Mod. suasive speakers who are also capable Hierarchy contact 2 Cha -2 ened for one hour. Meditation requires of working miracles of healing as a result Meditation 1 Wis -1 freedom from disturbance, and does not Movement meditation 1 Wis -2 of their faith. They are often important Presence 2 Cha 0 eliminate the needs for food, drink, or opponents of the Red Death, fighting the sleep. Only one ability can be boosted at forces of evil through their healing pow- chies or other organized religions may any given time. (Note: This proficiency is ers. Enthusiasts have a special interest in have access to resources unavailable to derived from the special ability of the battling minions of the Red Death that other characters. This proficiency mystic kit in the PLAYER’S OPTIONAL™: Skills & feed on the life-force of their human vic- reflects such resources, and indicates Powers’ book.) tims, such as vampires and other level- that the character knows how to work Movement meditation. Certain mys- draining undead, midnight cats, kizoku, within his or her hierarchy to get infor- tical traditions in Gothic Earth, particu- simpathetics, and the like. mation and other supplies an adventur- larly (but not exclusively) in the East, Roleplaying: Enthusiasts are strongly ing party may need. In Bram Stoker’s emphasize physical discipline and exer- committed to their faith. They may be Dracula, Abraham Van Helsing uses holy cise as means of spiritual growth. This missionaries, traveling revivalists, or wafers in a putty to seal the tomb of proficiency is identical to the Meditation local preachers, but in any case their Lucy Westenra. He could do this proficiency described above, except that lives are dedicated to their religion. They because, as he says, “I have an one physical ability — Strength, rarely miss an opportunity to talk to oth- Indulgence.” (Of course, A Gothic Earth Dexterity, or Constitution — can be ers about it, and often use their healing Gazetteer notes that Van Helsing is “a improved by +1 for a period equal to powers to impress others with the very close friend” of Pope Leo XIII. No half the time spent in meditation. power of faith, hoping to win converts such close relationship is implied in this Presence. Some characters have such by that means. proficiency!) spiritual power that their auras are Note that, unlike exorcists, enthusi- This proficiency may be used to gather almost tangible, easily detected by oth- asts are as susceptible as other spell- information about a specific place, per- ers and, particularly, by supernatural casters to the powers of the Red Death. son, or object. This use of the proficiency creatures. On a successful proficiency Special benefits: The enthusiast is much like consulting a sage, as check, the character can shift the reac- begins with minor access to the All and described in the ® Guide. tion of a supernatural creature by one Healing spheres. When addressing a No proficiency check is required for the level towards the low end of the chart — group of humans who are not predomi- character, just a normal success roll for so that a hostile result becomes threat- nantly scientists or other persons the “sage.” ening, a threatening result becomes cau- steeped in the worldview of modern sci- Monetary resources are not required, tious, and a cautious result becomes ence (see special hindrances, below), the but the character must have access to friendly or flight. enthusiast can attempt to influence the modern means of communication — mood of the crowd. This is handled either telegraph or mail systems. exactly as a bard’s Influence Reactions Especially in the latter case, information ability. can be significantly delayed in transit. Special hindrances: The enthusiast The fields of study to which the charac- James Wyatt is an ordained minister can never gain major access to the All ter’s contact has access are somewhat enjoying a leave of absence in Madison, sphere. Scientists and other persons limited, at the DM’s discretion. Wisconsin. He’s working as a technical steeped in a “modernist” worldview A successful proficiency check gives writer and multimedia guru, getting used to (including spiritualists and metaphysi- the character access to consecrated or a much smaller house, and (with his wife, cians) look down on the enthusiast’s fer- otherwise special items which may be Amy) eagerly anticipating the birth of his vent religious faith; in dealing with such useful in battling the supernatural. This first child in February. characters, the enthusiast receives a -2 use of the proficiency is entirely at the reaction penalty. Science is always try- DM’s discretion, but may provide holy ing to prove that the “miracles” (spell water, blessed weapons, holy wafers or ability) of the enthusiast are in fact par- their equivalent, or other such items. lor tricks or elaborate hoaxes. Meditation. Most religious profes- sionals are trained in various practices Priestly proficiencies of spiritual discipline and meditation. In The four new nonweapon proficien- addition to the effects that these prac- cies described below are especially tices have upon the soul of the medita- appropriate for mystic characters tor, they have more concrete physical belonging to one of the kits described and mental effects as well. By spending above, as well as mystics using the kits time in meditation and prayer and mak- in A Guide to Gothic Earth. They belong to ing a successful proficiency check, the the Arcane group and can be learned by character can temporarily boost one any character with access to that group. mental ability score — Intelligence, They can also be easily adapted to Wisdom, or Charisma — by +2. The almost any other AD&D® campaign. effect lasts one-third of the time spent in Hierarchy contact. Characters with meditation, so if the character spent positions in established church hierar-

DRAGON #236 29

by Ed Stark illustrated by Bob Klasnich

uke Kort Adler of Wierech stood facing west. Even five hun- Today, Adlersburg is a ruin. In the weeks after the dred feet up, at the top of his tower, he could see distinctly the death of Duke Kort Adler and the slaughter of his armies, the different armies below him. The bitter cold of the Gorgons Gorgon over-ran Wierech and most of the neighboring realms sorcerous wind ripped through him, but he could not abandon his of the region. Only the timely intervention of Müden, Danigau, post. His family, holed up in the same tower, was as safe as he could and some remaining Anuirean forces kept him from conquer- make it. ing a large portion of the Western Reaches entirely. As it was, That is to say, not at all. the Brechts and their allies paid a great price to drive the The tower shuddered. The undead had breached the outer wall Gorgon’s forces entirely from Wierech, and the Ruin of before daybreak, and giant beasts brought battering rams and siege Adlersburg has never been completely free of evil. engines to assault. Those of his loyal knights who still survived tried to repulse them from the lower parapets, but to no avail. No matter The haunting of Adlersburg how many they killed, the Gorgon's forces still came on. Now, they Many evils still haunt the Ruin of Adlersburg, but the fought the Urga-Zai, and they died. to ancient pride is the worst. Ever since the great Fortress fell The tower shuddered again. A giant stone fell from the wall near to the Gorgon’s armies, the ruler of Adlersburg (a Duchess or the Duke. Grimly, he smiled. It could not help but crush a half-dozen Duke descended from the architect of the Fortress) has not goblins or orogs when it landed. Perhaps, he thought, it might been able to build or maintain a decent army or castle in the destroy one of the giants working the ram. A small victory, but that region. Wierech’s morale, as a military nation, still suffers from was all the Duke of Wierech had left. the humiliating defeat — and, perhaps, a curse. More stones fell. The cries of the goblins and the screams of pris- Goblins, gnolls, orogs, and evil men find refuge in oners carried up to the Dukes ears. He knew the Gorgons sorceries Adlersburg. Even though the Duke of Wierech rules the brought the screams to this height, but that did not make them less province of Adler and the military-minded priests of Kirche’s real. The Duke knew his pride had brought this upon him. He only Ttundarr maintain a presence in the region, they cannot free hoped that his youngest son, sent to the coast only a week before, the old Fortress of evil. had made it out of the Gorgons clutches. Otherwise, the realm of Wierech would fall with him. The living evil As if his thoughts were a catalyst, the tower shook one more time In truth, the humanoids and evil men of Adlersburg do not and began to sway. The Duke gripped the walls, but knew the out- live in the Fortress proper. They fear the ancient curse of come, He cursed the Gorgon as he fell, and his great tower toppled Adlersburg as well, but dare to come closer than most in their into a flaming ruin amid the icy stone. desperation. They reside here against the hope of the current The Fortress of Adlersburg had fallen. Duke of Wierech, and against the orders of the Gorgon. Most are refugees from either nation — humanoids who escaped the Set between the mountains of Wierech, the Fortress of Gorgon‘s armies just ahead of the whip, and humans who fled Adlersburg once watched over the Gorgon’s Crown, one of the Brechtür justice in Wierech, Dauren, or Danigau. most evil realms on Cerilia. Its architect, the Duke of Wierech, All told, nearly two hundred humanoids and evil humans hoped to contain the evil of the Gorgon and prevent it from make their home here [enough for about 1 Mercenary Infantry infecting his realm. But his proud fortress only goaded the unit, using the BIRTHRIGHT® war card rules], but they will not immortal awnshegh into testing, and then destroying, his unite for anything but a life-or-death reason. In general, they would-be watcher. The fall of Adlersburg presaged one of the hang together in small bands of 10 to 30 members. The bands greatest debacles in the history of Brechtür. Many of the realms are better equipped than most raiders — rumor has it that the of the Western Reaches have yet to fully recover from the Urga-Zai goblins have been known to send them gear and Gorgon’s “lesson” to the proud Duke. weapons from time to time.

DRAGON #236 31 Gorag Muleskinner The undead terrors armies of the Gorgon out of the Tower 5th-level Gnoll fighter The bandits shun the interior of the once before and seek to keep the area old Fortress for a very good reason. A inviolate from bandits, treasure hunters, S: 18/93 few months after the Gorgon over- and explorers. At least five to ten phan- D: 10 ran and plundered most of the toms haunt the first sub-level of the C: 16 Fortress, he the ordered his armies Tower, still experiencing the tortures of I: 11 to excavate and loot the sub- the Gorgon and the last, painful W: 9 levels of the Tower of the moments of their lives. Once, these men Ch: 5/13 Duke. Small foraging units and women served the Duke of Wierech organized and the digging as his personal servants and guards. AL: CE began. Now, they protect the Tower through AC: 2 It did not last long. eternity. hp: 34 Within a few hours, gob- No one knows what other horrible MV: 9 lins and gnolls fled the area undead may lurk in the lower levels, THAC0: 16 screaming, and no amount of since no reliable explorer has made it #AT: 1 whipping or killing by their past the phantoms. Some say wights, Dmg: 1d10 commanders could get get them to sent by the Gorgon, patrol the lower (halberd) return to their duties. Fresh troops, halls, to keep anyone from plundering along with armed guards, were sent the Tower before him. Other, more terri- in, and many died of terror and horrible fying creatures may exist here as well — Equipment: Improved mail +1, ring of wounds before they finally retreated. though no reliable information exists. protection +1, halberd, 200 gp, javelins (6). By this time, the armies of the Brechts Description/History: Gorag is the lat- had driven back most of the Gorgon’s The ghost of Adlersburg est in a series of dominant bandits occu- over-extended armies in the region. He Virtually every bard who sings of the pying the outskirts of Adlersburg. He did not wish to give up all his advantage Fall of Adlersburg ends his story with the commands the largest, best-organized over some minor human treasures, so tale of the Anniversary Night and the band of humanoids and evil men in the he ordered his armies to stop pillaging Ghost of Adlersburg. Every year, it is region and would likely be the whole and defend the Ruin of Adlersburg. said, on the same night that the Gorgon group’s leader if it came to a battle with Eventually, the Brechts drove them out, hurled his sorcerous blizzard and his outside forces. and then they themselves left the area hordes of undead at Adlersburg, the bat- Gorag is tall, even for a gnoll (nearly without disturbing the dead. tle is reenacted on the spirit plane. 8½' tall) and wields his halberd like a Legends speak of the Knights of Those who enter the ruin of the Fortress toy. Extremely dangerous in combat, the Adlersburg and the Royal Guard who proper can see the Tower still standing, black-furred gnoll still managed to accu- died defending the Tower of the Duke at in flames amid the snow, and can hear mulate a number of bright red scars, the the very last. Put to death in cruel and the cries of the dying as the final assault most prominent of which cuts across the horrible ways, these valiant men and begins. The battle culminates, as always, top of his nose. Rumor has it that he women have been transformed into ter- with the fall of the Tower and the death gained these marks at the hands of the rible undead, seeking vengeance on of the Duke. Gorgon’s torturers, when he tried to their tormentors. On these nights, some legends say, a form his own band of gnolls with the All manner of undead roam the true warrior of Wierech may bypass the Gorgon’s Crown. Now, he leads his ban- Ruins. Lesser undead, such as zombies phantoms and the haunts of the Tower dits with almost military efficiency. and skeletons, number in the dozens. region and enter the ghostly structure Gorag desires to loot the buried They arise only on special occasions, before it falls. The warrior may have to chambers beneath the ruined Tower of however — the anniversary of undergo tests to prove his true heart. He the Duke. He does not believe in the Adlersburg’s fall, perhaps, or when the may be tempted by treasures, threat- “curse of Adlersburg,” but his men do. He Tower sub-levels are disturbed. Many of ened by illusions, or actually have to must either achieve some substantial these creatures have been laid to rest fight evil undead. The Gorgon’s minions, victories to impress them or find some permanently over the years, but many the wights and other creatures, will cer- other means of excavating the area. more still exist. tainly try to stop him. Gorag’s Bandits, male or female, Greater undead inhabit the sub-levels But, if the hero reaches the top of the human or humanoid, F2 (20-40): AC 5 of the Tower and some of the remaining Tower alive, he can confront the Duke of (scale mail and shield); MV 9 (lightly Fortress structures. Haunts appear to be Wierech’s ghost. The ghost’s power may encumbered); HD 2; hp 12; THAC0 19; the most common in the outer regions. or may not affect the hero (depending on #AT 1; Dmg 1d8 or 1d6 (long sword or They hope to possess any available how successful he was in passing the long bow); SZ M (5’ to 8’ tall); ML steady bodies and trek to the Gorgon’s Crown, aforementioned tests), but the hero can (12); INT average (9); AL NE; XP 65 each. there to fight against the awnshegh’s try to persuade the undead Duke to allow Gorag’s followers are exceptional forces. Some say the haunts are all that him to search the ruins underneath the humans, goblins, gnolls, and orogs. remain of the Speckled Guard, one of Tower for magic or treasure that could aid They can be armed with any weapons, the Knights’ most prominent regiments. the people of Wierech. If the Duke is con- but Gorag has trained 50% of them with No more than a dozen haunts still lurk vinced, he will call off his haunts and the long bow. Gorag may have a 4th- among the Ruins. phantoms (the other undead are beyond level lieutenant among them. Phantoms exist in the upper Tower his control). The Duke may require the sub-levels. They drove the pillaging hero to perform an additional quest of

32 DECEMBER 1996 some sort if he is not overly impressed, and place it within sight of his tower. magical items considered rare and pow- and he may reject the suit outright. (The true regent of Wierech can look erful on Cerilia); and through the eye of Adlersburg and see An ancient library of knowledge Raising the curse anything within a one hundred yard assembled by the long-dead Wizard of No one knows how many sub-levels radius of the eye if it is properly planted). Two Giants’ Tread and several former may exist in the Ruins of Adlersburg, or The DM may also create other goals priests of Kirche (includes 1d6 realm what monsters or undead may guard for would-be heroes to perform. None spells, 2d4 battle spells, and 4d6 con- them. Gaining the permission of the should be easily accomplished, and ventional spells that may have been lost ghost of the old Duke might make enter- many lead to other adventures that to Cerilian knowledge before now). ing the underground levels possible, but could keep a hero adventuring in and the adventure begins there. In order to around the Ruin of Adlersburg for quite raise the Curse of Adlersburg and put some time. the undead to rest permanently, the PCs must accomplish any number of goals, The treasure of Adlersburg After his design work on the BIRTHRIGHT none of which should be clearly defined. No one knows exactly what treasures campaign expansion Havens of the Great Any of the following goals may be lie buried beneath the Tower of Bay, Ed Stark’s experience writing about required: Adlersburg. Protected by undead and, pirates and other rogues has gone to his Vanquish or dispel all evil undead possibly, powerful spells and traps, the head. The recent re-design of his facial hair in the ruins. treasury of the former capital of Wierech has earned him the nickname “Mr. Evil- Rid the area of evil humanoids and has lain undisturbed for centuries. Some Beard” among certain members of the mag- humans. possible treasures include: azine staff. Recover the Duke’s sword, More than 10,000 gp (5 Gold Bars) Giantslayer, a magical weapon with great in money and jewelry; powers and, perhaps, a powerful intelli- The weapons and armor of the gence. household guard (enough to equip a Recover the bodies of the Duke’s unit — about 200 men and women — of family, crushed and buried when the infantry or elite infantry); Tower fell. Magical treasures including the eye Recover the eye of Adlersburg, a of Adlersburg, the sword Giantslayer, and magical talisman to the Gorgon’s Crown other legendary items (miscellaneous

DRAGON #236 33 associated with the spell, be it physical harm, political sabotage, or the like. If such an act is committed, the mark of brotherhood flares with the light of molten steel, searing the recipient’s hands for 2 hp damage per level of the casting priest (at the time the spell was cast), and leaving behind visible scars from the ordeal. Note that this damage is derived from pure divine energy, and immunity to fire or heat will not protect the victim. Furthermore, while the inflict- ed damage can be healed, the scars are permanent, resisting spells like heal, Demihuman priest spells regeneration, even a wish, and penetrat- ing magical disguises including shape- shifting powers and illusions. Only after by Robert S. Mullin the victim has made amends for his crime (usually involving a quest on illustrated by behalf of the offended party) can the scars be removed. In any case, the mark of brotherhood is negated if so triggered. s it my imagination, or did demihu- mud, and the like. In any case, the The purpose of this spell is to allow man priests get the short end of the weapon is considered magical for pur- I recipients to recognize one another and stick with regards to specialty spells? poses of determining what creatures it know who their friends are. It also Well, if you too have made this observa- can hit, but it provides no additional serves to vindicate recipients who are tion, suffer no more. Detailed below are attack or damage bonuses. falsely accused of some transgression a handful specialty priest spells for each When the spell expires, the weapon against the clan or religion. If the of the four primary demihuman races: returns to its normal form. Dispel magic charges were accurate, the defendant dwarves, elves, gnomes, and . and similar effects can make the would bear the scars as proof. weapon revert to a normal stone early if The material component is a special Dwarven Priest Spells cast successfully. steel coin bearing the priest’s clan Weapon of the Earth The material components for this insignia on one side and the symbol of spell are the cleric’s holy symbol, the (Alteration) his deity on the other. Still hot from the stone to be turned into a weapon, and a Sphere: Elemental (earth) forge, this symbol is clasped between small chunk of iron ore. Only the iron is Level: 1 the palms of the recipient (inflicting 1d4 consumed in the casting. Range: Touch hp damage) and the spell is cast. While Components: V,S,M Mark of Brotherhood the component appears to be absorbed Duration: 1 round/level into the recipients flesh, it is actually (Alteration) Casting Time: 1 consumed when the priest touches the Area of Effect: Special Sphere: All subject. Level: 2 Saving Throw: None (Note: This spell is typically reserved Range: Touch Available to all dwarven priesthoods, for dwarves, but it is occasionally Components: V,S,M this spell allows the caster to transform bestowed upon other races who have Duration: Permanent a normal chunk of stone into a weapon. performed some great service on behalf Casting Time: 1 turn The weapon is always the same as the of the dwarves.) weapon associated with cleric’s deity Area of Effect: Special (i.e., hammers with , battle axes Saving Throw: None Abbathor’s Greed with Clanggedin, etc.). However, the Available to all dwarven priests, this (Divination) affected stone must be of a volume rel- spell places a magical glyph on each of Sphere: Divination ative to the weapon type it will assume; the recipient’s hands. The symbol varies Level: 3 the spell fails if the amount of available according to the priest’s religion and clan, Range: 10 yards/level stone is less than the volume of the marking one of the recipient’s hands with Components: V,S desired weapon. the priest’s clan insignia and the other Duration: Instantaneous Despite being made out of stone, the hand with the symbol of the priests deity. Casting Time: 3 weapon inflicts normal damage for its Once in place, the mark of brotherhood Area of Effect: 10’-path kind. Of course, its stone composition becomes invisible. Thereafter, only those Saving Throw: None makes it immune to metal-affecting who possess an identical mark of broth- As its name suggests, this spell is magic and conditions like rust and cor- erhood are able to see it, magical detec- granted only to the malign priesthood of rosion, heat metal and crystalbrittle spells, tion notwithstanding. Abbathor. etc. On the other hand, the weapon is A mark of brotherhood is a perma- The priest who casts this spell can susceptible to stone-affecting spells, nent fixture unless the recipient commits determine the single most valuable item such as stone to flesh, transmute rock to some offense against the clan or religion within the spell’s range and area of

34 DECEMBER 1996 effect. Note, however, that the informa- tion gained through this spell involves an item’s monetary value only; it does not detect magical auras, so magical items are only as valuable as the mate- rials from which they are made. In any case, the caster learns the exact value (in terms of gold pieces) of the item. The use of this spell is not without risks. For every 1,000 gp value of the item detected with this spell, there is a 1% cumulative chance that Abbathor himself takes notice of the item and desires it for himself. If this occurs, there is an equal chance that Abbathor sends an avatar to retrieve the object. Obviously, a priest of Abbathor would be wise not to resist the avatar’s claim on the item in question. Note: Under no circumstances does the avatar become involved in the daily affairs of the priest or those around him. Its sole purpose is to retrieve the desired item and return with it to Abbathor’s plane. Any attempt to prevent the avatar from carrying out its duty is dealt with accordingly. Crypt Ward (Abjuration, Enchantment/Charm) level priest will produce 4th-level It is said that the dwarven priests of old Reversible dwarves who possess 20 hp each. Note, were far stronger than those of today, so Sphere: Guardian however, that the animated dwarves are it is likely that, in truly ancient dwarven Level: 4 not actual undead creatures; the effect is strongholds, there are crypt wards that Range: Special similar to how wizards animate cannot be removed by modern priests. Components: V,S,M weapons with the enchanted weapon The material components for both Duration: Permanent spell. Also note that the dwarves will not versions of this spell are the caster’s Casting Time: 1 hour animate and attack other dwarves, so holy symbol and the ritual sacrifice of Area of Effect: 100 square feet long as the visiting dwarves are not 10,000 gp worth of precious metals and Saving Throw: None attempting to plunder the tomb. Other minerals. This spell is available to priests of all races are not so fortunate if not accom- dwarven religions, but its use is typically panied by a . Berronar’s Favor reserved for the priests of Dumathoin, In any case, the dwarves animated by (Conjuration/Summoning) who are generally regarded as the this spell cannot leave the spell’s area of Sphere: Summoning “keepers of the dead.” effect. If intruders flee that area, the Level: 5 This spell is cast over a dwarven dwarves return to their resting places Range: Special tomb or crypt. If the tomb is larger than until the next intrusion. If the animated Components: V,S,M the spell’s area of effect, additional cast- dwarves are “slain,” it should be assumed Duration: Instantaneous ings can ensure that the entire crypt that their remains have been destroyed. Casting Time: 1 hour complex benefits from the spell. Dispel magic cannot negate a crypt Area of Effect: Special Otherwise, the spell is effective only ward, but a limited wish, wish, or remove Saving Throw: Special within its 100-square-foot area. crypt ward can, as does the destruction As might be expected, this spell may Once the crypt ward is in place, it of the tomb complex itself. be cast only by priests of Berronar causes the dwarven remains interred The reverse of this spell, remove crypt Truesilver. therein to animate temporarily in order ward, enables the caster to negate a crypt When dwarven enclaves fall on hard to protect the tomb from grave robbers. ward. In most dwarven enclaves, remove economical times, this spell can be used Whenever an intruder enters the spell’s crypt ward is reserved for those rare times to help put the community back on its area of effect, the dwarven bones con- when the dwarven remains must be feet. When cast, the spell summons a tained therein rise up and attack. The transported to a new site. Note, howev- lock of Berronar’s hair, which turns into animated dwarves attack as fighters er, that the priest attempting to remove gold within 24 hours after its arrival. The equal to one-third of the caster’s level at the crypt ward must be of equal or golden lock is worth between 2,000- the time the crypt ward was set up (frac- greater level than the caster of the crypt 8,000 gp. It does not radiate magic, nor tions dropped), and possess 5 hp per ward when the spell was set in place. can it be dispelled or negated. level. Thus, a crypt ward cast by a 12th-

DRAGON #236 35 Despite the usefulness of this spell, it tion. This spell simply prevents such caster’s creation in existence at one has two important restrictions: beings from changing the animal’s emo- time. Also, a faith arrow retains its First, the spell must be cast on behalf tional state, but the animal does not enchantment until used, at which time it of a suffering dwarven enclave, and the become more hostile toward the victim. crumbles to dust. acquired gold must be used to help the Basically, the spell and the natural ability In addition to the caster’s holy sym- enclave through its difficult times. If the effectively cancel out one other for the bol, the material component for this gold is used for any other purpose, espe- duration of the spell. spell is the arrow(s) to be enchanted, cially an evil or selfish purpose (e.g., per- Similarly, spells that allow a caster to which must have been made by an sonal gain), the gold is forfeit and van- influence animals (e.g., animal friendship, expert fletcher. ishes immediately. charm person or mammal, etc.) will auto- Second, the caster must be Berronar’s matically fail when cast by a victim of Probe Enemies high priest in the enclave, and of lawful this spell. (Divination) good alignment. Animal animosity lasts for the full Sphere: Divination If these conditions are not met, duration of the spell, unless removed Level: 3 Berronar simply refuses to grant the with a remove curse, dispel magic, or a Range: 10 yards/level spell. Obviously, Berronar’s adventuring more potent spell. Components: V,S priests are unlikely to receive this spell Duration: 1 round while away from their enclave. Faith Arrow Casting Time: 1 round The material component for this spell (Enchantment/Charm) Area of Effect: Special is the caster’s holy symbol. The casting Sphere: Combat Saving Throw: None time accounts for other factors in the Level: 2 This spell is available only to the spell’s casting, such as prayer, medita- Range: Touch priests of Corellon Larethian. tion, and the like. Components: V,S,M When probe enemies is cast, all hostile Duration: Permanent entities within the spell’s range, and in Elven Priest Spells Casting Time: 1 round the priests line of sight, are probed by Animal Animosity Area of Effect: Special the spell’s magic. While the duration (Alteration) Saving Throw: None lasts, the caster must maintain concen- Sphere: Animal Despite its sphere, this spell is avail- tration; if the caster is distracted (i.e., suf- Level: 1 able to most elven priesthoods, but it is fers damage, casts another spell, initi- Range: 10 yards/level usually associated with the priests of ates melee, etc.), the spell fails, and no Components: V,S Corellon Larethian, Solonor Thelandira, information is learned. Once the dura- Duration: 1 day/level and Rillifane Rallathil (due to the archery tion has run its course, however, the Casting Time: 1 round aspects of those deities). caster will know which opponent is the Area of Effect: One creature This spell allows the caster to most powerful, or which foe poses the Saving Throw: Negates enchant a number of nonmagical greatest threat to the priest, if no single The use of this spell is the province of arrows (magical arrows are not affected enemy can be regarded as more power- Rillifane Rallathil, and those who have by the spell), “charging” them with ful than any other. Note, however, that been subject to it often refer to it as . The caster is not required the spell does not tell the caster why or Rillifane’s Curse. to use the arrows himself; he may give what makes a given creature more pow- When this spell is cast, a single crea- them to other archers as desired. erful than another, only that it is more ture (determined by the priest during When let fly, a faith arrow always powerful in some way. casting) within range must save vs. spell. strikes its target, so long as the target is While this spell offers no saving If the save is made, the spell does not within bow range and the archer’s line throw to those it inspects, magic resis- take effect and is wasted. If the save is of sight. A faith arrow cannot pass tance still applies, as do magical effects failed, however, the victim produces an through any barrier that a normal arrow that impede the effectiveness of aura that causes all animals within 50’ cannot penetrate, though it can follow a Divination magic (e.g., amulet of proof to react in a hostile fashion toward him. target around corners, through open against detection and location). In such Thus, animals that are normally aggres- doors, etc. Also, the missile inflicts max- instances, the probe enemies spell will sive and temperamental will instantly imum damage upon its target. If the choose the most powerful opponent attack the victim, while normally passive faith arrow passes into or through an who is not so obscured. animals will react to moderately danger- anti-magic shell, dead magic zone, or sim- ous situations as if they were trapped in ilar area, the unerring accuracy and Assume Gaseous Form a corner or protecting young. (DMs maximum damage of the faith arrow is (Alteration) should adjust a given animal’s morale lost. Instead, normal attack and damage Sphere: Elemental (air) by 5 points to determine whether or not rolls are required (with a +4 to hit). Level: 4 it feels threatened enough to attack.) Otherwise, the arrow is considered a Range: 0 Only those animals that can be influ- magical weapon for purposes of deter- Components: V,S,M enced by an animal friendship spell mining what creatures can be hit by it. Duration: 1 turn/level becomes hostile toward the victim. A priest may create one faith arrow Casting Time: 1 round This spell does not function at its full for every three levels of experience he Area of Effect: Special potential if cast upon rangers or other possesses (i.e., a 12th-level priest may Saving Throw: None beings who possess a natural ability that create four faith arrows), but there can- This spell is granted only to the allows them to alter an animal’s disposi- not be more than six faith arrows of the priesthood of Aerdrie Faenya. When

36 DECEMBER 1996 cast, this spell causes the caster and all of his belongings (which must be held or carried) to assume a gaseous state, not unlike the effects produced by a potion of gaseous form. The change takes a full round to occur, and during this time the caster cannot perform any other actions, as intense concentration is required until the transformation is com- plete. As the change takes place, the caster is virtually helpless, and if he suf- fers physical damage or is otherwise prevented from maintaining concentra- tion, the spell is foiled, and the caster immediately reverts to his actual form. Once the transformation is complete, concentration is no longer required. While in gaseous form, the priest gains all of the abilities inherent to such a state. He may pass through the tiniest cracks and openings, avoid damage from physi- cal blows, blend with other vapors, and so forth. However, the caster must also bear the drawbacks of such magic: verbal com- munication is impossible, base movement rate is 3 (which is further reduced, or negated entirely, by strong wind), vulner- ability to exceptionally powerful winds, susceptibility to fire, and so forth. Once the spell is cast, it must run its priest spell faerie fire. Except as noted Duration: 1 turn/level course; the caster cannot revert to his here, this spell conforms to the charac- Casting Time: 3 rounds true form until the duration expires. teristics of the lesser spell. Area of Effect: Special However, a successful dispel magic can In addition to the usual effects inher- Saving Throw: None force the spell to end early. During a ent to a faerie fire spell, this spell inflicts Available to all of the elven priest- forced change (which also takes a full fiery damage to creatures and objects hoods, this spell enables the caster tem- round), the caster’s body is racked with outlined by it. Damage is 2d4 hp per porarily to enchant a cloak, a pair of severe pain and convulsions, which con- round, though a successful saving throw boots, and a pair of bracers so that they tinues for 2-5 rounds after the reversion vs. spell reduces the damage by one- function as certain magical items. The is complete. During this time, the caster half. (Note that this saving throw must cloak functions as a cloak of elvenkind for cannot cast spells, fight, or even com- be rolled each round, and a successful the duration of the spell. Similarly, the municate properly. Opponents gain a +4 save reduces the damage for that round boots act as boots of elvenkind and the bonus to hit when attacking the con- only.) bracers operate as bracers of archery for vulsing caster. Note that a cure light Faerie flames cannot be doused with the duration. wounds or more powerful healing magic water, smothering, or other methods Once enchanted, these items may be will end the pain and convulsions imme- normally used to extinguish flames, used by anyone; however, all three diately, allowing the recipient to act nor- though magical means can be used, must be used by the same creature. If mally thereafter. including a wand of flame extinguishing or the items are distributed among several The material component for this spell a successful dispel magic. individuals, the magic fails and is wast- is the priest’s holy symbol. The material components for this ed. A successful dispel magic ends the spell are a small piece of foxfire and an spell. Faerie Flames ounce of pure sulphur, both of which The material components for this (Alteration) are consumed in the casting. spell are the caster’s holy symbol, three Sphere: Combat, elemental (fire), weather Note: Faerie flames is one of the spells drops from a potion of invisibility (for the Level: 5 required in the creation of wands of cloak), three small objects (e.g., stone, Range: 80 yards faerie spheres, as detailed in DRAGON twig, coin, etc.) that once carried a Components: V,M Magazine #220). silence dweomer (for the boots), and Duration: 4 rounds/level three arrows bearing any form of magi- Casting Time: 1 round Garments of Elvenkind cal enchantment (including an enchant- Area of Effect: 10’ square/level within a (Enchantment/Charm) ment as simple as a faith arrow (see 40’ radius Sphere: All above) or a Nystul’s magic aura). With the Saving Throw: ½ Level: 6 exception of the holy symbol, these Available to all elven priesthoods, Range: Touch components are consumed. this spell is a variant of the first level Components: V,S,M

DRAGON #236 37 This spell ends early if subjected to a successful dispel magic, if the caster dies, or by the caster’s silent act of will. The material components for this spell include the caster’s holy symbol, a tuft of fur from a burrowing mammal, and a tiny replica of a shovel. The fur and shovel are consumed.

Analyze Contraption (Divination) Sphere: Divination Level: 3 Range: Touch Components: V,S,M Duration: Instantaneous Casting Time: 3 Area of Effect: One contraption Saving Throw: None This spell is available only to the priests of Nebelun, “the Meddler.” This spell enables the caster to deter- mine the intended purpose of unfamiliar mechanical devices. The priest touches the object in question and receives a mental picture depicting what the object Gnomish Priest Spells nent parts. A successful dispel magic or is supposed to do. (Note that what a con- Segojan’s Armor similar effect ends the spell prematurely. traption is supposed to do is not neces- sarily the same as what the contraption (Abjuration, Enchantment/Charm) In addition to the material compo- will do; gnomish contraptions are notori- Sphere: Plant, Protection nents noted above, the caster’s holy ous for reacting in unexpected ways. Level: 1 symbol is required during the casting. Note also that, while this spell tells the Range: Touch Only the iron powder is consumed. caster how a device works, it does not Components: V,S,M tell the caster how to operate the device.) Duration: 1 day Burrow In addition to the complex machines Casting Time: 1 round (Alteration) typically associated with gnomes, this Area of Effect: Special Sphere: Elemental (earth) spell can also be used to analyze con- Saving Throw: None Level: 2 traptions like mechanical traps and As its name implies, this spell is Range: 0 locks, clockwork monsters and devices, reserved for the priests of Segojan Components: V,S,M even unique artifacts like the Apparatus Earthcaller. Duration: 1 turn +1 round/level of Kwalish, the Machine of Lum the Prior to casting the spell, the priest Casting Time: 2 Mad, or the Mighty Servant of Leuk-O. gathers an armload of grass and roots, Area of Effect: Special The material component for this spell and places the material in a pile. Next, Saving Throw: None is the caster’s holy symbol, which is not an ounce of powdered iron is sprinkled This spell is usually associated with consumed. over the collected foliage, and the spell the priests of Segojan Earthcaller, but it is cast. As the incantation is uttered, the is not surprising to find that Urdlen’s roots and grass weave themselves into priests have access to it as well. Shades of Rhondang a suit of armor tailored specifically to When the spell is cast, the priest’s fin- (Evocation) the caster; other beings may not wear it. gernails lengthen and become as hard as Sphere: Elemental (fire) Once donned, Segojun’s armor pro- stone. For the duration of the spell, the Level: 4 vides protection equal to leather armor. caster may use these claws to burrow Range: Touch Although it does not possess any magi- through earth, sand, clay, gravel (but not Components: V,M cal “pluses,” it does radiate magic. solid rock), and so forth, excavating such Duration: 1 round/level Because of its composition, it is nearly material with enough speed to provide a Casting Time: 4 weightless, with an encumbrance value movement rate of 3, much like a badger Area of Effect: One hammer equal to normal clothing. However, or other burrowing mammal. Saving Throw: None Segojan’s armor is regarded as actual In addition, the caster may use these This spell is available only to the armor, so magical items like bracers of claws as weapons if the situation priesthood of Flandal Steelskin. It gains defense and spells like armor cannot be demands. The priest may attack with its name by allowing the caster tem- used with it. both hands if using the claws, with each porarily to duplicate certain powers of When the spell expires, the armor successful strike inflicting 2-5 hp dam- Flandal’s magical hammer, Rhondang. immediately unravels into its compo- age, plus Strength bonuses if applicable. When the spell is cast, the caster’s hammer bursts into flames, taking on

38 DECEMBER 1996 the characteristics of a flame tongue ful dispel magic or more potent effect can sword. Thus, while the spell lasts, the end it prematurely. hammer is regarded as a +1 weapon, The material component for this spell +2 vs. regenerating creatures, +3 vs. is the caster’s holy symbol. cold-using, flammable, and avian crea- tures, and +4 vs. undead. Likewise, it Halfling Priest Spells produces light equal to a torch and can Reed Staff ignite flammable objects with a simple (Alteration) touch. Sphere: Plant Shades of Rhondang functions only if Level: 1 used on a nonmagical hammer. If cast Range: Touch on a magical hammer or any other type Components: V,M of weapon, the spell automatically fails. Duration: 1 round/level Furthermore, the hammer to be affected Casting Time: 1 must be the caster’s own, and cannot be Area of Effect: One blade of grass passed to another creature; the caster Saving Throw: None must use the hammer himself. This spell is used primarily by the Attempting to cast the spell on someone priesthood of Sheela Peryroyl, though, else’s hammer, or seeking to pass the from time to time, Yondalla’s priests are hammer to another creature, immedi- known to use it as well. ately negates the spell. When this spell is cast, the priest is Shades of Rhondang is negated if sub- able to transform a normal blade of field jected to a successful dispel magic or sim- grass into a quarterstaff, which can then ilar effect, if the caster is slain, rendered be used as a weapon. Although the quar- unconscious, or releases his grip on the terstaff possesses no bonuses to attack handle. Since the caster must retain a or damage rolls, it is considered a magi- hold on the hammer to prevent the spell cal weapon for purposes of determining from ending early, he may not cast what creatures it can successfully strike. spells that require somatic components, Only the caster may use the reed staff; nor perform any actions that require the if another creature attempts to use it, the use of both hands. spell is negated. The caster need not The material components for this remain in contact with the reed staff, spell are the caster's holy symbol and however. The priest is free to set down the hammer to be affected, neither of the weapon in order to perform other which are consumed by the spell. actions, including fighting with another weapon, casting a spell, and so forth. Mantle of Baravar The spell can be ended prematurely if (Abjuration) exposed to a successful dispel magic or Sphere: Protection brought into contact with an anti-magic Level: 5 shell, dead magic area, are similar effect. Range: 0 The material components for this Components: V,S,M spell are the caster’s holy symbol, a Duration: 1 turn +1 round/level splinter of wood, and of grass Casting Time: 5 to be affected. The splinter is consumed Area of Effect: Special upon casting, while the blade of grass is Saving Throw: None consumed upon the spell’s expiration. Available only to the priests of Baravar Cloakshadow, this spell pro- Weapon Shift vides the caster (only) with extra protec- (Alteration) tion against illusion/phantasm magic by Sphere: Combat conveying upon him a specialized form Level: 2 of magic resistance. This magic resis- Range: Touch tance functions the same as standard Components: V,S,M magic resistance, but is effective only Duration: 1 round/level against illusion/phantasm spells. The Casting Time: 2 caster receives 2% magic resistance per Area of Effect: One weapon point of Intelligence he possesses. The Saving Throw: None protection conveyed by this spell is in Available only to the priests of addition to any saving throws normally Arvoreen, this spell enables the caster to granted by an illusion/phantasm spell transform a particular weapon into an used against the caster. entirely different weapon. However, the The caster can end this spell at any spell has several important limitations, time by act of will alone, but a success- as follows:

DRAGON #236 prayer to Brandobaris, to invoke the spell. Call Hounds (Conjuration/Summoning) Sphere: Animal, Summoning Level: 4 Range: 10’ radius Components: V,S,M Duration: 1 turn/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell is granted only to members of Urogalan’s clergy. When cast, a pair of jet-black hounds appear anywhere within the spell’s range, as desired by the caster. The hounds are completely loyal to the caster, and will attempt to carry out the caster’s every command, so long as such actions do not contradict the tenets of Urogalan’s faith (if ordered to undertake such a task, the hounds simply vanish, ending the spell). The caster’s control over the hounds is nearly absolute; only a full wish or divine First, the final product must be a The material components for this intervention is sufficient to subvert the weapon that the caster can use without spell is the priest’s holy symbol and the hounds’ loyalty to the caster. penalty, with regards to both class weapon to be transformed. Neither item The hounds are regarded as war restrictions and proficiency status. is consumed in the spell’s casting. dogs (MONSTROUS MANUAL™ tome, page Second, the weapon to be changed Stealth of Brandobaris 57) with maximum hit points (18 hp) and must be of similar size, and composed of lawful neutral alignment. They are more the same material, as the weapon it will (Alteration) intelligent than normal war dogs (INT become. For example, a wooden club Sphere: Guardian low), however, and are capable of cannot be turned into a steel short sword, Level: 3 understanding complex instructions. though a steel short sword could be Range: 0 Call hounds ends if the hounds are transformed into a steel club. Likewise, a Components: S,M slain or subject to a banishment spell, if quarterstaff could be turned into a short Duration: 1 turn +1 round/level the caster is slain or rendered uncon- bow, as they are of a similar size, but the Casting Time: 1 scious, or if the caster wills the spell to quarterstaff could not be changed into a Area of Effect: Special cease; dispel magic has no effect on the long bow, which is far larger. Saving Throw: None hounds. Protection from good and similar Third, weapons that carry a magical As the name suggests, the use of this powers can keep the hounds at bay, dweomer, even if it is only a temporary spell is the province of the priesthood of however. enchantment (e.g., Nystul’s magic aura, Brandobaris. The material components for this light, etc.), cannot be influenced by this When this spell is cast, the priest tem- spell are the caster’s holy symbol and a spell. Casting it on a magical weapon porarily gains the ability to Move Silently silver dog whistle (worth at least 50 gp), simply wastes the spell. and Hide in Shadows as a thief of equal which the caster sounds during casting. Fourth, the transformed weapon level. Dexterity and racial adjustments The whistle is consumed upon the receives no bonuses to attack or dam- apply, as does armor restrictions. If the spell’s expiration. age rolls, nor is it able to strike creatures caster is a multiclassed thief/priest (as that can be hit only by magical noted in , page 39), weapons. The altered weapon will radi- his chance of success when using either ate magic if detected, however. skill is increased by 20%. Finally, the caster must keep the Stealth of Brandobaris is cancelled if Robert guesses that nearly every gaming weapon in hand for the duration of the exposed to a successful dispel magic or group has its resident demihuman enthusi- spell, else it immediately reverts to its true similar power. It cannot be cast on asts. His is no different. In his game group form. Thus, the caster cannot pass the another creature; only the caster can are Jason G., Dale S., Chuck M., and Brian H. weapon to another being, nor cast spells benefit from the spell. for dwarves; Phil D. and Bryan S. for that require somatic components or per- It should be noted that, due to the dwarves and gnomes; Glen H., Eric P., and form actions that require two hands. nature of the magic, no verbal compo- Chuck M. (again) for elves and half-elves; Weapon shift can be negated if sub- nent is required to cast the spell. Instead, and last but not least, his brother Greg for jected to a successful dispel magic or the priest uses his holy symbol and a half-pint, “must you steal everything?” more powerful effect. silent gesture, coupled with a mental halflings. This article is for him.

40 DECEMBER 1996

42 DECEMBER 1996 How pious is your PC?

by Lachlan MacQuarrie illustrated by Lorelle Ahlstrom

ere is a system to quantify a charac- At higher levels of piety, all followers that of a paladin of the same experience ter’s piety, or the amount of divine and servants gain with special powers level. favor that PC or NPC enjoys as a or advantages as a sign of divine favor Example: A pious follower of Oghma result of his behavior. Through obeying and as further weapons in the fight (a 12th-level bard) has been given the the teachings of the faith, upholding its against the enemies of the faith. All ben- major ability to turn undead. When he beliefs, and working to increase its efits of piety are cumulative. does, he has the same chance as a pal- power, PCs of any class can gain the The character’s effective power level adin of the same level, who can turn as support and approval of their gods. DMs with any granted ability is the same as a 10th-level cleric. will have a new tool to encourage role- playing, and players will have a clear set of guidelines and goals. Throughout this article, a character’s “faith” is the religion he belongs to, the god he worships, the philosophy he espouses, or the natural forces he repre- sents (i.e., the force of Good or Chaos). A “servant” is a cleric, paladin, priest, monk, lay brother, or other character who is part of the clergy or one of the immediate servants of the faith. A “fol- lower” is any other class (or zero-level) who is a member of the faith. Despite their ability to cast priest spells, rangers are followers, not servants. Effects of piety A character’s piety is measured by piety points, which are gained through pious acts and lost through impiety. The PC’s current number of piety points determine his piety level. As with expe- rience levels, increased piety brings more benefits that “kick in” at discrete intervals. Unlike experience, however, it is easy to lose piety and drop a level. The listed piety points (PP) are the minimum necessary to enter the corre- sponding category. All followers of a faith begin play with 1 point of piety in their given faith. All servants (priests and paladins) begin with 1d4 PP.

DRAGON #236 43 Duration of curses: If this is the first Table 1: Pietv point progression Piety level in the campaign level Points Description A character’s piety represents the time for the character, a good or toler- VI 256 Ascended ant faith may let him off with a warning, V 128 protective “aura” placed around him by IV 64 Inspired his faith. This aura is usually invisible, and the curse will only last one day. III 32 Blessed Otherwise, all curses are permanent II 16 Devoted but it may be detected by the appropri- I 0 Average ate spells. All extraplanar servants of the until the character has atoned for his deeds. Although a character may earn Note: An “ascended” character is drawn up by character’s faith automatically know his his god into an , there to serve for all current piety level, and all extraplanar enough piety to go above 0, all curses eternity as a favored companion. This may or servants of other faiths can detect his remain until the offense that triggered may not be a pleasant way to spend eternity. The each one is atoned for separately. PC is out of the campaign. (He “wins.") piety level by making a successful Wisdom check. Table 2: Designing the faith Servants’ benefits & penalties Extremely pious characters (piety IV Granted favor Although all faiths have much the Exalted 90% magic resistance vs. one or higher) may, at the DM’s option, sphere of spells (DM’s choice). become noticeable to the casual observ- same categories of awards and penal- Inspired Cast holy/unholy word 1/day. ties, each faith will have specific behav- Blessed +1 bonus to all saves, attack and er. The nature of their aura will generally damage rolls. reflect the character’s faith. For example, iors that earn each one. For example, Devoted Raise effective spell level by 2.* although all faiths require some sort of Average Spellcasting hampered.** a follower of a good-aligned faith may radiate a feeling of peace and goodwill, regular ceremonial observance, the *Treat the caster as two levels higher when exact nature of the observance can vary determining the effect of a given spell (duration, while a servant of evil may radiate a area of effect, and so on). sense of chilling unease. widely, from some private meditation to **Clerics may only cast as many spells per day wild festivals. Although the DM can as they have piety points. Paladins may not cast spells unless their piety points are 10 or higher. Gaining and Losing Piety determine the specific actions that will Characters receive piety-point gains earn each award or penalty for all the Table 3: Benefits for followers common religions in his campaign Level Granted favor or losses at the same time they receive Exalted Granted major ability (see Table 5). experience points, when the events of world, it will certainly lessen his work- Inspired Granted minor ability (see Table 4). the adventure are still fresh in the DM’s load (and heighten player interest), if the Blessed +2 bonus to all saving throws. PC collaborates in the design of his faith. Devoted +4 Reaction bonus vs. NPC clergy.* mind. Since different faiths have differ- Average No special effects. ent demands, the DM will use a specific Of course, the DM has the final say in all such decisions. *of same or allied faith set of guidelines for each faith (see Designing the Faith, below). Table 4: Minor abilities To calculate piety awards, simply add Awards and Penalties (roll 1d6 or DM choose one) For each award, the corresponding 1 Cast a 1st-level clerical spell 1/week.* all applicable awards and penalties to 2 Permanent protection from evil/good. determine one number, to a maximum penalty for doing the opposite is given. 3 Cast remove/bestow curse I/week. 4 Cast divination 1/week. of +1 to +4 points per game session 5 +4 saving throw bonus vs. illusion. (although any number of points can be All followers and servants 6 Immune to all diseases. lost during an adventure, there should 1. Following minimal standard of *The spell is selected by the DM at the time this be a strict limit on how many can be behavior. A minimum standard of behav- benefit is first rolled, and may never be changed. gained). Note that one act could have ior (attending occasional services, giving many consequences. For example, rob- spare change to the church, not spitting Table 5: Major abilities on the shrine, etc.) is neither very inter- (roll 1d6 or DM choose one) bing a poor box is both “theft from a 1 Pray for and cast spells as paladin.* church,” and “harming the weak”). esting to roleplay nor the sort of heroic 2 Radiate both protection from evil/good sacrifice that really inspires the deities and a bravery/fear spell, both 10’ radius. Canny players will plan their actions 3 Turn/control undead. so as to minimize piety losses and max- who watch over the campaign world. PCs 4 Raise dead/slay living 1/week. do not have to roleplay any of these min- 5 Heal/harm by laying on hands as paladin. imize gains (killing only in a good cause, 6 90% magic resistance vs. one sphere of doing a few extra good deeds to make imums, but don’t get anything for them, spells (DM’s choice, affects spells level either: No change to piety. 1-3 only). up for a lapse, etc.). Add all awards to the player’s current Failure to uphold minimum stan- *Followers of neutral faiths may pray for either dards, mocking faith, or seizing chance version of reversible spells, but may not access the total, and apply all results immediately. sphere of Combat. Followers of evil faiths may Transition from one level to another is a to break a minor observance (e.g., access all four paladin spheres (Combat, drinking on a day of abstinence): -1 Divination, Healing and Protection), but may only major event in a character’s life, of cast the reversed form of any reversible spell. course, and DM’s may wish to throw in piety. some sort of sign or omen (a pleasant or 2. Attending major religious event: Table 6: Divine Curses * disturbing dream, an unusual bit of +1 piety. Major events, such as festivals, (roll 1d6 or DM choose one) mysteries, or observances, occur about 1 Reduce one ability score by 3. weather, etc.). 2 Clumsy. -4 penalty to all attack and If the total piety points are reduced 3-6 times a year. Each one should occu- saving throws. py most or all of a day, and involve 3 Legs shrivel. Movement reduced by 25% below 0, the character’s piety remains at 4 Lose one sense (sight, hearing or smell). 0, and a divine curse is placed on the some sort of expense (either a sacrifice, 5 Lose one experience level, cannot be a gift, or “I simply must buy a new robe restored until the curse itself is lifted. character as a warning (see Table 6). A 6 Lose a class ability (i.e., thieves cannot character at 0 piety who commits a fur- for Year Day!”), from 1-100 gp. pick pockets). ther offense earns a further curse for Neglecting to attend a major event * It is possible to receive the same curse more every three such offenses (rounded for any reason: -1 piety. than once. The effects of all curses are cumulative. down). 3. Tithes a percentage of all income: +1 piety (10% tithe), +2 piety (50%), +3

44 DECEMBER 1996 piety 90%). This is the same as the pal- 8. Harming or impeding a member All followers and servants adin requirement (paladins get no extra of enemy faith: +1 piety. An “enemy of specific faiths piety for a 10% tithe). A “tithe” is a per- faith” isn’t just a faith that isn’t an ally . . . In addition to common behaviors centage of income donated to NPC clergy; its a faith that is actively opposed to listed above, each faith has unique it may not otherwise benefit any PC in any yours, and whose servants work to awards and penalties. way. The percentage of income that a harm yours. Highly intolerant faiths For each faith, find the portfolio or given faith requires is entirely up to the regard all other faiths as “enemy.” portfolios below describing that faith, and DM (tithe 10%, +1 piety; 50%, +2 piety; Aids member of enemy faith (halve if add the listed awards and penalties to the 90%, +3 piety). member of enemy faith has zero piety): character’s requirements. (More complete Fails to make required tithe: -1 piety -2 piety. descriptions of these portfolios can be 4. Constructs a small shrine: +1 piety. found in The Complete Priest’s Handbook.) Specific requirements must be deter- Priests & Paladins For example, Selune (of the FORGOTTEN mined by the DM, but may include 1. Carry out any of the above duties. REALMS® setting) is the deity of both the building the structure alone and by All servants are expected to perform all Moon and of a specific craft (navigation). hand, spending 100 gp or more, conse- eight duties above and receive the same DMs should use these listings as guide- cration of the site by a servant of the amount of piety as a follower would. lines, adding new entries or modifying the faith, or placing the shrine in a specific Committing any of the above existing ones to reflect the portfolios of location (such as beside a bridge, or in a offenses: double the piety loss. the deities in their campaigns. forest). Players may not gain piety for 2. Carrying out additional basic Many deities and some forces also constructing more than one small shrine duties of servants: +0. This includes per- have an alignment. Any such faiths also per game month. forming ceremonies, giving advice and demand either good, neutral, or evil Harms small shrine of own faith: -2 spiritual guidance, casting spells to aid behavior from their followers and ser- piety. followers, obeying all class restrictions, vants. For such faiths, add the appropri- 5. Constructs a temple: +4 piety. This and so on. Again, it is assumed that PCs ate alignment behaviors from the list may be a church, a monastery, a school are doing this unless they say otherwise, below. For example, besides being con- run by monks, or even a hospital (like and each duty does not have to be cerned with the stars and navigation, those run by the Knights Hospitaller dur- “gamed out” in detail. Selune is also chaotic good. All followers ing the Crusades). Temples must be well- Neglecting basic duty (each day or and servants of Selune can also gain constructed (of average or better fraction of a day): -2 piety piety by good acts (or lose it by non- quality), and have a central meeting good acts) but these awards and penal- area, one or more altars, and smaller rooms sufficient for the temple’s purpos- es. PCs are entirely responsible for either constructing or funding the temple (see The Castle Guide for costs, or roll ran- domly 10dl0 x 1,000 gp), and finding a staff for it. Constructing a temple is a major campaign event, and the DM may wish to build one or more adventures around it. Note that strongholds that higher-level characters build in order to attract followers do not count. Harms temple of own faith: -10 piety 6. Martyrdom: +10 piety. This is dying a conspicuously heroic death at the hands of an enemy of the faith while fighting for one’s own faith. At the DM’s option, players who were well aware that a member of the party had raise dead memorized do not qualify for this award. Betrayal of a holy cause to the enemy in order to save one’s own life: -10 piety. 7. Aiding servant of own faith: +1 piety. Assists an NPC servant in their duties or quests, without thought of reward. Harms servant of own faith (double penalty of servant who is killed; halve current piety if servant has zero piety): -2 piety per Hit Die of servant.

DRAGON #236 45 ties are given out only 50% of the time Balance, Neutrality Crafts (see “Chaos,” below). Faiths of True Neutrality regard both (Includes any secondary skill or non- The following entries contain a mix- paladins and assassins as “enemies of weapon proficiency that isn’t an artistic ture of specific awards and rules notes. the faith” 50% of the time. one.) A large guild-hall devoted to the Opposing imbalance of relevant teaching of the craft counts as a “temple.” Agriculture dimension (either law- chaos, or good- Spend an extra NWP in the specific Wilfully harming crops or pasture- evil): +0 piety. craft: +1 piety. land: -1 piety. Aggravates existing imbalance: -1 Cause a technique to be lost or for- piety. gotten (for example, by killing the only Ancestors master craftsman who knows it): -4 A “shrine” includes any permanent Birth, Children piety. grave-marking or tombstone. Giving birth to or caring for child: +1 piety/year. Dawn, Beginnings Animals, Nature. Harm a mother or child: -5 piety. Begin a major enterprise (any task Helping any animal or natural area whose outcome is uncertain and which without thought of reward: +1 piety. Chaos would take one or more adventures to Harming animals or plants unneces- Faiths that are strongly chaotic will complete): +2 piety. sarily: -1 piety. notice and reward (or punish) any par- ticular behavior only 50% of the time. Darkness, Night, Endings Arts Complete a major enterprise: +1 (Includes writing, painting, calligra- Community piety. phy, or even music and singing.) The deity of a particular community Live in darkness or low light around Spending more than one NWP in a or city will regard all citizens of that the clock: +1 piety/month. particular art: +1 piety. community as “followers of an allied Donating large amounts of money faith” and any traitors as “enemies of the Death to fund the art: +1 piety. faith.” Assist in the death of another: +1 Harming an unflawed work of the Suffer serious wound or die in piety. specific art: -1 piety. defense of the city: +5 piety. Save the life of a dying person (through the use of spells, healing or binding wounds): -3 piety.

46 DECEMBER 1996 Disease Guards, Protection Magic Suffer the ravages of a disease with- Dying in defense of a guarded object Advance one spell level: +1 piety. out complaint: +1 piety. or person counts as “Martyrdom.” Invent new spell or magical item: +1 Betrayal of trust: -2 piety. piety. Elemental (Earth, Fire, Water, Air) Use magic for selfish gain: -1 piety. These forces are largely uncaring, Healing and it is rare that their worshippers will Attacking another living being Messengers receive extra piety awards. Award no (except by such non-harmful means as Carry a message through dangerous more than 1 piety point per game nets or lassos): -1 piety. conditions with no thought of reward: month, but reduce all penalties by 75% Killing another living being: -4 piety. +1 piety. (round fractions down). Justice Mischief, Trickery Emotion (Love, Hate, Envy, etc.) In general, criminals count as “ene- Execute particularly clever practical Servants’ basic duties include spread- mies of the faith,” unless they specifically joke or trick that exposes the weak- ing the relevant emotion throughout attack unjust laws. nesses of the strong, or the stupidity of their followers. Bringing a lawbreaker to justice: +1 the powerful: +3 piety. Deny or suppress the natural work- piety. ings of the emotion (for example, for a Breaking a law: -1 piety. Peace follower of a god of love to stop two Lying: -1 piety. Violence (even in self-defense): -4 young people from eloping): -1 piety. Breaking a promise: -1 piety. piety. Evil Inciting violence: -2 piety. Cause needless harm and suffering: Law +2 piety. Faiths that are strongly lawful will Sky, a specific part (moon, sun, etc.) Increase temporal power of faith always notice relevant behavior. In addi- Religious events occur when the rele- (soldiers, fortifications, magic items, tion, they will also reward or punish the vant astral feature is present (so sun diplomatic influence, and so on): +2 same behaviors as faiths of justice. gods are worshiped during a sunny day). piety. Shunning the sky (deliberately stay- Show kindness or mercy without Light ing indoors or below ground): -1 expecting an immediate reward: -4 Live in darkness or low light condi- piety/day. piety. tions: -1 piety/month.

Fate Oppose fate (as revealed by oracles or prophecy): -1 piety.

Fertility The “major religious events” of fertility faiths tend to be fairly wild affairs. Characters who participate in one must rest for 2-4 days afterwards.

Luck Trust to luck (must be a major risk involved-i.e. the character’s life, or entire fortune): +1 piety.

Good Helping the weak (must involve at least some self-sacrifice. For example, devoting a spare week to repairing a neighbor’s roof rather than training or adventuring): +1 piety. Harming the weak or defenseless: - 2 piety. Violence (except in self-defense): -2 piety. Murder (an avoidable killing): -4 piety.

DRAGON #236 47 Proficiency notes crime that triggered the curse. Any other attempt Specific race (i.e., elves, dwarves, Religion: In addition to its other uses, the to remove the curse by magical means will fail. humans, orcs): Religion NWP automatically gives knowledge of Resurrection: If the target died with at least one divine curse, his resurrection chance is rolled Racial enemies are counted as “ene- mandments and prohibitions and associated piety with a 20% penalty. A strongly pious character (II mies of the faith.” gains and losses) for the owner’s faith. A success- or higher), on the other hand, gains a 20% bonus ful NWP check gives the same information for to his resurrection check. other common faiths in the area. True seeing: The clerical version of this spelI Specific (i.e., winter, spring, NPC clergy spend a lot of their time using this will reveal the approximate level of the target’s NWP to give guidance to their flock. However, such piety (within one level), and the alignment of the summer, fall) guidance is only the owner’s “best guess”, and may target’s faith. This replaces the “detect alignment” “Major religious events” will take or may not be the actual intent of the deity. portion of the Player’s Handbook spell description. The wizard version of the spell does not reveal place during the relevant season. any piety information. Spell notes Wish: Can be used to restore the piety last by In general, any spell that specifically affects one major offense, to raise the piety of the char- Time “evil” creatures (such as protection from evil, detect acter by one point, or to counteract the effects of Conceal the passage of time (for evil or holy word) will function on characters of an a divine curse for 1d6 hours. evil faith only if their Piety Level is II (“devoted”) or example, wearing cosmetics to conceal higher — in other words, if they are strongly evil. The reverse is also true. Reversed spells of this Skills & Powers conversions wrinkles): -1 piety. nature affect good characters only if they are The PLAYER’S OPTION™: Skills & Powers rulebook Artificially accelerate or retard time offers another system for tracking the effects of a strongly good (good-aligned followers or servants (through such spells as withdraw, or with a piety of Level II or higher). servant-s faith — conditional priests, whose spell- For the purposes of the following, any offense casting depends on how well their actions are cur- such items as potions of longevity): -2 that causes a loss of 4 or more piety points is a rently serving their religion. While “piety” changes piety. “major offense,” while any offense that causes slowly over the course of a campaign, “condition- losses of from one to three points are “minor” als” can fluctuate rapidly, shifting many times in offenses. the course of a single adventure or even a single encounter. Trade, Money Animate Dead: Any good magic-user who DMs can use the listed piety awards to help Create new source of wealth (open a employs this spell loses 1d10 piety paints immedi- create conditionals or allow servants (only) to use new trade route, develop a new indus- ately. Any good cleric or paladin loses 2d10 points. bath concepts, tracking a servant’s long-term Neutral magic-users lose 1d6 points, and neutral behavior as well as his immediate actions. If so, try, sign a new trade agreement): +4 clerics or paladins lose 1d10. each level of piety above I (average) counts as a piety. Atonement: If the character is truly repentant +1 conditional modifier and each divine curse (DM’s discretion), this spell will replace the piety counts as a. -1 penalty. The effects of piety and of Accumulate personal fortune: + 1 points lost as the result of one minor offense. If conditionals are cumulative, except that no ser- piety/50,000 gp. the loss had triggered a divine curse, the curse vant ever receives the +2 level bonus for being may now be removed by a cleric (but not a “devoted.” Break a contract (unless deity is magic-user). Major offenses cannot be redeemed Note that the same action can lead to imme- chaotic): -2 piety. by this spell (see Quest). diate conditional modifiers as well as long-term Augury: Instead of warning of physical danger, piety changes. an augury may be cast to warn of “spiritual” dan- War ger—in other words, whether the character’s piety will be raised or lowered if the proposed action is Commencing a battle (to the person carried out. who started the fight, only) +1 piety. Commune: Can also be used to determine pos- sible gains or losses in piety from contempIated Leaving a fight for any reason: -1 actions. As in the Player’s Handbook spell descrip- piety. tion, commune can be used to discover a way to Cowardice: -2 piety. achieve a goal while minimizing danger—in this case, danger to one’s piety (e.g., “Don’t kill the guard. Offer him a job!” Dispel Magic: The magical effects of a divine Weather, a Specific Weather (i.e., curse or granted ability on their recipient may not lightning) be dispelled. Divination: In addition to it’s other effects, a Avoiding the effects of the relevant divination may be used for spiritual advice. This weather (for example, followers of a advice will contain clues as to the best way to rain-god who stay inside until the rain avoid Iosses of piety points as a result of the cler- ic’s intended actions. Note that “Stay home!” is stops): -1 piety. often a good piece of advice. Limited wish: Can be used to restore the piety lost by one minor offense, or to counteract the Optional systems effects of a divine curse for 1d6 turns. The conversion Quest: If the target accepts and carries out the quest, a major past offense against the granting Either through misfortune or misplay, faith will be forgiven, and the resulting piety loss the character has found himself with no restored. If this loss had triggered a divine curse that curse may now be removed. piety and one or more divine curses. Raise dead: If the target died with at least one Clearly, the player chose the wrong divine curse, his resurrection chance is rolled with a 10% penalty. A strongly pious character (II or starting faith, and would be happier with higher), on the other hand, gains a 10% bonus to a faith closer to his own playing style. his resurrection check, Reincarnation: If the target died with at least In such circumstances, many charac- one divine curse, the new incarnation will be the ters (and some PCs) may opt to convert least desirable one (e.g., a kobold, if the target used to be an elf, or a stag, if the target was a to a new faith which is more in line with hunter), and may, at the DM’s option, also suffer his own beliefs and actions. an additional curse from table 6. A strongly pious target (piety level II or higher) Procedure: The character must seek may roll twice on the reincarnation table, and out a clergy (or, at the DM’s option, a take the best result. holy place) of the desired faith, and Remove curse: A divine curse (see Table 3) may not be removed by a wizard. A cleric of 16th IeveI humbly petition the deity or force, or higher will be able to remove the curse, as part of the character’s conversion (see above) to that through prayer, fasting, and ceremony, cleric’s faith, or if the character had previously for protection and guidance. This peti- atoned (see atonement or quest, above) for the tion is usually granted, as most powers

48 DECEMBER 1996 are always on the lookout for new The pantheon The skeptic recruits. The character will have all pre- One type of faith is the pantheon — a At the DM’s option, players who do vious piety points, effects and curses faith built around a group of gods. not wish to participate in the piety sys- (and granted abilities) erased, and Followers and servants of this faith must tem are skeptics — characters who have receives a new piety of 1 point, in the obey and follow the dictates of all of the the requisite strength of will (or sheer new faith. members of the pantheon, but tend to rebelliousness) to deny the power of a If the new faith allows the previous focus on one particular part. At the DM’s local deity, force, or philosophy. Skeptics character class, the character may con- option, characters may select a group of never gain or lose piety. However, the tinue in his current class, but with a 50% allied or related gods to form the core of force of a skeptic’s disbelief is such that penalty to all earned XP until he has their faith, and one member of that any beneficial clerical magic directed at risen one experience level (this dupli- group to be their “primary” deity. The him has a 20% chance of failing. The cates the effect of changing alignments). grouping may or may not have any for- deity does not wish to aid such a skep- If the new faith does not permit the pre- mal relationship, or might just happen tic, and any further attempts to cast ben- vious class (for example, a paladin con- to be the four or five deities that the eficial clerical magic will automatically verting to an evil faith), then the charac- character likes the most. fail for the remainder of the day. ter becomes the “base” character class (a Throughout the campaign, the char- For obvious reasons, a skeptic can paladin becomes a fighter, an assassin acter receives full piety awards and never be a cleric or paladin. becomes a thief, etc.), minus one level of penalties from his primary deity, but experience, and suffers the 50% penalty only 50% (rounded down) of applicable to earned experience points until he has rewards and penalties from the other risen two experience levels. deities of his pantheon (thus, he will Player characters may never convert have to earn at least two piety points Lachlan MacQuarrie is a freelance writer more than once in their lives. from a secondary deity to get any piety). living in New Brunswick, Canada. This is his Nonplayer characters convert only at In addition, all spells and other second DRAGON® Magazine article, just in the DM’s option, as the result of massive granted powers are assumed to come time to pay for a really nice birthday present effort on the PC’s part, involving several from the primary deity (for the purposes for his wife. weeks of debate, conversation, demon- of allowed access to spheres and so on). strations of the faith’s power, persuad- ing the NPC of the rightness of the asso- ciated behaviors, and so on. At the end of that time, the DM may secretly allow the NPC a save vs. spells. If this is failed, the NPC has converted and the relevant PCs receive +1 piety points apiece, minus whatever they lost by coercing the NPC, etc. Of course, a clever NPC may pretend to be converted . . .

Divine intervention At the DM’s option, characters may attempt to gain divine intervention by appealing directly to their faith. Procedure: the PC (or NPC) spends one action to make the appeal, and rolls a d20. If the roll is less than the charac- ter’s current piety point total, the appeal is successful, and the character receives divine aid. The aid will be useful, but never more than the minimum neces- sary to solve an immediate problem. Attackers may be distracted long enough for the character to win an ini- tiative die roll, a poison dart will be coat- ed with a weaker poison than usual, the character will notice a secret door he missed before, and so on. Deities dislike being called on at ran- dom intervals, so all such appeals (suc- cessful or not) will cost the player 1d10 piety points. Note that enemy NPCs can roll for divine intervention, too.

DRAGON #236 49

Network encourages and sponsors member efforts to demonstrate role- playing games in stores, libraries, schools, civic centers, or any place with a table and six or seven chairs. Is there a TSR game system you enjoy and would like to spread? Take it to the streets, and we’ll back you up. Demo a TSR game world in a game retailer’s store, and you keep the demo materials we send you. Want to demon- strate the AD&D® game to new players? We’ll send you all the stuff you need to get started, and when you’re done, it’s yours to keep. Think the BIRTHRIGHT® set- by Jeff Quick ting would draw some people into the gaming hobby? The Network will send qualifying members a boxed set to get them started. Once you’ve shown off Gamers are great at hiding. In the U.S., Composed of nearly 10,000 members the game to a few people, they may role-playing is looked upon as some- worldwide, the Network is the largest come back for more. After a while, you thing eccentric at best. So, through rigor- collection of role-playing gamers in the may find your struggle to find fellow ous social Darwinism, all we gamers world. Chances are good that, if you gamers becomes a struggle to manage avoid ridicule by developing chameleon- don’t know any gamers nearby, we do. so many new recruits. like abilities of feigning interest in “nor- We even have a member search pro- If you’re a stranded gamer and not a mal” activities while blurring the telltale gram. For a nominal fee, members can member, now’s a great time to join. outlines of our gaming selves. Keep your request a “ZIP code search.” Here’s how Write to us at the address listed in the collection of fantasy literature in the it works: you send in a list of five ZIP sidebar and we’ll send you an envelope closet; don’t quote Monty Python in front codes near you, and we send you back filled with all the stuff you need. A mere of the mundanes; and for heaven’s sake a list of members (or even clubs!) and $20 gets you into a world of gaming don’t leave those dice out where anyone contact information for your area. We opportunities, not the least of which is could ask questions! This sort of rampant can’t promise explosive results, but we the ability to focus on the blurred out- secrecy would almost seem sinister if it can promise to comb our extensive lines of fellow gamers and pierce their were something besides a defense database to help you out. hide-and-go-seek defenses. mechanism. In addition, we offer a Classified ads They’re out there, if you know how to If you’ve ever moved, gone to college, page in every issue of our POLYHEDRON® look. been stranded on a desert island, or oth- Newszine. It’s a free service, and you erwise separated from a regular gaming can reach every member in the Network community, you know what I’m talking through it. for instance, here’s a classi- about. Suddenly, the same hiding tactics fied we ran a few month months ago: which used to protect you, keep you out. Born to a pack of wolves, Jeff Quick The guy at the desk next to you could MASSACHUSETTS: I’m 18 years old, became separated from his litter at an early own a complete, pristine set of GAMMA been playing AD&D® for 5 years, and age. Eventually he was found by a family of WORLD® games and modules, first enjoy M:tG*. I’m looking for folks to humans and raised in the as one through fourth edition, and you’d never help me form a gaming club. If you of their own. know. What’s a gamer to do? live nearby and are interested, call or This is not my soapbox to comment write. Ben(zo) Stanbury, 6 Middlesex Want to join? on whether this behavior is “good” or St., Wellesley, MA 02181 The RPGA® Network supports con- “bad” for us as a hobby or sub-. ventions all over the world with tour- (though I may write that one someday). That’s all there is to it. While Ben naments designed for many different Instead, I want to talk about how this never told us if he was successful or not, game systems, but especially the I have to believe he got some response, relates to the RPGA® Network, and what AD&D game and all of TSR’s cam- we can do for someone trapped outside if for no other reason than we have a paign settings. The Network also pub- pretty heavy concentration of member- a gaming group. lishes POLYHEDRON® Newszine, which Our very name implies communica- ship in the New area. Through members receive monthly. classifieds you can seek a club, or people tion. We’re the Role Playing Game For more information about the interested in a game you already have Network, We’re not an “Organization” or Networks programs, write to: RPGA running. Is your three-year DARK SUN® an “Agency” or “Foundation.” As a net- Network, 201 Sheridan Springs Rd., campaign dying due to player attrition? work, we talk and we stay in touch. Part lake Geneva, WI 53147, or send e- of our nature lifts the veil of gaming Classifieds can solve that problem. mail to: rpgahq®aol.com. secrecy and eliteness, allowing commu- Our third method of gamer location nication and free exchange of ideas is, I think, the best. You take a game out *indicates a product produced by a company other than TSR, Inc. between members. and go make your own members. The

52 DECEMBER 1996

Deszeldaryndun Silverwing

by Ed Greenwood illustrated by Storn Cook

he pryings of Volo (polished some- Silverwing is a sleek, graceful silver Silverwing often impersonates what by , whose eye- wyrm who seems to enjoy a slow-paced, Alustriel to allow her to slip away on Tbrows rose on more than one simple life in the wilds, spiced with fre- covert (usually Harper or Chosen) busi- occasion on his first reading of them) quent human contact that he initiates or ness unnoticed, enhancing her reputa- bring us this time to one of the good for which he sets his own terms. (Those tion by allowing her to appear to be in dragons of the North: Deszeldaryndun he wishes to avoid simply won’t be able two places at once or to respond to foes Silverwing, the Guardian Worm of to find him if they come looking.) The or crises with apparently blinding speed. Everlund, consort to the seldom-seen Guardian Worm spends much of his On many occasions he has deliberately Valamaradace (the Dragon Queen of time in human shape in the forests west taken her place in dangerous situations Silverymoon). of Everlund, posing as a woodcutter (including several antimagic shell-laden Silverwing is sometimes called “the going by such names as Ergoth Falaer or ambushes intended to slay the High Kindly Dragon” in the lore of the North, Drouth Sammart. His spells, and the fun- Lady of Silverymoon). Alustriel has kept because he so often aids humans and gus caverns and stocked fishpools he such aid secret from all but her sons and demi-humans. Though he avoids has established provide him with ample certain fellow Chosen. Not even most human society and , Silver-wing food. When he takes wing to hunt, it is senior Harpers know of it. The dragon seems fascinated by individuals. Many to deal with beasts he wants removed renders such aid purely as a friend; are the lost, lonely or hurt folk he has from his chosen domain, not to meet although he approves of Alustriel’s healed and sheltered. the demands of hunger. efforts to found a northern realm of rel- Deszeldaryndun has even been Though only veteran rangers active ative safety and sophistication in the known to participate in the adventures in the area are likely to suspect that cer- Moonlands of Luruar, Silverwing refuses of those he has befriended. He prefers to tain humans they meet with are in real- to take any open part in the affairs of do such things entirely in disguise, so ity Deszeldaryndun, the Guardian Worm Alustriel’s court, and he does not recog- those he helps are unaware of his dra- is famous in tavern-tales for the way in nize that it has any authority over him conic nature. He does not hesitate, how- which he’s tricked Zhentarim agents, (or his own Dragon Queen). ever, to reveal his true powers if such a members of the Arcane Brotherhood, In return, Alustriel renders aid to both tactic helps one of his chosen compan- Red Wizards, and other foes of law-abid- Silverwing and Valamaradace whenever ions in need. He’s also a shrewd judge of ing civilization in the North. He usually they ask (they are several centuries past character and uses spells covertly to confounds such foes by assuming the the time when they were too proud to probe the alignment and true nature of shapes and mannerisms of powerful request help from a human — albeit a any encountered being of whom he is and influential persons (such as Khelben special one, Chosen by a goddess). The unsure. (Silverwing is very rarely duped “Blackstaff” Arunsun and Elminster of Lady of Silverymoon has prevented sev- or taken unawares.) ) with uncanny precision. eral dragon battles by appearing, ready

DRAGON #236 55 to do battle, to surprise red dragons audiences, drinking in every intonation The cavern is guarded by a secret who’ve arrived to challenge Silverwing and gesture (for his own mimicry, later). series of warding spells, but the magics to combat — and on one occasion posed This habit has made him capable of per- veiling the open mouth of the main lair as Silverwing’s human slave in a ruse fectly aping the way certain musicians cavern include some known spells, that allowed him to fool a dragon foe. render songs — and, incidentally, pass- woven by Deszeldaryndun: gentle breath, The veteran Harper Orbrind Hauth- ing some of the magical “song-lock” which slows falling or swiftly-flying crea- leather insists that the silent, cloaked spells placed by certain Harpers. tures of even dragon size to a speedy swordsman who sometimes accompa- Though he is a foe of pompous, and harmless stop; guardian trumpet, an nies Alustriel in her palace and when humorless, or recklessly eager doers-of- alarm spell that announces, highlights, she ventures outside the city is a shape good, Silverwing also likes and is enter- and traces intruders; and icy claw, a assumed by some benevolent, powerful tained by the work of paladins, Harpers, defensive spell that harms and paralyzes ally. Elminster confirms that the swords- and other positive agents in the Sword certain chosen types of creatures who man, who goes by the name of Talyn, is Coast North. He sometimes attaches him- fail to elude or withstand it. Silver-wing’s favorite human shape when self to such individuals (and to less noble Softwing has many secrets as yet he’s with Alustriel. (His consort Valama- adventuring bands) as an uninvited, unrevealed to those who’ve not fallen radace is known to favor an agile, unannounced, and — as much as he can victim to its defenses. It is known, how- diminutive, elfin female human form manage — unnoticed guardian and ever, that a magic operating there allows and use the name of Targarda on her helper. Often when a warrior manages a both Deszeldaryndun and Valamaradace rare forays into civilized places.) “lucky escape,” or a paladin prevails to generate multiple phantom images of Although Deszeldaryndun is a silver against impossible odds, the true cause is themselves in either true draconic or dragon and Valamaradace is a gold, the watchful, unseen Guardian Worm of assumed human-like form. These false they’re undeniably a couple, and all Everlund. images can act and speak independently, sources refer to Silver-wing as Valama- appear different from each other and radace’s “consort.” The Dragon Queen is Deszeldaryndun’s lair from their creators, and even ape the very rarely seen, but Deszeldaryndun Silverwing lairs with Valamaradace in words and motions of spellcasting — but often mingles with folk; he genuinely the Floating Mountain, a gigantic, hol- the magic does not allow the images to likes the company of intelligent, sensi- low oval rock whose uppermost surface carry any solid material, nor can it coun- tive good-aligned humans. Silverwing is rises into a ragged row of peaks or pin- terfeit any magical effect of a spell ‘cast’ an adult worm of graceful build and an nacles. It is kept aloft by the spells of the by one of these illusions. Each dragon abundant sense of humor. He has a nat- Dragon Queen, which also enshroud it can maintain up to four images at once; ural talent for mimicry, specializing in in mists and direct it wherever she no harm is suffered by their “destruction” the voices, movements, and manner- desires. Usually it hovers low over the (the images waver and vanish at the isms of humans and half-elves of both woods due west of Everlund, or south of touch of any metal object or hostile spell), sexes. there on the verges of the High Forest. and their creators can alter or destroy Kindness is the defining, governing Most folk who see it through its mists them as often as desired, such changes element of Deszeldaryndun’s character, think that they’re looking at one of the being both swift and silent. They are used but he also has an impish sense of distant Starspires or “Sisters” (peaks that primarily to confuse intruders into attack- humor. This often shows itself in his rise at the heart of the High Forest, far to ing each other or wasting spells and mis- uttering both sides of apparent “whis- the south). Occasional glimpses of its sile weaponry on empty passages. pered conversations” to trick eavesdrop- true nature have won the flying rock its No friends or allies of the Dragon pers into wild goose chases, precipitous nickname. Queen and her consort are known to actions, and spreading false rumors. The dragon couple refer to their float- have been invited to Softwing except Silverwing personally enjoys gossip, ing rock abode as Softwing, which often Alustriel of Silverymoon. Both Elminster learning secrets, and being able to see confuses others who overhear them and Khelben, however, have indepen- the overall thrust and implications of all talking into thinking they’re speaking dently investigated the place in beast human activities in the Sword Coast the name of another dragon. (Such shapes, emerging (so far as they know) North, but he enjoys a patience and self- handy misunderstandings are encour- undetected. The Blackstaff told his lady control that no nosy human village aged by the secretive couple.) Laeral of what he saw, and spoke of busybody could hope to attain. Dragon Softwing has one huge central cavern feeling a “waiting, watching presence” in Cultists and others who’ve tried to lure opening that a dragon of the largest size Softwing, that maintains an alert and him into traps or revelations with the can glide into with wings fully spread, tireless vigil but conceals itself from both promise of rare or exclusive information and many tiny, twisting passages that dragons. Knowing so little, he did not have learned — sometimes to their cost only humans or smaller creatures can tra- care to speculate on its nature and aims, — that Silver-wing’s interests never over- verse. These lead to two small exits from but he found it “unsettling.” Elminster ride his prudence and wry, wary grasp the lair, one on the underside of the rock detected no such lurking watcher. of perils around him. and one on its upper surface, and to a An accomplished singer with a prodi- treasure cavern underlying the main one. Deszeldatyndun’s domain gious memory for old lyrics and obscure The small exits are known as “the open From his lair in the Floating Mountain, harmonies, Deszeldaryndun eagerly fol- doors,” and the underside pair provide Silverwing roams a territory whose bor- lows the careers and performances of the favorite manner of exit from Softwing ders are set (and patrolled) by his con- the bards and minstrels of Faerûn, both for both its inhabitants; they dive from an sort; in recent years they are roughly the famous and obscure. He can often be exit in human form and take dragon entire Moonwood to the north, south- found, in disguise, in fireside or tavern shape while plunging earthward. east to Sundabar and back southwest

56 DECEMBER 1996 along the River Rauvin to Turlangtor unshakeable — both enjoy the freedom sipates to powerlessness at spell expira- (westernmost of the rocky heights that to pursue their own interests, friend- tion) are brought to a gentle but firm lie to the south of the river, and run east ships, and even love affairs among halt without harm. to Turnstone Pass). From there they humans and demi-humans. They are The spell affects unwilling creatures, plunge southwest into the Woods of capable of long-distance telepathy when even if they are dragon-size or larger Turlang to touch the Lost Peaks, and necessary (probably through a magic (ruining swoop and similar attacks). then run west along the Dessarin to a forged by Valamaradace, but which When the gentle breath expires, affected point south of Flint Rock, where they either dragon can awaken) and admire beings fall from where it brings them to turn and run due north across the each other even while they delightedly a hover — but the caster of the gentle Evermoors to the River Surbrin, and follow the doings of certain humans, breath typically reaches up to take hold thence along its banks back to the north- just like the fans many Waterdhavian of them before that occurs. ern tip of the Moonwood again. beauties attract. The “hover” afforded by this magic is Although neither the Guardian Worm Neither of the couple is interested in as stable as if affected creatures were nor the Dragon Queen like to achieve other dragons or even knows the standing on a floor (i.e., it can be walked prominence in the affairs of others in names, breeds, and current deeds of on, to the limits of the cloud, where the this area, it seems likely that their neighboring worms. Neither has any “floor” abruptly ends, and used as a plat- behind-the-scenes work and vigilant known past or present or mat- form for spellcasting). Physical items from presence prevented the spread of the ings with other dragons. They share sim- missile weapons to ropes can be passed, evil that was resident for so long in ilar attitudes toward other species dropped, or hurled through the “floor,” Hellgate Keep, aided the treants of (though Silverwing enjoys human con- but affected creatures can pass through it Turlang in withstanding the depreda- tact far more than his Queen does) and only while in contact with another item, tions of other creatures, and kept the nurture abiding hatreds only for the Cult such as a reaching creature’s limb, a tree trolls from arising in numbers enough of the Dragon and the dracoliches branch, or a rope. A rope trick spell can on the moors to sweep humans out of they’ve encountered. penetrate the floor of a gentle breath with- the inland North. The two dragons pre- Currently, Deszeldaryndun is working out harming either magic. fer to bring about the mysterious “van- covertly to bring about a stable human If a creature casts dispel magic on a ishing” of foes; they dislike the open realm in the North (that is, to aid gentle breath cloud, it collapses into a hunting and spreading of fear practiced Alustriel in establishing the land she violent beam of force that smites the by so many other dragons. dreams of, without being detected in his source of the dispel for 4d4 hp damage work) and to confound the agents of and subjects all worn or carried items to The deeds of Deszeldaryndun Thay, the Zhentarim, and the Dragon crushing blow saving throws. The favorite prey of Silverwing, on Cult who stray into the domain he those rare occasions when he does hunt shares with Valamaradace. Guardian Trumpet in earnest, is the hipppogriff (he also likes (Conjuration/Summoning) horses and the deer of the High Forest). Deszeldaryndun’s magic Level: 7 In human form, Deszeldaryndun loves Silverwing isn’t known for spectacular Range: 300 yards roast almonds and cherry brandy. He spells, but he can employ mighty magics Components: V likes to drink at several secluded pools in that his Dragon Queen devises and pass- Duration: Special the Woods of Turlang, and once during a es on to him, and so his potential spell Casting Time: 1 round dry season he tore a huge chunk of ice arsenal should never be underestimated. Area of Effect: Special from the edge of the Endless Ice Sea and On at least one occasion, the Saving Throw: Special carried it south to feed his drying pools Guardian Worm was reported to drop a This spell protects a chosen area of and make the forest green again. “wild magic bomb” from aloft onto a fluid dimensions but a maximum volume The Guardian Worm spends most of party of magic-wielding foes: that is, a of 40 cubic feet (typically placed to fill his days wandering the woods west of breakable container that unleashed the floors, walls, ceiling, and intervening Everlund, observing their endless temporary wild magic in a specific area air at a door, landing, window, or narrow panorama of life as he contemplates, upon breaking. section of passage). It can be set to end uses spells to scry afar, and plans what at wall surfaces or, if volume permits, to to do next. He is especially fond of find- Gentle Breath penetrate behind them, and so catch ing rare, strange, and beautiful things — (Alteration) burrowing creatures, or those that try to sights and deeds as well as flowers or Level: 2 pass within the thickness of a wall. other items — to share with his Dragon Range: 0 A guardian trumpet doesn’t activate Queen, and carries a spell that records Components: V until a creature other than the caster or things he sees in his mind for vivid shar- Duration: 2 rounds a single other specified being (who must ing with her, later. Thus, he can pass on Casting Time: 3 be touched during the spellcasting) to her the opening of a flower, the Area of Effect: See below enters its protected area, though its cast- splendor of a sunset, or the touching Saving Throw: None er can deactivate and reactivate it an valor of a deed performed by a human, This spell allows the dragon to unlimited number of times by uttering a sprite, or treant now dead. breathe out a cloud of colorless, odor- secret word while within its confines. How long Silverwing and his Queen less vapors that rush out in a cone 6’ The first time an intrusion occurs, the have been together is not known by across at its source and 30’ across at its guardian trumpet activates. humans, though it is clearly more than a end, 60’ distant. Any creatures that fall There is no known way to make a thousand years. Their love is deep and or fly into this area of effect (which dis- Continued on page 60

DRAGON #236 57

guardian trumpet spell that protects touched by the caster during the casting. against multiple intrusions, and only Typically an icy claw spell guards against one such spell can affect a given area at humans, orcs, and halflings, with the a given time, but several such spells exception of its caster and guards, ten- could be cast so as to affect adjacent ants, or owners of a protected area. areas of corridor. The intrusion of a crea- Creatures of other species (for example, ture already under the effects of one guardian monsters) can pass through guardian trumpet spell won’t cause the icy claw cloud without suffering any another trumpet spell to activate. If two effects — even while the cloud is battling guardian trumpet spells are cast so that other beings. their protected areas overlap, the area For each round in which an intruder where both spells have an effect is is in contact with any part of the cloud, deemed “dead” to both spells; neither its icy claw strike twice at him at THAC0 will function there. 7, dealing 3d4 hp damage per strike (a When a guardian trumpet spell acti- successful saving throw results in half vates, an alarm (a sound or sounds of up damage, rounding fractions down). For to ten seconds in duration, made by the every attack that is not saved against, caster during the casting of the guardian the victim feels a chill; any creature who trumpet) sounds in two places: a chosen accumulates four of these during the spot (a cubical area 10’ on a side) within same day (24 hours, or 144 turns) is spell range and in the ears of the caster, affected as if by a hold monster spell of who may be anywhere on the same one turn duration (no saving throw plane and still hear the trumpet warning. allowed). The intruding creature is then Typically an icy claw spell is cast in an allowed a saving throw, at a penalty of antechamber between two locked, lou- 1 per level or hit dice possessed by the vered doors, so that intruders must suf- creature that is less than the caster of fer its effects while they force both the guardian trumpet. If it succeeds, the doors. spell has no further effect, but if it fails, the intruding creature glows with a vivid Deszeldaryndun’s Fate faerie fire (hue of the trumpet-caster’s Silver-wing is still vigorous and grow- choice) that withstands changes in ing in power, but his selfless devotion to shape or disguises, and their location is his Dragon Queen and his deep friend- mentally communicated (“felt”) by the ships various lone humans in need of trumpet-caster on a continuing basis, so aid in the North are likely to bring about that the caster can trace a moving his eventual doom — fighting against intruder through various rooms and evil to defend the things he finds pre- areas. These latter two effects persist for cious. As Elminster remarked, that’s a one turn from when the trumpet is acti- fate to be proud of. vated (unless ended earlier by dispel magic or an equivalent spell).

Icy Claw (Alteration) Ed Greenwood works in a library in Level: 7 North York, Ontario, where he daily sees Range: 60 yards "people who ought to be in the Realms." So Components: V he writes novels - and puts them there. (As Duration: 1 round to who’s based on whom, he reminds us of Casting Time: 1 round the words of Khelben: “There are never Area of Effect: 30’ x 30’ prizes for piercing disguises.") Saving Throw: ½ This spell creates a wraithlike, faintly- glowing cloud of white vapors. It swirls about within its area of effect, coalesc- ing a visible white claw (four taloned digits roughly 3’ long and 2’ across) whenever an intruder enters its area of effect. Multiple intruders generate multi- ple claws, one to each. An “intruder” is any creature of one of three species chosen by the caster of the icy claw spell during its casting, except specific individuals who are present and

DECEMBER 1996

62 DECEMBER 1996 or the first time that bitterly cold winter, Heorot was bright again, ringing with song and a king’s gratitude to the hero. And then the beast roared, out in the icy darkness. “But he’s dead!” King Hrothgar bellowed, pointing to the shaggy monster’s arm that now was affixed over the mead-hall’s entrance doorway. LEGENDARY “I killed him,” exclaimed Beowulf, “with these bare hands.” Hrothgar turned to his queen, Wealhtheow, sitting beside him on the dais between the royal HEROES torches. She was as beautiful as a starry spring night, her raven-dark hair tumbling past her shoulders, her lustrous gray eyes focused beyond the beyond. Wealhtheow was a seer. Gripping the carved Ben Bova arms of her throne, shuddering under the spell of her magic, she pronounced in a hollow voice, “The monster is truly dead. Now its mate has come to claim vengeance upon us.” Hrothgar turned as white as his beard. His thanes, who had been sloshing mead and singing their old battle songs, fell into the silence of cold terror. The captives from Britain huddled together in sudden fear in the far corner of the hall. I could see the dread in their faces. Hrothgar had planned to sacrifice them to his gods if Beowulf had not killed the monster. For a few brief hours they had thought they would be freed. Now the horror had returned. I turned to gaze upon the lovely Queen Wealhtheow. She was much younger than Hrothgar, yet her divine gray eyes seemed to hold the wisdom of eternity. And she was staring directly at me. How and why I was in Heorot I had no idea. I could remember nothing beyond the day we had arrived on the Scylding shore, pulling on the oars of Artwork by R.K. Post our longboat against the freezing spray of the tide. My name was Orion, that much I knew. And I served Beowulf, hero of the Geats, who had sailed to far-off Daneland to kill the monster that had turned timbered Heorot, the hall of the stag, from King Hrothgar’s great pride to his great sorrow. For months the monster had stalked Heorot, striking by night when the warriors had drunk themselves into mead-besotted dreams. At length none would enter the great hall, not even stubborn old Hrothgar himself. Until Beowulf arrived with the fourteen of us and loudly proclaimed that he would kill the beast that very night.

DRAGON #236 63 Beowulf was a huge warrior, two ax handles him. I ducked beneath those sharp-clawed paws across the shoulders, with flaxen braids to his waist and rammed my sword into the beasts belly, up to and eyes as clear blue as the icy water of a fiord. the hilt, and then hacksawed upward. Strength he had, and courage. Also, he was a Blood spurted over me. The monster bellowed boaster of unparalleled brashness. with pain and fury and knocked me sideways The very night he came to Heorot with his across the hall. Beowulf leaped on its back, as lan- fourteen companions he swaggered so hard that guidly as in a dream. The others were gathering narrow-eyed Unferth, the most cunning of the their senses now, hacking at the beast with their Scylding thanes, tried to take him down a peg. swords. I got to my feet just as the brute dropped Beowulf bested him in a bragging contest and won ponderously back onto all fours and started for the the roars of Hrothgar’s mead-soaked companions. shattered door, my sword still jammed into its gut. After midnight Hrothgar and his Scyldings left One of the men got too close, and the monster the hall. The torches were put out, the hearth fire snatched him in its jaws and crushed the life out of sank to low, glowering embers. It was freezing cold; him. I shook at the memory, but I took up I could hear the wind moaning outside. Beowulf Beowulf’s dropped sword and swung as hard as I and the rest of us stretched out to sleep. My shirt of could at the beast’s shoulder. The blade hit bone chain mail felt like ice against my skin. I dilated my and stuck. The beast howled again and tried to peripheral blood vessels and increased my heart shake Beowulf off its back. He pitched forward, rate, to make myself warmer, without even asking grabbed at the sword sticking in its shoulder, and myself how I knew to do this. wormed it through the tendons of the joint like a I had volunteered to stay awake and keep butcher carving a roast. watch. I could go for days without sleep and the Howling, the monster shook free of him again, others were glad to let me do it. We had all drunk but Beowulf clutched its leg while the rest of us many tankards of honey-sweetened mead, yet my hacked away. Blood splattered everywhere, men body burned away its effects almost immediately. I roared and screamed. felt alert, aware, strong. And then the beast shambled for the door, with Through the keening wind and bitter chill I could Beowulf still clutching its leg. The leg tore off and sense the monster shambling about in the night the monster stumbled out into the night, howling outside, looking for more victims to slaughter. with pain, its life’s blood spurting from its wounds. I sat up and grasped my sword an instant before That was why we feasted and sang at Heorot the beast burst through the massive double doors the following night. Until the beasts mate roared its of the mead-hall, snarling and slavering. The others cry of vengeance against us. scattered in every direction, shrieking, eyes wide “I raid the coast of Britain,” Hrothgar cried with fear. angrily, “and sack the cities of the Franks. Yet in I felt terror grip my heart, too. As I stared at the my own hall I must cower like a weak woman!” approaching monster I recalled a giant cave bear, “Fear not, mighty king,” Beowulf answered in another time, another life. It had ripped me apart bravely. “Just as I killed the monster will I slay its with its razor-sharp claws. It had crushed my bones mate. And this time I will do it alone!” in its fanged jaws. It had killed me. Absolute silence fell over Heorot. Beowulf leaped to his feet and charged straight Then the king spoke. “Do this and you can have at the monster. It rose onto its hind legs, twice the your choice of reward. Anything in my kingdom height of a warrior, and knocked Beowulf aside will be yours!” with a swat of one mighty paw. His sword went fly- Before Beowulf could reply, sly Unferth spoke ing out of his hand as he landed flat on his back up. “You have no sword, mighty warrior.” with a thud that shook the pounded-earth floor. “It was carried off by the dying monster,” Everything seemed to slow down into a dreamy, Beowulf said. sluggish lethargy. I saw Beowulf scrambling to his “Here then, take mine.” Unferth unbuckled the feet, but slowly, languidly, as if he moved through sword at his waist and handed it to the hero. a thick invisible quagmire. I could see the beasts Beowulf pulled the blade from its scabbard and eyes moving in his head, globs of spittle forming whistled it through the air. “A good blade and true. I between his pointed teeth and dropping slowly, will return it you, Unferth, with the monster’s blood slowly to the earthen floor. on it.” Beowulf charged again, bare-handed this time. Everyone shouted approval, even the British cap- The monster focused on him, spread its forelegs tives. There were an even dozen of them: eleven out as if to embrace this pitiful fool and then crush young boys and girls, none yet in their teens, and a

64 DECEMBER 1996 wizened old man with big, staring eyes and a goddess. And she loved me. Yet we were destined beard even whiter than Hrothgar’s. to be torn away from each other, time and again, The monster roared outside again, and silenced over the eons and lightyears of the continuum. the cheers. “This beast that ravaged Heorot was not a Beowulf strode to the patched-up door of the natural animal,” she told me. “It was engendered mead hall, Unferth’s sword in his mighty right and controlled by one of the Creators.” hand. “Which one? Aten?” “Let no one follow me!” he cried. She shook her head. “It makes no difference. I No one did. We all stood stunned and silent as am here to see that the beast does not succeed. he marched out into the dark. I turned slightly and You must help me.” saw that Unferth was smiling cruelly, his lips form- Deep in my innermost memories I recalled that ing a single word: “Fool.” the Creators squabbled among themselves like “Orion.” Queen Wealhtheow called my name. spoiled children. They directed the course of She stepped down from the royal dais and human history and sent minions such as me to walked through the crowd toward me. The others points in spacetime to carry out their whims. Many seemed frozen, like statues, staring sightlessly at times I have killed for Aten, and many times have I the door. Hrothgar did not move, did not even died for him. Yet he brings me back, sneering at my breathe, as his queen approached me. The Scylding pains and fears, and sends me out again. thanes, Beowulf’s other companions, even the I am powerless to resist his commands — he frightened British captives — none of them blinked thinks. But more than once I have defied his or breathed or twitched. wishes. At Troy I helped Odysseos and his Achaians “They are in stasis, Orion,” Wealhtheow said as to triumph. Deep in interstellar space I led whole she came within arm’s reach of me. “They can nei- fleets against him. ther see nor hear us.” “Has Aten sent me here, or have you?” I asked Those infinite gray eyes of hers seemed to show her. me worlds upon worlds, lifetimes I had led — we She smiled at me, a smile that could warm a had led together — in other epochs, other world- glacier. “I have brought you here, Orion, to help lines. Beowulf slay both monsters.” “Do you remember me, Orion?” “Is Beowulf one of your creatures?” “I love you,” — whispered, knowing it was true. “I She laughed. “That bragging oaf? No, my darling, have loved you through all of spacetime.” he is as mortal as a blade of grass.” “Yes, my love. What more do you remember?” “But why is this important?” I asked. “Why has It was like clawing at a high smooth stone wall. I your enemy used these beasts to attack Heorot?” shook my head. “Nothing. I don’t even know why “That I will explain after you have helped I’m here — why you’re here.” Beowulf to kill the second monster.” “You remember nothing of the Creators? Of your “If I live through the ordeal,” I said, feeling sullen, previous missions?” resentful. “The Creators.” Vaguely I recalled godlike men “My poor darling. I ask so much of you. If I could and women. “Aten.” do this myself, I would.” “Yes,” she said. “Aten.” Then she kissed me swiftly on the lips. I would He created me and sent me through spacetime have faced an entire filled with monsters to do his bidding. Haughty and mad with power, for her. he called me his tool, his hunter. More often I was The tingle of her lips on mine had not yet faded an assassin for him. when the others around us stirred to life once “I remember . . . the snow, the time of eternal again. And Wealhtheow was somehow back on her cold.” But it was all like the misty tendrils of a throne, on the dais beside her husband, aged dream, wafting away even as I reached for them. Hrothgar. “I was with you then,” she said. Her husband. The thought burned in me. Then I “The cave bear. It killed me.” I could feel the pain realized that one of the men in this timbered of my ribs being crushed, hear my own screams mead-hall was one of the Creators, in disguise, con- drowned in spouting blood. trolling the monsters that killed Hrothgar’s warriors. “You’ve lived many lives.” Why? What was the purpose of it all? “And died many deaths.” That was not for me to know. Not yet. My task “Yes, my poor darling. You have suffered much.” was clear. The king and queen left the mead-hall, She was one of the Creators, I realized. I loved a heading back to Hrothgar’s fortress. The others

DRAGON #236 65 milled about for a while, then started back through saw a gleaming hoard of treasure: gold coins and the frigid winter night also. jewels heaped on the dank cave floor. Swords and It was easy for me to slip away from them and warriors’ armor, spears and helmets were strewn in start down the rocky trail that led to the sea. The profusion. The monsters had brought their kills moon scudded in and out of low dark clouds. In its here for many years. fitful light I could clearly see the spoor of dark The beast ignored the kneeling Beowulf and bel- blood that the dying monster had left from the lowed at me, dropping to all fours as it moved to night before. This is the track Beowulf was follow- protect its hoard. But it moved slowly, as if in a ing. I hurried along it. dream. I dashed to the pile of weapons and pulled The blood spoor ended at the sea, where the out the first sword I could reach. waves crashed against the craggy headland. Our Barely in time. The monster was almost on top longboat was still tucked up on the rocks, I saw, its of me. I slashed at his slavering jaws and it howled mast stored along the deck. No one guarded it. in pain and fury. I feinted sideways, then stepped There was no need. The boat was under Hrothgar’s back — and tripped on a helmet lying at my feet. protection; no Scylding would dare touch it. Off-balance, I staggered backward. The beast Bitter cold it was, with a wind coming off the sea swung at me. I could see those razor-sharp claws that sliced through my chain mail shirt and chilled coming, but there was nothing I could do to stop me to the bone despite my conscious control of my them. The blow knocked me onto my back. The blood circulation. monster’s jaws reached for me, teeth like a row of The rocky cove stretched out to my left. In the swords. I clutched my own sword in both hands moonlit shadows I thought I saw caves in among and rammed it upward into the beast’s open the rocks at the cove’s far end. The den of the mouth, but it did no good. Its teeth closed around monster, perhaps. me. I was going to be crushed to death, just as I A growling roar, like the rumble of distant thun- had been all those long eons ago. der, came across the icy wind. I raced across the But the monster suddenly howled and dropped rocks toward the caves. me. It turned to face Beowulf, bleeding, battered, The second cave was the monster’s den, half but hacking at the beast’s flank with the fury of a awash with the incoming tide, dimly lit by phos- berserker. phorescent patches of lichen clinging to the rock As the brute turned away from me, I scrambled walls. to my feet and thrust my sword into its neck, The beast was even bigger than the first one, angling it upward to find the brain or spine. glowing faintly white in the dimly-lit cave, snarling It collapsed so suddenly that it nearly smothered at Beowulf as it reared up on its hind legs. Even Beowulf. For long moments we both stood on tot- mighty Beowulf looked like a pitiful dwarf next to tering legs, gasping for breath, spattered with our its enormous size. own blood and the monster’s, staring down at its He was already bleeding from shoulder to waist, enormous carcass. his chain mail shirt in shreds from the beast’s raking Then Beowulf looked up and grinned at me. claws. He clutched Unferth’s sword in both hands “Help me take off its head,” he said. and swung mightily at the monster, to no avail. It It was pearly-pink dawn when we staggered out was like hitting the brute with a tress of hair. of the cave. Beowulf carried the monster’s gigantic The monster knocked Beowulf to his knees with shaggy head on his shoulder as lightly as if it were a blow that would have crushed a normal man. His a bit of gossamer. sword blade snapped in half. And I realized that We blinked at the morning light. Icy waves Unferth had given Beowulf a useless weapon. lapped at our ankles. Crafty Unferth with his glittering reptilian eyes was Beowulf turned to me, his cocky grin gone. the other Creator among the Scyldings. “Orion, I told Hrothgar before all his thanes that I I ran toward the beast and again the world would kill the monster myself, with no one’s help.” seemed to slow into dreamy, languid motion. I nodded, but said nothing. “Beowulf!” I shouted. “Here!” Suddenly his broad, strong face took on the I threw my own sword to him. It spun lazily expression of a guilty little boy’s. “Will you go on through the air. He caught it in one massive hand ahead and say that you searched for me, but could and scrabbled away from the monster on his knees. not find me? Then I can come later with the beast’s I circled around to the side away from Beowulf, head.” trying to draw the brute’s attention before it killed I glanced down at my bloody arms. “And my the hero of the Geats. Out of the corner of my eye I wounds?”

66 DECEMBER 1996 “Say you were set upon by wolves as you “Not yet, my love,” she said, with a sadness in searched in the night for me.” her eyes that matched my own despair. “Not yet.” I smiled at his stupid pride, but said, “Yes, I will “At least, can I know why I was sent to Heorot? do it.” Why was it important to slay those beasts?” “Good,” Beowulf said. He dropped the monster’s “To save the British captives, of course.” head and sat on a rock. “I will rest here for a while. That surprised me. “The captives? Those I could use some sleep.” pimply-faced youngsters and that emaciated old So it was that I returned to Hrothgar’s fortress man?” and told the king that I had searched for Beowulf She smiled knowingly. “One of those to no avail. All that long morning and well past pimply-faced youngsters is the son of a Roman noon we waited in growing gloom. Unferth said who stayed behind after the legions left Britain. His confidently that the monster had killed Beowulf. name is Artorius.” He was considerably disheartened when the I shrugged. It made no sense to me. hero of the Geats finally arrived — with the mon- “He will be important one day. A light against ster’s shaggy head on his wounded shoulder. the darkness.” She reached out her hand to me. That night the feasting at Heorot was without “The sword you found in the cave. Please give it to stint. The torches flamed, the mead flowed, the me.” thanes sang praises of Beowulf and the women Puzzled, I detached the scabbarded sword from vied for his merest glance. Hrothgar’s bard began my belt and handed it to her. She slowly drew out to compose a saga. The king promised the British the blade, examined the inscription on it, and captives that they would be ransomed and smiled. returned to their dank, dreary island. “Yes,” she said in a whisper, “he will need this Only Unferth seemed unhappy, slinking in the later on.” shadows and glaring at me. I read the one word inscribed on the matchless Queen Wealhtheow sat on her throne, smiling steel blade. graciously at the uproarious celebration. Long past . midnight, the king and queen left the mead-hall. Warriors and even churls paired off with women and strolled off into the darkness. At last timbered Heorot fell silent The torches were extinguished. The hearth fire burned low. I Dr. Ben Bova started writing fiction in the late 1940s was left alone, so I stretched out on the earthen and has been at it ever since, even while pursuing careers floor next to the fading embers and willed myself in journalism, aerospace, education, and publishing. to sleep. Author of more than eighty futuristic novels and non- I dreamed, yet it was not a dream. I was stand- fiction books, Dr. Bova became involved with the U.S. ing in another place, perhaps a different universe space program two years before the creation of NASA. altogether. There was no ground, no sky, only a sil- He was editor of Analog and Omni magazines, has ver glow like moonlight that pervaded everything. written teaching films with Nobel laureate scientists, and Wealhtheow stood before me, but now she wore a is president emeritus of the National Space Society and a form-fitting outfit of glittering silver metal. A warrior past president of Science-fiction and Fantasy Writers of goddess, she was. America. He has won six Hugo awards. “You did well, Orion,” she said in a low voice. He has worked with Woody Allen, George Lucas, and “Thank you.” Gene Roddenberry on film and television projects, and he “Your wounds?” has been a regular science guest on CBS Morning News. “They are already healing,” I said. He lectures on topics ranging from the craft of writing “Yes, accelerated self-repair was built into you.” fiction to the search for extraterrestrial intelligence. I wanted to reach out and take her in my arms, His novels, such as Brothers, Mars, and Death but I could not. Dream, combine romance, adventure, and the highest Instead, I asked, “Can we be together now?” degree of scientific accuracy to explore the of In the deepest recess of my memory I recalled a future technological developments on individual human time, a lovely woodland filled with tame, graceful beings and on society as a whole. His latest novel, animals that we called Paradise, when we were Moonrise, tells the story of the first people to live together and happy. The other Creators, especially permanently on the Moon. the jealous Aten, had torn her away from me.

DRAGON #236 67

her characters vividly and with a keen of Janeway must, of necessity, be eye for detail. But what we see of viewed as authoritative. Janeway is not a tale of a woman com- And therein lies the paradox. As a char- ing of age; rather, it’s a story about a acter study, Mosaic is incisive and power- woman whose store of unresolved psy- ful. Taylor knows her material and gener- chological problems rivals the selection ally conveys it skillfully. Yet the Kathryn of lemons on a busy used-car lot. Janeway about whom Taylor writes The Janeway of Mosaic is reckless; she seems an unlikely and illogical candidate re-enters a burning building, violates for leadership. Readers are forced to con- orders to explore a dangerous underwa- clude that the novel leaves out some crit- ter cave system, and much later dives ical turning point in Janeway’s life — or headlong into a firefight with a else that the U.S.S. Voyager is being com- © 1996 John C. Bunnell Cardassian warrior without regard for the manded by someone far less than quali- consequences. She’s consistently inept at fied for the position. reading character; the friends and co- Neither one of those prospects is a workers she’s slowest to trust invariably comforting thought. It’s one thing, in the turn out to be the most stable and capa- universe, to have Cardassians ble people around her. It doesn’t help or Kazon plotting disaster in the shad- that Janeway loses most of these people ows. It’s quite another to find that one of over the course of the book — some die, your favorite starship captains isn’t what some retire, and nearly all the rest end up you thought she was. half a galaxy away. Nor is Janeway a nat- ural team player; she is happiest and The Glass Cat of most successful on her own, whether David Hulan she’s playing tennis, engaged in scientific Press $9.95 research, or taking care of a puppy. Before the FORGOTTEN REALMS® setting, Our heroine also has enough sheer before Conan’s Hyperborea, before good luck to wear out a field full of Middle-earth itself, there was Oz. four-leaf clovers. Granted, she also pos- Though L. Frank Baum’s famous stories sesses considerable survival skills, but aren’t often mentioned in role-playing competence alone can’t explain how circles, the world of , , Janeway avoids torture and death at , and their compatriots is Cardassian hands, or how she survives a in many respects a direct ancestor of our shuttle crash that proves fatal to the modern adventuring milieus. And even shuttle’s other two passengers. Much less well known is the fact that a brand too often in the novel, Janeway gets new series of Oz stories — David Hulan’s $22.00 through a situation purely by applying The Glass Cat of OZ among them — has If nothing else, Mosaic is certainly persistence or momentum rather than appeared in recent years, carrying on authoritative. As the letter enclosed with ability or insight. Baum’s legends in classic style. the advance galley says, “Who better to Were Mosaic written by almost any Hulan’s story features a number of tell the story of Star Trek’s first female cap- other hand, all this could be put down to characters whom Oz fans will recall tain than the person who created her? the author’s misreading of Janeway’s fondly from the original books. In addi- Yet that very credibility makes this first character. In Jeri Taylor’s case, however, tion to the Glass Cat, featured roles go to hardcover chronicle of the U.S.S. Voyager this simply isn’t an option. Asserting that such well-remembered folk as Button- a profoundly unsettling book — because Taylor’s portrayal of Janeway is some- Bright, and Cap’n Bill, and the if it’s an accurate portrait of Captain how wrong would be like arguing that Hungry Tiger. The plot also draws on Kathryn Janeway, an excellent case can J.R.R. Tolkien didn’t understand hobbits, well-established Oz lore, involving a be made that Janeway is one of the last or that Ed Greenwood shouldn’t be trust- scheme to overthrow the remote coun- people in the galaxy who belongs in ed to write about Elminster of try of Oogaboo using weapons picked command of a starship. Shadowdale. Paramount’s usual dis- from its gun tree. Impressively, even the It’s not that Jeri Taylor writes badly — claimer about novels not being “canoni- more obscure references and cast mem- far from it. In most cases she develops cal” loses force here; Taylor’s depiction

DRAGON #236 73 bers are handled with accuracy and enough to make the Celtic borrowings City of Diamond respect; there are no off-key bobbles to feel at home. Thus while Marston deliv- Jane Emerson detract from the characterizations. ers a compelling and wholly imaginary DAW $5.99 But Hulan isn’t merely rehashing old tale of lost heirs and misty magic, her “Space opera” isn’t quite the right des- material. While all this is going on, he inventions take on added substance by ignation for City of Diamond. Though also introduces present-day youngsters drawing on familiar cultural roots. there’s no shortage of intrigue, counter- Barry and Becky Klein, who find a The broad flavor is that of an plot and deception aboard the giant genie’s bottle on a California beach. old-fashioned Scottish border war, with colony vessel that gives the book its Barry, it turns out, has read all the origi- assorted clans striving for pre-eminence title, there’s also a faintly domestic qual- nal Oz books (and enough other useful in a rugged land just emerging into pros- ity usually missing from the wide-roving literature to sidestep the usual problems perity. The physical trappings are mostly spectacle of the typical space opera. Nor with genies and wishes). He and Becky high medieval, with Druid-like magic are space operas usually possessed of are promptly transported to Oz and pro- pushing the period backward a century characters as complex and introspective vided with a useful bit of magic, which or so while a lively mercantile economy as some of those with whom pseudony- they use to covertly attach themselves shoves it forward again. mous author Jane Emerson populates to the party dispatched to deal with Into this Marston introduces a hand- this tale. affairs in Oogaboo. ful of intriguing wild cards: Kian, a In some respects, “space soap opera” Hulan handles the combination of young man of mysterious ancestry who isn’t far from an accurate description. As old friends and modern ideas in smooth may or may not be the offspring of a in traditional soap opera, there’s a sub- and entertaining fashion; Trot relies on long-lost princess; Kerridwen, herself the stantial cast that emphasizes a handful magical aid to save herself from one dif- daughter of nobility, sent across the sea of intricately twined families. Young ficult situation, while Becky cheerfully to find a missing prince; and the sword Adrian Mercati, who’s just assumed over- demonstrates the uses of karate and Kian carries, an enchanted blade that he all leadership of the Diamond as the threatens to start a fashion wields skillfully yet shouldn’t be able to novel opens, heads one of these clans, when she realizes that girls in Oz use at all. The chemistry and repartee His bride-to-be, one lolanthe, comes not haven’t discovered blue jeans. between Kian, Kerri, and Kian’s adopted only from a rival family but from the rival The result is a lively and eminently father Cullin is lively and beguiling, giv- colony ship City of Opal. Then there’s likeable tale that brings the world of Oz ing the tale a swashbuckling quality that Spider, who begins the tale as a minor firmly and agreeably into the 1990s. also plays against the larger medieval clerk but quickly finds himself involved While The Glass Cat of Oz is fairly short backdrop. in intrigues at the highest level. There’s compared to Baum’s original books, its While Marston’s plot is squarely tradi- the half-alien Tal, called “demon,” who’s no less entertaining, and artist George tiona — most readers will correctly trying to find his family, and who’s trust- O’Connor provides a lavish suite of illus- deduce Kian’s heritage at least a hun- ed by almost no one since mixed- trations in the style to which Oz fans dred pages before any of the characters species offspring nearly always have have long been accustomed. Those who work it out — she maintains a high sociopathic tendencies. And there’s remember the original Oz books with degree of suspense by playing slightly Keylinn Gray, whose family by blood and pleasure should find David Hulan’s tale against stereotype throughout. Kian’s choice alike is a mysterious order of con- a welcome addition to the canon, while and Kerri’s relationship is peppery and tract servants whose abilities range from those for whom Oz is a new discovery entertaining, yet convention notwith- the academic to the deadly. should find the volume a pleasant win- standing, their eventual choices can’t be Then again, “war story” may be a bet- dow into L. Frank Baum’s world. The easily anticipated. The scope of the polit- ter label. The two of the Baret chief difficulty may lie in actually laying ical and martial intrigues is likewise far star system are rushing toward armed hands on this or other new volumes in from predictable, and the meaning of a conflict, and as that’s where the the series; those who can’t persuade a series of magical dream-interludes is Diamond is parked for much of the tale, local bookseller to track down copies appropriately shadowy. the question of on whose side (if any) can contact the publisher at: Kingmaker’s Sword is the first volume Adrian will intervene is a major plot Emerald City Press of a trilogy, and while Marston appears issue. While Adrian faces the political Books of Wonder to have plans well laid for subsequent implications of the confrontation, Tal 132 Seventh Avenue volumes, it doesn’t stop her from wrap- and others find themselves potentially New York, NY 10011 ping this one up in concise and elegant stranded on the front lines of the rising style. While her leading characters are tide of battle. Kingmaker’s Sword dealt with firmly and even-handedly, And yet the war is only one of Adrian’s Ann Marston there’s ample foundation for the tale to worries. Someone on Baret Two may be Harper Prism $5.50 be picked up again in the next book. guarding an alien relic of incalculable Taken individually, there are few ele- While Kingmaker’s Sword is by no value to the Diamond — if he can find it ments in Ann Marston’s tale that readers stretch of the imagination a historical before the Opal’s agents do. If Tal’s quest won’t have encountered before. fantasy, Ann Marston has done her for his roots succeeds, his relatives may Marston’s virtue lies in her skillful and homework in developing the setting. destroy the colony ship purely for their deft blending of familiar ingredients The names and are clearly and own amusement; if it fails, Tal himself with solid , so that this first plausibly adapted from various shades may yield to his darker side and kill entry in the Rune Blade trilogy refreshes of Celtic, and while the lands portrayed Adrian in the process. And will lolanthe rather than seeming stale. are neither the British Isles nor a close prove as docile and innocent as she alternate, the geography is just close

74 DECEMBER 1996 appears, or will she coldly betray Adrian’s Sarpadia. The story opens early in uct, its nonetheless an absorbing and deepest secrets to his enemies aboard ’s Ice Age, just as the elves of challenging tale, and the glimpse it pro- the Opal? Emerson infuses the novel with Havenwood abruptly dismiss Reod Dai vides into the Dominarian setting is vivid enough skullduggery to satisfy a whole from their covert service a full year and compelling. Its publication is a credit guild of professional spies. before his contract is due to expire. both to Lyris and to the books editorial Pure adventure, however, is only a That’s a problem, because the machi- sponsors at — and it part of the tale’s makeup. There’s also a nations in which Reod has been engag- will be highly ironic if the novel turns out good deal of sophisticated ethical ing are subtle and slow to resolve — and to be one of the last works of Magic fic- debate, courtesy of Tal and Keylinn Gray. without the funds or backing to complete tion published under WotC’s auspices. Though Tal is at least as dangerous as his his strategic maneuvers, he can’t hope to reputation suggests, he’s also possessed keep various and goblin forces from Recurring Roles of a curious personal code that may disrupting the region’s long-term stability. From a pleasant but relatively have more to do with honor than he’ll But the elves won’t listen, and by the time mild-mannered start, L. J. Smith’s “Night admit, even to himself. Keylinn, mean- Reod has finished trying to salvage mat- World” teen horror series has shifted while, must confront another sort of ters, virtually no one — not the orcs nor into high gear. Both Daughters of responsibility — not whether she will goblins, not elven nor dwarven elders, Darkness and Spellbinder (Pocket maintain her personal honor, but how not even the dark Order of the Ebon Archway, $3.99 each) rank with Smith’s she will balance her allegiances to her Hand — is willing to trust his advice. best work; the former is a clever order, her contract-holder, and her own It’s also a problem for a small family of small-town vampires-and-werewolves ideals. dwarves who’s been supplying Reod Dai mystery with a sense of humor, Not surprisingly, the plethora of plots, with one of his most effective weapons: and the latter is an equally barbed tale subplots, and character arcs makes the dragon eggs, which when properly of teenaged witches feuding in Las novel a sizable volume. But while the enchanted can be used as highly effec- Vegas. Smith is unmatched at putting size is a trifle intimidating, the prose is tive bombs. Reod’s inability to pay for the utterly believable teenagers into crisp, the tone amiable, and the pace newest clutch of eggs isn’t just an high-powered magical conflicts, and the never less than brisk. Emerson handles arms-race issue; it also means that there’s obligatory romantic elements are kept a host of viewpoint characters with sur- a distinct chance that the eggs will hatch low-key enough so that adult readers prising efficiency; even Keylinn’s occa- and that someone will have to deal with won’t find the tales overly saccharine. sional first-person segments somehow dragon whelps. fit into the much larger third-person nar- Sonia Orin Lyris develops her charac- A touch of the same balance of wit rative with no great difficulty. ters with sensitivity and thoughtfulness. and youthful enthusiasm, albeit in a But for all that City of Diamond is con- Reod Dai is intense, persistent, and des- considerably more serious and complex structed with jigsaw-puzzle complexity, perate to somehow salvage a situation in mode, infuses The Demons in the Green one need not be a puzzle enthusiast to which he’s made promises to a great (AvoNova, $5.99). This is Tom Deitz’s enjoy the book. Anyone with a taste for many opposing sides. Then there’s sequel to Above the Lower Sky and Deitz’s solid storytelling against an interstellar Sekena, the young dwarf girl who devel- mix of near-future technology with backdrop should find Emerson’s tale ops a peculiar bond with her draconic mythological mysticism is as engaging more than readable, whatever label one charges, and her sister Tamun, who as ever. The overall pace is quicker in eventually assigns it. seems to understand Reod’s frustration this series than in Deitz’s previous despite having led a remote and shel- works, and it’s easier to jump into this And Peace Shall Sleep tered life largely untouched by politics. setting than to start one of Deitz’s other Sonia Orin Lyris Even the nastiest of Reod’s many employ- series in the middle. HarperPrism $5.50 ers and contacts are portrayed as individ- A year ago, Magic: The Gathering fic- uals, not merely villainous caricatures. A brand new series, meanwhile, gets tion was a growth industry, with two The result is a book that’s very strange underway in Anne McCaffrey’s Freedom's solid anthologies and a rapidly growing by game-novel standards. The pace isn’t Landing (Ace, $5.99). As with the Pern line of novels to its credit. Now, however, exactly slow, but neither is it quick; the novels, our heroes are colonizing a new the flood has slowed to a trickle in the effect is rather like crossing a deep chasm world-but this time we begin at the begin- wake of changes at Wizards of the Coast, on a tightrope. The tension is constant, ning, and the colonists are the exiled pris- and it seems entirely possible that the and it’s impossible to retreat or stop once oners of a conquering alien race. What’s novel series will fade out completely. you’ve started. Nor is the core issue any- more, where Pern was a virgin, mostly That’s a shame, because And Peace Shall thing so abstract as good versus evil; uninhabited world, there’s a mysterious Sleep may well be one of the most dis- given the scenario, some level of disaster presence on this planet that even the tinctive tie-in novels ever published in is inevitable, and the best that readers Catteni overlords don’t know about. This any gaming universe. can hope for is that Reod Dai can some- is vintage McCaffrey, and vintage What’s fascinating is that what Sonia how minimize the impact of various McCaffrey is not to be ignored. Orin Lyris has written is neither an ordi- small crises along the way. nary coming-of-age tale nor a typical This may not sound terribly exciting as quest yarn. Rather, it’s a complicated game fiction goes, and indeed, those chronicle of one man’s attempts to looking purely for rough and ready maintain a political balance between adventure may not find And Peace Shall John C. Bunnell lives and writes in the various races and governments in Sleep to their taste. But as different as Portland, Oregon, where the bookstores the gradually disintegrating realm of Lyris’ novel is from the normal tie-in prod- may actually outnumber the espresso bars.

DRAGON #236 75

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This column is a service to our read- ers worldwide. Anyone may place a free listing for a game convention here, but the following guidelines must be observed. In order to ensure that all conven- tion listings contain accurate and December January Glorantha Con IV timely information, all material Conventions January 24-26 IL should be either typed double-spaced Conventions or printed legibly on standard manu- Ramada Hotel O’Hare, script paper. The contents of each list- Albuquerque Game Fair Sunquest ‘97 Rosemont. Events: Call of ing must be short and succinct. December 6-8 NM January 2-5 FL Cthulhu*, Runequest*, Pen- The information given in the listing Pinnacle Four Marriot Orlando Resort, dragon*, Mythos* and other must include the following, in this related games. Guests: Greg order: Hotel, Albuquerque. Guests: Orlando. Guests: Timothy 1. Convention title and dates held , Tracy Bradstreet, Michael Stackpole, Stafford, Sandy Peterson, and 2. 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78 DECEMBER 1996 Total Confusion XI Events: Japanese anime and Guests: John DeChancie, tures games. Other activities: February 20-23 MA manga. Guests: Steve Bennet Mitchell Bently, Cullen RPGA events, M:tG, a used Rolling Green Inn, and Robert DeJesus. Other Johnson, and Paul Darrow. game auction, and two minia- Andover. Events: role-play- activities: panels, workshops, Events: role-playing, card, tures contests. Registration: ing, card, board, and minia- exhibitor’s room, variety and board, and miniatures $10/pre-reg., $12/on site. tures games. Other activities: art shows, and a dance. games. Other activities: art Egyptian Campaign 97, c/o RPGA, LARP, and more. Registration: $30/pre-reg. show, charity auction, deal- S.I.U.C. Strategic Games Registration: $30/pre-reg., before Feb 14, $40/on site. ers room, masquerade, and Society, Office of Student $40/on site. Total Confusion, Katsu Productions, P.O. Box more. Registration: $25/pre- Development, 3rd Floor P.O. Box 403 N. 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Events: tion, and historical minia- ing contest, and a flea mar- varies. Aggiecon XXVIII c/o role-playing, card, board, tures games. Other activities: ket. Registration: $20/pre-reg. MSC Cepheid Variable and miniatures games. Other a miniatures painting compe- before January 1, $25/on site. Memorial Student Center, activities: a dealers room. tition. Registration: varies. Jaxcon, P.O. Box 14218, Box J-1 Texas A&M Registration: varies. Web site James Manto 431 Jacksonville, FL 32238-4218, University, College Station, http://www.hobby Greenwood Drive, Stratford, e-mail [email protected]. TX 77844. Web site show.com, e-mail hobby Ontario N5A-7S7, Canada. http://cepheid.tamu.edu/agg [email protected]. iecon/aggiecon.html. * indicates a product produced by March Conventions Egyptian Campaign ‘97 a company other than TSR, Inc. Midsouthcon 16 March 28-30 IL Prezcon March 21-23 MS Southern Illinois University, March 6-9 VA Sam’s Town Hotel & Carbondale. Events: role-play- Best Western Mount Gambling Hall, Tunica. ing, card, board, and minia- Vernon Hotel, Charlottesville. Events: card, board, and Statement of Ownership, Management, and Circulation miniatures games. Other activities: Battletech* and Star Title of Publication: DRAGON® Magazine Editor: Dave Gross Wars miniatures. Registration: Date of Filing: 14 October 1996 201 Sheridan Springs Road, Lake Geneva, WI 53147 $25/pre-reg., plus a free t- Publication No.: 0279-6848 Managing Editor: shirt. Justin Thompson, P.O. Pierce B. Watters Box 4661, Charlottesville, VA No. of Issues Published Annually: 13 201 Sheridan Springs Road, Lake Geneva, WI 53147 22905. Annual Subscription Price: $42.00 Owner TSR, Inc. Coscon ‘97 Complete Mailing Address of Known Office of 201 Sheridan Springs Road, Lake Geneva, WI 53147 Publication: Lorraine D. 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DRAGON #236 79 ® Vampires of the FORGOTTEN REALMS setting

by Paul Culotta illustrated by David Day lthough one usually associates throw rocks for 2-16 hp damage or less denizens, the badly wounded Morg Avampires and other undead with heads of paralyzation (see below); was left for dead. the RAVENLOFT® setting, they roam shapechanges into giant owl and cave As monsters closed in on him, Morg almost every fantasy world. Here are bear forms; spells. uttered a desperate prayer to his evil four unusual vampires from Faerûn in Special Defenses: Regeneration deity, Grolantor, and he asked for the the FORGOTTEN REALMS® campaign, pre- when shapechanging, +1 or better strength to survive the battle. He sented in the manner of the recent weapon to hit, cold attacks or electrical promised to dedicate his life to Grolantor Children of the Night series of RAVENLOFT attacks cause only half damage in exchange for a reprieve from certain supplements. With minor changes, the Spells: 5, 3, 2 death. Something dark and foul took DM can place these terrible creatures in Spheres Available: All, Animal, Charm, interest in the hill giants plight, and a other campaign settings. Combat, Elemental (earth), Healing cloud of blackness descended on Morg (reversible), Necromantic, Summoning, and his opponents. Morg Sun (reversible), War, Weather. When it lifted, Morg discovered that Chaotic Evil hill giant he had no further wounds and that the vampire shaman Background creatures in the dwarven stronghold Morg’s mannerisms and appearance served him. He also learned (quickly and Appearance led to exile from his tribe. Not only was painfully) that he could no longer abide Morg is tall for a hill giant (18’) and he uncommonly tall, he was repulsive sunlight; he had become a vampire. quite muscular. If not for his smelly and annoying to other hill giants (to Somehow, a symbol of Grolantor was bearskin furs, vacant gray eyes, and 6”- them his Charisma is only 8). His teeth around his neck, and he was able to long fangs, some humans and demihu- were not crooked, his hair fell neatly in receive spells. Morg believed that it was mans might consider him handsome. place, and he didn’t have one pimple, his god who saved him, not knowing Several mummified heads of former vic- mole, or wart on his entire body. Even that it was really a far darker power that tims are tied loosely by their hair to his worse, he did not slobber while eating, had come to his aid. broad leather belt. On a rope around his he always spoke clearly, and he never Soon, Morg put his newly found abil- neck hangs a holy symbol of the hill picked his nose. If the hill giants had ities to good use. The first ones to feel giant deity, Grolantor. ever displayed a freak show, Morg his revenge were the hill giants who had would have been the star attraction. exiled him. One died each night, and it Armor Class 1 Str 20 Thus, when Morg became an adoles- was not until half of them were dead Movement 12, Fly 18 Dex 15 cent, his tribe drove him away. that the rest moved far away. The three Hit Dice 12 +2 Con 17 For several years, Morg wandered who had argued the loudest for Morg’s Hit Points 77 Int 11 through Kryptgarden forest and eventu- exile were not among those who THAC0 9 Wis 14 ally served as a mercenary to the fierce escaped; they presently serve as vam- No. of Attacks 1 Ch 16 Lostafinga hobgoblins that claim the pire slaves to Morg. Morale 18 area. Eventually the goblins decided to The next victims were the Lostafinga Magic Resistance: Immune to sleep, take over the abandoned dwarven lair hobgoblins who had deserted him. charm, hold spells, paralysis, or poisons. known as Southkrypt Garden that lies Fortunately for the goblins, their shaman Damage/Attack: 5-10 (+8) touch or north of the forest, and they took Morg realized quickly (with a lot of help from bite; 2-12 (+8 for Strength) spiked club with them. When they were turned back his deity) what was ravaging their tribe. Special Attacks: Energy drain, charm; with heavy losses by the Garden’s ruth- The shaman found Morg and bargained

80 DECEMBER 1996 with him, promising hobgoblin guards to watch over his lair and captives to feed his enormous appetite for fresh blood. Morg agreed, with the stern promise that should the hobgoblins fail him, he would finish what he had begun. Thus matters stand to this day. The hobgoblins capture animals and sen- tient victims to feed to the vampire shaman and his slaves. They also sow false treasure maps and rumors when- ever they get the chance, in the hope of luring greedy adventurers to Southkrypt Garden. As for the vampires, they are content with staying in the lair and feed- ing off that which is brought to them, although once or twice a month they emerge to hunt for themselves. Personality Morg is cruel and evil, and he delights in draining his victims and throwing their bodies aside for the denizens of Southkrypt Garden to eat. He is intent on making good on his promise to serve Grolantor, and he sin- cerely believes that he is doing so by causing as much death and destruction as possible. An uncomfortable fact of his exis- tence, however, is that it is a day-to-day affair. Morg needs lots of blood (mini- mum of one human or a large deer) each day, and there is the added pres- sure to feed his slaves (although they need far less; one human could last the three of them each day). Animal blood will suffice, if there is a lot of it, but prey- ing on animals will soon make the whole area desolate. Thus, Morg con- stantly challenges the hobgoblins to be more inventive in luring people to the remote area. Fortunately, there are already many rumors about the hidden dwarven wealth of Southkrypt Garden. Domain Morg roams his lands in Southkrypt snatches a victim (up to human size), and they stay in after they enter, Once Garden and hunts there and in the the flies back to his lair to feast. Those adventurers go into the place, the hob- Sword Mountains. caught in his talons have but one chance goblins come out of hiding and block to escape with a successful Bend Bars the way. Then they send some of their Combat roll. Notably, Morg flies away slowly in fellows off to get reinforcements to Morg may be encountered outside at the hope that the victim’s companions ensure that they can keep them in. night on the one or two evenings per will follow to rescue their companion. Inside the lair, several underground month that he hunts. On these occa- The other way of encountering Morg levels host xaren, vilstrak, vargouilles, sions, he typically shapechanges into a is in his lair, although only the hardiest storopers, and other creatures along monstrously large owl form (14’ high, of adventurers can ever find him. Those with several unsprung traps put in by 30’ wingspan, MV 18(E), Dmg who wander into Southkrypt Garden fail the dwarves who lived here long ago. 2-8/2-8/2-5, each with +8 damage to realize that they are walking into a All of these monsters serve Morg and bonus) and ranges over the countryside hideous trap. The entrance to this under- attack not to kill but to wear intruders looking for encampments of miners, ground place is well guarded by down and take prisoners. adventurers, or merchants. When he Lostafinga hobgoblins. Their job is not The lowest level of Southkrypt finds one, he swoops down quietly, to keep intruders out but to ensure that Garden is where Morg and his three

DRAGON #236 81 hear them to save vs. paralyzation or flee in fear. Upon striking a target, they break apart with a sickening plop. Those hit suffer 1d4+9 hp damage and must save vs. paralyzation or become para- lyzed for 1d12 rounds (usually more than enough time for Morg or one of his minions to bind the unfortunate victim with rope). It is only when engaged in melee that Morg fights with his big spiked club, but if he hasn’t fed yet, he tosses the club aside, grabs his victim, and drains him rapidly (25% of hp or 10 hp per round, whichever is less). Those who are captured by Morg generally meet their end in a day or two, as they are drained by the vampires, and their lifeless bodies are tossed to the dungeon denizens for feeding. Thus far, none who have wandered into the Southkrypt Garden have ever returned to tell the tale. Saestra Karanok "The Lady of the Night" Chaotic Evil vampire thief

Appearance Standing at 5’9” tall, Saestra Karanok is a sultry brunette whose light violet eyes sparkle with glee whenever she is happy — or whenever she is about to feed on the living. She appears to be in her mid-20s. As the daughter of the ruler of Luthcheq, she dresses in impeccably tai- lored color coordinated dresses and gowns which are usually black or purple and liberally decorated with gems, lace, and ribbons. She wears an ornamental dagger at her side.

Armor Class 1 Str 18/76 Movement 12/ Fly 18Dex 17 Hit Dice 8+3 Con 11 Hit Points 38 Int 15 vampire slaves stay. Although they are his animal forms to hill giant, he regains THAC0 11 Wis 12 sensitive to sunlight, they are not inac- 10-60% of all lost hit points. In his nat- No. of Attacks 1 Cha 16 tive as long as they remain on this deep ural form, he prefers to throw missiles or Morale 16 level. Morg is cunning, and if adventurers cast spells (prayer, hold person, and faerie Magic Resistance: Immune to sleep, ever manage to get this far, he assumes fire are his favorites) and let his slaves do charm, hold spells, paralysis, or poisons. his giant cave bear form and tries to play the fighting. Damage/Attack: 5-10 touch or bite; the part of a scared but friendly bear that Like most hill giants, Morg can throw 1d4 (+4 for Strength) dagger tags along with the adventurers. Of boulders, but instead he throws the Special Attacks: Energy drain, charm, course, once they get into a desperate mummified heads of paralyzation that he backstab (x3 damage) fight, the “bear” turns on them (Dmg keeps at his belt. These come from prior Special Defenses: Regeneration, +1 1-8/1-8/1-12, each with +8 damage victims and they have been specially or better weapon to hit, cold and electri- bonus, SA Hug for 2-16 +8 if either paw preserved and enchanted through a cal attacks cause only half damage. hit is 18 or better). dark process revealed to Morg by Thief Abilities: PP 70%, OL 62%, FRT Morg cannot assume gaseous form Grolantor (or so Morg thinks). When 60%, MS 95%, HS 59%, HN 55%, CW nor does he regenerate as do most vam- thrown, they whiz through the air with 98%, RL 95% pires. When shapechanging from one of an unearthly moan, causing all who Location: City of Luthcheq, Chessenta.

82 DECEMBER 1996

Background lurked in the crypt. Shortly thereafter, people. The mad Karanoks are so Saestra is a member of the mad the Karanoks found her master, staked obsessed with their quest that they do Karanok clan, a family obsessed with him, and burned his remains at a day- not realize that Saestra has drained the destroying all mages in the Realms. The break in a witchweed fire. wizards. All they see is the knife wound Karanoks, who rule the city of Luthcheq, Though she has been undead for a in the back (cleverly left by Saestra). The go to great lengths to capture wizards few years now, Saestra has kept her Karnoks also fail to realize that the mag- and burn them at stakes fueled by vampiric nature secret by “volunteering” ical items and books are stolen back by witchweed, a volatile oily bush that is to stay up all night to manage the watch Saestra at night and that she uses them grown locally. The eldest Karanok, and to “sleep” during the day. She again and again in the same scheme. Maelos (CE P18), is an elderly figurehead explained that with her supervision, the These are items that Saestra has col- leader, while Saestra’s father, Jaerlos (CE watch might become more efficient in lected from a few real wizards. They P13) wields the real power. All of the tracking down wizards and that the include four different spellbooks (each Karanoks worship a strange deity whole family could rest easier knowing with 5d6 spells), a ring of the ram, a wand named Entropy. that she was on duty. Further, this gave of fire (40 charges), a figurine of wondrous Another notable family member is her the opportunity to make her weekly power (bison), a folding bout, six scrolls Naeros “the Marker” (CE F12), Saestra’s rounds among the children of the poor (each with 1d6 spells), a ring of water- cruel older brother. He was responsible where she could allay their fears about walking, and a dagger +1. Of course, for his sister becoming undead. As a sorcerers skulking in the evening Saestra uses none of this stuff herself, practical joke, Naeros locked her in a shadows. but plants it as evidence on victims for crypt for several days, but he did not In her family’s eyes, Saestra has been the watch to find and bring to her. know that it was the lair of a vampire. tremendously efficient in finding and She carries a nonmagical dagger that The creature took a liking to the attrac- killing wizards who come to town. Just is covered with a paralytic poison she tive Saestra and made her his servant. before each dawn, Saestra shows them brews from carrion crawler fluids. A vic- Saestra recognized the advantages of the body of a wizard she and the watch tim struck by this dagger must save vs. her new existence but soon chafed have found, along with magical items poison or be paralyzed. It can be used under her master’s yoke. Moreover, she and spell books in the mage’s posses- three times before the poison loses effect. feared that her crazed family would sion. The body is burned after Saestra destroy her once they discovered what goes to sleep. Personality she had become. She left the crypt and Of course, the vast majority of these Saestra has two totally different men- sowed rumors that an undead wizard people are not wizards, but ordinary tal outlooks. The first (which manifests

I

84 DECEMBER 1996 itself in the early evening) is that of a in her years of wizard-hunting. the nawab was the wealthiest merchant compassionate, caring, sweet innocent. If forced into melee, Saestra fights of the city. With such influence (and his It was this personality that she had prior with her dagger, trying to paralyze her tremendous psionic powers), Saed was to becoming undead. Just as she did attackers and save them for a later able to manipulate and other before, Saestra goes into the city one snack. If she can maneuver so as to per- traders into hiring his escort service and night a week and delivers baskets of form a backstab, she will do so. If con- renting his warehouses and thus remain food, healing herbs, and small toys for fronted when she is in her bloodthirsty in power. Saed did not want to pass on the children of Luthcheq. It is this habit state, she attacks with a frenzy (+1 his wealth to others in his family, or chuk- of charity that has earned her the title bonus to her THAC0). ka; in his opinion, they were beneath his “Lady of the Night” by the people of intellect and therefore unworthy. Luthcheq, who murmur this title with Saed, Beast Chieftain Said put out discreet inquiries for respect and admiration, not out of fear. of Veldorn potions of longevity to keep himself One hour after midnight (the hour Lawful Evil vampire psionicist young and in power forever. A response that she was made a vampiress), Saestra came one dark night from a mysterious assumes the personality of a blood- Appearance stranger from the north who promised thirsty, ravening monster. She makes her Saed appears to be a tall, heavily him something better: immortality. All way to the palace, grabs some magical built human in his late 40s. His hair is Saed had to do was follow the stranger items from her secret stash, and plants black and wavy, and his eyes are the to an abandoned shrine of the goddess them in a victim’s room somewhere in deepest blue. His skin is ebony-hued like Shar and swear loyalty on her altar. The the city. She then tells the watch that she that of most Durparians, and his lips are stranger was a friendly, open fellow, has received an anonymous tip and to an odd liver color. He wears indigo-dyed and Saed trusted him, not realizing that apprehend “the wizard.” When they pants and shirt, along with a dark gray he had fallen prey to vampiric charm. bring the unfortunate prisoner in, Saestra cloak and boots. A heavy gold chain Saed followed his new “friend” to the “interrogates” him in private. The inter- with numerous charms hangs about his desolate place in an old city under a view concludes with her stabbing the vic- neck and a large gold ring with a black large hill, and he swore loyalty to Shar. tim in the back. When it is all over, she onyx stone is on his right middle finger. The ruler of Turelve gained immortality, has the body displayed for the family’s but he became a slave in the process. viewing. Alert watch members have Armor Class -1 Str 18/76 Soon, Saed’s family, Chakka Baroda, noticed that she always seems a bit Movement 12, Fly 18 Dex 16 and the rest of the city became suspicious flushed after these sessions, but they say Hit Dice 8+3 Con 9 of the unusual hours that Saed was keep- nothing and attribute her appearance to Hit Points 55 Int 16 ing, and business began to drop off. the general zealotry of all Karanoks. THAC0 13 Wis 16 Chakka Baroda investigated and soon Sooner or later Saestra must realize No. of Attacks 1 Cha 18 found out that Saed was nothing more that her vampiric state does not age her, Morale 16 than a puppet whose strings were pulled and she will likely do something to avoid Damage/Attack: 5-10 by a hideous vampire. At considerable suspicion before her family notices her Special Attacks: Energy drain, charm, expense, they had this monstrosity undead state. Most likely, her grandfather, psionics tracked down and destroyed by a group father, and brother will all die under mys- Special Defenses: Regeneration, +1 of adventurers, but Saed escaped. The terious circumstances, or perhaps they or better weapon to hit, cold and electri- chakka put out a story about his disap- themselves will be accused of practicing cal attacks cause only half damage. pearance, and a successor was chosen magic. Most certainly she will enjoy the Magic Resistance: Immune to sleep, from the family. Chakka Baroda still rules sight of her beloved brother, the one who charm, hold spells, paralysis, or poisons. Turelve to this day. locked her in the crypt, screaming in Psionic Disciplines: Clairsentient, Saed had fled to the west with a agony as the witchweed fire laps at his Psychokinetic, Psychoportive, Telepathic charmed bodyguard who guarded his cof- feet around the burning stake. Sciences: (6) Clairaudience, clairvoy- fin. Eventually, he settled in Vaelen, the Combat: Confronting Saestra should ance, detonate, project force, mindlink, ancient underground city where he had not be an easy task. Like most vampires, teleport. become a vampire. Due to his negotiat- she can summon bats or wolves (See Devotions: (17) Awe, conceal ing skills, the other monster rulers MM/355) to her aid. Not only can she thoughts, contact, ESP, identity penetra- (known as beast-chieftains) of Veldorn slip away using her Hide in Shadows tion, life detection, truthear, teleport trig- came to respect Saed’s abilities to reach and Move Silently abilities but also she ger, dimensional door, all-round vision, consensus and arbitrate disputes. This can shapechange to fly or run away, or danger sense, combat mind, animate ability not only stems from his days as a she can turn into gaseous form. object, control flames, create sound, lev- tough bargaining merchant but is equally Her coffin is cleverly hidden in a secret itation, molecular agitation. due to Saed’s developed psionic abilities. compartment in her room, and during Defense modes: mind blank, thought Since taking on this role, there have been the day she is well guarded. Not only are shield, mental barrier, tower of iron will, no serious outbreaks among the beast- her relatives nearby, but the family com- intellect fortress. chieftains, and Saed has persuaded them pound is a veritable garrison bristling PSPs: 144 to act together in case any one of them is with armed guards and priests who threatened from the outside forces of would love to burn intruders (especially Background good. Indeed this has paid off hand- wizards) at a witchweed fire. Another Over three hundred years ago, Saed somely: all invasions into Veldorn have secret compartment in her room hides all was the ruling nawab of the city of been humiliated by a stiff, coordinated the magical items she has accumulated Turelve, in Durpar. By Durparian custom, defense of the beast-chieftains.

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the beholders who don’t trust him (or anyone else, for that matter). Domain Saed rules, in a sense, over Veldorn, the Kingdom of Monsters. Combat Hunting Saed is dangerous at best. Not only is his city full of undead (ghouls, shadows, wights, and a few vampire slaves), but every so often Saed uses his life detection and danger sense disciplines to ensure that nothing is around to harm him. Inside Vaelen is an unholy shrine to Shar that causes a -2 penalty to all turning attempts. Dousing the shrine with at least five vials of holy water can destroy it. Once alerted to intruders, Saed uses the most appropriate psionic abilities to locate and engage his enemies. A favorite trick of his is to levitate high above his enemies and punish them with project force, detonate, and molec- ular agitation while his undead servants close in for the kill. Even if someone comes close with a stake and mallet, his teleport trigger whisks him safely away. Worse yet, Saed’s enemies can not flee into the “safety of the daylight.” If he does not feel up to fighting intruders, Saed can teleport to a neighboring beast- chieftain domain, suggest that the PCs are invading all of Vaelen, and let his neighbor go after them. If he feels like a challenge, Saed goes out himself and gives chase. He wears a ring of vampiric protection, which covers him with an invisible screen that negates any light- based spell cast at him. Thus, Saed may travel in broad daylight with no ill effects. Of course, dispel magic success- fully cast (vs. 12th level) on this item could have catastrophic effects on Saed. The ring radiates magic and evil, and any non-evil being who touches it must Personality: Saed is a melancholy fig- The only good diversion for Saed is save vs death magic or lose 4-48 hp ure who broods over his lost fortune arbitrating disagreements among the each time it is touched. and power. He chastises himself daily on other beast chieftains. This is a dicey how foolish he was to fall for the bad affair, because the other monster lords of bargain with his original vampire mas- Veldorn (beholders, yuan-ti, wererats, ter. Every month or so, he loses his tem- lizardmen, and others) require a good per and ventures forth to steal some- facilitator and diplomat to keep them Paul Culotta often contributes to thing of value from a leading merchant from tearing each other apart. In these DRAGON® Magazine and DUNGEON® of the Shining South area of the Realms. negotiations, Saed uses his telepathic Adventures, and he has written the recent- He believes that it will make him feel abilities to good advantage, finding out ly released RAVENLOFT accessory Children of better, but when he accomplishes such the hidden agendas of the disputants and the Night: Vampires. deeds, he looks about his decaying city, the middle ground where compromises populated with undead, and takes no can be reached. This has earned him the comfort in the theft. respect of the beast-chieftains, except for

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stronger materials. Stronger paper is opponent — but besieging a castle? Give thicker. Even paper ten times as thick as me a break. modern paper, like that used in this very Magical items aren’t a problem; it’s magazine, is still very flexible, and still is DMs who distribute them like candy who thin. are. If they aren’t handed out in massive Remember, medieval-period paper- quantities, no problem. Remember how makers didn’t have paper mills to com- few wizards can make magical items. press the paper to a thin sheet. That is As to the commonly held idea that unless you want the dwarves and drag- wizards must adventure to gain levels, ons to get together to form a paper thin- that is a fallacy. A wizard needs to ning corporation, but lets leave that for research five spells per his maximum the April issue. spell level to gain an experience level. Amy & Ryan Biggs That can and often does make an arch- via e-mail mage with a fat book of spells that no “Forum” welcomes your comments and one else has. opinions on role-playing games. Ian Bloomsburg apparently isn’t Wayne Rossi 86 In the United States and Canada, send familiar with the history of writing mate- Powell Place Rd any correspondence to “Forum,” DRAGON® rials. Rocks, wood, skins, woven reeds, Tabernacle, NJ 08088 Magazine, 201 Sheridan Springs Road, metal sheets, paper, and plastic have all lake Geneva, WI 53147 U.S.A. In Europe, been used. Spell books could be made Josh Heckman, writing in issue #233, send mail to “Forum,” Dragon Magazine, of any reasonable material. (You’ve got spoke on the subject of level limits for TSR ltd., 120 Church End, Cherry Hinton, a really mean DM if he uses rock). But, demihumans. I found his commentary Cambridge CB1 3LB, U.K. You can also send assume familiar paper is used. Even on the psychological makeup of demi- e-mail to [email protected], but also today, paper can be easily bought: from humans to be interesting. I think that the include your full name (not screen name) the common thin paper of this DRAGON matter of demihuman level limits should and postal address. Magazine to the thick cotton-laced be discussed in terms of limitations We ask that all material be neatly typed or parchment for legal papers — 5 to 10 ten imposed by the nature of the demi- handwritten. You must give us your full name times thicker and heavier. With a little humans. and mailing address if you expect your letter searching even thicker parchment is I understand that the reason demihu- to be printed (we will not consider a letter sent available. In general, the older the mans are limited in level is rooted in the anonymously), but we will withhold your paper, the thicker the paper. Books hun- solid earth of game balance. Demi- name if you ask us to do so, and we will not dreds of years old have pages that are humans gain advantages (when com- print your full address unless you request it. quite thick. Books much older com- pared to humans) and so must be limited monly use animal skins. Either fit well in some fashion (again, when compared I am writing in response to Ian with the periods most campaigns emu- to humans) to keep the game in balance. Bloomsburg’s letter in issue #234 in late. A change in page count isn’t The reason for this is simple: the game which he had many comments about needed for spell books, only a little edu- was designed to be humanocentric — the thickness of spell books in 2nd cation on the the history of paper. A revolving around the human experience Edition. He mentioned, in a sarcastic larger library might even have some in fantasy. manner, that the pages must have been ancient samples. The balancing mechanisms are thus made of wood to be that thick. He is Devin Ross a given, in game terms. The challenge actually not far off. If you look at how P.O. Box 123 this creates — ignored by the designers thick modern paper is, and then com- Dravosburg, PA 15034-0123 — is one of giving a plausible rationale pare it to the papers of the Middle Ages, for the limits. Mr. Heckman cites psycho- you will see a distinct difference in thick- There’s a definite lack of sense in the logical reasons for the limitation. I ness. Modern paper has been made general opinion about mages today. would also offer that there could be from many things that allow it to be thin People seem to think that they are some physiological reasons, also. and strong. Paper in the Middle Ages kind of superhumans. They use four- Consider the casting of spells, for was made mainly of cloth and wood sided dice for Hit Dice, have the world’s instance. Elves are assumed to be slightly pulp, which gave it strength and also worst combat short of a 0-level NPC different in basic magical capabilities made it extremely thick, sometimes child or scribe, and are thoroughly than are humans in the game. Elves can upward of eight times as thick as mod- exhausted by casting spells to their daily be fighter/mages in the game, while ern paper. To get an idea of how thick limits. They must spend extravagant humans cannot. This shows a basic dif- the paper was, grab a piece of fairly amounts of money on material compo- ference in the physical abilities of thick construction paper, not the cheap nents for spells. If not a genius, they humans and elves. Extend this concept to kindergarten stuff, but the professional can’t understand the more complicated say that elves and humans interact with grade, maybe 150 lb. stock (which is high level spells. Mages are easily dis- magic differently, on a very basic level. about six times as thick as resume style tracted. They prefer to outwit their oppo- Yes, spells can affect them in much the paper). So, take a look at a nice thick dic- nents. Why blast away with spells when same fashion, but there remains a slight tionary, check the number of pages, and you can cast charm or sleep? How could physiological difference in how magic divide that by six, maybe eight. You get easily killed, easily distracted mages be interacts with the two. fairly low numbers. Also, remember that a major part in combat? I can see wiz- At this point it becomes a small mat- a spellbook would be made of better, ardly duels, trying to outsmart your ter to conclude that a level limit for elves

DRAGON #236 91 using magic is reasonable. Elves interact to play elves, with all that such would As for Robert Armstrong (issue #234) with magic differently and so cannot entail, but to play that particular set of and his idea on the axe, keep up the and do not use magic as humans do. advantages (and the outstanding char- good work! This idea is a good one, This provides a rationale for the limita- acters they can build with them.) Instead because there are too many specific tion and also helps in the roleplaying of of wanting to explore the elf condition items around. I am sure that no one has elves. It also stays within the balancing (and all that that implies — good and ever used a halberd in his campaign. guidelines of the game. bad), they wish to explore the efficacy of Why have so many weapons around Gamemasters can also expand on this bonuses when using game mechanics. when at least half of them will not be difference by supplying elves with spells Larry D. Hols used? I suggest you write more ideas that “fit” their psychology and physiology, 1703 Linn Street like this sometime. spells that humans are unable to use (and Boone IA 50036 Now, to Nathan Kirschenbaum (issue vice versa). This will provide more atmos- #229) who I agree with totally. Female phere and a solid mechanism to drive I am writing in response to several characters are as important as males in home the rationale used to explain letters. First to Nick Spear (issue #229) a story line. It is good to have both men game-imposed limitations. about magic and its influence on the and women in a campaign. Now, if staying within the boundaries game. Sorry, Roni Saari (issue #234), but I agree with Martin Scutt (issue #234), provided for the play of AD&D is not of I agree with Nick on his view of magic. I and I wonder as well why humans can- much concern to a gaming group, par- do agree with Roni that it does cause not be multi-classed at least. Don’t ticipants can decide that the variant some problems, but magic is fun. humans have as good a chance as they choose to play is not humanocen- Moreover, what would happen if there learning magic as do elves? I allow tric. The universe can focus on elves (or were no way to beat a monster except multi-classed humans in my campaigns, dwarves or furry things or those big by magic? What would you do if there and so far I don’t have a problem with it. wart-covered critters, or whatever) and were no magic in your group? I welcome letters from other readers humans can be mere bystanders. I think a mage should be involved in of “Forum.” It is my experience that the players the game, but he shouldn’t be a powerful Chris Leon wanting level limits to be abolished are one at all. (We all know what happens 12411 Osborne Street #14 those who are wanting to play demihu- when one powerful mage is around.) Pacoima, CA 91331 mans with all of the advantages the There should be a challenge in the story rules provide but none of the restric- somewhere, but magic shouldn’t be tions. These players do not really want banished.

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quoted at the beginning of the combat chapter (Book One, page 56), in which Tanis just lops a draconian’s head clean off in combat. Instead he’d have knocked the thing unconscious and then kill it. Oops. The game does have an instant-kill rule, but it got lost some- If you have any questions on the games grant it anymore. On the other hand, one where during the production process. produced by TSR, Inc., "Sage Advice” will can “turn” incorporeal undead with a spir- Here’s the dropped text: answer them. In the United States and itualism spell. Necromancy can “turn” cor- Canada, write to: Sage Advice, RAGON poral undead. Mentalism spells can affect D @ Heroes and other major characters are Magazine, 201 Sheridan Springs Road, any creature with a mind, which includes seldom killed instantly. At the very least, the most creatures from the undead table lake Geneva, WI 51347 U.S.A. In Europe, dying character sticks around long enough write to.’ Sage Advice, DRAGON (Book One, page 128) except skeletons Magazine, to gasp out a few last words, utter a dying and zombies. Mentalism, too, can dupli- TSR ltd., 120 Church End, Cherry Hinton, curse, or profess his inner-most secret love. cate a turning effect. Cambridge, CB1 3LB, U.K. You can also Of course, there are times when this isn’t e-mail questions to [email protected]. It’s clear from the rules that the var- how the world works. If Malystrix or one of We are no longer able to make personal ious elemental schools of sorcery can her ilk lets loose with a torrent of flame on a replies. Please send no SASEs with your create bits and pieces of their elements. single individual, the odds are that the tar- question. SASEs are being returned with get will be incinerated instantly. No good- copies of the writers guidelines. For example, a hero can create a stone byes, no lingering death scenes, just a few This month, “Sage Advice” pays a visit to wall with a geomancy spell. Can a hero ashes and maybe some smoke. war-torn Krynn for a study of the new or character also use an elemental spell to destroy an element or protect If the number of damage points left over SAGA™ dramatic adventure game. against that element? If not, is it at all from an attack which knocks out a hero or In the new SAGA game system, does a possible to duplicate AD&D® game character [note that all monsters are “char- monster’s Physique score fall to a lower spells such as protection from fire with acters” in SAGA parlance] is greater than his number or stay the same when it suf- the SAGA rules? Endurance score, the victim has been slain fers a wound? I think it should fall, Most elemental spells can create, instantly . because a monster couldn’t fight as reshape, remove, or protect against their Consider the following example. Ren has well with an arrow in its shoulder. elements. One can, for example, dupli- been badly beaten and has but a single card A creature or character’s Physique cate such AD&D game spells as lower (the five of swords) left in his hand. He stag- score doesn’t decrease with wounds any water, create water, and part water with gers boldly on but finds himself confronted by more than a hero’s does. True, a hero hydromancy spells. One also could cre- a blue dragon who unleashes a stroke of light- loses cards, and therefore combat ability ate a hydromancy spell that keeps ning at him. Despite his armor and other pro- (indirectly), with every wound, but a things from getting wet. One could not, tections, Ren suffers 12 points of damage. creature or character doesn’t have any however, turn water to dust without a Ren’s player gives up his card, absorbing 5 cards at all. transmutation spell and knowledge of points of damage but leaving 8 unaccounted If you want to give heroes a better geomancy and hydromancy. for. If Ren’s Endurance is equal to or greater chance to defeat monsters with very high The tricky part of protection/destruc- than this "overkill," he’s simply knocked out. If Physique scores, make a random draw tion spells is determining difficulty. A it’s not, he’s instantly slain. every time the monster suffers a wound. spell that protects from fire is fairly easy; As it is, his Endurance is a 7, so we won‘t If the card drawn is from the suit of just determine how many points of fire be seeing Ren in any more of our examples. Dragons, the monster meets with a damage the spell blocks out and assign a It’s very important to use this rule, as wounding mishap and suffers a -1 penal- value from the Numeric Adjustments it puts some fear into heroes’ lives — table (Va). A geomancy spell that elimi- ty to all ability scores for the duration of they really can be killed if they let them- nates rock, however, could be tricky. A the combat scene. If the creature has one selves get caught in fights they can’t small rock lying on the ground is easy to mishap and later suffers another, the handle. It can relieve the Narrator of the effects accumulate. That is, a monster has blow way, but if that rock is the keystone difficult task of deciding when charac- a -2 to all ability scores after suffering for a huge bridge, you must increase the ters administer the coup de grace to -3 after suffering three area of effect to account for the whole two mishaps, a heroes. The rule also grants heroes the mishaps, and so on. bridge (no using wimpy 5-point spells to occasional satisfaction of obliterating make whole structures fall). Does anyone in the DRAGONLANCE®: the villains without having to wrestle with their consciences. FIFTH AGE™ setting have the ability to Is it just me, or is there absolutely no turn undead, or was this priestly ability way to kill (or be killed by) a foe out- The rules in Chapter 5 say that the lost when the gods departed? Does right? I’ve combed the rules and it looks basic spell-point cost for a spell does not anyone on Krynn have power over the like everybody and everything goes include any adjustments for resistance undead at all? unconscious before dying — you then and says the caster should direct more Undead turning is a granted priest have to smack the body around or else spell points toward the casting than the ability; no one on Krynn currently has the you didn’t actually kill the foe. There’s spell’s actual required total number of ability because the gods aren’t around to no way to simulate the very scene points to allow for resistance (page 80).

96 DECEMBER 1996 So, does the caster have any way of For example, Palin casts his Palin’s Pyre pletes all his draws before the recipient knowing how much resistance his spell spell (with a base cost of 15 points) at a draws any cards. In any case, keep all faces? What happens when the spell Sivak draconian (Intellect 7). The actual cards face down until everyone involved caster doesn’t allocate enough points to casting of the spell will be 22 points. If has played all their cards. cover the increased cost? What happens Palin allocates only 20 points to the This is indeed “double jeopardy” for when the caster allocates more points spell, the spell fails — no matter what the spell caster, but any action pitting than are actually necessary to cover the Palin’s action score is — and Palin loses two heroes against each other repre- spells increased cost? all 20 points. On the other hand, if Palin sents a clash of wills and requires card A hero or character casting a resisted allocates 25 points to the spell, he loses play from both heroes. spell has no special ability to judge the all 25 points, but the spell succeeds if level of resistance except by experience Plain’s action score is 22 or higher. The Arms & Armor table doesn’t or by using a divination spell to evaluate allow for multiple shots with missile the resistance (though such a spell would When calculating the cost of a spells weapons. The folks wielding crossbows face resistance itself). When a hero casts effect, it’s not clear to me when you use must be very happy, since the biggest a resisted spell, the player must make his the Numeric Adjustments table (Va), argument for wielding regular bows best guess about how many extra spell and when you use the Other Spell (two shots a round) has been taken points to spend — the player may not Effects table (Vc). Since the former gives away. Shouldn’t there be some game look in the rules to check a creature’s you more bang for the buck, players mechanic for reflecting the multiple Intellect or Essence scores. would obviously prefer to use it, and shots an archer can fire? When a character casts a resisted I’m not sure when you have to use the Nope. It’s one action per hero per spell, the Narrator should consider the other table instead. combat round. If your hero has a needs of the story. It would never do to Generally, use the Numeric Adjust- Dexterity code of A, and you’re the type of player who wants to use the “best” let a scene go bust because a villain’s ments table whenever you can. Use the spell fizzled without so much as a card Other Spell Effect table only for effects weapon available, you should carry an play from the heroes. When in doubt, that cannot readily be quantified. For arbalest as a missile weapon. example, using a pyromancy spell to make a Reason action using the charac- Is there a SAGA game mechanic to ter’s Intellect score and a random draw. If inflict 10 damage points on an ogre is easily handled numerically. Using a reflect the skill of characters when the action succeeds, then the caster heroes start swinging frying pans at spends slightly more spell points than pyromancy spell to blind an ogre for a short time would require using the other their heads? necessary, say the difference between Yes. It’s called attacking and defend- the action difficulty and the action score. table — I’d recommend a difficulty adjustment of 3 for a hindering effect. ing at melee range (swinging frying pans) If the action fails, the character spends a or attacking and defending at near mis- lot more points than necessary, say the How does the Narrator resolve the sile range (throwing frying pans). Heroes base cost plus the action-score total. If the action when one hero casts a spell at of Steel, which should be in stores by the random draw is a Dragon card and the another hero? If the first hero simply time you read this, contains game statis- action fails, the character spends too few performs a cast sorcery (or mysticism) tics for improvised weapons — including points, say the base cost minus the card’s action, then the second hero isn’t able to frying pans (made ever so popular by the face value. The Narrator can set the diffi- play any cards to avoid the effect — fiery Tika), and most other objects culty for the character’s Reason action by which isn’t fair. But if the second hero heroes might pick up at the spur of the how much experience the caster has with has an avoid sorcery (or mysticism) moment and use in combat. the spell’s target as follows: action as well, then it’s rather a case of The appearance of the new SAGA sys- Familiarity Action Difficulty double jeopardy for the first hero, isn’t it? He’s got two chances to have his spell tem has drawn many questions from the Very Familiar Easy (4) players in my DRAGONLANCE® campaign. Somewhat Familiar Average (8) fail, which isn’t really fair to him either. When one hero casts a spell at One of the biggest concerns was what Unfamiliar Challenging (12) we can do to convert the new material Completely Unknown Daunting (16) another, the spell’s recipient decides if he will resist the spell. If the hero offers no to the AD&D® system. For example, what Note that heroes cannot use this resistance, the spell is cast as a normal are the class level benefits and restric- table. I offer it strictly as a means for hero action. If the hero decides to resist tions for wizards and priests in Krynn Narrators to resolve character spells (or the Narrator decides he must resist), now? What are the racial modifiers and fairly. Note also that after tossing a few then both heroes simultaneously benefits for the gnome race and spells at a particular target, a character attempt opposed actions. The hero cast- class? Will there be any AD&D formatted probably will become somewhat famil- ing the spell attempts his action nor- monster information on the fire dragon, iar with the target simply by observing mally, spending spell points and playing shadow wraith, frost wraith, and dae- the effects of his spells. cards to account of the anticipated oppo- mon warriors? In any case, when a caster fails to sition value. The spell recipient does the There is no official SAGA system to allocate enough points to a spell, the same (though he spends no spell points). AD&D system conversion information, spell automatically fails, and all points If the spell casting action fails, the spell and there are no plans to publish any. If the caster did allocate are lost. If a caster has no effect even if the recipient fails his you’re trying to carry an existing Fourth spends more points than necessary, the resistance action. If both actions succeed, Age campaign forward into the Fifth Age, extra points are simply lost, though the the higher action score prevails. If both you should go ahead and convert your spell works normally in all other respects. actions are trump, the spell caster com- AD&D player characters and non-player characters into SAGA heroes and charac-

DRAGON #236 97 ters. The departure of the gods at the choose one of the following for initial wyrm gold dragon’s -12 AC. Here’s a end of the Chaos War has profoundly proficiencies: blacksmithing, cobbling, table for quick conversions: changed Krynn — the planet is no longer leatherworking, mining, or bowyer/ Defense Rating Armor Class an AD&D game world. Imagine what fletcher, and 4) their maximum fighter 0 10 would happen on Earth if the laws of level is 15. -1 8 or 9 changed overnight, and you When converting SAGA creatures to -2 6 or 7 have an idea of what has happened on the AD&D system, just take the conver- -3 4 or 5 Krynn — the very fabric of reality is now sion rules from the little screen in the -4 2 or 3 different, and the mortals living on DRAGONLANCE: FIFTH AGE boxed set and -5 0 or 1 Krynn must live with the reality. Note apply them in reverse. The results might -6 -2 or -1 that most Krynn natives are unaware of look like this for a large fire dragon: -7 -4 or -3 the true scope of the change. Everyone AD&D Statistic -8 -6 or -5 knows the gods left and that magic Saga Statistic Coordination 12 Movement 12, F1 24 (C) -9 -8 or -7 works differently now, but very few are Hit Dice 24 -10 or higher -10 or -9 aware of the more subtle changes, such Physique 70 Intelligence Average as the switch from classes and hit points Intellect 4 (8-10) Other Abilities: Spell-like abilities and to ability codes and hands of Fate cards. Morale Average (8-10) special defenses must be handled on a To the residents of Krynn, things have Essence 4 Damage 2d6+6/ case-by-case basis. A fire dragon has the always been that way. Damage +65 2d6+6/ 10d8+14 ability to create dragon fear as a great If you find it impossible to change Defense -40 Armor Class -12 wyrm dragon and is immune to all fire- your DRACONLANCE campaign from the based attacks and to weapons of less AD&D rules, here are some pointers. I made the conversions as follows: than +3 enchantment. Its breath For almost 30 years after the Chaos Coordination to movement: Double weapon is similar to a red dragon’s (a War, nobody on Krynn could cast any Coordination to get the creature’s fastest cone 90’ long, 5’ wide at the dragon’s spells at all. All scrolls and spellbooks movement rate. Since a dragon flies, I mouth, and 30’ wide at the far end). The went blank when the gods left, and all assigned it a flying movement rate of 24 fiery blast inflicts 10d10+40 hp damage potions turned to water (see The Last (12x2) with a maneuverability class of C (maximum 140 points, which is twice the Tower, available in December, for and a ground move of 12, in keeping dragon’s Physique score); a successful details). Wizards must go without spells with the statistics for other AD&D drag- saving throw vs. breath weapons until after the Last Conclave convenes in ons. (One can’t avoid some judgment reduces damage by half). 28 sc. Priests regain their spells a little calls in this process.) Other statistics, such as home , sooner, after the founding of the Citadel Physique to hit dice: Divide Physique diet, treasure, and alignment, must be of Light in 8 sc. Until the rediscovery of by 3 and round up to get hit dice assigned using similar AD&D creatures spells, wizards and priests have to rely (70÷3=23.33 rounded up to 24). The as guides. Fire dragons are at home in on their magical items to produce magi- creature’s THAC0, saving throws, and any land terrain, usually appear singly, cal effects. Once spells start working experience value are derived from the and are very rare. They can be active again, the best way to simulate Krynn creature’s hit dice rating. throughout the day. If they eat anything, magic in the AD&D game is to use the Intellect to Intelligence: Double they probably consume fire sources, spell point system from Chapter 6 of the Intellect (4x2=8) and assign the creature such as magma. They collect no trea- PLAYER’S OPTION™: Spells & Magic book. the appropriate rating from the sure. Because no one on Krynn memorizes Intelligence section in the MONSTROUS Complete adventure statistics might spells anymore, characters must expend MANUAL™ tome. look like this: their spell points as free magicks (see Essence to Morale: Double Essence Large Fire Dragon: AC -12; MV 12, Fl Spells & Magic, page 77). Note also that (4x2=8) and assign the creature the 24 (C); HD 24; hp 108; THAC0 -3; #AT no character can use more than three appropriate rating from the Morale sec- 3; Dmg 2d6+6/2d6+6/10d8+14 (claw/ different schools of sorcery (wizard tion in the MONSTROUS MANUAL tome. claw/bite); SA causes fear, breath spells) or spheres of mysticism (priest Damage: Double the damage rating weapon; SD immune to fire and magic). Remember that wizards cannot (65x2=130). The result is the maximum weapons of less than +3 enchantment; directly affect living creatures (spells damage caused by all the creature’s SZ G (200’ body); ML average (8-10); Int such as sleep and charm person don’t attacks. You have to play this one by ear, average (8-10); AL CE; XP 24,000. work for wizards anymore). Likewise, I gave the fire dragon a claw/claw/bite priests cannot affect inanimate matter attack routine (18+18+94=130). If you (spells such as stone shape don’t work for wish to add other dragon melee attack priests). It is possible for a character to forms (such as wing buffets and tail cast both priest and wizard spells, how- slaps), you should lower the claw and was a member of the team ever, through careful use of the AD&D bite damage a bit. that produced the SAGA game system and game’s multi- and dual-class rules. Defense to Armor Class: Double the the DRAGONLANCE: FIFTH AGE world. He has I’d treat tinker gnomes as regular SAGA rating and subtract from 10. Note written two FIFTH AGE products: Heroes of AD&D gnomes with the following excep- that -10 is usually the best AC an AD&D Steel and The Last Tower. tions: 1) they cannot become illusionists, creature can have unless it is very large 2) tinker gnome thieves have a +15% or very powerful or both. The fire drag- bonus to Find/Remove Traps and Open on’s -40 defense is equal to a great Locks attempts, 3) tinker gnomes must

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Deadlands game 224-page softcover book Pinnacle Entertainment Group, Inc. $25 Design: Development: Michelle Hensley, John Hopler, , and Editing: Matt Forbeck, Michelle Hensley, Jason Nichols, and Hal Mangold Illustrations: Susan M. Bowen, Steve Bryant, Paul Daly, Jay Lloyd Neal, Allen Nunis, , and Loston Wallace Maybe you’re too cool, sophisticated, wouldn’t you love to have a copy of the Cover: Brom or cheap to spend your money on laundromat version? games from small press publishers, the You’ve probably never heard of the I’ve had my heart broken plenty of little guys who make do with last year’s games under the microscope this times, so you’d think after Kay Elliason refused to go to my high school prom, computer, a line of credit at the copy month, let alone the companies who shop, and a loan from grandma to cover made them. But who knows? The Random House rejected my proposal for a history of the Beach Boys, and the the bills. If so, you’re missing out. Why? * game may turn out to be the debut of Star Trek: Voyager, I’d be used to Well, there’s the obvious reason: the next Vampire. Pinnacle Entertainment small press has been a font of inspira- may turn out to be the next TSR. Here’s it. Not so. Take Deadlands, for example. tion for the entire industry; products as your chance to get in on the ground My hopes were high. The buzz at the ® Game Fair was strong. The diverse as the DUNGEONS & DRAGONS® and floor. And you might even end up with cover looked great. But . . . well, I’m get- Vampire: The Masquerade* games essen- some collector’s items that’ll have your tially began as small press publications. grandkids drooling with envy. ting ahead of myself. But there’s a less obvious reason too: Turn to page 20 of the rulebook, and the small press has spawned some the take a gander at the illustration of the hobby’s most coveted collector’s items. Old West sheriff, flat on his back, a ten- tacle lodged in his mouth. That’s The DUNGEONS & DRAGONS game, for instance, crawled out of ’s Deadlands in a nutshell: silly, outra- basement in the form of three flimsy lit- geous, irresistible. The year is 1876, thir- tle pamphlets. They weren’t much to teen years after sinister spirits called the look at, and they didn’t play all that Manitous oozed their way across the well, but tell the truth — don’t you wish nation, prolonging the Civil War, unleashing hordes of life-leeching you had a set? As for Vampire: The fiends, and transforming the west coast Masquerade, designer Mark Rein Hagen once told me that the initial draft was into a warzone of spell-casting shamans conceived when he was “living on $40 a and ghost-wrangling gunslingers. month and bicycling to the laundromat.” Veteran designer Shane Lacy Hensley nails the tongue-in-cheek tone in the Whether you’re a Vampire lover or not,

108 DECEMBER 1996 opening lines: “Howdy, Marshal. sults the Damage Steps Table, the Armor Editing: David M. McCandless Thought ya might be gettin’ up soon. Table, the Wound Effects Table, and the Illustrations: Chuck Bordell, Catherine Those tinhorns that planted ya didn’t Stun & Recovery Table. It’s a bit convo- H. Burnett, Ron Chironna, Gary Kwapisz, realize you wuz already dead . . . And luted — the result, I suspect, of the Paul Lyons, Christopher Martinex, and pull that worm outta yer ear.” Yep, it’s designer trying too hard to be different John Mundt Bonanza meets Tales from the Crypt. Not — but it works reasonably well. Cover: Randy Asplund’Faith and Erin since the * game, with its rev- Too bad the effort that went into the Laughlin olutionary mix of fantasy and cyber- combat system wasn’t invested in the punk, has a cross-pollination had so setting, because what we’re given is lit- First, the not-so-good news. Though it much potential. tle more than an overview. The book boasts a lavish package — over 400 The engaging character types range opens with a fascinating historical sum- pages of text and a box packed with from Bounty Hunters and Cowpokes to mary, describing the coming of the goodies — Neverworld suffers from a Saloon Gals and Snake Oil Salesman. Manitous, the steam wagon assault on tired concept. We’re in fantasy land After selecting an archetype, the player Washington, and the ghost rock mines here, a land the designers describe as “a deals himself a dozen cards from a stan- of California. But it’s downhill from sliver of time . . . [where] the key to sur- dard poker deck. He throws out two there. Yes, we get an enticing magic sys- vival is knowledge. Each culture on this cards of his choice, then consults the tem, based on passages from Hoyle’s world has its own secrets . . . Along the Trait Die Table to determine the number Book of Games. Yes, we get engaging giz- way, there will be danger, monsters, of points generated by each remaining mos like freeze rays and rocket packs. challengesk, and rewards beyond count- card; a deuce generates 1d4 points, a And yes, we get a zooful of creepy ing.” That could describe the RuneQuest* king generates 1d10. He assigns each set beasts: wall crawlers, devil bats, prairie game, the * game, or any of of points to one of ten Traits, such as ticks. But there are no interesting per- the umpteen other Tolkien-inspired, Deftness, Quickness, Nimbleness, Smarts, sonalities to speak of. There’s next to medieval-flavored, epic-style RPGs from and Strength. A fixed number of Aptitude nothing about geography, politics, or the previous umpteen years. And Points are spent on a menu of skills that culture. Cities, villages, places to explore Neverworld’s menagerie — elves, drag- includes Medicine, Persuasion, and — practically none. And there’s not a sin- ons, dwarves, giants — doesn’t exactly about 60 other options. The player may gle ready-to-play adventure. To test the distinguish it in a crowded field. also customize his PC with advantages system, I had to adapt an old Call of Worse, like Deadlands, Neverworld (Mechanically Inclined, Sense of Cthulhu* game scenario, which took me suffers from setting malnutrition. The Direction, Tough as Nails), and disadvan- all day. Boo! Hiss! designers decline to reveal many of the tages (All Thumbs, Bad Eyes, Illiterate), so Evaluation: Deadlands is by no world’s details. Instead, they encourage long as the point total of the former means bad. It’s beautifully written and the gamemaster to construct the setting, equals the point total of the latter. bursting with nifty ideas. It strikes a mas- himself. The poster map tells the story: it Despite a few problems — the differences terful balance between high camp and shows blobs of color representing theo- between Deftness, Quickness, and high adventure. It has a great cover. But retical territories, but doesn’t have a sin- Nimbleness are more obvious to the it’s incomplete; with a setting this skele- gle word of text. Thoughtful suggestions designer than they are to me — the sys- tal and the absence of adventures, in the “Building Your World” chapter tem produces lively, beguiling characters. how’s a newcomer supposed to cobble nudge the gamemaster in the right To resolve an action, the player rolls together a campaign? If I were the cyni- direction, but constructing a functional a number of dice associated with the rat- cal type, I’d suspect the omissions were setting requires, to put it mildly, some ing in the relevant aptitude or skill. The intentional — if you wanna fill in the work. If you expect to play Neverworld die with the highest result is used to blanks, then you gotta buy the supple- right out of the box .... well, it ain’t determine the outcome. For instance, a ments (and according to the ads, there’s gonna happen. Cowpoke attempting to navigate his an avalanche on the way). I oughta be Now the good news. Neverworld steed over a treacherous mountain trail strong. I oughta walk away. But may fall short in the setting department, might need to make a Horse Riding roll Deadlands is so attractive, so full of but it when it comes to character cre- to prevent a tumble over the cliff. His promise, I know I’ll be coming back for ation, it soars into the stratosphere. Horse Riding rating, let’s say, is 3d8. He more. God help me — it’s Kay Elliason all Roughly 300 pages of the rulebooks rolls and gets a 2, 3, and 5; he uses the over again. (Information: Pinnacle pertain to the PCs, covering every quirk, 5. The gamemaster consults the Entertainment Group, Inc., PO Box nuance, and freckle. To begin the Difficulty Table; the 5 produces only a 10908, Blacksburg, VA 24062-0908.) process, the player chooses a race and Fair outcome. Not good enough. Good- culture (in basic Neverworld, all PCs are bye, Cowpoke. Neverworld* game Metamorphoun Hourani, benevolent Combat expands on the skill rules. One 294-page softcover werewolves with rigid social structures). Action cards — again, cards from an book, one 118-page softcover Based on this information, the player ordinary deck — determine initiative. book, one three-panel game- derives the PC’s age, eye color, height, Nimbleness ratings generate movement master screen, one note pad, one dou- weight, and other physical characteris- speeds. Shooting involves range modi- ble-sided reference card, one 22’ x 32’ tics. He then selects the PC’s Pathway, fiers, target size, and special maneuvers map sheet, two 10-sided dice, boxed Neverworld’s version of AD&D® game’s like called shots and fanning. To resolve ForEverWorld Books $38 alignment. Ratings are assigned to 15 attacks, die-rolls are compared to the Design: Erin Laughlin and Craig attributes, including Strength, relevant aptitude and skill ratings. To Sheeley with Richard E. Diaz, Jim Fries, Confidence, and Charisma. The PC also assess damage, the gamemaster con- Troy Delzer, and D. Scott Grant gets some skills (Athletics, Terrain

DRAGON #236 109 Knowledge, History), a career (Medic, combat rules gave me a headache. Nor simple, and flexible, which puts it on Sage, Archer), and a slate of combat can I recommend it for its rich setting, dangerous ground. As my mama used stats (Offensive Combat Factor, Weapon since it doesn’t have one. And I can’t to say, be wary of making promises that Advantage Bonuses, Heal Rate). recommend it for its fully developed sce- might be hard to keep. And you haven’t even started yet. narios, since it doesn’t have any of those But Infiniite Domains gets off to an aus- There’s a formula for determining the either. Can I recommend it for its impres- picious start with a streamlined character PC’s birthday. There’s a formula for sive character creation system? Let me creation system that’s a notch shy of spec- determining how likely he’ll be able to put it this way: If you’re an Indiana tacular. Die-rolls determine ratings for wake up on command (no kidding — it’s Jones kinda guy who thrives on adven- eight basic attributes: Affinity, Control, called the Sleep Level). If he’s the spell- ture and can’t wait to dive head first into Dexterity, Intellect, Speed, Strength, casting type, there are formulas for the unknown, there’s not much here. Vitality, and Luck. Simple formulas deter- psionic potential and sphere powers. But if you’re a Dr. Frankenstein kinda mine Endurance, Movement, and seven And on. And on. And on. It sounds like guy who loves to fiddle with every bolt other secondary attributes. A choice of grunt work, I know, but — who would’ve and stitch of your creations, Neverworld career (Warrior, Professional, Magus) guessed? — turns out it’s a heck of an is nirvana. (Information: ForEverWorld directs you to a selection of skills entertaining way to spend a weekend. Books, PO Box 430, Manitowoc, WI (Acrobatics, Riding, Brawling), purchased Thanks to the clever integration of 54221-0430.) with points. Add physical characteristics attribute ratings and cultural prefer- (using the Height & Weight Chart and ences, Neverworld PCs aren’t just jum- Appearance Table) and a personal history bles of numbers. They’re so realistic, you (consult the Family Background Table) and expect them to jump off the page and you’ve got yourself a PC. What makes the dance the Macarena. system shine are its clutter-free formulas Executing a simple, unopposed and elegant details. To calculate the action — like dancing the Macarena — Endurance rating, for instance, all you requires the player to roll 1d00, add the have to do is multiply the Vitality rating by base skill rating, factor in the action’s dif- 10. The Nimble Fingers skill not only helps ficulty, then finding the result on the you manipulate small weapons, but also Rolling Outcome Chart. A roll of 1-29 boosts your aptitude for surgery. indicates failure, 40-49 means marginal Character creation doesn’t get much success, 90 or more is a triumph. But as cleaner — or smarter — than this. situations become more complex, com- Better yet is the Action Point system, putations become more demanding. If used to resolve virtually every action in your PC is dancing on the edge of a cliff the game. Each PC has an Action Point while somebody’s lobbing water bal- total equal to one third of his Speed rat- loons at him, you may have to grapple ing. Every action — moving, spell-casting, with accumulation tests, advantage Macarena dancing — costs a certain saves, and toppling formulas. But all in number or Action Points. In a six-second all, the system’s manageable. round, a PC may attempt any action he Then along comes combat, and it’s likes, in any order he likes, until he runs aspirin time. The designers apparently out of Action Points. Thus, he’s not at threw in every modifier they could think 110-page softcover book the mercy of an arbitrary turn sequence. of, resulting in a system that rivals an Infinite Concepts $17 If he wants to dance, then move, that’s military simulation in com- Design: Steve Hemmesch fine. If he wants to move, then dance, plexity. I can’t begin to summarize the Editing: Robert Hill, Kathtryn Potter, that’s fine, too. rules, but here’s a taste (from the and Jeff Tyler In most cases, determining the out- advanced rules, necessary for “realistic Illustrations: Anthony Shrock, Damion come of a particular action requires a combat situations”): “To determine a McDunn, and Pat Thomas single die-roll. The relevant skill rating character’s Initiative for the round, roll Cover: uncredited equals the base percent chance of suc- d100 and add his initiative base, which cess. Therefore, a Dancing skill of 31 is equal to (5 x Refl) plus (5 x Awar) Dense blocks of text. Blah illustra- means the player must roll 31 or less on minus encumbrance difficulty.” Want to tions. Dead gray cover. Well, it looks percentile dice to execute a first-rate determine the damage from an acid generic, that’s for sure. Like the Gurps* Macarena. Modifiers may be applied as attack? Then you better know the acid’s game, the granddaddy of generic RPGs, the gamemaster sees fit; if the floor’s pH level ([7 - pH level] x damage base and the feisty Fudge* game (reviewed in slippery, the gamemaster might call for equals damage per round). Though DRAGON® Magazine issue #225), Infinite a 10-point penalty. combat this detailed might appeal to Domains bills itself as a universal role- Combat is more complicated, but not die- hard wargamers, it’s a stone drag playing system, adaptable to any genre significantly so. Before they roll their for guys like me who just want to get on and any game world. That’s a tough act dice, combatants must choose Attack with the story. Does the system work? I to pull off, as evidenced by the Eternal and Defense Actions (like Slash, Punch, think so, but there are so many variables Soldier*, Multiverse*, and Worlds of Block, Sweep, and Bite). Initiative is to consider, I’m not really sure. Wonder* games, whose corpses reside in determined. Whoever goes first fiddles Evaluation: I can’t recommend the cemetery of the obsolete. Further, with a few modifiers, rolls the necessary Neverworld for the mechanics, since the Infinite Domains promises to be quick, dice, then refers to the chart corre-

110 DECEMBER 1996 sponding to his Action; if he’s attacking RPG. But do you really need to fork over ing dice against the dice of his oppo- with a knife, for instance, he consults your hard-earned dough for the — grum- nent. Each die has a unique effect: a the Slash Attack Chart. If he injures his ble — “improved” versions? lung exhales a cloud of choking gas, a target, damage points are subtracted Depends. In the case of Mage, yes bellows dispels the cloud. A fiend bites from the target’s Health rating. Despite you do. Brucato serves up a top-to-bot- the dust when it runs out of body parts. all the die-rolling and chart-checking, tom overhaul of Wieck’s mind-bending Though it lacks the scope of DRAGON DICE the rules encourage wild, bloody free- but muddy original, ironing out the sys- — DRAGON DICE deals with armies, Chaos for-alls, which gives combat the loony tem ambiguities and translating the jar- Progenitus deals with individual, er, energy of a Rambo movie. gon-riddled text into clear English. In things — it’s just as addictive. And nearly I don’t want to oversell Infinite short, Edition Two makes Edition One as collectible; I’d love to get my hands Domains, as it contains a fair number of read like a rough draft — which in a on one of those Stench Fiend cubes. flaws. The intriguing but underdeveloped sense, it was. (Information: Destination Games, P.O. magic system raises as many questions In the case of Star Wars, no you Box 1345, Lake Geneva, WI 53147. as it answers (like, what exactly’s the dif- don’t. If you’ve got Second Edition ference between a mana thread and a Number One you don’t need Second I, Tyrant, by . TSR, Inc., mana cord, and why do I need to Edition Number Two. (Confusing, isn’t $18. know?). Imprecise language makes for it?) With some minor exceptions — more Aaron Allston’s association with the head-scratching prose; hardness, for examples of play, an index, a prettier AD&D game stretches from 1986’s instance, is described as “a rating for package — Number Two is essentially a adventure to the recent materials that shows how hard the mate- clone of Number One. If you already Complete Ninja’s Handbook, and he’s never rial is.” On occasion, the game suffers own Number One, however, the nice failed to dazzle. I, Tyrant an exhaustive from fuzzy logic; why must one wait four guys at West End will send you an examination of the beholder, is another weeks before purchasing a new skill? upgrade containing all the nips and notch in his belt. With sparkling prose, Evaluation: On balance, though, tucks from Number Two, free of charge. Allston describes the giant eyeball’s daily Infinite Domains keeps its promises. Is it (Send a self- addressed envelope with routine (it crawls out of bed about 5:30 quick? Yep, surprisingly so; you can 64 cents postage to , A.M.), its least favorite foods (hard-boiled cook up a character in 20 minutes. Is it Attn: Star Wars Rules Upgrade, RR 3, Box eggs, grapes, mountain oysters), even its simple? For the most part, yes; if you 2345, Honesdale, PA 18431.) digestive system (its droppings resemble can multiply two numbers, you can han- As to those of you who’ve never a cross between sand and sedimentary dle the math. Is it flexible? Absolutely; played either game in any version and rock). Nobody, and I mean nobody, designer Steve Hemmesch provides wonder what the fuss is about, you can: matches Allston’s flair for language and options on every page. (You don’t like (1) check out the reviews of the originals imaginative vignettes. This guy deserves the Luck attribute? “Remove it,” says in DRAGON Magazine* issues #202 (Mage) a statue in the park. Hemmesch.). For do-it-yourselfers in the and #199 ( Star Wars ), or (2) drop me a market for a universal system, Infinite line at the address at the end of this col- Gurps Goblins, by Malcolm Dale and Domains makes an excellent alternative umn — enclosing a self- addressed enve- Klaude Thomas. Steve Jackson Games, to Gurps and Fudge; it’s less demanding lope with a stamp on it — and I’ll fill you $22. Gurps Alternate Earths, by Kenneth than the former, more serious than the in. For I, too, am a nice guy. Hite, Craig Neumeier, and Michael S. latter. But remember: Infinite Domains Schiffer. Steve Jackson Games, $18. has no setting, scenarios, or NPCs. It’s Chaos Progenitus * game, by Lester These off-the-wall, one-of-a-kind only a frame. You have to provide the Smith. Destination Games, $10. Gurps game supplements turn out to be picture. (Information: Infinite Concepts, Yikes! Boxed fiends! Lester Smith, cre- two of the best in many a moon. Goblins, 6129 18th St. N., St. Cloud, MN 56303.) ator of the DRAGON DICE™ game a full-blown campaign setting staged in (reviewed in DRAGON Magazine issue 19th century , features what may Short and sweet #225) is back again with another bone- be the most obnoxious creations in all of Mage: The Ascension Second Edition* rolling extravaganza, and it’s a goodie. gamedom, a race of drooling, drunken game, by Phil Brucato and Stewart Each box contains 13 colorful six-siders, miscreants whose idea of a good time is Wieck. White Wolf Game Studio, $28. enough to assemble a grotesque entity mugging old ladies. Alternate Earths pre- Star Wars Revised and Expanded Second from the Dark Dimension, who’s sole sents six parallel worlds with haywire Edition* game, by Bill Smith, Peter goal in life is to shred its companions to history, such as the Confederate States of Schweighofer, George R. Strayton, Eric S. smithereens. Individual dice represent America (where the Omaha Black Sox Trautmann, and Greg Farshtey. West End body parts (brain, arm, eye, leg, lung) play the Mexico City Aztecs in the World Games, $30. and items (sword, shield, whip, bellows, Series) and Reich-5 (where you-know- If you bought First Edition Mage or trident). Both body and item dice con- who won World War II). What sends the Unrevised and Unexpanded Second tain combat icons (plus, minus, hit, these books to the head of the class? Edition Star Wars, you may be tempted move, block). After determining initia- First, they’re adaptable. The material to send the publisher a letter bomb. You tive, the active player sets aside a num- translates to other game systems with a bought the game once already. Now ber of dice equal to the number of minimum of tweaking. Second, they’re you’re supposed to buy it again? Sure, minus icons rolled in the opponent’s funny. Alternate Earths features rock star they’re great products. Mage remains previous turn. The active player then Jerry Lee Swaggart and time traveling the most playable and least goofy entry rolls all of his remaining dice, sets aside Nazis; Goblins includes sidebars like “The in the World of Darkness line. Star Wars his minus icons (which will be used on Goblin With the Loveliest Legs” and stands as the definitive space opera the next turn), and matches the remain- “Madame Restell’s Life-Destroying

112 DECEMBER 1996

Crochet Hook.” Goblins earns extra cred- Handbook, and you’ll be planewalking This board game for grown-ups com- it for its color illustrations, enabling us to with them best of ‘em. bines the Life* and Careers* games with savor the vivid hues of goblin acne. the world view of Beavis and Butt-head. The , by Kenzer Players begin with a few bucks in the The Planewalker’s Handbook, by and Company. Kenzer and Company bank and a vehicle from Wacky Keith . TSR, Inc., $20. Publishers, $30. Wiley’s Auto Hut, then embark on a life- The PLANESCAPE® setting is arguably the Say you’re a Neverworld or Infinite time of misery and frustration. Along the AD&D game’s most daunting arena. You Domains gamemaster, and you need a way, they take lousy jobs as grave dig- think it’s hard finding your way around a generic fantasy setting for your generic gers and chicken pluckers, and endure planet? Try navigating an infinity of uni- fantasy system. Welcome to The humiliating accidents like pitbull attacks verses. Hapless berks need all the guid- Kingdoms of Kalamar, an elaborate and exploding barbecue grills. Whoever ance they can get, which is why The boxed set containing two lush color staggers to the finish line with the most Planewalker’s Handbook makes an maps and nearly 200 pages of back- money wins. Yeah, its cheesy, but on its indispensable escort. Not only does it ground material about the planet own low-brow terms, its pretty enter- have the character kits, new proficien- Tellene. Especially nice is the religion taining. Butt-heads of the world, this cies, and other elements common to the section, describing a charming pan- one’s for you. (Information: Hain Bros., Complete Handbook series, it also tells theon of deities that includes Mother P.O. Box 6616, Evanston, IL 60204. you how to get from here to there (use a Tellene, Queen of Green Pastures and wooden mallet to knock open a portal in Rotlord, Prince of Pestilence. Though the the Plane of Ooze), where to go (avoid mythos doesn’t stray far from the tradi- the pocket demiplanes in the Deep tional — we’re talking untamed frontiers, Rick Swan, designer and editor of nearly Ethereal), and what to take (a blindfold powerful wizards, and adorable elves — 50 role-playing products, has squandered a will protect your eyes from the radiance the mountain of campaign fodder sizable chunk of his life playing games. But of the Inner Planes). Additionally, it fea- should be enough to keep your players why stop now? Write him at 2620 30th tures the clearest explanations to date of busy until they’re ready for the rest Street, Des Moines, IA 50310. Enclose a self- the differences between the factions, pre- home. (information: Kenzer & Company, addressed envelope if you’d like a reply. sented as witty reminiscences of the 1935 S. Plum Grove Road, Suite 194, members themselves. (Tava of the Fated: Palatine, IL 60067.) * indicates a product produced by a company other than TSR, Inc. Most product names are trade- “By just taking the bag of jink, I showed marks owned by the companies publishing those that I deserved it, ‘cause no one was able Crisis *game, by The Hain Brothers. products. The use of the name of any product with- out mention of its trademark status should not be to stop me.“) An hour or two with the Hain Bros. Publishing, $30. construed as a challenge to such status.

114 DECEMBER 1996

NEW FOR JANUARY

Eye to Eye An AD&D® MONSTROUS ARCANA™ adventure by Thomas M. Reid The horrid war against the beholders reaches its shattering climax! $12.95 U.S./$16.95 CAN./£7.99 U.K. TSR Product No: 9536 ISBN: 0-7869-0450-X

The Last Tower: The of Raistlin A DRAGONLANCE: FIFTH AGE™ dramatic supplement by Skip Williams This addition to the DRAGONLANCE: DUNGEON® FIFTH AGE Adventures #63 NEW FOR DECEMBER game explores the mysteries of Cover by Tony DiTerlizzi Wayreth, the tower where Raistlin faced the mystical ordeal of the Soulforge. The Falcon and the Wolf $20.00 U.S./$26.00 CAN./ 18.50 U.K. Hunt for a Hierophant A BIRTHRIGHT™ Realm novel #5 TSR Product No: 1149 by Chris Doyle by Rich Baker ISBN: 0-7869-0538-7 A sleeper must awake, lest an evil In the world of Cerilia, where each force overrun the land. An AD&D® ruler is bound by blood to the land, a Undermountain Trilogy Ill: Stardock adventure for PCs of levels 6-8. young man is forced to fight for his A FORGOTTEN REALMS ancestral kingdom. DUNGEON CRAWL™ adventure Blood & Fire $5.99 U.S./$6.99 CAN./£4.99 U.K. by by John Baichtal TSR Product No.: 3116 Halaster the mad mage has been kid- The desert sands burn hot, but ISBN: 0-7869-0529-8 napped from his underground lair, and hotter still is the war waged upon the heroes are the only ones who can them. An AD&D AL-QADIM® adventure save him! for PCs of levels 7-9. A DRAGONLANCE® Warriors novel #6 $7.95 U.S./$10.00 CAN/£4.99 U.K. by TSR Product No.: 9538 Gnome Droppings The DRAGONLANCE Warriors Series con- ISBN: 0-7869-0451-8 by Christopher Perkins tinues with the tale of Soth, and his It’s not what you think. An AD&D descent into darkness and evil. Army of the Dead ® adventure for PCs of $5.99 U.S./$6.99 CAN./£4.99 U.K. A DRAGON DICE™ novel #2 levels 3-5. Suitable for any AD&D TSR Product No.: 8377 by Edo van Belkom campaign world. ISBN: 0-7869-0519-0 Can Adelric marshall his forces against this latest threat to his home- Beauty Corrupt Council of Blades land’s peace? by Kent Ertman A FORGOTTEN REALMS™ Nobles novel #5 $5.99 U.S./$6.99 CAN/£f4.99 U.K. A sirine has lost her voice, and its by TSR Product No.: 1509 up to the heroes to find it. An AD&D This fifth book in series ISBN: 0-7869-0652-9 adventure for PCs of levels 4-5. tells a story of court intrigue and swash- buckling adventure. Realms of the Arcane Huzza’s Goblin ‘O War $5.99 U.S./$6.99 CAN./£4.99 U.K. A FORGOTTEN REALMS anthology by Paul Culotta TSR Product No.: 8564 This collection contains all-new sto- You will believe a goblin can fly. A ISBN: 0-7869-0531-X ries of the Realms (and the Arcane Age) FORGOTTEN REALMS® adventure for PCs by such TSR luminaries as Ed of levels 4-7. Planar Powers Greenwood, , Mark A BLOOD WARS™ Trilogy novel #3 Anthony, and others. Invisible Stalker by J. Robert King $5.99 U.S./$6.99 CAN/£4.99 U.K. by Jonathan Richards Planar Powers focuses on the chil- TSR Product No.: 8574 What you can’t see can hurt you. dren of Aereas and Nina and their strug- ISBN: 0-7869-0647-2 An AD&D SideTreks adventure for PCs gle to complete the cycle begun by their of levels 1-2. parents. Vinas Solamnus $5.99 U.S./$6.99 CAN./£4.99 U.K. A DRAGONLANCE Lost Legends novel #1 $4.95 U.S./$5.95 CAN./£1.95 U.K. TSR Product No.: 2618 by J. Robert King TSR Product No. 8202-1 ISBN: 0-7869-0532-8 At last the true story of the founder of the Knights of Solamnia, and author of

116 DECEMBER 1996 the Oath and the Measure. This is a tale When the comet is revealed to be a star- of one man’s quest for honor against a ship, the townsfolk are dragged into a landscape of war and tyranny. deadly battle between the alien Rael DRAGON® Magazine #237 $5.99 U.S./$6.99 CAN/£4.99 U.K. and a sinister artificial intelligence. Something wild TSR Product No.: 8388 $5.99 U.S./$6.99 CAN./£4.99 U.K. Cover by David O. Miller ISBN: 0-7869-0787-8 TSR Product No.: 8041 ISBN: 0-7869-0654-5 Wild at Heart NEW FOR FEBRUARY Faces of Evil: The Fiends Feral, merlanes, stridesmen, and A PLANESCAPE® accessory greenfellows: four new wilderness Errand of Mercy by Colin McComb kits for Warriors, Wizards, Priests, and Rogues, by Chris Perry. A FORGOTTEN REALMS This product takes a close look at all DOUBLE DIAMOND TRIANGLE of the fiendish powers, habits, relation- Man’s Best Friend SAGA™, Book 4 ships and their ceaseless campaigns to Who needs a familiar when you by Roger Moore corrupt whole planes — and foolish already have a faithful companion? The paladins sent by planewalkers. Canine NPCs by Clayton R. Beal. the Lord of to $18.95 U.S./$25.95 CAN./£10.99 rescue his kidnapped bride U.K. Long Shots have arrived in a kingdom TSR Product No.: 2630 Fantastic new arrows and bows of the Utter East. The ISBN: 0-7869-0684-7 from the Bazaar of the Bizarre, by monarch there seems Brian Dunnell. friendly, but there is a problem . . . Four From Cormyr $1.99 U.S./$2.99 CAN./£1.50 U.K. A FORGOTTEN REALMS adventure The of the Stirge TSR Product No.: 8637 by John Terra Worse than any bloodsucking bat, ISBN: 0-7869-0867-X Four great adventures, all set within a survey of these flapping menaces the famous Forest Kingdom of King plus two new varieties of stirge, by Elminster in Drannor Azoun IV! Tim Richardson. A FORGOTTEN REALMS novel $20.00 U.S./$27.00 CAN./£11.99 U.K. by Ed Greenwood TSR Product No.: 9531 Dragon’s Bestiary: Poisonous The eagerly awaited sequel to the best- ISBN: 0-7869-0646-4 Reptiles selling Elminster: The Making of Mage. Deadly snakes, lizards, and frogs $19.99 U.S./$25.99 CAN./£13.99 U.K. from the real world - and vile new TSR Product No.: 8575 poison types for DMs to include in ISBN: 0-7869-0661-8 their own new toxic monsters, by Kevin Melka. Lord of the Necropolis Plus “DragonMirth,” “Role-Playing A RAVENLOFT® novel Reviews,” “Sage Advice," ‘Knights of by Gene DeWeese the Dinner Table,” “Wyrms of the Lord Azalin, Master of Darkon, con- North,” and more! cocts a grim scheme that will enable him to escape the confines of Ravenloft $4.95 U.S./$5.95 CAN./£2.95 U.K. once and for all. TSR Product No. 8114-1 $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8073 ISBN: 0-7869-0660-X Hogunmark A BIRTHRIGHT® Domain sourcebook Finder’s Bane by Carrie A. Bebris FORGOTTEN REALMS Lost Gods, Book 1 Hogunmark is a bitter domain of war by & and ice, fiercely defended by its druid A young priest named Joel and his The Sea Devils priests. This domain sourcebook reveals companions must somehow infiltrate the An AD&D M ONSTROUS ARCANA™ the lore of this little-known land. extra-planar city of Sigil. Can they recov- sourcebook $8.95 U.S./$11.95 CAN./£5.50 U.K. er a mysterious artifact and thwart a plot by Skip Williams TSR Product No.: 3135 to bring the evil god Bane back to life? Vicious, rapacious, and thoroughly ISBN: 0-7869-0644-8 $5.99 U.S./$6.99 CAN./£4.99 U.K. evil, the horrid sahuagin spread terror TSR Product No.: 8576 wherever they strike. They rise from the ISBN: 0-7869-0658-8 tide to launch their nightmare raids. Horrid cruelty is their trademark, and no one Tale of the Comet knows where the next incursion will fall! Unless otherwise noted: ® designates registered trademarks owned by A FANTASTIC ADVENTURES™ Book $20.00 U.S./$27.00 CAN./£11.99 U.K. TSR, Inc. by Roland Green TSR Product No.: 9539 ™ designates trademarks owned by TSR, Inc. Worlds collide when a comet crashes ISBN: 0-7869-0643-X ©1996 TSR, Inc. All Rights Reserved. into the mountain village of Aston Point.

DRAGON #236 117 Clack Continued from page 120 pages and many hours. At press time no Chaosium (Albany, CA) as editor/devel- other trading card games and computer other Hero Plus products have been oper of the upcoming new Glorantha games. New editor-in-chief Mark announced, making Super-Mage and rpg and the Gloranthan miniatures line. Rosewater, who creates each issue’s Champions: The New Millennium the only (See last issue’s “Current Clack.") “It’s a popular Magic puzzles, recently pro- Hero products published this year. (tal- dream job for me,” says Heinsoo. “I love duced a book of 25 new puzzles [email protected]; [email protected]) Glorantha, and its had a big impact on (Wizards of the Coast, $13.95). my life.” Feng Shui* line editor John Tynes ([email protected]) Notes from the field has also left Daedalus to run his own Ever increasing its ratio of press company, Pagan Publishing, full time. releases to products, Gold Rush Games Pagan’s long-awaited Call of Cthulhu (Elk Grove, CA) has announced it will dis- modern-day Special Forces campaign, tribute Crunchy Frog/Nightshift Games, Delta Green, should be out now. (chao- Freelance writer currently publisher of the Hidden Invasion* and [email protected]; [email protected]) does contract design work for a computer Critter Commandos* games, among oth- , the official Magic: The game company in his home town of Austin, ers. Gold Rush president Mark Arsenault Gathering* magazine, has had an almost Texas. Send news to [email protected]. said, “Add these to our recent acquisition complete staff turnover in the last six * indicates a product produced by a company of the * products from Iron months. Now edited by Terry Melia, a other than TSR, Inc. Most product names are trade- Crown Enterprises, and you quickly real- longtime freelancer for sports trading marks owned by the companies publishing those ize we have quite a selection of products card magazines, Duelist has sharply products. The use of the name of any product with- out mention of its trademark status should not be available.” ([email protected]) improved its appearance under a new construed as a challenge to such status. , former Feng Shui* and art director, Shauna Wolf Narciso; Shadowfist* developer at Daedalus increased its frequency to eight issues a Entertainment (Seattle), has joined year; and broadened its coverage of

118 DECEMBER 1996

Licensing takes the field in the series, Sentinels, appeared in “fusion”), that combines features of R. Since the earliest days of role-playing, November. New Millennium previews its Talsorian Games’ Interlock” system (in licensing — the purchase of rights to turn game on the Web: www.starshield.com. the Cyberpunk 2020 and Mekton Zeta a literary, movie, or TV property into a ([email protected]) games) and Hero Games’ Hero System* game — has figured prominently in the Expedient tactics: “Can’t these com- universal rules (basis for the Champions* hobby. The impulse to license has risen panies invent their own ideas?” some super-hero RPG). will become the and fallen in waves over the years, and may ask. Current market conditions new system for all these games, in the now it’s surging strongly again. make launching original, non-licensed wake of this summer’s deal whereby R. Chameleon Eclectic’s Babylon Project* games riskier than ever. Many distribu- Talsorian (Berkeley, CA) becomes the RPG, based on the Babylon 5 TV show, tors and retailers, burned by unwise new publisher and distributor for Hero should be out now, as is R. Talsorian’s speculation in last year’s trading-card Games (Aptos, CA). (See “Current Clack,” Bubblegum Crisis RPG (based on the game boom, now lack funds (and often issue #231.) Japanese anime series). Also scheduled courage) to order unproven products. “All Hero System and Interlock system for Christmas release is Five Rings Any kind of name recognition helps characters can be easily used in Fuzion, Publishing’s Red Alert* game, an expand- overcome their resistance. Also, many and vice-versa; no elaborate conversion able dice game based on Star Trek: The licenses bring with them ready-made art is necessary,” says a press release. Next Generation. The new X-Files* and portfolios of stills or illustrations, which “Fuzion will also let you use all the BattleTech* trading card games have can expedite production. power creation rules from the Hero made big splashes. And there’s more to The latest licensing surge demon- System, so you can create any new come. strates how some small publishers power, gadget, or magical effect for Last Unicorn Games, publisher of the remain ambitious in a hostile market. Fuzion. Fuzion lets you use cyberware Aria* RPG and the Heresy* card game, Past licenses have sometimes leveraged from the Cyberpunk game, or build plans to produce a card game based on minor companies into major players. For mecha using the Mekton Zeta rules. All author Frank Herbert’s novels. instance, FASA Corporation, now a lead- previous Hero System and Interlock Dune (1965) universally recognized as a ing RPG publisher (the BattleTech, products will work with Fuzion.” science-fiction classic, describes a com- Shadowrun*, and Earthdawn* games), first Hero System co-designer Steve plex galactic power struggle over the sprang to prominence with a Star Trek Peterson says Fuzion is not a new edition desert planet Arrakis, sole source of the RPG, and Iron Crown Enterprises has of the Hero rules but a new game system vital life-prolonging spice, melange. benefited vastly from its Tolkien license, compatible with them. “We will continue Avalon Hill produced an excellent Dune* now 14 years old and stronger than ever. to support 4th Edition Hero System play- boardgame in 1979, with two uneven Still, companies that form a licensing ers by selling the 4th Edition rules expansions in 1984 that tied in with an relationship sometimes prove incompati- through our Hero Plus division,” which unfortunate film adaptation by David ble, which is one reason why you don’t publishes paper game supplements in Lynch. No one has yet done a licensed see Star Trek supplements any more. electronic form. “At this time, we’re not role-playing adaptation, though Holistic The great success story of licensed planning to publish a 5th Edition.” The Designs’ new Fading Suns* RPG takes games remains West End’s Star Wars: The first, and so far only, Champions product inspiration from Herbert’s work. Last Roleplaying Game: which so enhances announced by Talsorian is a campaign Unicorn plans a Dune card game for this the Star Wars films that licensor Lucasfilm book, Champions: The New Millennium. spring, but at press time the company’s now accepts West End’s material as Hero Plus has gotten off to a rocky role-playing plans were unknown. canonical additions to the SW universe. start since its initial announcement this (Contact: [email protected]) Very few licenses genuinely improve, past spring (“Clack” issue #228). The New Millennium Entertainment, pub- rather than merely exploit, their sources. debut product, The Ultimate Super-Mage, lisher of the Conspiracy X* RPG and the But with luck and talent this new wave originally planned for February, finally unjustly neglected Battlelords* card may produce similar happy endings. appeared in September on two disks game, has contracted to produce an ($25). Though they liked its content, RPG based on the new Starshield novel R. Talsorian/Hero “fuzion” some customers reported that printing series by Margaret Weis and Tracy The Bubblegum Crisis RPG mentioned the supplement required hundreds of Hickman, authors of the DRAGONLANCE above introduces a new rules system, novels and many others. The first book the Fuzion* system (pronounced Continued on page 118

120 DECEMBER 1996