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Where the good games are

As I write this, the past weekend was the WINTER ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. tor, Dee Westman, was everywhere. I couldn’t round a corner If you like to game, you shouldn’t miss GENCON; but if you without seeing her talking to someone or running off on some like to game and also want to be able to sit back and breathe mission. (We’re convinced now there was a clone spell in force a little, you should come to WINTER FANTASY next year, too. somehow.) RPGA® Network coordinator Scott Douglas and his You should also consider joining the Network. I’ve thought staff did yeoman service keeping things going so smoothly about it myself for several months, but after seeing WINTER most people thought the convention was running itself. FANTASY, I’m convinced. I just finally broke down and joined the I saw large groups of people checking out the demos of the RPGA Network. newest card games and the old favorites as well. Do you think I’m going to work all the time and miss out The key attraction, though, was gaming. Straight gaming. All on the fun? day. Virtually around the clock. There were game tournaments galore, including the RPGA Networks popular LIVING CITY™ cam- paign. (For those of you who missed the interactive, Ravens Bluff is under siege. For more information, see the RPGA Network News on page 46 of this magazine.) One of the new things at WINTER FANTASY was the RPGA Networks LIVING DEATH™ campaign, which is based on the fin de siècle ® game setting of Masque of the Red Death. It looked iffy for getting enough judges for the first few

Publisher Associate Publisher Editor-in-Chief Editor Pierce Watters Anthony J. Bryant TSR, Inc. Associate editor Associate editor Subscriptions U.S. advertising U.K. correspondent/advertising Dave Gross Michelle Vuckovich Janet L. Winters Cindy Rick Carolyn Wildman

Printed in the USA #228 3 April 1996 Volume XX, No. 11 Issue #228

Real Jungles Gregory Detwiler Forget those Tarzan movies. Let us tell you about campaigning in the real jungle. Page 8 101 Uses for a Wet Blanket Spike Y. Jones The humble woolen blanket can save your PC’s life. You’ll never look at bed linens the same way. Page 19 The Athalantan Campaign What were the Realms like when was young? Venture to the Kingdom of Athalantar to find out. Page 26 All in the Family Bryan Hudson Give your PCs more depth and your game more motivation by making family ties bind. Page 43 Greater Familiars of Faerûn Here’s a solution for when your mage’s animal companions become familiar. Page 76 Venturing into the City Paul F. Culotta Sooner or later, you have to deal with a city- based campaign. It’s best to be ready. Page 91

4 APRIL 1996 Final : They deserved it 3...... The Wyrm's Turn Fun with the Winter Fantasy™ gaming conven- Roger E. Moore tion and the RPGA® Network. Ten really embarrassing ways to die. Page 15 6...... D-Mail Readers' letters take on the Sage, odd monsters, The Dragon’s Worstiary: and the future of Krynn. Golems 46...... RPGA® Network News Coordinator Scott Douglas discusses Network Anne Brown activity and the siege of Ravens Bluff™. They’re new...they’re terrifying...they’re chocolate, chia, and plush golems! 49...... Cons & Pros Page 38 We let you know where the conventions are Rogue’s Gallery: and who's going to be there. 61...... Role-playing Reviews Gangsters of the plays some wierd new games Keith “Pinball” Strohm Can adventurers survive against these members of 70...... Forum the real underworld? Only Sir Elliot of Kness knows. Letters contain comments on the new Skills & Page 52 Powers book and women in gaming. Dungeon Mastery: 84...... Sage Advice answers some very odd ques- The DM’s Quick Random tions. Yup...it's April, all right. Campaign Generator Serge Stelmack 120...... The Current Clack One d12 is all you need to create truly reports on the industry. memorable campaigns. Page 67 Other Material 73 73 What’s so Funny? ...... Yamara Map 98 ...... Gamer’s Guide 100 ...... DragonMirth Can serious games be fun, too? 102 ...... Knights of the Dinner Table 104 ...... Floyd 116 ...... TSR Previews

108 Mission from Kendermore Part Two (®:Tales of the Fifth Age) Harold J. Johnson The remaining struggle on to Ogrebond. Will any of them succeed?

DRAGON#228 5 spell may well have intended only to pro- are on their side, they will become dis- tect his valuables, but that doesn’t mean gusted and disinterested. that is the only way the magic will work. Neil McGarry I’m sure that when Alexander Graham Philadelphia, PA Bell invented the telephone, he never anticipated the fax machine, but his tele- We passed your letter on to Skip Williams phone plus a little ingenuity and techno- for his response. It follows below. logical sophistication led to this advance. “Magic is not technology, so the telephone History has proven that scientific discov- metaphor just doesn’t work. Read Chapter eries rarely remain confined to the inten- One of DM™ OPTION: High-Level Cam- tions of their discoverers. Similarly, magi- paigns for a more in-depth discussion of why cal discoveries in the AD&D® game made treating magic like technology is a bad idea. by wizards and priests will constantly be “In any case, a technological device does applied in ways their inventors never what it does because that’s what it must do. imagined. I imagine the When you dial a telephone, the phone at Flumph? What’s a flumph? never expected his floating disc to be used your friend’s house rings because that’s what Dear DRAGON® MAGAZINE: as a magical stretcher for a wounded it must do. It makes no difference what the Okay, I’ve been patient long enough. companion or as a makeshift ferry across user intends or what the circumstances are. I’ve bought pretty much every monster a trapped floor. Would Mr. Williams bar Knowing what a telephone must do, any supplement that’s come along. What is a these uses, even if they did not violate bright person can adapt the telephone to per- flumph? The CASTLE ® module the parameters and limitations of the form all sorts of tricks. A message spell, on mentions them several times. It’s just spell, since the “obvious” intended use of the other hand, does what it does (transmit a about the only monster there you this spell is to transport valuables? An spoken message from the spellcaster to haven’t reprinted. Just a short descrip- unorthodox use of a spell is not neces- another creature) because that’s what it was tion will do. Please tell me what a flumph sarily an abuse. created to do. A message spell can never is before I have to make up my own def- As for a DM-imposed weight limit to transmit a picture or written missive, because inition. (And that won’t be pretty.) the frisky chest spell, I wonder how many all it does is transmit speech. It also will never Rip Van Wormer other spell descriptions will be altered deliver a message to a recording device, Midlan, Ml mid-game by flummoxed DMs. Players because it transmits messages only to crea- depend on certain spells functioning in tures. Technology is adaptable, magic is not You have impeccable timing. Look on certain ways, and if the DM places new, One could create a spell that transmits writ- page 16 of this issue for a bit of background unanticipated restrictions upon these in ten messages, but it wouldn’t be a message on the rather pathetic flumph. (You must the heat of play, he will cause more dam- spell and wouldn’t transmit spoken mes- have been skimming pages, because the age to the game than misuse of a 2nd- sages. flumph also appears on page 58 of the level priest spell. If I had been the DM for "I have no problem with innovation. I ™ Annual, Volume these enterprising players, I would have have a big problem with spells used in a Two.) granted them an bonus manner contrary to their functions. Using for using their ingenuity. frisky chest to make your treasure follow By making an unorthodox but totally you out of the dungeon is just as bad as using Innovation: legal use of a low-level spell, the players polymorph other to create an army of magic vs. technology were able to overcome difficulty and ancient gold from the local rat pop- Dear DRAGON MAGAZINE: emerge victorious. Isn’t this what players ulation. (I had a glib response to that one, I must take issue with Skip Williams’ are supposed to do? too.) Anyway, if the party in question had suggestion in the January 1996 “Sage Any DM who attempts to thwart such been exceptionally clever, they could have Advice” (DRAGON MAGAZINE issue #225) innovation as Skip Williams suggests made the frisky chest spell work pretty regarding the unorthodox use of the (“the statue’s movement should have much the way they intended; it just would frisky chest spell to move a heavy but been contrary to what the players wanted have taken a long time and left them vulner- valuable golden statue. There is simply at every opportunity”) is doing his players able to attack while they tried to herd the no reason why any a grave disservice and giving the morale statue through the dungeon. should object to this application of a of the group a serious injury to boot. “The letter writer has missed the original standard spell. When the players realize that the DM is point, which I have revisited several times The priest who created the frisky chest using his power to balk them, despite the since the frisky chest column: When players fact that rules, logic, and start exploring the gray areas of spell effects

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6 APRIL 1996 so they can gain big advantages, or when new and wonderful life to the saga that they apply their to manipulating the has kept me interested for years. I am, rules instead of thinking up clever ways for however, curious to know if TSR has any their characters to do things, the DM must be plans to expand the setting with novels sure that things just don’t work out quite they or more game products dealing with way they expected. That’s not to say that lands other than Ansalon. It seems to me attempts to use spells in new ways should fail, that the FIFTH AGE™ would present a mar- oh no. Instead, the adventure should proceed velous opportunity to do just that. in ways the players probably haven’t antici- Trevor Clark pated." Canmore, Canada

We know that there are people curious Missing AL-QADIM monsters about other parts of Krynn, but our plate’s Dear DRAGON MAGAZINE: going to be full just felling you what’s going I am writing to you all the way from on on Ansalon after the . But who Australia to give credit to your fine mag- knows...? azine and to ask a favor. I have many brilliant TSR campaign settings, including , RAVENLOFT®, and now Look at my ? BIRTHRIGHT™. The problem is with my Dear DRAGON MAGAZINE: favorite setting – AL-QADIM®. Unfor- I am writing to tell you how much I tunately, I started collecting AL-QADIM appreciate your publication and to ask material a little too late, and cannot get you to take a look at the role-playing the AL-QADIM MONSTROUS COMPENDIUM® game I have created, and possibly sug- Appendix here in Australia. gest it to the TSR producers to make it a Would you be able to put some of the TSR product. I will send you a copy at On the Cover more important monsters – like ghuls – your request. It's been a while since we've in the magazine? Matt Woad had the work of Jim Holloway Adam Hock Vashon, WA grace the cover of this publication 24 Arnold St. (although we've certainly kept Blackwater If you want to convince us you’re a good him busy enough with interior QLD 4717 game designer, perhaps the best way to illustration as we worked on the Australia prove yourself here is by writing a good arti- relaunch). Jim is one of those working cle for DRAGON MAGAZINE or a good module artists who still paints for plea- Sorry, we can’t rerun them here. for DUNGEON® Adventures. sure, and he brought us this Many of the AL-QADIM monsters were unfinished piece several months reprinted in the MONSTROUS COMPENDIUM How to contact us ago. It featured classic Holloway Annual, Volumes One and Two. Your local characters in yet another humor- gaming store should either have these on If you have a comment, opinion, or ous predicament. We recognized the shelves or be able to order them. (The question for the editors of Dragon® its potential for our April Magazine, write us a letter. We'd like to hear ghuls are in Volume Two.) from you. "humor" cover and signed it up on the spot. Jim finished it over For the record, the game supplements In the United States and Canada, send the winter, and we're certainly and expansions for AL-QADIM still exist, and any mail to Letters to the Editor, Dragon® you can order them from distributors. pleased with the results. Magazine, 201 Sheridan Springs Road, Lake Thanks, Jim, for this and for all Geneva, WI 53147 USA. In Europe, send your efforts these past few mail to Letters, Dragon Magazine, TSR Ltd., months. What about 120 Church End, Cherry Hinton, Cambridge the rest of Krynn? CB1 3LB, United Kingdom. Dear DRAGON MAGAZINE: If you need or expect a personal reply, As an avid DRAGONLANCE® reader, I enclose an SASE (self-addressed, stamped would like to say how wonderful it was envelope) with your letter. You can also send e-mail to: to see the transformation of Krynn in [email protected]. Dragons of Summer Flame. It has given a

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DRAGON #228 7

Move over, Tarzan; make room for a realistic jungle

by Gregory Detwiler illustrated by Tony DiTerlizzi

ow many players and DMs know what real jungles are Part of the reason for the bad reputation of jungles is the- like? If they don’t know, how can they realistically por- combination of climate and choice of wardrobe of the early tray them, or adventure as true denizens of them? explorers. Jungles are hot and humid, and the less clothing you Oddly enough, jungles have been studied for only a little wear, the better. Look at the old pictures of Stanley, Livingstone, more than a century. My main source of information is a book and their compatriots in pith helmets, boots, trousers, etc.; these by one pf the early scientists who worked in them for a long men were all perfectly miserable. time. Ivan Sanderson’s Book of Great Jungles was written by Ivan Jungle natives are generally happy and carefree types, but T. Sanderson, a Scottish-born naturalist who spent over 30 years you wouldn’t know it to read the account of some explorer of of his life studying the flora and fauna of the jungles in Africa, the “green hell.” If your party from some other AD&D® campaign Asia, and Latin America. comes waltzing into Malatra (the LIVING JUNGLE™ setting of the RPGA® Network, introduced in POLYHEDRON® Newszine issue #102), Chult (from the FORGOTTEN REALMS® campaign), or some other jun- The basic jungle gle, clad in chain or plate mail, make sure they have a miserable Originally, the word “jungle” wasn’t even meant to describe time of it, at least until they shed most – or all – of their pro- jungles. The word came from djanghael, a Persian word for the tection. It’ll even the odds against the locals. Remember: barren Iranian deserts, where scattered thorny plants were the padded armor here may be even more uncomfortable. only vegetation. British officers who were stationed in Persia Another reason many people fear jungles is the threat of dis- spent a lot of time hunting there, and as they were transferred ease. Tropical diseases can be quite virulent, and West Africa to new posts in the hilly Northwest Frontier, and then to true was even officially labeled “the white man’s grave” for this rea- jungle country in India, Ceylon, and Burma, they carried the son; but disease is equally bad in the tropics no matter what the word with them to describe the local wilderness, gradually terrain is like. shortening the spelling to “jungle.” Jungles are some of the healthiest places in the world. Jungle Living inside a jungle isn’t really as bad as it sounds, soil is even a natural antiseptic, and if one receives a cut on the although almost no one does. Even in lands that have jungles, foot and walks around barefoot, the wound heals with aston- the overwhelming majority of the population lives outside the ishing speed. Sanderson describes an occasion when, on a tem- jungle. They may have settlements on the very fringes or out- porary visit to civilization, he came down with a case of ath- skirts of the jungle proper, but they will not enter. This is true of lete’s foot so bad he could hardly walk, and had to be carried the natives no matter where the jungle is. back to the jungle on a stretcher. The very night he got back, his Superstitions and mistaken beliefs about jungles are rife, and tent was washed away by a cloudburst, and he had to go wad- true jungle denizens often exploit them to keep outsiders away. ing around knee deep in the to rescue his possessions. Not Jungle inhabitants (Pygmies, for example) can and do make only was the mud soothing, but by noon the next day all the "evil spirit calls” at night around nearby settlements just to make pain was gone, and the sores were beginning to heal. Four days sure that neighbors won’t feel like dropping in on them. In later, there was no indication that there had ever been anything game terms, a party of outsiders approaching or entering a jun- wrong with his feet. gle should get similar “scare-away” treatment at the If your jungle character has healing skills, have hands of any natives. him use jungle soil to treat wounds. At least

Dragon #228 9 it’s a change from the standard “herbal Characters who want a log to float down- (another reason why earthquakes and lore” set of cures. river on must wait longer or work harder the like don’t have much of an impact in True swamps and lakes, like Malatra’s than they’d like. the jungle). Those roots can be 2”-3” Dokuba and Kumbo Swamps, Lake Koro, On one occasion in the Amazon thick, up to 20” high, and are solid wood. and the Sleepy Lake, are rare in jungles. basin, an expedition trying to pass For more weirdness, some trees have a What one might find are permanently through a flooded jungle discovered that half dozen slender “stilt roots” that lift the flooded depressions in the ground, often their oars were useless because they trunk completely clear of the ground. quite large, that have trapped water kept striking submerged buttresses or If a DM wants to put plant monsters in because the soil is so saturated it can’t other obstructions. The lianas, however, the jungle, enlarged versions of real car- hold any more. Trunks of large trees may were so common and strong that the nivorous plants such as sundews, pitcher emerge from the water all over the place boat’s crew was able to simply reach up plants, and Venus fly-traps are obvious (giving a swamp-like appearance) or just and pull their craft through the jungle. choices. They can also throw an extra appear along the edges (creating a lake). Not even an earthquake makes an scare in an exploring party, which may All jungles exist in the tropics, and impact in the jungle, except on the very assume that someone is magically they are hit with heavy rains most, if not edges (often on a river bank). Sanderson enlarging the local foliage. all, nights. The exuberant vegetation of a describes his experience during an earth- After reading the above, you’re prob- jungle requires a lot of rain (the mini- quake in the jungles of Nicaragua in ably thinking that the undergrowth in mum is 80” a year). Jungles usually get a December of 1941. There was no wind, the jungle must be absolutely impenetra- lot more, however. Many get from 400” yet he and his wife Alma (a fellow scien- ble. Not so; the tall trees block out so to even 800” of rain per year. If one tist) heard a deep pulsing sound. much of the light that small ground- insists on bringing metal weapons, Abruptly, everything was jolted straight based plants don’t have much of a armor, and other metallic gear in, one up, with the trees shaken “like mop- chance. The floor of a true jungle has lit- must stock up on oily rags or whatever is heads.” Then the ground not only tle or no undergrowth, certainly far less necessary to keep the stuff from rusting. became so fluid that they couldn’t stand than in a temperate forest. up, but it went up and down in waves This is great if you’re just passing Plant life just like those of the ocean. The trees through, but murder on a trying The trees in a jungle not only grow to and everything else were heaved 5’ in for concealment. Most limbs start grow- a great height, but they are even literally the air by each wave, then sank back ing out of the trunks at a point higher bound together by the vines that grow down again. There were some 80 waves than human hands can reach, so climb- on them. This combination produces that passed under a nearby river in per- ing for cover may also be out of the some curious effects. If you were flying fect order and with no loss of speed, question. The undergrowth is all but or at a vantage point where you could repeating the performance in the jungle impenetrable on the edges of the jungle, see the tops of the trees, you would find on the opposite side. There was destruc- especially when on a river bank, but this yourself looking at a massive blanket of tion along the river bank, but in the jun- mass may be no more than 10’ deep. a uniform dark green. No matter what gle itself, no trees had fallen, no streams Still, it can take several hours to cut species of tree the leaves come from, had had their courses diverted or through. Few people penetrate the jun- they have the same green hue. blocked, and there were no cracks in the gles because they struggle with this outer There are exceptions, of course, and in ground. Any high-level cleric who casts layer for a while and then give up, some seasons, the top of the jungle an earthquake spell in a jungle should – if assuming the entire jungle is like this. canopy can be quite colorful. The shim- the DM describes the scene correctly – In many ways, travel among the mering of this blanket in the waves of have a sudden feeling of puniness and branches can be safer and more conve- tropical heat rising from the ground is inadequacy. nient than on the ground. The branches generally the only movement to be seen. Plant life in the jungle can grow to are so thick that one can climb and even When the wind blows, a wave seems to enormous size. Common temperate walk along them. If there are no lianas pass over the blanket, and even then, the flowers such as violets and daisies grow low enough to grip, however, PCs will mass of foliage effectively muffles the to such an extent that they actually have a problem reaching even the low- sound of the wind. This tangled mass develop woody trunks and effectively est branches. sways in a strong wind (such as a gust of become fragrant shade trees. Some of The vines themselves can be climbed wind spell), but that will be all, even dur- the vines grow as large around as a and traveled along hand-over-hand, but ing a hurricane. man’s thigh, and the tangled roots of the one is unlikely to find a liana simply The vines, or lianas, effectively turn largest trees can get to the height of reg- hanging loose at one end for swinging the bulk of the jungle’s plant life into a ular trees themselves. convenience à la Tarzan. single living entity that is almost impossi- Sanderson describes seeing trees If a liana is dangling loose like that, ble to destroy or even cut up easily. 40’-50’ in height, growing in the crotch then its probably dying and may also be Chopping down a tree in the jungle of an even larger tree, nearly a hundred loose at the other end. When a PC puts involves more than taking an axe to the feet off the ground. The trees are wide as his full weight on it, the next thing his trunk; one must also shimmy up it with a well as tall, with some branches so thick player does may well be to argue with sharp knife and cut all the lianas binding you could park a jeep on them. He men- the DM about falling damage. it to its neighbors. Otherwise, the tree tions one 200’ tall tree in Belize that was Not all vines are smooth, and most of continues to stand in place. Even dead so thick it took 24 men standing with the trouble with jungle vegetation should trees can stand in place for years, held outstretched arms to ring it thoroughly. consist of the vines coming down and fast by anchoring vines, their trunks Other trees have buttress roots run- smacking one in the face, raising welts, decaying and collapsing in chunks. ning 50’ and more away from the trunk, or even forming a natural noose around

10 APRIL 1996 one’s neck. Other vines have concealed der in and out of Asian jungles, sticking As the day progresses, the animals – thorns or spikes (some barbed) inside near the edges, especially the river all of them – move about for a few hours them, and any would-be Tarzans can banks. and then have a siesta a bit before noon. expect to suffer 1d4 or 1d6 hp damage Next to the “lions and tigers” idea, The amount of light seems to determine to their hands if they grab them. A few another misconception about jungles is the length of the siesta. On sunny days, spikes are even coated with anti-coagu- that they are crawling with snakes. Oddly the stillness (even birds and insects are lants to keep your blood from clotting. enough, snakes of all types are less quiet) lasts until dusk, while the animals On the other hand, vines store fluids in abundant in jungles than in most other resume their activity much sooner on them ranging from water to poison, types of terrain in the tropics, including cloudy days. The evening animals and including a good many natural glues and deserts and bush country. This goes for day beasts share the stage during this medicines. reptiles in general. Adjust your encounter period, which on sunny days, lasts from For a final bit of jungle color, consider tables accordingly. On the other hand, 5:00 P.M. to an hour after sundown. the ribbon vines, which are shaped just feel free to go overboard with amphib- Activity goes on in the early night, then like ribbons. One type is 2’ wide, but only ians such as frogs and toads. These crea- stops around 11:00 or 11:30, and this ¾” thick. How long do they get? Who tures are superabundant in most jungles, new cessation of activity lasts until about knows. In Surinam, members of the and most are tree-climbers. Characters 4:00 A.M. Again, native hunters know this Forestry Department came upon the climbing a tree might find themselves lit- so well that they simply won’t bother base of one and tried to follow it to the erally jumped by a swarm of small car- going out during this time. Then activity growing tip, but they gave up in disgust nivorous frogs that probably lived in a starts up again, and runs once more into after traveling hundreds of yards. If your pool of rainwater held in some hollow the predawn period. characters try the same thing, who crotch. Even insect pests like mosquitoes Both moisture and darkness have an knows what they’ll find? are somewhat less abundant in the jun- effect on animal activity. Cloudy weather, It should be obvious that in the jungle gle than elsewhere, and you might get as well as a steady rain, brings out all the the spell charm plant can be just as big a along quite well if you don’t shine a light animals in swarms, and if you have to go party-killer as fireball. If you can catch a to attract them. If you do, consider your- slogging through the jungle under these hostile group, such as a war party of selves warned. conditions, you can expect lots of animal Huroola amazons or lizard men, among If you have an old DUNGEON MASTER® encounters to add to your misery, espe- the lianas, let ‘em have it! Remember the Guide from the original edition of the cially at night. Speaking of which, noctur- increased size of jungle plants; the dam- AD&D game, you will find on page 47 a nal animals love dark nights, and the age that animated plants cause in tem- small table entitled “Frequency of nights with the least activity are those perate campaigns should be magnified Encounter Chance Time Checks,” which clear nights that have plenty of moon- several times here. shows whether to roll for outdoor light. Since this also makes it easier to encounters in certain types of terrain at travel at night, PCs moving about at this Animal life particular times of the day and night. time have the twin advantages of good Lions do not inhabit true jungles, Sanderson almost seems to have antici- visibility and fewer chances of a hostile despite what Hollywood would have you pated this sort of thing, for he reveals encounter. believe. Lions live on the grassy savan- that the animals of the jungle all have a DMs should note that animals are at nahs (plains) and are even colored for it. specific schedule for finding food; not their most reckless from 4:00 A.M. to Those cats that do live in the jungle, like just day or night, but at particular times dawn. It’s as if the day animals just get- the jaguar, tiger, and leopard, have of the day and night. The following was ting up are still groggy while the night striped or spotted coats to provide cam- found to be true of the animal life of all hunters are rushing desperately about to ouflage. jungles, no matter what continent they get a final morsel. If any animals on your Elephants may push their way were on, and can thus be adapted to any encounter tables can react with either through jungles, and there may be occa- game system for a nice touch of realism. hostility or fear, or simply blunder into sional small herds of wild cattle, such as The immediate predawn period of the party, they are most likely to interact the (possibly extinct) kouprey of south- half-light sees a great deal of activity; the with the PCs (as opposed to fleeing) dur- east Asia, but in general, the jungle has early risers among the day animals start ing this time period. Sanderson relates no herbivores larger than wild boars: for- to work while the late night creatures get how, in Central America, he and his wife est hogs in Africa, capybaras in Latin in a final bit of hunting. Note that since had inadvertently pitched their tent on a America, and tapirs in both Latin the trees and their foliage block out natural migration route (see below), to be America and Asia. Asia also has the much of the sunlight, nocturnal animals rudely awakened in the morning by a babirusa, a piglike beast with upward- can hunt on the ground for as long as an family of hog-sized tapirs that simply curving tusks that looks like it stepped hour after sunrise. In the immediate post- blundered into the tent as if it weren’t out of either a MONSTROUS COMPENDIUM® dawn, the night animals go to bed while there. At no other time of the day or book or a paleontology text. Most deer more day animals show up; the traffic is night would any animal have done such and antelope that live in the jungle are so great that postdawn is the favorite a thing. So, DMs rejoice! Your predilec- quite small, ranging in size from that of a time for native hunters in the jungle. tion to hit the party at dawn – even by poodle to half the size of a donkey. Most of the ground-dwelling animals, unintelligent animals – when they are Exceptions include the bushbuck and incidentally, are nocturnal, so someone sleepiest, now has scientific verification. bongo (a pair of African antelopes) as wandering around on the ground in As mentioned above, jungles have well as the short-necked giraffe called broad daylight won’t see much but a few definite travel paths and migration the okapi. This last is quite rare, as are glimpses of squirrels, monkeys, and birds routes for their animal denizens, in the the Javan and Sumatran rhinos that wan- in the trees. treetops as well as on the ground. Pitch

DRAGON #228 11 your camp there, and you will get plenty small numbers. (By contrast, plains and both heroes and directly controlled by of company, especially the small stuff: savannahs have the largest numbers of their players, soldier on. In a wartime insects, rodents, monkeys, etc. Way back animals.) The jungles have no vast herds adventure, when the PCs’ unit and both in DRAGON® Magazine issue #174, in my of tapirs or capybaras equivalent to the friendly and enemy NPC-led units enter, article “Defeating More with Less,” I bison and zebra herds of North American Chapman’s experience should be repeat- pointed out how much fun the DM can plains and African savannahs. ed. The lesser officers of a military unit have in harassing the party will small, 1 are more likely to be fleshed out as full- hp animals such as monkeys and crows, People in the jungle scale NPCs than common soldiers are; particularly when they steal small but Few races of people actually live in now you have an excuse to stop there valuable items such as gemstones and our jungles, and those that do usually and just let the “upper crust” be involved magical rings. If your players don’t wise don’t have to share the environment in the role-playing encounters. up and have their characters shift their with other peoples. Thus, most jungle campsite, hit them with a nonstop suc- folk tend to be cheerful and carefree Weapons cession of nuisance raids until they get types, due to both safety from tribal war- In the “Heros of Malatra” article the message. fare and their own lack of desire for appearing in Polyhedron Newszine issue If a PC is on a pathway, he can expect material possessions that the jungle itself #102, where classes, proficiencies, equip- an encounter of some sort every round cannot provide. ment, etc. for the LIVING JUNGLE was listed, in a time period when the animals are As stated, people who live near the it is stated that for simplicity’s sake, about. Of course, the majority of these jungle will never enter it if they can weapons made of wood, bone, stone, encounters will be with small animals, avoid it. In Malatra, for example, the etc. would be equal to that of steel with no chance of combat. Savannah-dwelling Simbara tribe should weapons from all other AD&D game Sanderson discovered that you can stick to the wide open spaces, only enter- worlds (the exact opposite approach to actually mingle with the animals on the ing the jungle proper under the most the ® world of Athas, where pathways, sauntering up slowly and severe necessity or provocation. wooden, stone, and bone weapons get unobtrusively, neither rushing them nor It’s not just a matter of native super- their own individual modifiers). This is standing still. Predators lie quietly in wait stition, either. Sanderson points out that not so far out as it sounds; certainly it is for prey, so any creature that is motion- in the Pacific Theater during WWII, nei- not without precedent in human history less is perceived as a potential threat, ther the Americans nor the Japanese on Earth. while one that is rushing is “obviously” entered jungles if they could help it, For plant materials, the Pygmies of attacking. But if one goes with the flow, despite both coming from modern, civi- Africa make their knives and other cut- moving slowly with and among the ani- lized nations. (The Japanese entered ting tools of various hardwoods, while mals, one can stay with them for as long more often, but large-scale jungle opera- the Negritos of the Malay Peninsula as one likes without causing alarm. tions in places like New Guinea and India make theirs of bamboo. In both cases, This last phenomenon has adventure invariably turned into expensive disas- the knives may be honed to literal razor potential. A scout out looking for prey ters.) Troops literally preferred to be sharpness. As regards stone weapons, can saunter into a herd of game animals bombed and strafed in the open rather Spanish conquistadores in Florida found and drift with them on their daily route, than enter the dreaded jungle. that the flint-tipped arrows of the leaving slashes on the trees or other Sanderson cites the experiences of Seminole Indians could pierce their steel signs to show the follow-up hunters British Lt. Col. F. Spencer Chapman, breastplates, while for the first few blows where to go. The hunters advance post- whose unit was driven into the jungles of at least, the obsidian blades of the Aztec haste, and the attack is made. Of course, Malaysia when the Japanese invaded in sword-club, the maquahuitl, were sharper if you’re the scout, you have to accom- WWII. For the next three years, he than their steel counterparts in Spanish pany the animals all the time to pull this learned to live in the jungle while work- hands. These latter weapons thus had a off, which means going everywhere they ing with local guerrillas. Of his original better chance of cutting, with a glancing go. If the animals cross a stream, you unit, however, only the officers survived. blow, the quilted armor of cotton cross a stream. If they are pigs, or have Outsiders seem to have some problem padding worn by the warriors of Mexico. the same piglike habit of wallowing in a with dealing with jungles, with the less Unless they are of high-quality steel, the mudhole along the way, you wallow in a educated suffering more than their bet- cutting weapons of most AD&D cam- mudhole with them. And if human ter educated brethren. All of the enlisted paigns may be less likely than the “local (including demihuman and ) men died of hardships (and psychoso- talent” to cut through the soft armor or animal predators are waiting up matic ills of some sort, the point seems types of Malatra. ahead, you walk right into their ambush to be), while the noncoms lasted far Ivan Sanderson made an interesting along with the game animals. While the longer. The best-educated men, the regu- observation on one factor of the superior DM is slowing up the main party with lar officers, were the only survivors. hunting abilities of native hunters armed hostile encounters, you won’t run short Chapman wrote about his experiences in with native weapons, compared with the of interesting things to do. a book entitled The Jungle Is Neutral. white visitors. The outsiders had guns The savannahs will yield much better The above is more useful to DMs made of metal, which in smelted form hunting than the jungle proper. Game whose parties enter the jungle from out- simply does not exist in the wild. Thus, diversity between the jungle and the side, from more civilized campaigns. One they have an alien odor that the animals Savannah is a case of quality vs. quantity. can easily imagine first hirelings, and immediately picked up on, and this odor While it is true that tropical jungles have then henchmen, wasting away and is stronger when the gun has been the greatest variety of living things, each dying, often just giving up, in the gloomy cleaned with lubricant oils. Most out- individual species comes in relatively jungle, while the intrepid PCs, who are siders from other AD&D campaigns won’t

12 APRIL 1996 have guns, but they do have weapons and armor of metal, and they have to use oils or other lubricants to keep their equipment from rusting. If you allow your player characters to get their hands on metal weapons, and quickly regret it, this gives you an excel- lent opportunity to force the PCs to choose between their nifty new weapons or tribal membership. If a PC goes hunt- ing with a metal weapon, or even if he merely has a metal dagger as a self- defense backup while hunting with blowgun or bow, the animals should have a much greater chance of detecting and avoiding him. Thus, metal weapons will be at least as much a hindrance as a help in the wild, where virtually all the adventuring will take place. And if your PC can’t catch his share of game, he won’t be pulling his own weight in the tribe, thus endangering the entire com- munity. Consider this reaction: Those overly- adventurous PCs have brought back strange new weapons of unholy materi- als quite foreign to the jungle. They’re no good in the hunt; it’s as if their owners have a signal beacon on them, warning all game away. They do have increased deadliness in combat, but since you can’t get close enough to game animals to use them for hunting, they’re really only good for killing fellow tribesmen. Obviously, therefore, such fiendish devices are the work of evil spirits, designed specifically to spread human misery. If your PCs insist on keeping them, they may find themselves faced with a lynch or a tribal civil war, whose very existence will tend to rein- force the critics’ point. If this attitude pre- vails, the PCs may never be able to carry or use metallic weapons and armor in the jungle.

All in all, the jungle is an excellent place for adventuring, even when non- magical and nonmonstrous Nature is the only enemy. A thorough understanding of the jungle, gained through careful study of books like Sanderson’s, will enable you, the DM, to provide your players with a they will never forget.

Gregory W. Detwiler lives in Williams- burg, Pennsylvania. He has never lived in a jungle.

DRAGON #228 13

FINAL QUEST is not the title of any known product produced by TSR, Inc. This is, however, the last time that the dreaded triangle graphic wiII be published. Maybe.

by Roger E. Moore

They deserved it

ince the glory days long ago when full plate armor to swim out to the pirate sequences. I do not remember how the I first learned to play the AD&D® ship, which caused the pirates and the other two members of the group died; I S game, I’ve seen a lot of would-be other PCs in your group to stop fighting think one of them tried to attack the fire heroes (some of them mine) get bumped and look over the side of the ship in elemental while it was turning the wizard off in very peculiar and dramatic ways, astonishment at the dwindling trail of air into crunchy toast, or else he opened the like the luckless wizardess who was bubbles your character left behind as he flask of curses. No matter. We were saved caught by three beholder eyes at once sank and drowned. It was your from total humiliation only by the knowl- and was death-rayed, turned to stone, lawful-good cleric who tried to summon edge that everyone was killed by the and disintegrated before the rest of the Zeus – who wasn’t even your cleric’s treasure, so we weren’t so inclined to tor- party could even scream, “Shut the door!” – to cast a raise dead spell on a ment one another about it as we were But this is really a hero’s death, a leg- deceased party member – a lawful-evil simply amazed by it. endary death, the kind of gosh-darn-it-all assassin, at that – and who then tried to kind of thing you come to expect when summon Demogorgon to distract the 9. Killed even before the adventure you wander into an old ruined evil wiz- angry Zeus, resulting in your cleric’s has really started. ard’s tower unannounced, which this being turned into a cockroach and I am mortified once more to report party had just done. stepped on. It was your thief who – ah, that this happened to one of my charac- And there was the paladin who went but you get the point. ters, a 1st-level wizard with two hit on a solo adventure into the first level of Let’s do a countdown of the 10 worst points, who was struck by the very first one DM’s dungeon, where he was imme- possible ways (in my humble opinion) in goblin arrow fired at the party not one diately confronted by 10–100 stirges and which your character could have his minute after we arrived at the old man- a carrion crawler wearing a scarab of block knocked off. Conflicting views, so sion we were going to explore. Everyone insanity, which caused the paladin to fall long as they are sensitive and insightful, thought this was quite amusing and they into a 60’ pit trap full of spikes with may be sent to this magazine, but don’t laughed and laughed about it until their green slime on the bottom. I am not expect me to read them. own characters entered the mansion and making this up, though I wish I were. No ran right into the lich. The DM thought one held this disaster against the player, 10. Killed by the treasure after the that part was pretty funny, and I confess since we all knew he had been gaming adventure is over that I did, too. with a notorious killer DM who once had I regret to say that one of my charac- a red dragon breath fire a quarter of a ters was part of a group of adventurers 8. Killed 14 times in succession by mile long and cause 500 hp damage that was completely destroyed by the enraged fellow party members who (half with a saving throw). Still, we all treasure they had gained during a dan- lined up and used a rod of resurrec- secretly thought the paladin’s player gerous adventure that everyone had tion on the victim so that each party should have had enough sense to game managed to survive. This was 15 years member could claim to have killed with someone else, so maybe it was a ago, and the other players and I still talk the character, after the player has tiny little bit his own fault. about it to this day. My centaur got the attempted for the third time in a row No, what this article is about are those cursed spear of berserking, which resulted to slay the party for no particular really embarrassing, boneheaded ways in his immediate demise at the hands of reason. in which player characters croak, events the rest of the party – nothing personal, In his favor, the player said his PC was that live in gaming legends that you of course. Another character drank a poi- an anti-paladin and was supposed to do don’t ever want to hear about again soned potion, thinking it might be useful, things like this, but it was, after all, the because it was your fighter who shouted and the wizard activated the brazier of third time this player had brought in an a battle cry and jumped off the dock in sleep smoke, which had the expected con- anti-paladin and had tried to kill the

DRAGON #228 15 entire party. Following the above action, craft in the belief that a head-on col- looks good, it has a reasonable place in the other players asked the anti-paladin’s lision at 40 kilometers per second an ecology, and if you think of flumphs player never to bring another one of his would result only in minor injuries. as confused little aliens that a lost spell- anti-paladin characters to the game This wasn’t in the AD&D game, of jammer dumped out of its cargo hold, again as long as he lived, but he did, course, but I ran an SF game in which this they even make sense. But I would which led immediately to the next entry. actually happened and felt I had to never, ever, want to have a character include it somewhere here. There’s not killed by one. I would be forced by crush- 7. Killed at long range by enraged much you can say about this, except that ing shame to turn in my Player’s fellow party members who merely basic physics should be made manda- Handbook and take up golf, and I hate noted that the approaching victim tory in high school. golf. was wearing black plate armor. You know, come to think of it, there One of the in the group used 3. Killed after jumping into a 100’ might be one thing worse than having a a sling to hit the correctly identified anti- deep pit while trying to drink a character killed by a flumph, and that is paladin with a huge boulder polymor- potion of levitation that was for having a character... phed into a pebble, which turned back some reason left attached to the into a huge boulder again once it made characters belt. 1. Killed by a garlic-bread golem. contact with the dispel magic field put out This happened while a large and very This looks like something only a by the unlucky anti-paladin’s unholy high-level character group was exploring pathologically degenerate DM would sword. “That’s okay,” said the player of the infamous (from the dream up and use against an innocent the anti-paladin, “my guy’s got a ring of venerable AD&D module of the same party, but in my own defense I will say regeneration on!" “That’s okay with us, name). The character would have been that though I did put a garlic-bread too,” said the party leader, after learning just another statistic given the huge casu- golem in an adventure and tried very from the Dungeon Master that the alties inflicted on the group, what with hard but unsuccessfully to kill someone squashed anti-paladin could not escape things like an 18th-level monk being with it, at least I was not the one who from beneath the boulder for at least squashed a millimeter thick by a jugger- created the monster, which I found in an 10,000 years. He wasn’t dead, but it naut and a 20th-level cleric being vapor- old collection of bad fantasy monsters hardly mattered. ized by a cursed crown, but the player from the late 1970s. Maybe it is just as had clearly said that his wizard was well that no characters were killed by 6. Killed after deliberately inter- going to jump first, then take the flask that garlic-bread golem, since the players rupting a hill giant who was taking from his belt, open it, and drink it. He were all in the U.S. Army, with access to a shower in a waterfall. repeated this twice. “Well... okay,” said things like main battle tanks, and people I should add that the character in the DM – me – and that was that. can take only so much humiliation. question here was a fearless halfling Then, too, I was the DM who sent one fighter wearing plate-mail armor, which 2. Killed by a flumph. group of adventurers to an alternate uni- reduced his movement rate to a waddle. I cannot, under any circumstances, verse where the adventurers’ point man This halfling also insisted on yelling think of a more horribly embarrassing tripped and fell into Winnie the Pooh’s insults at the giant at close range even as death than being killed by a monster that heffalump trap (“Piglet, look! I’ve caught the rest of the group was making a pan- was elected by some gaming groups in something!”), but alas, no one died here icked retreat. The giant took care of the the early 1980s as the Most Stupid and either, which would have been great, problem in one melee round. The rest of Useless Fantasy Monster Ever Invented. It though the players did discuss some the party later slew the hill giant with was, interestingly, the only lawful-good unpleasant aspects of my own demise in concentrated missile fire, then went look- monster in the ® tome, and it very serious tones. There is a moral here, ing for the remains of the halfling. “Can was the only critter that fit no ecology at I am sure. Perhaps I should take up golf. we raise him from the dead?” one player all and had no reason to exist. Having a asked. “He looks like a large can of toma- PC killed by one would have been a to paste that’s been run over by a tractor mark of shame that no player could have Famous last words trailer,” I replied. “Forget it,” said the ever erased, no matter how many tar- Many, many issues ago, a number of group, and left him there. rasques his heroes killed later. (“Hey, are letters and articles appeared in DRAGON® you the guy whose wizard was killed by MAGAZINE listing some “famous last 5. Killed as a result of killing a frog. a flumph? Whoa, you must be mental!”) words” that characters might utter just I have to explain that the character Luckily, few flumphs ever appeared to before their characters get killed by the here was a 1st-level wizard who cast a cause such humiliation because the DMs Dungeon Master (e.g., “Well, forget you, find familiar spell and got a frog, which he were too embarrassed to use them. l I’m attacking. What’s Odin’s armor didn’t want. He killed the frog with a have never heard of a death caused in class?”). Creating a new list of these tid- magic missile and promptly died from the this manner, but I felt obligated to bits for this issue sounded like lots of magical backlash. The player failed to include this possibility simply for its fun. After mulling the topic over, though, read the part in the find familiar spell shock value. a nasty possibility occurred to me: What about the wizard taking damage if his I must say, in all fairness, that the famous last words might a character familiar is killed, so it can’t be said he was flumph has been greatly improved in its utter just before he gets killed by every- role-playing his wizard very well anyway. latest incarnation in the MONSTROUS one else in his party? COMPENDIUM® Annual, Volume Two (now 4. Killed by deliberately crashing available in your local game store, plug ‘So, when I pushed the red button on one spacecraft into another space- plug plug!). The picture of it on page 58 the artifact, it drained six points from

16 APRIL 1996 everyone’s highest ability score but Elric’s sword! And here’s the Wand of character once who was Elminster’s mine? What happens if I push it now?” ! I’ve got ‘em both, and they’re nephew, and he–” mine, all mine!” “But there’s no way you guys could I’m afraid that’s all the time we have know that my ninj– uh, my samurai poi- “I’m not sure I should be traveling for this sensitive and insightful look at a soned your other characters’ drinks!” with you people. My holy sword says that tragic problem – intra-party killing – that everyone in this group is an assassin has brought joy and laughter to so many “This is pretty funny, but I just figured except me". gamers the world over. Thank you, and out that the way the experience-point good luck. I hear Zeus has been asking system in the DMG works, my wizard is “Oh, I killed the barmaid because I about your cleric. worth enough to bring everyone in the need just one more experience point to party up at least one level. I’m glad we’re make sixth level. Was she your fiancee all friends here.” or something?” Roger E. Moore is a former editor of “Look, I didn’t ask for a reincarnation “I’m the only one here who saved DRAGON® MAGAZINE and still does various, spell, and I don’t want to be a bugbear! I against the mind flayer’s mass domina- highly secret projects for TSR, Inc. want a second chance right now!” tion? Everyone else is its slave? Cool!”

“Here’s my barbarian. He’s seven feet “I’ll go ahead and put the ring on. three inches tall, has smoldering blue Anything happen? Okay, I try jumping eyes and jet-black hair, his muscles are off a rock. Nothing? I toss a pebble at like steel cables, and his name is myself. Nothing? I try walking over a Buttons.” puddle. Nothing? Okay, maybe its a ring of regeneration. You guys know how we “About time you all showed up. What can test it and see if it is?” did Strahd want to see you all about that took so long?” “Man, this City of GREYHAWK® cam- paign bites. You people should dump “Guys, look! I found Stormbringer in this stupid world. It’s dead anyway. Let’s the chest! I’ve got the Stormbringer! get a Realms campaign going. I had a

DRAGON #228 17

Forget your towel – do you know where your blanket is? by Spike Y. Jones

long with the all-important swords, 5. (Wet): As a makeshift weapon; scrolls, torches, and money-pouches wet it to add weight and swing on a Aon the average fantasy PC’s equip- rope. Damage is minimal and sub- ment list, there are usually a few other dual only, but if it’s all you’ve got... items put there just to spend a few cop- 6. (Wet): As part of a trap; water pers and because they felt “proper.” Sadly, adds some weight and while it won’t while these items appear on everyone’s be as effective as a net, it can ham- character sheets, few gamers ever make use of per something long enough for you to get close and their tallow candles, holy symbols (wooden), thump it. small mirrors, and sprigs of wolvesbane. Yet 7. (Dry): Work a bunch of threads loose to use as these “extraneous” items can be kindling for a fire. among the most versatile and 8. (Dry): As “firewood” after #7. important pieces of adventuring 9. (Dry): To make smoke signals. Of course, for the equipment, if only players signals to be properly would realize how to utilize understood, a code has them. to be worked out in Case in point: many advance; but, even if one years ago in my isn’t, smoke signals provide AD&D® campaign, unambiguous signs of Malshazzit the Mage where you are in case you’re (although “the lost and need to help rescuers Apprentice” would find you. And they might scare away peo- have been more accu- ple who interpret them as evidence of a rate) was traveling alone, stronger fighting force than one miser- on foot, through dense able mage alone in the woods. wilderness, when he 10. (Dry): As a thread-source encountered a ravenous giant for tying fishing lures, marking beetle. Realizing that his one paths through labyrinths, etc. spell, affect normal fires, would be 11. (Dry): To hide things. Dark blan- of little use in this situation, and kets work best in the woods or at night, that his pair of daggers were no while light ones are best in the desert. match for the beetle, he cast about for 12. (Dry): As a fake ghost. White blankets another weapon. Then the player (Mike work best, but it’ll take more than just a sin- Sinardi) noticed the blanket on his character gle sheet flapping in the breeze to scare a sheet. hardened orcish hunting party; better practice Bravely (or foolishly, depending on who nar- your spooky noises as well. rates the story), Malshazzit dived at the beetle and, 13. (Dry): As spell material components or substitutes; with an exceptionally lucky roll, wrapped the cloth check the Players’ Handbook. There must be some. around the beetle’s head, blinding it long enough for him 14. (Wet): Depending on the material, it may stink when wet, to work his way around to the beetle’s back where he so it could be used to attract or repel creatures with sensitive could then plunge his daggers into the beetle’s vitals, killing noses. Some careful experimentation will reveal which. an opponent that I, as DM, had expected him to run away from. 15. (Dry): As the world’s worst pipeweed. Give it to a “friend,” There must be, I said to him then, over a hundred uses for a sim- or use it to drive away smell-sensitive people or creatures. ple blanket. The following are the rest: 16. (Dry): As the key component of a kite. The blanket had 2. (Dry): As a simple disguise, such as a makeshift robe or, better be thin, or the winds strong, for this one. with a hole cut in it, a poncho. 17. (Dry): As emergency bandages and tourniquets. Best used 3. (Dry): As a complex disguise involving cutting, sewing, for tying clean bandages to the wound, as they are highly dying or staining (think The Great Escape). unlikely to be sterile, especially if already used. 4. (Dry): As padding for use under a disguise 18. (Wet or Dry [depending on personal pref- to create the illusion of pregnancy, obesity, or erences]): As a strangling cord. This works best muscularity depending on the distribution of with thin blankets. material. 19. (Wet): For towel-snapping. The victim’s

DRAGON #228 19 skin must be exposed if this is going to to use have been about as scratchy as will work, as long as the user remembers cause even minimal subdual damage, steel wool and almost as tough.) to stand aside and let the bull pass but even if not, it still makes an interest- 34. (Dry): As a polishing cloth. (Some through the blanket, not through his ing noise and can be a shock. of the blankets I’ve used have been a tri- own midsection. 20. (Wet): As a subdual club. Try tying fle softer.) You want to look your best 48. (Wet): In conjunction with some a handful of iron spikes inside to give it when you’re presented to the king, even plaster of Paris (or maybe just mud or some heft. if its only the king of the goblins. clay if there’s no Paris in your fantasy 21. (Dry): For concealing secret mes- 35. (Dry): As the main component of a campaign world) it can be used to wrap sages. You can do this by inserting small tent or lean-to. It may not keep the and protect fragile dinosaur fossils (or scraps of cloth (better than paper, as the rain out well, but snow, hail, and wind other fragile items such as pottery if texture will be correct) into a lining, if will be warded off somewhat. dinosaurs are living creatures instead of there is one. It’s more likely to be pre- 36. (Dry): As rope. If only a single fossils in the campaign world), pared well in advance by weaving a blanket is available, it’ll have to be a 49. (Dry): As a decorative wall-hang- coded message into it during its manu- short one, unless the blanket is cut into ing (patterned blankets are best), possi- facture, with or without the knowledge strips, which can reduce its strength dan- bly concealing a secret door, a safe, a of the bearer. gerously. peephole, a trap, or some other surprise. 22. (Wet): As a seed bed to grow grass 37. (Dry): For instant accessorizing! 50. (Dry): As a surface to display on. What you want the grass for is your Unlike using it for a disguise, this can be portable wares on. Very convenient concern, but see #13 and #15. used to enhance ones appearance, not since the “table” can be easily folded into 23. (Wet): As temporary protection for to cover it up. a carrying sack for those same wares. running through walls of fire and the like. 38. (Dry): As a makeshift saddle on a 51. (Dry): To provide some discretion 24. (Dry): As a throw rug. Primarily stolen horse. when enjoying a private moment with appropriate indoors, but a blanket can 39. (Dry): To keep that stolen horse an attractive royal ward. be used in the wilderness as a welcome warm at night in the wilderness. 52. (Dry): Hung over a clothes-line it mat in front of a tent, or as a rug inside. 40. (Wet): In a particularly cold cli- can form a room divider. If an enemy steps on your “rug,” you can mate, mold it into shape and let it freeze 53. (Dry): As a unique fortune-telling turn it into a weapon by pulling it out to form a makeshift toboggan. implement. The adept (or charlatan) from under him. 41. (Dry): As a summer grass-sliding could learn to read omens in the folds 25. (Wet): It’ll conduct a shocking grasp toboggan. formed when it is thrown to the ground. so that the caster doesn’t have to touch 42. (Dry): As a flag. A white blanket 54. (Dry): As a gag for a talkative pris- the behemoth in the suit of plate mail. can be used to surrender or to call for a oner. If you’re not worried about other Either lay it on the ground to be stepped parley, or it can be painted or stitched to people hearing the prisoner’s cries but on, casting the spell from nearby con- approximate a real flag. Darker blankets you are worried about the possibility of cealment, or use it as a wet whip, casting can be made into pirate colors with doing him some harm, you can cut off the spell just before. The damage is white paint or stitchery. A plain brown or strips to use for ear-plugs. reduced by 1 point either way, and the grey blanket-flag may just foster confu- 55. (Dry): Filled with gunpowder and blanket may be singed in the process sion, or could accidentally be reminis- various pointy things, with a strip cut off (see #15 for discussion of the smell). cent of an ogrish battle-banner. and soaked in a gunpowder solution 26. (Dry): To wrap clanking metal bits 43. (Dry): To cover nettles, barbed before being dried to form a wick, it to muffle the sounds they’d make during wire, or other pointy or scratchy impedi- could be used as a relatively weak bomb. a stealthy approach or retreat. ments. Multiple blankets (or alternating a In a modern-era setting, if the pointy 27. (Dry): To chop up and feed to a pair of blankets) can make a pathway. things are all ordinary household items, cow; they can digest just about anything. (Also useful at picnics; if the picnic runs the bomb may even be able to pass 28. (Dry): Combine it with a staff, an long, the blanket can be converted to through an airport x-ray machine with- empty scabbard and some other odd other uses, such as #35, #45, and #101.) out any questions being asked. pieces to make a scarecrow. 44. (Dry): Wrapped around hands (or 56. (Dry): As the raw material for any 29. (Dry): To make imposing shadows, other body parts) to prevent rope-burns, item of clothing if a little scratchiness (or with the afore-mentioned staves, etc. to or as “armor” before breaking a window a floral print in a modern-era campaign) give it a framework and to move it with your fist. isn’t going to cause too much discomfort. around menacingly. 45. (Dry): Folded repeatedly to form a 57. (Dry): To cover the eyes of horses 30. (Wet or Dry): For putting out fires. pillow for sleeping on. when you don’t want them alarmed or 31. (Dry): As a makeshift canvas for 45. (Dry): Folded repeatedly to form a distracted by something they may see in anything from a sign or shield blazon to pillow which can be used as a silencer front or beside them. a fine painting. Unfortunately, the for a gun. Of course, this isn’t much use 58. (Dry): As a fake flying carpet for warmer and fuzzier the blanket is, the in standard fantasy campaigns (although sale to a gullible novice adventurer (he more difficult it will be to paint on. you could use it to muffle screams), and had better be gullible, because even a 32. (Wet – with oil, not water); As see prior comments about the smell of mage with a levitation spell will have makeshift sailcloth. As with #31, heavier burning blankets. trouble explaining away the blankets blankets don’t necessarily make better 47. (Dry): As a cape to wave at charg- plain, threadbare, and definitely non- sails. Oiling is necessary to make a ing bulls. Despite centuries of tradition magical appearance). lighter blanket airtight. and misconception, it’s not the color of a 59. (Dry): As the primary material 33. (Wet): As an abrasive scrubbing matador’s cape that enrages the bull, but component in the manufacture of a real material. (Some of the blankets I’ve had its movement. Thus, any color blanket flying carpet. Unfortunately, a poor qual-

20 APRIL 1996 ity blanket will make a poor quality fly- nous population of a region your coun- ones are better for struggling things with ing carpet. try is attempting to expand into. claws). 60. (Dry): As a makeshift stretcher, 73. (Dry): As an entertainment device. 88. (Dry): As an apron (if kept wet, a either by holding the corners or by cut- If the blanket is white you can set up a thick blanket can be used in lieu of ting holes along the edges and inserting lamp in front of it and make shadow- leather for a blacksmith’s apron). sturdy poles in them. (The stronger the animals on it, and if it’s white and thin, 89. (Dry): As a dust or sand filter in a blanket, the better.) you can put the lamp behind it and put desert wind-storm. 61. (Wet): As cooling headgear in the on a shadow-puppet play. (A plain, white 90. (Dry): As a pasta strainer, or to fil- desert. You’ll have to keep re-wetting it blanket will make a good screen for a ter some of the grit out of muddy water. as the water evaporates, but remember slide or movie projector in a modern-era 91. (Wet): As a water-lifting device. not to wet it immediately before sunset, campaign.) Lower the blanket (either by a corner or as you’ll want it dry and warm for those 74. (Dry): As improvised clothing for on a rope, depending on the distance to cold desert nights. use after swallowing a growth potion the water) into a deep well or from a 62. (Dry or Wet): As a source of quick (the size of the blanket and the modesty ledge overhanging a stream, and then cash. (Use this article as proof that it’s of the user determining what items of raise the water-logged “bucket” for use. highly versatile and worth every copper clothing are improvised). 92. (Wet): As a counterweight on a piece you’re demanding.) 75. (Dry): To make toys for children. A thrown rope, to take it over a wall, for 63. (Dry): Roll it around a broken limb little cutting and sewing, some colored instance. to partially immobilize the injury, or roll thread and a few buttons or some paint 93. (Dry): Cut-up and painted, or it up and then tie the limb to it as a tem- can quickly turn a blanket into a (some- strung along with berries and popcorn as porary splint. what plain) stuffed animal or rag doll. festive decorations. 64. (Dry): Folded and tied, it can serve 76. (Dry): As a portable checkers/ 94. (Dry): As a dust-cover or drop-cloth as a sling for that broken arm. chess set. If the blanket already has a to prevent nice things or delicate alchem- 65. (Dry): To immobilize an entire per- checkered pattern all that has to be done ical equipment getting messed up. son. The easiest way is to use it as rope is to cut out and label the pieces. 95. (Dry): As packing material, either to tie his hands and feet together, but 77. (Dry): Either suspended on a frame shredded or whole, for boxes and bags blanket-knots are notoriously insecure. If or stiffened with shellac, to make light- full of delicate . the victim is small (such as a baby or a weight, movable, Japanese-style wall 96. (Wet): As a fish-catching device; gnome) you can use it as a swaddling panels. either braid threads to make a fishing cloth, bundling the victim up as tightly as 78. (Dry): As a source of all-purpose line (hook not included), or cut a few a parcel ready to be mailed. rags. small water-escapement holes in it and 66. (Wet [although Dry is always pos- 79. (Dry): As a burial shroud. stretch it across a stream as a net. sible if you’re not too concerned about 80. (Dry): As a curtain or door. 97. (Dry): As the source of lots of little starting a fire]): To conceal a lit lantern 81. (Dry): To turn a properly-arranged cloth strips, useable to tie bags (made (or candle, but again there’s that fire haz- pile of boxes or bricks into a chair, from the same blanket, naturally) closed, ard). Folding the blanket a couple of couch, or bed. Multiple blankets are to make ribbons, to tie weapons and times will allow a thin blanket to work as needed if you want the furniture to be tools to a belt, or as bootlaces. well as a thick one, and lifting and low- comfortable, but if you’re just using it to 98. (Dry): As a soft and warm liner for ering the blanket repeatedly can turn the conceal stuff from casual inspection, you a pair of boots. Especially useful for lantern into a signalling device. just need enough to give the furniture a padding a pair of over-sized hand-me- 67. (Dry [although not when you’re less “angular” appearance. downs until you can grow into them. done with it]): As a towel to dry yourself 82. (Dry [but not for long]): As diapers. 99. (Dry and threadbare [which your off after a swim or to sop up spilled 83. (Dry): As writing “paper.” (You’ll blanket may well be after all you’ve water, oil, or blood. want a fine-weave blanket and thick, done to it so far]): Hung up as mosquito- 68. (Wet): Cut into strips and tied to a non-running ink for this. netting. pole as a mop. 84. (Dry): As a relatively clean surface 100. (Dry): As a source of fibers to 69. (Dry): With people holding it to perform surgery or deliver a baby on. reinforce mud bricks, as something to around the edge, to throw a person 85. (Dry): As the covering over a pit stick plaster, stucco, or concrete on when standing in its center upward. Although trap. It won’t be very convincing in the repairing a major hole in a wall, or as a normally only seen used this way as an wilderness or in a rock-hewn dungeon, texture mat to make interesting patterns entertainment for children (or Frankie but in a house (over a trap door) or with on the plaster, stucco or concrete. and Anette in bad 1950s beach movies), numerous cushions and rugs in a tent 101. (Dry): I’d almost forgotten this it could also be used to throw a halfing (over a jar of acid or snakes buried in the one: as something to sleep on or under! over a wall. sand), it has a chance of blending into 70. (Dry): Rolled up to smuggle some the surroundings. hidden treasure like an Egyptian princess 86. (Dry): As quilting material to turn or some really good salami (with results one blanket into another blanket. This Spike Y. Jones is a long-time contributor depending a good deal on the size and may sound like a waste of time, but you to DRAGON® MAGAZINE. thickness of the blanket). make the quilt out of the multiple rem- 71. (Dry): As a pot-holder or (if wet) as nants of blankets you’ve nearly With thanks to Mike Sinardi, my wife, an oven mitt. destroyed for all of the other uses. the ladies at the bingo hall, and the 72. (Dry): As a method of transmitting 87. (Dry): Tie the corners together to folks in the Alarums & Excursions APA. diseases like smallpox to a the indige- make a bag to hold things in (thicker

22 APRIL 1996

by Ed Greenwood illustrated by

ince the publication of the novel Elminster: The Making of a A Mage, many Realm gamers have asked for some game infor- mation about Athalantar and Faerûn around it. So here are a few “background bones” from which an interested Dungeon Master can build a campaign. For Realms fans who’ve not seen the novel, it’s set largely in the backwater land of Athalantar (whose capital, Hastarl, stood on the site of the present-day settlement of Secomber) after the fall of Netheril, but before Coronal Eltargrim opened Cormanthor to all races and the golden days of Drannor began. In the 1120 or so years since the events described in Elminster: The Making of a Mage, the kingdom of Athalantar has completely vanished. Only the elves (and a few confused human leg- ends, mainly told in Secomber) remember it. The Athalantan folk are lost and scattered; some became the Tree Ghost Uthgardt barbarian tribe of the Sword Coast North, and others settled in what became Tethyr and along the Sword Coast where Baldur’s Gate now stands. Much of what is today open land or scrub wilderland between The Sea of Fallen Stars and the Sword Coast was dense forest, and the power of humans was much less. Monsters, elves, and dwarves were far more plentiful, and the survival of the kingdoms of men (who alone among the races tried to clear the land and farm, rather than live in and with the forest, or burrow beneath it ignoring all above) was by no means certain. At the time of Elminster’s birth, Athalantar, the Realm of the Stag, was a fascinating, dangerous place to live. King Uthgrael, a famous warrior known as “The Stag King,” defeated neighboring elves and virtually exterminated local trolls and hobgoblins to expand an essentially leaderless riverbank farming land into a prosperous realm. He made his best battle-comrades feudal knights with their own holdings across the realm. Under their ready swords and vigilance Athalantar became one of the most successful farming regions north of Calimshan. The plentiful and reli- able Athalantan exports of all manner of food-

26 APRIL 1996 Role-playing in the FORGOTTEN REALMS® of the young Elminster

stuffs enriched the realm, and it seemed destined for a rise to and slain in 217 DR by a Calishite wizard, Rhanghaun of greatness – until Uthgrael died. Almraiven, who had been hired by his brother Elthaun. After his death, his sons warred over the Stag Throne, tear- Elthryn: This prince was a calm, peaceful, just man, one who ing the realm apart in the process; many capable and valiant was happier among farmers than courtiers. Born in 192 DR, he knights of Athalantar wet its fields with their blood. The eldest was always a sensitive, caring person who showed no taste for son, Belaur, hired many wizards to win this struggle for him, the intrigues and ambition of his brothers. When Elthryn retired and the plan worked too well – he soon found himself on the to the outlying village of Heldon, Uthgrael gave him the Lion throne, but a virtual prisoner of the magelords of Athalantar. Sword, a long sword with magical powers that had never left The wizards’ feuds and the ongoing intrigues of the surviving the king’s hand until then. Some saw this act as the king’s princes of the realm make Athalantar an ideal place for AD&D® appointing Elthryn true heir to the Stag Throne. play: it is a place of tense intrigues, and it is a time for adven- In Heldon, Elthryn married a forester’s daughter, Amrythale turers. Goldsheaf, in 210 DR. They had one son, Elminster, born in 212 It’s probably best for campaign balance if Elminster himself DR. Both parents were slain in the destruction of Heldon under remains yet unborn, hidden away, or protected by Mystra (this the breath of the draco-steed ridden by the archmage Undarl takes player tactics away from “Let’s slay or control Elminster” when he first appeared in Athalantar in 224 DR to make a name and keeps them bent on what characters in such a setting for himself. would really be concerned with), but the politics of Athalantar The Lion Sword’s powers were broken (as was the blade itself) are best grasped by a look at the royal bloodlines of the realm. by the dragonfire, but most sages agree that it could absorb lightning-spells (and probably some other magics) directed at its The Lineage of Elminster wielder. King Uthgrael Aumar (b. ? – d. 216 DR) married Syndrel 0thglas: This brother, born in 193 DR, was fat, jolly, and food- Hornweather (b. ? – d. 196 DR) who seems to have been half- loving from his earliest days. A glutton and poisoner, he used elven, or at least to have had elven blood. deadly wine and food additives to thin the ranks of the History records that the battle-skilled Stag King and the quiet, Athalantan court, advancing his own supporters. When Belaur’s cultured Queen of the Hunt loved each other deeply. Wed in mages made it clear they knew what he was up to, and threat- 188 DR, they had seven sons, known to history as the “warring ened to have him arrested and put to death for it, Othglas turned princes of Athalantar.” Listed in order of birth, these were: to worship of Malar for protection, moving to outlying Dalniir (in Belaur: The physically powerful eldest son, this bellowing 219 DR) and joining the Huntsmen there. The magelords turned bully seized power after Uthgrael’s death by doing the bidding of him into a boar during a hunt, and he was slain by his own men mages he befriended; they became known as “the magelords” in 220 DR. and ruled Athalantar until defeated by Myrjala and Elminster, Felodar: From his birth in 194 DR, this brother was restless in who slew Belaur (in 240 DR) and crowned Helm Stoneblade king Athalantar, and had no love for the realm or his family. He saw of Athalantar. wealth as a way of acquiring power that had nothing to do with Belaur was the most warlike and best-trained of the princes, the Aumar name, and he became obsessed with amassing and his father’s favorite. Unlike Uthgrael, he had a hot temper, a wealth. Leaving the realm in 214 DR, he established a base in cruel streak, and a lack of wisdom, and he was easily manipu- Calimshan. Once there, he fostered trade between Calimshan lated by others. Born in 189 DR, he proclaimed himself king in and Athalantar, and between the Realm of the Stag and every- 218 DR and reigned until 240 DR. where else, pleasing his father very much. Uthgrael would have Elthaun: Born in 190 DR, Elthaun was a soft-spoken, two-faced been less enthusiastic had he known that Felodar was enrich- master manipulator who had to flee the realm for his life in 219 ing himself by trading in slaves, contraband, and dark magic. DR. Belaur’s mages found and slew him in a city in Calimshan Ultimately, Felodar achieved much power in Calimshan later that year. through intrigues and the efforts of his hired gang of thieves, Cauln: A sour, suspicious, and secretive man, Cauln turned to agents, killers, and mages, and sent mages to Athalantar to take magecraft when very young. Born in 191 DR, he proved to be a control of the realm for him. Dubbed “the night mages” because natural at wielding magic and grew rapidly in they hid by day and worked in the hours of power – but he was baited into spell-battle darkness, they struggled against Belaur’s

DRAGON #228 27 magelords but were ultimately unsuc- Wyrm Tower to the company of others. precautions helped him survive at least cessful. He cared about the stability of Athalantar three concerted magelord attempts to Although Felodar remained a threat and regarded Elthryn as the best of a bad slay him. In the end, he lured five to Belaur’s rule for most of the time the lot. Unbeknownst to the fourth prince, magelords to their doom, trapping them eldest prince sat the Stag Throne, he died Shandrath watched over him in Heldon. in the cellars of his house in Hastarl, but of poison administered by a local The Wyrm-humbler used his scrying- very likely perished with them. Nothing Calishite rival late in the year 239 DR, glass and spells to learn what he could of was heard of him after 240 DR. though his death did not become known the plans of the other princes, then sent in Athalantar until 241 DR. forth spells to thwart them. The magelords of Athalantar Nrymm: The youngest prince of Belaur’s mages regarded him as their The main villains in the lives of Athalantar was timid and frail. Born in most formidable foe, and tried to keep Athalantan folk, these hated and feared 195 DR, he was raised by women of the their deeds and true power largely hid- tyrants were invited into Athalantar by court after the queen’s death, and he den until they could strike at him – in a Belaur, to help him seize the throne. All “disappeared” in 220 DR. Magelord massed spell-attack on Wyrm Tower in the best histories more or less echo the records indicate that he was turned into 222 DR. The attack shattered the Tower writings of Urdan of Launtok on the an otyugh by the magelords, then kept and destroyed Shandrath, leaving the eldest prince of Athalantar: “He ruled by in the middens of Athalgard, the royal unwitting Elthryn vulnerable. means of his magelords, cruel outlanders castle in Hastarl, so they had another Theskyn: The court mage of who in the end came to rule him.” blood heir of Uthgrael in their power, Athalantar was an old friend and trusted Although there were 30 to 40 minor should anything happen to Belaur. servant of the Stag King. He tutored Cauln magelings or apprentices in the lesser Nrymm was slain in otyugh form in and many magelings sent to Hastarl by ranks of the magelords at all times 238 DR by one of Felodar’s mages, in a the outlying knights of the realm. He died between about 219 DR to 240 DR, the indi- successful attempt to draw one of the soon after Uthgrael in 217 DR, poisoned by viduals named hereafter were all wizards magelords into a trap under the castle, Belaur’s agents. of at least 12th level. Those who survived so he could be slain alone. Theskyn was stout, short-tempered, to 240 DR were without exception 16th There is one other “prince” of and gray-bearded, with a long, hooked level or greater. They are listed in rough Athalantar mentioned in histories and nose covered with warts (a likeness order of descending importance. ballads who was not of Aumar blood. remembered in sayings like, “By Undarl: Known as the “Dragonrider” The only war-leader Belaur could trust Theskyn’s warts!”). He disliked magical for his preferred mode of battle, Undarl once the magelords were firmly in con- items and is said to have hidden away rose to become the self-styled Mage Royal trol was the mercenary Gartos, and scores of them, all over the realm, to and the real ruler of the kingdom. No one Belaur made him a prince of the realm “hew down cowardly reliance on the knew where he was born. He was a late so he outranked minor magelords and stored magical might of others.” addition to the magelords, arriving on could carry out Belaur’s will without hin- dragonback and destroying Heldon (and drance or petty harassments. He was The Night Mages Prince Elthryn) to “prove himself.” His true slain in Narthil in 234 DR. Here are the most mighty of form (a yuan-ti) was revealed in his battle “Felodar’s Sendings,” the wizards sent with Elminster... but this was only the Sorcerers of Athalantar into Athalantar by Prince Felodar; they body he possessed on Toril. He was actu- A quick glance at the warring princes either perished at the hands of Belaur’s ally a Malaugrym or Shadowmaster (of makes it clear their intrigues could fuel an magelords or joined their ranks. whom more is told in the Shadow of the exciting campaign in the farming realm Maulygh: This cruel man was driven trilogy). of Athalantar even without the mage- by ambition. A master wizard of Unther, Ubriien Orlyn: The first Mage Royal lords. When one adds the jostling, ambi- he joined the magelords (perhaps of Athalantar, this cruel and quick-witted tious mages who came to Athalantar to intending to betray them), but perished man dominated Neldryn and all of the seize power they could not hope to win at the hands of at a dinner other mages Belaur recruited. He took to in older, more civilized lands, things can in Hastarl in 229 DR. scouting the lands around Athalantar in become relentlessly menacing. Here are Nathgarl: A close-mouthed, careful, disguise, to learn their strengths and just a few of the wizards prominent in all-seeing wizard of Unther, apprentice to weaknesses – and what magic could be Athalantar in those days: Maulygh. Always looking over his shoul- stolen from them. He was slain when, in Shandrath: Widely known across der for treachery, his passion was laying the shape of an elven ruler, he tried to Faerûn as the “Wyrmhumbler” for the spell-traps anywhere and everywhere. cast a spell on an alert dwarven Axelord many dragons he slew or magically He was slain by senior magelords soon at a feast; the other magelords never tamed in his youth, Shandrath was the after Maulygh’s death, who suspected learned his fate. most powerful wizard to dwell in the him of somehow causing his master’s Neldryn Hawklyn: A haughty, thin Realm of the Stag. fall... perhaps only the first step in elimi- man who hailed from the lands that He came to Athalantar only in the twi- nating them all. became Chessenta, he was the leader of light of his days, and folk there usually Orthalar: This mage from distant Belaur’s original recruits, and after the referred to him as “Old Shandrath.” Over Calimport was known as “Orthalar of the mysterious disappearance of Ubriien, 70 years of age when Uthgrael died, Winds” because of his mastery of magic became the most powerful magelord, Shandrath was a short, stooped, crippled that hurled wind as a weapon. Even more the mage royal of Athalantar. He died at man whose twisted body was supported paranoid than Nathgarl, Orthalar always the hands of the Magister when he by a knobbly stick. He stumped around in cloaked himself in contingency magics dared to summon Mystra’s Servant to a constant pain, preferring the solitude of and multiple teleport escape spells. Such dinner in Hastarl, in 229 DR. He overcon-

28 APRIL 1996 fidently intended to use a Netherese ing his powers from him. He made many to battle by lthboltar in 240 DR, he died in magical item, the Crystal Chain of Binding overtures to his fellow magelords about the collapse of the Old One’s tower in (a transparent metal or glass chain that attacking Wyrm Tower. In the end, fear- Athalgard. flies under the mental direction of a con- ing Shandrath’s power in their midst, his Alarashan Tlor: This careful, self-con- trolling being and prevents all use of fellow magelords agreed, but Hulzimmer trolled wizard was careful to be helpful magic by any being imprisoned in its perished in the destruction of Wyrm to his fellow magelords but also to stay coils), to defeat the Magister and take his Tower, in 222 DR. unassumingly in the background, avoid- place. Undarl moved swiftly to seize day- Seldinor Stormcloak: A tall, impres- ing controversies. “Tlor the Faceless” to-day command of the magelords after sive-looking, charismatic magelord with Seldinor dubbed him, not realizing (as Hawklyn’s death, also taking his title of an eye for the ladies, Seldinor took him- lthboltar did) that Alarashan was await- Mage Royal. self across the realm on consort-gather- ing his chance to come to power when Ithboltar: “The Old One” was an early ing vacations whenever he grew restless, stronger colleagues fell in the teeth of tutor of Neldryn Hawklyn and followed but he spent the rest of his days working their own intrigues. Always planning for his pupil to Athalantar at Neldryn’s on his magic. He was interested in a day that never came, Alarashan liked request. By far the most magically capa- golems and the handling of other to keep track of the names, skills, and ble of the magelords, lthboltar tutored enchanted creatures created or aug- activities of mercenaries and adventur- almost all of the ambitious wizards who mented by magic. Elminster and Myrjala ers operating in or near Athalantar. joined their ranks. He preferred to keep caused his death in 240 DR. Forcibly summoned by Ithboltar, he per- behind the scenes and was careful to Kadeln Olothstar: This magelord ished in the spell-battle in Athalgard, in gain magical holds over all the mages he loved battle and brawling; the armsmen 240 DR. trained, and to make himself their of the realm hated him for the cruel goad- Janath Rendaer: One of the original refuge, counselor, and rescuer. ing he gave them. Fancying himself the mages hired by Belaur, the pranksome, When he first became aware of war-leader of Athalantar, he spent his sarcastic Janath was the only magelord Elminster and Myrjala, lthboltar saw time driving the troops into the lands to befriend any of the Athalantan them as a way of humbling and culling around – including repeated forays into knights or armsmen, who saw in him a the out-of-control, increasingly reckless the High Forest – to eliminate all the out- gruff fellow cynic just trying to stay alive and arrogant younger magelords. laws, rebels, and strong neighbors he in the midst of “a nest of spell-hurling Ultimately – and too late – perceiving could, ostensibly for the good of the vipers.” He perished in the assault on the true danger they posed, lthboltar realm (but really to keep the armsmen Wyrm Tower in 222 DR. forcibly summoned all surviving nearby too busy for any thought of revolt, and to Belargh Thulin: This minor magelord mage-lords of power to battle them. In entertain himself). Many armsmen were was an unambitious, lazy, cruel sensual- the clash that followed (in 240 DR), whipped, tortured, or slain on his orders. ist who devoted his time to romancing Athalgard was shattered and all of the Kadeln set himself up as their judge and all women who came within range of his magelords except Undarl perished. trainer. His fellow magelords, uninterest- eye (and his magical compulsions) in Ildryn Thallin: A sly, oily magelord, ed in policing sweaty sword-swingers, let rural Ambletrees. Belargh was notable adept at manipulation, avoiding foes, him have his way. for his collection of gems and other and verbal diplomacy. It was said in In the end, his love of war killed him; valuables taken from ladies – and the Hastarl that “Ildryn listens at every door he came to the aid of his fellow magelord cache of Netherese magical items he in Athalantar and knows whenever Taraj Hurlymm in 240 DR and was slain in brought with him to Athalantar from an coins change hands – and for what.” He battle against Elminster and Myrjala. earlier adventuring career (a cache never perished in the spell-battle in Athalgard. Taraj Hurlymm: An expert in the found after his death, and rumored yet Contingencies he’d set to follow his ways of beasts, Taraj hailed from far to lie beyond an invisible door that float- death wreaked much havoc around Sarn Murghom and was an avid, cruel hunter. ed in midair somewhere in Ambletrees). Torel, where his tower stood. To indulge his love of taking beast-shape He was slain by Elminster (while El was Hulzimmer Atharn: This studious, and stalking men and women as if they in female form) in 234 DR. quiet mage dwelt in the “backlands” of were prey, he took over governance of Briost Elthauryn: This calculating, northern Athalantar. He specialized in outlying Dalniir for the magelords – and quick-thinking mage was one of the magic that transformed men into mon- was eventually slain on a hunt by most dangerous magelords, known for sters, or at least gained for mages a sem- Elminster and Myrjala, in 240 DR. his quick-witted cunning and clever blance of beast-powers. Many folk who’d Malanthor Drymm: A proud and traps. He liked to travel Athalantar and committed crimes or merely displeased a cruel mage of Calimshan, Malanthor was the lands around as an envoy for the magelord were given into his hands for much given to the use of perfumes (and magelords, and he was a favorite of use in his magical experiments; the lucky sneers), and his forked black beard and lthboltar (who saw him as the best ones survived for years in stable beast- long waxed moustaches were much in choice to replace the drunken wastrel shapes. evidence at the best parties in Hastarl, Belaur as Mage-King of Athalantar. He Hulzimmer tried to befriend the elves where he fascinated the ladies as the perished in the spell-battle in Athalgard of the High Forest to learn their secrets epitome of culture and sophistication. in 240 DR. of taking dragonshape. He was rebuffed Too lazy to do much to advance his mas- Nasarn the Hooded: The oldest and and turned to futile attempts to worm tery of magic, he indulged in “building most experienced of the magelords after information on dragon-mastery from contacts” for the magelords among noble Ithboltar, Nasarn came to Athalantar Shandrath. and wealthy citizens of Hastarl. He desiring peace and stability. The Old One Hulzimmer became obsessed with inevitably found his way into their feuds, gave him the task of watching the defeating the Wyrmhumbler and wrest- intrigues, and bechambers. Summoned magelords for treachery against the

30 APRIL 1996 Mage Royal, by pretending to be the Old from other planes once too often for the A glance at Athalantar One’s rival (and an alternative tutor for likings of the Calishite satraps – particu- The princes and wizards we’ve seen ambitious magelings). larly after they discovered that most of thus far were the most prominent folk in On several occasions, overconfident Ilhundyl’s arrangements concerned their Athalantar; the knights and armsmen of magelords tried to take advantage of the own destruction). The Mad Mage ruled the kingdom largely followed them secluded locales where he liked to teach The Calishar (the lands north of (cleaving to support one or another in to destroy him and seize his magic. He Calimshan, now much of Tethyr) from his ever-shifting factions) or fled the realm slew all of them, transforming their bod- Castle of Sorcery, until Myrjala slew him altogether, while the wealthy merchants ies into stone statues and putting them while rescuing Elminster. in Hastarl kept their heads down, con- in a walled garden in his country house Myrjala “Darkeyes” was herself cerned themselves with trade, and lost near Jander. His fate is not recorded but famous in the lands around the any power or influence in the realm that he was not seen in the kingdom of Delimbiyr as a fey, beautiful, mysterious they might formerly have had. Athalantar after 240 DR. wanderer who meddled in the doings of Foresters hunted for game, fought Eth Junster: This young magelord rulers whenever she saw fit. She was elves and beasts of the woods along the was known as “Stoneclaw” because he unwelcome in many halls and courts northern edges of the realm, and protect- slew an umber hulk with his spells when and revered in many crofts and upland ed woodcutters who cut whatever timber young, then created a spell that gave huts, for the unexpected aid she ren- was needed, slowly expanding the realm him the same stone-rending claws it had dered to those in need. Her sigil was by hewing away at the edges of the High boasted. A wizard with a great natural three linked silver circles on a navy-blue Forest. Where necessary (as in the bandit- aptitude for magic, Eth devised many field, curving in an arc with one end-cir- haunted Horn Hills and Wyrm Waste to spells in his brief life. He was slain by cle to the upper right and the other at the west and northwest), the foresters “Elmara” (Elminster) at Narthil in 234 DR. the bottom left. When she wanted to were aided by patrols of armsmen, who Chantlarn lyrmerr: This capable, travel unseen, she took bird- or beast- had strong fortresses at Heldreth’s Horn often-amused magelord kept carefully to shape, or assumed the guise of the male in the west and Floodmeet in the east. himself, amassing magical items and herald Huntinghorn, envoy of Tavaray, Within the ring of protection thus pro- planning the day when he’d overthrow whose crossed-trumpets badge was vided, the hard-working farmers of the other magelords and seize the king- known across the North – by folk who Athalantar worked the heart of the dom for his own. That day never came. would have spit or hurried to snatch up realm, ensuring prosperity for all. He was forcibly summoned to the spell- a weapon or warning-horn had they The Kingdom of the Stag was defined battle (in 240 DR ) in Ithboltar’s tower in known who lurked inside that shape. Athalgard, he was slain there. Magic of the day Human sorcery in Faerûn was almost as advanced then as now – though the strong power of elven spells and the comparatively recent fall of Netheril made most folk think they were in a dark age of paltry spells and waning human learning and power. Many of the spells known in those days have since been lost (interestingly, Elminster attests that some of them are in use in present- day Oerth and can be found in the GREYHAWk® Adventures sourcebook). The Magister, Mystra’s mortal repre- sentative, was the mightiest wizard in all Faerûn – but the position could be lost in a moment to the smiting spells of any- one ambitious enough to want the title and duties. Wizardry was generally more advanced in Calimshan and what are today known as “the ” than in the North, and the epitome of south- ern magecraft was the Sorcerer Supreme of all Calimshan (at the Time of the magelords, the seldom-seen planar mys- tic Eltehaun of Calimport). The most talked-about – and possibly the most deadly – mage of the time was llhundyl “The Mad Mage.” This cruel sor- cerer-tyrant was cast out from Calimshan after he dealt openly with fell creatures

DRAGON #228 31 by two rivers. Delimbiyr, The River ate death. (As a swordcaptain of one and Tyr was also well represented in Shining, then as today the main route of gate guard told Elmar, as his men pre- Athalantar, and there were local shrines trade and travel between the Sword pared to attack her: “Mages who do not to older, now forgotten gods, to Tempus, Coast and Delimbiyr Vale (known then serve our king are not welcome here.“) and to all of the nature . as “Fallen Netheril” or the “Pharren Induction into the ranks of the Full priests of the Wargod held the title Uplands” after a now-vanished elven magelords involved a thorough mind- “the Sword of Tempus,” and ranking land), formed the southern boundary of reading and verbal interrogation, and priests of Lady Luck were addressed as the realm. anyone with other loyalties or ties to any “the Hand of Tyche.” In similar fashion, The Unicorn Run wound down outlaw or enemy of the realm was slain priests of Helm were “the Shield of Helm” through the heart of the realm from the forthwith. and priests of Tyr “were the Eye and High Forest, draining and watering the Yet the magelords were not all-pow- Hand of Tyr.” Clergy of Silvanus (regard- verdant farmlands until it joined the erful. They were few and self-interested, less of rank) were referred to as “Forest Delimibyr at Hastarl. and as the innkeeper Broarn described Fathers,” and clergy of Malar were The realm’s capital (and only) city was them: “The magelords have this land by “Huntmasters” (in both case, regardless of as crowded and filthy as cities every- the throat and don’t mean to shift their the gender of the priest). Priests and where, and its folk saw themselves as grip. Yet for all their airs, they couldn’t priestesses of Lathander were known as within reach of the sophistication of hold an apprenticeship at some places in “Lights of Lathander,” but Sune was rep- wealthy Elembar (which was seen as the the southlands.” resented only by priestesses, “Crimson height of human wealth and splendor Moreover, their selfish interests led to Ladies” to the general public, and “High outside of the decadent, somewhat mis- a loose command structure; although Lady” to each other. trusted Calimshan). Athalantar boasted gate-guards watched over the roads and The magelords deeply distrusted the large towns at Sarn Torel and Launtok, minor magelords accompanied armsmen clergy, and tried to hire or place spies in and lesser towns at Semper, Blenth, and officers as “watchhounds,” they didn’t every temple. Apprentice magelings Ulstone. The rest of the realm was a bother to report much to their superiors aspiring to advancement in the ranks of beautiful, pastoral landscape: “too good – by order. The magelords didn’t want to the magelords had to do many tiresome for grasping wizards,” as one local bal- be disturbed by the daily business of hours of magically spying on priests who lad, “The Rising of Helm,” puts it. administering a realm. were, by and large, engaged in nothing The wealthiest farmers and mer- As Undarl told a junior magelord: “I’d dangerous to the Stag Throne or to the chants became Athalantar’s nobility – not expect a magelord to waste magic ruling wizards. It’s not surprising that the such families as Bracetyr, Clorth, on bothering his fellows just for idle only avid magelord scrying was the Dalamber, Endril, Glarmeir, Ommer, chatter; a report should come only if watch set on the pleasure-loving priest- Prender, and Trumpettower boasted sev- something serious is amiss... if the esses of Sune, whose rituals attracted the eral country estates as well as many intruding mage should prove to be a spy wealthy, the noble, and the curious. rented farms, as well as “high houses” for another realm, for instance, or the (actually walled compounds around leader of an invading army.” The passing years miniature palaces) in Hastarl. Some relevant dates spanning the A minstrel described the governance Faiths in Athalantar Time of the magelords follow: of Athalantar thus: “The magelords rule As might be expected, the magelords 212 DR, Year of the Awakening Magic: openly, issuing decrees as if they were all didn’t appreciate unexpected and unin- Elminster, son of Prince Elthryn and kings. The only entertainment we have vited clergy of any faith showing up in Amrythale Goldsheaf, is born in Heldon. is watching them try to outwit each Athalantar (and there were guardposts at 216 DR, Year of the Battle Horns: The other. I don’t go back often. It’s not a Hastarl’s docks and on the roads to pre- known Northlands erupt in battle as safe land for any who speak openly vent undesirables from entering the many bands vie for supremacy; against the magelords – and that realm), but seldom had to act against countless thousands of goblinkin perish. includes minstrels whose clever ballads anyone except clergy of Mystra; no one In Athalantar, King Uthgrael Aumar may not be to the liking of any passing else came to Athalantar except by pre- dies; his sons, the “Warring princes of wizards or armsman. Athalantar doesn’t arrangement, and such arrangements Athalantar,” begin open battle battle for see any visiting wizards, now, either... were few. the throne. unless one has the power to defeat all It’s also unsurprising that worship of 218 DR, Year of the Dancing Lights: the magelords, why go there? If any Chauntea was the dominant faith in the Will O’ wisps are seen in profusion all mage of power comes to Athalantar, the land. Veneration of Malar, Silvanus, and over Faerûn in this year; some sages magelords’d doubtless see it as a threat Tyche (in those days, the Luck Goddess believe this marks an invasion of the to their rule – and all rise up together had not yet split into Beshaba and strange beings, perhaps through a gate against him!” Tymora) was also strong. The magelords unwittingly opened by a human sorcerer, The minstrel was correct; anyone in took worship of Mystra as their exclusive from another plane. Athalantar – and the lands immediately right, closing the Hastarl temple (and all In Athalantar, Prince Belaur proclaims around it, including Narthil, the Horn outlying shrines) of the Holy Lady of himself king and takes the Stag Throne, Hills, and the Tabath Hills to the east – Mysteries. (Then, as now, Mystra mani- organizing the armsmen of the realm who showed any evidence of owning a fested to the faithful as an eerie blue under the command of his hired wizards. magical item (except for the king and glow, or appeared as two eyes floating in (The term “magelords” dates from this nobles), and anyone at all who cast a flame, or as a tall, shapely woman with time, when Belaur named them all lords wizard spell was given the choice of join- dark eyes, hair, and robes.) of the realm, to give them clear authority ing the magelords or suffering immedi- Worship of Lathander, Helm, Sune, over everyone save himself.)

32 APRIL 1996 224 DR, Year of the Flaming Forests: Black Flame” forms in Unther and sure to come. (Those attacks did come, In the winter that opens this year, many destroys several armies sent by local and Andlath was to endure a decade of forest fires rage across the Northlands. rulers to slay them. Over the 20 summers bitter war, but through the heart of the An orc chieftan, Gluthtor, emerges victo- that follow, they develop many impor- strife the road pushed on and stretched rious at the battle of Bloodrivers (at the tant magics, but dwindle in numbers, complete from Athkatla to Ormath in site of present-day Yartar) and spends destroyed by rivals, or lost in travels to eight seasons.) the year uniting the under his com- other planes. They leave behind many 231 DR, Year of the Mist Dragon: A mand. powerful spells that later form much of gigantic dragon of this rare species The wizard Undarl comes to Athalan- the arsenal of the Red Wizards of Thay. appears in the lands around The Sea of tar; he and his dragon destroy the village During this year, Elminster, using the Fallen Stars in the spring of this year, of Heldon (and Elminster’s parents). name Eladar the Dark, is active as a thief challenging and slaying any dragon it 225 DR, Year of the Shattered Skulls: in Hastarl, capital of Athalantar. can find. By winter, it has amassed a Gluthtor’s great orc horde is turned back 230 DR, Year of the Wailing Dryads : huge treasure... and the first of several by the elves in the Sword Coast lands, at Crowded, rapidly-growing human realms hundred fruitless adventurer-forays sets the cost of much of their strength, in the all over Faerûn have run out of room. forth from Calimport in search of what battles of Five Falcons (east of The Stone Trees are felled all over the human-held bards came to call The Shining Hoard of Bridge) and Hungry Arrows (southeast of lands of Faerûn this year, and many the Great Dragon. (For some 60 years present-day Everlund). The rise of roads begun, cutting into the heart of the mist dragon slays adventurers. After archery among the orcs is said to date once-impassable woodlands. that, no trace of it or its hoard can be from these slaughters, wherein the sur- Dalagar “Longwalker” becomes king found.) viving orcs saw a few thousand elven of Andlath (a vanished realm that flour- 232 DR, Year of the Leaping Centaur: archers slay hundreds of thousands of ished on what is now The Shining Plains), In Andlath, centaur herds break free of goblinkin. and begins construction of a trade-road human slavery in Andlath, shattering 226 DR, Year of the Empty Turret: linking the Sword Coast lands with the that realm into small, besieged territories Despite the lack of major wars, disease Vilhon Reach; many folk say it’s an and outposts. and widespread lawlessness take many insane undertaking whose building will Dalagar spends much of the year in fighting-men to their all over require “a thousand thousand years” his saddle, fighting 40 battles or more, Faerûn this year. even without the attacks by elves, but the road-building goes on. 227 DR, Year of the Raised Banner: dwarves, and everything else that are 233 DR, Year of Much Ale: A rich bar- Three small realms are founded in this year. They are the halfling realm of Meiritin in what is now eastern Amn; the human realm of Shavinar north of pre- sent-day Baldur’s Gate; and Tathtar at the western end of . All have since vanished. 228 DR, Year of the Loremasters: Several sages publish important histories of human magical achievements in the summer of this year, winning wide- spread fame. Today, only one of these works survives (The Trail Of Wonder, by Aumtevel Dlarryn; the only known sur- viving copy is now kept in the inner rooms of Candlekeep), and only two of the writers are remembered: the sage Aumtevel Dlarryn of Elembar, and High Scribe Blaeruityn of Ankhapur, a priest of Oghma. Blaeruityn, a giant of a man who stood nine feet tall, is said to have devised the first “speaking book,” where- in voices could be heard reading the words aloud as the pages are turned (the spells for doing so died with him). At least two such books were in the court library in the castle of Athalgard, some- time in the five years that followed... but what became of them is not known. At this time, Elminster is an outlaw in the Horn Hills, on the borders of Athalantar. 229 DR, Year of the Black Flame: A cabal of wizards calling themselves “The

DRAGON #228 33 ley harvest this year makes beer plentiful Myrjala’s; they decide to part, and Dragonreach lands are a mystery; and good in the lands around The Sea of Elminster reveals his true gender to his human settlement on the north and west Fallen Stars. teacher. sides of The Sea of Fallen Stars hasn’t yet As a member of the Brave Blades 238 DR, Year of Many Mushrooms: reached north of the Vilhon Reach. adventuring band, “Elmara” (Elminster) is Damp, cloudy weather and widespread The High Forest wraps around busy exploring old ruins, dungeons, and rotting diseases promote wild growth of Athalantar, and elves still dwell in its subterranean holds in the lands north mushrooms all across northern Faerûn. green depths, on the banks of the and west of Athalantar. There are tales of sinister “walking mush- Unicorn Run. As the innkeeper Broarn 234 DR, Year of Bloodflowers: A red- rooms” and fads for wild mushroom pie, tells Elminster, their superior magic fails leafed wildflower, called the “blood- mushroom wine, mushroom-laced beer before persistent human attacks time flower” for its hue and prevalence on – and much trade in barrels of fried and again because they won’t unite into open plains that often become battle- mushrooms packed in salted gravy. armies: “Elves have little taste for war fields, seems to grow everywhere this Elminster goes mage-hunting across and spend much of their time feuding year – and in the spring, an alchemist in Faerûn, trying to defeat evil mages and with each other. Most of them are also... Calimshan discovers a magical use for its gain their powers. He travels to The we would call it idle. They trouble them- petals, enabling wizards to heal wounds Calishar to seek llhundyl the Mad Mage, selves more about having a good time, with a salve made from it that they can who rules much of the region with his and less about doing things. Human wiz- rub on before battle, and then activate at cruel magics. Myrjala rescues Elminster ards know less, but are always trying to any time with a single word. (In the by destroying llhundyl with and find old spells or create new ones; where decade that follows, the bloodflower is reveals her love for the youngest Aumar most elven mages smile, say that they harvested so thoroughly that it disap- prince. They decide to dwell and work already know all they need to – or if pears from Faerûn. There are, of course, together. they’re fair arrogant, lord, say they know rumors of its survival in the deepest jun- 239 DR, Year of the Wandering everything there is to know – and do gles of Chult and Mhair). Leucrotta: A sudden increase in the nothing.” 235 DR, Year of Drawn Knives: numbers of leucrotta drives many of Yet even in decline, the Fair Folk awe Intrigue, wars of succession, and assassi- these nasty creatures to roam across the most Athalantans, and their presence nations are rife all across Faerûn; it is a North, each seeking its own territory. discourages casual woodcutting and for- time of defiance, violence, and short Much fear, widespread rumors (of vari- ays into the woods. As Broarn puts it: “If tempers. Elmara (Elminster) is studying ous rulers being disguised leucrotta and you must hide from the magelords, go and adventuring with the sorceress suchlike), and bloodshed results. up the Unicorn Run, deep into The High Myrjala. Elminster and Myrjala work together, Forest. They fear the Fair Folk will rise 236 DR, Year of the Plague Clouds: A building their powers for a planned against them there, with strong spells, mage in Mulhorand devises a spell that assault on Athalantar. and they’re right on that. The elves fear creates clouds of poisonous gas that last 240 DR, Year of The Chosen: Elminster to lose more land to the axes of several days, so if local weather cooper- achieves his destiny and shatters the rule Athalantar and will fight, now, for every ates, the clouds can drift down to work of the magelords, slaying King Beluar. El tree. If you need to hide only from arms- against foes – or anyone else in their then crowns the outlaw knight Helm men, Wyrm Wood right behind us here path. The wizard is slain by fearful neigh- Stoneblade king of Athalantar. Myrjala will do. They fear dragons. The mages bors and rival wizards, but not before reveals herself as the goddess Mystra; know better; they slew the last dragon someone steals at least one of the spells Elminster becomes one of Mystra’s some 20 winters gone, but can’t get us involved. Chosen and is sent to Cormanthor. simple folk to believe that.” Elmara continues to study and adven- 261 DR, Year of Soaring Stars: Elven Such folk beliefs are complicated by ture with Myrjala, traveling widely in and human mages of Faerûn devise the fact that a rare few of the moon Faerûn. spells needed to sail the skies in this elves of Sharrven (the name elves use for 237 DR, Year of the Disappearing year, and new skyships are seen in that part of the High Forest south of : Ansryn Tehvyae, a crazed Faerûn – the first such craft outside of Star Mounts) have mastered magic that hermit-mage who dwells in Tsharoon (a Halruaa since the fall of Netheril. allows them to take on dragonshape land since swallowed by the Quoya Cormanthor is renamed Myth Drannor, when need be. They are the reason the Desert) develops a spell that teleports and opened to all “good” races. Its magelords did so much dragonhunting unwitting and unwilling dragons from Mythal, a powerful, permanent protec- in Athalantar once their grip on the place to place, from afar. He uses it to tive magical field, is “laid” (cast) by many realm was secure. hurl dragons into close proximity – and mages working together, Elminster The far more haughty sun elves usually subsequent combat with fearful among them. inhabit the western reaches of the High defenders – above the strongholds and Forest, well north of Athalantar – the croplands of those he dislikes and fears, realm of Siluvanede. Its sigil is a silver which is just about everyone in the The world around Athalantar griffon, and folk of all races venture to Eastern Realms. There is much tumult in At the time of the magelords, much of Lothen of the Silver Spires, at the south- those lands until the end of the year, what has since become known as the western-most point of the realm, to ask when Tehvyae is identified by the wisest, Savage Frontier is wilderland – vast audience of the Aeltagarr, the kindly seer most furious surviving dragons, and forests little seen by men that stretch for and sorceress of the realm (whose magic destroyed. The fate of his spell is unknown, unexplore distances, and are is said to rival that of the Magister him- unknown. rapidly swallowing up the “haunted self). The Highlord of Siluvanede has Elmara’s magic grows to outstrip ruins” of Netheril. The Moonsea and made it coldly clear to all that visitors of

34 APRIL 1996 any sort – even elves of “lesser” races – north of Calimshan, all forests and rivers, Swords was then simply the Great Sea. aren’t welcome anywhere else in his where their nobles always go to hunt The pirate-infested and storm-wracked realm. game – or went, that is. An archmage set coast north of Calimshan kept trading Most humans only have contact with himself up there and now rules most of ships few, though the southlands were the friendly, widely-trading elves of it. The Calishar, it used to be called. I already running short of large timbers Ardeep (a realm marked today by the know not if he’s renamed it, as he seems and plentiful game, and casting eyes to vastly-shrunken, almost deserted Ardeep- bent on changing all else. The Mad the “unspoiled” north. forest). Mage they call him, because he chases Some vessels did make the journey, The elves craft and sell exquisite gob- his whims so fiercely and doesn’t care however. They called at the rich city of lets and bottles of blown glass (of rain- about what he destroys in the doing; Tavaray (which is now entirely sunken bow, blue-green, or amber-to-gold hues), Ilhundyl’s his name. Since he claimed the beneath the vast, noisome Lizard Marsh) extremely expensive finery (a bridal land, all the folk as didn’t want to be and the tiny seacoast realms of Uthtower gown cost one Athalantan noble a thou- frogs and falcons and who knows what (covered by the present-day Mere of sand pieces of gold), and two vintages: else have moved on – north, most of Dead Men) and Yarlith (which lay some- the emerald-green, chilled mint wine them, because all the land in Calimshan what south of where Neverwinter is served in a hundred taverns and houses is held by someone, and I hear they now; a land of skilled woodcarvers, all over the human lands, and the far keep slaves.” hardy shepherds, and – of necessity – rarer moondrop – a sparkling, smoky- South of Calimshan, the Tashalar tireless orc-slayers). flavored clear liqueur reputed to have (then “Tashtan” or the Cities of the Sea- The Delimbiyr followed almost the healing properties. The finest elven breeze) produced purple-and-emerald same course as it does today, linking wares come from Shantel Othreier (a woven fabrics for trade that outshone these rich places to the interior: the deep forest that once stood where The even the fine silks of Calimshan. Its elven realm of Ardeep and the most Green Fields are today). wares, however, were about all most prosperous and sophisticated human Then, as today, rivalries between folk of Athalantar knew about this holding in the North, Elembar, which and dwarf were strong. During the Time fabled region. Northern folk believed flanked Ardeep on the east, stretching of the Magelords, the Stout Folk were (correctly) that beholders ruled over north from the River Shining almost to still strong, with holds scattered across many small realms east of Calimshan – the site of present-day Ironford. the North and the proud realm of each beholder treating all who dwelt or Travel down the Delimbiyr was an Ammarindar due east of Athalantar (in came into its territory as its slaves. easy task of steerage, but going upriver what are today known as the Greypeak What is today called The Sea of was a long, arduous polebarge journey. Mountains). Dwarves from Westdelve, the most westerly hold in that realm, are often seen on the River Shining, poling their trade-barges up and down. They buy much food from human traders and sell finely carved stone coffers and caskets, gems, the ruby-red wine popularly known as dragonsblood, and the sweet, sparkling lime-hued vintage called “moonbubble wine,” which human newlyweds are wont to toast each other with – a wine few humans know is made from fermented fungi touched by moonlight at the bottom of deep shafts! The Axelords (hold rulers) of the dwarves are determined to stay on good terms with the humans. They know the power of the demi-humans is waning, and the “pushy, hasty” humans will someday swarm over all. They’ve made a good start on that already. Human wealth, power, and teeming multitudes are still in the south- lands, in climes described by the garru- lous Broarn as follows: ‘Aye, the lands down there have always been rich, and crowded – fair crawling with folk. The greatest realm is Calimshan; the place those dusky-skinned merchants with their heads wrapped, who come here all bundled up in furs in spring and fall, come from. There’s a huge lawless land

DRAGON #228 35

The mouth of the river wasn’t marshland after its lower floors had collapsed, Elminster, with hostile wizards all as it is today, but a scattering of now-van- Tales say Ondil had withdrawn into around, monsters roaming the lands in ished bare islets of which the only one this spell-guarded tower even before deadly profusion, and the fabled riches whose name survives is Mystra’s Dance Netheril’s rise to greatness, to craft many of ruined Netheril waiting upriver. (because it held what folk believed was new and powerful spells. He was report- It is a simpler time, with frontiers to be the very first Altar of Mystra). edly so mighty in magic that he was able pushed back and unknown territory to Even before the magelords rose to to hide his tower from all Netherese explored. A time when swords mattered open power in Athalantar, they’d set “the mages. Older tales said Ondil had been a more, and coins less. A time for heroes. Great Fires” west of the Kingdom of the sorcerer of Thaeravel, the land of mages Why not try an Athalantan campaign? Stag, to “drive the elves out of all these from which Netheril sprang (believed to lands and take them for men, but men lie – then as now – under the sands of huddled in ever-more-crowded cities and Anauroch). towns along the Delimbiyr, and summer And how did the folk of these realms Ed Greenwood is the creator of the by summer the forest crept back to view Athalantar? Most termed it a back- FORGOTTEN REALMS campaign and the author reclaim the hills. Soon the elves – more water land where “the boar-hunting of Elminster: The Making of a Mage, bitter, and swifter with their arrows than princes of the Stag” lorded it over thick- among other novels set in the Realms. they’d once been – would return.” The witted farmers. wood they destroyed had been known In the words of an elven Highlord, as Halangorn Forest, and it separated Athalantar is a “land of simple farmers Elembar from the Horn Hills (always a and boar-hunting swordswingers, whose What? land of monsters, outlaws, and misfits). young king has had the sense to gather No SASE? At the eastern end of Halangorn in a few landless hedge-wizards to Forest, on the north bank of the advise him. They’ve neither the magical If you write to us and expect a Delimbiyr, stood Morlin Castle, whose skill nor the want to work destroying personal reply, remember to human lord held the titles Baron of magic.” enclose an SASE (self-addressed, Steeping Falls and Lord Protector of the stamped envelope) Sword Hills – territories that lay on the Into this little-known land was born If you are writing from over- south bank of the river. It was a cross- the greatest wizard the Realms has ever seas, send a self-addressed letter IRCs roads of sorts for traders on the river. known. Your own adventurers can step and two (international reply North of Elembar was a band of into the same tense times that reared coupons). sparsely-settled steadings and walled vil- lages that were often raided by orcs, bugbears, hobgoblins, and similar mon- sters. The band stretched from the west- ern fringes of Siluvanede northwest to eastern Yarlith. Known as the Mlembryn lands, this territory boasted only one town of any size – Baerlith, at its western end – and was home to many tough, independent folk whose love of freedom made them unwelcome in more orderly realms. The southeastern boundary of the Mlemblyn lands was Ladyhouse Falls, site of a temple to Mystra, where a now-van- ished tributary of the Dessarin tumbled westwards to join the Long North River. South and west of there, the northern edge of the Horn Hills were marked by a line of hills known as the Watchers of the North. Immediately south of them was Ong Wood – and unbeknown to most folk, a secluded vale at the western end of the Watchers held the legendary Floating Tower, home and later tomb of the mighty archwizard Ondil of the Many Spells. Once guarded by liveried griffons who drove intruders away, it was found the Bright Blades adventuring band (when Elminster – as Elmara – was their mage). The tower’s name came from the fact that mighty magics held it up, float- ing unsupported high above the ground,

DRAGON #228 37 Golems are potent symbols of just what high- powered magics can do. They are at once terrifying and awe- inspiring. Sometimes the powerful mages and priests who create these monstrosities try their hands at making something different, and a new class of golems comes into being. Sometimes, in disgust, they throw away their notes. Unfortunately, these notes are sometimes found. Witness the chia golem, chocolate golem, and the horrid plush golem. by Anne Brown illustrated by Dan Burr

38 APRIL 1996 Chocolate Golem

CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: Non- (0) TREASURE: Special ALIGNMENT: Neutral

NO. APPEARING: 1 ARMOR CLASS: 10 MOVEMENT: 6 HIT : 6 or 1 THAC0: 15 or Nil NO. OF ATTACKS: 2 or 0 DAMAGE/ATTACK: 1d4/1d4 SPECIAL ATTACKS: Breath weapon SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (7’ tall) MORALE: Fearless (19) XP VALUE: 650 or 0

A chocolate golem is a sight never to be forgotten. Stories describe chocolate golems of every size and shape, including giant rabbits, chicks, dragons, reindeer, scarecrows, humans, , vampires, and other fantastic creatures. kets and candies. Children make a game of whacking the golem Two types are known: hollow and solid. Bittersweet, milk, or with a stick or pole until it shatters, spilling its treasure and even white or flavored chocolate may be used in construction. shards of chocolate for partygoers to scoop up. The hollow chocolate golem requires at least 500 Ibs. of the Chocolate golems exhibit varied reactions to spell effects. finest quality chocolate. The chocolate may be poured into a Electricity affects them normally. Hold, paralysis, and sleep spells specially created mold or may be sculpted and the middle hol- have no effect. Cold-based spells improve a chocolate golem’s lowed out. Making the solid chocolate golem requires at least a Armor Class by 2 (making them AC 8) for 1d4 rounds. 1,000 lb. block of fine chocolate. The golem is then sculpted Cumulative cold-based spells have no additional effect. from the single block. Any heat-based or fire spells function fully against a choco- Either golem may be embellished with edible paints, frosting, late golem, but with a dangerous side effect. The blast of heat or small candies. instantly causes a spray of hot melted chocolate in a 15’ radius. Any creatures within this area suffer 1 hp damage per die of Combat: The deluxe chocolate golem (6 HD) typically serves damage caused by the spell. Thus, a golem struck by a six-die similar purposes as other golems – as sentry or guard. They are fireball causes 6 hp damage to all creatures within 15’. sometimes used as security for large parties thrown by kings and other royalty. They appear to be nothing more than edible Ecology: Like all golems, the chocolate golem is a manufac- room decorations but can be ordered to attack. Thus, the tured creature and has no place in nature. They are created only golems offer a more innocuous presence than armed guards. through magical means. The deluxe golem attacks with both fists for 1d4 hp damage A priest of at least 11th level can create a chocolate golem each. Approximately 25% of deluxe golems also have a breath through extensive ritual, preparation of the chocolate figure, and weapon of sorts. Such golems are filled with fruit-flavored use of the following spells: purify food & drink, prayer, , liqueur, whipped cream, peanut butter, or marshmallow. The and animate object. golem can spew forth one gallon of filling every three rounds A wizard of at least 14th level must cast fabricate, geas, and until its supply (typically 1d6 +6 gallons of filling) is exhausted. limited wish following the construction of the chocolate figure A golem’s THAC0 is 10 for purposes of spraying filling and it and extensive preparatory rituals. can hit one victim. The golem’s spray causes no damage As part of their enchantment, chocolate golems are stable at (although golems filled with chunky peanut butter cause 1 hp temperatures up to 125°F. Enduring any temperature beyond damage) but blinds a victim for 1d4 rounds. There is no saving that causes them to lose 1 hp per turn. When a golem loses 50% throw. of its hit points from melting (whether magical or mundane), it is The lesser chocolate golems (1 HD), often called “party affected as if by a slow spell. golems,” are typically commissioned at great expense for chil- Anyone wishing to purchase a chocolate golem can expect dren’s parties by royalty. The party golems are capable of noth- to pay a minimum of 700 gp for a hollow golem, 1,000 gp for ing more than walking, sitting, or standing. They never attack. a solid golem, and 1,200 gp for a filled golem. The wizard’s Party golems are always hollow and are filled with small trin- labor costs and additional 2,000–3,000 gp.

DRAGON #228 39 Chia Golem

CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Soil, water, compost INTELLIGENCE: Non- (0) TREASURE: Nil ALIGNMENT: Neutral

NO. APPEARING: 1 ARMOR CLASS: 4 MOVEMENT: 6 HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2d4/2d4 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (6’–8’ tall) MORALE: Fearless (19) XP VALUE: 1,400

Chia golems span the full range from beautiful, elegant topiary A chia golem attacks with both fists for 2d4 hp damage creations to hideous, diseased, overgrown plantings. On royal each. If the golem is planted with a vine whose tendrils might estates, one might detect chia golems in the form of giant rab- slap at an opponent, +1 hp is added to each fist strike. If the bits, mice, lions, camels, dragons, or even uniformed armed creator of the golem chose to plant it with a thorny or other- guards. Near an abandoned wizard’s tower or in the courtyards wise noxious plant, other bonuses may be assessed as well. of evil temples, chia golems may be present in the form of vam- Chia golems are immune to sleep, hold, and paralysis spells. pires, werebeasts, minotaurs, various , insects, or other Cold-based and heat-based spells may wither the foliage of a horrid creatures. chia golem but cause normal damage. Spells such as entangle, A chia golem is a terra cotta or other baked stone sculpture warp wood, and plant growth have no effect. Hold plant and anti- that serves as a surface for plant growth. The chia golem is typ- plant shell work on chia golems as per the spell descriptions. ically soaked in water and spread with seeds to await sprout- Transmute rock to mud destroys a chia golem, but the plants will ing. They have a truly bizarre appearance until the plants have live in the resulting mud as long as conditions are right. fully matured. Chia golems may be planted with nearly any type of seeds, Habitat/Society: Chia golems may be planted with perennial such as grass, resulting in a thick green coat; a creeping flow- plants and kept outdoors year round or, if planted with more ering plant such as phlox or alyssum, resulting in a fluffy pastel tender plants, may be moved indoors with the onset of cold mat; a poisonous plant such as poison ivy or oxalis; or a vine weather. Chia golems may also live indoors year round. plant such as morning glory, ivy, or grape (vines may cause The golems, which are hollow, must contain a small amount damage in melee; see Combat). A combination of plants may of soil at all times, and they must be watered according to the be used to achieve a particular aesthetic effect. requirements of the particular plant. A quantity of compost No one has ever been known to have created a chia golem must also be added to the golem about once per month. for himself; all known examples have been received as gifts. Chia golems typically range in size from 6’–8’. Smaller Ecology: Like all golems, the chia golem is a manufactured golems are somehow unable to maintain the enchantments. creature and has no place in nature. They are created only The creation of a chia golem begins with a sculpture in the through magical means. form of the desired creature. The sculpture requires at least A priest of at least 11th level can create a chia golem 1,000 Ibs. of material. The material must be porous when it is through extensive ritual, preparation of the terra cotta figure, hard to allow for rooting and water seepage; thus, a golem and use of the following spells: plant growth, prayer, commune, could not be sculpted of granite, but it could be sculpted of and animate object. limestone or of clay and then baked. A wizard of at least 14th level must cast fabricate, geas, charm plants, and limited wish following the construction of the baked Combat: Chia golems act primarily as sentries. They may be clay figure and extensive preparatory rituals. stationed in a particular place to stand guard or they may be A druid of at least 14th level may create a chia golem using ordered to creep slowly around the perimeter of an estate to animate rock and plant growth and a month-long process of fer- keep watch. Their lack of intelligence and capability for imper- tility and other rituals that must culminate on the eve of the ceptibly slow movement makes them ideal for this type of winter solstice. watch duty.

40 APRIL 1996 Plush Golem

CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: Non- (0) TREASURE: None ALIGNMENT: Neutral

NO. APPEARING: 1 ARMOR CLASS: 10 MOVEMENT: 9 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d2/1d2 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Surprise MAGIC RESISTANCE: Nil SIZE: L (6’ tall) MORALE: Fearless (19) XP VALUE: 650

Plush golems are every parents nightmare. They are typically given as gifts to young children, usually by obnoxious aunts or uncles. Plush golems seem like ordinary stuffed animals at first, but eventually reveal their animated state of being to the chil- dren who own them. As the children treat their toy animals more and more like live creatures, the parents’ frustration increases as the child insists that the toy be allowed to eat at the dinner table, go along on outings, and take part in other family activities to the nuisance of everyone. Plush golems are finely crafted stuffed animals and may be made of velvet, cotton, or wool. They are usually stuffed with cotton batting, but are sometimes partly filled with dried beans. They may be created in realistic colors to represent a real bear, panda, lion, or tiger, or they may be fabricated into fantastic creatures such as pink elephants, purple rabbits, or lime green monkeys. Of particular note are plush golems in the form of a large purple-and-green dinosaur. For some unknown reason, these have been seen in great numbers in recent years, and have an affect of aversion and fear in individuals over 12 years of age. Upon viewing such a creature, persons over 12 must roll a sav- These creatures are immune to sleep, hold, paralysis, and cold- ing throw vs. paralyzation or be struck dumb for 2 rounds. based spells. They are immune to heat-based spells but suffer Also of note are plush golems in the form of a small striped normal damage from fire-based spells. Plush golems suffer only tiger. These are far more rare than the purple dinosaurs. half damage from bludgeoning weapons. They instinctively Children who receive the tigers as gifts suddenly seem to find react to the commands of the children who receive them as themselves in more trouble with their parents than normal, find gifts. that no amount of cleaning will keep their bedrooms neat, and that they have trouble concentrating on schoolwork. Ecology: Like all golems, the plush golem is a manufactured creature and has no place in nature. They are created only Combat: Plush golems never attack individuals under 16 years through magical means. of age. They attack only when provoked or when the children A priest of at least 11th level can create a plush golem of the household are threatened. They gain the element of sur- through extensive ritual, preparation of the stuffed figure, and prise, since most adults never suspect the possibility of the crea- use of the following spells: prayer, commune, and animate object. ture’s animation. Although they are weak in combat, they often A wizard of at least 14th level must cast fabricate, geas, and provide enough distraction for a child to escape a dangerous Iimited wish following the construction of the stuffed figure and situation. extensive preparatory rituals.

DRAGON #228 41 42 APRIL 1996 wouldn’t do for a jewel or treasure. It can also give another dimension of believability to the DM’s campaign world, as well as to the characters that populate it and the PCs who adventure in it. It is an idea that spans back centuries– the epic story of Beowulf centers on a warrior saving his father’s kinsmen – and can still be recognized in some of today’s most popular literature. Take, for exam- ple, the Majere twins, Raistlin and Caramon, from the DRAGONLANCE® novels. Two brothers – one physically strong, one magically so – spawned an entire trilogy of novels based on their relationship with each other and the challenge one of them faces when he must seek out, and possibly kill, his errant Bringing the adventures sibling. The conflict made each character what he was; neither would have been as interesting, or as real, without the presence of the other, and the twins would not be two of the most pop- closer to home ular characters in today. From the same series one can also find Sturm Brightblade, a knight errant whose father is the most important thing in his life and the motivating by Bryan Hudson factor for nearly everything he does. Again, the character is illustrated by Scott Rosema defined by his ties with his family; it gives him substance and believability. It can do the same in your campaign. And using the family is convenient, if nothing else. When the DM is in desperate need of ideas, the players and their charac- t happens to every party, eventually. They’ve done it all: ters can provide a plethora of interesting – and often viable – answered the summons of kings, heard the cries of fair maid- plot lines. Bringing relatives into your campaign can also be use- I ens, stumbled onto ancient ruins, and listened to the pleas of ful if you’ve been having troubles with Monty Haul and want to frightened townspeople; they’ve beaten the ogre hoard, foiled slow down treasure accumulation among your players. Lets face the thieves’ guild, and stopped the plot against the throne; it – no true Chaotic Good warrior is going to ask for reward they’ve accumulated all the wealth they need and all the mag- money from his favorite uncle or the cousin he loved like a ical items they want. They’re worn out, and, frankly, the next brother when the two were children. time they hear a maiden calling, they might just let the dragon Finally, using the family is a great way to make your gaming have a decent meal. group feel more connected to their characters, the campaign, The DM knows this. He sits in front of his books, wondering and the world in which it all takes place. Simply have them sit how to motivate the party to action. He realizes that his player’s down and write a paragraph or so about their characters’ back- enthusiasm just wasn’t there last week, as they tried to protect grounds: parents, siblings, homelands, or whatever else they yet another noble from assassination. He’s flipping through can come up with. The DM can even help in this process, offer- books, magazines, anything for an idea, when Mom walks in. ing up ideal homelands and other world-pertinent information “Take out the trash,” she says. It is not a tone to be argued to the players. Now, most players have at least some idea of with. character background already; its one of the keys to role- And it’s as he’s hauling plastic sacks full of empty cartons and playing a PC’s personality (and anything that encourages role- last weeks meat loaf to the curb that he grumbles to himself, playing is good, right?). Having players write down their char- “She’s darn lucky I’m her son, or there’s no way she’d be able to acter histories not only solidifies the past into tangible form but order me around. I’d never haul trash for some stranger. Not also confers a number of advantages: it supplies the DM with without a paycheck, or a thousand gold piece bounty...” ideas for potential future plot lines; it gives players some “cre- Suddenly, inspiration! ative power” in the campaign (they just eat this up); and it His player’s characters aren’t nobodies, created from nothing allows players to become familiar with their characters’ families. just to fight evil. They must have a past, and somewhere in that If the DM simply takes it upon himself to create a character’s lin- past there must be a family. And who’s to say that family won’t eage, typical PC reactions will most likely run along the lines of, run into their adventurous relative sometime during his or her “Malon’s cousin who?” This way, player reaction will be some- career? And who’s to say they might not need some help? thing more like, “Oh, wow! Cousin Rothgar! We used to play Excited, the DM picks up the phone. together as kids on Uncle Brenuar’s farm, out in the Hill “Hi, Bob? Tell me a little about Malon the Merciful...” Lands...” Essentially, it can help players gain some familiarity with a campaign world they may know little about. The family can be a great motivating factor in real life. It can There are a number of ways in which the family can be also be used quite successfully in the AD&D® game, or any other worked into an adventure, each one rife with possibilities. Some RPG, to get players and characters to stretch their necks out, to of the easiest (and most enjoyable) are listed below. go that extra mile, to do that one crazy stunt that they probably

DRAGON #228 43 Family matters ter (or other relation) of a PC causing grizzled, oh-so familiar face, and at the He shouldn’t be out here. Jeosep was a trouble for a town or city, or perhaps knurled hands holding the horsewhip so cleric, not a fighter; he’d barely hefted a mace even an entire kingdom; the exact type comfortably, Malon was suddenly very, very before, let alone been in combat with an of trouble could be, as with “Family afraid. For he knew those hands and that unruly . But the farm was his home, Matters” above, anything the DM wishes, whip. He’d felt them in action before, in his the sheep were all his family had left, and as so long as it is severe enough to get the youth, and the memories were far from long as anything threatened them, he’d be in local authorities desperate for help. pleasant. the field, night after night, ready to defend it. Normal means of stopping the rogue “F–Father...?” So let the beaked horror beware. prove to be useless, and so, having Extremely similar to “Sibling Rivalry” nowhere else to turn, they call in the above, this little trick isn’t sprung on the This first is perhaps the simplest way “expert” on their problem: the PC. players until the end of the adventure, to bring family into the campaign. It can DMs will find this scenario opens up a after they’ve battled their way through begin with a PC going home, whether number of character-developing possibil- the monster hordes and into the deepest having been called there or just visiting ities. First, the PCs will probably want to depths of the Mad Wizard’s dungeons. between adventures, or with the sudden find a way to stop their errant sibling They pick the lock and disarm the trap appearance of said family at his without killing him; after all, he is family. on the final door in their path, slay the doorstep. However it happens, it soon It’s usually about this time that the play- guards, and burst through... only to becomes evident that his family has a ers regret having ignored those net and have one of the characters suddenly problem and that they need a warrior (or bola weapon proficiencies (and warriors shout, “Oh-my-gosh, Vall! You’re the Mad mage, or thief, or priest) to help solve it. with empty slots decide to scoop them Wizard!?” Obviously, this can throw a PC Professional help was much too expen- up). It can also give the PC something of for a loop. It can also cause some intra- sive, so they decide to ask their adven- an upper hand in tracking down the sib- party conflict (not always a bad thing), turing cousin, Garek the Great, to take ling. If a PC’s history sheet says that her when the rest of the team decides that, care of things – for free, of course. The brother Angar always enjoyed the sea, hey, they’ve fought this far, and they’re “problem” can be just about anything. then the DM might want to give the sib- being paid to bring in his head. They Perhaps an uncle has gone missing, and ling a hideout on the waterfront, or a dis- don’t care who the Mad Wizard is; the the PCs must track him down; perhaps guise as a sailor or captain. Then, if the axe is coming out. the family estate is being plagued by PC is quick enough, she might decide to Family feud bothersome undead, or worse; perhaps check out the sibling’s favorite stomping local trouble threatens the family home; grounds, “just in case.” Pwyll Backstabber skulked through the or, perhaps, just about anything. The This scenario also opens up a number alleyway, his back against the wall. Ahead of possibilities are limited only by the DM’s of future plot lines to the DM. Perhaps him, oblivious, was his target: Eddinna imagination. the “evil” sibling isn’t truly evil but a Pinesprig, sister of the witch who’d robbed Obviously, this method is fairly pawn under the control of some higher him of his only treasure and humiliated him straightforward. In its simplest form, it power; in this case, a second adventure before an entire tavern of drunken warriors. merely brings spice to an otherwise nor- could be centered on tracking down and Well, she’d soon regret it They all would. For mal adventure, or adds a minor spin to a stopping this power. Or perhaps the sib- killing her would be much too easy; she’d pre-published module. Don’t let such ling works out of desperation or great not suffer the way Pwyll had. But to elimi- simplicity fool you, however; it can need and, in the end, convinces the PC nate those she loved, one by one, that was a change a player’s attitude about an to join him in his cause. different matter, entirely... adventure immensely. Most PCs will be This plot can also be used against the more willing to fight the dragon if, PCs in campaigns where a Chaotic Evil PC This scenario typically begins with an instead of an anonymous maiden, it’s is causing problems for the DM and/or unsuccessful attempt on the PC’s life (and their dear old mother calling for help. the campaign. In this situation, it is the the escape or death of the attacker). The sibling who is called in by the local next night, another assault is made, and Sibling rivalry authorities to track down and stop the the next night another; this continues "Are you sure this is the right caravan?” mischievous PC (and his companions, if until the PC realizes that someone is out Eddinna looked down from her place they are a party to it). Or perhaps an evil to get her, and she decides to find out between the casks and smiled. “Of course I’m baron wishes to stop the band of do- why. Throughout the ensuing adventure, sure, Garek. l was practically raised by Kam; gooder PCs from roaming around his the PC finds that it is not only she who is l know his tastes like the back of my own kingdom and cheering up the townspeo- being stalked; someone (or a group of hand. " ple, and so calls in the wicked (but knowl- someones) has called out a vendetta “But the blokes been robbin’ rich men edgeable) sibling to take care of things. against the PC’s entire family... and rela- tives are being picked off one by one. It and tax collectors; why would he risk hittin’ Opposing sides a wagon full of wine?” could be a blood war between families, “Because Alderblossom Wine is his weak- When he and his companions had been or the revenge of a thieves guild cheated ness; there’s no way he’ll be able to resist it. captured by the thieves guild, Malon hadn’t by a relative, or even the erratic actions Now shush, and keep your head down. I been concerned. When he’d been captured of a madman obsessed with destroying think l hear a horse approaching." once again after an unsuccessful jail break, what he sees as “a great evil in the he’d been only slightly worried. Even when world.” Whatever the reason, it sets the Also known as “My Brother’s Keeper,” he’d been dragged to the torture chamber party up for a whole series of adventures. this scenario begins with a brother or sis- he’d steeled himself ready for any pain they The first could be a search for clues in an could deal out. But now, looking into that attempt to find the reasons behind the

44 APRIL 1996 killings, while dodging a wave of assas- one who tries to open the locked door... in no time. Okay?” sins out for PC blood. In the second (and not with lockpicks, but with his head. He Garek nodded, but kept silent. Okay? Not beyond), the party could attempt to save can also be quite a headache, throwing really. Garek might not even be who he the PC’s family while stopping the men- in an extra bit of challenge when the PCs thought he was... or what he thought he ace, peacefully or otherwise. are having too easy a time: he’s the one was, if this mention of elves meant anything. For a different slant on this scenario, who bravely charges the enemy when the PC could receive word that her family the rest of the party tries to hide, or the This thread begins with an unexpected members are being murdered. When she one who accidentally drops and shatters message for a PC: a parent has died, the goes to investigate (and possibly avenge) the one vial of potion that would have family is in mourning, and could the PC the murders, she finds that the culprit is peacefully stopped a rampaging crea- please come back home and claim what an enemy of hers, an evil NPC from one ture. Or simply getting in the way – try- his parent has left for him? When the PC of the PCs’ earlier adventures; angry at ing to read over the mage’s shoulder as returns home (hopefully with faithful the foiling of some evil plot, he’s decided the mage studies his spells, or doing his party members in tow), he finds some- to get revenge in the worst way possible. best to help the warrior with his armor thing unexpected. Be it a letter, or a map, At its best, this particular scenario can but succeeding only in making the oper- or a mysterious dagger, something left wreck havoc with a PC’s guilty con- ation take twice as long. behind by the deceased puts the PC (and science. (“He’s killing them because of Not to say that such a character is all his friends) on the trail of some hidden me!”) and sense of honor (“This time, I pain and suffering for the PCs. Most peo- part of the parent’s life, and of what turns must stop him for good!”). ple have at least some redeeming quali- out to be a mysterious legacy that affects ties, and the NPC should be no different. the PC, too. How it affects the PC can be – The teen idol Perhaps he is a trained leatherworker or as has been the running theme – just “Everybody down!” hissed Eddinna, div- metalsmith and agrees to fix the PC’s about anything. There could even be evi- ing behind a rock. The rest of the party fol- armor for free. Or maybe he’s a trained dence that it was for this secret for which lowed suit. In the distance, the clanking of , or even just a good cook; any- the parent died... or was murdered. Or, in bugbear armor could be heard approaching. thing to make him useful to have some instances, the legacy – whatever it “That’s a whole army out there; I suggest we around. Even a person skilled in mend- may be – could come to seek out the PC backtrack and wait for them to pass.” ing tarps or making tunics can be of use even as the PC is searching for it. “What?” piped up Kip, the newest – and sometime. I’ve found that this plot line tends to youngest – member of the party. “Run Despite any usefulness, the players get some of the strongest reaction from away? I most certainly will not! I won’t stand could quickly begin to dislike such a players. Most will like the idea of hidden for it. And neither will Malon. Will you, character, not to mention the DM behind pasts of which their PC was unaware; uncle?” it, so the “Teen Idol” scenario should be some won’t like the idea of the DM "Kip – used in a campaign only after careful messing with their preconceived back- “Come on! I’ve heard your stories. Lets forethought. In fact, in some campaigns grounds. Either way, players tend to pro- dive into the middle of them and really give the best thing to do is to introduce the ject the feeling into their characters, and them a ‘once over.’” The boy pulled his character not as an NPC but as a PC role-play them as characters who are small, dented sword from its sheath and under the control of another player, per- either intrigued at this mysterious twist in stepped to the forefront. haps one who has just joined the group, their life or angry at their family for hid- “Kip !” or an extremely good role-player. ing the secret for so long. In both cases, "Avast, foul varlets, and beware! Kip the New players are an especially good they will approach the adventure with Disemboweler comes to bring your doom!” choice because they can be naturally renewed vigor. “Uh, guys,” Malon mumbled apologeti- brash or daft anyways, without too cally, “I’ve got to go after him..." many cues from the DM. The character The above list is not all inclusive. It is can then develop as the player does; merely a jumping off point, a quick start This scenario can be the most fun for he’d become smarter, quicker, better, for DMs who want to bring another the DM, and the most frustrating for the and, eventually, a valuable party mem- dimension to their campaigns, and for PCs. It is not an adventure, so to speak, ber (and imagine the pride that will swell players who want to add another level to but the inclusion of an NPC into the in your PC’s chests as they fill the roles of their characters. The suggested plots are party: a young relative of one of the PCs teachers). purposely generalized so as to fit in with who wants nothing more than to be like anything the DM can envision, or any- his (or her) older relative. So, as soon as The legacy thing the players can suggest. Used prop- he reaches the proper age, he gets him- Garek stared at the letter he’d found at erly, the family can – and will – bring self a sword and a cheap suit of leather the bottom of his fathers chest. The name, new life into your game, and who armor, and sets out to train under the the symbol; none of it made any sense. Yet it knows? Your players may never ask for tutelage of his kinsman and idol, the PC was his fathers writing... reward money again. – whether the PC likes it or not. “Don’t worry, kid, ” said Malon from The amount of spice that such an NPC behind him, laying a comforting hand on his lends to a campaign can be enormous. shoulder, “We’ll figure it out. So yer dad kept First, he’s comic relief – the “lighter side” a few things from ya. It’s no big deal. It hap- of more serious adventures. He’s the one pens. Jeosep said the symbol looked familiar, Bryan Hudson is a student at Central who leaps out boldly to face the dragon, which means this ‘secret” society can’t be Michigan University in Mount Pleasant, only to soil his shorts and run when he too secret, and I’m sure that with a little gold Michigan. He also writes comic books. This is finally catches sight of the beast; he’s the we’ll be able to track down this “Talin” fella his first appearance in DRAGON® MAGAZINE.

DRAGON #228 45 by Scott Douglas

simultaneously across the continent. This rently under siege. Humanoid bands The RPGA® Network is the world’s year’s “Weekend in RAVENS BLUFF™” con- swept down from the Earthfast moun- largest game club, with over 9,500 vention will be held at 12 separate tains in recent weeks, devastating hold- members around the world. Network venues from San Francisco to Orlando, ings in the eastern plains and fighting members often meet through gaming from Honolulu to Toronto. You are cor- their way right up to the city gates. The activities at conventions and through dially invited to participate. city’s religious knights, led by the high forming their own clubs either in their Here’s a great opportunity for you to priest of Tempus, broke up the attack in a communities or on-line. discover the fun of the RPGA® Network, brilliant sally. Network members receive the ® particularly the Networks most successful Nearby Procampur offered troops to POLYHEDRON Newszine monthly. The program: RAVENS BLUFF, the LIVING CITY™. shore up battered defenses, but an newszine helps keep members And all you need to do to get involved is untimely landslide closed Elvenblood informed, with articles both from to contact one of the site coordinators Pass, completely blocking the land route members and from well-known indus- (listed below) or me, either through e-mail on the High Trail from Procampur. try authors. In addition, the Network or snail-mail. Sarbreenar itself has been the scene of sanctions member-written tourna- The participants in this “hands across humanoid raids of late, leading many to ments at local conventions and game America” sort of event will be running believe that a cunning intelligence lies shops, and tournaments in Call of their own player characters through five behind the situation. Cthulhu*, Shadowrun*, *, the separate, member-written scenarios. You If you’ve the mettle to join the embat- AD&D® game, and many other popular can choose to play one, two, or all five, tled adventurer community of RAVENS game systems. even if you’ve never played in the LIVING BLUFF, here’s your chance. Contact your For more information about any of CITY campaign before. local event coordinator today! the Network’s programs, write to: RAVENS BLUFF veterans will be standing RPGA Network, 201 Sheridan Springs by to help you create your character. I Rd., Lake Geneva, WI 53147, or send e- briefly summarized the character genera- Scott Douglas is the RPGA® Network mail to: [email protected]. tion process in January’s DRAGON® Coordinator, making him the head Dungeon MAGAZINE (issue #225). Character sheets Master for the LIVING City, the world’s largest In the month of April, a unique role- and creation guidelines will also be avail- shared-world campaign. playing event will involve almost 1,500 able. AD&D® game fanatics, all playing BLUFF especially *indicates a product produced by a company through the same adventures almost needs adventurers right now: it is cur- other than TSR, Inc.

Join over 3,500 players in the largest continuing AD&D ® game adventure in the FORGOTTEN REALMS ®, the LIVING CITY™ A Weekend in RAVENS BLUFF™ 2 Five Rounds of First-Run LIVING CITY™ Events coming to you in 1996 at the following conventions and locations:

April 13-14: April 20-21: April 27-28: A Weekend in Ravens Bluff 2 A Weekend in Ravens Bluff 2 Ville-Con A Weekend in Ravens Bluff 2 Honolulu, HI Griffith, IN Maryville, MO Columbia, SC Eric Kline Randall Lemon Sam Frazier II Neal Wilhite P.O. Box 90182 P.O. Box 9332 611 North Buchanan #A 7645 Garners Fair Rd #1009-F Honolulu, HI 96835 Highland, IN 46322 Maryville, MO 64468 Columbia, SC 29209 A Weekend in Ravens Bluff 2 A Weekend in Ravens Bluff 2 Con-Troll A Weekend in Ravens Bluff 2 Orlando, FL San Francisco, CA Houston, TX Norman, OK Bob Farnsworth Chris McGuigan Terry Hawkins Craig Petillo 419 Elkwood Ct 2010 Hillside Dr 4734 Warm Springs 1544 NW 46th St Orlando, FL 32825 Burlingame, CA 94010 Houston, TX 77035 Oklahoma, OK 73118 A Weekend in Ravens Bluff 2 CapCon A Weekend in Ravens Bluff 2 A Weekend in Ravens Bluff 2 Fort Dix, NJ Columbus, OH Denver, CO London, Ont Don Weatherbee Patrick Connolly Keith Ritchart Gregg Peevers 86A Dafrack Drive 2509 Deming Ave 1024 Sagebrush Way 222 The Esplanade #431 Lake Hiawatha, NJ 07034 Columbus, OH 43202 Louisville, CO 80027 Toronto, Ontario M5A 4M8

46 APRIL 1996

48 APRIL 1996 Convention Calendar Policies

This column is a service to our read- ers worldwide. Anyone may place a free listing for a game convention here, but the following guideline must be observed. In order to ensure that all conven- tion listings contain accurate and timely information, all material should be either typed double-spaced or printed legibly on standard manu- script paper. The contents of each list April board, and miniatures games. Games Only Emporium, 230 S. ing must be short and succinct, Other activities: a masquer- 8th St., Lemoyne, PA 17043. The information given in the listing must include the following, in this East Coast Hobby Show ade ball and a dinner. order: ‘96 Registration: $11/weekend, or Kettering Game 1. Convention title and dates held March 30–April 1 PE $5/day. Write to: Kelly Loucks, Convention XIV 2. Site and location Fort Washington Expo 47 East St., Apt. #2, Oneonta, April 19–20 OH 3. Guests of honor (if applicable) Center, Philadelphia. Write NY 13820. Charles I. Lathrem, Sr., 4. Special events offered 5. Registration fees or attendance to: East Coast Hobby Show, Center, Kettering. Events: requirements, and, 4400 N. Federal Highway, Op Con role-playing, card, board, 6. Address(es) where additional infor Suite 210. Boca Raton, FL April 13 IL and miniatures games. Other mation and confirmation can be 33431. Oak Park and River Forest activities: an auction and obtained. High School, Oak Park. tournaments. Registration: Convention flyers, newsletters, and other mass-mailed announcements Conquest ‘96 Events: role-playing, card, $3. Bob Von Gruenigen, 804 will not be considered for use in this April 5–8 board, and miniature games. Willowdale Ave., Kettering, column; we prefer to see a cover letter Melbourne University High Other activities: tourna- OH 45429. with the announcement as well. No School, Melbourne. Events: ments. Registration: $4 pre- call-in listings are accepted. Unless stated otherwise, all dollar values role-playing, card, board, and registered, $6 on site. Ms. Northeast Wars given for U.S. and Canadian conven- miniatures games. Other Pricel, c/o Oak Park and April 19–21 VT ions are in U.S. currency. activities: demos and dealers. River Forest HS, 201 N. Radisson Hotel, Burlington. WARNING: We are not respon- Conquest, 40 Glenlyon Rd., Scoville, Oak Park, IL 60302, Special guests: Brian Nystul sible for incorrect information sent to Brunswick, Victoria 3056, or e-mail: [email protected]. and Tim Olson. Events: role- uS by convention staff members, Please check your convention listing Australia, or e-mail: puche@ playing, card, board, and carefully! Our wide circulation ariel.uce.unimelb.edu.au. Eucon 1 miniatures games. Other ensures that over a quarter of a mil- April 13–14 OR activities: tournaments. Regis- ion readers worldwide see each Minicon M31 Holiday Inn, Eugene. tration: $10/day or $25/week- issue. Accurate information is your responsibility. April 5–7 MN Events: role-playing, card, end. Quarterstaff Games, 152 Copy deadlines are the first Radisson Hotel South, board, and miniatures games. Church Street, Burlington, VT Monday of each month, four months Bloomington. Events: role- Registration: varies. Write to: 05401. prior to the on sale date of an issue. playing, card, board, and Eucon 1, P.O. Box 11594, Thus, the copy deadline for the December issue is the first Monday of miniatures games. Other activ- Eugene, OR 97440, or e-mail: Pittsburgh Comicon September. Announcements for North ities: dealers, a masquerade, [email protected]. April 19–21 PA American and Pacific conventions and an art show. Minicon 31, Expomart, Monroeville. must be mailed to: Convention P.O. Box 8297 Lake Street Organized Kahn-Fusion Guests: Stan Lee, Ed Beard, Calendar, DRaGOn® MAGAZINE, 201 Station, Minneapolis, MN XVIII Jr., and Timothy Bradstreet. Sheridan Springs Rd., Lake Geneva WI 13147, U.S.A. Announcements for 55408. April 13–14 PA Events: role-playing and card Europe must be posted an additional American Legion Post games. Registration: $8/day, month before the deadline to: Oeontacon #751, Enola. Events: role-play- $20/weekend. Write to: Convention Calendar, DRAGON April 12–14 NY ing and card games. Other Comics World, 1002 Grahm Magazine, TSR Limited, 120 Church activities: dealers and a minia- End, Cherry Hinton, Cambridge CB1 Morris Complex, SUNY Ave., Windber, PA 15963. 3LB, United Kingdom. College at Oneonta, Oneonta. tures painting contest. If a convention listing must be Events: role-playing, card, Registration: varies. M. Foner’s changed because the convention has been cancelled, the dates have changed, or incorrect information has Australian convention Important: been printed, please contact us Canadian convention European convention Dragon Magazine does not publish the numbers for conventions. Be cer- immediately. Most questions or tain that any address you send us is complete and correct. changes should be directed to the * indicates a product produced by a com- To ensure that your convention listing makes it into our files, enclose a self- magazine editors at TSR, Inc., (414) pany other than TSR, Inc. Most product addressed stamped postcard with your first convention notice; we will return the 248-3625 (U.S.A.). Questions or names are trademarks owned by the com- card to show that it was received. You also might send a second notice one week changes concerning European con- panies publishing those products. The use after mailing the first. Mail your listing as early as possible, and always keep us ventions should be directed to TSR of the name of any product wthout men- informed of any changes. Please do not send convention notices by fax, as this tion of its trademark status should not be method has not proven reliable. Limited, (0223) 212517 (U.K.). construed as a challenge to such status

DRAGON #228 49 Moncon I O-Con ‘96 board, and miniatures games. Saga April 20 NJ April 21–23 NY Other activities: dealers, and May 17–20 Monmouth University Morris Convention Center, costume, art, and painting Mama’s Two in Sussex, Student Center, West Long Oneonta. Events: role-play- contests. Write to: Mage Con New Brunswick. Events: role- Branch. Events: role-playing, ing, card, board, and minia- North, P.O. Box 84828, Sioux playing, card, board, and card, board, and miniatures tures games. Other activities: Falls, SD 57118-4828 or e- miniatures games. Saga, P.O. games. Other activities: tour- workshops, demos, contests, mail: [email protected]. Box 695, Sussex, NB, Canada naments and dealers. and dealers. Registration: $10 EOE 1 PO. Registration: $5. Moncon I, c/o preregistered, $12 on site. Lehicon 6 Monmouth University Game Buran Doyon, 5 Valleyview May 3–5 PA Eclipse ‘96 Players Club, Monmouth St., Oneonta NY, 13820, or e- Day’s Inn Conference May 24–26 MO University Student Services, mail: [email protected]. Center, Allentown. Events: Holiday Inn Convention Box 15, West Long Branch, NJ oneonta.edu. role-playing, card, board, and Center in Columbia. Guests: 07764, or e-mail: s0114216@ miniatures games. Other Tom Dowd, Tony Diterlizzi, Hawkmail.monmouth.edu. Wizard’s Challenge XIV activities: demonstrations, Zeb Cook, and Lester Smith. April 26–28 dealers, art and miniatures Events: role-playing, card, Eye of the Basilisk Travelodge Hotel, Regina, contests, food drive, and board, and miniatures games. April 20 ID Saskatchewan. Guests: Skip blood drive. Registration: $20 Other activities: tournaments, Basque Center, Boise. Williams and Sam Chupp. preregistered, $25 on site. dealers, anime, and a murder Events: role-playing, card, Events: role-playing, card, Write to: Lehicon 6, P.O. Box mystery. Registration: $18 pre- board, and miniatures games. board, and miniatures 556, Horsham, PA 19044. registered, $20 on site. Eclipse Other activities: auction and games. Other activities: deal- ‘96, 27 N. 10th St., Columbia, tournaments. Registration: $5 ers, films, and a banquet. At-Last-a-Con 2 MO 65201. preregistered, $8 on site. The Registration: $20 Can. Ken May 4–5 MO Game-Masters Guild, P.0. Box McGovern, c/o Wizard’s Knights of Columbus Hall, SciFi Dreamin’ 8823, Boise, ID 83706, or e- Challenge Society Inc., 2101 Ferguson. Events: role-play- May 24–26 PA mail: [email protected]. Broad St., Regina, SK, Canada ing, card, board, and minia- Lycoming College Campus, S4P 1Y6. tures games. Other activities: Williamsport. Guests: Michael Chaoticon V a raffle and a painting con- O’Hare, Tom Woodruff, Dr. April 20–21 WI Conline XXI test. Registration: $6 preregis- Richard Erikson, Louise Kleba, University Union at the April 27–28 tered, $10 on site. SAGA, P.O. and lnge Heyer. SciFi University of Wisconsin, Held on the GEnie Box 297, St. Ann, MO 63074. Dreamin’, 1738 E. Third St. Green Bay. Events: role-play- Network in the TSR Online #197, Williamsport, PA 17701, ing, card, board, and minia- Roundtable. Featuring LIVING Roc of Ages or visit the web site at: http:// TM tures games. Registration: CITY , LIVING JUNGLE™, AND May 10–12 NC www.hway.net/dreamin. $5/day or $7/weekend. LIVING DEATH™ tournaments. E- Sheradon Airport Plaza, Chaoticon, Gamer’s Club, mail: [email protected]. Charlotte. Guests: James Gamex UWGB Student Org Office, Doohan, Gunnar Hansen, May 24–27 CA 2420 Nicolet Drive, Green Noahcon ‘96 Barbara Leigh, Doug Bradley, LA Airport Wyndham Bay, WI 54311. April 27–28 OH and Allan Handelman. Events: Hotel, Los Angeles. Events: Aqua Marine Resort, Avon role-playing, card, board, and role-playing, card, board, and Madison Games Con Lake. Events: role-playing, miniatures games. Other miniatures games. Other activ- April 20–21 WI card, board, and miniatures activities:, tournaments, an ities: a flea market, an auction, Downtown Arts and games. Other activities: tour- auction, films, and an art and dealers. Registration: $25 Activities Center, Madison. naments, demos, a miniatures show. Registration: $15 pre- preregistered, $30 on site. Events: role-playing, card, painting contest, and an auc- registered, $25 on site. Write Write to: Strategicon, 333 N. board, and miniatures games. tion. Registration: $3/day. to: GOTH, 105 Honeywood San Fernando Blvd., Burbank, Other activities: an auction Matrix Games 8 Diversions, Ct., Kissimmee, FL 34743 CA 91502. and a RPGA® Network tourna- 5384 East Lake Road, ment. Sheffield Lake, OH 44054. Fantasy Fair 6 3 Rivers Game Fest Pegasus Games, 341 State St., May 12 May 24–27 PA Madison, WI 53703. Conjuration Cresset Exhibition Centre, Pittsburgh Greentree May 3–5 OK Peterborough, Cambridge- Marriott Hotel, Pittsburgh. Please Name Our Con’96 Holiday Inn South, Broken shire. Events: role-playing, Guests: Peter Bromley, Dave April 20–21 Ml Arrow. Events: role-playing, card, board, and miniatures Frank, and John Bohrer. St. Clair County Community card, board, and miniatures games. Other activities: deal- Events: role-playing, card, College, Port Huron. Events: games. Patricia Conner, 1825 ers and films. Bruce King, 1 board, and miniatures role-playing, card, board, and E. 16th, Tulsa, OK 74104. The Hallerds, Eaton Socon, games. Other activities: An miniatures games. Other activ- St. Neots, Cambridgeshire, auction and tournaments. ities: dealers and a raffle. Mage Con North 2 PE19 3QW, U.K. Registration: $19.95 preregis- PNOC, 204 Huron Ave., Port May 3–5 SD tered. Andon Unlimited, 3 Huron, MI 48060. Guests: . Events: role-playing, card, Continued on page 59

50 APRIL 1996

by Keith “Pinball” Strohm illustrated by the Brothers Filbach

eyond the bitter house rivalries of the , beyond surface, including trade, politics, and entertainment. Many the alien machinations of the , beyond the “families” deal in “fixed” drider races, illegal drinking estab- Bpower hungry plans of duergar and svirfneblin, dwells lishments, and the White Market (trade with disreputable sur- a society so secret that most inhabitants of the Underdark are face dwelling merchants); no vice is left unexplored as these ignorant of its existence. Based as it is on greed and the unjust gangsters extend their influence throughout the caverns of use of power, this society swells in number every day. Its the Underdark. adherents, known as gangsters, have long since abandoned Until now, the only information on this hidden culture such concepts as racial loyalty, preferring to organize them- came from whispered tavern conversations and fanciful selves into artificial units, called “families.” Each family con- bard’s tales. Thanks, however, to the incredible scholarship tains an authoritative head, known as a Patriarch or and research of one of Toril’s preeminent sages, one Gerald of Matriarch, and may count representatives of Riveyra, reliable information on individual gang- every Underdark race among its members. sters is now available. The following informa- Here are the true powers of Underdark tion is taken directly from the Forthright Band culture. These gangsters and their “fami- of Investigators’ secret file, ’s Most lies” control many facets of life below the Wanted.

52 APRIL 1996 ant sound of Squeaky’s cackle reached the caravan’s guard. Squeaky was brought before the caravan master, who explained that the “goods” the gnome had attempted to steal actually belonged to a rather large “business consortium.” Much groveling followed in which Squeaky protested his inno- cence and apologized for his theft all in the same breath. It wasn’t long before the caravan master, in an attempt to STRENGTH: 13 shut Squeaky up, offered him a job. Thus, Squeaky entered the DEXTERITY: 17 ranks of the gangsters of the Underdark. Squeaky currently CONSTITUTION: 10 works as a “transaction facilitator” (a fence) for the various INTELLIGENCE: 9 gangster families. WISDOM: 7 CHARISMA: 8 Equipment: Squeaky always wear his suit of oversized AC: 1 leather armor, as it makes him feel somewhat taller. In addition, THAC0: 17/20 (with Crossbow) he is never seen without “Da Crusha,” his human-sized cross- MOVE: 6 bow. He always shoots it before entering melee. HIT POINTS: 35 ALIGNMENT: LE Magical Items: Squeaky usually carries a dagger +2 in a SPECIAL ATTACKS: Cast blindness, blur, and change wrist sheath. In addition, he wears a magical copper piece self +2 to hit with stun around his neck. This magical item hums any time a law dart/Squeaky voice attack. enforcement agent passes within 60’. SPECIAL DEFENSES: Only surprised on a 1/+2 save versus poison/+3 save vs. all Role-playing Notes: Squeaky is simply an undersized bully. other attacks/60% undetectable Years of abuse at the hands of larger svirfneblin and other when still creatures have fueled an intense desire for revenge. Now, as a MAGIC RESISTANCE: 40% representative of a powerful “business consortium,” he feels SIZE: 2' 9" that he can command the respect of others. After all, no one would dare lay a hand on a “family” member, would they? Special Abilities/Bonuses: 120’ infravision. Gnomish ability Thus, the gnome has concentrated on practicing the arts of to detect underground features (as in the Player’s Handbook). intimidation (for which he is woefully inadequate). Thieving abilities: as a 7th-level thief (but Read Languages at 0%). Squeaky possesses a high pitched and physically grating voice. Anyone who listens to him for more than three rounds must make a Wisdom check to resist the temptation to smack him. This effect continues to build until Squeaky shuts up. Those who listen to the svirfneblin for more than a turn must make a saving throw vs. spell or go insane for 1–7 days.

Weapon Proficiencies: Crossbow, dagger, and dart.

Nonweapon Proficiencies: Begging, intimida- tion, and voice mimicry (poorly).

Physical Appearance: Squeaky is short (even for a svirfneblin) and wears oversized leather armor. His hair is wild and, like his face, usually covered in grime. His skin is dark gray, a color reflected in his eyes. He is never without his human-sized crossbow, a gift from his contacts in the “open air” market.

Background: Squeaky hails from a small community of svirfneblin in the Underdark. Unlike most of svirfneblin society, his village was largely matriarchal. His diminutive stature and gender made him the butt of every prank. Dejected, the young Squeaky left his village and wandered the Underdark, sur- viving through small-time thievery. One day, he stumbled upon a gem-laden cara- van. He crept up to the caravan and began to fill his pockets, but sadly his gnomish nature surfaced with a vengeance. The young thief cackled wildly as his dreams of wealth came closer to reality. The highly

DRAGON #228 53 It is quite common for the gnome to pick fights and mouth especially when Squeaky gets the tar beat out of him as a off to those he considers beneath him in an attempt to throw result of his silly posturing. his “weight” around. When in a situation that looks like it might erupt in vio- Favorite Quotes: “How you figure we gonna do dis, boss?” lence, Squeaky always threatens to send his mother out to and “My mom, she ain’t no lightweight; two foah, one fowty; fight his opponent. His fellow gangsters find this trait amusing, she’s a galeb duhr wid legs!”

Special Abilities/Bonuses: Coll has all of the abilities of a Vikhrumn standard beholder.

Weapon Proficiencies: None.

CollStandard Beholder Hit Man Nonweapon Proficiencies: Gambling, intimidation, and trailing. STRENGTH: Unknown DEXTERITY: Unknown Physical Appearance: Coll is an average-sized and particu- CONSTITUTION: Unknown larly ugly beholder. His skin is gray and “pebbly.” A long scar INTELLIGENCE: 16 runs diagonally from the top of his body (near an eyestalk), WISDOM: 7 across his central eye, and down to his underside. Coll claims CHARISMA: 4 that he received this scar in battle with an aboleth, but this has AC: 0/2/7 neve been confirmed. Whatever its source, the scar gives Coll THAC0: 9 a more frightening aspect. This has given him one nickname MOVE: FI 3 (B) he despises: people who call him “Scarhead” to his face tend to HIT POINTS 55 disappear. When in public, Coll wears an oversized fedora and ALIGNMENT: LE levitates a long tan trenchcoat underneath him to simulate a SPECIAL ATTACKS: Eye powers torso. Coll also enjoys smoking rather fat (and stinky) cigars; SPECIAL DEFENSES: Anti-magic ray he always has one hanging from his toothy maw. MAGIC RESISTANCE: Nil SIZE: M (5’ in diameter) Background: Vikhrum Coll was once a productive member of one of the largest beholder cities in the Underdark. It was often said that he was the “apple” of his Hive Mother’s eyes. Then, a fierce blow to the head during an attack against a rival city changed Coll’s life. Though he survived, the head wound caused the beholder to suffer from a rare form of mania. Coll no longer shared his species’ absolute paranoia for all things alien. In fact, Coll began to identify with other species, often confusing himself as a mem- ber of those species. Sadly, the ruling Hive Mother had no choice but to exile the demented Vikhrum. The lonely beholder wandered the caverns of the Under- dark until an illithid “businessman” named Dutch befriended him. Dutch introduced Coll into the glitzy hidden society that exists in the Underdark. Coll soon found his place among Dutch’s friends and became a valued member of the Under- dark gangsters. Currently, these gangsters use Coll as hired muscle. Occasionally, the beholder undertakes “hits” for his friends. His fee for these contracts is a mere 100 – hence his accepted nickname.

Equipment: Except for his trenchcoat and hat, Coll does not carry any useful equipment. He prefers to “rub out” his targets using his disintegrate eye power.

Magical Items: Coll does not carry any magical items; how- ever, his cigars can be extremely noxious. Anyone exposed to Coll’s “stinkers” for more than two rounds must make a saving throw vs. poison or begin helplessly retching, incapacitat- ed for 1–4 turns.

54 APRIL 1996 Role-playing Notes: In addition to his physical repulsive- dark, Coll believes himself to be inconspicuous when trailing a ness, Coll’s peculiar form of mania forces him to adopt the target. While stalking, Coll “wears” his long trenchcoat and poor manners of every dreg in Underdark society. Coll is crude, fedora, secure in the belief that no one can distinguish him sloppy, crass, arrogant, and just plain socially offensive. Very from the many other inhabitants of gangster society. In fact, if few of his gangster buddies actively seek out his company, someone were to point out his difference, Coll would though all respect (or fear) Coll too much to offend him by ask- adamantly refuse to believe it. The beholder has been known ing him to leave. to kill anyone who presses this point. Another interesting aspect of Coll’s mania manifests itself when he is pursuing a “contract.” Despite the fact that he is Favorite Quote: “Duhh, ya want I should take care’a him, quite different from the other humanoid races of the Under- boss?”

Brikhalna

Ipprszhen lllithid Businessman

STRENGTH: I2 DEXTERITY: 9 CONSTITUTION: 13 INTELLIGENCE: 18 WISDOM: 14 CHARISMA: 16 AC: 5 THAC0: 11 MOVE: 12 HIT POINTS: 40 ALIGNMENT: N SPECIAL ATTACKS: Mind blast/Tentacle attack SPECIAL DEFENSES: Magical Powers MAGIC RESISTANCE: 90% SIZE: M (6’ 3”)

Special Abilities: Dutch possesses all of the abilities of a typ- ical illithid. He can project a mind blast in a 60’ long cone, and use his tentacles to devour the of a stunned victim. In addition, Dutch can use the following powers once per round as a 7th-level mage: suggestion, charm person, charm monster, ESP, levitate, astral projection, and plane shift.

Weapon Proficiencies: Dutch sees himself as a cultured, urbane businessman and will never wield something so crude as a physical weapon in combat. left his people and began moving among the common races Nonweapon Proficiencies: Brewing, etiquette, and gam- of the Underdark. Soon, Dutch was drawn in to the seedy bling. world of gambling. After losing several fortunes playing the numbers, the illithid finally struck it rich by fixing drider races. Physical Appearance: Dutch is a sophisticated businessman Soon, the savvy businessman had just about every rich gam- who likes to dress the part. He always wears formal robes or bler owing him money and favors. jackets and a top hat. Furthermore, he has trained his tenta- Eventually, Dutch settled down and became part owner of cles to hang in such a way as to resemble rather elegant mous- Gehirn Cibus, an extremely popular restaurant in the Under- taches. Dutch is rarely seen without a glass of his own home- dark. Gradually, Dutch expanded this business to include a brewed ale clutched in his hand. secret club or “Think Easy” for his companions. This club was connected to Gehirn Cibus by a secret cavern and soon Background: Long ago, Dutch rejected the domineering became the most hopping “joint” in all of the Underdark – par- ways of his kind. The pursuit of absolute domination of the tially due to Dutch’s extremely potent UnderDark Ales, which Underdark no longer held as much fascination for the peculiar he serves with great frequency. Because Dutch’s clientele often illithid. Instead, he preferred the risks inherent in business find themselves facing off across the business tables, the illithid transactions and gambling. So it was that the young Vikhalna has worked hard to make his Think Easy a completely neutral

DRAGON #228 55 territory, untouched by “family” rivalry or personal vendettas. A Role-playing Notes: Dutch believes himself to be the most highly trained group of hidden drow assassins guarantees that cultured member of his race and rigorously follows the social the patrons of Dutch’s club enjoy a peaceful evening. conventions of the “upper class.” Although he sees himself as inherently greater than his gangster patrons, he respects their Equipment: Dutch possesses only the finest clothes manu- money and their physical power. Dutch seems to have a strong factured by the best tailors of the Underdark. He also enjoys friendship with the much feared drow matriarch Felyndiira, fine cigars (Haba na’Kyubazs) and always have a few on hand though the two can always be seen arguing quite heatedly to distribute to his friends. whenever they appear in public together.

Magical Items: Dutch has a jug of alchemy hidden in the Favorite Quote: “It’s nothing personal, just business.” brewing room of the Gehirn Cibus. He uses it to brew the finest ales in the entire Underdark.

Felyndiira

Shi'narrvha 12th-level mage/drow matriarch

STRENGTH: 14 DEXTERITY: 16 CONSTITUTION: 15 INTELLIGENCE: 18 WISDOM: 13 CHARISMA: 14 AC: 0 THAC0: 17 MOVE: 12 HIT POINTS: 46 ALIGNMENT: CE SPECIAL ATTACKS: Spells/Drow natural abilities SPECIAL DEFENSES: Only surprised on a 1. Save vs. spells at +2 MAGIC RESISTANCE: 74% SIZE: 4’ 7”

Special Abilities/Bonuses: 120’ infravision. Can use the fol- lowing spells once per day: dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic.

Weapon Proficiencies: Dagger, dart, sling, and staff.

Nonweapon Proficiencies: Ancient history, etiquette, herbalism, reading/writing, religion, and spellcraft. could singlehandedly change the face of drow society. With Physical Appearance: Felyndiira is a stunningly attractive her at the helm, drow culture would take great leaps forward. drow elf, though other members of her race find her coldly Unfortunately, the capricious and totally self-absorbed nature beautiful. She has delicate features that are set in what seems of her race constantly thwarted her plans and completely to be a permanent frown. As the head of a Noble House, destroyed her youthful idealism. Felyndiira normally dresses quite lavishly; she can usually be Convinced that her people are a scourge to all that is noble seen wearing expensive robes and finely cut silk. in the Underdark, Felyn seized control of her House and began a secret campaign to eradicate the drow. Using the fortunes at Background: Felyndiira grew up as the eldest daughter of her command, the powerful mage adopted the name “Mad House Catanzaro, a powerful drow family. As the heir appar- Money” and quickly rose to the top of gangster society. Now ent to her House’s fortune, Felyndiira had every advantage in she uses the power and prestige of the Catanzaro “family” to drow society. Her natural curiosity and penchant for control foster distrust between all of the other gangster families. Her led her to study magic with the greatest mages of Menzo- eventual hope is that she can spark a giant gang war that will berranzzan. Young and idealistic, Felyndiira believed that she eradicate most of the drow.

56 APRIL 1996 Equipment: Felyndiira usually carries her drow dagger in a ly misanthropic and believes that everyone she meets is self- wrist sheath. In addition, the leader of House Catanzaro has ish, strange, and out to get her. As a precaution, Mad Money developed a fondness for hats of all kinds. never sits with her back to any living creature and usually attacks (either verbally or physically) anyone who enters her Magical Items: Though she has access to almost any kind personal “space.” Recently, she polymorphed several wolver- of magical items, Mad Money usually carries the following: ines into drow form. She constantly keeps this “Wolverine bracers of defense AC 2, a ring of spell turning, a wand of fireballs, Security Shield” around her. Many business associates and and a staff of the magi. In addition, the drow wears a powerful would-be suitors have fallen beneath the ferocity of Mad ring of wishes in her navel. Money’s defenses.

Role-playing Notes: Because her high ideals have been Favorite Quote: “Is it important? No? Good – now go shattered by the shortcomings of other drow, Mad Money away!” refuses to trust anyone else but herself. In addition, she is high-

Gray'shivnarien STRENGTH: 16 DEXTERITY: 18 CONSTITUTION: 15 INTELLIGENCE: 15 WISDOM: 14 CHARISMA: 17 AC: 0 THAC0: 15 MOVE: 12 HIT POINTS: 63 Taliain ALIGNMENT: CN 11 th-level drow bard SPECIAL ATTACK: Spells/Drow abilities SPECIAL DEFENSES: Only surprised on a 1. Save vs. spells at +2 MAGIC RESISTANCE: 72% SIZE: 4’ 7”

Special Abilities: The Fiddler possesses all of the abilities of an 11th-level bard. In addition, she has 120’ infravision and can use the following spells once per day: dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic.

Weapon Proficiencies: Crossbow, short bow, short sword, and dagger.

Nonweapon Proficiencies: Artistic ability, dancing, singing, tightrope walking, and local history.

Physical Appearance: The Fiddler is an extremely attractive drow elf who practically oozes charisma. Although she is quite wealthy, the fiddler’s unstable mental condition causes her to dress haphazardly. She can usually be seen wearing a mis- matched collection of leathers, robes, and tunics. In addition, the Fiddler practically covers her face with thick paints.

Background: Gray’shivnarien was once the most talented bard in all of the Underdark and her compositions were known by drow and duergar alike. Unfortunately, she found herself the target of an illithid hit man hired by a jealous bard of the notorious Montrony “family.” Although Gray’shivnarien escaped with her life, the illithid’s mind blast destroyed her sanity. Now she wanders around the Underdark as the Fiddler, an enig- matic (and unstable) figure almost totally engrossed in her music. Sources report that the Fiddler has been taken in by House Catanzaro and trained as a hit man.

DRAGON #228 57 Gangster society is already abuzz with rumors of her prowess Role-playing Notes: The Fiddler is quite mad and wanders and more than one “family” member has been heard to say, in her own mysterious reality filled with the echoes of frantic Be careful, or the Fiddler’s gonna play for you.” music. She usually ignores anyone who attempts to engage her in conversation unless the person is one of her intended Equipment: The Fiddler always carries around her trade- targets. Though Gray’shivnarien once detested violence, her mark fiddle. This instrument, however, has been deviously new persona seems to revel in it as a counterpoint to some altered. Whenever she wishes, the Fiddler can shoot poison- wild melody that only she can hear. The Fiddler prefers to get coated darts out of this instrument while she plays. Victims to know her “hit” before striking and usually asks her victim to must save vs. poison at –2 or slowly die. request a song before killing him. This can be quite discon- certing to the general public when she looks for requests when Magical Items: Unconfirmed rumors report that the Fiddler she plays at Dutch’s “Think Easy.” carries her instrument in a magical case. On command, this case can shoot 1d4 magic missiles at any given target. Favorite Quote: “Okay, tough guy, it’s time to face the music.”

STRENGTH: 17 DEXTERITY: 15 CONSTITUTION: 15 INTELLIGENCE: 13 WISDOM: 14 CHARISMA: 18 0f Kness 14th-level paladin AC: 1 THAC0: 7 MOVE: 12 HIT POINTs: 111 ALIGNMENT: LG SPECIAL ATTACKS: Cast spells SPECIAL DEFENSES: Immune to disease; cure disease, circle of protection, heal 28 hp/ day. MAGIC RESISTANCE: Nil SIZE: 6’3”

Special Abilities/Bonuses: Sir Elliot has all of the abilities of a 14th-level Paladin.

Weapon Proficiencies: Crossbow (specialization), dagger, longsword (specialization), quarterstaff, and long bow.

Nonweapon Proficiencies: Fire-building, land-based riding, herbalism, information gathering, trailing, and religion.

Physical Appearance: Elliot is a tall, muscular human with strongly chiseled features. He wears a long trenchcoat and hat when out investigating illegal activity. In addition, the holy fighter has his coat of arms displayed on a small device which he wears on his coat. This badge shows Elliot’s family crest as well as his connection to the Forthright Band of Investigators. Elliot’s brow is usually furrrowed in concentration as he attempts to piece together the clues which will allow him to put an end to gangster activity.

Background: Sir Elliot of Kness was once a “marshall,” a devoted follower of Juris, of law and prudence. One day, he and his companion, Thurgood, stumbled upon a business transaction between some drow merchants and surface- dwelling thieves. Although Elliot managed to capture most of the miscreants involved, Thurgood was slain. Ever since that day, Sir Elliot has devoted his life to busting up the organiza- tions that traffic with the hated drow elves. Several years ago,

58 APRIL 1996 his investigations led him to discover the existence of a whole Magical Items: Sir Elliot always wears a suit of chainmail +3 gangster society centered in the Underdark. He reported this and a ring of clairaudience. In addition, his favorite weapon is information to Jayed Garhoov’r, master of the Forthright Band Peacekeeper, a crossbow of speed +2. of Investigators, a small order of paladins totally devoted to the eradication of everything that offends Juris. As an agent of that Role-playing Notes: The death of Thurgood has had a pro- body, Elliot has singlemindedly pursued the luminaries of gang- found effect on Sir Elliot. In fact, the paladin’s desire for ster society. He has recently set his sights on busting up House revenge against those he deems responsible borders on the Catanzaro, an influential drow family reputedly financing sev- maniacal. It is not uncommon for Elliot to “bend” many of the eral gangster organizations. laws in which he believes to catch a gangster. In his mind, the overall good accomplished by breaking up a gangster organi- Equipment: Sir Elliot is concerned only with the capture zation justifies any action undertaken in the pursuit of this and extermination of all gangsters. To this end, he carries goal. around a variety of equipment that will enable him to succeed in this quest. Favorite Quotes: “There’s a new law in town... me!” and “Okay, creep, you’re coming with me!”

Cons Continued from page 50

Rivers Game Fest, P.O. Box O’Barr, R.A. Salvatore, Larry board, and miniatures games. 48192 or e-mail: dolphin2@ 1740, Renton, WA 98057, Elmore, and Bruce Sterling. Other activities: dealers and oeonlinecom. Events: role-playing, card, an auction. Registration: $18 Twin Con ‘96 board, and miniatures preregistered, $20 on site. May 25–27 MN games. Other activities: deal- Metro Detroit Gamers, P.O. * indicates a product produced by Events: role-playing, card, ers, films, anime, tourna- Box 656, Wyandotte, Ml a company other than TSR, Inc. board, and miniatures ments, an auction, and work- games. Other activities: shops. Registration: $50 pre- RPGA Network events, deal- registered. Dragon Con, P.O. ers, and demos. Write to: Jeff Box 47696, Atlanta, GA Hammerlund, 107 West 30362, or e-mail: drag- St., Algonquin, IL [email protected], or 60102. check out the web site: http://www.dscga.com\ June ~dragoncon. Con Games June 15-16 FL ManaFest Camberly Inn Hotel, June 21–23 CA Tampa. Events: role-playing Cathedral Hill Hotel, San card, board, and miniatures Francisco. Events: over 25 dif- games. Other activities: deal- ferent Magic: the Gathering* ers, a charity raffle, and tour- tournaments and other trad- naments. Registration: ing card tournaments. Regis- $10/day, $18/weekend. Con tration: $20 preregistered, Games, 2 Water Track Radial, $30 thereafter. Mana-Fest, Ocala, FL 34472 or e-mail: Khalsa Brain Games, P.O. Box [email protected]. 170436, San Francisco, CA 94117, or check the web site: Dragon Con 1996 http://www.ibar.com/ June 20–23 GA manafest. Atlanta Hilton and Towers, Westin Peachtree Michicon ‘96 Plaza Hotel, and the Atlanta June 28–30 MI Civic Center in Atlanta. Van Dyke Park Hotel and Guests: Kevin J. Anderson, Conference Center, Warren. William Gibson, James Events: role-playing, card, "Out"

DRAGON #228 59

cial magic powers whenever they swapped heads. Weird, no?” Weird, yes. And I have no idea what you’re talking about. If this rings a bell with anyone, drop me a line, and I’ll pass it along. Meanwhile, here are some weirdos of more recent vintage for your considera- tion.

What say we open the old mail bag? mistic. “I see role-playing games as one Reviewing the Everway* game in of the few truly creative pursuits. I think Throwing Stones* DRAGON® MAGAZINE issue #224, I won- that people like us owe a lot to role-play- game dered why (publish- ing games and designers. Not only do Seven six-sided character ers of the world-conquering Magic: The they allow us to dream, but they also dice, one six-sided monster die, one six- Gathering* game) opted for such an odd- give us the gift of sharing our dreams sided standard die, rules sheet, pack- ball as their first foray into role-playing. with others.” Couldn’t have put it better aged in plastic tube Everway designer writes myself. Gamesmiths, Inc. $10 from Renton, Washington: “Why did I Brian Smith of Farmersville, Texas, Design: Jeff Siadek take the out-of-mainstream approach for wants to know if game reviewers “need Graphic design: Jason Siadek WotC’s first original RPG? Because I any special permits.” No, but you’re not wanted to be able to reach new people. the first to suggest that reviewers should There are games for beginners out there, be licensed. Throwing Stones but they’re primarily for kids. There are From Cherry Hill, New Jersey, John Fantasy imaginative, fantasy-loving people out Lazoswki asks about a long list of prod- Throwing Stones there who don’t play RPGs because they ucts, including the Call of Cthulhu*, supplement don’t find the current stock of games GURPS*, and Star Fleet Battles* games; 96-page softcover book attractive. We needed to do a game that are they worth his hard earned money? Gamesmiths, Inc. $10 was different from what was already out Yep. All three are first-rate and worth Design: Jeff Siadek there.” Makes sense. Unfortunately, every cent. As it happens, we’ll be look- Development: Jeff Siadek and Jason WotC has since dropped Everway. Let’s ing at another product on John’s list, Siadek hope it finds a new home soon. Harn World, right here, next month. Editing: Lauren Mandl Marcel van der Merwe of Finally, Jeremy (or Jerry – I can’t quite Illustrations: Stephen K. Ratter with Johannesburg, South Africa, laments the make out the signature) from Chicago, Wendell Riggins sorry state of role-playing in his home Illinois, wants help identifying a role- Cover: Melissa Benson country. “The simple fact is that there are playing game that he thinks came out in no gaming companies in South Africa. the late ’70s or early ’80s. “All I remem- Approximate number of role-playing With the advent of more mass media ber is that it was in a box, and there was games published to date: 1,069,417. coverage, things are changing, but not a flying tiger or some kind of flying cat Approximate number of methods for very rapidly.” Still, Marcel remains opti- on the cover. The characters gained spe- resolving actions in role-playing games:

DRAGON #228 61 two. Method number one, introduced in relevant colors on his four character dice; dice as he likes; his opponent, however, the DUNGEONS & DRAGONS® game and eight red faces equals Strength 8. may also mulligan any number of defen- adopted by about 99.9% of the RPGs that Durability (read: hit points) equals his sive dice. If he’s had his fill of mulligans, came after, involves the comparison of Strength level plus the total number of a character with one free hand and some die-rolls to numerical attribute ratings. dice that make up the character (in the Mana to spend can attempt to cast spells The second, pioneered by products like advanced game, a character can ex- by consulting the Magic Chart and hop- the Amber* and Everway games, replaces change experience points for additional ing the necessary glyphs appear on his die-rolls with intuition and educated dice). His mana, the mystical energy next toss; divination allows him to throw guesses. Now, at long last, Throwing needed to cast spells, is equal to his his dice before he chooses an Action, Stones brings us method number three, Intelligence plus the number of dice lightning bolt inflicts 1d6 points of dam- and it’s as unusual as it is ingenious. showing a magic glyph. A beginning PC age unless the target rolls up some Did I say ingenious? Revolutionary is also receives a number of gold pieces Balance glyphs. Conjure monster uses more like it. Instead of representing char- equal to his Ability multiplied by his the special monster die to simulate a acters with ability scores, Throwing Intelligence; gold may be spent on creature of the player’s choice, such as a Stones represents them with customized weapons, armor, and various acces- cyclops or a cobra; the creature attacks dice. Instead of pips, the dice bear bizarre sories. as directed until the conjurer’s Mana glyphs like lightning bolts and four-leaf Action resolution couldn’t be easier. expires. Other inventive rules cover clovers. And virtually every aspect of the The player rolls his, er, character, tallies unarmed combat (utilizing fist-shaped game, from picking locks to casting the applicable color-faces, modifies the glyphs), blindness (suffered by characters spells to smacking bad guys across the result by the relevant glyphs, then com- who get dirt thrown in their eyes), and room, relies not on comparing die-rolls pares the result to a success level deter- cowardice (if you concede a duel, you to ability scores, but on tallying those lit- mined by the referee. Attempting to may be banned from the arena for life). tle bolts and clovers. And, no, Throwing stand, for example, requires Agility (silver Throwing Stones has its share of Stones isn’t a clone of the ™ faces) and Balance (a glyph that looks shortfalls. For starters, the characters feel game. DRAGON DICE is a war game. like a man with his arms outstretched). If less like people than collections of modi- Throwing Stones is a role-playing game the total of the relevant faces and glyphs fiers. Supposedly, you can invent person- – call it D&D® in a tube. equals or exceeds the difficulty roll, the al histories for your PCs based on the Or, more accurately, call it a player attempt succeeds and the character dice that define them, but I defy anyone character in a tube. Each Throwing stands up. to come up with a plausible background Stones set includes enough six-siders to Combat can be resolved without a ref- for a Thief-Monk-Gladiator-Thaumaturge. get a single PC up and running (meaning eree. At the beginning of a round, each The character dice also limit your choice that every player needs a tube of his opponent makes a selection from the of archetypes; if you want to play a own). The player builds a beginning Action Chart, such as Strike, Knockdown, Ninja, you’re screwed unless your tube character by choosing four of the seven or Dodge. The opponents roll their char- happens to include a couple of Ninja character dice, each of which corre- acters, then compare the results to the dice. Many of the glyphs, such as Nature sponds to a specific archetype. Every requirements of their selected Actions; and Charisma, are all but useless. And tube contains a different assortment. for a successful Strike, the attacker’s sil- the single page of rules, included in the One of my sets, for instance, has two ver faces and teeny sword glyphs need tube is fraught with ambiguity; I think I Ranger dice, two Druid dice, one to exceed those of the defender. To understand how to cast all the spells and Thaumaturge, one Thief, one Monk, and determine damage, the attacker rolls his operate the monster dice, but I wouldn’t one Gladiator. Another has a Ranger, character again and counts the red faces bet the farm on it. Monk, Amazon, Thief, Fool, Assassin, and the number of teeny swords on one, The Throwing Stones Fantasy supple- and Barbarian. A Throwing Stones char- two, or three faces (the bigger the ment, essentially a set of expansion acter, then, combines traits from a vari- weapon, the more faces he counts); this rules, builds on the fundamentals pre- ety of archetypes; depending on my total is subtracted from the defender’s sented in the tube and clears up some of choice of dice, I might end up with a Durability. When damage exceeds the mud. It clarifies the combat mechan- Druid-Ranger, or a Thief-Monk-Gladiator- Durability, the character dies. ics, explains the fine points of character Thaumaturge. No combination is forbid- Combat would be about as thrilling as creation, and offers some interesting den. Off-the-wall combinations are not a coin-flipping tournament were it not variants, including a pretty good solitaire only allowed but inevitable. for the host of clever tactical options. system. New spells include weapon wilt, The masterfully designed dice contain Chief among them is the mulligan, wind storm, and psychic maze. Among a remarkable amount of information. Throwing Stones speak for a re-roll. the new magic items are the bloodhound Each face is a particular color, corre- After the attacker assesses damage, the blade, anti-magic amulet, and – my sponding to a particular attribute – red defender may mulligan a number of the favorite – love potato. The rest of the for Strength, gold for Intelligence, silver attacker’s damage dice equal to the book, however, fails to live up to for Agility. The largest glyph on a face defender’s armor value. Holding a shield promise of the love potato, depicting an indicates a particular skill or special enables the defender to mulligan any uninspired game world called Chaotia. effect – an 11-pointed star denotes a one of his defensive dice. Choosing the Populated by the usual assortment of propensity for going berserk, a tree indi- Dodge option from the Action Chart elves and dragons, sliced into dreary cates an affinity for nature. Smaller allows the defender to mulligan all of his subdivisions like Amazonia and Faerie glyphs – tiny crosses, teeny swords – defensive dice. A player who declares a Forest, it’s a setting so blah that I represent ability modifiers. To compute Focus, which can applied to any Action wouldn’t be surprised if its rainbows his attribute levels, the player totals the in any round, may mulligan as many were black and white.

62 APRIL 1996 Evaluation: Throwing Stones works expansion, Loren Coleman bases his That’d require two life lines for the same better as a two-player duel than a multi- answers on two intriguing concepts: person, and destiny allows only one per player RPG. For that reason, I’d suggest 1. The time traveler is a unique arche- customer. Those who insist on violating investing in two of the tubes; if you’ve type. He’s called a , a wiz- these rules may trigger timestorms, got an extra ten bucks, invest in a third ard from an elite school of magic whose which not only spew paradoxes all over tube instead of the book. (The more special training enables him to manipu- the place, but might attract the attention tubes you , the more options you late the elements of time. Requirements of a temporal police force called the have for characters.) If the $20 entry fee are rigid and demanding. Candidates Guardians. seems high, consider that’s about what must have a minimum Intelligence of 17 There’s more – much more – but you you’d spend on a couple of collectible and Wisdom of 16, must be of good or get the idea. Coleman’s analysis of tem- card decks, and I’d be surprised if you neutral alignment, and must be human, poral theory is fascinating, erudite, and didn’t find Throwing Stones more fun elf, or half-elf. Further, they’re forbidden convincing. But novice role-players may than the latest Magic: The Gathering from wearing armor, and they advance find it confusing, even intimidating. For clone. With its spotty rules and underde- in level more slowly than normal wiz- instance, Coleman insists that Temporal veloped setting, Throwing Stones merits ards. On the plus side, they acquire an Prime is a pseudoreality, not a plane of only four pips. But what the heck – let’s extra spell per level, and at 5th level existence. But after reading the book give it five. Revolutionaries deserve become immune to the effects of slow twice, I’m still not sure of the difference. encouragement. and haste. The character kits don’t Nor did I understand temporal move- (Information: Gamesmiths, Inc., PO amount to much – though well-con- ment, although I know I’ll need a calcu- Box 2133. El Segundo, CA 90245.) ceived, the Guide, Historian, and Seer suf- lator if I intend to try it (if my Wisdom is fer from underdeveloped benefits and 16, I multiply my normal movement rate disadvantages – but the terrific spells by a cross-stream objective distance make up for them. The menu includes modifier of 1.75). Further, pseudoreality such enticing selections as timereaver (the has a lot of nitpicky effects on spells; target is sent backward or forward in solid fog obscures vision to four feet time, up to five years per the caster’s instead of the standard two feet, flame level) and Articus’s devolutionary warrior strike inflicts (1d8 –1) 6 hp damage (the target gains Strength and loses instead of 6d8. What exactly is “linear Intelligence; his fingernails and teeth existence”? And what’s with this: “Many sharpen into weapons). Mysterious, features of Temporal Prime have not guarded, and cerebral, the chrono- been discussed in detail or at all ... their mancer is an appealing creation; think of explanations are best withheld until him as the eggheaded cousin of the later.” The sound you hear is me beating necromancer, only without all the dead my head against the wall. stuff. Evaluation: If you want to incorporate 2. Time itself is an independent realm. time travel into your campaign, you It’s called Temporal Prime, “an infinite have three options: expanse of black space with an infinite 1. Do what I do and invent your own number of time streams flowing through rules. I use a variant of the time pool it.” The time streams resemble immense spell from TSR’s Tome of Magic book that clusters of pale silver cords suspended in allows priests to create portals to other a gray mist-smoke. Each cord, which eras. And, to be honest, I’ll probably keep stands for a separate realty, is made of using it – Chronomancer requires more countless silver threads, the threads rep- brain power than I’m willing to expend. Chronomancer resent the life lines of the residents who So how do I explain the nuances of tem- ADVANCED DUNGEONS & DRAGONS® game occupy that particular reality. The physi- poral theory? I don’t. How do I handle supplement cal appearance of a life line indicates its paradoxes? I ignore them. (Pretty clever, 96-page softcover book historical significance; kings generate eh?) TSR, Inc. $13 thick bright lines, peasants generate 2. Use a supplement for another Design: Loren Coleman short dull ones. Bundles of life lines, game, and adapt it to AD&D. My favorite: Editing and development: known as event tangles, indicate histori- GURPS Time Travel. The quirky Time Illustrations: , Adrian cal turning points, such as political assas- Lords* game is also good (information: Bourne, , Jim Holloway, and sinations or great wars. Visitors experi- Blacksburg Tactical Research Center, Mark Nelson ence the realm as an eerie jungle of 1925 Airy Circle, Richmond, VA 23233.) Cover: cables and webs buffeted by wind-like 3. Use the Chronomancer system. currents. Perception and movement are Veteran AD&D game players who have For a game designer, no topic induces subjective, as are all physical laws; visi- more ambition than me will undoubted- more migraines than time travel, as it tors “conceive” their own gravity. ly find this the most satisfying option. But demands answers to a lot of thorny So can history be changed? Only a lit- be prepared – you’re going to have questions. How, for example, do we get tle. Life lines will writhe and shift to some homework. from era to era? Are historical events accommodate minor alterations, but the rigid or malleable? Can we meet our- momentum of destiny prevents radical selves? In this thought-provoking AD&D® changes. Can you meet yourself? Nope.

DRAGON #228 63 A week later, my At the end of this phase, a player must nephew is nosing have no more than seven cards in his through my game collec- hand; extras must be discarded. tion and comes across Next comes the Movement and Guardians. Says he’s a Combat Phase, the heart of Guardians. fan. He thumbs through Creatures deployed in Strongholds with- the decks. “Wanna trade out Shields must stay where they are. for some of your Beer Otherwise, a stack of Shield-protected cards?” Creatures can move up to two Disputed Beer cards? Land spaces. Combat ensues when two So I took another look. Shield stacks occupy the same Land. I’m glad I did. Turns Players remove their Creatures from their out, Guardians is an Shields; the Creatures comprise their impressive little weirdo. combat hands. Each opponent flops Even if the game itself down a Creature, one at a time. The were lame – and as it Creature with the highest Vitality score, happens, it plays pretty which may be modified by Spells and well – it’d be worth the nine bucks for a Magic Items, wins the round; defeated deck just to drool over the art. The lush Creatures go to the dead pile. When all colors, photographic detail, and outra- of the Creatures have been played, the geous subject matter make this the most Vitality points of the survivors are tallied; visually appealing set since the BLOOD whichever side has the most points wins WARS™ game. I’d be hard-pressed to the Land. The loser must retreat to an name my favorite cards, but here are few unoccupied space. If the loser can’t nominees: Crook End Snoot (a grinning retreat, his Shield is destroyed. pixie with a foot-long nose), Humungus In the final phase, Terrain Settlement, Fungus (a combination of an the victor places a Terrain card on the and a tree root), and Floyd the Flying Pig just-conquered Land to indicate control. (a baggy-eyed porker with lips that beg If it contains an enemy Terrain, he to be kissed). And in what may be the removes it and replaces it with one of his most blatant display of sexism the indus- own. try’s ever seen, the deck also includes a The combat system, the game’s best healthy number of Babes, scantily-clad feature, employs several ingenious traffic-stoppers guaranteed to steam twists. If an opponent has Creatures your glasses and raise your mother’s remaining in his combat hand after the eyebrows. If designer initial attack, he can make a secondary ever gets slapped by a feminist, it’s not attack with his leftovers. A Creature like he didn’t have it coming. capable of Channeling can benefit from Each player needs a deck of at least a temporary Vitality boost if the owner 55 cards, including one Guardian (a discards a Power Stone. And some super-powered entity that doubles as the Creatures can be dispelled with Beer and Guardians* game player’s alter ego), three Strongholds, and Babes; nothing makes an Ice Ogre run 60-card starter deck, a variable number of Terrains, Shields, for cover like a Super Model. 14-card booster pack Magic Items, Spells, Bribes (the Beer and Evaluation: Guardians is not without FPG Inc.$9 (starter deck), $2.79 (booster Babe cards), and Creatures. The playing its problems. For a premise this goofy – field consists of a line of three Stronghold Floyd the Flying Pig? – it’s way too com- pack) Design: Keith Parkinson and Luke spaces in front of each player, totaling six plicated, what with all the off-color Peterschmidt Strongholds in all; Strongholds contain bonuses, area of effect attacks, and draw Editing: Darren Boyce armies of Creatures, which in turn are modifiers. The rulebook could’ve used Art direction: Keith Parkinson protected by Shields. Opposite each another draft and more examples. If Illustrations: Brom, Don Maitz, Keith Stronghold is an empty Disputed Land your opponent begins with stronger Parkinson, Mike Ploog, and James space, which will be filled with Terrain Creatures than yours, good luck trying to Warhola. cards as the game progresses. Victory win. And the awkward four-player game goes to the first player to control the six is more work than fun. Still, the plusses Oh boy, I thought, the day Guardians Disputed Land spaces, destroy five outweigh the minuses, making it a must showed up in the mail box. Another... enemy Shields, or send the opposing for collectible card freaks with an eye for yawn... . A quick Guardian to the cemetery. good art. Let me know if you get any flip through the rulebook, and I was Guardians consists of three-phase extra Beer cards. rather sure I had it figured out. Monsters, turns. In the Deployment Phase, players (Information: FPG Inc., 2539 spells, terrain, duels – it was Magic: The draw enough replacements from their Washington Rd., Bldg. 1000, Pittsburgh, Gathering, Junior. I shelved it. decks to make 12-card hands, then place PA 15241.) up to three Shields and 30 Vitality Points- worth of Creatures in their Strongholds.

64 APRIL 1996 Short and sweet exceeds the success level, the action suc- ments like Melnibone and Sorcerers of GURPS IOU: Illuminati University, by ceeds. The number-heavy but manage- Pan Tang so memorable. Though Elizabeth McCoy and Walter Milliken. able combat system emphasizes maneu- Lawrence Whitaker does an admirable , $18. ver and hit locations (wounds can be job, he was saddled with a tough assign- Steve Jackson has been riding high superficial, minor, major, severe, or ment Even Michael Moorcock, author of on the Illuminati: New World Order* card extreme). A thick supplement, the Book the original Elric novels, couldn’t find game for quite a while now. But despite of Magic, details a simple spell-casting much of interest in the East. its title, GURPS IOU has nothing to do system and hundreds of spells. I don’t with cards. Nor, for that matter, does it imagine many folks will be abandoning The Gothic Earth Gazetteer, by William have much to do with the GURPS their AD&D PIayer’s Handbooks for W. Conners. TSR, Inc., $10. llluminati supplement of a few years Fantasy Earth. But if you’re a supporter This guidebook to the people and back, IOU looks like a setting for the of the small press, or if you’re looking for events of Gothic Earth (introduced in the GURPS role-playing game – and indeed, a set of ready-made rules to graft onto a Masque of the Red Death boxed set, part of it has its share of game stats and adven- homemade setting, you could do worse the AD&D game’s RAVENLOFT® setting) is ture hooks – but the anything-goes, than this. hardly indispensable but it’s still fun. logic-down-the-dumper approach makes (Information: Zody Games, One You’ll find an account of Sir John it virtually unplayable, at least by anyone Kendall Sq. #178, PO Box 9171, Franklin’s ill-fated arctic expedition, the who takes their games even semi-seri- Cambridge, MA 02139. history of spiritualism, and biographies ously. So what is it? Basically, IOU is a of such luminaries as Susan B. Anthony, glorified joke book, a drop of Monty Neo Tribes: the Nonmds of North Mark Twain, and Calamity Jane. Best of Python mixed with a bucket of Three America, by Ross Winn and Eric Oppen, all, the book comes packaged with a gor- Stooges. Located at a “scenic dimension- with Dan Longoria, Angelina Acevedo, geous poster-sized 10-year calendar that al nexus with convenient access to Tristan Heydt, Gilbert Milner, Marian begs to be hung on the wall – just in numerous world and time gates,” the Rosensriel, Janice Sellars, Mark case the 19th Century ever rolls around university is home to a lunatic collection Schumann, Chris Williams, and Benjamin again. of aliens, mages, and cartoon monstrosi- Wright. R. Talsorian Games, $12. ties. Most of the book parodies a typical Edgerunners Inc., by Andrew M. Borelli, Mecha Press magazine, edited by campus catalog, describing classes Michael G. Nelson, and Scott Taylor, with Marc-Alexandre Vezina. lanus Publica- (Combat Uses for Toxic Wastes, Uses of Derek Quintanar and Benjamin Wright. tions, Inc., $6 (single issue), $36 (six-issue Scientific Notation in Hospital Bills), staff R. Talsorian Games, $12. subscription). members (Dr. What, George the Janitor) Are your Cyberpunk* game characters Fans of the Battletech*, Macross II*, and student organizations (Society for looking for work? They can stop looking. and Robotech* games will think they’ve Unimaginative Anachronism, Democrats Neo-Tribes describes a loose network of died and gone to giant robot heaven for Cthulhu). Maybe you consider your- motorcycle jockeys who cruise the wilds when they get a gander at this classy self too sophisticated for silly stuff like of 20th Century America in search of periodical, published by the same folks this. But you’ve gotta admit – Democrats food, funds, and fist fights; they’re responsible for the Heavy Gear Fighter* for Cthulhu, that’s pretty good. always in the market for a few good card game. Recent features include an sociopaths. If you want something a bit overview of the Battletech TV series, Fantasy Earth* game, by Michael C. more profitable, consider Edgerunners some model-making tips, and a lively Zody. Zody Games, $15. Fantasy Earth: Inc., a futuristic temp agency specializing review section covering everything from the Book of Magic, by Michael C. Zody. in black marketeering, smuggling, and comic books to metal miniatures. With Zody Games, $15. other enterprises of dubious legality. its breezy text and striking graphics, it’s If I were a small press publisher, I Though both organizations boast formi- like a Playboy magazine for rivet-heads – don’t think I’d attempt a fantasy RPG, dable reputations and noteworthy per- I mean that as a compliment. fearing the inevitable comparisons to sonnel – detailed at length in these (Information: lanus Publications, Inc., AD&D. Michael Zody forged ahead any- entertaining sourcebooks – I prefer the 5000 Iberville, #332, Montreal, Quebec, way, with surprisingly credible results. Tribes; they wear cooler clothes. Canada H2H 2S6.) Like the RPGs of the Jurassic Era, Fantasy Earth has no game world or campaign The Unknown East, by Lawrence setting; it’s 120-plus pages of pure rules. Whitaker. Chaosium, Inc., $17. Players construct characters by assigning What distinguishes the Elric* game Rick Swan is the author of The Complete 10-sided-die rolls to a list of 26 attributes, from every other fantasy RPG is its Guide to Role-Playing Games (St. Martin’s such as Strength, Perception, and doom-laden atmosphere; despair practi- Press). You can write to him at 2620 30th Appearance. Class options include cally drips off its world-weary heroes. So Street, Des Moines, IA 50310. Enclose a self- Warrior, Sorcerer, Cleric, and Burglar. when I pick up an Elric supplement, I addressed envelope if you'd like a reply. expect a little gloom. Unknown East Skills – Acrobatics, Boat Building, and * indicates a product produced by a company other about 120 others – derive from the explores the ravaged nations of the than TSR, Inc. Most product names are trademarks Menastree continent, presenting the his- owned by the companies publishing those products. The attribute scores. To resolve the use of a use of the name of any product without mention of its skill, the player rolls a die, adds the num- tory, landmarks, and citizenry in lavish trademark status should not be construed us a challenge ber to the relevant skill rating, then com- detail. But despite some nice touches – a to such status. pares the result to a success level set by compelling treatise on eastern religion, a the referee; if the result equals or strong selection of adventure hooks – it lacks the grit that made previous supple-

DRAGON #228 65

The DM's Quick Campaign Random Generator

when beginning a new fantasy campaign, it is critical to decide by Serge Stelmack exactly how your epic will unfold. By discerning the allies, enemies, and ultimate objective of the PCs before the story begins, the wise game master can design adventures that provide their players with a definite sense of progress and achievement. Such decisions are hard to make and can prove overly taxing to the fragile nerves of the DM. The choices you make when first plotting the campaign can affect months of gaming. It was for the express purpose of aid- ing the struggling and overworked DMs of the world that I devised the Random Campaign Generator. By rolling on the tables below and fill- ing in the blanks in the chart one by one, dozens of fascinating campaign ideas can be generated in minutes. All you need is a d12. Have fun. Table 2 Table 3 1. adventurers 1. the ruler of the land 2. pilgrims 2. the head of the church Table 1 3. Mr. Big(s) 3. the dubious leader of the thieves’ 1. brave 4. thieves guild 2. not-so-brave 5. elves 4. some guy they met in a bar 3. the henchmen of 6. fighters 5. a really nice dragon 4. skulking 7. wizards 6. a really gorgeous half-elf 5. arrogant, stuck-up 8. animals 7. their drunken parents 6. murderous 9. halfings 8. the king of the gypsies 7. dyslexic 10. dwarves 9. a mysterious stranger 8. cute, fuzzy 11. clerics 10. Mr. Big 9. annoying 12. lawyers 11. the frog prince 10. argumentative 12. a loan shark 11. mercenary 12. corporate

DRAGON #228 67 Table 4 2. a treacherous band of assassins 3. a master thief with a demented 1. recover 3. highly irritating minstrels sense of humor 2. find 4. a lecherous innkeeper 4. a gang of unpleasant robbers 3. destroy 5. nasty old women 5. a friendly dog that just won’t stop 4. defeat 6. traveling salesmen following them 5. purchase 7. ghosts 6. a gigantic trout 6. get rid of 8. a swarm of locusts 7. head lice 7. paint a portrait of 9. heavily armed mercenaries 8. a huge labyrinth filled with traps 8. conduct tests on 10. Mr. Big’s evil twin, Skippy 9. chia golems (see page 39) 9. make material components out of 11. misleading road signs 10. venomous parakeets 10. deliver a singing telegram to 12. rioting kobolds 11. a coven of diabolical warlocks 11. kiss up to 12. a killer rabbit 12. rescue Table 7 1. really ugly trolls Table 9 Table 5 2. exceptionally dangerous butterflies 1. epic battle 1. the king’s daughter 3. the possession of one of their group 2. skillful negotiation 2. an evil wizard 4. greedy slave traders 3. begging and pleading 3. a marauding monster 5. performers from a traveling circus 4. shameful exhibitionism 4. a mystical sword 6. an evil lord 5. amazing heroism 5. a magical amulet 7. a nearsighted cyclops 6. great personal sacrifice 6. a dragon’s blood sample 8. a plague of rabid ferrets 7. pathetic whining 7 an ancient magical tome 9. poor weather conditions 8. masterful bribery 8. a lost city 10. an asteroid impact 9. a colossal space hamster 11. vengeful wombats 9. mass confusion 10. Mr. Big’s ex-wife, Peggy 12. a merciless vampire 10. ingenious creativity 11. a magical bucket of lard 11. wacky fun 12. a wealthy relative Table 8 12. tragic indifference 1. a voluptuous dwarven courtesan out Table 6 to steal their brains Table 10 1. a vicious tribe of orcs 2. very cross seagulls 1. fame and fortune 2. sincere thanks and a letter of reference 3. a paid vacation 4. an offer of marriage from their employer 5. a collection of attractive sea shells 6. a set of seriously flawed magical weapons 7. another crummy job 8. all the baked clams they can eat 9. a pet giant panda 10. a sack of gold 11. knighthood 12. the grudging acknowledgment of their employer

Serge Stelmack lives in Vancouver, British Columbia. This is his first appearance in DRAGON® MAGAZINE.

68 APRIL 1996

years of gaming. Thus, +1/+3 are usually ger. Why punish the AC 10 wizard or the highest Strength bonuses with which Strength 13 thief just because the party a DM must contend, excepting the rarest fighter is a killing machine? If the leader- of circumstances, Now consider the Skills type creatures (or creatures with weapon & Powers rules: a fighter with even a 16 specialization) target the muscular fight- Strength (and how many fighters possess ers and weaker creatures fight the rest of a Strength score lower than 15?) can shift the party, the fighters will defeat stronger the figures to 14 stamina and 18 Muscle, creatures and gain inordinate amounts of then immediately roll the percentile dice! experience compared to their peers. A player with a 16 Strength is now Rather than try to remedy this prob- assured of at least +1/+3 bonuses for- lem with bad band-aids later, it is better merly reserved for those with 18 scores. to fix the problem before it begins. I rec- It gets worse, however, for a 20 ommend treating the Muscle and Muscle score is now reachable for those Stamina percentile divisions as whole with natural 18s, and no percentile rolls numbers; thus, a character with 17 Forum welcomes your comments and are required to get the +3/+8 bonus! Strength can adjust to gain a 15 Stamina opinions on role-playing games. Before Skills & Powers, a player with an 18 and maximum (18/01) Muscle. In the United States and Canada, send Strength needed a fantastic percentile roll Characters rolling a natural 18 Strength any correspondence to Forum, DRAGON® to get a +2/+5, but now a +3/+8 may be could adjust as above, or simply take 18 MAGAZINE, 201 Sheridan Springs Road, selected with no chance of failure! in both sub-abilities and roll percentile lake Geneva, WI 53147 U.S.A. In Europe, Consider that a vampire has a Strength dice to see what they receive. This keeps send mail to Forum, DRAGON MAGAZINE, (Muscle) score of 18(76), according to the the 18(00) score the rarity it used to be, TSR Ltd., 120 Church End, Cherry Hinton, Monstrous Manual™ tome. Vampires have allows lower Strength fighters to increase Cambridge CB1 3LB, U.K. You can also send a +2/+4 attack bonus and can punch for their hitting potential, and prevents play- e-mail to tsrmags@aoLcom. 5–10 hp damage. It seems a trifle ridicu- er character giants from being created. We ask that all material be neatly typed lous for a party to have one or more As a DM, I am not stingy with magical or handwritten. You must give us your full fighters with a Strength greater than that item distribution, and I don’t believe in name and mailing address if you expect of the average vampire. If you’ve seen keeping characters at a disadvantage. I your letter to be printed (we will not consider any vampire movies, you know what I’m have, however, noticed that low-level a letter sent anonymously), but we will with- talking about here. characters with Armor Classes of –1 or hold your name if you ask us to do so, and Good DMs know that girdles of giant greater, or +7 damage bonuses and the will not print your full address unless you strength can upset game balance easily, like, can turn game balance upside- request it. yet now fighters can start as if wearing a down, removing the challenge for all girdle of hill or stone giant strength at 1st concerned. The players will be twice as level! If a +3/+8 bonus doesn’t seem bad, proud of their characters if they occa- have been playing the AD&D® game consider the cumulative effects as the sionally need good rolls and all damage since 1977. Most of my experience is fighter learns how to use his weapons. A is dealt fairly. as a DM, but I haul out the character I 1st-level fighter with weapon specializa- Rick Maffei sheets at conventions or when given a tion can now possess a +4/+10 before 474 Hunter Road chance. the game begins! That means a long Ridgewood, NJ 07450–5516 I feel the PLAYER’S OpTION™: Skills & sword damage roll of “1" still gives a min- Powers book, while in most ways an imum of 11 hp damage, enough to K.O. I’ve read many articles and letters excellent release, does have a serious the typical humanoid opponent easily. If from readers who are concerned with problem – namely, the Muscle subability. this fighter acquires a fighting style spe- the changing face of TSR’s products as The major problem with this ability is cialization, he could gain a +5/+10 or the company tries to get back to the that fighters (and presumably fighter sub- even a +4/+11 bonus. An elf or half-elf roots of role-playing games. There are classes, such as rangers and paladins) could add a further +1 to hit with a sword complaints of too many rules, not may raise the Muscle subability as high if desired, bringing the 1st-level fighter to a enough rules, inappropriate rules, incom- as 20. A Muscle score of 20 is excessive +6/+10 bonus! Just wait until this charac- plete rules... but the bottom line is and and unwarranted. Such high subability ter gains weapon mastery at 5th level always was, there are no rules! scores can later damage the campaign and gains +7/+11 or +8/+11 if elven! The game has been around for near- as cumulative effects take their toll. I wouldn’t let this character near a ly three decades, and like the enthusias- Consider the standard AD&D rules: a magical sword. tic groups of kids all over the world who character with a Strength of 18(00) As the system stands, there isn’t an first sat around a table, pencil and paper (extremely rare in well-run campaigns) easy answer to this problem. Considering in hand, it has grown, like they, to an has +3 to hit and +6 to damage. My play- the decreased Stamina to be an equalizer intelligent, outgoing body, larger than its ers and I have typically used Method V simply isn’t good enough, as Stamina past self, yet still full of new ideas. for character ability generation. While affects only encumbrance (which most Anyone who has been involved in the this gives a good chance for an 18 DMs ignore) and but two warrior non- process, whether as a DM or PC for years Strength score (with players placing 18s weapon proficiencies. Perhaps a good or weeks, and who can still find it an where they want), the percentile rolls usu- DM can balance this super-fighter with enjoyable outlet in this age of electronic ally fall within the 01–50 range, giving strong opponents, but the weaker party the character a +1/+3 bonus. I have seen members will be exposed to greater dan- Continued on page 87 an honest “00” result once in nearly 20

70 APRIL 1996

Humor in “serious" role-playing games

by Ed Stark

hat do you do when you can’t stop the wizard from carless as well. This was at least the third car the woman had laughing? Well, not just the wizard, of course. The gone through in as many months, and she was kind of fighter, the thief, the space ranger, even the mutant annoyed that it might end up getting trashed yet again (I biker might burst into giggles at any moment, in the middle of thought this was a logical conclusion, since that’s the way your serious adventure. I’ve been in a situation – and I’m sure things did seem to be going.) most of you experienced gamers have too – where something She resolved to push her car out of the driveway and down happened in the most serious of adventures that cracked up alongside the road (which was about a half a mile away). The every player around the table. Something is said wrong, or rest of us were unsympathetic. We wanted to get on with our someone makes a joke, or something in the adventure just deaths... er, lives... and investigate the house some more before strikes everyone as amusing at the same time – it happens. it was completely dark. Besides, it was starting to pour. How, as a or a good role-player, do you handle it Fine, she said. If we wouldn’t help her, she’d do it herself. and keep the game moving along? Injured from a previous battle with a rabid raccoon (which sounds funny now but wasn’t so much, then), she opened the Another fine mess... door and steered the car while pushing it herself along the Perhaps an example is in order. A year or so ago, I became muddy driveway. The rest of us stood on the dry porch and involved in a Call of Cthuhlu* campaign that may not have watched. been the height of seriousness in gaming, but it certainly That’s when it really happened. ranked in the top 10. It was a horror game, not one of those In the course of making a Strength check, she failed – criti- silly slasher-type, blow-up-as-many-monsters-as-you-can- cally – and the gamemaster ruled she had fallen under the before-you-die things. There were times when one or more of wheels of one of the back tires and it rolled over her leg. She the players actually cried out in surprise when we thought we’d took a few points of damage, and we all snickered a little as she found what was lurking behind the next door. We really got pulled herself out of the mud and tried again. caught up in the Lovecraftian horror of the game and played And it happened again. our roles to the hilt. And again. But something happened. It was during a typical investiga- Now, this might not seem uproariously funny but, believe me, tion of a typical haunted house (and, for those of you who’ve after the days and nights our characters had experienced, to see played Call of Cthuhlu, you know there is no such thing as a one of our number vainly trying to push her car downhill in the “typical” anything). My investigating team and I probed the rain and mud – and fail, time and time again, to keep from get- house with all care and alacrity, hoping to get out before night- ting run over by her own vehicle – cracked us up. Soon, every- fall with some valuable information. one in the room (including the unlucky player) was laughing. But things didn’t go well. (Okay, so they never do). We’d completely blown the mood the gamemaster had so care- As a result, we ended up staying in the house until dusk. We fully crafted, and we were making gags and jokes even as our managed to get out just as the sun was setting, and we made it merciless investigators finally broke down and helped our driver to our car. Feeling pleased with herself, the owner of the car got out of the mud. into the driver’s seat and turned the ignition. This might not seem like a critical occurrence, but it was. For Nothing happened. We were sitting in front of a haunted several hours, the gamemaster had been working to get us to house, miles away from anywhere, and our car wouldn’t start. this point in the adventure. He wanted us edgy and nervous as Naturally, one of the investigators proposed simply staying we entered the house, not laughing and light-hearted. He cer- outside the house until dawn. Another upped the ante (in true tainly hadn’t planned on this situation. investigator fashion) and declared that we might as well con- But he went with it. Instead of ominous shadows and creaky tinue our investigations, since we couldn’t leave anyway, and it floorboards, he greeted us with a warm, musty smell and a fire- was looking like rain. place with wood stacked beside it. As we built a fire to dry off, That, I’m sure, is what should have happened. The his ghosts and horrors left us alone, we got rather cheery and. gamemaster planned on it, and most of us expected it. But the comfortable. And then the horrors came. owner of the car said differently. I won’t go into any more details, but I think that turned out to A little background: During our last adventure, the investiga- be one of the most horrific experiences my investigator tor/driver’s car had been destroyed in an ever had, and one of the most entertaining attempt to rid the world of a nasty horror. I evenings of gaming I’ve ever played. All of us, don’t remember what happened in the pre- veteran players, were drawn in by the humor of ceding adventure, but it resulted in us being the situation and nobody was looking for the

DRAGON #228 73 horrors that followed. As a result, we went in the party could not resist firing his bow Now, this could come in the form of a from secure and comfortable to horrified into melee. His accuracy was deadly and, funny incident (like a planned BPG), or and screaming in a matter of moments. even with the heavy penalties for shoot- an encounter with a strange or humor- Shock value re-ignited the scenario, and ing into combat, he seldom missed. ous NPC, or it might actually be an entire soon we were fighting for our lives and Except when the ranger was involved. adventure – depending on what you our sanity. No matter what, the would hit think your campaign needs. the ranger accidentally with a stray shot. And that’s the important thing. If your The banana peel gag Now, for those of you familiar with the campaign seems to be getting stale (your The “banana peel gag” (BPG) is a joke MERP system, you know any shot can be Star Wars* (characters just keep destroy- that’s funny because no one was expect- nasty. Fortunately, the ranger usually got ing bigger and better Death Stars, for ing it. Slipping on a banana peel and off relatively unscathed. But it became a example), or your players seem to be get- falling isn’t really funny – watching running gag. ting too involved in their characters (the someone doing it when you expect it isn’t This set up an interesting dynamic party’s cleric dies and everyone has a all that funny either. But, when it happens between the two characters. Normally very serious wake), shake things up with in a serious situation where no one at all friends, when they got into combat, the a light-hearted, nobody-is-in-danger, fun sees it coming, it can crack you up. ranger would not check his foes as adventure. Even the most serious writers Every campaign has its share of BPGs. closely as he would that hobbit. He per- like to pen the occasional humorous It’s funny, and everybody laughs, but formed outrageous maneuvers to get story (even if they never show it to any- most don’t know how to out of the hobbit’s line of fire, and the one); as the gamemaster, you should try make efficient use of it. Some let it injure hobbit, perversely, always maneuvered to work to lighten up your ultra-serious their night of gaming or the campaign in him back into position. And, true to game occasionally. Otherwise, you end general. “This is a serious game,” they form, at least one of every two shots the up being the group at the convention cry. “Stop making jokes!” Incidental hobbit took hit the ranger. that everyone avoids because they are humor is the bane of their existence. Now most players (and characters) “way too into it.” Relax. The words “serious” and would get really annoyed by this. But, for “game” shouldn’t be lumped together so some reason, the ranger took it in stride. As a player easily. Everyone’s out to have fun. A few (No pun intended!) He seemed to think it Try not to take things too seriously BPGs shouldn’t spoil that – they should was a challenge to survive the best his when role-playing your character. Your enhance the situation. foes could throw at him and the worst his bounty hunter might be the toughest I use the occasional BPG as a transi- friends could deal him. hombre this side of the Rio Grande, but he tion. If a fighter slips and falls down the So, as a gamemaster, I tried to doesn’t have to gun down everybody stairs in a dungeon, everyone gets a “weight” the situations so that the hobbit who snickers in his presence – and he laugh as this plate-armored, backpack- would either be able or unable to shoot can throw people off by cracking the carrying, 18/00 Strength clod get to land at the ranger’s foe. I would also “weight” occasional joke, then scowling when peo- on his ear. As they’re all chuckling, I (okay, cheat) to keep the arrows away ple laugh. throw a monster at them, at the fighter, from the ranger when I thought it appro- Develop a few personality quirks. Most or at everyone. Soon they’re up to their priate. We still had the running gag, but games these days encourage that any- ears in trouble. Why? Because they it was under control. way. Role-play them well most of the weren’t expecting it. time, but go to the extreme once in a Humor as a distraction works very, And every so often while. For example, if your serious ship’s very well. If the wizard states afterwards When you’ve mastered the BPG and pilot is considered a “hotshot,” most of the “Hey, I was looking behind us! They the running gag, you might want to inject time he’s going to succeed spectacularly couldn’t have surprised us!” you politely a little planned humor into your ultra- at what he does in his starfighter – but, inform her that, no, she was fighting to serious campaign. In fact, I recommend it. when he fails, he should fail big – or at get a bird’s eye view of the warrior as his One of the most dangerous things a play- least act as though he did. Make jokes pack exploded outward, scattering gear er, gamemaster, or gaming group can do about being the only pilot in the Alliance and weapons all along the staircase. is take their hobby too seriously. You to shoot down two dozen enemy craft but You don’t want to make your BPGs don’t want to spoil a serious campaign never be able to land one successfully too commonplace. This can happen with too many running gags or BPGs, but yourself. (You know who I’m talking when you’ve got would-be humorists in you need them to spice it up. Humorous about, don’t you?) Pointing a few quips at the party who try to force these things to situations are part of life. They should be yourself might get everyone else on a roll. happen. You know the type. Every time a part of your game as well. If not, a few friendly jibes between com- guy rolls a failure on the dice (whether So you can, as a gamemaster or a rades (or the occasional practical joke, you have critical failures or fumbles in player, build in some “serious humor” in played with the help of the game master) your campaign or not), he chimes in with your serious campaign. might get send the right message. a humorous effect he thinks should hap- pen. You might want to take him up on For the gamemaster it sometimes, but not always. You have more control over the tone of your game. If you discourage humor, Ed Stark Iabors in the game mines of TSR, The BPG as a running gag or if you promote it, the players follow. Inc. He is a game designer and editor. Another anecdote (short one this time, Try to react to their moods and keep * indicates a product produced by a company I promise). In a MERP* game I was run- things consistent (until you want to zap other than TSR, Inc. ning a few years back, one of the them, that is).

74 APRIL 1996

76 DRAGON 1996 by Jean Rabe illustrated by Terry Dykstra

ar below Waterdeep, where the labyrinths of familiar, the animal companion gains the saving throws of its Undermountain twist and spiral ever downward, treasure wizard-mentor. The wizard gains an empathic link with the ani- waits. One band of adventurers, braving the dangerous mal and can issue it mental commands at a distance of up to tunnels, came back battered and shaken – recovering only a 10 miles. book before escaping with their lives. But such a treasure it was Because it is enhanced through the casting of the find com- – an ancient snakeskin-bound spellbook written in elvish. panion spell, such an animal usually has more hit dice and a Among the enchantments inside were spells to attract powerful better Armor Class than a creature like it would normally pos- familiars. These creatures, which bind themselves to the wizards sess. Its hit points are improved also. In addition to rolling hit who cast the spells, imbue their mentors with wondrous abilities. points based on the animal’s hit dice, a number of hit points are added equal to the caster’s level – to a maximum of 20. For Find Companion example, a 7th-level wizard with a badger companion would (Conjuration/Summoning) add 7 hit points to the creature’s total. A 9th-level wizard would Third Level add 9. Range: 1 mile/level Wizards can call upon these creatures to perform various Components: V, S tasks and missions and can rely upon their innate magical abil- Duration: Special ities. Smarter than a natural creature, companions easily can Casting Time: Eight hours carry out basic orders and can understand when their masters Area of Effect: One creature are in danger. All animal companions initially have a Neutral Saving Throw: None alignment. Through association with the wizard, however, the companion assumes the same alignment as its master. This enchantment is similar to the first level spell find famil- If the companion is separated from its wizard mentor by more iar; however, it brings to the caster an animal companion with than 50 miles, the wizard loses one hit point a day until he dies enhanced abilities. The creature attracted benefits a wizard by (at which time the companion also dies) or until the companion conveying its sensory powers to its master, conversing with returns to within the 50-mile radius. These improved familiars him, and serving as a guard, scout, or spy. A wizard can have gain the saving throws of their wizard-masters. only one animal companion at a time, though he also can have If the companion is killed, the wizard must successfully roll a normal familiar drawn by the first level spell. an immediate system shock check or lose two levels of experi- The animal companion enters into a magical bond with the ence. If the check is successful, the wizard loses one level of wizard and will no longer age at the rate a similar normal ani- experience. mal would. The animal lives as long as its wizard Companions vary in power and abilities, and mentor–unless it is killed earlier by spells, phys- the type of companion gained is random. Roll ical attacks, or neglect. In addition, like a 1d20 and consult the following chart:

DRAGON #228 77 1 Raccoon 11 Monkey Bat: HD 1+2; AC 7; THAC0 20; #AT 1; each; SD surprised only on a 1; MV 15, 2 Badger 12 Snake DMG 1–3; MV 1; FI 24 (B); SZ T sprint 45; SZ M 3 Winged serpent 13 Stag A bat companion is small and has a A sand-colored cat that stands 4 Rat 14 Otter wingspan of 6”–1’. Bats come in shades 4’–4½’ tall, the cheetah is a skilled 5 Spider 15 Fox of gray, brown, and black, and their wiz- hunter that can naturally camouflage 6 Iguana 16 Wolf ard companions’ hair quickly matches itself. It is surprised only on a 1. Unless 7 Talking owl 17 Horse the hue of the bats’ leathery wings. A bat springing to the attack, it has a 90% 8 Falcon 18 Cooshee companion is loathe to be about during chance to go unseen in woodland set- 9 Vulture 19 Brown bear the day – unless in an underground set- tings, an 80% chance in farmlands or 10 Bat 20 Cheetah ting. During the daylight, its movement plains, and a 70% chance in shadowy rate is cut in half. At night, because of its buildings or underground areas. The Badger: HD 2+1; AC 3; THAC0 19; sonar, it has the equivalent of infravision cheetah possesses the following non- #AT 3; Dmg l–3/1–3/1–4; MV 9, burrow to 120’ and can ignore the effects of fog weapon proficiencies: hunting (15), track- 6; SZ S and magical darkness. Once an evening, ing (16), and survival (16). When its wiz- A sturdy burrowing animal with thick it allows its wizard-master to fly with a ard-master is within 30’ of it in an out- hair, a badger is a loyal and fierce com- movement rate of 12 (B), and to trans- door setting, the effect is as if the wizard panion. A wizard who has this animal as form himself into a bat with a flying rate was wearing a cloak of elvenkind. Further, a companion develops a patch of white of 24 (B). These abilities last for 1d6 +2 while the wizard is within 10’ of the cat, hair at the top of his head, just as a bad- turns (30 to 80 minutes). he is surprised only on a 1. The wizard ger has a patch of white hair on the top companion develops cat’s-eyes. of its head. Some wizards cover up this Brown bear: HD 5+5; AC 5; THAC0 patch so others will not learn about the 15; #AT 3; Dmg 1–6/1–6/1–8; SA hug; Cooshee: HD 4+3; AC: 4; THAC0 16; presence of a badger companion. MV 12; S L #AT 3; Dmg 1–4/1–4/2–8; MV 15, sprint A badger companion, once a day, can An aggressive hunter that stands 9’ 45; SZ M add 15 bonus hit points to its wizard- tall, a bear companion gifts its master Recognized as an elven dog, the master and confer to its master an AC of with the hunting proficiency at a score of cooshee only barks to warn its wizard- 3. The Armor Class benefit does not 18. This companion animal has such master of danger. A cooshee companion apply if the wizard already has an AC of keen senses that three times a day he can puss without truce at will, as per the 3 or better. This is done at the wizard’s can detect illusions within a 30’ radius. 1st level priest spell, and allows its wiz- request or if the badger senses its master This information can be readily passed to ard to do the same once a day. In addi- is in serious danger. The added hit points its wizard-master. A wizard with this com- tion, the dog has infravision to 90’ can and Armor Class remain for six turns panion grows long, thick, shaggy hair. detect secret or concealed doors on a (one hour). The badger does not lose any 1–2 on a six-sided die, can move silently of its hit points, nor does its Armor Class Cheetah: HD 4; AC 4; THAC0 16; #AT in any woodland setting, and has the worsen in the process. 3; Dmg 1–3/1–3/1–8; SA rear claws 1–3 tracking nonweapon proficiency at a score of 18. A cooshee companion has a very magical nature, and once a day it can identify wizards within a 60’ radius. A wizard who has this animal for a com- panion has brown patches on his back.

Falcon: HD 2; AC 4; THAC0 19; #AT 3; Dmg 1–3/1–3/1–3; MV 1, fly 36 (B); SZ S Small, maneuverable birds of prey, falcons form fast bonds with their mas- ters. Like the falcon, the wizard gains a taste for raw meat and periodically has an urge to hunt for his dinner. A falcon companion, once a day, allows its mas- ter to cast a 1st, 2nd, or 3rd level spell through it. For example, a wizard with a falcon flying high overhead could cast a magic missile or a web at a foe that would otherwise be out of the wizard’s range.

Fox: HD 2; AC 6; THAC0 19; #AT 1; Dmg 1–6; MV 15; SZ S A member of the dog family, foxes are noted for their bushy tails and large erect ears. A wizard who gains a fox companion also gains a slight point to his ears, making others suspect that there is a hint of elvish blood in his lin-

78 APRIL 1996 eage. Elves gain an even more pro- eat fruits, nuts, and the occasional insect. course of a day, it can instead confer upon nounced point to their ears. Especially The wizard gains the ability to climb its master the ability to turn gaseous. This clever and quick, foxes bestow improved trees at 90% and to climb walls at 50%. request must be made by the wizard. movement, so that the wizard has a Twice a day, the monkey can call maximum normal movement rate of 15. upon an innate jump ability, as per the Snake: HD 3+1; AC 5; THAC0 18; #AT Three times a day a fox companion is spell, with each session lasting 10 rounds 2; Dmg 1–3 (bite)/1–3 (constrict); MV 9; able to dimension door into trees and and allowing him to travel much farther SZ S bushes, similar to the way a dryad can than would normally be possible. Also A 5’–6’ long constrictor, the snake dimension door into an oak tree. The fox twice a day, the monkey grants to its causes its wizard-master’s tongue to thin can stay in a tree or bush as long as it or master the ability to speak with mon- slightly and to fork. The wizard gains a its wizard-master desires. Once a day the keys, as per the speak with animals spell. permanent +2 bonus to saving throws fox can confer one of its dimension door Each use of this ability lasts 1 turn. vs. snake poison. uses to its master. However, the wizard Twice a day, the snake can transform can stay inside a tree for only up to eight Otter: HD 2; AC 4; THAC0 19; #AT 1; itself into a wooden staff. Each transfor- hours. At the end of that time, the wizard Dmg 1–3; MV 12, swim 18; SZ S mation lasts up to two hours. If used as a finds himself expelled from the tree. Having webbed and clawed feet and weapon, the staff inflicts 1d6 hp dam- dark brown fur, an otter companion is a age. The staff has the snake’s Armor Horse: HD 4+4; AC 6; THAC0 16; #AT fast and agile swimmer that gifts its mas- Class and can withstand the snake’s hit 2; Dmg 1–8/1–8; MV 15, gallop 30; SZ L ter with the swimming proficiency at a points in damage before it – and the A companion horse is large and mus- score of 18 and a swimming movement snake – are destroyed. Once a day the cular, an impressive mount that is rate of 12. A wizard with such a compan- wizard can meld form with the snake, tremendously loyal to its master. It can ion has no desire to eat red meat. He though not while it is a staff. During the travel long distances without tiring, and prefers fish above all other foods – raw meld, the snake assumes the wizard’s hit it can fend for itself, feeding on plants or cooked – and goes out of his way to points and movement rate. The wizard and grasses – even locating food for its dine on freshwater fish. cannot cast spells while melded with the master, if necessary. Twice a day, an otter companion can snake. The meld lasts 1d4 +4 turns Twice a day, at its master’s request, a breathe water as if it were air for up to (50–80 minutes), with the wizard being companion horse can determine how four hours at a time. If it desires, or if the able to break the meld earlier. many spells remain in a designated wiz- wizard requests it, the otter can bestow ard’s memory. However, it cannot deter- one of those water-breathing uses upon Spider: HD 1; AC 7; THAC0 20; #AT 1; mine the levels or kinds of spells. A wiz- its master. Dmg 1–2; MV 12, web 9; SZ T ard with this companion comes to favor The smallest of animal companions, apples, oats, and sugar. Raccoon: HD 2; AC 8; THAC0 19; #AT the spider is roughly 2”–3” across. 1; Dmg 1–4; MV 9, swim 9; SZ S Attracting this creature through the find Iguana: HD 2; AC 6; THAC0 19; #AT 1; A small, flesh-eating mammal with a companion spell causes the wizard’s eyes Dmg 1–4; MV 9, climb 6; SZ S bushy, ringed tail, the raccoon bestows to become black and glossy. Those look- A large herbivorous green lizard with on its wizard master a 40% chance to ing closely at him see the faint outline of a dorsal crest, an iguana companion per- climb walls and an 80% chance to climb a spider in the center of his pupils. A spi- haps best serves as a guard for its wizard trees. Like his animal friend, the wizard der is small enough to slip into most master or his home and treasures. A wiz- prefers to eat meat – and only eats veg- places unseen, acting as an excellent ard who attracts this animal through the etables or fruit when there is no meat information-gatherer for its master. find companion spell quickly loses an available. The raccoon is a timid animal Three times a day the spider can con- appetite for meat. Like his iguana com- and only ventures into dangerous terrain fer upon the wizard the spider climbing panion, the wizard now prefers fruits and when commanded. ability, as per the spell. The duration of vegetables. Raccoons see well in darkness, and each use is 1–3 turns (10–30 minutes), Once a day, an iguana can be com- once a day – at its master’s request – it and the wizard must communicate his manded to guard an object or individual. can grant the wizard infravision to 60’. desire for the ability. In addition, the wiz- If the object or individual is threatened, This ability lasts 1d4 hours. If its master ard gains a +2 to his saving throws if a the iguana changes form to defend its already possesses infravision, the rac- web spell is cast in his vicinity. charge. It retains this new form for 3d4 coon increases its master’s infravision turns (30 minutes to two hours): HD 6; AC range by 25% during this time. Stag: HD 4+2; AC 6; THAC0 17; #AT 0; THAC0 13; #AT 1; Dmg 4–16; MV 18, 1; Dmg1–8; MV24; SZ M climb 12; S M. In addition, once a day the Rat: HD 2; AC 6; THAC0 19; #AT 1; As tall as a horse, though lacking iguana can cast a strength spell upon its Dmg 1–3; MV 15, swim 6; SZ T some of the bulk, the stag is an elegant- master. The spell grants the wizard 1d4 A small gnawing mammal with white, looking companion. It can be used as a additional points of Strength, which lasts brown, or black fur, a rat serves as an mount by an unarmored wizard-master. six turns (one hour). excellent spy. A wizard with this creature Three times a day, at its master’s request, as his animal companion quickly learns a stag can determine the alignment of a Monkey: HD 2+1; AC 7; THAC0 19; that his hair matches the color of his designated individual who is within 60 #AT 1; Dmg 1–3; MV 9, climb 9; SZ S companion rat. yards. The wizard with this companion A small primate with a long tail, a Once a day, the rat can assume gaseous grows twin nubs on the top of his head, monkey is fiercely loyal to its master. The form for one hour. If the rat does not roughly where antlers would be on a wizard with this companion prefers to assume gaseous form at all during the stag’s head.

DRAGON #228 79 Talking owl: HD 3+2; AC 2; THAC0 companions. They have greasy-looking 1–4 hp damage the first round and 2–8 18; #AT 1; Dmg 1–4/1–4/1–2; MV 1 fly blue and black feathers over their bodies, hp damage the following two rounds, 36 (B); SZ S save for their heads, which are bald and save vs. poison for half damage. Three A diminutive bird of prey with a large pink-skinned. A wizard with such a com- times a day the serpent can use a breath head and a small hooked bill, the owl panion also is bald. Because vultures weapon, which consists of a cloud of can fly at any time of the day, though it have a knack for finding dead creatures, dancing sparks 10’ in diameter. All those is clear the bird prefers to be about in the three times a day they can detect within the cloud suffer 2–16 hp damage, evenings. Its master soon feels more at undead: within a 120’ radius. They suffer save for one-half, and the sparks ignite ease when the sun sets, and he acquires only half-damage from physical attacks exposed flammable materials. The ser- a taste for small rodents. A talking owl of undead creatures, and they ignore the pents are especially vulnerable to fire- speaks the language of its master, plus following effects caused by undead based attacks, suffering a –2 saving six additional tongues. aging, level draining, fear, mummy rot, throw. If they fail their saving throw The bird can detect good at will six and paralyzation. A vulture bestows upon against a fire attack, its wings are inciner- times a day. However, if it forgoes any of its companion the ability to ignore one ated. The serpents cannot use their the uses of that ability in a day, it can aging or one level-draining attack per breath weapon while wingless. The ser- transfer them to its wizard-companion. day. For example, a wizard with a vulture pents are immune to all electrical attacks, For example, if a talking owl decided not companion would ignore the first attack and they are able to regenerate their to use its detect good ability during the from a vampire that would normally wings in 1–3 days. If they tuck their course of a day, it could grant its master cause a loss of two experience levels. wings in close to their bodies they can six uses of the detect good spell. The owl However, a second attack by the undead spider climb at will. Once per day the ser- is immune to the following spells: cause would result in the level drain. pent can transfer its breath weapon to its fear, charm person, command, friends, hyp- master. The wizard with this companion notism, forget, hold person, ray of enfeeble- Winged serpent: HD 4+4; AC 5; must spend 100 gp a month on special ment, scare, and fear. THAC0 15; #AT 1; Dmg 14; MV 12, fly 18 fruits and nuts for the winged serpent. (B); SZ L After a few months in the company of Vulture: HD 2+1; AC 5; THAC0 19; Colorful snakes with hues of green, this creature, the wizard’s diet starts to #AT 1; Dmg 1-4; MV 3, fly 27 (E); SZ M blue, purple, yellow, and orange, these mirror the serpent’s. Scavengers with bodies roughly 2’ companions are 8’–10’ long and have long and wingspans of up to 7’, vultures wingspans of 10’–15’. The bite of a Wolf: HD 4; AC 6; THAC0 17; #AT 1; are far from the most attractive of animal winged serpent is venomous, inflicting Dmg 2–5; MV 38; SZ S

80 APRIL 1996 Standing between 3’–4’ high at the wizard loses one hit point a day until the day. This ability acts effectively as a cloak shoulder, this companion confers upon wizard dies (at which time the minion of displacement, which is listed in the its wizard-master a permanent +1 bonus also dies) or until the minion returns to DUNGEON MASTER® Guide. to saving throws vs. charm attacks. The within the 100-mile radius. If the minion wolf also enjoys this benefit. In addition, is killed, the wizard must successfully roll Dragonne: HD 9; AC 6 flying, 2 twice a day the animal can turn itself into an immediate system shock check or ground; THAC0 11; #AT; Dmg 1–8/1–8/ a worg with these statistics: HD 5; AC 5; loose two points of Intelligence. If the 3–18; MV 15, fly 9 (E); SZ M THAC0 16; #AT 1; Dmg 2–8; MV 18; SZ M check is successful, the wizard loses one A dragonne companion resembles a (4’–7’). The form lasts 2d4 turns. point of Intelligence. Minions vary in lion with long, feathery eyebrows and When in the presence of its wolf com- power and abilities, and those attracted large, webbed wings. A wizard-master panion, the wizard is able to speak with by the spell are determined randomly. also gains overlong, feathery eyebrows. wolves, as a speak with animal spell. A More information on each minion can be Three times a day this minion can emit a wizard with a wolf companion becomes found in the Monstrous MANUAL™ tome. terrible roar that causes weakness in almost exclusively a meat eater. Roll 1d12 and consult the following table. creatures within 120’ of it unless they make a successful saving throw vs. para- Find Minion 1 Owl bear lyzation. Any creature within 30’ of the (Conjuration/Summoning) 2 Elven Cat roar is deafened for 2–12 rounds, and all Sixth Level 3 Blink Dog those hearing the roar suffer –1 on Range: 1 mile/level 4 Umberhulk attack rolls. A dragonne’s master is Components: V, S 5 Unicorn immune to the effects of the roar. A Duration: Special 6 Pseudodragon dragonne minion is more powerful than Casting Time: 12 hours 7 Displacer Beast its brethren. While they can fly for 1–3 Area of Effect: One creature 8 Peryton turns at a time, the minion can fly for Saving Throw: None 9 Pegasus 2–8 turns. 10 Dragonne This enchantment is similar to the first 11 Hippogriff Elven Cat: HD 3+6; AC 4; THAC0 17; level spell find familiar and the third level 12 Griffon #AT 3; Dmg 1–2/1–2/1–3; MV 18, swim spell find companion; however it brings to 9; SZ T the caster a minion with powerful abili- Blink Dog: HD 4; AC 5; THAC0 17; Looking like a normal house cat, ties. The creature attracted benefits a wiz- #AT 1; Dmg 1–6; MV 12; SZ M often with gray or brown fur and black ard by conveying its sensory powers to A blink dog minion looks like a stocky stripes, these minions have their own its master, conversing with him, and serv- mutt or mongrel, making their kind diffi- language and also understand the elvish ing as a guard, scout, or spy. A wizard can cult to distinguish or recognize as special. tongue. Unlike other cats, they love have only one minion at a time, though A wizard with this minion has unkempt, water, and they are frequently found he also can have a normal familiar shaggy hair. Blink dogs have their own swimming or playing in streams and drawn by the 1st-level spell and a com- complex language of barks and yelps, puddles when not performing a task or panion drawn by the third level spell. The which their masters can understand. mission These minions are surprised minion enters into a magical bond with These creatures have an innate ability to only on a 1; impose a –5 to opponents’ the wizard and no longer ages at the rate blink, with no possibility of ending up surprise roll; enjoy a 99.9% chance to a similar normal animal would. The ani- inside something solid. Roughly 75% of move silently and a 90% chance to hide mal will live as long as the wizard unless the time they are able to attack targets in wilderness areas; and can leap 20’ it is killed earlier by spells, physical from the rear because of this ability. with ease. Further, they have limited ESP, attacks, or neglect. In addition, like a Twice a day, a blink dog minion grants to can use enlarge and trip once a day, and familiar or companion, the minion gains its wizard master the ability to blink, as can employ reduce and tree twice a day– the saving throws of its wizard-mentor. per the spell for six rounds. at the 9th level of ability. Enlarge doubles The wizard gains an empathic link with the minion’s Hit Dice and damage; tree the minion and can issue it mental com- Displacer Beast: HD 6; AC 4; THAC0 allows it to assume the shape of a tree mands at a distance of up to 30 miles. In 15; #AT 2; Dmg 2–8/2–8; MV 15; SZ L limb. Once a day, they confer to their addition to rolling hit points based on a Looking like a puma with two tenta- master the ability to use the enlarge or minion’s hit dice, a number of hit points cles, a displacer beast minion causes its tree spell. This does not count against a are added based on the wizard’s level, to master to have jet-black hair. This crea- wizard’s spell allotment, though it pre- a maximum of 20 bonus hit points. For ture retains its lawful evil alignment, no vents the minion from using the chosen example, a 12th-level wizard with an owl- matter the alignment of its master – who ability that day. A wizard with an elven bear minion would add 12 hit points to it faithfully serves. Such a minion can: cat as a minion develops a taste for the creature’s total. A 16th-level wizard displace itself, allowing it to appear swimming and playing in the water. would add 16. about 3’ from its actual location; make Wizards can call upon these creatures all saving throws as if it were a 12th-level Griffon: HD 7; AC 3; THAC0 13; #AT to perform various tasks and missions fighter; cause attacking opponents to 3; Dmg 1–4/1–4/2–16; MV 12, fly 30 (C, and can rely upon their special abilities. suffer a –2 penalty. A displacer beast D mounted); SZ L Minions easily carry out basic orders and grants to lawful neutral and lawful evil Ferocious avians that look like the understand when their masters are in wizard-masters the ability to displace meld of a lion and a giant eagle, these danger. If the minion is separated from themselves 1’–2’ from where they are minions, which can serve as mounts, are the wizard by more than 100 miles, the actually standing for up to one hour a prized and powerful. A wizard with this

DRAGON #228 81 minion either has his hair turn a golden Pegasus: HD 4; AC 6; THAC0 17; #AT band of red scales about his wrists or brown, or his skin (50% chance for 3; Dmg 1–8/1–8/1–3; MV 24, fly 48 (C, ankles (50% chance for either location). either.) Further, a wizard feels compelled D mounted); SZ L to provide the minion at least one horse, A formidable winged steed, a minion Umberhulk: HD 8+8; AC 2; THAC0 11; Pony or donkey each week. In Pegasus can be found in hues of white, #AT 3; Dmg 3–12/3–12/1–10; MV 6, bur- exchange, the griffon grants its wizard- gray, tan, and dark brown. Such a minion row 1–6; SZ L master the ability to once a week control can understand most human common An umberhulk retains its chaotic evil horses, as per the animal control potion. tongues. A Pegasus remains chaotic alignment, even though it will obey its The wizard can influence the emotions good, and over the course of a few wizard-master, who can be of any align- and drives of 1d4+4 horses for 1d4+4 months; its wizard-master’s alignment ment. Wizards with these minions have turns (10 to 80 minutes). changes to chaotic good. A Pegasus min- eyes that look like blackened circles. A ion can attack an opponent with its rear powerful subterranean creature, the Hippogriff: HD 3+3; AC 5; THAC0 17; hooves, inflicting 2–12 hp damage; dive umberhulk prefers to remain in dark #AT 3; Dmg 1–6/1–6/1–10; MV 18, fly from 50’ or higher at +2 to attack, with confines, where it has a greater chance 36 (C, D mounted); SZ L its front hooves inflicting double damage; to surprise opponents. Like other umber- This monstrous hybrid of an eagle and detect evil and detect good in a 60- hulks, a minion can easily bite through and a horse is one of the more prized yard range at will. The Pegasus’ wizard- hide or bone, cause opponents under- minions. It will readily lay down its life master is granted the ability to cast detect ground or in dark chambers to suffer a for its wizard-master. Because of the evil and detect good each once a day. A –5 penalty to surprise rolls; burrow; dig bond established, the wizard cannot eat wizard with a Pegasus minion is only able through stone; cause cave-ins; and until he is certain his hippogriff is sated– to eat fruit, grass, and other plants. cause confusion per the spell – if a victim even if that means offering the animal looks into its eyes. This minion has his food. Once a day it can change its Peryton: HD 4; AC 7; THAC0 17; #AT infravision to 90’ and grants an evilly- form to that of a light riding horse, a 1; Dmg 4–16; MV 12, fly 21 (C); SZ M aligned wizard-master the same infravi- shape it can hold for 3d6 turns (30 min- A peryton minion looks like a giant sion ability. If the wizard is evil and is an utes to three hours), and twice a day it dark green eagle with a blue-black stag’s elf or half-elf, his infravision range is can assume the form of a regular-sized head, obsidian antlers, and red-orange increased to 180’. eagle, a shape it can hold for 2d4 turns eyes. Typically an evil creature, this min- (20–80 minutes). The hippogriff gifts the ion’s alignment quickly changes to Unicorn: HD 4+4; AC 2; THAC0 15; wizard with the ability to speak with match that of its wizard-master. In return, #AT 3; Dmg 1–6/1–6/1–12; MV 2; SZ L horses and to speak with eagles each its master’s eyes become orange-red. A unicorn minion retains its chaotic once a day, as per the speak with animals Such a minion gains +2 on all attack good alignment, no matter the align- spell. rolls, is immune to nonmagical weapons, ment of its wizard-master and will unerr- and can plunge from several hundred ingly serve a master of any alignment. Owlbear: HD 5+2; AC 5; THAC0 15; feet at a target for an additional +2 Such minions can sense an enemy up to #AT 3; Dmg 1–6/1–6/2–12; SA hug; MV attack bonus. A wizard with a peryton 240 yards away, cause opponents to suf- 12; SZ L minion gains an immunity to nonmagi- fer –6 on their surprise rolls, gain a +2 Appearing as a cross between a giant cal weapons once a day for 1d6 turns bonus to hit, charge an opponent with its owl and a bear, these minions weigh in (10 minutes to one hour). horn for 3–36 points of damage, and excess of 1,000 pounds and are often teleport themselves and their wizard- aggressive and vicious. A minion owl- Pseudodragon: HD 2; AC 2; THAC0 19; master once a day up to 360 yards bear will not fight to the death unless it #AT 1; Dmg 1–3; SA poison sting; MV 6, away. These minions can never be is commanded to do so by its wizard- fly 24 (B); SZ T charmed or held by spells, they are master or unless its master is in serious Resembling a miniature red dragon, a immune to death spells, and they make danger. Though these minions prefer pseudodragon minion is +4 on attack saving throws as if they were 11th level heavily-wooded forests, they usually stay rolls. Its poison is quite potent – all those wizards. A unicorn minion will gift to a at their masters’ sides – no matter where who fail a saving throw against it fall into goodly-aligned wizard-master a perma- he travels. Unlike other owlbears, these a state of catalepsy that lasts 1–6 days. nent immunity to charm person or hold minions do not lay eggs. However, like The creature’s chameleon-like power person spells – the choice is the wizard’s their brethren, they hibernate in the win- enables it to blend with a forest back- Because of the wizard’s close ties to its ter – provided they and their wizard- ground, giving it an 80% chance to be minion, his hair becomes stark white, masters live in lands that have such cli- effectively invisible. A pseudodragon has matching the hair color of the unicorn. mates. A wizard with this minion devel- infravision to 60’, can see invisible crea- ops a small crest of yellow-brown hair at tures and objects, and has a 35% magic the top of his head, mirroring the owl- resistance. bear’s crest. A minion owl bear possess- Once a day, a pseudodragon minion es one special ability: once a day, for will grant to its wizard master infravision Jean Rabe is the author of several TSR 2d4+4 turns (one to two hours), it can of 60’ for 3d4 turns (30 minutes to two novels and is hard at work on her next one – assume the form of a giant owl or a hours) and the ability to see invisible the first DRAGONLANCE: THE FIFTH AGE™ novel. brown bear. It retains its normal hit objects and creatures for 1d4 turns She lives in Wisconsin. points and Armor Class during the trans- (10–40 minutes). These abilities are grant- formation. ed when the wizard requests them. A wiz- ard with this minion will grow a circular

82 APRIL 1996

though basically “animal” aren’t affected because they aren’t from the Prime Material Plane. Note that humans and demihumans (and tanar’ri) aren’t considered “animals” for game purposes (see next question).

The description of the 5th-level priest spell animal growth says the spell is particularly useful when used in con- junction with charm person spells. Can by Skip Williams this spell be used on humans and demi- humans? Can the caster use it on him- self? If you have any questions on the 30 yards. The wizard also gains a mature Actually, the description says the spell games produced by TSR, Inc., “Sage adult red dragon’s physical attacks, is useful in conjunction with a charm per- Advice” will answer them. In the United immunity to fire, and infravision. son or mammal spell, which affects both States and Canada, write to: Sage Advice, The wizard does not get the dragon’s people and mammalian animals. Animal DRAGON® MAGAZINE, 201 Sheridan Springs breath weapon, spell-like abilities growth affects only animals; that is nat- Road, Lake Geneva, WI 53147, USA. In (including the ability to detect invisible ural quadrupeds, insects, arachnids, Europe, write to: Sage Advice, DRAGON creatures), or fear aura because these avians, fish, and reptiles. As a general MAGAZINE, TSR Ltd., 120 Church End, powers depend on a dragon’s innate rule, animals fit into one of the afore- Cherry Hinton, Cambridge, CB1 3LB, magical nature and superior intellect (if mentioned categories, have racial intelli- United Kingdom. You can also send your the DM is feeling particularly ungener- gence ratings of low (7) or worse, and questions via e-mail to [email protected]. ous, he can disallow the fire immunity as have no magical powers. Humans, demi- We regret that personal replies are well). The wizard does not gain the drag- humans, and humanoids are composed impossible. SASEs are being returned on’s magic resistance either, because a of animal matter (see previous question), with a copy of our writer’s guidelines. shape change spell never bestows magic but they are not animals for the purpos- This month, the Sage takes a long resistance. es of this spell or most other spells and look at spells for the AD&D® game and, Note that a character using the much items that affect only animals, such as in honor of April Fool’s Day, considers weaker polymorph self spell can’t change speak with animals or the ring of mammal some questions that are just a tad odd. into a form any larger than a hippopota- control. Note that exceptional animals mus, which would limit the character to with high Intelligence scores are still ani- If a wizard uses a shape change spell the form of a hatchling red dragon, and mals, and that exceptional humans, to turn into a dragon, can he pick what the caster would get no extra abilities demihumans, and humanoids with low age category of dragon he turns into? If beyond normal flight. Intelligence scores are not. not, what age is the dragon? This is important, because a dragon’s age cate- If a creature with a breath weapon is An ESP spell allows ‘the caster to gory determines what spell-like abili- subjected to a reduce spell, is the size of detect the surface thoughts of creatures ties it has and how much damage its the breath weapon affected? within the area of effect. Does this allow breath weapon inflicts. No. Areas of effect for spells, spell-like the caster to pinpoint the locations of Because shape change is a 9th-level abilities, breath weapons, gaze attacks, creatures he cannot see due to size, spell that costs 5,000 gp to cast, I’m or similar abilities don’t change when a invisibility, concealment, or whatever? inclined to be generous. Let the caster creature’s size changes. Though a gaze The best the caster can do is know state the approximate size of dragon attack that actually requires an enemy to which direction the thoughts are coming he’s changing into, then check that size meet a creature’s gaze (as opposed to from (left, right, ahead, behind, up, against the age table in the MONSTROUS merely being looked at) might be; down, or some combination of these). If MANUAL™ tome for the type of dragon the human-sized creatures, for example, the caster spends one round studying an character has chosen. It’s helpful to have probably won’t look into the eyes of a area containing hidden creatures, he can the caster state the dragon’s body that has been reduced to a tell about how many there are, just as if length; you can calculate the creature’s height of two inches. he could see them, but he still doesn’t tail length separately if the need arises. know exactly where they are. For example, a wizard who changes into Can humans and demihumans enter a red dragon with a body 100’ long, he’d an antianimal shell? When a character uses a protection become a mature adult (because mature No they can’t. The shell keeps out any from magic scroll, do his own spells and adult red dragons have body lengths living creature that is wholly or partially magical items continue functioning? ranging from 99’ to 118’). The dragon’s composed of animal matter. Creatures Can the globe of protection the scroll tail length would be about 90’ (near the wholly composed of plant matter or min- provides be removed with a dispel lower end of the range). The wizard erals (or some combination of plant and magic spell? What happens when would gain the dragon’s Armor Class of mineral) ignore antianimal shells. Undead another character enters the globe with –6 and the dragon’s movement abilities: are unaffected (because they are not magical items and spells running? flight at speed of 30 (C) walking at speed alive) as are all creatures with a purely The scroll creates a globe of anti- of 9 and the ability to make jumps up to extraplanar origin. For example, tanar’ri, magic that negates all magical effects –

84 APRIL 1996 including the scroll-user’s own spells and when the monsters appear because the everything except creatures who make magical items – for as long as they caster doesn’t know exactly how many successful saving throws vs. spell when remain within the globe. A magical item creatures he’ll get. For example, a wizard they contact the layer. Such creatures or portable spell effect carried into the standing in the middle of a corridor 20’ and their equipment pass right through. globe from outside ceases functioning wide and 110’ long casts monster sum- Creatures who fail the saving through go the instant it enters the globe, but begins moning I and chooses a spot straight to another plane. Objects propelled or working again the instant it leaves (pro- ahead and 25’ away, which is well with- thrust at the layer are deflected – if the vided its duration hasn’t expired). The in the spell’s area of effect (a 30-yard wielder doesn’t go with the object the globe is impervious to dispel magic spells. radius). The spell summons five orcs. object doesn’t go through the layer. One orc appears exactly 25’ from the Is there anything that can remove an caster. The remaining four must appear The description for the 4th-level anti-magic shell other than the minute in the same general vicinity, but the cast- priest spell spell immunity says it cannot chance that a Mordenkainens disjunc- er can freely choose what formation affect a creature already magically pro- tion provides? they’re standing in, so long as there is tected by a potion, protective spell, ring, A wish or limited wish spell can negate space available. He can’t have them all or other device. Does this mean a char- the shell; remember that these two spells standing in the same 5’-square area, acter could remove his protective magi- age the caster (and don’t forget the sys- because they won’t all fit, but he could cal items, cast or receive a spell immu- tem shock roll). A 10th-level dispel effect have them standing single file along the nity spell, then put his protective items (see the DM™ Option: High-Level Cam- corridor or in a double row across the back on and get the benefits of both the paigns book, Chapter Six) destroys the corridor. In any case, the orcs must spell and the items? What happens if shell if successful. appear next to each other, the caster the character casts or receives the spell can’t string them out along the entire immunity spell first, then casts or The description for the meteor swarm corridor, even though the whole corridor receives other protective spells. spell says any creature in the straight- lies within the area of effect. Spell immunity doesn’t work when the line path of the missiles receives the full recipient also enjoys magical protection effect of the spell without a saving A rod of alertness senses creatures from another source, no matter when throw. If the caster lines up two or more hostile to the rod wielder within a 120’ the other source of protection takes targets, do either of them get a saving radius. Does the rod indicate where the effect. If the spell recipient is already throw? Where do the missiles detonate? hostile creatures are if the wielder can- magically protected, spell immunity has Do they go off when they strike the first not otherwise detect them? no effect. If spell immunity already is in target or do they detonate at the range First, note that the rod detects hostile place and the recipient receives another the caster chooses? creatures only when planted in the protective spell, he can choose which If more then one target lies in a mis- ground and commanded to do so. A protection will affect him. If he chooses sile’s path, they all suffer the full effects character can’t carry the rod around the additional spell, the spell immunity is with no saving throw. The missiles deto- using it as an early warning system. completely negated, even if the new nate at the range the caster specifies, no When the rod gives the alarm, it gives no spell has a shorter duration than the spell matter how many targets they encounter indication of where the creature (or crea- immunity. If he chooses the spell immu- along the way, unless they encounter a tures) it has detected is. nity, the new spell remains inactive until solid barrier that blocks them. In the lat- the spell immunity expires or is dispelled. ter case, missiles detonate at the barrier The sixth or indigo layer of a pris- If the new protection spell’s duration in the pattern the caster has specified. matic sphere or prismatic wall spell stops expires before the spell immunity expires, Note that each missile follows a path magical spells. What happens to any the recipient can get no benefit from it. from the caster to its place in the deto- spell effects operating on a creature nation pattern, so each missile follows a when it steps through the layer? Also, Just how do you go about deciding unique path. what, exactly, does the final “force field” which questions go into this column layer keep out? anyway? If I e-mail you a question, will How do you apply the range listings No spell effect can pass through the I get a personal reply? for the various monster summoning indigo layer if cast so that its area of I begin selecting questions by reading spells? Do the creatures summoned effect overlaps the sphere or wall or if all my monthly mail. I tend to discard have to be within range of the spell? Or the sphere or wall blocks a straight line any question I can’t read or that I’ve can the caster make the creatures between the spell caster and the target answered recently. Once I’ve sorted appear anywhere within the spell’s point; however, a spell cast on a creature everything once, I take a close look at range? If not, where do they appear? If is unaffected if the creature passes what I’ve got left. I look for questions so, when does the caster choose the though the layer. Note that spells with from people who have put some spot where the summoned creatures mobile areas of effect that extend thought into their subjects before drop- appear? beyond the recipient stop at the sixth ping me a line and for questions whose The range applies to where the mon- layer. Such spells either collapse if forced answers will help me make the whole ster appears in relation to the point against the barrier (as is the case with game a little clearer for everyone who where the caster was standing when he protection from evil 10’ radius) or simply reads the column. If I have a theme in casts the spell. The caster must choose a keep the recipient from passing through mind, I look for questions that fit the point where the summoned monster or the layer (as is the case with Ottiluke’s theme. If you want to improve the monsters will appear at the time of cast- resilient sphere). chances of getting a question into print, ing, some adjustments will be necessary The seventh or violet layer stops follow these guidelines:

DRAGON #228 85 Type your question or print it clearly races in the AD&D in a hall dominated by an ancient dwar- in ink or send in a clear, clean computer game. Everybody pretty much agrees ven throne carved entirely out of one printout. If I can’t read a question, it that humans gestate for about nine giant emerald. Behind the throne is a doesn’t get answered. months. Most other human-size races magical elven airboat lying on its side. Get to the point. I really don’t need to should have similar gestation periods, or While the party druid goes to investi- read your life story, or the histories of all perhaps a little longer to account for gate the ship, the berserker gets good the characters who were in play when their longer lives. One campaign I know and drunk. While the druid searches the your question came up. about held that the gestation periods for ship’s hold the berserker finds a large Before sending your question, get out elves was about seven and a half years, keg of gunpowder and places it under your books and look – hard – for the which is a bit too long if you ask me. the throne. Then he lays a trail of oil answers. from the keg to the hall entrance. The If you’re e-mailing a question, men- The description for a bag of devour- berserker gets no response when he tion what you’re asking about in the sub- ing says the bag is a lure for an extra- shouts to the druid, so he drops his torch ject line of the message. Subject lines dimensional monster and that the bag and plugs his ears. Meanwhile, the druid that read “a question for the Sage” aren’t is one of the creature’s feeding orifices. emerges from the hold to see what the helpful. In any case, the “Sage” doesn’t Can this creature be killed? If so, can berserker wanted. Boom! Now, assum- send personal replies – not even if you you retrieve items from it? What are its ing that the throne fails its saving throw mail your question and send an SASE. statistics? and the boat lies between the druid and Yes, the creature can be found and the throne, what is the chance that the During a recent adventure, I decided killed, but only if the DM wants to take druid blows up, too? What are the that my wizard would cast a magic jar the time to create statistics for the crea- chances that the entire party is killed by spell and then posses himself. My char- ture and to design an adventure that emerald shrapnel? If the druid survives acter carried around the gem from the might enable a party to track it down. the blast and the shrapnel, what are the spell and used it to kill a medusa and a Without such a special effort on the chances the boat lands on her? How couple of beholders. My DM had a prob- DM’s part, the creature is out of reach. In much damage does a medium sized lem with this, so I just told him to read any case, the creature digests everything eleven airboat do? Does the berserker the spell description. He did, and he it swallows and the best any group of get an extra experience points for agreed that according to the wording I would-be monster slayers can hope to inventing rocketry? had not cheated or anything, but he retrieve would be a few random items Yeah boy, you’ve found a big hole in also asked me to find out if that was a from the critter’s most recent snacks. the rules all right. People go around misuse of the spell. So what do you blowing up furniture-sized emeralds with think? If a polymorphed female dragon kegs of gunpowder all the time; this situ- I think your DM overlooked the line in mates with a human male and remains ation must have happened in campaigns the spell description that says the spell human during the pregnancy, will the here in the Lake Geneva area three or ends when the caster returns to his own offspring be human or a dragon/human four times last week alone. Even as you body, which is exactly what your charac- hybrid such as. the draconians of the read this, teams of designers are fever- ter did when he “possessed himself.” (If DRAGONLANCE® world? If the dragon ishly at work perfecting shrapnel rules for you’re curious, it’s the last line of the sev- changes back to dragon form, what sort all types of gemstones, not just emeralds. enth paragraph.) I think its also occa- of creature will emerge if the dragon Are you wondering just when these sionally okay for DMs to say, “No, you lays an egg? great new rules will be available to the can’t do that!” And then go on with the The MONSTROUS COMPENDIUM® Annual general public? If you are, stop, because game. Volume Two includes an entry for half no such rules are being written. dragons, but these are the results of I’ll start my real answer to this ques- Are there any modules introducing unions between demihuman females tion by noting that slaying dragons and dragon werebeasts? (elf, dwarf, or gnome) and male gold, sil- recovering throne-sized emeralds are not No, and there probably never will be ver, or bronze dragons in demihuman everyday events in well-run campaigns. because lycanthropy only affects form. A union between a male human or Such things happen in great campaigns, humanoid creatures (see the MONSTROUS demihuman and a dragon in human or but only as major events that cap a MANUAL™ tome, page 230). demihuman form produces no offspring. series of epic adventures. When PCs can Note that draconians are not cross- bump off the game’s biggest, baddest A friend of mine had an elf character breeds at all, but creatures created from monsters and haul home tons of loot who became pregnant. After only five good dragon eggs corrupted by evil after every session the campaign is well months of game time went by, he want- magic. on its way to being a memory (and prob- ed to play the character again. He said it ably not a fond one). was okay, because elves are only preg- There seem to be some sloppy gaps Likewise, it’s incumbent on the DM to nant for two months before having in the current DUNGEON MASTER® Guide. put a little thought into encounters. If their babies. Did he lie? When TSR gets around to doing a third you place a keg of gunpowder in a trea- Whether your friend lied is a question edition, I hope it contains more stan- sure hoard, you darn well should decide for philosophers. Let’s just say that he dardized rules for dealing with daily what’s likely to happen if the PCs blow it probably made up his “rule” on elven occurrences. For example, I give you the up long before the game starts. You can’t gestation on the spot so you’d let him following scenario, which I encountered predict everything players will have their play his character. There is no hard and the last time I ran a game: characters do, but continual improvisa- fast rule about gestation periods for A party of adventurers kills a dragon tion kills a campaign.

86 APRIL 1996 So, before you decided your encoun- I am writing in response to Jason G. ter was ready to play you should have Forum Ward’s letter from issue #224. I must say decided how much damage potential Continued from page 70 that Jason is nothing more than a sexist that keg of power had. For brevity’s sake, who can’t admit to it. He may be right let’s say your keg held 100 charges of video games, should consider themselves about there being things that interest one powder (a pouch holds a maxim of 18, blessed. I’ll admit that I miss some of the gender but not the other, but role-playing see DMG, page 238). That gives the old aspects of the game, but that’s the isn’t one of them. In fact, I have yet to whole keg of damage potential of 200 beauty of the system as a whole: take a find a single female who hasn’t points and a blast radius of 15’ (also from monster from a children’s novel, borrow expressed some interest in role-playing page 238 of the DMG). Knowing that, a plot from an epic movie, combine, dis- games once she knew what they were your next step is reconsidering whether sect, revolutionize, reverse – nobody about. There are definitely not enough to let that much destructive power into cares, as long as you don’t try to publish female players out there, but not by any your game. You also should consider your polished plagiarism. Above all, have fault of their own. Male players have what the dragon would do with the pow- fun. Think back to the first time you ran seen to it that no enough females ever der; dragons aren’t stupid, you know (it or played in an adventure. Weren’t those have the chance to become interested in wasn’t a red dragon, was it?). Now con- low-level modules always the best? Your playing. Another thing: great role-players sider the conditions in the dungeon. Is characters had nothing and wanted are not at all, in my experience (and in the place fairly dry? (Wet gunpowder just everything, and now you reminisce with the experience of my friends) mostly doesn’t blow up.) friends about favorite battles and male. As a matter of fact, as near as I can Lets assume the power was dry and predicaments. For those of you still out tell, it’s the poor female player and the your players really are silly enough to let there who haven’t lost their appetite for female with no interest at all in role-play- the berserker waste it and put another the greatest game of all time, try picking ing that are actually the rare commodity. party member in jeopardy at the same up The Book of Weird, Being A Most I know I probably didn’t make a dent time. Now 200 points is a lot of damage, Desirable Lexicon of the Fantastical, Wherein in Jason’s position on the matter, but I but gunpowder provides more push than Kings and Dragons, Trolls and Vampires, To just wanted to note that at least some smash, so the throne might break if it Say Nothing of Elves and Gnomes, Queens, men don’t think like he does. Oh, and a fails an item saving throw, but it’s just Knaves, and Were-wolves Are Made quick P.S.: If they don’t come, the hobby not going to shatter. At worst, it’s just Manifest, and Many, Many Further can do nothing but suffer. going to hop a bit into the air and crack Revelations of the Mystical Order of Things Michael Garcia in half when it lands. Characters outside Are Brought To Light by Barbara Ninde Ringwood, NJ the 15’ blast radius suffer no damage, Byfield. If this book can’t spice up your which probably includes the druid if the world, give up gaming and find a good As far back as I can remember, boat’s deck points away from the throne. cartridge. gamers have been plagued by players Nor is the blast going be powerful Roy MacEachern with the die-nudging ailment. enough to lift a boat large enough to Winnipeg, Canada This is a disease that gives players a have a hold so big that a character has tendancy to reroll or tip dice if they get to climb inside and search for awhile to Has any one else noticed a tendencey an undesirable roll. Some examples: find out what’s inside. In any case the toward utopian political correctness in 1) The special-area roller (“Hey, I only boat’s bulk is going to absorb the blast fantasy literature and fantasy gaming? count rolls on top of my character sheet, and shield the druid. Sure, we still have the nasty monsters not on the table top!”) who will immedi- And, no, the berserker shouldn’t get out there, but the forces of evil seem to ately forget his rule if he rolls a 20 in the any extra experience from this little bit of be always non-human. There aren’t kitchen sink. silliness. many seriously threatening human vil- 2) The early roller, the guy who sits lains anymore. What’s more, increasingly and rolls his dice 20 minutes before the games seem to be trying to set peasants combat round, saving only the best rolls up as modern middle-class farmers and so when the DM calls for initiatives, he Skip Williams is a game designer and edi- the nobility seem to be little more than says “I’ve already got mine!” tor at TSR. lf you have any questions on TSR corporate officers ruling with the assent 3) The downright cheater, the guy gaming products for the Sage, you can write of the “Board.” Save for the BIRTHRIGHT™ who doesn’t even try to have style but to him at the address at the head of this col- setting, there seems to be no concept of instead just keeps rerolling bad rolls until umn. We regret that personal replies are “Divine Right of Kings” in the game. All someone stops him. impossible. the absolute monarchs are evil, and it’s I have seen the future of gaming, and impossible to be a “good” or “kind” ruler if it is the pop-o-matic bubble. you’re an absolute one. Imagine multifaceted and colored dice How many of the gamers have seri- sealed in clear plastic popping chambers. ously studied history or base their games This might lead to new gaming phrases on historical models? Not fantasy Vikings; such as, “Pop your initiative,” “Pop ‘em,” or l mean real Norse or Anglo-Saxons, real “Man, I really popped the #%@$ out of Byzantines, and real Angevin Empire? that goblin!” I’d like to play with some people who Tim Gray game in a world I can believe. Salisbury, MD Adam Cole Pensacola, FL

DRAGON #228 87

DRAGON #228 89 90 APRIL 1996 Forget the wilderness . . . find adventure in town

by Paul F. Culotta illustrated by R.K. Post

ooner or later, the adventurers in your campaign will visit Mood a large city. Frankly, this is inevitable. Where, other than a Up front, the DM must realize that when adventuring heroes S metropolis with all its businesses and services, are charac- come to the city, the mood of the game often changes dramati- ters going to unload all their accumulated treasure? Where else cally. lnstead of being huddled around campfires watching for might they go to take a break from orc war parties and owlbears wandering giants or wandering around the Underdark looking that wander the wilderness? Face it, the heroes will want to visit for brain-hungry or guarded dwarven artifacts, the the city because there are so many things to do and see. Rogue heroes have reached “civilization.” They are in a place inhabited characters in particular will always want the opportunity to head by their own kind (well... usually). This place is generally pro- into town because it is there that they usually find the greatest tected from the wilds by walls and a strong military and police- opportunities for playing their roles. type force. There are many establishments within that provide a When they go through the gates, your skills as a Dungeon wide variety of diversions, places to cash in treasure, and joints Master will probably be strained much more than when they are to have a good time. It is also a good location to pick up a new confronting the monsters and villains of Underdark or the mission, establish contacts, get level advancement training, buy Savage North. This article addresses the issues and problems animals, equipment, supplies, and services, have magical items that will most likely confront the DM, while running a city gam- identified, and do many, many other things that normally are not ing session or adventure. It also suggests some solutions. easy (or possible) to do in the wilderness. In short, it is a place to First, a disclaimer. While all cities are different to some degree, relax, take care of some housekeeping, and perhaps go adven- some cities in world-specific campaigns are very different, and turing. have unique considerations. Sigil in the ® setting has The DM must remain sensitive to the fact that characters may its own sets of factions and places which you had better know have a different agendas when they come to the city. Sir the dark of, cutter! Likewise, you had better not be caught by a Thornwood, paladin of the Order of Storm, may want to check templar reading or writing in the city-state of Tyr in the DARK SUN® in with the local grandmaster of his order and arrange to have campaign. And woe unto you if you are seen even possessing a his beat up armor repaired. Snickery Sam, the halfling thief, may weapon in the RAVENLOFT® domain of Falkovnia. belong to the local thieves’ guild and so must report in and give This article can not hope to address all of those peculiarities. the guild its share of his take. He is also looking for some halfling Instead it is oriented on a “generic” AD&D® game medieval style female companionship to help him spend some of his gold. city that can be found in most home campaigns, the FORGOTTEN Veronica the sorceress may wish to look up a renowned wizard REALMS®, ®, and GREYHAWK® campaigns. Some and go through level training or learn a new spell. of the concepts, however, should also apply to a While she is there, she wishes to have several campaign specific city. items identified. Lady Das, a druidess and

DRAGON #228 91 Sir Thornwood’s wife, is only in the city Arrival and introduction Underdark is normal, but mapping in the out of deference to her husband; she (Phase I) city slows play down considerably. A bet- really would rather get back out in the Phase I consists of the adventurers ter choice is to have a stall for Ebeneezer wilderness and get to the bottom of what coming into the city, getting their bear- the Cartographer right there by the city is polluting the Shimmering River. ings, and obtaining accommodations for gate, where the proprietor is willing to With such differing agendas, it is pos- their stay. This is probably the most pre- part with a map for 5 gp (or 10, 20, 50, sible that adventuring companions will dictable part of city adventuring, and is etc). This should be a real handout that not stick together the whole time they the easiest to plan for. the players and DM can use as a refer- are in the city. In the wilderness or Typically, the heroes arrive at one of ence while they are in the city, and it will Underdark, where it is a matter of sur- the city gates, are challenged by the speed things up and eliminate misunder- vival, they support and stay together guards, and have to undergo some sort standings between the players and DM. almost all of the time. Once they get with- of entry process. If it is an open city at The map does not have to be Rand- in inside the city gates, however, the per- peace, there may be easy entry. On the McNally quality, but it should show the ceived or believed danger of “the wilder- other hand, if the city is on the verge of major streets, major temples, govern- ness” is lifted, Accordingly, the characters war with a neighboring power, this can mental buildings, the citadel, large mar- may act as if they are on vacation and be a tedious examination where the ketplace or bazaar areas, and any other take off to do what they want, often not guards act like Gestapo agents (“Your places of unique interest. It does not need in the company of their adventuring com- papers, please!”). The DM must do what- to mark every house, tavern, and armor- panions. Even Lady Das, who is enduring ever fits the campaign. If the PCs are er, but it should be enough for the PCs to city life just for the sake of her husband, going to be challenged or stopped, obvi- get around. will get tired of being with him as he ously you should have brief descriptions A nice complement to a map is a negotiates fixing his armor or saying ready for the guards (statistics, arms, etc). guide. This can be a taxi-carriage driver prayers at the dreary chapter-house of If there are any rules and regulations that or a young teenage rogue named Ajoba the grandmaster. Eventually, she may try the PCs need to be aware of (such as hav- who will gladly (for the right fee) show to do something more in keeping with ing peace-knots on weapons, as is you about the town. Ajoba knows every- thing: where the best inns are, who has her character, like going to a park to lis- required in Cormyr in the FORGOTTEN good stables for the horses, where to find ten to the birds sing, or paying homage REALMS setting), then now is the time to at a druidic shrine just outside the gates. have them posted or announced — not the best prices in the bazaar, etc. (Of Part of the time the party may stick after they’re already in the city course, Ajoba has connections with many together, such as when they are seeking After this, the adventurers enter and of these businesses to bring customers to an audience with the local lord, respond- will probably feel bewildered by a dizzy- them for a reasonable kickback.) ing to a summons, or going on an adven- ing array of shops, streets, people, and Eventually, the guide might become an ture within the city limits itself. Even so, noises. Unless they have been in this par- important NPC who can get information the many colorful things within city limits ticular city before, they will have no idea in an adventure, and can be a great tool may be a terrible temptation for charac- where they are or how to get wherever for the DM to guide the PCs to other ters to make short, individual side trips they are going. As the DM, you can let important NPCs who will advance the into the bazaar, gem dealer, inns, gov- them drift around aimlessly, but be story. ernmental offices, or elsewhere. warned: action and play slow down con- Whether the party splits or stays siderably when players start asking ques- Having fun and doing business together, however, the DM must be ready tions like: “Do I see an Inn around?” “Is to handle a multitude of situations. there a place where I can get my armor (Phase II) Unlike the wilderness or Underdark, repaired?” “What kind of houses and Once settled in, the characters may where you can control the tempo with shops are around here?” “Are the people want to take care of their agendas. To planned and random encounters, now all human?” “Where can we stable our prepare for this, the DM should have a there are hundreds or thousands of NPCs horses?” good idea of where they want to go and — each with their own shops, temples, These are all pleas to the DM to give what they want to do. The key to success guilds, personalities, hopes, dreams, and them some bearings. While they were in in planning for this phase consists of lis- plots. The complexity has increased con- the wilderness, it was relatively easy: all tening to and being sensitive to the PCs siderably. they had to do was follow a terrain fea- remarks and desires before they ever get Although complex, one can look at ture (“We travel westerly along the north- to the city. It can also consist of the DM city adventuring and role-playing as ern bank of the river.”) or stay on a road dropping hints that there are people in being roughly divided into three phases: (“We take the fork that leads to the city that they want to see. Obviously 1) the adventurers’ arrival in and intro- Neverwinter.”). Descriptions were fairly if you listen to your players and figure out duction to the city; 2) having fun and easy (“You are in an area of rolling hills the most likely places they will want to doing business within the city; and 3) with occasional hursts of coniferous visit, you can flesh those places out with going adventuring in and around the city. trees.”). Now you must deal with many descriptions, NPCs, etc well ahead of (Occasionally, there is a fourth phase: streets and alleys, each with a different time. Examples of these kinds of remarks fleeing from the city.) Each part must be name, a multitude of homes and busi- can include: prepared carefully. nesses down each one, and people — lots of people. Snickery Sam: Sheesh, we have been The best way to answer this plea is traveling for 30 days and still haven’t with a map. Mapping by PCs in the seen any halflings anywhere? Are they so rare this far north?

92 APRIL 1996 DM makes note that Sam is lonely for We have to find out what is going on ing Phase I, and one can hope the gam- halfling companionship. with this river! ing session will end before they get to DM makes notes that the city will need Phase II. If the timing just won’t allow it, Sir Thornwood: After burning the gem dealer or perhaps a pawn shop so the then the DM, as a last resort, just needs to trolls, we look through the bones and PCs can cash in some of their treasure. He ask directly where the PCs are going and remains of their victims. also notes that Lady Das the druidess is not what they intend to do. (This may involve DM: You find nothing of value except keen on going to the city and something “winging it” until the end of a play ses- a fine-looking but rusty longsword. It is druidic may have to be planned to keep her sion.) lying by a battered shield with torn straps. interest up. Painted on the shield is a blue griffin on a gold background, and just above it is From these and other clues, the sensi- The adventure painted a small thundercloud with bolts tive DM can get a pretty good picture of (Phase I I I) of lightning. what the PCs have in mind and prepare Another phase of a city visit may Sir Thornwood: A fellow member of for it before they get to the city. NPCs can include adventuring within the city itself. my Order! Do I recognize the coat of be written up, rules on things like the This needs to be planned like any other arms? price of identifying magic items can be adventure. It needs a hook to get the PCs DM: No. This was apparently some- researched, and maps of specific interested, a plot, and fully developed one you are not familiar with. encounter areas can be prepared. monsters, NPCs, treasure, maps, etc. Sir Thornwood: Well, we lay his What if the characters don’t give There are some special considerations remains to rest and have the shield, many clues and you don’t know what to for city adventuring that need to be sword, and anything else of his sent to prepare? The answer is to drag it out of thought out ahead of time. While wilder- the nearest chapter house of the order. them in other ways. One solution is to ness and Underdark adventures have DM: There is no mailbox near the delay their arrival by having them run caves, keeps, chambers, isolated houses, trolls’ lair. The nearest chapter house is in into a merchant or pilgrim who is coming small villages, and similar lairs, the “lair” Waterdeep, 60 miles to the south. from the city. This NPC can be chock full for a city adventure can be within any Sir Thornwood: Well, I wanted to go of news about what is going on, and the number of structures: a keep, a prison, there anyway. Very well, I will take it. PCs will generally be interested in ques- the sewers, a furniture factory, a brewery, DM makes a note to prepare a description tioning him. Just from their questions, the taxidermist, mage’s tower, warehouse, of the chapter house and to consider using it same type of information might be temple, candlestick maker shop, bazaar, as a platform to give the PCs their next mis- gleaned. Here is an example: etc. Again the choices have significantly sion in the campaign or to be a source of multiplied. To give the city “lair” some log- clues for their current mission. Father Benedicto (NPC itinerant ical consistency, the DM has to think priest): I thank you strangers for sharing things out and answer these questions: Veronica: I’m casting a detect magic on your campfire. There is always strength the pile of loot. in numbers while in the wilderness, I say! Why is the lair here? DM: You’ve found a silvery wand, a Frankly I was worried about staying on Why haven’t the authorities already potion bottle, and a ring that glows with the road. Last night I was behind the safe taken care of it? a bright green light with swirls of yellow. walls of Waterdeep. What do the neighbors know or Veronica: Hmmm. I look each of them Snickery Sam: You have come from think they know? over carefully to see if there are any writ- Waterdeep? Tell me, are there any What kind of creatures or NPCs ings, inscriptions, runes, pictures, or any- halflings there? inhabit the lair and is it logical for thing else on any of them. Father Benedicto: Well yes, I recall them to be here? DM: You find none, although the seeing one or two close to the public How can I get the PCs interested in potion bottle has a tiny skull emblem on market, but there may be more. Water- investigating this lair? the bottom. deep is a pretty big place you know. If the PCs get involved in noisy com- Snickery Sam: Why don’t you identify Snickery Sam: Great, where there are bat, what will the neighbors and one of them, Veronica? at least two around, there’s bound to be authorities do? Veronica: And be exhausted the rest a section of the town where bunches How does it advance the campaign? of the day in troll land? No thanks. I will more live. Gosh, I can’t wait! wait until we get to a place where there is DM, who had no idea that Sam was lone- Once these are answered, then the a high-level wizard whom we can pay to ly for halfling companionship, makes a note DM can design the lair, populate it with find everything out. of this. lf he wants more detail of what Sam is appropriate villains, traps, treasure, etc, DM makes note that Veronica will want to looking for, he can have Father Benedicto and mentally run through the most likely find a high level mage or sage NPC. ask more questions. course of action the PCs will take. Lady Das: Isn’t that going to be expen- Reactions need to be predicted and sive? If at all possible, information like this planned for. Veronica: Probably, but so what? Look should be gathered before the play ses- Here is an example. Lets assume that at all this gold and jewelry we recovered! sion when Phase II will occur. As soon as the DM foresees that Lady Das will get And these gems! Once we cash them in, the PCs give any indication of going to a bored with the city adventure pretty we should be able to afford it. city, the DM needs to start making notes. quickly since she has already stated that Lady Das: I suppose that’s going to If NPCs can’t get the information out of she wants to get back to the polluted take more time. Very well, let’s be off to them before they arrive, then perhaps river mystery theme. He therefore plans a the city, but I don’t want to stay too long. Ajoba the guide can get some clues dur- mini-adventure that will involve Das and

DRAGON #228 93 an NPC or one of the other PCs (depend- encounter is balanced, but not a platoon Prohibiting spell abilities from being used ing on how things flow). He plans that of soldiers). The DM also has to judge at all puts a damper on running a city once she gets bored he will have an NPC how long it will take the assassin to pull adventure. ranger named Rollins show up and tell up stakes and be gone, and how long it The best answer is to enforce the her that he is the servant of a high-level will take Das to round up the other PCs if alignments that the players have chosen. druid who heard she is in town. This she wants their help. He also has to deter- My particular view is that any attempt to druid wants to give her some information mine what the other fishermen know and enforce one’s will upon an apparently about the river’s condition, and the whether they can give clues on the assas- innocent person through means of tor- ranger asks Das to follow him to the park sin’s whereabouts. ture, charm spells, psionic abilities, or the where the druid awaits. The hook should The DM also needs to keep the other like is evil. And since I do not allow evil work since it gives Das something to do players involved while Das is on her mini- characters in my campaign (again my that she is interested in and she gets the adventure. In an earlier article (“What To choice), those who commit evil acts must chance of meeting a fellow druid. Do When the Party Splits Up,” DRAGON® pay the grim consequences. Unfortunately, the crazed Morphene Magazine, issue #225), I suggested that in A good analogy on this issue comes sect which is polluting the river is aware this type of situation, the other players from the film Star Wars. The scene where of the druidic quest to stop them, and can assume the roles of NPCs, and this Ben, Luke, R2D2, and C3PO arrive in they have targeted the NPC druid for type of mini-adventure is perfect for town is very instructive. As they arrive, assassination. Das arrives in the park, applying this technique. Thornwood’s they are stopped by stormtroopers who gets some good information and is about player might play the part of a city watch are screening everyone. Ben uses the to get more when the druid suddenly falls sergeant, Sam’s player might assume the force to get the guards to conclude that over dead, a blowgun dart sticking in the role of Rollins, and Veronica’s player “these aren’t the droids we’re looking back of his neck. could role-play another city watch mem- for.” If it was an AD&D game situation, Possible actions by Das: Neutralize poi- ber or even Das’ pet raccoon, who can this would be a suggestion spell or similar son on the druid, cry for help, look for the track with its sensitive nose and certainly psionic ability. This would be permissible assassin herself with ranger’s assistance. will want to be rewarded with some fresh in my campaign because the stormtroop- Reactions: Druid is dead (neutralize poi- fish. ers are evil: they enforce the will of a son does not work). There are no watch repressive emperor, murdered Luke’s within the vicinity so there is no immedi- family, slaughtered a pile of jawas, etc. ate help. If she and the ranger look, they Game balance and the Shortly thereafter, Ben and Luke go determine that the blowgun dart came authorities: into the bar looking for transport. from a grove of trees and there are fresh A real danger of city adventuring is Notably, Ben does not use his Jedi pow- tracks (assassin has gone invisible from that player characters can get out of ers on Hans Solo or Chewbacca to sug- potion). The assassin rapidly retreats. The hand and cause some major problems gest a lower price or free ride to take him ranger tracks until they get to the public within the city. This is especially true of off Tatooine, although he certainly could zoo where the assassin’s tracks get mixed spell-casters who now have hundreds of have done so. Had he done so and it was in with the public’s The assassin opens people to cast their charm person, sug- my AD&D campaign, l would rule that cage to the bear exhibit and citizens flee gestion, domination, and other spells this was an evil act. Yes, Hans looks and in panic. Zookeepers show up to kill the upon. High-level warriors, rogues, and acts the part of a rough and tumble bears. Das and ranger help them or others can cause equal havoc. The high- smuggler, but he is apparently innocent somehow round up the bears peacefully. er the levels of the characters, the more and is not actively opposing Ben and The assassin gets away. If Das shape- tempting it might be for a player to Luke, like the stormtroopers, While Hans’ changes into an animal good at tracking “experiment” with the populace or bully motivation is certainly mercenary, it is scents (e.g., a bloodhound), she can find them to get what they want. Considering not evil. the tracks that lead down to the water- that practically all of the city inhabitants Of course, despite the subtle front where there are several fishing are 0 level NPCs with mediocre saving reminders that the DM may give about boats. In the meantime, the watch starts throws, it could take no time at all to alignment behavior and restrictions, looking for Lady Das and Rollins, since cause some real chaos and throw things some things might happen anyway. they were observed fleeing the scene of a way out of balance (For a good discus- Supplementing the alignment restrictions homicide. sion of NPC levels in a city, see the text should be the city’s authorities, who pre- Preparation required: Details for the on Demographics in DMTM Option: High- serve the peace and enforce the law. assassin, Ranger Rollins, zookeepers, Level Campaigns, pages 21-22, and Table Well, how does a watch patrol of five 1st- bears, watch members, assassin’s associ- 1 on page 22). level fighters and a 3rd-level sergeant ates, innocent fishermen. If Das and Some cities may have a rule that “no stop the brawling of a party of six adven- Rollins are caught by the watch, statistics magic on penalty of death” is allowed in turers whose weakest character is 8th for a judge, a cleric (to cast detect lie so the city limits. That certainly gets the level and wields a sword of sharpness? Das can exonerate herself) and others spellcasters to behave or at least puts Obviously the watch will get waxed. are needed. Finally, the DM needs to some restraint on them, but it takes a lot The answer is that the DM needs to determine where the assassin fled. This away from the game. Why shouldn’t the maintain game balance. One of the area needs to be mapped, and stocked players be allowed to use their abilities? unwritten, but best quoted rules of the with treasure, information, and a trap or Should Lady Das be condemned to death Shadowrun* game, is “Don’t mess with two. The authorities may respond favor- because she used her speak with animals the police.” Practically every Shadowrun ably to Das wanting to get the killer and spell to calm down the bears so that they player I have known has a story about offer assistance (enough so that the final didn’t attack the panicked citizens? how they messed with the police and got

94 APRIL 1996 blown away. Mine involves my prior there are five times the normal popula- policed by the peer pressure (Doug: “Aw, shaman’s particularly fiery death in the tion within Waterdeep. Assuming our come on Ted, this is the sixth weaver’s Florida Everglades when we (or rather the group arrives during a peak period, the mill you’ve visited! This isn’t getting us driver of the hovercraft I was riding in) number of potential NPC encounters has anywhere! Give us a break, will you?”). decided to engage in a duel with auto- now risen to 2,240,OOO (122,000 x 5 x 4). Whatever you do, act confidently the matic cannon against a police vessel that Yes, this is a bit oversimplified because entire time. Never once should you was trying to pull us over. It was not pret- some PCs will react generally the same, waver in your choice of a name, descrip- ty, and I have not messed with the police but the point is that there are tons and tion of an NPC, or their abilities. You since then (not that I wanted to in the first gobs of NPCs around, and the possibili- should not disrupt the game by thumbing place!). ties are far more than what can be through rule books to consult tables and I am not advocating that the DM go planned for in advance. So what does a charts to figure out if the NPC is fat, short, out of his way to destroy characters. I do DM do? has a moustache, or what color his eyes advocate that from the moment they hit A partial solution is to use gaming are. If it is a planned NPC, you should town, the characters are made very accessories that list numerous NPCs and have done all the research well ahead of aware that there are authorities in town establishments. Something like the Volo’s time. If it is an on-the-spot NPC, just (or nearby) that could trash them if they Guide series will go a very long way in describe him or her in a logical way as if misbehave. This should not be a very dif- providing a lot of information that is you had it planned all along. If you do ficult problem with low or mid level char- readily accessible, but even this type of stammer and stutter, the players will acters, but high level characters might work does not fully answer the mail. detect that you just made this NPC up need more persuasion. For example, if While it might list the name of the propri- and they may get disenchanted. So put they notice that a platoon of somber pal- etor of an inn and what he is like, it does on a strong face and go for it! Remember adins guards the gates, and that they not give you the names of all the bar- that you are the DM and the world is in have backup by seven winged stone maids, bartender, and stableboys, nor your hands. golems and a fiery-haired mage, the will it give you their personalities, goals, To be sure, you need some personali- heroes will certainly consider whether fears, hopes, and dreams. And the Volo’s ties well developed ahead of time. These they really want to misbehave. A more Guides will not list the transient guests are NPCs who are going to be central to subtle approach might involve people in staying at the inn. the adventure that you are running in the a tavern talking about some tough The real answer is that you, the DM, city or to the information that you hope adventurers who resisted arrest and then must limit yourself to detailing only those the players will pick up while there. The (they shudder fearfully) “Lord Draco him- NPCs who are important to the visit in trick is for you to do such a good job of self showed up.” Of course, the DM the city. All others are background and role-playing that the players will not pick should have “Lord Draco” all detailed and you need spend no time on them, at least up on which NPCs are preplanned and ready to go if the PCs start to misbehave. initially. There is no requirement or rule which are “made up.” for you to describe fully every fishwife, Here is an example of an NPC that is urchin, city guard, and bartender that the made up on the spot. Lord Thornwood Dealing with the population players encounter. In fact, you should not goes to get his armor repaired. He stops explosion do so. Only describe those people that at Baldwin’s Armory. (Inwardly, the DM As previously mentioned, the PCs now the players express an interest in or who curses because he thought Thornwood have hundreds (or thousands) of NPCs in advance the story line, and give them would get his armor repaired at his chap- the city to interact with. Moreover, there only what they ask for, gradually increas- ter-house, but he takes a deep breath are dozens, if not hundreds, of establish- ing the amount of information a bit at a and starts to improvise). ments and homes within the walls. A DM time, depending on what their interest could spend a lifetime trying to give per- level is. DM: You enter Baldwin’s armory. A sonalities and statistics to each of them, At some point, the ever-unpredictable heavy-set woman is seated behind a and still not be done, especially if it is in players will express an interest in one of desk going over some papers and a an enormous city like Waterdeep or the non-detailed “background” NPCs, dozen workmen behind her are working Huzuz. With all these people and estab- regardless of your careful planning and on various projects. lishments, one cannot begin to dream of subtle attempts to guide them toward Thornwood: I go up to the lady and all the possibilities of things that will hap- someone else who advances the cam- ask her the price for fixing my banded pen in ye olde city. One really should not paign. Frankly, your one and only choice armor. even try to list all the NPCs’ names. is to improvise him or her on the spot. DM: She introduces herself as Bald- Take Waterdeep from the FORGOTTEN Make a few notes (like one or two lines) wina, and looks over your busted armor REALMS campaign setting. It has a popula- about this suddenly important NPC so with an appraising eye. “I think, good sir, tion of 122,000. A simple bit of arithmetic you can remember it later. that it will take five days to adequately fix shows that our four adventurers could I would advise never, never abruptly this, and I could not do it for less than 15 potentially have 488,000 different terminate an NPC encounter simply gold pieces.” encounters, if each of the four PCs were because it is not advancing the story line Thornwood: Is her voice really that to meet each Waterdhavian citizen and or seems uninteresting to you, the DM. soft? assuming that each PC, being a unique Remember that there is an obligation to DM (Thinking quickly): Yes, and she is character, reacts to an NPC differently in give the players a fun evening, and if an actually quite pretty. some way. And this does not include vis- adventurer wants to visit a weaver’s mill, Thornwood: Does she wear a wed- itors. City of Splendors campaign guide let him do so. Remember also that a lot of ding band? indicates that during certain seasons, vexing problems from players can be DM (not rolling dice, but just making

DRAGON #228 95 something up) : Well, she has a gold ring, DM: She introduces herself as Bald- and this will involve a fair amount of but wears it on her thumb, not a usual wina, and looks over your busted armor shopping for extra clothing, a horse, sad- place for a wedding ring. with an appraising eye. “I think, good sir, dle, tack, weapons, adventuring equip- Thornwood: Milady, I believe that I that it will take five days to adequately fix ment, food, food for the horse, etc. need it sooner than that. Is it possible to this, and I could not do it for less than 15 Furthermore, what happens when the pay a bit extra for a rush job? gold pieces.” wererats come charging down the alley, DM (Again, no dice): “Well, I suppose Thornwood: Sorry milady, I need it in and despite fighting bravely, the hench- we could arrange something,” she says. but two days. I will have to take it else- man is killed? Lord Thornwood tries to You notice that she is looking you over where. get him raised, and the resurrection sur- appraisingly. She calls to one of the work- DM: Ah well, we could do it in two vival roll isn’t good enough. Baldwina is ers, and says, “Morker, how quickly can days, but it would cost you five extra gold going to be crushed, and depending on you get this done?” A large fellow, a mus- pieces. the circumstances of death and how Lord cular half-orc, lumbers over, grunts, and Thornwood: Sorry, but I’ll look for a Thornwood breaks the news, she will mutters “Two days.” better price. Hey Ajoba, is there another either deal with her grief or she might just Thornwood: A half-orc! Are any of the place around here? curse the name of every paladin of the others half-orcs? DM: While Ajoba is thinking about Order of Storm (and especially Lord DM (again, not rolling dice or looking other establishments, you notice that Thornwood) until her dying day. up charts): Yes, two others, along with Baldwina seems a bit disappointed and There should be repercussions to five humans, and four dwarves. also that she is staring at the coat of arms whatever the PCs do. Getting into a bar you have on your tunic. As you turn to fight may not only have repercussions In this passage, note that the DM gave leave, she says, “Good sir, stay a moment, with the authorities, but also affect only a bare description of the place and what is that symbol you wear on your whether the PCs are even admitted there that details were added the longer the shirt?” again. Fooling a gem dealer by a suc- player took interest in the place. Had Thornwood: Why, it is the Order of cessful suggestion that he buy a 200 gp Thornwood not cared about Baldwina’s Storm. Do you not know it? gem for 3,000 gp should make the PC voice, rings, or the racial make-up of the DM: When you mention the name of rich for a time. But what happens to the employees, the DM would not have had your Order, she gives a small cry of sur- PC when that gem dealer discovers the to describe them. Note also that the DM prise. You see that she has a tear trickling fraud when his peers laugh at him and has given Baldwina lines that invite more down her eye that she wipes with a hand his business is ruined? And Snickery Sam interaction if Thornwood wants it. It could that bears a gold ring on her thumb. She “loving and leaving” his bonnie halfling be that she is a widow and pines for a is a fair-looking lady, and she asks you to girlfriend might have grave repercussions strong paladin husband. Another possi- come to the back of the shop. She says when dear old Dad writes to all the rela- bility is that she has a young teenage quietly, “I have something for your eyes tives and word spreads of Sam’s charac- son, not yet introduced, who has wanted only, good knight.” ter. to become a paladin and she has been unable to find a knight to sponsor him. True, this is like hitting the player over She might want both. If Thornwood the head with a mallet to get him to take Recording wants to just conclude his deal, that will interest, but most players will go with the During the gaming session in the city, be the end of it. If he wants to role-play flow. the DM should keep short notes about the encounter out a bit more, then he who the players encounter and what might find out what her motivation is. went on. Two lines maximum per NPC Lets keep the same example, but Every action causes and just a sentence or two about an instead of Baldwina being just an on-the- something else to happen event is all that is needed. It should be spot NPC, she happens to be a planned, Perhaps the most difficult things the only enough to trigger the DM’s memory well thought out NPC who advances the DM has to keep track of are the results of later. An example of notes made during story line. In this instance, the DM may the PCs’ actions. The NPCs of a city are play: need to be more aggressive with his living, breathing beings who have emo- descriptions. Note that the DM realized tions and reactions to things good and NPC - Baldwina. Overweight widow who that Lord Thornwood needed to go to an bad. Interactions with them by the PCs owns armor shop. lnterested in T’wood. Has armorer for repairs to his banded mail, will cause reactions. his armor; repair in 2 days for 20 gp. 3 1/2 and he has planned for this encounter. Positive actions generally can result in Orcs, 5 humans, 4 dwarves workers. good things happening, but not always. DM: Ajoba takes you to Baldwin’s Take our earlier example of Lord After the gaming session is over, armory, and assures you that this is the Thornwood the paladin. If he takes preferably within two days, the DM finest establishment for repairing armor Baldwina’s son as his squire, he is going should review these notes and flesh them in all of Waterdeep. Entering, you see a to make the young man happy, as well out in greater detail. So much has hap- large heavy-set woman seated behind a as his mother. Lord Thornwood will also pened that if the details are not recorded, desk going over some papers and a have a handy henchman to polish his he may forget them. It is a solid bet that dozen workmen behind her working on armor, water the horses, put the cooking the players will not. A memorable various projects. pot on the campfire, and provide another encounter with an on-the-spot Baldwina Thornwood: I go up to the lady and set of eyes for the evening watch. might easily be misplaced in the DM’s ask her the price for fixing my banded Yet there are downsides to this hench- memory banks, and if he does not armor. man. First he must be properly outfitted, remember what happened, the next time

96 APRIL 1996 she shows up, he could make a mistake sion, he thinks about it and realizes that despite preparation, because of the many and have her appear as a slim-waisted Baldwina would not have let it go at that. NPCs and unpredictable players. Finally, blonde vixen. Such a mistake could Since he cannot recreate the past, the DM the DM will have to record details that destroy the DM’s credibility and send the plans for the next session, and makes a will come up later and take into account adventurers on a false turn. note to himself that Baldwina will find the consequences of the PCs’ actions. Thornwood and lay the case for her son Despite these requirements, city adven- Lord Thornwood: Hmmm. Just a few at his feet. Baldwina will hire a rogue (per- turing will provide some of the richest days ago, she was heavier! No one could haps Ajoba!) to find Thornwood. Then role-playing and adventuring opportuni- do that without magic or an evil influ- she shows up at the Inn and pleads with ties that a playing group could want. ence. I cast detect evil on the woman! him to honor her dead husband’s wishes DM (gulping): Well, you detect no evil. and take her son on as a squire. Thornwood: How is it, milady, that Another thing that note-taking accom- you have shed so many pounds in just a plishes is the opportunity for the DM to Paul Culotta lives in Tacoma, Washington, few days? flesh out fully NPCs who are becoming and is a full time national guardsman. He is a DM: Ummmmmmmm... important to the adventure. Say the DM frequent contributor to DRAGON® Magazine predicted that Lord Thornwood would and DUNGEON® Adventures. The DM could have avoided this never take on a squire, but that he did so * indicates a product produced by a company embarrassment by recording expanded anyway. Well, it is now time to flesh the other than TSR, Inc. notes resulting from the game session: squire, a 15-year old lad named Braxton, with statistics, appearance, and personal- NPC Baldwina: 0 Lvl, 38 years old, Ch 14 ity. The best thing to do is to fill out what- (11 due to overweight condition). 5’5” tall, ever information is necessary on a 3 x 5 250 lbs., pretty face, brown hair, hazel eyes, index card and have it handy. The card gold ring on thumb. Owns Baldwin’s Armor should contain only the minimum infor- Repair Shop on Unicorn Way. She is a widow mation required for the DM to properly and has son, Braxton, 15 years old. Her hus- run the PC. When several NPCs have band is prior paladin and she would like cards, they should be arranged alphabet- Braxton to follow in Dad’s footsteps by serv- ically for quick access. Attached is a ing as a squire. Thornwood is her latest depiction of what such a card should attempt. She has given him very good deal look like. on his banded armor repairs (20 gp to repair it in 2 days) to curry favor. When he returns, NPC Braxton, NG hm F1 AC 4 7 hp she will show off Braxton to him and implore S 15D 15C 17 I 12 W 12 Ch 13 him to take him on as squire. Thornwood 5’8” tall (will grow another 3 inches in might show romantic interest, and if so, next year), 155 lbs (will gain another 15 lbs in Baldwina responds. She has not dealt well next year), Sandy Hair, Hazel Eyes. No scars. with husband’s death 5 years ago. lf Handsome lad, but has terrible case of acne Thornwood shows interest in her or takes (Ch will go up to 16 once this is cleared up). Braxton on, she will trim down and be more Personality: Friendly but shy, especially appealing. Braxton is F1, hp 7, but needs around young ladies. Anxious to be a great training before he can get proficient. knight like his deceased Dad, but afraid of Baldwina has 12 employees, 3 ½-Orcs, 5 failure. Can read and write and knows a bit humans, 4 dwarves. Employee working on about armor repair. Also has gambling profi- Thorn woods armor is ½-Orc named Morker. ciency, learned from hanging around with He is good armorer but tired of city life. He local urchins. will repair Thornwoods armor but polish it Equipment: Purchased by Thorn wood. highly, hoping that Thornwood needs a Chain Mail, Small Helm, Backpack, Belt, shield bearer or bodyguard. If necessary, he Short Sword, Dagger, Light Crossbow, Quiver will ask for employment. Morker: F3, hp 18, with 20 bolts, light Riding Horse with Saddle no equipment. Specialized with big spiked and Tack. club, S 16. Other: Braxton needs training before he is proficient with any weapon. PC actions should also be recorded. During the heat of a gaming session, sometimes an NPC’s believable reaction Challenges and rewards will not be readily apparent. Upon reflec- Dungeon Mastering in the city is tion, however, the DM could see how among the greatest challenges that a DM that reaction was missed, and he needs will face, but is one that is inevitable. to evaluate whether he should bring it up Preparation for each phase of the PCs’ next time. What if Lord Thornwood did stay will pay off in the long run and keep not take the bait and left Baldwina any- the DM in control of the play-session’s way? In the heat of the gaming session, tempo and advance the story-line. the DM let it pass. After the gaming ses- Improvisation will often have to occur,

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DRAGON #228 109 Five straws and she’d drawn the short one. There charged headlong at Dare, who looked ready to was no need to draw straws for night watch, Crystal wrestle the wild beast. But, as the boar charged, a mused. I was the perfect choice all along. I can go lasso flew through the air and dropped around its days without sleep. head. Hoping to snare the pig, Blister had thrown a Crystal studied her comrades, sprawled in a heap rope. With a squeal, the boar tried to flee the among the filthy furs and blankets the hobgoblins annoying noose and yanked little Blister right off had left behind. Dare lay on his back, snoring loudly. her feet. Myeki slept leaning against a tree trunk. Blister lay on Shouting for Blister to let go, Dare leaped and her side with only half a fur across her chest, pushing rolled out of the way. But Blister’s arm had gotten at Jinx, who slept sprawled sideways across her. tangled in a loop of the rope and she went sliding Sleep well my friends, the young sentry thought. past, dragged by the crazed pig. Fear not; with Crystal Dreamchaser standing watch, Myeki jumped forward, waving a blanket to get no fearsome beast will disturb your rest. Crystal the boar’s attention, then scrambled up the side of a stomped her feet — one leg was going to sleep. She tree. The confused boar, more frustrated by the wondered if standing watch meant you had to minute, stopped and blew steam. Then it turned to stand all night, or was “keeping” watch good charge the battered and muddied Blister as she enough? It can’t hurt to sit a bit, she decided. stood shakily, trying to get free. Crystal yawned. Keeping watch is not easy, espe- “Hey!” came a shout. Crystal stepped before the cially on a glorious night like this. I wonder...they boar, waving a scrap of fur wildly. Dreamchaser will said to keep an eye open for danger. No sense save us all! she thought. “Come on, Mr. Pig, leave watching with two eyes. After all, Crystal her alone! Charge me!” The boar complied. Dreamchaser’s eyes are sharper than a griffon’s. She Blister was once again pulled off her feet and tried one eye closed. dragged across the camp toward the wildly gesticu- Of course, I’m such a light sleeper, I might catnap lating girl. “Get out of the way, Crystal!” she a bit, she thought. I can spring awake if anything screamed. comes within fifty paces. Crystal tried to doze, but “What?...” Crystal couldn’t make out her words. between Dare’s snoring and her empty belly, she Wrapped up in her vision of saving the camp, she couldn’t sleep. forgot to save herself. Crystal paced, trying to stay alert. The sounds of The boar plowed into her. Crystal reflexively small night animals rustled in the brush. If I didn’t grabbed the beasts ears as it charged into the have such an important duty, I’d solve our ration woods, dragging Blister behind. At the edge of the shortage, she thought. I can bean a rabbit at twenty brush, the rope suddenly snapped, slinging a wind- paces with a rock. She picked up a small stone and ed Blister to a smashing halt against a tree. The zinged it into the brush. Wouldn’t that be some- boar did not turn back. Dare, Jinx, and Myeki thing? To have fresh rabbits waiting for breakfast rushed forward. when they awoke! There was that rustle again. Blister stumbled to her feet, stunned, holding one Crystal smiled, picked up several stones, and end of the rope. “Bit of luck,” Myeki remarked. “The crept toward the brush. “Now, I’ve got you, Mr. rope broke just in time.” Hare,” she murmured. “You’ll make fine stew.” She “It must have been my lucky feather,” quipped let fly three stones in rapid succession and heard an Jinx, holding it up as she dusted off Blister. outraged squealing. Blister stared numbly at the rope, confused. “It A wild boar charged into camp! Crystal let out a didn’t break.” There was silence. “It was cut!” All hoarse bleat, “Look out...!” and ran in the opposite crowded around to see the rope. Indeed, it had direction. The commotion woke Blister, who been neatly severed by a sharp blade. But none of dumped Jinx off her and struggled to her feet. Jinx them had a knife. didn’t stir. The boar, which had been chasing Crystal “It’s too bad,” sighed Myeki at last. around a tree, spotted Blister standing alone and “What?” asked Dare. “That Crystal’s gone? She charged! She shouted to wake up the others and should have been more alert. She could have gotten ran like crazy. us all killed.” Myeki was instantly awake and added his voice Myeki nodded. “But, we could have eaten that to the shouting. Jinx opened her eyes, shrieked in boar.” surprise and, scrabbling for her lucky feather, dived behind a log. Dare, seeing Blister’s plight, shouted Four days of trekking along the broken coast and and stood, boldly waving to distract the pig. scrub woodland. Now it was midday, and they were The enraged boar, now with several targets, all weary, though at least they’d filled their water-

110 APRIL 1996 skins at a river. Jinx shinnied up a tree to look downed prey to those still moving. ahead. “Look for shelter!” huffed Blister, dodging. “What do you see?” shouted Blister. “Someplace to hide!” “I...l’m not sure,” Jinx called down. “It looks like “Too... bad... this one doesn’t... just want... a plains for the next few leagues.” thorn pulled... from its paw!” panted Myeki, diving “Anything else?” It sounded too good to be true. across a thicket and rolling. A hail of pine needles and pinecones pelted the The mention of thorns gave Jinx an idea. “Quick! company as Jinx fell from the tree. Breathless, she In here!” she called and leaped into a briar patch. It gasped, “D- dark clouds in the sky, could be a seemed like a good idea, so Blister and Myeki storm. M- maybe we should find shelter?” leaped after her. An hour later they stood beside a pile of boulders Now, though nettles do tend to dissuade cats, debating. The rain still had not begun. Jinx claimed they do not make ideal hiding places. Though dri- it was due to her lucky feather. All were tired of ven half crazy from scratchy thorns, still the three hearing that. kender seemed safe for the moment. “Looks like a cave,” stated Dare. “Let’s check it Eyes wide, they watched the great lion prowl the out.” edge of the brambles, sniffing for a way past the “Wait!” called Blister. “It could be some animal’s thorns. It crouched and stared at its cornered prey, lair.” its tail twitching. “Won’t know ‘til we look,” the brave kender said. “What happened to Dare?” hissed Jinx. Blister Looking up at the still clear sky, Blister scowled. scanned the treeline; Dare was not in sight. Tears “Let’s keep going.” filled her eyes as she imagined that the beast’s blow Dare hesitated, confused. He looked back at the had slain him. black hole. “Aren’t you curious? Could be a bandit’s Suddenly, something sailed through the air and horde,” he suggested hopefully. landed kersplat against the head of the great cat. Blister paused, wrinkling her brow as she studied The leonine did a back flip, yowling and pawing at the bones and bits of fur scattered about the cave the mass of soaking fibers draping its snout. A whis- entrance. “I don’t like it.” tle pierced the yowling, and they saw the bloodied Dare kicked at a bone. “Come on! We should at Dare standing beside a thick tree two dozen paces least see if there’s treasure.” He looked to the others away pouring water onto a spongy mass of moss for support. Myeki yawned. Jinx idly picked up a and whistling tauntingly. deer skull crushed by a powerful set of teeth. The cat crept toward Dare as if stalking a bird, Blister frowned and looked at the sky again. but he laughed loudly, flinging the moss into its “Which direction were those clouds you saw?” she face. He bounded away, only to stop again and asked Jinx. scoop more moss from the base of a tree. The cat The girl thought a moment, then pointed inland. howled, shaking its head to get its bearings before “West.” bounding after the retreating Dare. Again came the “West?” Jinx nodded. “Storms blow in from the yowl of anger as another wet mass struck the cat east!” Blister declared. “There’s no storm coming!” on the nose. Dare scowled at Jinx, but turned away in resigna- “What’s he doing?” cried Jinx, amazed. tion. “Too bad,” sighed Jinx, tossing the skull into the “Shush,” whispered Blister. “He’s leading it away dark opening. so we can escape. Cats don’t like water. If he can A roar erupted from the cave! make it back across the river, he should be safe.” The kender stared as a bundle of fur and teeth Myeki nodded. They watched Dare retreat until he sprang from the cave. The great cat stood taller was out of sight. than any of them at its shoulder. A black mane After a while, the caterwaul faded in the distance. formed a ruff behind the flat head, with its mouth of The remaining three kender struggled out of the snarling teeth. Its mottled fur and long, tufted tail nettles, pulling burdocks from their clothing and looked the twin of the fur Dare wore. It threw back scratching madly. its head and roared again. “That was pretty much a catastrophe,” moaned The kender ran. Blister. The leonine bounded after Dare, who swung his Myeki smiled, pulling burrs from his hair. “I don’t walking stick to fend it off. The stick broke across think I’ve been in a stickier situation.” Jinx bit her the great cat’s broad shoulders. With a snarl, the cat lip. batted him through the air with a powerful swipe. Blister rolled her eyes and chuckled. “Are you net- “Dare!!!” Jinx screamed. The cat turned from its tling me?”

DRAGON #228 111 “Nope,” he grinned, rubbing his itching neck red. swum the slough. But, once they’d bound the reeds “But I think we’d better get out of here before we do with torn strips of Blister’s tunic and a layer of Jinx’s something rash again.” Blister groaned and nodded. leggings, they had three crude floats. “B- but what about Dare?” Jinx sniffed back Travel through the shallows was easy, but when tears. they reached deep water they had to work against “We’ve got to go on,” Blister said. “He bought us the outgoing tide, and they tired quickly. The kender time to escape, to complete the mission: We’d better had to beach their craft at the infrequent sandbars flee.” to catch their breath. * Late in the day, they sighted the far shore. Blister Three leagues! The salt marsh had to be three and Myeki poled with a renewed vigor, quickly out- leagues across. But Blister knew it would take even distancing little Jinx. Exhausted and famished, she longer to go around! let herself drift, fishing out her lucky feather. If only “I...l’m sorry!” Jinx sobbed. “I...it looked like plains.” she could make up for all the trouble she’d caused, Blister and Myeki exchanged glances. “Whatever,” Jinx thought. Ever since finding her feather, it the boy shrugged. seemed like bad luck was perched on her shoulder. “We’ll just have to find a way across,” said Blister, She held the feather up and frowned, spinning in trying to sound encouraging, but tired. If not for the waves. Jinx’s bad luck, she thought, we’d have no luck at Something that looked like a great green rock all. Sighing, she studied the bog. Here at its edge, broke the surface to her right. It was a sea turtle! their feet left deep impressions that filled swiftly Delight danced in her eyes. This had to be it — her with mud. The land ahead sank beneath brackish luck had turned. waters, and beyond lay open channels of sea-green Wouldn’t it be wonderful to catch that turtle for water. Much too vast to swim, she thought. But dinner? she thought. Then no one could call me there might be another way. Miss Fortune. I’ll show them. But, how do I catch it? “We can bundle reeds together to make rafts and Jinx wished she had a fishing rod, then realized pole ourselves across,” she suggested. her poling reed could work. She slipped the red “Sounds like fun,” Myeki grinned. Even Jinx gave scarf from her hair and tied it to the end. Then, to a half-hearted smile, clutching her lucky feather make sure she wouldn’t lose it, she tied it again, tightly. then wrapped a stocking around that. The turtle Gathering the reeds got them as wet as if they’d watched lazily.

112 APRIL 1996 The kender stretched out her makeshift fishing The girl was stunned. “But Malys might be there rod and dangled the red cloth in the turtle’s face. It by now! And we haven’t finished our mission! We looked unimpressed. She wiggled the pole. The tur- promised. One of us must get through to the tle blinked. Then she rapped it on the head. The tur- Knights!” tle lunged at the scarf and somehow got its head The boy shook his head and brushed himself off. tangled in the loop. Startled, the creature tried to “We’re at Ogrebond. You’re one of us. You go. dive, but the pole made that awkward. So it chose. ‘Sides, weeks on the sea will be really boring.” He to swim away. stood and shouldered the eggs. “Right now they’re Determined not to lose the turtle, Jinx held on for probably fighting a dragon back home. Now that’s dear life, laughing with excitement. She quickly excitement!” overtook her friends, as her raft sliced through the Myeki hesitated, then gave Blister a hug. “I’ll tell water. “I’ve caught us something to eat!” she called. Riverwind you made it.” He turned toward the Then the turtle headed for the open sea. southern hills. “Uhm, by the way?” Blister watched, bewildered, as Jinx skimmed “What?” whispered Blister. She’d never felt worse past. “Where’s she going?” she wondered. in her life. Myeki shrugged, then pointed toward a far-away “Thanks for being leader. I couldn’t’a done it.” She set of white sails. “Maybe she’s headed to that ship. looked up and smiled. “Luck and safe trip, and, With luck she’ll beat us to Ogrebond.” er...whatever.” Myeki waved as he strode off. “Do you think she’ll be okay?” Blister worried. Blister watched him vanish the way they’d come, Myeki pondered a moment, then noticed some- wishing she could go with him. But she had made a thing in the water. He fished it out and showed it off promise. with a smile. “I think she’ll be just fine now.” He held I should have offered him my sling or half the Jinx’s lucky feather. coins, she thought as she felt for them on her belt. Blister smiled too. She felt sure Jinx’s bad luck But nothing was there. Now, what had she done had flown. She would make it through. with them? She was sure they’d been there after los- * ing Jinx. Ah well, with luck Myeki had found them Two left. There were two turtle eggs left, but before he left. They might prove handy on his Blister was full. Their fortunes had turned once adventure. “Good luck fighting the dragon, Myeki,” they’d lost Jinx. After leaving the bog, they quickly she murmured, turning toward Ogrebond. “It sounds found a road to Ogrebond. like fun.” Blister sighed. So much had happened on the trip, * so many friends had been lost, and it was her fault “One last chance,” thought Blister. “On my own — she was the leader. Riverwind made a poor now.” choice in me, she thought sadly. The kender stood behind a barrel at the lip of an She watched as Myeki wrapped the last eggs alley, watching the crowd of scoundrels, ruffians then began sharpening an ironwood staff on a rock. and ogres passing on the wharf front. She had His brows knit in concentration. arrived at Ogrebond alone and with nothing save “What are you thinking about? How to get past the dirt behind her ears. No coin, no food, and her the city gates?” Blister talked to fill the silence in clothes so torn and muddy, she looked like a beg- Jinx’s absence. “Not all ogres like kender, y’know. gar. Oh well, she thought, things could be — have Still, no turning back.” been — worse. At least she had a plan. With a “Maybe,” grunted Myeki. “Makes one think.” cheerful smile, Blister set off to find a job so she The girl sighed. “Yeah. What I think is that could buy passage on one of the ships in port.... Riverwind was crazy to make me the leader. He Half a day later, things were going great. Shows should have chosen you.” what the right attitude could do, Blister thought. Myeki frowned and looked up. “Me? You’ve done She’d wanted to work, but people here seemed to all right. I could learn from you.” He turned back to so appreciate just her offer to help, they gave her his staff. “ ‘Cept I’m going back.” stuff for free! Blister was puzzled. “Back? Back where?” At the butcher shop, where she had offered to Myeki Thrillseeker examined his work. “Things clean up (though she smelled more ripe than the have been kinda quiet on this trip.” Blister choked at rotting meat), a half-ogre had heaved a meaty bone his choice of words, but he continued. “I came along at her. She’d caught it deftly and thanked him for for the fun, but things haven’t been too exciting. his generosity, though she wasn’t sure he heard her Now that you’re here, I’m going back to above his shouting. Kendermore.” Then there was that vintner stomping winter

DRAGON #228 113 berries into a fine paste in her bare feet. When just dimly make out the vessel’s name painted on Blister offered to help, the maid had taken one look the door: the Lucky Son — of Sancrist! She grinned as at her muddy garb and snapped, “Get off! Take a she sat down on the rolling wooden planking. bath!” Now, Blister’s policy was never to take some- Things at last were looking up. She had a com- thing unless she was invited first. Thanks to the fortable berth, plenty to eat — though she’d proba- maid’s generous offer, she made liberal use of the bly be sick of raw potatoes by the end of the voy- winery’s horse trough to wash the mud away. age — and clean clothes. “Glad to meet you, Lucky She was just as amazed to find clean clothes Son!” Blister gaily told the ship. “My mission is near- hanging abandoned on a rope in a back yard. ly done!” Though the shirt and pants were a bit large, the rope worked as a belt, and a stocking made a ser- “There, are you satisfied?” grumbled the Dwarf as he viceable sling. The butcher’s bone had come in turned back to the forge. “Awful lot of trouble over one handy for the poor dog trapped in that fenced lot — blasted kender, if you ask me. What’s so special about Blister even left the gate ajar as she left, so he could her that you had to help?” escape. “It’s important...you’ll see,” answered the Kender. Now she walked along the wharf, pondering the “Hummph!” grunted the Dwarf: “Are you through?” ships and her empty belly. How to get passage on a “Yes,” smiled the Kender. “lt’s finished for now. She’s northfaring schooner? She could offer her services, on her way.” The little fellow flipped his unruly topknot but she wasn’t much of a sailor, having sunken only back and rummaged beneath a workbench for an ever- a small skiff in her youth, and that wasn’t really her ful flask. “Come on! Take a break and share a drink.” He fault, if the others had only explained what the bilge raised the flask in invitation, and the Dwarf dried his plug was before she’d brought it to their attention. sweating palms in anticipation. “For now it’s enough. For She hadn’t found any coin to buy passage, so that a while we’ve won.” left just stowage as a route. Blister’s stomach growled, and she took a bite — And Then There Were None. from the fresh loaf of bread and beefy cheese she found in her hands. Behind her she heard some shouting. People tended to shout a lot in Ogrebond. Then an ugly ogre came charging down the road at Harold Johnson is a creative director at TSR, Inc. He her, a gnarled cudgel in one paw. Blister dodged was responsible for the RAVENLOFT® and DRAGONLANCE® under a fruit cart. He must not like kender, she lines in 1995, and has added management of the DARK thought, absently hooking her foot around the carts SUN® line to his responsibilities. Harold is the man who rear support. Suddenly the whole thing toppled for- created kender. ward, spilling winter apples in a cascade across the road. An ogress joined the chase. Blister dodged through the crowd, slipped around a net on the edge of the wharf (discarding the core of her apple), and leaped over a heap of crates. Behind her she heard a cry of dismay as the ogress’s foot slipped on the core, sending her tum- bling into the briny water. Now the cries of anger and outrage multiplied as other voices joined in. Perhaps she should find someplace to hide till they calmed down. “Here,” called a cheery voice as an empty sack sailed over the crates. “Hide in here.” It seemed a good suggestion, so the kender crawled into the potato sack, plopping down on a stack of other bundles. After a time, loud voices surrounded her, and she felt herself being lifted and carried aboard a ship as a bag of cargo. It all worked out rather handily, from Blister’s point of view. After several hours ticked by, the kender climbed out of the potato sack. It was dark and musty, the odor a mix of damp earth and sea water. She could

114 APRIL 1996

site of a homecoming for the good Dr. Rudolph van Richten. But the vengeful ghosts of those the doctor failed to save are throwing the party! $25.00 U.S./$32.00 CAN./£15.99 U.K. TSR Product No.: 1141 ISBN: 0-7869-03864

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APRIL 1996 Clack Continued from page 120

The Everway* game has attracted (Death Machine), and the cast includes Ben MRI technology can provide detailed interest from two existing and two possi- Kingsley (Gandhi). A press release says the real-time images of brain activity. But MRI ble startup companies, and two startups story, witten by Philip Eisner, “involves machines are big cylindrical magnets, are interested in WotC’s first product, The Mega-corporations of the future which and subjects in them cannot move. Brain Primal Order* game. Jonathan Tweet, assemble an unlikely team of heroes to studies of people in motion were impossi- designer of the Everway game and co- save mankind from a nightmarish force ble before the advent of virtual reality. designer of Ars Magica, remains at WotC emanating from the tenth planet.” The Reporting at a Society for Neuro- in the R&D department. He hopes to stay movie is scheduled for release in spring science meeting in San Diego in involved with his RPGs after they move to 1997. November 1995, Aguirre identified the new publishers. You have to know these things when specific brain areas activated by the maze SLA industries* game designer Dave you’re a king: A licensed trading card experiment. They were tiny spots in — Allsop will have final say on where SLA game based on the movie comedy Monty yes, you guessed it — the parahippocam- ends up, said Adkison, and “the acquiring Python and the Holy Grail (1975) has been pal gyri, two patches that lie just under company will get the line according to a announced for June release. The small the hippocampus. Earlier studies of stroke very generous agreement.” Apparently publisher Kenzer & Company (Palatine, victims who had damage to these areas this company will be a reformed Nightfall Illinois) is designing a light-hearted, fast- found that the victims could not learn Games, SLA’s original publisher in the playing game that “you can enjoy new routes or travel known ones. This United Kingdom. whether you win or lose,” says David research may lead to greater understand- Kenzer. “Imagine cards bearing Brave Sir ing of such victims. John Travis described Table games Robin, the rude Frenchmen, or the vicious the project in the January 13, 1996, Here WotC apparently plans a speedy Chicken of Bristol.” Kenzer & Company Science News. return. A new “Stealth Games” team, previously published a 1994 fantasy cam- “I’m the only guy I know who can jus- formed to husband the existing Robo- paign setting, . The tify buying video games on grant Rally* and Great Dalmuti* games, hopes movie was adapted to fantasy role-play- money,” says Aguirre. to release two or three new table games ing over 15 years ago in Steve Jackson a year. Games’ Space Gamer magazine. (Contact: [email protected].) Books Send news to [email protected]. According to Adkison, “We’ll still be Frontiers of science * indicates a product produced by a company doing lots of books! But we’re not moving other than TSR, Inc. forward with the idea of eventually being How does your brain determine where in the book publishing business our- you are? Researchers are using computer selves; we’ll mostly work through licens- games to find out. ing arrangements. has been In February of 1995, graduate student retained from the original Book Geoffrey K. Aguirre and his advisor at the Publishing team to support ongoing Hospital for the University of releases of Magic-related books.” WotC is Pennsylvania in Philadelphia, Mark renegotiating its contract with Harper- D’Esposito, got the idea of mapping brain Collins, original publisher of the Magic activity in subjects who played id game-related novels. Software’s Castle Wolfenstein* computer A book of Magic puzzles, by The game, a precursor of Doom*. In the game, Duelists popular Mark Rosewater, is due the player moves around a maze in first- this summer. Rosewater recently joined person view, much as a rat moves the Magic game R&D team at WotC after through a lab maze. a career writing TV comedy in Los With an editing program, the Angeles. researchers took the Nazi villains out of the maze and put in landmarks such as tables. They projected a view of the virtu- Games and movies al maze on a large screen, and volunteers The Mutant Chronicles* role-playing used a game pad to move around the game, published by Target Games maze while lying in a magnetic resonance (Sweden), has already engendered a imaging (MRI) machine. As an experi- Doomtrooper* trading card game, video mental control, the same volunteers also and CD-ROM games, and an Acclaim viewed a featureless maze where they comic book (Golgotha). Next? A movie. could only move in a circle. The different Pressman Films (Judge Dredd, The Crow, patterns evoked by the two tasks showed Wall Street, the Conan films) started filming the regions of the brain involved in learn- March 6 on a Mutant Chronicles movie. ing new locations and recalling earlier The director is Stephen Norring-ton ones.

DRAGON #228 119 ©1996 Allen Varney Hero System adventures, Hero Games WotC update has not found a new publisher for the After laying off some three dozen paper version of its games. But in March employees and cancelling its non-card Hero Games/ICE split the company starts a new division, Hero game lines in December 1995 (see Plus, which will produce text supple- In February Hero Games (Aptos, CA) DRAGON® Magazine issue #226), Wizards and Iron Crown Enterprises (ICE; ments for the paper RPG on floppy disks of the Coast (WotC; Seattle, WA) has Charlottesville, VA) announced the end in DOS, Macintosh, and Windows format regrouped strongly. In mid-January WotC of their 10-year-long distribution agree- using Adobe Systems Acrobat techno- announced , a new 140-plus ment, under which ICE produced and dis- logy. This allows a document to look just card expansion set for both the Magic: tributed over 75 Hero Games products, like the original on any computer, layout, The Gathering* and Ice Age* card games, including the Champions* RPG and Hero artwork, and all; users can print out the due by early summer. This year also System* games and supplements. ICE will finished pages on a printer. Hero Plus will brings another stand-alone Magic sell the current Hero Games line until the ship disks by mail order, and within a game/expansion á la the Ice Age game, end of June but will produce no new year customers should be able to down- self-contained but compatible with the Hero products. load the products over the World Wide Magic game. “Our agreement has been beneficial Web, paying by credit card. The same The Vampire: The Eternal Struggle* for both companies,” said Steve Peterson, products will be available by mail as game receives two new expansions this Hero Games partner and co-designer of three-hole punched photocopies. year, Ancient Hearts (vampires of the the Hero System with George Peterson said, “We can provide more Mediterranean and Near East, due by MacDonald. But “we feel the best course products than ever before, with much April) and one about the Sabbat. Richard is for both companies to proceed inde- less time in production, and at lower cost, Garfield’s Netrunner* card game, loosely pendently.” too.” Hero can be much less concerned based on R. Talsorian’s Cyberpunk 2020* Begun in 1981 with the first edition of with such issues as page counts, and RPG, ships in April; it will have one the Champions game, the long-lived need not spend huge amounts up front expansion this year. Later this year The Hero System line went to ICE in 1986. It for printing. Products need never go out Duelist magazine may go monthly. reached its height of popularity in of print. Peterson says the economics WotC will make an appearance at sig- 1988-90, during the tenure of ICE’s Hero make sense by mail order alone to the nificantly fewer conventions this year line editor Rob Bell. Bell supervised the large Hero Games mailing list, let alone than last. game’s superb 4th edition (1989) and by the Web. Based on his experience many landmark supplements, which with the HeroMaker character genera- Role-playing together accounted for a fifth of ICE’s tion program and his computer game The long-planned Magic role-playing sales. background, he says piracy should not game got a temporary reprieve shortly Since Bell’s departure in 1990 to enter be a significant problem. “I’m not aware after its announced cancellation. Three law school (he is now a lawyer in of anybody else doing anything quite members of the design team (Wolfgang Washington, D.C.), the Champions line like this. It’s kind of fun to be on the lead- Baur, , and Mike has run a rocky course. ICE has not had ing edge.” Selinker) remain on staff through March an in-house Hero editor for many years, The first Hero Plus product is The to design a prototype game. Then the and the Hero System has received limit- Ultimate Super Mage by Dean Shomshak Magic game research and development ed support. The December 1995 release ($10) which debuted February 17 at the team will decide whether to proceed of its Middle-earth: The Wizards* trading DunDraCon gaming convention in with it. card game has brought ICE new prosper- Oakland, CA. Many more disks are “We are still entertaining several pro- ity. Peterson said that a split between the planned, drawing on a large backlog of posals for [sale of] the various RPG lines,” companies made sense now because it unpublished manuscripts. For more infor- WotC president said in an would not damage either company. mation, contact [email protected]. early January post on the Internet. The Players who have waited for the Ars Magica* game may go to either Atlas Hero Plus: paper games Champions computer game since 1992 Games (Northfield, MN) or a potential via computer must keep holding their breath. The startup company headed by WotC’s Ars Although the startup company Gold game is still dormant, though Peterson Magica developer, Wade Racine. Racine Rush Games has a license to produce continues to look for a publisher to was laid off in December. revive it. Continued on page 119

120 APRIL 1996