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Issue #220 SPECIAL ATTRACTIONS Vol. XX, No. 3 August 1995 Stratagems and Dirty Tricks — Gregory W. Detwiler 10 Learn from the masters of deception: advice for DMs Publisher and players. TSR, Inc. The Politics of Empire — Colin McComb & Associate Publisher 16 Put not your faith in the princes of this Editor world —achieve victory in the BIRTHRIGHT™ campaign through superior scheming. Associate editor Dave Gross Hired Killerz — 22 Meet Vlad Taltos, and see how assassins can play a Fiction editor crucial role in any RPG. Barbara G. Young

Art director FICTION Larry W. Smith Hunt’s End — Rudy Thauberger Editorial assistant 98 One and two thri-kreen reach the end of the road. Michelle Vuckovich

Production staff Tracey Isler REVIEWS Role-playing Reviews — Lester Smith Subscriptions 48 Lester examines PSYCHOSIS: Ship of Fools* and other Janet L. Winters terrifying RPGs. U. s. advertising Eye of the Monitor — David “Zeb” Cook, Paul Murphy, and Cindy Rick 63 Ken Rolston U.K. correspondent BLOOD BOWL* goes electronic, the computer plots against and U.K. advertising you in Microprose’s Machiavelli, and we take another look Carolyn Wildman at Warcraft. From the Forge — Ken Carpenter 128 Whatever happened to quality painting? A few words about neon paint jobs.

DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S. funds for 12 Lake Geneva WI 53147, U.S.A.; telephone (414) 248- issues sent to an address in Canada; £21 for 12 issues 3625; fax (414) 248-0389. The postal address for all sent to an address within the United Kingdom; £30 for materials from Europe is: DRAGON Magazine, TSR 12 issues sent to an address in Europe; $50 in U.S. Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 funds for 12 issues sent by surface mail to any other 3LB, United Kingdom; telephone: (0223) 212517 (U.K.), address, or $90 in U.S. funds for 12 issues sent air 44-223-212517 (international); telex: 818781; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR, game and hobby shops throughout the United States, Inc., or charges to valid MasterCard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets. Distribution to the TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to U.S.A.; telephone: (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of Printed in the U.S.A. tion throughout the United Kingdom is by Comag each subscription is printed on the mailing label of

2 AUGUST 1995 FEATURES — Ed Stark 8 Pull up a chair and hear the clatter of —er, make that chits.

The College of Apportation — Lachlan MacQuarrie 28 Sometimes a teleport is just a teleport, but sometimes . . . E3 Con Report — David “Zeb” Cook 34 What’s hot and what’s not in the electronic world: our scout reports from the world’s biggest computer game show.

Dice Advice — Lester Smith 36 The Diceman Cometh: how to play the DRAGON DICE™ game.

The Thought Police — 41 No more wimpy watch! Giving the city guard psionic powers.

Arcane Lore: Sea Magic — Deborah Christian COVER 70 Sail away with maritime magic. A rider gallops through the woods by Bazaar of the Bizarre: Elven Magic — Robert S. Mullin night: is he a messenger or an assassin? 80 We know they make great cloaks and boots: what other Will the wood spirits lurking in the trees catch him? David Horne’s “Only the magical tricks do elven wizards have up their sleeves? Light Keeps Them Back” sets the tone of danger and intrigue for this issue. Sage Advice — 86 This month, the sage tackles questions about magic and psionics. Dangerous Ground — William J. White 90 Fights are more fun when your character is twelve stories up. Take Advantage of Us Do It on the Cheap — Ken Whitman The ® Game Fair has traditionally 106 Getting to the GEN CON® Game Fair on time and under been the time when the Periodicals Depart- ment talks to treaders face-to-face, in semi- budget—tips from Conmeister Ken. nars, in Q&A sessions, and at the TSR castle in the dealer area. It is also the time when Rumblings — Michelle Vuckovich we offer the lowest subscription price of the 112 What hot new projects are brewing behind closed doors? year—and this year is no exception. In fact, Who was hired and who was fired? Find out here! the special Game Fair subscriptions this year are the cheapest since 1992: $17 for one The Game Wizards — Bill Slaviscek year of DRAGON® Magazine, $15 for a year of 114 DUNGEON® Adventures, and $40 for a year A new campaign box reshapes the face of Athas. of both combined—with even bigger savings for multi-year subscriptions (up to 52% off the cover price). But they're only available at DEPARTMENTS The TSR castle during the GEN CON Game Fair, so come say hello to the periodical 4 Letters 108 Convention Calendar 124 Gamers Guide staff, and get a great deal on a subscription 6 Editorial 119 Libram X 136 TSR Previews at the same time! 54 Forum 122 Dragonmirth

each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (201 Sheridan Springs Road, Lake Geneva WI 53147, Advertising: For information on placing advertise- opinions or mis-information contained in such material. U.S.A.) or from TSR Ltd. For a free copy of the current ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, catalog that lists available back issues, write to either ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most of the above addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., 201 Sheridan Springs Road, Lake Geneva of any product without mention of trademark status publisher, unless special arrangements to the contrary WI 53147, U.S.A. In Europe, contact: Advertising should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Coordinators, TSR Ltd. ©1995 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork: however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. ORIGINS missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise is a trademark owned by the Games Manufacturers event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, Association. addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Second-class postage paid at Lake Geneva, Wis., returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of U.S.A., and additional mailing offices. Postmaster: mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set Send address changes to DRAGON Magazine, TSR, guidelines before sending an article to us. In the forth in such contract. Inc., 201 Sheridan Springs Road, Lake Geneva WI United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc. 53147, U.S.A. USPS 318-790, ISSN 1062-2101. stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All

DRAGON 3 What did you think of this issue? Do you have a If TSR is going to aim its products at people modern behavior. games let us escape to question about an article or have an idea for a who have nine years to go before the legal an imaginary place where our PCs can gorge new feature you’d like to see? In the United drinking age, it seems to me that TSR and all themselves at the king’s feast, drink all night, get States and Canada, write to: Letters, DRAGON® gamers over 21 have a responsibility to try to the , and still ride off to adventure in the Magazine, 201 Sheridan Springs Rd., Lake teach appropriate behavior connected with the rnorning. Though some mature gamers may Geneva WI 53147, U.S.A. In Europe, write to: social problem of alcohol abuse. enjoy a more realistic style of play acknowledging Letters, DRAGON Magazine, TSR Ltd., 120 As a step in that direction in my own cam- every consequence of heroic behavior destroys the Church End, Cherry Hinton, Cambridge CB1 paign, I’ve given some thought to the archetypi- fun of high fantasy. 3LB, United Kingdom. If you wish your letter to cal bar that serves as a meeting place in so ’s recent column “Avoiding Happy be published, you must sign it. We will not many AD&D® game worlds. Maybe the tavern Hour With Frodyne the Fearless” (issue #217) publish anonymous letters. We will withhold was the center of town life in medieval Europe, provides one example of how gaming can be a your name if you request it. and certainly eating (and drinking) establish- literal alternative to bars. How do other readers ments are the center of modern American social feel about it? Write and let us know! life. But it has not always been so. In ancient Rome, it was considered gauche to eat outside The Thing of one’s home. Places for social gatherings included the arena, the hippodrome, the Medieval Called slade theater, and the like. And what about libraries, temples, or gaming rooms (for chess or cards, Perspective not necessarily gambling)? A little creativity Dear Dragon, here can go a long way both in terms of model- Who, or what, is “slade”? ing values and of spicing up a campaign! Dear Dragon, Robert Vaessen This may seem like a minor issue. But when I I enjoy DRAGON Magazine very much, and I Pensacola, FL consider the influence that AD&D game has had have been a subscriber since 1986. There is one on me over 16 years of my life, it does give me thing, however, that sometimes bothers me: the We've often wondered ourselves. In fact, the pause. And I am concerned that the influence it outlook of many of the magazine’s articles and man we call slade is a not just a designer for has on others might not be entirely positive. stories, as well as many TSR products, is very TSR® game department; he’s also a part-time DJ Give it some thought. American. The battle between good and evil is and a firearms enthusiast, plus he’s wanted for Rev. James Wyatt too absolute to be realistic. In super-hero games, highway crimes and misdemeanors in the state Brilliant, OH that is to be expected. But in fantasy, I yearn for of Colorado. He lives with a she-wolf named a more medieval European perspective. Let me sheeba. (Not a girlfriend, mind you. A wolf.) He’s You raise a good point: what role do RPGs explain what I mean with an example. In the pretty normal for a designer, really. have in moral instruction? The issue has been 14th century, Joan of Arc was a general of raised before (see issues #39, 43, and 48, if France. She was (in game terms) a paladin. Gilles you’ve got them), but ultimately players and de Rays was at that time the marshall of France. DMs will make their own choices. Here’s my He was an extremely evil person who enjoyed take on it: murdering children. Strangely enough, they Fantasy role-playing games, like other forms liked each other. They both fought on the same of entertainment, are meant to be enjoyable side. The was not between good and evil, Dear Dragon, rather than instructive. Drinking has been a but between France and England I am writing to give voice to a concern that’s part of Western culture and entertainment since In real life, at least from my European point of been bubbling inside me for a while now: the long before the Middle Ages. Like other enter- view, there is seldom an open conflict between prominent role that alcohol seems to play in the tainments, RPGs reflect our culture. While they alignments. Most often they are forced to work adventures and the art of the AD&D® game. A can be teaching tools, that’s not a game’s pri- together for a common cause. Sometimes oppo- letter in the “Forum” in issue #218 suggested mary function. And while I agree that all of us sites even feel attracted. This can bring a lot of modeling the buildings of the PCs’ home town should be concerned about alcohol abuse in the intrigue and romance into a story. One of the on pubs and other buildings that the players real world, games can’t be expected to solve the best examples of this moral ambiguity can be themselves are familiar with. The cover of problem. found in the character of Raistlin in the POLYHEDRON® Newzine #100 showed a room As a gamer; my goal is escapism, pure and ® Chronicles and Legends. He full of creatures, each with a tankard or glass in simple. A game that is a platform for conveying choose evil, but he loved and was loved by a its hand. The adventure that begins in a bar is a message, however worthwhile, runs the risk few good people. so common it’s a cliche. of a backlash from players who just want to As an aside, Joan of Arc was not the only I adventured with a group of high school have fun. I don’t want my paladin to worry that female knight. In the Middle Ages, there were students a few months ago and was a little he is resorting to solving his problems with actually less prejudices than 50 years ago or surprised to hear them talk about their charac- violence when he slays the fiends of the Nirle even today. A black knight, for instance, was not ters getting plastered at the end of their last Pits. I don’t want to argue with my DM about an evil knight but simply black-skinned. Priests adventure. Granted, I probably talked that way whether goods taken from tombs are better left were not allowed to marry, but they were too, when I was in high school, but with the there or better given to charity. And as a medi- allowed to live with a housekeeper and to have benefit of hindsight I wonder if that’s a good thing eval king, the oppression of the peasantry is a children. Unmarried girls could date whomever I wonder, too, what is behind this phenome- matter for Monty Python quotes rather than they wanted, and social mobility was a lot non. Let’s play stereotypes for a minute here- political dialogue. Games aren’t an ideal venue greater than we are led to believe. Our modern are we over-21 gamers really the kind of people for discussing codes of behavior; social ills, and standards aren’t the only ones we should see in who spend our Friday nights out at the bars? social justice. a fantasy world. No, we’re too busy gaming! So why is that what We want to be heroes, and for thousands of Michiel van Veen our characters do? Why do we project the years, heroes have been bigger and better war- Leiden, the Netherlands image that drinking and getting drunk is cool? riors, lovers, leaders-and drinker--than mere Why does the game itself seem to pass on that mortals. We follow in the footsteps of archetypes to younger gamers? when we game, not in the conventional paths of

4 AUGUST 1995

The Gauntlet: a Counter Intelligence Report

Wolf is worried. The strain of taking over gamers and readers. Maybe this is because in fantasy art (our art as well as others). a magazine-in-transition is beginning to they’ve got more perspective to draw Old Worlds — It was often suggested that show. (Those of you who read his editorial upon and feel comfortable with their we continue to support game worlds for last month probably noticed, he’s a little opinions. If you’re new to gaming or which TSR’s Game Department no longer frayed around the edges.) All I did was DRAGON® Magazine, let’s hear from you! produces game material, i.e. the mention that we should give our readers a Your opinion matters! ® setting, Zakhara, the “state-of-the-relaunch” message. It is now Themes, anyone?: A definite “YES!” ® universe, Oriental Adven- August, The GenCon® Game Fair is but a Some folks, however, felt some of the tures, and so on. short way off, and we remain strangely themes are getting old and need refresh- Interactive columns — Several ideas were quiet on the subject. Did we simply forget ing (or should be retired). offered that would give readers a chance our promise to our audience? (We haven’t.) TSR games vs. general gaming to correspond with each other. Many of Or did we change our projected date? (We magazine?: Nearly all responses say to these could also be translated for America have.) Wolf felt that we had already de- keep DRAGON Magazine as a primarily Online (AOL). One reader suggested a voted too much space on this page to our AD&D® publication. Twenty years ago we column that would be “a mix between various transitions. I persisted, and His were the only major magazine and were ‘Letters’ and ‘Campaign Journal’ where Editorship caved in. So, to briefly summa- obligated to cover this new hobby. That’s reader’s characters can write to each rize a report we presented to our changed over the years and most of the other (via Sigil, perhaps).” Publishers: major game systems and companies today Snarfquest and Wormy — Many, many, To date we have received several thou- have their own magazines. Our primary many people say “Bring back ‘Snarf’ or sand responses to our Counter Intelligence (not exclusive, mind you) focus should be Wormy.” Such gems usually only come request and survey insert. Approximately fantasy games, our own back yard. along once. If you were lucky enough to a third of the surveys have been tabulated, And features?: Features were con- catch them when they ran, consider your. and every letter has been read by at least stantly mentioned as a solid part of the self blessed. will probably two people. The responses have ranged magazine. The most popular features are bring us an occasional Snarfquest from from short—sometimes passionate—notes those that present playable material, like time to time if we ask him nicely (the latest to lengthy analysis running several pages. Arcane Lore, Bazaar of the Bizarre, etc. being in issue #200), but I wouldn’t expect Most are very well thought out and show You want more, and you’ll get it! Several either of these to make a regular appear- a commitment to the magazine by a read- new concepts were presented, from idea ance again (We’ve lost touch completely ership that would be the envy of any generators to drop-in NPCs and scenarios. with Dave Trampier!). If you missed these editorial staff. While it was never our These are being considered or are in the first time out, get your hands on some intention to do a half vast relaunch, it was development. back issues, and settle in for a little fun the quality of your responses that encour- What were the three biggest reading. aged us to go into even greater depth than gripes?: #3—The use of “recycled art.” There’s more that could be mentioned we had originally planned. Some of your Many, many people get quite upset when here, but time and space limitations re- suggestions are easy to implement and they find product art in their magazine. quire that I close. I’ll surrender my key- already appear in recent issues. (A couple #2—Too much coverage of card games. board to Wolf, who’s been seen pacing the of cases in point: Many people didn’t like “That’s not role-playing! This magazine halls in desperate need of decompression. the two column opening format for the used to be about role-playing!” We hear ya, See, there’s this classic arcade game loaded theme pieces. (It’s gone). Some wanted loud and clear. on this box of binary bits. Wolf spent a tighter editing on the reviews. (“It’s in And, for the #1 gripe . . . too much complete semester at college mastering the there!”) Other changes are more complex advertising and articles that read like game, and it’s the only relief he can find and will take a while longer before they advertising. Whew! Fixing this one’s gonna during these trying times. appear in these pages. We’re talking with hurt, but maybe we need to learn where So, when is the official relaunch? I can’t our contributors about editorial directions to draw the line. really say for sure. We’ve only just now and concerns, and these changes will The Great Debate: Is DRAGON Maga- begun to get a clear picture of the task appear as they become available. Others zine for DMs and advanced players, begin- before us and put the machinery in mo- still, some new columns and a few radical ners, or all of the above? The debate goes tion. I can promise that over the next few ideas, will be held and collected for the round and round ‘til the mind boggles. months you should begin to see evidence official relaunch. We’re fired up about How about these thoughts (which of the direction we’ll be taking in prepara- rolling out the relaunch and owe much of were mentioned often enough to tion for the “blessed event.” If you like it to you. Thanks! warrant serious consideration)? what you see, let us know. If you don’t like As would be expected with a creative Political Correctness— The inclusive “he/ what you see, let us know that, too. Send and diverse audience, there were many she” style of editing is about as welcome as your comments to DRAGON Magazine, c/o differences of opinion in your comments, fingernails on the blackboard. It was re- Counter Intelligence. The one-on-one Still, several strong trends have emerged. ferred to as “obnoxious,” “draws too much communication is invaluable. I’ll briefly list them here, since these are attention to a non-problem,” and “probably the areas that we are currently concen- not worth the effort.” Not one female trating on. applauded us for our liberated ways. But, Who’s responding?: The clear majori- listen up, guys! Women mostly criticized ty of responses came from longtime the sexist manner that they were depicted

6 AUGUST 1995

FIRST QUEST is the title of TSR, Inc.’s Audio CD Introduction to Role-playing Game. This series is a feature where veterans of role-playing describe their first experiences in the hobby.

Chits and Bits

by Ed Stark

“Dice? You need to buy dice? We have dice! dice? How many dice did I need to play? pretty obvious and even more uncomforta- Your old Monopoly set has two dice and I What was I supposed to do? I just didn’t ble after a few more minutes. I looked up think there are four in backgammon. understand. It looked fun, but I didn’t get again, the annoyance obvious on my face. “Twenty-sided dice? ‘Twelvesiders’? Do the point. Mike raised his eyebrows inquiringly. they make dice with that many sides? Why How did you win? “Mind if I take a look?” He held out his didn’t they put them in the box? A little dejected, I went back to school hand for the book. “What are all those cardboard squares on Monday, dragging my boxed set along I passed it over to him, relieved. He was you’ve been cutting out, anyway?” with me. I decided I would spend study studying the book, not me. It bothered me Take a trip back in time, you die-hards, hall reading it (I was a conscientious lad) that I cared, but the heat was off. you gamers who’ve been gaming for longer and maybe things would make more sense He flipped through it, as though curious, than you care to remember. There are a lot in scholarly surroundings. I didn’t have a and then frowned. “This isn’t right,” he of people here at TSR who remember the lot of hope, but I wasn’t ready to give up muttered, and then made similar com- old DUNGEONS & DRAGONS® set with the yet. ments about different sections. Finally, he sheets of numbered squares in lieu of dice, The day dragged on. I kept my box in passed the book back. “You really should but how many of you out there, in the real my bookbag, since games aren’t allowed in come over and play with us. These aren’t world, remember and have played with the school but, when study hall came, I pulled the rules we use, though.” old D&D® game chits? out the rulebook and started reading. Hey, I was startled. Not the rules? “I thought That was my introduction to the D&D it was a book, and I figured no one would you said you play D&D,” I said. “What world. recognize it as a game. other rules are there?” I heard about the D&D game through a I was wrong. Mike told me about the CHAINMAIL few well-placed comic book ads and from “Hey, do you play D&D too?” rules and about a few other things and one or two other sources. I did not hear I looked up. The kid standing next to my something called an ADVANCED about it from my friends, oddly enough— desk was tall (for a twelve-year old) and DUNGEONS & DRAGONS® game and and I never thought to ask around. See, in gawky (again, even for a twelve-year old) about how much more fun they were than my neighborhood, I was the one who and I knew him as “Mike.” Mike was one of “this basic stuff.” Then he had a bright introduced the games. I was a game-player my “other” friends. Most of the guys I idea. “Tell you what. This weekend, I’ll and a sports-fanatic and a fantasy-reader hung around with after school were jocks, come over and show you!” Before I could whose every waking hour seemed con- but, in school, I stuck with the “smart” respond, the bell rang, and Mike got up sumed with the drive to “find something crowd, because I was in all their classes and left. to do.” and we talked about books. This didn’t I looked at my basic rule book. I wonder- I was twelve years old. become a problem ‘til years later, but that’s ed what my mother would say if I told her I asked my mother if she’d buy me this another story. Mike was on the periphery my new game was obsolete. DUNGEONS & DRAGONS game for my of the jock group, but firmly inside the That weekend, Mike came over. My birthday. Being a reasonable parent and an smart one. mother made sandwiches and lemonade, avid game-player herself (we played cards I shrugged. I didn’t want to admit that I my dad popped in from time to time “to and board games all the time in my fami- couldn’t figure out a game, not to another see how you men are doing,” and Mike ly), she was more than willing and, when guy. “I just got it” seemed a noncommital laughed his head off when he saw my March 24th rolled around, I received a answer. Dixie cups full of four, eight, twelve, and brand new, blue-box edition of the Basic He nodded, knowingly. “I’ve been play- twenty chits each. He pulled out a small D&D game. My mother even said she’d ing for a while. We’ve got a campaign bag and emptied the contents on the table. play with me if I couldn’t find anyone else going over at Kevin’s. You should come There was a clatter on the table that I willing to try. over sometime.” would hear for years to come. But I had my friends lined up. Most of I nodded. Yeah, right, I thought. Kevin “That’s okay,” he said, “I’ve got dice.” my best pals were involved in sports, but I was a sophomore, I was in seventh grade. had encouraged a few of them to step off I knew of him—he was pretty weird, but the base paths or out from under the he hung around with some of the cooler Ed Stark is a long-time baskets long enough to read some Tolkien guys. Everyone was older than me. I designer, now a designer for the or Lewis or McCaffrey—though they usu- looked back at my book. BIRTHRIGHT™ world at TSR. His sick and ally didn’t read everything I did. Maybe But Mike didn’t go away. Instead, he sat twisted mind has kept others amused they’d be interested in playing. , and I got the strange, uncomforta- during many a night on the TSR game Then I looked at the game. ble impression he was studying me. I circuit. Where was the board? Where were the ignored him as best I could, but it became

8 AUGUST 1995

Trickery for and against PCs

by Gregory W. Detwiler

Artwork by of War is a classic, even in the western up a real prince and be taken back into world of modern times. Another is The Book the diplomatic game. Even if you’ve never ntrigue and just plain dirty tricks are of Stratagems, a collection of 36 maxims heard of Machiavelli before, this fact alone tactics that most players—and many applicable equally to warfare and normal should tell you something about how DMs—ignore during an AD&D® campaign. life. The first 18 appeared in the west in cynical (if realistic) his book is. Still, if the This can be a fatal mistake, as it reduces 1991, thanks to Swiss author Haro Von PCs are too powerful for their own good, all adventures to a matter of sheer brute Senger and translator Myron B. Gubitz Machiavelli and Sun Tzu can be a DM’s strength, where the PCs often are either (Viking Penguin). As of this writing, I have best friends. fatally overmatched or not challenged at no idea if the other 18 have appeared yet. The advice herein is best used in a cam- all in the opposition. Very often subtlety is My oriental collection is rounded out with paign setting with many different power defined only by the dungeon-delvers’ accounts of Mongol trickery gleamed from groups. The Art of War and The Book of maxim, “Run away, run away!” It is useful various works concerning Ghenghis Khan Stratagems were both written during the so far as it goes, but he who fights and and his successors. Time of Warring States in China, when runs away will live to run another day In the West, of course, the premier that land was split up into many small only if he has no plans to defeat the ene- political “how-to” manual is The Prince, by kingdoms, as with Renaissance Italy. In my. This article will give examples of how Florentine diplomat Niccolo Machiavelli. this atmosphere of shifting , the to outwit an enemy on both the battlefield He wrote in Renaissance Italy, when the entire strategic situation could be altered and the diplomatic front. peninsula was split up into numerous city not merely by a single battle, but by the My sources are the culmination of thou- states like those of . In- death or overthrow of a single ruler. If sands of years of accumulated wisdom. Most trigue and poisoning (this was the Borgias’ your group of power gamers is in such a come from China: the Orient places greater time of glory) were common, and Ma- —and even if they’re emphasis on patience, trickery, stealth, and chiavelli himself was in exile when he not—-you can use the accumulated lore in the indirect approach than does western wrote his book. In fact, he called it The these books to make life extremely misera- culture. The ancient general Sun Tzu’s Art Prince because he hoped to use it to butter ble for them and their characters.

DRAGON 11 attacks. (Note: The difference between country (Stratagem #5: “Loot a Burning partisans and guerrillas is that partisans House”), and the similar tactic of seizing are irregulars who fight in support of the any opportunity that comes along (Strata- regular army, as did the Russian partisans gem #12: “Seize the Opportunity to Lead in World War II, while guerrillas fight the Sheep Away”). For another case of without military support, a la the French alliance warfare, however, we should try Resistance.) Supplies may be so low when Stratagem #2: “Besiege Wei To Rescue they arrive that they have to attack the Zhao.” This is a prime example of why you enemy immediately, just to secure stocks should always try to disrupt the enemy’s of food and water. Sun Tzu frowns on alliances. this, not least because the enemy may The Chinese kingdom of Zhao was in- “abandon” such stocks, which turn out to vaded by the much more powerful state of be poisoned. Wei, and Zhao promptly asked its ally Qi Military Matters The Book of Stratagems provides the to come to the rescue. Qi did so, not by Sun Tzu states that it is better to take an example of the Chinese kingdom of Qi, marching directly to aid Zhao’s besieged enemy state intact than to ruin it, and that which invaded its neighbor Wei, then capitol, but by invading Wei to attack its it is likewise better to capture the enemy’s retreated when the arrogant Wei general capitol. The Wei general was thus forced army than wipe it out. After all, the losers counterattacked. The Qi general let all to break off the siege and force-march and their land will be the victor’s new 100,000 of this soldiers have campfires the back home, where his exhausted troops subjects and property; a smoking waste- first night of the retreat, but the next were—you guessed it—ambushed and land offers little opportunity for looting night, two soldiers had to share the same destroyed by the army of Qi, which was and/or taxation. To this ancient general, to campfire, reducing the number of fires leisurely awaiting their arrival in a secure subdue the enemy without fighting is the the Wei scouts could see to 50,000. The position. Single-minded commanders who peak of military skill, even better that night after that, only 30,000 fires could be don’t pay attention to their kingdom’s winning a hundred battles. As can be seen, though the Qi army remained the other borders may have to withdraw from imagined, he places greater preference of same size as always. The Wei general, of a successful campaign at the most incon- trickery and diplomacy than on sheer course, thought that most of the Qi force venient times, often to find their supply military might. had deserted and pressed ahead of the bases overrun by a new enemy. Continuing with Sun Tzu, we learn that main army with his fastest units to be in at Stratagem #16, “To Catch Something, the first priority in war is to disrupt the the kill. Needless to say, the kill was of his First Let It Go,” is particularly poignant for enemy’s strategy: the bridges on his own army, which was ambushed after China because it was used against her own planned line of march, etc. Next in impor- exhausting itself by covering two days’ armies so many times by the Mongols. tance is to use diplomacy to disrupt his worth of ground in a single day’s forced Shrewd battlefield psychologists, the Mon- alliances (if any). Attacking the enemy’s army march. The Wei general killed himself in gols realized that trapping soldiers in a is only the third best strategy, and worst of disgrace. Theoretically, AD&D characters position from which there was no escape all is attacking his cities. Not only does this can avoid this sort of trap through divina- caused them to fight to the death with the risk destroying property and loot, but in Sun tion magic, if they remember to use it. strength of despair. Thus, the Mongols Tzu’s time, it could take half a year to make While thoughts of supplies are still fresh always took care to press the enemy army all the preparations necessary to storm a in your minds, Stratagem #7 is “Create hard on all sides but one, seemingly leav- fortified city, increasing the expense of the Something from Nothing”: the use of ru- ing an avenue of escape open. With this war (Sun Tzu favors quick victories). In real mors, dummy troops, and similar decep- apparent “way out,” the enemy troops life, the commanding general would often tions to fool the enemy. I’ll come back to it would break ranks and flee in panic, only lose patience and attack with a simple in the political chapter, but for now, we’ll to be run down by the more mobile Mon- ladders-on-the-walls assault, losing up to a just look at the siege of Yongqiu. That city gols and easily butchered. A descendant of third of his army without taking the objective. was closely besieged and running short of Davy Crockett once said that “If there was For practical applications, consider the arrows, so the defenders came up with a a back door at the Alamo, Davy would case when your player characters are cunning plan. Creating a bogus force of have found it.” If Ghenghis Khan had been military commanders. If they ignore Sun straw dummies, they lowered them over running the siege instead of Santa Ana, Tzu’s first two maxims, they may find not the walls at night as if they were a group there would have been a “back door.” only the enemy army in a superior defen- of real soldiers launching a sortie. The Mongol tricks and stratagems could sive position but also an alliance of neigh- vigilant besiegers promptly pincushioned form a chapter in themselves. For in- boring kingdoms or tribes may gang up on them with arrows, which were “recycled” stance, they knew that refugees from them as well. If their one chance of victory when the dummies were hauled back up. disaster liked to congregate in familiar is to destroy the original foe then turn on Imagine richly dressing the dummies to surroundings. Thus, to make sure that the alliance, time is not on the PCs’ side. simulate noblemen in the AD&D game: they had exterminated all human life in an They will be tempted to risk high casual- PCs may waste magic arrows in the at- invaded area, they would send troops of ties by attacking before they’ve finished tempt to bring them down. horsemen back into areas they had over- their preparations. This will not endear This was actually two tricks in one. The run a week ago in surprise sweeps, butch- them to what’s left of their troops, particu- defenders of Yongqiu lowered the dum- ering all those whom they missed the first larly if there is little or no plunder if they mies every night, harvesting arrows until time they came through. Add to that their win despite the odds. The same goes for the besiegers finally caught on. When no unpleasant habit of driving captives before cities, if most of the loot is destroyed by more archery barrages greeted the dum- them as cover when assaulting fortifica- accident during the assault or deliberately mies, a force of real soldiers came down tions (which would give good PCs, at least, destroyed by the losers. the ropes and plowed into the surprised an acute moral dilemma), and it is easy to The mere fact that the PCs are attacking archers, thus causing so much confusion understand why they were feared gives their foe the advantage of being the that the rest of the garrison was able to throughout Asia. defender. Stratagem #4 from The Book of sortie and destroy the enemy. Icy rivers and Mongols made a lethal Stratagems, “Await the Exhausted Enemy The stratagems include all sorts of good combination. During the winter, they at Your Ease,” points this out. The PCs’ tricks, such as diversionary attacks (Strata- would often let cattle from their commis- army may have to march a long way just gem #6: “Clamor in the East, Attack in the sariat stray near a frozen river. If the to reach the foe, stretching supply lines West”), taking advantage of the enemy starving peasants (all peasants are usually and possibly suffering partisan or guerrilla when there is chaos in his own ranks or starving, particularly in winter) on the

12 AUGUST 1995 other side crossed and herded the cows involves only individuals, whereas their rebellion in the first place, and you can back, the Mongols knew the ice was thick crimes affect the entire community. Go for bet that any hostile neighbors will eagerly enough for the army to cross in safety. On fear first, without provoking hatred as take advantage of the split in your king- one occasion in Russia, they even took up well through unjust rule, and hope for the dom to support the rebels with training positions on the frozen river itself to await best. For as Machiavelli commented, men and arms. Essentially, it all comes back to the Russian attack. The Russian knights love people of their own free will, but fear the point that if you’re fair when ruling, charged, and their horses skidded on the at the will of the prince. you don’t have to fear a rebellion; if not, ice and piled up. Needless to say, the Rus- By now, all you players of good-aligned then the people will revolt, arms or no. sians lost, and it was not until after their characters must be gritting your teeth. Well, Part of the business of overthrowing a defeat that they realized the Mongols had keep on gritting, because the worst is yet to ruler consists of the elimination of his dusted the ice on their side of the river come. PC commanders are often given com- advisors. You can assassinate them out- with soil and ashes to provide decent mand of invasion forces to annex a new right, but it is best if you can cause a footing. piece of territory, which is then often grant- falling-out between them and the ruler, so Fittingly for our last example, we com- ed to the conquering commander as a re- that he does the job himself and incurs bine military and political matters. Strata- ward. According to Machiavelli, the very fear and distrust among the survivors. gem #9 is “observe the Fire on the first thing you should do when taking over is This fits in with Stratagem #3, “Kill with a Opposite Shore,” which means sitting tight immediately to kill everyone who might Borrowed Knife.” Rumors and slander can while the enemy undergoes a , wait- make trouble in the future, particularly cause a ruler to act unwisely against an ing until he is weakened enough for you those connected with the old power struc- advisor, and it is here that we return to destroy. A prime example is a war be- ture. Eventually, the survivors will forget the previously mentioned stratagem “Cre- tween your enemy and a neighbor: this about it, because all the bloody work was ate Something from Nothing.” It is also version is called “Sit on the Mountain and done at the very start of your reign. If you called “Three Men Make a ,” from a Watch the Tigers Fight.” Agents provoca- commit all your cruelties at once, says case in the book. An emperor was asked teur who can actually stir up a war be- Machiavelli, then you won’t have to repeat by an advisor (whom he later slew due to tween two powers are greatly prized, them every day and provide a continuous slander-induced distrust) if he would be- while you become what the Chinese called source of friction. PCs and DMs alike who lieve it if one or two men swore that a “the laughing third party,” or “the laughing wonder how some evil kingdoms can be tiger had entered his fortified city from third.” In western history, the prime exam- stable may find the explanation here. the forest outside. The emperor said “No,” ple is that of the warriors of Islam, who Regarding everyone else in your new but then commented that if three men made their initial burst of conquests in the conquest, Machiavelli says that if the area swore there was a tiger loose in the city, Middle East after the Persian and Byzan- was formerly a free state, the only way then it must be true. Oh, no, it doesn’t! tine Empires had exhausted each other in securely to rule it is to “despoil” (i.e., destroy) Modern readers can see in this a repeat a long-lasting war. it. If you don’t, you will always have to live of Hitler’s maxim “A big, bold lie, repeated with the threat of rebellion. You might be often enough, will fool most people.” A able to stave off the inevitable for a while if shrewd propaganda campaign, which you allow the people to live under their old admittedly is more likely in a modern or laws, with loyalty and the payment of taxes futuristic SF game setting than a fantasy to you as the only conformity required. The one, can turn people against even the most ancient Persians did this, but found out heroic characters in a surprisingly short when fighting Alexander the Great that this time. Crime lords created by GMs should did not produce overly enthusiastic levies in invest in media outlets like newspaper battle. When the Persian satraps were chains or TV stations, slandering super- kicked out or slain, the common people heros as vigilantes at every opportunity. Politics and Intrigue rolled over and played dead for Alexander. Why do you think one of the For this field, we will concentrate on The Note that this is not the case for kingdoms games was called Villains and Vigilantes? Book of Stratagems and The Prince as that were ruthless despotisms; in that case, If the PC in any game system wants to reference works. Role-players will be the people merely exchange one tyrant for fight corruption, he should publicly (and particularly interested in this chapter. another, with no real incentive to rebel. harshly) punish the first crooks he Let’s start with flattery. Buttering up an Paladins should not be assigned to rule catches, then keep a close eye on all other intended victim, then killing him when conquered populations! suspects to see how they react. This fol- he’s caught off guard, is a time-honored As far back as the ™ lows Stratagem #13, “Beat the Grass to component of plotting all over the world. Guide in the original edition of the AD&D Startle the Snake.” A corrupt Chinese The stratagem for this is #10, known game, we find mention of the fact that prefect received an official complaint from variously as “Hide Your Dagger Behind a serfs and peasants are generally kept the people in his district against his secre- Smile” or “Honey in the Mouth, Sword in unarmed, so that it takes rebels longer to tary, who was guilty of precisely the same the Belt.” Machiavelli tells you how to muster an army. However, it does happen crimes he was. This shook him up so guard against this, but in a rather grim eventually, perhaps with outside support. much that he commented in his diary that manner. You see, he believes that a secure Machiavelli frowns on disarming a newly- the petitioners had only beaten the grass, ruler should be feared, though not hated conquered populace, and additionally but he was already a frightened snake. or despised. The only way to guard your- states that if you conquer an unarmed Let’s drop down to personal relations self against flattery is to let men know that people, you should arm them at the first now. In virtually any game system, one of they will not offend you by speaking the opportunity. Not only does this increase the biggest problems the referee has is truth. Unfortunately, when everyone feels the number of soldiers at your disposal, dealing with players whose characters he can tell you the truth, you lose respect. but it lets your newfound subjects know have too much power. With an entire In other words, you can’t win. that 1) you are so secure in your power party of supercharacters, this problem is Yes, that’s right: Machiavelli said a ruler that you do not fear them, and 2) you trust compounded, but it also bears within it should be feared, but not hated. In his them, both as subjects and as people capa- the seeds of its own solution. We return view, this means he must be a just ruler, ble of defending themselves. If you fail to once more to the stratagem “Kill with a but so strict in punishing wrongdoers that arm them, or disarm them, then you as Borrowed Knife.” he doesn’t mind being charged with cru- look weak and cowardly, to say nothing of The kingdom of Qi had three powerful elty for the sake of keeping his subjects tacitly admitting that you don’t trust them. knights, Gongsun Jie, Tian Kaijiang, and united and faithful. Punishment, after all, This creates resentment which can start a Gu Yezi, who were so arrogant and secure

DRAGON 13 in their power that they were grossly in MechWarrior, the RPG version of the disrespectful of their kingdom’s Chief BATTLETECH game. It wasn’t much more Minister, one Duke Yanzi. When he com- than a year ago, as I write these words, plained of their behavior to the king, that when the entire “Forum” section of one worthy sadly replied that the knights were issue of DRAGON Magazine was taken up too powerful for him to punish (sound like by a discussion as to how to counter a PC any PCs you know?). Taking matters into in the game whose possession his own hands, Tanzi plucked the two best of a suit of powered armor made him all peaches from the finest tree in the king’s but invincible. The solution, of course, is garden and sent them to the three knights to let another PC or NPC get his hands on via messenger, with the news that the two a suit of equal power, then let them fight it peaches must go to the two most out either as regular enemies, or as part of knights. a rivalry for some prize like a commission Gongsun Jie immediately spoke up, in the Rebel ranks. You don’t even have to claiming to have killed a wild boar with his kill the too-powerful PC in this instance, bare hands, as well as capturing a tiger in just wreck his nifty suit beyond repair, the same manner. Needless to say, he and do the same to that of his rival to keep grabbed a peach as soon as he was done the nightmare from starting all over again. talking. Tian Kaijiang routed two entire Think of the neat little moral lessons you armies with just his (nonmagical) sword can provide to your players concerning and no companions, finishing his story by greed and the lust for power. snatching up the other peach. Then Gu Playing powerful characters off against Yezi spoke. each other is an excellent means of eve- When the third knight was fording the ning the odds by destroying magic items Yellow River on horseback, a giant turtle and other too-powerful gear, to say noth- grabbed his steed and made off with it, ing of the possibility of killing off armies of dismounting him at the same time. Not supporters. And if all else fails, send them willing to give up his horse, Gu Yezi sank to Kara-Tur or whatever your world’s to the river bottom, first running a hun- version of China is, and have them meet a dred steps upstream and then, after hav- particular trio of knights on less than ing gotten his bearings, ran nine miles friendly terms . . . downstream (yes, ran, even though he was Any DM who enjoys hitting his players underwater and probably wearing armor), with moral decisions will find plenty of finally killing the turtle and rescuing his material in this article alone, to say nothing horse. When the locals saw him emerge of the reference works in their entirety. If from the depths of the river with the the local equivalent of the Mongols drive trophy head of the turtle in one hand and their innocent captives before them in an his horse’s tail in the other, they promptly assault, do you shoot at them? or hold your mistook him for a river god. By now, of fire and risk defeat? For that matter, if the course, the peaches were gone, so he Mongols pursue retreating troops so closely drew his sword and demanded one. that keeping the castle gate open for them The other two knights were so ashamed will let their pursuers in as well (a common of their greed that they handed over both Mongol tactic), do you let your troops in their peaches to Gu Yezi, then committed anyway? or slam the gates in their faces and suicide. Immediately afterwards, Gu Yezi watch them die? himself felt guilt, both for having brought Suppose you are a successful military about the deaths of his comrades and for commander who has been granted control bragging about himself. Naturally, he of a newly-conquered land. Do you follow committed suicide as well, and it is a mea- Machiavelli’s advice and systematically kill sure of his arrogance that with his last off everyone who might pose a threat to words, he lamented the greed of his fel- your rule? Or do you sit back and wait for lows, commenting that if they had given the inevitable revolts to come, creating him one peach and split the other in two more bloodshed later than would have to share between them, then everyone come in the beginning? Once a campaign would have gotten what he had coming to becomes largely political, many players him. Thus ends the story known in China would welcome a revolt for the sake of as “Two Peaches Kill Three Knights.” removing boredom, but a real-life ruler In real (gaming) life, of course, your who liked bloodily suppressing rebellions players won’t actually have their charac- for the sake of entertainment would be ters commit suicide. What’s more likely to seen as something of a monster. Does the happen is that they’ll fight among them- greater good for all the people you rule selves and kill each other for the prize. have greater precedent over your align- But then, this sort of thing would only ment restrictions? You and your DM will happen when we have high-level charac- have to decide. ters with equally large egos. I mean, how In short, the best way to bring an unbal- many players with powerful characters anced game back into line with what you actually get arrogant and cocky? intended is to hit the players (and their Seriously, you can use the “limited prize” characters) with the tried-and-true meth- option to promote strife in the party in ods used in the real world. Slam too- any game system. Perhaps some alien or powerful characters with a big dose of futuristic military outfits determine their reality, and fantasy will never be the same top commanders via combat, like the Clans again.

14 AUGUST 1995

“Uneasy lies the head that wears a crown.” —William Shakespeare Henry IV, Part 2

language manipulation—particularly allu- Haelyn), he’ll have a powerful ally to pro- There’s more to being king than sitting on sions and double meanings—to such a high tect him against the depredations of avari- a throne, making pronouncements, raising degree that one can issue a public cut cious neighbors. He can start saving his taxes, and building roads. There’s also the direct which only the recipient will recog- regency points and Gold Bars to combat subtle interplay of politics, the dance of nize as an insult. Although these regents the most obvious attacks against him. diplomacy, and the poisoned word against always act as gracious hosts, each knows Meanwhile, he can drop suggestions in a rival. exactly where he stands in the esteem of various ears regarding his enemies, offer- Diplomacy flourishes within the rem- another. The facades serve only to keep ing the opinion that perhaps they’re be- nants of the Anuirean Empire, creating all others from knowing. coming a little too powerful. sorts of ways to make or break an alliance. And others want to know. The real To succeed in the Heartlands, it is best to A regent who understands the nuances of entertainers at any court function are not be cautious but prepared. A regent who the political game can make his own rules the jesters, minstrels or players, but the moves too quickly encourages other re- and steer his own destiny. guests. Courtiers listen carefully to each gents to see him as a threat; if he moves Politics is a game of getting a leg up on other’s repartee, anxiously trying to dis- too slowly, the other regents may roll right opponents. But Anuirean regents play for cern which comments hold hidden mean- over him. The best course is to find the more than mere social standing—they play ings, and what intrigues they might reveal. flow of the politics and struggle to keep up to make themselves the next Emperors of An eavesdropper’s purest delight comes with it. A good player must learn to match Anuire, to decide the fate of the Empire. from overhearing a stray remark which the current and eventually to control it. In Such deadly serious stakes don’t allow the confirms a long-held suspicion. the Heartlands, everyone’s so worried players in this game to treat it lightly. Most rulers of this region concern them- about being careful that a PC willing to They’ll do whatever they can to weed out selves primarily with advancing politically take a quiet risk or two can advance with- those who aren’t in the game, and they and convincing their peers of their supe- out attracting attention. stoop to whatever tricks they need to win. rior claim to the Iron Throne. Those who Typical Schemes: A Heartlands regent Yes, even the high-minded priests and get in the way are stepped on, stepped is an expert in manipulation, using tricks paladins find it necessary, occasionally, to over, or punished for their boldness. A to implicate his enemies. One trick in favor resort to subtle (or blatant) force. regent of the Heartlands despises the now is buying into other holding types An Overview thought of someone surpassing him in outside one’s realm. Someone interested power; when necessary, rulers set aside mainly in Alamien law might use a series of Anuirean Politics their grudges and unite to tear down an of aliases to obtain contacts and holdings Anuire houses at least four different individual who rises too quickly. Only in Tuornen’s temples, thereby pulling in schools of political thought, each associ- those with immense power (like Prince extra money and using the temples to ated with a particular region. Naturally, Avan or the Mhor) are exempt from this antagonize those he might otherwise fear the sovereigns of a given area don’t always tacit code. in Alamie. However, there’s quite a good think and act as their neighbors do. How- Prime Example: Darien Avan, Prince market for information about the true ever, the majority tend to play under the of Avanil, First Citizen of the Imperial City wielder of power in any given domain. same rules as nearby regents to avoid of Anuire, is an excellent example of how Current Plots: It is well known that the offending their fellows. Heartlands regents think and operate. He’s Baron of Ghoere and one of his generals had PC regents must learn the prevailing a smooth talker with schemes in constant their disagreements. This general has recent- political style of their region and how to motion, all designed to carry him closer to ly defected, taking several units of Ghoere’s play the game better than their neighbors. the Throne, He remembers those who’ve army with him. They have sworn allegiance Those who break from the mold and es- gotten in his way, and he punishes them to the Mhor and integrated themselves into tablish their own patterns run the risk of when it’s politically expedient to do so. He Mhoried’s army. Is this just a ploy of angering nearby regents with their brash has plans within plans within plans, and Ghoere’s to infiltrate his men into Mhoried? ways. While some regents might respect his motto seems to be “If you’re not a If so, surely the Mhor would be worried. someone who dares to be different, most player, you’re a pawn.” His plots most And surely Ghoere wouldn’t try anything so of the established powers feel nothing but often turn his enemies against each other, heavy-handed. contempt for those who won’t play by the thus saving him the trouble of having to One additional piece of information has rules. deal with them himself. He plays one off recently come to light about this develop- the other, planting false rumors and half- ment: Prince Avan had been correspond- The Courtiers truths (even the whole truth, when it suits ing semi-secretly with the general shortly of the Heartlands him) to promote suspicion and hatred before the general’s defection. Did Avan The Heartlands form the center of Anuirean between his enemies. Everyone in the want this information leaked? Did he politics. This region is home to the major Heartlands strives to imitate the prince, engineer the whole plot? Does he have players in the quest for the Anuirean Em- but few of them have the native intelli- some deeper motive? Or is he just trying pire’s Iron Throne, which many see as the gence and cunning to carry it off as well to instill fear in the two regents? And if so, first step toward dominating all Cerilia. as he. why did the Mhor accept the general’s Courts of the Heartlands attract nobles from How to Take Advantage of This: fealty? throughout Anuire who seek an education Emulating Prince Avan is one of the easiest in political maneuvering. Here, would-be ways to get ahead in the Heartlands. The The Eastern Marches’ emperors develop techniques of subtle regent of a lesser realm might find it best Masquerade treachery and discernment. to lie low for a while, allowing more pow- Diplomacy in the Eastern Marches is a Through studying their peers, sharp erful entities to think they are manipulat- relaxed, informal affair, where every ruler pupils learn how to read a man’s heart—to ing him, while slowly building up a base of smoothly disguises whatever hatreds may glean emotion from a flicker of the eyes, power for himself. If he can earn the favor lie in his heart. Easterners consider them- and to decipher motives by listening to a of one of the major players (Avan, the selves the most civilized and cultured of all speaker’s voice as well as his words. Cour- Mhor, Baron Tael of Ghoere, or the High Anuireans, and so they mask their beliefs tiers of the Heartlands have mastered Prelate of the Western Imperial Temple of and emotions in a civilized, cultured man-

DRAGON 17 ner. While Heartlanders will deliver barbs selves as inoffensive as possible and leave interference and “advice” regarding the through pointed badinage, an Easterner their enemies wondering. operations of their realms. They mind will never reveal his true feelings toward Eastern regents shun the double- their own business and wish others would another regent. These rulers don’t usually crossing tactics and elaborate intrigues of do the same. attempt to project images of power and their Heartlands counterparts. They also There are some, however, who suspect assurance, preferring instead to keep them- reject—though ever so politely—outside the Easterners of political manuevering so subtle that others don’t even realize it’s occurring. Whispers say the rulers of the Diplomatic Realm Actions Eastern Marches merely bide their time, slowly and patiently laying plans that will Of the many ways to seize power in Anuire, way to size up the opposition. Some regents make the politicians of the Heartlands look few are so loved as outright war. Nonetheless, reach an easy agreement, while others require boorish and crude. Is the notorious East- several other actions work to a ruler’s advan- tense negotiations and careful bargaining. ern independence really a front for the tage just as effectively. As long as regents plan A good diplomat soon proves himself invalu- most intricate political web of them all? intelligently, any works to their benefit. able. He backs his opponents into corners and Prime Example: Lady Eluvie Cariele of Regents also can use most of these actions to wrings the best bargain from almost any deal overthrow an enemy before he realizes he’s between two countries. He has access to all a Coeranys typifies Eastern-style politics. seriously challenged. kingdom’s spies and learns a surprising amount Though she has allies, she keeps these about his assigned country before he ever other regents at arm’s length—and out of Agitate: Unless a character is agitating his reaches his post. In his own way, a diplomat is her business. She knows the expediency of own province to a higher loyalty rating, this even more important to information-gathering politics and prefers not to suffer from the action is taken only as hostility from an oppo- than a spy. eagerness of an erstwhile ally. When she nent. It’s often used to send a message to the One of the best ways to subvert a hostile king entertains nobles from surrounding king that other powerful people aren’t happy is through his favorite diplomat. By carefully realms she takes care to slight no one, for with his performance—unhappy enough that wooing an ambassador, a king at once can to do so would tip her hand and reveal her they are willing to resort to threats against the make a good friend and destroy a potential kingdom itself to get their way. source of information for his enemy. Of course, true feelings. Her comfortable court cre- Contest: Regents interpret the “contest” most diplomats realize this and encourage such ates a friendly atmosphere which puts her action several ways. A warrior-king can get beliefs in their targets. Some are vulnerable; visitors at their ease and makes it easier to away with using this action in his own territory others merely put on the show. conclude treaties and alliances. with little diplomatic damage, as long as he Espionage: Surprisingly, spying is not How to Take Advantage of This: doesn’t do it too often against one particular always a hostile action. Though confirming Taking advantage of Eastern rulers proves regent. He can simply explain that he’s main- one’s secret actions can insult the ruler of a difficult. Their independence makes them taining the status quo of his own land. Of realm, neighbors have a legitimate interest in slow to trust. The easiest way to get ahead course, if he’s making sweeping changes across the developing policies of that realm. Espionage in the East is through hard work and hon- the rest of the country, he’ll have to find an- is as simple as a diplomat passing a few silvers other excuse to present to regents he continues to a chambermaid for listening at a certain esty. A newcomer who avoids politics may to wrong. door, or as complicated as setting up an entire earn invitations to other regents’ courts, Regents attempting to gain a foothold in spy network. Obviously, the more complicated then begin laying plans. Success is a matter another domain must use this action. He can the scheme, the more embarrassing to the of waiting patiently for the right moment to take the sting out of his attempt by promising instigating regent—it shows a lack of faith in enter the game. Trust doesn’t come easily to to support the domain’s ruler; a few Gold Bars his fellow regent. The greater the number of the regents of the Eastern Marches, and in a situation like this can go a long way to- spies, the greater the lack of faith. Thus, if a rulers can’t afford to abuse it. ward appeasing ruffled feathers. Also, signed king creates a spy network, he’ll have make Typical Schemes: In this region of treaties work wonders, but that’s a matter best sure the number of spies in the target kingdom left to the diplomacy action. cannot easily be determined. independent, cautious rulers, there are no Declare War: This is the least subtle realm Espionage action may also instigate an assas- “typical” schemes—so far as anyone knows. actions that a regent can use against his enemy. sination. Obviously, that’s not something that Yet for this very reason, some suspect the It’s an out-and-out declaration of hostile inten- can be explained away easily. Any regent Easterners may be the greatest, most subtle tion, used to mobilize troops and draw allies worth his salt will try to hide the assassin’s schemers of all. An Eastern regent plotting for one side or another. Tradition calls it the employer through several different layers—an against another would do well to keep his last resort of diplomacy, the “continuation of attempted assassination definitely becomes plans to himself, slowly gaining the trust of politics by other means.” grounds for a war. Assassination is a simple the other regent. Eventually the schemer Still, regents use this action to send a mes- way of resolving conflicts with a ruler, but it could destroy his target’s relationships with sage to a recalcitrant enemy, and just because a should also be the very last resort, an acknowl- regent declares war doesn’t mean that a war is edgement that the two regents cannot resolve other realms by using knowledge gained in inevitable. A prospective warrior should note their differences any other way. Even a false trust to undermine everything a competitor that such a “bluffing” tactic works only when attempt signals absolute hatred, even if it was has worked for. used in great moderation. A regent declaring attempted to get the measure of a regent. Current Plots: If a web of intrigue war left and right in hopes of forcing fellow Assassination makes the vendetta between the exists in the Eastern Marches, it’s nearly regents into action is not likely to succeed— two kingdoms personal, and almost nothing impossible to discover. Perhaps it’s better except, perhaps, in goading them all to unite can mend the rift except the death or humilia- just to report current events and let others and remove him from power. tion of one of the regents. construe what they will. Decree: Regents often use this action to Trade Route: Yes, even a trade route can Raenech, the self-proclaimed Duke of show a fellow regent an intention, whether prove useful to a regent. By building a road to Osoerde, has been leery of strangers since good or bad, toward his kingdom. It’s not an enemy’s capital and establishing a level 0 nearly as extreme as a declaration of war and holding to develop the trade route, a regent an envoy from Coeranys left his domain is much less likely to start a war. Someone increases his power in his enemy’s realm, last week. One can only guess at the going to the trouble of spending the GB re- slowly luring his opponent into a false sense of words exchanged between the two, but it quired to make a public decree usually means security. seems likely that the envoy’s news brought what he says; people lose faith in a ruler who Economics play an important role in any on the duke’s current behavior. Or per- vacillates publicly. kingdom’s foreign policy. Strengthening or haps recent peasant unrest stirred up by Diplomacy: This action is the first and weakening trade barriers sends an effective an unknown agitator has caused his usually best way to conduct correspondence message to a competitor. Economics are an discomfort—Raenech is aware that his between two regents. It’s an initial extension of entirely different game than politics, but in the subjects consider him a blackguard. Has feelers, testing possible reactions to various end they both serve the same purpose. Cutting initiatives. It’s also a good excuse to send diplo- off a competitor’s economic base can inflict someone in this region of carefully dis- mats and spies to another kingdom, and a good almost as much damage as an assassination. guised emotions decided to reveal his feelings toward the usurper? 18 AUGUST 1995

Pioneer Politics Typical Schemes: The regents here Prime Example: The Baroness Marlae have little use for intricate schemes, pre- Roesone exemplifies Southern political The Northern Marches and the Western ferring to deal with problems head-on philosophy. Her realm, torn from Diemed Coast are far more rough-and-tumble rather than bargain through intermedi- and ravaged constant insurrection, has than the rest of Anuire. Regents here have by aries. The schemes that do come from this existed for only 70 years. She’s concentrat- little time for pretty words, seeing instead school tend to be fairly crude, at least ing on working with the land and making the need for fast action and determined compared to those of the Heartlands. One it prosperous again, rather than making wills. However, just because they live in a of the most popular plots is paying a band her realm a huge force in Anuire. That rough area doesn’t mean that someone can of mercenaries or Thurazik raiders might happen in a few years; right now take advantage of them easily. The regents to cause trouble for a rival. While the she cares only about securing Roesone’s of this area can discern quickly the heart rival’s off dealing with the trouble, the position as a viable kingdom. of matters; anyone dealing with them schemer can make his move. It’s an obvi- How to Take Advantage of This: would do well to skip flowery words and ous move, but it’s one that’s been proven Anyone playing political games on the all but the most careful manipulations— to work. A wise king will never fully com- Southern Coast had best do it cautiously. these regents have little time or inclination mit his troops or himself to one of these Irritated kingdoms will unite against some- to hear wordy supplications. disturbances; instead, he’ll allot only a one hindering their reconstruction, and Although they prefer directness in the portion of his resources while pretending they’ll do their level best to crush someone speech of others, rulers of the North and full commitment. When his enemy makes who’s getting too cocky for his tenuous West often describe their own deeds in a move, he can simply turn and deal with position. When making political moves, euphemisms. A favorite tactic of the Arch- the trouble. In a variation of this theme, a regents should first consider the conse- duke of Boeruine is to move units of his ruler will hire raiders himself and see who quences of each step. A well-planned army for “peacekeeping measures,” when will try to take advantage of the “confu- initiative can force other regents’ hands. all know that the peace wants to keep sion.” Regents like to use this situation to But the mastermind should be secure in is his own. Most of the other regents of learn who their friends are. his own lands before playing with the the are a conduct their business similarly. Current Plots: The lawless creatures lands of others. These regents do not pretend friendship of the Giantdowns have always caused Typical Schemes: As most of the with those who are not their friends. If fear in Dhoesone. Now it seems that some- kingdoms here are coastal, they play more regents are dealing with a superior power, one has stirred up the giants and bandits mercantile games than the rest of Anuire. they give in ungraciously. These are proud of the region, encouraging them to ram- Southern regents have learned to cast people—getting one of them to bow to page through the domain. However no one their economic webs wide, and they com- another is quite an accomplishment. That’s has found evidence of human involve- pete with each other in Khinasi and Brecht why most of them dislike the Archduke of ment. Could the agitator be a Rjurik druid, realms. They trade politics and favors with Boeruine—he’s powerful enough to threat- hoping to drive Anuireans from the north- the foreign rulers, trying to drive out or en them and get away with it. ern lands? Or might Cariele be working weaken their rivals. Guilds play a fair part Prime Example: Fhiele Dhoesone, through unknown agents? Everyone in the politics of the Southern Coast, and Baroness of Dhoesone, is a typical ruler of knows that Cariele covets the resources of they’ve proven invaluable time and again— the Northern Marches. Though she’s the Dhoesone, and its regent dances to the Southern regents play through more inter- daughter of an queen, she does not tune of guildmistress Mheallie Bireon. mediaries than other rulers, seeking a participate in the courtly dance any more Speaking of Cariele, rumors circulate of subtle edge on their enemies. than necessary. She finds life on the a tower near Toriendor Cuachlimyr, the Of course, rulers of the Southern Coast frontier rough and hard, and she believes sole passage through the Stonecrown don’t hold themselves above more traditional that regents should rule, not mince words Mountains. The tower, once it appears, routes of diplomacy. However, they’re al- or worry about niceties. She has enough spells doom for travelers and . ways interested in trying something new, trouble with her kingdom without having Many believe that a wizard works to make something that will distinguish them from to worry about offending someone with life difficult for the northern lands, that the other regents of Anuire. They want to an ill-chosen word. Giants, orogs, , perhaps an Alamien mage seeking glory make it as hard as possible for regents of and ever-present guild problems keep her for himself and his domain attempts to other political philosophies to drive them out from much of the courtly life, and frankly, weaken the two northern lands. of power. she prefers it that way. Though not brash, Current Plots: Merchant ships from she’d prefer not to have to mull each word The Kingdom Builders Roesone and Mieres don’t seem to be that springs from her mouth. Fhiele be- The Southern Coast is the oldest region of finding their destinations. Storms and lieves far more in the spirit of the law Anuire holds some of its newest kingdoms. pirate attacks account for a few of the than the letter of it. History runs strong in these realms, yet ships, but the rest seem to disappear with- How to Take Advantage of This: they currently experience a strange time out a trace. Ilien’s ships, however, arrive Manipulation of these regents should be of new leadership. Southern regents gen- without mishap. Are they protected by attempted with caution. Little irritates erally demonstrate more concern over wizard regent Rogr Aglondier’s spells? Or them more than knowing that someone’s building their kingdoms than playing the does Aglondier use magic to sink the other trying to use them as pawns. These re- political games that characterize the rest ships? Some rumors suggest that the ruler gents tend to see through typical Heart- of Anuire. Most of the regents command of Ilien has made a deal or two with the lands politics, and view themselves as fairly new kingdoms and concentrate on Seadrake. “above all that.” However, well-phrased keeping those kingdoms safe, stable, and Other regents, of course, seek avenues (and succinct!) requests and appeals for solvent. to make up for their losses. Brecht ports minor aid are usually granted. An open Rulers of the Southern Coast keep them- no longer welcome Ilien’s ships, and even smile and eye contact, combined with selves carefully aloof from the dealings of the Khinasi eye the Ilienese with suspicion. straightforward speech, can go a long way the other schemers. Many consider them Is this just the beginning of a war that in the Northern Marches and Western the best rulers because they set aside could spill over into half of Cerilia? Coast. Since the regents here do not ap- personal ambition for the betterment of preciate the subtleties of manner that can their citizens. They are not, however, carry a person far in other regions of above seeking retribution for wrongs done Anuire, diplomats need to cultivate at least to them, and they will do whatever they the appearance of direct dealing. can to destroy someone who has proven himself untrustworthy. 20 AUGUST 1995

A Knife Between the Shoulder Blades . . .

by Ed Stark

Artwork by David Kooharian

Just about every character in just about As a result, many RPGs shy away from Quantifying the Killer every roleplaying game has been a hired assassins as player characters—and, even There are several classic types of assassin killer at some point in time. In games that if they condone the character type, the a gamemaster might choose to use in his employ archetypes, templates, or other players seldom truly run them as assas- campaign. There are advantages and role- pregenerated or partially pregenerated sins. Usually, the player character was an playing pitfalls to all of them, but they are characters (like FASA’s *, assassin who has gotten into “a related line an interesting lot, to be sure. The follow- West End Games’ STAR WARS*, or White of work,” or he is still an assassin but does ing is only a partial list of these assassin Wolf’s * RPG), mercenaries, not operate in the same manner as before. archetypes, but they’ll give you a little thugs, and bounty hunters are popular Gamemasters use assassins occasionally— poison to inject into your campaign. choices. Most RPGs have elements of vio- as villains or catalysts for adventure—but lence inherent to their systems, and a even they hold off from getting inside the The Lone Wolf character who is good at inflicting violence assassin’s head. Let’s start out with a type the player char- can, at many times during an adventure, And that brings us to what an assassin acters and the gamemaster can probably be very useful. is: A murderer. He might be a killer-for- empathize with: the Lone Wolf. The Lone Rut few RPG characters are actually hire or a political intriguer or a mercenary Wolf assassin is often a wandering killer assassins. The difference between an who has moved up (or down) in the world, who takes jobs for hire and then moves assassin and a mercenary or any other but he has placed a price on life, whether on, hoping to survive to the next town, hired thug is one of degree—a mercenary it be gold, favors, political strength, or continent, or planet. The Lone Wolf is is hired to kill, true, and a thug is often something else entirely. He has reduced often haunted by some traumatic memory hired for the same reason, but none do it murder to its simplest level and elevated it or secret from his past, and he uses assas- with the precision and forethought of the to an art. The art of the assassin. sination as a means to survive while he assassin. The assassin is the contemplative deals with his ghosts. murderer—he plans, and he acts, all for The Lone Wolf should be run by the one purpose . . . to eliminate his target. gamemaster as a character the PCs get to To kill. know. Maybe he was hired to eliminate

DRAGON 23 11th-level male human Assassin Thief

Alignment: Neutral Armor Class: 6 (3 when fencing with rapier) Hit Points: Strength: 13 Dexterity: 18 Constitution: 14 Intelligence: 17 Wisdom: 12 Charisma: 15

Weapon Proficiencies: Fencing blades (dagger/dirk, knife/ stiletto, main-gauche, rapier, sabre), small throwing weapons (dagger/dirk, dart, hand/throwing axe, knife/stiletto, shuriken), Eastern fencing (3 slots). Armor: None. Weapons: Vlad typically carries a rapier. In addition, he gen- erally has 30 or more small weapons hidden in his cloak, collar, belt, sleeve, etc. These usually include throwing daggers, darts, a garrot, and several others. Equipment: Spellbreaker, a magical, semi-sentient chain that looks like gold but is much harder. It is Vlad’s most valuable protection against magic. It sometimes moves on its own, like a snake. It dispels any sorcerous force on contact as an automatic dispel magic. When Vlad uses Spellbreaker (usually by whirling it about), any spell directed toward him requires an attack roll against AC 5 (Vlad’s normal AC, with a -1 bonus for Spellbreaker); if the attack roll fails, Vlad has intercepted the spell with Spellbreaker, dispelling it without harmful effect. the empire. All Dragaerans belong to one of 17 great houses, each named for (and sharing certain characteristics of) a certain animal. Thieving abilities: PP 85%; OL 75%; F/RT 75%; MS 50%; Vlad’s father ran a restaurant in the empire’s capital of HS 90%; DN 40%; CW 80%; RL 0%. Vlad also has a 90% chance Adrilankha, eventually earning enough money to buy the title to remain unnoticed in a crowd of people, moving with the flow of baronet in the House of the Jhereg. House Jhereg is basi- so as to avoid drawing attention to himself. cally a criminal organization that runs gambling, prostitution, and other shady activities throughout the empire. Witchcraft: Vlad is an accomplished witch, meaning that he As a human among Dragaerans, Vlad had a rough childhood, can cast several spells from the following schools: divination, regularly suffering beatings from Dragaeran thugs. He learned conjuration/summoning, and abjuration. On occasion, he can to hate them, and he learned to fight. Whenever he found an manage a spell from the schools of alteration or enchantment/ opportunity to harm Dragaerans, he took it. charm. While Vlad has a very limited selection of spells, he has As a teen, he worked as a bouncer in a gambling establish- been known to create new spells. ment, then became an enforcer responsible for the collection of Familiar: Vlad has a familiar, a jhereg named Loiosh. A debts. Before long, he was hired to assassinate a Dragaeran. jhereg is a dragonet scavenger, similar to a pseudodragon. Assassinations allow Vlad to vent his hatred for Dragaerans; he Loiosh is in constant telepathic contact with Vlad, referring to never assassinates other humans. He has a wide variety of skills, him as “boss.” Loiosh is a hunter and scavenger with a wicked as well as a vast network of sources and contacts for informa- sense of humor and a sarcastic wit. tion, and a number of highly skilled friends. He is a highly Loiosh: INT low (7); AL N; AC 3; HD 2; hp 14; THAC0 skilled killer who enjoys planning the jobs, considering himself 19; #AT 3; Dmg 1-2/1-2/1-3; SA poisonous bite; SZ T (2’ long). an artist. When forced into melee, Vlad typically fights with a rapier, Sorcery: Vlad is also a sorcerer, able to call upon a link with using a special style created by the Easterners. By presenting a powerful artifact (the Orb), shaping power from it for various only one side of his body, Vlad gains a bonus to his AC; the style purposes. In terms of the AD&D® game, the Orb is an im- also confuses many Dragaerans, who are used to fighting with mensely powerful psionic receptacle to which every citizen of sword and dagger, facing an opponent directly and exposing the the Dragaeran Empire has a link. Vlad typically pulls energy front of the body. Vlad is also very fond of throwing small from it to teleport, but he can perform a few other minor tricks pointy objects at opponents to injure and confuse them, and he with it, such as checking the time. occasionally poisons them. Vlad also makes full use of his part- Other Abilities: Because he is the reincarnation of the ner and familiar, Loiosh, who attacks opponents and helps in brother of Kieron the Conquerer, Vlad can summon chaos. So surveillance activities. far, Vlad has been able only to do so only once. He lacks the At the end of the novel Jhereg, Vlad controls a territory in knowledge and practice to exert control over raw chaos, and he south Adrilankha, with an organization that runs gambling, hasn’t been willing to experiment further. prostitution, and other activities. Vlad Taltos is a character created by Steven Brust and appears Appearance: Vlad is a human, or Easterner, in the Dragaeran in the “Adventures of Vlad Taltos” series, which includes such Empire. Dragaerans are taller, stronger, and longer-lived than hu- excellent novels as Jhereg and Yendi. Vlad’s description appears mans. To them, humans are a lesser race, oppressed throughout here with the kind permission of the author. 24 AUGUST 1995 one of them or someone under their pro- about with him—his honor and his son. it? Certainly, an AD&D® paladin and a tection, and he has failed (or succeeded!) (First Comics printed a series of comics group of Lawful Good characters should and survived. He may be betrayed or about his adventures — Lone Wolf and Cub, try to stop the Anti-Hero assassin from double-crossed by his employer, and he translated from the Japanese.) performing his dishonorable task, but will may seek out the PCs and surrender what- a group of CYBERPUNK* RPG solos do the ever knowledge or skills he has to them, in same? Probably not—unless the gamemas- the hopes of achieving revenge or recom- The Anti-Hero ter can figure out a way. pense from those who wronged him. Like the Lone Wolf, the Anti-Hero assassin The best method is to appeal to the He has haunted eyes, a grim demeanor, is someone most PCs and gamemasters player characters’ self-interest. Perhaps and, often, both physical and emotional will empathize with, if only because he is the Anti-Hero could solve one problem by scars. He is often noble and sad, and many often fighting against those who the PCs killing his target, but only open up 10 new PCs will see him as someone who was, or end up butting heads against themselves. ones in doing so. Perhaps the PCs need the could have been, great once . . . and the But, where the PCs try to work within the target alive, or at least able to talk, but the more empathic of them will see him as system or confront their foes openly, the Anti-Hero doesn’t care . . . he just needs someone they could be. Anti-Hero employs more surreptitious the death for some reason. The Lone Wolf never sticks around after means to get his own way . . . means that If the PCs also respect or empathize with his job is done. Many times, he dies after can put him at odds with the party. the Anti-Hero, this makes that assassin achieving, or partially achieving, his cur- And this is a good place for him. The type that much more applicable. They rent mission—leaving the PCs to carry on. Anti-Hero represents, especially in an can’t just kill him off, not without going He may pass on some of his ghosts to the heroic campaign, a line that the PCs will against their own consciences or desires. player characters, hoping they can lay not cross. They fight in the open, they kill So what do they do? Solving such dilem- them to rest. if they must, but the Anti-Hero is the mas is the essence of roleplaying. The best example of the Lone Wolf as- master of the hidden plot, the intrigue, Steven Brust’s “Vlad Taltos” series (about sassin is perhaps the archetype of his and the secret strike. Sometimes, the PCs a human assassin in a fantasy world domi- class—the main character from Shogun are forced to stop or strike against the nated by elves) contains an excellent exam- Assassin, a Japanese martial arts movie Anti-Hero because, even though they can ple of an Anti-Hero assassin. (See the that deals with a noble samurai, an execu- sympathize with his cause, they cannot sidebar for Vlad’s AD&D game statistics.) tioner, who is forced into exile with his condone his methods. The main character spends most of the infant son. He must hire out as a ronin, For most gamemasters, this is a narrow novels wrestling with problems of assassi- and an assassin, while fighting the rival bridge to walk. How do you show your nation, conscience, and self-control. He is clan who would end his line. He has a PCs the “simple” solution to a problem (i.e. someone the reader can empathize—and code of honor; he is noble in the extreme; letting the Anti-Hero assassin do what he even identify—with, without condoning and he carries the only things he still cares does best) without risking that they take what he does or why he does it.

DRAGON 25 The Guild Assassin “The Assassin’s Guild” in almost any game hero—but at times he has the qualities of players’ plans and get in the way of the setting is implausible, but it can exist. all three. In addition, he is striking out for characters’ lives. They should be part of What is more likely is that assassins are what he believes—not for money, not for greater plots and machinations, not a sole kept on retainer by political, social, or honor, and not for some purely personal story unto themselves. Certainly, every- economic organizations who do the dirty reason. He thinks that what he is doing is thing else could take a back seat to the work of removing those who oppose the right and necessary. And that makes him assassin once he is found, but it is much “guild’s” interests. frightening. more fun for the PCs to remain outside Sometimes, these Guild Assassins work The Political Assassin might be a fanatic, the plot (except, perhaps, as targets) until for many different organizations with and his desire to kill might cloud his - they can turn the tables on the hunter and common interests. They set rates for jobs ment. On the other hand, that fanaticism make him the hunted. and rules for conduct. These assassins are might focus his abilities and his concentra- The role assassins play should, likewise, valued for their anonymity, professional- tion, making him a living weapon directed be complex. Few people hire, or become, ism, and convenience—once they lose any at his target. Many times, the Political assassins because their neighbors forgot to one of these things, they are useless to all Assassin hopes to be a martyr to a cause, return the snow-shovel. No, assassination concerned. not caring if he is apprehended, tortured, is a serious plot device. Even having one A useless assassin is seldom transferred or killed, as long as he gets what he wants. character try to kill another openly is not to another department. Fortunately, most of these assassins do as serious as hiring an assassin to do it. The Guild Assassin is the least likely to not disguise themselves well . . . at least, There is something about assassination be sympathetic to the player characters. not if the PCs know what they are looking that makes simple assault, manslaughter, Unless the PCs are playing in a setting that for. And that’s the only way to run the or murder seem less unwholesome. provides for the use of assassins-for-hire scenario, unless you are looking for a Many times, the only way to truly stop (such as TSR’s BIRTHRIGHT™ setting), the revenge factor, or a series of multiple an assassination plot is to change some- player characters are most likely trying to assassinations to be solved—because a thing unrelated to the plot itself. For exam- stop the assassin and keep whoever hired killer who is willing to die is very difficult ple, an assassin might go after a religious him from replacing him. to stop. leader, not because the assassin (or who- Oddly enough, PCs who were once There are exceptions, of course. In Steve ever hired him) disagrees with his views, assassins often come from this loathsome Perry’s The Man Who Never Missed, the or personally dislikes him, but because the type. The Guild explains their training, main character becomes what could be death of the leader would prompt some their current position (free-lance), and termed a Political Assassin, even though other, desirable, action—perhaps a riot often some of their contacts or nemeses. It he never kills anyone—he just incapaci- among the assassin’s enemies, or the ap- provides a good background. tates them by using a special drug. His pointment of a more favorable leader to It is important to remember the charac- goal is to prove to the galaxy that one the religion’s top position. ter of the Guild Assassin when construct- man, alone, can make a difference and The PCs must wade through all this to ing him for use in a campaign, He wishes become a legend. It is vital to his plan that uncover the truth. It should not be simple, to remain anonymous, professional, and he neither be discovered nor caught until it should not be straightforward and, for convenient for his employers. He will not he has achieved his goal. the characters, it should not be fun. Smart jeopardize his life or his professional If the Political Assassin has a complex players may enjoy themselves (amid peri- standing on one particular job, nor will he agenda such as this one, he is more stop- ods of great frustration), matching wits usually make the kind of mistakes an pable. The PCs can be a continual monkey with the assassin and deciphering clues impassioned Lone Wolf or a reckless Anti- wrench in his plans, and they can distract about the plot along the way. And, of Hero might. Everything he does will be and annoy the Political Assassin so much course, they have to watch out for assas- slow, methodical, and by-the-book. If the that he makes mistakes, loses his cool, and sins at their backs as well. Someone who PCs could get hold of “the book,” they eventually attempts to eliminate them would hire one assassin would probably would be better able to stop him. Other- instead of his target. That may be their hire more . . . and only a few assassins are wise, he is a terror to beat. only way of stopping him. particular about who they kill to get at And that is what makes the Guild Assas- their targets. sin so interesting to a campaign. The Twisting the Knife gamemaster should construct an adven- So how, and why, would you introduce Playing it to the Hilt ture, or series of adventures, around him. these deadly characters to your campaign? When using assassins, of whatever type, in Perhaps the PCs must stop the assassina- Of what use are they, if not as simple your campaign world, play them as char- tion of some important or wealthy person adventure catalysts or villains to be fought acters with goals, plans, and personalities. to prevent a carefully-masterminded plot and vanquished? Do they serve a role Too often, the assassin-as-catalyst or from succeeding. other than a living weapon in someone assassin-as-villain degenerates into a To create such an adventure, the game- else’s hand? cookie-cutter encounter in the dead of master must set up the scenario, organize The assassin should always be discov- night, meant only to spur on the adven- the NPCs, and construct a plot. He should ered, not announced. Perhaps the PCs’ ture. While this is as acceptable as any try to take the unpredictability of the PCs informants, friends, or even enemies (with gamemaster tool, it devalues the devastat- into account, but he should not change his the proper story motivation) inform them ing effect a true assassin, rather than a Guild Assassin’s plans if the PCs do not that some person or persons are targeted hired thug or gun-for-hire, can have on a telegraph their moves:. It can be like a for assassination—and only they can do game. chess board—the PCs move and the Guild something about it. Maybe the PCs run Assassins are, more often, like unnatural Assassin moves. Only the endgame re- into operatives of the assassin (or the disasters, waiting to completely change the solves the encounter. assassin himself) in the course of their lives of those around them. They are And, if the first Guild Assassin fails, there own adventure and must decide what to deadly foes and questionable friends and is probably another one on the way . . . do about his plot. Or perhaps one of the they can keep your players on the edge of PCs is the target of an assassin, and only their seats . . . if they are more than just a The Political Assassin learns of it after a failed attempt (or a knife in the dark. The last type of assassin is one of the successful one, if he can be brought back broadest categories and, often, the most to life in the game world). devastating. The Political Assassin is not a The assassin should complicate the PCs’ * indicates a product produced by a company other hireling, not a tragic figure, and seldom a lives. Most often, assassins intrude on the than TSR, Inc.

26 AUGUST 1995

When a transfuser reaches 17th level, he rolls twice for inaccuracy when casting any teleport spell (such as teleport object or teleport other) and takes the best result. When a transfuser reaches 20th level, he gains the ability to cast a special form of proof from teleportation (a third-level spell from ® Adventures, page 50), in addition to his other memo- rized spells. This requires no verbal, so- matic, or material components, and has a casting time of 1 (a moment’s concentra- tion). The spell safeguards a 20-yard- Description radius area from all teleportation magic; e College of Apportation Spells of this school enable the caster to no one can either enter or leave the area channel magical energy in such a way as via any form of apportation. The area of by Lachlan MacQuarrie to move a thing from one known location effect is centered on the caster and moves to another. The thing being moved can be with him and lasts for two hours (or until Artwork by Larry Smith a person, an object, or even an attribute, dispelled or voluntarily dropped). such as weight or knowledge. The Complete Wizard’s Handbook threw Opposition schools down a gauntlet to DMs everywhere, Specialist name The transfuser is denied access to the when it explained how to design a new Transfuser. The rival term, “apporter,” schools of Abjuration and Conjuration/ school of magic but warned “Designing reminds most people of baggage handlers. Summoning. new magic schools is one of the DM’s toughest jobs . . .” (page 22). Well, here’s Allowed races Spell Analysis one answer to that challenge—the School Humans and half-elves can become of Apportation—the movement of things transfusers. Low-Level Spells or qualities through magic. Until he reaches fifth level, the transfuser Ability requirements has personal mobility spells (such as jump), History Keen intuition is necessary to separate the very useful knock, and some utility It has recently been demonstrated that the that which must be moved from that spells at his disposal. While little bird is mechanism underlying such spells as fly which must stay behind. In addition, the useful mainly in the lab, haste and slow and blink is fundamentally different from ability to maintain a clear mental image of have more immediate uses. the mechanism underlying other alteration locations requires above(nd)average will- Transpose is a more general purpose spells. To wit, the mage Falcor has shown power. Accordingly, specialists in this spell. Although its long casting time limits that simple movement is an essential proc- school must have a minimum Wisdom its use in combat, it has a variety of other ess, just like alteration or conjuration, and score of 15. uses. Climbing is much easier with some can be used to create spells. weight removed, and mouseholes become Since magical movement is called “apporta- Saving throw modifiers doorways when you stand only two inches tion,” Falcor proposed that a new school of All opponents suffer a -1 saving throw tall. Borrowing a large volume, on the magic—the School of Apportation—had been penalty against an apportation spell cast other hand, can make you a big negotiator. discovered hiding among the Alteration by a transfuser. In addition, a transfuser spells. Skeptics among the transmuter’s guild enjoys a +1 saving throw bonus against Mid-Level Spells were quickly silenced by Falcor’s successful apportation spells. At 6th to 13th level, the transfuser really transfer of the color green from a blade of starts to take off. A good selection of grass to a cat. Although some illusionists Bonus spells and acquired powers movement spells (including teleport) turn offered to duplicate the feat, the point was A transfuser can memorize an extra spell him into a globe-trotter, as well as the made, and many apprentices flocked to at each spell level, providing that at least fastest retreater in the party. Telekinesis, Falcor’s laboratory to study this new form of one of the memorized spells is from the rip, and teleport other have uses in com- magic. school of apportation. bat (or can simply send friends south for Table 2: Teleport Accuracy Table 1: On School of Apportation Destination High Target Low 1st level 2nd level 3rd level 4th Level 5th Level Very familiar 01-02 03-99 00 Feather Fall Bloodbridge* Blink Dig Rip* Studied Jump Knock Fly Dimension Telekinesis carefully 01-04 05-98 99-00 Little Bird* Levitate Haste Door Teleport Seen casually 01-08 09-96 97-00 March* Mouse* Slow Transfuse* Viewed once 01-16 17-92 93-00 Tipple* Speed* Teleport Object* Never seen 01-32 33-84 85-00 Ventriloquism Whispering Wind Transpose* Teleporting high means arriving 10’ 6th Level 7th Level 8th Level 9th Level above ground for every 1% he is below Move Reverse Gravity Mass Teleport Astral Spell the “On Target” range. This could be as Part Water Teleport Without Error* Skycastle high as 320’. Arriving low means in- Teleport Other Without Error Sink Succor stant death, as “On Target” is always on Mass Teleport* a solid surface. The destination must be a solid sur- An asterisk (*) indicates a new spell. Other spells may be cross-listed under original face, not inside a solid, liquid, or over school, or not, at the DM’s option. empty air.

DRAGON 29 the winter). Teleport other can send a Little bird is generally employed as a age from combat is caused by blood loss, friend on a commando raid or (in a pinch) labor-saving device, because its uses in the transfused blood heals some of the can displace an enemy temporarily. combat are limited. A transfuser attempt- recipient’s wounds, at the expense of the Transfuse can give a weak character a ing to wrest an object from an enemy, for donor. Basically, for each hit point restored temporary boost, and it is useful when the example, must overcome the enemy’s to the recipient, the donor loses a point. PC with a crucial ability or power can’t go Strength. The enemy can hold onto the Although this is a healing spell, the on the mission. The elf who isn’t allowed object by making a successful Strength amount of damage that can be healed is into a human council meeting can still lend check, with a -2 adjustment to the die limited to 2 points +1/level of caster. This her knowledge of diplomacy (Etiquette roll. Alternatively, picking up loose objects is the daily maximum per recipient, not proficiency) to the barbarian who is. Evil with the spell and flying them at the ene- per donor. Although multiple donors can transfusers can use this ability to seriously my requires a successful attack roll and be used (each requiring a separate cast- weaken their prisoners. inflicts no more than 1-3 hp damage. Some ing), the sum total of healing cannot ex- transfusers, however, have been known to ceed the maximum. In addition, because High-Level Spells use this spell as a diversion (for instance, this spell merely replaces lost blood, it can With the exception of skycastle, no new ringing a gong next to an enemy’s head). heal only damage caused by blood loss (not abilities appear at these levels, as the spells by electrical shock, pummeling, poison, available to the 14th-18th level transfuser March (Apportation) suffocation, and the like). The donor may be anyone of the same are extensions of lower-level spells (mass Level: 1 Components: V, S, M teleport, for example). Sink is the only Range: Touch CT: 1 species as the recipient (half-elves count as combat spell. Dur.: 1 hour/lvl Save: None both human and elf). In a pinch, the caster himself may serve as the donor. Extracting Area of Effect: 1 person/level Ethos blood from an unwilling donor is defin- itely an evil act, and an unwilling target Befitting someone who can summon a Casting this spell allows an encumbered drink from across the room or magically person to walk at his normal unencum- must be immobilized for the entire round to cast the spell successfully—it cannot be fly across a muddy road, the typical trans- bered movement rate. Because the move- cast on an unwilling recipient in melee. fuser is a rather pudgy individual. Fetch- ment is powered by the spell, the person The material components of this spell ing and carrying is for others, with the suffers no more fatigue than he would result that transfusers are often lazy and sitting in a chair for the same length of are two sharp needles (1 gp each), which are destroyed when the spell is complete. out-of-shape. time. This is not to say that transfusers never This spell must be cast on a walking Mouse (Apportation) leave the lab—on the contrary, their easy target—thus, the target must be able to lift Level: 2 Components: V, S access to rapid transit spells permits a his burden in the first place. The spell is Range: Touch CT: 2 wandering lifestyle, especially at higher dissipated when the target stops walking Dur.: 1 hour/lvl Save: None levels. A transfuser is never happier than for more than one round or picks up more Area of Effect: One object when “flying south for the winter” or than his maximum encumbrance. “popping out to the lodge for a few days.” The material component of this spell is a Casting this spell on an object (weighing A side effect of all this travel is the more pinch of pepper. cosmopolitan attitude of a transfuser, less than 8 oz. +1 oz. per level) causes compared to his earthbound kin. Exposure that object to scurry off to a “safe place” Tipple (Apportation) to many different locales and types of and stay there. If searched for, the object Level: 1 Components: V, S, M people teaches the transfuser tolerance eludes the search by scurrying from hid- and diplomacy. Range: 3 yards CT: 1 ing place to hiding place at a Movement A second characteristic of the apporta- Dur.: Special Save: None Rate of 6. tion specialist flows from the nature of his Area of Effect: 1 container The object stops moving when the spell studies. The transfuser does not create, expires or the caster voluntarily drops the conjure, or alter—instead, he moves some- By casting this spell on a one-gallon or spell. The spell is automatically dispelled if thing from Point A to Point B. At the core, smaller container of liquid (such as a bot- any searcher touchs the object. Doing so each transfuser knows that there’s no tle or flask) the caster may, simply by a requires a successful attack vs. AC 0 (the such thing as a free lunch. No particular moment’s concentration, send a mouthful object is quite nimble). alignment is favored by this school (good of the liquid flying to his mouth to be The object returns to the caster if he so transfusers are conservationists, evil ones swallowed. The liquid moves quickly commands it. keep moving a lot), but a regard for the enough to push a loose cork out of its consequences of their actions is built in, container and nimbly enough to dodge Speed (Apportation) resulting in very few chaotic transfusers. intervening obstacles. Level: 2 Components: V, S, M The spell lasts until the container is Range: Touch CT: 2 Spell Descriptions emptied or until any liquid is added to the Dur.: 1 hr. +1-4 t. Save: None container (thus, no more than one gallon Area of Effect: Creature touched Little Bird (Apportation) per casting may be consumed). The spell Level: 1 Components: V, S can be cast on a potion bottle but has a This spell allows the recipient to run at Range: 10 yards CT: 1 10% chance of turning the potion to water. twice his normal running rate with no Dur.: 1 turn + 1/lvl Save: None The material component is a hollow fatigue. The speed gained also makes the Area of Effect: 1 object reed, which is destroyed in the casting. person harder to hit (-2 bonus to Armor Class), but it does not permit any addition- By casting this spell, the caster can di- Bloodbridge (Apportation, Necromancy) al attacks per round. In addition, the spell rect one object to fly through the air un- Level: 2 Components: V, S, M ends if the runner stops running for more der his control. Although slow-moving Range: Touch CT: 1 round than one round. (Movement Rate 6), the object can turn Dur.: Special Save: None The material component is a pair of and stop on a dime (maneuverability class Area of Effect: Creature touched specially constructed shoes, which must fit A) and respond instantly to the caster’s the recipient perfectly (minimum 100 gp mental commands. However, the affected Casting this spell allows the movement value). The shoes are reusable but are object can weigh no more than 1 lb. per of blood from a donor, through the caster, rendered useless by any rips or tears—a level of the caster. into a recipient. Since at least some dam- new pair must then be made.

30 AUGUST 1995 Teleport Object (Apportation) size creature to a Small or a Large, while a Level: 3 Components: V,S 10th-14th level caster could make it Tiny Range: Touch CT: 2 or Huge. Like enlarge, only strength and Dur.: Instantaneous Save: Special weight vary with volume—all other char- Area of Effect: 1 object acteristics stay the same. Increase damage done and weight by 50% per size code By casting this spell, a wizard instantly enlarged, or decrease both by 25% per transports a small object (weighing no size code shrunk. more than 1 oz. +2 oz. per level) to an- Color: This version of the spell has only other location. Distance is not a factor, but cosmetic effects but may be used for dis- interplanar transport is not possible. Like guise. Color may be moved to or from any the teleport spell, accuracy depends on the object weighing 1,000 lbs. or less. caster’s familiarity with the target location Transpose is not a perfect spell—the caster (see Table 2, below). may never remove more than 99% of a This spell may not be used to place subject quality. In addition, the apportation objects within any solid, such as a wall or has a curious side effect. If the spell is di- an enemy’s spleen. Like all teleports, the rected at an unwilling target who successful- destination must be a surface, not empty ly makes a successful saving throw vs. spells air or inside a solid or liquid. to avoid its effects, the caster must also Further, control of this spell improves immediately save or be affected by his own with time. The 5th-level transfuser may spell. Fortunately, a successful saving throw teleport only nonmagical items, and then also damps out the spell before it affects only if the item is unencumbered (not tied other bystanders. down or in someone’s grasp). A 7th-level The material component of this spell is a transfuser may teleport a magical item, miniature set of scales set with seven but only at 9th level does he gain the skill gems, each a different color of the rain- necessary to affect an item in someone bow. This item costs at least 500 gp, but it else’s grasp. is reusable. To teleport an object held by someone else, the wizard must first make a success- Transfuse (Apportation) ful attack roll to touch the object. As this is Level: 4 Components: V, S, M a “called shot,” the mage suffers a -4 Range: 3 yards CT: 1 turn penalty to his attack roll and a +1 penalty Dur.: 4 hours +1/lvl Save: None to his initiative roll. The owner of the item Area of Effect: Two creatures may avoid the spell with a successful saving throw. A more potent version of transpose, this Since a sheet of parchment usually weighs spell allows the transfer of specific parts less than two ounces, transfusers often use of a person with those of another human, this spell to send written messages. demihuman, or humanoid. For anyone willing to take the risk, heightened Transpose (Apportation) strength, increased willpower, or even a Level: 3 Components: V, S, M new set of abilities can be magically Range: 60 yards CT: 1 round gained. Unlike transpose, however, there Dur.: 1 hour/lvl. Save: Special is no reciprocity. Instead of an exchange Area of Effect: Special between two, this spell simply moves something from one person to the other. The most mysterious of the transfuser’s The recipient’s gain is the donor’s loss. powers appears is the result of this spell— Some transfusions are easier than oth- the ability to transfer qualities of an object ers. At 7th level, the caster can move one or person to another object or person. of the physical attributes (Strength, Consti- With this spell, the eyes of a courtesan can tution, or Dexterity). At 9th level, he can be given the exotic golden color of a topaz, move one mental attribute (Intelligence, and a mage flying nearby can be given the Wisdom, or Charisma). In either case, for weight of a rather large boulder. each point gained by the recipient, the Only weight, volume, or color can be donor loses a point, up to a limit of six transposed. When the spell is cast, the points by one casting. All benefits or pen- donor and the recipient exchange their alties of the altered ability scores apply. respective amounts of the specified quali- (Of course, gaining a mage’s high Intelli- ty. In the above example, the topaz now is gence does not also confer the mage’s the color of a courtesan’s eyes, and the spells—but see below.) nearby boulder now weighs as much as a Finally, at 12th level, the caster may mage. move one complete ability from one per- The amount that can be moved depends son to another. One ability is defined as on the caster’s level: one proficiency (weapon or nonweapon); Weight: Up to 200 lbs. plus 50 lbs. per one language; the ability to cast one priest level. Largely effects Encumbrance (see or mage spell once; or one thief or bard PHB, tables 47 and 48), although flying ability (Pick Pockets, Open Locks, Find/ creatures may not be able to stay aloft Remove Traps, Move Silently, Hide in (DM’s option). Shadows, Detect Noise, Climb Walls, or Volume: Up to one Size Code per five Read Languages). levels of the caster (round down). A 5th- In each case, the success chance for the 9th level caster could change a Medium recipient with a new ability is the same as

DRAGON 31 for the donor who gave that ability, modi- Teleport Other (Apportation) ingly, the caster must roll for accuracy fied by situation. For example, a thief with Level: 6 Components: V, S (table 2, below). an 80% chance to Move Silently gives this Range: Touch CT: 4 Again, breaking the circle before the end skill to a fighter in studded leather Dur.: Instantaneous Save: Special of the turn disrupts the spell. armor—which drops the 80% to 50% (PHB, Area of Effect: 1 person Table 29). Skycastle (Apportation) This spell is not without risks. When the By casting this spell, a wizard instantly Level: 9 Components: V, S, M spell expires, the transfused material transports any one person other than Range: Touch CT: 1 turn attempts to return to its natural place—but himself to another location. Distance is not Dur.: Permanent Save: None it might not make it. If the donor is more a factor, but interplanar transport is not Area of Effect: 1 castle than three yards away from the recipient, possible. Like the teleport object spell, the donor must make a successful saving accuracy depends on the caster’s familiar- Casting this spell on a castle or other throw vs. death magic to regain what he ity with the target location (see Table 2, building gives the castle the ability to fly, donated, with a -1 penalty to the roll for below), and the destination must be a controlled by the caster’s mental com- each 100 yards. If the saving throw fails, surface, not inside solid or liquid matter. mand. Although relatively slow (Movement not only does the donor never regain the Unlike teleport object, however, the spell Rate 30) and clumsy (maneuverability class lost material, but he must also make an poses a slight risk to the caster, because E), the skycastle has a tremendous carry- immediate saving throw vs. spells or lose a teleporting a person inaccurately causes a ing capacity and can travel even when the point of Constitution. The recipient suffers psychic backlash. If the caster rolls a “Too caster is asleep, as it can maintain a partic- no ill effects from this loss beyond the High” or “Too Low” result when rolling for ular course and speed unattended. material originally gained, but he may accuracy, he immediately loses one point Siege engines and the like affect the have alignment problems if he knowingly of Constitution, permanently. skycastle normally, but do not remove the avoided the donor. Casting this spell in combat requires a dweomer until the skycastle has been The material component of this spell is successful attack roll. In addition, the breached on all four sides. A successful diamond dust worth at least 250 gp, con- enemy may roll a saving throw vs. spells dispel magic removes the spell, however. sumed in the casting. Casting this spell on to negate the teleport. Any enemies with In both cases, the dweomer is so large and an unwilling donor is an evil act. teleport experience (DM’s option) gain a diffuse that it does not end immediately. second saving throw vs. spells to affect the When negated, the spell takes time to Rip (Apportation) teleportation itself. If they succeed, they drain, according to the following schedule: Level: 5 Components: V,S,M are teleported to a random location. on round 1 the skycastle stops in mid- Range: 20 yds. + 10/lvl CT: 5 flight; on rounds 2-5 it sinks earthward at Dur.: 1 rd./lvl. Save: Negates Mass Teleport (Apportation) 10’ per round; rounds 6-9 it drops earth- Area of Effect: 1 creature or object Level: 7 Components: V, S ward at 100’ per round; and from round Range: Touch CT: 1 round 10 on it plummets earthward. Plummeting This is the most purely destructive of Dur.: Instantaneous Save: None more than 200’ destroys the skycastle and the transfuser’s spells. While other spells Area of Effect: Up to 12 people kills everyone within. If in doubt, assess (such as telekinesis) move an entire object, falling damage versus the inhabitants this spell moves part of an object in one By casting this spell, the caster instantly normally, plus saving throws vs. death direction while moving the rest of the transports himself and up to 11 compan- magic for those in danger of death from object in a completely different direction. ions to another location. Distance is not a massive damage, as per the DMG. The resulting tug-of-war tears the object factor, but interplanar transport is not Deliberately dropping the skycastle on a into two separate pieces—which kills most possible. Like the teleport other spell, soft target such as a cottage or a living creatures outright. accuracy depends on the caster’s familiar- creature crushes the target. Dropping it As the movement is not especially rapid, ity with the target location (see Table 2, on a damages both structures damage builds up slowly. On the first below). Only one roll is made for the en- equally. round, the target takes 2 hp damage; on tire group being teleported, with “familiar- To cast the spell, the mage must have an the second, an additional 4; on the third, ity” referring to the caster’s familiarity, not absolutely clear mental image of the an additional 6; and so on. By the fourth the group’s. skycastle—equal to that gained by oversee- round, the target has taken 20 hp damage While casting this spell, the caster stands ing its construction or walking every inch (2+4+6+8). in the center of a circle formed by his of it for at least one month. Reading a map If cast on an object, the object must roll companions, who must hold hands for the or blueprints is not sufficient. an item saving throw vs. crushing blow entire round. Breaking this circle before The material component of this spell is a with a -4 penalty or be torn in half. If it the end of the round disrupts the spell. beautifully appointed couch or sofa (1,000 fails, roll 1d12 to see how many rounds gp minimum), which must be occupied by the object held together. The creature or Mass Teleport Without Error (Appor- the caster for the entire turn. A new object cannot weight more than 1,000 lbs. tation) couch must be purchased for each casting. As noted above, the movement is not Level: 8 Components: V, S especially rapid, and bystanders are in no Range: Touch CT: 1 turn danger from flying debris. A dispel magic Dur.: Instantaneous Save: None dissipates the ripping force but does not Area of Effect: Up to 12 people repair damage already done. Once the rip is cast, further concentration by the caster This spell is similar to the mass teleport is unnecessary. spell. The caster transports himself and up The material component of this spell are to 11 companions to any known location two black gloves, without a speck of dust in his home plane with no chance of error. on them. These gloves cost 10 gp a pair Like teleport without error, travel to and are consumed in the casting. other planes is possible, but only to loca- tions that the caster has previously studied carefully. No matter how careful this perusal was, there is a chance for mishap when traveling to another plane. Accord-

32 AUGUST 1995 by David “Zeb” Cook 1. It’s not called E3 because this is its So that’s what I told him. third year (there ain’t no El or E2). And he said, “That’s not enough. Tell me more.” Actually he kind of snarled it, so . . . Artwork by 2. It’s big. 3. People treat you nicer if you convince My editor, hearing that I was going to E3, the convention staff to give you a press Point #1: It’s called E3 because it’s real asked me to give me a report on what I badge that says “DRAGON® Magazine” name is Electronic Entertainment Expo— saw and learned there. (Actually, he only because the editor asked you to write up a E3. Get it? Pretty clever of them. E3 is kind asked me because no one else was going.) piece on E3. Manufacturers think you of the replacement for the summer CES So, here’s what I told him. have power. Distributors think you have (Consumer Electronics Show) that used to power. Everybody stuffs presskits and be held in , until the electronic buttons into your hands because they game and software guys got tired of shar- think you have power. ing their space with the latest TVs, cellular 4. There’s a war for your electronic phones, and hi-tech vacuum cleaners and gaming dollars shaping up out there on decided they could have a show of their the horizon. own. Of course, some things didn’t 5. Computer gaming is not dead. change, and the biggest of these was that E3 is for THE TRADE. That means that average folks like every kid itching to get through the doors and try out the newest, not-yet-released games from SEGA or 3DO can’t! Unless, of course, he happens to be the buyer for Wacky Arnold’s Software Mega-Chain, at which point the dealers are very, very nice to him. E3 is where the folks who make the hardware and the software show off what’s coming for the next year (or two) and try to convince other folks to place big orders (buyers) or to write nice things about them (press). Add to that developers who want a job, Prisoner of Ice (I-Motion) manufacturers who want to see what the competition’s up to, and kids who’ve man- age to sneak through the doors and that leads to . . . Point #2: It’s big. It filled the Los Prisoner of ice (I-Motion) Angeles Convention Center. Three days of walking and talking didn’t cover it all. Point #3: See Point #1. I ain’t saying no more about that, see? Point #4: Actually, there’s several wars. The biggest war, by far, is for the folks (SSI) who like game machines. The new genera- tion of 64-bit (read “better, faster pic- tures”) platforms is here. Sony, a newcomer to the game machine field, unveiled the Playstation, along with titles ranging from 3-D modeled fight games (Tenshinden) to flight sims (Warhawk). SEGA countered with the SEGA , its 64-bit entry and games such as Panzer Dragoon, a 3D flight-sim, dragon-style! Both are priced in the around the $200- 400 dollar range, play CD-ROMs and natu- rally you can’t use one with the other. Not to be outdone, 3DO previewed their M2 player which promises a PowerPC chip in a game machine, though no date was certain for this advancement. Although the Playstation’s graphics were more daz- zling, it’s too early to choose a victor in

34 AUGUST 1995 this battle. Quality of games and market- you’ve got good lungs. Among the biggest for historical things, this one’s based on ing will make or break these warriors. news, Interplay announced it’s creating a 50- Celtic legend and lore. For those computer people out there, man division just to produce its AD&D® gamers were far from the Mac-PC war is all but over. For those license titles for the ™ and forgotten. The biggest splash was the who ain’t guessed by now, if you want to FORGOTTEN REALMS® lines (which might Johnny Mnemonic game from Sony. Boast- play games you’d better have a PC—and it compete with its own Stonekeep and King- ing MPEG video and shot in conjunction better have a CD-ROM drive. The Mac is dom titles) while SSI, formerly exclusive with the movie (though with different not dead, but with the PC’s installed base holders of the TSR license, were going ahead actors), the game may be better than the larger than the galaxy, it’s clear who gets with their own fantasy world, movie. Competition came in the form of the ’s share of new releases. As for the Thunderscape. Drawing on yet more Interplay’s Netrunner. For the Star Trek CD-ROM drive—well, you just need it. AD&D® experience, crowd, Simon and Schuster Interactive Sound and graphic expectations keep was touting , from the devel- was previewing Star Trek Klingon and going up, particularly for the computer role- opers of (sic) and Menzoberran- promising it would have full-motion video playing games out there. So with that, let’s zan. Believe it or not, is and voice recognition (!) as it tested your artfully segue into . . . returning to the gaming scene with the knowledge of Klingon customs, manners, announcement of Hunters of Balk from and speech. Let’s hope you don’t have to Point #5: Just what the heck is coming? Cyberdreams (though not until at least spit at the screen! Playmates was also In two words: Lots—someday. Computer spring of ‘96). Elsewhere in the CRPG arena, showing the Super Nintendo and Sega role-players have loads of titles to look for- KOEI, the makers of Romance of the Three Genesis Star Trek: Deep Space Nine— ward to, but with most being promised in Kingdoms (installment IV coming) revealed Crossroads of Time in an effort to have the fall of this year to the spring and even their entry into the fantasy realm with Balor the most trademarks in a single title. New- summer of ‘96, hold your breath only if of . Keeping with their penchant Continued on page 38

DRAGON 35 Rolling with the Punches

by Lester Smith

Imagine a strategy game of combat among fantasy armies. You’ve got a board, and a bunch of playing pieces, and some dice, right? Now merge the playing pieces and dice together, so that each piece becomes a unique die. Then cut the board into sec- tions, and make each section another unique die. What do you have now? The DRAGON DICE™ game: fantasy combat done completely with dice. Of course, the game is still a contest of strategy. And that’s what this article is all about: making the most of strategy when playing. The tips I’m about to give you reflect my own distinct opinions about how to maxi- mize your chances of winning. I’ve certain- ly seen different yet valid approaches from other people, and I’ve been beaten by some of them. But not often. The in- sights and tricks below have served me well thus far. Set-Up Techniques DRAGON DICE™ Strategy Tips Victories in the DRAGON DICE game don’t happen by accident. Clever players stack the odds in their favor from the very beginning. Here are some ways of doing just that.

36 AUGUST 1995 Use a Combination of Races: Some you have to commit a lot of dice to your faces augments the ability of armies there people like to build their forces from a horde. That way, you have the best chance to fire on any other terrain. single race. But I definitely prefer combin- of rolling lots of maneuver results and On the other hand, if you are facing lots ing at least two races. In part, I suppose, seizing the initiative. Naturally, choosing to of opposing missile units and want to it’s a matter of role-playing: I enjoy the put the bulk of your dice in reduce missile fire, choose highland or idea of two peoples banding together means that your home army and campaign swampland for the frontier. Most impor- against a common foe. But it’s also a mat- army are going to be small. But if you get tantly, do not choose flatland as frontier if ter of flexibility. Dwarves are tough fight- to go first, you can always pull them into you are facing amazons. Their combina- ers, which makes them great for pressing reserve, if necessary, before anyone else tion of missile and maneuver ability can be an opponent in melee, or for defending a gets a chance to act. deadly in that position. captured terrain. But they can’t do much Choose Your Home Terrain Well: A tower is wasted, of course, on the at missile range. Coral elves and lava elves Deciding upon a home terrain is fairly frontier. Missile users there can already are much better with missile attacks, simple. Just select the terrain that best hit any other location in play, so a tower making them extremely useful for pepper- serves your home army. By having your doesn’t help. A temple or city is generally ing an opponent from a terrain away. On home terrain and home army match up, a better choice, the one helping defend its the other hand, unless they are in their you strengthen that army, making the owning army, and the other helping to native terrain, their forces are fragile, and locale less appealing to other players’ bolster that army with new recruits. On they tend to rout from any return attack armies. occasion, standing stones make a good at all. The other races each have compara- Ideally, I like to put archers or spell- choice, allowing your army there a wider ble strengths and weaknesses. casters at the home terrain, or a mix of range of magical effects. Combining races, mixes the strengths of both. In the case of missile users, it’s great But no matter what you do, the frontier both, while ameliorating the weaknesses of to have a tower on the eighth face. That is always difficult to hold. Choose some- each. For instance, assigning a few dwarven way, if the troops maneuver to that face, thing that makes life difficult for your footmen to an army of coral elves does they can shoot at any other terrain on the opponents. wonders for the army’s morale. Even better, table, while gaining the eighth face’s de- a flight of elvish missiles from a terrain away fensive benefits against any return attacks. Playing the Mid-game helps soften up the enemy in preparation of Coral elves in coastland terrain with a Making the best of mid-game play requires an allied dwarven charge. tower make a wonderful combination. At that you keep your options open and use Furthermore, considering that DRAGON that terrain, they save well against attacks your armies to absolutely best effect. Here DICE players all choose their terrains and can double both their air and water are some tips to keep you headed toward secretly, you might find your single-race magic. For the same reason, lava elves in a a win. force facing nothing but hostile terrain. A highland tower do well, or amazons (from Don’t Cluster Your Forces: The most dual-race force is twice as able to cope the first Kicker Pack) in flatland with a important thing to remember in playing the with a wide range of terrain types. tower. mid-game is to keep at least two armies in Seize the Initiative: When I play the Another good choice for the home ter- play at all times. Often I see people pulling DRAGON DICE game, I like to take my rain is the temple. By protecting your all of their units back into one huge, defen- turn first. I want to be the person who home army from black magic, it further sive force. By doing this, they lose one chooses which terrain becomes frontier, to boosts that army’s defense. chance to act each turn and they also give pick something to my advantage. And I Pick the Best Frontier Terrain: If their opponents a single target to focus on. want to be the first to react to the final you become the first player, you decide Even if your second army is nothing but a allocation of opposing forces. Sure, this the frontier terrain, but this is a bit more few dice in reserve, it offers at least a means I have to commit my troops before difficult than choosing a home. chance for a helpful spell to aid your pri- anyone else does, but that’s a trade-off I’m If you have lots of missile troops, coast- mary army. And if nothing else, that smaller willing to make. land and flatland are good frontier ter- army may draw an attack, leaving your To have the best chance of going first, rains. Their high percentage of missile main army stronger.

DRAGON 37 E3 Continued from page 35 comer Magnet Interactive Studios (in con- junction with Fox Home Entertainment) had Bluestar, an set around a human/dolphin space station. Those who’d rather kill it than talk to it needn’t fear though, since Mindscape was Kick ’Em While They’re Down: The Coordinate Your Marches: Hand in offering Warhammer 40,000 based on the hand with the rule above is the strategy of one exception to moving ever forward is game. when an enemy routs. Unless your army casting magic with your first march, in In the horror vein, keep your stake is entrenched (i.e. has captured the ter- order to enhance your second action. sharp for Vampire: The Masquerade from Whether you hope to soften up a foe with rain), you should almost always have it GT Interactive and Hellraiser: Virtual Hell pursue a routing opponent. The free at- lightning bolts, or just want to bog an from Magnet Interactive Studios (in Spring tacks you gain are generally worth the army down in mud so that yours can ’96). Cyberdreams continues its relation- maneuver to a better terrain face, the time it takes to maneuver back to the face ship with H.R. Giger in Dark Seed II and strategy is the same. As mentioned above, your army originally occupied. And re- Cthulhu fans will want to check out Pris- member, in the case of missile and magic, even a few paltry dice in the reserves oner of Ice by I-Motion. By the way, might yield enough magic results to give you don’t have to target the routing army. they’re also giving Alone in the Dark 3 a your second action a better chance of Restore as Often as Possible: If Wild West spin. Let’s hope it’s not Billy the success. your army holds a city, don’t forget to take Kid Meets Dracula. And promising to be Plan Early and Often: It has been said the one point of recruitment each turn. It truly unusual is D, an offering from Japan that a good plan lasts only until first con- may not seem like a lot, but over several done for the 3D0. It starts with a massacre tact with the enemy. Because you cannot turns, those points add up. in a LA hospital and then it gets really By the same token, given a choice between be certain before play starts just what weird . . . forces your opponents will have, and blasting an opponent with a spell or resur- Finally, there’s the stuff that defies any because there is no way of predicting at recting one of your own casualties, I suggest category. That perennial fa- what range combat will start at each ter- doing the latter. If you continue restoring vorite The Awful Green Things From rain, you must be flexible at the beginning dice while your opponents are losing theirs, Outer Space has been picked up by The of the game. you’ll win the war by attrition. Lost of Tong Nou. You wake up to But this applies through the rest of the find your soul has gone on walkabout and game as well. You must be ready to aban- Winning the End Game you’ve got to get it back. And last, but don a terrain if the battle there is going Clinching the win in a DRAGON DICE hardly least, my complete favorite for against you. Don’t get locked into fighting game is seldom a matter of bludgeoning lunacy, Adventures of the Smart Patrol by a losing battle. And you should be poised your opponents into submission. Rather, it the band Devo (remember them?) and to shift dice to terrain where your oppo- usually involves one last, desperate—or Inscape, producers of the Residents’ Freak nents become weak (preferably from tricky—grasp at capturing a terrain. Show. Hey, in what other game do you get fighting one another). As other players are Again, spells can be helpful, lending an to save Spudland from the dreaded Osso- taking their turns, plan your next move. army a few extra maneuver results, or bucco Myelitis (which turns your bones to Reacting quickly to changing conditions robbing them from a counter- jelly) and battle the Turkey Monkey all in can mean the difference between victory maneuvering force. Similarly, missile fire the same disk? and defeat. from an adjacent terrain can help, weak- Oh, the things we can all look Keep Moving Forward: Often, it is ening enemies enough for your forces to forward to. tempting to sit back and dump awesome outmaneuver them. spells on your enemies. But this doesn’t At this point, reserve forces can be directly lead toward winning the game. If critical. I’ve seen more than one game won David “Zeb” Cook is DRAGON Magazine’s they keep pressing toward that eighth face when someone slipped one or two dice computer reviewer and a game designer while your forces are making magic, from their reserve into a terrain that for Magnet Interactive Studios. He en- chances are they’ll survive the magical earlier had been abandoned to a dragon. joys Godzilla movies, stunt kites, and onslaught long enough to capture the obscure HTML commands. For some terrain and win. Use magic as a tool to Final Comments reason we editors don’t presume to bolster conventional attacks, not as an end As mentioned a few times earlier, the understand, he shaved his head when he unto itself. above strategies represent my own favor- moved to Washington, D.C. ite approaches to the game. If you have others of your own, we’d love to hear them. Drop us a line.

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38 AUGUST 1995

Using psionics to keep characters in line

I tell you this up front—it weren’t my fault, what happened in Gundersthall. I would have sprung the others if I could, Arias is gettin’ restless by now, and but they got this militia there, the likes of figures it’s time to do a little pocket sifting. which I ain’t ever seen before. They know I give it the nod, ’cuz we need a little what crime you’re gonna commit before spending money. She edges out into the you even thunk out a proper plan. That’s street and picks a likely mark. Flash why the others wound up nicked. ‘Cuz of lookin’ fellow, probably a noble. It’s going them militia. I tell you, Gundersthall is one smooth and easy; her hand’s in and out city the Lightfinger Guild ought to avoid. like a hummer. And then somethin’ hap- Start from the beginning? Well, okay. If pens. This militia guy—and I swear his you figure it’s gonna help the guild. Just so back’s to her the whole time—turns long as it warns my brother and sister around and grabs Arias’ wrist like he saw thieves about what they’re in for. the whole thing. He gives a whistle and— We’d heard Gundersthall was a rich city. pop! pop! pop!—three more of the militia Lots of flash homes and wealthy mer- appear beside him. chants with jewellery dripping off ’em, just They don’t look so tough—they’re only begging to be lifted. But that only figures, wearing leather armor and carrying dinky don’t it? Gundersthall’s in the heart of the little swords—but Arias takes one look at diamond mining district. ’em and falls to her knees, begging ’em not So me, Arias, Lucky the Legbreaker, and to hurt her. From the expression on her Big Efful make our way over the moun- face, you’d think she was about to be tains and down into Gundersthall. It’s just crisped by a dragon. Next thing we know, as rich as they say—nobs wearing cloth of Arias is marchin’ off down the street, all gold, and big houses with marble pillars. jerky like, between those four fellows. Me Everyone looks so soft we figure we’ll rule Lucky, and Efful are so surprised we don’t this town. Tumble whoever we want, move quick enough. By the time we get to catpaw our way into the best homes, and the corner, they’re gone. stiff anyone who gets in our way. We don’t see Arias for a day or two. But first, we want to make sure we ain‘t When we do, she’s gone peculiar in the stepping into marked territory. Our first head. Says she can’t remember how to stop’s a pub on the other side of the sta- thief no more. And it’s true, sure as sin. bles, so to speak, a cheap little hovel with Artwork by We test her out on a simple shell game sour ale. If there’s already a guild in Gun- Jim Holloway with the bartender and she muffs it dersthall, we figure this is the place to find straight off. Bad enough that Lucky had to it. We hang around a whole week, eyeball- cover for her, but then she goes and says ing the locals and dropping a word or two she’s gonna report herself to the militia, in the cant whenever we see a likely for committing a crime. Big Efful had to lookin’ straw. And what do we find? take a swing at her, to knock that silly idea Nuthin’. Not a single thief in the whole out of her head. city, near as we could make out. by Lisa Smedman An that’s when our next problem starts.

DRAGON 41

Big Efful’s been getting testy, these last few and age, just like that. It even knew that made a clatter that must have been heard days, and so when one of the patrons says Lucky was one-eighth —something for blocks. But when I look around, there’s to lay off Arias, Efful figures on startin’ a even I didn’t know about him before. no one there. No one at all. little bar room brawl. Tables and teeth We legged it away down the alley, but I gotta tell you, I was spooked. Not only start to fly, and Lucky and I sit back to there was one of them militia guys block- were those militia guys able to dissintegrate watch the fun. But before Efful gets a ing the way. I drew my knife, thinkin’ to a man where he stood, but they were invisi- chance to bloody her other fist, there’s this sidle around behind him and pat his back ble too. If they went for me, I’d never even pop! pop! noise again, and two of them while Lucky kept his attention. But next see it coming. militia fellows appear. thing I know, Lucky’s down on the ground So that’s how it happened that I left Now Efful’s pretty big, and we’re figur- crying—actual tears, for sanity’s sake—and Gundersthall without a copper in my ing these two aren’t gonna last a minute. sayin’ over and over that he’s a worthless pocket. It was a tough go on the road But were we ever wrong! Those two was criminal scum. back. I wasn’t sure how far them militia tougher and stronger than guys their size I’m so busy gaping at Lucky I don’t see patrolled, and I was afraid even to steal an had a right to be, and one had a arm that the punches coming. But they hit, hard, apple from a tree. Along the way, I ended in an axe. Not one of yer screw-off and my arm goes numb. I look up, and thought of going back for Efful or Arias, hook hands, but a honest to blazes metal there’s three more militia fellows standing but figured it weren’t worth it. axe where his hand should be. Well, Efful beside the first. And none of ’em close So that’s my report. And if the Light- takes one look at that and draws a sword. enough to have punched me. finger Guild knows what’s good for it, they Next thing ya know, that sword’s glowing They questioned us on the spot about won’t try no thievin’ in Gundersthall ever red-hot and Efful drops it on the floor. the murder—I guess the folks in Gunders- again. Efful’s a real scrapper, so the sword trick thall don’t believe in trials. Trooper he is, don’t slow her down none. She slams a fist Lucky lied beautifully, once he got his into mister axe-hand—and swears a blue composure back. But them militia guys In the typical AD&D® campaign, the streak when his stomach turns out to be could tell, every time Lucky flipped them a militia that serve as the police force of a as hard as metal, too. Before she’s got a fable. And then one of ’em looks Lucky town or city are simple fighters, perhaps chance to try somethin’ else, the guy be- dead in the eye and says a single word: armed with magical weapons and armor. hind her blinks. Just blinks, mind you, and “Guilty.” They’re usually little more than cannon Efful disappears with a pop! Beats me The others give this grim nod, and I’m fodder for high-level player characters where she went. She don’t know no spells wonderin’ what’ll come next. I kinda get a with a variety of spells and magical items and sure as sacrilege didn’t tely-port her- hunch when they tell me to take a step to at their disposal. There is little to make the self nowhere. the side. I expected maybe they’d give life of a thief difficult—or to dissuade The militia guys turn and look at us. Lucky a bruisin’ and tell him to heave on characters of chaotic alignment from Like I say, they don’t look so tough, but away from Gundersthall, but that wasn’t running amok in town, injuring or killing what they said sent us back a step. their style, oh no. They just stand there whomever they please. The DM can al- “We’ve been watching you,” they says, and look at him. After a second or two, ways throw ever-increasing numbers of “through the eyes of your friend, here. Lucky goes all white and funny looking, militia members in their way, but the PCs Everything Arias sees, we see. Everything and then he disappears. Well, most of him, are likely only to kill them and take the she hears, we hear. Try to steal anything— anyway. All that’s left is a pair of feet, magical goodies they were carrying. or try that shell game on another leakin’ a little red. Spellcasters are an option, but the lower bartender—and you’ll be under arrest I’m thinkin’ it’s an illusion, and still feel- hit points of wizards make them poor before your hand reaches your pocket.” ing pretty cocky. But then one of the mili- candidates for the militia. And both they Then pop! pop! and they’re gone too. tia guys looks into my eyes and, in a and clerics face a common problem—spells The folks in the bar is lookin’ sideways creepy kinda way says, “It’s no illusion. that take several rounds to cast. and surly at us, so we lit out fast. In all the Your friend has been executed for the In contrast, the psionicist offers several confusion, seems we lost Arias. Probably crime of murder. I suggest you leave Gun- advantages as a militia member. Most went to turn herself in to the militia, after dersthall, before you wind up committing psionic abilities require no preparation all. And good riddance, since she’s become a capital offence, as well.” time—they take effect instantaneously. In a ratter for them. If I were you, I’d toss I’m ashamed to say it, but I turned and addition, the use of psionics does not her out of the guild. ran. Them fellows was just too weird for require gestures, spell books, special vocal- How did I lose Lucky? Well I’m comin’ me. I was gonna leave town right there izations, or material components, making to it. and then. But when I slowed down to psionics an “invisible” art. You know how Lucky is. He’d as soon kill catch my breath, my eye lit on one of Psionic abilities can be used by a militia a man as steal from him. I only meant for them fancy homes. Whoever lived there member while patrolling the streets, as an him to do a simple smash-and-grab job, but had left the door open a crack. And that’s aid in arresting criminals, to question he got carried away again. ’Stead of just an even better invitation than an unfas- suspects, to investigate crime scenes, to knocking the shopkeeper out, Lucky tened lock. ’Specially when I could see the spy upon known criminals—even to reha- stiffed him. Left his knife behind, too. We glint of silverware on a table just inside bilitate convicted felons. went back for it, but the shop was crawl- the door. ing with militia by the time we got there. I looked over my shoulder for the mili- Psionics on the heat Still, I figured we was safe, since nobody tia, but didn’t see any. I was gonna leave A psionicist militia member on patrol has a in this town would recognize Lucky’s town that night, but figured Gundersthall number of abilities that make the job of knife. owed me a little something, just to pay my policing a town easier. For simple observa- We watched from the alley out back, to way back home again. ’Specially after the tion of suspicious characters, there’s the make sure things was smooth. But it way it treated my crew. So I slipped on All-Round Vision ability, which allows the weren’t. Don’t it figure, but them militia over to the door and eased it open. member to watch with his or her back guys cast some sort of magic over the The silverware’s just inside, and as my turned. A member trying to locate a sus- knife. One of the fellows picked it up, hand closes on it, I smile. I’m as good as pect who is hiding might use Life Detec- closed his eyes, and without even makin’ a wealthy. Then a voice whispers softly in tion, while Spirit Sense and Psionic Sense gesture or babbling them funny words my ear. “Aren’t you worried that theft can help a member who is on the trail of a that wizards like to use he starts talkin’ to might be a capital offence?” it asks. ghostly spirit or a fellow psionicist. the knife like it’s alive. I dunno how it did I hate to say it, but I screamed. And I Danger Sense protects the militia mem- it, but that knife told him Lucky’s name dropped that silverware on the ground. It ber while he is on patrol, while Teleport

DRAGON 43 Trigger can instantly return the member Making an arrest nally created by witnesses who have long to headquarters if he is wounded (reduced The psionic militia member does not need since died. to a certain number of hit points) or to rely on the authority of his office to In areas patrolled by a psionic militia, knocked unconscious. instill obedience. Thieves and other law- certain magical items are banned outright, Militia members can use their psionic breakers who normally thumb their noses since they prevent militia members from abilities to stay in touch, much as real-world at authority can be brought into line using doing their jobs. Banned items include the police officers use a radio system. Mindlink a variety of psionic abilities. Awe can be ring of mind shielding, which makes its is the most reliable ability, since it provides used to intimidate a suspect mentally, wearer immune to ESP Lie Detection, and two-way communication over an unlimited while Invincible Foes can convince a law- psionic abilities that can determine align- distance, but Send Thoughts or Psychic breaker that the militia member is unbeat- ment, and the amulet of proof against Messenger can also be used by a militia able. Whip can leave a suspect feeling detection and location, which protects member wanting to make a report. worthless and inferior, prompting the against Clairaudience, Clairvoyance, ESP When a crime is spotted and additional lawbreaker to surrender. and other scrying attempts. Sometimes, militia members are required, either to Once a suspect is taken into custody, the these items are used by militia who are make an arrest or to help control a violent psionicist can seize the lawbreaker and doing undercover work, in an effort to situation, members can arrive on the scene teleport him to prison, or the psionicist shield their true identities. instantly by using the Teleport ability. Di- can Teleport Other if the suspect is uncon- mensional Door is somewhat less useful, scious or willing to surrender. Criminals Surveillance since it causes temporary disorientation and who refuse to surrender may be dealt If a psionic militia member suspects that a since it has a maximum range of 50 yards. with by means of the Control Body ability, citizen is planning a crime or is about to Dimension Walk is a good alternative for which allows the psionicist to move them break the law, he can monitor that suspect shorter distances; traveling one mile or less about like . Domination and Mass using ones of a number of different psi- takes just under 30 seconds. For longer Domination can also force lawbreakers do onic abilities. With either Clairaudience or journeys (to apprehend a suspect who has as the militia member wishes. Sound Link, the militiaman can eavesdrop fled to another city, for example) the psioni- Especially tough lawbreakers can be on incriminating conversations. Clairvoy- cist militia member can use Probability dealt with using the Banishment ability, ance and Sight Link can help the militia- Travel to make the arrest. which allows the psionicist to teleport the man observe criminal activities as they are character to a pocket dimension and hold taking place, allowing the militia member Keeping the peace him there for as long as the psionicist to serve as an eyewitness against the crim- Typical psionicist militia members are maintains the ability. The only law- inals involved. armed with short swords, spears, hand breakers who might escape this form of For undercover surveillance work, the axes, short bows, warhammers, or light “solitary confinement” are those with militia member can use Metamorphosis to crossbows. Some carry a small shield. If access to the astral or ethereal planes, or change into an object or animal or can more muscle is required, the psionicist those who can teleport between planes. observe unnoticed using Invisibility or might also be a fighter—either a dual-class Superior Invisibility. Observation can also human, or a multi-class halfling or . Questioning suspects be conducted unobtrusively using Shadow- The psionicist militia member has many When trying to determine the guilt or form or Chameleon Power. abilities that can help when facing a vio- innocence of a suspect, the psionic militia lent criminal. While a psionicist is limited member has several advantages over real- At the scene of a crime to leather armor (other types reduce the world police officers. A number of psionic In the real world, much of the work done score), the ability Flesh abilities can be used to establish guilt—or by police involves piecing together clues Armor can be used to improve the militia innocence. after a crime has been committed. In a member’s armor class until it is the equiva- By using Aura Sight, a militia member fantasy world, a crime scene can yield lent of plate mail. An Inertial Barrier can can determine a suspect’s alignment. clues that a only psionic militia member protect against everything from missiles to While this is not necessarily proof of evil can analyze, using his unique talents. acid, while Displacement creates a false doing, it can demonstrate a tendency By means of the Object Reading ability, a image that provides an armor class bonus. toward lawbreaking or violence. During militia member can determine the race, The psionicist can use Enhanced the questioning period, the militia member sex, age, and alignment of the person who Strength or Adrenalin Control to boost his can use Truthear as a psionic lie detector, last “owned” the object. This loose term abilities, and can use Combat Mind to or can use ESP to directly read the also includes thieves—even though their anticipate an opponent’s fighting tactics thoughts of a suspect. Even Empathy has lawful ownership of an object might be and thus gain an advantage. its uses in determining a suspect’s emo- subject to dispute. This ability can also The Graft Weapon ability also provides tional reaction to a crime. provide the psionicist with information on an advantage, and if the militia member is Some of these abilities can also prevent how the last owner gained the object disarmed, Body Weaponry can convert a crime. By using ESP to read the thoughts (perhaps through illegal means) and lost it. limb into a replacement weapon, or Ballis- of a suspicious character, a militia member Object Reading can be especially useful tic Attack can turn a small, hurled object can learn that a crime is about to be com- when applied to a murder weapon. into a deadly missile. mitted and step in to prevent it. The militia member can survey the The psionicist militia member need not When questioning suspects, Probe can crime scene itself with the Sensitivity to resort to weapons at all. He can use the dig deep into a character’s subconscious to Psychic Impressions ability. This reveals Detonate ability to explode weapons from unearth memories that the suspect is not residues of powerful emotions to the a distance of 60 yards, and he can Disinte- consciously thinking about. If the militia psionicist—emotions that may help deter- grate an item or creature at 50 yards. members are of an evil alignment, Inflict mine if a death was accidental, leaving Project Force can deliver a body punch up Pain can torture the truth out of a suspect. little emotional residue, or a murder, to 200 yards distant. If a lawbreaker is in disguise or trying to leaving a strong residue of hatred or fear. The psionicist can use Molecular Agitation hide his identity with illusion or poly- Finally, Poison Sense can determine to make a metal weapon too hot to hold, or morphing spells, Identity Penetration can whether a person who was found dead to cause the clothing of an opponent to burst reveal the truth. was poisoned. Unfortunately, only good into flame. Molecular manipulation and Finally, if the militia includes at least investigative work can reveal the details of Soften can be used to create flaws in the three psionicists of 7th level or higher, the poison used; the ability only reveals weapons of opponents or to weaken metal Retrospection can glean free-floating mem- the presence of poison, not its type, user, armor to the point of uselessness. ories from the past—even memories origi- intended target, or source.

44 AUGUST 1995 DRAGON 45 Criminal rehabilitation Magical items for the militia Here are two ideas for adventures that In cities with a psionic militia, not just In campaigns where psionics are severely hinge upon a psionic militia: crime investigation but also criminal reha- restricted or are absent altogether, a num- bilitation can employ psionic abilities. In ber of magical items can duplicate the l A thieves’ guild (possibly one that was passing sentence on an offender, a judge psionic abilities described above. The previously banished from the town) plans might use Empathy to determine how a drawback is that these portable items can to gain new territory. But first, they must suspect Feels about his crime. Those who fall into the hands of lawbreakers and eliminate the psionicists who serve as the display no remorse may receive stiffer thus could be used against the forces of town’s militia. They plan to use cerebral sentences. law they were designed to serve. parasites or brain moles to do the job. The Other psionic abilities can be used to These magical items include: crystal ball, PCs are involved either because the rehabilitate the lawbreaker. A post-hypnotic helm of telepathy, medallion of ESP potion thieves test the creatures on a psionic suggestion might, in future, compel a crimi- of human control, potion of invisibility party member or because they are hired nal to turn himself in to the militia if subse- ring of chameleon power, ring of human by the thieves to capture and distribute quent crimes are committed. The Mindwipe influence, ring of invisibility, ring of truth, these creatures. The PCs may or may not ability offers more drastic measure of deal- ring of X-ray vision, robe of blending. realize the true purpose of the capture- ing with lawbreakers, particularly with and-release program until it is too late. repeat offenders. By using this ability, the Adventure ideas l A psionic militia is being set up in the psionicist can seal off portions of the crimi- While psionicists are prohibited from PCs’ city. Word goes out that the militia is nal’s mind, limiting access to learned skills— being of chaotic alignment, they may be hiring, and the PCs apply. Part of the applica- particularly those skills associated with either good or evil. Thus a city patrolled tion process involves testing each candidate thieving, (In terms of game mechanics, the by a psionic militia may be a safe, secure for psionic wild talents. These latent abilities character’s experience level is lowered, place where citizens don’t bother to lock can only be awakened by a psionicist skilled reducing his thieving skill scores.) In the their doors and where violent crime is in Psychic Surgery. In the process, one of the process, the criminal’s Intelligence and Wis- almost unheard of. Or it may be a fantasy PCs is accidentally Fate Linked with another dom are lowered, but in some places this version of 1984, in which “thought police” applicant. The applicant later commits a might be considered a small price to pay for intimidate the citizenry, who are terrified horrendous murder and is pursued by the the rehabiIitation of a criminal. Best of all, of being arrested for thinking “illegal militia. If caught, he will be executed. The these changes are permanent and can be thoughts.” The PCs may thus find them- Fate Link can be reversed, but unfortunately reversed only via Psychic Surgery. selves either supporting the local militia or there aren’t any psionicists currently availa- working actively to overthrow it. In either ble to do the job. The PCs are forced (tempo- case, PC thieves will certainly get more rarily) to find and protect this violent than they bargained for. criminal, for if the criminal dies, so will their companion.

46 AUGUST 1995

In order to indulge myself in a bit of theo- rizing and a few asides within the reviews that follow, I’m cutting this introduction short. As a matter of fact, it’s over now. Don’t Look Back: Terror Is Never Far Behind* game 8 1/2” × 11”, 158-page Mind Ventures $19.00 PO Box 1032 Starkville, MS 39759 Design: Chuck McGrew Creative Consultant: Mark Taylor Editing: J. A. McGrew Art: Chuck Waite There are two major approaches to de- signing a horror game setting. One is to choose a single central theme—such as the (as in the classic Call of Cthulhu* game), or PCs as (as in the popular Vampire: The Masquerade* Disturbing Visions game), or PCs as otherworldly entities (as in the excellent Whispering Vault* game), ©1995 by Lester Smith to name a few. The other is to run the gamut of horror, from ghost story to slash- er flick to apocalyptic threat (as in the old Chill* or Bureau 13: Stalking the Night Fantastic* games, or my own Dark Conspiracy* game). Each approach has its own strengths and weaknesses. Choosing a central theme gives a game immediate unity, but also restricts it. It focuses on one audience at the expense of all others. If that central theme is strong enough (as is certainly the case in the games mentioned above), then the focus audience will be big, and adven- ture campaigns will be long-standing. But it still won’t allow for some types of sto- ries. Designing a game to run the gamut of horror, on the other hand, allows for any type of story, which means that the game master can import plots from any book or movie. But it begs the question as to why the PCs keep getting involved. Typically, the designers invent some sort of secret society of which the PCs are a part. If done well, that answer not only provides the link between separate adventures, it also can become another source of fear for the PCs, if there is a hint of possible corruption in the organization itself, and if they come to suspect that they are being used as pawns in a deadly game played by their contacts.

Role-playing games’ ratings

Not recommended

Poor, but may be useful

Fair

Good

Excellent

The best

48 AUGUST 1995 The Don’t Look Back: Terror is Never acter in a miniatures campaign, they could fier’s value is positive, the player would Far Behind game (henceforth referred to imagine the action through that charac- take the best three dice of that roll. On the as DLB) takes this second approach to ter’s eyes, and it was a rush. As designers other hand, a character with a FIT of +1 horror. It posits a modern world (as do explored the possibilities of this, they and a Climbing skill of 0, scaling the same most horror games) in which a limitless added more and more rules to drive sto- wall, would have a net modifier of -1 number of supernatural events are possi- ries farther and farther beyond the minia- (+1+0-2). So the player would roll 4d6 ble, without any necessary link among tures table. It was an age when the (the basic three, and one more for the them. And it suggests that PCs are recruits Chivalry and Sorcery* game was the holy total modifier). Because the modifier’s of a secret government agency intended to grail of “realistic combat.” But over time, value is negative, the player would take investigate such things. Their agency isn’t people noticed that looking up the finer the worst three dice of that roll. the only such “black” (i.e. clandestine) points of encyclopedic rules got in the way A roll result of 11 to 18 always means organization, however; there are several of the unfolding story itself. So a new success, but the higher the result, the others, with sometimes conflicting agen- breed of designers arose to create games better the success. A roll of 3 to 10 always das, a fact which heightens PC paranoia. in which rules were sneered at, and the means failure, and the lower the result, But that is only the icing: The cake is the story became paramount. Unfortunately, the worse the failure. In the case of an supernatural itself, from people with as a result, game masters found them- attack roll, for instance, a roll of 18 inflicts paranormal abilities to traditional horror selves making up action results “whole more damage than an 11, and a roll of 3 monsters. cloth.” Some became despots—disaffecting might mean the attacker accidentally hits a In terms of design, DLB demonstrates its their players, who felt their characters no friend, while a roll of 10 simply means the producers’ respectable understanding of longer had any control over events—and target was missed. Damage is determined role-playing in general, the horror genre others were bullied into letting their play- by subtracting 10 from a successful roll in particular, and the importance of good ers‘ characters run rough-shod over their (11 becomes 1 point, 12 becomes 2, . . . 18 game mechanics. world, and they threw up their hands in becomes 8), then multiplying by the weap- Consider the two sample adventures, for despair. The new designers responded by on’s damage multiplier and any resistance instance. The first is a straightforward creating more and more story modifier of the target. Deciding both suc- exploration of a haunted house, the sec- supplements—books filled with NPCs, their cess and damage with one roll keeps ond involves the PCs in an investigation of webs of plots, and their special powers— action quick (and avoids the incongruity of a series of strange murders. Without ironically returning gamers to the frustra- games in which a perfect attack roll might giving anything away, let me just say that tion of poring over encyclopedic match up with an awful damage roll), these adventures are perfect examples of references. As a result, collectible card assuming players can handle the multipli- the strength of simple plots in role-playing games took over the hobby, providing both ers easily. Unfortunately, some people will sessions. PCs have a way of complicating solid rules and the rush of role-playing-like be daunted by DLB’s decimal multipliers, adventures with their own actions, and action. and math anxiety can rip the heart right they typically miss at least some of the It COULD happen. out of a role-playing session. I think the clues available. All too often, designers The best role-playing games provide game’s producers would have been better layer so much complexity into their both an exciting milieu in which to adven- off using whole numbers and just increas- adventures—weaving this NPC’s actions ture and an elegant set of mechanics to ing characters’ health ratings by a factor with that one’s with yet another’s—that define characters and actions, mechanics of ten. The end result would be the same, players never really figure out what is that become transparent during play. DLB with slightly less seeming complexity. going on. Some of the best adventures is one of those games. The world it There are a few other weaknesses to the have just one major NPC with a central presents allows for any sort of horror product. The foremost is its poor visual goal and a basic timeline of events; the GM story, while remaining internally consist- impact. In a market increasingly driven by compares the PCs’ actions to that timeline, ent. Its mechanics are flexible enough to kick-butt graphics, DLB falls short. Its letting the players know what happens as cover any event within the genre, and illustrations are not awful, but they are a result. The first adventure in DLB dem- simple enough to fade from sight during nowhere near elegant. Most severe is their onstrates how much fun can result from play, yet solid enough to satisfy both GM lack of enough contrast of light and dark, one simple setting, and the second adven- and players. but physical proportions and poses are a ture shows how to take a single central In an impressively inventive way, the problem as well. As a result, the first concept and expand it into multiple game mechanics revolve around the roll of impression of the product is that it must events. multiple six-sided dice, centering on either be sophomoric. The other graphic ele- In their mystery, setting, and timing, the the best or the worst three dice of a roll. ments (type face, page layout, etc.) are sample adventures also demonstrate an Every numerical value in the game is clear but workmanlike. awareness of what it takes to convey defined as either a modifier to the number Textually, the book is arranged well, horror. The players have enough conflict- of dice rolled or a multiplier to the result. with basic information such as character ing clues to keep them guessing about Character attributes (FITNESS, DEXTERI- generation and dice mechanics first, fol- what is going on, which makes their fright TY, INTELLIGENCE, PERCEPTION, WILL, lowed by GM information, and including all the more dramatic when their charac- and SOCIAL), skill ratings (each character an index. The writing is clear and reasona- ters actually confront the supernatural. has a half dozen or so), equipment bo- bly entertaining, though a bit unevenly And the game itself furthers this sort of nuses to skills, and difficulty ratings are all edited. The English errors are not glaring, mystery by providing a framework for additive modifiers, typically ranging from but they do give the text an amateurish designing supernatural beings, rather than +5 to -5, with 0 being exactly average. feel. One thing I find particularly ironic simply listing them, which means that Players always roll at least 3d6, adding involves the producers’ stance on “he” as a every new encounter remains a mystery. however many dice are called for by the generic pronoun. In their list of “Terms In other words, the GM is not limited to a accumulated modifiers. For example, a and Conventions,” the writer and editor list of stock creatures, but instead is given character with a FIT of -1 (just below state that they use the masculine form as a the means to easily translate any monster average) and a Climbing skill of +5 (well generic pronoun because “We choose to be to game mechanics. above average), trying to scale a wall with grammatically correct instead of politically But before describing game mechanics, a difficulty rating of -2, would have a net correct.” Yet their very next use of “he” is, allow me an aside. modifier of +2 (-1+5-2). So the player technically, grammatically incorrect! Sure, At the dawn of role-playing, people would roll 5d6 (the basic three, plus two it’s a futzy point that prevents a pronoun discovered that, by focusing on one char- for the total modifier). Because the modi- from referring to a possessive adjective.

DRAGON 49 But even after that instance, they typically ers should be warned that there is a slight the game really falls apart is in its ultimate use “they” as a singular pronoun instead salting of mature art and language in the banality. While the basic idea is exciting, of “he.” Why make such a blatantly politi- product But dreams have their erotic side, my playtesters complained that they felt cal statement, if they are not prepared to as well, hence the legendary succubus in like they were in a TV movie, that there follow up on it? literature. were no real surprises. It seems as if in But notwithstanding its less-than-adequate The game’s editing is erratic, however, filling out the game and adventures, the art and editing, I’m impressed with DLB with lots of sentence-level errors. With the designers just jotted down the first thing overall. In running the game, I found charac- fonts available to the producers, I’m sure that came to their minds, trusting that the ter generation quick and simple, action their editing program must have had an core idea would carry them over any lack resolution was easy to adjudicate, and the electronic spell-checker available, but it’s of substance and polish. adventures were truly spooky. The price is obvious that they didn’t use it. Of course, In summation, then, if genius begins reasonable by comparison. Five pips may be it’s common for small-press games to have with 10% inspiration and then requires a bit more than the game deserves, but four poor editing, and even large publishers 90% perspiration, the SHATTERED would be too few. Overall, this is an ap- put out a rough bit of text now and again. DREAMS game’s designers went about plaudable first product by a new company, Where the SHATTERED DREAMS game 20% of the way and stopped. I had certain- and I look forward to seeing more from really starts to fall apart is in its mechan- ly hoped for more. It had me excited. Mind Ventures. ics. On the one hand, it suffers from a Maybe I should have taken the title more number of subtle mistakes common to literally. Shattered Dreams* game first-time designers and small-press pub- On the other hand, I hope the company 8 1/2” × 11”, 144-page book lishers. For example, given that the game produces a second edition of the game, Apex Publications, Inc. seeks to portray a dream world prone to with a bit more attention to detail. The PO Box 20405, Bloomington, sudden shifts and rapid action, there are core idea is simply too cool to let die. MN 55420-0405 $18.00 far too many attributes and skills on the Design: Matthew D. Grau, Timothy R. character sheet, and their values have to Psychosis: Erickson, with Christopher M. Dorn, be translated to something else entirely Ship of Foals* game David J. Karon, and Lance P. Johnstone before any dice can be rolled. (More about 5 1/2” × 8 1/2”, 168-page book Editing: Matthew D. Grau this in a moment.) Also, while it’s a pretty Chameleon Eclectic $15.00 Art: Timothy R. Erickson cool idea to resolve actions by rolling 1d12 P.O. Box 10262, Blacksburg, VA 24062-0262 As a horror RPG fan, I really wanted the for the skill used and another for the Design: John Fletcher with Charles Ryan SHATTERED DREAMS* game to work. It’s related attribute, then comparing their System Design: Charles Ryan with John an interesting-looking product with an individual success or failure to determine Fletcher unusual premise, one that (to the best of an overall degree of overall success or Editing: Charles Ryan my knowledge) has never been fully ex- failure, I don’t think the designers realize Art: Craig Maher plored before in a role-playing game. In that their particular take on that mechanic I received this game as a review copy; this game, players take the role of makes attributes paramount and skills otherwise the price might have scared me “dreamwalkers,” individuals able to travel minimally important. (In their system, away, despite the books sharp appear- the collective unconscious of humanity’s success with both is great success; failure ance. On the other hand, the back copy dreams. However, all too many of those with both is great failure; success with the promises that the book contains an entire dreams are plagued by evil creatures of attribute alone is marginal success; success role-playing system, plus a campaign of six various sorts who dwell within the dream with the skill alone is marginal failure; and to eight sessions for four to seven players. realm. Just as humanity has sprung forth great success or failure calls for a second Add to that a glitzy cover design and paint- from the physical world, these beings roll of the attribute die for astonishing ing, an impressively laid out interior, more arise from the world of the sleeping mind. success or failure.) But, again, these are back copy that describes the PCs as not For anyone who has ever had a relatively subtle errors, in keeping with being able to trust their perceptions, or nightmare—and who hasn’t?—this makes the hobby’s current widespread disdain even their own names, and the fact that for a darkly eerie role-playing setting. In for the mechanical side of role-playing the system plays from a deck of Tarot the dream state, we are most vulnerable. games. Even taken together with a few cards, and I’m immediately intrigued. Our darkest inner secrets and most pri- more such frailties (5d6+40 does not give Like most reviewers, I receive more vate feelings, things we hide even from a range of 40 to 74, for instance), they products than I can conceivably keep up ourselves, are laid bare. The game plays weaken the game, but don’t kill it. with. Consequently, my practice is to on this unsettling premise and adds sinis- More blatantly flawed is the fact that, glance through everything, looking for the ter creatures who lurk at the edge of when translating attributes and skills to most interesting concepts or the most perception, preying on our suffering. But success numbers, you don’t get a range of useful ideas. Those go to the top of the as dreamwalkers, the PCs have some con- success on 1d12—instead you get to stack, to be played and then reviewed as scious control of the visions they visit, choose a set of individual numbers. If you time allows. And even just considering the which empowers them in an exciting way. have a score of 4, for instance, that trans- most interesting and useful things, there Overall, the game book’s presentation lates to five success numbers, and you are still too many products to cover. works well to convey that setting. The art could choose them to be 1, 6, 7, 10, and (Which is, I suppose, a good thing to say is darkly dreamlike, with an edge and 12, or 3, 4, 8, 9, 10, or any other such about the hobby. Consider the alternative.) inventiveness that avoids triteness. Some combination. This doesn’t actually change But even by this system, the Psychosis: viewers might consider it a bit childish, your chance of success, it just gives you a Ship of Fools book stands out. I began but it works for me. Graphically, the book finicky, dice-addict thing to “customize” reading through it one Saturday after- has a good impact. For one thing, lots of your character sheet. For a game that noon, and by the time I finished an hour art breaks up the text. For another, the claims to avoid “a lot of dice rolling and later, I was so desperate to give it a try text itself is laid out clearly in general, writing,” this senselessly nit-picky rule that I started calling friends and begging with fonts that give a slightly scrawled sure forces the player to reference the them to play that very evening. look to the chapter titles and interior character sheet a lot. I have a hard time The premise of the Psychosis role- headings. In terms of writing, the text is believing that anyone would think this was playing system is that PCs begin each an easy read, with some exciting descrip- a good idea, especially after actually play- campaign uncertain of who, or even what, tions and dream powers, and a few solidly ing through a session. they are. As a matter of fact, each PC mood-provoking narrative sections. Read- But from my group’s playtesting, where begins in a completely different “reality”

50 AUGUST 1995 from the others. As the game progresses, in front of them to form a “trace.” These Running the game is a lot of work for then, the players try to figure out what is cards serve somewhat as character attrib- the GM. Even with the reference card really going on around their characters, utes. They can count toward an action (which isn’t as helpful as intended, be- and how the PCs relate to that situation. attempt without being discarded, but they cause it lacks scene names on the scene Because they begin in an obviously dan- cannot be replaced voluntarily (if a player side and has an unnecessarily complicated gerous situation, the PCs must be careful later draws a higher card of that suit). A psychosis wheel on the other), it can be in their exploration, uncertain of the real player’s cards also serve as “hit points” of a difficult to remember who is where and effects of their perceived actions. The sort. As PCs take damage, cards are turn- how they perceive things. And perhaps game system supports this well, providing ed face down temporarily, or even re- most difficult is the task of keeping all the the PCs with attributes that can change at moved, leaving the player with fewer to players interested, considering that you a moment’s notice, and setting them up to choose from for actions. This system can deal with them only one at a time switch from one perceived reality to an- works pretty well overall, though it can through much of the adventure. What’s other just as quickly. result in great inequities among the PCs, more, the GM is expected to hurry along Each player is dealt a hand of five Tarot and it cycles through the deck awfully PCs who are lagging behind in the plot, to cards with which to conduct actions. The quickly. (I had one character with near gather everyone together by the end of coins suit represents intuition; cups repre- maximum stats in every suit, for instance, things. This means that near the end of sent knowledge; swords represent agility; and another who spent most of the game the game, the laggards need more time and staves represent strength. The severely handicapped by wounds, and we and attention than the others. arcana—which represent special events went through the deck about four times in Still, the game is a lot of fun to play, particular to each campaign book—are not two sessions of play.) especially as the players begin to figure dealt out, but are set aside, to be drawn Without any need to generate PCs more out what is happening. Suddenly, earlier whenever an comes up in the normal fully, play starts quickly. The GM begins events begin to make sense, and they deck. When their characters are attempt- with one player, describing the world his realize the gaffes their characters have ing an action, players lay out appropriate character sees, then moves on to the next performed, the ludicrous things those cards from their hands, seeking a total player, and so on around the group. The characters have said and done. Without that equals or exceeds the difficulty rating “Guide’s Action Card” provides a summary giving away any secrets of the Ship of of that action. Each action is assigned a of the system and a way to track each Fools campaign, let me just say that my particular trump suit—breaking down a character’s current psychosis and current players had a blast as they began realizing door would be a staves action, for location in relation to the central plot. As just how mentally screwed up their char- instance—and a player who can play the game unfolds, PCs can meet one an- acters appeared to those around them. trump can also play additional cards of other (sometimes without realizing it), And the central plot is straightforward any suit but the opposing one. (Staves and convey their psychoses to one another, enough that I soon abandoned the record cups are opposed, as are rods and coins.) and eventually band together to accom- spaces on the “Guide’s Action Card” and Further, players can play one of each suit plish their common goal. just used it as a book mark and combat

DRAGON 51 result reference. ses often enough to take advantage of is it about cute, anthropomorphic animals I recommend playing the game with no them all. Consequently, the GM is left with that so fascinates people? I’m sure I don’t more than four players, and using at least some disappointment at the psychoses left know. Nonetheless, there is something three bookmarks: one to indicate roughly unvisited by the end of the game. And on very charming, and funny, about the where the characters are in the plot top of the confusing situation the PCs find CRITTER-TEK game’s amalgamation of scenes, one to mark where the psychoses themselves in, the players also have to cartoon animal people, Minor League descriptions begin, and the third to mark learn the use of Tarot cards in the game. I baseball, and the BATTLETECH* game where the combat result explanations are. cannot think of any specific reason that universe. The baseball motif allows Com- Don’t worry about writing on the refer- Tarot cards should be used rather than Star to become Allstar, and the Inner ence card provided; with only four players normal cards or even dice (other than that Sphere to become the Infield systems, for it is easier to remember who is where and they lend the game an aura of mystery for instance. The critter motif gives rise to how they perceive things than it is to keep potential buyers). House Deviant of the Amphibian Suns, track on the card, and it’s certainly much This certainly isn’t the RPG to end all House Purina of the Draconian Combine, quicker. Considering how much time indi- RPGs, and it isn’t for everyone. But it can and other atrocities immediately recogniz- vidual players have to spend doing nothing be an extremely fun diversion for players able to any follower of the BATTLETECH while you deal with their friends, every willing to go with its flow. And while I game. The rules mechanics are pretty moment you can save is significant. And if think the claim of six to eight sessions is much straightforwardly taken from the you play with more than four characters, extreme (my own group played through it parent game as well, though with humor- you are likely to be confused no matter in two long sessions, roughly equivalent to ous twists (such as the “Sweat” phase). what. three normal evenings of play), this is Crunchy Frog has certainly learned how In some ways, I think the game bites off certainly an adventure I will run more to make a good-looking book, but it’s also a more than it can chew. While the central than once, for different groups of players. good read, with lots of subtle touches plot is extremely interesting, a few too As a matter of fact, I’m sure that the sec- hidden within the more blatant parody. many scenes end with the villains showing ond running will be even better than the Definitely give this one a try. up and attacking yet again, so those scenes first, because of mistakes I learned from blur together in the GM’s mind during the during the first time around. What’s more, MACHO WOMEN WITH GUNS* game, heat of play. A bit of plot simplification I will definitely pick up the next Psychosis 2nd Edition (by Greg Porter, Blacksburg could help. Similarly, while the mechanic campaign book and run it, and I don’t Tactical Research Center, 1925 Airy Circle, of translating psychotic vision to that expect to have any trouble finding players. Richmond, VA 23233, $10.00). I remember central plot is well done, there are so picking up the original first edition of this many psychoses possible that the GM Short & Sweet game, before the second first edition add- simply cannot keep the details of each in CRITTER-TEK* game (by L. Douglas Gar- ed the “Fun Guys from Yuggoth” adven- mind at all times. Yet, conversely, the game rett, Crunchy Frog Enterprises, 889 Mo- ture and the cardboard figures (which doesn’t promote the switching of psycho- wry Ave. #105, Fremont CA 94536). What used to have extra folds in the “top-heavy” characters). Back then, the satire was fresh and hilarious, and each supplement (the RENEGADE NUNS ON WHEELS* book, the BAT-WINGED BIMBOS FROM HELL* book, and the rerelease of the original game with the aforementioned adventure and figures) just added to the laughter. I even went so far as to play the game (there is actually a respectable sys- tem within its pages), using the SKY GAL- LEONS OF * game maps for a hex (imagine trying to climb those crags in high heels). Now much of the original humor is dated (does anyone play the RENEGADE LEGION: INTERCEPTOR* game any more, or is the point of the renegade nun’s vehicle damage flowchart lost?). But not to worry, because in this new “revised, classic, updated, exploitation edition” package, which consolidates all the old books into one, while pretty much all the old humor has been retained for the nostalgic (except the multi-fold charac- ters), lots of new humor has been added to spice things up. The result is a way cool package that you ought to own, even if you already have the originals. What’s more, it comes in your choice of four different covers (each of the original book covers, or a nice bit of cheesecake by Mark E. Rogers). Correction The address for Back Stage Press, pub- lisher of the THEATRIX* RPG, changed between the time the review copy arrived and the time the review itself was printed in issue #217. The correct address is Back Stage Press, PO Box 170243, San Francisco, CA 94117. 52 AUGUST 1995

“Teaching a player to role-play is not the DM’s job.”

“Forum” welcomes your comments and The nicest and most efficient way to sun.”), and he’ll be happy to waste any opinions on role-playing games. In the handle this situation is for Mr. Walker to further money he’s given on fruitless United States and Canada, write to: explain to his players that he is going to be experiments and research. The prospect Forum, DRAGON® Magazine, 201 Sheridan stricter in how he adjudicates wishes. If of an eager paladin testing experimental Springs Rd., Lake Geneva WI 53147 U.S.A. the excesses continue, the game provides potions is fraught with comic possibilities. In Europe, write to: Forum, DRAGON several less pleasant ways to deal with it: Problem: Wizard abuses the wish spell, Magazine, TSR Ltd, 120 Church End, 1) Negative effects: Wishes don’t always even using it to reverse the aging it causes Cherry Hinton, Cambridge CB1 3LB, Unit- come true. The sudden onset of all that him. ed Kingdom. We ask that material submit- accumulative, temporarily delayed aging Solution: Anything a PC wizard can do, ted to “Forum” be either neatly written by will teach that wizard that it’s not nice to NPC wizards can do too, and they proba- hand or typed with a fresh ribbon and mess with the causality of the universe! bly thought of it centuries ago. Picture a clean keys so we can read and understand 2) Reality bites: Wishes alter reality to world overrun with immortal archmages your comments. You must give us your achieve their goals. That mage may not who sling wishes around like . name and full mailing address if you ex- care that he’s warping the fabric of reality, Ugh. Magical aging is an important limita- pect your letter to be printed (we will not but when weird things begin to happen to tion on powerful spells (including resur- consider a letter submitted anonymously), him (confused tanar’ri materialize in his rection, by the way). Never allow a PC to but we will withhold your name if you ask wardrobe, prized possessions turn into get out of it. If a wizard wishes for an us to do so. We will print your complete loathsome things, etc.) he’ll sit up and take effect that you consider too powerful, address if you request it. notice. have the spell fail or produce some lesser And of course, let’s not forget that such effect or some very limited duration. Or, profligate use of power is bound to attract as the book suggests, twist the intent. If he I wanted to respond to Joe Walker’s letter in the attention of the arch-mages, liches, wishes to be younger, make him younger issue 218, concerning the invincible player- fiends and powers that abound in the mentally, so that he loses experience, characters in his campaign, including a mage average game-world! As a last note, Mr. levels, and spells accumulated over the slinging wish spells around with complete Walker should remember that while play- years (and perhaps can no longer cast impunity. I think Mr. Walker and his players er’s should have input in the game, in the another wish to restore his original age lack an understanding of the limitations of end the DM is the final authority. and level!). If he wishes for immunity to wishes. While it is well within the limitations Tim Jones magical side effects, encase him in an anti- of a wish to grant temporary immunities to Rt 1 Box 62A magic shell that suppresses all magic, broad categories of spells or attacks, to grant Lavinia TN 38348 including his own. Wish should be a very a mage total immunity to the adverse effects useful spell, but it’s meant to be used or penalties associated with any spell he After I finished choking on a sandwich carefully and sparingly. casts doesn’t just threaten game balance, it while reading Joe Walker’s letter (issue I’ve been a GM for 16 years now (half totally annihilates it! #218), I had to say something. Invincible my life!). My first campaign foundered The penalties associated with wishes PCs, eh? Joe, it’s the players that are walk- under the weight of too many wishes, too (aging and temporary loss of strength) or ing all over you. Whatever a character is many levels, and too much magic. I’ve other powerful spells exist to prevent such trying to do, it’s ultimately up to you, not since grown accustomed to players trying abuses of power. A mage who could cast the players, to decide the chance of suc- to force their interpretations of the rules permanency at will without penalty, for cess and the consequences of failure. A on me: instance, could have a major impact on a player can always find plausible, logical “I polymorph into a dragon; now I can campaign world! The possible abuses of reasons why what his PC is doing should carry the whole party.” (Read the spell wishes are too numerous to list, and the work. Hear him out, by all means, but description again.) Complete Wizard’s Handbook gives a more remember that he’s biased. For example: “If I say my god’s name, there’s a 10% thorough explanation than can be printed Problem: A paladin hires an alchemist to chance he’ll appear.” (Maybe in your here, but I would like to share my three make potions that raise all the paladin’s campaign.) rules for adjudicating wishes: ability scores to 18. “He wouldn’t know I’m casting a spell at 1) Major increases in powers or ability Solution: I wish a player in my game him. I pretend I’m praying.” (Right. And scores must be temporary. Major increases would try this. The fun I could have . . . you don’t know he’s swinging a sword at include any raising of abilities over 18. Anyway, this is far too much power for you—it looks like he’s swatting a fly.) This rule also applies to that potion- mere potions. Have the effects wear off Such attempts to usurp the GM’s quaffing paladin (Did someone say “cursed starting, ohh, about now. The paladin will decision-making authority don’t mean potion”?). pay the wizard still more huge sums (rath- you’ve got bad players. On the contrary, it 2) You cannot wish for more wishes. You er than giving to the poor and needy— shows they’re involved and interested. could wish for one more wish, but what there’s a paladin headed for a fall) to make Just be fair. Ask yourself if you would let would be the point? more. The wizard will take the money, try an NPC get away with the same thing. In 3) Greed is always punished. Every folk- his best, and fail. He’ll be very puzzled fact, one of the best tests of a dubious tale warns of the consequences of greedy because the original formula no longer tactic or spell usage by the party is to have or poorly worded wishes. works (“Must be the new cycle of the an NPC or monster employ it against them.

54 AUGUST 1995

You’ll be amazed at the reasons they’ll be nearby, children and others running from ally as they pop up during play. The DM able to find for why it shouldn’t work. them when they try to ask directions. You has to compromise with players who like Finally, a bit of heresy: You outrank the get the picture. When your PCs might the idea of spell components, but who will rule books. Even if it’s there in black and (quite reasonably) be upset and want an give them up, for being allowed uncon- white, you don’t have to allow it if you accounting from the man who sent them sciousness at negative hit points. All this think it will make the game less enjoyable. here. When they track him down, maybe has to be resolved before the game ever And if the players are having everything they find he is actually a rich merchant, starts, or the game will have to shut down their way, never being seriously chal- noble, or even a spy from another fief or during the debate, often at an exciting lenged, they won’t enjoy it for long. kingdom. As you can see, this can go on moment. Alan Clark and on. Suddenly, you have many little Even when the above options have been Merndon, VA side adventures have opened up, adven- decided on, the confusion is by no means tures that can lead to even bigger things. over. Are some of your characters from I am responding to the requests from two The main “secret” is to put life into the the DRAGONLANCE® setting? “Where’s DMs from issue #218. To Joe Walker, I NPCs. If you do it often enough, your that?” “What’s a ?” “Why is your suggest one thing, “Retire the PCs.” Almost players will start getting into the swing of kender shouting and jumping up and every DM overdoes it, the first time they it themselves. Try to talk differently down at the enemy?” “Why is steel used take the job. I suggest that the least that (accents, higher or lower tones). Think of for money instead of gold and silver?” “A you should do is to make them powerful various attitudes; aloof, boorish, gregari- red-robed mage? Wait . . . is he a specialist NPCs in your game world under your ous, taciturn. If you are unsure of their like a necromancer?” “A Dark Queen” “Oh control. The best solution would be to meaning, look them up. Think how you . . . you mean Tiamat! Wait . . . can Tiamat have the respective PC’s deity take them as would act with that attitude and put it into be a supreme goddess? Well, I already had special servants or messengers of the gods your NPCs and PCs. a supreme evil goddess but I’ll try to—say! (Under your control, of course). This re- I have dealt with all sorts of players, I’ll fit her in too, even though it might be moves them from the campaign, making from outstanding role players, to your kind of awkward . . . we’ll make it some- way for newer, younger, heroes. Either average roll players. Do I put this much how with two supreme evil goddesses. I’ll way, you can start over and use what you preparation into every NPC in every single deal with it later.” have learned. campaign I run? No. But infusing charac- Or are a few of your characters from I think you’ll find that just about every ter into key NPCs makes the game more Athas? “Athas? What’s that?” “Hey, why regular group of players invents many enjoyable for all. Being a DM is not for the are his characters starting at 3rd level? I new items, spells, monsters, etc. The faint of heart; it takes a lot of work on should be able to have one start at 3rd groups that I have gamed with have in- your part, but when the players start level, too.” “I don’t care what level I start vented various and sundry spells, magical telling you how much fun they had, and out at, but at the least we should all start items, artifacts, monsters, and even char- you notice them getting into their roles, out at either 1st or 3rd level, together. acter classes. Some work, some don‘t and you will enjoy the game so much more. That way it’s fair.” “ If you were fair, you are subsequently dropped from the game. The job isn’t easy, but it will get easier. would let me use psionics . . .” DRAGON Magazine has had many articles Good luck and be sure to write. Or perhaps they’re visiting the on the subject and received many submis- Eric Aune RAVENLOFT® setting: “A horror check! I sions on the subject. RPGA Networks 11456 Rosecrans Ave. thought I decided when I was afraid.” POLYHEDRON® Newszine has regular Norwalk CA 90650 “Why is this vampire so powerful? Just design contests. So yes, many DMs and owning the land doesn’t make him so players do this. Have fun. I am unhappy about recent trends in TSR. powerful!” “I know . . . the vampire’s a god To Mike Clair, I may be able to help with TSR is one of the few companies that is in . . . No, a god could leave his land and advice on being a DM, as I am sure many constant, direct contact with its con- travel on other lands.” readers could. One suggestion is to get sumers. Thus, I feel I have the right to As if integrating all this together without back issues of DRAGON® Magazine if voice my opinion about where I think TSR driving away players wasn’t enough, try possible. Many articles have been written is headed. this: what if some characters are from on the subject. Many of the questions TSR is headed in the wrong direction. historical Scandinavia? Ireland? Ancient about being a DM may take up a lot of TSR’s primary product, the AD&D® Rome? Greece? Mesopotamia? Africa? space, so I am enclosing my address so game, has changed greatly since its begin- If you are a DM, all this diversity degen- that you can write me directly. ning in 1974. TSR says that the changes erates into a nightmare. I have spent an On “teaching” players to role play, that made over 21 years have been good. I evening where an hour and a half was can be hard. My opinion is that the DM agree—to a point. spent arguing about the availability of a can be a big influence in that direction. It is so frustrating now! When the rules kender into the FORGOTTEN REALMS® The bottom line is you set the tone. Your first appeared, one could make a charac- setting. At the same time, my DM also had acting can bring out your players’ acting. ter relatively quickly. to confront a second player. This player In your example of the man in the street, Not anymore. There are so many option- eventually went home because he couldn’t you can give him (and other NPCs) more al rules: does one use weapon proficien- add spells from the Tome of Magic (which life by planning ahead. Make up some cies, non-weapon proficiencies, secondary my DM hadn’t seen before) to his “generic” generic townsmen ahead of time. Think skills, weapons vs. armor types, methods cleric. about them: maybe one man is in a hurry of rolling up ability scores, which classes I was upset when I was forced to choose and can’t be bothered, or the party scares are allowed, are kits allowed for charac- nonweapon proficiencies, even when I him (what would you do if a group of ters, is this or that weapon allowed, is didn’t know what they were about. I had heavily armed people came walking to- group or individual initiative used, should to use them because a fellow player insist- ward you?), or he may be in a such bad optional modifiers for surprise be used, ed on them (he got them because he mood that he deliberately sends them to a are evil alignments allowed, which mon- couldn’t use the Cavalier kit for his pala- dangerous part of town (somewhere ster races can players be if any, is a char- din). I said, “Hey, I like my character the where your PCs could have some prob- acter dead or unconscious at zero hit way he is, let’s play!” lems, er, adventures). Thieves could rob points, are spell components required? But we didn’t play. While I read up on them, beggars accost them, they might Note that I did not look those options up; I nonweapon proficiencies, my DM couldn’t even get lost in the narrow streets, with wrote them right off the top of my head. even decide on a module. My DM had ramshackle buildings looming over them, A DM has to, at some point, decide bought a boxed set of the setting, the occasional sound of furtive movement whether he will use these options, gener- and he couldn’t find an adventure module.

56 AUGUST 1995

A fellow player said that he had a great This is in response to Michelle Vuckovich’s In addition, supplemental modules invari- DRAGONLANCE adventure for the editorial entitled “Women on the Verge” ably grant the PC additional equipment, DM. “Quick and easy to learn,” he said. We (issue #216). powers, spells, and kits, all of which de- spent thirty minutes more arguing with Currently I am a senior in high school velop in a different style from “classic” kit one player about trying a DRAGONLANCE and have been an avid role player of vari- characters, and if introduced may appear adventure. ous RPG games. I have an extensive net- more powerful than the “classics” every- “I came over to play in the Realms,” I work of role-playing friends that span one else is using. Lastly, in any system said. “My wizard has a business in most of Orlando. I both DM and play with there are ways of making a character Tilverton.” my friends and my brother’s friends, who more powerful during or after design: “Why are you always so argumentative? are just beginning high school. At any time cybernetics, superpowers, psionics, magic Try something else, just this once. C’mon! of day I can call together a large RPG spells, and magic items. Over time a player Be reasonable.” group for any system, with players of all inevitably acquires some of these boosts We were so tired of arguing that I ages and from all walks of life. It seems for his character. Therefore characters agreed. We tried to learn the ins and outs like every week I meet a new player or a eventually spiral toward the power-gamer of the DRAGONLANCE setting from this new potential role player. character. player, but by the time he had finished Why am I telling you all this? Because of But the question wasn’t how it happens, telling the DM about it, the DM told him to all the role-players I know, only two are but what to do about it, right? Well, since run the game himself, since he wanted female. One rarely plays—only when her affecting PCs directly annoys players and that setting so badly. cousin (a guy) does and if she has a day off is a hassle for the DM, I recommend that I tried to understand the differences, work. The other hasn’t played in years. NPCs evolve with the characters. NPCs are but I didn’t want to waste any more time. I This bothered me because my circum- not set in stone, and neither are creatures. went home, although I said I had a good stance seems to prove the stereotype that Humanoids can use weapons, intelligent time. I tried to be tolerant, but the whole “role playing is a man’s game.” To prove creatures can learn spells, and magical evening was wasted! No adventure! None! this wrong I have tried to find female role- items help even creatures too stupid to When the second edition came out, I players, just to see if they are there. I’ve know it (a ring of invisibility on a moose’s expected that the need for handbooks and checked bulletin boards in local comic antlers, for example). NPCs gain levels too. supplements would lessen. When I played shops (people interested in role playing Remember that wizard they fought off the original D&D® game, I did not have to post their name, likes, and dislikes), I’ve when they were second level? Well, he’s use a suitcase to haul around all the books had all my fellow gamers ask their female been studying and boy is he annoyed! If all necessary to play. acquaintances, and I even posted messages else fails, the players can retire their old Nor, when we first played the original on the main forum of some local BBSes, all characters and make them patrons of D&D game, did we argue much about to no avail! their new ones. This gives them slightly using this-or-that supplement. Some peo- Personally I feel that an all-male group more money to start, a safe haven to hide ple will undoubtedly suspect me of being a unbalances the adventure. It provides a in, and maybe that a couple of extra spells “roll-player” as opposed to a “role-player.” slight element of unreality, and in some for the first-level wizard from his mentor. But I tell you that I like both “role-playing” cases players have done what medieval Then, when the PCs are a little safer on and “roll-playing” as much as anyone. playwrights used to do and play female their own, the old PCs can draw back (too Even in the “throwback” days of the characters. This produces mixed results, busy). Perhaps new adventures can deal original D&D, with few things to write on mainly on the downside. At best, I’ve seen with helping the old characters! my character sheet, I had more time to very masculine female characters, and at Christopher Kelley develop my character and adventure than worst you wouldn’t know the character Orlando FL I do now. was female unless you looked the charac- Everyone at TSR seems to look down on ter sheet! This letter is in response to Eric Shearer’s the original D&D game. I do not have the Granted, I know that this is not the case letter in issue #217. Eric asked how to rules (my original DM moved away, taking everywhere, and probably in some areas start a successful campaign. Not too long the rules with him), but I know it was fun. the reverse is true, with female role play- ago I started a fairly successful campaign, It may not have been so “advanced“ and ers hunting high and low for male gamers. and I thought Eric might benefit from “sophisticated,” but I liked it. Realistic or From my point of view, and from talking what I went through then and am still not, it was fun. It was FUN! with various female friends and acquaint- going through today. I wish TSR would reprint the original ances, role playing is “wrong” for various When I was considering a new campaign D&D rules, and say that “this will be al- reasons: it is a game for “immature” peo- I did what someone in “Forum” suggested: lowed, and this won’t.” At least that way, ple, or I just get blank stares. Finally I just I asked my players what they wanted to all this arguing wouldn’t be necessary. gave up. do and what kind of world they wanted to I have introduced over 20 players to the Don’t get me wrong. I didn’t have any adventure in. The responses ranged from game (that’s a lot down in the Bible Belt). I ulterior motives behind asking, I merely “I don’t care” to a three-hour conversation really like the game, but now I don’t know felt that the lack of female gamers within on eternal struggles and politics. Luckily with which rules to begin with and which my network had to do with preconceived for me, I already had a starting point in to end with. notions that they would not be accepted, mind: the module N5, Under Illefarn. It TSR says the DM should have the final or even that the people I played with was a good starting point because it gave word. My DM forbade using any supple- claimed role playing is a man’s game. I the characters a reason to be together ments, and every player except me and have always considered it a crime for even though they were total strangers. one other quit playing in our group. Now I people to be excluded from anything they Briefly, all races of a certain age or who have to go back and forth between enjoy or would enjoy doing. stay in town for too long must join the groups. God forbid it should be like the old Also, I noticed that DMs frequently write local militia. days, when I could just use one character in with problems that center around one OK, I had a starting point—now what? who I understand, and the other who has basic topic: power gamers. Power gamers Maps of the town were provided, so I abilities I only pretend to understand. inevitably develop in a group. Once play- started to type out the key. I was doing ers become familiar with the rules there well until I realized I didn’t like the local will be more powerful characters, as play- pantheon. Before I could establish a deities John Holcomb ers learn what they left out of making list, I wanted to generate a world. I had Ft. Worth TX their older characters, and they uncover several ideas from my last campaign that I the weak spots and loopholes in the rules. wanted to incorporate. 58 AUGUST 1995

Sitting down to generate player’s knowl- adapted. Also, visit some local hobby ally, only a fighter can specialize. My sug- edge of the world was difficult only be- stores and comic shops. You’ll be amazed gestion is to start without the PHBR books. cause I didn’t know where to start. I at the deals you can find there. Use just the basic player’s and DM’s hand- already knew that I wanted an atmos- One of any player’s best resources are books and your favorite monster listings. phere based on the Roman Empire. Play- his peers. As mentioned earlier, talk to After you get comfortable with the guide- er’s knowledge is just the propaganda your players to see if their role-playing lines in those, say three or four gaming they’ve heard while growing up. I included needs are being met. After each game, sessions, try adding the Tome of Magic. information about how the empire is before we all go home, I ask the group if Once you feel that you and your players governed, who runs the place or who they had a good time, and what they did understand the guidelines, add more. should they know, common weapons, or did not like. Realizing that peer pres- Notice that I say “guidelines.” All of the races living there, a very basic geography sure may keep some players from speak- books that you have are nothing more lesson, and who the “enemies” are. This ing out, I ask each player privately if he‘s than that. Don’t feel that you are confined became five single-spaced typed pages. happy with past events and what he wants by the rules. If you or your players don’t Every potential player got a copy at least a to see in the future. So far, players have like a rule, change it. That’s how you get week before characters were rolled up. asked to: inherit a small keep to use as a house rules. About four weeks went by before it was base of operations, live longer (one player Making an adventure fun isn’t all up to finished. (Hey, I have a life). had two characters in a row slain), leave the DM. The players take a role in this too A player expressed interest in playing a the militia before it becomes part of the (pardon the pun). You mentioned that they cleric. What deities could his character regular army, and kill a NPC who feels the feel embarrassed to act out some scenes in worship? Answering that question took party slighted him and as a result causes your campaign. One way to liven things up about 80 hours, but the end result was a all sorts of trouble for them. These are is to make it harder to get healing than listing of every deity worshiped above or adventure ideas that I know at least some just throwing money at the temple priest. below the planet’s surface. The list includ- of the players will enjoy, so they are worth Perhaps a little bartering or an exchange ed alternate names of the deity in ques- developing. of services? Maybe the high priest has a tion, their spheres of influence, spells used The previous campaign I ran was based on small job for them before they get healed? by their specialty priests and extra abilities 12th to 14th level PCs who had died. The This is a great way to get them interested, these priests gained. I had decided that PCs were resurrected by a wizard who Keeping PCs from figuring out the magic there would be only specialty priests and promptly had an accident and died. The in a blade or item isn’t as hard as it may separately, druids. Sources for this list party found itself in a strange land, and seem. In our campaign, the DM keeps included: the Deities & Demigods book, some PCs were foreign to them as well. The notecards at his desk with our names, the DRAGONLANCE Campaign Source- characters woke up in loin cloths, and the levels, THAC0, and other information that book, the World of Greyhawk Sourcebook, wizard had no spell components other than we don’t know. Let’s say I have a +1 the 1985 City of Adventure, the his clothes. After narrowly surviving an blade, and I have a THAC0 of 18. I’m fight- 1987 D&D® Gazeteer GAZ1, the Grand attack by the pregenerated characters, the ing a foe with AC 8. I roll the die: 14. I tell Duchy of Karameikos, newly-armed and armored party began a him the roll, and he adds 1 for the magic, sourcebook and the FORGOTTEN series of first level modules where they making it a 15. He then figures out if I hit REALMS sourcebook. These sourcebooks were always being knocked unconscious by the monster, which I did, because I only were invaluable. lack of hit points. The fighter with 96 hit needed a 10 or higher to hit. Then I roll As is becoming obvious, I stole ideas points was particularly irked by this. The damage and tell him. He adds 1 to it. Easy, from everywhere. The STAR WARS* set- priest could access only first and second isn’t it? ting had a very heavy influence on me as level spells, and the wizard had no spell To make a dungeon creepy you have to did all the sourcebooks mentioned above. book and only a handful of spells in his be sneaky. This is like telling a story: the If there was a map for it, it was included. memory. The campaign went well, consider- first thing you need is a good description. If I thought it was workable, it went into ing the players had no past experience Throw out offhand comments like, “and in the melting pot. What came out was a working together. Over a year later it col- the corner is a small pile of old bones. viable world that is fun to play in. lapsed when one player moved away, an- Perhaps you aren’t the first to be here?” The first session went fairly well. About other stopped showing up and a couple From time to time, mention extra, unex- half the time was spent going over the found their schedule was no longer compati- pected noises, like a moan or screech from player’s characters. Examining nonweapon ble with the remaining two players. It was a long way away. There’s no reason for proficiencies and kits selected took a large great fun while it lasted and everyone still them, but it adds to the spookiness. Cities amount of time, but soon the players were talks about it today. What made that world are much the same as a dungeon, but a describing their characters to each other such fun was that it combined my ideas and city change very fast. One moment, the and were off on a mission. They survived the player’s ideas and wove them into a real PCs could be enjoying a show, the next and returned to be given more duties to world. Eric, don’t hesitate to talk to your they could be in the middle of a small riot perform, in and around the town of players. Everyone sees and responds to caused by a pickpocket, or they could say Daggerford. things differently. The most unlikely people something that is overheard by a citizen, I use several tools to assist me and keep have the best ideas. Listen to everyone who and reported to the city watch. the adventures going. In a discount store I has an idea even if you don’t plan to use it. Teaching a player to role-play is not the found a teacher’s daily planner. This book Name withheld DM’s job. It is something that you grow was converted into a campaign calendar of into slowly. Some people take to it right months and days, including important This letter is in response to Mike Clair’s away, and you see wonderful personas events in the PC’s lives and background letter in issue #218. One of the big hurdles develop from that first level character. A events that will affect them in the future. a gamer must leap is keeping a campaign PC might not be happy with the character A subscription to DUNGEON® Adventures running smoothly. I’m sure that many they have, perhaps because they feel the is a great help. A regular influx of ideas is other people will write in to “Forum” with attributes are too low. When you don’t invaluable, and many of the adventures their methods, and everyone will have one like a character you have to play, the game there appear in my campaign. Since your that works. Your job is to pick the one that loses its fun. letter appeared in DRAGON® Magazine, it you feel comfortable with and adapt it so Everybody starts as a beginning DM at is safe to assume that you read this maga- it works with your world. some time or other. All it takes is a little zine, but other magazines can be of great House rules change from DM to DM. I work, and a lot of fun. profit as well, since you’re looking for am currently in a group that allows any Jess Hallsworth ideas or adventures that can be easily warrior to specialize in one weapon. Usu- Moose Jaw, SK, Canada 60 AUGUST 1995

Real Games For Real Computers

Enough of these computerized role-playing exercises—no more grainy animated mov- ies passing themselves off as interactive experience, no more of these game plat- form ninja kick-and-kill fighters, and a pox on the horde of virtually unreal you-are- there shooters! What about the “micro- chips are smarter than you, so watch out buddy” promise of real games for com- puters? You know, like the ones those Pentagon guys must surely be playing in their secret rooms on Cray supercompu- ters in their copious free time? Huh? Where’s the real game games for the com- puter? I don’t want a pseudo role-playing thingie — I want a real game! Hey, if you ain’t guessed, this month’s theme is real games for your computer. You know, the type of game where you have to think about tactics, strategy, and what the heck the other guy is up to. So without wasting any more precious verbi- age here’s to it. (Wait a minute, we get paid by the word!) Warcraft & Humans Blizzard Entertainment Box 18077 Irvine, CA 92713 1-800-953-SNOW (sales) email: [email protected] Street price: approx. $40 Requirements: PC compatible running DOS 5.0 or better, 386 processor, VGA monitor, 4 megs. Copy protection: Dopey but easy manual lookup. Reviewed by Paul Murphy

Look. I love these orcs, see? I give them orders, and they reply in guttural orcish grunts—“Dagu!” I poke them with my cursor, and they say, “What?!” in real surly orcish voices. And, best of all, when those pale dog humans approach, my orcs go out and scrap with them. Pretty soon orcs and humans are going *splat* and flop- ping over with a pathetic cry; in seconds, Blood Bowl (MicroLeague) their bodies decay to bones. Which is extra fine, ’cause my necrolyte (graduate towers and stuff. Of course, the bad warrior or a priest, telling him either to of the unholy temple, majoring in sinister guys—arcs or humans—desperately want build a nice farm or wolf kennel, or to go sorceries) turns the rotting stiffs into cute to burn down your village and slaughter scout or wallop some bad guys, or to rain little ambulatory skeletons I can send over your folks. Why? Because that’s what bad fire on guys, or to make corpses get up to the human village to bother the human guys do, see? (Of course, admittedly, you and get to work. You can shift-click up to working stiffs. are pretty keen to burn down his village four guys at once, so four guys get orders and slaughter his folks . . . but when you at once. This turns out to be Very Impor- What’s Going On Here? do it, it’s heroic.) tant, because lots of guys are wandering It’s Warcraft: Humans & Orcs, a heroic On the map, you see your guys from the around chopping down trees, mining gold, fantasy strategy game. There’s a big map, top down in old style. It’s like being building things, and butchering bad guys. with swamp and forest and rivers and an orcish god looking down on the battle- Things get especially hectic when bad bridges and silver mines and stuff. You field. You take your mouse cursor and guys wander over and slaughter your play the part of orcs or humans. You want poke a guy and *bingo*—he’s ready to warriors, knock down your buildings, a to make a nice little village, make it grow take orders. You click on different icons, chase your terrified peons around the into a big town with unholy temples and depending on whether he’s a peon or a map.

DRAGON 63 Resource Management Campaign Games pect of gameplay—the pace of interactivi- At the heart of Warcraft is resource man- Against the Computer ty, command and unit response, maneuver agement. The side whose peasants suck Warcraft provides two campaign se- and confusion, the wavering fortunes of silver and hack timber from the mines and quences of 12 linked scenarios—one for battle—all are barrels of fun. forests fastest—turning these resources orcs, one for humans. Since I played the into workers, soldiers, holy and unholy game against the computer opponent for Handy Tips men, engines of war, and emerging slaugh- about a month before I tried a human From online services or directly from ter technology—is the one who’s gonna opponent, I was well-satisfied by the first Blizzard, get the free Version 1.21 Up- kick fantasy butt. six scenarios, but after starting two of the grade, which includes a unit editor for First you have to explore a big hidden later scenarios, I abandoned them for lack customizing the statistics of the races and map to find these resources. Then you of interest and patience. I also began by some nifty cheat codes. Also get the War- have to produce lots of peasants to harvest playing the campaign straight through. craft F.A.Q. by Chris Asher (xen@ind3x- these resources and deliver them to your You might have more fun and learn the .dircon.co.uk), with handy tactical tips and village—your very own fantasy-medieval minor contrasts between orcs and hu- lists of creature statistics, magic, and military-industrial complex. You build mans, by alternating scenarios from the technology. farms to feed folks, barracks to create human and orc campaigns. Playing head- troops, mills and blacksmiths to advance to-head games will spoil you for playing Machiavelli your slaughter technology, and unholy against the weak computer opponent—so Microprose Entertainment Software temples and wizard towers which produce if you want to get your money’s worth, 180 Lakefront Drive the ultimate in magical high tech weapon- play the computer-opponent campaign Hunt Valley MD 21030 ry. This medieval arms race is very excit- scenarios before moving on to human (410) 771-1151 ing. Lose the arms race, and your troops opponents. Suggested Retail Price $47.95 are gonna get butchered in a humiliating Requirements: IBM PC or 100% compati- fashion. Race Differentiation & Game Balance Okay. It’s a disappointment that orc and ble, 486x or better, 256 colors SVGA, Exploration human troops and resources are basically Soundblaster-compatible sound card I love beginning war games on a big black, identical. I want orcs and humans to feel Reviewed by David “Zeb” Cook opaque map, with a tiny little colorful area different. I’m a huge fan of Games Work- around my beginning units. And Warcraft shop heroic-fantasy tabletop strategy Okay, it’s not exactly fantasy, but it’s not is great in this respect. Once one of your games—in particular, the theatrical and exactly history either. What? What, you guys has visited an area of the map, its strategic distinctions between races. Orcs want to know? Why, Machiavelli the latest features, and the activities of your oppo- should be dumb, loud, durable, childish, Railroad Tycoon-in-a-new-incarnation nent, are revealed. In my early games aggressive, disorderly—a command-control from Microprose. It’s the game of mer- against the computer opponent, this was nightmare. Humans should be cautious, chant princes in the Renaissance world. my prime source of gaming fun. subtle, serious—weedy, but fairly disciplined. It’s Venice, the year 1300 and you’ve got Warcraft lacks these powerful theatrical a ship sitting in the Lagoon waiting for a Small Unit Tactics and strategic tools. Warcraft achieves cargo. (You might have more than one ship Group together up to four units at a time game balance by making orcs and humans if you selected an easier difficulty level.) for orders. (Apparently a pre-release ver- virtually identical—a reliable game balance All you have to do is buy a cargo and a sion permitted shift-click-select for larger strategy but a weak development of dra- guard unit, go to another city, and sell numbers of units in a single group—a plan matic resources. your goods. That’s it, the game in a that was abandoned when it was realized nutshell—buy low, sell high, make lots of that the confusion of command-control Head-to-Head Play money, and win. was Loads of Fun.) Command units to Here’s where the extra fun is. Warcraft MOVE to a spot, or to ATTACK a specific provides head-to-head play through direct Image of the World unit (or attack enemies near a selected link, modem, or network. You can play orc Of course, nothing is ever that easy. First point), or to STOP and await further or- vs. orc, human vs. human, or orc vs. hu- off, you start with a sort-of blank map of ders. Troops do not have morale, so they man. You choose from a variety of maps, the world. In the game set-up, you can do not break or flee, but they DO wander or generate a random map, and can choose to play in the real world where out of defensive positions into melee custom-select the size of the evenly- Venice is here and Rome is over yonder, or through a deadly barrage of arrows and matched forces. Here you can’t go sneak- a random world where Venice is here and fire. (Wish I had a HOLD or DEFEND com- ing back to a saved position when a gambit Rome is—somewhere else. In the same mand, but command control challenges goes wrong, and another human player is way as Civilization or Warcraft you see are gaming fun!) infinitely more challenging and entertain- only as much of the world as you’ve ex- ing than the computer. Head-to-head play- plored. Sure, you’ve heard about Rome, Your Opponent ers rejoice! You only need the CD in one of but have you actually ever been there? In Fun though Warcraft is, the computer the two computers to play head-to-head. a nice feature, the screen’s not completely opponent is pretty weak. How much plea- black. This ain’t the Dark Ages, by god! In sure you get from the game depends Evaluation the sepia tones of an old map, you see the greatly on how you expect to use it. If you Warcraft: Humans & Orcs is great fun— location of coastlines, rivers, mountains, learn the game in the campaign scenarios absorbing and colorful. It is VERY rare and cities—sort of. It turns out that the against the computer, the early scenarios that I get 30-40 hours of satisfying play farther you get from home, the less and are quite satisfying. If you learn the game from a computer game. Against human less that map has to do with reality. A nice against another human opponent, how- opponents, it’s excellent; against the com- touch, really—following the little hints, ever, the campaigns against the computer puter opponent, it is good enough for you can set out on a search for the ru- will disappoint. beginning players, but becomes increas- mored pleasure domes of Kublai Khan and Later campaign scenarios are balanced ingly unsatisfactory for experienced play- wind up in really strange territory. This by giving the computer opponent huge ers or those who have played feature works with both the historical and advantages in men, material, and terrain, head-to-head. Though not in the league of random maps, making the random maps producing a difficult but dull conflict. To Civilization, SimCity, Populous, or Doom, even more entertaining. win, you either discover the key to a given Warcraft has a unique feature those games strategic puzzle, or excel at Tenacious lack—lovable small unit tactics. Even Getting Rich Drudgery in managing resources. against the computer opponent, this as- Buying and selling is what this game is all 64 AUGUST 1995 about. Start in a city, or enter one, and can buy cardinals and if you buy enough and then everybody picks on you. you get the commodities screen, a selec- cardinals you can make yourself Pope, tion of appropriately medieval goods: gold, when the current one gets sick and dies. Multi-Player Games wool, iron, glass, gems, relics, nutmeg, and As Pope you can excommunicate cities Machiavelli boasts multi-player play either more. Some cities produce one or more of (which has some, but not profound, effect at one machine, by disk, or by modem. To these things, most cities will buy them. on their trade), call crusades (you get an be honest, I couldn’t bring myself to try Next to each is a scale of how much the army), or raise the indulgence rate (the any, even though the political and intrigue city makes or wants and how much it amount of cash your cardinals bring in). parts of the game might be vastly im- costs or they’ll pay. With the mouse, you Those feeling generous can buy works proved. The prospect of changing seats so select the goods you want to buy and load of art, build villas, donate to the church, each person could use the machine was them into your cargo holds (holds are and throw parties. These raise your popu- right out. Likewise, since it's a turn-based divided into boxes and one item goes into larity, although why you want to is not game, passing around a disk so everyone each box). The object is, of course, to buy particularly clear. Unfortunately, when can do their turn (thus taking days to what’s cheap and sell what’s expensive. you buy art, it’s generic. Given the abun- finish one round) just didn't appeal in a After loading up, you set out into the dance of Renaissance art, it would have 100+ turn game, and I can't imagine the unknown. Hopefully you remembered a been nice to have a few choices. (“I’ll take size of my phone bill trying to do the guard, because there are bandits and the Pieta, but that David has got to go!”) equivalent through my slow modem. pirates out there—and storms and rock- Those wanting bloodshed can hire mer- Multi-user play is a feature, but it's just not falls, but guards won’t do you much good cenaries. You can have these guys wander a well-realized one. against them. Oh yeah, and then there’s around and attack “closed” cities, beat up plague, which is kind of fun when it rivals, or just sit around defending things Summing Up shows up. You can make a killing since (and spending your money). Combat is If you get the impression I’m not over- prices go way up in plague cities but your simplistic and, aside from attacking, you’ve whelmed by the game, you’re right. Now, little traders tend to die when they go got no control over it. Generally it’s not there’s nothing inherently wrong with there. Anyway, you find another city, sell worth the bother, especially since every- what’s there—it’s just that there’s not stuff, buy stuff, and set out again. If you one just seems to get mad at you. enough. Machiavelli quickly becomes a find a good deal, you can set up a trade Finally, there’s skullduggery. You can game of doing the same old thing over and route, stopping at up to four cities, and hire arsonists to burn down rival ware- over. For a game that touts its historical your little caravan or ship goes on autopi- houses, slanderers to lower your enemies basis (it even comes with a copy of The lot, hopefully raking in the bucks. popularity, and assassins. These can target Prince in the box), it just doesn’t mine the senators, cardinals, the Doge, and the richness of their period. There’s no war, Pope, in case you grow tired of waiting for And Spending It only a hint of the Reformation, no techno- these folks to die. Of course, using these So, what do you do with all this money? logical advances, and precious few surpris- scoundrels tends to mean you get caught You spend it on galleys, large and small; es. It’s just a shame. cogs, large and small; and caravans, don- key or camel. Choose the city these start from and organize them into groups if you want. The ships get launched with a satis- fying little splash and cheer, and the don- keys have a particularly entertaining whipcrack and bray.

Venice What keeps this from being just a com- plete trading game is Venice. Whenever you want, you can go back home and stick your nose into local politics. First off, there’s the Doge and his senators. Senators take donations (bribes) and join your fac- tion. Every ten years there’s the election of a new Doge. Your senators vote for whom you say. If you have a seat on the council, the new Doge may give you a job. As a sign of the design philosophy here, al- though generallisimo or admiral sound tempting, the job you really want is road builder. That way you can build roads through Africa and Asia that help you and don’t do a thing for the competition. Who needs roads from Venice to, say, Florence when there’s a route to be built from Anxi to Antioch first? History be damned! If you get enough votes, you can become Doge. This, too, is not a great as it sounds, since you can’t give your own people all the jobs. You have to give them out to your enemies! You can raise taxes (although it’s not real clear that you get to keep the money). If politics don’t interest you, try the church. The principle’s the same here. You Blood Bowl MicroLeague Interactive Software 1001 Millersville Road, Box 4547 Lancaster, PA 17604-4547 717-872-6567 Suggested Retail Price: $49.95 Requirements: IBM PC or 100% compat- ible. 486sx/25 or better, DOS 5.0 or higher, 4MB RAM, VGA, 2X CD-ROM drive, hard drive. Mouse recom- mended. Supports all major sound cards. Reviewed by Paul Murphy This Sport is War The original BLOOD BOWL was a rather nice little fantasy football miniatures game from those twisted blokes at Games Work- shop. The premise is that, some time in the dark future, the good ol’ Earth is occu- pied by Orcs, Elves, Dwarves, Goblins, Ratmen, and Dead Guys, in addition to Humies. Naturally, these races spend most of their time butchering each other, In an effort to channel their aggressive- ness into less destructive (and more enter- taining) avenues, the races set up a BLOOD BOWL league, based upon a very poor understanding of the ancient game of American football. In the game of BLOOD BOWL, the races still butcher each other, but they get to wear cool spiky helmets and knee-pads while doing so. The result is sort of a cross between Warhammer 40K (without ranged weapons) and soccer played by drunken, homicidal Australians. You win the game by scoring more points than your opponent—but it’s far easier to do so if you’ve murdered all the opposing play- ers first . . . As a board-game, BLOOD BOWL was cheerful and entertaining, if not particu- larly deep. It wasn’t a very good model of American football, lacking downs, plays, beer commercials, and so forth, but it was good, mindless fun. And, as always, the GW folks made really entertaining minia- tures for it. In short, BLOOD BOWL is a perfectly fine little board game, and, with care, could have been made into a perfectly fine little computer game. But, unfortunately, this hasn’t happened. Blood Bowl (MicroLeague) The Play’s the Thing. . . When judging a simulation, the first ques- might discover that your linebacker is in BLOOD BOWL fan, played through an tion you must ask is, does the program the backfield and your star receiver is in entire season without the opposition scor- recreate the thing it’s simulating? That is, the center of the front line, waiting to be ing a single point against him. This bodes how well does computer BLOOD BOWL squished by one of the opposition’s ill for any long-term interest in the game. simulate the board game? The answer is, 400-lb. gorillas. This is infuriating: it’s as if, Also, the campaign game—i.e., playing not very well. in a baseball simulation, you had to draw through a season—is flawed. During a First off, you are not allowed to set your your team’s batting order out of a hat. game, you loose players to injuries and players on the field as you would like. Since you can set up your players as you homicide. You can buy new players be- Instead, you must pick from a series of like in the board game, I can’t figure out tween games. In the board game, you are pre-determined bone-headed plays set up why they didn’t let you do so in the com- allowed to purchase either star players, by the computer. These are displayed on a puter game. Was it just laziness, or what? with really hot stats, and basic all-around blackboard using “Xs” and “OS”, which Secondly, the artificial intelligence is, in grunts. The computer game does not allow looks very nice. However, you don’t know a word, bad. I’m a singularly lousy sports- you to purchase grunts: you must buy the which players are occupying which posi- sim player, yet I won two out of the first expensive super-stars. And if you have tion on the field. Once the play begins you three games I played. A friend, a dedicated been losing games, you probably won’t be

66 AUGUST 1995 able to afford them. Thus, if you’re having Conclusion shots illustrations and evaluation summar- a bad season, you might not be able to A disappointment. Play the board-game: ies as a quick shopping guide for your Mac field a full set of players. it’s better. Spend your hard-earned gaming dollar. Slides shows, Quicktime computer-game bucks on War Craft, movies, and playable demos let you look False Advertising which is your basic hoot. before you buy. I hate to be lied to. The back-cover of the Say, how come I keep getting all these game states, clearly: “Head-to-head modem unfun games to review while Ken and Zeb Commercial and Shareware Demos play.” Cool, eh? Well, inside the box, I get the cool stuff? Here’s the real charm and value of the found a note in bright red ink: “Attention (Because, Paul, you are our preeminent IMG CD. Now I can get all the first-person, Modem Owners. MicroLeague was unable crusty veteran computer gamer, and it texture-mapped shooter action I need to provide the BLOOD BOWL modem play takes sterner stuff to play a lame game from playing the free demos from the IMG module with the enclosed version. Be sure long enough to give it a fair review—Ken.) CD. For example, the March issue demos to return the enclosed warranty registra- include: shooters like Marathon, Sensory tion card as all registered owners will be Inside Mac Games Overload, Path ways in Darkness, Castle upgraded free of charge to the modem Inside Mac Games Magazine Wolfenstein; flight sims like Out of the play version as soon as it is completed. We 3862 Grace Lane Sun, A-10, SuperWing Commander; action- apologize for any inconvenience this may Glenview, IL 60025 adventure games like Frankenstein, Alone have caused.” $59 for 10-issues CD ROM subscription in the Dark, Flashback; sports games like Hmm. delivered by first-class mail Playmaker Football and Links Pro, and Well, this reviewer suggests that poten- E-mail: eWorld: Tuncer; America Online: miscellaneous others like Troubled Souls, tial purchasers wait until MicroLeague IMGames; CompuServe: 71554,2761; In- Tubular Worlds, and Loony Labyrinth. gets around to finishing the product be- ternet: [email protected] Requirements: fore buying it. I’m sure that it’ll be com- Macintosh with CD ROM drive. pleted any day now . . . For $60 a year, you Macintosh game fans Shareware and Freeware can get a monthly CD full of cool and not- Mac gamers are in for a big surprise in Chrome so-cool games delivered right to your door. this department. The quantity and quality The game looks good enough, sort of. It’s full Inside Mac Games is a great deal, and a of Mac game shareware and freeware is of pretty pictures and cute melodies and fountain of gaming fun. remarkable, and the convenience of hav- humorous cut-screens and stuff. However, ing them delivered in bulk on a CD every during play, you look straight down at the The CD Magazine month makes playing with them even field, and all your players look exactly alike. This is the competent, useful, if somewhat more fun. The March issue has 28 share- You can’t tell a lineman from a blitzer from a unexciting central component of the Inside ware and freeware games. My favorites thrower. I have yet to encounter the first- Mac Games CD—a monthly magazine for were Netherworld (a real fun shoot-’em-up person view shown in the photo on the back the Macintosh game fan. IMG articles are arcade), Ants Afire (roast ants with a mag- of the box. Oh well: perhaps they’ll work on competent and serviceable, with no dis- nifying glass and listen to them squeal!), that feature after they release the version tinctive voices, styles, or viewpoints. The and Realmz (a conventional but good- with modem-play . . . reviews identify hot gaming prospects and looking computer RPG). lame disappointments; scan the screen Each issue also includes a variety of game-related files: FAQs (“frequently asked questions”—good sources of gameplay and strategy tips, annotated maps, cheat codes, etc.), walkthrus (guided tours through adventure games), and scenarios (i.e., home-brewed Wolfenstein levels). When I briefly became a Marathon freak, the maps and game hints I found on the CD both saved me from frustration and fed my fannish frothing frenzy.

Evaluation The magazine component: Since there’s no other Mac gaming magazine worth men- tioning, Mac game fans need Inside Mac Games to separate the wheat from the chaff. The demos and shareware: a barrel of fun and a solid value; a broad review of commercial Mac games products, a trea- sure chest of playable demos, and an invaluable collection of cool freeware and shareware games. Note: A free “Preview” edition of Inside Mac Games is available from various on- line services and other network sources. This is a condensed version of the maga- zine with fewer articles and reviews, and none of the demos, freeware, or share- ware. If you don’t have a CD ROM drive, you can at least follow the Mac game hobby through this “Preview” edition.

68 AUGUST 1995

Speed of Wind, Strength of Wave

by Deborah Christian

Artwork by David Day

Most land-based adventures assume a An uncountered waterspout could have Foremost among these patrons are naval setting in which magic is a familiar and turned this adventure into a shipwreck- forces, such as a nation’s navy or a group even commonplace element. But what is and-captivity scenario rather quickly. Yet of pirates. They employ offense, defense, magic’s counterpart when adventuring at in cultures where magic is a tool used by and utility magic. Merchantmen are the sea? The answer is sea magic. Whether the powerful, it makes sense to apply it to second largest users of such magic. Guilds characters are traveling to a foreign port, one’s advantage at sea, to aid mariners in and traders who own fleets have the re- en route to an adventure under the waves, their day-to-day work and for both offense sources necessary for such magic, and the or leading a naval force against invaders, and defense in times of war. This article rich cargos that warrant such protection. magic at sea—as on land—can have a pro- explores how magic may be used at sea, A third group consists of wealthy found effect on the adventure and the and the impact it has on adventures that individuals—noblemen, adventurers, and flavor of the setting. take place above the ocean waters. so on—who have the personal resources Imagine this scenario: pay for enchantments on a private vessel. Who Uses Sea Magic? Finally, devout worshipers and others Your lastest quest is a success. Among The term “sea magic” refers to magic have the favor of sea gods and their tem- your other rewards, a grateful nobleman cast at sea and above the waves. More ples can benefit from the sea magic prac- lends you a ship and a naval escort to see specifically, it refers to spells developed ticed by specialty priests you safely through pirate-infested waters. especially for use at sea, often manipulat- Fishermen, coastal traders, and the The voyage goes well—until a waterspout ing natural elements to accomplish their sailors of small craft may also use sea comes over the horizon, heading directly goal. A spell-caster need not be the only magic, but unless they are affiliated with for your ship. Mutters from the crew let source of sea magic aboard ship, for these one of the patrons mentioned above, their you know this is no ordinary danger, but a enchantments can also be a permanent or magic is minimal and probably represents spell cast by a mage in league with the temporary dweomers cast on a ship or quite a splurge on the shipowner’s part. In pirates. crew, or magical devices charged to dupli- certain societies this may account for a Suddenly, before the waterspout endan- cate spell effects. large part of magic seen at sea, especially gers your ship, you hear a shout from the Adventurers used to working in small in the most utilitarian forms. Practical quarterdeck—a sea wizard on duty with parties may naturally think of their enchantments can include running lights the crew raises a hurricane wind to coun- group’s spell-caster as the party member bespelled with continual light, anchor teract the watery . As violent gusts most likely to use sea magic. This may be capstans and ship fittings reliably lubri- whip stinging salt water in to your eyes, true, but there is another, larger scale to cated with a permanent grease spell, spell one magical wind battles another until consider when dealing with the wider that act as navigational aids, and similar both are dissipated. The pirates, now influence of magic at sea. The regular use mundane applications. clearly visible, realize their ploy failed, of spells and the employment of spell- The DM must determine which other leaving your ship and escorts undamaged. casters can be a costly undertaking. The societies or groups in his campaign fre- The buccaneers turn and flee. people and organizations which support quently use enchantments at sea. For the sea mages are fairly easy to identify: instance, temples of sea gods almost cer- they are groups with the resources and tainly do so in pursuit of their own goals, the need for magic at sea. not just to help favored followers; other

DRAGON 71 likely groups are sea elves or islanders ards may specialize in sea magic. These under the “Sea Magic Specialists” heading whose life centers on the sea. These folk specialists are commonly found in sea below. may use sea magic in their everyday ven- ports and fishing villages, and at sea tures upon the waters. aboard the vessels they assist. Guidelines Types of Sea Magic To serve these needs, priests and wiz- for developing these specialists are given The body of arcana known as sea magic Spells at Sea

The following examples illustrate how individuals from the attacks of small summon- Protection from normal missiles (W3): Useful specialist spell-casters are likely to use magic ed animals (such as ship’s rats). for commanding officers. Sea magic specialists at sea. Of course, nonspecialist priests and *Ironwood (W3): Strengthens structures and can cast this spell on inanimate objects; they wizards may use the same tactics to aid sea- wooden parts (double normal dmg capacity), most often use it to protect sails. farers or during seaborne combat. However, gives saving throw against the effects of warp Reverse gravity (W7): Can clear enemy decks specialists can cast some traditional spells in wood. Cast on entire ship for short duration, of crew. When the victims fall back to earth, untraditional ways, as explained under the or parts for longer duration. their ship has usually moved out from under notes for protection from fire and passwall. Item (W3): Often used to shrink nonmagical them, so they land in the ocean, where they Full descriptions of new spells follow these fires. When ships have closed, a spell-caster can be scooped out later as prisoners. Some- notes, but to maintain game balance, limit tosses the item to the deck of the enemy ship times cast when boarders are coming over the their use to specialists alone. where it returns to its normal state. rails; in their initial rush, many of them are Spells affecting animals (such as animal Knock (W2): Counters hold portal attacks, swept instantly out of combat. summoning or conjure animals) are limited to which can trap crew or invaders below decks. *Sea form (P4): Turns target into a coherent creatures which are found on shores or at sea Levitate (W2): Used to manipulate cargo. liquid form, which moves like ooze. The (fish, seagulls, ship’s rats, etc.). Fire can be Mass invisibility (W7): Conceals the true num- recipient of a sea form spell can resume conjured by sea magic specialists, but such ber of sailors or boarders on a ship’s deck. normal shape at will. spells are confined to shipboard attacks and Mending (W1): Popular for repairing tears in *Sea mount (P6): Summons one sea creature defenses, and do not function on land. See canvas sails and frayed or split lines. to ride, or if a suitable one is already present, character class descriptions for additional Messenger (P2): Ship’s rats and sea gulls are tames it. Carries rider on the surface of the restrictions. commonly used as messengers. waves. Bind (W2): Cast on enemy decks and ropes to Monster summoning I (W3): Conjures up 2d4 *Speak with sea creatures (P2): Allows com- hinder crew; aids in emergency repair aboard shipboard rats for most casters. Sea magic munication with sea dwellers. friendly ships specialists may choose one of the following Spider climb (W1): Allows crewmen to climb Conjure animals (W6): Summoned creatures instead: barracuda (1 HD), common lamprey, the outside of a hull and sneak aboard enemy can attack enemy crew, for example rats in merman, sea otter, piranha (3d4), or black ships. Also useful for effecting difficult repairs the rigging or poisonous spiders below decks. urchin. in damaged rigging. Continual light (W2, P3): Bespells navigation Monster summoning II (W4): Conjures 1d6 *Surf (P3): Aggravates the natural wave action buoys, running lights, and provides light for monsters such as barracuda (2 HD), dolphin, on a beach until a crashing surf rolls in. Ide- work on board ship or lighthouses. locathah, ixitxachitl ray, sting ray, sea horse, ally, the spell catches people unawares or Darkness, 15’ (W2): When ships are within lesser seawolf, green urchin. hinders boats moving to and from the beach. range, this is cast on the enemy helm to con- Monster summoning III (W5): Conjures 1d4 Summon swarm (W2): Cast aboard an enemy fuse helmsman and commanding officers. monsters such as barracuda (3 HD), giant crab, ship, this spell draws the ship’s rats to attack. Detect snares & pits (P1): Can detect the ghoul lacedon, sahuagin, selkie, or red urchin. This distraction is usually targeted at enemy trough created by a part water ahead of the Monster summoning IV (W6): Calls 1d3 mon- spell-casters and commanding officers. caster’s vessel. sters such as hippocampus, kapoa- *Swim (P2): May save crew lives when aban- Dimension door (W4): Favored by spell-casters chinth, giant lobster, ogre merrow, giant otter, doning ship. who must move quickly around ship during shark (3-5 HD), triton, or yellow urchin. Transmute rock to mud (W5): Simplifies rear- combat, when vantage point may be critical. Monster summoning V (W7): Calls 1-2 mon- ranging a ship’s ballast. The reverse restores the *Elemental control (W4, P4): Wrests control of sters such as giant crocodile, sea lamprey, mud to dirt and the dirt to rock. an elemental from the summoning spell-caster, scrag, sea lion, shark (5-6 HD), giant marine Transmute water to dust (P6, W6): The reverse in the same way that the turning undead spider, water weird, silver urchin. can replenish water supplies while at sea. ability does for evil priests seeking to com- Monster summoning VI (W8): 1d3 monsters such *Tsunami (W9): The tidal wave that can be mand the undead. as marine eel, narwhal, octopus, greater seawolf, directed against hostile shorelines or enemy Enlarge (W1): Cast on critical lines, helm, or shark (7-8 HD), giant sea snake (8 HD). fleets. other mechanisms on board an enemy ship to Monster summoning VII (W9): 1-2 monsters Vanish (W7): Removes useful objects from an disable steering or drop sails. such as manta ray, giant sea slug, giant sea enemy deck (tiller, anchor, etc.). Fabricate (W5): Creates items for emergency snake (10 HD), giant squid. Veil (W6): Cloaks small vessels or hides arma- repairs, such as making planking out of barrel Monster summoning VIII (W10): 1-2 monsters ment or soldiers to mislead the enemy. staves, rope out of string, etc. such as whale, kraken, giant sea turtle, voda- Wall of ice (W4): A popular disabling attack *Fireproof (W2)—Cast on single items, usually nyoi, morkoth. when directed at parts of enemy ship; hinders sails; of limited duration. Prevents ordinary Move earth (W6): In combination with a trans- crew if cast horizontally on a deck. fires, and provides a saving throw against mute rock to mud spell, move earth can Wall of iron (W5: When cast on the side of a magical fire. rearrange ballast if ship has been unbalanced boat heeling over before the wind, the sudden Grease (W1)—With permanence, this spell is by storm-tossed waves. This might be the only extra weight may be enough to capsize a often used to grease shipboard mechanisms thing that prevents a vessel from capsizing in vessel. like the anchor capstan or bilge pumps. Can extreme seas. Add + 15% to seaworthiness for Warp wood (P2): Ineffective against ironwood- very effectively hinder enemy crew in combat ships carrying ballast. bespelled wood. on shifting decks. Part water (P6, W6): In when cast in combat, Water breathing (W3, P3): Helps crewmen Hold portal (W1): Cast from a distance, this this spell creates a ship trap at sea ahead of an who must enter the water; usually reserved spell can bar enemy gangways, hatches, or oncoming vessel. for nonswimmers who abandon ship, or deckhouse doors to hinder crew movement. Passwall (W5): After two ships have closed and persons making hull repairs under water. *Hold wave (P4): Stops normal ocean wave their hulls are bound together with grappling Water walk (P5, W5): Sea priest specialists motion in a 20’ × 20’ area; used to save drown- lines, this spell can allow a surprise boarding only, as the wizard spell. ing men, fish cargo or wreckage out of storm- action below decks, permitting crewmen to Web (W2): Cast in enemy rigging or on decks tossed seas, etc. pass through both hulls above the waterline. to hinder crew movement. Invisibility 10’ radius (W3): Cast on friendly Protection from evil (W1, P1): Shields one *Waterspout (W8): Creates a waterspout, with noncombatants (helmsman, officers shouting creature from uncontrolled elementals. all the hazards of sea-borne tornado. orders) to lessen the chance of hostile spell- *Protection from fire (P3): As specialist spell, Whispering wind (W2): Permits communica- casters targeting them for attack. extends its effect to inanimate objects, as tion between friendly ships. Invisibility to animals (P1): Safeguard key noted under specialist spell description. *Wood rot (W6): Destroys ship’s planking.

72 AUGUST 1995 includes some customized enchantments but limited by weather or range. Other spells rarily disable a ship by freezing control relies mainly on traditional spells. The power have been developed or refined especially mechanisms in place. For instance, a wall of sea magic lies not in its uniqueness, but for use at sea by wizards and priests who of ice can immobilize rigging needed to rather in the useful adaptation of land-based specialize in sea magic. control the sails, or a vanish spell could spells to serve under seafaring conditions. Tactics: These spells are almost always make the rudder disappear. Conjuring air and water elementals on an cast in the heat of a sea battle. A spell- When the attacker’s sole purpose is to everyday basis is more common than for caster’s vantage point can be critical, for destroy the enemy, devastating magical land-dwelling spell-casters; destructive ele- sea mages are often found in the rigging, attacks are straightforward: for instance, a ments like fire are used with surprising or standing near the captain to heed his lightning bolt striking at the water line can frequency at sea, although limited to attacks orders and counter magical threats as they breach the hull and sink a ship, or a sum- against enemy ships. Spells to aid mariners arise. Offensive magic typically seeks to do moned elemental can wreak havoc among in their daily tasks are most popular: a sea one of three things: to hinder enemy structure and crew. Fire attacks are par- wizard might have a ready store of mending movement, to disable an enemy vessel, or ticularly damaging among the tarred ropes spells memorized to repair rope and sail, to destroy an enemy vessel. and dry timbers of a ship, and once out of levitate to help load cargos, and the specialist Movement can be hindered by raising control can quickly burn a vessel down to spell compass to help the ship’s captain contrary winds and waters or by reducing the waterline. The destructive potential of navigate. visibility with rain or fog. Crewmen can- an attack should be carefully weighed, for Sea magic falls into three categories: not handle their ship effectively if web, the difference between disabling a vessel offensive, defensive, and utilitarian. These slow, stinking cloud, or solid fog spells and destroying it is sometimes no more categories are described below. Further impair their movement. If attackers plan than the variations in a roll of the dice. tips for the use of specific spells in sea to close with a target vessel for a boarding encounters are given in the “Spells at Sea” action, these spells may obstruct and Defensive Magic sidebar. confuse the defenders, improving the odds Defensive magic can passively protect a of the boarding action’s success. vessel or can actively turn aside a threat; Offensive Magic Ships can be quickly disabled by struc- naturally, ships expecting combat are the Offensive magic is a crucial component tural damage, and most offensive spells ones most heavily protected. Merchantmen of attacks by sea-faring aggressors such as are perfectly suited to the task, from the seek to protect their rich cargos, and more pirates and naval forces. Merchant craft overt force of a lightning bolt or fireball, commonplace craft may need protection may use offensive magic to fight off at- to the more subtle attack of warp wood or from specific seaborne hazards if they travel tackers, as might small craft and fisher- produce flame cast on sails. If attackers in dangerous waters. men in monster-infested waters. Many want to keep a ship functional for later Tactics: Passive defenses can ward a ship spells used for combat on land can serve use, irreparable damage may be undesir- from common hazards at sea, and from the same purpose at sea, although often able. In that case, several spells can tempo- dangers which threaten the entire ship.

DRAGON 73 For the most part, these expensive perma- For example, weather magic may conceal Utility Magic nent dweomers are bought from sea magic movement from enemy eyes—especially Utility magic is the body of spells used for specialists and are cast on the vessel while useful when a ship evades pursuit. Spells practical purposes, to simplify day-to-day in port. Popular spells include spells that resulting in a deluge of rain or ice can chores on board ship. Utility spells are most bolster the strength of the hull or improve squelch onboard fires; heat-related spells often found when it is more economical in resistance to worms and barnacles (their can counter icy magical attacks; straighten the long run to use magic for the job, or benefits are noted below under “Specialist wood can undo an enemy’s warp wood when an enchantment is essential to the Spells”). Protection from normal missiles attack. Calling on elementals can save an ship’s performance under pressure. Rich can guard sails and hull from damage. endangered ship, especially when threat- ship owners who can afford “frivolous” Active defenses directly counter a magi- ened by natural hazards like sea monsters, magic may also indulge in utilitarian spells. cal attack or avoid an immediate hazard. storms, or reefs. Tactics: Most utility spells are dull but quite helpful. Running lights illuminated by continual light need not be refueled during Sea Magic Spells Sea Wizard Spells storms; a levitate spell can expedite the Use this table to decide what spells should be Level 1 Level 2 unloading of a cargo and ensure that goods made available to a sea priest or wizard. The Affect normal fires Bind arrive at market before the competition. table includes spells from the Player’s Hand- Burning hands Continual light book, as well as new specialist spells described Enlarge Darkness 15’ At other times, practical spells gain below (marked with an *). The DM may add Grease Fog cloud critical importance. During combat or other spells to this list, but the list provides the Hold portal *Fireproof storms, for example, the loss of sails can basics that should be available for characters Hypnotism Flaming sphere be fatal; similarly, cargo that breaks loose who specialize in sea magic. Notes on how Mending Improved phantasmal from its lashings during a storm-tossed specialists use these spells are given below. Phantasmal force force voyage can endanger ship and crew alike. Protection from evil Knock In cases like this, having the right magic Sea Priest Spells Shield Levitate on hand could mean the difference be- Many sea magic spells do not fall into the Sleep Melf’s acid arrow tween safety and danger, if not life and spheres allowed to sea priests (for example, Spider climb Stinking cloud warp wood, from the Plant sphere, is unavail- Taunt Web death. A mending spell could repair torn able to sea priests). As long as a particular spell Wall of fog Whispering wind sails to keep a ship turned into the waves is listed on the sea magic list, however, it is *Compass Summon swarm of a great gale, a strength spell could allow available to these specialists, with the limitations a helmsman to keep a steady course in noted under the spell descriptions. Level 3 Level 4 rough seas, or a water breathing spell cast Dispel magic Charm monster on sailors who must abandon ship in a Level 1 Level 2 Fireball Confusion storm could save those who would other- Bless Dust devil Flame arrow Dimension door wise be dragged to a cold death at the Create water Obscurement Gust of wind *Elemental control Detect snares & pits Produce flame Haste Evard’s black tentacles bottom of the sea. Endure cold/heat Resist fire/cold Invisibility, 10’ Fear Faerie fire *Speak with *Ironwood Fire charm Sea Magic Specialists Invisibility to animals sea creatures Item Fire shield Protection from evil *Swim Lightning bolt Ice storm Priests Purify food & drink Trip Melf’s minute meteors Monster summoning II Priests dedicated to ocean deities can Monster summoning I Solid fog specialize as sea priests, much as priests of Level 3 Level 4 Protection from evil 10’ Wall of fire nature gods can become druids. Sea Call lightning Abjure Protection from Wall of ice priests gain spells that aid sea-faring folk, Continual light Animal summoning I normal missiles Conjure elemental particularly those noted in the spell lists Create food & water Control temperature, Spectral force Wind wall below. Specialist sea priests are commonly Dispel magic 10’ rad. Water breathing Flame walk *Elemental turning found in busy sea ports, occasionally in Hold animal Free action Level 5 Level 6 small fishing villages. They minister to *Protection from fire *Hold wave Airy water Bigby’s forceful hand seafarers and their families and bless the *Surf Lower water Bigby’s interposing Chain lightning ships of their followers with magic. For Water breathing Produce fire hand Conjure animals example, a ship master who makes a gen- Water walk Protection from evil, Cloudkill Control weather erous donation to the temple may in turn *Home port 10’ radius Cone of cold Death fog have his vessel blessed with an ironwood Protection from Dismissal Lower Water spell, as a token of the sea god’s protec- lightning Fabricate Monster summoning IV tion. If the sea priest is an adventurer, he *Sea form Major creation Part water Monster summoning III Transmute water may serve aboard his country’s naval Level 5 Level 6 Passwall to dust vessels. Because of their higher calling, sea Air walk Aerial servant Transmute rock to mud Enchant an item priests are seldom employed by private Animal growth Animal summoning III Wall of force *Wood rot individuals. As a result, their magic is Animal summoning II Animate object Wall of iron encountered less often aboard merchant- Atonement Anti-animal shell men and private ships. Control winds Conjure animals Level 7 Level 8 The following guidelines are suggested Flame strike Part water Banishment Bigby’s clenched fist for specialty sea priests in a campaign: Rainbow Bigby’s grasping hand Incendiary cloud *Sea mount Deity: any sea god. Wind and weather Water walk Transmute water Delayed blast fireball Monster summoning VI gods also possible, at DM’ discretion. Wall of fire to dust Mass invisibility Permanency S Weather summoning Monster summoning V *Waterspout Requirements: Wisdom 12. *Summon wind Vanish Weapons allowed: Harpoon, barbed Level 7 spear, net, or other weapon specially Animate rock Level 9 favored by the deity. *Conjure water elemental Bigby’s crushing hand Armor Allowed: Nothing heavier than Control weather Gate studded leather, to permit swimming. Fire storm Meteor swarm Major Spheres: All, Elemental, Weather, Gate Monster summoning VII Summoning. Wind walk *Tsunami Minor Spheres: Protection, Animal, Healing.

74 AUGUST 1995 Magical Items Allowed: Any item Special Abilities all fit into the traditional schools and spheres designed to manipulate sea magic: other- Sea mages gain the following benefits: of magic. Players and DMs may also want to wise, as a normal cleric. l Specialist spell-casters gain one addi- consult the Arabian Adventures rulebook tional spell per level. This spell must be for spells from the provinces of sea and Granted Powers learned from the sea magic lists. wind that may further enhance sea mages. Sea priests gain the following benefits l Sea wizards gain a +1 to saving and limitations: throws vs. spells cast by other sea Sea Priest Magic

l Sea priests cannot turn undead. wizards. In addition, the targets of a sea Conjure water elemental

l Sea priests automatically gain the wizard’s magic suffer a -2 saving throw (Conjuration/Summoning) Reversible swimming nonweapon proficiency or penalty, as the targets of other specialist This spell is identical to the 6th-level priest secondary skill. If in danger of drowning, wizards do. spell, conjure fire elemental, but it brings their god grants them the ability to breath l The wizard gains no bonus to his forth water creatures. Each casting has a water (as the spell) until the danger passes. chance to learn sea magic spells. 65% chance of calling up a 12-HD elemental,

l Sea priests gain a +2 bonus to all l Specialists do not automatically gain a 20% chance of a 16-HD elemental, 9% saving throws against the attack of air or sea magic spells when advancing in level chance of 2-4 water weirds, 4% chance of water elementals and elemental-kin, but may research and create new sea a marid, and a 2% chance of a 21-24 HD including whirlwinds, nereid venom, sylph magic spells with greater ease than other noble water elemental. spells, and water kin’s drowning attacks. spells (treat as one level lower for deter-

l At 7th level, a sea priest gains the mining difficulty). Elemental control (Abjuration) ability to summon an 8-HD air elemental Also, like sea priests, sea wizards cannot Sphere: Summoning once per week. manipulate earth and fire except when Level: 4 Components: V, S

l At 10th level, a sea priest can summon aboard ship or on the sea shore. Range: 10 yds. + 1/lvl CT: 1 rnd. a 12-HD water elemental once per week. Duration: Special Save: Special Area of Effect: 1 creature The following limitations apply to sea priest spheres: This spell allows the caster to seize control Animal spells apply only to sea- and of an elemental summoned by someone shore-dwelling creatures or animals (ship- else. The priest has a 50% base chance of board rats, sea gulls, pelicans, whales, success; the roll is adjusted by the differ- etc.). Animal summoning cast at sea, for New Spells ence in level or Hit Dice between the cleric instance, can call forth the same creatures and the creature he seeks to control. This noted under the sea wizard’s monster Practitioners of sea magic have access to a roll is further modified by the difference summoning spells. number of unique spells, though these spells between the original summoner’s Wisdom A sea priest cannot magically manipulate earth or fire, except insofar as those ele- ments are encountered on board ship, on a dock, or at any other location on the shore or on the sea. For example, a sea priest can attack a ship with magical fire but could not kindle a flame ashore in a warehouse.

Wizards To master sea magic, a wizard must have a wide body of knowledge. Sea magic draws its spells from many sources in other schools: abjuration, conjuration, enchantments, illusions, or alteration. All sea wizards concentrate on learning spells noted in the lists below. Note that sea mages and water elementalists are fierce rivals; sea mages consider their school of magic superior because it does not rely on only a single source of power. Sea mages draw their magical powers from wind, wave, water, sun, moon, storms, and the thousand forms of sea creatures. Sea wizards are solitary practitioners of their art, and may be found anywhere near or on the sea. They work for hire, though occasionally they are retained by patrons who have the resources to sup- port their specialized magical practice. The following guidelines are suggested for specialty sea wizards in a campaign: Requirements: Intelligence 12, Wis 12. Weapons allowed: Staff, dagger, darts, knife. Armor Allowed: None. Magical Items Allowed: Any item designed to manipulate sea magic; other- wise, as a normal wizard.

DRAGON 75 and the caster’s: the difference between When this spell is cast, the person touched This spell aggravates the natural wave the two is a bonus added to whomever has is transformed into a coherent liquid form. action on a beach so that higher and high- the greater Wisdom. At a glance, the recipient looks like ordi- er waves rush ashore until a violent crash- Only one attempt may be made per nary seawater, but the sea form stays ing surf rolls in. It can catch people creature; if the priest does not seize con- together like ooze and can flow up walls. unaware or hinder boats moving to and trol of the elemental, efforts will The sea form has a Movement Rate of 3. from the beach. At its most violent, surf succeed. If the effort is successful, the The spell is typically used to infiltrate an can damage or destroy beachfront struc- elemental obeys the wishes of the priest enemy ship, flowing up over the side like tures and docks. Once the wave action for the remainder of its stay on the water, then slipping down closed hatches begins, the spell-caster himself must move physical plane. and beneath doorways. When the sea away from the surf, for the longer the form is submerged in a greater body of spell lasts, the more violent the resulting Hold wave (Evocation) water it has a neutral buoyancy, and can wave action will be. For its first turn of Sphere: Elemental float or sink at will. duration, the surf rushes up to its normal Level: 4 Components: V, S Normal shape can be resumed at will. high-water mark. For every turn past that, Range: 10 yards CT: 6 The person affected by this spell shifts the surf advances a further 10 yards in- Duration: 1 t. + 1/lvl Save: Special into the sea form without clothes or weap- land. Surf raised by a 6th-level sea priest, Area of Effect: 20’ × 10’ area ons, and resumes normal shape in the for instance, will wet the shore a distance same condition. The material component of 60 yards from the normal high-water This spell immobilizes normal wave mo- is a mouthful of seawater, swallowed by mark. tion in a 20’ × 20’ area. It stills the waters, the spell recipient. permitting drowning sailors, lost cargo, or Swim (Enchantment/Charm) other items to be fished out of heavy seas. Sea Mount (Conjuration/Summoning) Sphere: Charm When cast during a heavy chop, the ocean Sphere: Summoning Level: 2 Components: V, S, M within the area of effect becomes as still as Level: 6 Components: V, S Range: Touch CT: 1 pond water: if seas are heavier than this Range: Special CT: 6 Dur.: 1 hour + 1/lvl Save: None (as during a violent storm), the wave Duration: Special Save: Neg. Area of Effect: 1 creature/lvl action is reduced to a heavy chop. Area of Effect: One sea creature If the sea is agitated by an elemental or This spell gives an untrained swimmer the hostile magic, hold wave fails unless the When this spell is cast, a sea creature ability to swim as if proficient, with all spell-caster makes a saving throw vs. spell. large enough to ride is summoned to the chances for success detailed in the PHB If the seas are already affected by hold caster, if one is present within an hour’s (pages 120-121). If cast on a proficient wave, the hostile spell-caster or elemental swim. Therefore, the summons may not swimmer, the recipient swims with a +2 must make a saving throw to disrupt the be answered until an hour has passed and Constitution for purposes of determining magically-calmed waves. the creature has had a chance to arrive. his success. The material component is a Typical sea mounts include giant fish, sea small pumice stone for each recipient. Home port (Evocation) horses, sea turtles, and nonmagical crea- Sphere: All tures like rays and dolphins. Even sharks Level: 3 Components: V, S, M may respond, and for the duration their Range: Touch CT: 10 rounds natural predatory urges will be kept in Duration: 1 week/lvl Save: None check. The summoned creature can bear Sea Wizard Magi Area of Effect: One creature one person at the surface of the waves, and can carry the rider a variable distance Compass (Evocation)(W1) This spell bestows unerring “homing” depending on its reaction to the summons Level: 1 Components: V, S, M sense on a person, so that individual (see below). Range: Touch CT: 4 knows how to take the vessel back to its When the spell is cast, the sea priest must Dur.: 7 days + 1/lvl Save: None home port, regardless of how far off- picture where he wants the creature to go. Area of Effect: Special course the ship may have been blown by Since this spell does not bestow the ability to storm or happenstance. The home port is communicate with sea creatures, only the This spell enchants a special device so that where the ship was launched, or the place mental picture provides direction to the sea it always points in a direction defined by it returns to berth most often. This spell mount. The DM should make a reaction roll: the caster. This is often a map direction, cannot be modified to home in on an inter- if friendly, the creature carries its rider to but it can be more abstract: the compass vening port of call. the nearest shore, no matter how distant. If may always point to their home port, or The material component is a pebble unfriendly, it carries the person to some- their destination, for example. The caster from the vessel’s native port, which must where near, and abandons its rider as soon can choose only a familiar direction, such be held by the spell recipient. The rock is as possible. A creature that makes its saving as a place he has seen or a direction he is not consumed in spell-casting. throw may either ignore the summons, or certain of. may deliver the rider to a destination of its The spell’s material component is a brass Protection from fire (Abjuration) own choosing. bowl filled with water, with a circle of This spell is identical to the 3rd-level priest cork set afloat in it. Atop the cork is af- spell protection from fire. However, a sea Speak with sea creatures fixed a long iron pin or , painted red priest can cast this spell on inanimate (Alteration) on the pointing end. When the spell is objects, such as a ship’s hull or sails. When Identical to the 2nd-level priest spell speak cast, the cork stays centered in the bowl cast on objects, its duration is one hour, with animals, though this spell permits and rotates until the pointer aims in the plus one turn per level. communication only with sea dwellers. direction defined by the caster. In calm weather the compass is easy to Sea form (Alteration) Surf (Alteration) read, but in rough waters the float bobs Sphere: All Sphere: Elemental about enough that reading properly the Level: 4 Components: V, S, M Level: 3 Components: V, S compass requires a successful Intelligence Range: Touch CT: 6 Range: 30 yds. CT: 4 ability check; if the check fails, the read is Duration: 6 t. + 1/lvl Save: Negates Duration: 1 t. + 1/lvl Save: None off by 20° to 180°. If all the water is Area of Effect: One creature Area of Effect: 10 yds beachfront/lv1 drained from the bowl or the cork is re-

76 AUGUST 1995 moved, the spell is broken. For this rea- With this spell the sea wizard calls up a much damage is done to buildings, and son, the compass often is covered with steady wind to fill his sails and blow the allow persons to try to swim or run to glass to keep water and float in place. ship in a desired direction. The wind safety. never blows harder than required for a If the tsunami is triggered closer to Elemental turning (Abjuration, moderate rate of travel, but it is com- shore, it attacks half as much beachfront Summoning) pletely reliable for as long as it lasts. It is (1/2 mile broad); if triggered farther out to This spell is identical to the 4th-level priest unaffected by prevailing winds. To cast sea, it hits 2-3 miles of beachfront. In spell. this spell, the wizard must know the true either of these instances, however, the name of a wind elemental, whose help he tsunami has either dissipated some of its Fireproof (Abjuration) calls upon to direct the magical winds. If violence, or not had enough room to de- Level: 2 Components: V, S, M the same elemental has been called previ- velop heavy wave action. In such cases, Range; 5 yds/lvl CT: 2 ously, there is a 5% cumulative chance per there is no 1/8 mile danger zone along the Dur.: 1 t. + 1/lvl. Save: None summoning that the elemental refuses to coast. Waters rush only 1/4 mile inland; Area of Effect: 10 yd. rad. +5/lvl. serve. If this happens, the elemental ar- flood damage and human endangerment rives, but is uncontrollable. are treated as in the 1/4 mile inland zone This spell is cast on items within the spell Once the spell is successfully cast, the described above. radius to protect them from ordinary duration of the resulting wind must be fires. Only one type of item can be protect- determined. First, make an Intelligence Waterspout (Conjuration/Summoning) ed, and that type must be named when the ability check. If it fails, the wind blows for Level: 8 Components: V, spell is cast: masts, for instance, or sails. If one hour and then dies out. If the check S the spell-caster seeks to protect two things succeeds, the wind lasts all day or until Range: 100 yds + 10/lvl CT: 6 at the same time, two separate fireproof dismissed by the wizard. For each day of Duration: 1 t. + 1/lvl. Save: None spells must be cast. The spell prevents sailing, another Intelligence check must be Area of Effect: 10 yd. radius ignition by normal fires, and bestows a made. When the check fails, the wind saving throw against the effects of magical ceases. The wizard may do other spell- When this spell is cast, a tornado forms at fire. If the saving throw is successful, the casting while the wind blows, but once it the surface of the water. The resulting fire does not burn; if failed, half the nor- stops it does not start again unless magi- waterspout is 10’ high for every level of mal damage is inflicted. The material cally summoned once more. the caster. If the spell-caster wishes, the component is a dash of baking soda. The material component is a flask of air waterspout can be shorter than this maxi- captured and sealed in a bottle on the mum, decreasing in increments of 10’. The Ironwood (Alteration) plane of elemental Air. The spell takes waterspout travels wherever the caster Level: 3 Components: V, S, M effect when the bottle is opened and the directs it at a speed of 12, up to the maxi- Range: Touch CT: 6 air released. mum range of the spell. It attacks as a Dur.: 1 hour + 1/lvl. Save: None monster with as many Hit Dice as the Area of Effect: 2’ × 2’ × 2’ of wood Tsunami (Evocation) caster’s level. If the waterspout objects on Level: 9 Components: V, S sea or in the air, it inflicts 1 HD of damage Ironwood temporarily lends the strength Range: Special CT: 1 turn for every 10’ of height that it has. A water- of iron to the common wood used in a Duration: Special Save: None spout is not affected by dispel magic, but ship. This spell is most often used to rein- Area of Effect: Special can be countered by wind elementals or force the planking of a hull, and some- other winds of magical (like sum- times to brace spars and masts. Although When this spell is cast, an underwater mon wind), blowing in a direction counter the wood gains in strength, it becomes no earthquake is generated that in turn cre- to the waterspout’s rotation. Each level of more heavy. The 8-cubic-foot area of effect ates a gigantic wave. The wave is high, the opposing wind reduces the waterspout can protect an area of hull nearly 2’ wide fast-moving, and is most destructive when by 10’; thus, a 210’ waterspout could be by 4’ long. A sixth-level sea wizard, for it washes over a shoreline, swamping completely countered by seven gust of instance, could make an almost 6 × 8 area everything in its path as it roars inland. wind or three summon wind spells. iron-strong, or a 4’ × 12’ one. Thus vulner- Tsunami can be cast anywhere but is able areas near the waterline can be pro- dangerous to the caster unless cast at sea Wood rot (Alteration) tected, or the prow reinforced if ramming in deep waters. The first effect of this Level: 6 Components: V, S, M is expected to take place. Ironwood dou- spell is identical to the earthquake spell, Range: 10 yds. CT: 4 bles the normal damage capacity against centered beneath the sea wizard’s feet and Dur.: 1 rd + 1/lvl Save: None impact, stress, and fire. Wood bespelled in spreading in a line in the direction he Area of Effect: 10’ × 10’ of planking this manner gains a saving throw against wishes the tsunami to follow. If cast in the effects of warp wood. The material deep waters, the vessel tosses and heaves This spell accelerates the decay of a ship’s components are a spike of iron and the a bit, but does not endanger anyone. In hull or deck structure. The wood thus dust of one small diamond of 500 gp value, water less than 50 yards deep, a sailing affected crumbles away at a rate of 1 consumed in spell-casting. It is also possi- proficiency check is required for the ship’s cubic foot per round, effectively destroy- ble to make this spell permanent. master and crew to maintain control of ing the hull integrity, a mast, or up to 12 their vessel amid the suddenly heaving square feet of 1 inch thick deck each Sea Mage Magic waves. round. All affected wood must be a contin- Protection From normal missiles A tsunami is most effective when cast uous area; the rot cannot be sped up in (Abjuration) approximately ½-1 mile offshore. At that more than one location. The reverse of This spell is identical to the PHB version. range it is ruinous along a l-mile broad this spell is restore wood, which can nul- When sea wizards learn it, it can also be beachfront, devastating structures along lify the effects of a wood rot attack or of cast on inanimate objects, such as sails. the shore where it hits and destroying natural decay. The material component is everything for 1/8 mile inland. The next 1/4 one wood-borer worm. Summon wind mile inland suffers heavy flooding. Saving (Conjuration/Summoning) throws vs. spells are required for persons Level: 7 Components: V, S, M caught in the 1/8 mile danger zone to es- Range: Special CT: 1 turn cape with their lives, or for structures to Duration: Special Save: None survive the giant wave. Within the 1/4 mile Area of Effect: One ship flood zone, roll d% to determine how

78 AUGUST 1995

Elven Magic

Artwork by Scott Rosema

by Robert S. Mullin Arrow of Return and after hitting a third time, the arrow These arrows come in both sheaf and vanishes forever. An arrow of return does Though the following items were all craft- flight varieties, and typically number 1-6 not lose any potence if the target is ed by elves through the use of elven mag- when discovered. An arrow of return missed, though it will return to the quiver ic, the items themselves may be used by usually gains +3 to attack and damage nevertheless. In any case, if such a missile any character, regardless of class, race, or rolls (see below), but its true power is is broken, its magic is lost. gender, provided they meet any special reflected in its name. XP Value: 300 each requirements noted in the item’s descrip- Each time an arrow of return is fired tion. These items are regarded as a branch from a bow, it magically returns to the Cloak of the Unicorn of elven lore because of how they were arrow’s quiver, whether or not it hits the Creating a cloak of this sort requires a made; special elven spells are required to target. In the event that the arrow hits its female elven priest and a wizard (or a enchant these devices (though the exact intended target, the arrow loses one “plus” multi-classed wizard/priest). The exact spells are not listed here). Only elves, or upon returning to the quiver. Thus, its process, however, is unknown to all but those beings with access to well-guarded magical bonus diminishes to +2 after the the most powerful of such spellcasters. In elven lore, can create these magical items. first successful hit, +1 after the second, addition to this, only good-aligned female

80 AUGUST 1995 elves, half-elves, or humans may use a employ a limited form of telepathy to cloak of the unicorn. It does not function communicate with any intelligent crea- for males or those of other races. If ture(s) within 30 yards. This power does donned by any being of evil alignment, a not allow the user to probe minds. This cloak of the unicorn acts as a cloak of effect lasts for three turns per use. poisonousness in all ways (see the DMG l Twice per day, the owner can com- for details). mand the faerie stone to release a volley of A unicorn cloak is cut from a yellowish- magic missiles as if cast by a 9th-level white material woven from a unicorn’s wizard (5 missiles of 1d4 + 1 hp damage mane. When worn by a woman of the each at a range of up to 150 yards). appropriate race, the cloak produces an l Once each day, the owner can invoke a aura of sympathy (as the eighth-level wiz- cerulean sword, a shimmering blue blade ard spell), which applies only to unicorns. of magical force (treat this as a faerie In addition, the wearer can transform sword from the Elves of Evermeet accesso- herself into a unicorn by act of will. The ry, cast by a 12th-level wizard; if EoE is cloak-wearer may change into a unicorn unavailable, treat it as a ’s as often as desired and may remain in the sword). To use the cerulean sword, the new form as long as is necessary. faerie stone and the sword it projects must While in unicorn form, the wearer retains be held in the user’s bare hand. her own Hit Dice, hit points, saving throws, XP Value: 5,000 and Intelligence, but in all other ways she is a unicorn, and she may use all of the powers Elven Hound and abilities inherent to such creatures. Held A variation of the common onyx dog variety or carried items are absorbed into the uni- of figurine of wondrous power; this small corn form, so all the wearer’s magical items statuette takes the form of a cooshee when become temporarily inert (only the cloaks activated (see the MM, page 241). The figu- sympathy power remains in effect). If the rine may be activated no more than once wearer can wield spells or spell-like natural per week, for no longer than six hours. abilities in her true form, these abilities are The elven hound always has maximum hit rendered dormant for as long as the wearer points and an Intelligence of 8-10. It may remains in unicorn form. Psionics are unaf- speak to its owner in elvish. (If the owner fected by the transformation, as are natural cannot speak elvish, no communication is abilities that are not directly linked to some possible.) In all other ways, the elven hound spell or magical device (e.g. magic resistance, functions as a normal cooshee, (as per the MM). regeneration due to unusually high Constitu- This device conforms to the advantages tion, spell immunities, etc.). While in unicorn and limitations common to all figurines of form, the wearer is immune to all poly- wondrous power. morphing or shapechanging magic and XP Value: 300 effects, regardless of the cloak-wearer’s wishes. This includes “natural” shape-shifting Rod of Sylvan Prowess abilities such as those possessed by druids A relative of the famed rod of lordly and lycanthropes. might, this rod may be used only by char- The wearer can return to her own form acters of the warrior classes (rangers and with a mental command. Transformation woodsmen find it particularly useful). from one form to another takes an entire Like a rod of lordly might, a rod of syl- round, but no roll is required. van prowess is made entirely of metal and XP Value: 3,000 thicker than other rods. A Strength of 16 is required to wield its 10 lb. weight prop- Faerie stone erly (-1 penalty to attack rolls for each Also called elven gems, jewels of point of Strength below 16). elvenkind, and similar names, faerie Unlike a rod of lordly might, a rod of stones are highly prized among all crea- sylvan prowess does not possess spell-like tures, not just sylvan ones. They are ex- functions or charges, though it does have tremely difficult to manufacture and the ability to transform itself from one therefore are quite rare. type of weapon into another, if the proper A faerie stone is always made from a button is depressed. This power functions large, precious gemstone (usually an emer- as follows:

ald or sapphire), cut in an ovoid shape that l In its normal form, it appears as a fits easily in the owner’s palm. The jewels normal length of metal. Though it does not are always utterly flawless, with a value of possess the flanged ball common to a rod no less than 5,000 gp. of lordly might, it is still equal to a mace A faerie stone has several powers, as +2 if used in combat.

follows: l If the first button is pressed, the rod

l When held in the hand (in contact warps and lengthens, becoming a long bow with the holder’s flesh), the faerie stone +1. The user must provide the arrows.

conveys infravision to its user, out to a l If the second button is pushed, a pierc- the rod flattens out and shrinks to a length distance of 30’. If the holder already has ing blade springs from one end and the of 3’ to form a long sword +4, elven blade infravision, its range is extended by a like handle lengthens, creating a spear +3. (see below). distance. This vision remains in effect as The overall length of the weapon ranges In addition to its weapon functions, a long as the user holds the faerie stone in from 6’-10’, and if fully extended, it may rod of sylvan prowess has several mun- his bare hand. be used as a light lance. dane abilities. If the rod’s fourth button is

l Three times per day, the user can l When the third button is depressed, pressed, the tip of the rod assumes the

DRAGON 81 form of a four-pronged grappling hook. If the spike is embedded in cannot support but with a western-style hilt and cross- that button is pushed a second time, the the creature standing on the crosspieces, piece. Despite its apparent fragility, an grapple is launched from the rod, but the spike simply tears away from the elven blade is rigid, strong, and exception- remains attached via a steel chain with a surface.) Obviously, an overhead surface ally balanced. length of up to 50’, which may be climbed. must exist for the spike to secure itself. Due to its unique design, an elven blade This function eliminates the need of the • The sixth and final button returns the inflicts 1d10 (long sword) or 1d8 (short usual rope and grapple combination. rod to its normal form, whether the rod is sword) hp damage, regardless of the tar- • When the rod is held perpendicular to in a weapon mode or the grapple/spike get’s size. Its primary use is as a slashing the ground and its fifth button is pressed, applications. weapon, but it functions almost as well for a barbed spike protrudes from its tip and The functions of the rod are negated by thrusting and cleaving attacks. two short, six-inch bars fold out from its a dispel magic spell; this counterspell also Elven blades are as rare and potentially base, one on either side. If the button is restores the rod to its normal form. valuable as elven chain mail, and as such pushed a second time, the spike is fired XP Value: 4,000 they are not a common finds—even in straight up, though it remains connected elven societies. Likewise, they should not to the remainder of the rod by a length of Elven Blade be placed in a randomly-selected treasure steel cable (this inflicts 2d4 hp damage if Forged only in long and short sword vari- hoard. the wielder rolls a successful attack roll eties, elven blades are easily identifiable by Just as elven chain mail cannot be con- against any target in the spike’s way). the slight curve in their blade and their structed by non-elves, only the elven races The spike carries sufficient force to single edge. An elven blade is slender, know the secrets of forging an elven become embedded in solid stone, and the roughly 1”-1½” wide, 1/4” thick along its blade. While elven blades are often non- barbs keep it solidly anchored. The cable spine, and 30” long (20” for short swords). magical, magical blades do exist. Due to that connects the spike with the rod can Including quillons, hilt, and pommel, such their exquisite craftsmanship, the experi- reach a length of up to 50’, but it immedi- a weapon is approximately 3’ long (2’ feet ence point value for making a magical ately stops playing out length as soon as for a short sword). An elven blade is not a elven blade is 500 points more than the the spike is embedded. If a creature stands scimitar or cutlass, nor should it be con- usual amount for a magical sword, as on the steel bars at the base of the rod and fused with one—such blades have a much detailed in the DMG. Thus, a long sword the fifth button is pressed a third time, the more pronounced curve to their length +1, elven blade is worth 900 XP to its cable reels itself in, drawing the rod and and are more cumbersome. An elven maker, instead of the usual 400, while a its cargo up to the spike. (If the surface blade most resembles the katana of Japan, frostbrand, elven blade is worth 2,100 XP instead of the normal 1,600.

Tent of Elvenkind When collapsed for storage or transport, a tent of elvenkind is a drab, gray color, very much like any other disassembled tent. When erected, the tent assumes all of the qualities and characteristics of a cloak of elvenkind (as per the DMG). Thus, the tent is nearly invisible in most terrain. A tent of elvenkind is large enough (roughly 8-10 square feet of floor space) to hold five man-sized creatures in moderate comfort. It is squarish in shape and has a raised center (which allows rain water to run off). A 2’ square area on three of its four “walls” can be rolled up to provide windows, while a 3’ × 5’ flap functions as a door on the fourth wall. It is held up by four corner poles (each 5’ tall) and a thick- er center pole (7’ tall). The poles them- selves may be anything from tree branches to metal rods, as the fabric of the tent radiates all of its magic. As a result, lost or broken poles can be re- placed as desired. The tent’s fabric is en- tirely waterproof, but it is no more durable than a normal tent (though bo- nuses to saving throws still apply due to its enchantment). XP Value: 1,000

Wand of Faerie Spheres A wand of faerie spheres is a multi- functional device that may be used by wizards and priests only, including special- ized wizards, druids, and specialty priests. Like all wands, a wand of faerie spheres may have up to 100 charges when found, and it functions at the 6th level of ability. When the wand’s magic is invoked, it discharges a faerie sphere (a tiny, marble- sized globe of colored light), which races

82 AUGUST 1995 out to a distance of 50 yards, always strik- In addition, the globe absorbs all electri- successful save vs. wand reduces this ing its target unless a wall of force, anti- cal attacks directed at it, extending its damage by half. Regardless of the saving magic shell, or similar barrier spell duration by 1 round per damage die. All throw, however, a circular wall of fire intervenes. The wand can produce seven other attack forms have the same effect springs up, centering on the fireball’s different faerie spheres, which the wielder they would against a wall of force. This point of impact. This power requires 2 can choose from, each with a different power requires 2 charges. charges from the wand. effect. Each of the first six faerie spheres Green: When this faerie sphere makes Red: This faerie sphere instantly ages has a different color, those being red, contact with its target, it immediately all organic material held or carried by the yellow, green, blue, orange, and violet, grows in size, encapsulating the subject in target, making it crumble to dust. Each respectively. The seventh is multicolored. a 10’ radius globe of emerald light (if the item type receives a saving throw of 10 to Each faerie sphere has its own word of target is larger than this, the globe grows avoid the effect; roll one saving throw for activation (a total of seven command words). proportionately). The subject may move all paper products, one for leather items, The individual effects are as follows: normally, but the sphere moves with the one for cloth, one for wood, and so forth. Blue: When it strikes a target, this victim, regardless of the target’s means of If the saving throw for leather fails, all faerie sphere expands, forming a globe of locomotion. leather items carried by the victim crum- blue light centered on the victim. The The globe of green light creates a mobile ble, but if the saving throw succeeds, none globe acts as a stationary, spherical wall of wild magic area, and any spells or spell- of the target’s leather items are harmed. force that lasts for 2-5 turns. It is just large like effects cast within or through the Magical materials receive normal bonuses enough to contain the target (regardless of sphere induce a wild surge (see the Tome to the saving throw, of course. size), and, unless other creatures are close of Magic, pages 4-8, for details of wild Examination of the dust from destroyed to the victim (e.g., carried, engaged in magic and wild surges). The effects of the items reveal that it has been totally desic- combat, etc.), only the target is confined. wild surge occur within the sphere itself, cated. This effect uses 1 charge. Unlike a normal wall of force, the globe and only creatures within the sphere are Violet: A creature struck by a violet releases an electrical shock when touched. affected. The effect lasts for 1 turn, and faerie sphere is affected by a faerie fire This charge inflicts 10 hp damage, 5 hp no saving throw is allowed. Use of this spell. In addition, the target creature must damage if a saving throw vs. wand is power drains 2 charges. make a saving throw vs. wand or be sub- successful. The shock harms creatures Orange: When it strikes its target, this ject to a heat metal spell. This faerie outside the sphere as well as those within. faerie sphere explodes in a 6d6 fireball. A sphere drains 1 charge from the wand. Yellow: When this faerie sphere strikes the target, it bursts in a flash of blinding yellow light, and the victim must make a saving throw vs. wand. If the saving throw fails, the target is blinded for 2d4 +2 rounds, during which time the victim suffers a -4 penalty to all attack rolls, saving throws, and armor class. If the saving throw is successful, however, the subject is partially blinded for 1d4+1 rounds, suffering a -2 penalty to armor class, saving throws, and attack rolls. Creatures that do not require sight to function are unaffected. Likewise, crea- tures that shield their eyes before impact are partially blinded if the saving throw fails, or completely unaffected if the sav- ing throw succeeds. This faerie sphere drains 1 charge. Chromatic: The final ability of a wand of faerie spheres is the most powerful and the most costly. By expending 10 charges, the wands wielder can shoot a multicol- ored faerie sphere at a target within 50 yards. On impact, the sphere’s victim is affected as if he had touched a prismatic sphere. This faerie sphere does not create a prismatic sphere— rather, the bursting chromatic sphere brings the effects of that spell into being just long enough to sum- mon a flash of brightness that affects the target, after which the spell effects imme- diately disperse. If the wand lacks suffi- cient charges to invoke this power (i.e., 9 charges or less), the faerie sphere does not appear, but the charges are still expended, draining the wand of all magic. A wand of faerie spheres can be re- charged by a wizard or priest with access to the proper elven lore, and the ability to cast the spells that the spheres duplicate. XP Value: 5,000

84 AUGUST 1995

by Skip Williams

If you have any questions on the games not humanoid (such as the bariaur from incorrect. Wizards suffer a 50% penalty produced by TSR, Inc., “Sage Advice” will the PLANESCAPE™ setting). (x.5 multiplier) to their chances for gain- answer them. In the United States and However, several spells or items could ing psionic wild talents. Canada, write to: Sage Advice, DRAGON® revive your dead faerie dragon. The 7th Magazine, 201 Sheridan Springs Rd., Lake level resurrection spell works on any Appendices 2 and 3 from The Com- Geneva WI 53147, U.S.A. In Europe, write living creature. A rod of resurrection plete Book of Necromancers list the to: Sage Advice, DRAGON Magazine, TSR could work on a faerie dragon if the DM spell detect life as both a 2nd-level Ltd., 120 Church End, Cherry Hinton, allows; I recommend an expenditure of wizard spell and a 1st-level priest Cambridge CB1 3LB, United Kingdom. We seven charges, the same as would be need- spell. Only the wizard version is are no longer able to make personal re- ed for an elf wizard. Of course, a wish listed in the CBN’s spell index. plies; please send no SASEs with your would bring back the faerie dragon, too. The detect life life spell is included in questions (SASEs are being returned with The Complete Wizard’s Handbook (page writer’s guidelines for the magazine). How much damage would a wall 98). Priestly necromancers can use it as a This month, “Sage Advice” looks at mag- of stone spell inflict if it was cast 1st-level spell. Other than its level, the ic and optional rules in the AD&D® game. horizontally over a creature so that priest version has the same statistics as Unless otherwise stated, page references it would fall and crush it? I’ve al- given in the CWH. are for AD&D game rulebooks printed ways thought that wall of stone after April, 1995. could not be used this way, but Would gloves of missile snaring did it in a novel. Was that stop a magic missile spell? Is it possible to cast spells through just for the book, or can it be done No. Gloves of missile snaring have no a restricted space, such as an arrow in the game? effect on spell attacks, even missile-like slit or peephole? According to the spell description, a wall spells such as magic missile and Melf’s According to Chapter 7 of the Player’s of stone must merge with and be solidly minute meteors. Handbook (page 117), a spell can be cast supported by existing stone. So, no, it through a restricted space only if the cannot be created in thin air so that it Do intelligent weapons actually space is large enough to allow the caster drops onto an opponent. Perhaps Elmin- contain a person’s mind? If so, could to see the target and large enough to let ster has researched his own version of the a magic jar spell be used to transfer the spell effect through at the same time. spell specifically for this purpose. If a the mind from the weapon to a Arrow slits generally are sufficiently large character manages to make a wall of stone body? for spellcasting, but peepholes usually are fall on top of a creature (perhaps with According to the Book of Artifacts, page not. Also, remember that a spellcaster judicious use of a transmute rock to mud 128, an intelligent magical item can be must have both arms free. A wizard with or disintegrate spell), I’d suggest treating it created only if the character enchanting it his eye stuck up against a peephole is in like a wall of iron spell—creatures of up to is willing to transfer his own life force into no position to cast any spells at all. Even a size Large are killed unless they make a the item. The process, however, destroys very large peephole probably wouldn’t saving throw vs. death magic, and Huge the character’s psyche and imbues the allow a character to simultaneously com- and Gargantuan creatures are unaffected. item with intelligence and at least a smid- plete a spell and keep a target in sight gen of the original character’s personality. unless the target was right behind the Elven huntsmen (from The Com- The item and the mind cannot be sepa- peephole. plete Book of Elves, page 92) are rated thereafter without destroying them supposed to suffer a smaller penalty both. After a disastrous encounter in my to tracking attempts than other non- campaign several PCs and their faer- rangers do, but the kit description Some time ago, one of my charac- ie dragon companion lay dead. The doesn’t say what their reduced pen- ters was killed and turned into a group’s cleric used raise dead spells alty is. vampire by Strahd. More recently, to revive the slain characters, but I I suggest a -3 to the proficiency score my group was adventuring in Sigil didn’t allow them to raise the faerie rather than the standard -6. and my character decided to join the dragon. Was I right? Is there any Dustmen. Now, the Dustmen have a way to raise a dead faerie dragon? The Complete Book of Necroman- truce with the undead, and no un- A raise dead spell won’t help a faerie cers says that wizards get a x 1.5 dead will harm my character or any dragon unless the DM says so. The spell bonus when calculating their other member of the Dustmen. If my description limits the effect to dwarves, chances to become wild talents. The group returns to Castle Ravenloft gnomes, half-elves, humans, and other Complete , how- and encounters my old character, creatures at the DM’s option. The general ever, says wizards, priests, and non- can my new character protect my intent behind the spell, however, is to limit humans get a penalty of x.5 when companions form my old character, raise dead to humans and demihumans. rolling for wild talents, which is say by jumping in the vampire’s way The only time it would be wise to extend correct? so as to block a blow? the effect beyond that would be for cam- The text and example on page 27 of the Your character would be attacked. The paigns that have major PC races that are The Complete Book of Necromancers is dead truce makes undead ignore Dustmen

86 AUGUST 1995 only so long as they are neutral to any psionic item that uses this power? growth at a phenomenal rate, but they undead they meet. If a Dustman interferes In every case where an item produces a don’t see the druid doing anything that with an undead creature in any way, by psionic effect that is harmful to the user, would suggest the forest isn’t real—such as spoiling attacks, stealing treasure, tres- such as loss of hit points, a disease, an walking right through a tree. passing where they don’t belong, or any- ability score reduction, or the like, the loss PCs who see this spell being cast believe thing else that the creature regards as is inflicted on the character using the item, that a real forest has sprung up. If they hostile, the truce is broken and the un- not on the item. If the item is acting inde- are not druids, centaurs, or other deni- dead can attack. Also, it would be entirely pendently, it cannot use such powers. In zens of the woodlands, they can’t disbe- reasonable for the DM to rule that undead the case of Switch Personality, the person- lieve the effect, even if a woodland in Ravenloft don’t observe the truce. ality of the item’s user switches with the creature tells them what is really going on. such as Strahd and creatures subject’s and both bodies lose Constitution Spell effects appear to work normally under his direct control certainly don’t. normally. Likewise, hit points gained by within a hallucinatory forest. A fireball Life Draining are transferred to the item’s expands to its normal size and blasts The description for the psionic user. Hit points lent by Lend Health are everything inside its radius. If the weather power Empower says that a charac- drained from item’s user. A character who is dry enough, a fireball might even ap- ter must be 10th level to learn it. uses a psionic item to absorb a disease gets pear to set the hallucinatory forest on fire. However, a psionicist doesn’t gain a the disease himself. A dispel magic from any character, even new science at 10th level, but he one who has been completely fooled by does gain a new one at both 9th and Just how quickly does a psionic the spell, has the normal chance to end 11th levels. At what level can a item regain PSPs? the spell. psionicist use this power? Psionic items always regain PSPs at the A psionicist must be at least 10th level to resting rate, six points an hour under the Which method should be used know the Empower science. As you point CPH rules or one eighth of their total PSPs when calculating a demihuman out, psionicists don’t normally gain new each hour under the revised rules from the thief’s chance for surprise? The sciences when reaching 10th level, so most PLAYER’S OPTION™: Skills & Powers book. racial surprise chance or the thief of them have to wait until they reach 11th move silently chance? level to learn the Empower science. The Does a ring of wizardry double the Use the method that gives the thief the DM might allow a psionicist to leave the number of spells a specialist wizard best chance to achieve surprise, which science she gains at 9th level open so the gets? almost always will be the racial chance. A slot is available at 10th level for Empower. Yes, but the specialist’s bonus spells are not successful attempt to move silently does doubled. For example, a 5th-level wizard can not automatically result in surprise for the The Complete Psionics Handbook memorize four 1st-level spells each day. If other party, just a -2 modifier for a silent says a psionic item’s Intelligence the character was a transmuter, the daily opponent. This is not cumulative with score is equal to its creator’s Intelli- limit would be four 1st-level spells plus an racial modifiers for surprise because they gence -1d6. Does this mean that a extra alteration spell. A ring of wizardry that already assume fairly quiet movement on psionic item is limited to using only doubled 1st-level spells would give the char- the character’s part. those powers that use Intelligence acter nine 1st-level spells, eight (4×2) plus as a base power score? an extra alteration spell. Can a teleport or dimension door A psionic item’s Intelligence score is used spell be used to bypass an Otiluke’s in conjunction with Table 113 from the The hallucinatory forest spell cre- resilient sphere? Would a project DUNGEON MASTER® Guide, which deter- ates a forest that looks real to anyone image spell function for a wizard mines the item’s basic ability to communi- but a druid. What does the forest look encased in the sphere if the image cate. The item’s Intelligence score also is like? What would a druid see? Would was outside the sphere? Would the used to determine its personality score in a person who believed the forest see wizard be able to cast spells the event that a conflict arises between it a druid walking right through tree through the image? and its owner, as described in Appendix 3 of trunks? What happens to characters Teleportation is subject to all kinds of the DMG. An item’s power score is not based who actually see the spell being cast? restrictions according to local conditions, on its Intelligence, and psionic items are not What effect would a fireball have on and an Otiluke’s resilient sphere certainly limited to Intelligence-based powers. the forest and vice versa? could be one such condition. However, I A psionicist who creates a psionic item can A hallucinatory forest looks just like a recommend that you do allow character’s empower it with any psionic power he real forest, right down to the layer of last to teleport into or out of Otiluke’s resilient knows. If the attempt to empower the item year’s leaves or pine needles on the spheres. The former is possible only if succeeds, the item’s power score is always ground. The plants in a hallucinatory there is sufficient space inside the sphere two points less than the character’s power forest are appropriate for the prevailing to hold the teleporting creature. Also, it is score for the ability in question (see page 94 terrain and climate, or the closest plausi- far more reasonable to disallow teleport- of The Complete Psionics Handbook). ble type where no forest could normally ing through an Otiluke’s telekinetic sphere, grow. For example, a hallucinatory forest which is a much more powerful spell. Can psionic items use the Life at the north pole would contain some kind The channel between a character and a Draining science or Lend Health of pine trees. projected image is broken by anything devotion? Since items don’t have hit Exactly what a druid sees when looking that blocks the character’s sight or that points, how would these powers at a hallucinatory forest is up to the DM. I prevents the character from casting a spell work? Could a psionic item use the suggest that a druid either sees what into the location where the image is. This Absorb Disease devotion even everybody else sees but knows it’s a fake includes barriers such as walls of force through is has no “body” to pull the (something like walking through a muse- and the two Otiluke’s sphere spells. disease into? What about purely um forest exhibit with artificial trees in it) mental diseases? If an item could or sees the actual terrain with a ghost absorb a disease, what would the image of a forest superimposed over it. effect on the item be? The Switch Pick one and stick with it. In either case, a Personality science causes the druid can walk through the forest at what- bodies that receive new personali- ever Movement Rate the actual terrain ties to degenerate, causing a loss of allows. Other characters see the druid Constitution. What happens to a zipping through the trees and under-

88 AUGUST 1995

by William J. White Some of the best role-playing adventures involve little or no combat: the characters solve puzzles, outwit opponents, and escape traps to reach their goal. But role-playing has been described as “participatory story- telling”—and stories must have conflict, that is, a hero versus some antagonist. Melee combat puts this conflict, in the form of adventurers versus monsters and other villains, into a dramatic, dynamic, and easily visualizable form. The drama springs from the element of danger. The Lord of Montrose’s toast is oft-quoted, but has some bearing here:

He either fears his fate too much, Or his desserts are small Who dares not put it to the touch, To win or lose it all.

Combat should be a high-stakes event; players put their characters “to the touch” to reap fame, fortune, and (of course) higher experience levels. Too often, however, combat in role-playing games is merely dice-rolling and number- crunching; in its worst form, this is aptly derided as “hack and slash” gaming. Even in the best campaigns, combat sometimes lacks the drama and excitement that makes play- ers feel as if their characters have risked their lives, overcome overwhelming odds, and emerged victorious. There are many ways for a referee to keep combat encounters exciting and dramatic. This article focuses on the idea that where combat takes place is at least as important as whom the characters are fighting. Battles should be fought on dan- gerous ground.

Stand or Fall The referee decides where an encounter takes place, whether in a cramped dungeon corridor or in an open field where orcs are mustering. However, to design a memorable encounter, make the scene itself as terrifying as the PCs’ adversaries. The purpose of setting encounters on dangerous ground is not to rack up PC casualties; instead, it should make the players feel that their characters have survived some great peril and withstood some terrible risk. For example, in ’s Nine Princes in Amber, Corwin, his brother Bleys, and their army fought their way up

90 AUGUST 1995 a narrow set of stairs cut from the side of example, a patch of particularly broken ning across it must make a saving throw a mountain. Only one warrior at a time and rocky ground, with jagged stones vs. breath weapon at a penalty (-2 is not could face the enemy, and the stairway jutting up from it, may be simulated with unreasonable) or break through one of the itself was dangerous; Bleys fell from it the priest spell spike stones. rotten timbers. If the throw fails, a gener- during the struggle, and it was a long way ous DM may leave the PC hanging on with down. The risks were great. Roll the Bones his fingertips for dear life. In any round Despite those risks, Bleys survived be- Other, more dangerous, examples, with that the hanging PC fails a saving throw cause Corwin threw him a deck of magic notes for the referee on incorporating vs. paralyzation, he can do nothing except cards that could be used as a teleportation them into an AD&D® adventure, may be cling to the ropes for balance; he may device. Though his life was spared, Bleys helpful. drop his weapon into the abyss. was “out of the adventure.” This illustrates In these examples, reference is some- When the pursuers arrive, the referee can the second point of dangerous ground; times made to the saving throw tables. As declare that high winds make missile fire despite danger, the PCs should win explained in the DUNGEON MASTER® across the chasm less accurate, assessing a through. Knocking a PC unconscious or Guide, saving throws can be used for -2 or -4 penalty to both sides. Melee on forcing him to retreat can be a good penal- situations other than the ones to which the bridge itself is tricky; a number of rul- ty for a referee to impose (in lieu of out- they are commonly applied. For example, ings can be made to simulate it. An attack right destruction). circumstances involving force of will or penalty of -1 or -2 can be imposed, and physical fortitude indicate a saving throw some weapons may be unusable— Choosing Your Ground vs. paralyzation, poison, or death magic; particularly two-handed swords and pole- At the simplest level, choosing ground those involving dexterity and physical arms. Spell-casting, except for spells with means considering the surroundings when stamina, a saving throw vs. breath weap- only a verbal requirement, should be disal- making judgements about combat. Battles on. Using saving throws to resolve this lowed while on the bridge. Groups playing at night in dense woods should feel differ- situations has the advantage that higher- with fumble rules may see a fumble lead to ent from brawls on a village common in level PCs are more likely to succeed at cutting one of the bridge’s ropes. broad daylight. heroic feats than lower-level characters. Only PCs who do something very stupid Part of the distinction depends on the If you feel that the tables do not accu- should plummet to their deaths, but the DM’s ability to describe the situation—but rately reflect the chances of success, you danger should seem very real. One or two the rules governing combat can also affect may want to use ability checks or non- expendable orcs can step on a weak board the players’ feel for where they are and weapon proficiencies. Roll 1d20 vs. and fall through for the edification of the what is going on. For example: Strength, Dexterity, or Wisdom, modified PCs. l In dense wood, impose restrictions on according to the situation, or use charac- And, of course, all the din of battle and missile fire and on large weapons. Add ter abilities such as the open doors chance, shouting of the orcs can attract the atten- movement restrictions if thick underbrush bend bars/lift gates score, or system shock tion of whatever monsters happen to live also exists. rating. In this case, any level character has on the far side of the chasm. l Night or fog limit visibility, causing an equal chance to succeed; whether the Any PCs on the bridge when, and if, the penalties to attacks, limiting information adventurer is a novice or a veteran, the ropes are cut must make a saving throw about the foe’s number and location, and only governing factor is the ability score vs. breath weapon to determine who holds leading PCs to stumble over unseen obsta- itself. The examples below assume that on, and those who do suffer 3d6 impact cles when running. saving throws will be used. damage from the bridge hitting the side of l Mud and snow slow movement, make the chasm. Climbing to the top implies falls more likely, and can hide quicksand, The Fall to Doom climbing checks, and fighting while climb- sinkholes, or other pitfalls. There are an enormous number of ways ing should be limited to punching or stab- Besides describing these things, then, the to incorporate heights, and the fear of bing with knives, at penalties of at least referee must be prepared to restrict PC them, into an encounter. If the PCs are -2. actions based on the prevailing conditions. forced to do battle, the referee must keep If a character falls, the referee may Usually, when deciding the effects of ter- them aware that one little mistake can decide that the PC could survive the im- rain or visibility, the referee can draw on send them plummeting to their dooms. pact, especially if he lands in the river spell descriptions that impose similar For example, the referee may decide to below. Some falling damage can be as- restrictions. force a fight on a rope bridge, one of those sessed, and a saving throw or swimming primitive-looking contrivances of creaky proficiency check can determine whether Dangerous White Ground boards and knotted ropes that spans sheer the PC drowns, is swept away by the As an example of using a spell description cliffs in every adventure movie, notably current and dumped ashore miles down- to provide a rules framework for danger- Indiana Jones and the Temple of Doom. stream, or reaches the bank below the ous terrain, the wizard spell darkness, 15’ The bridge is narrow, sways in high bridge. radius also describes a moonless night or winds, and its boards have an annoying darkened room, or the effects of wall of tendency to break whenever any real Up on the Rooftops fog can be used for natural fog as well as a weight is put on them. For the second example, consider an ur- driving rain or snowstorm. The effects of To make the bridge as effective as possi- ban environment. The climax of the movie extreme cold may be as severe as the 1st ble, it can be located on the route to the Darkman featured a fight between the level chill touch spell, especially for unpro- PCs’ objective and crossed relatively easily, good guy and the bad guy among the I- tected characters. A sheet of ice may though perhaps with a few comments beams of a skyscraper under construction. match the effect of a wall of ice spell. about its age and state of disrepair. Be sure At first glance, this seems to have little Characters in thick mud, deep snow, or to mention the vertigo that looking down application to the realms of fantasy role- even very loose sand may be treated as if induces. playing. As we will see, however, any under a slow spell. After the PCs reach their objective and dangerous ground presented in film, on Slightly more imaginative effects can begin their return, loaded down with television, or in novels can be adapted for also be simulated by applying other spell treasure, set an aggressive war band of RPG purposes. effects. For example, poisonous creeping orcs in hot pursuit. Clever adventurers To modify the Darkman scene for an vines in a forest may cause rashes like the will make for the bridge, planning to cut FRPG setting, suppose a cathedral or great irritation spell; the thick-skinned trolls the ropes once across. temple, very ornate and baroque, has been who inhabit the woods are unaffected, but However, traversing the bridge requires under construction for 30 years and is travelers are discomfited. As another care. Movement is halved, and PCs run- now nearing completion; the scaffolding

DRAGON 91 stretches all the way up to its steeple. Burning Down the House Only You Can Prevent . . . However, the workers are not happy; they Fire is another underutilized way to en- Fires can also be used in outdoor adven- feel as if they’re being watched, accidental danger the PCs; blazes are inherently tures. In the most dangerous scenario, the falls are increasing, and some workers dangerous, and those who set them (or PCs must outrace a rapidly spreading have even disappeared. dwell among them) no less so. Besides the forest-or brushfire (for an example, see The PCs (perhaps through a cleric of obvious peril of the flame itself are the “Smouldering Mane” in DUNGEON® that sect) are called in to supervise work- unbearable heat and choking smoke that Adventures #47). ers, to investigate the accidents, or even to fire creates. Fires have been set outdoors throughout complete the work (if any PCs have appro- The mechanics for determining whether history for a variety of purposes. Besides priate skills, such as masonry or carpen- a character can—for example—escape the camp or cooking fire, fires can clear try). Before long, our heroes find from a burning building require some fields for farming, flush out game, drive themselves on the scaffolding surrounding thought. Suppose a character awakens in away insects or smoke bees from their the cathedral with a bunch of uneasy his room one night to the smell of smoke. hives, and even deprive predators (espe- workers scattered around them. He quickly pulls on his boots and goes to cially wolves) of their habitats. The heart of the tale is this: the gar- investigate. Opening the door, he feels a Any of these fires can burn out of control. goyles on the walls were placed there by a blast of heat, and smoke pours into the In a fantasy environment where lightning or priest who had devised what room. At this point, the referee asks for a bolts and fireballs are common, a spell can he thought was a permanent petrify mon- saving throw vs. poison to halve the dam- set off a terrible blaze if conditions are right. ster spell. However, the spell-caster didn’t age from smoke inhalation (1d6, or 1d3 Additionally, lightning from storms can start realize that the spell eventually wears off. with save). Optionally, the referee may fires in some circumstances. A few of the hundreds of gargoyles are choose to treat smoke as a stinking cloud While the fire is still small, it may be extin- now active, and they prey on the workers, spell, doing no damage but incapacitating guished with a create water or affect normal performing malicious tricks on some and the victim. fires spell, or PCs can simply throw dirt on it carrying others off to be eaten. Realizing that his comrades in another with a spade. Up to a certain point, the fire When the gargoyles strike, the PCs are room have not yet been alerted, he de- can be contained—if sufficient manpower or spread out on the scaffolding; they must cides to go warn them. Each round during magic is available—by making a fire break or climb up or down, or move along the the PCs’ struggle down the hall, the player fire trench around the affected ‘area. Move scaffolding, to escape or to rescue a rolls another saving throw against the earth can be very useful in such a circum- screaming workman who is being smoke. Bonuses may be given for precau- stance. However, once a fire becomes large attacked—climbing checks are in order. tions such as holding a wet handkerchief or a mass fire, the ability of adventurers to Otherwise, movement can be handled as over his mouth and nose, keeping low or affect it significantly is limited, and their for the rope bridge example, above. crawling to avoid the highest concentra- thoughts must turn to survival. If a PC fails a check, the referee has tions of smoke, or holding his breath. The factors governing how fast a fire several options: the PC may fall, or his feet Additionally, the heat may cause dam- spreads include wind speed and direction, may get tangled in a coil of rope, leaving age. This should be minor (no more than what vegetation serves as fuel, the air tem- him hanging by his ankles a hundred feet 2d4 even in the biggest blazes) and a sav- perature and humidity, and even the slope of from the ground, or he may fall but catch ing throw may be allowed. The biggest the ground (fire spreads more quickly on himself, clinging to a timber by the tips of danger, however, is in being struck by steeper slopes, and spreads more quickly his fingers (he must make a saving throw falling, flaming timbers. At least once, the uphill than downhill). In general, however, a vs. paralyzation to climb up). Even if a PC player should save vs. breath weapon to fire spreads at about 2-5 MPH, with larger falls and all the players expect him to turn avoid this—failure results in damage as for ones having “runs” of up to 10 MPH, though to reddish jelly on the stone flagstones flaming oil. this is unusual. Brush fires on thick, dry below, a gargoyle may catch a falling PC The flames grow, however, and the PC grass can spread as quickly as the wind and carry him to a secluded spot where realizes that he is cut off from escape. He pushes them, however. the monster can play with its food. decides that his only option is to run The referee can choose a speed for the Combat is similar to the rope bridge through the flames to safety. The referee fire based on prevailing conditions, or he above, but gargoyles suddenly spring to determines that this is possible; he decides can roll randomly each turn to determine life and swoop around the cathedral, that the flames do 6d6 damage (half with a the speed of the fire. Choose a base speed, attacking those on the scaffolding. Cau- successful saving throw vs. paralyzation). then add or subtract 1-3 MPH on any given tious PCs will retreat, harried by the foe as The PC fails the saving throw but makes it roll. The speeds given above translate to a they go, but even if the PCs successfully through the flames; the referee decides Movement Rate of 6-15, with runs up to a leave, the problem of clearing out the that the burns the character has suffered rate of 30. gargoyles remains. The PCs must return to are serious enough to require a saving The effects of large fire are frightening defeat the gargoyles on their home throw vs. petrification each round or and dramatic. The crackling of the camp- ground. Though the PCs now know the suffer the effects of the symbol of pain fire becomes a roar that drowns out nature of the threat, they won’t know (that is, -4 to hit and -2 to Dexterity) speech; hot ashes and firebrands (burning exactly how many gargoyles are alive and until he receives medical help. pine cones and other debris) are hurled how many are petrified statues. The character has already had quite an from the fire, sometimes igniting “spot Other examples of high places that may adventure and hasn’t seen a single oppo- fires” some distance away from the main be suitable battlegrounds include narrow nent. The generous referee may want to blaze. A great wind is created as cooler air ledges, cliffs, ship’s rigging, river gorges, allow him to escape without further peril, rushes in to replace the rising column of icy chasms, solid clouds (see Larry Niven’s or he may choose to have a revenge-bent hot air at the fire’s center, and “fire The Magic Goes Away for an excellent former henchman of the PC show up, take whirls” or vortexes of flame like fiery example) and cloud castles, colossal statues credit for setting the blaze, and cackle tornadoes can be seen. Some trees and the and monuments, and even redwood-like gleefully that his former master cannot smoke is omnipresent, obscuring the path giant trees. escape—they will perish together amid the to safety and searing the eyes and lungs of The main principle to follow in design- flames. The PC pulls out his bootknife and those exposed to it. At times, the fire may ing and adjudicating these encounters is to must engage in a duel while the flames seem to burn in the sky, as hot smoke make rulings that keep the PCs moving mount, suffering damage from smoke containing unburned particles of fuel rises cautiously when they’d prefer to run like inhalation and heat while dodging falling to where more oxygen exists. the wind; to tease them, in essence, with debris. Fortunately, his opponent must do Additionally, a “crown fire,” where the the prospect of a long fall to doom. the same. fire races along the intermeshed upper

92 AUGUST 1995 branches of trees, is especially deadly. It ice, because it is hard to maintain the moves faster than the ground fire that proper stance. PCs (and their opponents) spawned it, and it can “encircle” charac- who attempt to use a bow, sling, or arque- ters who are not watching above them. bus attack at -4 and must make a Dexter- PCs knowledgeable in woodcraft— ity ability check or fall down. The DM may rangers or druids, for example—may wish to offer some small chance (perhaps know that it is possible to light a “backfire” 1 in 10) that a character who would other- or “escape fire” in the path of an oncoming wise be hit by an arrow falls down just as grass fire, if local wind conditions are the missile whistles harmlessly overhead. right. This escape fire removes the fuel A variation on this theme is for the party from the fire’s path, and so creates a patch to wind up in combat on icebergs, chunks of of relative safety where characters may ice in a lake, or ice floes on a river. For hope to survive. However, if the wind example, assume the PCs are chasing the shifts, it may blow the fire back at the master thief who has stolen the famous character. sword Sacnoth. Realizing that the adventur- In general, a forest fire can be defined ers are hot on her trail, she heads for the as a wall of fire moving at 50-300 yards river, which is frozen much of the year. At per round and inflicting both heat and fire the moment, though, spring approaches, and damage to those near it. The range for the river is covered with shifting fragments heat damage may be extended for large of ice. She leaps from floe to floe (the ref- conflagrations. Additionally, there may be eree decides that an attack roll vs. AC 5 is a “blowup” within the fire; treat this as a necessary for each leap, and a saving throw fireball doing 6d6 damage. Firebrands and is required to avoid slipping and falling into other flaming detritus hurled from the fire the icy water). cause 1-4 hp damage, negated by a saving The PCs cannot pepper the thief with throw vs. breath weapon. Additionally, a arrows, since they want to recover the very large fire uses up all the oxygen in sword, so they must follow. If they catch the area around it; the referee may re- her, they must subdue her while avoiding quire PCs to make a saving throw vs. the loss of the sword—and she will not be poison or lose consciousness for 1-4 gentle in her counter-attacks. rounds (this may, unfortunately, allow the The referee can add as much complexity fire to sweep over those who fail). to this scenario as desired. A map of the A forest fire can be incorporated into an river can be drawn, indicating individual adventure with memorable effect. For chunks of ice and rating their size and slip- example, assume that a bolt of lightning periness (indicating penalties to the saving strikes an evil treant, giving it the special throw) as well as distance from other floes ability to start a fires with electricity, (modifying the attack roll). To add even more equivalent to a call lightning spell. The PCs complexity, the river currents may carry the may be investigating the disappearance of floes along at different rates, requiring the some loggers when the fire approaches, PCs to plan their routes carefully to head off and they must battle their way past the the master thief. evil treant and the animated flaming trees In any event, a fall into the frigid water that it controls to escape the oncoming may be lethal, and if the thief has accom- blaze. plices on the far bank, they will have no compunction about using missile weapons A Winter Wonderland to discourage pursuit. Magic may be more Moving from fire to its opposite, possibili- of a hindrance than a help, if the thief’s ties for creating danger exist as well: ice accomplices decide that the mage with the can be just as deadly. An AD&D encounter ring of water walking or cloak of flying is on a frozen pond, for example, might use the biggest threat. the following rules: Each round, everyone on the frozen Down to the Sea surface must make a Dexterity ability Waterborne and undersea adventures check to avoid falling. Moving characters deserve an article of their own, but one roll at -1; running characters at -2 or aspect of dangerous ground should be more. Those with hob-nails or cleats may pursued here: battles aboard a ship during avoid the roll entirely or gain at a bonus a storm. Three factors contribute to the (DM’s option). Characters who fall, espe- danger of the maritime environment: the cially while running, slide 5-30’ forward roaring winds, the waves that wash over and cannot get up until the next round. the deck, and the rolling of the ship as the Additionally, there is a small but signifi- waters toss it about. cant chance (about 1 in 6) each round that If the PCs serve as captain or crew or a character is standing on a weak patch of both, they have dozens of things to worry ice—and that the patch gives way. A suc- about during a storm. In a sudden gale, sails cessful saving throw vs. breath weapon must be reefed quickly to keep the ship allows the character to avoid plunging into under control. This can be a dangerous task, the icy waters, but those who fail must requiring climbing or Seamanship proficien- make a saving throw vs. polymorph each cy checks. Those who fail fall onto the deck, round or lose consciousness (and drown or—if the ship is yawing and the mast is unless rescued) due to the shock of the sharply tilted—into the water. near-freezing water. If the ship takes on water, crewmembers Missile weapons are difficult to use on must man the pumps or bail to prevent

DRAGON 93 the ship from foundering. The rudder or cide that their captain is incompetent; they important thing is what the die rolls repre- helm must be manned; a Seamanship mutiny, and a desperate melee breaks out sent. Each roll of the dice should indicate a check may be needed to keep the bow both on deck and below. Fighting below character’s success or failure at defying headed into the wind. deck is conducted in tight quarters as well the elements and should be accompanied If a huge wave washes over the deck, as pitch-black darkness, because lighting a by enough detail to make the player feel everyone on deck must make a saving lantern is too dangerous. Sailing ships that his character has done something throw vs. breath weapon to avoid being typically put out even their cooking fires extraordinary. swept overboard. The rolling of the ship when a storm threatens. Finally, remember the basic challenge to as the winds and waves toss it about slows C. S. Forester’s Lord Hornblower novels the game master, the element that makes movement, increases slips and falls, and come to mind as a good source of informa- role-playing fun: Expect the unexpected, sends loose equipment crashing into a tion about conditions aboard sailing ships, for you can never predict exactly what the bulkhead—or an unlucky passenger. albeit of a later period than most fantasy party will do. They may take a course of Storms also provide the conditions for campaigns. Old pirate movies like “Captain action that avoids your carefully crafted the phenomenon called St. Elmo’s fire. In Blood” can also provide inspiration. battlefield, or they may call on some re- the real world, this is a ghostly nimbus of source that nullifies the rules or restric- static electricity or some such rational Conclusion tions you have set. thing, but, in a fantasy environment, it This article has given some emphasis to Don’t try to force the encounter back to could be an ocean-going will-o-wisp that game mechanics that encourage fighting on the original premise; if the characters can feeds off the life forces of drowning men. dangerous ground. These mechanics differ avoid it, let them. The players will enjoy In such an environment, combat seems only slightly for many circumstances—saving their cleverness at outwitting the danger unlikely—but it could occur. A ghost ship throws to avoid damage, slowed movement, the referee has posed. crewed by drowned men could appear, as and attack penalties. It would be wise, then, Improvise as needed, and treat the en- could a leviathan, kraken, or other sea mon- to conclude by emphasizing the other aspect counter as a learning experience—both for ster. A storm giant might consider a hurri- of DMing needed to implement melees on you and for your NPCs. Always remember cane ideal fighting weather. Sahuagin or dangerous ground successfully. to reward a clever player with extra expe- other sea-dwelling species might decide to That other aspect is description: the rience points. If you are doing your job, attack (“As the huge wave breaks over the referee should describe the situation the your players need all the experience they ship, you see shadowy manlike figures mov- players are in, rather than explaining the can get. ing within it. What do you do?“). Perhaps a rules that govern the encounter. This adds In the meantime, your battles will be pirate ship, foundering in the storm, chances tension and uncertainty to the scene, and more colorful, more dramatic, more mem- on the PCs’ vessel and the buccaneer captain it encourages players to think of clever orable, and—above all—more fun. decides his only chance is to ram and board and innovative ways around the danger. the more seaworthy vessel. Rolling the dice doesn’t add the element Or disaffected crew members may de- of danger or a feeling of excitement; the

94 AUGUST 1995

anok, wake up!” Tanok felt a chitinous claw prod- ding his shoulder. He opened one eye and stared into the face of the thri- Hunt’s kreen standing over him. The mantis warrior’s segmented eyes were more purple than usual; its mandibles clacked nervously. The claw poked him again. “Tanok, clutch-brother, the sun is up!” End “I’m awake, K’rt.” The prodding continued. “The sun, Tanok, the hunt!” Tanok grabbed the claw and gently pushed it away. “I’m awake!” he said. “Can’t you see that? My eyes are open. I’m speaking to you.” The thri-kreen stared at the halfling blankly, its mandi- bles quivering. It loomed over him, over seven feet tall. The halfling, even with his thick mane of hair, stood well under four feet. Tanok thought he saw a look of concern on the thri-kreen’s face. “You spoke several times during the night, clutch-brother,” K’rt said. by Rudy Thauberger “I was talking in my sleep.” “Then how do I know you’re not asleep now?” Tanok sighed. “Never mind, K’rt. Go find your broth- er. Bring him here.” The thri-kreen nodded and turned away. Tanok rubbed his eyes. The thri-kreen would never fully understand his need for sleep, no matter how many times he explained it. They treated it like an illness, a defect in his halfling nature. Tanok watched K’rt leap nimbly from boulder to boul- der in the direction of the templar camp. The reddish glow of the dawn gave the land around the camp the look of spilled blood. The other thri-kreen, Rr’k, had been patrolling near the camp all night, watching the templars, making sure they didn’t try to slip away in the darkness. The hunt had been good so far. Five templars were dead, two more badly wounded. Tanok expected to run at least one of the wounded to ground before the sun set. On the hunters’ side, only K’rt had been injured, his carapace singed by a lightning bolt called down by one of the tem- plars. Tanok had used his mastery of the Way to heal the wound. Ten days they had been hunting. Ten days since Rr’k had spotted the templars leaving the foothills of the Ring- ing Mountains. Their feathered cloaks and moon symbols marked them as templars of Draj. The decision to begin hunting them was made quickly and easily. The templars served the sorcerer-king of Draj, one of a handful of pow- erful despots responsible for reducing the world of Athas to a wasted cinder. The sorcerer-king of Draj was not the most powerful of his kind, but he was the most cruel, indulging in primitive sacrifices, tearing out the hearts of hundreds of sentient beings in long, ritualistic celebrations of slaughter. His templars gathered sacrificial victims for him, raiding the villages and the wilderness of Athas, capturing humans and thri-kreen, dwarves and elves, even . “We hunt them!” Rr’k declared, thrusting a claw in the direction of the templars. K’rt and Tanok could only nod grimly. They pursued the templars through the foothills and out Illustrations by into the sandy wastes, harassing them at every opportuni-

DRAGON 99 ty, striking down any who lagged behind the rest or wan- like all beasts of the forest,” he had been told again and dered too far from their camp. The hunt brought out a again. “We honor them by consuming their spirits.” But disturbing ruthlessness in the thri-kreen. For them, hunt- he refused to believe it. He watched his tribe’s captives. ing was a deeply spiritual discipline that left no room for He saw the way their hands, with five fingers like his own, sentiment or hesitation. Tanok understood the need for brushed the dirt from their clothing and folded in their this discipline, believing in it himself to some extent, but laps while they worried about their fates and touched the it still bothered him how easily and how completely the hands of other captives to comfort them. He listened to thri-kreen dedicated themselves to the killing. them speak, watched sorrow and despair and even hope Tanok took several large sips from his waterskin, then blossom in their faces. Then he watched as every one of used a few drops to clear the sleep from his eyes. He had them was ritually slaughtered and eaten. never fully adjusted to sleeping under the open sky, with- How are we different from the sorcerer-kings? he won- out trees or ferns or the sounds of the forest enveloping dered. And the others, the defilers, sorcerers who con- him. All his years of exile hadn’t changed him. He still sume the life force of the land to power their corrupt longed for the forest’s embrace, still regretted the sight of magic. How are we different from them if we kill these the open, empty sky each morning. innocents? These were his thoughts, but his protests re- Taking a deep breath, he cleared his mind of thoughts mained silent. He was afraid of what the elders of the tribe of exile. He let a deep calm settle over him, as warm as would think of him. Instead, he turned inward, brooding, the sunlight filling the sky. He felt the power of the Way watching. stir inside him. He let its energies flow through him effort- Tanok had no idea what compelled him to choose the lessly, like blood through his veins. Other races, he’d human with the red hair as the one he would free. Perhaps heard, required years of training and great discipline to it was the scars on the man’s face and back. Perhaps it was evoke their connection to the Way. He found that strange his limp, or the delicate way he moved his head. If he had and sad. For halflings, the Way was life. known that the man was a defiler, if he had not been so He concentrated on the hunt, on seeing the day about naive, he would have let the tribe kill him, but he did not to unfold, all its possibilities shimmering and changing. know. He saw the image of two templars, one stabbed by Rr’k’s After the battle—after two dozen halflings lay dead—he double-bladed polearm, his gythka, the other paralysed by remembered the look on the shaman’s face as she stood K’rt’s spit venom. Tanok shuddered as he watched K’rt next to the defiler’s body in the center of a great ring of bite into the throat of his paralysed victim. The killing was ash, the lifeless remnant of his corrupting power. She done without anger or remorse. As a halfling, he should stared at Tanok, pointed a short, thick finger at him, and have appreciated that, but he didn’t. in a high, shrieking voice declared him an exile. Other images, other possibilities, lurked in the shadows. He had been alone for less than a year before he found He brought them forward, one by one. He saw K’rt K’rt and Rr’k. They were only a few years old but nearly wounded by a drajic harpoon, Rr’k paralysed by templar full grown. Both were badly injured after an attack by a magic. He saw himself, approaching the camp, his bone tribe of elves. Tanok resisted the temptation to kill the knife drawn. Inside the camp, the woman, the elf, was creatures or, more sensibly, to move on and leave them lying on the wagon, hands and feet bound, a thick leather behind. Instead, he used the Way to heal them. In return, collar around her neck attached by a tough hemp rope to they came to regard him as one of their own, a clutch- an iron ring. Her limbs were so long that her feet dangled brother. from the back of the wagon. Tanok watched himself crawl Tanok ran his finger along the edge of his bone knife. under the wagon, saw his bone knife reaching up to cut Memories and visions clashed in his mind, unsettling his the bonds. calm. Elves hated halflings and thri-kreen, warring Not again, he thought. He tried to push past the image, against them century after century, their tribes clashing in but it returned. He saw K’rt struggling, the harpoon in savage battles. In a calmer moment, Tanok might have his side digging deeper. He saw Rr’k, frozen, a drajic admitted that some of this elvish hatred was justified, that blade at his throat. the elves were prey before they became enemies. But at Tanok cursed and opened his eyes. The image of the this moment, he remembered only the tales from his child- woman lingered, as it had since the hunt began. He was hood of elves killing halflings, of whole villages extermi- beginning to suspect that she was somehow responsible for nated. His visions were all false, he decided, corrupted drawing the three of them to the templars in the first somehow by the elf. A clear, unprejudiced mind was nec- place. She had begun appearing in his visions days before essary for true visions. Tanok’s mind was clouded by his they started the hunt. Somehow, perhaps without even repugnance at the idea of cutting the elf loose. It was that realizing it, she was calling to him. He didn’t mind at simple. first, so long as they were just killing templars. Certainly Tanok felt the energy of the Way drain out of him. His the thri-kreen were happy. But as the idea of risking him- shoulders sagged and his childlike face grew hard. He self and his companions to free the elf began growing would not risk his life freeing another captive. Hunting stronger in his mind, he felt the pain of his exile more templars was one thing, It pleased the thri-kreen and deeply than ever. served a larger purpose. The elf was another matter en- He had never been able to accept the halfling tribes’ tirely. Perhaps she deserved to be a captive. The templars belief that the other races—the humans, the dwarves, even were evil, but so were most of their enemies. And what the elves—were meat and nothing more. “They are prey, would he do with her once she was free? How would he

100 AUGUST 1995 explain keeping her alive to the thri-kreen? True, they ther of the thri-kreen. Rr’k didn’t drink any water at all considered him to be one of them, their clutch-brother, during the meal, contenting himself with leftovers from and they followed his orders more often than not, but they yesterday’s hunt. Tanok ate dried meat and berries cap- were not his slaves. If he offended them they would leave, tured from the templars. All the while he ate, his mouth and he would be alone again, more of an exile than ever. hungered for fresh, raw meat. They might even kill him. He couldn’t be sure. After lunch, K’rt returned, excited, his speech punctu- “Tanok!” a voice called softly to him. Rr’k stood over ated by clicks and faint whistles. “There is a large rock, him. His approach had been completely silent. He cut in two by the wind. When they pass by, the wounded reached out a claw. “The camp is breaking. They are one will be out of their sight.” about to move.” Tanok nodded. “Perfect. Can we place ourselves above Tanok took hold of Rr’k’s claw, letting the thri-kreen the templar?” lift him in the air and set him on the creature’s chitinous “The rock is scarred.” back. A pair of leather thongs wound their way around “Excellent.” the thri-kreen’s abdomen and joined with a strip of inix This time, Tanok rode on K’rt’s back. As K’rt de- hide, forming a simple saddle for the halfling to ride on. scribed the location in detail, Tanok plotted the ambush. Tanok knew of no one else who rode thri-kreen in this It seemed perfect, and yet some inner voice kept remind- fashion, and he made sure never to abuse the privilege by ing him of the elf. Free her, it said. He saw images now of demanding it. K’rt dead, his limbs broken. He saw Rr’k too, captured, The ride was rough. In spite of their considerable grace, with slave pins set into his carapace, exposing the vulnera- the thri-kreens’ gait consisted mainly of short sprints in- ble flesh underneath to the prodding of templar daggers. terrupted by sudden leaps and shifts in direction. Most Free her, the voice said. days, it was all Tanok could do to hang on. “After we kill this one,” Tanok said, “the hunt will “One of the wounded ones rides in the cart with the end.” elf,” Rr’k said. “The other walks, using his harpoon as a K’rt trembled underneath him. “No,” he said. cane. This one is slow and will soon fall behind.” “We’ve wasted enough time here. It’s pointless to kill “He’ll be our first then,” Tanok said. Then, remember- all of them. We should be moving on.” ing his vision of K’rt wounded and Rr’k frozen, he added, K’rt’s head turned almost completely around, his pur- “Do not close in as long as he’s able to throw that har- ple eyes fixed on Tanok’s face, his mandibles held very poon. Bring him down with chatkchas.” still. “No,” he said. “Templars are evil. You know this. Rr’k tapped one of the triangular throwing weapons They serve the great defilers, the sorcerer-kings. And then strapped to his side, its crystalline edge finely honed. there is the elf.” “Yes, clutch-brother.” “We’re not hunting the elf. The elf is not a templar.” Tanok saw K’rt now, waiting for them on the plain. In “She travels with the herd. That makes her prey.” the distance, he could make out the great lizard, the inix, “No!” drawing the wagon, and the huddled shapes of the tem- Tanok nearly shouted the word. He heard it echo plars walking alongside. One of them, indeed, lagged against the approaching rock and cursed himself for his behind, limping. Tanok wondered briefly why the tem- stupidity. K’rt said nothing more until they reached their plars didn’t invoke the power of their sorcerer-king to heal destination, but Tanok could feel the confusion growing their wounded. Perhaps they were afraid of his displeasure inside the thri-kreen. at being disturbed. Or perhaps this wounded man was of It would be dangerous to alienate the thri-kreen. They too low a rank for the others to bother giving him healing. might cease to think of him as their clutch-brother. That Watching him, Tanok felt a moment of pity. would place him in a very vulnerable position. But the The image of the elf rose in his mind again. He forced worst part would be losing their companionship, betraying himself to think about the hunt. He told himself that she their loyalty. As much as he hated his exile, he couldn’t was ugly, not worth looking at, with those ridiculously imagine living without them. Who would wake him each long limbs, that painfully thin frame. And she was evil. morning with the same anxious words? Who would hunt All elves were evil. Wasn’t that what he had been taught with him, wandering the vast deserts? They were like by the tribal elders? Weren’t all the tales sung about elves children sometimes, so open and kind. And other times full of treachery and ? Why then were the threads of they were wise in their strange insect way, teaching him his future drawing him toward her? Why was he plagued lessons about the great variety of life that filled the deserts. by this strange compulsion to free her? He would miss Rr’k and K’rt as much as he still missed The wounded templar’s drift away from the rest of his the forest. companions was slow but steady. From a distance, Tanok The rock was worn and cracked. They found a good could see the gap between them widen. He sent K’rt for- place for the ambush without any difficulty, a ledge twenty ward to scout the path ahead of the templars, looking for a feet above the road, easily wide enough to both conceal suitable ambush point. While they waited for him to re- them and allow the thri-kreen to use their chatkchas. If turn, Rr’k and Tanok settled down for a meal. necessary, they could leap to the ground and be away The ground began to shimmer as the midday heat ap- within seconds. proached. Tanok allowed himself a little more water than K’rt and Rr’k both made their way up. Tanok re- usual, thinking that they would recover the loss from the mained on the ground with his sling, scouting for the wounded templar. The heat had hardly any effect on ei- approaching templars. As the templars came into view, he

DRAGON 101 upped his hands over his mouth and began making low- coiled the rope attached to the harpoon around K’rt’s pitched noises, half whistling, half moaning. These were neck. His free hand drew a short sword, blocking the wind words, special words in the halfling tongue that re- blade of Rr’k’s gythka. He hardly seemed to notice Tanok sembled the sound of wind in the forest. He used them to was there. tell the thri-kreen where the templars were and what they Rr’k knocked the sword blade to one side, then stabbed were doing. Unfortunately, the thri-kreen mouth and with his gythka. The templar yanked on the rope once chitinous claws made it impossible for them to speak wind more, pulling K’rt to the ground. Rr’k’s blade sliced into words in reply. Instead, he saw K’rt stand up for a mo- the man’s side. ment, wave at him with his gythka, then crouch down out More noise. Tanok saw the flash of feathery cloaks ap- of sight. proaching. He pressed himself against the rock. He could Tanok drew back into one of the crevices of the rock. hear the rhythmic chanting of spells. His morning visions He watched the templar scouts march past, their faces told him what came next. Rr’k would be paralysed, per- strained, the dust of the road thick on their skin. They haps slaughtered on the spot. Then the templars would were afraid. He could see that. And tired. The constant move against K’rt. harassment by the thri-kreen was wearing them down. Did they know he was with the thri-kreen? Tanok didn’t They dragged their feet on the dusty rock, their eyes try- wait to find out. He skirted the opposite end of the rock, ing to see everything all at once. cursing his visions and cursing himself for deliberately The inix and the wagon came into view. Tanok noticed ignoring them. the wounded templar lying next to the elf. With each jolt Two templars were making their way around to the of the wagon, he moaned. The elf remained completely battle site. They seemed surprised to see a halfling run- indifferent, moving her head slowly from side to side, ning at them. Tanok’s bone knife buried itself deep in the intensely alert. Her face was ritually scarred and each ear first man’s thigh. The templar’s blood spilled over the was pierced several times by intricately carved bone ear- knife onto Tanok’s arm. He struck again, this time in the rings. She was a tribal elf, Tanok realized. She ran across templar’s chest. the vast deserts with the rest of her kind, tireless, one with The second templar hesitated. Tanok used the moment the tribe and the harsh land. to summon the power of the Way. He felt his hand and his I should kill her, Tanok thought. The first chance I get. knife bond, becoming one. A darkness filled his mind as Put her out of my mind. he leapt at the templar. He became as ruthless and savage As the wagon rolled past, the elf’s gaze drifted across his as the thri-kreen. hiding place. He froze, thinking for a moment that she Around the curve of the rock sat the wagon, its passen- could see him. But that was impossible. A second later, gers lying still. Tanok felt his mind return to him. His she looked away. heartbeat slowed. He didn’t look back to see what had The last of the unwounded templars trudged past. happened to the templar. There was no point. Tanok watched them move out of sight. Several long min- The wagon, he thought. The elf. utes passed before their prey arrived, limping, leaning She was conscious. He could see her eyes staring in the heavily on his harpoon, just as Rr’k had said. Tanok direction of the thri-kreen. The templar next to her ap- spoke more wind words, a few simple low tones to warn peared to be sleeping or dead. Tanok tried to decipher the the thri-kreen, then eased himself out of his hiding place. intentions behind her expressionless face, but he was no He set a stone into his sling and watched the templar’s mind reader. She might try to kill him the moment he cut back. her loose. Any sane elf would when confronted with a Tanok tried to see how badly the templar was wounded, blood-soaked halfling. but it was difficult to tell. The man’s feet dragged and he Tanok heard shouts of victory coming from the far end never raised his head. He kept one arm close to his side. of the rock. He saw the vision again of Rr’k with a blade His body was heavily cloaked, in spite of the heat. at his throat. He closed his eyes tightly, shutting out all As the templar approached the rock, Tanok heard the thoughts. The power of the Way filled him. The fight with whistle of a pair of chatkchas, then saw the crystalline the templar had weakened him, but only slightly. He felt throwing wedges fly at the templar. Two more flew before his skin tingle. He opened his eyes and watched his flesh Tanok could take a breath. All four fell harmlessly at the change color, becoming grayish brown like the dirt under templar’s feet. his feet. He held his waterskin over his head and cut it Tanok hesitated, unsure whether to use his sling or to open, splashing the last few drops of water down on his activate one of his mental powers. He decided to try the head. He used the wet leather of the waterskin to wipe sling just as K’rt and Rr’k leapt down on the templar, away as much of the blood covering him as he could, rub- gythkas flashing. The templar cast aside his cloak. Tanok bing dirt into the few patches that remained visible on his saw a coil of rope fall to the ground just as the templar skin. Then, with his blade still bonded to his hand, he threw his harpoon and shouted an alarm. The harpoon began to crawl. struck K’rt in the side. Tanok threw the stone from his The templars dragged the frozen bodies of the thri- sling, but, like the chatkchas before it, the missile struck kreen toward the wagon. They were still alive, as far as the air just short of the templar and dropped to the Tanok could tell. Perhaps they intended to question them, ground. Magic. The templars had called on their sorcerer- or probe their minds. During the course of the hunt, king after all, Tanok realized. Tanok had planned their attacks to make it appear as The templar moved quickly. With a flick of his wrist, he though K’rt and Rr’k were only the vanguard of a larger

102 AUGUST 1995 force of thri-kreen. The templars would want to know where the rest of the thri-kreen were. Small sharp stones cut into Tanok’s knees as he crawled. His nostrils filled with dust. He moved only when he saw that no eyes were looking in his direction. When he stopped moving, he blended almost invisibly into the land- scape. He kept the hand that was bonded to his knife tuck- ed under his body, which made crawling that much more difficult. Every so often the blade scraped against him, the rasp of bone against flesh sounding like the shriek of an angry bird. After what seemed like a dragon’s age, of the wagon passed over him. He let his color-changing power lapse and rested for a moment, slowing his breath- ing. He could see the elf’s feet dangling from the end of the wagon, and a bit of the hemp binding her as well. Betray me and I’ll kill you, he thought. The templars can kill me. I don’t care. You will die. He crawled to the end of the wagon and reached up with his knife. The tough rope resisted the bone blade at first, but then parted as Tanok began sawing at it. The elf shifted her legs slightly, moving the rope into a better position for him to work at it. He wondered if she realized who was setting her free. When the rope finally fell apart, Tanok bit his lip and grabbed the edge of the wagon. He pulled himself up next to the elf. The wounded templar stirred, but Tanok ig- nored him. He stared into the woman’s face, watching her eyes widen as she took in his dirty face and his knife. “Listen, elf,” he whispered. “I’m a halfling, true, but I’m the one with the knife. If I set you free, you must do all you can to help those two thri-kreen. Otherwise, I’ll kill you and let the templars kill me. Do you understand?” He spoke in the language of Tyr, a common enough tongue in the region. Nothing in her face told him that she understood, until she nodded, slowly, her eyes never leav- ing his face. “I’ve seen you,” she said. “In my dreams.” Tanok stared at the elf, unable to move. He heard a shout from behind him. Cursing his life and his exile, he slashed at the elf’s bonds. The instant the ropes parted, he turned and jumped at the templar nearest to the wagon, riding him to the ground. Darkness filled his mind again until he heard thunder and was blinded by a blue-white flash of light. The templars, was his first thought, throwing another lightning bolt. No, not the templars. The flash came from the wagon, from the elf. Tanok felt sick. Another defiler, he thought. The lightning struck one templar in the chest, then jumped from templar to templar until only the one left guarding the thri-kreen was standing. He pulled a blade and, true to Tanok’s vision, put it to Rr’k’s throat. For a moment, Tanok couldn’t think, lost in memories of the forest, the dead defiler, the shaman’s accusing fin- ger. I’ll kill the elf, he thought, but not now, later. He took a breath and opened his eyes. He stared at the tem- plar intently. “Listen to me,” he said. “The hunt is over. Walk away now and we’ll leave you be. Urik is a few days walk from here. You might survive, and, if you shed your robes, you might even make it through the gates.” The words sounded weak and hollow to Tanok. The

DRAGON 103 templar ignored them, pressing the point of his knife still in his side, sat down hard next to the body of the against Rr’k’s carapace and shifting his gaze from Tanok templar. The elf tensed, her hands ready to perform the to the elf. The elf stood on the wagon, her hands at her gestures of another spell. Tanok put a hand on Rr’k’s leg. sides. For the first time, Tanok noticed that there was no “The hunt is over, clutch-brother,” he said. sign of defiling magic around the wagon. No ash. No “No!” blackened, lifeless soil. The elf didn’t look at him. She “Yes! The templar herd has been destroyed. The hunt looked ahead, staring not at the templar, Tanok realized, is over.” but at K’rt. Her fingers made subtle movements and Tanok felt the thri-kreen’s legs twitch. He wondered for Tanok could see her lips move as well. a moment if Rr’k would be able to get to the elf before she A preserver! A wizard who preserved life energy. Not a could cast her spell. He didn’t want to take the chance. defiler at all. The realization freed his mind. He turned “Rr’k,” he said, “upon my word as your clutch-brother, I back to the templar, his gaze steady. “You see this knife?” say to you that if this elf becomes prey, then so do I.” he said, holding up his bloody blade, waving it back and Rr’k hesitated. Tanok wondered if he could follow forth to draw the templar’s attention. “I’ve killed three of through on his threat, if he could actually fight Rr’k. The your fellow templars with it. They were fortunate. Their thri-kreen turned to him, purple eyes glazed with anger. deaths were simple and quick. But my blade can cut slow- “Very well, clutch-brother,” he said. “The hunt is over.” ly as well. Look at it, Templar. If you harm the thri-kreen, Tanok turned to the elf. “Go, now.” you and this blade will become intimate friends. Look at The elf jumped from the wagon and ran. Tanok watch- it!” ed her shrink into the distance. She moved with such pur- Tanok knew that the templar understood, if not the pose. Was there a tribe out there waiting for her? It oc- words themselves, then the intent behind them. His eyes curred to him that he had never found out her name. shifted, almost involuntarily, to Tanok’s knife, his own His head ached. He let the last vestiges of his mental blade dropping away slightly from Rr’k’s throat. Out of power lapse. His knife slipped from his hand to the the corner of his eye, Tanok saw the elf’s skin suddenly ground. He picked it up and returned it to its sheath. glow orange and blue. Motes of light filled the air around Rr’k stared at him as he walked to K’rt and examined the Rr’k. The templar shoved the knife back against Rr’k’s wound. It looked worse than it was. Some bandaging throat, but the blade only scraped the carapace as the thri- now, followed by healing after Tanok had some time to kreen pulled away. rest. That is, if he was allowed to rest and to remain with A high-pitched shriek cut the air. The templar turned to the thri-kreen. face K’rt, like Rr’k, freed of the templar magic by the elf’s K’rt stirred as Tanok went to work on the wound. “Is spell. Tanok watched his last vision come true. K’rt spat the hunt over?” he said. into the templar’s face, paralysing him, then bit deeply “Yes,” Tanok said. into the man’s throat. Rr’k’s shadow fell across his brother’s face. Tanok no- The elf stood on the wagon, shifting her gaze from the ticed the blade of a gythka not far from his right side. He thri-kreen to Tanok. “What now?” she said. decided not to say or do anything, to let Rr’k make the Tanok strained his neck to look up at her, her height decision on his own. If it meant being struck down by the exaggerated by the height of the wagon. “You’re not a thri-kreen, so be it. Tanok would not become an exile a defiler,” he said. second time. “No.” K’rt looked up at his brother. “Rr’k,” he said. “The “Are you well enough to travel?” hunt was good, wasn’t it?” “As long as I don’t have to go another foot in this The gythka blade flashed as Rr’k sheathed it across his wagon.” back. “Yes, K’rt,” he said, staring down at Tanok. “The Rr’k came up beside Tanok. K’rt, the drajic harpoon hunt was good. The hunt was very good.”

104 AUGUST 1995

by Ken Whitman

Photography by Charles Kohl

The GEN CON® Game Fair is just days away and most of you have decided, for the fourth year in a row, that you just can’t afford it . . . but you’re wrong! What if I said that you, and three of you closest and demented friends, could go for under $150 each? Well, as an eight year veteran of the GEN CON Game Fair, I could write a novel about all the craziness I have gotten into (all legal mind you) at practically no cost. But there’s no time for old war stories. Copy this page, call your friends, hop in your car and go.

106 AUGUST 1995 Attend the GEN CON® Game Fair for less

Food Sunday Is Barter Day It’s best to bring a cooler filled with sand- Most companies release new games at the wiches and sodas. You will have to leave GEN CON Game Fair. So, you should shop your food in the hotel (food is not allowed around in the exhibit area Thursday, Fri- in MECCA itself, and, besides, coolers are day, or Saturday and figure out which one heavy). Chips and other foods that don’t or two games you really need. Then on spoil easily are recommended. Mom might Sunday around 3:50 P.M., hang around the even pack lunches made from leftovers (at company booth that has your product and no cost to you). However, if you must eat start shouting “All I have is a ten.” Most fast food, there are several burger joints likely, you’ll walk away with the game you within walking distance. Just ask other wanted. veteran GEN CON Game Fair attendees. Expenses Transportation $30-$60 Accommodation The most economical way to get to the $20-40 Admission Game Fair is by car, preferably your bud- $30-50 Gas money dy’s, but your old clunker should work $0-10 Really cool game (cross your fingers). If four of you head you have to buy out, you can split the cost of gas. So, un- $0-40 Food less you get fewer than 10 miles to the $10 Miscellaneous gallon, you should make it to Milwaukee $150 Average Cost and back for $30-$50 dollars each. Lodging Conclusion If you and your buddies each pay for one Now you understand the basics. Other effec- night (August 9-12), you could get some tive ways of saving money—such as cou- very economical lodging. Call the Greater pons, schmoozing, stuffing yourself with Milwaukee Convention and Visitors Bu- food at company parties, or yelling “Look, reau at 1-800-231-0903 for potential lodg- isn’t that Larry Elmore!” and stealing french ing locations, and remember that the fries from your buddy—are up to you and farther you stay from the MECCA Center your keen sense of cheaposity. in downtown Milwaukee, the more eco- nomical the rooms. Ask if you can get a double room at Marquette University or the University of Wisconsin-Milwaukee (both will cost you less than $60 a night). Be sure to bring at least two sleeping bags and a few extra pillows, because you never know what might happen. Admission You will spend $40 to get in if you pay for all four days. However, if you are strapped for cash and need to save $10-20 you can spend $10 a day instead. You could skip on Thursday (if you can’t get off work) or Sunday (which is only two-thirds of a day anyway and saves you $10). Money you save on admission can be used on game tickets. Game Event Tickets You will pay an average of $2 per game you play in. However, you can attend several game demos from the major RPG companies in the exhibit area (which are FREE). Also, many seminars are FREE and you can DM or play in any games that take place on the second floor of the MECCA Convention Center in “Open Gaming” for FREE. Make your own fun!

DRAGON 107 TOLCON XIII, Aug. 5-6 OH Convention Calendar Policies Important: DRAGON® Magazine no This convention will be held at the Scott longer publishes phone numbers for Park Campus at the University of Toledo, This column is a service to our readers conventions. Publishing incorrect num- Ohio. Events include role-playing, board, worldwide. Anyone may place a free listing bers is always possible and is a nui- and miniatures games. Other activities for a game convention here, but the follow- sance to both the caller and those include dealers, movies, an auction, and a ing guidelines must be observed. receiving the misdirected call. Be cer- painting contest. Registration: $8 for the In order to ensure that all convention tain that any address given is complete listings contain accurate and timely infor- weekend, $5/day. Write to: TOLCON XIII, mation, all material should be either typed and correct. c/o Mind Games, 2115 N. Reynolds, Toledo double-spaced or printed legibly on stand- To ensure that your convention listing OH 43615. ard manuscript paper. The contents of makes it into our files, enclose a self- each listing must be short and succinct. addressed stamped postcard with your GAMEFEST XVI, Aug. 9-13 CA The information given in the listing must first convention notice; we will return This convention will be held in the his- include the following, in this order: the card to show that your notice was toric Old Towne in San Diego, Calif. Events 1. Convention title and dates held; received. You also might send a second include role-playing, board, and minia- 2. Site and location; notice one week after mailing the first. tures games. Other activities include trivia 3. Guests of honor (if applicable); Mail your listing as early as possible, and 4. Special events offered; and figure painting. Registration: $20 5. Registration fees or attendance re- always keep us informed of any changes. preregistered until July 31, $30 on site. quirements; and, Please avoid sending convention notices Write to: GAMEFEST XVI, 3954 Harney St. 6. Address(es) where additional informa- by fax, as this method has not proved to San Diego CA 92110. tion and confirmation can be obtained. be reliable. Convention flyers, newsletters, and other BUBONICON 27, Aug. 11-13 NM mass-mailed announcements will not be CANGAMES, Aug. 4-6 ❉ This convention will be held at the Ho- considered for use in this column; we This convention will be held at the Cha- ward Johnson East in Albuquerque, New prefer to see a cover letter with the an- teau Laurier Hotel in Ottawa, Ontario, Mex. Guests include Harry Turtledove and nouncement as well. No call-in listings are accepted. Unless stated otherwise, all Canada. Events include role-playing, . Events include role-playing, dollar values given for U.S. and Canadian board, card, and miniatures games. Other board, and miniatures games. Other activi- conventions are in U.S. currency. activities include tournaments, a painting ties include dealers, an art show, an auc- WARNING: We are not responsible for contest, and auction, and dealers. Write to: tion, a dance, a costume contest, and a incorrect information sent to us by conven- CANGAMES, 6930 Sunset Blvd., Greely, genre cereal taste-off. Registration: $21 tion staff members. Please check your Ontario, Canada, K4P 1C5. preregistered until July 21, $25 on site. convention listing carefully! Our wide Write to: BUBONICON 27, New Mexico SF circulation ensures that over a quarter of a CORPSE CON II, Aug. 4-6 TX Conference, P.O. Box 37257, Albuquerque million readers worldwide see each issue. This convention will be held at the Ho- NM 87176-7257. Accurate information is your responsibility. Copy deadlines are the first Monday of ward Johnson Shoreline in Corpus Christi, each month, two months prior to the on- Tex. Events include role-playing, board, EURO CON ’95, August 18-20 sale date of an issue. Thus, the copy dead- and miniatures games. Other activities This convention will be held at Stad- line for the December issue is the first include a dealers room, Japanimation, and thalle in Frankfurt-Zeilsheim, Germany. Monday of October. Announcements for an auction. Registration: $5 on site. Write Events include role-playing, board, card, North American and Pacific conventions to: GLCC, 5757 S. Staples #2802, Corpus and miniatures games. Other activities must be mailed to: Convention Calendar, Christi TX 78413. include workshops, a video room, and an DRAGON® Magazine, P.O. Box 111, Lake auction. Write to: Welt der Spiele GmbH, Geneva WI 53147, U.S.A. Announcements DALLAS GAME EXPO, Aug. 4-6 TX EURO CON, Am Martinszehnten 5, D- for Europe must be posted an additional month before the deadline to: Convention This convention will be held at the Ra- 60437 Frankfurt, Germany. Calendar, DRAGON® Magazine, TSR mada Hotel Market Center in Dallas, Tex. Limited, 120 Church End, Cherry Hinton, Events include role-playing, board, card, MIGSCON XVI, Aug. 18-20 ❉ Cambridge CB1 3LB, United Kingdom. and miniatures games. Other activities This convention will be held at the Ham- If a convention listing must be changed include tournaments, dealers, and anima- ilton Ramada Hotel in Hamilton, Ontario, because the convention has been can- tion. Registration: $10 preregistered, $15 Canada. Events include role-playing, celled, the dates have changed, or incor- on site, $7/day. Write to: Dallas Game board, and miniatures games. Other activi- rect information has been printed, please Expo, P.O. Box 824662, Dallas TX 75382. ties include a dealers room. Write to: contact us immediately. Most questions or MIGSCON XVI, P.O. 37013, Barton Postal changes should be directed to the maga- zine editors at TSR, Inc., (414) 246-3625 DALLASCON ’95, Aug. 4-6 TX Outlet, Hamilton, Ontario, Canada, L8L (U.S.A.). Questions or changes concerning This convention will be held at the Shera- 8E9. European conventions should be directed ton Grand Hotel in Irving, Tex. Events in- to TSR Limited, (0223) 212517 (U.K.). clude role-playing, board, and miniatures STARQUEST ’95, Aug. 18-20 CA games. Other activities include an auction This convention will be held at the Red ❖ indicates an Australian convention. and a dealers room. Write to: DALLASCON, Lion Inn in San Jose, Calif. Guests include ❉ indicates a Canadian convention. P.O. Box 867623, Plano TX 75086. Michael O’Hare, Walter Koenig, and Kevin ❁ indicates a European convention.

108 AUGUST 1995 Anderson. Events include role-playing miniatures games. Write to: PACIFICON, REGIMENT, Sept. 16 IN games. Other activities include autograph 10519 Silverwood Way, Rancho Cordova This convention will be held at the Cen- sessions and anime events. Write to: STAR- CA 95670. tury Center in South Bend, Ind. Events QUEST ’95, P.O. Box 56412, Hayward CA include role-playing, board, card, and 94545 or e-mail: [email protected]. RIVERCON XX, Sept. 1-4 KY miniatures games. Other activities include This convention will be held at the Execu- tournaments and dealers. Write to: Mark DRAGONFLIGHT ’95, Aug. 25-27 WA tive West Hotel in Louisville, Ken. Special Schumaker, 1621 Frances Ave., Elkhart IN This convention will be held at the Bel- guests include Philip Jose Farmer, Robert 46516. larmine Hall on the Seattle University and Juanita Coulson, and Andrew J. Offutt. campus in Seattle, Wash. Events include Events include role-playing, board, card, and COGCON III, Sept. 22-24 MO computer, role-playing, board, card, and miniatures games. Other activities include a This convention will be held at the Univer- miniatures games. Other activities include huckster room, an art show, and a masquer- sity of Missouri Rolla Miner Recreation seminars, an auction, and dealers. Regis- ade ball. Registration: $25 preregistered, $35 Building in Rolla, Miss. Events include role- tration: prices vary. Write to: DRA- on site. Write to: RIVERCON, P.O. Box playing, board, and miniatures games. Other GONFLIGHT ’95, P.O. Box 417, Seattle WA 580009, Louisville KY 40268. activities include a contest, a raffle, and 98111-0417. anime. Registration: $8 preregistered, $10 on STRATEGICON, Sept. 1-4 CA site. Write to: GEAR, P.O. Box 1939, Rolla MO RAILCON ’95, Aug. 25-27 CO This convention will be held at the LAX 65401 or email: [email protected]. This convention will be held at the Hyatt Hotel in , Calif. Events Sheraton Hotel West in Lakewood, Col. include role-playing, board, computer, and FIELDS OF HONOR IV, Sept. 22-24 IA Activities include a Puffing Billy tourna- miniatures games. Other activities include This convention will be held at the Ho- ment. Registration: $30. Write to: Train a flea market, dealers, and an auction. ward Johnson’s Hotel in Des Moines, Iowa. Gamers Association, P.O. Box 461072, Registration: $25 preregistered, $30 on Events include role-playing, board, card, Aurora CO 80046-1072. site. Write to: STRATEGICON, P.O. Box and miniatures games. Other activities 3849, Torrance CA 90510. include tournaments, dealers, and a paint- FOX CON ’95, Aug. 28-Sept. 3 IL ing contest. Registration: $10 for the week- This convention will be held at the CATCON 1, Sept. 2-3 ❁ end, $5/day. Write to: FIELDS OF HONOR, Arlington Park Hilton in Arlington Heights, This convention will be held on the FH 6501 Douglas Ave., Urbandale IA 50322. Ill. Events include role-playing, board, Ulm campus, Prittwitzstr. 36 (Catcafe), card, and miniatures games. Other activi- Ulm, Germany. Events include role- CAPITALICON X, Sept. 23-24I IL ties include tournaments. Registration: playing, board, card, and miniatures This convention will be held at Prairie $10/day, $15 for the weekend. Write to: games. Other activities include tourna- Capital Convention Center in Springfield, Randy Giesey, 1775 Ashford Circle, Wheel- ments. Write to: Imp’s Shop, Zinglerstr. 51, Ill. Events include role-playing, board, ing IL 60090. 89077 Ulm, Germany. card, and miniatures games. Other activi- ties include RPGA® Network events, tour- DEMI CON 6, Sept. 1-3 MD KINETICON II, Sept. 8-10 CT naments, and an auction. Registration: This convention will be held at the This convention will be held at the Com- $10. Write to: John Holtz, 400 East Jeffer- Sheraton Conference Hotel in Towson, fort Inn in Darien, Conn. Events include son St., Springfield IL 62701. Maryl. Events include role-playing, board, role-playing, board, card, and miniatures card, and miniatures games. Other activi- games. Other activities include dealers. ANDCON ’95, Sept. 28-Oct. 1 OH ties include workshops, an auction, and a Write to: KINETICON II, Connecticut Game This convention will be held at the Seagate miniatures painting contest. Registration: Club, P.O. Box 403, Fairfield CT 06430. Convention Center in the Radison Hotel in $25 on site. Write to: Harford Adventure Toledo, Ohio. Guests include Scott Douglas, Society, c/o The Strategic Castle, 114 N. BOGGLECON 3, Sept. 9 PA , and Robin Wood. Events Toll Gate Road, Bel Air MD 21014. This convention will be held at the include role-playing, board, card, and minia- American Legion Hall in Wind Gap, Penn. tures games. Other activities include an FOX CON ’95 Events include role-playing, board, and auction, computer gaming, and interactive EMPEROR’S BIRTHDAY CON XIV, miniatures games. Other activities include events. Registration: $24.95 Write to: AND- Sept. 1-3 IL dealers, a raffle, and fund raising events. CON ’95, P.O. Box 1740, Renton WA 98057 or This convention will be held at the Registration: $3 per game. Write to: BOG- e-mail: [email protected]. Arlington Park Hilton in Arlington Heights, GLECON 3, c/o Mike Griffith, 118 Broad- Ill. Events include role-playing, board, and way, Wind Gap PA 18091. CON OF THE LIVING DEAD miniatures games. Registration: $13 per Sept. 29-Oct. 1 TN day, $18 for the weekend. Write to: Randy CARDCON 1, Sept. 9 PA This convention will be held at the Best Giesey, 1775 Ashford Circle, Wheeling IL This convention Western Airport Hotel in Memphis, Tenn. 60090. will be held at the Wind Gap Fire Hall in Events include role-playing, board, card, Wind Gap, Penn. Other activities include and miniatures games. Other activities MAGE CON SOUTH X, Sept. 1-3 IA dealers and a card swapping area. Regis- include tournaments and dealers. Registra- This convention will be held at the tration: $3, plus event fees. Write to: tion: $20 preregistered, $25 on site. Write Hilton in Sioux City, Iowa. Events include CARDCON 1, c/o Mike Griffith, 118 Broad- to: Chris Maddox, Memphis Games & role-playing, board, card, and miniatures way, Wind Gap PA 18091. Hobbies, 3939 Summer Ave., Memphis TN games. Other activities include tourna- 38122. ments, a computer gaming room, a cos- TACTICON ’95, Sept. 15-17 CO tume contest, dealers, and an auction. This convention will be held at Sheraton ’95 Registration: $10 preregistered, $15 on Hotel in Lakewood, Col. Events include Sept. 29-Oct. 1 ❖ site, $8/day. Write to: MAGECON, P.O. Box role-playing, board, card, and miniatures This convention will be held at the Newton 114, Sioux Center IA 51250. games. Other activities include an auction, High School of the Performing Arts in Syd- an art show, painting contest, and dealers. ney, Australia. Events include role-playing PACIFICON ’95, Sept. 1-4 CA Registration: $15. Write to: Denver and card games. Write to: NECRONOMICON This convention will be held at the Dun- Gamers Association, P.O. Box 440058, ’95, 12 Mason St., Parramatta NSW, Australia fey Hotel in San Mateo, Calif. Events in- Aurora CO 80044. 2150. clude role-playing, board, card, and

DRAGON 109 SILVERCON 4, Sept. 29-Oct. 1 NV ties include dealers, an auction, panels, This convention will be held at the Best and a masquerade ball. Registration: $17 Western Mardi Gras Inn, Las Vegas, Nev. preregistered, $22 on site. Write to: CON- Guests include Roger Zelazny and Bob TACT 13, P.O. Box 3894, Evansville IN Tucker. Events include role-playing, board, 47737. and miniatures games. Other activities include an auction, dealers, films, and a INTERCON ’95, Oct. 13-15 ❉ banquet. Registration: $20 preregistered, This convention will be held at the Kam- $25 on site. Write to: SILVERCON 4, c/o loops Exhibition Complex in Kamloops, Aileen Forman, P.O. Box 95941, Las Vegas , Canada. Events include NV 89193. role-playing, board, card, and miniatures games. Other activities include tourna- DIRE CONSEQUENCES III, Oct. 6-8 CT ments, movies, and a masquerade ball. This convention will be held at the Write to: INTERCON ’95, 1021 McGill Sheraton in Waterbury, Conn. Events Road, Kamloops BC, Canada, V2C 6H4. include role-playing, board, card, and miniatures games. Other activities include NECRONOMICON ’95, Oct. 13-15 FL RPGA® Network events and tournaments. This convention will be held at the West- Registration: $20. Write to: DC III, P.O. Box shore Hotel in Tampa, Flor. Events include 251, Bristol CT 06011. role-playing, board, card, and miniatures games. Other activities include dealers, a GAMIN’ THE VALLEY ’95, Oct. 6-8 PA masquerade, and an art show. Registra- This convention will be held at the West tion: $18 preregistered, $25 on site. Write Side Mall in Edwardsville, Penn. Events to: NECRONOMICON ’95, P.O. Box 2076, include role-playing, board, card, and Riverview FL 33569 or email: miniatures games. Other activities include CompuServe 74273,1607. tournaments, a comic book show, and a SF and sports card show. Registration: $10. TOTALLY TUBULAR CON HI Write to: GAMIN’ THE VALLEY, P.O. Box Oct. 13-15 CA 2017, Wilkes-Barre PA 18702 or email: This convention will be held at the Days [email protected]. Inn in Fullerton, Calif. Events include role- playing, board, card, and miniatures HEXACON ’95, Oct. 6-8 NC games. Other activities include RPGA® This convention will be held at the Holi- Network events. Registration: $25 prere- day Inn Market Square in High Point, gistered, $30 on site. Write to: TOTALLY North Carolina. Guests include Tim Olsen, TUBULAR, P.O. Box 18791, Anaheim CA Tony DiTerlizzi, and David “Zeb” Cook. 92871 or email: [email protected]. Events include role-playing, board, card, and miniatures games. Other activities THE WESTERN CHALLENGE ’95 include RPGA® Network events and tour- Oct. 13-15 ❉ naments. Registration: $15 preregistered, This convention will be held at the Uni- $20 on site. Write to: HEXACON, P.O. Box 4 versity of Saskatchewan campus in Saska- EUC UNCG, Greensboro NC 27412. toon, Canada. Events include role-playing, board, card, and miniatures games. Other QUAD CON ’95, Oct. 6-8 IA activities include dealers and an auction. This convention will be held at the Palm- Registration: $3 per event. Write to: er Alumni Auditorium in Davenport, Iowa. WESTERN CHALLENGE, Apt 318-1311, Events include role-playing, board, card, Temperance Street, Saskatoon, Saskatche- and miniatures games. Other activities wan, Canada, S7N 0P5. include tournaments, dealers, a miniatures painting contest, and an auction. Registra- ADVENTURE GAMEFEST ’95 tion: $15 preregistered, $20 on site. Write Oct. 20-22 OR to: QUAD CON 95, The Game Emporium, This convention will be held at the Oregon 3213 23rd Ave., Moline IL 61265. Convention Center in Portland, Ore. Events include role-playing, board, card, and minia- BAY GAMES ’95, Oct. 13-15 MD tures games. Other activities include an This convention will be held at the Best auction and a miniatures painting contest. Western Maryland Inn in Laurel, MD. Registration: $18 for the weekend, $10/day. Guests include Bryon Wackwitz and John Write to: Adventure Games Northwest, LLC, Staton. Events include role-playing, board, 6517 NE Alberta, Portland OR 97218 or card, and miniatures games. Other activi- email: [email protected]. ties include tournaments. Registration: $17 preregistered, $25 on site. Write to: BAY SIBCON 95, Oct. 28 PA GAMES ’95, P.O. 883, College Park MD This convention will be held at the Days 20741 or email: [email protected]. Inn Conference Center in Butler, Penn. Events include role-playing, board, card, CONTACT 13, Oct. 13-15 IN and miniatures games. Other activities This convention will be held at the Holi- include RPGA® Network events, dealers, day Inn Airport in Evansville, Ind. Special and demonstrations. Registration: $5 pre- guests include Dr. Bill Breuer and Naomi registered, $7 on site. Write to: Circle of Fisher. Events include role-playing, board, Swords, P.O. Box 2126, Butler PA 16003. card, and miniatures games. Other activi-

110 AUGUST 1995

You can send us news, press releases, and Antiquities War, along with a single- announcements, and gossip using the issue story, Nightmare. Wayfarer is Internet at [email protected]. We written by Jeff Gomez (formerly of the welcome your comments at Rumblings, by TSR. Tim’s creative genius will be FORGOTTEN REALMS® comic book) and DRAGON® Magazine, 201 Sheridan Springs missed, and we wish him the best of luck penciled by , with covers by Rd., Lake Geneva WI, 53147, U.S.A. with his future plans. Mike Kaluta. Nightmare is written by Hilary Bader, who is best known for script- TSR, Ground Zero Productions, and FASA has just announced the promotion ing episodes of Star Trek: TNG and Star MCA/Universal will be producing a new of Jill Lucas to Chief Operating Officer. Trek: Voyager. The book is penciled by made-for-television, high-action fantasy Lucas will be taking on the duties of long- Anthony Castrillo. Antiquities is written by adventure, movie and TV series called time FASA stalwart Sam Lewis, who is Jerry Prosser and penciled by Paul Smith . It’s a strange brew of anima- moving to , a FASA licensee for and Phil Hester. As always, the comics will tion, live action, and hot computer effects. online games. Lucas has been with FASA include a play-by-play analysis on the “Wildspace will look like a live comic-book,” for seven years and was previously the cards that are included with each issue. says Flint Dille, President of Ground Zero vice president of sales and marketing. Moordam Comics (formerly Sub- Productions, “combining live-action, adven- stance Comics) announced that it will ture, animation, and advanced computer- The first consumer virtual reality system cease operations for a least a year, due to generated images.” Jeff Segal, President of is finally being produced. Sense8 Corpo- the unstable marketplace. This decision MCA/Universal adds, “It’s the most revolu- ration and Intergraph Computer will affect all of the company’s products tionary series we’ve ever undertaken.” Systems have reached an agreement to including Faerie King #1, which was due The show follows the adventures of offer a bundled virtual reality system for out in May. Readers interested in maintain- brave medieval warriors traveling the PC which will include WorldToolKit VR ing contact with Moordam Comics and its throughout the galaxy on sailing ship-like software and graphics hardware. Save creative staff can write to them at: Moor- vessels while battling space pirates, drag- your money kid—-the system costs about dam Comics, P.O. Box 1260, Youngstown, ons, and a slew of nasty villains. To coin- $8,300. OH 44501. cide with the TV show, TSR will release a Wildspace game and follow with books. has reached an The AT&T ImagiNation Network There’s even talk of Wildspace action agreement with Geekware Inc. to produce will introduce 10 new multiplayer games figures and a possible interactive attrac- a card database and management program to their network this summer. These in- tion for Universal Studio Tours in Califor- for the Illuminati: New World Order* clude a simulated WWI air combat game nia and Florida! How much of all this will trading card game. Fans of the game (and called Free-For-All Red Baron, and appear and how much is just speculation? the Gnomes of Zurich) have so many cards Football Online, the first online game Time will tell—the series debuts sometime that they need a computer to keep track of licensed by the NFL Player’s Association. next year. them. Using the INWO program, players The network will also offer bulletin will be able to build decks on the com- boards, personal ads, and online chats. It’s been nine long years, but Margaret puter (and it’s easier than using the actual Speaking of football, you know those big Weis and finally return to cards). Geekware already makes a card burly jocks who always pick on every- the DRAGONLANCE® world with Dragons database program for Magic: the Gather- body? Well, it’s time to turn the tables and of Summer Flame, due out in November. Is ing. In addition, t-shirts and hats with the boss the jocks—take charge of your own Raistlin dead? Is Ansalon safe from the army famous eye-in-the-pyramid logo will soon football team! Precedence is developing a of darkness? Find out this November! be available. new collectible trading card game (yes, Speaking of TSR novels . . . the first We don’t know at press time whether it’s another one) called Gridiron. It’s a PLANESCAPE™ novel will be released in a good game, but it sure should be pretty: rough-and-tough American football league January. It’s the first in a trilogy by TSR The STAR QUEST* trading card game where only the strong survive to reach veteran Rob King (Heart of Midnight, from Comic Images will feature art by retirement. Each print run will feature a Carnival of Fear). The book is called Blood Frank Frazetta, Michael Whelan, the unique mix of rare cards, most of which Hostage, and it follows the exploits of two Hildebrandts, and fifteen other great will not be reprinted. The game will be cousins, Aereas and Nina, as they enter artists—in a total set of 325 cards. It will released before the end of the year. the bizarre and twisted worlds of the be released at DragonCon in Atlanta, planes. The book is the first of a Georgia, in mid-July. PLANESCAPE trilogy. Another new collectible card game is hitting the shelves called Realms Arcana. *indicates a product produced by a company other than TSR, inc. Tim Beach, the TSR designer best The game splices together card, role-playing, known for his work on the ® and board games, and the starter box con- campaign setting, has left the company to tains two medallions, a six-sided die, and a pursue other interests. He was known cool-looking Ral Partha miniature. around the office as “Dr. Monster” for his incredible reference encyclopedia, which Acclaim Comics released two new mini- contained every monster ever published series of MAGIC: TG* comics; Wayfarer

112 AUGUST 1995

A New Age Dawns for the ® Campaign by

Artwork by Stephen Daniele

There’s a new DARK SUN® campaign has the potential to command psionic Change wasn’t the only motivation for setting hurtling toward your store shelves powers. Moreover, every PC is either a the revised and expanded campaign set- even as you read this. As I write this, my psionic wild talent or a full-fledged psioni- ting, though. Few secrets were left to design work on the upcoming boxed set cist. Powerful mental abilities give charac- uncover and few geographical areas re- has been completed and my editor is busy ters the edge they need to handle the mained to be explored from the original polishing the text. It’ll arrive in stores a ordeals of everyday life beneath the crim- material. The setting needed to be expand- few short months from now, and then the son sun. Of course, they’ll need much ed. From the beginning, mysteries were excitement will really kick in. more to handle the very worst things established that demanded a closer look. You probably have some questions, lurking in the Athasian wastes, but at least What waited beyond the borders of the especially if you’re a fan of the original it’s a start. Tyr Region? What did the rest of the campaign or if you’ve ever been tempted After finishing the design of the original world look like beyond the realms of the to find out more about the world of the boxed set, Tim Brown moved over to seven city-states? More than the physical crimson sun. I’ll try to answer all your become the Director of Creative Services descriptions, there were also cerebral questions, as well as provide some insight for TSR, Inc., while left to mysteries begging to be solved. The into the creative process behind AD&D® pursue a career as a novel writer and history of Athas, for example, loomed in game’s savagely brutal campaign setting. produce the Prism Pentad series of DARK the background, hidden but tantalizing Let’s start with some background. SUN novels. The DARK SUN line, both on everyone with hints of the ancients. the game side and in the book department, Finally, the scores of supplements had What is the continued to define the world they de- introduced new rules, new character DARK SUN Setting? vised, releasing more than 30 products types, new options for player character The DARK SUN campaign setting debuted over the next four years. races, and a slew of other game-related as a boxed set in the fall of 1991. It was information that deserved to be incorpo- the work of many talented individuals, Why a New Boxed Set? rated into the core DARK SUN rules book. primarily designers Timothy B. Brown and Change has been an integral part of the In short, it was time to take the campaign Troy Denning. The duo decided to create a DARK SUN campaign from the moment world to the next level. world unlike anything ever done before the boxed set was opened and the first for the AD&D game system. What they player characters were rolled up. The first What’s In It? designed, and what artists like Brom and adventure and the first novel both fea- The revised and expanded DARK SUN Tom Baxa depicted in marvelous detail, tured a pivotal event that significantly campaign setting comes with a ton of was a brutal world of savage adventure changed the material presented in the material. Here’s a quick preview: called Athas. The trademarked title comes boxed set. King Kalak, sorcerer-king of

from the worlds sun, a dark red orb that Tyr, was killed, and the city became the l The Wanderer’s Chronicle: 128 hangs high in the burning sky. first bastion of freedom in a world of pages detailing the world of Athas, featur- The driving force behind the design was slavery and tyranny. ing new locations like the Jagged Cliffs, to make the campaign different. The de- The initial campaign setting, an area of the Last Sea, the Kreen Empire, and the signers didn’t want just another variation land known as the Tyr Region, was ex- Dead Land, as well as updated material of the FORGOTTEN REALMS® setting, for plored and detailed from one side to the from the original Wanderer’s Journal.

example, but instead strove to create a other. From the that roamed l Rules Book: 96 pages full of revised world where all of the basic tenets of the deserts to the mysterious Valley of rules and new mechanics designed to fantasy role-playing were turned inside- Dust and Fire east of the Silt Sea’s shores, make the action more brutal and the ad- out and twisted into something new. So, we examined the land and its inhabitants. venture more savage, with new player instead of a lush world of forests and Time advanced, especially in the novel character races like aarakocras and pter- grasslands, Athas is a dying desert of a series, for Athas wasn’t a static world that rans, expanded rules for defilers and world. Magic, instead of being a benevo- remained the same from year to year. By preservers (the wizards of Athas), and lent power practiced by scholarly wizards the final book in the Prism Pentad and the revised ability score tables.

in isolated towers, is a wild and hungry most recent game releases (City by the Silt l The Way of the Psionicist: 32 beast that ravages the land. Sea and Thri-Kreen of Athas), 10 years of pages detailing a new, streamlined, In no other AD&D campaign is the con- campaign time had passed. The changes complete-in-this-box psionics system de- cept of “survival of the fittest” demonstrated wrought by those passing years were signed especially for DARK SUN cam- so well. Not only must player characters significant. The Dragon, the worst scourge paigns. This is compatible with the contend with a harsh, punishing environ- known to the world, was destroyed. Three psionics system presented in Player’s Op- ment and a scarcity of resources, they must additional sorcerer-kings were toppled. An tion: Skills and Powers. also deal with fierce monsters unlike any ancient threat returned from the ruins of l Mystery of the Ancients: 32 pages seen before. For this reason, the rules let Giustenal. There were also natural disas- of adventure that kicks off the new cam- PCs start at 3rd level, and new, powerful ters, like earthquakes and alterations to paign in spectacular fashion.

races have been included to help boost the the weather patterns. A huge rain storm l DARK SUN DM Screen: 8-panel chances of survival-races like the half- appeared over the Valley of Dust and Fire, gatefold featuring all of the tables a DM dwarf/half-human muls; the insectoid thri- and new threats from beyond the Tyr needs to run a DARK SUN session, all on kreen, and the huge half-giants. Region began to manifest themselves. one convenient-to-use stand-up screen. The differences don’t end there. DARK After all this, the material presented in the l Poster Maps: Three full-color poster- SUN is the first AD&D campaign to incor- original boxed set was sorely outdated. A sized maps, including a close-up of the Tyr porate psionics into its very essence. new boxed set was needed to bring the Region and an expanded view of the lands Everything on Athas, from a fragile desert campaign back in line and give it a new to the north, south, and west—eight times flower to a towering, carnivorous monster, core. the area of the original campaign!

DRAGON 115 Other Important Questions What’s the Same? More Room: The world gets bigger—way Savagery: Athas remains a savage, brutal bigger. This gives us plenty of room to de- What’s Different? world designed for the most powerful velop over the course of our new vision for The political climate has changed. Many of player characters. the setting’s development while leaving DMs the original movers and shakers have been Alienness: Athas is unlike any other lots of room to develop as they see fit. eliminated, new villains have appeared on AD&D campaign world, with strange A Greater Emphasis on Role-Playing: the scenes, and the player characters have terrain, unique inhabitants, and a savage We’re keeping the level of power high, but a real chance to affect the world by their attitude. concentrating on showing you how to actions. In short, the goals of the player New takes on familiar themes: Athas is role-play in this savage, alien world. characters have been expanded as we’ve home to elves, dwarves, and halflings, but New Story Lines: Things in the Tyr thrown open the possibilities of play. The they’re far removed from the traditional Region have really been shaken up, plus environment is slowly changing, thanks to versions everyone is familiar with. There’s there are things happening to the north a limited greening process introduced in wizardry, but the way it works is tied to and south of the Tyr Region that will make the novel series. In addition, new terrain the very fabric of reality. There’s priestly even the strongest half-giant warrior types are introduced that add to the alien magic, but with no gods to power it, the tremble in fear—not to mention the terri- feel and brutal nature of Athas. magic is tied to the elements. Plus, psionics fying Kreen Empire to the west! remain an integral part of the world, a What’s New? core concept of the campaign setting. What’s Next There’s more land to explore, as the As you might expect, this is only the tip of known world has been expanded to eight What Should Fans of the Original the new Athasian . Following times its original size. New player charac- Look Forward To? quickly on the heels of the new boxed set ter races and classes are introduced. The Answers: The secrets of the ancients, the is The Windriders of the Jagged Cliffs, the psionics system is new, easier-to-use, and history of the world, and how the events first in the “Wanderer’s Chronicle” series complete in the boxed set. We’ve aban- of the novel series ties into the role- of accessories detailing the new locations doned the flip-book adventure format and playing campaign are revealed in brutal presented in the revised and expanding returned to a more traditional adventure detail. campaign setting. From there, new presentation that still has unique elements Rules Updates: We’ve fixed problems, products will appear throughout the next that make it a DARK SUN adventure. filled holes, clarified vague items, and put few years, building toward a pivotal event everything into a clearer, easier-to-use that will make Athas an even deadlier, format. Plus, we’ve gathered all the best intensely different kind of game world. new rules from preceding DARK SUN Stick with us. The savage adventure is just products and added some new rules that beginning. were deemed necessary for the campaign.

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DRAGON 119 120 AUGUST 1995 DRAGON 121 122 AUGUST 1995 DRAGON 123 124 AUGUST 1995

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Miniatures painting . . . lost in neon?

©1995 by Ken Carpenter

Photography by Don Witmer, painting by Ken Carpenter, Alexander Bond, and John Knox. Some photography courtesy of , Inc.

incredibly painted figures done by Mike McVey, GW’s chief painter and among the best in the industry. Ordinarily this would be a great thing for competitive painting, with excited new painters rushing to test their skills against more experienced enthusiasts. Unfortu- nately, it seems that painters and judges have traded quality for jump-off-the-shelf contrast. Traditional painting techniques and coloring, as we know them, have begun to decay. The result? Winners in painting contests are no longer the best painted figures, but rather the figures with the brightest colors. I’ve attended numerous contests where nearly every ribbon winner was brightly colored. Some of the winners were deserv- ing but some absolutely were not. Figures that I would have considered excellent didn’t stand a chance because they didn’t jump off the shelf with stark contrast or bright colors. Something is wrong when incredibly painted, well blended figures are passed over for adequately painted, but more colorful figures. Don’t misunderstand me—I don’t blame Games Workshop! GW would be the first to tell you that they encourage quality painting (look at the winners from the Golden Demon awards). Besides, I’m as big a fan of GW games and figures as anyone. I’ve painted more than my share of War- hammer and Warhammer 40K figures, but I also enjoy painting BattleTech figures, medieval figures, space craft, and so on— and I prefer them in more traditional were of paramount importance. Subtle colors. Not many survival minded ’mech shading, highlighting, and realism were pilots enjoy fluorescent paint schemes. respected by the community at large. Now it (“Hey, everyone! Fire at the idiot in the I’ve got a gripe! (Oh, not YOU, Ken!?). No, seems that coloring and contrast have re- neon pink Battlemaster!”) There is definitely room for the bright really, I do. And it’s not just mine, because placed subtlety and quality. I’ve heard a dozen experienced painters With Games Workshop’s overwhelming and colorful, but that doesn’t mean it’s OK and modelers harping about the same presence in the miniatures gaming market to give up quality. If you are a painting thing. It can be summed up in one came a huge influx of new miniatures contest judge, take a look at the current question—“What’s been happening to gamers just aching to try out their paints. judging methods. If you’re a participant, miniatures painting contests?!” In the last Obviously they’d been inspired by the make sure you let the contest officials few years there has been a big change (not for the better) and it’s driving some excel- Explanation of Ratings lent painters away from competition. 1 Slag, a good doorstop 6 Good, definitely worth your perusal Once upon a time, painting contests were 2 Poor, for die-hards only 7 Great, have you seen this yet? rather drab, with gobs of historical figures 3 Well below average, needs work 8 Excellent, you have to see this! and a few (now everybody raise your noses 4 Below average, but salvageable 9 Incredible, where can I get one? and sniff) fantasy and science fiction figures. 5 Standard, average quality 10 No mortal hands produced this! Back then technical proficiency and skill

128 AUGUST 1995 know when you see tolerably painted figures win a contest over superior paint- ing. Maybe—just maybe—we can revitalize the quality aspect of our hobby. Reviews This Forge looks at characters with character, figures with figures, and per- sonalities with well, you get the idea. Role-players and miniatures gamers are always looking for just the right miniature to represent their favorite player charac- ter, NPC, unit commander, or army gen- eral. Maybe these pieces will help you in that search. If you have questions, comments, or nothing better to do, you can write me at: From the Forge, P.O. Box 9, Murrieta, CA 92562.

Ral Partha Enterprises, Inc. 5938 Carthage Court , OH 45212-1197 Voice: (800) 543-0272 Fax: (513) 631-0028 Mail Order: Yes Catalog: $4

#01-703 Deelah w/Sabertooth Beastmasters* series Sculptor: Dennis Mize Scale: 25mm Cost: $5.00 Technical: 7 Artistic: 8 Value: 6 An imaginative line of figures, the Beast- masters come in matched pairs of person and beast. This particular set includes another of Dennis Mize’s perfect females and a playful sabertooth tiger. Anyone With four figures in the blister, you have a small vent threads from the crowns of the have a ball of yarn? good start on a ship’s crew. heads, which can sometimes lead to prob- Minor lines run along Deelah’s sides and Slight parting lines are visible in some lems, but the vents were so small that between the tiger’s two pairs of legs. The locations, but they’re easy to clear away. removal leaves little trace. tiger’s teeth are connected by a thin There are also some minor sheeting along The three vampire hunters are a diverse sheet—apparently production consider- the right arm of the hook-handed sea dog crowd, from a Ghengis Khan look-alike ations made it impossible to keep them (Aarrrr!). with sword and chainmail, to a crossbow- separated cleanly. Careful knife-work The attention to detail and the acces- equipped female with European features, allows you to cut the metal away, separat- sories on this crew is superb. Some have to a Van Helsing look-alike complete with ing the teeth. fancy uniform jackets (doubtlessly plun- wooden stake, mallet, and cross. Detail is Deelah comes complete with sword and dered), others boast less-than-pretty facial great and their facial features definitely polearm. While Deelah’s clothing runs a features (you won’t see these guys in hunk reflect their nation of origin. Painting will little to the sparse side (sparse being de- calendars), and their clothing is wrinkled be a pleasure. fined here as “What clothing?”), her pro- in all the right places. This trio of vampires also presents a portions are very good. Facial features and The only two problems that I noticed are good cross-section of the various versions hair are excellent, with other details in- that some of the proportions look wrong presented by literature. The tall, ghoul-like cluding bracelets, bracer and arm bands. (the upper arms on the crewman and one creature in a mortician’s suit is reminis- She doesn’t demonstrate a lot of motion, of the captains are too short for the lower cent of the stereotypical Nosferatu, while but she is a challenge to paint since there arm) and there are three captains for one the other two, a slick businessman in cape is so much skin. crew. Actually, I work for a company like and the beautiful, sunken-eyed woman in The sabertooth is incredible and has a lot that . . . Hopefully Ral Partha will put out a a slinky evening gown, are more in line of life to it. From the twist of the spine to blister of crewmen so we can build a with the cultured vampire depicted by the stance and position of the forelegs, this complete pirate crew. Frank Langella’s Dracula. Both blisters are well proportioned ancestor to the tiger is well crafted and excellent values. definitely ready for trouble. This figure, and #11-112 Vampire Hunters others like it, demonstrate that Dennis’ #11-119 Vampires talents go much farther than humanoids. RAVENLOFT® line 3431-C Benson Avenue Sculptor: Dennis Mize Baltimore, MD 21227 #02-505 Pirates/Sailors Scale: 25mm Cost: $5.50 each Voice: (410) 644-5699 Fax: (410) 242-1839 Encounters of the Imagination* series Technical: 8 Artistic: 8 Value: 8 Mail Order: Yes Catalog: Free Sculptor: Dave Summers Gothic horror, always an American Scale: 25mm Cost: $6.50 favorite, has been growing in popularity #8038 Njal Stormcaller Technical: 7 Artistic: 7 Value: 8 among gamers. To feed that ‘hunger,’ these #8403 Varag Ghoulchewer Want to add some spice to your game? blisters show you both sides of the vam- #8599 Teclis Toss in some sea travel! And nothing goes pire story. WH40K*, BLOOD BOWL*, and WFB* lines better with sea travel than pirates! (With Minor parting lines are about the only the possible exception of sea-sickness pills.) visible imperfection in this set. There were

DRAGON 129 Sculptors: Jes Goodwin (Njal & Teclis)/Gary Morley (Varag) Scale: 28mm Cost: $8.50/$4.50/$8.50 Technical: 7 Artistic: 8 Value: 4 Character models for three of Games Workshop’s most successful games, you can’t wonder at the popularity of the systems with such great miniature support. There are few technical problems, just the usual minor parting lines and a vent thread or two. The only assembly re- quired is Njal’s pack, which goes on easily and requires no epoxy. Njal, a special character for the Space Wolves chapter of the Imperial Space Marines, is a powerful Rune Priest, and a formidable figure. Details include wolf head helmet, fur cloak, embellished armor, and an with a bionic eye. (The Six If small scale figures aren’t your bag, or A gorgeous quartet of mages, these Million Dollar Bird?) if you just want a larger display piece for figures are representatives of the magical Varag, an orc and therefore obviously your favorite character, these 1/24th forces from four elements. Each blister superior (is my bias showing?!), is excellent- (roughly 54mm) scale figures from For- contains a pair of mages, one male and ly muscled and has great detail of accesso- tress may be what you’re looking for. one female. ry and expression. Despite his obvious Minor parting lines and a few rough Slight parting lines are the only notice- BLOOD BOWL look, he can also be painted edges, like the bottom of the feet, are the able flaw on these characters, and those for use with a WARHAMMER* game by a only technical drawbacks to these resin are insignificant. Otherwise these are creative player. miniatures. technically perfect. Teclis, one of the all-time best WAR- The wizard has good features, complete Each of the figures has a natural stance HAMMER figures, is a marvel of stylized with flowing beard and robe, as well as a and realistic features. Many embellish- sculpting and never-ending detail. From nicely detailed staff. There is plenty of ments add detail and character to each of embellished staff, helm, and sword to his room for shading, so painting will yield the figures, identifying them with their chest plate and sash, Teclis is a wonderful some nice results. His proportions are on element and making them stand out as challenge to paint. Take a little extra time the slim side, and his feet are a bit small, individuals. to plan out his color scheme before you but what do you expect from a book Flames lick about the hem of the Fire start—there is so much detail that you’ll worm? The impression is very good. Wizard’s robes and the top of his staff, need it. while the Water Conjuror has waves roll- Grenadier Models, Inc. ing along the bottom of her robes and sea Fortress Figures P.O. Box 305 shells hanging from her belt. The Light P.O. Box 66 Springfield, PA 19064 Castor’s robes bear runic symbols, and the Jonesboro, IN 46936 Voice: (610) 623-5780 Fax: (610) 623-5980 Air Summoner’s robes and hair are buffet- Voice: (317) 552-8029 Fax: (317) 552-3540 Mail Order: Yes Catalog: $3 ed by strong winds. Mail Order: Yes Catalog: $1.50 Other accessories include a shoulder #3151 Fire Wizard & Water Conjuror sack, hair piece, mantle, sash, and belts. #PS1 Wizard #3152 Light Castor & Air Summoner The faces are worth mentioning a second Personality Scale* line Fantasy Legends* line time, as they bear such realistic features Sculptor: Steve Lortz Sculptor: Sandra Garrity that you might find yourself looking for Scale: 1/24th Cost: $7.50 Scale: 25mm Cost: $4 each these folk on your way to work or school. Technical: 7 Artistic: 7 Value: 7 Technical: 8 Artistic: 8 Value: 8

130 AUGUST 1995

The last of the aliens in the Alien Source Book to have miniatures released for the Legions of Steel game, these three blisters provide special weapons figures for the Fantasian military forces. All can be used with the Legions of Steel boardgame, but a couple may be more appropriate for the LOS table-top miniatures rules, due out for the GEN CON® Game Fair. Technically superior, these figure have minor mold lines if any. No noticeable flaws mar the surface of any of the models. The only imperfection is that some of the assem- bled pieces don’t match perfectly, requiring minimal work to correct. Though not as sleek and ornate as their Black Empire counterparts, these are nonetheless formidable troopers. The looks are very distinctive among today’s miniatures. The overall impression of the figures is not unlike the Russian troopers of WWII, with some high-tech added to preserve the genre. There are two figures in each blister (one of each shown). Though bodies in each blister are the same, each blister comes with different arms/weapons for each trooper. Lines are sharp, with some exceptional detail on backpack and weapons. The PKM is a long range rifle with a low rate of fire, while the AK has poorer accu- racy but higher rate of fire and comes with a MASLAW, designed for use against light vehicles or heavily armored targets. The RPK is a rapid fire weapon that spreads fire very well up close but loses effectiveness at longer ranges.

Rafm Company, Inc. 20 Parkhill Road E. Cambridge, Ont. Canada N1R 1P2 Voice: (519) 623-4832 Fax: (519) 623-2795 Mail Order: Yes Catalog: $4

#3622 Lord Chaos on Throne #3739 Lich Enthroned Sculptor: Stephen Koo/Robert Murch Scale: 25mm Cost: $5 each Technical: 5 Artistic: 7 Value: 7 The lich and chaos lord are two great #1534 Secret Agents are “dressed to kill.” The clothing’s detail, sets for your favorite NPCs. Alternatively, Future Warriors* line pockets, lapels, button holes, and wrinkles, they could represent player characters Sculptor: Mark Copplestone is crisp and artistic. Facial features, with some real psychological problems— Scale: 25mm Cost: $4 around slick sunglasses, are great. either way, they will add some flavor to Technical: 4 Artistic: 7 Value: 6 anyone’s game or display case. Need some secret service types? Maybe Global Games The larger pieces have significant mold some plainclothes enforcers? If so, then 136 Geary Ave. Unit 215A lines, but they are along the flat edges of this is the pair for you! Dressed in leisure Toronto, ONT M6H 4H1 throne or dais, not on painting surfaces. suits and packing firepower, this team can Voice: (416) 516-9118 Fax: (416) 516-4690 The chaos lord’s throne has some flash discourage most criminal elements. Mail Order: Yes Catalog: $1 along edges and along the stonework base. Both figures have a slight mold shift Sculpting is good with a lot of creativity problem, noticeable about the shoulders #3201-2 Stormtroopers w/PKM used in position and pose. The chaos lord’s and head. The shift cleans up pretty easily, #3203-2 Stormtroopers w/AK throne and base look great, with plenty of but it goes through the hair of one agent, #3204-2 Stormtroopers w/RPK stonework and rough detail. The lich’s requiring some careful work to preserve Legions of Steel* line throne, which has a very detailed dias, the detail. Sculptor: Dave Summers includes a plastic eye for the top. The Stylishly suited, complete with dress Scale: 28mm Cost: $6.95 each figures carry a certain presence, possibly shirts and flat bottomed ties, these agents Technical: 8 Artistic: 7 Value: 6 due to the imposing nature of the thrones.

132 AUGUST 1995

Best of Show There really isn’t a modeler’s BOS for this issue. All of the reviews were of gaming pieces that required little or no assembly— certainly no challenge for a serious model- er. Gamer’s BOS, on the other hand, was a difficult decision. However, after many hours of soul searching (read as “paper, scissors, rock”), two contenders stood out. One was Grenadier’s elemental spell cast- ers (Light, Air, Fire and Water), which are wonderful figures with excellent features, graceful poses, and a high level of detail. The other was Citadel’s Teclis, whose sharp features and detail add style and grace to any role-playing or miniatures game. Close runners-up were Ral Partha’s Vampire Hunters. I’m sure you can see why.

Unless otherwise noted: ® and ™ denote trademarks owned by TSR, Inc. ©1995 TSR, Inc. All Rights Reserved.

* indicates a product produced by a company other than TSR, Inc.

134 AUGUST 1995

DRAGON DICE™ game by Lester Smith In this new game, players command armies of six-sided dice: elves, dwarves, goblins, humans— and sometimes dragons. The goal? Seize The Complete Ninja’s Handbook terrain—and avoid the enemy dragons! An AD&D rules supplement $9.95 U.S./$14.95 CAN./£6.99 U.K. by TSR Product No.: 1500 One of the most popular character classes, the ISBN: 0-7869-03228 ninja, is presented here as a universal figure who takes on the most dangerous missions! This The Iron Throne 128-page handbook contains skills, tactics, A BIRTHRIGHT™ novel NEW PRODUCTS spells, missions, and more for ninja characters. by Simon Hawke FOR AUGUST $18.00 U.S./$23.00 CAN./£10.99 U.K. This novel tells the story of His Imperial TSR Product No.: 2155 Majesty, Emperor Michael Roele, and details the ISBN: 0-7869-01594 fall of his empire. An excellent introduction to BLOOD WARS™ Escalation Pack III TSR’s newest campaign setting. Powers & Proxies Chronomancer $6.99 U.S./$8.99 CAN./£5.99 U.K. A BLOOD WARS card game supplement An AD&D game accessory TSR Product No.: 3112 by Stephen Schend by Loren Coleman ISBN: 0-7869-03570 The Blood Wars take a lethal new turn as the At last, the Plane of Time is open to those few planar gods themselves lead their forces into the wizards who would risk everything to visit eternal conflict. Each pack contains 15 cards ancient and forgotten lands, or the unbelievable A BIRTHRIGHT™ adventure drawn from an entirely new card set portraying wonders and horrors of the future. This 96- by Colin McComb the Power’s avatars and agents. page booklet reveals the existence of the The first BIRTHRIGHT™ adventure has it all: $2.50 U.S./$3.50 CAN./£1.99 U.K. chronomancer and lists new spells, powers, the players are faced with a military threat to TSR Product No.: 1132P realms, and monsters their lands from a hostile warlord, the rise of a ISBN: 0-7869-0299X $12.95 U.S./$16.95 CAN./£7.99 U.K. powerful wizard, and the savage raids of gnoll TSR Product No.: 9506 bandits. The heroes must solve all three prob- PLAYER’S OPTION™ Rulebook: ISBN: 0-7869-03252 lems or their kingdom may fall! Skills and Powers $9.95 U.S./$11.95 CAN./£5.99 U.K. An AD&D® fundamental reference Giantcraft TSR Product No.: 3102 by Dale Donovan & A FORGOTTEN REALMS® accessory ISBN: 0-7869-01764 This 192-page book has everything players by need to customize their characters, including The incredible giants of Faerun are detailed in optional rules for character personalization, this 128-page accessory. Expanding on the Coming next month . . . point-based design, and personalized magic. Twilight Giants trilogy, this “Complete Giant’s DRAGON® Magazine #221 $20.00 U.S./$26.00 CAN./£11.99 U.K. Handbook” allows you to roll up giant-sized PCs. Cover by Larry Elmore TSR Product No.: 2154 The booklet is packed with information about ISBN: 0-7869-01497 all the major giant races, covering all facets of This issue’s theme is Magic and includes: their life and society. l The College of Dream Magic Van Richten’s Guide to the $15.00 U.S./$19.00 CAN./£9.99 U.K. l The return of the Lords A RAVENLOFT® game accessory TSR Product No.: 9487 l and magical items for familiars. by David Wise ISBN: 0-7869-01632 Plus all our regular columns, including The good doctor Van Richten presents some “Forum,” “First Quest,” and a “Role of Books” astounding revelations on one of the most Daughter of the column from John Bunnell. powerful characters in the dark domains, the A FORGOTTEN REALMS novel $3.95 U.S./$4.95 CAN./£1.95 U.K. fortunetelling Vistani! by TSR Product No. 8112-09 $12.95 U.S./$16.95 CAN./£7.99 U.K. The first novel in a new trilogy details the TSR Product No.: 9496 journey of a free-spirited drow des- ISBN: 0-7869-01551 tined to command great power. But when she DUNGEON® Adventures #55 discovers a way to bring magic to the surface Cover art by Tony DiTerlizzi world, the drow princess Liriel Daenre must This issue’s adventures include: NEW PRODUCTS embark on a hazardous journey. l “Umbra” (PLANESCAPE™ adventure; $16.95 U.S./$21.95 CAN./£10.50 U.K. levels 2-4) by Christopher Perkins. FOR SEPTEMBER TSR Product No.: 8553 l “Tulips of the Silver Moon” (AD&D ISBN: 0-7869-01659 adventure; 5-7) by Steve Loken. DUNGEON MASTER® Option Rulebook: l “Savage Beast” (AD&D adventure; 1-3) by High-level Campaigns The Evil Eye An AD&D® fundamental reference A RAVENLOFT adventure Ron Poirer. by Skip Williams by Steven Kurtz l “The Sea Wolf” (AD&D adventure; 4-6) This hardcover rulebook contains new skills The adventurers enlist the powers of a Vistani by Lisa Smedman. and powers for all classes and a quick mass- seer to complete their mission—and though the $3.95 U.S./$4.95 CAN./£1.95 U.K. combat resolution system, as well as hints on party learns more about these fortunetellers TSR Product No. 8199-09 high-level plot construction and how to run than any outsider, they may not survive to tell high-powered characters. the tale. Unless otherwise noted: $20.00 U.S./$26.00 CAN./£11.99 U.K. $9.95 U.S./$11.95 CAN./£5.99 U.K. ® designates registered trademarks owned by TSR, Inc. TSR Product No.: 2156 TSR Product No.: 9497 ™ designates trademarks owned by TSR, Inc. ISBN: 0-7869-01683 ISBN: 0-7869-01675 ©1995 TSR, Inc. All Rights Reserved.

136 AUGUST 1995