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HISTORICAL

Issue # 249 Volume XXIII, NO. 2 July 1998 Seeds of Evil James Wyatt Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror. 26 66 Wyrms of the North The guile and subtlety of a lurks behind the Below the smile of “The Dark Lady.” Bruce R. Cordell 76 Giants in the Earth New terrors to add to the classic AD&D module J. Gregory Keyes New legends from or any cryptic dungeon in your campaign. the “World of the Waterborn.”

38 82 Bazaar of the Bizarre Jeffrey Mendoza Before your next Sixguns and Sesheyans trek, shop at “A Traveler’s Emporium.” 90 Arcane Lore Rich Baker Ed Bonny Discover the dire powers of ® Back to the future with ALTERNITY game rules “The Lost Spellbook of Rary the Traitor.” for Old West , plus guidelines for creating your own campaign. 98 Dungeon Mastery Holly Ingraham Learn the vocabulary 48 of the in “Deep Meanings.”

Fiction

Wakes the Narrow Forest The Wyrm’s Turn ...... 4 J. Gregory Keyes D-MAIL™ ...... 6 The of his father compels Fool Wolf FORUM ...... 10 to visit giant country. SAGE ADVICE ...... 18 58 OUT OF CHARACTER ...... 24 BOOKWYRMS™ ...... 72 CONVENTION CALENDAR ...... 102 DRAGONMIRTH™ ...... 104 KNIGHTS OF THE DINNER TABLE . . . 106 ROLEPLAYING REVIEWS ...... 108 GAME PREVIEWS ...... 114 PROFILES ...... 120

Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha

® Michael Roele falls before the might of the dread Gorgon in this month’s cover by BIRTHRIGHT campaign artist Tony Szczudlo. r -

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4 • JULY 1998

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Will the Real Conan Destiny—often throughout his stories, You say “Rakshasa,” Please Stand Up? Howard foreshadowed Conan’s even- I say “Rakasta” ® Dear DRAGON Magazine, tual rise to kingship and glory in ways Dear Dave, , in issue #247, describes which made it clear that this was a man I’m sooo confused: On page 39 of DRAGON the primary motivating factor of the marked with greatness, whose destiny Magazine issue #247, the “Taltos” article character of Conan as watching “Thulsa would fulfill all of that promise. describes rakshasas as “evil extra-planar Doom destroy his village” and growing Another brief note on this column: creatures,” yet you have 12 pages just up plotting revenge as a result. One is Cyrano de Bergerac was more than a preceding this on creating them as PCs. forced to wonder what version of Conan “great swordsman.” He was also a great I do like the style—and content—of Peter Adkison knows. Certainly it is not poet, a great lover, and a great scientist. the magazine. The inclusion of “Pro- the version that Conan-creator Robert E. In short, he strove to be great in every- Files” is interesting, as are the humorous Howard wrote, because Howard never thing, not just one thing. Of course, author’s blurbs at the end of each article. put pen to paper with a character of such that’s what true heroes are made of—as One column I would like to see return is laughable nomenclature as “Thulsa Adkison points out. the staffer’s memories as gamers and Doom.” Many writers have borrowed Justin Bacon some of the silly things their characters the character and generally cast a pale 225 Thomas Ave. South did. Ed Greenwood’s memories (in reflection of the original. Perhaps the Minneapolis, MN 55406 “,” in issue #218) touched me, character is from the Schwartzenegger [email protected] for I know how it is to lose a loved one. I’m sorry to hear that you miss Robin yrano de Bergerac . . . strove to be great in of Sherwood: Here in Billings, we have C KUSM-TV (PBS/Missoula, MT) cabling- everything, not just one thing. in Robin Hood with Richard Greene as Robin and Patricia Driscoll as Maid movies—which I have never watched, Thulsa Doom did indeed appear in the Marian. Corny by today’s standards! not because I dislike Schwartzenegger Marvel comics and in the first of the Conan As for Hercules and Xena, the only but because I can tell by merely looking movies. I can’t say you’re wrong that both of things that interest me in their shows are at them that they are untrue to their those versions of the Conan stories stray the warrior-women costumes from Fred- source material. Or the Marvel Comics from Howard’s original, but they each have erick’s of Byzantium. version, which has gone far astray of its their own charm. Some of the comics have Jerry Michele source material. Or perhaps the cartoon, been quite good. Billings, MT which I will not even comment upon. One of the interesting things about heroes Nonetheless, what Adkison has done is how they transform throughout time. Rakshasas and Rakasta are actually different is watch or read an adaptation of a work Think about how many variations of King creatures, but since they’re both catlike and and try to define the original in terms of Arthur have appeared throughout the cen- have similar names, it’s easy to see where it. Perhaps next month he shall treat us turies, some of them greater than others, you’d be confused. (In fact, the creatures on ® to a serious literary analysis of Victor depending on your personal taste—yet none which the AD&D version of rakshasa are Hugo’s Hunchback of Notre Dame . . . truly the “original.“ In our faster, modern based aren’t cat-headed, but the original based on his observations of the Disney world, our heroes simply transform more drawing of the creature in the movie. Or we may be treated to a mytho- quickly. It’s easy to ignore the versions you Manual changed that.) Suffice to say that logical study of Hercules based on the don’t like in favor of those you do. I, for the Rakasta of ’s article in issue current television show. instance, like to pretend that Prince of #247 are not the evil shape-shifting spirits A far more appropriate category for Thieves was never made. mentioned in ’s article. the true Conan would be that of

6 • JULY 1998 Forgotten Favorites is someone who has had his or her pow- ences to both of these settings, you’ve Dear DRAGON Magazine, ers for quite some time. By the definition left me to wonder if they are going to On the topic of “” (men- given in the class description, these return or not. If not, why do you tease tioned in “The Wyrm’s Turn” from issue psionicists have developed their powers, those of us who at the time couldn’t #247), how can any printed setting be giving them greater control over their afford the settings by referring to them truly forgotten? Lately you have been gifts. But what about wild talents whose in some of your articles? asking us, the customers, what our powers were created through critical SPC RichardT. Balsley Jr. favorite settings are and what out-of- events? They would have no control, but Fort Riley, KS print items we would like to see come shouldn’t they have that chance of con- [email protected] back. I’m glad to see that some of the old taining an awesome power that has a settings are coming back, but what I’d tendency to create a major problem for As for the favorite settings of the magazine ® like to know is, what would you like to the character? This would be closer to staff, I confessed mine (the AL-QADIM cam- see come back? the individual who “develops” a psychic paign) in issue #244. Chris pines for the The game is driven as much by us as it power and has never lived with it. return of the setting, which he is you. All the articles are cool in the For the system, how about a used as the basis for his home campaign back issues I’ve read, but since I’ve been read- control factor? Even the greatest wizard in the Great White North, and Jesse‘s favorite ing this magazine, never once have I has a chance of bungling a spell now and is the setting (which would prob- seen anything from you about what you then, and I’m not talking about being ably come in second if I were to make a list of like. When settings are mentioned, it’s attacked or otherwise having their con- my own). Despite our own preferences, usually for the subject of the article and centration broken in the heat of battle. though, we always try to make sure that the author’s involvement with that set- The current rules assume that the wizard most of the articles in any issue of the maga- ting. What I’m really asking is when has complete control over the target area zine are useful to players of a “standard“ you’re going to tell us what your favorite of the spell as well as the power of the AD&D —and for that settings are. spell as listed in the spell’s description. If purpose, we consider the GREYHAWK, On the subject of a 3rd edition, why? a wizard casting a magic missile spell is FORGOTTEN REALMS, and settings Isn’t the 2nd edition good enough? I jarred during the casting, wouldn’t it be to be close to “standard” AD&D, since they thought that the psionics presented in more likely that control of the spell are each fairly close to center in what has the S&P book (taken from the ® would be lost than have those built-up become the “typical” AD&D campaign. setting) work well. My only complaint is energies just dissipate? On the other hand, we don’t want to that I don’t think that psionics is some- As for new spells and magical items, ignore fans of “forgotten” settings, so we try thing that only one character class enough already! Well, at least for a little to strike a balance with an occasional article should have. Psionic ability is something while. How about articles devoted solely for players of the currently inactive DARK that normally a person is born with or to the applications of spells? Some of the SUN and Masque of the Red Death cam- develops over a period of time or spells I’ve read leave me more confused paigns, for example. Parts of even the most rapidly through some traumatic event. If than when I read the title of it. Since I campaign-specific articles might be useful in anything, a new set of rules should be can’t see any practical use for them, I dis- your own campaign. Try “Seeds of Evil” in created to allow for this. A true psionicist allow them in my campaign. this issue, and see whether you can use a new And lastly, since you’ve packed all the creature or spell from it in your own game. ® ® info for the RAVENLOFT and GREYHAWK If you’re looking for out of print campaign campaigns into hard-bound books, what material, try used book stores, game stores, ® ® about the MYSTARA and SPELLJAMMER and conventions. That’s where we find ‘em. settings? Since I keep running into refer-

By Aaron Williams

DRAGON 249 • 7 Fantasy Only! Dear DRAGON Magazine, I am 22 years old, and I have been play- ing/GMing for 10 years. I enjoy all gen- res of roleplaying. While skimming through “D-Mail” in issue #247, I came across something that should have caught my eye in #246. It appears that you asked us, the readers, ® what ALTERNITY articles we would like to see in future issues. Well, I do not want to see any. I have been a DRAGON Magazine sub- scriber for 4 years now, and I look toward it supplying me with ideas I can use in my fantasy campaigns. I thor- oughly enjoy the features and look for- ward to “Wyrms of the North,” “Rogue’s Gallery,” “Bazaar of the Bizarre,” “The Wizards Three,” and even “Out of Character.” I have always felt that DRAGON Magazine has been a sup- plement for the AD&D and D&D® games, not a supplement for dice games, card games, or any games that are not fantasy roleplaying, even if they are published by TSR. I feel betrayed when I open my magazine and see articles that do not pertain to me. I did look through the ALTERNITY fast- play rules. However, I was not drawn to the game in any way. I was a little peeved that there was a “do it yourself” ALTERNITY adventure the next issue. That space could have been devoted to some- thing to do with an AD&D game world. I have been trying to think of ways to circumvent the cancelation of my sub- scription. One idea is to create a new magazine devoted entirely to the ALTERNITY game, maybe not the same size as DRAGON Magazine, so ALTERNITY players can afford both magazines. Another suggestion is to create books like the ALTERNITY fast rules and ship them with the DRAGON Magazine. What I am trying to say is that a DRAGON Magazine is not worth the money if it contains articles of no use to me. Michael Seymour Jackson, NJ

Unless otherwise noted: ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. © 1998 TSR, Inc. All Rights Reserved.

8 • JULY 1998

Question of the Month

Respond to the Question of the Month or any other roleplaying topic by mailing "Forum," DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, USA; [email protected]. all material should be neatly typed or handwritten. You must include your full name and mailing address if you expect your letter to be printed (we won't print a letter sent anonymously), but we'll withhold your name or print your full address if you so request.

What optional rules from the AD&D® game Player's Handbook and ® Guide do you never use? Why?

How To Fix It What needs fixing? Well, a good way in issue #247, had an interesting com- to answer that question is to look at ment about character classes, noting that ® Paul Hoyak’s letter in DRAGON Magazine what should be kept. There’s a “spirit” sub-classes such as the paladin are con- issue #247 has finally moved me to to a game that must be retained. For fusing. I agree. With the advent of kits, throw my gauntlet into the ring on the example, releasing a 3rd edition of what exactly is the distinction between a issue of a possible 3rd edition for the AD&D as a clone of : The sub-class and a kit? Why can’t a paladin AD&D® game. Contrary to what he says, Masquerade* wouldn’t really be a 3rd edi- just be a fighter with a kit? Rangers and a third edition of the game not only is tion of the game—yet not to realize that druids, however, are significantly differ- necessary but also has the potential to there are elements of newer games that from fighters and clerics, and I feel vastly improve and revitalize the game. could improve AD&D if incorporated they deserve classes of their own to be customized with kits of their own. ith the advent of kits, what exactly is the Psionics should either part of the game W or should not be part of the game—they distinction between a sub-class and a kit? should be relegated to a separate source- book. This would mean there would be The D&D game, in one incarnation or into it is a supreme act of arrogance and six or seven classes—warrior, wizard, another, is 25 years old. In an industry blindness. So what’s essential, and cleric, rogue, ranger, druid, and possibly where trends advance nearly as quickly what’s excess fat that can be trimmed psionicist—and as many kits as the fer- as in the computer industry, that’s and improved? vid imagination of the gamer can create ancient—and despite a host of cosmetic The Name: “Advanced” DUNGEONS & to customize those classes. ® changes, starting with the 1st edition of . Advanced compared to what Races: Leave the list alone. AD&D and ending with the Skills & exactly? There is no D&D game now. Proficiencies: Proficiencies suffer Powers add-on, the core systems of the This new edition should drop the from the same confusion of the class/kit game are largely unchanged. Not only is “Advanced” appellation—be simply the distinction. When is a skill a proficiency? the current system, in my opinion, not 3rd Edition of D&D. Or perhaps, if we When is it a class ability? Well, the real taking advantage of recent advances in wanted to recognize the longer history answer is that there is no distinction, or “game system technology,” but also it is of the game, jump up to 5th Edition at least there shouldn’t be one. Scrap the a staggering behemoth. For example, D&D, to pick a nicely-sized number. proficiency system and institute a full- almost no one would argue that kits are Attributes: There are six attributes in scale skill system. More on this later. integral to the 2nd edition, and there are the D&D game. There always have been, Magic: There are many things about few who would not admit that, if the and I think to change them, add to them, the D&D that are S&P are actually what we want, then or remove some of them would be a mis- admirable. There are many things that they should be part of the main system take. Strength, Intelligence, Dexterity, are not. Over the 25 years of D&D, there as well. Much like the situation the 1st- Constitution, Wisdom, and Charisma. have been hundreds upon hundreds of edition system was in when the second It’s one of the first things you learn about fan revisions to the spell system. Finding edition came along, the 2nd edition now the game, and it’s one of the first things a way to revise the old system to make it has too many rules spread over too you memorize about it. more up to date and effective while still many books. Classes/Kits: Bill Logan, also writing staying true to the spirit of D&D will be

10 • JULY 1998 neither easy nor simple. This is not a task get into Monopoly. A second introduces or a kit, plus additional abilities such as to be shirked, but it is a complicated issue the more complicated elements of the those currently detailed under the profi- and should be delved into separately. system. ciency system, would be purchasable. Combat: There are many things about This system would replace the current the D&D combat system that are First Tier morass of dual- and multi-classing. If admirable. There are many things that Step One: Roll dice to generate six you wanted the ability to fight with a are not. Over the 25 years of . . . oh wait, attributes. sword and the ability to pick locks, you we’ve been here before. See “Magic,” Step Two: Pick class. would simply spend the points the way above. Step Three: Pick kit. (Optional.) you wanted. : D&D has always Step Four: Pick race. been a game that is very easy to learn, Step Five: Buy equipment. Step One: Purchase attributes. and it should definitely remain that way. Step Six: Play. Step Two: Purchase class. (Optional.) D&D is the primary RPG most people Step Three: Purchase kit. (Optional.) outside of the hobby know about, and it Remember when the game was this Step Four: Pick race. is still the way most garners come into simple? I miss those days. Step Five: Purchase additional skills. the hobby. It would be a tragic mistake Second Tier Step Six: Buy equipment. to fix the problems of the current system, In the second tier, a point system Step Seven: Play. only to make it so complicated and diffi- replaces the random generation of cult to learn for newcomers that we attributes. Another set of points, or Experience points would be used to guarantee there will be no more. The perhaps points drawn from the same purchase new skills. You might even character creation system needs to be pool depending on how the system is leave the old level system intact by let- laid out in two tiers—one a very simple, designed, would be used to purchase ting players simply purchase a new level step-by-step process so that a newcomer classes and kits. A skill system would in their class with experience, raising all can get into the game as easily as they also be instituted. Any ability of a class the skills that make up that class.

12 • JULY 1998

Nitpicky Rules: There are many rules Looking at the situation from a psy- choosing giants instead. in AD&D that make little sense. For chological perspective, Starbryn would So there you have it, folks. Look it example, the particular bonuses and likely hate all four types equally. Looking over, and write in with what you think. penalties to various attributes that your at the rules on choosing a species enemy, Chris Perry selection of race makes—even if most it seems clear that hatred is a big factor in Coming, CA are more intelligent, why is your the species-enemy rule, not just experi- more intelligent as a result? The entire ence at fighting a particular creature. Chance vs. Fate system should be streamlined, removing Okay, I’m making it too complicated. I feel moved to comment on Chris rules such as these, which merely clutter Simply put, there are times when a char- Merrit’s letter in DRAGON Magazine issue the system and provide a goldmine of acter has a reason to choose a group of #244, concerning the standard AD&D vs. ® opportunities for abusive rule lawyers. creatures. What I suggest is splitting the SAGA combat systems. There are still those out there who Species Enemy benefit into two choices: I agree with his comment that hold that the 1st edition was perfect and Specific Species Enemy and General “whether you hit or miss when you that the 2nd edition is a joke. Struggle as Species Enemy attack is mostly chance,” but isn’t that I might, I can’t understand the position What are the benefits of this division? the whole point? THAC0 represents how they’re coming from. I am sure there Well, with the General Species Enemy good a character is at hitting someone or are those who think the 2nd edition is the the ranger gains a +2 to attack/damage something—THAC0 represents fighting best thing since sliced bread and that rolls when dealing with any of the crea- skills, if you like, so it necessarily con- there is no way to improve it. I can’t tures belonging to a certain group. They tains an element of chance. understand their point of view, either, still retain the same level of hatred from For example, Ferdinand the 4th-level but I do know that the 3rd edition isn’t their enemies (4 on reaction rolls), but fighter needs a base 15 to hit his heavily really for them at all—it’s for those of us their bonus is understandably reduced armored opponent sporting an armor who do see the current system as flawed. in light of how many creatures are eligi- class of 2. Ferdinand is going to hit his foe Justin Bacon ble for the bonus. Here’s a list of creature well enough to inflict damage only 25 [email protected] groups that I consider to be eligible for percent of the time, or one blow in four. The d20 clatters across the table and . . . a his poor soon-to-be expired might. . . hit! A palpable hit! But lucky? No, simply T an application of the laws of probability. decide to use that special card he'd been Ferdinand can’t hit this foe every time (or saving just in case showed up. even very often), but at least each time he tries, all things being equal, he has the same chance of doing so, and as his skill House Rule: Species Enemies the General Species Enemy category: improves (as he goes up in levels), his For several years I’ve tried getting into 1. Goblinkind (, , hobgob- chances get better and better. print a little house rule of mine that I lins, gnolls, etc.). This isn’t “roll”-playing; it is simply thought other gamers would find worth- 2. Giants. an action of game mechanics . . . “roll”- while. It concerns species enemies. Why 3. Giantkin. playing would be when the player eked should it be limited to only one creature 4. Undead. the last positive modifier the rules (and with such a high bonus)? 5. Drowkin (drow, driders, chitines). allowed and then proceeded to begin I have a character we‘ll call Starbryn. 6. Spiders (or perhaps drow and every single encounter with Ferdinand Starbryn lives in the southeastern sec- spiders). drawing his sword. tion of Southwood, where his tribe has 7. and trollkin. DM: “The old peasant stumbles down had to deal with incursions of goblins. You get the point. There must be a rea- the road toward you, weighed down Let’s say that a combined force of gob- sonable connection among the chosen beneath a bundle of firewood over his lins, , orcs, and gnolls makes creatures to consider them a group for a left shoulder.” it through the outer perimeter and slays General Species Enemy bonus. They can Player: “Ferdinand moves to the peas- his family. Starbryn is a young, untested even be members of two or three inter- ant’s right to reduce the likelihood of the ranger, and he comes upon the after- locked organizations, though in all cases firewood being used as an effective math of their carnage. In terms of char- the player should be able to give the DM shield and attacks.” acter development, this is where we’d a good reason for his use of a General Or even... say that Starbryn chooses a species Species Enemy, so long as it fits within DM: “The blind beggar rattles his cup enemy Which does he choose? the story of the character. as Ferdinand approaches.” He knows who was involved in the For example, Starbryn should be able Player: “That’s 4 on his AC isn’t it? attacks. Perhaps “Eenie-meenie-minie- to choose goblinkind for his Species (reaches for a d20).” moe, which one do I make my foe?” I Enemy, but there’s nothing in his early See the excellent “Knights of the don’t think so. background that would justify his Dinner Table” for further examples.

14 • JULY 1998 The SAGA system, on the other hand, have time for such niceties. When you‘re I am also a history major and an ama- which allows players to choose whether trying to keep life and limb together, it is teur military historian, so the inconsis- to play a high- or low-numbered card to a foolish warrior indeed that would do tencies with many of the AD&D game’s resolve the action, stretches my credibil- less than his best against any foe. weapons seem especially clear to me. ity. If you’re faced by the lowliest kobold, Chris’s “roll”-playing vs. “role”- The most apparent—and possibly the why try any less hard than against some- playing point, however, is well made- least important—errors to me occur in thing truly nasty? It’s still your skin at characters should be played as personal- the weight listings. (I’ve never had to be stake, after all, and have a truly ities, not as one-dimensional, and very strict with the encumbrance rules.) nasty habit of turning out to be polymor- definitely not as a procession of high- or Medieval weapons do not weigh any- phed just when you least expect it. low-numbered cards to influence hand- where near 10 lbs. A two-handed sword In any event, this poor soon-to-be to-hand combat as is deemed tactically certainly does not weigh 15 lbs.; a more expired kobold might conclude that his advantageous. There’s a joke there realistic weight would be closer to 6 lbs. cards are up (if you‘ll excuse the pun) somewhere about “playing your cards Most single-handed weapons, including and decide to use that special card he’d right,” but I won‘t push my luck. swords, would weigh around 3 lbs. been saving just in case Lord Soth Kevin McMahon These weapons needed to be light showed up. Kelmscott, Western Australia enough to use throughout a prolonged Why try any less harder? Certainly battle. If you’ve ever hoisted a real you’d use different tactics against foes The Best Weapons sword, you’d agree that 3 lbs. of blade that are not as immediately perilous to I’ve been an AD&D player and Dungeon and pommel are quite heavy enough. your continued good health. Facing the Master for about eight years now, and I More significant for AD&D players is aforementioned kobold, you might keep feel compelled to answer your Question the damage dealt by each of these half an eye out on the off chance that it is of the Month about weapons (from issue weapons. Ignoring reality for a moment, an ambush, and that the rest of the tribe #245), as my gaming group has had how many players do you know who aren’t lurking in the bushes, whereas problems with the weapons list in the have actually chose a spear as their pri- against Lord Soth one doesn’t really past. mary weapon? I don‘t know very many.

DRAGON 249 • 15 I have had problems in the past with a can easily be thrown as a missile weapon, equitable would eliminate his problem. player whose characters all seem to have something that a sword cannot do. And My personal modifications have helped an unnatural genetic preference for the when your spear hits home, it inflicts a him. Players would be attracted to a charms of the bastard sword. After all, it serious wound. Most heavy spears (those greater variety of weapons if they didn’t is a weapon that has many advantages. It meant to be used in hand-to-hand com- feel “under-gunned” when compared to inflicts significant damage and can be bat) have wide blades, about two inches swordsmen or longbowmen. Axes, used both single- and double-handed. near the base. These blades inflict as seri- maces, warhammers, and spears were Historically however, “bastard” swords ous a wound as the thrust of a sword. all deadly weapons that worked quite were not very common, appearing dur- The longbow vs. crossbow problem is well. That lethality should be reflected in ing the later years of the 13th century as another area that needs serious help. the rules. Death to min-maxing! Long armor began to get heavier. Normal Heavy crossbows could have draw live a varied weapon selection! “long” swords were much more com- weights of 1,000 lbs. or more. A medium Adam Donaldson mon. But by far the most common crossbow, with the help of a “goat’s foot” Spokane WA weapon, throughout the Dark Ages and (an iron bar used to lever the string back) the first half of the Middle Ages, was the could have a draw weight of perhaps spear. It has many advantages over the 170 lbs. If the heaviest longbows had sword. Most importantly, it is much pulls of about 100 lbs., how do you jus- cheaper to make. It can be afforded my tify the pathetic damage of the cross- men (such as militia, fyrd, or the rank bow? I try to arm my warriors with and file of Viking bands) who could not realistic weaponry. hope to afford metal armor or swords. Currently over half of my group The spear has a good reach in hand-to- members arm themselves with spears, at hand combat. You can hide your body least as a secondary weapon. And, while Unless otherwise noted: ® designates registered trademarks owned by TSR, Inc. behind your shield while you use your he still refuses to use a spear, my stub- ™ designates owned by TSR, Inc. © 1998 TSR, Inc. All Rights Reserved. spear, exposing only your arm as you born friend has given up his bastard * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the thrust out with the spear-point. A spear sword. Making weapon damage more companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

16 • JULY 1998

Need Some Help With Your Game? Send your questions about the games produced by TSR, Inc. to “Sage Advice,” Dragon® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055. In Europe, write to: "Sage Advice," Dragon Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cambridge, CB1 3LB, U.K. You may also email your question to [email protected].

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This month, the Sage ponders a few peculiar- maneuvering phase roll, since the Reason; sage knowledge Intelligence/ ities, both magical and mundane, from the entire right side of the table won’t be Knowledge; scribe Dexterity/Aim; tac- AD&D®game. needed because A will always be tics of magic Intelligence/Reason; thau- greater than B. maturgy Intelligence/Knowledge. The Player’s Handbook says a character Ship A is always the ship taking the Relevant subabilities for the new with the juggling proficiency can catch action (whatever that may be, ship B is priest proficiencies are: administration thrown daggers or darts if a successful always the other ship. Usually, you’ll Intelligence/Knowledge; alms hit roll vs. AC 0 is made. What about need to check Table 13 twice, once for Charisma/Leadership; bookbinding arrows? Arrows are larger (a longer each ship. If both flee or both close, don’t Intelligence/Reason; bureaucracy Intel- wooden shaft to catch) and slower the use the table; the distance between ligence/Knowledge; ceremony Wis- speed factor (if the bow’s speed is them changes according to their move- dom/Intuition; diplomacy Charisma/ taken) than daggers or darts. ment rates. (They might overshoot each Leadership; investigation Intelligence/ No, juggling doesn’t allow a character other if closing, but that should put them Reason; law Intelligence/Knowledge; to catch arrows. An arrow might be close enough to try boarding or ram- observation Intelligence/Reason; omen longer than a dart or arrow, but its also ming the next the round.) In cases where reading Wisdom/Intuition; oratory one heck of a lot skinnier. A bow might results from the table are contradictory, Charisma/Leadership; papermaking take longer to aim than a dart or dagger, use only the result the winning ship Intelligence/Reason; persuasion but an arrow flies much faster than a achieves. Charisma/Leadership; sage knowledge thrown weapon. Intelligence/Knowledge; scribe Dexter- The Spells & Magic book contains sev- ity/Aim; undead lore Intelligence/ One of the optional restrictions for a eral new wizard proficiencies (page 52) Knowledge. fighter created using the Skills & Powers and new priest proficiencies (page 59). rules is a limit on magical armor. Does The base abilities listed for these skills In the Spells & Magic spell-point sys- this restriction also prohibit magical on the table work fine if you’re using tem, what subability governs bonus shields? the old proficiency rules, but the Skills spell points for a wizard? What subabil- If a you choose “armor” as a magical & Powers rules allow you to use subabil- ity governs bonus spell points for a item restriction, shields are out, too. ities to determine adjustments. Which priest? Note that you can only gain extra CPs subabilities go with which new profi- Wizards use Intelligence/Knowledge. for a restriction once. If you’ve already ciencies? Priests use Wisdom/Intuition. claimed 15 CPs for wearing no armor at Relevant subabilities for the new all, you cannot also claim CPs for not wizard proficiencies are: alchemy Intelli- If a wild mage casts a sending spell, and using magical armor. gence/Knowledge; anatomy Intelli- he rolls a wild surge, presumably he is gence/Knowledge; arcanology the caster of the spell and the target is I’m having difficulty with the nautical Intelligence/Knowledge; bookbinding the person receiving the message. Fine, combat system from the Of Ships and Intelligence/Reason; concentration Wis- but does this mean the wild mage can the Sea book. In the maneuvering dom/ Willpower; dowsing Wisdom/ attempt a sending spell using Nahal’s phase, under Table 13, who is the “act- Intuition; glassblowing Dexterity/Aim; reckless dweomer and blast a hapless vic- ing ship”(A)? How do you decide this? hypnotism Charisma/ Leadership; men- tim on the other side of the planet with It can’t be the PCs (or DM) all the time, tal resistance Wisdom/ Willpower; omen wild surges? Sure, a wild surge might because that will exclude each side reading Wisdom/Intuition; papermak- hit the caster instead of the subject, but from certain results on the table. Like- ing Intelligence/Reason; prestidigitation there’s about a 50/50 chance the subject wise, it can’t be the ship who won that Dexterity/Aim; research Intelligence/ is hit instead,

18 • JULY 1998

First, wild surges occur only when the • The human “tough hide” ability, How do you restore the spells in the spell in question has some level-based also from Skills & Powers. ring of spell storing? Some people I play variable. Sending has no such variables • The swashbuckler kit’s +2 AC with say that you have to go through (though a wild surge could occur if a bonus from Skills & Powers. the laborious recharging process and wild mage tries to duplicate the effect • The swashbuckler kit’s AC bonus, others say that you are restoring the with Nahal’s reckless dweomer). when lightly armored, from the spells, not charging the ring therefore, When a wild mage casts a spell whose Complete Fighter’s Handbook. a spell must simply be cast into the target or subject lies out of the wild ring. At what level would a recharged • The ironskin ability from the mage’s direct sight (as might be the case spell function (for purposes of dura- Complete Ninja’s Handbook. with clairvoyance, clairaudience, and send- tion, resistance to dispel attempts, and ing spells), I recommend that you treat The first two items on your list are other level-based variables)? Can the the wild mage as the center of any wild actually the same thing. Early printings ring’s owner change the spells in it? surge result that might occur. In such a of the Skills & Powers book contain an Anyone can recharge the ring—pro- case, a wild surge result that affects only erroneous reference to this skill on page vided the character knows and can cast the spell’s target or subject have no visible 15 (under the Balance heading). Warriors the spells the ring can hold. The charac- effects, but a wild surge result that affects and rogues can buy this skill as a class ter recharging the spell has to expend an area always includes the wild mage. ability for 10 character points. The error any necessary material components and suffers any negative effects that come with casting the spell normally. ow do you store the spells in a A recharged spell functions at the H ring of spell storing? recharger’s level or level 12, whichever is less. The spells a ring of spell storing can The description for the wildshield spell has been corrected in later printings of hold are fixed when the ring is created; says that it can protect the caster from the book. Although a shield is techni- the ring’s owner cannot change them. harmful wild surges. Does this mean cally a type of armor, it’s okay to treat a that a wild mage so protected can cast character using a shield, but wearing no The Player’s Handbook says specialist Nahal’s reckless dweomer and be pro- body armor, as unarmored. A kote is a wizards cannot use magical items that tected from any detrimental effects type of body armor (worn on the arms duplicate spells from their opposition the Nahal’s reckless dweomer might and shoulders) and negates this ability. schools. What about rings of spell have? The tough hide ability grants a charac- storing? For example, can an invoker use Also, what happens if a wild mage ter a base AC 8. A shield can improve a Melf’s acid arrow (a Conjuration spell) casts Nahal’s reckless dweomer while this by 1. A kote used with this ability from a ring of spell storing? under the influence of a chaos shield follows the rules for armor use on page Since anyone can use a ring of spell spell? 36 of the Skills & Powers book. storing, any specialist wizard can use the I’m inclined to suggest that wildshield Shields and kotes work fine with any spells in it. As “Sage Advice” has will not absorb the caster’s own spells or swashbuckler’s AC bonus, provided the pointed out before, the rule in question wild surges. character isn’t wearing any additional (which appears in the specialist wizard Technically, a chaos shield protects the armor that would negate the bonus. section of Chapter 3 in the PHB) should caster against his or her own wild Any type of body armor, including a say specialist wizards cannot use wiz- surges, including surges from Nahal’s kote, negates a ninja’s ironskin bonus, ard-only magical items that duplicate reckless dweomer. If you fear this might but the character can still use a shield. spells from opposition schools. An lead to player abuse, it’s okay to rule that invoker could not use a of conjura- chaos shield prevents a character from cre- What happens when an ageless or tion to summon . Nor could an ating and manipulating the surge of immortal creature, such as a , shade, invoker recharge a Melf’s acid arrow spell energy Nahal’s reckless dweomer produces, or avangion, casts a spell that causes stored in a ring of spell storing (because rendering the spell useless a long as the magical aging? the invoker could not cast the spell, see chaos shield lasts. Nothing; immortal or ageless crea- previous question). tures ignore aging effects. Note, how- Which of the following defensive abili- ever, any aging side effects from spell In the Complete Psionicist Handbook, it ties work when a character using them casting are meant to represent the terri- says antimagic shells have no effects on is also using a shield or kote? ble strain casting a powerful spell places psionics. However, in High-Level Cam- • The +2 AC bonus the Skills & Powers on the caster’s body and psyche. Even paigns, it says antimagic shell blocks the book grants to unarmored rogues and an ageless creature is required to pass a use of psionics. I assume then that the warriors. system shock roll to survive the ordeal official ruling from TSR for its game • The fighter’s optional defense abil- (see the Constitution section of Chapter worlds is that all psionics are blocked ity from Skills & Powers. 1 in the PHB). by antimagic shell? As a DM, I believe

20 • JULY 1998 this change occurred because - Goblyns lose their telepathic linkage Suppose a character casts phantasmal ing showed psionics to be too powerful and become independent creatures force or a similar spell in an outdoor set- against antimagic shells. (much like regular goblins, though not ting, and concentrates on a barn owl as Antimagic shell does stop psionics; the quite as smart) if they lose their masters. the illusion. The character can make the material in High-Level Campaigns corrects It could be possible for new master to owl fly anywhere within the area of the the Complete Psionicist’s Handbook. One “adopt” masterless goblyns; domain spell effect, 400 square feet plus 100 reason is, as you suggest, to help give lords probably can accomplish this. square feet per level. The spell doesn’t non-psionic characters a defense against have cubic area, so there is there a psionics. Another reason is that On which Outer Planes do the deities height restriction on this spell? Or can antimagic shell is a sovereign defense that from the AL-QADIM® setting (Hajama, the caster could make the owl fly as stops spells, spell-like abilities, and all Kor, Jisan, etc.) dwell? Where do the high as he likes providing the image kinds of attacks that are not “magical” deceased from that campaign go when still looks realistic? per se, such as breath weapons and gaze they go to "" or "Hell," as men- Yes, the illusory owl can move freely attacks. tioned in some of the products? throughout the spell’s area of effect. I’d suggest making the area a maxi- oes the 5th layer of a prismatic spell block mum of five feet high per three caster D levels. Note that the whole area can be psionics since it blocks "mental attacks"? turned on its side or re configured as the caster wishes, and also that it can be cre- ated anywhere within range.

Does the 5th layer of a prismaticl sphere Unless specifically stated otherwise, (the indigo layer) block psionics since it deities dwell on the outer planes corre- The description for the spell Mor- blocks "mental attacks?" Does the Sup- sponding to their alignments (see DMG, denkainen's magnificent mansion stipu- press Magic have any Chapter 15). Likewise, the spirits of dead lates an area of only 300 square feet per effect on a prismatic sphere? (Antimagic characters are assumed to go to the caster level, and a character can imag- shell doesn’t.) This question has caused planes of their alignments. The align- ine that her mansion has two or three much furious debate and confusion fur ment for each is as follows: stories to house the numerous rooms me and other gamers. Mount Celestial— Lawful Good; mentioned, especially since the A prismatic sphere’s 5th layer blocks all Bytopia— Neutral (Lawful) Good; Ely- description says the design and interior forms of telepathic attacks. (By defini- sium— Neutral Good; The Beastlands— of the space created can be altered to tion, telepathic attacks are “mental” Chaotic (Neutral) Good; Arborea— suit the caster's wishes. My players attacks.) The 2nd layer stops psychoki- Chaotic Good; Ysgard— Neutral always try to create a mansion of maxi- netic attacks, and the 7th layer stops (Chaotic) Good; Limbo— Chaotic Neu- mum ground floor size. For example, a pretty much everything, including tral; Pandemonium— Chaotic (Evil) Neu- 14th~level wizard gets 4,200 square feet psionic attacks. I’d allow Suppress tral; The Abyss— Chaotic Evil; Carceri— (14x300) which then has a large num- Magic to drop the 7th layer, which is vul- Chaotic (Neutral) Evil; The Gray Waste— ber of stories, each of which has the nerable to dispel magic, but not any other Neutral (Lawful) Evil; Gehenna— Neu- same floor area, because there is no layer. You might want to make other lay- tral Evil; Baator— Lawful Evil; Acheron— height limitation included in the spell ers vulnerable to psionic powers that Lawful (Neutral) Evil; Mechanus— Law- description. produce effects similar to the spells that ful Neutral; -Lawful (Neutral) In this case, “square feet” refers to the negate them. A Ballistic Attack, for Good; The Outlands— Neutral. mansion’s total floor space. The caster example, might negate the 5th layer, A parenthetical entry indicates a sec- can create multiple stories, but the floor which is vulnerable to magic missile. ondary tendency For example, the space in each counts toward the limit. inhabitants of Arcadia have a slightly You can assume any particular story’s What happens to RAVENLOFT® goblyns neutral bent. ceiling height cannot exceed half the when the master that created them has area’s longest dimension, or 10 feet, died? Do the goblyns maintain their The mage description says the whichever is higher. telepathic link? Or is it broken? Does creature can fly for 12 turns each day. Is the most power goblyn become the that a power he can turn on and off master? Do they all become indepen- at will until he uses the full 12 turns? Or dent and capable of self determination? is it a one-time shot? Can they remember their existence The ogre mage can use the power one Skip Williams has professed a need for from before their transformation? Can time a day. Once the power is activated it ’s magnificent mower they be transformed back into their ceases functioning 12 turns (two hours) after struggling through early spring yard original form? Can another master later. During that time the creature can work at his Seattle-area home. "adopt" these orphan goblyns? fly or not, as it desires. Time spent on the ground while the power is “running” still counts against the duration.

22 • JULY 1998

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Simplifying THAC0 and Armor Class By Peter Adkison

One of the most important improve- If you’re searching for something a bit equation for calculating DFV is simply ments of 2nd Edition AD&D® over 1st more intuitive, especially for beginners, 21 —AC. And each point of DFV is Edition was the concept of THAC0 (To perhaps you’d be interested in how I run equivalent to a +1 bonus to AC, so if AC Hit Armor Class 0). By calculating ahead things in my campaign. improves by +1 for some reason, like if of time what a character needed to roll the character picks up a shield in the on 1d20 to hit AC 0, a player can roll the middle of an adventure, simply increase die and call out what armor class he or the DFV by one. she hit. The reason this is so important is Since this requires one more calcula- that the DM can look at the AC of the tar- tion than the current system (assuming get and know whether the character hit you calculate THAC0 and AC first without having to cross-reference a instead of developing a shortcut to cal- chart. This speeds up game play with- culate these directly), this takes slightly out changing the rules, just the method longer to set up. But if I can make one for resolving the rule. more calculation for a character that Unfortunately, the THAC0 system I have replaced THAC0 with a value makes it easier to DM the character later could have been even better. The prob- called Attack Value (ATV), which—just on, I’ll take that trade any day! The true lem with THAC0 dates back to the awk- like THAC0—is a measurement of how beauty of this system lies in how fast and wardness of having armor class values good a character is at hitting something. intuitive it is to use on the combat field. start off at 10 and go down as they This is basically the inverse of THAC0 in Behold! improve. So, the better your armor, the that it starts off at 1 for all characters and Using ATV and DFV, when a character lower your armor class. goes up over time, so that an ATV of 2 is rolls 1d20 to hit, he or she simply adds Unfortunately, this system is very better than a 1, and a 3 is better yet. The (which is easier and more intuitive than non-intuitive. Since THAC0 is the num- equation for calculating ATV is simply subtracts) the d20 roll to the character’s ber you need to hit AC 0, it’s not a trivial 21 — THAC0. Each point of ATV is ATV. If this total equals or exceeds the exercise to figure out what you need to equivalent to +1 to hit, so if a character DFV of the target, it’s a hit. hit AC 4, for instance. Most players can picks up a +1 for some reason, like a Check it out! As with anything new, eventually memorize the rule that, if prayer spell, simply increase the ATV by it’ll take a few rounds to get used to it, they roll 1d20 and subtract it from their one. but once your players see how much THAC0, the result indicates what armor I have replaced armor class (AC) with faster this is, they’ll never want to go class they hit. And most DMs can even- a value called Defense Value (DFV), back! tually get used to this well enough that if which, just like AC, is a measurement of a player calls out, “I hit AC -3,” then that how good a character is at avoiding means they hit if the target has an AC of damage in combat. This is basically the -2 and miss if the target has an AC of 4. inverse of AC in that it starts off at 11 for As the CEO of WotC/TSR, Peter has con- But even though this works, and it all characters and improves depending sidered assigning an ATV and DFV to each seems like it should become intuitive, on armor, Dexterity, magic, and so on— of his managers and using 1d20 for conflict many DMs and players I know struggle just as AC does—so a DFV of 12 is better resolution, but the Human Resources depart- with this even after using it for years. than a 11, and a 13 is better yet. The ment has advised against it.

24 • JULY 1998 by James Wyatt illustrated by

AS ITS POWER SPREAD, THE FORCE COR- resisted its influence throughout the ages. RUPTED THE VERY ESSENCE OF MAGIC, Sometimes working alone, sometimes orga- BENDING IT TO EVIL, AND SIMULTANEOUSLY nized into qabals to share knowledge and CORRUPTED ALL WHO PRACTICED MAGIC. power, these heroes at various times in history have won important battles, thwarting the Spellcasters and others transformed into schemes of evil in the world. supernatural horrors, and the humans of This article, in combination with TSR’s His- Gothic Earth became prey for these monstrosi- torical Reference (HR) series of campaign ties. The evil force became known as the Red sourcebooks (Vikings, Charlemagne’s Paladins, Death, and the struggle against its influence in Celts, A Mighty Fortress, , Age Gothic Earth’s 1890s is the focus of the Masque of Heroes, and The Crusades), allows players of the Red Death game. The history of the Red and Dungeon Masters (DMs) an opportunity Death’s ever-expanding influence is outlined to play out the conflict between good and evil in A Guide to Gothic Earth, the rulebook for in many ages and places through the history Masque of the Red Death. This chronicle tells of of Gothic Earth. The material in this article can an ongoing struggle between the minions of also be used for inspiration in any AD&D@ the Red Death and the brave souls who have campaign.

26 • JULY 1998 Using This Article In a historical campaign: The material in this article can lend an aura of gothic horror to any historically-based cam- paign. Of course, if you are running a strictly historical campaign, there is no place for creatures of supernatural hor- ror. If you are running a legendary or fantasy campaign (as described in the various HR books), you can easily add as many or as few of these horrific elements as you desire. In a Masque of the Red Death cam- paign: H. G. Wells’ time machine or another magical or scientific method could allow player characters (PCs) from a Masque campaign to travel back in time and through space to a Greek, Roman, Celtic, Viking, Carolingian, Crusader, or Elizabethan setting, there to do battle with the Red Death and potentially alter the course of history. Before introducing time travel to your Masque campaign, you should study the sup- plement for cautions and mechanics to deal with the possibility of heroes’ actions changing history. Alternatively, you can use the material presented in this article in the standard In Gothic Earth, the medusa Althea makes her horrid lair near (1890s) Gothic Earth setting. This infor- the Aegean Sea. mation can provide useful historical background for adventures or contem- article. The doppleganger Praetorian 500 A.D. it is enhanced as described in the porary challenges. Perhaps a modern Guards from ancient Rome could just as Masque rules. It is impossible to use any mystic or archeologist rediscovers the easily spice up a politically-oriented kind of magic to leave Gothic Earth, ® power of the protomê spell and, unaware campaign in the FORGOTTEN REALMS though it is possible to enter various ® of its dangers, becomes a loup du noir GREYHAWK setting, and the mysterious demiplanes and alternate dimensions werewolf (or werelion). Or the corrupted qabal known as the Phoenix would work that are strongly connected to Gothic Sidhe of Celtic might play an well in some of the Realms’ more civi- Earth—notably the realms of the Sidhe important role in a modern adventure. lized lands. and the Viking Other Worlds. It is also In another AD&D campaign: The mater- possible, at least theoretically, to travel ial in this article can easily be adapted to Starting Assumptions through time to different eras of Gothic ® a standard AD&D or RAVENLOFT cam- Masque of the Red Death is a RAVENLOFT Earth’s past or future. paign. The magical lands of the Sidhe campaign expansion, and a historically- Several of the Historical Reference and mythic Viking islands could easily founded campaign involving the Red sourcebooks describe two or three be converted into Ravenloft Islands of Death must share some of the mechanics options for historically-based cam- Terror. The rampaging Sidhe of Celtic of the RAVENLOFT setting. Characters in paigns: Age of Heroes (historical, fantasy), nightmare are not too dissimilar to the historical settings should be required to Charlemagne’s Paladins (historical, leg- ® Sidhe of the BIRTHRIGHT campaign. make fear, horror, and madness checks, endary, fantasy), The Crusades (historical, Knight terrors (described in connection unless their players adequately roleplay legendary, fantasy), A Mighty Fortress with the Crusades) might work well in a these reactions. Characters who perform (historical, fanciful, fantastic). Celts, The ® DRAGONLANCE campaign. It’s not too evil actions or cast spells are required to Glory of Rome, and Vikings assume the hard to imagine keres (from Greek leg- make powers checks to determine campaign to be moderately magical, at end) haunting the deserts of Athas in a whether they come to the notice of the about the level the other books describe ® ® DARK SUN game. Even Red Death. The corruption of magic with as “legendary.” The legendary type of expeditions to Ysgard or the Celtic evil power makes any kind of detection campaign (called “fanciful” in A Mighty domains on the Outlands could gain an of evil impossible. The power of necro- Fortress) works best for a Masque cam- edge of horror based on the material mantic magic has gradually increased paign, since magic is restricted with about the Vikings and Celts in this since the arrival of Red Death, and by longer casting times and limited spell

DRAGON 249 • 27 been physically transformed by their New Priest Spell: Protomê the transformation and is in a state of long association with this ultimate evil (Alteration) bloodlust similar to that found in power. Level: 3 lycanthropes. The spell still expires at The medusa Althea, described in the ® Sphere: Animal the end of its duration. RAVENLOFT II, Range: 0 The second complication is that the would be a perfect addition to an adven- Components: V, S, M spell lingers in the priest’s memory ture set during the Age of Heroes. Her Duration: 1 turn per level after it is cast. Each time the spell is entry in the MONSTROUS COMPENDIUM Casting Time: 5 cast, there is a 5% chance (non-cumula- transforms the medusa from a standard Area of Effect: The caster tive) that it remains in the priest’s AD&D monster, quarry to be hunted, Saving Throw: None memory, while another spell of the into a creature of true horror perfect for This dangerous spell allows a priest same level, chosen randomly, is erased Gothic Earth. Althea could be cast as at to tap the raw natural power of an ani- from memory—without the priest’s least a demilord in the “Ranks of Terror” mal by donning its protomê —its head conscious knowledge. After that point, outlined in Appendix II of A Guide to and mane. When the spell works prop- if the priest attempts to cast the spell Gothic Earth, if not a lord in her own erly, the priest’s Strength score that was wiped from his memory, he right. Accordingly, her lair on the becomes 18/00, his hit points are inadvertently casts protomê instead. Ravenloft isle of Demise can be trans- increased by 20, and he is immune to Similarly, once a priest has learned and formed into a suitable lair in the Aegean fear, whether natural or magical. These cast protomê, he must make a successful Sea or elsewhere, again following the bonuses apply regardless of the kind of saving throw vs. spells at the begin- guidelines and examples in Appendix II skin donned by the priest. ning of every day if he does not wish to of A Guide to Gothic Earth. Other mon- There are several complications memorize protomê. The power that sters from Greek legend can be adapted involved in the spell, however. First is comes from donning the animal skin is in the same way: the minotaur, the the possibility that the priest might dangerously addictive. hydra, the cyclops, and even the Bacchae undergo an actual physical transfor- If a priest using protomê should described in the Planes of Chaos Mon- mation when he casts the spell. This change to beast form 10 times, then he strous Supplement. chance is 10% per daily use of the spell becomes an actual lycanthrope, similar The two greatest horrors of the Age of (i.e., 10% the first time the spell is cast to the loup du noir (described in the Heroes, however, are remnants of in a day, 20% the second time, and so MONSTROUS COMPENDIUM Annual, Vol- Greece’s ancient religious history First on). When this transformation occurs, ume One). His alignment changes to are the keres, spirits of departed ances- the priest actually becomes a large and chaotic evil. tors or heroes who were once wor- aggressive specimen of the animal type The material component of the spell shipped at country shrines throughout represented by the protomê. The priest is the head and pelt of any carnivorous Greece. In times of trouble, townsfolk has no control over his actions during animal, such as a lion, a bear, or a wolf. would gather at their shrines to ask advice of the spirits there. Sometimes the advice was simple enough: the town must re-establish standards of morality selection, as it is in the Masque rules. The ards before she would grant them their and justice, take care of the weak and the fantasy campaign described in Age of spells (see Age of Heroes, page 33, and old, and so on. Often, however, the spir- Heroes is similar to the legendary cam- Legends & Lore, page 117). The sorceress its demanded human sacrifice, and the paign in this respect. (AL CE; AC 10; MV 12; Transmuter townsfolk were terrified into complying. 15; hp 40; THAC0 17; #AT 1; Dmg 1—4 These shrines still exist in the Grecian The Twilight [dagger]; SA spells, Circe’s wand of poly- countryside during the time of an Age of (Age of Heroes) morphing; SD spells; S 10, D 17, C 14, I 17, Heroes campaign, and can be a source of During the ancient Greek civilization of W 17, Ch 18) is among the most famous endless horror. The keres are described Gothic Earth, the Red Death was rela- of ’s worshippers. She is known in the MONSTROUS COMPENDIUM Annual, tively new to the world. As described in for transforming Odysseus’ entire crew Volume 2 (under Ghost). Consult Van A Guide to Gothic Earth, the corruption of into swine, using the magical wand Richten’s Guide to the Ancient Dead for magic throughout the Mediterranean described on page 74 of Age of Heroes. inspiration about the cults that serve world was accomplished quickly, and (The wand transforms men into pigs, these often hostile spirits. the Red Death learned of human nature lions, sheep, or wolves, corresponding to The second horrific element derives by provoking wars (often through min- their basic nature.) She is believed to be from the ancient religious tradition of ions such as great feyrs). Mummies were immortal and so could make an appear- wearing an animal skin in order to claim created in Egypt, the first of the undead, ance in a campaign set at any point dur- some of the animal’s magical power. and the earliest qabals began to form. ing the 2,000-year history covered in Age Heracles wore a lion’s head and mane to The Greeks recognized magic as an of Heroes. In addition to evil sorcerers claim its great strength and ferocity. evil force, believing that their goddess who serve the Red Death, ancient Greek Priests in Minos wore bull masks; the Hecate demanded sacrifices from wiz- heroes might encounter hags who have goddess Hera was sometimes depicted

28 • JULY 1998 with a cow’s head. This tradition sur- Cassius Chaerea, is in fact one of Gothic find even snippets of the spell the Defi- vives in the form of a priest spell, protomê Rome’s greatest lords, a doppleganger ance planned to cast against the Red (see sidebar). prince named Bekin (Ravenloft Dopple- Death. ganger: AL LE; AC 5; MV 12; HD 5; hp A campaign set during the Roman The Burning Empires 40; THAC0 15; #AT 1; Dmg 1—12 [fist] or empire could span the Mediterranean (The Glory of Rome) 1d6+3 [gladius or pilum]; SA surprise; world. PCs could face mummies and The age of the Roman republic and SD save as 10th level fighter, immune to necromancers in Egypt, human-sacrific- empire produced both heights of human sleep and charm; S 18/45, D 14, C 16, I 15, ing druids in Gaul and Britain, achievement in the struggle against the W 12, Ch 11). Carthaginian or Greek keres. Red Death and depths of depravity The Defiance, Gothic Earth’s first and Even rakshasas from India might appear brought on by its hideous power. The greatest qabal, had its origins in Roman on the Roman scene by way of Alexan- massive military and political strength of Alexandria near the beginning of the dria’s spice trade, and Chinese horrors the empire brought peace and stability to fourth century Alexandria’s library and are brought closer by the great silk route. some regions for centuries, and the the nearby Serapeum (a temple dedi- The Roman world is larger than any power of the emperor was sometimes cated to the Greco-Egyptian god Sarapis) prior nation had ever known, and used for great good. One need only men- served as a headquarters for this group, Roman heroes must be alert for all vari- tion the names of Nero and Caligula to and the budding philosophy known as eties of the Red Death’s minions. remember that the emperor was also Neoplatonism served to advance many capable of great evil. of their theories and ideals. The Corruption of the Sidhe In a campaign set during the period of Neoplatonism, founded by Plotinus of (Celts) the Empire (as opposed to the Republic), Alexandria in the early third century, Like the Greeks, the Celts recognize the characters might find themselves entan- represents the heritage of the great Greek dangers inherent in the practice of gled in the web of intrigue spun by the philosopher Plato, as his teaching was magic, believing that giving oneself Emperor’s personal bodyguards and interpreted in this age hungry for reli- over to it entirely is bound to corrupt a secret police, the Praetorian Guard. Fully gious experience and liberation. Neopla- person (see Celts, page 32). Evil sorcer- as fearsome as Azalin’s Kargat, the Prae- tonism is less an academic philosophy ers who have been thoroughly cor- torian Guard was organized by Augus- than a mystery religion. Under the aegis rupted abound in Celtic legend. When tus to keep peace in Rome and Italy, as of the great Neoplatonic school of a human is corrupted by the tainted well as to serve as the bodyguard of the Alexandria, Platonic teachers (and lead- power of magic, it is a pity, and a loss to emperor. Throughout the Imperial ers of the Defiance) teach much as Plato the eternal struggle against evil. But a period, however, the Praetorian Guard himself did, and Socrates before him- far greater loss to the world was the does the Emperor’s dirty work, carrying holding discussions in public squares, corruption of the Sidhe. out assassinations and executions, elimi- while privately initiating disciples into The Sidhe are the remnants of the nating rivals and traitors and other higher mysteries. The qabalists of the Tuatha de Danaan, a proud and magical potential threats to the throne. The Prae- Defiance should be considered philoso- race that inhabited the lands of the Celts torians are not only soldiers but also pher-mages, as described in The Glory of before the birth of humanity. Driven spies, and it is rare indeed for any whis- Rome. The leader of the Defiance at the from the land by mortal conquests, the pers of mutiny or rebellion to escape height of its power, in the early fifth cen- Tuatha retreated to their own realms: their ears, and thus the ears of the tury, was a woman named Hypatia, a some to Tir Nan Og, the land of youth, Emperor. 12th-level philosopher-mage (AL LG; where they became the Celtic gods, oth- What no human citizen of Rome real- AC 10; MV 12; Mage 12; hp 33; THAC0 ers to a mystical dimension of . The izes, however, is that the upper ranks of 17; #AT 1; Dmg 1—4 [dagger]; S 12, D 10, lands of faerie co-exist with the mortal the Praetorian Guard are made up exclu- C 13, I 17, W 15, Ch 17). Hypatia is well- world, sharing connections at special sively of dopplegangers. These minions known throughout Alexandria and places (ancient burial mounds, sea- of the Red Death use their insidious beyond for her learning, her eloquent shores) and special times (dusk and powers to control the vast Roman speeches, and her physical beauty. She is dawn, midsummer and midwinter). Empire. No emperor can survive long a renowned Neoplatonist philosopher Time passes differently in these lands, who does not curry favor with the Prae- but also well-equipped for the battle such that a mortal who finds himself in torian dopplegangers, and it is even pos- against the Red Death. the realm of the Sidhe for a night may sible that at times a doppleganger has sat As described in A Guide to Gothic Earth, return to his home the next morning to on the emperor’s throne, at least for a the Defiance was shattered by an find that a century has passed. while. Alexandrian mob, under the leadership The lands of the Sidhe are beautiful In 41 A.D., three high-ranking mem- of the theologian Cyril, in 415 A.D.—just but dangerous. The Red Death’s influ- bers of this doppleganger clan assassi- a few short weeks before they would ence over all magic has warped the very nated the emperor Gaius (Caligula), and have driven the Red Death from the fabric of the Sidhe’s being, turning them the Guard then installed his uncle world with a powerful spell. Exciting into twisted shadows of their former Claudius on the throne. One of the mas- adventures could revolve around this glory. Their lands, lovely by day, are as terminds of this plot, the veteran soldier event or its aftermath, as PCs struggle to dark and deadly as any ’s

DRAGON 249 • 29 into mortal realms to bring back human prey, and she can seal the borders of her domain like any Ravenloft Darklord. In addition, she can use transport via plants to travel between any trees in her domain, and she can alter the growth of plants on the island at will, causing paths to circle back on themselves form- ing intricate labyrinths to trap intruders. She can pass without trace and use invisi- bility to animals at will. Three times per day, she can use entangle, warp wood, snake, spike growth, or wall of thorns. Though she bears certain similarities to an elven vampire, she is not undead and has none of those creatures’ weaknesses. (Sidhe female: AL CE; AC 2 [studded leather +1]; MV 12; Fighter 8; hp 67; THAC0 10; #AT 1; Dmg 1—8 +3 [long sword of life stealing]; S 17, D 18, C 16, I 13, W 9, Ch 16.) These creatures, along with and Celtic lycanthropes such as were- bears, wereboars, werefoxes, and wer- erats, can provide a strong element of The Sidhe and their kin are dangerous and treacherous horror in a Celtic campaign. The Legends & Lore volume describes a tempters or mortal kings. Celtic “magical item” of some impor- domain in Ravenloft when the sun goes trees, death’s head trees, and hangman tance to the Sidhe: standing stones. As down. The Sidhe of Gothic Earth are, trees prey on the unwary. Celts points out, modern archeology has with few exceptions, chaotic evil and The Sidhe and their kin are dangerous determined that these ancient stone savage in temperament. They are mas- to mortals even outside of their faerie structures actually predate the expan- ters of magic, able to use standard realms. Celts describes the leanan sith, sion of the Celts by at least a thousand AD&D wizard spells with normal cast- often seen as something of a vampire years. In fact, these circles are Sidhe ing times. The few Sidhe who have man- (see the entry for lhiannan shee in the places of power, and the magical effects aged to keep themselves back from evil FORGOTTEN REALMS MONSTROUS COM- of standing stones are corrupted by the have done so only by forswearing the PENDIUM Appendix II), and the baobhan Red Death just like the rest of the Sidhe’s use of magic. sith (not to be confused with the - magic. As described in Legends & Lore, Humans who find themselves drawn like creature of the same name described standing stones are constructed specifi- into the lands of the Sidhe—usually by in the Ravenloft MC Appendix III), another cally to amplify the effects of spells from wandering lost in a forest late at night, or vampiric relative of the Sidhe. Celts also a certain school of magic (not priestly traveling too close to the ancient burial mentions the Sidhe “Fool” who devotes sphere) when those spells are cast within mounds or standing stones on the wrong his life to tormenting humanity. One the standing stones. Most standing night—find themselves in a land of night- notable example of this type of Sidhe is a stones provide a multiplier of 20—50 . Whispered stories tell of entire warrior-princess named Fiona of the (d4+1 × 10) to the range, duration, or -bands chasing fleeting enemies into Whirling Sword. Fiona rules a small area of effect of spells from their desig- the mist, only to find themselves in the Sidhe domain that tends to intersect the nated school. Only Sidhe wizards or dark night of Annwn or some other mortal world in northern Ireland, along humans with Sidhe blood can gain this Sidhe kingdom, where one by one the the coast. Her realm, known as the Isle of benefit from the stones. bravest of soldiers falls prey to Sidhe Mists, is as frightening a domain as any The benefit comes with strings magic. The Sidhe are masters of surrounded by the Mists of Ravenloft. attached, of course. The power of the shapechanging, illusion, and enchant- Fiona herself is an 8th-level fighter, and Red Death is so strong in these circles ment, and magical threats from phantas- carries a sword of life stealing which she that the chance of failing the Powers mal killers to powerful sleep spells to whirls around her head in a frenzy check made when casting the spell is near-lycanthropic shapeshifters face (hence her nickname) when battling doubled. Thus, a character casting a mortals in faerie realms. Even the plant human enemies. She has special magical third-level spell in standing stones life in Sidhe lands is dangerous to mor- abilities granted to her by the Red Death: would make a Powers check of 6%, tals: evil and undead treants, quickwood she can extend the mists of her island rather than the usual 3%. If the spell is

30 • JULY 1998 cast for evil purposes, the doubling is cumulative. For all the evil influence of the Sidhe throughout the Celtic lands, the druids and seers of the Celts often provided a counterbalance to the Red Death’s power. The “wizard” known as Merlin (more likely a druid or manteis than an actual wizard) is known to have headed a qabal known as The Stone, but this qabal existed for some time before the time of King Arthur (circa 520), and could play a part in a Celtic campaign set during most any historical period. The Stone—as well as the network of qabals known as the White Wizards—are a mighty force for good in the lands of the Celts, and they should be an constant if nearly invisible presence through all of the PCs’ adventures against minions of the Red Death.

The Mists of Niflheim (Vikings) The world of the Vikings, even after the relatively civilized Carolingian period, is a brutal and horrifying world indeed. Powerful servants of evil have made The gates of ’s domain too often fail to contain the their homes in the frost-covered lands of restless dead. Scandinavia and beyond for longer than human memory, perhaps cast out of as sea zombies, lacedons, or MONSTROUS COMPENDIUM Annual, Vol- Egypt while powerful good sorcerers even while their captains become ume One, and to priests who succumb to still remained in that land. The Vikings ghosts or spectres. These ghost ships the curse of the protomê spell (see earlier are menaced by giants and (see the appear on the surface at night, during sidebar). description of Fensir in the Planes of Con- the full or new moon, or on the anniver- Runecasters using their potent magic flict Monstrous Supplement), which might sary of their sinking, and their horrific must also make Powers checks with a sometimes become powerful enough to crews bring terror to coastal towns and chance of failure equal to their level. As serve as dark lords and proper villains in other boats. with other spellcasters, using runes with Gothic Earth. The gates of Hel’s domain Viking berserkers gain great power as necromantic effects or to evil purposes too often fail to contain the dead, and the warriors by abandoning themselves to doubles the chance of failure. As Vikings are haunted by such horrors the primal rage deep within the human runecasters inevitably sink down (described in Vikings, pages 44—49) as psyche, expressed in an animal totem toward evil, they risk the same fate as gasts (spectres), gengånger (zombies), such as a wolf or bear. They use this their patron, Odin, who killed himself on sendings (revenants), spoke (polter- power, however, only at great risk to Yggdrasil to gain the knowledge of geists), and svipa (ghosts). The spectre, their humanity Higher-level berserkers runes (see Vikings, page 33, and the blunt Jezra Wagner, described in the Ravenloft who use their ability to assume animal summary in the PLANESCAPE supplement Monstrous Compendium, Volume II, could form must make a Ravenloft Powers On Hallowed Ground, page 141: “he’s be adapted to a Viking setting with little check, with a percentage chance of fail- dead”). Runecasters who succumb to the difficulty. Likewise, the Viking-like Kosti ure equal to their level. If they are power of the Red Death are fated to vampire, Audun Beck, described in Chil- actively pursuing evil ends by changing become walking dead of one sort or dren of the Night: , could easily be to animal form, the chance of failure is another. adapted to a Viking campaign. doubled. As they slide into the Red Like the Celts, the Vikings tell tales of Similar to the drakkar of the sea vam- Death’s web of evil, they are slowly strange lands that have no place on pire Audun Beck, ghost ships are a com- transformed into true lycanthropes, the maps of the mortal world. Sometimes mon phenomenon in Viking waters. werewolves and werebears (hamhleypa) Viking boats are tossed by storms or Such strong emotions and violence sur- described in Vikings, pages 44—45. Note swallowed in fog until they find them- round Viking raiding ships that, when that hamhleypa are similar to the loup selves on the shores of alien lands like these ships are lost, their crews pass into du noir werewolves described in the Grundir, the realm of Earl Egdi the sor-

DRAGON 249 • 31 cerer and his trollish retainers (see The effect of this is that all adventures church, but also the ancient wisdom of Vikings, page 95). These “imaginary” in Carolingian Gothic Earth take place the Defiance. Almost as often, however, lands can be treated like Ravenloft’s against a backdrop of conflict between monasteries fall from their high calling island domains, trapping unwary travel- the powerful, organized forces of good and become centers of evil. Sometimes ers in realms of nightmare. and the legions of the Red Death’s min- the faith of the brothers is simply swal- There is no qabal activity in the Viking ions. When an evil sorceress enchants lowed up in material concerns and poli- lands, for good or ill. There are forces of one of Charlemagne’s knights and leads tics. In the most extreme cases, however, good, however, loose-knit bands (it is him away under her power, it is never entire orders of monks are transformed hardly appropriate to call them organi- just an isolated incident. Both the knight into heucuva, continuing a pale mockery zations) of good-hearted folk who strug- and the sorceress are parts of larger of their regimented lives but now totally gle against evil’s influence in their forces. The paladin—whether he knows devoted to the Red Death. homelands. One such band is actually a it or not—is a servant of the good qabals, group of swanmays, led by a warrior and the enchantress—fully aware of her The Stone Cracks woman named Hildigunn (AL NG; AC position—is a treasured minion of evil. (The Crusades) 7; MV 3 or 15, Fl 19 (D); Ranger 8; hp 53; The battle between the good qabals and The period of the first Crusades (circa THAC0 13; Dmg 1/1/2 or 1—8 + 2 (long the Red Death is fought large in Carolin- 1095—1192) marks the end of the shadow sword +2); SD +1 or better weapon to hit gian Europe; the lines are clearly drawn. orders operating in unity under the aegis in swan form; MR 16%; SZ M; ML Cham- The minions of the Red Death take of the White Wizards. The good qabals pion (15); XP 1,400; S 14, D 15, C 14, I 10, many forms during this period. Perhaps have grown to distrust each other, W 16, Ch 11). Hildigunn wields a long the favorite minions of evil are human thanks to centuries of manipulation by sword +2 named Srifing, made by the wizards and witches. Certainly these are the Red Death and its minions. Many giantess Thorgerd Skulisbane for the choice opponents in many of the leg- have slipped into the path of evil, relying Hildigunn’s swanmay mentor, Dagmaer ends of Charlemagne and his paladins too heavily on magical power and too lit- Sendingslayer. Dagmaer is best known (see Charlemagne’s Paladins, pages 58—59). tle on purity of heart. With the qabals for destroying a revenant sent by an evil Many of these are ordinary mortals with once again disorganized and fearful, evil Finnish wizard to destroy her. Less well- magical ability, but others, particularly can once again breed war and hatred in known is that, with his dying breath, this the sorceresses, have faerie (Sidhe) the world with impunity. Finnish sorcerer cursed Dagmaer and blood. Some of the sorceresses in the leg- For a variety of reasons—religious, the sword she carried. Srifing still bears ends could be considered hags (any of economic, political—the nations of this curse, which causes any allies of its the three varieties). Europe began a quest to free the Holy wielder who fall in battle to return as One of the most loathsome servants of Land, particularly Jerusalem, from the gengångers (zombies) to haunt the evil, however, is Ganelon of Mayence— hands of the Muslims, who had held it wielder. one of Charlemagne’s Peers, who treach- since the expansion of Islam in the sev- erously causes the death of Roland, enth century. The First Crusade, The New Empire Oliver, Archbishop Turpin, and 20,000 preached by Pope Urban II beginning in (Charlemagne’s Paladins) Frankish soldiers in Roncesvalles Pass. 1095, set the stage for three centuries The world of Charlemagne and his pal- No mere mortal, Ganelon is in fact a marked not only by warfare and vio- adins is not all that far removed from baatezu servant of the Red Death, per- lence, but by the worst sorts of intoler- that of the Celts. The Sidhe are still pre- haps even a pit fiend, cloaked behind its ance, hatred, greed, injustice, and sent in the time of Charlemagne, though innate polymorph self ability to appear depravity—just the stuff on which the much weakened, now seen as diminu- fully human. Constantly scheming, the Red Death feeds. Even the highest ideals tive mischief-makers rather than the creature that passes as Ganelon often and loftiest beliefs are not immune to the noble warriors of old. Celtic skinchang- allows others to see through what they Red Death’s corruption, and many well- ers and nature spirits still appear in Car- think are its plots and plans-which only meaning spiritual and temporal leaders olingian lands, and Merlin’s alliance of serve to conceal its true purposes. It is found themselves pawns of a much qabals remains a potent force for good. possible, even likely, that this foul crea- greater evil power during the Crusades. For all that Carolingian Europe still ture faked its own death in Roncesvalles The year 1118 marked the founding of holds many of the ancient Celtic horrors, after the slaughter of Roland and his the Order of the Temple, better known as the political landscape of the land has men, the better to continue to pursue its the Templars (see The Crusades, pages changed vastly since ancient Celtic times, twisted schemes. 34—36). In later years, the Templars and this will have a profound impact on Charlemagne considers the institution would be accused of heresy and adventures during this period of Gothic of monasticism to be a potentially great practices, and these accusations would Earth’s history Not only has Charle- bearer of culture and learning, and be used as justification for robbing the magne united the splintered kingdoms actively encourages the adoption of the Templars of their great wealth and prop- of France and Germany with the blessing Rule of St. Benedict in Frankish monas- erty. In the time of the Crusades, no one of the Pope, but the qabals that serve teries. Often, monasteries live up to the accused the Templars of being anything good are more organized and powerful king’s high expectations, and carry on but devout (perhaps fanatical) Christian than at any time since the Defiance. not only the learning and culture of the Continued on page 34

32 • JULY 1998 Knight Terror

CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Hierarchy ACTIVITY CYCLE: Any DIET: Mental energy INTELLIGENCE: Exceptional (15—16) TREASURE: W (Y) ALIGNMENT: Lawful evil

NO. APPEARING: 1—3 ARMOR CLASS: 5 (10) MOVEMENT: 9 (12) HIT DICE: By level (see below) THAC0: By hit dice (see below) NO. OF ATTACKS: DAMAGE/ATTACK: By weapon (see below) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: M MORALE: See below XI’ VALUE: Variable

Knight terrors are once-human creatures that drain mental Habitat/Society: Knight terrors remain a part of the hierarchy energy. Formed from knights whose fanaticism led them from to which they belonged before their transformation. They are the path of good, they live among their former companions, generally leaders in their orders, as they are driven by ambi- feeding on their wills and emotions. They appear as they did tion, and they gradually corrupt their followers while deriving before their transformations, at least when they are well-fed. strength from their mental fortitude. In this way, entire branches of knightly orders have been distracted from their Combat: Knight terrors have all the class abilities they pos- original purposes and led down paths of evil. sessed as humans, usually powerful warriors or priests. In Knight terrors continue to function as part of human society addition, they gain the following abilities: cause fear 3/day, according to their normal roles. They do not reproduce. charm person 3/day, suggestion 2/day, phantasmal killer 1/day, and emotion 1/day. They can also use a special mental attack Ecology: Knight terrors have been removed from the ecological once per round, instead of a physical or magical attack. The system, much like undead. However, like vampires or ghouls, knight terror unleashes a bolt of mental energy with a range of they must feed in order to maintain their existence. Sages theo- 10 feet, rolling against his normal THAC0. The target’s Armor rize that their means of sustenance is a curse of divine justice. In Class for purposes of this attack equals his Wisdom score sub- their human lives, knight terrors were so lacking in willpower tracted from 20. If the attack is successful, the knight terror that they succumbed to of evil. In their transformed state, they drains one point of Wisdom from the victim. Lost Wisdom must sap the wills of others to survive. They have no hesitation returns at the rate of one point per day. about feeding from allies if enemies are not available. If a The drained Wisdom feeds a knight terror, improving its knight terror’s Wisdom score ever falls below 3 for lack of feed- physical and psychic strength. A knight terror’s Wisdom score ing, the creature is destroyed. is ordinarily 10—12. Drained Wisdom boosts this score, but every 12 hours the knight terror loses one point of Wisdom, causing the creature to grow “hungry” for more. A knight ter- Knight-Terror Attack Results ror’s current Wisdom score affects its power in many ways, as shown on the table below. The knight terror’s appearance also Wisdom Strength Hunger HP/Die Morale varies. When sated, it looks like a strong, healthy warrior; but 3—6 5 Starving 1 Unsteady (7) when starving it is withered and pale. When hungry, the knight 7—9 7 Hungry 3 Average (10) terror becomes increasingly fearful and paranoid, jumping at 10—12 17 Normal 4 Steady (12) shadows and suspicious of everyone. When full, however, the 13—15 18 Fed 6 Elite (14) knight terror is a model of courage, lending its morale to its fol- 16—18 18/00 Sated 8 Fanatic (18) lowers as it leads them bravely into battle.

DRAGON 249 • 33 warriors sworn to drive the Muslims This article offers inspiration for creating tury, from 1550 to 1650. Over the course from the Holy Land. Arabian adventures with a horror flavor of history, the battle against the Red For the most hart, this perception is and includes suggested monsters and Death becomes increasingly intense, and correct. Most Templars are simply pious new character kits, all of which might be greater events occur in a shorter span of knights devoted to their Holy War. But appropriate for a campaign set in or years. In the Elizabethan era, the battle is certain leaders of the Order of the Tem- around Outremer during the Crusades. no longer one of great forces sweeping ple, in their search for mystical and spiri- It is worth mentioning that the qabal the world, but a conflict between heroic tual power to drive the heathens from called Die Wächtern (“The Watchers”) individuals and specific minions of evil. their sacred land, have stumbled on the was founded near Leipzig (at the time a In the grand scheme of history, the six- power bestowed by the Red Death. In small village in Saxony) around 1100. A teenth century is not that far removed return for their fanatical devotion to group of knights on the First Crusade from the nineteenth, and an Elizabethan slaughter and violence, these high-level stumbled upon a cache of arcane knowl- campaign with horror elements is not all warrior priests and monastic warriors edge brought from the Alexandrian that different from a normal campaign in (see The Crusades, pages 23—24 and library to the Holy Land by members of Gothic Earth. 27—28) are transformed into vile minions the Defiance. After fighting the servants Adventurers in the time of the Wars of of evil called knight terrors. of the Red Death in order to escape with Religion could potentially encounter any Parallel, in some ways, to the Tem- their lives, these knights returned to their of the monsters listed in The Gothic Earth plars on the Christian side is the Muslim homes in Saxony and swore their loyalty Gazetteer. Human sorcerers (practitioners organization of “holy slayers” known as to a new and holier war than the Cru- of ) and witches are worthy Assassins. Dedicated not to the extermi- sades, a campaign against the evil men- foes as well (see A Mighty Fortress, pages nation of Christians but to the establish- ace this revealed. (See The 90—92). The zombie lord, Coetlicrota the ment of Shi’ite Islam and the elimination Gothic Earth Gazetteer, page 57, for more Undying, described in A Guide to Gothic of Saladin’s Sunni caliphate (see The Cru- information.) Earth (pages 109—10), was created sades, pages 14—15). As holy as they Die Wächtern maintain a presence in around 1533 in Lima, and could be believe their ends to be, men who devote Outremer throughout the Crusades. The encountered by adventurers whose trav- their lives to the act of murder cannot local leader of the qabal is a priest of the els take them to Spanish Peru. In addi- escape the grip of the Red Death for long, Order of St. John named Michael von tion, A Mighty Fortress discusses faeries and members of the Assassins have been Magdeburg (AL LG; AC 10; MV 12; and elves (the same malevolent Sidhe transformed into a variety of monsters to Cleric 4; hp 17; THAC0 18; #AT 0; Dmg 0; that have haunted Europe since the time serve their foul master. , invisible S 9, D 11, C 13, I 17, W 14, Ch 12). A of the Celts), ghosts and other restless stalkers, and even slayer genies are all staunch pacifist, Michael seeks to battle spirits, the ghouls who inevitably follow found within the ranks of the Assassins, the influence of the Red Death indirectly, in the wake of the horrible disease and and all have given up their humanity for by struggling to stop the violence warfare that mark this period, and the the sake of power. (Consult the AL- between Christians and Muslims in the proto-vampires known as strigloi (pages ® QADIM sourcebox Assassin Mountain for Holy Land. He is, however, a veritable 88—89). inspiration about the assassins and encyclopedia of forbidden lore, similar While the strigloi are not the full- adventure plots involving them.) to his spiritual descendent Abraham van fledged vampires of later times, the first Perhaps the most fearsome creatures Helsing. He has possession of a holy true vampire was created by the Red of Arabian lands during the Crusades relic, said to be the bowl of Bartimaeus, Death in Walachia just before the start of are the yak-men (described in the Land of the blind beggar who received his sight this historical period. Vlad Tepes, known Fate boxed set and MONSTROUS COM- at Jesus’ hand. This plain wooden bowl as Dracula, met his mortal end in 1476, PENDIUM Annual, Volume Two). Using has the power to bestow true seeing once but was immediately raised to the right their unique magic jar power, these crea- per week, which allows Michael to per- hand of evil as the first and greatest of tures can move freely about in human ceive minions of evil in their true forms. the nosferatu. It is possible that adven- society in pursuit of the forbidden Besides Die Wächtern, members of an turers in Eastern Europe might knowledge they hope to use to enslave evil qabal called The European Society encounter this vampire, though he will the entire human race. While the Tem- are active in Outremer during the Cru- be much weaker at this young age. Con- plars are devoted to the extermination or sades. This qabal is an ancestor of The sult Van Richten’s Guide to Vampires for conversion of Muslims, and the Assas- White Legion (described in The Gothic help in determining Dracula’s powers. sins seek the elimination of the Sunni Earth Gazetteer, page 63), and seeks pri- The Dracula of the 1890s described in A caliphate, the yak-men are dedicated to marily to prevent any intermingling of Guide to Gothic Earth (pages 115—116) and the subjugation or extermination of all Frankish and Muslim cultures. A Guide to Transylvania (pages 86—87) has humanity and do not discriminate abilities roughly corresponding to an between Franks and Turks, Shi’ites and The Phoenix Ancient or Eminent vampire in Van Sunni in their quest for domination. (A Mighty Fortress) Richten’s scheme. Three hundred years wrote an excellent arti- While The Age of Heroes covers a histori- earlier, his abilities should lie roughly in ® cle in issue #198 of DRAGON Magazine, cal span of roughly two thousand years, the Mature to Old range. The following entitled “Scimitars Against the Dark.” A Mighty Fortress deals with a single cen- basic statistics are suggested: AC -1; HD

34 • JULY 1998 10+2; hp 71; THAC0 11. Weapons of +2 enchantment can strike him, and enemies save against his charm ability with only a -2 penalty, not -4. Of course, while PC adventurers might think they have won a major vic- tory against this young Drac- ula, they will find that he has an uncanny ability to escape total destruction, resurfacing months or even years after an apparently total defeat. Dracula’s conflict with the qabal known as Die Wächtern began early in his unlife. The alert Watchers were quick The Phoenix: A Chaotic Good Qabal existing qabal. Hand in hand with the to notice a new power on the scene, and Similar to La Lumière, the members of spread of the through though even the vampire’s early plots The Phoenix are dedicated to the belief Europe, The Phoenix worked to free were subtle beyond imagining, the that learning, science, and individual humanity from the shackles of supersti- qabalists soon discovered the villain freedom are the tools and virtues neces- tion and fear that had kept it under the behind them. They dangerously under- sary to free humanity from the power of sway of the Red Death for centuries. estimated the power of their opponent, the Red Death forever. Arising as part of Some stories tell that The Phoenix was however, and found themselves out- the Italian Renaissance, The Phoenix founded by a renegade minion of the matched by not only the fell power of the shares the Renaissance ideals of human- Red Death, perhaps a lycanthrope or first vampire but also his tremendous ism and claims as members some of the even an undead being rebelling against intellect and cunning. In a massive coun- greatest thinkers of the Western world. its very nature. Other legends claim that terattack in the early 1600s, Dracula By 1550 the group is the most wide- such great minds as Leonardo da Vinci struck at the very headquarters of Die spread and influential qabal in the and Erasmus were important members Wächtern near Leipzig, destroying their world, claiming members such as of the qabal. ancient records and decimating the (see below). qabal membership. Only a few members The influence of The Phoenix, though A Brief Who’s Who survived to regroup and reestablish the greatly diminished, continues on into the of Elizabethan Europe qabal in Amsterdam. (See The Gothic 1890s, so this qabal can be used in a regu- In the same manner as the “Who’s Who Earth Gazetteer, page 57.) For more infor- lar Masque of the Red Death campaign as on Gothic Earth” section of The Gothic mation about Eastern Europe in this well as one set in Elizabethan times. Earth Gazetteer, these paragraphs describe period, see A Guide to Transylvania, page Symbol: The Phoenix uses as its sym- only a few of the more famous thinkers 17 (“After Dracula”). bol the mythical bird after which it is and mystics of the Elizabethan age, Besides Die Wächtern, several other named. The members of The Phoenix focusing on the “Forbidden Lore,” the qabals are active in Europe and else- wear small medallions with a stylized dark side of the events and personalities where during the Elizabethan period. representation of the bird rising up out of the age. The Guild of the Dark Flower, an evil of the flames of its funeral pyre. Christina, Queen of Sweden qabal of poisoners, was founded in Sibiu, Membership: From its beginnings, The (1626—1689): The daughter of Gustavus in Transylvania, in the sixteenth century Phoenix has sought out individuals of Adolphus, Christina ascended the This qabal is described in A Guide to Tran- great intellect, pioneering spirit, and throne of Sweden upon her father’s sylvania (page 94). Formed in Africa in flawless character for its members. The death in 1632, when she was six years the late sixteenth century, an alliance of ranks of The Phoenix contain more old. Count Axel Gustafsson Oxenstierna, Europeans and Africans formed to fight inventive, creative people than perhaps a major figure in Gustavus’ administra- the slave trade and European colonial- any other organization in history. These tion, ruled as regent until 1644. Christina ism. This qabal, known as Libertad (Lib- are men and women who do not fear to was ill-suited to the role of queen, prefer- erty) made its first appearance on the break with convention, when conven- ring the exercise of her mind to the exer- west coast of Africa in 1589, and later tion can be proven wrong by rational cise of power. She patronized many becomes a part of the Nation of Nine (see inquiry. They are free-thinking, indepen- scholars and artists, including Rene The Gothic Earth Gazetteer, page 60). dent-minded, and often willful souls. Descartes. Christina refused to marry The most important qabal of Eliza- History: The Phoenix was born in Italy and abdicated the throne in 1654, leaving bethan Europe, however, is unquestion- in the early 1400s, supposedly without Sweden in the clothes of a man in order ably The Phoenix. any influence or assistance from any to seek adventure.

DRAGON 249 • 35 Forbidden Lore: While still Queen of and Nostradamus, his health rapidly on his undead body, Richelieu can cause Sweden, Christina is a member and offi- failing, went into semi-retirement until disease with a touch, in addition to his cial patron of The Phoenix. She is a schol- his death in 1566. necromantic abilities as a 16th-level lich arly mage herself (see A Mighty Fortress, Forbidden Lore: Nostradamus is a wizard. pages 4647) who so far has managed to scholarly wizard, a practitioner of gray William Shakespeare (1564—1616): keep her soul free of the taint of evil magic (see A Mighty Fortress, pages Elizabethan England’s most renowned inherent in the practice of magic. 4647). He is a specialist diviner of 12th poet and dramatist, Shakespeare was (1564—1642): One of the level, with an Intelligence score of 18. born and died in Stratford-on-Avon, but most famous scientific minds of all time, Contrary to the description of the schol- he spent the years between 1588 and Galileo was skilled in the sciences of arly mage in A Mighty Fortress, however, 1610 in London. He is credited with at mathematics, astronomy, and physics. even is tainted by the power least partial authorship of 38 plays but is He is credited with building the first of the Red Death, and no adept can say equally famous for his sonnets and other complete telescope for viewing the stars, that his “soul is free of dealings with poems. in 1608—1609. His observations of the evil” (page 46). Nostradamus, in fact, has Forbidden Lore: At first glance, there is movements of stars and planets led him already lost his soul to the Red Death in a little more to Shakespeare than meets the to support Copernicus’ hypothesis that bargain made after the death of his fam- eye: a brilliant playwright, but otherwise the sun, not the earth, was in fact the cen- ily This bargain has given him authentic unremarkable. It is whispered, however, ter of the solar system—a belief that prophetic powers beyond the capability that as a young man in Stratford, Shake- brought him to the attention of the of any mere wizard spell, but Nos- speare had an encounter that changed Roman Inquisition. In 1616, the Inquisi- tradamus has found this gift more of a him forever. Stumbling into a ring of tion barred him from further astronomi- curse than a blessing, and he teeters on toadstools in the forest one night, Shake- cal investigations; in 1633 he was forced the brink of madness. speare witnessed the beautiful dance of to renounce the theories of Copernicus. Arnold Jean du Plessis, duc de the faerie folk. Before his eyes, however, He died in 1642, no less convinced of the Richelieu (1585—1642): The major force the lovely sprites transformed into truth he had learned through observa- behind the French involvement in the hideous monsters who sprang upon tion and scientific reasoning. Thirty Years War, Cardinal Richelieu vir- him, tearing at his flesh and clothes until Forbidden Lore: Galileo is a prominent tually ruled France as dictator from 1630 he fainted. member of The Phoenix, outspoken in to 1642. As bishop of Luçon, he was He awoke the next morning whole in his support of rational scientific inquiry made secretary of state in 1616 and First body, though his clothes were in tatters. as a means of curing human ills and Minister to Louis XIII in 1624. In this He quickly learned, however, that his fighting the power of the Red Death. capacity, he was instrumental in sup- soul was rended by the faerie monsters. Michel de Notredame (1503—1566): pressing the Huguenot uprising in La He is now a creature of twilight, tom Born in Provence, in the south of France, Rochelle (1627—1628; see A Mighty between the realm of the living and the Michel de Notredame (better known as Fortress, page 76). He was equally ruth- eternal regions. He is repulsed by holy Nostradamus) was a physician and less in putting down the many conspira- ground and can be turned by clerics as if astrologer, best known for his collection cies of the French nobility, including he were a shadow. He finds it impossible of obscure occult prophecies. As a Louis’ mother Marie de’ Medici. His role to pass through running water and newly-licensed doctor in 1522, he in the Thirty Years War is spelled out in prefers twilight and shadows to either worked among plague victims in the A Mighty Fortress, pages 78—80. In addi- bright light or total darkness. His heart is countryside, and he returned to that tion to his role as a statesman, Richelieu heavily burdened by this condition, but work in Marseilles in 1544, after losing is known for his literary endeavors. his writing seems to gain from it. Plays his wife and their two children to the Forbidden Lore: Richelieu is far worse and poems alike well up from a deep plague. He remarried in 1547 and set- than a plotting, scheming man; he is, in spring inside him, rich with the plea- tled in Salon, where he lived the rest of fact, a plotting, scheming undead mon- sures and pains of life. his life. During this time he began the ster. Behind a human appearance woven composition of his Prophecies, a collec- of magic, Richelieu’s true face is the tion of obscure verses written in a bab- sunken visage of a lich. Originally a sor- ble of languages (French, Provencal, cerer in rural Burgundy in the fourteenth Italian, Greek, and Latin). An incom- century, Richelieu sought undeath in plete collection of Prophecies was pub- preference to the Black Death that had This is James’ fourth Masque of the Red lished in 1555. Quickly successful, the infected him. Richelieu’s true undead Death article published in these pages (not Prophecies earned Nostradamus an form reveals the marks of the plague on counting his adventure, “Falls Run,” in ® audience with Queen Catherine de’ his body, but he keeps himself cloaked in DUNGEON Adventures #67). He wants to Medici in 1556. His popularity soon led illusion, presenting a fair face to the thank Bill Connors for creating suck a great to inquiries into his magical practices, world. Because of the festering wounds setting and for taking hate mail so well.

36 • JULY 1998

IDDEN TEMPLES, TOMBS, Even in light of recent developments and catacombs share many return to the surrounding the Tomb of Horrors, no attributes, including extreme hero, grave robber, or questing necro- age, questionable goals, and—most dealiest dungeon crawl mancer has penetrated the forgotten important of all—seclusion. Unfortu- crypt and returned alive to tell the tale; nately, excavation and construction of ® however, a map fragment purporting to such structures require hosts of work- in AD&D history. depict the Undertomb has recently ers, so all such projects share the same made its way by circuitous routes into final problem: What is an evil overlord the hands of the Ahrens the Sage in the to do with the excavators, foremen, city of Kalstrand. This scrap of parch- priests, architects, and other associ- ment and its warning are the only evi- ated workers after the project is com- by Bruce R. Cordell dence ever discovered concerning what pleted? As the old adage goes, “loose might lie below the Tomb of Horrors! lips sink ships.” More often than not, illustrated by Note that the information that follows your average evil entrepreneur finds a complements the original Tomb of Hor- permanent, if ugly, solution to the Bob Klasnich rors independently of the TOMES™ problem of retiring construction work- revisitation, Return to the Tomb of Hor- ers, as demonstrated by Acererak the rors, available now. Devourer, lord of the Tomb of Horrors. comb level of the temple, which was While alive, Acererak built an unholy sealed off and paved over, consigning Notes for the DM temple in the name of a now deceased the mass grave to memory. Eventually, “Below the Tomb of Horrors” contains power. When the project neared com- Acererak succumbed to the lure of lich- material that can be incorporated into pletion, he slew every worker, excava- dom, refusing to allow age and infir- any existing tomb, catacomb, or crypt tor, and consecrating priest who had mity to end his existence. (The result by the enterprising DM looking to add assisted in the temple’s construction. was the dungeon crawl detailed in the more “meat” in a specific scenario The murderer instructed his few classic AD&D game module, Tomb of designed for high-level characters. For remaining servants to place the dead Horrors, by co-creator of the AD&D example, the catacomb level described and their effects into the lower cata- game, .) in this article could conceivably be dis-

38 • JULY 1998 covered below grassy downs of myste- Undertomb Traps the traps and rebuild the Tomb in the rious origin, under the dungeons of an The traps found in the Undertomb are event of structural change or damage ancient castle, or beneath the city creations of the undead architect constantly patrol the area in ethereal streets of a community built upon Moghadam (see “Residents of the form. Players who descend into the long-buried ruins. Alternatively, the Undertomb”) who still roams these dis- Undertomb stand a very real chance of random features table, traps, NPCs, mal depths filled with never-ending being sealed in within 1d20 hours by and new magical items described anguish over Acererak’s betrayal. The patrolling tanar ’ri! below can be incorporated piecemeal architect believes that he was murdered into any scenario. The choice is because his designs did not please his Cul de Sac entirely up to the DM; however, as evil lord, so in undeath he labors yet (in A catacomb tunnel slowly narrows to designed here, the contents of the vain) to create traps and spells within approximately one foot wide, making it Undertomb lie beneath S1: Tomb of the Undertomb that might impress impossible for normal sized adventur- Horrors, having been completely even the Devourer. ers to continue in their chosen direction. sealed off from the upper complex and A light directed into the crevice reveals forgotten long before the temple ever Undertomb Entrance that the passage widens again 30 feet became the death maze of Acererak’s An entrance lies beneath a 3’ × 3’ × 3’ away. design. slab of rock in the northwest most por- In truth, the passage does open into a The map fragment and warning tion of room 14, The Chapel of Evil (for 20’ × 20’ chamber of rough stone that is referred to in this article were roughly those who choose to use the Under- completely empty. The floor is quite scrawled by the now-deceased adven- tomb in connection with S1: Tomb of muddy and unfortunately is partially turer who was (un)lucky enough to Horrors). The stone plug is undetectable formed by the Antispell Waters (see find the Undertomb by chance. The by a successful check for secret doors below). While the effects in this cham- fragment is entitled “Below the Tomb of because it is completely flush with the ber are not exactly as those described Horrors,” and it shows only the north- surrounding flooring; it is part of the under the trap heading of the same west corner of a square chamber floor. Only an excavation of the stone name, the antimagical mud has suf- labeled, “The Chapel of Evil” (referring (necessitating such tools as rock picks fused the walls and even the very air of to room 14 of the original Tomb of Hor- and similar implements) or utilitarian the room such that all magical spell, rors). An arrow points to the northwest spells like passwall or teleport provide , item, and scroll effects are corner of the chamber, and these words entry to an unlighted, narrow (two feet instantly nullified, and new magical appear beside: “The Undertomb abides wide) stone stair that drops steeply into effects from any of these sources are in darkness, without purpose . . .” The the darkness. impossible to initiate. The antimagical boundaries and chamber shown on the When initially unsealed, a burst of effect of the mud also hinders the magi- map might not be exact and are likely to stale, putrid air rushes out with a cal powers of enchanted creatures. be at least partially inaccurate; the breathy howl, requiring Constitution The practical effect of this is immedi- unsteady hand of the mapper shows his checks to all within 20 feet of the ately obvious: passwall spells fail to mental deterioration at the time of the unsealed vault. Those who fail this function 15 feet short of the chamber, map’s creation. check become nauseous (-3 to penalty but more importantly, those who tele- An expedition into the Undertomb to all actions and saves) for 1 turn. Any ported or used dimension door to enter by player characters does not draw the entrance to the Undertomb by player the chamber are unable to leave. Like- unwanted eye of Acererak; the sealed characters that does not involve unseal- wise, those who reduced themselves to catacomb-realm has absolutely no rele- ing the staircase (such as with a teleport squeeze through the slit entrance vance to the rest of his Tomb or his true or dimension door spell) consequently immediately revert to their proper size designs. Of course, the PCs must travel does not release the poisonous air sealed once within the chamber and are like- into the Tomb of Horrors at some length within. This proves fatal over a period of wise trapped. Unless those within the to find the entrance to the Undertomb one turn. (After one turn spent breath- chamber can tunnel through 30 feet of (see the description of the Undertomb ing the confined air in the Undertomb, solid rock, they are irrevocably trapped. Entrance, below). successful saves vs. poison are required No keyed DM map appears with this each following round until clear air is Dead Zone article; the DM who wishes to use any reached or the breather succumbs.) This trap is actually centered upon one or all of the material presented below Those who physically unseal the of the many cylindrical columns that can arrange it as he or she sees fit, as entrance face other problems: a host of appear to support the low ceiling of the specific source material or as generic true tanar ‘ri whose duties are to guard Undertomb. Like the other columns, ideas suitable for any setting. against ethereal intrusion, and to reset this one depicts stony faces screaming

DRAGON 249 • 39 Obsidian Plunge relied on forging links to the Plane of A cracked archway that gives off a Negative Energy. Here, his attempt to stone passage reveals a set of stairs link to that plain of unlife fell short seemingly carved of reflective black within the Inner Planes, in the Elemen- obsidian. The stairs are five feet wide, tal Plane of Air specifically. The link is and the headroom in the chamber is tenuous, inconstant, and functions only only five feet as well. It appears that in one direction at a time. If anything the stairs descend to depth of at least wanders into the center of the chamber, 12 feet in 2’-step intervals. To reach it is immediately whisked via a magical Moghadam’s private chamber, it is portal to the Plane of Air necessary to descend this passage. unless a save vs. spells is successful. Each step interval of the obsidian PCs who find themselves transported stair (of which there are six) cumula- into the Elemental Plane of Air are tively drains one life energy level imparted with velocity equal to a flying from any living being who sets foot on movement rate of 24; unless some it, but not immediately; the level means of propulsion through the infi- draining effect occurs only after the nite circling sky is devised, visitors soon last step is used and foot is once again drift far from the point of their origin in set upon normal stone. A successful the plane. save vs. death magic halves the num- Those who can maneuver on the ber of levels normally lost (round plane and who can also pinpoint their down). invisible point of origin (requiring a Therefore, someone who descends successful Intelligence check with a -3 the stairs normally, using every step, penalty) are close enough to enter back instantly loses a full six levels of experi- through the magical portal when the ence upon reach the bottom (three lev- gate changes polarity for the space of in terror, fangs, and claws; however, els if a save is made)! Someone else who one minute. (Each cycle requires 1d10 this column does indeed have the skips every other step could potentially turns for the gate to reverse itself, dur- power to dismay and terrify; the col- lose only three experience levels (or ing which time those in the Undertomb umn acts as a negative capacitor and only one if a save succeeds). Once foot are again susceptible to involuntary holds a small store of Negative Energy. is set upon the stair it is inevitable that transportation.) Anyone in proper posi- Anyone approaching within 10 feet the energy drain occurs, unless a being tion is hurled back through the rift, and of this column enters into a dead zone chooses never to move from the stairs slams into the walls of the dark Under- where a strange, empty feeling is again, which is ultimately a self-defeat- tomb chamber with such velocity that apparent, as well as a definite chill in ing proposition. 3d6 hp damage are inflicted to the the air that is immediately traceable to Each step on the obsidian stair can unfortunate voyager. the column. A closer look at the column affect a specific PC only once. The func- The infinite plane of air is not imme- reveals that many of the bas relief faces tion of the stair does not change if one diately lethal to stranded voyagers, of the pillar hold what appear to be attempts to ascend rather than descend but unless the DM wants to pursue small gems. the stairs; both directions are equally those sucked through the rift, affected The touch of a living being triggers draining. characters are effectively out of the the full lethal effects of the column. The scenario. victim must save vs. death magic with Learning To Fly a -2 penalty or suffer death by a searing The source of the irregular cold winds Antispell Waters bolt of Negative Energy; an undead lies in this small 15’ diameter chamber. A connection between two areas of the zombie is born! The discharge of Nega- Every 1d10 turns, a disturbance mani- Undertomb (as chosen by the DM) are tive Energy reduces a living brain to fests in the center of room that resem- accessible only through the white veil fouled protoplasm 98% of time, but bles a cloud of rushing vapor, almost of a waterfall, which collects and there is a 2% chance that the mind of the like an exhalation from an invisible drains into a nearby crack in the stone new undead remains initially unaf- beast. The extremely strong exhalations floor. Observation and sampling of the fected; however, a strange appetite for are the source of the winds. water reveals nothing untowards; brains begins to manifest within the Moghadam’s early attempts to craft however, anyone who passes through day . . . traps within the Undertomb often the falls is affected as follows: all magi-

40 • JULY 1998 cal spells, , items, and scroll Assuming a victim is still alive after an mer body still functions, allowing effects are instantly nullified; and all encounter with these creatures, the Moghadam to wander the Undertomb magical items carried by affected stolen levels return at a rate of one level at will. player characters must make an Item per turn. The effects of the scream are The dead wizard-architect controls Saving Throw vs. Magical Fire or be cumulative, and those who are drained the murdered workers, now undead destroyed. (Assign bonuses to each to 0 level are slain, doomed to rise again wights, in a catacomb-realm of sorts, item’s save according to the strength of as a standard . Note that there are although not much occurs in the sty- the magical to hit bonus and/or the some similarities between wailing gian darkness save for Moghadam’s number of item powers on a one-to- wights and what some arcane texts continual experiments within his sanc- one basis.) Destroyed items are refer to as agarats; however, unlike tuary at the center of the Undertomb. instantly rendered into charred, burn- agarats, the touch of a wailing wight Moghadam has no knowledge of Acer- ing lumps. inflicts permanent level drain in the erak’s designs, nor even of the undead same manner as a standard wight. transformation undergone by his erst- Residents of the Undertomb One of the two wailing wights con- while lord. He labors yet with futile Acererak ordered the excavation of the stantly wanders the Undertomb, giving persistence, hoping that some new trap Undertomb ahead of time, always plan- vent to its misery in a howl of pure or spell that he perfects might warrant ning to use it to “discard” the builders pain; explorers have a 20% chance to the attention of his old lord, thus end- of his secret stronghold. As such, there encounter this wandering undead for ing his captivity in stone. Moghadam was never any plan for animate resi- every three turns they spend within the views living intruders as excellent fod- dents within the catacomb-realm, but Undertomb. The other is always found der for further studies and sets out to the mass grave of the sealed Under- at the side of Moghadam in his lair. exterminate them if his traps prove tomb provided ideal fodder for undead Wailing Wights (2): AC 0; MV 12; HD insufficient. stirrings, especially with the impetus of 8 + 6; hp 56,70; THAC0 12; #AT 1; Dmg If Acererak’s demi-lich state is some- Acererak’s later experiments into the 1d6; SA Touch causes permanent how explained to Moghadam, the arch- realm of undeath; as above, so below. energy drain, scream causes temporary shadow realizes that it labors in vain. By far the most populous undead energy drain; SD Hit only by +2 or bet- After a period of reflection, it attempts within the Undertomb are wights. The ter magical weapons; immune to charm, to leave the Undertomb the way the wights are the animated remains of the hold, sleep, cold, poison and death PCs entered, in order to find Acererak common excavators who were slain magic, turns as special undead; SZ M (6’ and once again pledge his loyalty to his and dropped into the Undertomb. tall); ML Elite (14); Int Average (9); AL old master. (The curse of its undeath Within the entire cramped complex are LE; XP 3,000. forbids Moghadam the free will neces- approximately 45 wights that are sary to unseal the mass grave by its encountered at the discretion of the Moghadam own power.) DM. Moghadam always has at least The most resourceful and dangerous As an arch-shadow, Moghadam can three of these servitors with him at all resident of the Undertomb is the drain one life energy level per physical times. undead wizard-architect Moghadam, attack as well as inflict 1d4 + 1 hp dam- who was betrayed and slain with all the age. (Unlike other instances of arch- Wailing Wights others by Acererak. The foulness of the shadow manifestation, Moghadam’s A few priests hired by Acererak to con- deed combined with ambient energies ability to drain levels does not fuel his secrate his new temple also found their later employed by Acererak himself eventual transformation to a demi- unfortunate way into the mass grave of together served to reanimate poor shade.) Moghadam also retains his abil- Acererak’s treachery. In the fullness of Moghadam; he became a creature simi- ity to cast spells at his former level, as time, two animated to form undead lar to what the Wise might recognize as well as to research new ones. A magical creatures whose abilities combine the ill an arch-shadow [MONSTROUS COM- item of +1 or better is necessary to phys- attributes of wights and banshees; the PENDIUM® Annual Volume 2]. An arch- ically affect Moghadam. If his physical screaming wail of these two former shadow is a creature of unlife that body is destroyed, or if he is turned priests (hereafter referred to as wailing nearly achieved lichdom but failed, but (Moghadam turns as Special), his wights) has the power to temporarily neither did it die completely. In the case essence flees to his phylactery, Ruinblade drain life energy levels from living crea- of Moghadam, his essence congealed (see “Arcana of the Undertomb” tures within earshot! A wailing wight within the magical matrix of his below). Unless Ruinblade is somehow can scream once every round—all who enchanted weapon Ruinblade, making destroyed, Moghadam’s essence hear must make a save vs. spells or be the weapon a phylactery of sorts. With lingers and could potentially move to drained of one experience level. Ruinblade holding his essence, his for- inhabit another body.

DRAGON 249 • 41 Moghadam, arch-shadow: AC 6 (0 destruction of Moghadam’s physical with bracers of defense AC 0); MV 9; HD body, the arch-shadow’s essence inhab- 8+; hp 60; THAC0 12 (9 with Ruinblade); its the blade, even if body and blade are #AT 1 or 1; Dmg 1d4 + 1 or 1d8 + 3 separated. If a new wielder begins to (claw or Ruinblade); SA touch drains one use Ruinblade against living targets, the energy level, casts wizard spells at 18th blade continues to drain one energy level; SD hit only by +1 or better magi- level with each successful attack; how- cal weapons, unaffected by natural sun- ever, the energy levels drained are light, immune to charm, hold, sleep, cumulatively stored by Moghadam. enfeeblement, cold, poison, mental When a total of 20 life energy levels are attacks, and death magic, turned as Spe- drained, Moghadam’s essence is suffi- cial undead; SZ M (6’ tall); ML Fearless ciently empowered to leave the blade (20); Int Supra-genius (19); AL LE; XP and attempt to take control of the 4,500. wielder’s body in an attack similar to Special Equipment: Ruinblade, brac- the magic jar spell. If the living wielder ers of defense AC 0, Codex of Silence, quill of makes a successful save vs. spell, bleak reverie. Moghadam’s essence falls back into the Spells (5/5/5/5/5/3/3/2/1): , blade defeated; to attempt another bid color spray (×2), comprehend languages, at possession, Moghadam must accu- feather fall; continual light, deeppockets, mulate another 20 life energy levels. If knock (×2), rope trick, wizard lock; fly, light- the wielder fails the save, Moghadam ning bolt (×2), tongues, wraithform; dimen- commandeers the wielder’s body, and sion door (×3), extension I, polymorph self; the wielder’s spirit is discorporated dream of the earth (new spell), extension II, and consumed completely. (Raise dead passwall, telekinesis, teleport; contingency, and resurrection spells are ineffective.) enchant an item, light into darkness (new In time, the new body comes to look spell); reverse gravity, silent accord (new like the previous incarnation of spell), shadow walk; permanency (×2), pris- Moghadam’s original withered form. ma tic sphere. In the event that Moghadam’s new body is destroyed, his essence again Arcana of the Undertomb length of the blade. Apart from its other flees into his phylactery, Ruinblade, The items described below all reside enchantments, Ruinblade never clangs, there to wait again for sufficient energy within the private sanctum of clatters, rings, or resounds even when to inhabit yet another body. Only the Moghadam in the center of the Under- struck hard against another object or final destruction of Ruinblade (a suc- tomb (or wherever the FDM sees fit to weapon. cessful Crushing Blow delivered by key it). Of course, these items and If Ruinblade is struck against an inani- any artifact-level magical item that spells can be used individually in com- mate object of up to 700 lbs., the object saves against disintegration itself could pletely unrelated scenarios. A few of falls into total ruin, becoming mere dust do the trick) ends this grisly cycle. the items are always carried by within 1 round. The power to ruin can Moghadam himself (see above), while be used once per week, and magical Quill of Bleak Reverie the remaining items are negligently items receive a save on the Item Saving This quill is made from a black feather scattered amidst more mundane tools Throw Table vs. disintegration. This plucked from the wing of a bleak atop the stone work benches of power functions only on discrete raven, a species now long extinct.* Moghadam’s sanctum. objects, never on living tissue or energy *Bleak ravens once winged through the night, fields; however, this powerful blade their horrible calls audible even though thickest stone. Tales speak of the the bleak raven’s ghastly Ruinblade also has an ability to ruinously affect habit of gathering in the darkness near a structure The long sword Ruinblade has a +3 living beings. or encampment where the elderly or the fatally wounded lay upon their deathbeds, struggling bonus on all attack and damage rolls. It When Ruinblade became the phylac- against the approach of their own personal dark- appears as a slim length of flawless tery for the arch-shadow Moghadam’s ness. It was then that the bleak ravens’ croaking cries grew into a terrible din in awful coordination white steel. A thin sheen of what could essence, the long sword gained the with the faltering breath of the afflicted. Rumors have it that a terrible lower planar fate awaited be oil is always visible upon its surface, ability to drain one life energy level those who succumbed to death in hearing of the accreting most heavily in the flowing, with each successful attack against a raven’s dirge. These rumors remain unsubstanti- ated; however, it is no wonder that these once circular runes finely etched into the living being. In the event of the numerous creatures were hunted to extinction.

42 • JULY 1998 of a face were innocently drawn, a sev- ered head of giant proportions might rise up from the parchment to terrorize those nearby; the DM’s discretion determines the final appearance of any creature produced by the quill. Note that any representation of a living being, no matter how innocent or poorly drawn, animates into a horrible creature. The quill of bleak reverie can animate up to five drawings per week. The crea- tures produced uniformly possess: AC 4; MV 9; HD 9; THAC0 12; #AT 1; Dmg 2d4 + 1 (whether claw, bite, or other attack); SD Hit only by +1 or bet- ter weapons, immune to charm, hold, sleep, enfeeblement, cold, poison, mental attacks, and death magic; SZ M (7’ tall or long); ML Fearless (20); Int Animal (3); AL LE; XP 2,000. The scriber of any creature created by the quill has the power to command the creature pro- duced if the command is given within one round. The command must be something that the creature can rea- sonably expect to fulfill within one turn, or else the creature ignores the command. If the creature is left uncommanded, it savagely attacks the one responsible for producing it for 10 full rounds before dissipating. In any Any wizard who memorizes a spell Once a useful tool for an architect, the event, a creature produced by the quill directly from the Codex of Silence need quill of bleak reverie was corrupted by of bleak reverie lasts for a maximum of not use verbal components in the cast- its present circumstance and is now one turn before finally dissipating. ing of that spell, no matter the normal suitable only for ill deeds and murder. requirements of the spell. Rememoriz- The quill can be used normally to Codex of Silence ing the same spell from a different spell write notes or scribe letters, but its true Acererak gave this singular volume to book does not grant the same ability to enchantment manifests when the his servant Moghadam long before ignore verbal component requirements, scriber draws the likeness of a creature betraying the loyal architect. The Codex nor do spells copied from the Codex of of any sort, no matter how crude the of Silence is bound in supple red leather Silence and then memorized from the sketch. When the drawing is com- and is sealed with an obsidian clasp. new volume grant this same special pleted, the magic of the quill animates Within its covers are 64 sheets of the ability. the image, drawing substance from the finest white vellum, all sewn to a spine Each of the he spells contained in the Demiplane of Shadow to create a of red leather with heavy black thread. Codex is set down one spell per two twisted nightmare version of the fig- The most immediately noticeable and ure originally depicted. The creature pages, save for the unique spells described below, which take more manifested is black as night and disturbing feature of the volume is its always grows to the dimensions of a front cover, which appears to contain space. These unique spells’ effects are in Size M being (7’ tall or long, depend- the bulging outlines of a screaming line with the volume’s theme of silence; ing on the creature depicted). For human visage confined beneath the they never require verbal components, example, even if a normal dog is leather. Those who stare too long at the even if recopied into another volume of drawn (or even a puppy), the pen cover tend to have dreams in which spells. The non-unique spells in the might produce a huge, three-headed they are surrounded by the silently Codex are indicated in Moghadam’s dog, snarling and slavering. If a sketch screaming faces of unknown men. spell selection above.

DRAGON 249 • 43 Quell Dream of the Earth (Illusion/Phantasm) (Enchantment/Charm) Level: 2 Level: 5 Range: 30 yds. + 10 yds. /level Range: 60 yds. Components: S, M Components: S Duration: 1 rd./level Duration: 1 hr./level Casting Time: 2 Casting Time: 5 Area of Effect: One creature Area of Effect: One creature Saving Throw: Neg. Saving Throw: Neg. Quell renders the target creature mute. By means of this spell, the target (whose The target creature is totally unable to HD or level does not exceed twice the utter a sound, no matter how small, not caster’s) believes that it has just been even a whisper, if it fails its initial sav- slain by a power word: kill. The target ing throw vs. spell. In essence, quell falls to the ground as if dead and, to all immobilizes the target’s vocal cords. outside appearances, is dead. In actual- Those affected by this spell can commu- ity, the target enters a cataleptic state nicate only through hand gestures and that is impossible to distinguish from written notes (if literate), while quelled death. The target is unaware of the spellcasters are unable to cast any spells events that occur while the effects of the requiring a verbal component. Dispel spell last, and instead is treated to a con- Magic remains a viable remedy for vincing illusion of being buried dead removing the effects of quell. beneath damp, worm-ridden soil. The material components for this While under the influence of the spell, spell includes a broken whistle that no the target is particularly vulnerable to longer sounds. wounding or mistreatment of its body; what only seems to be true could really Tongue Parasite come to pass if the target’s compatriots (Conjuration/Summoning) are too hasty in disposing of the “body” Level: 4 To cast the spell, the wizard points his Range: 30 yds. index finger at the target and silently Components: V, M mouths the word, “die,” lending cre- Duration: Special dence to the spell’s imagined effect. Casting Time: 4 target causes 1d4 new parasites to be Area of Effect: One creature born, each taking the form of a small Light into Darkness Saving Throw: Neg. bump. Needless to say, an entire sen- () This spell infests the target creature tence uttered by the target could be Level: 6 with a parasite that initially attacks the quite painful, while a short speech is Range: 0 tongue. This spell is ineffective against potentially lethal. Components: S, M creatures that do not possess tongues or Victims of tongue parasite who decide Duration: Permanent analogs thereof. willingly to forego speech for a com- Casting Time: 6 The infestation takes the form of 1d4 plete 24 hours “starve” the parasites; Area of Effect: One creature small bumps on the surface of the tar- the swelling subsides to nothing, and Saving Throw: None get’s tongue. The bumps are initially the spell finally expires. Victims can Once this spell is cast, the wizard has 10 benign and remain so if the target choose to stay mute at any time after rounds to touch a living being before ceases to speak immediately For every they are affected by the spell, but even a the dim energy crackling upon his fin- word the target speaks after the spell single groan necessitates another full 24 gertips fades. (In melee, this requires a has been cast, a bump swells and pops, hours of silence. Dispel magic spells are successful attack roll.) If the spell is suc- inflicting 1 hp damage on the target and ineffective against this spell; however, cessfully discharged, the spell recipient releasing a winged insect (similar in cure disease causes the swellings to sub- loses his sight over a period of one appearance to a horse fly) that there- side and the spell to lapse immediately. round; as of the world fades after flies annoyingly (but silently) The material components for this into darkness, the victim’s eyes darken around its “parent” until swatted. spell are a living housefly and a muzzle to pits of utter blackness. This is the last What’s worse, each word spoken by the of any sort. light the target ever sees, as there is no

44 • JULY 1998

save vs. this spell, nor do any of the var- matically affected by the next spell cast the ground is sheathed in a micro-thin ious cure, dispel magic, or heal spells have by the wizard at the target; the target layer of deadly cold ice, excepting the any effect at all at restoring vision to automatically fails any saving throw caster. The caster must remain still dur- anyone so affected. In fact, only a wish normally allowed against this second ing the initial casting; however, once the cast at the 20th level of ability or higher spell, even for such destructive spells as spell is cast, he may move behind the can restore the victim’s sight. fireball or phantasmal killer. The sec- dangerous “cold front” of the spell in The material components for this ondary effect lingers irrespective of the perfect safety, allowing for the slippery spell include a drop of pitch and a splin- primary effect’s duration of one surface that must be navigated. The ter of obsidian. turn/level; 10 years could conceivably contents of structures with solid walls pass before the wizard once again casts of two or more feet in thickness are Silent Accord a spell upon the original target. Some unaffected (unless a door is open), and (Enchantment/Charm) consider this secondary effect the most the heights of structures or trees 30 or Level: 7 powerful component of the spell. more feet tall are also unaffected by the Range: 30 yds The material component of this spell icy coating. Components: M is a small figure carved of crystal (worth Brittle inanimate objects within the Duration: 1 turn/level; Special at least 300 gp) that the caster grips in area of effect must save vs. cold on the Casting Time: 7 one fist while casting the spell; the Item Saving Throw Table at the DM’s Area of Effect: One creature statue is consumed when the spell is discretion or shatter with the sudden Saving Throw: None successfully cast. The statue must gen- plunge in temperature. Plants are killed When silent accord is cast by the wizard, erally depict the creature to be affected outright, trees taller than 30 feet sur- he influences the actions of the target for the spell to work (i.e., the crystal fig- vive, and plant monsters suffer 6d6 + 6 creature within 30 yards by silent act of ure must be humanoid to affect an elf, hp damage. Living beings that fail to will alone. If the target is a living being , or human, while the figure outrace the spreading area of effect also with an Intelligence of 3 or more, it is would have to depict a dragon for a take 6d6 + 6 hp cold damage with no automatically affected; no saving throw dragon of any species to fall sway to saving throw. Living beings (and is allowed (but magic resistance still has silent accord.) plants) killed by this cold front stand a chance to negate the effects of this frozen, and have a 25% chance of shat- spell, as usual). This influence cannot Blue Earth tering if treated roughly within one go so far as to require the creature to (Alteration, ) minute of the wave’s passage. immediately end its own life; however, Level: 8 Once the initial wave of cold has the suggestion that the caster is actually Range: 0 passed, the danger of freezing is gone. a friend and that the target’s erstwhile Components: S, M Those venturing into the slowly melt- companions are secretly hated enemies Duration: Instantaneous ing area of effect need only take precau- is another matter. Urging an affected Casting Time: 8 tions against slipping upon the creature that a sharp plane of lightless- Area of Effect: 20’ radius/level incredibly slick surface. (A successful ness is only harmless darkness, rather Saving Throw: None Dexterity check is required to maintain than the surface of a sphere of annihila- When the wizard casts this spell, the footing for each round of melee that tion is likewise a reasonable use of the ground upon which he stands is occurs upon this icy surface.) spell’s power. blighted with a deadly supernatural The material components for this The caster need not understand the chill. The chill affects only a 20’ radius spell include a diamond worth not less spoken language of the spell target; around the caster the first round; how- than 1,000 gp. however, the caster must make clear to ever, the edges of its effect begins to the DM the intended effects of the silent spread outward in a slow ripple at a accord. Overly convoluted commands movement rate of 12, until the maxi- (as determined by the DM) or com- mum area of effect is reached (20’ hori- mands that obviously exceed the dura- zontal radius/level). Bruce enjoyed the original Tomb of tion of the spell are simply ignored. In the wake of the expanding spell Horrors so much that he incorporated it, in More insidiously, a target that is suc- effect, the ground and everything whole or in part, in all of his campaigns over cessfully affected by silent accord is auto- standing, growing, or constructed upon the last twelve years.

46 • JULY 1998

® 19th-Century Firearms for the ALTERNITY Game

® Maybe you started playing the ALTERNITY game for the aliens, the Add hold-out starships, and the futuristic weapons. But what about other genres?

The ALTERNITY rules system is a remarkably flexible engine that can firearms to your handle a variety of settings and campaign styles, including the Wild ® ALTERNITY adventures, West. The 19th century is a great place to set an adventure or a cam- paign; opportunities for high adventure, exploration, intrigue, and or start your own horror abound in the frontiers of the world during the 1800s. Weird West campaign! When most people think of the wild Western, and they know what guns Wild West, the first thing that comes to should and shouldn’t do. mind is the gunslinger. Of course, there Even if you don’t have any plans to are plenty of other hero types in a West- create 19th-century heroes or run adven- ern roleplaying game, but the challenge tures in the Wild West, you might find of defeating evil with hot lead plays a this information useful for other ALTER- major role in many games. A detailed NITY games. In modern settings, these and accurate treatment of firearms is one weapons and skills are suitable for the of the hallmarks of a Western game, so thousands of outmoded weapons 20th guns and gun skills are the main focus of century heroes might run across in this article. Everything else in the game unusual circumstances. In futuristic set- by Rich Baker system—history, personalities, non-com- tings, you might use this information in bat skills, and miscellaneous gear—falls arming the natives of the Progress Level illustrated by into the realm of “story,” meaning that 3 or 4 worlds high-tech heroes might you can get away with making most of visit. After all, you can’t have too many Mark Nelson the rest of it up. But everyone has seen a guns in a roleplaying game!

DRAGON 249 • 49 New Rules have two levels in any other kind of pistol use Reload Rate Most skill descriptions and game rules for the purposes of making attack rolls. If he The reload rate indicates how work in the 19th century as well as they were forced to use the 1873 .45 revolver, a quickly a character can reload his do in the 26th, as long as you’re willing cartridge weapon, instead of his preferred weapon. Typically, a skilled character to apply a little creative license to inter- 1860 Army revolver, he’d reload at the rate of can push three cartridges into a revolver preting them. In ALTERNITY, combat is two cartridges every action instead of the for each action he spends reloading the intended to be fast and hard-hitting, sac- three cartridges per action allowed to a hero weapon, but it might take several rounds rificing some of the trimmings in order with the Modern Ranged Weapon-pistol to reload a muzzle-loading longarm. A to preserve a sense of cinematic action. (cartridge) skill. character without skill in the weapon Gunfights play such a central role in involved—for example, percussion pis- Western games that it’s important to Note that a character with just one tols—reloads slower than someone who consider many of the details that the core skill level in a specialty skill and particu- is with the firearm. See Table 2. rules set aside. Weapon skills, weapon lar weapon type can reload at the skilled speed, and mounted fire are three very rate, so it might be handy to acquire a Rapid Fire specific cases where the ALTERNITY rules variety of firearm skills. True automatic weapons don’t appear deserve a little expansion to fit the genre. until the turn of the 20th century, but a Draw Speed skilled gunslinger could achieve an Weapon Skills In a Wild West game, the question of impressive rate of fire with the right In a modern or futuristic campaign, who gets the drop on whom is often shooting iron. Double-action revolvers there’s a clear delineation between the extremely important. The weapon’s shoot about as fast as you can pull the skill Modern Ranged Weapons and the speed rating is an optional rule that trigger. Single-action weapons of the day skill Primitive Ranged Weapons . . . but reflects the fact that some weapons draw required the shooter to cock the hammer the definition of what’s modern and down better than others. The speed - between shots. However, single-action what’s primitive varies greatly with a ing is a modifier to the weapon user’s weapons can be fanned—the shooter hero’s background. A 1990’s spy might action check in the first round in which holds down the trigger and uses his left regard a flintlock pistol as a primitive he attempts to draw and employ the hand to slap the hammer back. Either antique, so it’s not unreasonable to move gun. You might also apply the speed rat- way, it’s possible to get more than one black powder firearms into the Primitive ing when the hero is attempting to react shot per action out of a gun. Weapons skill group for modern or futuristic char- to a sudden, short-range threat during marked with a fire mode of ‘F/A*’ on acters. On the other hand, muzzle-load- the course of combat—for example, Table 1 can be fired up to three times in a ing rifles were common arms even in the when two characters both carrying their single action. The first shot suffers a +2 Civil War, and a Westerner of the 1860’s guns stumble into each other inside a step penalty, the second a +3 step, and or 1870’s (especially a Civil War vet) small building. Otherwise, ignore the the third a +4 step penalty; see Auto- would view the flintlock as a dated but speed rating for the second and subse- matic Weapon Attack Modes, Chapter 3 serviceable weapon. So, in a Western quent rounds of combat; after the first of the ALTERNITY Player’s Handbook. It’s campaign flintlocks don’t appear in the shot, the character’s got his gun out, and not accurate, but sometimes accuracy Primitive Ranged Weapon broad skill— he’s shooting as fast as he can. doesn’t matter as much as fire volume. they’re subsumed into the Modern Ranged Weapon group. Example: John Renner catches Blake Mounted Fire To reflect the differences between Billings, notorious gambler, cheating at Shooting a gun from horseback is not as shooting an old musket like a Brown poker and takes offense. Both men go for easy as shooting a weapon from your Bess and a fairly modern firearm such as their guns at the same time. Renner carries own two feet. Table 2 summarizes the a Winchester repeating rifle, heroes must an old 1860 Colt Army revolver, a big hog- penalty for shooting any particular select which type of firearm—flintlock, leg with a -1 step speed modifier. Billings weapon from horseback. The standard percussion cap, or cartridge—to which has a derringer up his sleeve, a weapon with ALTERNITY rule, described in Chapter their pistol or rifle skills apply. (The a -3 step speed modifier. Both characters Three of the ALTERNITY Gamemaster’s ‘Skill’ column in Table 1 indicates which make action checks for the first round, Guide mandates a +3 step penalty for fire specialty skill each weapon falls under.) applying the weapon modifier. Renner’s from horseback. Skill levels in riding When the hero uses a type of firearm action check score is 13; he rolls a d20 minus reduce this penalty. with which he’s not familiar, he may a d4 (the speed modifer) and gets a 7, or an This isn’t entirely fair; pistols and car- apply only half his skill levels (round Ordinary success. Billings’ action check bines were designed to be handled easily down) to his attacks, and he must use the score is 12; he rolls a d20 minus a d8 (for the by mounted troops, so it’s not necessary unskilled reload rate when he attempts derringer) and gets a 4, a Good success. to apply the same penalty across the to reload his weapon (see Table 2). Billings is going to get the first shot, due in board. Refer to Table 2 for the exact part to his weapon's better speed—but con- mounted fire penalty for any given Example: A hero with Modern Ranged sidering that he‘s taking a derringer up weapon. Heroes with skill in the Animal Weapon-pistol (percussion) 4 is considered to against a .44, he’d better not miss! Handling—riding skill may decrease this

50 • JULY 1998 Table 1a: Weapon Performance

Flintlock Firearm; Weapon Skill Acc Md S/M/L Range Type O/G/A Damage .32 cal. four-barrel pistol flintlock pistol +2 F 4/8/20 yds HI/O d4w/d6w/d4m .50 cal. duelling pistol flintlock pistol — F 6/12/30 yds HI/O d4+2w/d6+2w/d4+1m .38 cal. plains rifle flintlock rifle +1 F 30/60/120 yds HI/O d6w/d6+2w/d6m .52 cal. long rifle flintlock rifle +1 F 30/60/150 yds HI/O d6+1w/d6+3w/d6m .69 cal. musket flintlock rifle +2 F 20/40/100 yds HI/O d6+1w/d6+3w/d6+1m

Percussion Cap Firearms Weapon Skill Acc Md S/M/L Range Type O/G/A Damage .22 cal. pepperbox percussion-pistol +2 F/A* 4/8/12 yds HI/O d4-1w/d6-1w/d6+1w .36 cal. Navy revolver percussion pistol +1 F/A* 4/8/30 yds HI/O d4w/d6w/d4m .44 cal. Army revolver percussion pistol +1 F/A* 4/8/40 yds HI/O d4+1w/d6+1w/d4+1m .41 cal. derringer percussion pistol +2 F 2/6/10 yds HI/O d4w/d4+1w/d6+2w .52 cal. carbine percussion rifle +1 F 40/80/240 yds HI/O d6w/d6+2w/d4+1m .36 cal. revolver rifle percussion rifle +2 F/A* 30/60/120 yds HI/O d4+1w/d6+1w/d4m .58 cal. rifle-musket percussion rifle +1 F 50/100/300 yds HI/O d6+1w/d6+3w/d6+1m 12 ga double-brl. shotgun percussion rifle +1 F 6/12/30 yds HI/O d4w/d6w/d4m*

Cartridge Firearms Weapon Skill Acc Md S/M/L Range Type O/G/A Damage .32 cal. pocket revolver cartridge pistol +1 F/A* 4/8/30 yds HI/O d4w/d6w/d4m .38 cal. double-action rev. cartridge pistol — F/A* 4/10/36 yds HI/O d4+1w/d6+1w/d4m .45 cal. single-action rev. cartridge pistol — F/A 4/10/40 yds HI/O d4+1w/d6+2w/d6m .57 cal. single-action rev. cartridge pistol +1 F 4/8/30 yds HI/O 2d4w/2d4+1w/d4+2m .32 cal. two-shot derringer cartridge pistol +1 F 2/6/12 yds HI/O d4w/d4+1w/d6+2w .45 cal. trap-door carbine cartridge rifle — F 50/100/250 yds HI/O d6w/d6+2w/d6m .56 cal. repeating carbine cartridge rifle +1 F 40/80/200 yds HI/O d6w/d6+2w/d6m .30 cal. lever-action rifle cartridge rifle — F 50/100/200 yds HI/O d6w/2d4w/d4m .44 cal. lever-action rifle cartridge rifle — F 50/100/200 yds HI/O d4+2w/d6+3w/d6m .45 cal. trap-door rifle cartridge rifle — F 60/120/360 yds HI/O d6+1w/2d4+1w/d6m .50 cal. buffalo rifle cartridge rifle — F 80/200/600 yds HI/G d6+2w/d8+3w/d6+1m 12-gauge repeating shotgun cartridge rifle +1 F 6/12/30 yds HI/O d4w/d6w/d4m* .50 cal. gatling gun SO-weapons +1 A 50/150/400 yds HI/G d8w/d8+2w/d6m

Skill: The skill used to fire the weapon. Naturally, flintlock weapons use the Modem Ranged Weapons— pistol or rifle (flint- lock) skill, percussion cap weapons use pistol or rifle (percussion cap), etc. The gatling gun is fired with System Operation— weapons. Accuracy: The step modifier to the user’s attack roll based on the weapon’s accuracy. Fire Mode: The weapon’s ability to fire in single-shot (F), burst (B), or automatic (A) mode. At the GM’s discretion, weapons marked F/A* maybe fired on full auto at a +2/+3/+4 step penalty instead of the normal +1/+2/+3 step penalty. Range: The weapon’s short/medium/long range, in yards. Type: The type and firepower of the weapon’s damage. I-II/O indicates high impact damage of Ordinary firepower. Damage: The damage inflicted by the weapon with an Ordinary/Good/Amazing success on the attack roll. No. Actions: The maximum number of phases in which this weapon may be fired in a single action round. Actions used to reload the weapon don’t count as firing actions. Shots: The number of shots contained in the weapon’s cylinder or magazine before it’s empty. Cost/shot: A rough figure for the cost of the weapon’s ammunition. Hide: The penalty assessed against another character’s Awareness-perception skill check to spot the weapon if the owner is attempting to conceal it on his person. Some weapons just can’t be hidden. Weight: The weapon’s weight in pounds. Availability: The year in which the weapon becomes widely available. In the Old West, restrictions against buying or selling certain kinds of guns were unheard of. The Gatling gun is the only weapon listed here that might be difficult to purchase as a civilian. Cost: The cost of the weapon in 19th-Century dollars.

DRAGON 249 • 51 Table 1b: Additional Weapon Statistics

Flintlock Firearms Weapon Actions Shots Cost/Shot Hide Wt Avail Cost .32 cal four-barrel pistol 2 4 $.05 +2 3 lbs 1780 $12.00 .50 cal duelling pistol 2 1 $.05 +1 2.5 lbs 1800 $70.00 .38 cal plains rifle 11 $.05 NA 9 lbs 1820 $10.00 .52 cal long rifle 11 $.05 NA 11 lbs 1825 $18.00 .69 cal musket 11 $.05 NA 10 lbs 1750 $15.00

Percussion Cap Firearms Weapon Actions Shots Cost/Shot Hide Wt Avail Cost .22 cal pepperbox 3 8 $.05 +3 1.5 lbs 1830 $20.00 .36 cal Navy revolver 3 6 $.05 +3 2 lbs 1851 $15.00 .44 cal Army revolver 36 $.05 +2 2.5 lbs 1860 $20.00 .41 cal derringer 3 1 $.05 +4 1 lb 1841 $5.00 .52 cal carbine 2 1 $.05 NA 6 lbs 1861 $20.00 .36 cal revolver rifle 3 8 $.05 NA 8 lbs 1836 $45.00 .58 cal rifle-musket 1 1 $.05 NA 10 lbs 1835 $22.00 12 ga double-brl. shotgun 2 2 $.20 NA 10 lbs 1840 $30.00

Cartridge Firearms Weapon Actions Shots Cost/Shot Hide Wt Avail Cost .32 cal pocket revolver 3 6 $.10 +3 1.5 lbs 1869 $10.00 .38 cal double-action rev. 3 6 $.10 +3 2 lbs 1877 $28.00 .45 cal single-action rev. 3 6 $.10 +2 2.5 lbs 1873 $30.00 .57 cal single-action rev. 2 5 $.30 — 4 Ibs 1865 $60.00 .32 cal two-shot derringer 2 2 $.10 +4 0.5 lbs 1870 $15.00 .45 cal trap-door carbine 2 1 $.10 NA 6 lbs 1871 $20.00 .56 cal repeating carbine 3 7 $.10 NA 8 lbs 1863 $25.00 .30 cal lever-action rifle 3 15 $.10 NA 6 lbs 1873 $40.00 .44 cal lever-action rifle 3 13 $.10 NA 9 lbs 1866 $35.00 .45 cal trap-door rifle 2 1 $.10 NA 10 lbs 1871 $25.00 .50 cal buffalo rifle 2 1 $.20 NA 12 lbs 1866 $125.00 12 ga repeating shotgun 3 7 $.25 NA 7 lbs 1875 $75.00 .50 cal gatling gun 4 12 (bursts) $2.00 (burst) NA 150 lbs 1866 $400.00

penalty by one step at skill rank one, two long range figure, striking targets at steps at skill rank five, and three steps at extreme range. In fact, the extreme range What kind of guns did the heroes and skill rank nine. (Note that penalties of any pistol is twice the listed long villains of the Old West use? Well, it never become bonuses—this ability sim- range, the extreme range of a carbine or depends on which time period you ply counters penalty steps!) flintlock rifle is three times the long choose to look at. The 19th century was a range, and the extreme range of a per- period of incredible innovation in the Example: A hero firing a .45 cal carbine cussion or cartridge rifle is four tunes the development of firearms. At the begin- from horseback normally suffers a +2 step long range. In order to take an extreme ning of the century, the best rifle could penalty to his attack roll. However, he has the range shot, the shooter must rest his shoot maybe 200 yards accurately and skill Animal Handling—riding 1, reducing weapon on something solid (a log, a could be fired only three or four times a his mounted fire penalty by one step to a net wall, or a loophole) and spend at least minute. By the century’s end, most penalty of +1 step. If the hero had Animal one action aiming before he pulls the armies were equipped with high-veloc- Handling—riding 5, he would suffer no trigger. The wind must be calm and the ity bolt-action rifles that could shoot 400 penalties at all with the carbine. shooter must be able to clearly see his or 500 yards accurately and threaten tar- target. An extreme range shot always gets as far as 1,000 yards away. Maga- Extreme Range carries a +4 step penalty, modified by the zine-fed, these weapons could fire In the right circumstances, it’s possible to target’s cover and Dexterity-based resis- aimed shots 20 to 30 times a minute in shoot a lot farther than a weapon’s listed tance modifier. trained hands.

52 • JULY 1998 The Flintlock Firearms of the 19th Century models, but the 1860 New Army The venerable muzzle-loading flintlock .32 cal four-barrel pistol: This flint- model was perhaps the best example began the century as the queen of battle. lock has four identical barrels arranged of the percussion cap pistol. Many The charge was loose black powder, in a 2 × 2 array. Each can be pivoted experienced gunmen carried it into the poured into the gun’s muzzle. The bul- beneath the hammer simply by 1880s and 1890s because of its fine let was a lead ball, quite large by today’s unlocking and twisting the barrels by shooting qualities. standards; flintlock muskets often hand, providing the shooter with four .41 cal derringer: The original reached .58 to .69 caliber, or even larger. shots before he must reload. Two-bar- weapon was produced in Philadelphia The shooter had to use a ramrod to pack rel and three-barrel variants were also in 1841 by Mr. Deringer (yes, the all this down at the end of the barrel. common in the early 1800s. weapon’s been mispelled for years) When the musketeer pulled the trigger, .50 cal duelling pistol: A true work and quickly copied by dozens of rivals the hammer drove a piece of flint of the gunsmith’s art, this weapon is and competitors. against a steel frizzen, sparking a small finely balanced and generally far more .52 cal carbine: This weapon is the priming charge in a beside the accurate and deadly than the common excellent breech-loading Sharps car- breech. This ignited the main charge pistol of the day. Many are lavishly bine of Civil War fame. Despite the fact and fired the gun. All in all, it was a decorated and sold in matched sets of that it was a single-shot weapon, it saw fairly complicated process, although two guns. extensive service in the West after the greatly improved from the days of .38 cal plains rifle: The famous trade war. matchlocks. During the Revolutionary rifles supplied to various Indian .36 cal revolver rifle: Colt’s revolv- War, most regular army units were nations during the latter part of the ing action was never very successful as armed with smoothbore weapons accu- 18th century and the beginning of the a rifle, despite several attempts to win rate only to 100 yards or so, but rifled 19th century, these weapons were also over the U.S. government. The weapons began to appear in significant popular with the first wave of white revolver rifle lets the shooter get eight numbers, especially among the Ameri- scouts and mountain men who pushed shots off quite rapidly, but reloading cans. The famous Kentucky rifle out- West before the Civil War. each chamber took some time. ranged the British Brown Bess by 50 to .52 cal long rifle: The Kentucky rifle, .58 cal rifle-musket: The standard 100 yards, and the best colonial riflemen a fine shooting piece that significantly infantry arm of the Civil War, this is the could hit their mark at ranges of up to outranges the military muskets of the last muzzle-loader to be produced in 300 yards in good conditions. day. numbers in the United States. A num- Pistols and shotguns (or blunder- .69 cal musket: The heavy military ber of these weapons were flintlocks busses) also used the flintlock action. musket, standard infantry arm in most that had been refitted as percussion While common pistols were notoriously armies of the late 1700s and early cap weapons. inaccurate, duelling pistols were of 1800s. The Brown Bess carried by 12 gauge double-barrel shotgun: exceptional quality and accuracy, lethal British regulars in the Revolutionary The shotgun of the Old West was a to ranges of 30 to 40 yards. Cavalry and War fits this description. Muskets were muzzle-loading weapon into which all dragoons often carried a brace of heavy, intended for volley fire on a battlefield, kinds of junk and debris could be long-barreled pistols. Flintlock weapons not precision shooting. loaded. Double-barrels were also pro- remained common in the Old West and .22 cal pepperbox: A refinement of duced as cartridge weapons with a the military until the Civil War, despite the multi-barreled pistols that marked break or swing action for loading at the their obsolescence. the end of the flintlock era, the pepper- breech. box actually rotated by means of a .32 cal pocket revolver: Many manu- The Percussion Cap cocking mechanism in the trigger, facturers produced small ‘pocket Around 1810 to 1830, the flintlock was allowing the user to shoot multiple revolvers’ as weapons of self defense. gradually superseded by the percussion times single-handed. Hundreds of Low-quality weapons of this sort were lock. This device replaced the open pepperbox designs were manufac- sometimes called ‘Suicide Specials’. primer-pan of the flintlock with a prim- tured, ranging from the practical to the .38 cal double-action revolver: The ing cap that was detonated by the fall of bizarre. double-action revolver cocks the ham- the hammer. While it didn’t significantly .36 cal Navy revolver: Colt’s 1851 mer automatically as the trigger is improve the ballistics of the firearm, the Old Navy pistol was one of the earliest drawn, and then releases it when the percussion lock increased fire rates and Colt designs to be produced in great trigger passes a certain draw point. It made two important innovations possi- numbers. Any medium-caliber percus- saves the shooter the trouble of thumb- ble: the breech-loading weapon and the sion pistol of the era fits in this cocking the hammer between shots. repeating weapon. Both of these con- category. The Colt Lightning or Thunder models cepts were old ideas, but they were .44 cal Army revolver: Colt pro- of the late 1870s are good examples of never widely adopted for flintlocks. duced .44 caliber revolvers as early as weapons of this sort. Smith and Wes- The breech-loading weapon saved the the Mexican-American war, including son also produced a great number of shooter the trouble of loading his gun the mammoth Walker and Dragoon double-action weapons of this kind.

DRAGON 249 • 53 Firearms of the 19th Century times the volume of fire that any muz- fed weapons. Revolvers allowed the user (continued) zle-loader could put out. It was widely to pre-load a number of shots in different .45 cal single-action revolver: used in the West after the Civil War. chambers of the gun, rotating each Beyond a doubt, the single most .30 cal lever action rifle: More than beneath the weapon’s hammer in order famous weapon of the West was the 700,000 of the famous Model 1873 Win- to fire several shots before halting to Colt .45 Peacemaker. While it might chester were produced through the reload. Magazine-fed weapons had only not have been the best sidearm in the weapon’s manufacturing run, which one firing chamber but used a repeating West—Remington and Smith and Wes- lasted until the 1930s. It was an accu- mechanism such as a lever or a bolt to son also produced some fine revolvers rate weapon within its relatively short extract the round just fired and chamber in this caliber, and the old 1860 Army range, light and durable. the next round. (Clip-fed weapons fall pistol was generally held to be a better .44 cal lever action rifle: The big into this category, too, although they shooter—no other pistol matched its brother of the 1873 .30 caliber gun, the generally didn’t appear until the very combination of power, ruggedness, Winchester Model 1866 was a favorite end of this period. Both revolvers and and availability. of hunters and frontiersmen. magazine-fed weapons are still manu- .57 cal single-action revolver: The .45 cal trap-door rifle: The rifle ver- factured in great numbers today.) A hero Tranter company of Great Britain pro- sion of the trap-door Springfield, this armed with a repeating weapon doesn’t duced this monstrous handgun for sale weapon was issued to infantry units need to reload at all until he exhausts the to British Army officers seeking a while the carbine was issued to cavalry. firearm’s clip, magazine, or cylinders— weapon guaranteed to discourage an The 1873 Springfield was a single-shot he can just keep shooting, one shot per enemy seeking close-quarters combat. weapon obsolete from the day of its action (again, see Table 1). Few were made, but they turned up in introduction, but it was an accurate Repeating flintlock pistols were actu- all comers of the far-flung British and powerful firearm. ally not uncommon; two, three, or four Empire. The Tranter shot surprisingly .50 cal buffalo rifle: A number of barrels on the same pistol could be well for such an oversized pistol. small companies produced limited loaded at once, and the shooter would .32 cal two-shot derringer: Made runs of large, powerful weapons rotate the barrels by hand to position the famous by any Western featuring a designed to handle big game at next for firing. The pepperbox pistol card shark or a dance hall girl, this is extreme ranges. The buffalo rifle’ is a used six or more barrels fired by percus- based on the fine Remington pistols of general catch-all for any heavy-caliber, sion caps and rotated automatically by the 1870s and 1880s. Derringers of this single-shot, high-velocity rifle. Profes- the cocking of the hammer. The most sort were produced well into the 1920s. sional hunters downed buffalo (or any- famous repeater, of course, was the Colt .45 cal trap-door carbine: After the thing else they felt like shooting at) at revolver. The revolving pistol used only Civil War, the U.S. Army began to con- ranges of up to a half-mile, and some- one barrel with six firing chambers. sider what kind of firearm would meet times even more. These chambers, bored into a common its needs in the future. Astonishingly 12 gauge repeating shotgun: Many cylinder, did all the rotating. This made the Army settled on a single-shot early repeating shotguns were lever- for a much sturdier and more reliable breechloader as the ideal weapon for action weapons, just like the rifles of design than the awkward and delicate its troops, ignoring the repeating the day. The pump action was intro- pepperboxes of the day. The first Colt to weapons available at the time. The duced late in the 19th century see widespead action was the 1836 trap-door Springfield of 1873 was the .50 cal gatling gun: Contrary to pop- Walker Colt, a powerful weapon cham- result—a weapon suited for a marks- ular belief, the gatling gun saw little bered for .44 caliber balls—much larger man, not for a soldier. action in the Civil War. It proved itself than any but the most bizarre pepperbox .56 cal repeating carbine: The in the American West. The gatling gun designs. Revolving rifles were also pro- Spencer carbine of Civil War fame, this fires in full automatic mode, consum- duced in small numbers as percussion weapon proved decisive in any ing 3 bursts of ammunition in each lock weapons, but it would take the engagement in which it was employed. round of firing; its hopper can hold introduction of the metallic cartridge to While it lacked range and hitting enough ammo for 12 bursts (4 rounds make repeating rifles popular. power, the Spencer could produce ten of fire) before it must be replaced. Percussion lock weapons were extremely common from about 1840 through the end of the 19th century By from the wrong end—namely, pouring soldier to fire from behind cover without the beginning of the Civil War, almost charge and round into the muzzle and standing or exposing himself in order to all flintlocks around had been converted tamping it down with a ramrod. Instead, reload his weapon. In game terms, to percussion locks, and the standard a breech-loader allowed the user to open breech-loaders take less time to reload infantry weapon of the war was a .58 the back end and push the round and than corresponding muzzle-loading caliber rifle-musket, a muzzle-loading charge in from the back. Again, this sig- weapons—see Table 1 for details. percussion lock gun. One more innova- nificantly increased the rate of fire possi- Repeating weapons evolved in two tion of this era deserves mention—the ble. It also made it a lot easier for a basic designs: revolvers and magazine- Minie ball. This was an improvement on

54 • JULY 1998 the old-fashioned lead ball that had Table 2: Weapon Speed, Reload Rates, and Mounted Fire ruled warfare for three hundred years. The Minie ball was a conical bullet with Flintlock Firearms a hollow base that expanded to seal the Weapon Speed Mounted Reload Rate Untrained bore during its trip down the barrel, .32 cal four-barrel pistol — +2 1 per 2 actions 1 per 3 actions effectively harnessing much more of the .50 cal duelling pistol — +2 1 per 2 actions 1 per 3 actions powder charge than a round ball. Minie .38 cal plains rifle +2 +3 1 per 3 actions 1 per 4 actions balls shot much farther and straighter .52 cal long rifle +3 +4 1 per 3 actions 1 per 5 actions than round balls, increasing the range of .69 cal musket +2 +4 1 per 3 actions 1 per 4 actions a black-powder rifle from 200 yards (give or take) to almost 400 yards. Minie Percussion Cap Firearms balls were used in great numbers by Weapon Speed Mounted Reload Rate Untrained both the North and the South in the .22 cal pepperbox - 3 +1 1 per 2 actions 1 per 3 actions Civil War. .36 cal Navy revolver -2 +l 1 per action 1 per 2 actions .44 cal Army revolver -1 +1 1 per action 1 per 2 actions The Modern Firearm .41 cal derringer -1 +1 1 per action 1 per 2 actions The future of the gun, however, was not .52 cal carbine +1 +2 1 per 2 actions 1 per 3 actions in the Minie ball. It was the metallic car- .36 cal revolver rifle +l +2 1 per 2 actions 1 per 3 actions tridge that defined the modern firearm. .58 cal rifle-musket +2 +4 1 per 2 actions 1 per 3 actions A metal cartridge containing the 12 ga double-brl. shotgun +1 +3 1 per 2 actions 1 per 3 actions primer, the charge, and the round reduced the process of loading to a sin- Cartridge Firearms gle step. The first mass-produced car- Weapon Speed Mounted Reload Rate Untrained tridge-firing guns began to appear in .32 cal pocket revolver -2 +1 3 per action 2 per action the mid-50s, and by the end of the Civil .38 cal double-action rev. -2 +1 3 per action 2 per action War it was clear that all new firearms .45 cal single-action rev. -1 +1 3 per action 2 per action needed to be chambered for metallic .57 cal single-action rev. — +1 3 per action 2 per action cartridges. The Spencer carbine was .32 cal two-shot derringer -3 +1 2 per action 1 per action one of the first lever-action repeating .45 cal trap-door carbine +1 +2 1 per action 1 per 2 actions shoulder arms, using metal cartridges .56 cal repeating carbine +1 +2 2 per action 1 per action to make its repeating action work. .30 cal lever-action rifle +1 +2 3 per action 2 per action While the shooter still had to cock the .44 cal lever-action rifle +1 +3 3 per action 2 per action hammer between shots on the Spencer, .45 cal trap-door rifle +2 +3 1 per action 1 per 2 actions the rate of fire was astounding com- .50 cal buffalo rifle +3 +4 1 per action 1 per 2 actions pared to the single-shot muzzle-load- 12 ga repeating shotgun +1 +3 3 per action 2 per action ers. A skilled soldier could fire maybe 3 .50 cal gatling gun +3 NA 12 bu/round 4 bu/round shots a minute with the .58 caliber rifle- musket, but the same shooter armed with a Spencer could fire 20 to 25 shots per minute! Cartridges were adopted recipe was cracked by France’s rivals, or Winchesters in a saddle holster are for pistols as early as 1851, but in the and by the early 1890s smokeless pow- pretty common, or maybe a big single- U.S. cartridge-firing pistols didn’t der cartridges were adopted in most shot Sharps or Springfield if he wants a appear in large numbers until the armies. Smokeless powder was the heavy hunting gun that’ll drop just 1870s. principal reason that gun calibers about anything on a single hit. Heroes The last major innovation in personal dropped around the turn of the cen- who prefer to arm themselves more dis- firearms during the 19th century was tury; in the 1880’s, the U.S. Army’s stan- cretely might favor a small double-barrel the introduction of smokeless powder dard infantry weapon was the .45 derringer. In the American West, almost in 1886. This powerful new propellant caliber trapdoor Springfield, firing a everyone went armed at some time or was much better than black powder, big black-powder cartridge, but by another . . . until the frontier had been making higher muzzle velocities possi- 1906 the Army adopted the outstanding pushed back further, and civilization ble while eliminating the choking Springfield .30 cal bolt-action, a smaller tamed the lawless Western towns. clouds of gunsmoke that characterized weapon firing a higher-velocity round. the battlefields and shootouts of the What’s all this mean for the typical Old West. Smokeless powder was a gunslinger of the Wild West? Chances Combat rules don’t completely define a French military innovation, and for are good that he carries a revolver of game genre. To play the ALTERNITY game years the French army carefully some kind, probably a Colt .45 or a .38 if as a Western, you’ll need to consider a guarded its secret—but eventually the he prefers a smaller weapon. Shotguns few other issues first, including hero cre-

DRAGON 249 • 55 ation. Clearly, not every skill or character new broad skills. As long as the time of Western movies and schooling to type should be represented in a Western Gamemaster agrees, you can choose any help them imagine the world you’re por- game setting—mutants, aliens, and skills that you like. traying, and they can focus on the expert pilots just don’t belong in the Old aspects of your campaign that are truly west. Money and Equipment fantastic. So, what’s it take to turn ALTERNITY In the latter part of the 19th century the into a Western? dollar went a lot farther than it does Alienation today. Heroes begin with 50—300 dollars On March 28th, 1866, a fraal city-ship Profession and Career (5d6 × $10) with which to select their crashes near St. Louis. It is a slaver ves- In general, you can follow the hero cre- weapons, gear, and mounts. Since the sel, carrying thousands of sesheyan, ation process of Chapter Two in the prices listed in Chapter Nine of the weren, and t’sa slaves, born into captiv- Player’s Handbook. The basic game ALTERNITY Player’s Handbook are scaled to ity aboard the gigantic vessel. A smaller mechanics remain the same for a West- modern heroes, you’ll need to adjust number of mechalus overseers and fraal ern; only a few of the trimmings are them by dividing the listed price by ten. masters survive the crash, too. For the going to change to tune the game engine For example, a pair of good boots costs slaves, the ship’s crash heralds freedom, for Western characters. All of the profes- $100 according to the Player’s Handbook and they eagerly assimilate into the mil- sions except Mindwalker are valid in an . . . but for a Western campaign, you can lions of humans around them; after gen- Old West setting. (You might consider say that they cost $10. Any item of erations of slavery, they have little of renaming the professions to reflect the Progress Level 1, 2, or 3 is available for their own cultures left to give them an setting; fighter, agent, diplomat, and purchase. In addition, some PL 4 items identity of their own. The surviving technical expert might work in place of may be purchased if the Gamemaster fraal are powerless to prevent the combat spec, free agent, diplomat, and approves. escape of their slaves, but they hold tech op.) Many careers will still be technological secrets and wealth appropriate, but a few—the comptech, Free Broad Skills beyond humankind’s wildest dreams; for instance—just don’t apply Use your Human heroes normally begin play with they parlay the wreckage of their ship common sense in determining whether the broad skills of Athletics, Vehicle into vast estates and positions of power or not a character and his suite of skills Operation, Stamina, Knowledge, Aware- in the post-Civil War United States. The and abilities seems reasonable for a ness, and Interaction as free skills, cho- mechalus overseers are abandoned to Western game. sen at no cost during character their fate, reviled by the slaves they for- generation. Since Vehicle Operation is merly brutalized but not important Barred Skills not available in a Progress Level 3 cam- enough to merit fraal protection. Most of the skills that are unavailable in paign (trains and boats can be handled The former slaves struggle to make the 19th century should be obvious. under System Operation or Technical lives for themselves in a strange new Broad skills barred in a Western game Science), Western heroes instead begin world. Weren slave-soldiers drift out to include: Armor Operation, Heavy play with Animal Handling—a much join in the pacification of the American Weapons, Vehicle Operation, and more necessary skill in the non-motor- West, side by side with the buffalo sol- Computer Science. Specialty skills ized world of the 19th century. diers. T’sa engineers join the industrial- barred include Melee Attack—powered ization of America, resulting in an weapon, Modern Ranged Weapons— The Old West ALTERNITY Campaign explosion of bizarre new contrivances SMG, Knowledge— computer operation, Could you run a Western game with the and technologies. Sesheyan homestead- Life Science— genetics and xenology, ALTERNITY game’s aliens, cybertech, ers build new homes in the mountains Medical Science— xenomedicine, Naviga- psionics, and mutations? Sure you and deserts of the southwest, taking up a tion— drivespace astrogation and system could! Imagine a mechalus gunslinger, nocturnal lifestyle to avoid the blazing astrogation, Physical Science— planetol- striding purposefully down a deserted sun. Mechalus sell their services as spies, ogy, System Operations— defenses and street, his duster flapping around his gunslingers, and assassins. Meanwhile, sensors, and Tactics— space tactics. Some torso in the cold breeze...or a weren the fraal who brought the slave-ship to skills may change in definition; for tracker, trailing rustlers across the Earth embark on a secret program of example, System Operation —weapons is Dakota badlands, his fur dyed in Sioux world domination, using their wealth the skill your hero should use for firing war paint. The setting is as close as the and technology to bring the United artillery pieces or gatling guns, while nearest history book, but the characters States under their subtle control. Some System Operation— engineering is a good and the adventures are limitless. Unlike fraal rebel against the slave-lords’ plot, skill for operating a steam-powered the futuristic campaign in which every working to unmask the conspiracy. Oth- vehicle like a locomotive or a development, every aspect of society, ers seek adventure in all corners of the steamship’s engines. may have changed from today, you can world. If you think your hero might need a use the West as a common backdrop As you build your Weird West cam- skill that doesn’t exist, feel free to make your players will recognize and include paign, consider how the presence of it up. Try to find an existing broad skill in their roleplaying. They don’t have to aliens and alien technologies might to park it under instead of inventing start from ground zero; they’ve got a life- influence historical events and personal-

56 • JULY 1998 ties. Might the outcome of the Indian guarded by automated defenses of a for- Bibliography Wars change? What would Freud have gotten age? You’ve got a lot of questions Pistols, Revolvers, and Ammunition, by been able to do with the mindwalking to answer with this scenario, but one Michael Josserand and Jan Stevenson. skills of the fraal? Or Edison with the thing’s for certain—your players will Crown Publishers Inc., 1972. technological know-how of a t’sa or never have seen anything like it. Armed and Dangerous: A Writer’s mechalus? Imagine Charles Darwin dis- Guide to Weapons, by Michael Newton. covering a weren when he’s looking for Timeslingers Writer’s Digest Inc., 1990. the famous missing link. Historical Here’s one final option for an Old West Guns of the Wild West: Firearms of the events can enter your game, too—for campaign: The heroes are time-travelers American Frontier 1849—1917, by example, the 1885 explosion of Krakatoa from a future in which humans have George Markham. Arms & Armour was the largest volcanic eruption made full contact with the various alien Press, 1991. recorded in human history. But what if races. In the Wild West, they’re unique, Firefight! The History of Personal Fire- Krakatoa was something more than a the only representatives of their species. power, by Peter Newark. David & geological event, something perhaps A mechalus or fraal could pass for Charles Publishers, 1989. induced by the slave-lords in pursuit of human—barely—but a weren or Gun Digest Treasury: The Best from 45 their sinister goal? Be creative! sesheyan would be hunted down as a Years of Gun Digest. DBI Books Inc., monster, and a t’sa might be regarded as 1994. Space Cowboys some kind of freakish new discovery Firearms of the American West Here’s another slant on the Weird West. from the darkest jungles of the world. 1866—1894, by Louis Garavaglia and The planet is known as Tombstone; cen- The heroes might be able to visit the past Charles Worman. University of New turies ago, it was a Green settlement, and return to their own time at will, or Mexico Press, 1985. established by humans who chose to they may be stuck in the 19th century turn their backs on industrialization in forever by the mechanics of their time- order to live simpler lives than their travel device, a chronological suicide galactic neighbors. For years uncounted, squad assigned to alter history in one the great starships appeared, carrying specific instance and then abandoned in new colonists, tourists and visitors, news the past. of the thriving galactic civilization, and What if the heroes are faced with the technological cargoes too valuable to do mandate to create the future in which without. As the centuries pass, the great they can exist? Guided by a computer- Advertisers’ civilization in the stars beyond Tomb- ized record of events in the 19th index stone collapses slowly. The starships century—some significant, others seem- come less and less often, until one day ingly trivial—the heroes must ensure AD&D Game ...... 19,25 they stop coming altogether. Tombstone that, one by one, they guide events in the Alderac ...... 21 ® is alone in a silent and dark universe, a proper direction. Should they fail, they ALTERNITY Game ...... IFC,1 ® frontier now left entirely to its own face obliteration as their timeline never AMAZING Stories ...... 75 devices. comes to pass. Better yet, what if they Chips&Bits ...... 47 As the human and allied alien faced an unknown adversary who Del Rey ...... 9 ® colonists go about their business, slowly sought to promote his own timeline at DRAGON Magazine ...... 45 forgetting the magical technology that their expense? Each time their adversary Dragon Multimedia ...... 96 ® had brought them to Tombstone, a dark succeeded, their own “hit list” of things Game Fair ...... 81 ® and dire threat arises: Tombstone’s to do and places to be might multiply GREYHAWK Setting ...... 11 native sentient race, a species once dri- threefold. Roaming the lawless lands of Interplay ...... 5 ven into exile on their own planet by the the American West, the heroes battle to Kenzer & Company ...... 89 overwhelming technology of the space- shape a future they can only guess at. Last Unicorn ...... 37 ® faring humans. Now, as human society MARVEL Setting ...... IBC slowly falters, the natives embark on a Museum Replicas ...... 103 campaign to eradicate the invaders from Pioneer ...... 17 their planet forever. Precedence ...... 15 What kind of alien creatures make up Pro Fantasy ...... 13 the flora and fauna of Tombstone? Who Rich started as a designer with TSR back TSR Books ...... 71 are the native sentients, and do they in 1991, after serving as an officer in the U.S. Warner ...... 16 actually possess the ability to extinguish Navy. His most conspicuous credits include White Wolf ...... OBC,23 ® humanity on the planet? Is there any work on the BIRTHNGHT campaign, the hope of compromise or peace? What PLAYER’S OPTION™ series, and the new ® kind of technological secrets might still ALTERNITY game system. exist, hidden in remote installations and

DRAGON 249 • 57

ool Wolf glared angrily at the ghost of his father. F “Quit telling Yellowhammer what to do,” he snapped, trying in vain to turn his horse’s head back the way it had been pointed. “Your mount knows his duty,” the ghost replied. “He knows you were turning south. The giant country is north and east. You aren’t much of a Mang, but you know that much.” Fool Wolf peered darkly at the cloudy apparition. It was still man-shaped but had lost its color. He could still see the intractable set of the old man’s mouth, however, so well remembered from youth. Beneath him, Yellow- hammer kept walking ignoring the pressure on the reins, as stubborn as the old man. Fool Wolf could be stubborn too. He swung his rangy body out of the saddle into the tall blond grass, walked alongside the horse long enough to extricate his sword, hatchet, and pack. Dropping them to earth, he plucked a akes the straw to chew, lay on his back, and studied the graying sky. W “What are you doing?” the ghost demanded, voice like leather sliding on stone. Weaker than before. “Resting.” “We have far to go yet.” “Tell me why you want me to go to the giant country,” Fool Wolf demanded. “Because I am your father, and it is your obligation.” Narrow Fool Wolf chewed the straw thoughtfully. That cloud looks like a grass bear with a long neck, don’t you think?” The ghost was silent for a moment. “You spit on every- thing right,” it muttered. “There isn’t a camp anywhere that will welcome you—among all of the tribes your name is reviled.” Fool Wolf laughed. “I’m welcome enough, if not by Forest chieftains, then by their daughters. I go where I want, I owe nothing ask nothing. There is nothing I cannot have if I desire it.” “Because you have no honor. You are not a proper warrior, you deny your destiny as a gaan, and now you even refuse your own father his last wish.” by J. Gregory Keyes “I don’t wish to be a gaan,” Fool Wolf said. “It doesn’t matter what you want,” the ghost hissed. The spirit chose you—” “Old man, if you ever want my help, you will stop this illustrated by talk right now. Not that I would ever forget what you did to me, but it’s stupid to bring it up now.” “You still blame me? Your own laziness and cowardice—” he stopped, attenuated now to a thin smoke, and tremored. “I’ve come back to help you, son. Help you be Mang again.” “You have come back,” Fool Wolf said, “because I got drunk and said your name, allowing your ghost to find me. You need something done in the giant country, some- thing a ghost can’t do, and I’m your only choice. Tell me what it is, or take Yellowhammer on and see if he can do it for you.” Again the ghost paused for a time. “So,” he sighed at last. “It is good that I am dead, with a son like you. Very well. Give me something to smell—for I am weak—and I will tell you. But let me start with this; if you do this, you will be rid of me.”

DRAGON 249 • 59 Fool Wolf sat up quickly. “You should have said that to He saw his first giant in the town of Ruwtya. It lay begin with!” He rummaged through his pack, took out his sprawled in the frozen mud of the street, thick black hair bow drill, and started a small fire. He put a bundle of matted like a bison’s, ice crusted, face hidden in huge incense in the flames, pricked his finger and squeezed in hands. When they approached, it lifted a head too large four drops of blood. More reluctantly, he placed a small even for its immense body. Its arms were longer than its cup of persimmon wine where the fire would warm it. legs, and its shoulders bunched like mountains. Fool Wolf The ghost leaned into the smoke, inhaling deeply, and figured it weighed about as much as a horse. Small, color gradually filled him up. Now Fool Wolf could see the bloodshot eyes stared up at him from the caves of its future of his own face—the same arched, narrow nose, skull as it fought—and failed—to stand. sharp cheekbones and sensual lips—but withered with “Drunk.” his father’s ghost said. “Most of the giants in age. It irritated him. Ruwtya are drunks, slaves, or mercenaries.” “Not enough blood. The wine is sour,” the ghost “That’s what killed you?” Fool Wolf said, scornfully. complained. “The giants in the forests aren’t like that,” the ghost “I keep the good wine for the living. Tell me.” replied, and for once did not see the need to elaborate. “A giant killed me.” Ruwtya was not a big place, but it was busy. It was the “Too bad. That’s what comes of going near giants.” northernmost point that the ran to, where the “This giant is a very powerful gaan.” cities of the south bought furs, mammoth ivory, iron, lum- “So? Since your ghost roams free, he must not have ber. Home to no particular people, it was inhabited by gotten your name or your body.” traders from the Nholish empire, Stone Leggings who had “No. I flung myself into an abyss. I was lucky.” given up the horse life and settled down, mountain tribes- Fool Wolf snorted. “Yes, very lucky. You want me to men the color of fishbelly. The streets were narrow and avenge you, is that it?” fetid, all too often blocked by supine, prone, or staggering “No. I escaped, but he still has Slate Lightning.” giants. “Oh.” Fool Wolf said. The Mang and their mounts were He found a stable for his horses and sold two of them relatives, descended in parallel lines from Nagemaa, the for twice what they were worth, then went to the com- Horse Mother. Leaving Slate Lightning behind was like mon house, a long hall ten paces wide but some eighty leaving a brother. Worse, it was told that the perfect long, half buried in sod. Its three hissing firepits warmed mount and rider were often reborn together as one being, his frozen bones, and the drink they served—an unfamiliar something every Mang longed for. brew that tasted something like honey but more like “Now you see why I need you,” his father added. smoke—was heady. Settled on a bench and watching a “Yes. You need a good thief, and you raised the best.” couple of men playing bones, he contemplated staying in “Stealing from one’s enemies is honorable.” Ruwtya for a while, despite the ghost’s constant pestering. Fool Wolf laughed as he kicked out the fire. “Stealing It seemed a place where things might come ones way. gets me what I want, that’s all. What I want is rid of you, He was admiring one such thing—hoping she would so I’ll steal Slate Lightning back. How many days’ ride?” come his way—when a giant came instead. “Two months, if the weather is good.” It crossed the room like a dog walking on its fists, mas- Fool Wolf sighed, picked up his things, and remounted. sive head level with Fool Wolf’s. At arm’s length it stood, “The weather won’t be good,” he said. close-set eyes suddenly gazing down from the rafters. Mus- cles the size of his leg played across a chest as wide as the *** distance between a man’s outstretched arms. It stank of They crossed the great River Woman by walking on her, damp fur, urine, and alcohol. beneath glacier clouds and bitter sleet. A week later, Fool “You. Mang,” It burred, in deep and reedy Mang. Wolf found a camp of people who did not know him, and “Yes.” so stayed with them a few days until they began to sus- “You come here to fight a Giant?” pect his luck at the bones was not all luck. By that time he “Possibly.” had an extra coat, two more horses, a new iron gorget, “I’m for you, then. That coat.” and some fond memories of a girl aptly named Chattering “What?” Laughter. The giant blinked slowly and tapped its chest. “You A month later, he crossed paths with a trade caravan win, I dead. You get coat back. Get my skin too. You lose, headed to the warm, lazy towns of the south—Wun, Nyel, you won’t need. Good deal.” Glittering Nhol itself. Grumbling, he watched it vanish on Fool Wolf blinked. Young Mang warriors sometimes the white horizon. He had meant to try his luck in Nhol came to prove themselves against giants, returning with that winter. tales of epic battles. Was this the truth behind their brave In all it took four months to reach the edge of the giant stories? Drunken giants hiring out as opponents? Probably. country, mostly through the territory of the Stone Leggings “This coat will fit you?” He asked. people, who attacked him twice. The first time, when there The giant poked at his garment, a finger as thick as a were six, he lost them in the hills. The second, when there sword grip indicating the Nholish coins sewn all over it for were only two, he gained two more horses, four gold coins, decoration. “Coins fit my hand. Buy more wine. You another hatchet, food. ready?” “Now?” *** “Thirsty now.”

60 • JULY 1998 Fool Wolf laughed, “I didn’t come here for that.” rubbed his hands over the flames. “Do you know any of “Why else? Mang come here only for that.” the local gods?” he asked the giant. “I should probably “Not this one. But maybe you can help me in another make an offering.” way, and thus earn something. I need a guide into the “Not know these here. Offer some fat.” giant country. I’m looking for a particular giant.” “They don’t like wine? Most gods like wine.” The giants eyes widened and he swayed. At first he The giant cradled his wineskin as if it were an infant seemed to be sneezing but then Fool Wolf realized that the and wagged his head no. In the shuddering light, he rheumy gasps were laughter. It leaned forward, fists on the looked something like a child, with his over-large head, table. “You go to fight Forest Giant? Elder?” He hooted a bit largely hairless face and forehead, his round-eyed stare. A more, rapping the table with his knuckles. “Your name child, or a very old and hairy man. ‘corpse,’ then. That not who Mang fight, little man. Not Fool Wolf chuckled. “What do I call you, wine-skin smart Mang who want to live.” giant?” “I don’t want to fight him. I just want to find him.” The giant nubbed its fingers against it brow for a “We need no guide,” a faint wavering above the candle moment. “Dog,” he finally said. “Call me Dog.” flame interjected. “I know the way.” “Dog, what do you have against your father, that you “You know the way to get killed,” Fool Wolf answered would cooperate with an enemy to kill him?” irritably, wishing the ghost had stayed outside. “I want to “Mang not our enemies.” live.” “We come and fight you.” The giant looked a little confused by his exchange with The giant scratched his face. “We think you silly. Why the candle, so Fool Wolf added, louder, “we have a deal? anyone want to fight giant? But if win, more wine. If lose, You will guide me?” die, maybe even better.” “What giant you hunt?” “Why?” “I don’t know his name. But the name of his territory is—” “If can’t live in forest, stay drunk or die.” he struggled to say the word as his father had said it—“Uh- “Live in the forest then.” moko, or something like that.” “Can’t. Father live there.” The ridged brows arched, taking most of the high, slop- Fool Wolf tossed more branches on the fire, and sparks ing forehead with them, then collapsed back onto the swarmed skyward. “Somewhere else, then. small eyes like a mountain breaking. Without another Another forest.” word, the giant turned, dropped back onto its hands, and “Nowhere else. Father has U’u’omqo, all its gods, walked away. ancestors, wives. The forest awake only for Father.” “But if you take his Uh-uh-mo—his territory from him?” *** “Then U’u’omqo awake for me, ancestors and gods serve me. My older brothers all dead. I try to take territory Fool Wolf paused in the birches, watching the hulking fig- once—l lose. Very hard to beat Elder when the U’u’omqo ure pull itself up the slope, dragging a sack behind him. wakes for him.” “You changed your mind,” he called down, as the crea- “Ah,” said Fool Wolf, starting to understand. “How big is ture entered bowrange. your father’s territory?” The giant raised it flat-nosed, pumpkin-jawed face to “Take ten days to cross.” regard him. Fool Wolf nodded, thinking. “Yes.” “Why you hate your father?” The giant asked, waving “May I ask why?” its knuckles at the ghost where it floated above the flame. “No.” “You can see him?” “I wonder how many arrows it will take to kill you, “Yes. He speak to me, too. Says you bad son.” then? For all I know, you’ve just come to murder me and Fool Wolf stirred the fire, silently. steal my coat.” “Yes, son, why do you hate me?” The ghost quavered. The giant paused, then settled back against a tree, Fool Wolf jabbed a brand angrily at the shade. “You hairy paunch nearly hiding his squatting legs. He looked should never have done what you did.” tired; understandable, given his weight and the steep “I wanted you to be a great gaan—you wanted that grade. “Giant you hunt is my father.” too.” “All the more reason for me to shoot you.” “I was ten! Of course I wanted that! You told me the sto- “You go to kill him. You won’t kill him. But with your ries of the great ones every day, of Snap Copper, who help, I might.” stole the Moon, of Zha Yazhbu, who fought the Meat Fool Wolf turned toward where the ghost hovered, a Mother and ran off with her daughter. You filled my little- smoke as pale as the birches. “I’m beginning to like this boy-head with all of that, and then took me t-to—” he stut- giant,” he said. tered off, poked angrily at the fire, and then looked back at the ghost. “You couldn’t choose a reasonable totem for *** me. No, no. It had to be the most powerful god you could The giant watched silently, sucking from a huge wineskin, find. I trusted you, and you didn’t know what you were as Fool Wolf wakened the Fire Goddess with his bow drill doing.” and asked her to keep the night cold from stealing their “I wanted you to be powerful,” his father said, paused, lives. As branches popped in her yellow teeth, Fool Wolf and then, “The old ones said you could be the most power-

DRAGON 249• 61 When they lay quiet on her sleeping mat, a bit later, the He went outside, checked his weapons, mounted Yel- giants were still shouting in the distance. lowhammer, and rode back toward the shouting. One of “How long will it take?” Fool Wolf asked, tracing his the giants sounded very weak now, and it was probably hand over the slight brown curve of her belly. the wrong one. This is the longest of all his battles,” she whispered, standing up and slipping back into her cloak. “I think you *** should leave now. If you’re still here when my husband wins, it will go badly for you.” He found them in the same clearing, though it was much Fool Wolf was feeling generous. “Why don’t you go larger, now, the bamboo burnt, blasted, twisted from the with me?” he said. “I doubt he’ll have the energy to chase ground. Dog was still trying to stand upright, having a hard us after shouting all night. I can protect you.” time of it. His fur was pasted to him with blood and sweat. She looked at him in mild surprise. “I don’t want to go,” A few small gods and beasts still hung near him, but more she said. “If I did, I would just go.” lay piled dead at his feet. “I don’t understand.” The larger giant didn’t look tired, nor did the legion “It’s good to be a Giants wife. I do a few things for swarming around him. In the daylight he was even more him—things Giants can’t do very well. He doesn’t ask much impressive than at night, his body shivering like a plucked of me. I never have to sleep with him, because he doesn’t lyre string, humming with power. care about that. I don’t have to look after children.” Fool Wolf didn’t waste any time. He wheeled Yel- “But you seemed to like what we just did.” lowhammer around the edge of the clearing, arrows whin- She smiled and bent to kiss him on the forehead. “It ing from his bow. The first three sprouted in a neat cluster was nice, and I’m glad you came by. You were gentle and on the giant’s chest, and were the last to hit. He shot four thoughtful, which few men are. I’ve had bad luck with more, all true, but none reached its target, deflected by a men. You were nice, despite your rude entrance—” shield of boiling air. But blood started from the wounds— “I was in a hurry,” Fool Wolf protested. that was a hopeful sign. He pulled his sword, as the giant “I know. But your flaw is that you would never stay followed him with impassive eyes. It shuddered, growled, with me, am I right? And then I would be back in that and spit. world of men, alone.” It didn’t feel as if three separate things hit Fool Wolf. The “I might stay with you.” blow that knocked him off of Yellowhammer was like a “No. I can sense something happened to you. You hand the size of himself slapping him. But as he sat up, were in love, once. Did she spurn you?” dazed on the ground, he counted three bloody holes in his Fool Wolf drew a skin around himself, a bit chilly. “She own chest. That was not hopeful at all. Cut wrong way. The died,” he answered. bamboo blurred into green walls as his vision faded, but he “You see? It’s better I stay here.” noticed Dog making one last try, leaping physically toward “I saw a woman with no nose—” his father. “Yes. Giants are better husbands for us. Giants aren’t Well, that was stupid, he thought to himself. cruel like that.” She cocked her head. “How did she die, Indeed. You need me, now. your love?” He shook his head. Had he slept? He was in a cave, Fool Wolf sought for his clothes. “I have to go,” he said. low roofed, water dripping all around. Roots trailed down “Thanks for your hospitality, and—” he stopped as, reach- like the earth’s hair. Beneath him was nothing, darkness, ing for his leggings, he noticed a saddle-pack in the cor- a few stars, but he wasn’t falling. ner. It was Mang. In front of him was Chugaachik. She looked like a Dirk- “What’s this?” he asked. Panther, black, eyes phosphorescent yellow. “Something the last man through here left,” she said. “Where am I?” Fool Wolf asked the goddess. “He was after my husband, though he did not tell me so.” “In your Bone Mansion, where you’ve kept me all “How do you know?” He turned the pack in his hands. these years,” Chugaachik growled. “All I ever wanted to do No mistake, it was his father’s. was help you, love you. I came to you in good faith, and “He kept asking questions. Pretty sly, but I knew what you keep me locked away.” he was getting at. Men aren’t very smart when they aren’t “You’ll stay here, too.” wearing clothes. He thought—he heard that the heart of an Chugaachik—now a great, black Jackal—laughed. “Oh, I Elder Giant was a kind of medicine.” think you’ll change your mind. You are dying, you see, Fool Wolf cocked his head. What sort of medicine?” and when you die, the giant will keep you with the rest of “To cleanse an unwanted god. For instance, if a gaan is his beasts, along with your father. Won’t you like that?” host to an evil god rather than a helpful one.” “Darken your mouth,” Fool Wolf said. “He’ll have you, “Ah,” said Fool Wolf, breath catching in his throat. “Ah.” too.” “Is something wrong?” she asked. “All together, then. How charming. Or—” her grin split “Is it true? That about the heart?” around to her long, pointed ears and her tongue lolled “No. Idiots get killed here every year trying to find out, out “—or we could kill this stupid giant and be about our but the answer is no.” business.” Fool Wolf shook his head and knocked his fist against Fool Wolf looked at the monster. “Yes. But I don’t care his forehead. “So stupid . . .” he muttered. for your business.” “Is something wrong?” “Liar. It wasn’t so bad, that one time, was it?” She was “No,” he replied, tiredly. “I just hate my father, that’s all.” the most beautiful woman he had ever seen, dusky, black

62 • JULY 1998 giant stood up at the edge clearing that made Dog look passed, latecomers to the brawl. Despite himself, Fool Wolf like a pup. One Fool Wolf standing on the shoulders of felt a bit proud of Dog for putting up such a good fight. He another might be able to look him in the eye. His tree-trunk wished one of them would go ahead and die, though. The arms stretched up into the cave of night as if to pull down whole territory was sunken into the Lake, and he could the sky. The gods, ghosts, and beasts fell silent, gathered not find his way out of it until the fight was over. behind him like obedient children. All, that is, save one, a Midmorning, he noticed the tracks of a human being, stallion, coal black with ashy strips on his hindquarters, probably a woman. That was intriguing—even if it was No- staggering toward them as if through a high wind. Nose—and so, having nothing better to do, he followed “Slate Lightning!” His father groaned. them. They shortly brought him up a small rise and a clear- Dog trembled, but he inched forward, dropping to all ing, in which, to his surprise, sat a small yekt— a house in the fours and then raising up again repeatedly, a dance. “Now, style of the Mang, with log walls and a domed roof of bark. Mang,” he said. He rode near, cautiously. “Wait!” Fool Wolf shouted. “Can you understand me?” After a moment, a woman came out. It was not No- He spoke to the greater giant, head thrown back, fists on Nose, but a shorter woman, perhaps thirty. Nice looking, his hips. from what he could see of her, though she wore a heavy “I can.” A Human woman said, stepping from the shad- bear cloak. Tantalizing bits of thigh peeked from it. ows. She looked Mang, perhaps twenty years in age. She “Huzho, Shigiindeye,” he called, the polite Mang greet- might have been pretty once, before her nose and left ear ing. The woman stared at him for a moment, frowning. were cut off. “Have you come to try to kill my husband?” she finally “You cannot bargain with him,” his father’s ghost asked. hissed. “You have nothing to bargain with.” “The giant? You’re his wife?” “You can speak for him?” Fool Wolf asked the woman, “One of them.” ignoring the old man. “He has more than one?” This sounded better by the “He speaks through me.” moment. “They all live here?” “Good. Tell him I’ve brought him something then. A “No. Each one has her own camp. Did you come here ghost that once escaped him.” he gestured at his father. to fight him?” “His true name is Sheshchugaa‘en.” He turned to his father. “Not at all. I came to give him something. Are all of this “Sorry,” he said, “but now I’m rid of you—as you said I giants wives Human?” would be—and you and Slate Lightning are back together.” She grinned crookedly. “Of course not. Most are giants. Dog and the ghost of his father both gaped at him. How do you think he sires children?” Then the big giant roared, and his father jerked like a fish “I was wondering that very thing,” Fool Wolf remarked, on the end of a sinew line. dismounting. “Son . . .” the ghost began, and then stopped, his mouth “Stay there,” the woman warned. frozen in mid-word. “I’ll stay right here,” Fool Wolf promised, holding up his Dog let out a strangled cry of anguish. “You not help?” hands. “As I was saying, I wasn’t really able to picture— Fool Wolf shrugged. “Sorry,” he repeated, striding well, you know—though I was enjoying imagining part of toward Yellowhammer. it, if you know what I mean.” He let his gaze travel a little Dog’s whole frame slumped; Fool Wolf thought he obviously over her. “Anyway, I can’t leave here until those would become a puddle. But then he straightened, and two stop going at it, so I wondered—actually, could I step something hard glinted in his eyes, before he turned a little closer? This is straining my voice.” toward the larger giant and shouted again. For an instant, “A little.” nothing happened, but then a portion of the beasts broke “Good,” he said, doing so. “And might you have any uncertainly from their pack and came to join him, crouch- thing to eat?” ing at his feet. “Stay out here,” she said, turned and went into the The elder giant roared and started toward Dog. Fool yekt. Wolf figured it was time to go. The whole forest shud- He walked over to the door. “I was wondering—” dered with their calls, but everything seemed to be ignor- “Stay outside.” ing him. With his horses, he quietly left the clearing, “I’m still outside, as you can see. But I was wondering if picking his way through the dark bamboo. He could be I could just step in a little bit. I’m cold.” out of it well before morning. “A little,” she said dubiously. “I was thinking you must be lonely for Human men. *** Did the giant kidnap you?” “No,” she said, stirring something around in a cooking Dawn came, a golden smoke drifting through his many- pot. columned world. He was still in the bamboo, and the “Can I come a little closer and smell what’s in the pot? giants were still shouting at one another. Distance had not “A little,” she allowed. diminished the sound much, but had changed it. Their “I admire that cloak. Would you mind if I felt of it?” deep chested calls now sounded like drums booming in a deep cave. A horse-sized dragonfly with a body of molten *** sky whirred by, a wild god that was part boar and part bear crashed at the limit of vision. All night they had

DRAGON 249 • 63 ful gaan in ten generations. I thought—” a peculiar expres- “Sword not help you against father,” Dog opined. “Cut sion stole across the shadow face. “I’m sorry, my son.” wrong way.” Fool Wolf felt his jaw drop. It was not something that Fool Wolf kept whetting. “Maybe not. What do you happened often to him. ‘Now there are some words I did- plan to do?” n’t think you even had in your chest,” he remarked, when “Call him dead.” he recovered enough to move his lips. “That’s quite a plan,” Fool Wolf remarked. “I thought you “I am sorry,” the ghost repeated. might hit him or strangle him or something.” “And I don’t care.” He stood up and turned his icy back “Call not right word. No word in your language.” to the flame. Behind him, the ghost drew near his ear, “Well, then. You said I could help. How? whispering. The giant munched on a bamboo shoot, mouth grind- “I tried to—” the old man wheezed off and started ing like a cows. “I never beat father if just him and me. again. “I know you are reluctant. I know you don’t want While I call, you protect me. Distract father.” to call her from your mansion of bone. But you will have “That should be easy enough. I’ve been told I’m dis- to use she-who-dwells-in-you to defeat this giant. He is tracting.” too powerful for a mortal man.” He was more or less satisfied with his edge, so Fool Wolf shook his head. “I have a plan already, so resheathed the weapon. He was about to ask Dog what save your advice.” He turned back to the giant, grinned. he meant by ‘cut wrong way’ when he noticed something “Did we answer your question?” he asked. wrong. “No,” Dog replied. “But not matter.” Whippoorwills had been singing since sundown, but “Don’t worry, we’ll beat your father.” now their glissando lamentations were in unison, joined by Dog showed his chisel-like teeth, then gulped more the ululating shrieks of shrew owls, frogs, and thuttering wine. “Or die, this time,” he said. “Almost as good.” bats. All the night beasts crying together, as if they were fol- lowing the slow beat of a drum. *** Or a heartbeat. The land changed its mind often, in the next few weeks. It Fool Wolf scrambled to his feet, an instant or so before was mossy heath and shattered rock, it was spruce and Dog. Tamarack, it was frigid marsh. They crossed a snaking “Search in your mansion of bone,” his father hissed. granite ridge and Dog hung back, his eyes flicking about “Release the goddess! Quickly. I could not defeat him, but like agitated bees. you can.” “Here starts,” he muttered. ‘U’u’omqo. Narrow Forest.” Fool Wolf shot the old man a glance, and that was Below them, wind gods made love. Fool Wolf heard what he saw—not a pale shadow, but the old man him- them, rustling and moaning, singing through the bamboo, self, as he had been in the flesh, solid. pushing pale ripples across the swaying tips all the way to “We’re under the Lake,” he realized, aloud. the mountain-clouded horizon. It did not look narrow. Dog scrunched his brow. “Lake?” ‘How do we find him in there?” Fool Wolf asked. “The world is like a lake. We live above the surface, the The giant choked out his humorless laugh. “He find us. gods and spirits below it. Gaans can travel beneath, to the You have wine?” otherworld, through the skins of their drums, but it isn’t “You drank the last a week ago.” easy. The head of the drum is the surface of the lake, and Dog nodded sadly, blinked slowly, and started down beating makes ripples—” he trailed off, because Dog was the slope. nodding. The cane spoke to them in a tongue of hushed rattles, “Understand. Father need no drum. Where father walk, enclosed them in a cage of a million bars. Within, the is all the same, below Lake, above it. Where father walk, name the giant had given it made more sense. The dead always ripples. He walk, now. Forest awake.” shafts from the years before were thicker than his thigh As if to prove this, the bamboo rustled, as though and as tall as a splintpine, the new spring growth still swarming with locusts, and indeed, Fool Wolf felt hun- mostly head-high shoots. The giant pulled up the young dreds of small things slapping into his face, arms and legs. ones and ate them as they went along, somewhat defi- When he caught one in his hands, it became a cool wisp antly. “Father’s food,” he would mumble, now and then. of air. All around him, larger, more worrisome gods began But Dog belonged here. Even Fool Wolf—who did not crawling from their deep pools, burrowing out of the care—could see that. His charcoal-and-umber streaked fur earth, climbing through the tops of the bamboo, singing was a shadow of cane, and he eased his suddenly grace- as animals and Human Beings cannot sing. Eyes ful bulk through the forest with almost no sound, some- appeared at the clearings edge, catching the fire and thing Fool Wolf, Yellowhammer, and the other horses laughing it back at them. Slope shouldered canines, nei- certainly could not do. He was a different creature from ther wolf nor dog, paced at the rim of vision. that pitiful thing in Ruwtya. Dog towered up on two legs, stretched his arms wide, Toward sundown, they found a place where all of the and roared. Roar was actually not the right word—it was cane had been tramped down, and the young shoots more like some sky filling trumpet, sonorous, brassy. He were gone. Despite Dog’s protests, Fool Wolf elected to did it again. camp there, where he could at least see a little spot of An answer came that swept his voice away like a cot- sky. Fool Wolf took out his sword-fine steel, stolen from a tonwood leaf in a tornado. Fool Wolf felt it in his marrow, Swamp Kingdoms mercenary—and began to sharpen it. as each pair of eyes, each invisible god answered, and a

64 • JULY 1998 hair with just a hint of a curl in it, naked body retaining “I won’t be calling your name again,” he said, very something of the cat. softly. “And I doubt that I’ll ever roam the same plains as Fool Wolf stabbed a finger at her. “I’ll be rid of you.” you. Be free.” “Maybe one day. Not if you die now. Better choose.” “Thank you, my son.” Fool Wolf bit his lip until blood came, knowing she was “Go.” right. He closed his eyes, and willed open her dwelling. And the ghost went, like a candle winking out. “Let’s go then,” he snarled. Dog was squatting on the ground. “Why you kill my He opened his eyes as Dog fell. Fool Wolf leapt, a cat wives?” he moaned. made of lightning a running flame. The big Giant saw him Fool Wolf flicked him a weary glance. What excuse coming at the last second, and then Fool Wolf was on him, could he give that the giant would understand? None. tearing through his spirit guardians, sinking claw and teeth “It’s better not to inherit too much from your father,” he into giant flesh. The small gods fell away from them, con- murmured. fused. The Giant, swinging his huge arms too slowly, He mounted Yellowhammer, leaving the Giant rocking opened his mouth to Call. there, and rode south. He would go the long way, past Full Wolf tore his voice out, and most of his throat, too. Ruwtya, and thence to the Swamp Kingdoms. That would take two or three months, four if he dallied. By then he *** should be ready for a drink, a game of bones, a little plea- sure. By then he would be able to look another person in He awoke, painted in blood. He was in the woman’s yekt, the face and smile. and she was outside, spread-eagle, lidless eyes set sight- less on the sun. Fool Wolf put his head down, and for the first time in many years, he wept. Don’t be so pitiful, a voice in him said. It was fun, and you know it. Greg Keyes finds the inspiration for his fiction in the cultures “I won’t call on you again,” Fool Wolf snarled. “Ever.” he studies as an anthropologist. As preparation for his latest You said that when we did those fun things with your other novel, he recently took up fencing—research with a point. sweet lover— what was her name? Fool Wolf clenched his jaw and forced the gates of his heart shut. He could do it, when she was sated, when it was too late. The voice faded, was silent, leaving him with only his own sobs. A moment later, he heard footsteps and looked up to see Dog crossing the yard, limping and dragging one bloody arm. Behind him came a strange ghost, one with the body of a horse but the upper torso of a man joined to it where head and neck ought to be. “The legends are true, then,” he whispered. “My son,” the ghost said. “What have you done here?” Dog too, was staring at the woman’s remains. Why?” He croaked. Fool Wolf put his head down. “You’ll have to find new wives, Dog.” “All?” He nodded slightly, then glanced up at the horse-man- ghost. “You see why I don’t want to be a gaan, now, father? “I didn’t know it was Chugaachik, I swear to you. I thought she was a different spirit, an ordinary lion god- dess. She tricked me.” “Why didn’t you tell me that before?” “I never knew, until yesterday. A ghost can see what a foolish man cannot.” His face twisted. “I never understood. You were right to give me to the giant. You should have left me with him.” “You never believed me. You always thought it was just because I was weak. Yet you came all of the way here and got killed trying to cure me.” The ghost looked away and shrugged. Fool wolf wiped his face, got up, and started to gather his things, trying not to look at the woman or remember the others, the children.

DRAGON 249 • 65 THE DARK LADY Nurvureem

N A GRASSY BANK OVERLOOKING THE LONG

road north of Amphail stands Rundreth Manor, once home

to the warrior-adventurer Galath Rundreth (whose bones lie For those who enter somewhere in the wood that used to be its back garden). A succession of rougher owners followed Rundreth, most of them using the many-

Rundreth's gloom pillared house as little more than a cave to shelter in between raids or Go willingly hunting expeditions. These included the Brothers Skladdar (who grew wilder than the beasts they trapped, and whose skins they wore) and to waiting doom. Emvorele the Gentle Blade (an elven coach robber as skilled as she was

—from My Lady of Shadows small; she stood four feet tall in battle-boots and swung a sword the by Inder Braelen Year of the Wave size of a fire-skewer).

About twenty years ago, most of the others away alive but changed. The sur- manor’s roof fell in, and a battle between vivors return with a faraway look in their rival adventuring bands both seeking to eyes and doom riding their shoulders camp in what was left of the once-grand like a dark, tattered cloak that curls and stone mansion caused two of its pillars to switches of its own volition. topple, crushing three men beneath their It’s certain the young male adventur- bulk and gaining Rundreth Manor a rep- ers lured to Rundreth believe they’re in utation for being haunted. Inevitably, the company of someone very much folk of Amphail and passing merchants alive—and that the fearful few who saw the ghosts of the dead adventurers come equipped to slay a vampire find no watching them from the ruins. such foe and are persuaded to set aside The truth was probably less poetic. their weapons by a friendly lady Some Outlaws have done a little howling and a who’ve seen this Dark Lady say she’s little melting noiselessly away into con- small of stature, catlike in her grace, and cealment and have been dubbed clad in too little to conceal any weapon. Ed Greenwood “ghosts” before. Yet everyone seems to And yet man after man of the young agree that the Dark Lady who haunts warriors who enter Rundreth is found Illustrated by Rundreth Manor now is something dif- dead—torn apart as if by great jaws and Storn Cook ferent—something that brings death to tossed out onto the road, piece by piece, many handsome young men, sending for flies and passersby to find.

66 • JULY 1998 If we can believe the ballad of the min- offspring of an isolated drow enclave tative forays that occurred only in fog, strel Inder Braelen (who returned to the who were enslaved by shadow dragons stormgloom, or the darkness of night. Manor several times before disappear- in the remote northeastern Sword Coast Nurvureem shuns the company of ing there four winters ago), the Lady North over a thousand years ago, and other drow and worships no deity, drow brings men to the ruined house by the after many centuries broke free of their or otherwise. Only human, half-elven, score for purposes of seduction—or to servitude by mastering enough magic. It and elven mages customarily impress rob and slay them. She usually kills such must be emphasized that this “origin” is her; she treats such individuals with paramours but lets the occasional one pure speculation. Nurvureem has more gentle care until she’s taken her measure go. Those who spread word of what than once revealed that she’s been alone of their power and decided whether she happened to them, such as Inder, soon should seduce them, remain hidden, disappear. Those who hold their seize items and spellbooks while they peace and remain friendly to the sleet. or simply attack. Dark Lady are suffered to The Dark Lady’s seductions live. Inder claimed that some seem designed to win long- of these men remain her time friends and perhaps a willing servants lifelong, mate. Friends who later obviously still fostering a prove to be weaklings or love for her. who turn against her Inder’s ballad lays become coerced allies, bare two secrets of the fearful servants, or—most Lady Her habits, love often—swiftly dead at her of concealment, and the hands. Only Nurvureem illusion magics she knows what she truly wields conceal her true seeks and whether she nature from all save can come to trust those who become any other being. her intimates—that From her deeds and she is a drow. Inder words passed on by men saw something more. she’s entertained in ruined The Dark Lady was Rundreth, we know that more than a dark elf, Nurvureem is lonely, prob- or else a drow who ably less than sane, and could shapechange at unrepentantly evil. She will. openly delights in theft and Certain Harpers— cruel pranks such as misdi- one lover of the Dark recting caravans over cliffs. Lady among them— On at least three occasions know rather more she’s tricked mages into about the deadly attacking the isolated homes lady of Rundreth of other mages, then tried to Manor, and between slay both wizards while they what Volo learned dueled, or to steal what magic from them and what she could during the fray. he’d overheard at a She exults in slaughter and in Mage Fair (before his writings made viewing the destruction wrought by him widely unpopular among mages), others, yet she can also be tender and he pieced together the truth about the IT’S CERTAIN THE YOUNG MALE ADVENTURERS vulnerable, seeking both affection and Dark Lady, facts Elminster has con- lured to Rundreth believe they’re in the company protection. On one occasion, she offered firmed. of someone very much alive . . . her throat to a wary Harper, drew his Her name is Nurvureem, and she is a own dagger and put it into his hand, drow . . . and more. In fact, she’s a drow and wandering for as long as she can bidding him strike if he thought it best. weredragon, a drow who can change to remember, with no memory of parents The Harper found he could not bring a shadow dragon at will. A few veteran or even a time when she was young. She himself to slay her. He insists that she Harpers call her “the Drow Dragon.” does recall a time when she hated sun- had placed herself, tilting her head back Her origins are unknown even to her, light and lurked in caves that come to over one of his arms and wrapping his but some Harpers have speculated that the surface somewhere near Triboar, cloak around and around her own arms Nurvureem may be the last surviving exploring the surface world only in ten- to thoroughly bind them out of the way,

DRAGON 249 • 67 killing stroke had he delivered one. Her she’s employed a variety of outward The Drow Dragon has no one true lair submission might have been a clever appearances and aliases, but she always but maintains several hideaways and gamble, but it wasn’t a trick—no change dwells alone. To all outward appear- magic caches across the North. One is a to dragon form or sudden movement ances, Nurvureem is a very talented tumbledown cottage in the hills east of could have saved her. Many Harpers Red Larch surrounded by monster skele- who heard the tale consider it clear evi- tons to deter casual explorations; dence of her insanity; a few others are another is a dry gulch (large enough to more charitable in their views. hold a shadow dragon lying flat, and All accounts agree that, whenever hiding healing potions under tum- she’s attacked in earnest, Nurvureem bled boulders at its heart) in the changes to shadow dragon form, gently rolling hills west of the though she can use her spell-like dra- High Forest and east of Beliard. conic powers when in drow shape and A third is known to be a cave when (as a drow) she’s maintaining a high in a mountainside or human semblance through the use of rocky height somewhere illusion. near the area Nurvureem is First mentioned in travelers’ journals known to roam—but just circa 1304 D.R., Nurvureem initially which pinnacle, Volo was roamed a fairly small area of the North, unable to learn. ranging east and southeast from Triboar To Nurvureem, lairs seem as far as the High Forest (never going little more than places to north or west). In recent decades, she’s hide from prying eyes and known to have followed the trade routes keep a little magic hidden for as far south as Baldur’s Gate, lingering emergencies. Once, sorely near Daggerford, and up the Delimbiyr wounded, she was observed as far as Secomber. She stayed in the to “hop” from lair to lair, Bargewright Inn for two seasons, quaffing healing potions at wreaking such havoc that local each until she was strong Harpers persuaded a drow enough to resume her busi- priestess of to join them ness: spying on those who’d in ousting her. At their first con- harmed her, and plotting their frontation, Nurvureem screamed imminent doom, which she in rage and fled, lurking in the subsequently brought about. wilderlands for almost Rockfall traps (employing deli- a year. cately-balanced and wedged boulders that will crush some- one approaching a potion cache he Harper found from the easiest or obvious direction, but which do nothing if some- he could not bring himself to slay her. one gets at the potions by another way— usually a way that involves some A mage who one night conjured the seamstress who seems able to see and climbing or crawling) feature in some of illusion of a drow warband to drive function perfectly in the dark. When in these hideaways, but in general the away Nurvureem reported that she was this guise, she is always prepared for Drow Dragon’s lairs are simple shelters, “visibly upset” by the sight, even though attacks; her cottages have alarm-warn- not fortresses studded with spells or she evidently knew it to be only an ing traps, such as balanced buckets of other perils and manned by servitor image and not a real group of dark elves. old metal scrap and tripwires, set ready creatures. The Drow Dragon seems to avoid cities, against intrusion. Nurvureem uses ruined Rundreth large caravan camps, and anywhere that When in dragon form, Nurvureem is Manor purely as a place to which to lure is home to noise, bustling activity, and believed to be in all respects an adult young human male adventurers, main- lots of folk. On at least two occasions, shadow dragon. She can employ her taining a hidden cache of wine, clothing, she’s taken rural employment as a draconic ability to converse with any and food there, but little more. If she sus- “shroud-spinner,” preparing the bodies intelligent creature, as well as the spells pects a man is going to betray her of the dead for burial, so as to gain a she gains as a shadow dragon, while straightaway by summoning adventur- ready supply of carrion to dine upon she’s in any form. ers or Waterdhavian patrols to attack her,

68 • JULY 1998 she often gives him a gift she keeps hid- The Deeds of Nurvureem traps to let her feelings goad her into den somewhere in the ruins: the Nurvureem has been alone and wander- instant attack before she’s examined her enchanted sword Blazhserblane (a long ing the Sword Coast North for at least surroundings and considered the situa- sword +1 that dates to the time of the seven decades. She seems to like drow tion. Most plots to slay or capture her Fallen Kingdom; it can glow with faerie form, scouting lands by night, lazing in amuse her more than anything else, and fire when grasped and commanded, can caves or swimming holes by day—and she seems to view the strivings of adven- jump with its wielder once a day, and hunting in dragon form at twilight when turers as personal entertainments pro- bears a permanent tracer spell linked she’s found prey to her liking, or assum- vided for her by Faerûn. She often spies with a gem that Nurvureem possesses, ing dragon form whenever she encoun- on adventuring bands she sights in the allowing her to follow the movements ters trouble. The Drow Dragon often wilderlands, seeking only to enjoy “the and know the approximate whereabouts sports with prey, chasing and toying show” (and dining on whatever they of anyone bearing it—and clearly hear with them for some time before slaying. slay, once it’s suitably rotten). all words they speak, regardless of dis- Dead victims are often transported to Nurvureem can be alarmed—into tance or intervening magical effects. rocky heights to become properly ripe seething anger—if she discovers plots for her liking—places she can watch against her involving other dragons. She Nurvureem’s Domain from adjacent rock pinnacles, swooping despises dracoliches and the Cult of the Nurvureem knows every ravine and down to kill carrion-eaters drawn to the Dragon. She destroys Cult members and nameless creek from Triboar to Calling remains. bone dragons alike when they cross her Horns. Her roamings take her along the After dragons (and their kin, path, though she doesn’t bother pursu- verges of the High Forest to Secomber, wyverns), humans are the favorite prey ing them. thence along the edge of the High Moor of the Drow Dragon. Magic-wielding Nurvureem uses the men who leave and the Misty Forest to the Way Inn, and humans are of the most value to her Rundreth Manor devoted to her to bring back northward through Daggerford to because of their knowledge and the her back magical items, potions, and skirt and Goldenfields, tak- items they might carry—but their flesh spell scrolls—and to keep her informed ing in all else to the edges of the Krypt- tastes no better than that of humans who of adventurers and Cult agents active in garden Forest, and thence to Triboar know spells only through folktales. her domain. Occasionally she’ll visit one once more. This is more a “stomping Nurvureem hates other drow and is of her “Faithful Few” unannounced, ground” than a patrolled and defended both fascinated by and fearful of other appearing across their fire at night, or in domain. sorts of elves. Elves who treat her with Velsaert of Baldur’s Gate calls her arrogance never fail to enrage her, but “That deadliest of dragons—the sort Nurvureem has tasted too many who evades battle and all the other out- ward show of draconic life, to lie low when other wyrms roam or seek to do battle . . . only to rise up when unex- pected and strike out of the shadows like a merciless snake.” Rotting dragonflesh is Nurvureem’s favorite food, and she gets it by slaying adventurer- or weather-weakened dragons and plun- dering their hoards for all the magic she can find, use, or trade, before dining on her prey. Nurvureem has slain all to whom she’s known to have revealed her true nature. Her victims include: Oskalymm the Old, a black dragon who once laired somewhere in the northern High Moor; Andrathanach, a young green dragon who was trying to establish a lair on the western border of the High Forest south of Noanar’s Hold; and Surpuryte, daughter-of-liurren- deem, a silver dragon who dwelt in Amphail more or less permanently in human form.

DRAGON 249 • 69 their bedchamber at an inn or home. She Alternatively, a shadowgloom spell can The source of the shards can be a doesn’t do this just when she wants be used to create a shadow of a particu- weapon of any size or condition, so long something or to check up on them— lar shape (such as bat-winged, human, as it is of ferrous metal and three- often she desires a little companionship or of any object the size of a troll or quarters or more intact (in other words, a more than anything else, and to catch up smaller), that rushes away from the sword crumbling to rust but not yet bro- on news. One of her men was trembling caster in a particular direction. The mov- ken will serve, as will a miniature with fear as he revealed his recent mar- ing shadow can be made to turn or bodice-dagger, a full-sized halberd, or a riage and baby child, only to have her change direction once (for example, to sword that has its tip broken off). glowingly congratulate him and go fetch pass through a doorway), but otherwise some treasure as a gift for the babe. On merely charges onward to the limits of Nurvureem’s Fate several occasions she’s helped her Faith- spell range, where it fades away. This The Drow Dragon is heading for a con- ful by “standing in” as a wife or escort. spell effect is commonly used to deceive frontation with massed adventuring foes into thinking a message, concealed bands, whether she knows it or not. Sev- Nurvureem’s Magic creature, or spell effect is fleeing, or some eral adventurers who’ve escaped her The Drow Dragon commands only a few sort of attack is being launched at them. clutches at Rundreth Manor have contin- wizard spells but has acquired a useful It can, of course, by prearrangement ued to work for Nurvureem but have collection of and other battlewor- with an observing creature, be used to told adventuring companions about her. thy magical items—including a ring that convey specific meaning by its mere There seems to be a general mood can teleport her away from real peril, appearance, and by its specific shape. among rulers and adventurers in the another ring that can create many illu- Either form of shadowgloom is halted Sword Coast North that Faerûn would sions, and plentiful magical healing. Two by solid barriers but slips past all obsta- be better off without her, and that it’s fast spells she‘s known to use follow. cles around or through which there is an becoming time to strike Nurvureem opening. down regardless of the price in blood she Shadowgloom might exact. The warrior Angrathos (Evocation) Threesteel “Swordshatterer” of Neverwinter even Level: 1 (Alteration) tried to enlist the assistance of Range: 40 yards + 10 yards/level Level: 3 Claugiyliamatar, an ambitious green Components: V Range: 30 yards dragon (detailed in DRAGON Magazine Duration: 2 rounds Components: V #233) in a hunt to corner and destroy the Casting Time: 1 Duration: 1 round Drow Dragon, but the Dragon of Krypt- Area of Effect: Special Casting Time: 1 garden Forest refused. Saving Throw: None Area of Effect: Special Word of a connection between the This spell can be cast in one of two Saving Throw: None Dark Lady of Rundreth Manor and the forms. Its most popular usage creates a This spell affects any one iron or steel “drow who can turn into a dragon” is writhing, swirling, irregular cloud of edged weapon within range that the spreading fast thanks to several min- translucent gloom whose thickness and caster has touched at some time in the strels, but this is a recent notion, not gen- darkness continually vary. The cloud can past, causing it to split into three identi- erally-agreed-upon fact (even among be no larger in total volume or extent cal versions of itself that instantly leap Harpers and those learned or at least than a 20’-diameter sphere, is stationary, through the air in stabbing attacks! The interested in the affairs of dragons). and can affect vision (and therefore spell consumes the original weapon, and A noose seems to be slowly tightening aimed or missile attacks, which suffer a the three “shards” fly at MV 18 to simul- around Nurvureem. She seems almost to -2 penalty to hit) into it. Specifically, taneously strike at THAC0 4, once each, savagely welcome it, though whether things within a shadowgloom are affected dealing 1d4 + 4 hp damage, and then she’s seeking release through her own as follows for all creatures except the fade away. (They dissipate instantly if death or just a glorious fight remains a caster: the features of any one creature they miss or pass beyond spell range.) mystery . . . perhaps even in the clouded can be disguised, the nature of any one All three shards can strike at one tar- mind of the Dark Lady herself. small hand-held object (such as a key) get, or two can strike one target and the concealed, and the outlines of any single third strike a second target, or all three marking (arrow, sign, inscription, or can seek separate targets. They are con- heraldic device) obscured. This spell is sidered +4 magical weapons for the pur- often used to protect its caster against poses of determining what they can hit. Ed Greenwood admits that he has a beard archery, or to conceal precisely where a If directed against non-living targets and a smart mouth, and works in a library. secret entrance is located and how it is (such as a lock), each shard attack forces Hmm; he doesn’t seem all that different from accessed. a saving throw vs. crushing blow. Elminster after all.

70 • JULY 1998

shaking with laughter as one after another of the Jiril’s heirs came to Dardis with “suggestions” for “improving” the play. “Choushi-wai’s Story” is told by the title © 1998 Lisa Padol character who was Lal’s apprentice in “Lal and Soukyan.” Choushi-wai tells about a young peasant who wins the heart of a king but does not Giant Bones wish to marry him, and of a thief who is so good Peter S. Beagle at his trade that he is called simply “‘the Thief,’ ROC $11.95(TPB) as though there were never another,” and a Giant Bones is a collection of six wonderful talking fish. stories set in the world of Beagle’s novel The The narrator of “Giant Bones” is a grouchy Innkeeper’s Song. However, one need not have father who tells his son about an ancestor who read the novel to enjoy the stories. was forced to sojourn with a group of giants for a Only one story, “Lal and Soukyan,” has a direct long time. He learns their ways, and realizes, with connection to The Innkeeper’s Song, and it sorrow, that the giants are slowly dying out. chronicles what is probably the last adventure The connections between the stories are under- shared by two people who have drifted uneasily, stated. Keep a sharp eye out for references to if tenderly, into and out of each others’ lives. It is countries, characters, and animals if you want to also the only story that is not told by one charac- get a picture of the world of Giant Bones. This is a ter to another. world that will haunt readers long after they have “The Last Song of Sirit Bayar” is told by a put the book down. woman who traveled with the famous singer, Sirit Bayar, to a scribe. With rather earthy lan- The Gratitude of Kings guage, she snorts at the legends that have grown Marion Zimmer Bradley up after the singer’s death, but the story she tells ROC $14.95 (HC) is no less wonderful, although it is much sadder. This is a short tale of Lythande, a mage whose “The of Karakosk” is told to a group power depends on no man learning that she is a of people who have been exchanging stories. It is woman. This character first appeared in the about Lanak, a magician who is too talented for Thieves’ World novels but quickly outgrew them. his own good. Inevitably, he attracts the attention Lythande has appeared in many stories, some This is a world that will of a queen who is determined to learn his secrets. better than others. This is one of the better ones. haunt the readers long The end of this one is predictable, but that does Lythande is returning to the court of a friend after they have put the not matter. What makes it work is Beagle’s atten- who is now a king. He is due to be married book down. tion to details of characterization. Lanak, unlike shortly, but something is odd about Princess most magicians, is a happily Velvet, his fiance. Worse yet, married man, and the he Gratitude of Lythande is expected to fight queen is ruthless but not T Kings is not a com- a magical duel with Lady stupid. Indeed, to Lanak’s plex tale or a long one, Mirwen, Velvet’s chaperone, shame, he finds himself who is convinced that no enjoying the queen’s com- but it is a good read. man is truly capable of pany even as he shudders to magic. As if that weren’t think what she will do with his knowledge. complicated enough, a shapeshifting dragon “The Tragical Historie of the Jiril’s Players” is drops in for the wedding. The dragon knows my favorite story, and it would make an interest- Lythande’s secret. Will she reveal it? ing premise for a game session. Dardis, the man- Lythande tries to protect her secret and learn ager of the company of actors that used to play the truth about the King’s fiancee with the help of for the Jiril, speaks to a fellow manager. He tells a friendly candlemaker and her salamanders. the woeful tale of his company’s revival of a his- When the candlemaker turns out to have her own torical tragedy, a tale that nevertheless had me magic, Lythande’s juggling act becomes easier.

72 • JULY 1998 The resolution is unexpected, avoiding a cliched The Stars Dispose or overly neat ending. Although Lady Mirwen Michaela Roessner receives a long overdue comeuppance, her magic Tor $6.99 (PB) leaves Velvet with an unexpected and unwanted There are books that one reads when one wants a legacy. The Gratitude of Kings is not a complex tale swashbuckling tale full of breakneck action, or a long one, but it is a good read. duels, and dastardly deeds. Then there are books that one reads when one wants a good read, and The Gift it doesn’t matter how much happens as long as Patrick O’Leary one enjoys the book. Tor $22.95 (HC) The Stars Dispose is in the latter category, and it The Gift is a tale within a tale. The frame story is unfortunate that the cover implies otherwise. starts with a ship dredging up the body of a Despite the two gentlemen crossing what are woman from the sea. The body is returned to the meant to be swords or daggers, there is not a sin- sea, by the captains orders, and a previously gle physical duel in the novel. Set in Renaissance silent Teller traveling on the ship finally tells a Florence, the book has a plague and a siege, but story that will leave the reader as spellbound as these events are the results of far more subtle the crew. machinations of wizards, whether aristocratic The Teller’s story is about the Usher of Night, a astrologers or humble cooks. Roessner does a man who hungered for power; Simon, a king; good job evoking the period and demonstrating and Tim, a carpenter’s son. It is also about Mother the connections between the world of the main Death and the mysterious Watermen. It is also, characters and the worlds of magical beings. For clearly, a story that has some special significance example, the careful placement of lucky stones to both the Teller and the captain of the ship. influences the relationships between members of The Usher arrives in Simon’s realm to cure the a family. When the forces of evil strike, the stones king of deafness. A casual demonstration of his move into new, unfavorable positions. This, in power to the young king leaves Tim an orphan, turn, results in a father’s sudden, stubborn, but while the result of the Usher’s cure is that Simon understandable decision to move three member can now hear too much, for he is unable to shut of his family out of plague-ridden Florence. out the thoughts of others. Simon sets out to learn Although he does this with the best intentions, magic so that he can take the results are disastrous. The Gift is a beautiful vengeance on the Usher, oessner does a good Roessner does not examination of the reveal much of the while Tim finds shelter R nature of stories and job . . . demonstrating the magical worlds, nor with the Watermen. Tim storytelling learns that he has the connections between the does she directly show power to ride the world of the main characters her villains, whose winds, and the heart- goals remain somewhat breaking task of putting and the worlds of magical mysterious. The final them to sleep forever beings. confrontation is with because the Usher has their unwitting pawns, corrupted them. Inevitably, Tim and Simon join who are no match for the heroes’ cleverness. forces against the Usher, but their meeting, while These problems cause the book’s second half to long anticipated, is surprising and not at all be weaker than the first. clichéd. Nevertheless, Roessner avoids falling into the As the Teller spins his tale, the reader gradually all-too-common traps of tidying up history or learns who he is, and who the captain is. The lumping her characters into the traditional role- reader also learns who the drowned woman is playing classes of fighter, mage, and priest, with and how she came to die. All loose ends are no consideration of who feeds all of these people. wrapped up, perhaps a little too neatly, but Indeed, many of her characters are the cooks who ultimately satisfactorily. do the feeding, and her aristocrats are not far The Gift is a beautiful examination of the nature removed from the people they rule. This is true in of stories and storytelling. It is also an examina- more than one sense, for many of the cooks are tion of the nature of magic, particularly the magic the illegitimate offspring of their masters, or the of storytelling. Don’t miss this one. descendants of such offspring.

DRAGON 249 • 73 Nor does the author ignore or apologize for the spend it on his rent, for Trader-in-Devlin’s-body less savory facts of Renaissance life. The young finds himself summarily evicted. cook Tomasso nobly resists the urge to force his Regardless, what makes the story work is the attentions on a helpless slave woman, but he refreshing intelligence of the characters. Trader knows that sooner or later, someone will do so. soon has about half a dozen people believing his The Signoria who rule Florence are quite pre- story; not to believe it would make them idiots. pared to send an eleven-year-old girl to a brothel But what can they do about it? Could a few weird to protect their political position. artists convince the police that this was anything There is an added bonus for those whose but a prank? Almost certainly not, nor could mouths. water at Roessner‘s descriptions of Trader’s teenage friend Nia, especially when she feasts: At the end of the book, she includes recipes suspects that Lisa, her mother, has also been for a few of the dishes she described. There is also “taken over by aliens” after she sees Lisa kissing a food glossary, although it is most useful to those another woman. who already have some expertise in the culinary There are a couple of scenes that do not ring arts, and a list of references for those who want to quite true, such as the scene in which Lisa and gain such expertise. Julie, her estranged lover, literally bump into each other on the street, or the one where Julie gets Trader stabbed. The latter scene should work—Lisa and Charles de Lint Julie are in a dangerous neighborhood where Tor $6.99 such things happen—but it feels too contrived. loves making movies about body Also, the novel seems based on the assumption . . . what makes the story switching. This premise almost allows the script that the only worthwhile people are artists. It is work is the refreshing to write itself, and actors get the chance to unlikely that De Lint believes this, and one of his intelligence of the demonstrate their range. Can the theme work as characters assures another that the audience is as characters. well outside of the visual media? Yes, it can, important as the artist. De Lint does not show this when handled as well as De Lint does in Trader. to be true, and the woman discovers that she is an Like most of De Lint’s novels, Trader is set in artist after all. contemporary Canada. Max Trader, a respectable Despite this, the ultimate resolution of Trader’s guitar maker, finds himself in the body of Johnny plight is handled well. De Lint often has a prob- Devlin, an irresponsible jerk with no money or lem ending his novels, but Trader ends on the job. Trader wants his body back, but Devlin has right note. This book is well worth reading by all no intention of obliging him. fans of . De Lint is deliberately unclear about precisely why the switch happened. One character strongly suggested that Trader was as dissatisfied with his life as Devlin, but there seems to be a hint that Devlin actively sought the change. There is Lisa Padol has been reading fantasy all her life, so an Inuit statue in his apartment that seems out of she made sure to do her dissertation on modern character for him to possess. Perhaps that is what Arthurian literature, which forced her to buy lots of Devlin bought with the $300 he borrowed just books about King Arthur, as well as a few others that before he switched bodies—certainly he did not just insisted on coming along for the ride.

By Harry Dolan

74 • JULY 1998

The Waterborn

HE WORLD OF THE WATERBORN is one in which Human

Beings rub shoulders with gods on an almost daily basis.

These gods can be divided roughly into three classes— From the pages of Anishu, Aniru, and Mountain Gods. The Anishu are spirits that inhabit things—an oak tree, a stream, a stone. The Aniru are gods of

The Waterborn places—forests, marshes, groves.

Humans encounter these “little” gods spread, so spread His influence and puis- and Black God often, negotiate with them, strike bar- sance. Wielding his powers, the Water- gains, fight with or make love with them. born rooted out and destroyed the The third class—the Gods of the Moun- Anishu and Aniru. Within the empire, emerge three tain—are more remote. These include— there is only one god: the River. among others—Balati the Forest Lord, The Lords of Nhol have a terrible Karak the Raven-god, and the Huntress. secret. The blood of the River gives some new legends of They are rarely sung about, rarely met, great power, but in others manifests in and have little to do with human affairs. dark, terrible ways. The power usually The River—also known as the expresses itself around puberty, and until fantasy fiction. —is a singular exception. A that time royal children are kept isolated renegade Mountain God, the River is from the rest of the family Nhol was all voracious, and where his power extends but destroyed at least once by a Water- no other gods can exist. The River is wor- born child who was not watched closely shiped, revered, and feared. enough.

The City of Nhol and the Waterborn The Cattle Folk Originally, the Changeling was limited The Cattle Folk live in mountain valleys to the area near his banks, but more than more than a thousand miles from Nhol, a thousand years ago, he enticed a small near the headwaters of the Changeling. tribe of Human Beings to settle near him, There, the gods of the land are alive and offering them shelter from the great well, the Changeling weak and confined desert. These people became his chosen, to his course. by and the Changeling got children by the The chief concern of the Cattle Folk, daughters of their chiefs. From these naturally enough, is pasture. To obtain it, J. Gregory Keyes matings came the Waterborn, the ruling they strike bargains with the gods of the lineage of the tribe. forest. Most often this involves an agree- illustrated by Over time, the tribe grew and built the ment to build a shrine to honor these Dan Burr city of Nhol, and then the Empire of small gods with sacrifices of woti (a kind Nhol, and where the people of the River of grain wine), incense, and fat. In the

76 • JULY 1998 early days, when the Cattle people first Plane, where the master types of animals settled the mountains, there were mat- and natural forces dwell without flesh. ings between the gods and Human Shamans draw power from this world to Beings, so that Cattle Folk kinship with gain four innate abilities. the land is more than metaphorical. Most 1. Shamans can see gods, even those old families can number at least one god manifested in flesh. in their lineage. 2. They can “enter” the Lake, a process akin to astral travel. They travel through The Mang the otherworld, leaving their physical Horse tribesmen, the many clans of the bodies behind. If a shaman is gone from Mang occupy the vast plains between his body for too long (5—30 days), the the Cattle Folk and the city of Nhol. The body dies; if his spirit-body is killed in Mang are descended from Nagemaa, the the otherworld, his corporeal form dies Horse mother, as are their horses. They as well. Shamans have little power in the reckon their horses as kin, therefore, and Otherworld unless aided by spirits. treat them accordingly. The Mang hunt Shamans can also see through the eyes of the beasts of the plains for their food, their spirit helpers when they go abroad. including giant aurochs and the hairy 3. Shamans can communicate with the elephants they call nunetuk. Mang live spirits and strike bargains with them. much of their lives in the saddle, though 4. Very powerful shamans (like Hezhi) most have villages they stay in for at can compel spirits to do their will. The least part of the year. The Mang confed- chief drawback to this is that powerful eracy is made up of many smaller tribes, spirits can attempt to possess the which cooperate only occasionally, usu- shaman’s body in turn. ally for ceremonies and in times of war. The ability to control unwilling spirits Young men gain honor and prestige varies greatly with the shaman. The base by conducting raids against traditional chance to do so is Intelligence + Wisdom Mang Enemies—the Cattle People in the + level. The combined Intelligence, Wis- west, the Stone Leggings and Giants in dom, and hit dice of the spirit are then the east and north, the Sherirut chief- subtracted from this. Whether the doms south. They trade skins, slaves, shaman fails or succeeds, the spirit may and ivory to Nhol for bright cloths, metal make the same attempt to control him. tools, weapons, and candy. Example: A shaman attempts to control Like the Cattle Folk, the Mang main- Yush, a wolf spirit, whose combined Intelli- tain relationships with the spirits of the gence, Wisdom, and hit dice total 30. The land and with personal totems. Mang shaman adds his 14 intelligence, 13 wisdom, shamans have the ability to allow their and 10 levels for a total of 37, and subtracts spirit helpers to live inside of their “Man- this from the wolf-spirit’s total, giving him a sions of Bone,” an otherworld space 7% chance to compel the spirit. If he tries and within their chests from which they can fails, he may try again each week thereafter. draw on the power of these spirits. As should be clear, only very powerful time. If the spirit has spell-like powers, They call the greater spirit world—the shamans have much of a chance of actually the shaman can use those too. otherworld where gods live when not compelling service from spirits, and most do Other options for handling magic in clothed in flesh—“The Lake.” Special not attempt to do so, preferring to strike bar- the world of the Waterborn include drums are used to send ripples through gains instead. using the AD&D Shaman supplement or the “Water,” The most powerful All of a shaman’s other powers are giving shamans various spirit servants shamans can send their own spirits derived from the spirits themselves. with innate spell-like abilities they may beneath the surface of the Lake to con- Spirits can lend attributes—an eagle call on, much as a priest would. front the gods in their own domain. spirit can lend its eyesight, an Auroch spirit its great strength, a stone spirit its Magic in the World of the Waterborn: hardness. These may manifest physi- cally, as Strength, Dexterity, Constitu- Forced to flee Georgia after several unfortu- The “Lake” has no exact parallel in the tion, AC, or hit points—The Auroch’s nate blowgunning incidents, Greg Keyes AD&D® universe. It is the spirit behind spirit, for instance, might imbue the now writes, eats, drinks, fences, and the substance of the Prime Material shaman with its 20 Strength, for a short occasionally sleeps in Seattle, Washington.

DRAGON 249 • 77 4TH-LEVEL WARRIOR

STRENGTH: 12 DEXTERITY: 14 CONSTITUTION: 13 INTELLIGENCE: 11 WISDOM: 8 CHARISMA: 16 AC: 5 (chainmail) HIT POINTS: 15 (see “Magical Items,” below) ALIGNMENT: NG SPECIAL ATTACKS: Nil (see below) SPECIAL DEFENSES: Nil (see below) MAGIC RESISTANCE: Nil SIZE: M (5’ 7”)

Weapon Proficiencies: Long sword, short sword, spear.

Nonweapon Proficiencies: Agriculture (11), animal handling (7), etiquette (16), riding—land-based (11), heraldry (11), fire building (7), hunting (7), survival—plains (11).

Appearance: Perkar is about 18 years old during his adven- tures. Slimly built, he has gray eyes and chestnut hair.

Background: Like all young men of the Cattle Folk, Perkar sought piraku. This word means many things: wealth in land and cattle, honor, glory, and right behavior. Most men Perkar’s age gain cattle and land through good marriages, since a wealthy father dowers his daughter well. Perkar, however, had the poor judgment to fall in love with the goddess of a stream and could not imagine marriage to a mortal woman, so he had to seek piraku in more dangerous ways. To complicate matters, Harka acts as a +6 weapon for purposes of what he can hit he learned that his love, the Stream Goddess, was eternally but has no actual bonus to hit. However, anyone wielding “devoured” by the Changeling, the river into which she flows. Harka fights as a 15th-level fighter. Harka is almost indestruc- Perkar boldly swore to free her from the Changeling’s cruelty. tible and shatters non-magical blades on a roll of natural 18—20. Perkar joined an expedition led by the king of his folk to Harka confers infravision on his bearer and can neutralize poi- negotiate with Balati, the Forest Lord—chief of the Mountain son by touch three times daily. It can regenerate 11—20 (1d10 + Gods—for more pasture land. On this expedition, however, he 10) hp/round for a maximum of a 160 hp/day. He does so even discovered that the Forest Lord keeps weapons that could slay if his bearer falls below 0 hit points. Harka senses danger to his the river god. Seeking these weapons, Perkar angered the For- bearer more-or-less infallibly. He also allows his bearer to see est Lord. Not only did the negotiations for more pasture fail, the “heartstrings” of his opponent, which translates to knowl- but his king—and all of the expedition besides Perkar and the edge of an opponent’s level, AC, and remaining hit points. half-man Ngangata—were slain when the Forest Lord Harka bonds with the life-force of his bearer and cannot be unleashed the Huntress to punish them. transferred to a new bearer until the death of the old one. Thus, Perkar himself would have been slain but for the fact that he a sufficiently powerful foe could slay both Harka’s bearer and had stolen Harka. Now, more than ever, his greatest wish is to Harka himself. For this reason, Harka councils against fighting destroy the Changeling—and anything dear to the opponents too strong for him. Harka’s greatest wish is to be Changeling—and to set things right. freed from his imprisonment as a blade, but he does not know how that might be done. Magical Items: Harka is a godsword, a minor god bound in the form of a long sword. Harka is highly intelligent (Int 20, Ego Roleplaying Notes: Perkar tends to be earnest and serious, as if 15) and communicates with his bearer telepathically. Harka he carries the weight of the world on his shoulders. He always offers condescending advice, since he has seen heroes come tries to do the right thing—unfortunately, his judgment regard- and go for ages, and his opinion of them has not improved. ing this is often faulty.

78 • JULY 1998 11TH-LEVEL SHAMAN

STRENGTH: 4 DEXTERITY: 11 CONSTITUTION: 13 INTELLIGENCE:18 WISDOM: 16 CHARISMA:16 AC: 10 HIT POINTS: 5 ALIGNMENT: CG SPECIAL ATTACKS: Spells SPECIAL DEFENSES: Spells MAGIC RESISTANCE: Nil SIZE: M (5’)

Weapon Proficiencies: None.

Nonweapon Proficiencies: Etiquette (16), languages—ancient (18), languages—modern (18), ancient history (17), reading/writing (19), religion (16), spellcraft (16), riding—land based (19).

Appearance: Hezhi is about 13 during her adventures. Her face is heart shaped, her eyes and hair very black, her complex- ion dusky brown.

Spellcasting: Hezhi should be treated as a shaman. If using the rules previously described, her base chance is multiplied by 2 due to her innate Waterborn power.

Background: Hezhi is the youngest daughter of the emperor of wish and her awakening powers, fate bent itself to help her, Nhol. Raised by her nurse, Qey, and her half-giant bodyguard bringing Perkar and his godsword from his distant home. Tsem, she spent her childhood amongst the remote, crumbling Once free of the River, her transformation subsided. In the parts of the palace. Her best friend was her cousin D’en, a boy world beyond the River, however, Hezhi discovered that her just a few years older than herself. When Den vanished one trials were far from over. Even latent, her River blood made her day, she became obsessed with finding him. She discovered different and powerful, and she found she must choose that at the age of eleven or twelve, her kinsmen either under- between madness and becoming a shaman—though the differ- went the rite of accession and moved into the part of the palace ence between these two was far from clear to her. inhabited by the royal family—or vanished forever, taken With the help of Brother Horse—an old shaman of the Mang beneath the dread and mysterious Darkness Stair. Such was people—Hezhi learned to deal with the gods of the land, to Den’s fate, though no one would tell her why. invite them to live within her “Mansion of Bone.” Most of the When her attempts to reach the base of the Darkness Stair by spirits who serve Hezhi do so because they wish to, but exploring the catacombs below the palace failed, she turned to Hezhi’s ability is great enough to compel all but the most pow- the royal library for clues to her own impending fate. She erful gods to do her bidding. Unfortunately, it is just those most found those clues, and much more, including a love for books powerful gods—Karak the Raven, The Huntress, and of course and knowledge, fear and respect for the unhelpful librarian the Changeling himself—who take the greatest interest in her. Ghan, and the first stirrings of romance for a young architect named Yen. At the same time, her power began to manifest Roleplaying Notes: Hezhi is by turns serious, mischievous, itself, making her race to understand her double-bladed her- thoughtful and imperious. She loves Tsem and her nurse Qey itage all the more desperate. When she learned at last what lies fiercely but often takes them for granted. Her trust and love are below the Darkness Stair—and that her own fate was carrying hard won, and indeed, deep down, she feels that she can only her inevitably there—she understood that her only path was to trust herself. She is a bit resentful of a universe which continues escape Nhol and everything she had ever known, to leave the to impose powers and duties upon her she never asked for, but influence of her ancestor, the River. Due to a capriciously made in the end always accepts her burdens.

DRAGON 249 • 79 2nd-LEVEL FIGHTER

STRENGTH: 19 DEXTERITY: 9 CONSTITUTION: 18 INTELLIGENCE: 10 WISDOM: 15 CHARISMA: 8 AC: 8 HIT POINTS: 25 ALIGNMENT: LG SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (8')

Weapon Proficiencies: Club.

Nonweapon Proficiencies: Etiquette (8), dancing (9), read- ing/writing (11).

Appearance: Tsem is the half-giant bodyguard of Hezhi. He has massively broad shoulders, a barrel chest, and arms about the same length as his legs. He has a massive jaw but not much of a chin, heavy brows, and teeth like large dice.

Background: Traditionally the Emperor of Nhol is served by a small body guard of giants. The giants live in the thick cane forests and mountains north of Nhol and east of the River and in their home country are almost invincible, commanding strange, poorly understood magics. Giants, however, are fiercely territorial: a single male lives in a very large region with any number of females and children. Since desirable territory is limited, young males who are After fleeing Nhol with Hezhi and Perkar, Tsem learned how unable to defeat an older one are cast out, left to make their to use a club and shield, to devastating effect. way in human lands. Many of these become mercenaries or slaves, and it is giants of this sort who typically serve at the Roleplaying Notes: Tsem has led a lonely life. He barely knew emperor’s court. What is very rare indeed outside of the giant his mother, who died young of a fever. Though he never lacked country is a female giant— in fact, no she-giant had ever been a for bedmates among the jaded and curious women of the member of the emperor’s bodyguard until Tsem’s mother palace, he has never been offered real love or intimacy save by arrived one day on a barge from Wun. She never explained the little girl he was ordered to guard, and to a lesser extent by why she came— not to anyone at court, not even to her son. The her nurse, Qey. In turn, Tsem loves Hezhi without reservation, emperor was delighted, however, and after a few years con- and fights anyone or anything that threatens her. He is most ceived a passing fancy to breed her to one of his human ser- often frustrated in his task as guardian by Hezhi herself, who vants in hopes of producing a more intelligent giant. sometimes purposefully escapes his watchful eye. Tsem is Afterward, he thought better of this. Enormously strong earthy, has a strong laugh, a doleful frown, and is very fond of slaves are one thing. Enormously strong slaves who are also tumbling serving-maids. smart are another thing altogether. Tsem was brighter than the full-blooded giants and might have been disposed of, except that he was smart enough to play dumb. Assuming his experi- ment had failed, the Emperor kept Tsem around for a time as a curiosity, and, when he tired of him, gave Tsem the task of safe- guarding his youngest daughter, Hezhi. In preparation for his task, Tsem was taught some unarmed combat but not allowed to study or possess weapons.

80 • JULY 1998

A Traveler's Emporium

It is often said REACHEROUS PATHS, HIGHWAY BANDITS, the harsh that getting elements, shortages of food and drink, and bizarre social customs can make any trek beyond the PCs’ home an uncomfortable there is half or downright dangerous experience. If the main stage of an the fun, adventure is somewhere far away, the PCs could be getting into more than they bargained for simply by walking outside the city gates. but it is Here are some magical items that can be or enchanted creatures as well (including given to PCs to make them feel more at invisible, out of phase, and camouflaged home away from home. Most are low in creatures), but not undead creatures. often more power, so DMs can give some to just XP Value: 2,000 GP Value: 10,000 about any level of character without throwing game balance out the window. Backpack, Traveler’s than twice Used sparingly, they give traveling more This item seems to be a simple, non-mag- color and afford PCs a greater realization ical, leather backpack, but it is imbued for the difficulties of traveling. with strengthening alteration and pro- the trouble. tective magic. The pack is completely of Warning flame-retardant and waterproof. When This well-wrought piece of jewelry is two exposed to a nonmagical flame or water and a half inches in diameter, usually source (including ice, such as hail or hung on a silver chain, and radiates div- snow) the magic drives back flames and ination magic upon the casting of a detect forces droplets of water, ice, or snow magic spell. Its base metal is silver or gold, away from the fabric. The backpack off set by a large amethyst in the center. floats in water, and any creature weigh- Tiny rubies surround the amethyst. ing less than 250 lbs. may use the pack as When a creature with malicious intent a buoy. Heavier creatures sink, but the toward the wearer comes within 50 feet, backpack and its contents remain dry the amethyst glows softly with a purple even when underwater. The backpack is radiance and pulses warmly. Only crea- very durable and does not suffer normal tures with Intelligence scores above five wear and tear, but it can be damaged by can be so detected. Simply being evil is intentionally. The backpack grants all not sufficient; the wearer must be sought objects stored inside it a +2 bonus on sav- Jeffrey A. Mendoza out in particular by the creature. Thus, ing throws vs. crushing blow, magical while this is not effective against crea- fire, lightning, and acid. The backpack illustrated by tures of low or animal intelligence, it is a itself has a +4 bonus for all such saving boon for detecting highway ambushes or throws. Finally, the enchantment of the pickpockets. The amulet detects magical pack reduces the effective weight of the

82 • JULY 1998 objects placed inside to ten percent of terrain. The boots always remain clean their normal weight. The magical protec- and are fully waterproof. The wearer has tions and bonuses granted by the back- a bonus of +1 to saving throws that pack are contingent on the pack being involve dodging some obstacle (such as firmly closed and belted; opening or fill- landslides, boulders, or fireballs) due to ing the backpack beyond capacity the sure-footedness granted by the hik- negates all protections until it is belted ing boots. The boots do not grant the closed again. ability to walk on water, tread across XPValue: 500 GPValue: 2,500 quicksand, or walk on clouds. XPValue: 600 GPValue: 3,000 Bag of Cleanliness If soiled linen or clothes are placed in this Boots, Marching thick, cloth duffel with the drawstrings These appear to be ordinary, hard- closed for four hours or more, the owner leather boots, but if a person wearing the finds his clothes clean and fresh as if they boots walks for more than half an hour, had been completely washed, rinsed, the magic of the boots becomes active, and dried. Most normal stains can be and the wearer can walk 50% faster than removed in this manner including wine, his normal movement rate. In addition, blood, and grime, but not the blood of the wearer may march 14 hours per day magical beasts or stains from magical instead of the normal 10, without addi- elixirs. If the drawstrings are opened tional fatigue. A character with a base before the four-hour period is up, the movement rate of 12 (unencumbered) owner finds his clothes unchanged from could march 50 miles instead of 24 over their previous state. level ground in one day XPValue: 200 GPValue: 1,000 XPValue: 500 GPValue: 2,500 There is a cursed variation of these boots which, once donned, can never be Boots, Hiking Boots of Passage removed without the aid of a remove A detect magic spell reveals a strong aura When the wearer of these soft-leather curse spell. These types of boots are of alteration magic upon these rugged walking boots moves through an area always the result of a failed attempt to leather boots. When the wearer treads on thick with vegetation, he might notice make the beneficial pair. uneven ground or through terrain that that he leaves no trail or any noticeable XPValue: Nil GPValue: Nil would normally hinder or impede trace that he had passed through the movement, the nature of the magical area. The wearer does not break twigs, Bottle of Holding boots becomes apparent. The boots disturb plants, make footprints, or leave This stoppered flask is usually made of a allow the wearer to walk or run his full a scent. His trail radiates alteration light metal and radiates alteration magic. movement rate over any type of terrain, magic for two turns after he passes. The The exact nature of the magic is not whether the ground be mud, sand, enchantment on the boots grants no abil- apparent until an attempt is made to fill snow, or dirt. The wearer’s ity to pass through normally impassable the flask with more than it can seemingly feet do not sink any more obstacles such as a thick wall of thorns. hold. The bottle is linked to an extra- than half an inch when XPValue: 400 GPValue: 2,300 dimensional pocket and can hold up to treading through 50 gallons of liquid. Regardless of its these types of Boots of Trail Marking contents, it weighs the same as a normal These boots are both a boon and a curse flask its size holding a normal amount of to the stumbling adventurer. The boots liquid. When the flask is poured or leave dull, luminescent, glowing foot- drunk from, the liquid has no extraordi- prints behind the wearer. The footprints nary pressure, and the flask remains full are still visible if covered with up to two until the last pint is drained. Usually inches of dirt, but they fade if covered there is no way of knowing exactly how with more than that. The glow remains much liquid the bottle still contains with- on all imprinted surfaces for four days. out draining all the contents or filling it Leaving such a trail, one might never to capacity. If the bottle is punctured, the become lost, but anyone or anything extra-dimensional pocket is destroyed can easily find you. A dispel magic cast and the bottle explodes in a blast of on the prints destroys them and, if water and vapor. Any creature within a cast directly on the boots, disrupts 10’ radius suffers 2d6 hp damage from Cane of Fire Starting This appears to be a very sturdy wooden cane or walking stick with a small, twelve-faceted ruby embedded into the top. Small pictures of fire or candlelight may be carved along the length of the cane. The cane radiates evocation magic. This cane has the ability to ignite a small flame in any combustible mate- rial (even if the target material is damp, wet, or frozen). The owner has but to utter the command word when striking the desired surface with the top of the cane. The target, whatever its present condition, ignites. If the owner strikes a creature in combat while uttering the command word, the oppo- nent suffers 1d6 hp fire damage (if a sav- Bow of Hunting ing throw vs. spell is unsuccessful). If Any humanoid with the hunting non- any flammable surfaces on the target’s weapon proficiency who uses this bow person fail their item saving throws, they detect edibles and sources of water up to to hunt gains heightened senses of sight burst into flames. three feet underground. and smell that aid him while stalking The cane itself cannot be damaged in The cane requires the knowledge of a prey The bow grants a +4 bonus to any way by normal fire or heat and has a command word and expends one charge hunting proficiency checks. +8 bonus to its save vs. magical fire. to locate food or a water source. If there XPValue: 200 GPValue: 900 When a flame is sparked on a damp or is no edible food or water within range, dry object or surface, the cane expends the cane expends one charge and Cane of Evasion one charge. When a flame is produced remains inert. The cane of evasion always appears to be on a wet or frozen surface, the cane XPValue: 600 GPValue: 2,800 some sort of nondescript cane or walk- expends two charges. In either case, all ing stick, perhaps nothing more than a surfaces within two feet are instantly Cape of Comfort fallen tree branch. A detect magic spell dried. Igniting fire on a living creature This cape is fashioned from a thick, reveals a powerful aura of summoning expends two charges. When created, durable, high-quality fabric and attaches magic on the cane, but the workings of canes of fire starting typically have 50 + at the neck with a normal iron brooch. the magic are very subtle, and only a 3d10 charges each. When the cape is taken off and laid on very observant person who takes the XPValue: 400 GPValue: 2,200 the ground, it lengthens out to six and a cane on outings in the wild can glimpse half feet, expands, overlaps onto itself, its enchantment. The cane’s magic lies in Cane of Foraging and the fabric thickens to make a very the ability to steer creatures away from Canes of foraging are wrapped tightly in luxurious sleeping bag. The fabric holds the owner while trekking through a par- strips of hide and pelts of small herbi- the softest down and is water resistant. ticular terrain. When the owner travels vores. The cane has two functions. The No insect or arachnid will come within through the specific type of terrain cane can be commanded to seek out the three feet of the cape while in sleeping (marsh, swamp, forest, mountain, or most nutritious edible plant food within bag form. Any humanoid who sleeps in some other wild territory), he is 75% less two hundred feet. The cane gives prefer- the bag for eight hours, upon waking is prone to have a random encounter (i.e., if ence to quality of the consumable over healed two points of normal damage a character is traveling with such a cane, quantity, but within the limits of com- (not acid or fire-based damage, nor does the DM should reduce the chance of mon sense. (The cane chooses an ample it cure damage caused by magical afflic- encounter per unit of time by three- source of berries over one small nutri- tions such as rot). When the bag fourths). This applies only to natural tious root.) The cane can also be com- is lifted from the ground, it reverts to its denizens of the area the owner is travel- manded to seek out the nearest source of cape form. The cape in either form ing through. If he is being sought out by water within one half of a mile. In both makes its item saving throws against a creature or person, the cane has no cases the cane tugs at the user’s hand, normal fire with a +3 bonus and against power over that individual. leading him along at a quick pace until magical fire with a +1 bonus. XPValue: 1,500 GPValue: 7,000 the location is reached. The cane can XPValue: 400 GPValue: 1,600

84 • JULY 1998 Chalk of Trail Marking Cloaks, Camouflage When this stick of chalk is used to These cloaks are fashioned from a very draw a mark or design on a surface, broad range of materials and are the chalk leaves a colorful, irides- attuned to work in one specific environ- cent streak or design that cannot be ment only (tundra, forest, swamp, removed by washing or scraping. desert, tropics, plains, etc.). Each cloak Only the person presently holding grants the wearer the ability to become the chalk can see any marks made invisible in that specific terrain while with it on surfaces, regardless of the wearer is motionless. Creatures whether or not he actually used it to with keen smell or sight may be make that particular mark. The chalk granted an automatic saving throw to can be used to leave marks on virtually detect the creature, and creatures who any hard surface, and the marks remain can see invisible objects and creatures for three weeks. The markings can be can see the wearer immediately made visible to a magic user via a detect XPValue: 200 GPValue: 900 magic spell. The only means of remov- ing the marks, short of destroying the Cloak, Good Weather surface, is by casting a dispel magic spell. There are three variations of this cloak. XPValue: 250 GPValue: 1,000 All are of the highest quality and dura- bility and radiate protection magic. The Climbing Spikes cloaks protect against only natural ele- These spikes have been known to come in Cloak of Animal Kinship ments and have no effect whatsoever on a broad range of forms, from plain iron spells or spell-like powers that induce These cloaks are made of the pelts or spikes, to short rods inlaid with lines of heat or cold, or those making use of the hides of the animals they are created to gold or silver and imbedded with small elements, such as ice, fire, or sand. All affect. Over the designated animal, the cloaks keep the wearer at a comfortable gemstones. Regardless of their appear- cloak has certain influences and grants ance, all spikes weigh only one half of an 70 degrees Fahrenheit while the outside the wearer specific benefits. Any such ounce. They are typically found in sets of temperature is within the limits of animal that the wearer encounters ten or twenty. The alteration magic cloak’s effectiveness. For every degree regards the wearer (and only the within the spikes allows the user to climb outside the range of the cloak’s effective- wearer, not his companions) as one of any steep surface with greater ease. Once ness, the temperature relative to the its own kind. If the animal would natu- the spike’s end is struck to a solid surface, wearer is offset by one degree. No more rally be hostile to one of its own kind the spike imbeds itself into the surface, than 20 degrees can be offset in this fash- because of pack or group allegiances, impressing no other stress or damage to ion before the cloak ceases to function. the cloak shifts the hostile reaction to a the material other than a small hole used neutral one. The cloak allows the to hold the spike into place. The materials The desert cloak is always of a sandy wearer to understand the animal’s lan- that the spike will pierce include hard gold color and made of leather or sewn guage, if it has one, and the animal can wood, clay, adobe, stone (hard or soft), of the hide(s) or skin of some desert ani- understand the wearer. It must be made and metal. In this way, the spikes can be mal such as a snake or giant lizard. The clear that animals do not have a vast used to climb wooden, metal, or stone cloak keeps the wearer completely at vocabulary, and any conversation will structures, mountain cliffs, or other types ease in temperatures ranging from 90 to be rudimentary at best. If the animal is 150 degrees Fahrenheit. The wearer is of solid sheer or inclined obstacles. A user favorably inclined, it might provide completely protected and shielded from may then simply extract the spike from information or aid (within the limits of the surface, using no extraneous effort to any sandstorm; the cloak radiates a field its Intelligence). do so; the spike comes away from the sur- six inches around the wearer during face very easily leaving a small, smooth The wearer must be wary while wear- such storms through which no grain of hole. They may be used as makeshift ing this cloak in the wild, however, for sand may pass. The wearer may still weapons against creatures as stone, clay, while it grants kinship with one type of walk on sand normally, but no sand or iron golems, and gargoyles. in which animal, it may instill enmity with others. finds its way into his boots. During sand- case they inflict 1d3 hp damage per Any natural enemies of the animal the storms, the wearer’s movement is not attack. They can be wielded in melee as a wearer has kinship with regard the impeded. dagger or dirk but cannot be thrown. XP wearer as a hated enemy and flee from XPValue: 500 GPValue: 2,000 and GP values are per spike. or attack the wearer as per its natural dis- XPValue: 30 GPValue: 120 position. The arctic cloak is fashioned of the fur XPValue: 1,000 GPValue: 5,000 and hide or an arctic denizen, perhaps a

DRAGON 249 • 85 bear, winter wolf, or yeti. The cloak pro- spikes. The user does this with a mini- Machete of Path Clearing vides the wearer with a stable tempera- mum of effort, tapping the hammer’s This hardy cutting instrument is of any tore of 70 degrees in an environmental head to the spike onto the surface. The design that makes forming paths temperature of 30 to 40 degrees Fahren- spikes stay imbedded in the surface until through thick woods or jungles easier. heit. In addition, the wearer is com- a creature succeeds in making an Open The magic is apparent only when the pletely protected from the effects of Doors check, or until another force, owner holds the sword while facing an snow and snowstorms (in much the equivalent in strength, manages to dis- area ridden with vegetation. If the owner same manner as the protection granted lodge the spike. The hammer of climbing begins to hack at the vegetation, he by the desert cloak). In the event of an can imbed 100 spikes each day. After this notices that using his own strength to avalanche or large snow ball, the cloak’s limit is reached, the enchantment grows wield the blade is not necessary The power fails and the wearer is subject to dormant until the next sunrise. sword hacks a path through the thickest the standard effects and damage. XPValue: 1,500 GPValue: 4,500 of jungles almost under its own volition; XPValue: 500 GPValue: 2,000 the owner need only hold and direct it. Helm of Infravision The time required to cut a path through The cloak of comfort is made of normal This need not be a helm at all but can virgin territory greatly depends on the cloth or leather of excellent, if only non- take the form of a hat, hood, or other terrain, so to find the time while using descript, quality. The cloak keeps the head garment. The helm grants the the machete, simply multiply the length wearer at a comfortable 70 degrees as wearer infravision to a distance of 100 of path the user is normally able to cut in long as the outside temperature is feet but inhibits normal sight. (The user a day by five. At the end of the day, the between 30 and 100 degrees. The wearer must remove the helm to resume nor- user has not expended any more energy is shielded from all forms of rain, sleet, mal sight.) While the helm is worn, the or effort than if he had walked the same hail, and snow within this range of tem- user’s eyes glow with a dark light in the distance. In addition to cutting through perature. normal visual bands, but are very thick vines, bushes, and light tree XPValue: 400 GPValue: 2,000 bright when viewed with infravision. branches, the machete causes small Creatures with infravision see the plants the user steps on or over to wither helm as luminescent only when it away, creating a viable trail. Magical is worn by a person. plants or plant-like creatures cannot be XPValue: 400 GPValue: 2,400 harmed in this way The machete can only be used for three days in a row Helm of Excellent Sight before it becomes inert for one week. This appears to be a normal helm XPValue: 1,800 GPValue: 5,400 or some type of head gear, but its magical nature becomes apparent Necklace of Language once it is donned. The helm triples When worn, this necklace begins to fill the creature’s length of sight—its the mind of the wearer with the words, maximum sight as well as the length syntax, and idioms of a specific. lan- at which details can be discerned. guage. After the third day of wearing The sharpened level of detail grants such a necklace, it allows the wearer to the wearer an automatic saving completely understand and articulate throw vs. spell to detect a naturally one additional language. The wearer can camouflaged creature if one is not speak this language with great ability readily given. If a saving throw is nor- and with a vast amount of vocabulary. mally called for, it is made with a +3 The dialect and idioms are particular to a bonus. The wearer also receives a specific region, and the wearer may not bonus of +1 to surprise rolls and be able to understand a distant dialect. attempts to find secret or hidden doors. While speaking the additional language, If the helm is worn for more than ten the wearer can mimic accents he hears hours in a single day, the wearer begins with great proficiency. The appearance Hammer of Climbing to experience vertigo, and his vision and construction of the necklace is This adamantine-headed hammer is becomes blurred (-2 on all attack rolls dependent upon the language ability it usually inlaid with small gems or golden and ability checks). The vertigo ends bestows. If the necklace empowers the glyphs. A much more powerful relative within five rounds of removing the wearer to speak an Elven language, the of the climbing spikes, the hammer actu- helm but returns if the wearer tries to necklace’s small golden beads might be ally imbeds any normal, unenchanted use the helm before 24 hours have engraved with or be in the shape of small climbing spike into stone, metal, or passed. oak or maple leaves or small trees. If a wood in the same way as the climbing XPValue: 800 GPValue: 3,500 Dwarven language is granted, small iron

86 • JULY 1998 war hammers, anvils, or mountain fig- Rod of Attraction ures would be between a few of the Along the entire length of this chain links of the necklace. If a woodland five foot rod are carvings of being’s language (such as brownie or exotic fruits, trees, bushes, and ) is granted, the necklace may be vegetables. When the com- made of strung berries or acorns. Neck- mand word is uttered and the laces of language may be created to allow rod staked into the ground, the comprehension and speaking ability in entire area is filled with the any normal mode of verbal communica- scent of luscious fruits, flow- tion (e.g., Elven, Common, Dwarven, ers, and other plant life (some dragon tongues, but not languages heav- pungent, some sweet). The ily dependent upon body language nor scent attracts small, hungry telepathic communication). If the neck- herbivores likely to inhabit the lace is taken off for any reason, the terrain. Unless the rod is used wearer instantly loses memory of the in a city or area devoid of ani- language. mal life, the rod attracts 1d4 XPValue: 650 GPValue: 3,500 small herbivores within three turns. The aromas the magic produces are fairly specific to attract only herbivores, but there is always a 15% chance the rod attracts a larger omni- vore and a 5% chance it attracts a larger carnivore; they command word, a charge is expended know the area would be a good and the rod will tug the owner’s hand in place to get food. (For omnivores or the correct direction. The tugging per- carnivores, roll on the appropriate sists for five rounds unless the user random encounter table.) Usually, releases the rod prematurely The rod can the rod insures a good meal in the successfully specify the direction of any wild but occasionally can prove of the cardinal directions, familiar monu- more than a mouthful if it attracts ments, landmarks, cities, towns, villages, something the PCs cannot handle. or the like. The rod cannot locate any The rod ceases producing the aro- place that is not well known to a great mas after two turns, and the scent number of people or the user herself. It usually clears the area one turn can locate any named city, ruins, or mys- afterward. If a breeze is present, the tical place (if the location has been well aromas clear after three rounds. If a visited), as well as places the user has strong breeze is present, the effective- visited before. The rod cannot tell the ness of the rod is halved (attracting direction of undiscovered gold mines or Pipe of Aversion only 1d2 small herbivores), and in caches of gems or treasure. If the owner This eight-inch-long pipe is very well stronger winds the rod is ineffective. commands the rod to “show me the crafted and carved with images of a When created, rods of attraction are direction to the nearest pile of gold,” the woodland scenery along its length and imbued with 30 charges. rod remains inert and expends a charge. head. When this pipe is smoked out- XPValue: 750 GPValue: 3,600 Note that sometimes the rod may be less doors, a keen smoker notices that no than helpful if the direction to the loca- bothersome insects approach closer than Rod of Direction tion requested is through an impassable five feet. The smoke itself is not pungent This 3’-long wooden rod is wrapped in a boundary such as across a canyon or or unusual, but it smells of whatever thick helix of iron spanning from top to through a sheer cliff. The rod can only type of tobacco is used. Insects will not bottom. Imbedded in the top of the cane give the most direct way to the specified gather around the periphery of the magi- is a one-inch diameter nugget of mag- place. The rod cannot detect nor direct its cal field; they steer away or around it. netite. The rod radiates an aura of wielder toward offworld places or Note that this only applies to nonmagi- priestly magic. When the realms in other planes. cal normal insects; giant-sized or magical owner of the rod speaks the name of the When created, rods of direction hold insects are not affected by the pipe. destination he would like to know the 50+1d20 charges. XPValue: 200 GPValue: 800 direction to and utters the appropriate XPValue: 1,000 GPValue: 5,000

DRAGON 249 • 87 removed. The outer plating of the skillet remains cold to the touch; only the frying side heats up while items are being prepared. Its magic is active only when some- thing meant to be eaten is placed inside it; it will not burn a creature in combat (though it can cause 1d2 hp bludgeoning damage). It kills all bacteria and germs on the food to make it perfectly safe for consumption. It also enchants the food slightly to enhance its aroma and tasti- ness. XPValue: 300 GP Value: 1,600

Stakes of Concealment These oak stakes are always decorated with carvings of wild ani- Siver’s Sustaining Satchel mals such as wolves, bears, or snakes 15’-radius globe. Beyond that distance, This item is a simple brown, hard- and are meant to stake a small tent (no there appears to be no flame atop the leather purse or sack for carrying small larger than 15’ on a side) to the ground. torch. This is of great import where the food items. If a detect magic spell is cast, When the tent is staked, no animal with use of a light would make one more of a it will reveal a strong aura of summon- an Intelligence score of 4 or lower can potential target for predators or bandits. ing magic. The satchel holds up to perceive the tent or its occupants in any Note that any fire started by the torch three-quarters of a cubic foot of items, way; the tent becomes invisible to such does not have the limited light magical but when a small food item is placed creatures as well as masking any scent, feature of the torch. A successful dispel inside and left alone for one turn, the sounds, or heat emanations. If such a magic extinguishes the torch. satchel triples the amount of that spe- creature comes into direct contact with XPValue: 250 GPValue: 1,200 cific food, or increases it to the limits of the tent (most likely by unknowingly the sack’s volume capacity. Any sort of bumping into it), it is granted a saving edible food may be augmented in this Whistle of Repulsion throw vs. spell with a 4 modifier to The whistle takes the form of a signal manner, but it does not augment poi- detect the tent for what it is. If it fails the whistle or a hollow reed but, when sons, living animals, nor uncooked saving throw, it ignores the tent and blown, makes no sound to most crea- body parts. The satchel may be used up moves on. Any creatures with Intelli- tures. To a particular type of animal, to three times per day. Any food item gence scores higher than 4 are granted an however, the whistle produces a shrill, generated radiates a faint aura of automatic, unmodified saving throw to piercing sound, and all such animals magic. Such food items cannot be used detect the tent. If such creatures touch must make a saving throw vs. spell or in the satchel to make more food. Once the tent, its true nature becomes clear. flee from the whistle blower. (The whis- an original food item is used once in the XPValue: 800 GPValue: 3,500 tle can be heard at a distance of 100 sack, it may not be used again. Any feet.) The affected creatures will not item which is rotted, overripe, or moldy approach within 200 feet of the whistle and placed inside the sack and left Torch of Limited Light This is an ordinary-seeming wooden blower for 2d4 hours. The magic of the alone, disappears, and does not gener- torch with an oiled rag wrapped around whistle may be called upon only three ate any additional food. its top; shortly after it is lit, its magical times per day XPValue: 900 GPValue: 5,000 properties become apparent. The flame XPValue: 500 GPValue: 2,500 on the torch is permanent and does not Skillet of Frying consume the torch or rag. The flame can, This small skillet or frying pan is about however, be used to spread and ignite 10 inches in diameter and radiates alter- combustible materials. The flame cannot Jeff is a philosophy major and senior at UC ation magic if so detected for. When be doused with water, though it cannot Irvine. He’d like to dedicate this article to his something edible is placed onto the skil- ignite other materials while underwater. friend Jason Gurvitz, who opened his eyes to let, it cooks or fries the food until it is The torch shines its light only within a the real-world magic of traveling.

88 • JULY 1998

THE LOST SPELLBOOK OF Rary the Traitor

To an unwitting band of ARY OF KET! RARY THE MAGE! RARY THE TRAITOR! No one from any civilized part of the Flanaess speaks of this insidious adventurers, wizard without disgust and revulsion. His crime was unthinkable— this tome of one treason most foul against the nations of the Flanaess and especially the Circle of Eight when he murdered two of his of the most fellow archmages and forever broke that hallowed conclave. puissant and Since Rary’s betrayal at the Great Hall in a long-lost artifact. His army scours the (as detailed in the Brass Hills and surrounding Bright infamous Rary the Traitor Greyhawk supplement), Desert for magical items for their lord. So concern grows among Greyhawk’s far, the finds of Rary’s men have been rulers as to what else the archmage may meager, and the archmage is far from wizards of be plotting in his desert tower. In these pleased. Rary, however, is a patient man uncertain times, the forces of good can who has spent many long and industri- only guess at the traitor’s great and evil ous hours in his tower devising ways to Greyhawk could ambitions. While these leaders focus on sate his hunger for new magics. The the larger evils of Rary such as the threat archmage has accepted that magic items of invasion or his dark dealings with in his desert realm are exceedingly rare spell disaster. yugoloths, they have overlooked some and that he must now look beyond his of his more subtle schemes. While these borders. In a flash of insight, Rary subtle schemes may go unnoticed, that decided to employ a cleverly unortho- does not make them any less deadly to dox approach that would acquire magi- those they involve. Presented here is one cal items from across the Flanaess and of the treacherous archmage’s subtle deliver them directly to his tower. designs—a sneaky and deceitful item Having adventured across Oerth as a known as The Lost Spellbook of Rary the young mage, Rary knows full well that Traitor. the most fantastic of magic items are In all of Oerth, it may be that there has often found in the possession of sea- by never been a wizard alive who could soned adventurers. With this in mind, he rival Rary’s passion and love for created a powerful agent that would Ed Bonny enchanted items. To this day, the arch- pass from adventurer to adventurer in mage eagerly acquires and examines all the simple guise of a spellbook, plucking illustrated by manner of scrolls, rings, , brac- magical items from their current owners George Vrbanic ers, and blades hoping to unlock a for- and teleporting them back to Rary in the gotten piece of arcane lore or to discover Bright Desert.

90 • JULY 1998 The Lost Spellbook A beautifully crafted piece of work, Rary’s Lost Spellbook is 14 inches high by 9 inches wide and elegantly bound with a smooth, light brown leather hide that protects 65 vellum pages. The book’s corners are protected by brass cap fittings. Heroes familiar with the Bright Desert (such as some druids and rangers) might recognize the book’s leather cover originating from the hide of a desert centaur. (Desert centaurs are described in Rary the Traitor). The only external marking is Rary’s distinctive symbol which is centered on the front cover. For its large size, the book weighs a remarkably light 5 Ibs. Even to a casual observer, The Lost Spellbook is an obvi- ous example of excellent quality and workmanship. It is clear that only the finest of materials were used in its con- struction. The Lost Spellbook is a very powerful magical item and should be considered a minor artifact. Any wizard in possession of the Spell- book soon discovers the wondrous bene- hit points, is AC 2, and may be damaged only those spells written on its pages. fits. Primarily, the wizard automatically by non-magical weapons. The Spellbook itself does not require succeeds all checks when attempting to The Lost Spellbook is completely material components to cast spells writ- learn any spell contained within the immune to magical and normal acid, ten on its pages. Wizards memorizing book. The wizard also feels more men- water, fire, and lightning. The book spells from the Lost Spellbook do not tally fortified and receives a +3 to all repels all non-magical vermin, such as gain this advantage and must use mater- saves vs. mind-affecting spells and page-eating bookworms. The Spellbook ial components as required by the spell. psionics. The wizard can memorize one is also protected permanently by a The Lost Spellbook of Rary contains extra spell per day of any level as long as modified nondetection spell that allows the following spells: Rary’s empathic per- the wizard is capable of casting a spell of the Lost Spellbook to be detected as ception*, unseen servant, invisibility, Rary’s that level. The memorized spell must be magical and to radiate a false true neu- mind scan*, Rary’s mnemonic enhancer, wiz- from the Lost Spellbook, however. tral alignment which can be discovered ard eye, Rary’s hesitation*, telekinesis, Rary‘s The Spellbook also has a few curses by spells like know alignment. This non- protection from scrying*, Rary’s urgent which are not readily apparent. As a pre- detection otherwise works normally utterance*, true seeing, vanish, Rary’s caution to prevent the distribution of his with regard to scrying attempts and vicious missiles*. spells, attempts to copy spells from the other divination magic as described in *—unique spells listed below. The Lost Spellbook automatically fail, the spell’s description. Only the most spells from the “out-of-print” classic regardless of the process employed. powerful can pierce its hardcover Greykawk Adventures are Additionally, the book’s possessor auto- magical defenses and reveal that the given as they appear in the Wizard’s Spell matically fails all saving throws against Lost Spellbook possesses an evil genius Compendium series. any spell cast by either the Lost Spell- intellect. book or by Rary himself. These benefits The Spellbook possesses the intellect Rary’s Empathic Perception and curses last only so long as the person and cunning of its master (Int 19) and (Divination) possessing the book remains within 10 continually works to fulfill the mission Level: 1 feet of the Lost Spellbook. of stealing magical items and teleporting Range: 5 yds. /level No new pages can be added to the them via vanish back to Rary in the Components: V, S, M Lost Spellbook, and the existing pages Bright Desert. The Lost Spellbook casts Casting Time: 1 cannot be written upon or erased. Pages spells and saves as a 23rd level mage. It Duration: 3 rds./level may be ripped out by a creature with a is capable of casting up to 40 levels Area of Effect: 1 creature/probe strength of 13 or greater. The book has 50 worth of spells per day but may cast Saving Throw: None

DRAGON 249 • 91 This spell enables the caster to sense the increases casting time by 3, so a first-level Rary’s Urgent Utterance basic emotions of a creature, person, or spell such as magic missile has a casting (Alteration) animal such as fear, hunger, thirst, time of 4. Further, the spell remains sub- Level: 6 anger, pain, joy, or love. The spell works ject to disruption for the entire extended Range: 0 on any creature possessing a mind, but period. Creatures four or more levels (or Components: V, S, M not automatons, golems, undead, or hit dice) lower than the caster receive no Casting Time: 1 turn nonhuman beings from other planes. saving throw. Those three levels lower to Duration: up to 24 hrs. One creature can be probed every five three levels greater receive a saving Area of Effect: 1 spell rounds, and must be within the caster’s throw vs. spell at a 4 penalty. Those four Saving Throw: None line of sight, not behind a door or wall. or more levels greater than the caster This spell empowers the wizard to spe- A shielded mind cannot be probed save vs. spell at a -2 penalty. cially prepare another spell for quick empathically. casting in an emergency. Urgent utterance The material component for empathic Rary’s Protection From Scrying is cast first, followed by the spell to be perception is a copper piece. (Abjuration/Divination) readied, except the last word of the spell. Level: 6 When the wizard needs to cast the read- Rary’s Mind Scan Range: Touch ied spell, the caster need only utter the (Divination) Components: V, S, M final word of the spell. The utterance of Level: 4 Casting Time: 1 turn the final word has a casting time of 1, Range: 10 yds./level Duration: 1 hour + ½ hr./level saving much time on most spells. Components: V, S Area of Effect: Creature touched The readied spell stays in the caster’s Casting Time: 4 Saving Throw: None mind for only one day before it fades Duration: 5 rds. /level This spell protects a creature from scry- from memory. No more than two read- Area of Effect: 1 creature/probe ing attempts or intrusive divination. ied spells can be in the caster’s mind at Saving Throw: Special Clairaudience, clairvoyance, ESP, empathy, any time. Almost any spell of 6th level or This spell allows for deeper study of an telepathy, crystal balls, a magic mirror, and less can be readied for quick casting, unshielded mind than ESP can accom- the like will not succeed in locating, except ’s transformation. plish. The caster can pick up the surface detecting, or studying the protected The material component is a sapphire thoughts or emotions of a creature on the creature. The warded creature immedi- worth 1,000 gp, which is crushed when first round of the probe, read deeper ately becomes aware of the attempt, no the spell is cast. thoughts or memories on the second matter how great the distance between through fourth rounds (allow a savings the scryer and the creature. Detect Rary’s Vicious Missiles throw vs. spells), and can access the evil/good and know alignment do not work (Evocation) deepest memories beginning with the on the protected creature. Level: 8 fifth round. The caster may learn of a If the wizard is the protected creature, Range: 60 yds. + 10 yds./level creature’s dreams, suppressed memo- the following apply: The wizard has a Components: V, S ries, or primal desires. One major fact or 5% chance per level to learn the location Casting Time: 1 round subject can be learned or studied per of the scryer after one round of concen- Duration: Special round of deep probing. The limits on tration. The scryer receives a saving Area of Effect: 1 creature which topics can be probed are the same throw vs. spells; failure reveals the Saving Throw: None as for the ESP spell. scryer’s identity to the wizard. Detect A particularly nasty variant of magic mis- evil/good and know alignment will also not sile, this spell is believed largely respon- Rary’s Hesitation work on the affected creature. sible for laying low Otiluke (if not also (Enchantment/Charm) If the scrying is carried out by means Tenser) in that fateful battle in the Great Level: 5 of a direct visual link (either through Hall. Rary jokes badly with Lord Robilar Range: 10 yds/level another creature or by means of a spell about renaming this spell “Otiluke’s last Components: V, S such as wizard eye), then the wizard has tickle.” Like magic missile, this spell cre- Casting Time: 5 only a 5% chance per level to detect the ates missiles of magical energy that Duration: 1 turn scrying. Only if the linked observer is unerringly strike a chosen target. Unlike Area of Effect: 1 spellcaster captured and examined does the wizard magic missile, however, only one target Saving Throw: Special have the 5% chance per level to discover may be selected. One missile is created This spell affects the mind of a targeted the identity of the scryer. for every three levels of the caster spellcaster, causing an involuntary hesi- The material component is a star sap- (rounded down; no limit on the number tation before beginning any spellcasting phire, worth 5,000 gp, which must be of missiles) and each missile inflicts 1d4 process, including the use of devices or kept on the creature for the duration of + 2 hp damage. What makes this spell so innate spell-like abilities. The hesitation the spell (and which vanishes afterward). deadly to spellcasters is that the release

92 • JULY 1998 of the missiles is staggered over a num- unseen servant in order to divert suspi- linked to him would be sought by both ber of combat rounds. Once the spell is cion (a sudden tug on the owner’s back- his enemies and his admirers. It might be cast, a single missile strikes the target pack, a false trail of footprints leading guessed that he did this to lure the more immediately. Then each and every from a camp site, a window left open, powerful (and thus better equipped) round thereafter on the caster’s modified etc.). If the Spellbook learns of any ani- adventurers into wanting his Spellbook, initiative roll (see Chapter 9 in the PHB mosity between party members, it tries only to learn later that they had made a for the rules on initiative rolls during to exploit that mistrust by leaving bogus grave mistake. Or perhaps the arch- combat), another missile strikes the tar- clues wrongly pointing to the suspected mage’s ego was so great that he felt com- get until all the missiles have been fired. thief. If the Spellbook’s bearer or com- pelled to leave his mark on such an After the target has been chosen, the rades possess many desirable items, the ingenious invention of his own making. caster need not worry about concentrat- book tries to steal as many of them as Whatever his original reasons for doing ing on the spell as all missiles will auto- possible. so, the archmage knows that, in time, his matically strike the target unless the The Lost Spellbook has been ordered Lost Spellbook will eventually become target moves out of range. Spells of to be especially vigilant for ioun stones. as infamous as he and therefore no lower than fifth level that protect against Rary has become especially interested longer as effective. As long as the Spell- magic missile, such as shield, are not effec- in the powerful magical energies found book is cautious in its mission, Rary does tive against the vicious missiles. in ioun stones after he stole Otiluke’s not expect the book to become an infa- pale green stone from the dead arch- mous villain across the Flanaess until a Tactics of the Lost Spellbook mage’s smoking robes. When fulfilling decade or two has passed. When accompanying what it perceives its mission, the Lost Spellbook, like its A hero in possession of the Lost Spell- to be a powerfully equipped party, the master, is extremely patient. The Spell- book of Rary might find herself in a dan- Spellbook attempts to discern the party’s book always employs stealth over gerous situation politically. A wary hero most desirable magical items using overt attempts at stealing. It is very having the tome might want to keep the empathic perception to learn whether any cautious and carefully chooses just the knowledge of it to herself. The recently party member is overly proud of his pos- right time and circumstance to teleport reformed Circle of Eight (see the Return session or perhaps covets a comrade’s items away. It never allows itself to be of the Eight accessory) would be but one magic. During combat, the Spellbook destroyed and flees using vanish on group among many on Greyhawk who also uses wizard eye to personally observe itself once its true nature has been would actively work to acquire one of the party especially to see magical items either seriously suspected or made Rary’s Spellbooks. Should the owner and weapons used in combat. If these known. In fact, should it teleport away, decide to keep the book for herself, she simple tactics do not turn up good infor- the Spellbook’s disappearance might might soon expect a personal visit from mation, the Spellbook mind scans sleep- be considered yet another theft in the Bigby, Otto, or one of the other members ing members to learn what they carry. recent string of thefts. It might not even of the Circle. Ket leaders, Paynim Sleeping persons making their saving be blamed for the robberies. After leav- raiders, and loyalists to Rary learning of throw against a mind scan do not remem- ing a party, the Lost Spellbook might the book’s existence might seek to return ber that magic was used against them return to Rary’s tower or use its spells the Lost Spellbook to the archmage to while they slept. Heroes with protections to place itself in the path of another curry favor with him. After all, they against divination magic in place might party of adventurers. would believe that the book had been become aware of the attempt. The Lost So far there is little knowledge about stolen from Rary. The Spellbook could Spellbook might decide to stay with a the Lost Spellbook across the Flanaess. even be the catalyst that propels the party for weeks or even months before it The Spellbook has been traveling for less party into an adventure that takes them begins to rob from them. than a year and has victimized two into the Brass Hills and pits them Once a suitable item has been found, adventuring parties. The victims were directly against the archmage. the Lost Spellbook uses vanish to teleport not aware that the book was Rary’s, and the item back to Rary’s tower. The Spell- they probably have still not associated Beyond the Flanaess book must use wizard eye to “see” the the thefts with the Spellbook. One party DMs running campaigns on other item it is about to teleport and uses from Keoland lost a pair of boots of the worlds can easily adapt the Lost Spell- telekinesis to pull it out of a character’s North and a ring of sustenance. The second book to fit the setting. The Lost Spell- pack if the item is not in plain sight. party originated from near Greyhawk book could have been penned in the ® Thefts usually take place while the vic- City and were robbed of their much val- DARK SUN campaign by the paranoid tim is distracted or not aware of his or ued cube of force. Sorcerer-King Daskinor, and then let ® her situation such as when sleeping, Rary was fully aware of the potential loose to spy on Athas. In the BIRTHRIGHT walking among a large crowd, or during ramifications when he placed his three- setting, the Lost Spellbook might be a the height of battle. The Spellbook tries star symbol on the Lost Spellbook’s front Gorgon-designed weapon employed to to disguise its theft by creative use of cover. The archmage knew that an item undermine his human enemies and

DRAGON 249 • 93 Rary’s Plans cover their functions and purposes. ❖ Browsing a travelling caravan out- Every three or four months, the Lost Those items that the archmage finds side the City of Greyhawk, a PC (most Spellbook teleports itself back to Rary’s personally handy or intriguing are likely a mage) spots the book on a Tower. There it meets with its creator to placed inside his treasure room (Tower trader’s table and recognizes Rary’s pass along any pertinent information it Level 4, Room K2) for later use. Magic three-star symbol on the cover. A sly PC has learned and to receive new instruc- items that he has little use for are given may just buy the book and coolly walk tions should the wizard have any. After to Robilar or his lieutenants as rewards. off with this incredible treasure. If the these brief meetings, the Lost Spellbook Rary barters the rest of his purloined trader is confronted about the book, she leaves Rary’s Tower via vanish, appear- magical items with yugoloths in says she doesn’t care whose book it is but ing in another part of the Flanaess to exchange for promises of future favors. doesn’t want any trouble either. How the continue its quest for magical items. If the heroes venture into the Bright trader came across the book could be a The Lost Spellbook of Rary has been Desert and the Brass Hills, it is possible mystery even to the trader. She might ordered by its master to teleport stolen that they may come across a lieutenant say that she simply found it one day goods directly to Rary’s magic library in of Rary’s bearing one or more of the lying on the floor of her wagon, or she his tower in the Brass Hills. This room is party’s magic items. This could be just may be selling it for her masters. found on Tower Level 3, Room J1 in the one of the ways for the heroes to retrieve ❖ The Spellbook is found by the party Rary the Traitor supplement. Rary typi- stolen items without confronting Rary during the course of an adventure. It cally leaves acquired items in this scry- directly. A more dangerous adventure may have been partially buried under proof room for months at a time to would take the heroes straight into some rubble, in the backpack of a dead discourage previous owners seeking to Rary’s Tower in search of their stolen mage, or lying along the side of the road reclaim their property from making property. In the case of the latter, the as if it had been carelessly dropped there. inquiries at his tower. Rary examines the heroes might be lucky enough to enter In reality, the Lost Spellbook had stolen magic items at his leisure to dis- the tower when Rary is out wandering. observed the party earlier and—once it found them to be full of promise—clev- erly placed itself in their path to begin weaken already frail . The Red as well as appropriately respond to the fulfilling its mission. Wizards of Thay would be the most threat that the Spellbook presents. ® likely villains of the FORGOTTEN REALMS Listed below are a few suggestions for Notes for the DM setting to use this kind of underhanded introducing the Lost Spellbook into When using any type of artifact in a cam- trick against their many enemies. your GREYHAWK campaign. paign, there is a chance it can unbalance ❖ The party defeats a group of a game by its unusual powers. DMs are For Your Campaign marauding bandits who are in posses- advised against dropping the Lost Spell- The approaches a DM may use to intro- sion of the Lost Spellbook. If the party book of Rary into their campaign with- duce the Lost Spellbook are many. recognizes the book as Rary’s, it should out advance planning as the Lost Some DMs may wish to have the book be obvious to them that the bandits Spellbook could have a significant appear under mysterious circum- ought not to be carrying such a fantastic impact on their campaign. All DMs stances in their PCs’ belongings one treasure. Any surviving bandits claim should read the following to prepare for morning, thus arousing suspicions at only to have “acquired” it in their trav- some of the repercussions their cam- the start that something is amiss. Other els. They may attempt to sell it to the paign might experience. DMs will want to make their players party or offer it in exchange for their Robbed Blind: It is possible that the believe that they have acquired an lives if they believe they can deal with Lost Spellbook could rob a party of important treasure, perhaps even a the PCs. much if not all of their hard-won magic. minor artifact. Still other DMs may ❖ If the party is near the Bright Desert, The theft of a party’s precious magical want their players to think that the Lost they might cross paths with a wounded items can very well demoralize and frus- Spellbook is merely just another item and exhausted desert centaur gripping trate players so much so that they would acquired during the course of their the Spellbook. The centaur states that he be willing to abandon the campaign alto- adventures. Eventually, however, when bravely slipped into Rary’s Tower, stole gether. A DM might not realize this until their items begin to vanish, the PCs will the book, and barely escaped with his it is too late. By then, the campaign could realize that something is wrong (but life. He hopes to learn more about the be wrecked beyond repair. With some they may not suspect the Spellbook). “Desert Defiler” and wants to get the careful planning of the Lost Spellbook’s Given that the Lost Spellbook is a book back to his tribal elders. The cen- actions, the DM can control any run- minor artifact, it is recommended that taur and the party do not know that Rary away damage the Spellbook might the Spellbook be used in mid- to high- let the centaur steal the Spellbook in cause. The DM might have the Lost level campaigns. Higher-level heroes order to unleash it on an unsuspecting Spellbook steal only minor magical are better able to protect their property world. items such as potions or rings of protec-

94 • JULY 1998 tion. These lesser items can be easily replaced compared to irreplaceable items like a sword of wounding or a ring of warmth. Alternatively, DMs may decide that the Lost Spellbook steals only one precious item from the party before leaving the party in search of other adventurers to prey upon. Play- ers frustrated over the loss of magical items might be interested in designing a plan to retrieve the stolen items. Party In-Fighting: As stated earlier, the Lost Spellbook could try to place blame on a party member for the thefts that it commits. This misplaced blame could easily lead to a deadly fight between party members. Depending on the type of campaign being played, a party fight can be an enjoyable battle for players to test their skills against each other or an emo- tional interaction between players that would be best avoided. Prior to intro- ducing the Lost Spellbook into their game, DMs are advised to consider their players’ reactions should a party fight ensue.

A Fighting Chance Some DMs might want to take steps in abjuration magic or protective gear in an if the prize is worth the attempt or if Rary their campaigns designed to provide attempt to prevent future thefts. This is in serious need of such a magical item. their heroes with an advantage or two could be very helpful to the heroes later Caught in the Act: While the Lost when dealing with the Lost Spellbook. on should the Lost Spellbook come into Spellbook possesses its creator’s cun- Other DMs might want roleplaying tips their possession: ning and intellect, Rary the Mage was on how to make the artifact seem less Property Protection: Cautious heroes never a thief. The Spellbook’s first year invincible. The following guidelines can often are on guard against theft. Some or two among adventurers will most aid DMs in developing strategies for heroes use spells like fire trap and weighty likely be filled with mishaps and errors their heroes and the Lost Spellbook chest to prevent theft and tampering. in judgment as some of its attempts to which, in turn, can make the game more Other heroes may use excessive stealth steal are bound to fail. This lack of expe- interesting. and craftiness to conceal a magical item’s rience on behalf of the Lost Spellbook The Power of Foreshadowing: As a existence. It is possible that fellow party could make it easier for the party to catch reminder to the DM, the heroes might members are not aware that their com- the Spellbook in the act of thieving. An already have taken precautions against rade possesses a hidden magic item. If alert party member may watch an item theft and intrusion. If the heroes have the Lost Spellbook becomes aware of being telekinetically moved and prevent not taken such precautions, an enterpris- these protections via its magical investi- it from being teleported away. The party ing DM can design an adventure or two gations, it most likely avoids stealing could even set a trap to catch the to steer his players in that direction. This such items unless it is confident it can unknown thief plaguing them and then could be as simple as exposing the party succeed. For example, a mage who is surprisingly discover that it was the Lost to a minor theft carried out by a profes- highly possessive of his dagger of venom Spellbook all along. A high-level party sional thief. Heroes who learn their might sleep with the dagger tightly might even be powerful enough to lessons from such an adventure might bound to his forearm under his shirt- imprison the Lost Spellbook and prevent direct their efforts toward greater pru- sleeve. It is highly unlikely that the Spell- it from escaping. In such a circumstance, dence and wariness. The realization that book could take the dagger from the Rary would most likely send trusted the heroes are vulnerable to being sleeping mage without immediately lieutenants to free his precious artifact robbed could cause them to seek out alerting the wizard, although it might try from its jailers.

DRAGON 249 • 95 Look, A Clue!: While subtle in its of spells. Perceptive players might be wrought. There are a myriad of role- actions, the Lost Spellbook does leave a able to piece together what has been playing possibilities available with the trail of clues that observant and industri- happening to them by examining the Lost Spellbook for both DMs and their ous players might pick up on. The most possible uses the Spellbook’s spells. players to explore—and they should be obvious of these would be discovering fun for all involved. the effects of the Spellbook’s spellcast- Concluding Comments ing. A hero that can see invisible things The Lost Spellbook of Rary is not a tool might notice the Spellbook’s wizard eye for DMs to viciously strip heroes of their or unseen servant. Some of the red her- rightful property. Properly played, the rings created by the Spellbook such as Lost Spellbook of Rary the Traitor can be Ed Bonny lives in a house affectionately faked tracks could be uncovered as a fab- an exciting experience for the heroes. known as the “Lost Bungalow.” Stuck in this rication by a hero with good investiga- Much of the challenge of the Lost Spell- outer borough of NYC with him are are his tive skills. In the above example, a book centers around the party exposing two cat companions, and Korgunard. ranger using his tracking skill would the unusual nature of the thief. Both the Ed says if he gets another cat, he might name most likely discern that the tracks were DM and the heroes can explore subse- it Otiluke or Mordenkainen but definitely not genuine. Heroes warded against div- quent alternatives for dealing with the not Rary. ination magic could be made aware that Lost Spellbook after the initial contact someone or something is trying to mind with the artifact. One further adventure scan them. Clever use of magic or the hir- could involve the heroes hunting down ing of a powerful diviner might reveal the Lost Spellbook and destroying it the Spellbook as the true thief among the before it robs from other unsuspecting party. Perhaps the most obvious but victims. The heroes might even find a overlooked clue that could lead the play- way to turn the Lost Spellbook against ers to suspect the Lost Spellbook is its list Rary and undo the damage that it

96 • JULY 1998

Deep Meanings

Make your RUIDS AND ELVES HAVE A SPECIAL NAME for every plant underdark and tree, maybe more than one for some of them. They insist “prickles” are not “thorns,” nor vice versa. Dwarves and excursions more other spelunkers have an equally rich vocabulary for the parts convincing by any types of the caves they explore, and some of the peculiar rock growths that make them up. Many a dungeoneer destroys his reputa- using the correct tion with veterans of the underdark when, after years in underground terms for the adventures, he still refers to “big stone spikes growing up from the floor and hanging from the ceiling” rather than saying, simply and subterranean accurately, stalagmites and stalactites.

This glossary allows those who study it A cave spring is a spring arising in a wonders your to describe natural underground fea- cave. tures in less cumbersome terms and to Channel denotes the free-surface understand what the dwarves mean by a course of a subterranean stream, that is, characters karst window, a blade or bacon stone, an underground tunnel where a stream and why they grow angry when some- flows, but not completely filled by the one tells them to look for a pillar, and it stream, so that the water surface contacts encounter, turns out to be what they insist is a col- air, not just rock; compare with conduit. umn, not a pillar at all. It also might The amount of air may be large enough expand the your ideas of what is possible to sail a ship, or barely enough to clear a in natural subterranean obstacles, such nose to snort a lungful. as keyholes, siphons, duck unders, and Chute describes any inclined channel the deceptive, fragile footing of shelf- or trough. stone. Conduit is used for a subterranean stream course completely filled with by Underground Water water at all times; compare with channel. Branchwork is a system of subterranean Duck under exists where the passage is Holly Ingraham water courses with many incoming trib- filled or nearly filled by a stream or pool, utaries and none outgoing, often pro- requiring a crawl or swim underwater to duced by water table streams. go farther. A cave inlet is a surface stream that Emergence indicates the point where an goes underground on a gentle gradient. underground stream reaches the surface.

98 • JULY 1998 Free-surface describes any stream or they can extend for tens of miles, which water, also known as a down-and-up- body of water in contact with air. is larger than most dungeons. again; see siphon (Underground Water). Intermediate channels are angular or Cavern denotes any sort of large, pre- Keyhole is a small passage in cross-sec- almost horizontal channels between tentious natural underground cavity or tion round at the top, constricted in the well-defined levels. cave. middle, roughly rectangular or flared Karst window is a place where an Cenote (seh NO tay; rhymes with below; originally a round conduit whose underground stream flows out of an “Heh, no way.”) is a vertical, roofless bottom was eaten out when water level open cavern across an open space and shaft in a limestone area, especially in dropped. into an open cavern; also known as karst Yucatan and Mexico, caused by the col- Labyrinth is a complex of many irregu- fenster. lapse of strata over a solution cave, hav- lar and repeatedly connected passages; Rift is a relatively long, narrow open- ing at its bottom a pool fed by ground also known as an anastomosis. ing above or between channels. water, often filling the shaft. Lapiaz is an area torn by erosion form- Siphon is a comparatively small Chamber describes a large space hav- ing chasms, trapholes, fissures, and tun- inverted-U shaped channel filled with ing only one connection with the rest of nels. water in hydrostatic balance; see inverted the cave. Lava cave is usually a long hollow tube, siphon (Access). Chasm (KA zum) is a deep wide gap, sometimes with chambers and rooms Sump is a submerged passageway also called a cleft, fissure, or crevice (the opening from it; if open on both ends, it last possibly smaller than the others). may be called a lava tube; formed when Access Chimney, as a noun, is a steep, ascend- lava solidifies around a molten center, Adit indicates a subterranean passage ing passage or vertical shaft smaller by which then flows out. Most other caves open at one end only and generally level; comparison than a well or hole; not nec- are in limestone. see cul-de-sac. essarily open at both ends. As a verb, it Lead (LEED; rhymes with “bead”) is a Aisle is an elongated, high, narrow, tra- describes a climbing technique of term applied to any small passage, usu- versable passage. putting one’s back to a wall and feet ally narrow and following a general Axis or cave axis is the general direction against another opposite. direction. taken by the major portion or main pas- Corridor is a narrow level under- Level is the distance of the cave floor to sage of the cave. ground passageway that is compara- an outside surface; one of a series of Balcony is a grotto above the floor in tively straight and connecting two and more or less horizontal passages occur- the side wall of a cave, large enough for more rooms. ring at more than one depth in the people to walk or stand in; any projec- Crawl describes any passageway low ground. tion from the wall of a cave large enough enough to permit entry only by crawl- Mud fill indicates a passage fully or to support one or more persons with or ing; may be narrow or wide, but always partially blocked with mud; also known without the aid of climbing equipment. low. as mud choke. Breakdown describes the collapse of Cul-de-sac is a passage having but one Passage is an underground opening cave or corridor roof in slabs or rubble or entrance; also called culdesac, dead-end; having greater length than height or blocks, depending on the rock; if where see adit. width, large enough for human the passage impinges on a surface valley, Doline (doh LEEN ah; rhymes with entrance, and larger by comparison than it is characterized by the presence of sur- “Molina”) is a wide sinkhole with gently a lead. face debris, such as plants, turf and soil. sloping and usually soil-covered sides; Peter out is a verb, used when a lead Cave, as a noun, is a natural cavity, also called doline sink, dolina. becomes too small for human passage, recess, chamber, or series of chambers or Dropway is an opening between two though it may continue on, or even galleries, occurring beneath the surface parallel passages that lie at different lev- expand again later. of the earth, usually extending to total els; a hole, chute or chimney between Pit is a deep well. darkness, and large enough to permit upper and lower passages. Pothole is an eroded sloping surface entrance; as a verb, to enter and explore Flue is an air inlet or outlet, usually dip leading to a shaft into the ground; caves (“We’re going caving this week.”); one too small for passage. compare sink. to have cave, as in “We’ve got cave Gallery is an underground channel or Rock house is a cave in a cliff with open- beyond this boulder!” means there are level that is part of an abandoned chan- ings through the face of the cliff. passages that can be traversed by the nel or level above the main passage; also Room denotes any expanded portion spelunkers. called a hall. of a passage measured in feet or yards, Cave system is the composite of all pas- Grotto indicates a hole eroded in the having more than one connection with sages and rooms underground in a given side wall of a cave, or a small cave, espe- the rest of the cave. area that are connected, with one or cially one having some attractive feature. Shaft cave is a cave or portion having more openings to the surface; sometimes Inverted siphon, one of the nastiest the position and dimensions of a shaft, used when the connections are sus- obstacles when tight, is a passage form- that is, a tall, narrow, vertical or steep pected but not yet known. Realistically, ing a U, which may or may not contain cave.

DRAGON 247 • 99 Sink is a hollow in the surface ground fragile to support a person; see partition. interior drop from the floor or wall; com- in limestone regions caused by the col- Cave pearls are free spheres of calcite pare with soda straws. lapse of a cave roof, often connected to a formed in small drip pools around a Partition is used for an original rock subterranean passage or cave; a large grain of sand, and kept agitated by a con- span across a cave inclined within forty- sink is called a hollow; also known as stant drip so they do not stick to the sides five degrees of the vertical; compare sinkhole. or bottom of the pool. They are valuable bridge. Squeeze describes a passage so narrow only in their original site. Pendant is a hanging projection of that forward progress can be made only Cave rafts are flat plates of calcite that native rock from the ceiling or overhang- with difficulty, and may not be possible form on the surface of still cave pools ing walls, not dripstone. to larger persons; see crawl. and float until disturbed or too heavy Pillar describes a vertical of native rock Talus (TAH lus; rhymes with “Dallas”) Column is a stalactite and stalagmite left after rock around it has dissolved, is loose rock fallen from side wall or ceil- grown together, a pile of dripstone join- not dripstone; compare column. ing and resting at a critical angle, that is, ing floor and ceiling. Rimstone is built up into rimstone in a slope as steep as it can be without Draperies are thin, usually undulating dams on the edges of cave pools each falling. sheets of calcite hanging from the ceil- time the mineral-thick water laps above its normal level, and the deposit dries out; a special form of flowstone. Shelfstone is flat calcite deposits rostwork describes quill-like clusters of aragonite extending from something solid along the surface of a cave pool or lake. These crystals deposited on cave surfaces. form an often fragile edge, and if the water level drops will be left high and relatively dry The resulting shelf may Traverse (trah VERSE; rhymes with ings or walls. bear cavers’ weight close to the wall, but “the purse”) as a verb, means to progress Drip hole is any point where water may collapse where it thins. horizontally across a steep or vertical drips fast enough to cut a hole or niche; Soda straws are thin, hollow, straight rock face above floor level; as a noun, it where slow mineral precipitation forms speleothems hanging from ceilings; describes a section of trail that must be a basin, a hole of dripstone. gravity-assisted helictites and probably traversed. Drip pool is a small basin of water the core of future stalactites. Tunnel is any natural or artificial pas- maintained by dripping water. Speleothems (SPEE lee oh thEM; sage open at both ends and generally Dripstone is calcium carbonate in the rhymes with “see me, a gem”), from the level. form of stalactites and/or stalagmites; Greek for “cave deposit,” covers all sorts Vent denotes a narrow intersecting stone formed by the evaporation of min- of formations built like dripstone. channel, too small for human passage. eral-laden water, deposited drop by Stalactite (stuh LAK tite; rhymes with Vertical well is a shaft opening to the drop. “the back tight”) is a dripstone point surface. Flowstone, on the other hand, is formed hanging down from the ceiling; remem- Well describes a steep or vertical pas- by water running over walls, slanted ber that stalaCtites grow down from the sage usually closed or impassable at the floors, shelves, etc., evaporating or just Ceiling. lower end; a chimney in the floor. dropping part of its mineral load; com- Stalagmite (stuh LAG mite; rhymes pare with dripstone. with “the bag might”) is dripstone piling Formations Fresco denotes a half section of a stalac- up on the floor in a narrow shape; Baconstone is banded calcite of pure tite on a cave wall; usually a cluster or remember that stalaGmites grow up white and iron-stained rust that resem- series of these natural pilasters marking from the Ground. bles bacon; often in draperies, large or a horizontal expanse. small. Frostwork describes quill-like clusters Blade is used for the remains of a parti- of aragonite crystals deposited on cave tion; a stubby, vertical protrusion of orig- surfaces. inal rock, not dripstone. Gypsum flowers are delicate, irregular Having minored in geology in college, Boxwork is a weblike intersecting shapes of calcium sulfate forced, crystal Holly Ingraham continues to follow earth planes of calcite, originally deposited in by crystal, out of a single hole or small sciences from her extinct volcano in Hawai’i, cracks in rock since dissolved. clusters in the rock by water behind the visiting the active ones with her husband. Bridge is an original rock span across a crystals. She writes full time, and her first reference cave, inclined within forty-five degrees Helictites are twisted, hollow, worm- book, People’s Names, was published by of the horizontal; very often too small or like spirals of calcite that grow drop by McFarland last year.

100 • JULY 1998

August Other events: roleplaying, LARP, boardgames, TCGs, miniatures, painting Gen Con Game Fair '98 contest, dealers’ area. Registration: $30 August 6-9 WI prereg, $35 at the door. Contact: Skir- Milwaukee Convention Center, mishes, P.O. Box 10641, Kansas City, MO Milwaukee, WI. Guests: Robert Picardo July 64188. Email: [email protected]. Web: and John DeLancie, cast members from users.aol.com/skirmishes. the original Lost in Space, and Bruce Origins '98 Campbell and Alexandra Tydings from July 2-5 OH Conline 30 Hercules and Xena. Events: RPGs, TCGs, The Greater Columbus Convention WWW board games, miniatures, family games, Center and the Hyatt, Columbus, OH. World Wide Web. Events: AD&D®, online games, computer games, art Expected Guests: Jeremy Bulloch, David LIVING CITY™ and *. Contact: gallery, seminars, tournaments, exhibit Prowse, Mira Furlan, and John Byrne. Jay Fisher, 2690 Drew Street Apt. 1108, hall, and more. Contact: Andon Events: Over 1,500 gaming events of all Clearwater, FL 33759. Email: jlorien@ Unlimited, P.O. Box 13500, Columbus, kinds, including the National Magic* concentric.net Web Site: www. OH 43213. Email: [email protected]. Web: championship, Battletech* TCG World concentric.net/~jlorien/conline/index. www.andonunlimited.com. Championship. Registration: $40 prereg html. by 6/19/98. Contact: Andon Unlimited, ComiCon P.O. Box 13500, Columbus, OH 43213. RuneCon August 13-16 CA Email: [email protected]. Web: www. July 17-19 CT San Diego Convention Center, andonunlimited.com. Ramada Inn, New Britian, CT. Events: San Diego, CA. Events: comic books, LARP, RPGA® LIVING CITY, card games, magazines, books, roleplaying, RPGA QuinCon XII miniatures, table top and roleplaying LIVING CITY, Virtual Seattle, MARVEL SUPER July 10-12 IL games, as well as contests and tourna- HEROES™, RPGA classic tournaments, The Civic Center Hotel, Quincy, IL. ments. Contact: War & Pieces, 7½ South DRAGON DICE™, trading cards, toys, Guests: Steven Burgaurer and Lester Main Street, West Hartford, CT 06107. model kits, film & TV memorabilia, and Smith. Events: painting contest, TCG, Email: [email protected]. two floors of meetings, seminars and boardgames, miniatures, and roleplay- panel discussions. RPGA contact: ing. Registration: $12 prereg. Contact: Hudson Valley Con 2 Eugene Luster at [email protected]. QuinCon XIII, 2429 Cedar St., Quincy, IL July 24-26 NY Convention contact: [email protected] or 62301. Email: [email protected]. Holiday Inn Hotel & Conference Center, www.comic-con.org. Fishkill, NY. Events: RPGA events, Magic Concussion 3 tournaments, roleplaying, miniatures, Conlite 15 July 10-12 NE board games, dealer’s room. Registra- August 23 WWW Holiday Inn Northwest, Omaha, NE. tion: $25 before 7/3/98, $30 afterward. World Wide Web. Events: LIVING CITY Guests: , S.M. Stirling, Contact: Hudson Valley Con, 125 Dolson Procampur and AD&D. Contact: Jay Laurell Hamilton, , Timothy Ave., Suite 131, Middletown, NY 10940. Fisher, 2690 Drew Street APT 1108, Zahn, . Events: casino night, Web: www.members.aol.com/ Clearwater, FL 33759. Email: SF dating game, LARP, panels, video SpenHart1/ con/MainPage.html. [email protected] Web: www. rooms, art show, Klingons in Black, and concentric.net/~jlorien/conline/index. more. Contact: Concussion 3, P.O. Box AvalonCon html. 85762, Lincoln, NE 68501-5762. July 29-August 2 MD Hunt Valley Mall, Hunt Valley, MD. Bubonicon 30 Events: Board and table top games, August 28-30 NM Skirmishes '98 roleplaying, and demos. Contact: The Howard Johnson East, Albuquerque, July 10-12 MO Game Company, 4517 Har- NM. Guests: Robert J. Sawyer, Jane Holiday Inn South, Kansas City, MO. ford Road, Baltimore, MD 21214. Web: Lindskold, and David Martin. Events: Special Event: “Masquerade Live.” www.avalonhill.com/avaloncon.html. panels, art show, gaming, GoH speech,

102 • JULY 1998 autographs, dealers’ room, science talk, CITY, LIVING DEATH™; also In Nomine*; Convention Calendar Saturday dance, auctions, costume GURPS; Champions*; Warhammer Fantasy Policies contest, filking, and others. Contact: Battles and FRP; Starfleet Battles*; This column is a service to our readers NMSF Conference, P.O. Box 37257, sanctioned Magic; and TCG. worldwide. Anyone may place a free listing Albuquerque, NM 87176. Email: mps@ Other activities: network computer gam- for a game convention here, but the following ncgr.org. Web: www.members. ing, charity raffle. Registration: $10 pre- guidelines must be observed. In order to ensure that all convention list- aol.com/bubonicon. reg, $13 at the door. Reduced fees for ings contain accurate and timely information, partial attendance or TCG-only. Contact: all material should be either typed double- CogCon, P.O. Box 1939, Rolla, MO 65402. spaced or printed legibly on standard manu- September Email: [email protected]. Web: script paper. The contents of each listing www.rollanet.org/~cogcon. must be short and succinct. The information given in the listing must ConQuest 98 include the following, in this order: September 4—7 CA 1. Convention title and dates held October 2. Site and location Clarion Hotel, Milbrae, CA. Events: 3. Guests of honor (if applicable) roleplaying, miniatures, live action, 4. Special events offered board games, computer games, TCGs, 5. Registration fees or attendance 22 requirements, and, market, auction, painting contests, October 2—4 IL 6. Address(es) where additional informa- dealer’s room and more. Contact: Gateway Convention Center, tion and confirmation can be obtained. Convention flyers, newsletters, and other ConQuest, 467 Saratoga Ave. Ste. #1422, Collinsville, IL. Events: masquerade, mass-mailed announcements will not be San Jose, CA 95129. Email info@con- miniatures gaming, card games, considered for use in this column; we prefer to see a cover letter with the announcement quest. com. Web: www.con-quest.com computer network, game demos, video, as well. No call-in listings are accepted. art show, and dealer’s room. Contact: Unless stated otherwise, all dollar values CogCon 6 Archon 22, P.O. Box 8387, St. Louis, MO given for U.S. and Canadian conventions are in U.S. currency. September 25—27 MO 63132-8387. Email [email protected]. Web: Warning: We are not responsible for University Center-East, Rolla, MO. www.stlf.org/archon/. incorrect information sent to us by conven- tion staff members. Please check your con- Events: Earthdawn*, AD&D, CoC, LIVING vention listing carefully! Accurate information is your responsibility. Copy deadlines are the first Monday of each month, four months prior to the on sale date of an issue. Thus, the copy deadline for the December issue is the first Monday of September. Announcements for all conven- tions must be mailed to: “Conventions,” ® DRAGON Magazine, 1801 Lind Avenue S.W., Renton, WA, 98055, U.S.A. If a convention listing must be changed because the convention has been cancelled, the dates have changed, or incorrect infor- mation has been printed, please contact us immediately. Most questions or changes should be directed to the magazine editors at (425) 254-2262 (U.S.A.). Important: DRAGON Magazine does not publish phone numbers for conventions. Be certain that any address you send us is complete and correct. To ensure that your convention listing makes it into our files, enclose a self- addressed stamped postcard with your first convention notice; we will return the card to show that it was received. You also might send a second notice one week after mailing the first. Mail your listing as early as possi- ble, and always keep us informed of any changes. Please do not send convention notices by fax, as this method has not proven reliable.

❖ Australian convention ❊ Canadian convention ❁ European convention

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

DRAGON 249 • 103

106 • JULY 1998 DRAGON 248 • 107 © 1998 “When The Stars Come Right . . .”

While roleplaying games haven’t really only to help conduct battles. Today’s upon a very specific and unique set of evolved structurally or mechanically GMs are usually advised to make deci- pre-existing stories, instead of the gen- over the last two decades, the way the sions that further a narrative and lead to eral hodgepodge of , legends, and games are actually played has under- satisfying drama, even at the expense of genre conventions that inspired most of gone a remarkable transformation. the game world’s internal logic. The goal its early rivals. Early RPG sessions were usually of most modern RPGs is to satisfy an Call of Cthulhu was derived, in the extremely open-ended affairs, interested escapist impulse by placing the players main, from a series of horror stories, more in conjuring up and simulating a as snugly as possible in the shoes of their novels, and poems written by Howard strange new world than in crafting an fictional counterparts. The enjoyment of Phillips Lovecraft in the 1920s and 30s. artful narrative. In the early days, the the game stems from the players work- Lovecraft imagined a world dominated typical RPG adventure was little more ing together to build a coherent story. by ancient, amoral gods of frightening than a map and its key. Players were No game serves as a better signpost power. What makes most of the stories encouraged to explore the map, to travel along this path of gradual evolution so creepy is the extremely narrow role anywhere that looked interesting and do than Chaosium’s Call of Cthulhu. Not left for humanity in such a world. Love- as they pleased. GMs were instructed to only has CoC been around for fifteen craft’s gods aren’t really evil; they’re allow the internal logic and structure of years, it’s probably the game line most indifferent. Human beings are so the game world to be their sole guides responsible for defining the trend. While insignificant in comparison to these enti- when making decisions. The point of CoC has never been one of the top-sell- ties and their schemes that there is no most sessions was to discover the ing games on the market, its influence hope for mankind to comprehend its answer to the question, “What would among game designers and hard-core destiny, much less alter it. Lovecraft’s heroes, and CoC’s player itting at the heart of today’s RPGs is characters, are often investigators, acad- S emics, or journalists who stumble across the concept of ”storytelling.” some frightening manifestation of the amoral gods and begin an epic quest to happen if we . . ” (“ . . . finally opened RPG fanatics is undeniable. CoC was one understand something they can never that wizard locked door on level 12?” “. . . of the very first “serious” roleplaying hope to entirely grasp. agreed to fight for the Duchess of Geoff games, and one of the first efforts in It’s at this point that Call of Cthulhu in exchange for a land grant?,” etc). which the players’ rewards for good departs a few degrees from the bulk of While this approach gave players play were based almost entirely on the its source material. CoC wisely focuses extraordinary freedom, it often pro- satisfaction they‘d derive from the story its attention upon the tiny handful of duced characters who paled in complex- at hand, rather than treasure, magical Lovecraft’s stories in which human ity when compared to the myths and boons, bounties, or other bennies their agents manage to temporarily interfere legends that inspired them, making the characters might earn. with the schemes of the near-omnipo- whole enterprise seem less “real” and The fact that Call of Cthulhu was the tent aggressors. CoC’s designers have less desirable as an escapist pastime. game that started pulling RPGs in the adopted these few stories (classics like Sitting at the heart of today’s RPGs is direction of a “storytelling” model “The Dunwich Horror” and the novel- the concept of “storytelling.” The maps should come as no surprise. After all, it ette that lends the game its name) as in more recent products are often present was one of the very first RPGs based their model of what a CoC adventure

108 • JULY 1998 should be. As a result, CoC adventures First published in 1984, The Masks of summon one of Lovecraft’s amoral mon- are usually an intriguing blend of inves- Nyarlathotep is undeniably an RPG clas- sters to Earth. To foil the cultists, the tigation, occult dabbling and sanity- sic. Masks set a number of trends and players travel from one corner of the bending confrontations with Lovecraft’s directly or indirectly influenced a whole world to another, slowly but surely arcane gods and their followers, all set lot of adventures and campaign settings uncovering the tendrils of an enormous against the quaint backdrop of New published since. Masks may have been conspiracy and inevitably tackling the England in the 1920s and 30s. Most the first serious attempt at detailing an cultists’ highest priests just in the nick- importantly, CoC investigators have an entire campaign (as opposed to an of-time. Musks makes particularly good ability enjoyed by only a tiny handful of anthology of independent adventures) use of this structure. Nyarlathotep, its Lovecraft’s original heroes—they’re in in a single product. It is also almost sin- chief baddie, is somewhat unique control of their own destinies (more or gle-handedly responsible for introduc- among Lovecraft’s creations in that it less) and capable of genuinely “defeat- ing clues in the form of printed props— manifests itself across the globe in the ing” their adversaries. It’s this departure photographs, newspaper clippings, guise of a wide variety of false gods (the from the bulk of Lovecraft’s writings letters, postcards, etc.—to the game “masks” of the title). This allows the that keeps CoC’s universe “gameable.” designer’s arsenal, an innovation that campaign to pit the players against sepa- While the theory behind “storytelling” has been mimicked (to varying degrees) rate cults in New York, London, Cairo, RPGs such as CoC is that participation in by most of the game lines that have Kenya, Australia, and Shanghai that all an intriguing story is sufficient reward followed. feel different on the surface, even though for playing, the reality is such that play- Recently, Chaosium prepared a new they’re connected under the skin. Such a ers still demand some sense of accom- edition of The Masks of Nyarlathotep, giv- wide variety of opponents keeps the plishment for their efforts. ing a whole new generation of gamers a campaign fresh, while the connection Since Call of Cthulhu continues to exert chance to tackle this intriguing epic. between the cults allows the players to its undeniable influence over a broad While earlier editions were elaborate remain focused on a single over-arching segment of the hobby, a roundup of recent CoC products in order. asks executes its basic premise so well M that it’s difficult to single out individual aspects for particular praise.

boxed sets, this new version is simply a adversary. Likewise, the device the single largish and daunting book. The designers use to ease the players into the loose props of the first editions are now campaign—the mysterious disappear- integrated into the book, forcing the ance of an African expedition-serves as Keeper (Call of Cthulhu’s version of the an interesting enigma that maintains the Dungeon Master) to suffer through a players’ interest across the dozens of somewhat annoying photocopying and lengthy sessions necessary to complete clipping exercise. Offsetting this rela- the campaign. tively minor annoyance is a host of new Masks executes its basic premise so material, including lots of additional well that it’s difficult to single out indi- guidance explaining how to run the vidual aspects for particular praise. Per- campaign effectively, and a handful of haps its most admirable trait is its crisp new encounters and episodes that give and utilitarian organization. Many of the the players even more freedom to navi- clues that propel the players through the The Complete Masks of gate the campaign as they see fit. various adventures are derived from 44 Nyarlathotep Another benefit of the new format is an separate props and handouts, each of Call of Cthulhu Campaign unbelievably low price—a mere $22.95 which is introduced to the Keeper with a 224 page black-and-white booklet buys you enough material to keep the nice explicit summary of the relevant Chaosium Inc $22.95 average group gaming for at least six information the players are supposed to Design: Larry DiTillio and Lynn Willis, months. glean from it. Similarly, every chapter with Geof Gillan, Kevin A. Ross, The basic plot structure of Masks of contains a neat summary of the action, Thomas W. Phinney, Michael Nyarlathotep is quite familiar to CoC vet- as well as a useful chart recapping the MacDonald, Sandy Petersen, erans-almost every CoC campaign clues leading both into and out of the and Penelope Love published since Masks has borrowed it. chapter. NPC descriptions are brief but Illustrations: Lee Gibbons, Nick Smith, A group of mad cultists spread all over useful and always accompanied by an Tom Sullivan, and Jason Eckhardt the globe is working together to perform illustration, providing the Keeper with Cover: Lee Gibbons a heinous magic ritual enabling them to enough information to get a genuinely

DRAGON 249 • 109 “gameable” handle on every character. takes a lot of the burden off less All of these details combine to make experienced Keepers, allowing them to Masks as simple to run as possible, a real concentrate on unfolding the complex asset given its length and complexity. plot. Equally indicative of the cam- From a players’ perspective, what paign’s “old school” origins are the makes Masks such an entertaining expe- sheer number of fully-detailed asides, rience is its collection of memorable red herrings and alternate paths incor- encounters and built-in opportunities porated into the overall structure. In for compelling roleplaying. Across the working its way through the entire cam- course of the campaign, the players’ paign, a group of investigators is likely investigators attend a fascinating lec- to skip as much as a full quarter of the ture at a famous university, prowl the available material. Today’s designers warrens of Cairo’s west bank, confront seem far more reluctant to allow good racism in Nairobi, peruse forbidden material to go to “waste” in this fashion, tomes, and witness the odd unspeak- preferring instead to rely upon game able rite. Several years of supplemental masters to “steer” the players through research between editions has helped all the included encounters comprising the various chapters convincingly the pre-planned story evoke the flavor of the historical 1920s In spite of its many triumphs, though, and each of the investigators’ exotic The Complete Masks of Nyarlathotep cer- ports of call. Equally noteworthy are the tainly isn’t for everybody. Full enjoy- Call of Cthulhu interesting and unusual antagonists the ment of the campaign requires an Sourcebook/Campaign investigators encounter along the way, unusually ambitious commitment in 298-page black-and-white booklet ranging from a demented artist with a both time and intensity from the Keeper Pagan Publishing $27.95 shocking secret, to a being from beyond and players alike. The last time I actually Design: , space and time, to Nyarlathotep’s ran the campaign, several years ago, it Adam Scott Glancy, and John Tynes hideous avatars. took six full months to complete and Additional Material: John H. Crowe II In the end, Masks owes much of its required its own permanent desk to and Robert Maclaughlin effectiveness to its style, and owes its house all the notes, maps, and diagrams Illustrations: Toren Atkinson, style to its age. Masks was designed in an necessary to keep track of the plot’s Dennis Detwiller, Heather Hudson, era in which published adventures were many twists, the disposition of almost and John T. Snyder expected to provide clear and specific four dozen prop handouts, and the Cover: Blair Reynolds instructions for running each encounter. activities of nearly one hundred NPCs! Call of Cthulhu has been around so long Whereas most modern adventures and Also capable of rubbing some players now that it’s more than a game line, it’s a campaigns present no more than a gen- the wrong way is the campaign’s lethal- tiny little industry unto itself. Over the eral blueprint for the game master to fol- ity. Players are certainly expected to lose years, Chaosium has been joined by a low, Musks rarely misses an opportunity a handful of investigators along the way; small handful of competing publishers to expound upon each and every one of in fact, Masks counts upon the death or releasing new CoC material and without the options open to the players at any insanity of the occasional PC to help a doubt, the very finest of these upstarts given moment, providing specific advice build a sense of gloom and menace. is Seattle’s Pagan Publishing. Pagan first on how the Keeper might react to all of Although in this particular case the ends hit the shelves in 1990 with The Unspeak- them. In fact, the text often goes to the probably justify the means, more than able Oath, a CoC fanzine that’s steadily trouble of describing potential battles on one of Masks’ encounters commits the grown in sophistication over the years to a round-by-round basis, suggesting spe- otherwise unforgivable sin of subjecting become one of the most indispensable cific battle plans and tactics for all the player characters to a potentially instant gaming periodicals (well, “almost” - non-player characters likely to get and capricious end. odical) on the stands. Since the debut of involved. Anyone familiar with early Evaluation: Buy this book-even if TUO, Pagan has released several full- D&D® adventures will recognize this you don’t think you can keep a group of fledged CoC sourcebooks and campaign style; it’s a clear throwback to the days players together long enough to finish packs, most of which tackle topics too before the “storytelling” model came to the campaign, even if you’re not particu- esoteric or outrageous to fit into Chao- completely dominate the way RPGs are larly interested in Call of Cthulhu. Merely sium’s plans. Pagan’s products are char- played. While some modern game as an example of good, crisp campaign acterized by a noticeable attention to designers might argue that such an design, it’s more than worth its compar- even the smallest of details. While larger approach doesn‘t provide the Keeper atively meager price tag. Those of you publishers are forced to adopt more with enough flexibility to easily alter who actually play Masks are likely to aggressive publication schedules, events and maintain a coherent, satisfy- have some of your most memorable Pagan’s status as a micropublisher gives ing narrative, such a style undeniably game sessions in store for you. them the freedom to be choosy about

110 • JULY 1998 what they release and allows them to another world. The “Karotechia” is a tures and a detailed mini-campaign. keep sweating over every page until it cabal of occult-savvy Nazis who escaped “Puppet Shows and Shadowplays” meets their high standards. to South America at the end of World finds the players investigating a string of is Pagan’s first master- War Two and aim to square off against mysterious murders in the American piece and an excellent example of the MJ-12 and its rivals for global domina- southwest and was specifically designed Pagan philosophy. DG was in develop- tion. “Saucerwatch” is a loose-knit to introduce new player characters to the ment for almost four years, the lifetime group of UFO buffs and conspiracy the- Delta Green organization and the game’s of an entire product line at most publish- orists who are getting just a little too backdrop. In “Convergence,” the players ers, and every one of those twelve hun- close to the truth for their own good. run headlong into the government UFO dred days of labor is noticeable in the And “The Fate” is a tight network of conspiracy while investigating strange final product. As a result, it’s one of the urban occultists with their own shocking goings-on in a small town in Tennessee. richest, most detailed, and most com- secrets. Each of these organizations is And “The New Age,“ pits the players plete sourcebooks ever published and fully fleshed-out and endowed with a against New Age religious cultists, con- one of the rarest of RPG treasures—a gigantic book that seems even bigger. In elta Green is Pagan’s first masterpiece its own way, Delta Green is every bit as good as The Masks of Nyarlathotep, a D and an excellent example remarkable feat considering the latter’s of the Pagan philosophy. near legendary reputation. Typical of Pagan’s approach, Delta Green establishes its own new and handful of creative flourishes. Even fronts them with a conspiracy that unusual take on both Lovecraft’s source seemingly banal concepts like occult- endangers the entire planet, and gives material and the Call of Cthulhu RPG. wielding Nazis and secret government them an opportunity to start peeling Delta Green moves the battle against UFO hangars (à la Roswell) come off as back the onion layers masking the terri- Lovecraft’s bizarre monstrosities into the surprisingly fresh and inventive. Also ble truth that lies at the heart of Delta modern day, a feat attempted with far noteworthy are the fascinating histories Green’s setting. Typical of the high water- less ambition in Chaosium’s Cthulhu provided for each organization that care- mark set by the rest of the package, none Now! published in 1987. Delta Green’s fully weave in and out of “real world” of the included scenarios is simply unique twist is that it successfully melds history in a fashion that lends an air of tossed off or provided out of a sense of Lovecraft’s eerie mythos with modern plausibility to the whole . obligation. All three easily stand along- UFO and conspiracy folklore to produce Like the equally excellent NPC descrip- side the best CoC stand-alone adven- a compelling hybrid setting all its own. tions included with each organization, tures. Players take on the roles of government the histories are full of little snippets Evaluation: One of the really interest- agents participating in a clandestine con- capable of serving as campaign or ing things about Delta Green is how it spiracy to rid the world of supernatural adventure springboards. potentially expands Call of Cthulhu’s and extra-terrestrial horrors. The result One of Delta Green’s most admirable audience. Even players who aren’t very invites immediate comparison to the traits is how it takes great pains to pro- interested in Lovecraft but enjoy the increasingly-popular X-Files television vide everything the players might need popular X-Files series or conspiracy the- program, though Delta Green is capable between its covers. Among the included ory folklore will simply devour this of delivering on its premise in a way goodies are: a detailed look at the Love- book. Pagan thoughtfully kept all the you’ll never see from the X-Files; Love- craftian menaces featured prominently included material incredibly accessible craft’s legendary menaces provide a sat- in the campaign, detailed bibliographies, to such players-Delta Green and the isfying surprise to uncover beneath the glossaries of government slang, a fasci- CoC rulebook are all that’s necessary to final onion layer of the grand conspiracy nating chapter on real-world security get any group up and running smoothly. The meat of the Delta Green source- clearances and secured documents, pro- Equally interesting is how difficult it is book is devoted to detailed descriptions files and character creation information to find fault with any aspect of Delta of the handful of organizations that for dozens of real world government Green. The book contains all the material dominate the setting. “Delta Green” is agencies, and an exhaustive treatment of any Keeper could possibly expect, all of the secret government conspiracy dedi- modern day firearms in Call of Cthulhu. it first rate; the illustrations are excellent cated to wiping out paranormal phe- DG also contains a number of ready- and helpful; the included adventures are nomena that serves as the player made props of the Masks of Nyarlathotep top-notch; and the price is remarkably characters’ umbrella organization. variety which the Keeper can use to pass reasonable considering the tremendous “Majestic-12” (or MJ-12, based upon down to the players some of the setting’s value stuffed into DG’S 298 pages. Prod- “real world” UFO mythology) is a rival most interesting secrets. ucts like this come along only very government conspiracy that seems to As a final gesture to push players and rarely. For Call of Cthulhu fans, Delta have struck some sort of sinister bargain Keepers along their way, Delta Green Green is a must buy. For everybody else, with shadowy gray visitors from includes two fully-developed adven- it’s still probably worth a look.

DRAGON 249 • 111 Play begins when a small-town doctor its subject matter than the average Chao- hires the players to find his fleeing wife sium product. Realm’s major baddies are and daughter. Eventually, things prove developed to an unprecedented depth, far more complicated than they seem and its approaches to fostering a horrific and the players begin a merry chase atmosphere are a bit more direct and across Massachusetts and down into the effective than usual. As a result, RoS is rain forests of French Guiana. A nice probably not an appropriate campaign change of pace is provided by a chapter for the more squeamish members of the set in Lovecraft’s Dreamlands, a peculiar audience, though more sophisticated sort of “” fantasy roleplayers will probably appreciate the world that exists in the dreams of Love- challenge. In many ways, Realm of Shad- craft’s heroes. ows is a natural evolutionary next-step Although not as well organized as along trail of sophisticated storytelling Masks of Nyarlathotep, Realm of Shadows is initiated by The Masks of Nyarlathotep. still excellently conceived and relatively Of course, RoS is not without a few easy to run. Each chapter contains useful flaws. The links between its first and sec- ealm of Shadows is a natural evolutionary R next-step along the trail Realm of Shadows Call of Cthulhu Campaign of sophisticated storytelling. 204 page black-and-white booklet summaries recapping the general flow ond adventures are a bit more tenuous Pagan Publishing $20.95 of play and each is supplemented by than I like, for example, and some of the Design: John H. Crowe III useful addenda that nicely amplify organization makes it easy to reference Illustrations: Blair Reynolds pieces of the action and give the Keeper key passages during play, but hard for Cover: Blair Reynolds the details he needs to deliver useful the Keeper to effectively absorb all the I had a uniquely Lovecraftian and unset- descriptions and handle tricky situa- material during an initial read-through. tling experience the first time I flipped tions. Equally useful are the “playtest Although exemplary in its execution through this booklet. The first things notes” scattered throughout the text, and genuinely innovative in places, per- that drew my eye were Blair Reynolds’ describing various situations that haps Realm’s biggest disappointment is quirky, yet strangely familiar illustra- cropped up during playtesting and dis- its over-reliance on the Masks of tions. After a while, I finally realized that cussing how the designer dealt with Nyarlathotep formula: one more globe- Reynolds was using movie stills and them. Taking another cue from Masks, spanning insane cult hoping to open a other photographs as direct references RoS is also laden with handful of gateway to another world to free their to achieve his photorealistic style; I rec- optional encounters and side plots that beloved monstrosity. Although the diffi- ognized a shot of Gert Frobe from give the players some flexibility and culties inherent in gaming some of Goldfinger, a character actor from room to tackle the campaign as they see Lovecraft’s sensibilities are obvious, it’s Howard Hawks’ Scarface, and one or fit. To an extent, RoS also implements probably time for CoC to broaden its two other obscure personalities I’d Masks' “old school” philosophy of pre- horizons a bit and tackle a wider variety noticed in old B-movies and serials. senting extremely detailed advice on of situations and adversaries, just like Then, as I flipped further, I stumbled how to handle most situations, in place Lovecraft’s fiction. Pagan is probably over Reynolds’ drawings of horrifying of the more general hints and sugges- the perfect publisher for such “experi- ghouls and monstrosities, all executed tions that one tends to find in more mod- mental” campaigns. in the same photorealistic style, forcing ern products. Evaluation: If you’re looking for a me to wonder exactly how he got those Typical for a Pagan product, several truly interesting and well-developed particular photo references. Appropri- details set Realm of Shadows aside from campaign with its own set of sensibili- ately enough, this exact revelation lies at the typical Call of Cthulhu campaign. ties, Realm of Shadows is for you. Despite the heart of “Pickman’s Model” one of First and foremost is the intriguing set- the fact that it is somewhat over-reliant H.P. Lovecraft’s stories that inspired ting. While most CoC adventures are set on the tried-and-true CoC formula, RoS Realm of Shadows. in the 1920s, RoS is set in 1940, against is still probably the best Cthulhu cam- Realm of Shadows is another Call of the backdrop of World War II, a seem- paign published in the last few years. I Cthulhu campaign, similar in construc- ingly subtle change that has an interest- should probably repeat my warning that tion to Complete Masks of Nyarlathotep. ing impact on play, particularly once the the squeamish may want to steer clear, Once again, the players travel the globe, action progresses beyond the bound- but most die-hard Call of Cthulhu fans battling a mad cult that worships a mon- aries of the United States. RoS is also a will correctly interpret such a warning as strosity from beyond space and time. bit more sophisticated in its approach to high praise.

112 • JULY 1998 sound. Most of what constitutes the so- frightening powers of its master. called “Cthulhu Mythos” that forms the Similarly, in the same adventure, it’s basis of CoC, is actually a hodgepodge of suggested that a stunningly powerful the works of a number of different writ- extra-dimensional entity who has been ers, many of whom were encouraged by imprisoned on the earth for thousands Lovecraft himself to take great liberties of years might make reprisals against the with his writings and to favor their own meddlesome player characters by send- concepts. In fact, if Lovecraft were alive ing some “thugs” to beat them up. today, he’d probably prefer Fantasy Evaluation: While far from perfect, Flight’s approach to his work over those Nocturnum: Long Shades might provide scenarios that merely reanimate his pre- an interesting change of pace for Call of existing creations. Still, introducing an Cthulhu veterans. In any case, the book’s entirely new menace has both positive high production values and occasional and negative implications for roleplay- creative flourishes bode well for Fantasy ing. On the plus side is the promise of Flight. If the future volumes in the tril- variety and a new series of challenges ogy improve as much as I expect they (though so far, the Shk’ryth don’t seem might, CoC buffs can look forward to all that unlike some of Lovecraft’s tradi- some terrific adventures. tional horrors). On the minus side, the Nocturnum: lack of familiarity places an extra burden Short and Sweet Long Shades on Nocturnum’s designers to make sure Guidebook: Spooks and Oracles, by Mark Call of Cthulhu Campaign that Keepers get all the information they Cenczyk and Dawn Kahan (White Wolf Sourcebook need to properly animate the Shk’ryth. Publishing, $18). White Wolf is on a roll. 120 page black-and-white booklet Fortunately, this last task is relatively The last seven or eight consecutive Fantasy Flight Games $19.95 well-handled. releases have been outstanding, and Design Darrell Hardy, Christian T. Like Delta Green, the Nocturnum tril- Spooks & Oracles is no exception. Inside, Petersen, and Andrew Warren ogy attempts to bring CoC into a present you’ll find the usual assortment of new Additional Input: Peter Mork day setting. Long Shades’ three adven- powers, merits, and flaws for Spook and Illustrations: Bill Heagy tures cover a fairly broad variety of situ- Oracle characters, as well as some inter- and Brian Ewing ations and settings. The first, “Snowflake esting insights into a couple of the nooks Cover: C. Brent Ferguson Valley,” finds the players snowbound in and crannies that permeate the World of Fantasy Flight Games is the latest Call of a mountain village, where they witness a Darkness. A few of the Oracle character Cthulhu licensee. Judging from its first string of grisly murders and ultimately templates are a tad too self-referential product, Nocturnum: Long Shades, Fan- encounter a terrifying new evil. “The and hokey, but this book is still a must tasy Flight is aiming to follow in Pagan Madness of the Twilight King” confronts for Wraith fans. Publishing’s footsteps to carve out their the players with the phenomenon of a ® own peculiar visions of both CoC and strange new hallucinogenic drug that’s RAVENLOFT : The Shadow Rift, by William Lovecraft’s fiction. Long Shades is the first sweeping across an otherwise quiet col- W. Connors, Cindi Rice, and John D. book in a promised Nocturnum trilogy. lege campus. The final adventure, “Still- Rateliff (TSR, $22.95). TSR finally gives Although the three adventures that com- ness,” sends the investigators out in us a glimpse into the notorious Shadow prise Long Shades are seemingly unre- search of a young Japanese girl who‘s Rift that takes up all that space on the lated on the surface and designed to be been kidnapped and provides the first RAVENLOFT campaign map, and succeeds intermixed into an ongoing campaign, glimpses into the direction in which the in conjuring up a truly eerie and refresh- they’re apparently intended as early Nocturnum campaign is heading. ing adventuring environment. Home to seeds in what will eventually develop All told, Long Shades is a fairly impres- an interesting assortment of dark elves, into a full-fledged Nocturnum campaign. sive first product, though not as inspired the Shadow Rift is a sort of interesting What makes Nocturnum unusual as the efforts from Pagan Publishing or cross between Narnia, Wonderland, and among published CoC materials is its the best that Chaosium has to offer. Mordor. Although the concept of open- rejection of Lovecraft’s traditional adver- While there are a few flourishes in all ing a mystical gate to free an all-power- saries in favor of a new menace, the oth- three adventures that promise great ful entity has been trite for years, the erworldly Shk’ryth. Long Shades contains things in Fantasy Flight’s future, there atmosphere and occasional strangeness a fairly complete description of the are a few instances of under-developed of this product will be enough to win Shk’ryth and a detailed overview of how character motivations and an occasional over most DMs. they are related to Lovecraft’s various over-reliance on stereotypical situations. entities. Those of you who aren’t terribly In the first adventure, for instance, a familiar with Lovecraft and CoC should murder spree conducted by one of the probably note that this concept isn’t menaces seems a bit too ham-handed Ray Winninger has been a professional nearly as blasphemous as it might and illogical given the supposedly writer and game designer since 1984.

DRAGON 249 • 113 CRITICAL MASS STUDIOS NEW FOR JULY The Soothsayer Player’s Guide A Roleplaying Game Rulebook By sjb This core rule book contains everything players and GMs alike need to know to play the Soothsayer RPG, a genre-less narrative adventure gaming system that mixes historical, fantastical, and roleplaying with one set of clear, INDUSTRY NEWS seamless game mechanics. Soothsayer’s players to the sleepy village of Vézay, unique player-assessed award system TROLL SUSPENDS PUBLICATION where evil brews amidst ancient lies and makes character advancement wholly Troll* Magazine has suspended publica- heresy. In “Festival of the Damned,” the dependent on roleplaying. tion. Publisher Richard Stalder reports troupe returns to Vézay, investigating a $24.00 that authors for issue #2 will be paid new mystery. CMS#2120 but that issue #3, already printed, will $17.95 ISBN 0-958-72120-3 be destroyed rather than distributed. AG#0257 “For me this was a chance of a life ISBN 1-887801-67-7 Soothsayer Record Sheets and time,” he writes. “I got to work with Reference Tables some of the finest people in the gaming BIOHAZARD GAMES Soothsayer Character Sheets, Score industry. My only regret is that I NEW FOR JULY Sheets and Reference Tables couldn’t make it work out in the end.” Wetware By Critical Mass Studios Questions about the magazine should A Blue Planet* Sourcebook These pads contain 20 attractive graphi- be directed to Richard at [email protected]. By Jeff Barber and Greg Benage cal Soothsayer character record sheets PYRAMID GOES ELECTRONIC This sourcebook explores the high-tech and 40 roleplaying score sheets. The announced in frontier of the world of Blue Planet. inside cover doubles as a Player’s/ April that Pyramid* magazine was Includes in-depth information on com- Soothsayer’s reference screen that con- ceasing publication as a paper maga- puters, cybernetics, genetic engineering, tains all the tables you need the most zine, moving instead to the Web. Editor vehicles, weapons, and alien technology, often. said, “We can deliver more Wetware is an invaluable resource for $6.00 content for a lower price, use the imme- any hardcore science fiction enthusiast. CMS#2121 diacy of the Internet for more timely $15.95 ISBN 0-95872121-1 industry news coverage, and use the Stock#234 multimedia capabilities of the web to do ISBN 1-888906-12-X Set in Stone things you could never do on paper.” A Soothsayer Middle Ages Subscriptions cost $15 per year, about CLOCKWORK Adventure half the cost of the paper subscriptions. NEW FOR JULY By Coleen Simpson and sjb For more information, or to subscribe to Spookshow Can an unlikely group of traveling the online Pyramid, check out the site at A Supernatural adventurers rescue a mysterious www.sjgames.com/pyramid/. Roleplaying Game lady’s abducted husband and By Aaron Rosenberg simultaneously avert a sense- “You live. You die. You go less war? If they hope to suc- ATLAS GAMES to work as a spy.” Ever ceed, they’ll have to rub NEW FOR JULY wonder what it would be like shoulders with some surly Festival of the Damned to be a ghost? Wonder no locals, rough it in the Anniversary Edition more! Now you get to play a untamed wilderness, avoid An Ars Magica* Game Adventure ghost who has returned to mor- getting walloped by throngs of muscle by & tal form temporarily, and even bound half-wits, then sneak right under Atlas Games celebrates its 8th anniver- found an exciting new job that can use the nose of a notoriously cantankerous sary by revising two classic Ars Magica your special “skills” -welcome to the sorcerer! adventures for the game’s 4th edition world of espionage! $12.00 and re-releasing them under one cover. $25.00 CMS#2122 “The Ghoul of St. Lazare” introduces the CLK#0020 ISBN 0-95872122-X

114 • JULY 1998 Avogrado’s Number Next Month A Soothsayer Science Fiction A BattleTech novel, PartVI of the Twilight Adventure of the Clans series By sjb By Thomas Gressman A motley assortment of adventurers The massive invasion force of Operation must smuggle themselves out of the core Serpent has landed on the homeworld of systems in the hold of an ultra-economy Clan Smoke Jaguar. Their mission is to freighter. That was until somebody obliterate their military power. However threw a spanner in the works, or rather a the Jaguar garrison is far more cunning starship in the hold, and endangered a then expected, and a new threat is bear- rather valuable piece of military hard- ing down on the Serpent armies that will ware. Now the characters must blast ignite the fires of a war to end all wars. (ahem, negotiate) their way out of the $5.99 disaster area if they don’t want to be Stock #5721 flung into a nearby supernova! ISBN: 0-451-45721-8 $9.00 CMS#2123 FRACTAL DIMENSIONS Cover by Mark Nelson ISBN 0-95872123-8 NEW FOR JULY SORD Heroes of the Sea EVENT HORIZON The System Of Role Development By James Wyatt NEW FOR JULY Universal Rules for Roleplaying Here’s the “Complete Book of RolePaper Magazine Issue #2 By Scott J. Compton Aquatic Humanoids,” with rules for A System-Independent RPG Magazine A roleplaying system free from any playing crabmen, , , By Event Horizon Publications particular background or world, SORD locathah, and other denizens of the This issue explores Subterranean provides the deep. Expeditions, the Cloud City of Trazorm, building blocks Druda the Vampirekeeper, Renown for players to The Dimernesti Wormholes, Magic Armor, Derelicts, devise their own By Steven Kenson and more. settings and use Explore the world of the sea elves in ® ® $2.95 their own house the DRAGONLANCE : FIFTH AGE game. EHPUB #002 rules. The ISBN: 1-883788-53-6 Universal Rules Interfaces: are GM-friendly, The World of the Mechalus FASA with a Table of By Wolfgang Baur NEW FOR JULY Contents, Glossary, and Index, as well as Everything you ever wanted to know BattleTech Master Rules lots of examples. Includes a quick-start about these mysterious aliens, A BattleTech* rule book Robin Hood supplement with pre- including the secrets of their light- by Brian Nystul designed characters and an easy-to-play ships and the reason they turned BattleTech Master adventure. from genocide to pacifism. For the ® Rules replaces the $17.95/$25.95 CAN ALTERNITY game. BattleTech Com- Stock Number: #1000 pendium: Rules of ISBN 0-9655070-09 Dedrak’s Quest Warfare as the most Fiction by comprehensive set GOLD RUSH GAMES The Minister of Peace finds his job of rules ever for NEW FOR AUGUST more challenging than ever when the the advanced Bat- Sengoku: Chanbara Roleplaying in legendary human rears its ugly head. tleTech player. It Feudal Japan combines material By Anthony J. Bryant from all other BattleTech sources and The roleplaying game of 16th century Plus “Wyrms of the North,” includes new table-top miniatures rules, feudal Japan, inspired by Japanese “Forum,” ”DragonMirth,” “Role- ’Mech designs, scenario-building rules, history and chanbara (samurai action) playing Reviews,” “Knights of the and the Battle Value System. films. Dinner Table,” and more! $20.00 $25.00 Stock #1707 GRG # S100 ISBN: 1-55560-352-1 ISBN: 1-890305-10-3 $4.95 U.S./$5.95 CAN TSR Product No. 8115-08

DRAGON 249 • 115 Join the crew of a Galaxy-class starship Radiation Screen Free Newsletter! as you engage a Romulan warbird, or A Adventure and Screen The second issue of the LEGENDS OF THE defend the Federation against the By John Hopler LANCE™ newsletter is coming soon to a onslaught of the Borg. Trade phaser The Marshal’s screen for Hell on Earth mailbox near you! This publication for blasts with Orion pirates, visit the vast is here! It’s got everything you need to the DRAGONLANCE Saga includes inter- hive-caverns of Andoria, or swim run the game all up on sturdy cardboard views, information on upcoming beneath the haunting Janaran Falls on for easy reference. Includes a 48-page releases, recipes from the Fifth Age, Betazed. booklet featuring the first Hell on Earth and other fascinating items. To receive $30.00 US adventure. your free newsletter, write to leg- LUG #25000 $15.00 [email protected] or Wizards of the Stock #6001 Coast; Customer Service Department; Final Frontier: The Narrator’s Toolkit P.O. Box 707, Renton, WA 98057-0707. A Star Trek: The Next Generation Source- Worms! Be sure to include your name and book with GM Screen A Deadlands Adventure and Story mailing address. By Last Unicorn Games By John Hopler Packed with storytelling hints and The seventh in our popular series of design tricks, The Narrator’s Toolkit gives Dime Novels for Deadlands takes our HERALDIC GAME DESIGN you all the tools you need to create heroes to the salt flats outside of the City NEW FOR JULY adventures in the final frontier, includ- o’ Gloom. The first half of this 64-page, Steeltown ing expanded sections on story and digest-sized book is fiction; the second is A SOL* Adventure Setting episode design, tips for running your an adventure based upon the fiction. By Keith W. Sears own ongoing Star Trek: The Next Genera- SRP $4.95 What if a “winnable” nuclear war had tion RPG series, and a complete adven- Stock#9006 occurred in the 1980’s? You are a mem- ture—“Hide and Q,” based on the ber of a top secret government project television episode of the same name. STEVE JACKSON GAMES that explores the twists and turns of $15.00 US NEW FOR JULY alternate dimensions, and you get to LUG #25001 The Final Trumpet find out! The first book in The Outsider An In Nomine* Sourcebook Chronicles series. PINNACLE By Alain Dawson $16.95 NEW FOR JULY The earlier events of The Revelations #1100 Tales o’Terror: 1877 Cycle have convinced the more militant A Deadlands* Sourcebook Superiors on both sides that the time is HOLISTIC By John Hopler, Steve Long, and Chris right for the final battle-Armageddon. NEW FOR AUGUST McGlothin As the flames of war spread across the War in the : Lifeweb It’s been two years since Deadlands world, the angels and prepare A Fading Suns* Adventure Sourcebook changed the way people think about for battle. Can you save the world from By Bill Bridges and Nicky Rea Westerns, and this update book total destruction? The first volume in the long-awaited advances the game's alternate history $19.95 War in the Heavens trilogy, “Lifeweb” is forward another year. Find out all about Stock #3311 both an adventure book and a source- pivotal moments in the ever-expanding ISBN 1-55634-346-9 book. The adventure concerns the planet story of the Weird West. Daishan, a world long ago abandoned $20.00 GURPS Traveller and scorched by the Empire. But life Stock #1018 A GURPS* Sourcebook finds a way—as do the Symbiots, who By Loren Wiseman now claim the world as their own. NEW FOR AUGUST Here is the official alternate universe for $20.00 Deadlands: Hell on Earth Traveller*, the premier SF roleplaying Stock # 234 A Deadlands Sourcebook game, produced under license. The vast ISBN 1-888906-12-X By Shane Hensley scope of the Third Imperium is open for This is what you've been waiting for, the adventuring: merchants, mercenaries, LAST UNICORN GAMES Big Secret we've been hinting at since spies, mega-corporate troubleshooters, NEW FOR JULY 1996: the companion game to the award- pirates and pirate-chasers! Includes Star Trek: The Next Generation* Role- winning Deadlands* game! It’s a whole GURPS Lite, a simplified set of GURPS playing Game new setting unlike anything you’ve ever rules that allows the book to be used all A Core Rules Book seen. on its own! By Last Unicorn Games $30.00 $26.95 Venture into the final frontier as a Stock #6000 Stock #6085 Starfleet officer, explorer or diplomat. ISBN 1-55634-349-3

116 • JULY 1998 ® TSR The Dark Elf Trilogy D UNGEON NEW FOR JULY A FORGOTTEN REALMS Collector’s Edition Villains Lorebook By R. A. Salvatore Adventures #69 ® A FORGOTTEN REALMS Accessory The Dark Elf Trilogy placed Drizzt By Dale Donovan Do’Urden, R.A. Salvatore’s signature This collection of miscreants and knaves character, at center stage. Here, at last, is provides famous, ready-made enemies a hardcover collector’s edition of the ® for all FORGOTTEN REALMS and AD&D first novels starring TSR’s most popular campaigns. It features illustrations of anti-hero. each subject, plus complete game statis- $23.95/$30.95 CAN tics. It also includes antagonists from the TSR #8589 FORGOTTEN REALMS novels, ready to ISBN: 0-7869-1176-X incorporate into your game. $22.95/$29.95 CAN ® TSR #9552 An ALTERNITY Campaign Setting ISBN: 0- By David Eckelberry and 7869-1236-7 Richard Baker This full-color volume hurls Cover by Jeff Easley Return to the players into the 26th century Tomb of Horrors with a galaxy of nonstop An AD&D action, epic adventure, an Sleep of Ages T TMAdventure astounding technology. OMES By Eric L. Boyd Included are chapters on By Bruce R. Cordell What do a dragon, a beholder, and a The demi-lich was slain technology and equipment, dwarven army have in common? and the tomb cleansed of professions, stellar nations, aliens, and The answer lies beneath the its terrors-or so we the Galactic Concord-humanity’s hope Omlarandin Mountains. An AD&D® for survival in a hostile galaxy. ® thought. Could it be that FORGOTTEN REALMS adventure for some other, more terrible evil has taken $29.95/$39.95 CAN levels 5-8, written by the author of up residence in Acererak’s tomb? TSR #2802 Powers & Pantheons! Includes a bonus facsimile of the original ISBN: 0-7869-0738-X Tomb of Horrors adventure. Slave Vats of the Yuan-ti $29.95/$39.95 CAN Murder in Cormyr By Jason Kuhl TSR #1162 A FORGOTTEN REALMS Novel The search for a yuan-ti criminal ISBN: 0-7869-0732-0 By leads to a frightening discovery in Benelaius, tired of politics and his ego- the cellars of Wolfhill House. The first Spirit of the Wind tistical brethren, resigns from the module in The Mere of Dead Men series! A Bridges of Time Novel, Volume I College of War Wizardry and takes up An AD&D FORGOTTEN REALMS By residence in a sleepy town in a remote adventure for levels 3-5. answers a call to aid the area of Cormyr. When a messenger against the great red dragon, from King Azoun turns up dead, it is up Challenge of Champions II Malystryx. The first in a new series to the conjurer to solve the crime. By Jonathan M. Richards bridging the years between the Classic $5.99/$6.99 CAN Ten new tests of teamwork for your ® stalwart band of adventurers. An and FIFTH AGE settings. TSR #8655P AD&D adventure for any level. $5.99/$6.99 CAN ISBN: 0-7869-1173-5 Includes an Illustration Booklet! TSR #8390 Citadel of Light ISBN: 0-7869-1174-3 Stumping the Party A FIFTH AGE Dramatic Supplement By Christopher Pomeroy Greyhawk: The Adventure Begins By Steve Miller ® Afraid of spiders? Let’s find out. A GREYHAWK Adventure The Citadel is both a beacon of hope and An AD&D SideTrek for levels 3-5. By Roger Moore a valuable weapon in the struggle Explore the lands of the Wild Coast, the against the Great Dragons. This resource Nyr Dyv, and the deadly Bright Desert. offers new information on mysticism Customizable adventures make each and the Citadel to encourage campaigns $4.95 U.S./$5.95 CAN. quest a player’s own creation. based on this center of mystical power. TSR Product No. 8203-05 $21.95/$28.95 CAN $21.95/$28.95 CAN TSR #9577 TSR #9554 ISBN: 0-7869-1249-9 ISBN: 0-7869-0748-7

DRAGON 249 • 117 Empires of the Shining Sea DOUBLE DIAMOND XENA: WARRIOR PRINCESS ENDLESS QUEST ADVENTURE GAME A FORGOTTEN REALMS Campaign TRIANGLE™ Saga By with Cindi Rice Expansion Boxed Set Danger and adventure challenge Xena By Steven E. Schend and Available Now and her friends at every turn in this epic Dale Donovan The Abduction, by J. Robert King game based on Xena: Warrior Princess, This boxed set includes extensive history The Paladins, by James M. Ward the #1 syndicated action series on televi- on the Calimshan area, from the ancient & David Wise sion. This game can be combined with genie empires of Calim and Memnon to The Mercenaries, by Ed Greenwood the HERCULES: THE LEGENDARY JOURNEYS the rise and fall of the malefic Shoon Errand of Mercy, by Roger Moore ENDLESS QUEST Adventure Game. Empire. Explore the mysteries of Lake of An Opportunity for Profit, by Dave Gross $19.95/$26.95 CAN Steam and the Lands of the Lions, and Conspiracy, by J. Robert King TSR #1525 create a new magic! Uneasy Alliances, by David Cook ISBN: 0-7869-1254-5 $29.95/$39.95 CAN with Peter Archer TSR #9561 Easy Betrayals, by Richard Baker NEW FOR AUGUST ISBN: 0-7869-1237-5 Masters of Eternal Night

New for July A MONSTROUS ARCANA™ Adventure A Guide to the Ethereal Plane ® The Diamond By Bruce R. Cordell A PLANESCAPE Accessory By Ed Greenwood & J. Robert King The power of the sun wanes as the By Bruce R. Cordell As the quest draws to a close, the continue toward the completion This resource details the environment of heroes gather for a celebration. But of their dark agenda: extinguishing the the Ethereal Plane and the multitude of amid the merriment, there are still a sun. The second of a three-part series. creatures that live there. Easily accessed few loose ends to tie up. Don’t miss the $9.95/$12.95 CAN from any campaign setting, the Ethereal exciting conclusion! TSR #9571 Plane has links to the RAVENLOFT setting $2.99/$3.99 CAN ISBN: 0-7869-1253-7 and the popular Demiplane of Shadow. TSR #8642 $16.95/$21.95 CAN ISBN: 0-7869-0872-6 Thornhold TSR #2633 Novel, Harpers #16 ISBN #0-7869-1205-7 By ALIEN COMPENDIUM™: A dark power from the Creatures of the Verge mists of time threatens the A STAR*DRIVE Accessory A STAR*DRIVE Accessory very heart of the secret By Richard Baker By Richard Baker and organization known as the From protective gear to Like the AD&D MONSTROUS Harpers. Only Khelben weapons of mass destruction, ® COMPENDIUM tome, this full-color book Arunsun can stop it—if his you’ll find everything you need to sur- presents the aliens of the STAR*DRIVE fellow Harpers don’t stop him vive the STAR*DRIVE Campaign Setting in Campaign Setting. More than 60 differ- first! Don’t miss the startling conclusion this comprehensive guide. More than ent aliens are featured, with information to the longest-running FORGOTTEN 100 items are detailed, with descriptions, on homeworlds, social organization, REALMS series. game statistics, and illustrations. Items skills and abilities, and roleplaying tips. $5.99/$6.99 CAN are created specifically for the $21.95/$28.95 CAN TSR #8584 STAR*DRIVE Campaign Setting, but most TSR #2805 ISBN: 0-7869-1177-8 can be incorporated into any far-future, ISBN: 0-7869-0778-9 space-opera setting. $16.95/$21.95 CAN ® HERCULES: THE LEGENDARY JOURNEYS™ A RAVENLOFT Adventure TSR #2809 ENDLESS QUEST™ Adventure Game By ISBN: 0-7869-1214-6 By Ed Stark with Cindi Rice One of the AD&D game’s most notori- Embark on a series of fantastic journeys ous villains is now one of Ravenloft’s in this exciting game based on Hercules: . Great though his powers may The Legendary Journeys, one of TV’s most be, is trapped in the Demiplane of popular syndicated action series. This Dread. Now he’s preparing an unholy game can be combined with the XENA: ritual designed to bridge the gap WARRIOR PRINCESS™ ENDLESS QUEST between the land of the Mists and his Adventure Game. home world! $19.95/$26.95 CAN $13.95/$18.95 CAN TSR #1526 TSR #9582 ISBN: 0-7869-1255-3 ISBN: 0-7869-1201-4

118 • JULY 1998 WHITE WOLF GAMES Doomslayers: Into the Labyrinth The Traditions Gathered: NEW FOR JULY A Wraith* Sourcebook Songs of Science (Volume 1) Clanbook: Baali By Bruce Baugh, Geoff Grabowski A Mage* Sourcebook A Vampire: The Dark Ages* Sourcebook and Fred Yelk By a host of visionary magicians By Sven Skoog and Doomslayers: Into the Labyrinth contains The Traditions Gathered is a collection of The Baali have always been hidden in everything the complete Spectre-hunter essential Tradition Books. These vital shadow, swaddled in veils of deceit. needs: details on the interior of the character sourcebooks define the very Now, for the first time, learn the - Labyrinth, inside information on the fac- paths to magick and transcendence haunted truth. Understand the terrible tions in the Oblivion War and tips on itself, and now the out-of-print Virtual cost of Daimoinon. And know, if you stalking Malfeans. There’s also advice Adepts, Sons of Ether, and Order of Hermes can, why the Baali make their pacts with for hunting and destroying Spectres on return in Songs of Science. darkness. For adults only their home turf. But don’t think they’re $20.00 $12.00 easy prey After all, that’s what they Stock #4053 Stock #2817 think you are. ISBN 1-56504-445-2 ISBN 1-56504-213-1 $22.00 U.S. Stock #6064 The Changeling Storytellers Guide Hengeyokai: ISBN 1-56504-635-8 A Changeling* Sourcebook Shapeshifters of the East By Mark Hunter, , Ian A Year of the Lotus* Sourcebook NEW FOR AUGUST Lemke, Nicky Rea, and By Heather Curatola, Harry Heckel, War of Ages Nancy Schultz-Yetter Kathy Ryan, and others A Vampire* Sourcebook This sourcebook picks up where the Hengeyokai examines the shapeshifters of By Bill Bridges, Daniel Greenberg and Changeling rulebook leaves off and the East, describing their unique cultures Teeuwynn offers a plethora of new information, and secret magics. Learn how the War of Ages brings the struggling fac- from rules clarifications to new and differ from their Western Corax brethren tions of the Kindred Jyhad together in advanced systems for handling fae and how they view the face of the East- one tumultuous book. A collection of the magic—and it puts that, and more, all in em Umbra. What’s more, the secrets of original and out-of-print and the Storyteller’s hands. Included are the elusive Kitsune werefoxes are fully Anarch Cookbook under one new cover, new settings and new rules for revealed. this book offers a last chance to put expanding the boundaries of your $20.00 down the upstarts or to tear down the Changeling chronicle. Stock #3063 vampire establishment, once and for all. $18.00 ISBN 1-56504-338-3 $16.00 Stock #7009 Stock #2022 ISBN 1-56504-708-7 Crusade Lore: ISBN 1-56504-243-3 The Storytellers Screen and Book Darkness Revealed: A Sorcerer’s Crusade* Sourcebook Wild West Companion Passage Through Shadow By Phil Brucato, , A Werewolf: The Wild West* Sourcebook A Trinity* Adventure Wayne Peacock, and others By James A. Moore and others By Bruce Baugh and Richard E. Dansky Crusade Lore is the essential Storyteller Everything you need to know about the Second of the three-part Darkness screen for Sorcerer’s Crusade. It puts sights, fights, and haunted nights on the Revealed adventure series for Trinity. all of the game’s important charts and range is here, in the Wild West Compan- This book details three major scenarios information before you, with a ion: How folks really live on the frontier, that Storytellers may run as an ongoing beautifully illustrated face by none other on tribal lands, and even in the big cities series, or as part of their own epics. than . Crusade Lore also fol- back East; what encountering the Storm Passage Through Shadow also contains lows White Wolf’s popular tradition of Umbra is like, plus how to sweet-talk the useful setting information, as well as including a 72-page book with the spirits that travel with it; and details on dynamic characters and equipment for screen-even more important rules and strange critters of every stripe and stride. all Trinity Storytellers. information for Sorcerer‘s Crusade that $18.00 $15.95 we just couldn’t fit in the main rulebook. Stock #3704 Stock #9102 $15.00 ISBN 1-56504-344-8 ISBN 1-56504-752-4 stock #4801 ISBN 1-56504-490-8

® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. © 1998 TSR, Inc. All Rights Reserved. * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

DRAGON 249 • 119 By gamers: That’s a tough audience, but most thought the whole idea was great!” ave Arneson caught bottled Arneson calls ® “roleplay- lightning over 20 years ago, ing in a non-traditional medieval setting. when he and Gary Gygax I have such things as steam power, gun-

designed the original DUNGEONS & powder, and submarines in limited ® DRAGONS game. How would Arneson’s numbers. There was even a tank running life be different today if D&D® hadn’t around for a while. The emphasis is on happened? “Lordy, I would have had to the story and the roleplaying. get a real nine-to-five job as a teacher or a “Blackmoor has always been my only librarian,” says the lifelong game setting, although the lads have visited designer, now 50. He’d never have “met other times and places. I still get together thousands of fascinating people, rubbed today with many of the original players, elbows with the strange and infamous, thus making Blackmoor the longest con- or gotten to travel around the world tinuously-running fantasy roleplaying guesting at conventions. This has been campaign in the world—25 years and much more fun!” counting.” D&D sprang from that sense of fun. In BLACKMOOR (1974) offered little scenic the late 1960s, Arneson played minia- detail. Gamers saw the setting only in tures games in the Castle and Crusade TSR’s four DA-series modules (1986-87), gaming club in Lake Geneva, WI. One three of them by Arneson himself. medieval miniatures campaign used a After D&D, Arneson has kept busy rules set called Chainmail, designed by His early-’80s publishing company, local gamers Gary Gygax and Jeff Adventure Games, produced the first Perren. Arneson played in this and other editions of two notable miniatures games but disliked their emphasis on games, Johnny Reb and Harpoon, as well simulation. “Military miniature folks as his own Adventure in Fantasy RPG tend to insist on historically accurate sets (1982). “I have done computer game of rules,” he says. “This is an impossibil- review columns, written history articles, ity that has never bothered them.” raised rabbits (not as easy as it sounds!), Arneson has told the next part often: work on computer games (Storm Clouds “I had spent the previous two days Over Dixie), and play games when I can.” watching about five monster movies on Now he’s working on a video docu- channel 5’s ‘Creature Feature’ weekend, mentary, Dragons in the Basement, about reading several Conan books (I cannot the origin and first decade of RPGs. recall which ones, but I always thought “Basically it is a series of interviews with they were all pretty much the same), original players (‘How did D&D affect and stuffing myself with popcorn, your life?’) and original RPG designers doodling on a piece of graph paper. At like Marc Miller (Traveller) and M.A.R. the time, I was quite tired of my Nappy Barker (Empire of the Petal Throne). I hope (Napoleonic) campaign with all its rigid it will be out by fall.” rules and was rebelling against it.” After that, he has other ambitions. “I Those Chainmail games soon saw inva- would like to travel around, talk to D&D sions by fantasy creatures from Tolkien players, and see what they have done. I and mythology. “Wizard” and “hero” don’t think anyone follows the rules military units appeared and soon exactly. Are there trends? Does the play migrated off the battlefield into individ- differ from area to area?” The project ual quests. Arneson recalls, “Going from might carry him far afield: “There were commanding armies that had objectives, at one time over a dozen translations of it seemed logical you could be an indi- the basic rules. Do the D&D rules still vidual with objectives and play a role work after translation? And what do without strict guidelines.” these foreign players think?” The co-designer of the original Logical, and a lot of fun. Arneson soon So if you’re playing D&D at a conven- originated the very first fantasy cam- tion or club meeting, and a genial, DUNGEONS & DRAGONS® game has stayed busy as a game designer, paign: “I never considered not making bushy-bearded fellow starts asking how reviewer, video historian, and Blackmoor a campaign. I started out your games work, be nice. That’s Dave all-around nice guy. with a bunch of dyed-in-the-wool histor- Arneson, a nice guy who caught ical miniatures players and board lightning in a bottle.

120 • JULY 1998