<<

Issue #223 Vol. XX, No. 6 November 1995 The Lords of the Nine—Colin 10 McComb Publisher TSR, Inc. The Lords of the Nine Layers of Baator have been revealed at last. Do you dare Associate Publisher read about them? —Rob Letts and Wayne A. Haskett Editor-in-Chief 24 Straight to your campaign from the hottest video game of our Pierce Watters time come three new demigods.

Editor The Right Monster for the Right Adventure—Gregory Anthony J. Bryant 81 W. Detwiler Picking your scenario appropriately will make the many Associate editor Dave Gross horrors of the Cthulhu Mythos that much more terrifying.

Fiction editor Barbara Young FICTION Art director Larry W. Smith Winter’s Knight— 92 Adarr was ancient, but he was Queen’s Champion; only he Editorial assistant could face the great wyrm and save the land from desolation. Michelle Vuckovich

Production staff Tracey Isler REVIEWS Subscriptions Janet L. Winters Role-Playing Reviews—Rick Swan 42 Bugs take over Chicago, Rick considers Asia, and TSR parodies U.S. advertising the tabloid industry. Cindy Rick The Role of Books—John C. Bunnell U.K correspondent 51 What’s good and what’s not in the latest F&SF books? and U.K. advertising Carolyn Wildma

DRAGON® Magazine (ISSN 0279-6848) is published Kingdom is by Comag Magazine Marketing, Tavistock monthly by TSR, Inc., 201 Sheridan Springs Road, Road, West Drayton, Middlesex UB7 7QE, United Lake Geneva, WI 53147, United States of America. Kingdom; telephone: 0895-444055. The postal address for all materials from the United Subscription: Subscription rates via second-class States of America and Canada except subscription mail are as follows: $30 in U.S. funds for 12 issues orders is: ® Magazine, 201 Sheridan Springs sent to an address in the U.S.; $38 in U.S. funds for Road, Lake Geneva, WI 53147, U.S.A.; telephone 12 issues sent to an address in Canada; £21 for 12 (414) 248-3625; fax (414) 248-0389. The postal issues sent to an address within the United Kingdom; address for all materials from Europe is: DRAGON £30 for 12 issues sent to an address in Europe; $50 Magazine, TSR Ltd., 120 Church End, Cherry Hinton, in U.S. funds for 12 issues sent by surface mail to Cambridge CB1 3LB, United Kingdom; telephone: any other address, or $90 in U.S. funds for 12 issues (0223) 212517 (U.K.), 44-223-212517 (international); sent air mail to any other address. Payment in full telex: 818761; fax (0223) 248066 (U.K.), 414-223. must accompany all subscription orders. Methods of 238066 (international). payment include checks or money orders made Distribution: DRAGON Magazine is available from payable to TSR, In., or charges to valid Mastercard game and hobby shops throughout the United States, or VISA credit cards; send subscription orders with Canada, the United Kingdom, and through a limited payments to TSR, Inc., PO. Box 5695, Boston MA number of other overseas outlets. Distribution to the 02206, U.S.A. In the United Kingdom, methods of book trade in the United States is by Random House, payment include cheques or money orders made Inc., and in Canada by Random House of Canada, payable to TSR Ltd., or charges to a valid ACCESS Ltd. Distribution to the book trade in the United or VISA credit card; send subscription orders with Kingdom is by TSR Ltd. Send orders to: Random payments to TSR Ltd., as per that address above. House, Inc., Order Entry Department, Westminster Prices are subject to change without prior notice. The MD 21157, U.S.A.; telephone: (800) 733-3000. issue expiration of each subscription is printed on the Newsstand distribution throughout the United mailing label of each subscriber’s copy of the

2 NOVEMBER 1995 Getting Opmotized-David “Zeb” Cook 63 Window 95 vs. Games. And the winner is... FEATURES

First Quest—Tom Dowd 8 First there was SF. Then Tolkien. Then Gaming. Dragon’s Bestiary: Four Guardian Gargoyles— 20 John W. Baichtal If you think you know all about gargoyles—think again.

TM DRAGON DICE Magical Effect Cards—Lester Smith 30 A gaming accessory to make your DRAGON DICE warfare easier. of the Bizarre: Nine Rings to Rule Them All— 35 Robert S. Mullin Nine new rings for attack, defense, and esoteric pursuits. Winter ’96—Scott Douglas 48 Find out what’s happening at winter’s biggest gaming con. Ecology of the Chitine—Belinda G. Ashley 56 A scout reports her observations of a tribe of Chitine. Sage Advice— 77 This month, the sage continues to tackle questions about TM PLAYER’S OPTION . 114 Interview: and — Sue Weinlein COVER The authors of the newest ® novel, of Our cover this month is by former TSR Summer Flame, discuss Krynn, writing, and the dawning staff designer Roy Parker. Painted origi- Fifth Age. nally as an interior piece for an article that never made it to press, it works very well representing our beastly theme. We haven’t forgotten the painting (or Roy) DEPARTMENTS and are pleased to present it as this month’s cover. “Help! I’m fell and I can’t get up.” 4 Letters 88 Floyd 6 Editorial 103 Libram X 69 Con 110 Gamers’ Guide 73 Forum 119 TSR Previews

magazine. Changes of address for the delivery of address; Include sufficient American postage or part without first obtaining permission in writing from subscription copies must be received at least six Internation Reply Coupons with the return envelope the publisher. Material published in DRAGON® weeks prior to the effective date of the change in In Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine does not necessarily reflect the opinions of order to assure uninterrupted delivery. Magazine, TSR Ltd., include sufficient International TSR, Inc. Therefore, TSR will not be held accountable Back issues: A limited quantity of back issues is Reply Coupons with your SASE. for opinions or mis-information contained in such available from either the TSR Mail Order Hobby Shop Advertising: For information on placing advertise- material. (201 Sheridan Springs Road, Lake Geneva, WI ments in DRAGON Magazine, ask for our rate card. All ®designated registered trademarks owned by 53147 U.S.A.) or from TSR Ltd. For a free copy of the ads are subject to approval by TSR, Inc. TSR TSR, Inc. ™ designates trademarks owned by TSR, current catalog that lists available back issues, write reserves the right to reject any ad for any reason. In Inc. Most other product names are trademarks owned to either of the above addresses. the United States and Canada, contact: Advertising by the companies publishing those products. Use of Submissions: All material published in DRAGON Coordinator, TSR, Inc., 201 Sheridan Springs Road, the name of any product without mention of trade- Magazine becomes the exclusive property of the Lake Geneva WI 53147, U.S.A. In Europe, contact: mark status should not be construed as a challenge publisher, unless special arrangements to the con- Advertising Coordinators, TSR Ltd. to such status. trary are made prior to publication. DRAGON Magazine Advertisers and/or agencies of advertisers agree ©1995 TSR, Inc. All Rights Reserved. All TSR welcomes unsolicited submissions of written material to hold TSR, Inc. harmless from and against any loss characters, character names, and the distinctive like- and artwork; however, no responsibility for such sub- or expense from any alleged wrongdoing that may nesses thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any arise out of the publication of such advertisements. ORIGINS is a trademark owned by the Games event. Any submission accompanied by a self- TSR, Inc. has the right to reject or cancel any adver- Manufacturers Association. addressed, stamped envelope of sufficient size will tising contract for which the advertiser and/or agency Second-class postage paid at Lake Geneva, be returned if it cannot be published. We strongly rec- of advertiser fails to comply with the business ethics Wisconsin, U.S.A., and additional mailing offices. ommend that prospective authors write for our writ- set forth in such contract. Postmaster: Send address changes to DRAGON ers’ guidelines before sending an article to us. In the DRAGON is a registered trademark of TSR, Inc. Magazine, TSR, Inc., 201 Sheridan Springs Road, United States and Canada, send a self-addressed, Registration applied for in the United Kingdom. All Lake Geneva WI 53147, U.S.A. USPS 318-790, ISSN stamped envelope (9%“ long preferred) to Writers’ rights to the contents of this publication are reserved, 0279-6848. Guidelines, c/o DRAGON Magazine, as per the above and nothing may be reproduced from it in whole or in

DRAGON 3 I can relate to the frustration, but the soft- More TSR Critiques, ware analogy is actually an anomaly. Take another common item purchased and Please updated: the automobile. lf you buy a 1995 Corvette, you can’t expect them to give you Dear Dragon, a discount when the 1996 model comes We need your reviewers to start critiquing out. As to the advance notice of version most, if not all, TSR products. Why? updates, well, you got one, in D RAGON Because no one else does. I know you Magazine #220. The new version is out in don’t want to be perceived as a house November. organ, but I think we deserve to be given a As to the viability of your- purchases, con- review of items we might actually buy sider them all valid. We’ve added to Athas, instead of deservedly obscure games that that’s all. very few of us care about. After all, we buy DRAGON Magazine primarily to help our AD&D® game, right? So why aren’t the majority of these goods reviewed where Whither Krynn ? their main buyers can read them? Dear Dragon, I cheered when I saw the review of Recently I’ve noticed a dramatic drop in AL-QADIM® in issue #220! That is exactly the number of DRAGONLANCE® products and what we need more of. Seeing that made I can’t understand why. Why is there this me realize what the magazine is missing. drop in product and publicity? I personal- Your readers deserve to know, for exam- ly think that DRAGONLANCE is one of your ple, that in Spellbound they need to redo most exciting game settings and I would the spells of some of the mages because Athas 2.0 ? hate to see it flushed by TSR. the number of spells per granted to Dear Dragon, Mike Lassen some of them is wrong for the listed class It is with great fear that I read your article FPO AP and level. in DRAGON® Magazine #220 about the Mistakes like this have also crept into re-release of the DARK ® campaign. I’m Have no fear, Mike. Not only is the Marco Volo series, as well, but no one ashamed to say that I was officially duped. DRAGONLANCE very much alive, TSR plans apologizes or publicizes this so that begin- I am the not-so-proud owner of four some very exciting changes and new things ning DMs can be warned. I also think peo- soon-to-be out-of-date products. in the near future. There is nothing I can ple should be alerted to the delights of In an effort to spice up our gaming ses- really tell you now (without getting in big Ruins of Zhentil Keep. sions, I recently purchased the trouble with the DRAGONLANCE design team Steve Shawler boxed set, the supplement, for spilling the beans), but I can say that 2901 Rio Rita Ave, #3 the ofAthas, and the Complete 1996 will be a special for the series. Louisville, KY 40220 Psionicist’s Handbook. I am most upset For now, as a hint, may I suggest you run that three of these four items will now be to the nearest bookstore and get the latest We tread a fine line here, but you’re right. of limited use. At the very least, I’ll proba- DRAGONLANCE novel (a November release), We should review—at least in encapsulated bly have to purchase the new boxed set Dragons of Summer Flame, by Tracy form-as much as we can. The problem, when it comes out in a few months. My Hickman and Margaret Weis? It will give however, is limited space. We could almost players get a free guide just because mine you an idea of what’s in store... do a monthly magazine just for gaming will be superseded. reviews if we covered everything deserving Why don’t we ever get a break on a new of mention. I also agree with you about the release if we already purchased the old Book ’em, Dano. AL-QUADIM article: so much so that I immedi- one? Most of the computer software com- ately went to the Candy Store (AKA the Mail panies will notify in advance of a new Dear Dragon, Order Hobby Shop) and grabbed one of release and will offer a discount if you I greatly enjoy your magazine. I have been everything on AL-QUADIM. My own campaign upgrade. using it as an aid for some . I also is about to take a surprising turn for my Are you planning to update the entire love the stories; is there a chance of a players. series of DARK SUN products? I understand book of all the best stories printed in that the fictional works associated with DRAGON Magazine? the product line have promulgated some Andy Hand of these changes. I am very glad I held off Gardner, IL So Ya Wanna write buying the Thri-keen and Silt Sea supplements. Gee, thanks. Every now and then a little for Us, eh I hope this letter doesn’t sound cranky; egoboo is a good thing. As for an anthology ? I’m a big fan of the vast majority of your of some of the best DRAGON Magazine sto- Dear Dragon, products. I love the new PLAYER’S OPTION ries, I don’t know. We’d have to reacquire Feature sections such as Arcane Lore, rules to assist in character generation, rights from the authors to reprint them in Bazaar of the Bizarre, and the Dragon’s and ® is great. One of my an anthology, but if there is enough sup- Bestiary are by far my favorites, and I players just purchased BIRTHRIGHTS™ and port, maybe we’ll look into it. Hint, hint... eagerly search for them in the table of we’re still puzzling our way through. contents with each new issue. I under- Tim E. Taylor stand that the staff of DRAGON Magazine Midland, MI can only print those articles that are wor- thy of publication, so as I hone my writing skills I plan to submit article proposals for the above features.

Continued on page 40

4 NOVEMBER 1995

each other when there are no years ago. “I get off work to go to a game bearded, losers who’ve never kissed a girl.” mundanes around for us to gang up on. convention?” “ players are posers who invent We need to be better than someone, even Now, when I go to conventions, people tragic personae to whine about something if it’s someone else who plays games or actually ask to hear stories of my home more romantic than their own pathetic reads comic books. campaign, they ask me what I think makes lives.” “ players are math How many rivalries or even animosities a good adventure. They treat me like a geeks who demonstrate their own brand do we have in fandom right now? Readers prince, never a game geek, even as some- of herd dominance by min/maxing the of hard SF often look down on those who times someone leans slyly in and says, best spaceship.” read space opera, let alone those ridicu- “Just look at those freaks dressed all in lous fantasy novels. And fans of fantasy black.” The first time I knew there was some novels often look down on those who read Except that I’m doing it all for a living, thing desperately wrong with science- game-related fiction or who, worse yet, what has changed about me? Yeah, I fiction and fantasy fandom (I’ll call it actually play those weird games. Then we hadn’t thought it all the way through. simply “fandom”) was in the elevator of get into the real cannibalism, where play- Not very long ago, I had occasion to the Hunt Valley Inn near Baltimore. We ers of dark and gritty fantasy games scoff think about how we form little superiority were there for Balticon, a large regional at those who play in medieval fantasy set- societies even among the people who SF convention. My two friends and I had tings-and vice versa. The screwiest form make games for a living. I figured I was dressed up, the ladies in a matching pair of this prejudice has got to be among play- pretty safe within a community of fellow of drop-dead blue dresses, me in a black ers of the same game, where even know- game geeks and SF nerds, here at TSR. pinstripe suit and spiffy tie. It worked out ing too much about your game can get you But while creating characters for a because I had to teach earlier that day. labeled a geek among geeks. (Always open playtest, someone asked the table at large, And no one in his right mind would the book and pretend to look up a rule, “How many bonus proficiencies do you complain about those dresses. even if you know it. Otherwise your fellow get for a 17 Intelligence?” The other people in the elevator were gamers will think you need to get a life.) Without cracking the book, I answered, dressed in the atypical fashions that Few of us are really all this bad, at least “Six” become so typical at SF conventions; I not all the time. But most of us have looked Everyone at the table looked up at me, think there was a Klingon, a pair of fantasy down our noses at those who like to play eyes wide. Then Bill (or maybe it was Zeb) warriors, maybe a furry monster, and different games, read different books, see raised his arm as his head tipped back in several people in the ubiquitous T-shirts different movies. Maybe it’s because we’re an expression of horror (just like Donald and jeans of cons. My friends and I were all so tired of defending our own pastimes Sutherland at the end of Invasion of the the ones who looked out of place, as a that it’s a great relief and a guilty pleasure Body Snatchers). young man in tattered medieval garb to attack someone else for a change. Maybe “Geeeek!” pointed out. some of us are so sick of being picked on “Look, its a fan dressed up as a mun- for enjoying the role of a vampire or a pal- dane!” he said, pointing at me. The others adin or a clone that we need someone else laughed, and I smiled. But then I thought to abuse. I know I’ve done it. I’ll probably about it for a second. do it again, too, on a bad day. We in fandom—meaning everyone who But if I’m having a good day, I might bite reads fantasy or SF, who enjoys role- my tongue instead, and ask to join one of playing games, who watches Star Trek those flaky games that someone else plays with more than passing interest, or who instead of making a joke about it when knows what a TARDIS is—we like to think I’m safely back in the ranks of my group. of ourselves as uniquely creative and If I’m lucky, I’ll have fun with a new game open-minded. Throughout high school and make a couple of new friends. and college, especially, my friends and I Assuming, of course, that they don’t prided ourselves on being unique and mind having a D&D geek at the table. special people. We also had a lot of fun putting down “the mundanes.” We were When I left teaching to work at TSR, I fig- intelligent and creative; mundanes were ured, “Cool. Now I’m legit.” And indeed, stupid and dull. We were accepting and working for a game company gives you friendly; mundanes were narrow-minded instant, unearned credibility and celebrity and mean. Clearly, we were superior. among other garners. Every one of us has But we’re the ones who came up with experienced that weird, dizzying transi- the appellation “mundanes” (not a terribly tion upon arriving here from college or clever term, from a group that prides itself other jobs. on creativity), and we’re the ones who use It’s fun to watch the new “legit” gamers it as a pejorative. Worse yet, we attack have the same reactions I did only two

6 NOVEMBER 1995

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

In the Beginning, There was SF... by Tom Dowd

My first experience of a role-playing game Rings was a story set in a fantastical world next Saturday my father and I were back can be traced without any difficulty to that had history was astounding. Getting at Waterloo Hobbies, and I was the proud what I do today. Sure, virtually everyone to read The Silmarillion, dense and obtuse owner of a copy of the ADVANCED DUNGEONS else in this industry can do the same, but as it is, was revelatory. With that knowl- & DRAGONS Player’s Handbook, ’cause, were it not for a singular element the first edge, became well, if was advanced it had to be better, game I ever played I can safely say that I almost a different tale. That to my mind at right? (And, well, there were things in the would not be writing this today. Prior to the time was the coolest thing there was. basic rules that I just didn’t understand thinking about what I was going to write To the best of my recollection, I became and figured that the bigger rulebook for this column I really hadn’t made that aware of gaming through an article in the would explain them better... I think that connection. Newsday newspaper on Long Island, New concept has become an axiom of game I had always, as far back as I can York, sometime in the early ’80s. The arti- design.) remember, enjoyed science fiction. I think cle started out talking about table-top A few weeks later I’d put my name up that stemmed from an early fascination wargaming and then briefly touched upon on one of the sign-up sheets on the bul- with the space program that grew into this strange cousin of the , some- letin board at the store and showed up for more speculative areas. One of my earliest thing called role-playing. The author my first game, I and about 10 other peo- memories, and I have very few, is of sitting didn’t seem to understand it, and the only ple. The , Dan Fitzgerald, was and watching the first landing, and explanation he could make from it was only a little more experienced than I was, I’m sure that if I looked hard enough I that players in a role-playing game got to but it was a few game sessions before he could find a regular 8mm film of the pretend they were taking part in The Lord let that on, and if he hadn’t I don’t think Apollo-Soyuz linkup filmed off a tiny of the Rings. Bang. ’Nuff said. I was there. we’d have known. The group’s size was black-and-white television sitting on the The name of the particular role-playing quickly paired down to a manageable back patio because our big 20” Zenith was game the author was referring to was seven or so, the majority of whom became broken and the backyard was the only DUNGEONS & DRAGONS®. the core of the group I gamed with for place that I could get good enough recep- It was at least a year before I saw the nearly a decade. Dan, Caroline Maher, tion. I can also remember getting up early name mentioned again, and truth be told, Tom Keane, Stuart Wieser, Jeff Jarka, and before school to watch Speed Racer I’d probably pretty much forgotten about a little later Chris Criscione, were the peo- Thunderbirds, and occasionally Fireball it by then. It was again in Newsday, but ple from whose playing and game- XL-5 when the TV station had run out of this time in an advertisement along the mastering styles and habits I learned Thunderbirds episodes. My interest in sci- bottom edge of the front page of the much of what I know today. None of use ence fiction grew concurrently with the Sunday funny pages. The ad was for were experienced gamers, we figured it country’s interest, an interest that soared Waterloo Hobbies in Mineola, Long Island, out as we went along. with , Alien, and beyond. and it said they carried DUNGEONS & Those games took place in one of the Fantasy, however, was another matter DRAGONS. I promptly lost the ad (okay, I gaming rooms at Waterloo Hobbies, and entirely. When I was still in grade school (I forgot to tell my parents to save it) but that’s the element that if different I can’t place the year exactly) my aunt gave remembered that the store was on wouldn’t be writing this today. It turned me copies of The Hobbit and The Lord of Mineola Boulevard. A couple of weekends out that Waterloo Hobbies shared space the Rings. I did not read them for many of nagging later I’d convinced my father and ownership with Fantasy Games years after noticing that The Hobbit began that we had to find this place. Unlimited, publishers at the time of auspiciously with “In a hole in the ground, We set out on a Saturday afternoon and Bunnies and Burrows*, Chivalry and there lived a hobbit.” That was clearly quickly found it. We were there for hours, Sorcery*, Land of the Rising Sun*, and the kid’s stuff and I was well beyond it. The my father bored out of his skull, and I aforementioned . books sat and languished for some time. wandering wide-eyed. There were books, And because of that the owner of Fantasy I don’t remember what drew me back magazines, dice, and games with names Games Unlimited (AKA FGU, ’cause at the to them, and I don’t really remember any like Traveller*, Tunnels and Trolls*, time you weren’t a game company unless interest in fantasy prior to my full reading Villains and Vigilantes*, Melee*, you had an acronym), Scott Bizar this par- of the series. But once I had read them, Diplomacy*, Gangster*, and of course ents, Sylvia and Leon, ran Waterloo) was that was that. Typical, I suppose, but I’ve DUNGEONS & DRAGONS. There was even constantly around, as were , Bill noticed lately a reluctance on the part of something there called ADVANCED DUNGEONS Willingham, Bob Weller, and Bob some in this industry to point to those & DRAGONS®, but I had no real idea what Charrette. Employees at various times of books as an early influence. Okay, brand DUNGEONS & DRAGONS was let alone an Fantasy Games Unlimited, they were my me common but the depth, color, sense of advanced version. I spent my money and first professional exposure to the game wonder, detail and perhaps most impor- walked away with the basic D&D® boxed industry, and I was well served by them tantly, background, were major contribu- set (the one with the blue rulebook) and a all. I eventually got a job working in the tions to my becoming involved with gam- set of amazing disintegrating roll-forever ing. The realization that The Lord of the dice. I read that book on Sunday and the Continued on page 40

8 NOVEMBER 1995

10 NOVEMBER 1995 It’s no dark that the baatezu are cagey bash- stretching back before even the powers layers, each Lord taking the qualities of ers. They’ve got secrets hidden that would remember. Their true capabilities have the layer in an effort to keep its essential astonish the powers, and they do their level never been defined, at least until now. nature pure of the ravages of chaos. Who best to keep their secrets dark; but occa- They are, in short, an enigma. What is set them this task, none can say-but it’s sionally they slip. When they do, their their purpose? Do they simply act as - an assignment they fulfill to the best of mysteries spill out across the multiverse. dens for their plane, or do they play a their abilities. This article is based on the Baator book more active role? Do they truly even exist? Every Lord has a name, though through- from the ™ Campaign Set. It’s And how do they relate to the denizens of out time only the names of three have highly recommended that one read that their plane, from the lowest baatezu to the been commonly known. Just like other book before this text. most powerful of the gods? fiends, the names of the Lords of the Nine To understand the Lords, perhaps it’s are names to conjure power with-the The Logs of Willgan the Dogged best to summarize exactly what it is prime wizard who actually uses these The years ain’t been kind to me, but did they’re said to be and do. names is in for a devil of a time, but that that stop me? No. It didn’t. And while those doesn’t keep the attempted conjuring sods who called ’emselves scholars danced The Lords and What They Are from being an inconvenience. and laughed with the Sensates slipped away across the boundaries of , I’ve held Though many discount the Lords as the It wasn’t without pain that I discovered on, my studies just becoming all that much crazed imaginings of those who’ve wan- their names. I’ve endured much for this more important. dered the bleak wastes of Baator, moment, the setting of their names to And now they’ve paid off. I might not have is that the Lords have shaped the plane paper and thus to immortality. Though been looking for the elusive sound of color since time immemorial. They may seem to these are not their true names, they are or the mysteries behind the forms of the be nothing more than primal forces, still names with power. The Lords are: Bel, powers. I’ve never been that imaginative. incorporeal and unwanting, but that isn’t Warlord of shattered Avernus; Dispater, Some’d call that a curse. Me, I call it a so. They’re all individuals, and they’re all Archduke of iron-hot Dis; Minauros, blessing. It means that I focus on the facts ferociously hungry for more power. It’s Viscount of the sunken Minauros; Fierana, and don’t let ill-formed fancies distract me just that their desires make them known the Fiery Lady of Phlegethos; Prince from the truth. over the millennia, as opposed to the petty Levistus of watery Stygia; The Hag Do I seem bitter? I am. I’ve been mocked length of a mortal lifetime. That’s not to Countess Malagard of Malbolge; The Slug and reviled, my quest called emptiness, my say that the Lords can’t act quickly when Archduke of Maladomini, Triel the Fallen; heart left desolate from the bleakness of they need to; they just prefer to make their Baron Molikroth of ice-locked Cania; and the truth I sought to uncover. But now it’s plans on a much longer range. the Dark Lord of shadowy Nessus. done and I’ve snatched the dark right out The Lords are each set over a single from under the baatezu nose. layer of Baator, their presence twisting Chant is that the Lords occasionally Ha! and warping their layers to be more pre- attempt to wrest away pieces of another I’ve got the dark on the Lords of the Nine, cisely what they themselves embody. Thus Lord’s layer. Prince Levistus, Lord of the and I’ll be cursed if anyone can stop me from it is that Avernus, the first layer, is a blast- Fifth, is said to be particularly greedy in making my life better from this point on! ed and scarred wasteland, perfect for this regard. It’s thought that he’s planning training the armies of baatezu in the end- an assault on one of his compatriots-at The Lords of the Nine are the mysterious less Blood War, while the fourth layer of least, that’s the word in Stygia, his layer, rulers of Baator, the Nine-Layered Pit, the Phlegethos is a fiery pit, burning all who and the amnizu baatezu there are busy Stinking Maw of the planes. Their origins travel its infernal depths. They are the recruiting berks they think would be good are lost to the mists of time, seemingly defenders and protectors of each of these for the job.

DRAGON 11 The Other Lords Their Powers and the cities of Stygia. They’ve reached Their feelings about each other could be an impasse for now, but both would love a The Lords are some of the most powerful best described as resigned hatred. They chance to tweak the nose of the other, and bashers in the known cosmos. They con- despise each other, but they’re rarely in a they’ll handsomely reward anyone who trol whole layers of a plane, which is far position where they can affect one can do it for them. more than most powers can claim. The another. As mentioned above, they occa- Rumor has it that it was the enmity of Abyssal lords claim as much, but the chaot- sionally attempt to poach some land from one of the Lords that forced the orcish ic politics of the Abyss ensure that the one layer or another, trying to increase to flee to Acheron and points tanar’ri lords never rise far above their their own holdings at the expense of their beyond. Now, that may or may not be compatriots. The Lords of the Nine, on the fellows, but this ploy rarely succeeds. true-but if it is, the Lords have got to be other hand, are willing to set aside their When it does, it’s not without conse- even mightier than previously believed. differences to achieve a common goal; the quence. Still, they find it an amusing game. It’s not unknown for the Lords and the Abyssal lords seem incapable of that. Perhaps they’re testing each other, or per- powers to work together on occasion. haps their role in this is to see what nature They’ve got common enemies in the In a sense, the Lords are their layers. They will emerge triumphant. Regardless of the tanar’ri, bringers of chaos, not to mention have the ability to shake the land around truth, it’s known that they use mortals as various other powers. Why, a Lord might them, to make it erupt and heave up its pawns in their endless games, steering aid one of the powers on his or her own contents. They can see all through their them hither and yon in fruitless quests layer against the power from another. It’s layer, piercing through nearly any veil until the Lords grow bored of the charade. called the politics of expediency, and the thrown up for privacy-it’s unclear as to It has been said in legend that a mortal Lords and the powers practice it whether they can see into a power’s realm has actually managed to lure the Lords whenever they can. without the god’s say-so. into outright fighting. How this was Of course, they’re not omniscient. They achieved, no one knows, but to match The Fiends aren’t aware of every pebble’s fall and wits against the Lords of the Nine, you’d This is the part that’s most interesting to every gust of wind-but if they wanted to have to be barmy or brilliant... or both. me. Why in all the heavens would someone be for a time, they could be. They’d just The Lords are usually too busy to attend as powerful as one of the Lords ever have to divert their attentions from other to every pressing matter. That’s why they choose to have anything to do with the lowly matters, that’s all. created the substrata of nobles below fiend? Are the Lords watchers over the Are they omnipotent on their home them. In fine feudal fashion, each has an baatezu race, or do their duties run deeper layer? It’s unknown but the truth is that entire staff and court who deals with the than that? What is it that we’re missing? it’d be highly unlikely. They’ve got an petty matters of the layer, leaving the Lord incredible amount of power, yes, but that free to concentrate on truly important Oddly enough, the Lords tend to leave the doesn’t mean they can do everything. It’s a matters. are obviously of lesser fiends to their own devices. It’s unknown well-known fact that they rarely coerce ranks, though they might pretend to be of if the Lords have any dealings with the someone into doing something; the best- lofty status. All of them, however, are pit Dark Eight, the nominal rulers of the laid plots will make anyone of whatever fiends of incredible power. Some are baatezu. Still, one would think that the station carry out his functions willingly, more powerful and long-lived than the eternally raging Blood War would give the thinking whatever it is was his idea in the Dark Eight themselves, while others are Lords pause for thought, since it’s their first place. Dispater especially loves to twist still young but show excellent cunning. land that’s going by the wayside if the people into doing his bidding. Only in the The nobles plot and scheme on their tanar’ri make it this far. most extreme cases will he ever use his own, working to further the ends of their immense might to warp a mind. masters and to benefit their own careers. My thought on the matter is that the They’ve got the powers of wind and rain, It’s said that when a pit fiend learns how fiends are simply like the proxies of the and fire at their disposal (though of the true power works and things are run, Lords, that they’re an even lesser tool than course some are more likely to use one he can try to seize the mantle of the Lord the noble caste. The Lords do care about than the other). They’ve also got special- for himself. It’s happened several times. the War; it’s just so far down on their pri- ties, each of them focusing on a particular Naturally, these nobles are not above the orities that they’ve delegated it in its entire- destructive power. The Lord of Avernus use of mortals in their schemes. Some ty to the baatezu. uses explosions. Dispater uses emotion. allow the mortals to play an important Minauros favors disease. Fierana, natural- role in their plotting. And some actually The Lords certainly command vast ly, punishes with flame, while Levistus car- encourage the mortals to develop their armies of baatezu on their own-fiends ries the power of amnesia and its atten- own schemes. who are outside the structure of the dant miseries. The Hag Countess destroys baatezu hierarchy imposed by the Dark by sheer force and crushing weight, while The Powers Eight. Though the Lords’ minions have to Triel fancies entropy and decay. Molikroth So what’s the relationship of the Lords undergo the same selection and elevation favors ice. . . and the ninth? None know, with the powers? Nobody really knows; tortures, they answer only to the nobles of but it must be a fearsome power indeed, if probably strained at best, though it’s the Lords, and to their Lord in particular. no one will speak of it. unlikely that they’re actively hostile to That doesn’t keep the Dark Eight’s each other. Struggles among beings of this baatezu enforcers from throwing these Their Relationships magnitude generally leave entire layers of berks into the army when possible-it’s planes devastated, and it’s unlikely either said that the Lords’ servants are insuffer- It’s no dark that the Lords pass their orders the powers or the Lords would find that ably smug, and they’re usually the ones in to someone. They’ve got to have dealings acceptable. the front lines, unless they can find with someone if they want anything accom- Nevertheless, it’s no secret that Set and someone to take their place. plished, right? So who do they deal with? Prince Levistus have nearly come to out- All fiends eventually bow to the Lords of The list is fairly small. They deal with each right war. The two have aims that aren’t the Nine, if for no other reason than that other, naturally. They bargain with the entirely compatible, and each works in the Lords could crush the life from the powers. They pass orders to the pit fiends subtle ways to bring down the other. baatezu. But the fiends are rarely called and lesser baatezu. And occasionally, they’ll Levistus has used his mortal agents to upon to do such a thing, for the Lords make a pact with a mortal. destroy temples dedicated to Set, while have other servants and proxies to fulfill Set’s minions wreak havoc on the amnizu their wishes.

12 NOVEMBER 1995

The Mortal Compact weaker as Bel siphons more of the Lord’s Special Att/Def: In his tower, Dispater Once in a millenia, a mortal is powerful power for himself. For all intents, Bel is simply cannot be harmed. As it is his cen- enough or canny enough to be able to the new Warlord of Avernus, and that ter of power, weapons pass through the sneak through the defenses of the Lords— suits the other Lords just fine-at least, it archduke and spells melt harmlessly from or perhaps the Lords allow it as part of seems to; they’ve not lifted a finger to aid his person. The statistics above are for the some scheme they have. Regardless, the their ensnared sister. rest of the layer. Lord conjured occasionally finds it amus- However, because of this, Avernus has Dispater’s special defense is to make those ing to manifest himself fully in the pres- become a little fiercer, more brutal than it attacking him relive their lowest moments. ence of the mortal, “gracing” the poor sod was under the original Lord; and the Lord Whether they were being beaten in an alley with the complete glory of the Lord. of the First now has little time to oversee behind a pub or falling from the heights of Sometimes it’s to burn the offender to cin- the maintenance of the layer-for while Mount Celestia, Dispater can summon the ders; more often it’s to lead the mortal on he has the power, he does not have the memory and make his enemies relive the a path of betrayal that’ll drive him to time. He cannot back out of his responsi- entire miserable experience. insanity while increasing the Lord’s power bilities to the Dark Eight, though he could tremendously. probably crush them if he so desired— The Viscount of Minauros This happens most commonly through except that they remain in the fortress Minauros the Serpent dwells in the priesthoods. The Lords gains power from Malsheem in Nessus, and Bel’s dominion Sinking City, his bulk writhing and spas- mortal worshipers, just as a god would, extends only over the first layer. ming through the fetid water of his layer. though he cannot grant spells. Still, the Bel has only recently discovered how to He’s indirect and venomous, his schemes devotion of mortals is a powerful thing, create an avatar. The avatar takes the form convoluted and twisted. He speaks in rid- and it’s something Lords covet. It’s said of a burly humanoid with a jutting chin dles, never coming straight to the point, that that’s the reason the Lords even and powerful arms. The avatar’s skin is even when giving orders. His cadre of bother to trifle with mortals at all. slightly tinged with red, and his brooding fiends emulates this behavior, hoping to The only problem is this: How do these scowl and the promise of rage held barely impress their Lord. cults retain worshipers if there’s no evi- in check dissuades many from offending Minauros seems to spend most of his dence that they’ve got power? That’s the representative of the Lord of the First. time in the waters underneath his city, liv- where the politics of expediency come in. ing an amphibious life amidst the foetor of Before establishing a priesthood on the The Warlord’s Avatar (fighter 20) his layer. He doesn’t roam far from the Prime, the Lord usually has to perform a Str 24 Dex 22 Con 21 Sinking City preferring to oversee his favor for one of the powers of Baator. In Int 18 Wis 15 Cha 20 lands from a single location. return (and usually in return for some of MV 15, F124 SZ L (7’) MR 75% The Viscount’s avatar appears as a gar- the power gained from the ceremonies), AC -4 HD 20 hp 155 gantuan snake with a humanoid torso the power sends along some of his rituals #AT 3 THAC0 2 Dmg 112 +16 where the head would be. His eyes are to the mortal priest, creating a strange slitted and yellow, his tongue is forked, combination of beliefs, but one that’s Special Att/Def: The sheer size and and he speaks in a sibilant whisper. deadly nonetheless. power of Bel’s avatar is enough to make These priesthoods have become more anyone of good alignment under the 10th The Viscount’s Avatar (fighter 14, thief and more common of late. Their rites are level save vs. spells or suffer as if under 18) obscene, their methods perverse. Are the the effects of a fear spell. Those of neutral Str 19 Dex 23 Con 21 Lords allowing more priesthoods? And if or evil alignment under 10th level must Int 21 Wis 19 Cha 18 so, does that not mean they’re trying to save vs. spells or suffer from awe. MV 12, Sw18 SZ G (30’) MR 80% become powers in their own right? If necessary, Bel can call forth 15 HD fire- AC -5 HD 14 hp 160 Whatever the cause, the cults of the balls from the air at will. #AT 5/2 THAC0 6 Dmg 1-8 + 14 Lords of the Nine are seducing more mor- tals with promises of power and immor- The Archduke of Dis Special Att/Def: Minauros can, on a suc- tality ever year, across the Prime and Dispater is thought to be one of the oldest cessful attack roll of 15 or better, sink his across the Outer Planes. It’s only a matter of the Lords of the Nine. He’s certainly fangs into one of his enemies. If Minauros of time before drastic measures must be cunning enough that he’d want to give drops his weapons and attacks with his taken to curb their worship. that impression anyway. He governs the powerful arms, he can try to pin his vic- second layer from his tower of lead and tim; this requires two successful attack The Lords Themselves iron, able to see the tiniest details of the rolls of 8 or better. If he pins his victim in plane from the tower’s height. His layer is this fashion, he needs only an 8 or better This was the hardest dark of all to come by. a gray-green plane of heat and pain, to bite. A body thus bitten must save vs. If the Lords resisted generalities about perfectly reflecting the suave archduke. poison or contract a wasting disease simi- themselves for so long, how d’you think Dispater never loses his temper. Though lar to that of the -except that the they’d feel about their personal secrets anger burns within his chest, he prides Viscount’s disease cannot be healed, and bein’ spilled? himself on his restraint and smooth man- it drains the life from its victims by the Well, too bad, one way or another. They’re ner. Should he actually lose his temper, hour, rather than by the day. going to have to face the music sometime, chances are he’ll annihilate the witnesses and it might as well be now. I’ve outlined rather than let them report his shame. The Fiery Lady of Phlegethos their names, what I could glean of their Dispater’s avatar appears as a 10’ tall Fierana, Lady of Phlegethos, is rarely seen histories, and any other information I man with yellow skin, a pit fiend’s horns, and her presence rarely felt. She prefers thought might be useful. and a fluttering red cape. to lose herself in the boiling magma of her lands, letting the pit fiend Gazra govern; The Warlord of Avernus The Archduke’s Avatar (fighter 15, however, she’s not foolish enough to let The original Lord of Avernus (not Tiamat, wizard 20) him have too much power, and she contrary to popular belief) found herself Str 20 Dex 19 Con 20 reminds him of her rightful position imprisoned and entrapped by her war- Int 24 Wis 22 Cha 22 whenever she thinks he’s planning on lord, the pit fiend Bel, thousands of years Mv15 SZ L (10’) MR 90% turning stag. ago. She’s now struggling to break free, AC -2 HD 15 hp 150 Her temper is mercurial, her moods but her struggles become weaker and #AT 2 THAC0 5 Dmg 1-8 + 10 fickle. She’s like the dancing flame, mov-

14 NOVEMBER 1995 The Prince of Stygia ing from one obsession to the next, burn- Levistus’s avatar is a darkly handsome, ing her way through eternity. However, Levistus is probably one of the least popu- brooding man. He prefers to dress in she does so in a pattern that perhaps only lar of the Lords of the Nine, especially fancy clothes and adorn himself with fin- she can see-anything less would be among his compatriots. He sets aside the ery when he appears to mortals. However, chaotic, and her job is to preserve order. rules they’ve laid down for themselves he’s usually too busy governing Stygia and Her avatar appears as a beautiful young and is constantly attempting to aggrandize hatching plans from his icy prison to woman with flaming red hair and a lithe himself, usually at the expense of others. bother himself with manifesting an avatar. figure. The berk who’s fooled by her His cadre of amnizu ignores the hierarchy beauty deserves what he gets-being of the pit fiends, and they’re always plan- The Prince’s Avatar (thief 23) turned into a charred husk. ning mischief against the Dark Eight. Str 19 Dex 24 Con 16 Their concerted dislike of him is partially Int 23 Wis 22 Cha 21 The Lady’s Avatar (wizard 20) what has kept Levistus from overcoming MV 15 SZ M (6’) MR 80% Str 15 Dex 20 Con 19 the rest of the Lords. When they catch on AC -4 HD 23 hp 155 Int 23 Wis 20 Cha 21 to his schemes, they work together to #AT 2 THAC0 3 Dmg 1-8 + 10 MV 18, F136 SZ M (6’) MR 90% destroy them; while they hate each AC -3 HD 20 hp 140 Special Att/Def: With a suc- #AT 2 THAC0 8 Dmg l-6 + 10 cessful attack, Special Att/Def: Fierana has absolute Levistus has the abil- power over all flame in her layer. She can ity to induce take any flame that’s brought near her amnesia in his and turn it against anyone she desires. enemies as Oddly, she takes no damage from cold- or though he had water-based attacks; they serve only to irritate her, and she’ll burn anyone who’s foolish enough to try them on her. tants need to be constantly vigilant of stresses in the bronze. If they’re not, Malagard makes sure that the next inhabi- tants will be; more than one fortress has lost its inhabitants when she’s come in with her great flaming sword to correct their mistakes. Malagard’s avatar is not unreasonable, but she doesn’t excuse foolishness. She appears as an old crippled hag, stooped from the weight of the years. She carries immense power under her withered exte- rior, teaching that it’s best never to judge someone on the basis of appearance. She carries a sword that flames with her anger; it looks too heavy for her to wield, but in her hands it’s as light as a feather. Anyone else who touches it takes an immediate 1d20 + 20 hp damage.

The Countess’s Avatar (fighter 18) Str 22 Dex 19 Con 20 Int 21 Wis 19 Cha 12 MV 24 SZ L (10’) MR 85% AC -5 HD 18 hp 170 #AT 3 THAC0 3 Dmg 1-12 + 10

Special Att/Def: At will, the Hag Countess can bring a meteor swarm down on one particular enemy, or cause an avalanche to begin under his feet, or force a hail of rocks down upon his head from nowhere. She has absolute control over the physical aspects of her layer, and she’ll not hesitate to use that control to destroy her enemies.

immersed them in the River Styx. If he’s suc- cessful, he refrains from slaying his vic- tims, preferring instead to tantalize them with the tortu- ous hints of their previous existence.

The Hag Countess of Malbolge Malagard, the Hag Queen of the Crushing Lands, delights in surprise appearances. The cities of her layer are huge bronze citadels, each of which is under the command of a pit fiend. The citadels constantly resound from the huge boul- ders crashing into them, and the inhabi-

16 NOVEMBER 1995 The Slug Archduke of Maladomini Special Att/Def: Triel prefers to age his last few millenia, he’s been on his guard Triel the Fallen was once an archon, or so victims as if he had hit them with a staff of against a move by Prince Levistus, and he’s the chant goes, who was expelled from withering. If he makes a successful hit grown ever more leery over the years. No the lofty heights of Mount Celestia for with one of his atrophied forelimbs, his one passes into this layer without the excessive vanity and the contemplation of victim gains no save and loses the use of Baron’s knowledge. eternal perfection taken to extremes. His his limb. The Baron’s avatar is a grossly huge fellows cast him from the celestial slopes, man, beyond foppish in his finery. His and his form changed as he fell into the The Baron of Cania clothes are always the height of style in Stinking Maw of Baator. Now he presides Molikroth is devious and cruel. No surprise Sigil, and are usually made of ridiculously over the rotting cities of Maladomini, there. What is surprising is the extent to expensive materials; but even the finest always searching for the perfect configu- which he takes it. As ruler over frigid Cania, fashions appear foolish on him. ration to his city. He’s oblivious to the he’s got the power of ice and cold, and he decay of the old cities, always wanting to knows how to use those tools to such a The Baron’s Avatar improve on the new ones. degree that he can make a proxy cry out for (wizard 20) His avatar is a grossly deformed slug-crea- mercy. He delights in torture, rarely leaving Str 21 Dex 18 Con 17 ture, with vaguely humanoid features and the citadel Mephistar, preferring to Int 23 Wis 22 Cha 15 forelimbs that are more like prehensile have his victims come to him. MV 9 SZ H (7') MR 80% tails than actual limbs. Still, a mortal who His interest in AC- 1HD 18 hp 160 gazes on the avatar can catch glimpses of governing his #AT 1 THAC0 6 the beauty that Triel once possessed before layer is Dmg 1-12 + 9 he fell. com- plete. Special The Archduke’s Avatar (wizard 19, For Att/Def: 12) the Molikroth's Str 19 Dex 18 Con 13 attacks are almost Int 21 Wis 19 Cha 10 always icy, MV6 SZ H (25’) MR 70% AC -4 HD 18 hp 145 penetrat- #AT 2 THAC0 7 Dmg 1-8 + 7 ing even magical defenses against cold.

DRAGON 17 There’s no spell known that can resist the frigid batterings of the Baron’s will. Frostbite sets in in one round, causing 1d6 hp damage a round. If he’s still fighting an enemy after 5 rounds, his opponent must begin to save vs. spells or suffer a cumula- tive -1 penalty per round the enemy fails the save as the cold slows reflexes and induces torpor.

The Dark Lord of Nessus I’ve not been able to find any information on this blood. He (or she, to be totally fair) is so well hidden that it’ll take years more of digging through dusty references and painstaking interviews with fiends who should know better. I’ve come this far though, and I won’t be cheated. I can stand to search-for a few more years, I think. What’s the worst that could happen to me?

Note: Not long before publication, Willgan the Dogged suffered from what can only be termed a personal implosion. Drops of blood were found where he stood, but no other trace remains of his eventual disposi- tion. We have taken the liberty of publish- ing this posthumously. Several fiends have commented on it as “a delightful piece of speculative fiction.”

argoyles Typically, these variant gargoyles are ani- Spouter have been classic mated by a wizard or priest and set to guard a specific spot. If the creator dies AD&D® monsters CLIMATE/TERRAIN: Ruins and before the is destroyed, then the occupied dwellings from the beginning, creature is free to do as it pleases. FREQUENCY: Very rare but there really isn’t Typically, it finds some place to guard. ORGANIZATION: Solitary very much variety. Since its previous existence centered on ACTIVITY CYCLE: Any Gargoyles and mar- guarding some location, it is quite under- DIET: Nil goyles look pretty much the same, yet standable that a free-willed gargoyle INTELLIGENCE: Low (5—7) mundane architectural gargoyles are would continue to do so. TREASURE: Nil incredibly diverse in appearance. It is only All of the gargoyles in this article look ALIGNMENT: Neutral (Evil) natural that other varieties of like animated stone; when motionless, NO. APPEARING: monstrous gargoyle they are indistinguishable from normal ARMOR CLASS: 6 would surface. stonework. They do not need to eat or MOVEMENT: 14 drink, and they kill only to defend their HIT DICE: 5+7 territory or for enjoyment. All gargoyles, THAC0: 15 including these, can be injured only by +1 NO. OF ATTACKS: 2 or better weapons. DAMAGE/ATTACK: 2-5/2-5 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: S (3’) MORALE: Elite (13-14) XP VALUE: 1,400

The spouter gargoyle generally looks like an ugly goblinoid statue, often found perched above a door or serving as a rain- gutter outlet on a roof. Its mouth is always gaping hideously, and its forearms sport two rows of sharp spikes; on its back are two undersized wings, far too small to provide flight.

Combat: Anyone who enters the spouter’s territory without sneaking the password or making the appropriate gesture will be attacked, usually from above, by the spouter’s acid spittle. This spittle can be used only once every four rounds and has a range of just 5’ unless the attack is from above (the spouter can attack anyone directly below it no matter how far down). The acid inflicts 2-40 (2d20) points of damage, with a successful save vs. breath weapons indicating half damage. If the spouter’s opponents somehow escape or prove resistant to the acid, the gargoyle can float down using its undersized wings to break its fall. The spouter can attack on the ground using its arm-spikes, which cause 1d4+1 points of damage per attack. The spouter has a nasty streak and

20 NOVEMBER 1995 revels in “accidentally” attacking its master or his or her associates if they forget to make the appropriate signal, even if the gargoyle recognizes them as “safe.” The spouter is immune to all forms of acid, is struck only by +1 or better weapons, and can climb wall with 90% probability.

Habitat/Society: Though occasionally matched sets of spouters are found, usual- ly there is only one creature. Very rarely (5%), a group of 1d4+2 spouters has found each other and joined up in defense of their mutual terri- tory. There isn’t much com- petition between the group mem- bers, so there is no chieftain or ruler.

Occasionally, a “free” spouter will offer its Archer services to a powerful evil entity, such is its love of mayhem and its guardian instinct. CLIMATE/TERRAIN: Ruins and occu- pied dwellings Ecology: Spouters need not eat, drink FREQUENCY: Very rare or sleep, and like all gargoyles can ORGANIZATION: Solitary remain perfectly motionless for any ACTIVITY CYCLE: Any length of time. Thus, they generally DIET: Nil have little impact on the environ- INTELLIGENCE: Low (5—7) ment around them, though their TREASURE: Nil acid works wreaks havoc on mature and ALIGNMENT: Chaotic Evil often the presence of a spouter NO. APPEARING: 1 can be detected by the ARMOR CLASS: 6 numerous acid-scars on MOVEMENT: 9 plants and structures in HIT DICE: 4+5 the area. THAC0: 17 NO. OF ATTACKS: 1 DAMAGE/ATTACK: l-10 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Camouflage MAGIC RESISTANCE: Nil SIZE: S (4’) MORALE: Elite (13-14) XP VALUE: 975

DRAGON 21 The archer gargoyle is a malicious cre- Ecology: Unlike many other kinds of ani- Combat: The stone lion is a superior com- ation that looks like a cheerful cherub or, mated gargoyles, the archer has a pro- batant, functioning as if it had Strength more rarely, a ferocious amazon. Its only found impact on its surroundings because and Dexterity scores of 18. It attacks with visible weapon or means of attack is a of its tendency to kill every animal and its crushing bite and deadly claws but stubby bow and quiver of arrows, appar- person in its territory, leaving the often defeats its opponents more with its ently carved as part of the statue. The carcasses to rot. This often causes great speed and agility rather than physical archer typically stands in a fountain or on ecological upheaval, and special hunting power. The stone lion has one special a ledge high up the wall, or serves as a parties are often immediately organized to power: it can roar once every three garden ornament, moving to attack only eliminate the menace of a roving rounds, and this functions as a scare spell. when an intruder enters its territory. archer gargoyle. Habitat/Society: The stone lion occasionally Combat: True to its name, the archer gar- serves as a pet or companion to its owner goyle uses its bow and arrows as its pri- Stone Lion and can form friendships with living mary weapon. The bow is not a true bow, beings as well as other stone lions. and the arrows are just stone; they form CLIMATE/TERRAIN: Ruins and the basis for an arrowlike magical attack occupied dwellings Ecology: The stone lion has little or no which hits with a THAC0 of 17 and inflicts FREQUENCY: Very rare impact on its environment. When not 1d10 points of damage; the “arrow” has a ORGANIZATION: See below accompanying its master or patrolling the range of 100 yards. Even when engaged in ACTIVITY CYCLE: Any area, the lion is content to sit motionless, melee, the archer uses its bow at point- DIET: Nil defending its territory. blank range. Like the margoyle, the archer INTELLIGENCE: Low (5—7) is able to conceal itself against stone with TREASURE: Nil 20% effectiveness. ALIGNMENT: Neutral Good Grandfather Plaque NO. APPEARING: 1-2 Habitat/Society: These evil creatures love ARMOR CLASS: 2 CLIMATE/TERRAIN: Ruins and to shoot passers-by, even those who pose MOVEMENT: 20 occupied dwellings no threat, and thus are rarely found HIT DICE: 8+3 FREQUENCY: Very rare guarding the domiciles of good-aligned THACO: 13 ORGANIZATION: Solitary persons. When found in the wild, the NO. OF ATTACKS: 3 ACTIVITY CYCLE: Any archer is on an unending hunt, slaying DAMAGE/ATTACK: 1-10/1-8/1-B DIET: Nil every living thing it meets. More than one SPECIAL ATTACKS: See below INTELLIGENCE: Average (8—10) village has been routed by one of these SPECIAL DEFENSES: See below TREASURE: Nil gargoyles, who delight in mayhem and MAGIC RESISTANCE: Nil ALIGNMENT: Lawful Neutral bloodshed. The SIZE: M (7’ long) NO. APPEARING: 1 archer gargoyle is a MORALE: Champion (15-16) ARMOR CLASS: 6 loner and avoids XP VALUE: 3,000 MOVEMENT: 0 contact will all HIT DICE: 6+2 others of The stone lion is a solemn THACO: N/A its kind. guardian, often found in NO. OF ATTACKS: 0 pairs, generally serving DAMAGE/ATTACK: N/A good priests and wizards. SPECIAL ATTACKS: See below The lion has an excellent SPECIAL DEFENSES: See below memory for faces and MAGIC RESISTANCE: Nil scents and cannot be SIZE: S (1-2’) fooled by disguises. It is MORALE: Fanatical (17—18) usually set up near the XP VALUE: 2,000 main door of the house, but occasionally is The grandfather plaque is an immobile placed on ledges over- guardian designed to serve as a security head — the stone lion measure for a particular door. The can jump down 20’ plaque has enough intelligence to screen without harm. guests, and it is gifted with telepathy so Unlike other sorts that it can converse with its master (and of gargoyles, the only its master-the grandfather plaque lions are kindly can communicate telepathically with only creations and seek one person, designated at the time of its to serve as protec- creation). The grandfather plaque resem- tors to the world, bles a bas relief of a male human face with rather than strong, dignified features. The gargoyle is wreakers of havoc. placed on the stone lintel of a door and can secure these doors with a wizard lock (as if cast by a 6th-level wizard), and can open and close them at will.

22 NOVEMBER 1995 Combat: If attacked, the plaque can Habitat/Society: The grandfather plaque is defend itself with three magical powers: totally devoted to guarding its door, and each eye can discharge one magic missile loyally serves whoever lives within. When per round. Secondly, the grandfather found on an abandoned building, the plaque can shout, as the 4th level wizard plaque will try to get people to either spell, once per turn. Finally, anyone who remove it from the building or rebuild the actually touches the plaque or the door it ruin-its existence is meaningless without guards without permission must save or people to guard. If there is more than one be weakened, per the 2nd-level wizard grandfather plaque on a building, they spell ray of enfeeblement. guard separate doors; they are never found together.

Ecology: The grandfather plaque has utterly no impact on the ecology of its surroundings, except when it slays an intruder and the bones and treasure become scattered about. An “unattached” plaque will freely give adventurers any treasure it has accumulated, as long as they promise to restore the gargoyle to its true purpose.

DRAGON 23

Primal Rage in AD&D Primal Rage* is the hottest video game on average Intelligence the market. The king of the arcades finally We have begun by providing statistics (8—10); rare ones (15%) became accessable for home game con- and information on three of the newly may be very intelligent soles in November, with versions for vari- awakened demigods. (11-12), or highly intelligent (13-14; 5%). ous systems being They all have worshippers who are little For every six encountered, there will be released throughout the fall. If you’ve better than stone-age primitives. For their one young raptor (treat as half the full never seen Primal Rage, it’s a big, bad bands of followers, treat as villages of abo- raptor in all areas). beat-em-up featuring seven fearsome rigines, cavemen, barbarians, or tribes- The Primal Rage demigods exist deep hybrid demigods who fight to men as per the Monstrous within unexplored and primitive regions the death for total domination of a future Manual™ tome. of their world. They can be placed just Earth where has been If any shamans are about anywhere but would be best suited destroyed because of a gigantic meteor encountered, they may for the WORLD OF ® or the collision. That game can now be played have clerical spell ability FORGOTTEN REALMS®. Blizzard lives in a out in an AD&D® campaign. as 2nd- (or rarely 3rd-1 frozen wasteland, Talon in a clearing in a level priests; these dense jungle near the ocean, and Vertigo The Story so Far: demigods are capri- in an ancient magic circle on an isolated, cious in their alloca- lonely plain. Eons ago, before humans walked the tion of skills, and In the WORLD OF GREYHAWK, Blizzard Earth, seven demigods evolved from the they are not truly could be placed somewhere in the primal life spirits of our planet. These gods in the sense that Tundra; Talon is rumored to be in the seven embodied all that represented new the most would Amedio Jungle, by the Azure Sea; Vertigo life: good (Armadon), evil (Diablo), hunger understand. The cleri- will likely be found in (Sauron), death (Talon), survival (Blizzard). cal ability stems more Tovag Baragu, where the insanity (Vertigo), and filth and carrion from the powerful primal stone circles are located. (Chaos). In those early days, the skies force auras emanating In the FORGOTTEN shook and the Earth trembled with the from the demigods, who REALMS, Blizzard’s fevered pitch of the gods’ tireless battles— are the personification, as it home may be a moun- and there was balance. were, of certain animal tain in Novularond (the Then, from a parallel dimension, a instincts. Peaks-in-the-Ice) in the great wizard named Balsafas recognized As Blizzard is the avatar of middle of the Great the threat the demigods posed to the rest survival, his shamans may have Glacier, though some of the universe, and plotted to disrupt the spheres of influence of Creation, have suggested the balance. Lacking the might to kill a Healing, Protection, and Great Mount of demigod outright, he banished one, Summoning. Talon, as the avatar Ghaethluntar, just Vertigo, to an isolated rock tomb at the of death, limits his shamans to west of the glacier; center of the moon. This disturbance Healing (specifically preferring the Talon’s clan of raptors caused an explosion that nearly wiped out counter-spells), Charm, and could make their all life on Earth and sent the surviving Combat. The shamans of Vertigo home in Chuft; gods into a kind of suspended animation. (insanity personified) have Vertigo could estab- Millions of years later, a meteor collided access to Astral, Charm, lish her “Urthly” tem- with the Earth, and its destructive fury Divination, Elemental, and ple in the Endless destroyed cities and rearranged whole Summoning spheres. Waste, east of the High continents. A few humans survived, but In addition to human (and Country and north of their technology was gone. The remaining occasionally other demi- the Lake of Mists. humans were little better than their human) followers, Talon also ancestors of millions of years past. The has a large clan of velocirap- *Primal Rage™ and © 1995, Time meteor’s other effect was to awaken the tors living with him. No one Warner Interactive, Inc. sleeping gods, who unleashed their fury is sure how many there Used with permission. on the new “Urth.” are. Treat them as an

DRAGON 25 Blizzard

CLIMATE/TERRAIN: Any FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Supra-Genius (19-20) TREASURE: A ALIGNMENT: Neutral Good

NO. APPEARING: 1 ARMOUR CLASS: -4 MOVEMENT: 30 HIT DICE: 18+12 THAC0: 5 NO. OF ATTACKS: 3 DAMAGE/ATTACKS: 2-20/2-24/4-40 SPECIAL ATTACKS: See below SPECIAL DEFENCES: See below MAGIC RESISTANCE: 60% SIZE: L (20’1 MORALE: Champion (15-16) XP VALUE: 17,000

Blizzard is the noblest of the seven ancient gods of “Urth.” He personifies the essence of the animal spirit. After being frozen for millenia at the heart of an immense glacier, he was released when the Urth met the Great Meteor. His dwelling is known simply as “the Cliff”— a snowy plateau with a magnificent mountain nearby.

Combat In combat, Blizzard uses his large and powerful hands to His roars are often heard high in the mountain ranges pound his opponents into submission, followed by a vicious during terrible thunder storms. For this reason, many bite attack. As Blizzard’s right arm is more powerful than his tribesfolk refer to him as “Thunder Lord.” left, it can inflict more damage. At periodic intervals, usually on the evening of a new His breath weapon is a powerful cone-shaped blast of ice- moon, the tribesmen leave offerings for him on a huge altar air which he can emit up to 20 times per day. He must wait constructed deep within the labyrinthine glacial caves that a round between these freezing blasts. The area is a cone 60’ constitute his lair. long and 30’ wide. It causes 20d10 hp damage (a successful save vs. breath causes half damage). Those who survive have a +2 initiative penalty in the next round as they try to shake off the freezing effects. Blizzard can also call forth and ice strike (duplicating the 5th-level priest’s spellflame strike, but the damage is caused by extreme cold) up to six times per day. Initiative penalties as described with the breath weapon also apply. He is immune to all cold and electrical damage, and only takes half damage from acid- and poison-based attacks.

Habitat/Society Blizzard’s social tendency is a solitary one. He is an enig- matic, legend-like figure, whose worshipful human follow- ers include Tundra tribesmen, warriors, nomads, and-as the embodiment of the animal spirit-rangers, , and certain specialty priests and beast lords. Primal Rage ™ and ©1995, , Inc. Used with permission

26 NOVEMBER 1995 Talon

CLIMATE/TERRAIN: Any FREQUENCY: Unique ORGANIZATION: Solitary (can summon pack) ACTIVITY CYCLE: All DIET: Carnivore INTELLIGENCE: Genius (17-18) TREASURE: ALIGNMENT:

NO. APPEARING: ARMOUR CLASS: -4 (-6 when frenzied) MOVEMENT: 40 HIT DICE: 18+12 THAC0: 5 NO. OF ATTACKS: 5 DAMAGE/ATTACKS: 2-12/2-12/2-20/2- SPECLAL ATTACKS: See below SPECIAL DEFENCES: See below MAGIC RESISTANCE: 40% (60% when frenzied) SIZE: L (16’) (but attacks as M for speed) MORALE: Champion (15-16) XP VALUE: 17,000

For eons, Talon was the great warrior chief of the Raptor Clan on a hidden island. When the Great Meteor struck, Talon’s island came into contact with the mainland and he unleashed his fury. Talon is the ultimate hunter, living for the sport of the kill. His lighting speed and raptor-like ferocity make him a fearful opponent despite his size in comparison to the other gods. Talon and the rest of his clan now dwell deep within a Whenever he wishes, Talon can bellow and summon 2-8 heavily forested region. members of his clan. The number of times he can bellow is unlimited, and the number of raptors he can summon is only limited by the number in his clan. Unfortunately, no Combat one knows how many that is. In combat, Talon uses his speed and agility to frightening effect. He makes four slashes with his razor-sharp claws and Habitat/Society follows this with an artery-ripping bite. Talon’s followers live in a perpetual state of worshipful Unless he has been surprised, Talon will always attack fear. The handful of hunter-gatherer tribes that worship this first at the beginning (and only at the beginning) of any com- king of all raptors are not immune to the ferocious appetite bat encounter. As a consequence of his highly acute senses, of their deity. He may just as likely make a meal of one of Talon is only surprised on a 1 in 10. Due to his speed in them as an outsider. combat, he also attacks as a medium-sized creature. Outiders caught by his followers are blooded and made to After 2 rounds of normal combat, Talon can choose to make the “holy chase” —a run across a nine-mile stretch of send himself into a berserk frenzy for 2 rounds, during dense jungle adjacent to the area where Talon and his clan which time all his attacks are doubled, his Armor Class is dwell. They must try to get to the other side of the jungle to lowered by 2 points, and his initiative gains a -2 bonus. the relative safety of a sandy cove and the ocean beyond When in a frenzy, on a natural attack roll of 20, his opponent before being hunted down by Talon or one of the other rap- is gutted-literally-for an additional 5-50 hp damage. tors. Talon can go into this frenzy up to three times per day. Talon’s own raptor clan lives as a surprisingly complex This super-raptor can also leap up to 50’ onto his oppo- society. The shape of the society is framed by tight family nent’s head to perform the dreaded cranium crusher with structures and peer groups. his powerful rear claws. This will cause 4-80 hp damage (save vs. paralyzation for half damage); over 30 hp damage in such an attack requires a second saving throw which, if failed, causes the victim to be stunned and incapacitated for 1-3 rounds due to skull damage. Primal Rage ™ and © 1995, Time Warner Interactive, Inc Used with permission . . Talon tracks as a 20th-level ranger.

DRAGON 27 Vertigo

CLIMATE/TERRAIN: Any FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Genius (17-18 TREASURE: H ALIGNMENT: Chaotic Evil

NO. APPEARING: 1 ARMOUR CLASS: -4 MOVEMENT: 25 HIT DICE: 18+12 THAC0: NO. OF ATTACKS: 4 DAMAGE/ATTACKS: 1-6/1-6/2-16/2-20 SPECIAL ATTACKS: See below SPECIAL DEFENCES: See below MAGIC RESISTANCE: 70% SIZE: L (28’) MORALE: Champion (15-16) XP VALUE: 17,000

Vertigo is a wicked cobrasaur sorceress from another dimension who was released from banishment when the Great Meteor collided with the Urth. She functions as an 18th-level mage specializing in alteration magic. She dwells in a place of insanity located in multiple dimensions and accessed through a conduit located at an ancient stone circle.

Combat Habitat/Society In combat, Vertigo attacks with two claws, a deadly poi- Vertigo’s worshippers consist of sorcerors and . son-laden bite, and a powerful tail slash. If she scores a suc- When the Great Meteor hit the planet and the continents cessful bite, the opponent must save vs. poison (type E). A were re-arranged, some ancient stone circles still remained, successful save results in 20 hp damage; a failed save means and it is near one of these ancient magical vorteces that instant, painful death. Vertigo founded her “Urthly” temple. In addition to her mage spell powers, she also has a num- The evil cobrasaur sorceress then opened a planar con- ber of deadly spell-like powers accessable at will. They are a duit within the circle connecting her directly to her extra- scorpion sting, gaze, and acid spittle. dimensional “Temple of Insanity.” For the scorpion sting, she can transform her tail into an adamantine spike with which to strike opponents. The tail hits for 3-30 hp damage. A Dexterity check allows an oppo- nent to dive out of the way, but prevents him from being able to have initiative in the following round. Her gaze can either hypnotize or petrify. For hypnosis, the range is 50’, and she can affect up to 10 individuals, who must save vs. spells at -4. The petrification has a range of 20’ and can affect up to three individuals whose save vs. petrifi- cation is at -3. Up to 10 times per day, Vertigo can spit a globule of poiso- nous green acid up to 100’ affecting an area with a radius of 20’. This acid causes 15d10 hp damage. A successful save vs. breath weapon will reduce the damage by half. Vertigo can also teleport at will, with no error. She is completely immune to acid, poison, and magical fire. Normal fire and lightning do only half damage. Primal Rage ™ and © 1995, Time Warner Interactive, Inc. Used with permission.

28 NOVEMBER 1995

by Lester Smith

Artwork by Chris Adams

The DRAGON DICE™ game can be played Both types of cards include their to indicate who cast that spell. with any number of people, and the basic description on their face, for easy At the very beginning and very end of set includes banner cards to keep track of reference. his turn, a player should look around the whose armies are whose. But keeping Each player should bring one set of table to note where he has spell cards and track of magic is another matter entirely, cards to the game, along with a set of markers, check to see which of those one generally left to each player who casts tokens distinctive to that player. spells expire, and remove those cards and a particular spell. In the heat of battle, With these cards and markers in play, markers from the table. (Most spells however, when several players are there should never be any confusion as to expire at the beginning of a turn, but the involved, when spells are flying hither and what magical effects are on the table, and watery double spell lasts until the turn's yon, and when special action icons are who is responsible for them. Now every- end.) interrupting play, it can be difficult to one will know, at a glance, exactly who to remember just how many points of ash punish for those dancing lights and ash Dragon Breath Cards storm, for instance, are afflicting a storms. particular terrain. Just like spell cards that target armies, Not to worry. Ever vigilant in our labor Spell Cards dragon breath cards are placed on the to make your life easy—and your fun fast affected army as a reminder of lingering and furious—we have designed a set of When a spell is cast, the player lays that magical effects. But because their dura- magical effect cards to keep track of spells spell card next to the target unit, army, or tion is tied to the affected army, dragon and dragon breath. The spell cards mark terrain, and places on the card a number breath cards require no identifying token. just how many points of which spells are of tokens equal to the number of times the The one exception is when a dragon in play, who cast that magic, and when it spell is multiplied. (For instance, if you‘re breathes on another dragon, in which expires. The dragon breath cards are used using white buttons for counters and have case place a token belonging to the player to mark any lingering breath effects on an cast two transmute rock to mud spells on whose turn is next on the card. army. You can find the magical effect an opponent’s army, lay the transmute cards on pages 32 and 33 of this magazine. rock to mud spell card next to the affected (You will need to cut them out before play, army, and then place two white buttons and you may wish to mount them on on the card.) Don’t forget to even put a cardboard or even laminate them.) marker on a spell such as burning hands,

30 NOVEMBER 1995

Nine Rings to Rule Them All by Robert S. Mullin

Artwork by Michael Scott

Ring of Assimilation These rings always appear as a plain band of electrum with an empty setting. Alone, the ring radiates a weak dweomer, detectable by the usual magical means. However, the ring’s true power is revealed when another magical item is placed within the empty setting. Of course, such an item must be small enough to fit in the setting. When so placed, the fitted magical item projects its powers through the ring of assimilation, as if the magical device had been created as a magical ring instead of its actual form. As such, the ring-wearer can utilize (or suffer from) the powers of the magical item, just as he would use any other form of ring. For example, the wear- er could place an ioun stone into the ring’s setting, and benefit from its powers without the need to have it orbit his head. Typical magical items that can fit in the empty setting of a ring of assimilation include ioun stones, pearls of power, pearls of wisdom, and the like. Some judgement must be used on the part of both the DM and the player (e.g., a bead of force or a bead from a necklace of missiles could fit the setting, but would be useless, and possibly dangerous, if carried thus). In order for a ring of assimilation to hold a magical item in its setting, it must be worn on a finger. If it is removed, or the owner attempts to place an item in the setting without slipping on the ring, the magical object simply falls out. Also, only magical items can be placed in the setting; nonmagical items will fall out as above. XP Value: 4,000 Ring of Autonomy Rings of this sort function in a manner akin to a ring of mind shielding. When this ring is worn, the wearer is rendered invulnerable to all forms of mind control or mental influence, both magical and psionic. Such effects cannot penetrate the mental defenses imparted by the ring. A ring of autonomy does not prevent normal mental contact, such as ESP, telepathy, and so forth. Only effects that actually compel the wearer to act against his will (e.g., charm person, suggestion, etc.) are prevented. XP Value: 1,000

DRAGON 35 Ring of Cages Ring of Might When placed on the finger of a living Legend has it that the first ring of this sort creature (the wearer must actually be was created by four wizards working in alive; it will not function for undead, unison, each wizard a specialist in one of , etc.), this ring turns invisible and the four elemental disciplines. It is further cannot be detected by any means, includ- believed that these four wizards were ing detect invisibility, true seeing, or even somehow related-siblings, perhaps-as by touch. If the wearer dies, or the ring is the natural opposition between elemental- removed from the wearer’s finger, it ists would prevent such cooperation becomes visible once again. otherwise. Believed to have been devised by multi- Only a dozen or so of these potent rings classed mage/thieves, this ring allows the are believed to exist, as the secret of their wearer to open any door, gate, or other creation died with the four wizards and entrance to a cell, cage, or similar place any apprentices they may have had. used to hold prisoners. Likewise, Nevertheless, wizards everywhere contin- restraints loosen and fall away from a ue their efforts to rediscover the process. prisoner, shackles spring open, a stocks A ring of might can be used only by unlock, and so forth. To execute this characters of the wizard class, both gener- power, the ring-wearer need only make alist and specialist varieties. When slipped contact with the appropriate portal or on a finger and the proper command restraint. word is spoken, the ring can produce the The ring cannot be used to simply open following powers and effects, once per day a door or untie knots; the purpose or each, one at a time: function of the affected object must be to Dehydration: When the command word bind or imprison an individual. For exam- is spoken, the ring-wearer causes all liq- ple, the ring-wearer could open a door to uids and moisture within a 10’ cube to a prison cell, but not the door to the instantly evaporate. This effect can be cast prison building itself. Similarly, the ring- out to a range of 50 yards, and has an wearer could cause a bound victim to be instantaneous effect. immediately free of his restraints, but This effect would cause a pool of water could not make the a knot of a rope to vanish immediately, muddy earth unravel if the rope is not being used to would become dry and cracked, plants secure a hostage or prisoner. would turn brown and crumble, the air In addition, the ring cannot free a vic- within the cube would become parched, tim caught in a temporaI stasis or impris- and so forth. Creatures within the area onment spell, but it can open a prison of receive a saving throw vs. spells. If the Zagyg or a forcecage spell. throw fails, they die due to the evapora- Note that despite all of its uses, the tion of all bodily fluids, becoming nothing power conveyed by a ring of cages is not a more that desiccated husks. Even if the knock spell or a chime of opening. And save is made, however, a creature still while a ring of cages is most useful in loses half its remaining hit points, as some allowing the wearer to free prisoners, its dehydration occurs. This power will not intent is to free the wearer from such situ- harm creatures who do not possess bodily ations. fluids. XP Value: 2,000 Shatter rock: By speaking the proper command word, the ring-wearer causes a Ring of Life 10’ cubic area of stone to blow apart in a These rings typically store 5d4 charges. cloud of fine powder a gravel. The power When slipped on a finger, the wearer is can be hurled out to a range of 50 yards, rendered immune to all effects that drain and has an instantaneous duration. life levels, including spells, magical With this power, the ring-wearer could devices, undead, and so forth. Instead of affecting the wearer, the level-draining blast a stone to dust, pulverize a absorbs charges from the ring at a rate of section of castle wall, destroy a stone sup- 1 charge per level drained. If the ring does port column, and the like. In fact, if the not have sufficient charges to prevent the ring-wearer wins initiative in a combat sit- loss of levels, the wearer is subject to the uation, thrown or catapulted boulders can excess. For example, if a ring of life has be picked out of the air, before they can five charges remaining, and its wearer is impact upon their targets. (Note that in touched by a vampire three times (each this last example, the ring-wearer can only touch draining two levels), the ring prevents the first five levels from being destroy multiple boulders if they happen drained (by giving up its five charges), but to be in the 10’ cubic area at the same the wearer loses the sixth level normally. time.) Sentient rock creatures within the (Creatures who become more powerful by cube receive a save vs. spells. If the save draining levels continue to do so, as the succeeds, the creature withstands the energy taken from the ring is an adequate magic and does not suffer any damage. If substitute.) When all of the ring’s charges the save fails, the creature is blasted apart are used, it crumbles to dust. A ring of life as above. Obviously, this power is useless cannot be recharged. if directed against creatures and objects XP Value: 2,000 not composed of stone or rock. Solidify air: With the appropriate com- mand word, the wearer causes the air in a stationary, 10’ cubic area to become as

36 NOVEMBER 1995 firm and unyielding as solid rock. This immune to fire or heat. Ring of Shields effect can be generated out to a distance Due to the extreme rarity of these rings, When this ring is slipped on a finger and of 50 yards, and will last as long as the DMs should require a character to spend the proper command word is uttered, a ring-wearer maintains concentration. All a lot of time, money, and favors to learn its circular plane of force is created, which creatures within this area are trapped and properties. An identify spell should be the ring-wearer may use to parry blows in unable to speak, move, or do anything severely limited in the information it combat, just as if he were wielding an more than think. reveals, perhaps only disclosing that the actual shield. As such, the Armor Class of Also, trapped creatures cannot breath ring is somehow connected to the ele- the wearer is improved by 1. (the air is solid, and as such, it cannot be ments. Legend Lore and more powerful The circle of force energy centers on inhaled), and they will die of suffocation if spells may function normally, at the DM’s the ring itself, and has a diameter appro- the ring-wearer maintains the magic for discretion. priate to the size of its user. Once invoked, an extended duration. (Note that the In the event that a PC attempts to create the force-shield will remain in existence length of time a creature can survive with- a ring of might, the XP Value has been indefinitely, but the wielder cannot use out air is dependent upon the creature in given for the DM’s convenience, just in the shield-hand to perform other func- question. The DM must decide the exact case the PC is allowed to be successful in tions, as it is necessary to “hold” the length of time any given creature can sur- the undertaking. It is suggested that con- shield. A second command word causes vive without air.) This effect not only traps structing a ring of might be even more the shield to disperse, as will removal of creatures within its area, it prevents crea- tedious than learning the powers of one the ring. tures without from entering the area. (after all, four elemental wizard specialists A ring of shields conveys a second bene- Furthermore, trapped creatures cannot were required to create the first one). fit to its wearer. If a disintegrate spell is be harmed by forces outside the area, as XP Value: 5,000 cast on the wearer, and the force-shield is they are encased in solid “matter.” active, the disintegrate spell automatically Creatures who do not breathe, or are not Ring of Obstruction destroys the force shield (and the ring, required to breathe in order to survive, This ring is the bane of all spell-users, and unless a successful save vs. disintegration are not susceptible to the suffocation once it is put on, it cannot be taken off is rolled) instead of affecting the wearer. effect, though the immobility still applies. without the use of a remove curse. When Most agree that the loss of the rings is a This power offers no saving throw to its small price to pay for one’s life. worn by a spellcasting creature, a ring of victims. XP Value: 750 obstruction severs the link between the Spontaneous combustion: When the command word is uttered, the ring-wear- spellcaster and the source of his magic, Ring of Swords preventing him from casting any spells er ignites all flammable objects and crea- These potent rings are typically construct- whatsoever, for as long as the ring is tures within a stationary, 10’ cube. The ed of unadorned platinum, though other effect can be cast out to a range of 50 worn. materials are used on occasion. When a yards and lasts for one full turn (but does In the case of clerics, druids, paladins, command word is spoken, the ring pro- not require concentration on the part of rangers, or any being who receives spells the wearer). The fire inflicts 5d4 hp dam- through prayer, a “barrier” comes into duces a “sword” in the wearer’s hand (the age on the first and second round, 4d4 on existence, which prevents contact hand that wears the ring), which the the third and fourth round, 3d4 on the between the worshipper and the deity, wearer can wield as a weapon, inflicting fifth and sixth, 2d4 on the seventh and and disallows access to spells. Such beings 3d4 points of damage with each successful eighth, and 1d4 hp damage on the ninth are likely to believe that they have some- hit. The type of sword created varies from and tenth round, going out thereafter (a how offended their patron, not even real- ring to ring, but most sword rings conjure total of 30d4). izing that a cursed ring is the culprit. one of the following examples: A saving throw vs. spells is required at In the case of wizards, , or other Cold sword: This ring produces a sword the end of each round, and if any such creatures who gain spells via studying of pure cold energy (not ice). The actual roll is successful, the fire goes out without spellbooks, a mental block separates them “blade” of the cold sword does not have a inflicting further damage to the creature from the spells they desire to cast (they physical form, though the airspace it (the fire continues to burn other creatures cannot recall the proper words, gestures, occupies seems to ripple, and when sub- and items that have not made successful and so forth). Such spellcasters are more jected to warm temperatures, it emits an saving throws). Such a save does not likely to suspect an outside influence icy vapor, which clearly outlines its length. negate or reduce any damage sustained (though not necessarily the cause), rather The sword conveys cold resistance (as fire previously, however. Items save vs. magi- than blame the effects on some personal resistance, but with regards to cold-based cal fire; if successful, the flames go out as failing. attacks) to its wielder. Against fire- and above. Any item or creature slain or A ring of obstruction does not prevent heat-based creatures, a ring of cold destroyed by these flames is reduced to the ring-wearer from reading spell scrolls swords inflicts 6d4 hp damage with each ashes. (The fire cannot spread outside its or utilizing magical devices. It simply successful hit, but is entirely harmless area of effect, unless someone, or some- impedes the wearer’s ability to cast spells. against cold creatures. thing, is moved out of the area and comes Obviously, this ring is harmless when Fire sword: This ring produces a sword in contact with other flammable material. worn by non-spellcasters, and may be eas- of crackling flame (color may vary), which In this case, the flames become normal ily removed from the finger of such a produces light equal to a torch. In damp fire, inflicting but 1d4 hp damage per being. conditions, the flame will sputter and hiss, round, and can be extinguished normally. Rings of obstruction typically have some but will not go out. The sword can be used Otherwise, the fire can be snuffed only by minor power common among other mag- to ignite flammable materials (e.g., paper, dispel magic, a wand of flame ical rings (e.g., protection, warmth, etc.) to oil, clothing, etc.), melt ice, and so forth. extinguishing, etc.) make it appear useful under the scrutiny The sword imparts fire resistance (as the Creatures entering the area of effect of a spell such as identify. Such powers ring) to its user. When used as a weapon after the power is activated burst into immediately vanish when the ring is against cold creatures, the ring of fire flames, but the damage is determined by placed on a finger, however. swords inflicts 6d4 points of damage per the round the creature enters (e.g., if a XP Value: Nil blow, but cannot harm fire creatures at all. creature enters in the fourth round, the Force sword: This ring produces a damage is 4d4 for that round, 3d4 for the sword of invisible force energy Upon next two, and so forth). These flames do impact with a target, the force sword not harm creatures or objects that are becomes visible, but only for the brief

DRAGON 37 moment that contact is made. It is entirely There is one drawback to wearing such silent, and due to its transparency, the a ring, however. Once it is placed on a fin- wielder gains a +4 bonus to hit when first ger, it cannot be removed-ever. A ring of used against a particular opponent, and a timelessness effectively merges with the +2 bonus to hit for each attack thereafter, flesh of the wearer, and cannot be sepa- when used against the same opponent. rated from it, even if a wish is used, the The force sword can pass through other finger is severed, and the like. Only the force energy effects (e.g., wall of force, death of the wearer allows the ring to be shield, etc.) without being hindered, removed. though no harm is brought upon the Finally, a ring of timelessness has a ter- sword or the other effect. However, pow- rible danger that few ever realize (most ers and effects that can halt or destroy owners die by other means long before force energy (e.g., disintegrate, wand of they must face this hazard). Most mortal force, etc.) are effective against a ring of creatures do not possess the mental forti- force swords. tude necessary to exist beyond their nor- Lightning sword: This ring produces a mal lifespan. As such, when the wearer of sword of lightning, which emits a menac- a ring of timelessness reaches an age twice ing hum and sheds a glow equal to a light the normal maximum for his species, a spell. The sword conveys electricity resis- saving throw vs. spells is rolled. If the save tance (as fire resistance, but with regards is successful, nothing occurs. If the save to electricity-based attack forms) upon its fails, however, the ring-wearer goes wielder. When used as a weapon, the insane. (Assume that this reflects the wielder receives a +4 bonus to hit crea- wearer’s inability to cope with the realities tures composed of metal, or who are of an extended life, such as outliving one’s wearing metal armor. Similarly, the sword descendants, accumulating more knowl- inflicts 6d4 points of damage to creatures edge than one’s mind can organize, etc.) who have a high susceptibility to electrical This saving throw is repeated each time attacks, but is otherwise harmless to crea- the ring-wearer ages a number of years tures of an electrical nature. In no case equal to the maximum lifespan of his can the damage inflicted by a lightning species. Due to their naturally prolonged sword be conducted to creatures other lives, dragons, elves, and other creatures than the target creature. with a normal life expectancy of 1000 (Note that the powers and effects con- years or more are exempt from this dan- veyed by sword rings apply only if the ring ger, as it is assumed that the mental pat- is active.) terns of such creatures are accustom to When found, a ring of swords contains long life. 5d10 charges, each sufficient to activate A ring of timelessness is useless for crea- the ring for 1 turn. The wearer may attack tures who do not age or who already pos- with the sword in the same round that it sess immortality (e.g., undead, other-planar is conjured, though the activation time beings, increases the ring-wearer’s initiative dice XP Value: 5,000 by 1. Other types of sword rings certainly exist, though DMs must develop such devices themselves. Similarly, it is quite possible that certain rings of swords can produce more than one type of sword (but they could not be active at the same time), We get a great deal of mail in the though such specimens should be DRAGON® Magazine offices to which we extremely rare indeed. would like to respond, but without a Self XP Value: 2,000 (+1,000/additional Addressed Stamped Envelope, sword-type produced) we just can’t. Ring of Timelessness sometimes people who query us on arti When this ring is worn, a limited form of cle ideas forget the SASE. Or they forge immortality is bestowed upon the wearer, to send our Disclosure Form. Without it, who immediately ceases to age (biological- we can’t even read your article, and no ly), never growing older, so long as the SASE, we can’t respond ring is worn. This power does not render or tell you why we can’t read it. the wearer immune to death, however. The ring-wearer can be killed by spells, Remember, if you want to write for us, physical blows, disease, starvation, drown- drop us a letter and ask for our Writers’ ing, poisoning, and so forth. The wearer Guidelines. And please: Remember simply cannot die of old age, and will con- to enclose a SASE for them. tinue to live for centuries, so long as other death-dealing conditions are avoided. A ring of timelessness also conveys Writers’ Guidelines, immunity to all effects that increase or DRAGON Magazine decrease the wearer’s biological age. 201 Sheridan Springs Road, Thus, the aging effect of a would not Lake Geneva, WI 53147 harm the ring-wearer, nor would the age- reducing magic of a potion of longevity.

38 NOVEMBER 1995

Letters First Quest ™ Continued from page 4 Continued from page 8

warehouse at FGU where my very first task was sticking black and white FGU I would also like to see a Best of DRAGON Adventures, for that matter) without getting labels on the Phoenix Games editions of Magazine Adventures with updated story a copy of our writers’ guidelines. We aren’t Aftermath* when FGU picked up the lines and 2nd Edition statistics. I’m sure even allowed to look at proposals or sub- rights to publish that game. (Aftermath this would be a mammoth undertaking; missions that aren’t accompanied by TSR’s was written by Bob Charrette and Paul perhaps it could be a joint effort with the release form (which comes with the guide- Hume, who were later the lead designers staff members of DRAGON Magazine and lines). Another hint for you and anyone else and my co-authors on ’ and DUNGEON® Adventures? It is something I interested in writing for us: send proposals got me involved in that project.) would love to see, as the old Dragon rather than complete manuscripts. If we Perhaps the most important thing that I Magazines with the adventures are think we can use the idea, we’ll ask you to got to do when working and gaming extremely difficult to come by. send it and then we’ll decide. around Waterloo Hobbies was playtest the Conrad Geist As to ‘a joint effort with the staff mem- second edition of Villains and Vigilantes. Ft. Morgan, CO bers of DRAGON Magazine and DUNGEON We had only been gaming together a short Adventures”... ah, take a look at the mast- period of time when Jeff Dee slipped us a In your first paragraph, you touched on heads of the two magazines sometime. We partially handwritten copy of the rules and something very near and dear to this edi- all do double duty here. Pierce Watters is asked us what we thought. Because of tor’s heart: manuscript submissions. The our overall Editor-in-Chief; Dave Gross, that, one of my earliest exposures in gam- first step in any submission process is, of editor of DUNGEON Adventures, is our assis- ing was deconstructing and analyzing the course, honing your writing skills, as tant editor; I’m assistant editor of D UNGEON how’s and why’s of an evolving game sys- you’ve said. This means the basics such as Adventures; Michelle Vuckovich is editori- tem. (From that point on I and most of the spelling, punctuation, and grammar, but ally indispensable for both magazines as gaming group had little qualms about also more complex matters like manu- well; and the horribly overworked Larry changing or “fixing” rule sets to get them script formatting (double-spaced 12-point Smith does the art and layout for both (that to work they way we wanted them to for or 10-pitch type, etc.) and idea organiza- means some months two magazines at a the game we were running. The structure tion. No one should try to submit an idea time). We all keep aspirin in our desk and direction of the game system and how to DRAGON Magazine (or to DUNGEON drawers. it helped or hindered the story in the game we were playing became a prime element of consideration. From then on I don’t think we used a single game system straight out of the box, and often used a variation of a completely unrelated rules set for a game of our own devising.) I even wrote the second adventure to come out for the second edition of V&V; it was called F.O.R.C.E.*, and you can still find it knocking around on the dusty back- shelves of game stores today. (By the way, not to name names, but you can also blame V&V for starting off a number of key people at a certain Lupine Game Company. Blame it all on Jeff Dee...) I’m sure that if we’d played that first game of AD&D® at Dan’s house, mine, Caroline’s, or anywhere else, I’d have remained involved as a gamer. But because that first game was at Waterloo Hobbies and because the people there were open to the opinions and untested talents of a teenager, I got to learn about the industry and write in it. The connec- tions and friendships I made then all pushed me forward to here. So thanks to everyone involved, especially to those I barely get to speak with anymore. And if you happen to be in Waterloo Hobbies now on Willis Avenue in Wiliston Park Long Island or the other Waterloo in Tempe, Arizona, and you run into Scott, Sylvia, or Leon, thank them for me. I’m not sure I ever have. (Thanks!)

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

40 NOVEMBER 1995

can always adapt them to your favorite RPG. Just ignore the printed statistics, make a few nips and tucks, and add as many of your own ideas as you like. Remember, as long as the rest of your group is willing, anything goes, from cyberpunks in medieval Japan to spell casters in contemporary Chicago. Why be straightjacketed by the conventions of a particular genre? Maybe that’s why you got bored in the first place. Bug City Shadowrun* game supplement 160-page softcover book, one 16” × 11” map sheet FASA Corporation $18 Design: Robert Cruz, Tom Dowd, Mike Nystul, Diane Piron-Gelman, and Development: Tom Dowd Editing: Donna Ippolito Illustrations: Jim Nelson, Tom Baxa, Peter Bergting, Joel Biske, Earl Geier, Jeff Laubenstein, Larry MacDougall, and Jeff Miracola Cover: Rick Berry and Mike Nielsen

l’ve read many a Shadowrun supplement (two dozen? three dozen?), but this is the first one that made me laugh out loud. Though Bug City retains all of the elements dear to the hearts of cyberpunkers—out-of- control governments, maniacal corpora- tions, netrunning renegades-it boasts a premise so delightfully absurd, I bet the designers were rolling around the floor, holding their sides while they were thinking it up. In the near-future, it seems, the meta- planes will spew forth a tidal wave of insect spirits across Chicago, resulting in a land- scape that’s, er, crawling with giant bugs. We’re talking Schwarzenegger-sized cicadas and mosquitoes as big as bill- boards. It’s as nutty as it sounds, Cyberpunk by way of B-movies. And because it’s drenched in magic, Bug City is theoretically compatible with most fantasy campaigns. AD&D®, meet King Cockroach! To get to the good stuff, however, first you have to wade through 30-plus pages of intro- duction, much of it in the form of on-line computer blather. (“Maybe this disaster’ll Are you bored with your campaign world? they’re all system-specific, associated with finally teach us to pull together, at least for a Does the discovery of yet another lost civi- games you may never have played, you little while...” “Dream on... racial bigotry is lization make your eyes glaze over? Do part of the air...” “No! We can’t let it be like haunted crypts seem about as threatening Role-playing games' rating this. We have a common enemy.”) To their as day care centers? Have you heard your- credit, the designers go easy on the cyber- self muttering, “If I’ve seen one booby- Not recommended slang—a chronic annoyance in the trapped, treasure-strewn, monster- Shadowrun line-limiting themselves to the infested dungeon, I’ve seen ’em all”? May be useful occasional “frag” and “chummer.” And when Resist the urge to toss your character they’re not preoccupied with chit-chat, they sheet in the nearest dumpster. You don’t Fair score with vivid images and deadpan obser- need a new hobby. You just need a vaca- vations, certain to make you look twice. (“... tion, preferably somewhere you’ve never Good many unfortunate people trapped in the been before, somewhere as far away from Zone have had to resort to cannibalism to your regular world as you can get. Excellent survive already, making them less resistant This month, we’ll take a look at several to life as a ghoul.”). Overall, the illustrations offbeat destinations, each as peculiar as a The BEST! are first-rate (check that cover) but the maps five-sided die, guaranteed to breathe life leave a lot to be desired, which the designers into the stodgiest campaign. And though more or less admit. “Our best efforts cannot

42 NOVEMBER 1995 compare to what mapmaking professionals quitoes deserve a book of their own.) Too Mystic China isn’t much concerned with can accomplish.” Hey, guys, don’t be so nega- often, the designers introduce an intrigu- specific locations or-for that matter— tive-next time, just apply yourselves! ing concept, then walk away from it; geography of any kind. Instead, it takes its Once past the introduction, the book what’s the deal, for instance, with the cue from Taoism, which Wujcik describes comes alive, presenting a riveting look at a toxic shamans “who worship the totem of as “something like a philosophy, some- besieged community that’s half ant farm, the sanitary canals and the waste dumps”? thing like a religion, and more than a little half leper colony. Illuminating essays Shadowrun devotees who want to incor- like some kind of formal insanity.” Clearly, explain how Chicago evolved from a portage porate the material into an “official” cam- what attracts Wujcik to Taoism is its site for fur traders into a city of ghetto-like paign may have to do some homework; eccentricity; he uses it as an excuse to hop subdivisions, some housing and trolls, the text makes reference to nearly a dozen from topic to topic like a kid on the loose others holding dwarves and elves. On an Shadowrun sourcebooks, including previ- in Disneyland. August afternoon, the city was forever ous insect spirit adventures like Queen Both the volume and quality of the mate- changed when the spirit swarm arose from Euphoria and Double Exposure. rial is staggering. Subjects as diverse as the Shattergraves, an area filled with rubble Still, a cast of characters this engaging international exchange rates and Chinese from the collapsed Sears Tower. The spirits makes Bug City hard to resist. A glance at checkers are addressed with contagious needed physical hosts and found them on the illustration on page 81, showing a hap- enthusiasm. The Oriental symbol table, the streets; within weeks, Michigan Avenue less human impaled on the proboscis of a useful for generating character names, joggers were sprouting antennae, and pin- slobbering mosquito-man, ought to fire contains close to 100 entries, complete cer-faced stockbrokers were cuddling up the imagination of even the most jaded with background notes; jiao, for instance, with their larvae girlfriends. The govern- player. For intellectuals, the insect motif means “glue,” making it a good name for ment responded by declaring Chicago a dis- serves as wry commentary on the hive someone who helps keep his community aster area and isolating it from the rest of mentality of urban society For the rest of together. A discussion of the Antiquarian, the country. As of now, a million people and us, it provides the opportunity to squish an elderly collector of books and antiques, who knows how many mutant insects giant roaches with Army tanks. Bring on features a 20-room description of his remain trapped within the “Containment the pesticide—I’m ready for Bug City II. mansion. Wujcik’s penchant for Zone.” research-he cites 21 references in the To put it mildly, the Windy City ain’t what Mystic China appendix-shows up in the sections on it used to be. Well-rendered details evoke Ninjas and Superspies* economics and weaponry. Player charac- an atmosphere of chaos, paranoia, and game supplement 208-page softcover ters may contemplate the effects of a impending doom. Government personnel book recession on the value of jade miniatures, guard the Wall, a barrier of compressed $20 or channel funds to their dead ancestors debris, tossing concussion grenades at Design: with by burning Hell Money. An enterprising would-be escapees. roam concrete assassin might carry a bian (bamboo mazes beneath the Shattergraves. Black Editing: Kevin Siembieda with whip), an er neu (multi-shot crossbow), marketeers peddle cyberdecks and spell Alex Marciniszyn, James A. Osten, and a pao hasio (metal flute with a spring- foci to desperate citizens. Kevin Kirsten, and Julius Rosenstein loaded razor). As for the bugs, they’re thoroughbred Illustrations: Vince Martin, Wayne Breaux, The imaginative magic rules make the creeps, interested only in eating and breed- Jr., Kevin Long, and Roger Petersen systems in, say, the Bushido* and Land of ing. Ants as large as cars scavenge for live Cover: James Steranko the Rising Sun* games look like rough humans to present to their queen. Roach- drafts. A character with psychic talents— men live in garbage dumps and feast on Never played Ninjas and Superspies? who, in a liberal campaign, can be just rotten corpses. Mutant mosquitoes, the Doesn’t matter. Never been a fan of about anyone-has access to energy of Bug City, not only drain their Palladium Books? Doesn’t matter. If you streams that allow him to manipulate victims of blood but infect them with have even the slightest interest in Oriental supernatural forces. A blind character, malaria. PCs will find themselves dodging settings or the mildest curiosity about the while unable to see ordinary people, may venomous beetles in Ghoultown, swatting magic of the Far East, you owe it to your- be able to perceive the movement of firefly spirits in Cook County Hospital, and self to investigate Mystic China, a virtuosic ghosts; with his Third Eye, he can sense struggling to stay alive in a metropolis blend of fact and fancy. spiritual auras and divine the memories more hospitable to wasp nests than town Erick Wujcik belongs to an elite group of of a . The Immortalist special- houses. In any face-off between human designers (which also includes Aaron izes in a form of celestial calligraphy and insect, bet on the bug. Allston and ) who seem called tao shih, where spells are stored on The game mastering section provides incapable of writing a dull paragraph. The magical paper with elemental inks. (Blue excellent staging tips and a terrific set of author of the revolutionary Amber ink corresponds to the element of wood, optional rules, covering the sale of rare Diceless Role-Playing* game, Wujcik has a white ink to metal. Blue paper is used to merchandise (with prices determined by mutant-like ability for explaining compli- communicate with Immortals, glossy simple formulas), effects of radiation (char- cated ideas in simple language. Ever black evokes the Yama Kings of Hell.) Chi acters make Body Tests to avoid poisoning), heard of a martial art form called Tien magic, a concept familiar to Rifts* game and Zone magic (insect totems, spirit con- Hsueh? Me neither. But Wujcik makes it players, involves a complex yet logical juring, astral pollution). A gallery of memo- clear with a single sentence: “If you’ve hierarchy of life forces, physical simu- rable NPCs—I especially like Tamir Grey, ever hit the funny bone in your elbow or lacrums, and mental disciplines. You want an advocate of civil rights for ghouls— knee, then you already know what Tien spells? You want bizarre spells? Try exhale makes the absence of an adventure all the Hsueh is all about.” His introduction to the electrostatic fog, ride the yin tiger, and spit more frustrating. Couldn’t the designers Demon Hunter character class reads like dragon pearl. Players more interested in have trimmed some of the on-line chatter a classified ad: “Wanted: Loud-Mouthed karate chops should have a field day with and given us a scenario or two? Big-Muscled Jerk. In need of someone the martial arts chapter, which describes Evaluation: As good as it is, Bug City who takes risks, bets against the odds, and a host of special techniques (finger snaps would’ve benefited from more develop- is a good loser.” The breezy, playful style to disrupt an opponent’s inner ear) and ment. Each insect species receives just a makes the entire book a joy. body hardening exercises (sleeping in a page or so of description, far too little to In fact, Mystic China is so compelling that pile of bodies to help control revulsion). adequately cover their life cycles, social I was three-quarters of the way through Optional skills include yarrow stick count- structures, and personalities. (The mos- before I noticed there weren’t any maps. ing (a type of fortune telling), calligraphic

DRAGON 43 forgery, and begging. Clever staging tips sleazier aspects of the Australian outback. show novices how to make their charac- Despite the plethora of authors, the book ters exotic and inscrutable; instead of a maintains a consistent, vaguely threaten- player saying, “I am unworthy,” Wujcik ing tone throughout. Some of it, though, suggests the substitute, “I [pause, swallow] sounds like it was written by Martians: “In am [another pause] unworthy.” The Vicki business, a plethora of services To help get a campaign off the ground, exist 4 all, ahem, bends of life, N new ones the book supplies a brief scenario involv- R invented every day.” ing a scale-covered corpse and a 16-legged In the introduction, the designers con- cat. What can the PCs do when they finish fess the project got away from them: the scenario? Open the book and pick a “Because of the sheer size of the area page: they can petition the gods for the involved, we weren’t able to get as detailed secret of immortality, learn how to trans- as we’d have liked...” While that’s true to form their hearts into magical gems, or an extent-the China section is a hit-or- track down a murderous band of miss collection of truncated essays; coun- quicksilver monkeys. tries such as Singapore and Vietnam Evaluation: Palladium loyalists will find receive a mere two pages of description— that Mystic China fits in nicely with the they still managed to cram in a remark- Heroes Unlimited*, Beyond the able amount of information. The Cultural Supernatural*, and Teenage Mutant Ninja Similarity Table shows the relationships * games. But that’s just for starters. between 16 different societies (Laos is sim- Because it’s easy to filter out the system- ilar to Singapore but different from specific information, Mystic China can be Myanmar). An excerpt from the fictitious adapted to just about any fantasy game. Pacrim Journal explains the significance of You could, for instance, use it to resusci- Asian acronyms (CCP stands for Chinese tate an old ORIENTALADVENTURES™ cam- Communist Party, CPC means Cambodian paign or introduce a clan of bian -wielding People’s Congress—if you want to stay out gully dwarves into a DRAGONLANCE® sce- of trouble, don’t mix them up). A price nario. Or you could just kick back and chart compares the cost of water purifica- enjoy a good read. If you can resist a book tion tablets in Thailand and Cambodia. with a section titled Alchemy as a Cure The Japan chapter is especially good; it for Death Worms,” you have a lot more covers the dangerous “bridge people” of willpower than I do. Tokyo, the sinister nature of zaibatsu poli- tics, and the number of buttons on the Pacific Rim Sourcebook tunics of gang members (5-10 buttons for Cyberpunk* game supplement big shots, 2-4 for rank-and-filers). 160-page softcover book The chapters are peppered with helpful R. Talsorian Games, Inc. $14 role-playing tips. Korean PCs are advised Design: Chris Pasquarette, Paul to develop a sarcastic sense of humor and Duncanson, Far East pay attention to cues from the gods, espe- Amusement Research Co., cially as interpreted by religious practi- Ltd., Nobuaki Takerube, Tateno tioners called mudang. Japanese PCs are Tsuneo, Tano Akira, Hiyoshi Miyako, encouraged to invent their own slang, Yamamoto Tsuyoshi, Suzufuki Tarot, based on the sounds of words rather than Nakajima Sonomi, and Uruki Teruaki their literal meaning; bwa might indicate Editing: Derek Quintanar and Chris an explosion, ka-ching might refer to an Pasquarette individual secured with handcuffs. Special Illustrations: Robert Chang, Mike Jackson, rules cover all sorts of odd situations, and Ben Miller such as driving on the wrong side of the Cover: Mike Ebert road (a -2 penalty to Drive skill rolls) and the chance of being spat upon (in a city, If you’re in the mood for a trip to the roll 1d6). The inspired Life Path system , but Mystic China strikes you as too uses die-rolls to randomly generate a PC’s bizarre, I direct your attention to the personal history. You begin with the Pacific Rim Sourcebook, which takes a Family Background Table, move on to the more conventional approach to the same School Tragedy and Advanced Education topic. Though it’s intended for Cyberpunk, Tables, and wind up with the Employment the user-friendly format makes it accessi- Table. It’s a game in itself, and loads of ble to aficionados of other genres as well. fun; on my first try, I came up with an ele- Sort of a tour guide for hoodlums, Pacific mentary school drop-out who became a Rim Sourcebook focuses on the seamier corporate drone partial to jumpsuits and sides of Japan, Australia, and 17 other body piercing. countries of the Eastern Hemisphere. Ironically, serious Cyberpunk-ers are the Each entry includes a timeline, a good players most likely to be disappointed with map, and plenty of background notes, Pacific Rim Sourcebook. Opportunities to heavy on vigilante justice and cultural col- netrun are few, and there’s not much in lapse. An assortment of styles keeps the the way of high-tech gadgetry. The NPCs text interesting; a lengthy interview with a are little more than sets of numbers, flat Sungan zaibatsu bureaucrat introduces and lifeless. Alas, there are no scenarios, the Korea chapter, pull quotes from either, just a few puny plot hooks. policemen and vagrants illustrate the Evaluation: Pacific Rim Sourcebook

44 NOVEMBER 1995 presents a compelling, believable portrait given. Equipment lists? “You don’t need of eastern cultures, devoid of the usual them,” says Cook. “If you want to know stereotypes. But by trying to cover +19 how much something costs... go to the countries-about 14 too many-it’s unfo- mall!” Looking for an unusual career? cused, too diffuse to be of much use by Keep looking. There’s only one profession itself. Consider it a warehouse of ideas, in the Tabloid! universe: reporter. Don’t through which role-players can rummage like it? Tough. “This is a game of serious to spruce up their favorite games. Fantasy investigative reporting... if you want to players might take a look at the chambara, shoot things, go play another game...” Japanese swashbucklers who can turn Under the direction of the Editor (the into ghosts. Horror fans might consider Tabloid! referee), PC reporters careen like adding Chinese Triad Gangs to a Call of pinballs from one lunatic encounter to the Cthulhu* game. Me, I’m putting together next, searching for hot scoops. A UFO an extraplanar culture that combines the sighting at the Hollywood Bowl leads to a grit of Pacific Rim Sourcebook with the run-in with King Tut at the Grand Canyon. whimsy of Mystic China. And I’m going to Adolph Hitler, now running a convenience get there through a portal from the store, reveals that are slumber- PLANESCAPE™ setting. ing beneath the Supreme Court. The more outrageous the story, the bigger the payday. Tabloid! And the bigger the payday, the stronger the AMAZING ENGINE® characters; Tabloid! cash doubles as expe- game supplement rience points, which can be exchanged for 144-page softcover book, one improved attributes and new skills. The 21” × 32” map sheet hilarious “Reporter’s Beat” chapter shows TSR, Inc. $30 how to slant articles for maximum profit. Design: David “Zeb” Cook with For example, instead of a headline like Karen Boomgarden, Anne “HUD Reports Record Number of Brown, , and Roger Moore Homeless,” the savvy journalist prefers Editing: “Homeless Nomads Terrorize Midwest, Illustrations: Newton H. Ewe11 Led by Reincarnated Attila the Hun.” Cover: Dawn Murin and To keep the game moving at a frenetic pace, the Editor is advised to “dare to be So you don’t care for the Orient. And stupid” by assaulting the party with a bar- transposing Bug City from Shadowrun to rage of jokes and throwing the rule book another game system sounds like too out the window. For adventure spring- much work. Still, you’re looking for some- boards, he may consult the color poster of thing-or someone-to break the the world, which shows the location of the monotony of dungeon crawling. Flathead Lake Monster, Bleeding House of How about Elvis? Doom, and Hitchhiking Midget Cannibal Tabloid! imagines a world where the Alligator Men. If his party can’t want to National Enquirer has displaced the New nail their first Pulitzer Prize, he can jump- York Times as the newspaper of record, start his campaign with one of two full- Bigfoot is a bigger celebrity than Michael length scenarios; I recommend “Faux Jordan, and Ross Perot really is an alien. Pas,” which divulges the identity of who’s In short, it’s a world where every rumor, really buried in Grant’s tomb. folk tale, and innuendo is absolutely true. Learning Tabloid! takes about as much How’d this happen? Who knows? effort as watching an episode of Beavis Designer Zeb Cook mumbles something and Butthead. In addition to the AMAZING about government conspiracies in the ENGINE basics (summarized in the pref- introduction. But in fact, he doesn’t have a ace), the game requires just a handful of clue. And he couldn’t care less. In new mechanics, most of them dealing Tabloid!, logic takes a back seat to anar- with . Skill pools deter- chy. If Bart Simpson were a role-player, mine a character’s talents (Dumpster this would be his favorite game. Diving, Acupuncture), die-rolls determine The casual, seemingly ad-libbed presen- his quirks (Caffeine Addict, Irritating tation accounts for much of the game’s Whiner). Combat results depend mainly goofy appeal; it’s as if Cook slipped this on the whims of the Editor; there are only out the back door while the business six attack modifiers, among them a -20 for office wasn’t looking. The background “Hiding Behind Something” and a -30 for material, for instance, is presented as a “Blinded By Flashbulb.” Characters who series of newspaper articles. Typical head- die spectacular deaths may be eligible for lines: “Renowned Scientist Claims elaborate obituaries, described in the Atlanteans Made Crop Circles,” Death-to-Copy Ratio Table. “Shakespeare Was a Woman,” and my Evaluation: Tabloid! is so light, it practi- favorite, “Knights of the Crap Table,” cally hovers off the table. Adventurous which offers conclusive evidence linking players, especially those who like to make the architects of Stonehenge to Las Vegas up the rules as they go along, should have lounge acts. The economic system comes few problems with the anything-goes for- straight from the Twilight Zone. If a char- mat. The absence of maps and statistics, acter has any money at the end of the however, may panic traditionalists. (Those month, it disappears—no explanation who like the idea of Tabloid! but want

DRAGON 45 more structure should check out the can’t customize your own deck. But if this the dangers of Zhentil Keep (watch out for Pandemonium!* game by M.I.B. is what it takes to snare a new audience, so the symbol of death). Handy sidebars sum- Productions, distributed by Atlas Games.) be it. marize the key features of each location, And like other farcical RPGs, such as the such as the availability of ferry services Toon* and Teenagers from * Marco Volo Departure, Marco Volo and the best places to purchase supplies. games, Tabloid! lives or dies on the Journey, and Marco Volo Arrival, by Moonsea won’t please everyone. Dungeon strength of the participants’ comedic skills; . TSR, Inc., $7 each. Masters may bemoan the lack of adven- the humor-impaired need not apply. It This is my kind of AD&D adventure: a ture hooks. works best in small doses; I can’t imagine seamless blend of role-playing, puzzle- Purists may balk at some minor incon- anyone sustaining a long campaign. Then solving, and monster-bashing, bursting sistencies (the FORGOTTEN REALMS boxed set again, I’m stunned that Cook managed to with memorable characters and encoun- refers to “The Bell in the Depths;” here, it’s get 144 pages out of this stuff in the first ters. The plot centers on the exploits of called “The Bell of the Depths”-hey, I said place. If things go sour in the game busi- Marcus Wands (also known as Marco it was minor). But newcomers should find ness, he can always get work with Geraldo Volo), an endearing NPC who’s one part it an excellent introduction to a fascinating Rivera. swashbuckling bard, one part troublemak- setting. ing pest. After the PCs cross paths with Short and Sweet Marcus in , he sweeps them Dirty Secrets of the Black Hand, by away on a grand tour of the Realms. Fame Steven C. Brown. White Wolf Game Studio, City Sites, by Skip Williams with Michele and fortune await as do werebears, half- $18. Carter, Zeb Cook, Roger E. Moore, Jon orcs, and rat-fiends. I suggest rounding up This supplement for the Vampire: the Pickens, and Doug Stewart. TSR, Inc., $13. the entire trilogy before you get started. Masquerade* game catalogs the exploits of Do-it-yourselfers, rejoice! With City Sites, Though each volume can be played indi- Gothic Punk’s nastiest bloodsuckers. How you can finally create the neighborhood of vidually, the trilogy reads like it was con- nasty? They punish treasonous members your dreams. The book provides blue- ceived as one long adventure; it should be by impaling them on stakes, followed by... prints, room descriptions, and statistics experienced as such. Once your players well, let’s just say it involves “heated for more than a dozen businesses and get hooked on Marcus, they’ll be reluctant instruments.” The “You Are One of Us buildings, ready to slip into any AD&D@ to let him go. Now” chapter describes the Hand’s bloody campaign. Inventive adventure hooks and history; the background section lists sev- a set of fully-developed NPCs complement Denizens of , Volume One, by eral powerful new disciplines (like aura of each entry. Though hack-‘n-slashers may Louis J. Prosperi, Tom Dowd, Marc decay and the self-explanatory consume not find much to do-the buildings are Gasgione, , Sean R. the dead). Grisly and humorless, Black relatively monster-free-sightseers will Rhoades, Carl Sargent, and John Terra. Hand is the role-playing equivalent of a enjoy chatting with the wemic bouncer at Denizens of Earthdawn, Volume Two, by splatter movie-hard-core players should Double Rose Tavern, and listening to the Diane Piron-Gelmen, Robert Cruz, Louis take that as a recommendation. tunes of Dawnsinger, the humming J. Prosperi, Robin D. Laws, Mike Mulvihill, fountain. , Jim Nelson, and Mike Dixie* game, by Tom Dalgliesh. Columbia Nielsen. FASA Corporation, $18 each. Games, $9 per deck. Nuclear War*, Nuclear Escalation*, and These books, beautifully written and Lest you believe that collectible card Nuclear Proliferation* games, by Douglas illustrated, examine the eight major races industry has been taken over by wizards Malewicki and Rick Loomis. Flying Buffalo of the Earthdawn* game in detail. And and starship commanders, here’s Dixie, a Inc., $20 each. Eight-card booster pack, $2. when I say detail, I mean meticulous, simulation of the American Civil War. An unforeseen side-effect of the col- mind-boggling detail, the kind you expect Wait! Come back! Yes, it’s history, but it’s lectible card craze has been revived inter- from Ph.D. candidates working on their fun history—I’m not kidding! Players est in old classics like 1982’s Illuminati* dissertations. The t’skrang section, for struggle to occupy enemy territory game. Let’s hope Nuclear War reaps some example, discusses lahala burial rituals, through strategic deployment of general, of the rewards, as it’s lost none of its the cultural significance of tail slaps, and infantry, and artillery cards. Simple but charm in the three decades (!) since its the body chemistry of lactating egg- ingenious rules cover the effects of terrain inception. The players, representing major tenders. The role-playing chapter explains and morale, along with sophisticated tac- world powers, arm themselves with scud how to simulate the four pillars of t’skrang tics like envelopment and enfilade. missiles and B-1 bombers, then launch Passion communion, and defines several Expand your horizons-skip a pizza or atomic weapons to wipe their opponents t’skrang -specific talents (among them, forego your fifth screening of Batman off the face of the earth. Meltdown, Pilot Boat and Read River). In addition to Forever and invest the proceeds in a Dixie Propaganda, and other special cards may the t’skrang, Volume One covers elves, deck. General Grant would be proud. be played to muck up an enemy’s master humans, and windlings. Volume Two han- (Information: Columbia Games, POB 3457, plan. A successful strike results in the dles dwarfs, orks, obsidimen, and trolls. Blaine, WA 98231.) elimination of Population cards; a spin on Which made me wonder-why didn’t the Wheel of Fate may reduce the loss by a FASA just collect all eight races in one big couple of million citizens (they hide in book? Are there Earthdawn campaigns bomb shelters) or incinerate an extra that have elves but no dwarves? An eight-year freelancer, Rick Swan has country (with fireballs or fallout). Nuclear written and edited for TSR, Inc., West End War spawned two terrific sequels, either of The Moonsea, by John Terra. TSR, Inc., Games, and . You which can be played alone; if you’re on a $13. can contact him at 2620 30th Street, Des budget, however, you can get along fine Considering the scope of the AD&D mul- Moines, IA 50310. Enclose an SASE if you’d with just the original. The recent introduc- tiverse, it’s no wonder that newcomers are like a reply. tion of booster packs, featuring often paralyzed with indecision- where Disinformation and Virtual People cards, do they go first? Here’s an answer. Ace seems like a concession to players of the designer John Terra provides a city-by-city * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks Magic: the Gathering* game. Though the look at one of the FORGOTTEN REALMS® cam- owned by the companies publishing those products. boosters are fun to read, they don’t add paign’s most colorful regions, revealing The use of the name of any product without mention of much to the proceedings; since everyone the secrets of Sulasspryn (where giant spi- its trademark status should not be construed as a uses the same cards, for instance, you ders dwell in the ruins) and pointing out challenge to such status.

46 NOVEMBER 1995

Join the Hordes by Scott Douglas

As a game master, I prefer conventions where I can run and play superb games, hob- nob with prominent industry bigwigs, and walk out with a rucksack full of loot. Who wouldn’t? But what I’d ready like is to find a convention where I feel treated like a game master ought to be: like a king. I found one. The conven- tion, one of the oldest role- playing conventions in the country, is the first and only game convention that focuses on the gamemaster. On Febru- ary 9, 10, and 11? 1996, you can attend this innovative cou- vention at the MECCA audito- rium in Milwaukee, Wisconsin, , Harold Johnson, , and many other design- ers and editors from almost a dozen game companies are expected to attend. This convention has a fresh look and a new, original focus. Featured are World Builder Seminars, moderated by teams of TSR’s product group lead- ers. These seminars help game masters hone their skills while gaining a deeper understand- ing of what the fantasy setting holds in 1996. Some of these seminars include: l “Something Wicked...” with Harold Johnson, dissects the eerie nightmare realm of ® to see what vile and horrible things lay inside. l “Plane Crazy,” with , examines Sigil, the city of gates, and the extra- planar inhabitants which make the PLANESCAPE™ game so unearthly. l “It’s Good to Be King,” with As a bonus for participating Network tournament: the Karen Boomgarden, in World Builder Seminars, PLAYER'S OPTION handbook explores the dominion of attendees might just walk out “Battle Royal,” or a Network Cerilia, home to the with free products in their Club challenge. Or a two-round BIRTHRIGHT™ campaign. hands! Seating is limited, how- elimination judges-only compe-

l “Blacker than Black,” with ever, so participants must pick tition. And you don’t have to be Dori Hein, discusses the up their free tickets on-site; a Network member to play in new DARK SUN® Revised Edi- first-come, first-served. most of these great events. tion, psionics, and adventure In addition, Winter Fantasy The convention also pro- in Athas. offers an exclusive first look at vides a great opportunity to TSR’s new role-playing game, experience the Network’s Plus seminars on writing DRAGONLANCE®: The Fifth Age. exclusive “Living” campaigns. adventures, role-playing NPCs, Here’s a chance to listen to are shared- campaign design, running designers Bill Connors and world games in which Net- combat systems, using the Sue Weinlein discuss this great work members develop PLAYER'S OPTION™ handbooks, new game, which won’t be characters and play them in and more! available until August ’96! special Network tournaments Enthusiasts of Shadowrun*, Another Winter Fantasy held at conventions around Star Wars*, Underground*, exclusive is the first-ever the world. The largest of Chill*, or other role-playing DRAGON DICE™ game tourna- these, the LIVING CITY™, is set games will find World Builder ment. Designer Lester Smith in the FORGOTTEN REALMS® Seminars for their favorite will be on hand to explain the , and is the games. Representatives from best strategies for marching globe’s largest shared-world game companies like FASA, your Selumari and Vahga campaign with almost 4,000 West End, Mayfair, Wizards of armies to victory. players across America. the Coast, and many others And of course Winter Fan- At Winter Fantasy, the Net- will be here to display just tasy always delivers the best work proudly unveils the what’s in store for those game RPGA® Network tournaments newest Living campaign: the systems in the coming year. of the year, like a new kind of Living Death. This gothic mys-

tery campaign is based on the convention’s official travel The 1996 Winter Fantasy popular Masque of the Red agency, for the best rates. The convention is going to be a con- Death accessory to the phone number is (800) 325- vention you won't want to miss. Ravenloft fantasy setting. 6157. Hotel accommodations For more information, write to What’s all this going to cost? are a moderate $30 to $70 a Winter Fantasy, c/o RPGA Net- Airfare to Milwaukee is rea- night. Convention registration work, 201 Sheridan Springs sonable; contact American is only $30 at the door, and all Rd., Lake Geneva, WI, 53147, Express Travel Services, the events are free! or e-mail at [email protected].

Season of Shadows Ellen Foxxe DAW 0-88677-620-1 $4.99 Shuffle the pages of a high adventure from Edgar Rice Burroughs into a well- mannered Regency fantasy yarn and you have some idea of what to expect from of shadows. Pseudo-nymous author Ellen Foxxe, however, has ably integrated elements of heroic fantasy and alternate history in a tale set several cen- turies forward from everyone else’s medieval epics. The political situation Foxxe describes parallels the tumultous period of the English Civil War. In Albin, a Chamber of Statesmen controlled by the strict-minded Deprivant church has deposed the monarchy and now guards itself against threats from nearby Acquitania. Various dissidents have fled to the New World colony of Thornfeld: royalists, rogues, and the even stricter-minded Scrutinors. But this New World is stranger by far than our America; it’s inhabited by a race of bird- folk (called the Yerren, who speak of even more dangerous flying creatures called shraik. Foxxe’s protagonist is Sir Andrew, for- merly Lord Marshal of Albin and now leader of Thornfeld’s military forces. As the story opens, he’s defending Thornfeld from Yerren attacks, but soon must try to persuade a reluctant Council of Warders that the Yerren are prospective allies. Albin’s Chamber of Statesmen, it seems, wants the resources of the New World for itself, and they are willing to share with neither their own colonists nor the Yerren. To complicate matters further, Andrew is also secretly harboring the last living royal heir, and there’s an agent of the Chamber somewhere in Thornfeld who’d happily sell that information to her masters in Albin. Though the plot is driven by the politi- cal intrigue, there’s also space for plenty of wilderness action. This is where the Burroughs-like atmosphere comes in: there are exotic creatures, vividly drawn forests, hidden cities, mysterious ruins, and all the other trappings of an old- fashioned adventure. These, too, are developed smoothly, but Foxxe adds a dimension and balance to her Yerren-lore that’s missing in the old Tarzan yarns, and skillfully ties it all into the larger narrative. Characterization is another strong point; in particular, the enigmatic Rolande Vendeley is an engaging and multi-faceted adversary. This is billed as first in a series, but Season of shadows stands reasonably well on its own merits. While there are clearly matters left for resolving in future vol- umes, the book reaches a distinct conclusion and leaves few threads dan- gling. Indeed, the major question left unanswered is how much of the credit Foxxe should get for developing the story’s fascinating milieu, as the book is copy- © 1995 by John C. Bunnell

DRAGON 51 righted to packager Bill Fawcett & story about the two dogs). as one would expect from this team of Associates, and there’s no way to tell writers, and fans of either should find the whether Foxxe invented the setting or had Time Scout book an acceptably brisk offering. it handed to her. But while that’s annoying Robert Asprin & Linda Evans from a critical and professional stand- Baen 0-671-87698-8 $5.99 Fires of Eden point, it shouldn’t stop readers from The idea of professional time travelers, Dan Simmons thoroughly enjoying the novel. whether security agents or tourguides, is HarperPrism 0-06-105614-6$ 5.99 far from new. Indeed, the timescape of the Dan Simmons is usually hailed as a Chicks in Chainmail present volume, first in a promised series, writer on the cutting edge of modern Esther Friesner, ed. strongly resembles that of a young-adult speculative fiction, but strip Fires of Eden Baen 0-671-87682-1 $5.99 series packaged a few years ago over of its exotic South Pacific trappings and In her introduction, editor Esther Robert Silverberg’s name. As a result, one sleek high-financial wheeling and dealing, Friesner describes this anthology as doesn’t measure “time agent” novels on and what you have is a remarkably com- “Amazon comedy.” It’s an apt summary; the strength of their concepts. Rather, it’s pact, old-fashioned novel of classic for the most part, the stories in Chicks in the skill of the execution that matters, and mystery and supernatural suspense. Chainmail are light in tone and sharp in by that standard, Time Scout is definitely The scenario is the traditional “English wit, and they focus chiefly on women who an above-average effort. country house” affair, wherein the players take their fighting seriously. While the underpinnings of Robert assemble at a luxurious dwelling in some There are exceptions, of course, of Asprin’s and Linda Evans’ temporal theory sparsely populated, isolated locale. Once which three in particular stand out. Susan aren’t especially striking, they nonetheless they’ve gathered, something happens to Shwartz’s “Exchange Program” is a wry indicate a welcome attention to detail. cut them off completely from outside piece which tosses Hillary Rodham Theirs is a “time gate” system, with fixed help-and then it’s time for disaster and Clinton into Valhalla among the Aesir and portals that connect one time and place sudden death to strike in earnest. Only the Valkyrie, to the ultimate benefit of the with another; spend a week in 1880s when the hero and/or heroine unravels latter. Mark Bourne’s mild-mannered “On London, and a week of present time will the puzzle do the barriers come down the Road of Silver” is a contemporary tale have passed when you get back. The catch just in time for the authorities to step in that turns its satiric eye toward rampant is that one can’t exist in two places at the and deal with the loose ends. commercialism and ends, high silliness same time; “shadow” yourself and you’re In this case, the locale is Hawaii’s Kona en route notwithstanding, on a uniquely simply erased from existence. Coast, where fast-living tycoon Byron gentle note. Elisabeth Waters weaves a Unfortunately, time gates, as a natural Trumbo has built an exclusive world- convincing family yarn in which denizens phenomenon, aren’t entirely stable, and class resort within smoking distance of of suburbia and faerie first clash, then trained scouts are needed to establish two volcanoes: Mauna Loa and Kilauea. co-exist. what’s on the other side of a newly Now, though, he needs cash more than he The one that doesn’t work is Jody Lynn formed portal. Becoming a time scout is needs real estate, and so he’s negotiating Nye’s “The Growling.” The premise- teenaged Margo Smith’s idie fixe. As it’s to sell Mauna Pele to a Japanese magnate. magic released or heightened at what’s also a supremely dangerous job, she seeks Meanwhile, quiet college professor politely known as “that time of the out legendary scout “Kit” Carson for Eleanor Perry is visiting the resort on a month”-is clever, but Nye badly overdoes training. personal odyssey, and brusque Cordie the shtick of giving her characters Kit, not unreasonably, turns her down Stumpf has won a week’s stay there in a Significant Names, and uses those names flat before a startling revelation persuades sweepstakes. Add the three women in to spin her social comment off on a tan- him to change his mind, and recruits Byron’s life and a handful of resort gent that doesn’t connect closely enough experienced time guide Malcolm Moore to staffers, and it’s time for both volcanoes to to the magical element. assist. When Margo proves to be the erupt at once, rendering Mauna Pele Mercenary humor, however, is in world’s most difficult student, matters essentially inaccessible. ample supply. Elizabeth Moon and Janni promptly become more complex than any That done, it’s time to shift modes, Lee Simner each provide pungent insights of the three expect, and that’s more than because what happens next isn’t ordinary on the problems of utility and economics enough to lead to near-disaster. murder. No, Byron’s problem is that his in the women’s armor market, while eluki Asprin and Evans draw their characters construction activities have accidentally bes shahar’s “The New Britomart” is a styl- well and lay out a solid, rigorous curricu- opened a gate to the Hawaiian under- ish Regency tale that aptly illustrates the lum for the would-be scout. The balance world, and a host of seriously nasty deities perils of taking history too literally. of historical scenery to temporal logic to have gotten out. And unless someone can Cyberspace-surfers will get a chuckle emotional pyrotechnics is even-handed, stop them, they’ll destroy Pele, the more out of the latest adventure concerning and there’s a rough-and-ready quality that benign goddess of Hawaii’s volcanoes. George Alec Effinger’s far-traveling “bar- makes the narrative amiably accessible; This will, in turn, loose the volcanoes to barian swordsperson,” Maureen it’s less formal than, say, Poul Anderson’s wreak unlimited destruction across the Birnbaum. Holly Lisle gives the Cinderella “Time Patrol” tales. Only one weak spot is island. tale a cynically ironic updating, and noteworthy: Margo’s motives for becom- Thus the story moves from country- Margaret Ball’s “Career Day” gives new ing a scout are convincingly described house yarn to straight-ahead occult meaning to the term “cross-cultural.” and unfolded with tantalizing care, but thriller, complete with a team of experts Chicks in Chainmail is probably best not once the punchline has been sprung, the on various esoteric but appropriate sub- read in one fell swoop, and the majority of resolution follows too quickly and neatly, jects, a mysterious but crucial manu- its humor is of a sort that may hold more with too little long-term impact. script, a couple of ghastly deaths at the appeal for female readers than for men. Time Scout’s tone recalls more of hands of the evil powers, and the obscure, Not, mind, that the anthology is either Evans’ previous Sleipnir than of any of incredibly dangerous ritual needed to bot- preachy or Politically Correct; far from it. Asprin’s work since the Thieves’ World tle the evil entities back up and set matters But its wit delights a bit too much in its stories of old, and it doesn’t have the right. Simmons ticks off the ingredients wickedness to be entirely comfortable. metaphysical edge of Evans’ prior novel. with the precision of a Swiss watchmaker, Still, there’s more than enough entertain- And as a time-travel adventure, it high- invoking each at just the right moments ment value in the book to warrant buying lights action and period detail rather than for proper effect and spinning out a it. Almost enough, in fact, in the introduc- building its plot on clever temporal gim- parallel back-story at just the right pace. tion alone (pay special attention to the micks. The storytelling, though, is as solid A bonus in this last is the neatly orches-

52 NOVEMBER 1995 trated presence of Mark Twain in the how Rathe tries, hard evidence in the $4.99) as the final volume in Anne historical sequences, caught up in a case is nearly impossible to acquire. Only Logston’s extended series about the sequence of events more plausibly at nearly the last moment does the trail humans of Allanmere and the elves of the encountered in an Edgar Allan Poe become clear, and by then it may be too deep woods not far away. Internal narrative. late to stop a plot that proves more chronology, however, places the tale Traditional as it is, the novel still man- ambitious than even its architects have second in the sequence, and it’s one of ages to spring a few ingenious twists and imagined. Logston’s more thoughtful entries in the assume a crisp, thoroughly modern per- Scott and Barnett are masters of under- cycle. If it’s truly the last of these books, sona that allows it to masquerade as the statement. They build the world in which it’s a worthy if wistful closer, and it will sort of book read by people who actively Astreion lies with a wealth of small detail be interesting to see what Logston does avoid the SF and horror sections of their and oblique observation, rather than next. local bookstores. Simmons is also success- sketching broad strokes or relating sweep- Flag in Exile (Baen, $5.99) is definitely ful in the tricky task of conveying plenty ing history. The strategy isn’t without risk; not the last in David Weber’s series of of solidly researched in reader- done wrong, it can leave readers with a Honor Harrington novels, but the latest in friendly fashion. confused, incomplete picture of what’s this military space-opera series is as crisp There’s no shortage of verbiage already going on, but this is subtlety done right, so as its predecessors. We’re back, this time in print praising Dan Simmons’ writing that each new tidbit adds a bit of back- out, on the religiously conservative world skills in one way or another, though it’s ground to the overall design and fits, if of Grayson as Honor retreats from amusing that the roundup of review- sometimes unexpectedly, into the Manticoran politics only to find herself quotes on Fires of Eden’s flyleaf touts him landscape the authors have created. thrust into fleet command on a more as a highly accessible popular storyteller, Not that you can skim blithely through direct front. whereas science fiction critics have Point of Hopes as if reading a comic book Back in the present day, Indiana Jones tended to classify him as a more literary, and hope to keep up with the intricacies and the Philosopher’s Stone (Bantam, thematically ambitious novelist. Neither is of character and plot. Then again, one $4.99) brings the prose adventures of the entirely wrong; in fact, Simmons has feet doesn’t want to rush through this sort of world’s favorite archaeologist back after a in both worlds. Garners with a yen for book in the first place; like a fine wine or hiatus. Indy’s new chronicler is Max exotic modern-day adventures could do a finely developed campaign setting, McCoy, and McCoy’s brisk tale of a far worse than to pick up this one. Astreion and its inhabitants are a treasure bizarre Italian manuscript which may worth savoring and returning to. It’s been lead to the fabled secret at the core of Point of Hopes eight years since Scott’s and Barnett’s alchemy is a welcome relief from the talki- Melissa Scott and Lisa A. Barnett previous collaboration. Readers should ness of Martin Caidin’s last Jones outing. Tor 0-312-85844-2 $23.95 hope their next doesn’t take nearly as long Happily, this series is back on the right Alexandre Dumas’ brand of courtly to appear; but if it does, perhaps that’s track. adventure, Charles Dickens’ dark-eyed the price to be paid for this level of A pair of anthologies finish up the read- accounts of the impoverished underclass, craftsmanship. ing list. The first is a familiar name, but Sir Arthur Conan Doyle’s hand with intri- Sword & Sorceress XII (DAW, $4.99) has a cate deduction; all these, plus a light dust- Recurring Roles surprisingly Gothic cover treatment. ing of alchemically flavored magic, are Marion Zimmer Bradley’s editorial sense, part of the background for Point of Hopes. Followers of events in the Forgotten though, is still squarely on target. Collaborators Melissa Scott and Lisa Realms have much to be pleased about of Standouts in this volume come from Barnett have created a world uniquely late. (TSR, $5.99) marks the Stephanie Shaver and Vera Nazarian, with their own in which to tell a tale of murder, return of the unusual swordswoman Syne Mitchell’s closing entry among the intrigue, and exceedingly subtle sorcery, and her companions, including Olive slyest of any Bradley has chosen for that but it’s a world built on familiar-and Ruskettle and Dragonbait. Jeff Grubb and slot. very solid—foundations. make the event memorable, Much darker in tone, though not quite The novel’s title refers to a district, or spinning a clever web of intrigue with a completely so, is Barbara Hambly’s Sisters point, in the bustling trade city of multi-layered, impressively staged climax of the Night (Warner, $12.99). This assem- Astreion; others are Point of Knives, Point (even after peeking at the end, I was still bly of stories about female vampires is of Hearts, Docks’ Point, and so forth. caught flatfooted by one feat of best taken in small doses, but has some Points are not only geographic areas, how- misdirection). powerful work in it. It’s the sort of anthol- ever; they’re also units of a recently estab- Meanwhile, has ogy in which readers’ personal favorites lished law-enforcement system. As a been promoted to hardcover status, and are liable to vary wildly; from this corner, pointsman, the man called Rathe is part Daughter of the Draw (TSR, $16.99) finds highlights include a stylish tale from investigator and part peacekeeper her beginning a new saga rather than Michael Kurland, whose work is too assigned to Point of Hopes, which refers continuing her series about Danilo Thann scarce these days, and a lighter suburban- both to the district and to the pointsmen’s and Arilyn Moonblade. This time, we meet vampire yarn concerning “Survival Skills” headquarters within it. the audacious young Liriel Baenre, whose from Deborah Wheeler. Also notable is a There is, as approaches, a natural mage-gifts and fiercely indepen- lengthy excerpt from, of all things, an deep mystery unfolding. Children are van- dent streak make her at best an uncom- upcoming “Ringworld” novel by Larry ishing, in numbers and from places that fortable fit in the lock-step society of Niven. Devotees of the undead won’t want suggest considerably more than the ordi- Menzobarranzen. That Cunningham to miss this volume. nary trickle of runaways and pranksters. weaves a lively, entertaining tale out of this Something very strange and sinister is material is no surprise; that she manages afoot. Is it connected to an impending to do so in a tone and style that comple- astrological phenomenon? To the sudden- ments R. A. Salvatore’s existing cycle ly odd behavior of a notorious trader in about Drizzt Do’Urden without imitating it When writing to DRAGON® Magazine, illicit but usually benign commodities? To is remarkable. Elaine Cunningham is a don’t forget to enclose an SASE. Those the mild-mannered new fortune-casters first-rank storyteller, inside TSR’s stable or in foreign countries should send two in the marketplace, who are selling their out of it. International Reply Coupons (IRCs) with services at astonishingly low fees? Perhaps Elsewhere in the department of ongo- to all of these, or none-but no matter ing series, Ace is billing Wild Blood (Ace,

54 NOVEMBER 1995

56 NOVEMBER 1995 s reported by scout Relirva, drow, of House Teh’kinrellz, twenty-first house of Ched Nasad.

To Weapon Master Durdyn Teh’kinrellz:

I must report my findings on the two patrol members found dead from similar “accidents” last week. While this sort of thing is normal, particularly when rival Houses are involved, I believe the deaths were deliberate attacks from creatures of the . A few days before the acci- dents, I had discovered chitines near the Outerways. My patrol hunted down the half-dozen chitines and liquidated them. After finding the two mangled bodies of the patrol members, I began to suspect that there may be more than a just a few wandering chitines about. After spending some time scouting the area, I came across a rather large tribe of chitines (some 55 in all) living not a day’s travel from Ched Nasad. Invisibly, I spent several by Belinda G. Ashley days watching the evil creatures. The resultant information I have gleaned for Artwork by this report should impress even the Archmage Ildibane! Obviously, we must dispose of these chitines. Might I suggest having Tlathar’s patrol sent unawares into the area? Their group is weak and has our rival House’s second boy amongst their members. My patrol can come in as a back-up, finish the fight, and claim the victory. Survivors from Tlathar’s group, if any, can be absorbed into my own group. I hope that the following report can be of use. in successfully ambushing the creatures. I they were kept in a special section of the Relirva should note that levitation and flight nulli- temple. 5 fy this advantage, as should be obvious by The chitines have no organized trade my successful mission. so have few, if any, shops. I was surprised I know you are familiar with the to find two in this village. There was an Through my close observations I have chitines’ devious web traps and mazes, but alchemist selling poisons and potions and discovered that the chitines can see in the I have discovered another mode of attack. a simple barter shop. During my brief dark as well as we. 1 Their multifaceted I watched a patrol of chitines surround a visit, I witnessed a caravan of duergar eyes range in color from black to light group of . Instead of killing them come to trade weapons for a small chest grey and sometimes green. During my outright as is their wont, they wrestled the of potions. 6 The presence of the shops and brief stay, they slew a newborn because creatures to the ground, bound them, and the caravan lead me to believe that the the creature had red eyes; it seems they took them to the temple to be offered to chitines have been here for some time feared that the thing was possessed by a Lloth. I was quite surprised by their and may be stockpiling weapons for drow spirit! efficiency.” future conflict. Despite our previous supposition, the We know the chitines live, tribe-like, in The chitines seem to spend much of chitine’s mandibles are only used for houses of web. The village is designed in their time in worship. Everyone goes to grasping their food while they suck the concentric circles with the central build- the temple twice a day at various times. fluids from it; they are not used for attack- ing a pitiful copy of our own temples to When not engaged in worship, they usual- ing. Females, in general, have smaller Lloth. Chitines living the farthest from the ly go off on patrols. 7 In my five days of mandibles than the males even though the center are the lowest in rank, while those observation, I noticed an increase in these two genders are roughly the same size. living closer to the temple are higher. patrols in the area of Ched Nasad. Nearly all their meals are caught in the They call the circle surrounding the tem- This leads me to another unpleasant wilds of the Underdark, though I did spot ple “Wun Quarvalsharess ord’naen” (liter- thought: the chitines may be responsible a small herd of rothe (probably stolen ally, “in Lloth’s arms”). The individual for more than just the two deaths last from us) corralled in a rock enclosure. households, unlike our own, are very week. How many of us have they slain The chitine seem to use their sense of unsophisticated. There is no Matron unawares? I’m curious to find out. feel as much as their excellent eyesight to mother, and they even have males leading One of the most bizarre things I saw catch their prey. It may be that they are households. (Barbaric!) The members of was a contest held in a pen outside the capable of feeling vibrations through the the house may or may not even be temple. In the pen was a huge spherical cavern floor,2 and that may be why, related.4 I saw very few young and never cage of webbing. Two contestants were despite our stealth, we have had difficulty saw them in any of the houses. Instead, given bone clubs, put into the sphere, and

DRAGON 57 then the sphere was set into motion. The Wun Quarvalsharess ord’naen are con- object of the contest was to be the only sidered the same rank and form the one standing (or should I say, conscious?) council by which the tribal laws (such at the end of the competition. The winner as they are) are made. Their goal, as a was then recognized as the new head of a society, is to become Lloth’s favorite household. I was disappointed that the children by destroying all drow and loser was allowed to live (the shame!), but driders. Their lives are run in an order- he was shunned, and became literally, ly fashion: worship, patrol for food, kill houseless. His few belongings were their enemies, and create more chitine. thrown out in the street and he wandered Chitine live in communal houses lead off towards the outer circle. Whether this by the strongest individual, be it male is a permanent station or not wasn’t clear or female. A typical house will have 2-7 to me. 8 members of mixed gender. Our most pressing concern with this vil- 5. Because chitines were originally cast-off lage, however, is the chitines’ unusual experiments of the drow, it is difficult priestesses, or choldrith, as they are called for them to give birth and many infants (see entry below). They are similar in are stillborn. Only 15% of a tribe will be build to the chitines, but with several dif- offspring. Chitines give birth to one ferences. For one, they are completely young every 25-35 years and keep no hairless and their smooth skin is a dark, permanent mates. charcoal grey. They’re also larger than Children are given to the Temple of chitines and have small, almost negligible, Lloth at birth and raised independently mandibles. Their silver-white eyes are not of their parents. At the age of 30, the multifaceted like those of the others. They young are considered adults and leave have incredibly long, pointed ears that the Temple to start a house of their resemble horns. A revolting sight I assure own or join an existing household. This you! is the only time in their lives that they I only saw three of these creatures and will not have to challenge the right to did not get the chance to watch them per- membership in a house. They may or form their rituals inside the temple so I may not return to a parent. Chitines live can only guess at their limits of power. As to be 100-150 years old far as I could tell, the choldrith were con- 6. Chitines seldom have visitors other cerned only with the temple and did not than their own kind and seldom barter interfere with other chitines except to run with non-chitine, preferring to kill, the contest. I also noted that the choldrith trick, or steal (in that order) to get were never without their armor and what they want. However, occasionally weapons and were fiercely guarded over they will trade trinkets, potions, and by several carrion crawlers. Through other odd items for weapons and food some magical means, the priestesses had stuffs with those they deem either too control over the creatures and used the powerful or difficult to kill. monsters to guard the temple as well as 7. Patrols consists of 3-6 chitines and one themselves. No doubt they could use the superior with an AC 4 (web armor as carrion crawlers to aid in defending the described in the FRMC1) and 3 Hit Dice village. (XP value: 120). I had to leave my observation to return 8. The Contest: Anyone can challenge any to my regular duties. I stand ready to member or head of any household to follow any orders you may have. gain a higher ranking. The contest is fought until one surrenders or is beaten to unconsciousness. (Priestesses 1. Chitines have 120” infravision. heal all wounds at the end of the battle.) 2. Their hearing is only average, but they The winner can choose to take the are very sensitive to ground vibrations. loser’s belongings if he so desires. Because of this, they are taken unaware Meanwhile, the loser must obey and on a 1 on a surprise roll. work for anyone asking for his services. 3. If a chitine is so inclined, he may forgo The loser, after six months, can work his weapon attacks and wrestle an his way back into the system by chal- opponent to the ground. Chitine, lenging another member or head of a because of their extra arms, gain a +3 household. on their attack rolls. 4. In the hierarchy of the chitine, the *** strongest take the choicest houses and positions; the weakest are subjected to CHITINE PRIESTESS, (CHOLDRITH) the lowest ranks and have to do the dirtiest work and are moved further CLIMATE/TERRAIN: Any subterranean from the center of the tribe. In this way, FREQUENCY: Very rare when under attack, the weakest near ORGANIZATION: Tribal the outer ring are killed first. As intrud- ACTIVITY CYCLE: Any ers work towards the middle of the DIET: Carnivore tribe, the chitines’ defenses become INTELLIGENCE: Exceptional (15-16) progressively tougher. TREASURE: D (R, S) All heads of households within the ALIGNMENT: Chaotic evil

58 NOVEMBER 1995 NO. APPEARING: 1-5 gent and know several of the Underdark because they are so few in numbers. On ARMOR CLASS: 8 (4) languages such as duergar, , and the rare occasion that they kill one of their MOVEMENT: 12, Web 9 orcish. own, they are usually doing so because of HIT DICE: 4+2 Whenever encountered, Choldrith will their beliefs (as is the case for red-eyed THAC0: 16 be wearing their webbed armor, spiked infants) or because an individual has com- NO. OF ATTACKS: 2 (1) mace, and dagger. If prepared for battle, mitted some grave heretical transgression. DAMAGE/ATTACK: 1-6/14, or 1-3 they will also carry a webbed shield and Backstabbing is considered by the priest- bite plus poison fight with both weapons and shield leav- esses a crime against the people and is SPECIAL ATTACKS: See below ing one free hand for casting spells. punishable by excommunication from the SPECIAL DEFENSES: See below Unlike the chitine, the choldrith can bite tribe. MAGIC RESISTANCE: 45% with their mandibles and inflict a poison. Choldrith are fanatics, willing to take SIZE: M (5’ tall) The bite causes 1-3 hp of damage and their lives for the glory of their goddess. MORALE: Champion (15-16) injects a paralytic poison that lasts 1-6 They fervently believe that their people XP Value: 450 hours. Normal saving throws apply. They will overcome the drow and become cannot attack with their weapons the Lloth’s blessed children. Choldrith are Choldrith are a peculiarity among the chi- same round as they bite or cast spells. enraged by the sight of drow and gain a tine race. They are born to normal chitine Their daggers are often coated with poi- +2 to their attack rolls. parents and are always female. The birth of son, class A. Other than the above changes, choldrith a choldrith is considered a great blessing Choldrith have the casting ability of a follow the same outline as the chitine from Lloth and the parents are given rank 7th-level priestesses. They can use scrolls entry in the ®. within the Wun Quarvalsharess ord’naen. and magic items and have two innate abil- Priestesses can charm carrion crawlers One out of every 20 births is a choldrith ities: darkness 15’ radius and bless. Each with a special rod granted by Lloth. These and they live to be 150-250 years old. can be used twice a day. Choldrith live for rods are very rare as Lloth grants them to Choldrith are sterile so cannot bear young; the glory of Lloth and spend their entire a priestess only once in the priestess’ life- instead, they raise all the young of the tribe lift? teaching others how to properly wor- time. The charm is cast at 12th-level and under their strict care in the confines of ship their deity. They seldom concern has a two-month duration. The rod has the temple, twisting their minds to the themselves with the daily lives of com- 20-30 charges, is non-rechargeable, and glories of Lloth. moners or anything outside worship, can only be used by priestesses of Lloth. The choldrith’s tough skin gives her a teaching, and the protection of the tribe. Each charm uses one charge. Carrion natural AC of 8. Their quickness and agili- Their one outlet from the temple is the crawlers get their saving throws at a -4 to ty give them a -2 bonus to their AC (dex- running of the Contest which they their rolls. The charm is broken only if the terity 16). Though they have the web-mak- passionately adore. priestess takes offensive action against the ing ability, they seldom use this, preferring Though not known to be forgiving, carrion crawler or if dispel magic is cast the tribe to provide their weapons, armor, choldrith seldom take the lives of their upon it. and clothing. Choldrith are quite intelli- own people (even if from another tribe)

DRAGON 59

Getting Opmotized by David “Zeb” Cook

Okay, this column went in late. I admit it. I’ve been opmotized. Opmotized? What’s that you ask? Opmotization is a special thing, reserved for those lucky folks who’ve got computers and aren’t afraid to use them. It probably includes you, since you’re reading this column. Opmotization is what happens when MIS’ comes calling. “We’re just here to make a few improve- ments on your system,” they say through big bland smiles. “It’s time to updated that horribly outdated software you’ve been using. Why, the latest version has loads of new features to improve and optimize your machine’s performance. You’ll thank us. Really.” By the time they get done tinkering in the case, you’ve been opmotized. Now, your computer will (pick all that apply): 1. Do nothing (unless the MIS guy is watching) 2. Do something, but not what you users get on their high horse, let me this point. Sure they’ve been working with remember it doing before. remind them of the glitches in changes Windows 95 longer than you and have 3. Work perfectly — until it’s too late from System 6.X to 7.X.) tried to make sure their game will work whereupon it sells all your tiles to a pawn- The first issue is hardware compatibility. properly under it, but they can’t guarantee shop in Scranton and binges on with Windows 95 did a fine job of finding all the it. When the Read Me file says, “This game cheap wine on the proceeds. gadgets on my system-monitor, mouse, should work just fine in Windows 95,” See, I’ve just installed Windows 9.5 — for video board, printer, drives (mostly), even they’re guessing! They don’t know all the the third time. I’ve been opmotized. the video capture board. There was only strange things you’ve got in your machine By now you’ve heard everything there one snag — my soundcard. It’s an off- (like my alien soundcard) or the 20 million probably is to hear about Windows 95, brand made by an outfit so small I don’t ways you’ve already been opmotized. from Bill Gates and the Rolling Stones to even know if they’re still alive, so They’ve tried it with the most common your Mac-worshipping roommate. You’ve apparently didn’t see a need to set-ups, but the best they can say right heard how it’s the replacement for sliced support the three that were sold in the now is that it should run fine. Any more bread and the Holy Grail. You’ve heard U.S. As far as Windows 95 was concerned, than that is just not telling you the truth. how it’s ol’ devil DOS in disguise. my soundcard didn’t exist. Fortunately, So how does Windows 95 do in real life? Windows 95, the new operating system, Windows 95 could use its defaults to play Here are my highly informal results from has been awaited for so long that its sounds through my card. The only prob- testing several titles. slightest hiccough or tremor has been lem was the same rule didn’t apply to amplified into the next Big One that will running games. Doom: This was held up as an example of shatter the foundations of computing as Because, you see, there just aren’t any what Windows 95 could do — run Doom we know it. You’ve especially heard how Windows 95 games out there yet (maybe in a window with little or no loss of speed. Windows 95 will make you more in touch, there are by the time you read this, but What the heck, I gave it a try, and what do more godlike, and more productive. not right now). There aren’t that many you know? It did. I scrolled through Productive? Feh! How does it do for Windows 3.1 games out there either. That mazes smoothly right on my desktop. The games? The thing you probably haven’t means all the games you want to play only problem was that with my unknown heard is how well can you play your were written for DOS and, according to soundcard, I got music but no sound favorite games with it. Well, the answer is Windows 95 doctrine, DOS is now dead. effects — just static. — “Depends.” Windows 95 replaced not just Windows There’s no denying that for games 3.1, but Windows and DOS. With a Virtual Pool: Although not up for review Windows 95 is better than Windows 3.1. Windows 95 machine, there is no need to here, this game has a nice combination of Windows 9.5 is a lot better at handling have DOS at all. Here’s where it gets tricky 3-D, sound, music, and video. Like Doom I things like video, digitized sound, memory though — Windows 95 can pretend it’s could play, but without sound. Trying to requirements, DOS sessions, screen DOS, so you can still run your DOS games. watch the movies caused the whole sys- redraws, and god-knows-what else. But all And that leads to software compatibility. tem to hang. Exiting Windows 95 to DOS those things aren’t the key. Compatibility Windows 95 isn’t DOS and DOS certainly mode (a choice you have on quitting) let is what counts. In an ideal world, you isn’t Windows 9.5, so no matter how well- me get the whole mix-sound, movies, want everything that worked before to meaning the two are, they don’t always get and game. work just the same, only better. Too bad along. Games can freeze at the wrong key- it’s not an ideal world, Windows 95 is press and end themselves rather abruptly Prisoner of lce: The Read Me for this pretty good, but it’s just not compatible or they can run just fine without a glitch adventure game said it “should run with- with all the DOS and Windows 3.1 things or a hitch. You just never know and the out problem in Windows 95.” Wrong—at that came before. (And before any Mac game manufacturers aren’t much help at least for me. Aside from the usual sound

DRAGON 63 problem, the system choked shortly into er adventure game’s success. And, by the opening sequence. Exiting to DOS corollary, the actual game element is of mode allowed the movies, but didn’t solve secondary importance. the sound. In the end, the only solution “So what?” was to line-by-line through startup, taking the machine back to its DOS roots. Humorous Adventure Game Features Boffo Pix, Pythonesque Gags, Goofy Baler of : When launched in Epic Fantasy, Not Bad Game, and Nasty Windows 95 this made pretty colors on Bugs the screen and then choked. Like Virtual On one hand, Discworld is a nifty ani- Pool I was able to play it by exiting to DOS mated adventure featuring smart- mode. mouthed characters on improbable epic quests in a smart parody of heroic fantasy Has my experience been typical? I don’t universes. know. A lot of the blame falls on my hard- On the other hand, Discworld is a ware, certainly. You may have greater suc- sometimes clever, occasionally tedious cess or more problems than I. The thing computer inventory-puzzle game with is, there’s just no way to know until you go sometimes sloppy, occasionally fatal game out and get opmotized. programming. Fortunately, while I was battling the Between those two hands there’s room demons of opmotization, Ken was able to to clap vigorously, pull out your wallets, get some real reviewing done. and pay for Discworld - but not until you’re sure you’ve got a version that runs. Discworld World on A Disc, To Go Design: Perfect Ten Productions Discworld’s fantasy setting, characters, Publisher: Psygnosis and numerous incidents will be familiar 675 Massachusetts Ave. to fans of ’s perfectly fine Cambridge, MA 02139 series of mock epic fantasy novels. If 1-617-497-7794 you’ve never read one, go buy one right E-mail: [email protected] now— The Color of Magic, The Light Street price: approximately $35 for CD ver- Fantastic, , or — and read sion it. In fact, I won’t let you buy the comput- Requirements: PC-compatible with 386 er game until you’ve bought and liked a processor or higher, CD-ROM, 256-color Discworld novel, because the novels are VGA monitor, 4 megs, mouse, far better and cheaper than the computer Soundblaster, Adlib, or 100% compatible. game. The best feature of the Discworld com- My theory is that animated adventure puter game is Pratchett’s Discworld set- games like Sam and Max, Day of the ting, an affectionate and energetic parody Tentacle, Full Throttle, King’s Quests, and of heroic fantasy fiction and FRP gaming. Kyrandias fill the fantasy-adventure mar- In the decadent stages of any genre, fine ket ecological niche of the low budget ani- humorous parodies appear. The Western mated feature film. There’re lots of folks film produced Hazing Saddles; heroic fan- who would gladly rent at least one animat- tasy produced Discworld. Actually, the ed fantasy adventure video every week, if Discworld novels are a couple notches only the film industry could afford to pro- above simple parody, since they touch duce that many animated features at a lightly but with feeling on literary themes price the consumer would pay. The ani- like the meaning of life, the ironic com- mated adventure game is a perfect com- plexities of romance, and the mysteries of promise. The art, characterizations, voice human politics and religion-all the while performances, and plots in adventure providing a good read and plenty of wry games can be as good as in an animated yoks. feature film; the animation is far less cine- The humor of Discworld is English matic than you see in a Disney or anime humor. Idle performs with distinc- feature, but it still works effectively for tion in the role of , an incompe- visual storytelling with the reduced expec- tent wizard and the game’s protagonist, tations of the computer adventure gamer. while other British voices, including Tony Though the computer adventure gamer Robinson (Baldrick of Black Adder fame) has to pay a lot more for an individual further contribute to the Pythonesque adventure title than he would pay for a tone of the script. In weak patches, the rented video, the dollar-per-hour enter- script wheezes a bit with archaic Monty tainment value is comparable (about a Python japes, but for the most part the dollar an hour) since rented videos cost style is an exceptional match to Pratchett’s roughly a dollar per hour of run time, and Discworld. The dialog goes on and on a $30 computer adventure game takes and one and on-often to splendid around 30 hours to complete. humorous effect, though at times to tragic “What’s your point?” you ask. tedium. However, you can aborting whole If I’m right, the graphic and audio story- exchanges with the Escape key, and indi- telling, and the escapist fantasy setting, are vidual sentences with mouse clicks, so you the most important elements in a comput- can click right past the tiresome bits.

64 NOVEMBER 1995

The fantasy sets and animations are fine The puzzle logic was at times doubtful mances. Exceptional art and animation. eye candy. Most of the action takes place and the clues perversely oblique, and I Crappy testing, quality control, and tech in Ankh Morpork, a huge heroic fantasy after a while I tired of wandering around support. The Bottom Line: Buy it and city like , full of cheerful from place to place on widget hunts bear- enjoy it-but only where you can return it anachronisms and admirable sight gags. ing only a tenuous relationship to the plot. if it crashes-or return it if Psygnosis The backgrounds feature wide, smoothly Discworld’s intolerable flaw is poor doesn’t send you the Update by mail with scrolling screens, giving a sharp sense of testing and quality control. The version I abject apologies for shoddy workmanship. size and place. played suffered from countless sound The Mac version supposed to release in The inventory puzzle game is long and errors, including entire dropped lines of June had better be less buggy, or there’s repetitive in the honored tradition of the dialog. A fatal and unavoidable crash in be peasants in the streets with torches. computer fantasy adventure game. The the middle of Act II stopped me dead in individual puzzles are clever, original, my tracks until I found an Update 1.04 Fun and Free humorous, and logical enough, and, in patch on the nets. C’mon! If you bought a the long afternoon of this venerable genre, novel that fell apart in your hands half- Free demos available on the nets. folks who measure their pleasure in dollar way through the book, you’d scream Blood Bath demo (Macintosh): “It’s time paid per hour played will get their bloody murder. There was no Read Me to take back the streets!” ’Nuff said. Click money’s worth. (It took me about 40 file, no e-mail help address, no Tech your crosshairs on the video bad guys and hours, even with hints and walk- Support information in the box-just a shoot them down before they shoot you. throughs.) Other folks, like me, will find phone number in tiny print on the game Bang! Bang! Bang! the 50th variation on the inventory puzzle book inside cover. A quick look at any Dark Forces demo (Macintosh): The game a chore rather than a joy. Lucas Arts or Sierra Online product dogs! Runs only on 040 machines or bet- Discworld’s puzzles are entertaining and would have shown Psygnosis the industry ter. It’s the Star Wars universe for a Doom- well-integrated into the story and setting, standard. Congratulations, Psygnosis! style first-person texture-mapped 3-D and up through the First Act, I was only Whenever I see your logo on a computer shooter. On a PowerMac it’s way fun. Get vaguely conscious of passing time, but by game box in the future, I’ll recall the frus- your first adventure free. the Second Act, when locations began to tration and lost hours of game fun associ- repeat, the puzzles seemed more silly and ated with Discworld’s buggy, fatal- 1. MIS: Management Information Services. perverse than clever and engaging. crashing release and your quarter-hearted In corporations, they’re scary but well- Finishing the game was much less fun tech support. meaning guys who maintain and fix all the than starting it. Summary: Give Discworld an “A” for computers and networks. At home, it’s The narrative is on a grand scale, as content and an “F” for mechanics. Great that friend who knows more about com- befits the mock epic, with three full acts tongue-in-cheek script. Delightful parody puters than he is mentally sound. They all and a short finale. The setting gags were of heroic fantasy and computer adventure think everything bad (from the Expulsion usually more fun than the puzzles; the games. Faithful, even inspired translation from the Garden Eden through yester- gags were like play, while the puzzle solv- of Pratchett’s world and comic voice into day’s bad grain forecast) was caused by ing was labor to keep the story moving. a computer game. Great voice perfor- “user error.”

Important: DRAGON® Magazine does not publish playing, card, board, and miniatures games. phone numbers for conventions Publishing incor- Other activities include tournaments and rect numbers is always possible and is a nuisance to RPGA® Network events. Registration: $8 pre- Convention Calendar Policies both the caller and those receiving the misdirected call. Be certain that any address given is complete registered, $10 on site. Write to: A.U. Games, This column is a service to our readers and correct. P.O. Box 493, Budd Lake NJ 07828 worldwide. Anyone may place a free listing To ensure that your convention listing makes it for a game convention here, but the following into our files, enclose a self-addressed stamped ROCK-CON XXIII, Nov. 4-5 IL guidelines must be observed. postcard with your first convention notice, we will return the card to show that your notice was This convention will be held at the Rockfor In order to ensure that all convention list- received You also might send a second notice one Lutheran High School in Rockford, Ill. Guests ings contain accurate and timely information, week after mailing the first. Mail your listing as early all material should be either typed double- include Jim Ward and . Events as possible, and always keep us informed of any include role-playing, card, board, and minia- spaced or printed legibly on standard manu- changes. Please avoid sending convention notices by script paper. The contents of each listing fax, as this method has not proved to be reliable. tures games. Registration: $5. Write to: Rock- must be short and succinct. Con, 14225 Hansberry Rd., Rockton, IL 61072. The information given in the listing must include the following, in this order: ❖ indicates an Australian convention SALVO ’95, Nov. 5 ❁ 1. Convention title and dates held; ❊ indicates a Canadian convention This convention will be held at the Highwoods 2. Site and location ❁ indicates a European convention Recreation and Sports Centre in Colchester, 3. Guests of honor (if applicable) Essex, England. Events include role-playing, 4. Special events offered * indicates a product produced by a company other than board, and miniatures games. Write to: Phil 5. Registration fees or attendance require- TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the Kitching, 88, Braiswick, Colchester, Essex CO4 ments; and, name of any product without mention of its trademark status 6. Address where additional informa- should not be construed as a challenge to such status. 5AY, United Kingdom. tion and confirmation can be obtained. Convention flyers, newsletters, and other CON ’95, Nov. 4 MI mass-mailed announcements will not be IMPENDING DOOM, This convention will be held at St. Stanislaus considered for use in this column; we prefer Nov. 3-5 ❊ Catholic Church Hall in Ludington, Mich. to see a cover letter with the announcement This convention will be held at the Queen Events include role-playing, card, board, and as well. No call-in listings are accepted. Elizabeth Community Centre in St. miniatures games. Registration: $5. Write to: Unless stated otherwise, all dollar values given for U.S. and Canadian conventions are Catherine’s, Ontario, Canada. Events include Leon Gibbons, 13910 Olin Lks. Road, Sparta MI in U.S. currency. playing, card, board, and miniatures games. 49345. WARNING: We are not responsible for Other activities include RPGA® Network events, incorrect information sent to us by conven- and tournaments. Registration: $8/day or CON 17, Nov. 10-12 VA tion staff members. Please check your con- $15/weekend (Canadian $). Write to: This convention will be held at the Sheraton vention listing carefully! Our wide circulation Impending Doom, 222 The Esplanade, Suite Oceanfront Inn in Virginia Beach, Virg. Guests ensures that over a quarter of a million read- 431, Toronto, Ontario M5A 4M8, Canada. include Mark Poole and Larry Bond. Events ers worldwide see each issue. Accurate include role-playing, card, board, and minia- information is your responsibility. RUDICON 11, Nov. 3-5 NY tures games. Write to: HaRoSFA, Box 9434, Copy deadlines are the first Monday of each month, three months prior to the onsale This convention will be held on the campus Hampton VA 23670 or e-mail either: date of an issue. Thus, the copy deadline for of the Rochester Institute of Technology in [email protected]; [email protected] or on the December issue is the first Monday of Rochester, New York. Guests include Mike the World Wide Web: October. Announcements for North American Symanski and Dave Frank. Events include http//www.pinn.net/~michaela/. and Pacific conventions must be mailed to: role-playing, card, board, and miniatures Convention Calendar, DRAGON® Magazine, games. Write to: RUDICON 11, c/o Student PENTACON XI, Nov. 10-12 IN 201 Sheridan Springs Rd., Lake Geneva WI Government, RIT, 1 Lomb Memorial Dr., This convention will be held at the Grand 53147, U.S.A. Announcements for Europe Rochester NY 14623 or e-mail: Wayne Center in Fort Wayne, Ind. Events must be posted an additional month before [email protected]. include role-playing, card, board, and minia- the deadline to: Convention Calendar, tures games. Other activities include dealers, a DRAGON Magazine, TSR Limited, 120 Church End, Cherry Hinton, Cambridge CB1 3LB, SHAUNCON XI, Nov. 3-5 M O flea market, and computer games. Write to: United Kingdom. This convention will be held at the Park Place Steve & Linda Smith, 836 Himes St., If a convention listing must be changed Hotel in Kansas City, Mos. Events include Huntington, IN 46750. because the convention has been cancelled, role-playing, card, board, and miniatures the dates have changed, or incorrect infor- games. Other activities include an art show, CON ON THE RIVER II, mation has been printed, please contact us dealers, tournaments, and the 1995 Midwest Nov. 11-12 MN immediately. Most questions or changes Region Feature Finals. Write to: SHAUNCON This convention will be held in the Kryzsko should be directed to the magazine editors XI, P.O. Box 7457, Kansas City MO 64114 or e- Commons on the Winona State University at TSR, Inc., (414) 248-3625 (U.S.A.). Questions or changes concerning European mail: [email protected]. campus in Winona, Minn. Events include conventions should be directed to TSR role-playing, card, board, and miniatures Limited, (0223) 212517 (U.K.). GOLD CON, Nov. 4 NJ games. Registration: $10/weekend, $15 on site. This convention will be held at the American Write to: CON ON THE RIVER, P.O. Box 751, Legion Hall in Clark, N.J. Events include role- Winona MN 55987.

DRAGON 69 Plaza at The Florida Mall in Orlando, Fla. Guests DEFCON X, Nov. 17-19 NJ WARP’DCON V, Dec. 2 NJ include , Tom Prusa, Jackie Cassada, This convention will be held at the Ramada Inn This convention will be held at Drew University Nicky Rea, Darwin, Peter Bromley, and Ruth in Hazlet, N.J. Events include role-playing card, in Madison, New Jersey. Events include role- Thompson. Events include role-playing, card, board, and miniatures games. Other activities playing, card, board, and miniatures games. board, and miniatures games. Other activities include an auction. Registration: $15 preregis- Other activities include an auction and con- include RPGA® Network events, tournaments, an tered, $20 on site. Write to: DEFCON, 16 Grove tests. Registration: $5. Write to: WARP’DCON, art show and auction, and charity events. Street, Somerset NJ 08873. c/o Richard DiTullio, P.O. Box 802, C.M. Box Registration: $20 preregistered before 11/30/95, 1405, Madison NJ 07940, or e-mail: $30 on site. Write to: SUNQUEST ’96, P.O. Box ELLIS CON VII, Nov. 18 CT [email protected]. 677069, Orlando FL 32867-7069, or e-mail: on This convention will be held in the cafeteria of GEnie [T.REED10], CompuServe [72337,234], H.H. Ellis Tech School in Danielson, Conn. EVENT HORIZON ’95, AOL [RFarnsl Events include role-playing, card, board, and Dec. 29-31 MD miniatures games. Other activities include deal- This convention will be held at the Columbia AGOG 9, Jan. 12-14 AZ ers. Registration: $5 on site. Write to: ELLIS Inn Hotel in Columbia Maryl. Guests include Hal This convention will be held at the Tucson CON, 613 Upper Maple St., Danielson CT 06239. Clement and Sandy Peterson. Events include Convention Center in Tucson, Ariz. Events role-playing, card, board, and miniatures games. include role-playing, card, board, and minia- ADVENTURE FEST ’95.2, Other activities include an auction, a blood drive, tures games. Other activities include a raffle, Nov. 19 NY and a masquerade ball. Registration: $25 prereg- an auction, and a miniature painting contest. This convention will be held at the Polish istered. Write to: EVENT HORIZON ’95, Attn. Registration: $10 preregistered before 12/15/95, Falcons Hall in Depew, N.Y. Events include role- Registration, P.O. Box 1438, Sterling VA 20164. $14 on site. Write to: AGOG 9 c/o Gamers playing, card, board, and miniatures games. Haven, 2241 East Broadway, Tucson AZ 85719. Registration: $3 plus event fees. Write to: Phil NECRONCON 10, Jan. 5-7 OH Simonds, 387 Niagara St., North Tonawanda NY This convention will be held at the Harley Hotel WRIGHT STATE GAME FAIR, 14120. in Columbus, Ohio. Special guest is Kailen Jan. 13 OH Mitchell Events include role-playing, card, This convention will be held at the Wright SOUTH HANTS GAME CON ’95, board, and miniatures games. Other activities State University Student Union in Dayton, Ohio. Nov. 19 ❁ include demos, workshops, dealers, tourna- Events include role-playing, card, board, and This convention will be held at the Buckland ments, a costume contest, and a con suite. miniatures games. Other activities include Community Centre in Portsmouth, England. Registration: $12 preregistered, $15 on site. tournaments, miniature painting contests, Events include role-playing, board, and minia- Write to: Ravenstone Games, 6825 Flags Center dealers, artists, movies, and a charity auction. tures games. Other activities include tourna- Drive, Columbus OH 43229. Registration: $15 on site. Write to: WSU ments, a painting contest, and a raffle. Write to: Adventurers Guild, W033 Student Union, Lost Childhoods, 17 Kingscote Road, Cowplain, SUNQUEST ’96, Jan. 5-7 FL Dayton OH 45435. Waterlooville PO8 8QS, England. This convention will be held at the Sheraton LEGENDS & LEGIONS ’96, Jan. 13-14 FL This convention will be held at Collegiate Village Inn in Tallahassee, Fla. Events include role-playing, card, board, and miniatures games. Other activities include tournaments, dealers, and a painting contest. Registration: $10/day and $15/weekend preregistered before 12/1/95, $12/day and $20/weekend thereafter. Write to: NFGA-CON, 931 Kendall Dr., Tallahassee FL 32301.

PANDEMONIUM XIII, Jan. 20-21 ❊ This convention will be held at the Ryerson Polytechnic University/Ryerson Hub Cafeteria in Toronto, Ontario, Canada. Events include role-playing, card, board, and miniatures games. Registration: $20 preregistered before 1/5/96, $25 on site. Write to: Peter Fund, 34-118 Roncesvalles Ave., Toronto, Ontario M6R 2K8, Canada.

ATCON ’96, Jan. 26-28 TX This convention will be held at the Ramada Inn in Austin, Tex. Special guest is Jean Rabe. Events include role-playing, card, board, and miniatures games. Other activities include RPGA® Network events and a charity auction. Registration: $15 preregistered for RPGA members, $12 for GOAT members. Write to: GOAT 3816 South Lamar #2019, Austin TX 78704.

70 NOVEMBER 1995

I am writing in response to John haps you and the rest of your “chums” your players, reach a compromise. Play Holcomb’s letter in issue #220. John were not cut out to role-play together with their rules this gaming session and bluntly said that he disapproved of the Find a new group if things don’t work out. your rules next. many new optional rules in the AD&D® As to your comparison of D&D and You seem confused, as some players in 2nd Edition game, and claimed that he AD&D, I can answer that with little doubt your campaign are from DRAGONLANCE’S found the original D&D® game more fun. AD&D kicks butt! I’ve played D&D and it Krynn and some from DARK SUN’S Athas. I John’s main problem seemed to be with lasted about a year before my friends and won’t tell you how to run your campaigns, many of the rules centered around I craved more challenges. Most people but I personally find it easier to ask your optional campaigns (e.g.; RAVENLOFT®, DARK started playing D&D and moved up, too. players to roll up separate characters for SUN®, DRAGONLANCE®, etc.) as well as several To me, it’s simply a matter of evolution; each of the worlds you are interested in, “new” rules such as non-weapon profi- AD&D caters to players who wish to make and play separate campaigns for each. ciencies, weapon proficiencies, secondary things more realistic, more vivid, more in- This makes it easier to determine what skills, weapons vs. armor types.. and his depth, more all around three-dimensional. rules to use for each game, and limits list went on. I’ll admit that I had a blast with D&D, but confusion. Besides the fact that he was confused it seemed like something was missing. You could also allow the player who is and angered about all these rules, he also Well, I found that something in AD&D. interested in DRAGONLANCE to DM that has a gaming group who likes to get You have a bad group, plain and simple. game, and the DARK SUN enthusiast to DM together and constantly argue about what If a bunch of so-called friends can’t stop that world, and so on. This way, everyone campaign or module to play, and tiny arguing for an entire evening, how can you gets a chance to play, and nobody gets obsolete problems (like the validity of expect them to play on a regular basis, lis- tired of just one world. If you cannot han- in the FORGOTTEN REALMS®). tening intently to the DM? You haven’t dle having characters from all worlds Sound like a problem to any other given AD&D a fair chance. Play with a playing in one, don’t. You are the DM; the garners out there? It did to me. As a six- gaming group who will respect and final decision is yours, and your players year gamer and a DM who has run a approve of the way you like to play. have to respect that. FORGOTTEN REALMS campaign for three and As for not being able to decide what You say that often you and your gaming a half straight years, I almost fell out of my campaign to play that night... um... er... group cannot agree, and this often results in chair reading the letter. how about sticking with one for a while? players walking out. It sounds to me as if John, there are a lot of things you need Playing a campaign with grizzled, high- you and your group have some serious to get straight if you truly want to enjoy level heroes over a three-year period is a communication problems, and if you can- the fine art of role-playing. First of all, lot more satisfying than running a group not have a rational discussion, maybe you obviously you are obsessed with many of for one night and chucking them and should find a more mature group of players. the rules, but, John, I’ll let you in on a lit- running another the next night. When reading up on how to play tle secret that like only 90 percent of the You said that D&D allowed you to devel- DRAGONLANCE and the FORGOTTEN REALMS garners out there know: the rules are not op your character more. Perhaps if you settings, you say you felt you wasted a written in stone. spent some time working and planning whole evening learning the rules and had If you don’t like using non-weapon pro- your character you’ll enjoy it all the more. no adventure at all. You have to under- ficiencies, don’t. Find a type of play that One of my players spends a good week in stand that you have to learn the rules if fits your group. Ignore as many or as few preparation just to make a first-level PC. you want to play the game. rules as you want. My group itself is not a Adam Volk The worlds of TSR (DRAGONLANCE, “by the book” bunch. We laugh in the face Calgary, Alberta, Canada FORGOTTEN REALMS, DARK SUN, etc.) are not of encumbrance (to a certain extent: you compulsory. They are optional. If you can’t carry a million gold pieces on you at I am writing in response to John don’t want to play them, no one will make once), we snarl at morale check for mon- Holcomb’s letter in issue #220. John com- you: but don’t say “TSR is moving in the sters, and spit loudly on any psionicists or plained about how hard it was to roll up a wrong direction,” because there are thou- psionic powers happening to drift by. character due to all the optional rules. sands of players out there enjoying You should do the same thing. Talk it Well, I hate to point out the obvious, but BIRTHRIGHT™ and PLANESCAPE™. TSR role- out with your fellow garners. Find out that’s exactly what the rules are: optional! playing is a no-lose situation. All games, which rules you think are no good and Nobody forces you to use a multitude of old and new, are available for your enjoy- which ones get the thumbs-up. If worse rules. They are printed for the benefit of ment, and you will always be able to find comes to worst, vote on it. If worse comes those players who wish to expand the people who enjoy the same ones as you. to worst and even worser still, simply rely realism and freedom of play in the game. James Fahy on good old-fashioned DM judgment. You say that a DM has to decide whether 9 Norman St. As to your arguing for an hour and a to use these options. Of course you do. Middleton, Manchester half over what I deem “stupid things,” per- That’s part of the DM’s job. If this upsets M24 2JP England

DRAGON 73 such as the Marco Volo series railroad the When they learn I am a DM, their jaws I’m writing to discuss undead level- PCs along a predetermined path without drop-and this is from experienced draining and its effects on a campaign. allowing them any control over their own gamers. This particular problem has been a seri- destinies. He blames this on the There are not enough female classes, ous one for me in my own campaigns for storytelling style of play. kits, or appeal. Forget DRAGONLANCE’S many years, and I tried many of the sug- While I wholeheartedly agree with Mr. Kitiara or Laurana; they were powerful, gestions of other readers in the past con- Shawler’s stand against railroading adven- but paled next to the male characters. cerning this matter. Despite all my efforts, tures, I strongly disagree that the story- Example: female player to DM: “What? I it seemed that I was doomed to push aside telling style of play is to blame. Without can’t have an 18/00 strength? And I can’t some of my favorite monsters in the game. re-opening the “storytelling vs. dungeon- be a paladin either?” This all changed a year ago when I stum- crawling” can of worms, I must point out Some-again, not all-male role-players bled upon an idea that has allowed me to that it is just as easy to railroad the PCs view female NPCs and PCs (regardless of bring back wraiths, wights, and vampires through a dungeon crawl as a storytelling higher ability scores) as wenches or brain- to haunt my players once again. adventure. All the DM need do in a dun- less harlots who should submit to their My approach is simple but both effec- geon crawl is force the PCs into a dun- every whim. Example: male player to tive and logical. In my games, I have geon, block off the exit, and make the tun- room: “Are there any chicks here with a replaced the undead level-draining power nels lead wherever he wants them to go. Charisma of 15 or above? Oh, yeah? I walk with a system that causes the victim to be Having defended the storytelling style, I up to her and say, ‘Hey, baby.“’ temporarily drained of one point from all must admit that the Marco Volo series is While I am not an ultra-feminist, nor do the physical abilities (Strength, Dexterity guilty of railroading the characters; how- I preach what is politically correct, these and Constitution) per level that the origi- ever, there are several fine storytelling scenarios are all too familiar to me, and nal undead monster drained. For exam- modules out there that don’t do so. Feast of have happened countless times. I’m get- ple, a wight that struck a blow would Goblyns for the RAVENLOFT setting is a first- ting lonely out here in gaming land. I real- cause normal damage plus drain one rate example. The fact is, dungeon-crawl- ize that not all male role-players are like point from each of the victim’s Strength, ing modules are more often the ones that this, but the few bad seeds have chased Dexterity, and Constitution. The victim are guilty of railroading. The blame for this away potential women role-players. I can regain his physical powers very slow- lies with the designers and editors, not know there are more women out there, ly; just one point per day. Which statistic whether the adventure is a dungeon crawl. but they are few and far between. gets the point is randomly determined. It is clear that Mr. Shawler prefers dun- Karrie Huff At first glance, this may not seem as for- geon-crawling to storytelling and I respect 100 Auburn Way S. #A-6 midable as draining a level, but because his right to play the game however he likes; Auburn, WA 98002 the rate of recovery is so slow, players will however, I take issue with his attempt to quickly learn to dread the ability checks get TSR to stop publishing storytelling that their characters must make. Many adventures and articles. TSR publishes a adventurers come to depend greatly on wide variety of modules to suit both dun- these bonus Hit Points, Armor Class, and geon-crawlers and storytellers. Likewise, other combat modifiers. After several DRAGON Magazine goes out of its way to blows from a small group of wights, an print articles for both kinds of players. I adventurer may find himself receiving wish more players would learn to respect penalties instead of bonuses and to some other people’s right to play whatever style players there is no greater horror. they wish. Another problem that this system Michael C. DeRosenroll resolves is that the average peasant can Dartmouth, Nova Scotia, Canada now survive a late-night visit from a vam- pire. Were one to stick to the level-draining I’ve been playing AD&D for about 15 years abilities currently in the rules, a simple (playing and DMing). I’m an attractive, 27- brush by a vampire will kill almost every- year-old female who plays every week and one in an average village. Thus it is difficult highly enjoys playing and DMing. I’m cur- to recreate situations like Dracula preying rently involved in two different weekly on Lucy night after night. My ability- games. In one I play an elven mage, and in draining system solves this and even the other I DM my own original world. In accounts for why a victim may appear to both groups though, I am the only be afflicted by some debilitating disease. female, and in my 15 years of gaming, I Generally, I enforce a coma upon those have only encountered four other female whose abilities-any one of them-falls players. This spans two countries, three below 3. Those in a coma must make a states, and over 20 different cities. My system shock check at their original point is: where have all the women gone? Constitution’s percentage or else the abili- Some-not all-male gamers use role- ties continue to drain at a rate of 1 point a playing to “seduce” female gamers day until the victim dies because a score through their characters. Example: female drops to zero. Note that in this case, the player to male player: “For the bazillionth Having a convention? loss occurs even if the undead creature time, my doesn’t want to have with does not continue its attacks. your !” This usually causes most If you’re having a , W. Jason Peck women gamers to quit out of disgust, why not tell the world about it? Check San Jose, CA thinking all male gamers are like that. our address in this issue’s “Convention The stereotypes that all gamers are Calendar” and send your announce- I just got around to reading the Forum in dweebs, nerds, unattractive geeks with ment to us— free of charge! issue #216, and I feel compelled to high-rise polyester slacks, taped glasses, respond to Steve Shawler’s letter con- and no social lives is false. The looks I get demning TSR adventure modules. Mr. from experienced male gamers upon Shawler complains that TSR adventures meeting me are of awe and surprise.

74 NOVEMBER 1995

an intelligence rating of supra-genius, giving in a rating of 19-20 in both Wisdom and Intelligence. You can roll 1d6 to determine the exact score (1-3= 19, 4-6=20). Once you have the scores, calculate its MAC using table 74 (S&P, page 144) just like you would for a by Skip Williams character. If a particular ki-rin has a Wisdom of 19 and an Intelligence of 20, its MAC would be 3. If you want a wider range of scores for the creature, you’ll find tables for generating creature’s abili- Join the sage in a look at the new character still get spells at 9th level? ty scores in Chapter 2 of the DUNGEON Player’s Option ™: Skills and Powers book. Table 20 (page 49), which gives paladins MASTER ™ Option: High-Level Campaigns unless otherwise noted, page and table their first spells at 5th level, is incorrect. It book, pages 58-61. Creatures with racial references are for the Skills and Powers should read as follows: psionic abilities, such as su-monsters and book (S&P). The sage also examines a few mind flayers, should get an additional other issues straight from the mailbag. Paladin Casting Spell Level bonus of + 1 to +3. Level Level 1 2 3 4 I have noticed that in almost every 4 1 1 — — — The weapon specialization rule in the AD&D® book, the infravision ranges 5 1 1 — — — Combat & Tactics book says characters for the various races are different, the 6 2 2 — — — can specialize in only one weapon at a Skills & Powers book seems to be no 7 2 2 1 — — time. What happens to characters who exception. What are the correct 8 3 2 1 — — must specialize in multiple weapons; ranges? 9 4 2 2 — — for example, the samurai and the Here are infravision ranges for all the 10 4 2 2 1swashbuckler? major races (and their subraces) pre- 11 4 2 2 2 — They have to give up their extra weapons sented in the Skills & Powers book. The 12 5 3 2 2 — of specialization, although the DM could MONSTROUS MANUAL™ tome and its prede- 13 5 3 2 2 — allow them to have expertise in the extra cessors served as the primary sources for 14 6 3 2 2 1 weapons. the numbers. 1.5 7 3 3 2 1 16 8 3 3 3 1 How do you decide if a grenade-like Dwarves (60’): Deep 90’; Gray 120’; Hill 17 9* 3 3 3 1 missile strikes its target? I’ve looked in 60’; Mountain 60’. 18 9* 3 3 3 2 both the PHB and the DMG and I could Elves (60’): Aquatic 120’; Dark 120’; Gray 19 9* 3 3 3 3 find nothing that says what attack 60’; High 60’; Sylvan 60’. 20 9* 4 3 3 3 number a grenade-like missile uses. Gnomes (60’): Deep 120’; Forest Nil; A grenade-like missile’s actual attack Rock 60’. Paladins who do not purchase the priest number varies according to the circum- (30’): Hairfoot Nil; Stout 60’; spells ability still get spells starting at 9th stances. If a creature is not the target and Tallfellow Nil. level (see PHB table 17), but fewer than the character is within short range (10’ for Half-elves (60’) those who purchase the priest spell ability. a flask of oil or other lightweight object) of Half Orcs (60’) the target point, a hit should be automatic. Half Ogres (60’) On Table 46: Traits, shouldn’t the For example, if a character wants to Humans (Nil) Initial Rating column read Character smash a flask of oil at the top of a staircase Point Cost? the party has just ascended, the flask The number in parentheses after the Yes it should. If a trait has a base score it should land where the character wants it main race name is the infravision range is listed in the trait description. to as long as the target point is within 10’ for characters who purchase infravision of the character. If the character is from the race’s ability list. The weapons table indicates that light rushed, or the target point is farther way and heavy crossbow quarrels inflict than 10’, treat the target point as Armor Traditionally, dark elves who live on considerably more damage than they Class 10 and apply the appropriate range the surface are not allowed to keep used to. Is that correct? modifier. (In the core rules, a thrown oil their innate spellcasting abilities or Yes it is, but the increased damage is only flask has a medium range of 20’ and a their superior magic resistance. In the half the story. The Combat & Tactics long range of 30’.) Skills & Powers book it seems that books gives crossbows a special ability to If the grenade-like missile target is a they are allowed to keep their innate penetrate armor as well. creature, the attack number depends on magic, but not their superior magic what the missile is. If the missile is some- resistance. Is this correct? How does one determine a monster’s thing like a boulder or a container hold- Yes it is. If the campaign is using the Skills Mental Armor Class (for the new ing a fairly small amount of liquid that has & Powers rules, drow (dark elves) get the psionics system)? to make direct contact with the target abilities listed on page 28 and explained Here’s something to tide you over until creature to have any effect (such as a vial on pages 29-30. something better comes along: Assume of acid or holy water), then just use the that the creature’s Wisdom score is about creature’s armor class and resolve the When a paladin spends character equal to its Intelligence score. To deter- grenade toss as you would any other mis- points on the priest spells ability, he is mine the creature’s scores, look up the sile attack (except that you would roll for supposed to get spells beginning at 4th monster’s entry in the MONSTROUS MANUAL scatter if the attack misses). level. The spell progression chart, tome or the MONSTROUS COMPENDIUM® If the grenade-like missile holds a fairly however shows that a paladin begins tome and note its general intelligence hefty amount of material, such as a flask getting spells at 5th level. Which is rating. A parenthetical note right next to of oil, I suggest rolling an attack vs. armor correct? If a paladin does not pur- the rating tells give you a range of mental class 7, adjusted for the target’s Dexterity chase the priest spells ability, does the ability scores. For example, a ki-rin has score and movement rate; I suggest +3

DRAGON 77 for stationary targets, -3 for targets mov- with the optional rule for individual inti- How do you roll an ability check for a ing a rate faster than 3 but slower than 12, tiative in the Player’s Handbook. If you are character with an exceptional Strength and -6 for targets moving at a rate of 12 or using the C&T intitiative system, the score? greater. Normal range adjustments apply quickness trait does not affect the charac- Usually on 1d20, just like any other ability in any case. ter’s initiative rolls. Instead, the character check. An exceptional Strength score can use the skill only during the first grants a character extra combat abilities, What are the character point costs and round of a combat. A successful skill roll but little else. For many feats of sheer base scores for the fighting proficien- accelerates all the character’s actions by strength, a bend bars/lift gates roll is often cies presented in the Combat & Tactics one phase, just as if the character had an more appropriate than a Strength ability book and the psionic proficiencies initiative roll of 1. If the character uses check. If two character with exceptional presented in Chapter 9 of the Skills & quickness successfully and rolls a 1 for Strength scores are making opposed Powers book? initiative, the character’s actions are accel- Strength rolls, you might allow the char- Here are the numbers for use with the erated by two phases; however, no action acters to succeed with their Strength rolls Skills & Powers rules: can ever be quicker than very fast. If the on rolls of 19 if they roll less than their character successfully uses quickness and exceptional ratings on percentile dice. Special Talents ( C&T, pages 78-80) rolls a 10 for initiative, the bonus from the CP Initial Relevant trait and the penalty from the initiative roll Can a cloud of purification spell Skill Cost Rating Ability (see C&T, page 18) cancel each other out. destroy a character who has been AlertnessT1 6 —— reduced to an extremely small height T Ambidexterity 4 — — 4. Any character proficient in a martial art by a reduce spell or a powerful curse? Ambush 4 5 Int./Rea. can choose a martial arts talent as a The spell melts any creature up to the Camouflage 4 5 Int./Lea. general proficiency. size of a normal rat and turns it to Dirty Fighting 3 5 IntJLea. water. Can a character who has been Endurance2 2 3 — When a dual-classed character uses a turned to water be raised, resurrected, Fine Balance T 57Dex./Agi. pale green ioun stone, are both classes or restored with a wish? Iron WillT 63Wis.Wil. raised one level or just the active You shouldn’t allow a cloud of purification Leadership 3 5 Cha./Lea. class? What happens when a multi- to affect any creature with a full hit die or QuicknessT3 63Dex./Aim classed character uses the stone? more. If a level-0 character or creature Steady Hand T 5 —— The stone grants only a single level. A with less than one hit die has been Trouble Sense 4 3 Wis./Int. dual-classed character using the stone shrunk, then turned to water by a cloud of receives the boost to his active class. A purification it cannot be raised or rein- Martial Arts Talents 4 ( C&T, page 98) multi-classed character receives the boost carnated; however, I would allow a resur- CP Initial Relevant to the class in which he has the highest rection spell to work if the creature’s Skill Cost Rating Ability level. Note that the level boost is tempo- remains haven’t been mixed in with a Backward Kick 3— — rary; if the stone is not circling the whole lot of water from other creatures. Crushing Blow 3 — — character the extra level is lost. Even so, a substantial penalty to the resur- Flying Kick 3 5 Str./Muc. rection survival roll, say 30%, would be in Instant Stand 3 7 Dex./Aim Exactly which spells are subject to order. A wish could bring back the Missile Deflection 3 — — elven and half-elven magic resistance? creature in any case. The question is an old one, but I received Psionic Proficiencies ( S&P, page 1.55) several letters on the topic this month. I Just how freely can priest characters CP Initial Relevant would prefer to avoid giving an actual list, choose their spells? Does a priest Skill Cost Rating Ability because new spells are being added to the choose spells one a day? Once a level? Contact 3 — Wis./Wil. game all the time. Elven and half-elven As the character needs them? How Mental Armor 3 — Wis./Wil. resistance to sleep and charm spells does a priest go about learning a Gem Cutting 36Dex./Aim applies to most spells, and spell-like newly invented spell? Harness effects that cause the subject to fall asleep Generally, a priest can freely choose his Subconscious 36Wis./Wil. or fall under another character’s continu- spells from the spheres and spell levels Meditative Focus 36Wis./Int. ing influence. Such effects include: charm available to him about once a day. All the Musical monster, charm person, charm person or character needs is a good night’s sleep Instrument 2 4 Cha./Lea. , domination, eyebite (charm and time for prayers. The priest requires Reading/Writing 2 8 Int./Kno. effect only, the sleep effect works normally no spell book and is not in any way hin- Rejuvenation 36Wis./Int on elves and half-elves, as do the fear and dered by the spells he may have chosen Religion 2 6 Wis./Int. sicken effects), fire charm, mass charm, previously. Nevertheless, the priest must and sleep. Magical devices and creature memorize his spells ahead of time, he T. Under the Skills & Powers character special attacks that duplicate these spells, can’t simply choose them as needed. creation system, this skill must be selected such as eyes of charming, the beholder’s In the case of spells that have been as a trait. charm rays, and the vampire’s charm newly introduced into the campaign, the 1. This is the value for the alertness trait gaze also are subject to elven and half- DM is free to decide how priests can get as described in the Skills & Powers book. elven resistance. Sleep-inducing breath them. If a priest character spends the time The version described in the Combat & weapons, such as the brass dragon’s sleep and money to research an entirely new Tactics book is slightly weaker. The C&T gas, are not. Neither are the rod of beguil- spell, no other priest should be able to get version has a character point cost of 4 and ing or the rod of rulership; charm effects it unless the inventor teaches him the a base score of 5. The relevant ability is from a staff of commanding are. spell or he finds the spell on a scroll. Wisdom/Intuition. Spells and other effects that merely Teaching another priest a new spell incapacitate the subjects or that allow only should take about a day per spell level. 2. If the Combat & Tactics fatigue rules are limited control, such as hold spells, hyp- Learning a new priest spell from a scroll in play, the character point cost is 4. nosis, suggestion, quest, and geas are not also should take a day per spell level and subject the eleven or half-eleven resis- the process should consume the scroll (it 3. The version of this talent described in tance. When there is a reasonable doubt, goes blank when the priest finishes dis- the Combat & Tactics book works best the DM must decide. secting it). In either case, the priest learn-

78 NOVEMBER 1995 ing the spell understands it automatically subject creature’s age to the lifespan of probably is going to take charge. Gold so long as he is of a level sufficient to cast the assumed form to determine are lawful good, but no creature the spell and the spell is included in a assumed form’s maturity. In the case of a with 22 or more hit dice is going to take sphere the priest has access to. rat, the resulting dragon is always going to orders from a measly 7th-level wizard. If a priest finds a written description of a be a hatchling because rats just don’t live The dragon might help the character in new spell (as opposed to a magical scroll), that long. Or perhaps the subject’s level of some small way, but the character proba- the priest should have to research the maturity translates directly into the bly will find himself embarked on some spell (see DMG, Chapter 7, page 64), but assumed form’s maturity. So if a caster series of adventures of the dragon’s the cost should be minimal (100 gp per wants a great wyrm dragon he has to find choosing before long. Woe to the charac- spell level). a really old and decrepit rat. ter when an errant dispel magic spell ends In some very rare cases, the DM might You could really have some fun with a the enchantment and the poor fool is left decide to make a new priest spell available greedy player of you choose the latter stranded somewhere with only a mangy to all priests in the campaign. When this option. If the caster picks a young and rat for company. happens, the deities who grant the spells healthy rat (with a reasonable chance to Many spells in the game are prone to simply add them the lists of spells they survive a system shock roll), he should get a abuse, but only if the DM lets players get offer and any priest who has access to the hatchling gold dragon. Being young, the away with it. Greedy NPCs, of course, usu- spell’s sphere and is high enough level to dragon is hungry. Being violently thrust into ally get their comeuppance out offstage. It cast the spells learns it automatically dragonhood, the dragon is shy and inse- might be amusing to stage an encounter through divine inspiration. cure. The dragon might follow the charac- with an enchanted gold dragon and its ter around, eating the character’s treasure unwilling wizard servant as a cautionary What happens to a character who tries (gold dragons eat gems), occasionally cut- tale to the players. to use a dimension door or teleport ting loose with its breath weapon because it spell and he is carrying too much is scared (maybe it saw a cat), and making a How many people are affected by a weight? Does the character still wink general nuisance of itself. Imagine the hold person spell? The earlier part of out, leaving the excess behind or does scene if the dragon visits a jewelry shop for the spell description says that 1d4 peo- the spell fail outright? Can characters a snack. Being lawful good, the dragon ple are affected, which suggest that prevent an enemy from teleporting surely will tell the irate jeweler and the there is a random die roll. Later, how- away by grappling the opponent and town guard where “mom” is. ever, the spell description says that the pushing him over the weight limit? If the caster chooses a venerable old rat, caster chooses which creatures in the For purposes of game balance, I heartily the creature’s system shock percentage area of effect are affected. Which is recommend that any teleportation spell should be very low (35% or less); let’s face correct? fail outright if the caster is carrying too it, old rats aren’t going to have really high The spell affects 1 to 4 creatures at the much weight. Likewise, I suggest that any Constitution scores. If the caster does caster’s option. The references to 1d4 creature touching the caster count toward manage to create a venerable, wyrm, or creatures are errors. the weight the caster is carrying, even if great wyrm gold dragon, the creature the caster is unwilling. Characters who STATEMENT OF OWNERSHIP, are quick-witted enough to grab a tele- MANAGEMENT AND CIRCULATION creature before it can wink out Title of Publication: DRAGON® Magazine Editor: should be rewarded for their foresight. Date of Filing: 1 October 1995 Anthony J. Bryant Publication No.: 0279-6848 201 Sheridan Springs Rd., Lake Geneva, WI 53147 Isn’t the 4th-level wizard spell poly- No. of Issues Published Annually: 12 Managing Editor: morph other too powerful? What’s to Frequency of Issue: Monthly Pierce B. Watters prevent a 7th-level transmuter from Annual Subscription Price: $30.00 201 Sheridan Springs Rd., Lake Geneva, WI 53147 building two great wyrm dragons a day Complete Mailing Address of Known Office of Owner: out of the local rat population? If poly- Publication: TSR, Inc. DRAGON® Magazine 201 Sheridan Springs Rd., Lake Geneva, WI 53147 morph other were cast on a rat to 201 Sheridan Springs Rd., Lake Geneva, WI 53147 Lorraine D. Williams change it into a gold dragon, there Complete Mailing Address of the Headquarters of 201 Sheridan Springs Rd., Lake Geneva, WI 53147 would be more than a 200% chance General Business Willard Martens that the rat would permanently Offices of the Publisher: 201 Sheridan Springs Rd., Lake Geneva, WI 53147 become a dragon, complete with all TSR, Inc. the dragon’s magical and special abili- 201 Sheridan Springs Rd., Lake Geneva, WI 53147 Known Bondholders, Morgagees, and Other Security ties. Aside from the system shock Publisher: Holders Owning or Holding 1 Percentof Total Amount rolls, saving throws, and the dispel TSR, Inc. of Bonds, Mortgages or Other Securities: None 201 Sheridan Springs Rd., Lake Geneva, WI 53147 magic spell, there seems to be no limit on what a measly 7th-level wizard can Extent and Nature Average No. Copies Actual No. do, and the spell is permanent! of Circulation Each Issue During Copies Single It is true that dispel magic and system Preceeding 12 Months Issue Published shock rolls are the only limits the rules 12 Months Nearest to Filing Date place on the spell. Other limits come from Total No. Copies (Net Press Run) 71,143 68,031 the DM. It is also true that turning a crea- Paid and/or Requested Circulation Sales through dealers and carriers 48,768 ture with animal intelligence, such as a 49,349 Mail Subscription 18,569 17,476 rat, into something as smart as a gold Total Paid and/or Requested dragon makes the creature assuming the Circulation 67,918 66,244 mind and abilities of its assumed form Free Distribution by Mail, inevitable. The polymorph other spell, Carrier or Other Means 151 101 however, is not too powerful at all if the Free Distribution Outside the Mail 102 234 DM is clever. Total Distribution 68,171 66,579 First, there’s nothing in the spell that Copies Not Distributed says the caster gets to pick the trans- Office use, left over, unaccounted, spoiled 2,671 1,452 Return from News Agents 0 formed creature’s age. That’s for the DM 301 Total 71,143 68,031 to decide. You might want to apply the

DRAGON 79

Matching Monsters and Scenarios Chaosium’s Call of Cthulhu * game is replete with the monsters of H.P. in Call of Cthulhu Lovecraft’s Cthulhu Mythos, with more being created all the time in both game by Gregory W. Detwiler supplements and literature by would-be “new Lovecrafts.” This article gives exam- ples of just how the monsters that already Artwork by Jim Holloway and Michael Scott exist can best fit into scenarios. We’re not dealing with the massive Great Old Ones and Outer Gods here, but with the “lesser” creatures that are far more common in a campaign. This list of ideas is not inclusive, of course; feel free to come up with your own. The list is restricted to creatures in the normal waking world.

The Creatures

Byakhee: Given the resemblance of these things to the gargoyles of the , the best place to start here is at an old haunted castle of that period. Perhaps the castle’s main claim to fame is that it is not only decorated with “gargoyles” (á la Notre Dame Cathedral), but that at regular inter- vals, one or more of these ugly but inno- cent-seeming “statues” may wind up miss- ing, and always when a horrible murder or mysterious disappearance takes place in the region. This is a good way to intro- duce into a campaign; the shock of the “gargoyles” actions won’t be as great if the investigators have seen byakhee before. Perhaps in the depths of

DRAGON 81 the castle is a gate leading to the great well if previous work crews have uncov- from the standard scenario of racing to Library of Celaeno, which is guarded by ered any spherical mineral formations prevent “evil druids” from sacrificing inno- hordes of these things. and brought them to the surface. cent victims to the Dark Young and com- Given the fact that byakhee are able to fly (Trekkies have noted by now the resem- manding them to attack the locals, we through the vacuum of space-sometimes blance to the adventure with the burrow- have some great surprise scenarios. with a suitably protected rider-this is a ing Horta in the old Star Trek episode, Imagine going for an innocent walk in great monster to spring on astronaut PCs “Devil in the Dark.”) And if the PCs break the woods, or having a picnic there, and in the Cthulhu Now supplement. If the any of those formations, we now have a running into a Dark Young. Less innocent- investigators are at all connected with the vendetta that will last until (and probably ly, at certain times of the year, a hunting government, they may be called upon to bring about) the end of the campaign. party can run into one instead of its usual investigate the losses of orbiting satellites Chthonians are also good for a phony prey. At least the PCs already have their and spacecraft, and perhaps even deaths “vampire” scenario, as they drain blood guns handy (for all the good they’ll do). In and sabotage at a top-secret lunar colony. from their victims. A party of investigators the modern era, biologists can be con- The fact that byakhee are vulnerable to could hear of hapless locals being drained ducting a wildlife survey, to discover a ordinary weapons will not eliminate terror of blood in the vicinity of an old monastery more varied fauna than they counted on. here; how many astronauts carry guns? (which is in turn near an abandoned Here’s an idea for you: Assume the And unless they have recoilless arms, a mine) and hear local legends of how the party discovers that there is a gate leading shootout in a zero- environment can monks-whose Gregorian chanting can back to medieval Scotland and be hazardous. Investigators will have to still be heard from time to time-strayed Shakespeare’s play Macbeth was based on rely on improvised weapons, mostly melee from the path of righteousness and were a more horrid event than history records. arms, as in Alien 3. Of course, Ripley didn’t turned into vampires as punishment. Any Maybe the party will discover that Macduff have spells like shriveling at her disposal. PCs who draw obvious, but quite erro- lost something of his purity in preparing neous, conclusions from this and show up for vengeance against his enemy. Does Chfhonians: Read Brian Lumley’s novel with garlic and wooden stakes will soon everyone remember the line” ’till Birnam The Burrowers Beneath for inspiration. wish they’d brought along heavy artillery Wood do come to Dunsinane”? Now what The quickest and most blatant explanation instead. Similar legends could arise kind of “trees” could possibly walk up to a for their introduction could be a massive around an old abandoned mission in castle and attack, hmm? Between earthquake, either caused by them or a Africa, say, near a certain deserted city... Macbeth’s crimes and the monsters of the natural one that happens to expose a path Mythos, investigators could well be hard- to their underground cities. On a less Dark Young of Shub-Niggurath: If you pressed to decide which side they would apocalyptic scale-at least at first-is the want to adventure in a forested area, fight on, if either. Lay on, Randolph “missing miner” adventure, where work- you’ve got to include at least one of these Carter! ers in a deep mine are disappearing or things. There’s nothing better for turning a dying horribly. This works particularly “haunted forest” into the real thing. Aside Deep Ones: The standard adventure here is “The Shadow Over Innsmouth,” in which the investigators blunder into a town of weirdos, all of whom have the “Innsmouth look.” This is a highly danger- ous scenario, not least because your play- ers may turn on you for running such a derivative adventure. Try small-scale raids for an opening adventure, where deep ones in a coastal area are kidnapping locals for their own nefarious purposes, and the investigators must rescue them before it is too late. Alternately, the party could try and capture a deep one for experimental purposes, to determine the secret of immortality. Underwater exploration is one of the best ways to encounter deep ones, particu- larly as the human PCs have a built-in handicap called “air supply,” which is guaranteed to increase tension in any encounter. While diving suits exist in the original game, diving is far more common in the modern world of Cthulhu Now, a supplement which has a complete listing of scuba gear and-in the first adven- ture-stats for underwater weaponry such as spearguns and bang-sticks. The odds would certainly be improved in combat, though the outcome of the fighting would by no means be a foregone conclusion. Perhaps a local island or cove is the scene for legends about merfolk, with dis- appearances of fishermen and beach- combers being attributed to beautiful mermaids luring them away. Embracing a “mermaid” that turns out to be a deep one cloaked with a magical illusion would

82 NOVEMBER 1995 certainly run up the SAN loss. investigators can run into if they take a other physical attack he can think of Illusions work for totally human forms gate back to prehistoric times, when the could be introduced. Consider them the as well; vacationing investigators who polyps strove with the Great Race of Yith ultimate dungeon monsters. want to flirt with the local beach bunnies for dominance, or worse yet, when they may get more than they bargained for. For were the sole rulers of the world c. 600 Ghouk: In Lovecraft’s short story that matter, deep ones who can pass as million BC. “Pickman’s Model,” the author said ghouls humans (perhaps due to a magical “cul- For that matter, time travel can land the live in sizeable tunnel complexes beneath tural exchange” with the serpent people) party in trouble with a wide variety of the many cities, with easy access to grave- could infiltrate coastal communities with- alien races of the Cthulhu Mythos. yards; but this is not the only place one out fear of an impending “Innsmouth Because the polyps currently dwell can encounter them. The story itself look” blowing their cover. Hybrids in the underground, they-like the chthonians— shows the possibility of their appearing in early stages of this condition should be far may be discovered by hapless miners or anyone’s basement or cellar. Pickman’s more common, however, and would make spelunkers, or an earthquake may give painting, “Subway Accident,” even displays equally good spies. them access to the outer world. In fact, a them attacking people on a subway plat- chthonian-induced earthquake may have form. It takes little imagination to come up Dholes: Aside from the physical appear- two objectives: to damage the community with a series of hit-and-run attacks all over ance on the scene of a Great Old One like itself, and to create a passageway that will town, with entire families disappearing Cthulhu, this is CoC’s best candidate for a allow subterranean monsters like the from their homes overnight, or the resi- Godzilla-style scenario. Take a look at the polyps or the formless spawn (see below) dents of apartment buildings suffering the comparative size listings for humans and to come to the surface and wreak their same fate, with only a hole in the base- Mythos monsters, and pay particular own havoc. ment to show where they went. Eventually, attention to the greater and lesser dholes. the investigators will have to make their The greater dholes are too big to fit on a Formless Spawn of Tsathogghua: These way through the narrow, cramped tunnels two-page spread. Magical gates are a vital monsters are more cave-dwellers that to confront the raiders. necessity if the scenario is to have a dhole, come to the surface as a result of mining For Cthulhu Now enthusiasts who favor whether to bring one to Earth, or to cause operations or earthquakes. The spawn a secret government war against the the party to travel to a world inhabited by provide the keeper with a bit more variety beings of the Mythos, imagine the trouble them. Without massive firepower, however, than other monsters, because of their that could arise from ghouls breaking into investigators will be able to do little other many attack forms. Indeed, there is no bomb shelters, underground military or than run around screaming in terror. reason the Keeper should restrict himself presidential command posts, etc. A to the whip, tentacle, bite, and bludgeon nuclear crisis would certainly be more Dimensional Shambler: These attacks in the rulebook; the shapechang- interesting if accompanied by a coinciden- ape/insects deserve more attention than ing nature of the spawn means that any tal(?) ghoul invasion of NORAD headquar- they’ve gotten in literature. Their only appearance so far has been in the H.P. Lovecraft/Hazel Heald collaboration, “The Horror in the Museum.” Still, a creature that can pop in and out of various dimen- sions at will is not an opponent to be ignored. Although they have middling armor protection at best (as Mythos mon- sters go), their ability to simply leave a combat zone for another universe is a far better defense than a thick hide. They are also thieves and kidnappers par excellence, and a rash of unexplained dis- appearances and robberies is the best way to introduce them into a campaign. A war with them could be the ultimate guerrilla conflict.

Fire Vampires: These creatures generally appear only as summoned attackers, whether the one who called them forth is an evil occultist or the Great Old One Cthugha himself. Thus, unless the party blunders into a gate leading to the fire vampire’s point of origin, they will only face them in the standard “summoned monsters attack locals” scenario.

Flying Polyps: These are ideal inhabitants of lonely valleys and canyons where the wind blows frequently and no humans live (at least for long). Any mysterious windstorm, particularly one that destroys out-of-the-way communities, has the potential for being an eruption of flying polyps. Remember that these creatures are a dying race. Imagine the trouble a party of

DRAGON 83 ters at Cheyenne Mountain. With natural or Hunting Horrors: Like fire vampires, prehistoric fauna somewhere in the trop- magical earthquakes, of course, the same these creatures generally appear only ics, only to discover a major outpost of invasion could be attempted by any of the when someone or something has sum- these monsters, is also viable. This last, other underground races of the Mythos. moned them. In that case, the party’s mis- incidentally, best works in the Victorian sion might be to defend their designated Era supplement, Cthulhu By Gaslight*, Gnoph-Keh: Due to their choice of habi- target; or they may be the target them- when there were still plenty of blank tat, these creatures should only be found selves. A scenario that combines action spaces on the map. At any rate, an oppo- in an arctic or antarctic adventure. Aside with detective work can pit the party nent who can draw off your own magic from guardians of ancient ruins, these against an occultist that keeps sending points to destroy you with is not to be creatures serve best in the “Mythos mon- hunting horrors or other summoned sneezed at. ster attacks isolated human settlements” monsters against them, to keep them from scenario. Given their freezing and blizzard finding him. Only by slaying him can the W-Go: We’ve covered a number of mon- powers, there is a good chance that the party bring the attacks to an end, and for sters that might be uncovered by human first attacks will be written off as hostile every day of sloppy detective work, there miners; now we come to beings that acts of nature. Thus, if the party is cut off is an attack by some horror the following maintain mining colonies of their own on from civilization by one of those attacks— night. This gives the Earth. Because these are orga- say, the personnel at an isolated railway investigators nized beings like the deep depot are frozen to death-outside help ones, they are particularly dan- could be a long time in coming. gerous to intruders; especially when they have cultists as agents Great Race of Yith: The only realistic among the local population. If human scenario for meeting these beings industry has uses for the same minerals is time travel, but with two the fungi from Yuggoth are mining, then subcategories. Either the we have the potential for a full-scale war investigators travel over resources, not just the standard back in time to low-level conflict. encounter them, Since the party is likely to know a few or they must scientists, even if they don’t have any in deal with one their midst, we also have the potential for or more “pos- a most unusual kidnapping scenario. The sessed” mi-go like to kidnap men of learning, cut humans with out their living brains, and ship them to Yithian minds in their bodies. For a Yuggoth in metal cylinders for later inter- really nasty variant, have the rogation. Would-be rescuers now have not entire party of investigators one but two deadlines to beat: the brain get their minds displaced surgery as well as the actual into the distant past by a transport of the victim to team of Yithians. both plenty Yuggoth. If they miss the first Not only will they have to of action and an deadline but not the sec- accustom themselves to their excuse to get crack- ond, the kidnap victim’s ultimate fate new conelike bodies before they can ing on their research. will be very interesting. even think of escaping, but the Note that the mi-go share with actions of the Yithian team in their Lloigor: These vortices the byakhee the ability to fly old bodies can provide endless of living energy are through the vacuum of space, so they, too, complications in the campaign among the alien races that might join can do considerable damage to human long after that particular adventure has in a general for the mastery of space programs in Cthulhu Now. ended. With all the weird research that Earth. Granted, their eternal pessimism Since the fungi from Yuggoth can form the studious Yithians engage in, who may combine with the might of the oppo- organized armies and there is high-tech knows what the investigators might wind sition to make them doubt victory, but equipment to arm them with, apocalyptic up in the middle of when they return to even many humans who despair of victory Keepers may consider them the likeliest their original bodies? in war have fought to the bitter end. Since candidates for a Mythos version of the they can drain magic points from human War of the Worlds. Imagine the confusion Hounds of Tindalos: As with the great victims and use that power to create tele- when alien armies drop in from space race, the hounds will only be encountered kinetic effects and destructive implo- without any spacecraft being sighted, even when one side or the other is engaged in sions-to say nothing of being able to pass assuming ghouls or other creatures aren’t time travel. If the party doesn’t encounter through walls in their natural state-their attacking those same headquarters simul- them on their home territory, then escap- pessimistic doubts of victory may well be taneously. Wells’ Martians had more ing the hounds it might seem to be a sim- unwarranted. common courtesy than that. ple matter of waiting out in a room with In their natural form, lloigor are excel- no corners (every party should have a lent occupants of “haunted houses.” Nightgaunts: These mysterious beings are room in their headquarters prepared for Poltergeist effects and frequent illness mainly encountered in lonely areas such this purpose); but as stated in the original among human residents can be easily as caverns, deep forest, and old ruins. Frank Belknap Long story, “The Hounds of explained by their powers. Their more Aside from the obvious action involved in Tindalos,” they can get help to break spectacular appearance is as giant mutant fighting off an attack, consider the “occult through (in the form of earthquakes and resembling dinosaurs and drag- detective” scenario, in which the party the like) from fellow Mythos monsters ons. Any number of “sea serpent” reports must discover the location of a previous such as the chthonians. Wealthy dilet- can be explained by the lloigor, and such victim (either a party member or an NPC) tantes might consider funding the con- reports can be bait to draw in innocent and rescue him. struction of a room-sized spherical cham- investigators. ber of steel, which can take a great deal of The “lost world” scenario, in which external abuse without changing its shape. explorers investigate rumors of an isolated

84 NOVEMBER 1995

Old Ones: Here’s yet another race best could be reporters or government agents the Pre-Cataclysmic kingdom of Valusia. suited to a time-travel adventure, though sent in to monitor the fighting, watching In the short story, “The Shadow the Old Ones may still have colonies in the out not only for the combatants, but also Kingdom,” Howard vividly describes a depths of the ocean. Unless the party is for cultists and Yithian military historians kingdom riddled with agents of the ser- involved in a SeaQuest-style oceanic who like tidy records. Between the alien pent people, who use their illusory magic colony or survey ship, there’s not much anatomy of the star-spawn and polyps, the to appear as human beings and infiltrate chance of investigators running into these high-tech weaponry of the mi-go, and the the highest positions of power. Paranoia things in a modern scenario. Unless... genetic engineering skill of the Old Ones should reign supreme among the investi- We keep reading in Lovecraft about how (remember, these are the guys who gave gators once it has been established that all these alien races came to Earth, but, us the shoggoths), it’s anyone’s guess who serpent people are about. save for the Great Race of Yith, it was would win in the end. With their history of empires in the never specifically stated that all the aliens Permian Period, they are among the likeli- left their home planet or system to come Sand-Dwellers: These monsters may gen- est of other races to join the warfare men- here. Earth might just be a colony to the erally be used only as marauders tioned in the Old Ones section. Curiously, Old Ones, mi-go, star-spawn, etc.; possibly and as guardians of sacred sites in the arid both they and the flying polyps build cities one of many. After so many millions of regions of the world. Irem, the City of of black basalt; did one race usurp the years, even the most insensitive aliens Pillars in the Arabian Desert, would seem cities of the other? We may have here a might send a military team to investigate to be the best candidate for such guardian- grudge among the polyps second only to the lack of contact with the colony and ship. Any archaeological expedition seeking that against the Great Race of Yith. find out where everyone’s gone. ancient relics may face far more trouble We have here a true apocalyptic sce- than the curse of some dead . Oil Servitors of the Outer Gods: These hor- nario: a colonial war between at the very companies planting rigs all over the Sahara rors are rarely found alone, at least for least the Old Ones, mi-go, star-spawn of are also potential targets. For a modern long, being often in the company of the Cthulhu, and possibly the flying polyps. Them scenario, try using nuclear radiation Outer Gods themselves or various crea- Other Mythos races, of course, can get in places like the Negev, Los Alamos, Outer tures they have “whistled up” using their involved in the fighting, while mankind Mongolia, and China’s Sinkiang province to own magic. They may also provide musi- would be in the dubious position of the beef up the critters in Cthulhu Now. cal accompaniment to groups of insane American Indians when the English, cultists, as in Lovecraft’s short story, “The French, Spanish, and Dutch came to the Serpent People: Thanks to the writings of Festival.” With their ability to get help by New World. Lovecraft’s pen pal Robert E. Howard, this summoning other monsters, they also Even if human vermin are deemed too is the race for the “aliens among us” make good sentries at sacred sites and the lowly to serve as allies in battle, a lot of adventure. Before creating Conan, like. If a party encounters one acting in innocent bystanders are certain to get Howard wrote about the adventures of this capacity, they would be well-advised caught up in the fighting. Investigators Conan’s ancestor, Kull of Atlantis, king of to kill it quickly, before it can summon reinforcements. One Mythos monster is bad enough.

Shans: The insects from Shaggai are refugees from their home planet, which is slowly being eaten by what is apparently the granddaddy of all dholes. With their ability to fly into human brains and take control of men’s minds, shans are among the most insidious of the Mythos threats to Earth. An adventure featuring them almost invariably concerns itself with PC attempts to both resist possession them- selves and keep the shans from control- ling anyone else. If someone’s mind does get grabbed, it’ll take some pretty power- ful magic to throw the thing out again. Note that infiltration by agents who are already possessed will be a major threat.

Shantaks: These horse-headed, slimy flying things share with the byakhee and the mi-go the ability to fly through the vacuum of space, possibly with a rider, and are thus good encounters for space travelers in CthuIhu Now. They are, however, among the least likely of Mythos monsters to be encountered on their own, as their raison d’etre is to serve as steeds for others. If PCs in the standard or modern campaigns can get their hands on one or more military air- craft, we have the potential for a rather bizarre dogfight.

Shoggoths: Originally created as servants of the Old Ones, the shoggoths rebelled Continued on page 118

86 NOVEMBER 1995

88 NOVEMBER 1995 DRAGON 89 90 NOVEMBER 1995

t wasn’t growing old that bothered Adarr so much as it was the cold. The knight shivered, causing the WINTER’S dented steel plates of his suit of armor to rattle like so many pots and pans dropped by a careless scullery boy. He lifted his faded blue eyes from the book on the table before him, his KNIGHT breath fogging on the air of the castle’s library. The flames in the fireplace had dwindled to a handful of glowing coals, and frigid knives of winter wind sliced through chinks in the stone walls. Standing with care, Adarr moved clinkingly toward the fireplace. His armor seemed to attract the cold, magnifying it. Perhaps Her Majesty, Queen Alisende— may the green spring ever follow in her footsteps— was right. Perhaps he shouldn’t wear his armor around the castle anymore. Yet he was the Queen’s Champion, the First Knight in the kingdom of By Mark Anthony Felthfinfar. And even if it was because he was the only knight left in the kingdom of Felthfinfar, well then, it only made the need to keep up appearances all the greater. Adarr’s speed and vigor may have declined with the steady graying of his hair. His sense of propriety had not. Bending stiffly, Adarr laid a piece of wood on the coals. Flames curled around the branch, bright but woefully small. However, he could spare no more fuel for the fire. Over the last centuries, the little vale of Felthfinfar had been gleaned of all its trees, so that hardly a stick remained. True, there was much wood to be had in the tangled grove which grew just east of the castle. But the villagers held that the forest was haunt- ed by and elfkin, and so dared not venture within. Adarr returned to his book. He had read it before, of course. In the entire library of Felthfinfar there were only seven books. Once there had been more, each filled with glorious tales of days past. But over time these had been spirited away, bit by bit, to line the nests of mice. Fortunately, Adarr was not a quick reader. Besides, he spent much of the time simply gaz- ing at the drawings that filled the margins: winding leaves, barb-tailed wyrms, and knights on thundering chargers, all woven together, flowing from page to page, like an inky dream. Squinting his old eyes to bring the letters into focus, he delved again into the tome before him. Yet before long Adarr sighed and shut the book. For some reason he found no comfort in history today. His bones ached, and shadows stole into his heart. Even when Adarr had been a boy, in the time of King Aldared the Old, the days of glory had been no more than stories— the days when Felthfinfar had boasted a hundred knights, and feasts were held every Sunsday in the depths of winter, and pennants of sky blue had flown from every turret of the castle. Much had diminished in Felthfinfar in the centuries since. Piece by piece it had all vanished-the knights, the feasts, the majesty— Artwork by Terry Dykstra just like the books in the library. Adarr wondered what

DRAGON 93 would happen when the last of the books, and all its made out in the gloom of the tapestry. Though he had brittle memories, was finally gone. Would Felthfinfar passed it a thousand times before, Adarr could not itself just fade away? help pausing a moment to regard the scene rendered “Well, isn’t that a cheerful expression,” said a gruff in colored thread. but oddly high-pitched voice. “If you’re determined to It was a wyrm-slaying. wear such a sour face, Adarr, the least you could do is They did battle upon a brown and withered land- lower your visor so the rest of us don’t have to seet it.” scape: Champion and Wyrm. The wyrm stood upright Adarr looked up in startlement, then frowned, his on its two crooked legs, tall as a tall man, stubby wings gray mustaches drooping beneath his sharp nose. “Oh, folded behind its sinuous back, barbed tail coiled it’s you, Rufret,” he said, his deep voice rumbling tightly. The creature’s neck was cocked back, its inside his breastplate. hooked muzzle open skyward in a terrible cry, curved The dog gave the knight a toothy smile. “Don’t pre- claws ripping dark furrows in the barren ground. tend you’re not overjoyed to see me,” the hound said. Perhaps it was simply a trick of air ruffling the fabric, “If you had a tail, Adarr, it would be wagging.” Rufret yet lithe muscles seemed to ripple beneath countless flicked his own fluffy tail for emphasis. bejeweled scales. Adarr only glared in reply. However, even he was The champion was no less glorious. A blazing sun- forced to admit that Rufret was a handsome dog. His face adorned her breastplate, and her horned helm snowy fur was thick, and dotted here and there by dark was crowned with a flowing mane of horse hair. As if speckles. One of his pointed ears was white, the other freezing a moment in time, the weaver had caught her coal black, and a black patch encircled one intelligent in the act of plunging her shining spear into the soft eye. The village wise-women held that, long ago, a flesh of the wyrm’s pale breast. A stream of dark red wolf bore a litter to a king of Felthfinfar’s favorite poured from the wound, and where the wyrm’s blood hunting hound. Whether the legend was true or not, it rained upon it, the land was changed from lifeless was a fact that in the vale, every twenty years or so, a brown to verdant green. mundane dog gave birth to a talking pup. Perhaps he Legends told that, when the ships first landed on was old-fashioned, but Adarr found he preferred usual the shores of Orillion, the wyrms were each defeated dogs to the talking variety. They weren’t nearly so by a single champion. Each champion then claimed impertinent. Besides, even if the choices were slim the lands that had belonged to the wyrm and ruled these days, Alisende deserved a more proper over these as king or queen. Perhaps the stories were seneschal. true enough. Certainly the first champions had been “So, aren’t you going to ask what I came here for?” more powerful than any who had come after. Even at Rufret’s eager voice verged on a bark. the height of their glory, the nine lands in exile-of “I didn’t recall that one ever had to ask you to start which Felthfinfar was the least and northernmost- talking,” Adarr replied without irony. had been but shadows of the might and majesty of the Since this was merely a fact, Rufret took no insult. Kingdom Over-the-Sea. For much had been lost after “The Queen asked me to find you. This morning, in the flight to Orillion. the village of Foxfale, an ox and two pigs were found In recent years, when Telurvan’s wyrm awoke, not a mauled in their pens. It seems there is a strange single champion hunted the creature, but an army. creature on the prowl.” Adarr counted himself lucky to have been alive for Adarr sat up, straightening his shoulders. A strange the waking of a wyrm. It had been half a century since creature? He wondered what it could possibly be. No the last time a wyrm had stalked Orillion when Telur animal more dangerous than a badger had prowled crept from its hidden lair to ravage the kingdom of within the borders of Felthfinfar in a century. Telurvan, just to the south. Adarr had been a child of Whatever this new creature was, it must have crept no more than four winters at the time. His father had down from the mountains that surrounded the king- taken him over the mountains, to watch as the king’s dom, or perhaps out of the white wastes of the Evering army marched past in all its splendor. When the army Ice to the north, looking for food. marched back, it was no more than half as large as it Feeling a sudden warmth that the feeble fire could had been before, and the king of Telurvan himself not account for, Adarr stood. “I will attend my Queen came, not on the back of his charger, but lying on his at once.” Without waiting for Rufret’s reply, he strode shield, eyes covered with gold coins, hands clasped on from the library as swiftly as his stiffjoints allowed, his broken spear in the final embrace of death. sword and scabbard slapping against his thigh. The Yet the quest had been successful. Telur had been dog jogged merrily at his heels, following the knight wounded, its blood spilled upon the ground, and the through the castle’s shabby corridors. wyrm had crept back to its lair to sleep, until such time Knight and dog passed through a long room that as it should wake again. It was said that the blood of a had been the castle’s Great Hall. Once bright revels wyrm renewed the land. Certainly it was true that, for had been held here. Now the Hall was empty, save for many decades after, Telurvan knew great prosperity. a tapestry draped across one wall. The weaving was Harvests were bountiful. Herds multiplied. And the dark with soot and time, slumping in places, moth- children born were stronger and fairer than any in eaten in others. Despite this, figures could still be living memory.

94 NOVEMBER 1995 No wyrm had woken since the days of Telur. Now “Greetings, Your Highness.” Adarr began to kneel, some spoke that the wyrms were fading away, that both armor and joints creaking alarmingly. perhaps they were truly dead now. Adarr did not know She lifted a hand. “Please, Adarr-you know that’s if this was true or not, but he feared that, if the wyrms not necessary.” died, then all of Orillion would pass with them. Adarr only gritted his teeth, sinking until his knee “Come now, Adarr,” Rufret growled, circling the touched the floor. A champion must kneel in the pres- knight’s legs. “Have you grown so doddering that ence of his queen. Despite the chill, a sweat had you’ve already forgotten where we were going?” sprung out on his forehead. Adarr’s gaunt cheeks reddened. “Certainly not!” he “Get down, you fool hound,” he hissed out of the replied in defense. Moments later they reached the corner of his mouth. He smacked Rufret’s shaggy door of the queen’s chamber. Adarr entered, Rufret a rump with a hard gauntlet. The seneschal let out a half-step behind. yelp of surprise and promptly flopped onto his belly. She turned from the frosted window out of which Alisende’s expression remained solemn, but mirth she had been gazing and smiled. danced in her leaf-green eyes. Adarr’s heart skipped a beat in his chest— “Rise,” she said after a moment. a most disconcerting sensation at his age. Each time Rufret hopped quickly to his four feet. Adarr fol- he was away from her, he forgot how fair and bright lowed suit more slowly. “There is trouble afoot in your was his Queen. She was as pale as the winter outside, realm, my queen?” he asked, struggling for breath. and her hair as dark as the soil beneath the snow. But Concern showed in her expression, but whether for her eyes were the color of bright sunlight on leaves, her land or her champion was unclear. “If certain and her simple gown was of robin’s breast red. Above excitable individuals have performed their tasks her heart was a brooch fashioned from a single jewel as correctly—” she gave Rufret a pointed look “—then green as her eyes. you know of the animals that were mauled in the vil- Alisende had come to the throne early—too early, lage of Foxfale. That meat which was not consumed by and by tragedy, for her parents had died before their the creature was tainted by some dark humour, and time. Not long after, the kingdom nearly lost Alisende had to be burned.” Alisende shook her head, resting a as well. Ever a bold child, she had dared to wander into slender hand on the back of the lone chair. “Those the forest behind the castle. She was not found until animals would have been enough to feed three fami- three days later when Adarr himself came upon her, lies for the winter. The kingdom cannot afford to lose wet and cold, on the edge of the forest. Of her three any more livestock to this marauding beast.” day adventure she had never spoken a word, though Adarr needed to hear no more. It had been long she wore the brooch as a memory, for she had been years since he had been given a task worthy of a cham- clutching the green stone in a small hand as she stum- pion. “Very well, Your Majesty. I will journey to Foxfale bled from the trees. These days Alisende was, if no less and find the trail of this creature.” bold, a good deal more tempered. She bore the mantle Alisende bit her lip, then took a step toward the of rule capably upon her slender shoulders, though knight. “Are you certain that you... that you wish to go, she had only just reached her nineteenth winter. Adarr? I could send a group of villagers instead.” “Sir Champion, Lord Seneschal, come in,” she Adarr winced, knowing the question that truly spoke in a clear voice, and they did as she bade. weighed on her mind, but which she was too kindly to Adarr frowned at the small chamber. It was fur- voice. He gripped the hilt of his sword defiantly. He nished with only a table, a pair of benches, and a lone was not yet ready to become a toothless uncle who chair by the fire. Rushes rather than carpets covered spent his days huddled by the fire, telling stories of the the cold stone floor. This was hardly a proper room in old days no one wished to hear. which for a queen to hold audience; however, Alisende “Have the villagers guard their animals,” he said had decided that the castle’s throne room was too with authority. “I will see to the creature myself.” He large and required too much precious wood to heat. drew his sword, to receive her blessing upon it. She was a terribly practical young woman. Rufret let out a startled yip, and Alisende gazed at Even granted her keen wit and sound judgment, it Adarr in concern. The knight stared at the blade. A was something of a miracle that Alisende kept the long crack snaked down the length of old, polished kingdom functioning. She had a talent for making steel. A knight who so draweth a broken blade shall break much out of little. If she discovered a bent copper himself ere the sun doth set. So the old adage went. Adarr coin in a forgotten storeroom, she extended it as far as gripped the hilt of the sword tightly to keep his hand fifty. It was only through her efforts that the folk of from shaking. Felthfinfar remained clothed and fed. Yet even Alisende moved swiftly, reaching up to take a bright Alisende could not perform magic, and every day sword that hung on one wall. She held the blade there was less for her to work with. It was wrong that toward Adarr. “This sword was my fathers. There is no she had to bear the burden of rule alone, Adarr finer in the kingdom. It will serve you well.” thought. A queen as wise and beautiful as Alisende Pushing aside his misgivings, Adarr set down his should have a dozen noble suitors: all strong, and sword and took the new blade, sliding it into his scab- handsome, and kind. bard. He was too old to believe in superstition.

DRAGON 95 He bowed his head. “Thank you, Your Majesty.” and each time the portal would reluctantly obey as She smiled, but the expression seemed tight. “Let frightened eyes peered out. From most of the cottages me give you one more gift, Sir Adarr. If you will not drifted soft lowing and the warm smell of animals. It take any villagers with you, then take this token for was Adarr’s hope that the villagers might have seen the luck.” She unfastened the brooch from her dress and marauding beast, but this hope proved false. The crea- stepped forward, clasping the green gem to the collar ture had come in the dim hours before dawn, and of Adarr’s cloak. As she stepped back, she brushed her naught had been seen save the mayhem in its wake. smooth hand across his withered cheek. “Be careful, “Follow its spoor,” cackled an old woman from the my champion.” shadows of her ramshackle cottage. “Then you’ll know Adarr blinked in surprise. Truly he was the most for- what it looks like, Sir Champion. Then you’ll know!” tunate knight in all Orillion, to serve such a wondrous The crone was right. queen. “I will, Your Majesty.” It did not take Adarr and Rufret long to find the Alisende nodded, and with that he was dismissed. place where the animals had been slain. The wall of a He departed her chamber and, now filled with excite- pen had been shattered as if made of glass rather than ment at his quest, strode outside into the castle’s stone. Within the pen the ground was trampled, and muddy courtyard. He was surprised and annoyed to pools of frozen blood stood in strange footprints. notice a white-and-black form jogging alongside him. Adarr peered down from Ash’s back. He had never “What are you doing, Rufret?” seen tracks like this before: three toes splayed forward, “Coming with you, of course,” the seneschal replied. one thicker digit pointed behind. By the deep holes Adarr glowered at the dog. He wasn’t certain he at pressed into the mud, each toe had ended in a long all cared for this development. “I thought you didn’t talon. They almost reminded him of the tracks of a like to get your paws dirty.” bird, only larger. Far larger. “I’ll make an exception. If you’re really going to He shook his head, muttering under his mustaches. track this creature, you’ll need this nose of mine. “By the Light Over-the-Sea, what is this beast?” Besides, I’ve made a vow to serve my queen, too, “Looks like we can follow these if we want to find you know.” out,” Rufret barked excitedly. Adarr snorted, but did not disagree. Oddly, he Like rubies scattered upon white linen, the bloody was almost glad for the company. “Just keep your trail stood out clearly against the snow. Adarr spurred mouth shut, or the beast will hear your chattering a Ash into a canter. With a yelp, Rufret bounded in league away.” pursuit. Soon a jumble of gray stone loomed before It was midmorning when knight and seneschal set them. Adarr flipped his visor down and gripped his forth from the castle. Adarr guided his mount, Ash-a lance as tightly as his numb fingers allowed. Just sturdy, soot-black destrier whose graying muzzle belied ahead, the trail of the beast disappeared around the his own advancing years-between the castle’s lopsided outcrop. Adarr exchanged a grim look with Rufret. gates. The butt of a wooden lance rested in his stirrup, There was no need to tell the hound to proceed care- and he gripped the shaft with a gauntleted hand. fully. Adarr lowered his lance. Together, the two Rufret pranced beside horse and rider, pink tongue slowly rounded the spur of rock and peered into the hanging out of his mouth, black nose testing the sharp hollow beyond. winter air. The day was clear and bitterly cold, and the There was nothing within. At least, nothing alive, muddy road had frozen solid. Soon the disheveled cas- Adarr corrected himself. Blood spattered the snowy tle stood behind them like the cast-off toy of a giant’s floor of the hollow, and bits of splintered bone and child. Just beyond, to the east, lay the feathery wall of scraps of hide were scattered about. Amid the gore, a the forest. But it was to the west that Adarr and Rufret flash of color caught his eye. Something fluttered atop turned their faces. a dark mound. “What is that?” he wondered aloud. By the time they reached Foxfale, icicles hung from Rufret wrinkled his nose in disgust. “By the smell of Adarr’s mustaches, and his armor seemed forged of it, I’d say it’s mysterious beast droppings.” ice rather than steel. In contrast, Rufret was panting, Adarr scowled at the dog. “I know that, Rufret. I was his breath clouding on the air, warm inside his shaggy referring to this.” He lowered his lance and, with the coat. Not to be outdone by a dog, Adarr pushed aside tip, pointed to the object. It was almost as if a tattered thoughts of discomfort and set his mind to the quest. shred of fine cloth had been dropped upon the Of Felthfinfar’s three villages, Foxfale was the fur- beast’s spoor. thest from the castle and closest to the tumbled gray “Hand me that scrap of cloth, Rufret.” foothills of the western mountains. A score of motley, The dog fixed him with a piercing look. “In case thatch-roofed cottages stood around a common field you hadn’t noticed, I don’t have hands.” and a stone well. All the doors and windows were shut “You know what I mean.” tight. A thin blue layer of smoke hung over the village Rufret’s ears drooped. “I was afraid of that.” The like a hazy fog of fear. dog stared at the fluttering tatter, sighed, then picked With Rufret in tow, Adarr rode through the village, it up in his mouth. He raised it toward Adarr, who knocking on doors with the butt of his lance. “Open in took it in a gauntleted hand. After this, Rufret made a the name of the Queen!” he commanded each time, show of spitting and licking snow. Adarr couldn’t

96 NOVEMBER 1995 understand the reason for this. Mundane dogs were Villagers looked up from their work in surprise at the always chewing on animal dung. He supposed it was sight of champion and seneschal. Adarr brought Ash simply an affectation. to a skidding halt, frowning in puzzlement. Why were Now that he examined the scrap closely, Adarr saw the villagers not cowering, as in Foxfale, or all in a stir, that it wasn’t a piece of cloth at all. Rather, it was some as in Redstone? sort of thin membrane, almost like the cast-off skin of “Don’t you see, Adarr?” Rufret said worriedly. “We a snake. Only it was far too large to have come from a were wrong. The beast didn’t come here after all!” serpent, and it shone with an uncanny, iridescent rain- With a sinking feeling, Adarr realized Rufret was bow of colors. He was unsure just what the scrap por- right. But if the beast had not come here, then where tended, but it left him feeling vaguely unsettled all the had it gone? The creature had been moving in a great same. He tucked it into a saddlebag. circle around the kingdom, spiraling ever inward, The creature’s trail led out of the far side of the toward the center of the vale, toward... hollow. Though there was less blood now-it was no Alarm swelled in his chest. “...toward the castle.” He longer carrying a dripping haunch of meat— glanced at Rufret in dread. “Alisende is at the castle.” the strange prints were easy to follow through the A heartbeat later, knight, horse, and dog raced snowy fields. across the snow-mantled valley. Adarr cursed his old “Come on,” he told Rufret. and foolish mind. He could only hope he was not They were still half a league from the village of too late. Redstone when Adarr realized that this had to be the This time they were right. The listing turrets of the beast’s destination. From the rocky edge of the vale, castle loomed in the near distance when they came the creature’s path had made a great arc heading upon the now-familiar tracks in the snow. They pressed steadily inward. Redstone lay on the east side of the on. However, perhaps a furlong from the castle’s gate, valley, opposite Foxfale, but was closer to the center. the trail suddenly made a sharp turn to the left. They Adarr urged Ash into a gallop. Rufret ran behind. came to a halt. They found Redstone in chaos. “We’re upwind of the beast,” Rufret barked. “I think Here the creature had come, not in the gray light it has caught our scent. It knows it’s being followed.” before dawn, but under the midmorning sun. It had “But where is it going?” Adarr asked, clenching a struck the edge of the hamlet, killing one sheep and gauntlet into a fist. “Someplace it can hide? Or some- snatching up another before stalking away. This time a place where it thinks it can lay in wait for us?” number of the villagers had gotten glimpses of the “Maybe both,” Rufret said, ears twitching. beast. It was hard to sort through their excited and Adarr followed the dog’s gaze. The strange tracks fearful talk. Most of their descriptions were both con- led directly eastward, toward a tangled wall of winter- tradictory and fantastical. However, there was one bare trees. The elfwood. A chill coursed down his fact that Adarr heard repeated time and again: the back. You are a champion, Adaq not a villager, he creature had walked on two legs. reminded himself sternly. He reached up to touch the “I don’t think we’re going to learn anything more leaf-green gem clasped to his cloak, the gem Alisende here,” Rufret said finally. had given him. As he did, he found his heart curiously Adarr agreed. He assured the villagers that Queen strengthened. His fear did not vanish, yet it did recede Alisende would certainly hear their petitions for aid— some. Gripping the reins, he spurred Ash toward the though how she would manage to replace the lost forest. Rufret hesitated, then followed after. sheep, he did not know. Adarr brought Ash to a halt at the edge of the shad- They picked up the trail quickly. Once more the owed wood. The destrier stamped and snorted nervous- creature’s path made a great arc, heading ever deeper ly. The dense forest was no place for a horse. Adarr cast toward the heart of the vale. This time it had paused down his lance and, with a groan of effort, swung one to consume its meal beside a half-frozen stream. mail-clad leg over the saddle. He slid clumsily to the However, the trail did not continue on the other side. ground, landing with a bone-jarring jolt and a bright That meant the beast had followed the water. clattering of steel. He approached the forest wall. “Which way do you think it went?” Rufret wondered. “Do we have to go in?” Rufret whined. “Upstream or down?” “You do not,” Adarr said. “Down,” Adarr said with dread certainty. “Don’t you He did not wait for Rufret’s reply. Steeling his will, see? It will make for Brookford now.” Brookford was the knight stepped between two tall trees and plunged the largest of Felthfinfar’s villages. Though still cold, it into the forest. was now mid afternoon, and the warmest part of the The air darkened, as if blue twilight had fallen. day. All of Brookford’s folk would be out, performing Leafless aspen trees, as pale and slender as ghosts, their daily tasks. Following the banks of the stream, closed in. Dark branches wove a tangled web above, Adarr urged Ash on faster yet. The old destrier blotting out the sky. There was not a breath of wind. stretched its knobby legs valiantly while Rufret Adarr nearly balked, but again he touched loped beside. Alisende’s token at his throat and found the will to At last they passed between two hills and galloped continue on. He trudged through deep drifts of snow, down a muddy lane into the heart of Brookford. toward the heart of the forest. The small hairs on the

DRAGON 97 back of his neck prickled. There was a power here, a side, avoiding the snapping mouth by inches. presence, watching him. It did not seem malevolent. Panting now, he raised his sword again. Felthfin Yet it was queer, and ancient, and not altogether regarded him with its cold gaze, cocking its head so far friendly. Somehow he sensed that it did not approve to one side it nearly turned upside down. The creature of the polished steel that clad his body, or the bright made a few lunges with its neck. Each time Adarr was blade that swung at his hip. too slow to meet them, and his sword whistled through His nose wrinkled as he caught a strange scent, at thin air. But the wyrm was simply testing him, measur- once musky and metallic. With a stiff yet graceful ing its danger. It had faced countless champions in its motion, Adarr drew the borrowed sword. The weapon long life, and it had grown canny over the centuries. glowed in the blue light, the flat of its blade traced Adarr tried to recall what he knew of wyrms. Never with spidery runes. His heart beat swiftly in his chest, had he thought he would live to see this day. Yet he feeling light and papery, as if it might fly away at any was Champion, and this was the destiny he had pre- moment. The dark omen of the broken sword crept pared for. He knew his sword would be useless against into his mind and heart once more. He knew now, the creature’s scales. The eyes were a weak spot, but with perfect certainty, that the sign was true. An end they were small and difficult to strike. The only place awaited him in this forest. But he had his duty. he could hope to land a wounding blow was the beast’s Forcing himself to breathe, he pushed his way belly. A wyrm’s underside was not protected by scales through a thicket of briars, his armor protecting his as was its back, and so was its one vulnerability. Adarr flesh from the cruel thorns. He found himself on the made a few feints of his own. However, always the crea- edge of a snowy clearing. ture kept its underside guarded, hunching over, head A rasping hiss shattered the brittle air. A sinuous low before it. Adarr swore through his mustaches. neck uncoiled, and a wedge-shaped head turned to Felthfin was too crafty to expose its soft belly to a gaze at him with piercing sapphire eyes. Adarr champion with a sword. gripped the smooth trunk of a tree to keep from stag- When the real attack came, it was so swift Adarr gering. It stood not twenty paces away, a mirror image hardly saw it. Balancing on one foot, the wyrm struck to the creature portrayed so skillfully in the tapestry in out with the other, batting Adarr’s sword from his the castle’s Great Hall. Only this thing was forged of hand so forcefully that it took with it. bone and sinew, not warp and weft. Its flesh was white Blade and metal glove landed a dozen paces away. as ice, where he could glimpse it beneath the jeweled Adarr cried out in pain, shaking his bare, stinging scales. His knees shook inside his armor. Even were he hand. Then the wyrm was upon him. It leaned its glit- not Champion, he would know this creature. tering body against his, sinuous neck wrapping around “Felthfin,” he murmured in awe. his shoulders, bearing him downward with its weight. The wyrm hissed again, extending a blue, forked Adarr stiffened, trying to resist. He clenched his jaw. tongue, as if it knew its name. Blood flecked its His boots sank deep into the snow. It felt as if his hooked muzzle. Adarr should have known it was no knees were being ground to splinters. ordinary creature that stalked the kingdom, if not by At last the thing’s bulk was too much. Adarr fell evidence then at least by instinct. Yet it had been five sprawling on his back, the wyrm atop him. It let out a centuries since the wyrm Felthfin had last woke. shriek of exultation, striking at him with a clawed foot. Never had he believed it would crawl from its lair in Long talons punched through his breastplate as if it his lifetime. Why now? he wondered. Why had it come were parchment, tearing three long gouges in the in the winter of his life, when he was old, and gray, and hard steel. It bent its head down, until its flickering weary? He gripped the sword in a trembling hand. tongue brushed against his steel visor, as if tasting it. The wyrm stalked toward the knight. It moved, not Desperate, Adarr balled his left hand into a fist. With as a lizard-clumsy and halting-as Adarr might have all his might, he plunged the steel-clad fist into the expected, but with the swift, precise grace of a bird. beast’s mouth, raking the back of its throat. The wyrm With every step of its crooked legs it rocked lithely hissed, jumping back in surprise and indignation. from one side to the other, stretching its long neck for- Gritting his teeth against the throbbing pain in his ward. Small wings and barbed tail were thrust out for shoulders and knees, Adarr crawled through the snow balance. Adarr had never before seen anything so ter- toward his sword. His bare fingers closed around the rifyingly beautiful. He stared at the approaching wyrm, freezing hilt. He rolled over, thrusting the blade hypnotized by the glittering gems that studded its before him just as the wyrm prepared to pounce. It scales. It was nearly too late when he remembered screeched in rage, taking a step backward, doubling himself, and his peril. over itself. Yet for a moment Adarr had seen a flash of The wyrm struck, neck lashing like a muscular whip, pale flesh beneath. hooked beak open in a fell shriek. Adarr blinked, then With painful effort, Adarr pulled himself to his feet. swung his sword in a warding blow. Jarring pain ran up Felthfin circled around him, searching for an opening. his arm, flaring in his shoulder. The blade clattered off Adarr tracked it with his sword. The wyrm cocked its the gem-encrusted scales of the wyrm’s neck. However, neck back, then struck. The knight swung clumsily and the strength of the blow was enough to alter the direc- lurched out of reach. It struck again, and again. Each tion of the creature’s strike. Adarr stumbled to the time Adarr parried barely in time to avoid the strike.

98 NOVEMBER 1995 The wyrm was trying to tire him. And it was working. all that remained of his strength he swung the sword, His lungs burned; brilliant sparks danced before his smiting the wyrm’s soft underside. aged eyes. It was a feeble blow. A child could have done far The wyrm spread its wings and craned its neck, now better. Adarr was so tired, and so cold. The sword tum- coming at Adarr from the side. The warrior tried to bled from his hand, sinking into the snow. For a turn to face the blow. That was when he felt it. With a moment he thought his blow had done the wyrm no warm rushing, something gave way deep in his chest. harm at all. Then, as round and bright as a holly berry, He staggered as bright sparks of pain streaked down a single drop of blood welled forth from the wyrm’s his left arm. The exertion of the battle had been, at breast. The creature screamed, not in hurt, but in last, too much. His heart had been true, but it had ancient fury. Wounded, however slightly, a wyrm must proved too weak. Gasping for breath, Adarr fell to his return to its lair to sleep. Such was the pact forged trembling knees. between champion and creature long ago. The thin Felthfin did not hesitate. The wyrm struck from fingers released their grip. The slender arms uncoiled. behind. It clamped its beaklike jaws onto his left For a moment a brilliance hung on the air, like sun- shoulder. Steel armor crumpled like dry leaves. Flesh light through icicles. It seemed to Adarr like the light and bone ground together. Adarr threw his head back, of strange smiles. Then the pale forms vanished into screaming as red agony exploded in his shoulder. It the trees from which they had come. might well be a mortal wound, but it did not matter. Again the wyrm cried out in its trumpeting voice, His heart would fail him first. The sign of the broken raising its head, and Adarr thought it meant to strike sword had come to pass. The wyrm released its hold, him a final blow. Instead, the lone drop of crimson and Adarr pitched forward into the snow. A shadow blood fell from the creature’s breast. A pinpoint of fell over him. Somehow, groaning, he rolled over. A warmth touched Adarr’s bare, icy hand. Horror flood- weight pressed against his chest. The wyrm stood ed through him. No! The wyrm’s blood was to fall above him, one clawed foot resting on Adarr’s breast- upon the soil, to renew the land. He tried to turn his plate, pinning him to the ground. Ancient the hand over, to wipe the crimson droplet against the creature was, as ancient as the land itself, and as ground. Yet before he could move, the wyrm breathed immutable. Felthfin of Orillion. upon him, and its breath was ice. At least I’ve died The wyrm drew back its head. Adarr stiffened, await- trying, Adarr thought faintly. Though I doubt that ing the finishing blow. At least it would end the pain in counts for much of anything. Then his frosted eyelids his chest, he thought with a rueful grimace. fluttered shut. Shadows stirred among the trees just behind the For a long time all was frozen darkness. Then, like a wyrm. Adarr blinked. When had he and the creature silvery flute, a voice. come so close to the edge of the clearing? Something “No, Rufret! Look at his chest. He’s breathing. tingled against his throat. At the same moment, He is alive!” branches reached out of the forest. Only they weren’t “Well, I’ll be a mundane mutt!” branches at all. They were arms, yet slender and grace- It seemed the hardest thing he had ever done in his ful as branches, and as pale as snow. The wyrm hissed life, but at last Adarr opened his eyes, peering through in surprise as countless twig-fingers brushed its jeweled the slit in his visor. The lifeless aspen trees hovered scales. White arms coiled around its body, like a year’s around the glade’s edges like the ghost of a wintry growth of a tree glimpsed in a heartbeat. cathedral. He could not feel the warmth of her touch Felthfin opened its maw in a terrifying cry, flapping through the hard frosted steel of his breastplate. So its wings as it tried to break free. It was to no avail. The cold he was... yet not just cold. Strange, as well. Light. arms bound the wyrm with the strength of deep- As if the snow was a colorless sea upon which he delving roots. Adarr gazed in wonder at the slender effortlessly drifted. shapes hovering behind the creature. As tall as trees He opened his mouth, managed to whisper the they were, clad in frosty gossamer, eyes as clear and hoarse words. “I have failed you, Alisende. The wyrm is cold as ice, yet lit with a green-gold light, like a reflec- wounded, but its blood fell not upon the ground. tion of the summer to come. Somehow he knew that, There is no hope for Felthfinfar now.” Tears welled in when the aspens were clad in silver and emerald, so his eyes, but they turned to ice before they could fall. too would be these ghostly beings. “I am sorry.” Felthfin shrieked again. The branch-arms tightened, Wondrously, a smile touched her lips. Somewhere pulling the wyrm’s head back, and back. Despite its amid the white, she had found a sprig of green. She furious struggling, it rose on its crooked legs, exposing had scattered the leaves around, and their sweet, pun- an expanse of soft white flesh. gent fragrance filled his lungs. She seemed not to The wyrm’s belly. notice the snow drifting into the folds of her gown of Adarr drew in a shallow breath. His frozen right robin’s breast red. hand still clasped his sword. Perhaps he could do this “My, sweet, silly knight,” Alisende laughed. “Don’t one thing before he died, and so make his end worth- you see? You could never fail me.” while. Despite the agony in his chest, he forced his She raised a glittering object in her hand. arm to move, raising the blade out of the snow. With “It’s a dragon scale!” Rufret barked, his fluffy tail

DRAGON 99 wagging wildly. “It’s worth a king’s ransom. A dozen king’s ransoms. We’re rich, Adarr! Rich!” Adarr stared at the jewel-encrusted scale in wonder. They were married on the first day of spring, in the Alisende’s smile deepened. “It matters not where courtyard of the castle, with blue banners flying from Felthfin’s blood fell,” she murmured. “You have saved the turrets. All of Felthfinfar’s folk were in attendance, the kingdom, my Champion.” She lifted the visor of and Rufret performed the ceremony. Adarr wore his his helm, to bestow upon her servant a kiss of thanks. armor, now restored to shining brilliance, while As one, Alisende and Rufret gasped. Alisende was clad in a gown as green as spring, the elf- “What is it?” Adarr asked in dread. Was his the gray, stone of the forest shining on her breast. Felthfinfar gaunt visage of a dying man? might ever be the least of Orillion’s kingdoms, but on With trembling hands, Alisende held up his sword. that day, and for countless days after, it was also the A reflection gazed back at him from the polished flat most joyous. of the blade: a handsome man of no more than five Afterward some said that, during the wedding, a and twenty, with mustaches of jet black and eyes of sky grove of pale trees somehow appeared before the cas- blue. It was a face Adarr had not seen in fifty years. A tle gate, and vanished again just as mysteriously. But face that, once, had been his own. But how? Then he this did not surprise Adarr. For, he thought as he knew. The dragon’s blood renews the land. Only gazed at the green jewel on her gown, he knew now Felthfin’s blood had not fallen upon the ground. how his queen had worked her magic all these years. Tears streamed down Alisende’s face, but they were Hand in hand, Queen and Champion walked into tears of wonder. Rufret yipped wildly, running in cir- their castle, new memories to weave, while in the for- cles and chasing his own tail. Adarr stood and found est, like gems of green themselves, the first leaves were himself whole and hale. He reached out to take just beginning to unfurl. Alisende’s hand in his own, now smooth and strong, yet trembling still. “My Queen...” The End

100 NOVEMBER 1995

DRAGON 103 104 NOVEMBER 1995 DRAGON 105 106 NOVEMBER 1995 DRAGON 107 108 NOVEMBER 1995

110 NOVEMBER 1995

112 NOVEMBER 1995

by Sue Weinlein

Trips to the bookstore are tough on read- come to live in Krynn,” says Hickman. some have been. “The plot’s been brewing ers of fantasy. A quick scan of the shelves “It was nice to come home,” agrees Weis. for well over 10 years,” Hickman said. He these days reveals more dragons, sorcer- and Weis actually laid quite a bit of ers, and heroic warriors than ever before. There Goes the Neighborhood groundwork for Dragons of Summer How can we choose? Flame in previous novellas about Steel To make the decision even tougher, the On their last visit “home,” the authors Brightblade and the other children of the number of new fantasy releases grows made a few changes. Readers can check Companions (collected in The Second faster than the genre’s section in stores. out the neighborhood themselves this Generation anthology). There’s a kind of natural selection hap- month in Dragons of Summer Flame, Weis “Going into it,” Hickman says, “we didn’t pening on those shelves right before our and Hickman’s long-awaited sequel to the necessarily have a clear vision of where eyes, a literary Survival of the Fittest. Even Chronicles trilogy. To create Krynn’s new the story is going. I don’t think we’re ever devoted fans can’t keep up with all the look, the authors didn’t just put up new sure who’s in charge: whether we’re writ- new fantasy realms being born-births wallpaper and curtains. Oh, no. ing the story or whether it just goes where that force other worlds to vanish quietly We’re talking major demolition here. it goes.” into the mists of book-lore. Dragons of Summer Flame opens some “For example,” Weis continues, “we What’s the secret that makes a book 25 years after the War of the Lance, cov- knew the whole side story of Kitiara and whisper enchantingly to readers, com- ered in the Chronicles trilogy, with the evil Sturm and how they had a son. Once we pelling them to pick it off the shelf and Knights of planning their invasion had that, the rest of it sort of fell into fall, enraptured, into its world of legend of the continent Ansalon. Where the story place.” and romance? Is it magic? goes from there will shock even the They acknowledge that how the pieces If it is, then authors Margaret Weis and boldest speculators. fell has upset some readers. To begin with, Tracy Hickman are true wizards. Their It all started in February, 1994, when editors published the first three chapters best-selling DKAGONLANCE® Chronicles trilo- Hickman flew out from Arizona to of Dragons of Summer Flame as a sneak gy has sold two million copies and has Wisconsin for a story conference with preview in the paperback release of The blossomed into a saga of more than 50 Weis. They spent the entire day at this past February. In books featuring visionary storytelling, Barn (Weis’s renovated home) determin- the first chapter, we see that Tanin and sympathetic and entertaining heroes, and ing the destiny of their heroes and the Sturm Majere have fallen in battle with the epic struggles between Good and Evil. The world they’d created. knights of Takhisis. “Everyone seems really Dragonlance world of Krynn has been like “Our first desire,” says Hickman, “was to upset that Palin’s two brothers died,” Weis a fantasy home to millions of readers for bring back that vision we originally had, to says. more than 10 years. provide the scope and the depth we’d Hickman continues. “We have no shy- It’s home to the authors too. “Margaret always had.’ ness whatsoever about killing off a charac- and I over the years have occasionally This novel wasn’t as hard to plot as ter.” DRAGONLANCE novels confront death

114 NOVEMBER 1995

rather than shy away from it, he says. important to this story.” place we can never forget,” Hickman says. “Death and risk are an essential part of And about a certain powerful mage... “It’s the place where we began, where adventure.” “We just had to answer everyone’s ques- Weis and Hickman were born. It’s been Though the fourth Chronicles volume tions about Raistlin,” Weis says. She warns more than just a job over the years.” does drastically change the world of readers not to expect him to be his old Krynn, readers will be glad to know that it self. She hints that the mage’s experiences Weis and Hickman doesn’t close the book on the Saga. in the Abyss have changed him, but she “Dragons of Summer Flame for me won’t say how; just that it’s “not any way Over those years, Weis and Hickman have closes the book on the Krynn that was,” you’d expect.” worked together not only on the Hickman says, “while at the same time Fans have been enjoying a great deal of DRAGONLANCE Chronicles trilogy and The opens the book on a whole new set of excited speculation about the changes to Second Generation, but also on the challenges for this world.” the great wizard, she says, but so far, “no Legends trilogy and pieces for the collec- The authors plan to explore the experi- one’s been right yet.” tions Leaves from the Inn of the Last Home ences of other key characters during the Readers will also become acquainted and The History of DRAGONLANCE. Their same time period as the new novel. Says with some members of the Thieves Guild popular Deathgate Cycle, published by Weis, “The event that occurs in Dragons of and representatives of com- Bantam Spectra, has now reached seven Summer Flame is such a cataclysmic and munity-cousins of the ancient ogres and volumes. gigantic event that there are a lot of other the most powerful users of magic on Over the years, the two haven’t altered stories that need to be done.” Krynn. Finally, the book’s heroine is a new the way they work very much, despite character: “a woman who may or may not Hickman’s move to Arizona in 1990. They The Players be Raistlin’s daughter,” says Weis. always get together to work out the plot of Both authors agree that it was easy to a book. “Margaret usually likes to start at The authors promise that readers will get back into the swing of writing the the beginning of a story,” says Hickman. “I meet all their favorite characters in DRAGONLANCE characters again. Hickman usually like to start at the end.” Dragons of Summer Flame. The main says he gains his inspiration from a Larry As soon as they manage to find each players are Palin Majere and Steel Elmore painting of the Heroes of the other somewhere in the middle, Weis Brightblade, but Tanis Half-Elven figures Lance sitting around a campfire; a paint- begins writing, sending Hickman chapters prominently as well because, as Weis ing that Elmore sold him “in a weak as she finishes them fore his review and points out, they never felt Tanis’s story moment. That original hangs over my comment. Then there are a lot of phone had been fully told. desk. So, every day I get to lean back in my calls back and forth. “The great thing Of course, there’s also Tasselhoff. “We chair and gaze up at that portrait. It’s a about the modern age,” says Hickman, “is could never write a book about Krynn family portrait for me.” that communication is at the point where without Tas,” Weis says. “He is incredibly Again, Krynn just feels like home. “It’s a this kind of thing can happen. When need DRAGONLANCE HIGHLIGHTS

1984- into print. Kendermore features an antagonist revealed as a half-. A few years later (1992) • The Saga was conceived and first published as a series of role-playing game adventures. TSR Collector Cards will describe DRAGONLANCE halflings. Dragons of Autumn Twilight originally was to encompass the events in the first four adven- • Tinker gnomes in space! , a ® accessory by Jean Rabe, gives Krynn tures, but authors Margaret Weis and Tracy Hickman discovered that it took a lot more space to its place in the stars. tell a story in a narrative than in a role-playing game format. Ultimately, the first volume of Chronicles covered the plots of only the first two adventures. 1999- • Dragons of Autumn Twilight, TSR’s first published novel, is known by many titles all over • To get a better handle on Flint Fireforge’s character while writing Flint, the King, author Mary the world. Some of them include / Draghi del Crepusculo d’Autunno (Italian), El Retorno Kirchoff imagined him as a cross between Yosemite Sam and actor Wilfred Brimley. de los Dragones (Spanish), Drachen Zweilight (German), De forst tegn (Danish), and Az Oszi Alkony Sarkanyai (Hungarian), 1991- • The DRAGONLANCE book line begins to determine the path of the game design, rather than the 1985- other way around. • Terry Phillips, author of Raistlin’s adventure in the Tower of High Sorcery (told in the AD&D® • makes his way out of Krynn and into the RAVENLOFT® campaign setting. Endless Quest book The Soulforge), was the player of Riaistlin in the games Tracy Hickman ran while DRAGONLANCE was still in development, 1992- In the module Dragons of Light, Jeff Grubb invented the tinker gnomes to satirize his engi- • In addition to a few halflings appearing where none should be in Krynn in TSR Collector Card neering background. That same year, in DRAGON® Magazine Roger E. Moore wrote of their dis- series, other famous DRAGONLANCE characters appear as well-but with totally different histories. covery of radioactivity and their tinkering with nuclear power. Editors immediately claim that these cards represent people named by their parents after great heroes due to their likenesses. 1986- • Dragons of Glory, a strategic wargame DRAGONLANCE fans a chance to command the 1993- armies of Krynn. • Doug Niles, longtime player of Flint in the DRAGONLANCE readers’ theater (don’t ask), writes the Dwarven Kingdoms game accessory. 1997- • Leaves from the Inn of the Last Home, containing songs, poems, stories, and recipes 1994- from and about the Heroes of the Lance, proves more popular than its limited print run could • Jeff Grubb, asked to write a novel about Lord Toede, replies, “You know, he’s dead.” He’s told, allow. It was reprinted in 1994. “Yes; can you work with it?” The resultant novel owes a great deal to the unlikely pairing of a Sylvester and Tweety-bird cartoon and the Biblical story of Job. 1988- • The PLANESCAPE® Campaign Setting matches the gods of Krynn’s pantheon with the planes on • The most common questions fans ask: Is Raistlin really dead, what ever happened to which they live. Gilthanas and Silvara, and why did you kill Sturm? • The 1994 DRAGONLANCE booster pack of the SPELLFIRE™ collectible card game puts faces with names in some new ways. A picture of Caramon appears on the front of Lord Gunthar’s card, for 1989- example. Ironically enough, the figure on the “Solamnic Knights” card is Steel Brightblade, a • Although its been established that Krynn is home to neither halflings nor orcs, both snuck Knight of Takhisis.

116 NOVEMBER 1995 be, an airplane call take me to Margaret in transported to Krynn, they could meet only seems right that the outcome of just a few hours.” Tanis and carry on a conversation with Dragons of Summer Flame has inspired a Both partners think their work benefits him.” new DRAGONLANCE game, due out from from the partnership. Says Hickman, “I’ve Hickman says he sees the DRAGONLANCE TSR, Inc. in August, 1996. come to believe that Margaret and I Saga as “a cooperative union with the The authors are excited about the game together are greater than the sum of our fans.” Authors can only put so much on possibilities the book’s outcome presents parts.” the page; it’s the readers’ imagination that for player characters. “One of the most provides the rest of the vision. This vision interesting elements,” says Weis. “Is that A World for Us All “gives life to the story. The reader is an they’re going to have to go searching for active participant and really makes the magic.” Not to give away too much (you Weis and Hickman have created a setting story come alive.” have to read the book, after all), Tasslehoff that feels real to readers. “DRAGONLANCE has Fans help shape this world at another discovers how magic will have to work pretty much taken on a life of its own,” level as well. For instance, the authors differently on post- Summer Flame Krynn. Hickman says, adding that, when writing, incorporated into Dragons of Summer Do the authors have any ideas for the they often feel like “we’re chronicling his- Flame a very memorable magical item game’s designers? tory. That is the life we impart to the world conceived at the GENCON® Game Fair Hickman stresses that the goal of the first and to a certain extent it’s the life the about five years ago. Each year at the con- DKAGONLANCE modules was to tell stories in worldwide readership imparts to it.” vention, the authors host a game tourna- an adventure setting, a goal he thinks Worldwide is right. Currently the ment called the Killer Breakfast. The goal should still hold true today. “[Game design- DRAGONLANCE novels are published in 13 of the game? The event’s name says it all: ers should] tell stories in DRAGONLANCE,” he languages. The two regularly receive fan Only the very brave-or the very enter- says, “rather than just plot adventures.” mail from Australia, Russia, and Israel. taining-survive the adventure. “We kill Weis suggests that people remember the They also receive international e-mail about 250 characters every year,” Hickman importance of good and evil in the (addressed to the Internet newsgroup says. DRAGONLANCE Saga, and present characters alt.fan.dragonlance). “Being on the One , venturing into a with ethical dilemmas, “so that people Internet, we just talk to people from all Tower of High Sorcery, encountered a learn a little something about themselves.” over,” Weis says. horrible undead creature. This resource- “Dragonlance has always been to me a What is it about the DRAGONLANCE Saga ful kender reached into his pocket and grand-scale vision,” Hickman says. “I see it that speaks to such a varied readership? pulled out a spoon, brazenly announcing in wide-screen grand vista imagery. My How can Krynn stand strong year after that it was the dreaded Kender Spoon of advice would be not to think too small. year while so many other fantasy worlds Turning. “Much to my chagrin,” recalls Make it expansive, make it large.” fall in the battle for bookstores’ shelf Hickman, “when I rolled the die, it was!” space? The character survived, and a piece of “It’s a world in which people feel very Krynn lore was born. comfortable,” Weis explains. “As Tracy says, we live there, and I think a lot of DRAGONLANCE: The Role-playing people live there.” Game The key is that readers can relate to the characters, who Weis describes as “ordi- Role-playing has always gone hand-in- nary people caught up in extraordinary hand with novels in the Saga. The first situations. People feel like, if they walked series of 12 DRAGONLANCE adventure mod- out of their house one day and were ules paralleled the Chronicles trilogy. It

Right Monster chthonians as potential Godzillas in the ally of theirs, or to guard a particular site. campaign. Aside from their obvious poten- Their ability to move and attack unseen Continued from page 86 tial in party-killing, and alien vs. alien war- will raise the level of tension among a several times, eventually all but destroying fare (as mentioned above)— consider the party to almost unbearable levels. their masters’ civilization. They are not possibility of a gruesome scam. Unless the only good monsters in their own right, investigators have earned a lot of knowl- Xiclotlans: These giant alien servants of but can also be logical precursors for edge in the Cthulhu Mythos skill, they may the shans may, under some circum- even greater horrors. After all, since the not know that Cthulhu is 400’ high. Thus, stances, be mistaken for trees, as is the Old Ones favor genetic engineering so anyone running into one of the Star- case with the Dark Young of Shub- much, why wouldn’t they design even Spawn may well think he is facing Cthulhu Niggurath. (They may substitute for them more terrible monsters as a counter to himself, and react accordingly. This sort of in the Macbeth scenario mentioned earli- the shoggoths? A good adventure would thing has the potential to cause parties to er.) Unless the investigators find a gate be for the investigators to accompany and do everything from misidentify clues to that leads to Xiclotl, however, they will try to stop the Starkweather-Moore running away from a lesser-albeit still never be found in an adventure unless the Expedition mentioned by Lovecraft in “At terrible-opponent under the impression shans are also present. They are the mus- the Mountains of Madness,” or at least that he is a Great Old One. If the investiga- cle to back up the shans’ mind-control clean up the mess afterwards, when the tors face several at once, don’t be sur- activities, and any party that successfully shoggoths are provoked into launching a prised if someone blurts out, “Cthulhu can resists the latter can expect a good old- new wave of invasions. But perhaps there even clone himself!” fashioned physical assault by the really aren’t any shoggoths on Earth; Xiclotlans sometime in the near future. would Abdul Alhazred lie? Star Vampires: Like fire vampires, these invisible, nightmarish entities are generally * indicates a product produced by a company Star-Spawn of Cthulhu: These creatures encountered only when some occultist has other than TSR, lnc are second only to dholes and (possibly) summoned them to attack the party or an

118 NOVEMBER 1995

will Ariya enter a new golden age! $6.95 U.S./$8.95 CAN./£4.50 U.K. TSR Product No.: 3111 ISBN: 0-7869-01861

The Talinie Domain Sourcebook A BIRTHRIGHT accessory by To maintain your throne you must appease greedy guildmasters and a power-hungry arch- Planes of Conflict duke. But beware of the traitors within your A PLANESCAPE™ campaign expansion own court who may have murdered your by Dale Donovan predecessor! This deluxe expansion is an amazing tour of $6.95 U.S./$8.95 CAN./£4.50 U.K. the six planes that comprise the Planes of TSR Product No.: 3109 Conflict. Inside players will find information on ISBN: 0-7869-02558 Bytopia, Elysium, the Beastlands, Gehenna, the NEW PRODUCTS Grey Waste, and Carceri. The set contains five Cities of the Sun FOR DECEMBER booklets, six maps, a supplement detailing A BIRTHRIGHT campaign expansion unique creatures of the Planes, and more! by Rich Baker ENCYCLOPEDIA MAGICA™ Volume IV $30.00 U.S./$39.50 CAN./£18.50 U.K. Discover the mysteries of Khinasi, the Sun An AD&D accessory TSR Product No.: 2615 Coast of Cerilia, in this 96-page expansion for by slade ISBN: 0-7869-03090 the BIRTHRIGHT campaign. Included are rules for Here it is, the last volume in the best-selling trade and war at sea, a short adventure, and series that details every magical item. This 416- The Gothic Earth detailed descriptions of each domain. page tome of magical items contains dozens of A Ravenloft accessory $18.00 U.S./$26.00 CAN./£12.99 U.K. B&W and color illustrations and a complete by William W. Connors TSR Product No.: 3103 index. A must-have for AD&D players. Explore the worlds of Bram Stoker, H.G. ISBN: 0-7869-01942 $25.00 U.S./$32.00 CAN/£15.99 U.K. Wells, and Edgar Allen Poe during the dark TSR Product No.: 2161 nights of the 1890s. This accessory is the stalk- Warlock of the Stonecrowns ISBN: 0-7869-02892 ing ground of legendary villains, and can be A BIRTHRIGHT adventure used with any other role-playing game set in by WoIfgang Baur Night Below: The Underdark Campaign the 1890s. Featured within are a dozen of short The evil Warlock of the Stonecrowns is An AD&D campaign setting adventure synopses and a complete history and draining other regents’ sources of magical by Carl Sargent “Who’s Who” of the end of the 19th Century. power and forming an army of ogres and orogs. Discover hundreds of miles of underground $9.95 U.S./$11.95 CAN./£5.99 U.K. Are you prepared to take on this awnshegh and caves, tunnels, dungeons, and even an ocean in TSR Product No.: 9498 challenge his powers? This adventure is suitable this new boxed campaign! New skills, spells, ISBN: 0-7869-01934 for use with either mid- or high-level player monsters, magical items, and more to aid play- characters. ers in the wonderful discovery of the Joshuan’s Almanac $9.95 U.S./$11.95 CAN./£5.99 U.K. Underdark. Included are three 64-page book- A accessory TSR Product No.: 3110 lets, six maps, and more! by and Liz Tornabene ISBN: 0-7869-01853 $30.00 U.S./$39.50 CAN./£18.50 U.K. The wanderer Joshuan takes readers on a TSR Product No.: 1125 tour of the kingdoms of the MYSTARA campaign Unless otherwise noted: ISBN: 0-7869-01799 world in this pocket-sized almanac. Our ® designates registered trademarks owned by TSR, Inc. traveler gives us his own brand of news and ™ designates trademarks owned by TSR, Inc. © 1995 TSR, Inc. All Rights Reserved. Shaman information on people and places, as well as An AD&D accessory revealing a smorgasbord of rumors and lore. by Kevin Hassall $12.95 U.S./$16.95 CAN./£7.99 U.K. This accessory introduces the shaman as a TSR Product No.: 2517 new type of spellcaster to the AD&D game. ISBN: 0-7869-01926 Shamans alone possess the abilities to hear Coming next month... spirits, and learn their secrets. All powers are Ebninster: The Making of a Mage detailed in 96-pages along with new skills, A FORGOTTEN REALMS novel DRAGON@ Magazine #224 spells, and amazing discoveries of the spirit by Cover art by Alan Prior world itself! The story of , the ages-old wizard, • Dwarven Tombs $12.95 U.S./$16.95 CAN./£7.99 U.K. takes readers though his history—including his • Castle Architecture for Magic Defense TSR Product No.: 9507 personal battle against the Magelords and his • Elven Cities ISBN: 0-7869-03260 dealings with Mystra, the goddess of magic. Plus all our regular columns: “Sage Advice,” $5.99 U.S./$6.99 CAN./£4.99 U.K. “Convention Calendar,” and “Forum,” plus Wizards and Rogues of the Realms TSR Product No.: 8548P “Floyd.” A FORGOTTEN REALMS accessory ISBN: 0-7869-02035 $3.95 U.S./$4.95 CAN./£1.95 U.K. by William W. Connors TSR Product No. 8112-05 Wizards and rogues unique to the Realms are The Ariya Domain Sourcebook DUNGEON® Magazine #57 detailed in this 128-page accessory. Find out A BIRTHRIGHT™ accessory Cover art by what makes a Realms wizard different, and by Allen Varney This issue’s adventures include: Ariya, the oldest city in Cerilia, is ravaged by uncover the mysteries of specialty wizards and • The Rose of Jumlat (AL-QADIM®, levels 3-7) unusual thieves. pirates, religious zealots, and its own neighbors. • To Cure a King (AD&D®, levels 5-8) $15.00 U.S./$19.00 CAN./£9.99 U.K. Now the citizens turn to you, their newly • and more! TSR Product No.: 9492 crowned prince, to restore peace and bring $3.95 U.S./$4.95 CAN./£1.95 U.K. ISBN: 0-7869-0190X glory to the shores of The Sea of the Golden Sun. TSR Product No. 8199-05 Only through your leadership and command

120 NOVEMBER 1995