Knights & Paladins

Features Issue #243 Volume XXII, No. 6 Destriers of the Planes ...... 26 January 1998 Steve Berman Nine fantastic steeds from the Outer Planes. Holy Swords of the Realms ...... 35 Departments Lloyd Brown both divine and infernal. Wyrms of the North ...... 56 He’s Got Personality ...... 40 David Brumbaugh A steel dragon claims as her home, so A ’s Charisma works differently from that of a bard or visitors beware “The Wyrm of Many Spells.” enchanter, and here’s how. Bazaar of the Bizarre ...... 70 The Treasures of Krynn ...... 48 Brian Dunnell Stephen Kenson A knight needs the finest in “Helms and Armor.” The Fifth Age brings both new and legendary magical items to the ® setting. Dragon’s Bestiary ...... 75 Johnathan M. Richards Enchanting Weapons ...... 52 “Magical Crossbreeds” range from cute to deadly. Mike Nystul The DM’s guide to making the most of your magical weapons. Arcane Lore ...... 89 Anthony Nixon & David Head Fiction: “Honor and Guile” ...... 62 For those who would seek these magical tomes of the ® campaign: “Caveat Emptor.” and Sturm Brightblade in one of their earliest adventures. Dungeon Mastery ...... 94 In a Class by Themselves ...... 82 A brief survey of historical knights, with a DM’s Tom Doolan bibliography for campaign inspiration. Create a new kind of knight by making multi-class humans— using only the ™ Guide. Columns About the Cover The Wyrm’s Turn™ ...... 4 ’s first cover for DRAGON Magazine illustrates a D-Mail™...... 6 point that has become near to our hearts: You can’t keep a Forum ...... 12 good dragon down. Sage Advice ...... 18 Out of Character ...... 24 Knights of the Dinner Table ...... 96 Conventions ...... 98 DragonMirth ...... 100 Staff Gamer’s Guide ...... 102

PUBLISHER Pierce Watters — EDITOR Dave Gross Floyd ...... 104 EDITOR Larry Smith— ASSOCIATE EDITOR Chris Perkins Roleplaying Reviews ...... 108 EDITORIAL ASSISTANT — PRODUCTION MANAGER Roger Re:Views ...... 115 Mangelson — ADVERTISING DIRECTOR Bob Henning TSR Previews ...... 116 ADVERTISING MANAGER Judy Smitha ProFiles...... 120

# DRAGON 243 3 DRAGON® Magazine (ISSN 0279-6848) is published monthly except November (twice monthly) by TSR, Inc., 1801 Lind Avenue SW., Renton, WA 98055, of America. Periodical postage paid at Renton, WA, U.S.A., and additional mailing offices. Postmaster: Send address changes to DRAGON Magazine, P.O. Box 469086, Escondido, CA 92046, U.S.A. USPS 318-790, ISSN 0279- 6848. The postal address for all materials from the United States of America and Canada except subscription orders and change-of-address notices is: DRAGON® Magazine, 1801 Lind Avenue SW., Renton, WA 98055, U.S.A.; telephone (425) 226-6500; fax (425) 204-5928. Distribution: DRAGON Magazine is available from game and hobby shops throughout the United States, The Door Committee Canada, the United Kingdom, and through a limited number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distribution to the book trade in the United Kingdom is AFTER A YEAR OF UPHEAVAL, I’m debates on the relative merits of some- by TSR Ltd. Send orders to: Random House, Inc., Order finally finding the time to play the body else opening the door. Entry Department, Westminster MD 21157, U.S.A.; tele- phone: (800) 733-3000. Newsstand distribution AD&D® game again. For the first time Luckily, one of the players had a throughout the United Kingdom is by Comag Magazine in well over a decade—not counting big, stupid fighter—and he wasn’t Marketing, Tavistock Road, West Drayton, Middlesex UB7 7QE, United Kingdom; telephone: 0895-444055. tournament play and online games— afraid to use him. While the rest of Subscriptions: Subscription rates via periodical- most of the players were people I the PCs argued at the third door, class mail are as follows: $34.95 in U.S. funds for 13 issues sent to an address in the U.S.; $41.95 in U.S. funds didn’t already know well. I had no “Ogre” crashed through it . . . right into for 13 issues sent to an address in Canada; £34.95 for 13 idea how it would turn out. The one the first melee, of course. The fight issues sent to an address within the United Kingdom; £41.95 for 13 issues sent to an address in Europe; $57.95 thing I’d forgotten about was doors. was soon over, but they were more in U.S. funds for 13 issues sent by surface mail to any concerned about doors than ever. It other address. Payment in full must accompany all sub- Virtually everyone who replied to scription orders. Methods of payment include checks or my message that I’d be starting up a took them much longer to open the money orders made payable to TSR, Inc., or charges to new game mentioned that it had been door out of the room than it did for valid MasterCard or VISA credit cards; send subscription orders with payments to DRAGON Magazine, P.O. Box years since he’d last played. One guy them to enter. 469086, Escondido, CA 92046, USA. In the United Kingdom, methods of payment include cheques or money wrote that he hadn’t rolled the dice in Afterward, they took an hour and a orders made payable to TSR Ltd., or charges to a valid fifteen years. Three or four of them half to cross a pit. I was glad there ACCESS or VISA credit card; send subscription orders with payments to TSR Ltd., as per that address above. Prices had never played 2nd Edition. That wasn’t a door at the other end. are subject to change without prior notice. The issue expi- was OK, I replied, pointing out that the Next, they figured out a trick and ration of each subscription is printed on the mailing label of each subscriber’s copy of the magazine. Changes of differences weren’t profound. Besides, made short work of a dangerous mon- address for the delivery of subscription copies must be while we’d be using the 2nd Edition ster. But then came another door. received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. rules, we wouldn’t add any optional Twenty minutes. Then another ten Submissions: All material published in DRAGON rules, except for a half page of my after they heard some slavers walking Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior house rules (mostly simple variations past on the other side. to publication. DRAGON Magazine welcomes unsolicited sub on existing optional rules). Corridors weren’t quite as daunting missions of written material and artwork; however, no responsibility for such submissions can be assumed by the After about an hour, all eight play- as doors, but deciding which way to publisher in any event. Any submission accompanied by a ers showed up, and we were ready to turn at an intersection became a con- self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. We strongly recommend go. To start more quickly, and because troversy. Another fifteen minutes. that prospective authors write for our writers‘ guidelines some of the players felt a little rusty, Two scary doors (briefly opened before sending an article to us. In the United States and Canada, send a self-addressed, stamped envelope (9½” we used the pregenerated characters and quickly shut) and forty minutes long preferred) to Writers’ Guidelines, c/o DRAGON from the original modules. We spent later, they found stairs leading down. Magazine, at the above address; include sufficient American postage or International Reply Coupons (IRC) only about fifteen minutes messing Deciding to take the stairs took only with the return envelope. around with the character sheets, ten minutes. Stairs must be inherently Advertising: For information on placing advertise- ments in DRAGON Magazine, ask for our rate card. All ads adding proficiencies, changing spells, less controversial than doors, though are subject to approval by TSR, Inc. TSR reserves the and like that. Then we went straight to there was some concern that there right to reject any ad for any reason. Contact: Bob Henning, DRAGON Magazine, 1801 Lind Avenue S.W., the game—and the first door. might be more doors down there. Renton, WA 98055, U.S.A., (425) 204-7262. They did all the right things. Well, Fortunately, the first things the PCs Advertisers and/or agencies of advertisers agree to hold TSR, Inc. harmless from and against any loss or they did some of the right things. It discovered downstairs were hostile expense from any alleged wrongdoing that may arise out took them quite a while to walk into monsters, and we enjoyed the pleas- of the publication of such advertisements. TSR, Inc. has the right to reject or cancel any advertising contract for the first hallway, after a long debate ant diversion of mindless combat for which the advertiser and/or agency of advertiser fails to about how conspicuous a torch would almost half an hour. We had another comply with the business ethics set forth in such contract. DRAGON is a registered trademark of TSR, Inc. be outside the stronghold of the hour before we had to go home, and Registration applied for in the United Kingdom. All rights to the contents of this publication ate reserved, and nothing slavers. Once they actually confronted at last it looked as if they might may be reproduced from it in whole or in part without first the room, things moved more quickly. accomplish something that night. obtaining permission in writing from the publisher. Material published in DRAGON* Magazine does not neces- “Let the thief listen for noise,” said And then they found a trap door in sarily reflect the opinions of TSR, Inc. Therefore, TSR will somebody who wasn’t playing the the ceiling. not be held accountable for opinions or misinformation contained in such material. thief. Eventually, the thief did. ® designates registered trademarks owned by TSR, Unfortunately, he didn’t also check for Inc. ™ designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the com- traps. Fortunately, as a halfling, he was panies publishing those products. Use of the name of any too short to be hit by the one he trig- product without mention of trademark status should not be construed as a challenge to such status. gered. After that close call, most of the ©1998 TSR, Inc. All Rights Reserved. All TSR charac- rest of the evening consisted of ters, character names, and the distinctive likenesses there- of are trademarks owned by TSR, Inc. TSR Inc. is a sub- sidiary of , Inc.

4 JANUARY 1998

terrific letters into the past several issues to compensate for the six months we were away. Naturally, we expected the letters to keep on coming. We were shocked to find our inventory depleted! I suppose the fault is partly mine. I knew things would shape up the instant I was hired as Associate Editor. Obviously, the reader- ship has decided we’re doing everything right. Nevertheless, we enjoy hearing about how great we are—and how perfect the magazine is. We rely on regular feedback from our readers, and we value your letters far more than any questionnaire or demo- graphic survey. Let us know what articles you find the most useful for your home campaign. We’re also interested in know- ing what articles are less useful to you. And, if you can’t think of anything else to write about, just tell Dave how many I WANTED TO WRITE THE EDITORIAL for to send us more letters to fill this column. more issues we’d sell if Chris wrote the this issue, but Dave insisted on illuminat- Feel free to tell us what you think about editorial. ing our readership with yet another sly the articles in this issue, tell us what a gaming anecdote. He has me at a disad- great job we’re doing, or you can write to Hogging the Spotlight vantage (12 editorials of DRAGON® Dave and ask him to give me an editorial. Dear DRAGON® Magazine, Magazine compared to six editorials of Whatever works for you. One of the greatest highlights of DUNGEON Adventures), and he likes to Our “D-Mail” column is slim this reading dragon magazine is Joseph keep if that way. In retaliation, I’m taking month. Worse, we’re scrambling to find Pillsbury’s comics (my personal charge of the “D-mail” column this letters for the next issue! It’s all Dave’s favorite is “food fight”), but let me get month. I’m petitioning you, the readers, fault, of course. He crammed so many to the purpose: WE WANT MORE! WE WANT MORE! Undoubtedly, DRAGON Magazine is something meant to be fun yet useful, and you did a good job of it with issue #238. I didn’t have much use for “Mommy Dearest,” but “The Return of the Wizards Three” had some pretty useful spells. The only problem with issue #238 is that, when you glance through it, you see that Ed Greenwood (as much as I like him!) is hogging the spotlight. Charles Moffat Formosa, Ontario

We’re always excited to receive top- notch articles written by new authors. On the other hand, Ed Greenwood is one of our most requested regular contributors. His “Wyrms of the North” articles are among the most popular pieces ever to grace the pages of DRAGON Magazine. As an experiment, we took away all of Ed’s pens and pencils, and that didn’t even slow him down. We even took away his keyboard. Now he sends us stuff writ- ten on magical scrolls. We don’t know how Ed came across these things, but we suspect may have something to do with it . . .

6 JANUARY 1998

Whiners and Wisenheimers jungles of Panama), but I know for a I bet you can’t wait for The Ecology of fact that you already published an the Flumph, huh? On the one hand, it Dear DRAGON® Magazlne, article on the “Ecology of the Stirge” doesn’t hurt to rediscover some classic Not wanting to sound like a whiner monsters. I’ve always liked stirges, at least or wisenheimer, but what are you back when DRAGON Magazine was in its first hundred issues. I understand up until the moment my 1st-level cleric guys thinking there at DRAGON was sucked dry by one. (Cudos to Phil Magazine? Now, I have a hard that this was a different article, written Athans, my DM, for executing such an enough time as it is convincing my by a different person, written years after the first article, but come on insidious death.) However, rest assured, buddies that DRAGON Magazine has we have no intention of redoing old really turned itself around. I stopped guys! Can’t you come up with any- Ecology articles on a regular basis. There reading your magazine back in the thing more original and useful? Not are plenty of monsters out there to dis- ’80s when I felt you were filling it with only was that creature covered before, but a STIRGE! What’s next? The cover; the stirge just swooped past us. worthless articles. Then, almost four Ecology of the Osquip? Oops, sorry years ago, I picked it up, and I thought Cosmic Oversight? you guys had done a 180-degree about that! Anyway, please crack that whip a Dear DRAGON® Magazine, change—and then you came up with I have been an ardent fan of Chris the new format, and it was great! I few more times and ensure that your Perkins ever since he first started con- was really impressed and just had to editing staff screens articles to guar- tributing to DUNGEON Adventures. It was convert my friends! Unfortunately, antee DRAGON Magazine presents only only a matter of time, in my opinion, they always responded with com- the freshest, most informative fea- before TSR hired him as its editor. ments like, “What, a Chia-golem? tures available! After all, I need your Now I see he’s the associate editor of Please!” Or, “An article on the Mother assistance if I’m going to convert DRAGON Magazine. I’m impressed. Not NPC? You can’t be serious!” I always these heathens, and I promise to try one, but two titles! tried to defend you with the answer working on their sense of humor (or I hope Mr. Perkins brings his flair for that those were meant to be funny hiding the April edition when it’s the written word to the pages of articles, add a little humor! Now, released)! Ronan Paxton DRAGON Magazine, helping other writers unfortunately, you guys have let me rise to their pinnacle of expertise as he down! I just read Issue 239 and 1 LT, USAF PSC 1 Box 4147 has done. I suspect he’ll do well in his noticed your article on the “Ecology of APO AA 34001 capacity as editor (sorry—associate edi- the Stirge.” I might not have access to tor). I’ve already noticed a marked my personal reference library right improvement in the last few issues, now (I am presently deployed to the quite possibly the result of Chris’ edit- ing. There are no more wasted para- graphs, no misplaced words, nothing that would taint the magazine’s tire- less quest for perfection. One thing dismays me, however. I was shocked to see that Mr. Perkins was never featured in the pages of DRAGON Magazine as prominently as in DUNGEON Adventures, perhaps due to some cosmic oversight on the part of the lesser editors! Mind you, I noticed his adventure featured in DRAGON Annual #2. (Terrific work, by the way.) At least now I know that there will be a little of Chris Perkins in every issue to come. John Smith Renton, WA

Send your letters of comment to “D-Mail,” DRAGON® Magazine, 1801 Lind Avenue SW., Renton, WA 98055, USA. Send email to [email protected]. All material should be neatly typed or handwrit- ten. Include your full name and mailing, address if you expect your letter to be printed, and let us know how much of it you’d like printed.

8 JANUARY 1998

10 JANUARY 1998

expenditure of character points is (in my opinion) foolish. Combat and Tactics is quite clear that the higher levels of mastery should be difficult to achieve—a reward for diligent play, and perhaps as compensation for sac- rifices in other areas. I personally see no problem with allowing single- classed fighters to excel in the fashion described—by the time grand mastery can be achieved, wizards are casting multiple fireball spells per day. That said, I have encountered some possible problems with the PLAYERS’ OPTION series. It is necessary to keep a careful eye on unscrupulous Dealing With Damage suffers 5 hp less damage from each players using the Spells & Magic rules to create priests or wizards, as the ten- These are my personal thoughts on strike. the issues raised by Remy Verhoeve Our fighter now needs only a 10 or dency to pile on “roleplaying handi- caps” for extra points can be abused. and Paul Crowe in issue #239. better to hit. However, his average Mr. Verhoeve suggests (among damage is lower: My pet peeve is what I refer to as the other things) that Strength is inappro- “downgrading of the fighter.” This par- priate for adjusting melee THAC0 Roll 1 2 3 4 5 6 7 8 ticular problem has been a recurring scores; he claims Dexterity would be Damage 4 5 6 7 8 9 10 11 one with all editions of the AD&D more appropriate. After Armor 0 0 1 2 3 4 5 6 game. In 1st edition, fighters were Not necessarily. rarely worth playing—single-classed It must be borne in mind that the Thus, the average damage is 2.625 paladins and rangers could do every- only effect of armor in the AD&D® × 0.55 = about 1.44 damage per hit— thing a fighter could do, and more. game is to make the wearer more dif- only about half the previous result. When came out, ficult to hit. To see why this is impor- It can be seen that the net affect of offering specialization for the tant, let us contrast it with a system in giving Strength “to hit” modifiers sim- fighter, things were a little more even which armor absorbs damage rather ply increases the average damage (although even there rangers were also permitted the option to special- ize). The 2nd-edition rules removed . . . keep a careful eye on specialization from rangers, making fighters the best at fighting (as they unscrupulous players . . . should be!), but then various hints in the Complete Fighter’s Handbook sug- as the tendency to pile on gested that perhaps the DM should allow players with paladins and “roleplaying handicaps” for extra rangers to specialize as well. Now, with Skills & Powers, virtually points can be abused. any character class can purchase weapon specialization—and absolutely than makes the target more difficult done—exactly as would be expected. anyone can have expertise. to strike. For this example, we shall It would seem that the intent was to In my campaign, I don’t allow use a target clad in chain mail armor simulate the fact that strong charac- weapons of choice to anyone. Only (AC 5). Our attacker will be a 1st-level ters have better armor-penetrating single-classed fighters can specialize fighter with 18/01 strength, attacking ability. (or progress to higher levels of mas- with a long sword. For simplicity, we I would not recommend substituting tery). Other character classes can gain will ignore specialization. Dexterity modifiers for Strength without Expertise only if they pay for special- To hit AC 5, our warrior requires a also increasing the damage bonuses for ization. For example, a multiclassed 14 or better to hit; he hits 35% of the high Strength, or perhaps changing the fighter spends 5 character points to time, for an average of 7.5 hp damage effects of armor completely. acquire weapon specialization, but in each hit. Thus, every round the - Mr. Crowe had a few cautions fact this only enables him to purchase rior inflicts 2.625 hp damage. In a about the PLAYER’S OPTION™ series. Expertise. In this way, single-classed variant system in which Strength did From the example he gave (Stelgar fighters do not become overshad- not add to the chance to hit but still the Stupid), I can only assume that owed by their multiclass fighters, added to damage, we will assume that characters were continually “retrofit- other warrior subclasses, or other all strikes are against AC 10, but that ted” as new rules became available. In classes with spare character points. armor absorbs (10 - AC) hp damage general, there is no problem with Gary Sturgess each strike. Thus, our target now this—except that allowing grand mas- U4/11 Cochean Avenue tery of a weapon for the simple Bentley, Western Australia 6102

12 JANUARY 1998

Damage Redux training, experience, and the strength Sense of Wonder in your arm and shoulders. I have to take exception to a com- Over the years, much has been Another example can be found just ment made by Remy Verhoeve in his written in “Forum” about the relative by looking closely at the arms of letter printed in DRAGON Magazine merits of low-level campaigns and Olympic-caliber fencers. These guys #239. He argues that Dexterity should games with powerful PCs. I’m of the and gals have forearms like Popeye! be the prime contributor to hitting an “less is more” school myself, but what Olympic fencing is all about putting opponent and not Strength. He says, I’d like to suggest is that there is a bet- the tip of your blade exactly where “How hard you hit your opponent, ter axis upon which to measure the you want it. The movements of the that’s what strength is for.” impact of magic on a D&D® campaign blades are both subtle and graceful, I have been a martial artist for over than simply that of power. A DM and deceptively slight. That kind of 11 years. I am involved in stage com- should be concerned not only with fine muscle control builds this tremen- bat and fight choreography. I have how powerful a magical item makes a dous strength in the wrist and forearm fenced and fought in the SCA (Society PC but also with how much the item that is absolutely unreal. If any for Creative Anachronism) and other increases or decreases the sense of weapon-bearing technique would rely adventure in the game. I submit that even though it repre- sents a much more powerful enchant- ment, a sword +5 does not pose as Your ability to move your bat in much threat to a campaign as the sim- ple third-level spell continual light. A complex, fancy motions has very little DM can always balance raw power by making monsters tougher, but contin- to do with your natural dexterity. ual light is a drag because darkness is one of the DM’s primary scene-setting tools; it is a fundamental part of sus- on Dexterity, this would be it—and it historical and re-enactment pense and adventure. Now, sure, the doesn’t. Where Dexterity comes in is groups. I can tell you without any hes- DM can come up with all sorts of itation or doubt that the old adage, when you are trying to get your body clever ways to snuff out continual out of the way or in position for an “All other things being equal, the lights, but they’re all going to be per- attack. Something which is admirably stronger athlete will win,” is very true. ceived as contrived or unfair by the demonstrated in the Reaction and The ability to hit your opponent is the players. Better just to be rid of them Armor Class adjustments for high ability to put your blade or weapon altogether by making continual light a where his defense isn’t. This is based Dexterity. higher level spell. Now the point of Remy’s letter, as I entirely on your ability to control your There is more to a challenging saw it, was that any rule in the game weapon. Weapon control is a facet of adventure than darkness, of course. is optional and should be changed if it strength. You must be strong enough I’m also against anything that allows makes your game play more enjoy- to control where the weapon is going the players to permanently duck the able and fun. This I agree with whole- at all times. To illustrate this point, take a heavy wooden baseball bat in one hand. A baseball bat has approximately the same weight and balance point as a A DM should be concerned not only scimitar, in case anyone is curious. Now get yourself plenty of room and with how powerful a magical imagine the bat is a scimitar and that you are facing off against a smelly . item makes a PC but also with Take some swings at your imaginary orc. Imagine yourself trying to move how much the item increases or your scimitar around his defenses to kill him, while still keeping your scimi- decreases the sense of adventure . . . tar up to block his attacks. Do this for a while. Notice how, as your arm and shoulder gets tired, your control of the heartedly! I have been gaming for two bat diminishes. The movement of the problems of starving, tiring, falling decades now and have changed all bat becomes erratic and less forceful. from heights, running out of ammuni- kinds of rules over the years in my The speed that the bat travels tion and not being able to carry as own games. There are a lot of rules in becomes slower, and you can’t move much as they’d like. I understand that the AD&D game that I don’t agree the bat back around in front of you as after running a character for a number with, but the “To-Hit Bonus” for high quickly. Your ability to move your bat of years, the thrill goes out of count- Strength is not one of them. in complex, fancy motions has very lit- ing arrows and copper pieces, but the Chris Bruscas tle to do with your natural dexterity. It DM still must not let a desire for con- Baltimore, MD does have a great deal to do with your venience drive the flavor out of the

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Years later when the party secured the course of several days, the victims Questions of the Month a flying carpet, I hoped it would have a of the withdrawal sink into a deep, all The AD&D game design group is similar effect. Unfortunately, the party consuming depression, realizing that starting to think about a 3rd-Edition made all too efficient use of the carpet they will never again see something of the game, and “Forum” is one of for scouting far ahead and avoiding as beautiful as the nymph. They lose the first places they’ll look to see physical impediments. It worked their will to live and slowly waste your thoughts. If you’ve never writ- against the mystery I wanted to keep away. ten a letter to “Forum” before but in the settings, and until they lost it, A similar principle could explain have always wanted your opinion scenarios began to revolve, for me, nymph-related blindness. Perhaps the to count, now’s your chance. around how to exploit the carpet’s problem isn’t that one’s eyes fail alto- Throughout the year, we’ll print the weaknesses and, for the players, how gether. Perhaps the beauty of the questions they’re asking themselves to maximize its advantages. It took nymph causes everything else to about what you think about the away from the adventure. seem repulsive in comparison, and AD&D game. This month, we begin So instead of just hearing about thus be unable to register on the view- with two basic questions: players’ preferences for high-powered er’s eyes. This could be likened to or low-powered campaigns, I’m curi- someone eating far too much spicy 1. What single rule would you ous to know what magic items or abil- food and soon being unable to notice most like to see changed in an ities other DMs and players think did the more reserved flavors of bland AD&D 3rd-edition game? the most to expand their adventures. foods, or to someone listening to loud Chris DeRosa music to the point of becoming deaf 2. What single rule absolutely Philadelphia, PA to quieter sounds. Like nymph- should not change in a 3rd-edition induced death, this effect would not game? Death by Nymph necessarily be immediate, but could I would like to make a few com- still be especially dangerous for an Send your answers and explana- ments about the article, “Ecology of onlooker; while unable to see any- tions to “Rules Change,” c/o “Forum,” the Nymph” (issue #237), and on thing else, he or she would still be Dragon Magazine, 1801 Lind nymphs in general, if I may. Nymphs, able to see the nymph in question (or Avenue S.W., Renton, WA 98055. Be for those who do not know, cause any other nymph) and could still be sure to include a note to let us know blindness in onlookers—and death, if faced with withdrawal and death, whether you’d like your full address the nymph is seen unclothed. More should the nymph disrobe. printed with your letter. often than not, these two characteris- This, of course, is just one possible tics are treated as some sort of offen- way of interpreting the effects of a sive barrage, to be used as a blitzkrieg nymph’s visage, but it makes much setting. Players should never be per- against the nymph’s enemies. To me, more sense to me than any manner of mitted to forget that their characters this seems to be very much out of instantaneous blindness or outright are breathing, sweating, and exerting character for the quiet, peace-loving death from shock. Such destruction is themselves doing heroic things. nymph; I doubt that she would fre- more than just arbitrary; it’s also quite The best magical item the PCs in quently use her beauty as a weapon. ugly, and thus doesn’t fit the character my campaign ever found was a helm In fact, I doubt that it would be an of the nymph. of underwater action. It allowed the overly effective weapon at all. Though Eric Morton party access to undersea creatures no onset time is mentioned with Norman, OK Perhaps the beauty of the nymph The question of the Month isn’t causes everything else to seem the only topic we’d like to see you discuss in “Forum.” Send your opin- repulsive in comparison . . . ions on roleplaying games to “Forum,” DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, USA. Send email to and places, spiced up sea battles, and regard to the fatal properties of a [email protected]. All material sparked inventive plans involving nymph’s visage, I would tend to think should be neatly typed or handwrit- moats, bridges, boats, and aqueducts. that such a calm creature would not be ten. You must include your full I gave the helm a ritual associated designed for wanton destruction, even name and mailing address if you with its use so it would not resemble a in mortals not meant to look upon her. expect your letter to be printed (we household appliance. Further, only The way I see it, those who fail their won’t print a letter sent anony- one character could use it at a time, so death saving throws when viewing a mously), but we’ll withhold your the rest of the party could still be men- nymph do not necessarily keel over on name if you ask us to do so, and we aced with drowning and other watery the spot, but instead go into with- won’t print your full address unless inconveniences. In short, it expanded drawal upon being removed at length you request it. the adventure. from her supernatural presence. Over

16 JANUARY 1998

person in the gaming group reasons that a character wouldn’t follow through with an obviously futile attack when there are more pressing concerns in a fight (that is, other foes). Any help you could give me regard- ing this would be immensely helpful. Which one of you is the DM? That person is “right.” I’m inclined to favor something like your first suggestion. The character has to declare where his two attacks are going. If that results in overkill, too by bad. The character could opt to delay one attack until a later phase, but he’s got to do that before he sees the THE SAGE ANSWERS QUESTION’S DM can decide that on his or her own. results of the first attack. straight from the mailbox this month. In campaigns where magic is rare, its In cases where a character uses Optional rules for the AD&D® game proved best to allow considerable latitude in two weapons that don’t have identical popular (the Sage has a few of his own to this matter; otherwise, the PCs won’t speeds, the combined attack comes suggest). The Sage also revisits the effects be able to use what little magic they on the slower of the two phases and of wall of force spells on divination spells. find. In some cases, an item will fit a still occurs (effectively) simultaneously. large range of creatures without alter- In any case, if the character wielding Exactly who can use wearable ing its size at all. For example, a ring two weapons is threatening two or magical items? For example, could a that a gnome or halfling character more opponents, he can direct his two magic ring fit a gnome and would it might have to wear on her thumb attacks at two different opponents, alter enough in size to fit a giant. I might fit on an ogre’s pinkie. but must decide to do so before know armor will only adjust about six rolling any dice to resolve the attacks. inches or so, but I could swear that I When using the PLAYER’S OPTION™ read somewhere that other wearable combat system from the Combat & In the PLAYER’S OPTION combat sys- items, such and rings, bracelets, neck- Tactics book, how do you decide tem, does a character who is casting a laces etc. could fit any size from titan exactly when a character attacks spell while threatened (adjacent to an to gnome. Could you help me out. when he uses two weapons? Let’s say armed opponent) trigger an attack of The DMG contains a table for deter- a character uses two long swords opportunity? mining what size armor is (in Appendix (being ambidextrous and a two- Spellcasting does not trigger an 3); use that table for defensive items weapon style specialist). The section attack of opportunity. such as bracers. Sizes are assigned by on phases states that both long race, and elven chain mail has its own swords will hit in the average phase. Can you explain exactly how to table. There is no six-inch adjustment. If that is the case, what happens if the assign hit points, proficiencies, class If the armor fits a character’s race, it fits creature being attacked dies from abilities, and armor to multi-classed the character. Of course, if your char- damage caused by the first weapon? characters? acter is unusually large or unusually Is the person required to follow A multi-classed character’s abilities small for her race, the character might through with the second attack and are subject to considerable debate, have a hard time finding any kind of waste it (as that was his declared even at TSR, inc. Here are some rec- armor that fits. action), or can he redirect his other ommendations and observations on the matter: For hit points, roll all the PC’s Hit . . . how do you decide exactly Dice, adjust each die for Constitution, and note the total somewhere. A char- when a character attacks acter’s hit-point rating is the average when he uses two weapons? of all the dice (the total divided by the character’s number of classes). Drop all fractions, but don’t discard the total Some magical items do change attack on a nearby creature that (you’ll use it to help determine the size to fit the wearer. Gauntlets of ogre phase or at a later phase that same character’s hit points as she gains lev- power, for example, grow or shrink to round. My reasoning here is that both els). Each time the character gains a fit halfling- to human-sized hands. All attacks occur simultaneously and level, roll the appropriate hit die, adjust magical boots expand or shrink to fit therefore hit at the same time (or so for Constitution, and add it to the wearers from halfling to giant size (see close together as to be simultaneous recorded total. Recalculate the charac- the notes on categories of miscella- for game purposes) and that a char- ter’s hit points by dividing the new neous magical items in the DMG). acter can’t really tell which one was total by the character’s number of Beyond these specific examples, there the killing blow quickly enough to classes, again dropping any fractions. is no general rule for item sizes. Your switch targets in one round. Another This method is different from the

18 JANUARY 1998 procedure given in Chapter 3 of the penalties noted on Table 29 in the PHB. No, the missile explodes on contact Player’s Handbook (PHB), and it gives Other types of armor negate all thief with any solid object, and the blast multi-classed characters a few more hit abilities except Open Locks and Detect always fills the available space (up to points as they advance in level Noise (these abilities still suffer the the limit of its 33,000-cubic-foot vol- (because the practice of keeping a run- penalties from the “Padded or Studded ume—see previous question). ning total of all hit dice rolled allows Leather” column on Table 29). Note fractional hit points to build up instead that the Complete Thief’s Handbook Is the act of touching an opponent of being lost to rounding down). extends Table 29 to cover most types to complete a touch-delivered spell Multi-classed characters gain all of armor. (I personally don’t like this or special attack considered an the abilities from their classes (except rule very much. I prefer to allow multi- unarmed attack that gives an armed armor and weapon use—see below). A classed characters to wear the best opponent an attack of opportunity? character can use only one ability at a available armor, except for thieves, No. The attacker is “armed” with the spell or special ability.

How does the second-level Wizard Does a fireball spell rebound spell choke (from the first volume of off walls or doors . . . ? the Wizard’s ) sup- posed to work? From the way that the spell is worded, the target time, however, and cannot combine who suffer the penalties noted above if receives no saving throw to resist the abilities as part of a single action. A they wear heavy armor.) spell, just against the damage for half. fighter/mage, for example, cannot Multi-classed characters generally Is that correct? If a successful save make a melee attack while casting a enjoy the best weapon selection from doesn’t negate the spell, what hap- spell, though she could use her fighter among all their classes, except for pens when is cast on a spellcaster? THAC0 when targeting spells that priests, who remain bound by their That same caster could not cast any require attack rolls. A thief making a priest weapon restrictions. (I don’t spells for the duration of the choke backstab attack must use her thief care for this rule, either, and prefer to spell, right? The choke spell lasts one THAC0 to get her attack and damage allow any multi-classed character to round per caster level, the target bonuses (selecting just the right spot choose weapons form those available always suffers damage every round, to hit puts a crimp on her overall fight- to all their classes.) and a spellcaster cannot cast spells in ing ability). a round he takes damage. Is it possi- Except as noted above, a multi- My group is having a discussion on ble for choke to inflict no damage at classed character uses the best THAC0 the use of the fireball spell. In the all? The base damage is 1d4 hp dam- from her classes. spell description and the statistics of age, so what happens if the die roll is A multi-classed character always the fireball spell, there are two differ- a 1? Does that round down to no uses the best available saving throw ent figures to go by: one is a 20’ damage, possibly giving the target a from all her classes. radius, and the other (in the descrip- chance to cast a spell? To assign proficiencies to a multi- tion) is 33,000 cubic feet (33 10’ × 10’ × The victim of a choke spell gains a classed character, choose the highest 10’ cubes). Which one of these is the saving throw, but success only number of initial proficiencies from correct way to use the spell? Also, is reduces the damage by half. Note that among all the character’s classes. there a difference between outdoor you round fractions up when calculat- Thereafter assign a new proficiency and indoor use of the spell? ing half damage from the spell (see whenever the character would nor- Both listings are correct. spell description), so the victim always mally earn them for each class. (This, A fireball forms a sphere with a 20’ takes at least one point of damage too, is a departure from the PHB radius. If cast is a restricted area, how- each round the spell lasts. Note that method.) The character can freely ever, the blast conforms to the shape the target attempts the saving throw choose non-weapon proficiencies of the space. The sphere has a volume the moment the spell is cast, and the from any group allowed to any one of about 33,000 cubic feet. So, if you result applies to the entire duration of her classes. For example, a fighter/ cast your fireball spell in a corridor 10 the spell. thief could chooses from the General, feet wide and 10 feet high, the blast If you’re using the combat rules in Warrior, and Rogue groups. Weapon extends 330 feet. If you cast your fire- the PHB, allow a spellcaster affected proficiencies work the same way, ball spell outside or in a room 50 feet by a choke spell (or any other from of except where noted below. square, you get a sphere. The shape continuing damage) a normal initia- Multi-classed characters generally of the spell effect depends on how tive roll each round. If he wins, he can must abide by the worst armor restric- much space is available. cast a spell (he still takes damage, but tions among their classes. Multi-classed The spell works the same way managed to get a spell off before any and half-elf mages can wear elven indoors or out, though it’s much more damage took effect). If the target loses chain mail if one of their other classes likely to become distorted indoors. initiative, the choking disrupts spell- is normally allowed to use chain mail. casting during that round. Multi-classed thieves suffer penalties to Does a fireball spell rebound off Note that in the PLAYER’S OPTION their abilities if they wear armor better walls or doors, or can the wizard combat system, continuing damage that leather. Elven chain mail, padded “bury” part of the area of effect inside from a spell like choke doesn’t take armor, and leather armor impose the a wall? effect until the resolution phase of the

20 JANUARY 1998

round, after everyone has taken their Don’t forget the thief’s spell failure Bolts (d20) actions. If you’re playing by the book, chance of 25%. If the spell fails, there 1-4 Hand Crossbow Bolt such damage cannot disrupt spellcast- is always some adverse effect on the 5-12 Light Crossbow Bolt ing unless the casting takes more thief—the DM should feel free to be 13-20 Heavy Crossbow Bolt than a full round. creative. Flails (d20) The Combat & Tactics book says a Back in issue 237, you wrote that a 1-12 Footman’s Flail character who has achieved grand wall of force spell blocks divination 13-20 Horseman’s Flail mastery with a weapon can use the spells that don’t render things visible. next higher damage die for the Does this mean that a wall of force (d20) weapon. What happens when the blocks spells such as locate object? 1-4 Light Horse weapon’s damage rating is already What about detect magic, which 5-12 Medium Horse Lance 1d20, such as the no-dachi the dam- makes magical auras visible? 13-20 Heavy Horse Lance age vs. large opponents? does this go Actually, locate object falls into the to 1d100 (that seems a bit much). same category as effects as clairvoy- Maces (d20) The next step is 1d30. If you don’t ance and clairaudience; it bypasses the 1-12 Footman’s Mace have a 30-sided die, you can use 1d10 wall entirely. Detect magic allows the 13-20 Horseman’s Mace and a control die (1d6 works best) as caster to detect magical auras. In many follows: campaigns, the spell makes auras visi- Picks (d20) On a roll of 1-2, read the d10 as is. ble, but that’s window dressing, not 1-12 Footman’s Pick On a roll of 3-4, add 10 to what- part of the spell description. A detect 13-20 Horseman’s Pick ever comes up on the d10. magic spell’s area of effect will not On a roll of 5-6, add 20 to what- extend through a wall of force any more Polearms (d100) ever comes up on the d10. than it can extend through a metal wall 01-05 Awl 06-10 How does a thief know 11-20 21-25 - which spells are on a scroll? 26-30 31-35 Fauchard-Fork 36-40 How does a thief know which (though the spell will reveal the wall’s 41-45 Glaive-Guisarme spells are on a scroll, and how does magical aura). On the other hand, 46-50 Guisarme he know which spell will be cast if he spells such as detect invisibility and true 51-55 Guisarme-Volge reads the scroll? seeing make things visible so long as 56-65 If the thief is high enough level to they are within range and in the cast- 66-70 Hook Fauchard use the scroll (10th level), he can study er’s line of sight. Technically, these two 71-75 Lucern Hammer it and understand it somewhat. The spells also have areas of effect, but a 76-80 study reveals which spells are on the wall of force is transparent to them. 81-85 scroll and what they do (well enough 86-90 so the thief’s player can refer to the When magical arrows or quarrels 91-95 spell’s description). The thief could tell are found as part of a random trea- 96-00 the party wizard or priest what’s on sure, how do you decide what types the scroll, but these characters still of missiles are found. For example, Swords (d100) must study the scroll with a read how often to you find flight arrows as 01-70 Long Sword magic spell before they can use it (a opposed to sheaf arrows? Likewise, 71-90 Scimitar or Broad Sword* description from a dilettante is not when a randomly generated 91-95 Short Sword good enough for a true professional). contains a magical polearm, how do 96-99 Bastard Sword When using the scroll, the thief is free you decide what kind of weapon is 00 Two-handed Sword to decide which spell to cast from it found? If you’re using the weapon list from *DM’s choice or roll randomly, 50% chance Need Advice? the PHB, here are some tables you can for each type. use: Send your questions about the games produced by TSR, Inc. to “Sage Arrows (d20) Advice,” DRAGON® Magazine, 1801 Lind Flight Arrows Avenue S.W., Renton, WA 98055. ln 1-12 13-20 Sheaf Arrows Europe, write to: “Sage Advice,” DRAGON Skip Williams reports a new sympathy Magazine, TSR ltd., 120 Church End, Axes for parties beset by giant slugs after Cherry Hinton, Cambridge, CB1 3LB, (A roll of 4-5 on Table 106 in the observing numerous fleshy gastropods U.K. You may also email your questions DMG is always a hand/throwing axe. creeping about lawns near his home in to the [email protected]. The sage is A roll of 6 is always a battle axe.) the Seattle area. unable to make personal replies. Please send no SASEs with your question.

22 JANUARY 1998

Noting the XP Award Criteria At the beginning of each gaming session, I give each player a 3 × 5 index card. On this card I have them write down the name of their charac- ter and the date of the adventure (in case these cards get mixed with other cards later). I instruct them to note on the card anything interesting their character does during the session that they’d like me to consider when I cal- culate XPs. I suggest that they put down things like discovering traps, scouting, healing, making good sug- gestions during problem solving, role- playing exceptionally well, etc. This simple action has several benefits. First of all, the players know that everything they do that’s cool will get recognized; they don’t have to trust that I’ll remember everything. Second, because the players are The PC Report Card writing these things down for me, I don’t have to try and remember everything for future reference (or think about spot awards); I can focus by on the story and essentially “delegate” some of the work to the players. Third, I can save these cards as a WELCOME TO “OUT OF CHARACTER.” playing Magic on the side, he or she rough journal of what happened in The goal of this column is to share should not receive the same XPs as each session. shortcuts, advice on dealing with diffi- the player who was fully engaged After the adventure, I use these cult situations, tools of the trade, and throughout the session. cards to help make an assessment of other little tricks that Dungeon Another common system is to base how many XPs to award each charac- Masters can use to keep their games XPs on specific criteria, like how many ter. To do this, I come up with a range flowing smoothly. I’d like this column were killed or how much treasure for XP awards from the adventure, to be interactive, so write in to share was collected. This puts a lot of focus since all the characters were after all your ideas on these matters. on the chosen criteria but leaves out on the same raid. I leave this base everything else. The temptation, of range unmodified only if the adventure Controlling Experience Points course, is to start designing additional was a truly epic challenge to the PCs. After tinkering for years with the XP award charts for how many XPs a concept of alternative methods for character gets for picking a pocket, Establishing the Award Range awarding experience points (XPs), I romancing a princess, or finding a To establish the base range of the finally settled on one I like. I wanted a secret door. Unfortunately it’s hard to XP award, I use the Warrior XP table system that was simple to administer remember all these criteria, and even as a standard. Take the highest-level and that rewarded exceptional perfor- harder still to balance them. PC in the group and use the Warrior mance over simply tagging along. I The goal of simplicity drove me table to determine how many XP that wanted a system that rewards all toward a subjective system. The obvi- character needs to the next level. So if forms of good play, but I didn’t want a ous solution was to award XPs based the party had several characters rang- lot of charts and tables. Give me on my assessment of how well each ing from 1st level to 3rd level, the something quick and easy. player did at the end of each session. base range is 4,000 XP—the number The simplest systems I’ve seen give The problem with this system is that I of experience points a Warrior needs everyone the same amount of XPs at was worried about being fair. I’ve to advance from 3rd level to 4th. This the end of each adventure. There’s played in too many campaigns where number becomes my base range for probably something very “nice” about the system for XP distribution was a XP awards for the adventure. this, supporting teamwork and all, but complete mystery, and some players this isn’t very satisfactory. If one per- received more than others for reasons Modifying the Base Range son plays brilliantly, I’d like that play- that seemed quite arbitrary. I wanted Not all adventures are epics, so the er to be rewarded with additional XPs. something that put me in control but typical session deserves a lesser award. On the other hand, if another player that remained a visible, well under- For a pretty challenging adventure with shows up late and sacks out in the stood process that would retain the a couple of close calls, one in which the corner or spends most of the session respect and trust of the players. players were pretty engaged, I’ll modify

24 JANUARY 1998 the base range down by 25 percent. If the adventure was slow and either the players or I were having an off night, I’ll modify the base range by 50 percent. Making the Grade Once I’ve established and modified the base range, I give each player a percentage of this award based on a “grade” for his or her performance. Performance is a combination of both the player’s and the character’s suc- cess in the game. To earn an “A,” the player had to stay engaged, roleplay well, and have good ideas—and the player’s character had to do a great job too. On the other hand, I’d never give an “F” grade to a character who fared really badly when the player was at least trying to do a good job with the role. An “A” grade results in the character receiving 100% of the XPs established above. For every grade below “A,” I reduce the amount by 10%: 90% for a “B,” 80% for a “C,” etc. If you want to be more precise, call a B+ equal to an A- and use 95%, etc. This grading is subjective, but I use the cards the players filled out during the adventure to help with the evaluation, and I’ve you have probably observed—the less on rules, I don’t use anything like found this helps me be fair. amount to advance a level simply this when running the SAGA system. If the character has XP bonuses or doubles from 2,000 until it reaches Instead, I simply evaluate whether or penalties (I use XP penalties rather 256,000, which is rounded off to not the adventure was significant than level limits to balance human vs. 250,000. Reducing that by a quarter enough to count as a quest, as the non-human character races, and I or half is simple, and since subtracting rules suggest. If you want to try some- give XP penalties to PCs who have the off 10% is easy to do in your head, thing like the above system for SAGA help of henchmen and hirelings), you can figure individual awards with- then I’d suggest allowing characters to these are applied to this final number. out using a calculator. At the same accumulate fractional quests. An “A” or Also, I use the highest level character time, however, this system offers a “B” grade might count as a full quest for the base only if the level disparity level of precision that is comforting to point, while a “C” or “D” might count is slight. If for some reason a bunch of someone like me who was never only as half. 3rd-level PCs are running around with comfortable saying, “Great game! one 10th level PC, I’d use 3rd level as Everyone advances half a level.” a base. Finally, this base number can be adjusted upward or downward to ™ and SAGA® Awards control pacing. I’ve recommended I basically run Alternity the same Peter Adkison runs a long-standing, 25%-50%, but this results in charac- way, only instead of looking up how high-level AD&D campaign set in the ters advancing quite quickly. This many XPs the highest level character world of Chaldea. works for me because I don’t run needs, I look up how many achieve- games as often as I’d like, and I enjoy ment points the character would running high level characters. If you need. Again, the number is easy to What Makes a Great DM? want to make the characters advance calculate in my head—it’s five plus the Share your opinion on what makes more slowly, with that feeling of really level of the character, so that’s 15 for a great DM by writing to: “Out of having to work for every copper a 10th level character. Everything else Character,” DRAGON® Magazine, 1801 piece, then you’d probably want a works the same, with a bit more Lind Avenue S.W., Renton, WA 98055. standard range of 50%-75% or so. rounding of course. In Europe, write to: “Out of Character,” Using this system, I can calculate The SAGA system simply tracks the DRAGON Magazine, TSR Ltd., 120 XPs for a large party in about 10 min- number of quests each character has Church End, Cherry Hinton, Cambridge, utes. I usually know off the top of my completed, with the stipulation that it CB1 3LB, U.K. head the highest level character in the has to be truly a heroic quest to count. You may also email letters directly party, and I have the XP chart for war- Since the goal of the SAGA system is to to Peter at [email protected]. riors memorized because—as most of focus more on heroic adventure and

# DRAGON 243 25 Magical Steeds for Knights of All Alignments

by Steve Berman

illustrated by

WHEN THE WORLD WAS RULED BY ANIMALS, the fastest stal- Now the stallion was proud, and he ignored the mare’s desire lion that ever galloped coupled with the strongest mare in the to accept the offerings from the Upper Planes in return for their land. The pair soon drew the notice of the Powers of the Outer foal. He told all the ambassadors to return with even greater Planes, for the Powers knew that the pair’s foal would be greater offerings that he might then decide among them. than any other steed that had lived. Each of the Powers wanted This declaration angered the ambassadors. The evil Powers it, hoping to breed the foal and have its descendants bound to conspired to take the foal, and the good Powers worried how the essence of its Plane. they might protect the animals and still earn the foal. The Powers The stallion remained vigilant over his pregnant mate, so of the Outlands saw the upcoming conflict and found if unac- ambassadors were sent, one from each of the Outer Planes, to ceptable, so they used their abilities to ensure balance by splitting offer a great gift and convince the sire to give up the foal at its the unborn foal’s spirit nine ways, allotting to each Power a foal birth. of its own and leaving the original foal to its parents. Thus, all the The ambassador from Mount Celestia brought a bushel of the ambassadors were satisfied and returned to their native Plane. finest grain from bountiful fields. Elysium offered the foal’s weight The arrogant stallion received nothing, and the mare was con- in gold. The Arborean had composed epic verse to celebrate the tent to keep her offspring. birth, while the ambassador from Mechanus displayed a master- ful statue of the two horses. A visitor from Limbo lifted a won- drous elixir in a glass, as the representative of the Gray Waste Thus were the equars of the nine Outer Planes created sought to bribe the pair with rotten meats clutched in its claws. from a single Prime Plane foal. While other horse-like From the Abyss came the promise to slay all the stallion’s rivals. denizens of the Outer Planes (such as the nightmare) roam Baator sneered at the others, calling their offerings petty and the multiverse, the equar is the steed that most often finds unworthy. It promised the foal great station and power. Only the itself a part of the deeds of mortals. Not only a knight or ambassador from the Outlands had nothing to paladin but also any character in your cam- offer; it remained apart from the others and paign might win one of these mounts as watched. his or her own.

26 JANUARY 1998 Equar Lesser Equar Greater Equar CLIMATE/TERRAIN: Any Any FREQUENCY: Very rare (rare) Very rare (rare) ORGANIZATION: Solitary (herds) Solitary (herds) ACTIVITY CYCLE: Diurnal (good-aligned) Any (all alignments) Nocturnal (evil-aligned) Any (neutral-aligned) DIET: See below See below INTELLIGENCE: Very to High (11-13) Exceptional (15-16) TREASURE: Nil Nil ALIGNMENT See below See below

NO. APPEARING 1 (3-8) 1 ARMOR CLASS 3 1 MOVEMENT: 18 24 HIT DICE: 6 9 THAC0: 15 12 NO. OF ATTACKS: 2 2 DAMAGE/ATTACK: 2-12/2-12 3-12/3-12 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: See below See below MAGIC RESISTANCE: Nil 20% SIZE: L L MORALE: Champion (15-16) Fearless (20)

The equar is a horse-like species native to the Outer An equar can gallop back to its home plane at will, but Planes. Nine different breeds of equar have been recorded, it might well take any rider with it, as mentioned above. and from time to time they are summoned to the Prime Each equar has an innate weakness as detailed in each Material Plane to act as steeds and helpers to powerful indi- individual’s description. The special vulnerability may not viduals. An equar’s appearance and demeanor vary from be known by its summoner; after all, such beasts rarely type to type. Each is strongly aligned to the same ethos as mention their weaknesses to anyone, even a well-known its native plane. An equar can speak the Common tongue, and respected individual. Some arcane tomes that contain its alignment language, and by means of the spell that sum- the spell to summon the beasts might offer a hint. The more mons it forth, the same racial language as the caster. obvious weaknesses though, such as those of the troth- The spell to summon these creatures creates a pact spyre and charnalbalk, soon become apparent to a rider. between a rider (who need not be the caster) and the equar. The spell-like abilities possessed by lesser equars oper- Each promises to look after the welfare of the other. The ate at 9th-level ability; greater equars make use of their tal- equar agrees to aid the rider, who in turn pledges to provide ents at 12th-level ability. the unique food the equar craves while upon the plane. A lesser and greater equar are actually the same crea- Habitat/Society: Equars tend to travel the wide open areas ture; the term designates how fully the creature exists on on their native plane. They roam in small herds of no more the Prime Material Plane. A lesser equar still has some of its than ten, lead by the strongest stallion. Lawful equars mate essence upon its home plane, while the greater equar has for life. A foal is born only once every 20 years and requires been wholly conjured. Thus, any equar encountered upon six months of parental care as it learns to gallop and use its its home plane is a greater equar. special abilities. An equar has a life span of about 100 Riding an equar has its dangers. Should the steed be dis- years. pelled through magic or circumstance, it immediately gal- More powerful denizens of the Planes often seek out an lops to its home plane—with the unfortunate rider still in the equar to use as a steed. Not always is the creature willing saddle. Also, a rider who has proved to be the ideal of the to accept the rider. Often, in the case of the Lower Planes, a alignment of the equar might unwittingly convince the crea- fiend captures and subdues an equar. Bards of many Planes ture that he deserves to be taken back to the equar’s home tell of incidents in which a summoned equar was thus acci- plane. A protection from evil/good spell or equivalent effect dentally released from such service and then pursued to the prevents the equar from carrying the rider off-plane. Prime Material Plane by the infernal denizen.

Combat: Equars can act as warhorses. All can be fierce in Ecology: On their native plane, equars graze on the natural battle, attacking with their front hooves. Creatures of plant life, though the evil equars also hunt for meat. Like opposing alignment are always attacked first. the horses they resemble, an equar consumes a great deal Equars have keen senses and are never surprised. They to keep up its stamina. Only on the Prime Material Plane are are immune to petrification, disease, and poison. Equars the creatures eating habits extreme and they require such cannot be affected by charm or beguile spells or their vari- special diets as gold or poison to maintain their magical ants. They are harmed only by magical weapons of +1 or link to their home plane. greater enchantment.

# DRAGON 243 27 Trothspyre Special Abilities: Instead of tram- The Paladin’s Trothspyre Lawful Good pling with its hooves, a trothspyre can impale an enemy upon its sharp horn, Of the equars, only the lawful The noble trothspyre is summoned good trothspyre provides a suitable from the verdant plains of Mount inflicting 1-10 hp damage (2-12 for a greater trothspyre). Any form of mount for the paladin. If the DM Celestia. Some sages have marked the feels that the paladin has earned a resemblance between the trothspyre undead and any chaotic evil creature suffers double damage from the troth- special mount, he might allow a and the unicorn. Indeed, when seen quest for a lesser or a greater troth- from a distance, the two might be con- spyre’s horn attack. A trothspyre can cast know align- spyre. fused; but a trothspyre is markedly dif- A paladin blessed with a lesser ferent from a unicorn, with crystalline ment at will by touching an individual with its horn. trothspyre warhorse receives a +1 hooves and a twisted horn rising from bonus to Charisma while mounted its brow. Some sages have commented In addition to all common equar abilities, the trothspyre has the follow- atop the equar, and their combined that the horn is actually a symbol aura is equivalent to a double- for the word “truth” in an archaic lan- ing spell-like powers: strength protection from evil spell. guage. Evil creatures tend to avert Lesser: A trothspyre can cast detect lie and protection from evil twice per Attacks made by evil creatures their eyes, if possible, from the sight of against the paladin or his troth- the horn. day and can seal wounds with a touch of its horn. This action heals only 1 hp spyre suffer -4 penalties to attack Diet: The trothspyre eats only the rolls, and any saving throws caused most fine and rare of grains, which of damage, but the wound stops bleeding, even if the victim has been by such attacks are made with +4 must have been blessed by a lawful bonus. good priest; each such meal costs at affected by a sword of wounding or similar effect. In addition to the above powers, least 50 gp. The creature will starve any paladin astride a greater troth- itself rather than eat mundane grains. Greater: Trothyspyres can employ a detect lie spell on any creature within spyre radiates a 30’ radius aura of The trothspyre must also spend at bravery, affording himself and his least four hours drinking in the sun- 20 feet unless the falsehood is hidden by an undetectable lie spell or similar nearby allies a +4 bonus to fear, light every day to be sated. The troth- hopelessness, antipathy, and phantas- spyre goes no more than two days effect. A touch of the creature’s horn mal killer spells. without such a light-drinking seals wounds (as described above), The pact between paladin and before it views the pact and once per trothspyre is unbreakable for as with its rider long as the paladin remains a and void. day the creature can paragon of virtue. Should the pal- cast cure seri- adin fall from grace, the trothspyre ous wounds. A remains with its rider for as long as greater trothyspyre’s the paladin endeavors to redeem rider gains protection himself. If the paladin abandons his from evil while upon the true calling, the trothspyre returns equar’s back. to its home plane in disgust. Special Weakness: A A paladin who has remained lesser trothspyre cannot honorable and faithful to his calling exist on the Prime can coax his trothspyre steed into Material Plane after foregoing its usual diet in favor of a sundown. It slowly lesser meal if fine grains are unavail- fades away, able, with the understanding that returning to its the equar will dine well when the rider’s location opportunity presents itself. A troth- (as long as the spyre can live for months in this fam- rider remains on ished state but suffers a -1 penalty the same plane) on attack rolls and saving throws (-2 at daybreak. The for a greater equar) until fed well. greater trothspyre At any time, a paladin may heal remains on the plane, his trothspyre’s hit points at the loss to its chagrin, but its AC of his own. Similarly, a trothspyre falls to 5, and the creature may sacrifice any portion of its own suffers a -1 penalty on all hit points to heal its injured rider. attack rolls until the The two must be in direct contact next daybreak. for this exchange to occur, and the one bestowing the hit points can never drop below 1 hp as a result of the transfer. Neither the trothspyre nor the paladin can heal others in this fashion; the exchange is limited to rider and mount

28 JANUARY 1998 Gildmane the gift to travel the Astral Plane, none Neutral Good has done so for centuries, perhaps A gildmane appears as a fearing that the fiend that stole its tail stout chestnut horse with a still hunts it. Any attempt to take a shimmering mane and hooves of gildmane into the Astral Plane is con- pure gold that shine in the sun. sidered a breach of the pact. equar lacks a tail. Legends claim that In addition to all common equar the first gildmane had a long flowing abilities, the gildmane has the fol- tail, but the creature angered a power- lowing spell-like powers: ful fiend, causing havoc on the Prime Lesser: The gildmane can Material Plane as it fled the demon’s grant good fortune to an indi- wrath. The fiend chased the gildmane vidual, lending a bonus of +1 through the Astral Plane and across (on 1d20) or +5% on an single the spheres. In its fury, the fiend was roll once per day. The equar heedless of the track the equar was an cast glitterdust shield (pro- taking. Thus the equar lead the tecting both itself and rider), fiend into the midst of Elysium, and astral window, each where it was slain by the once per day. denizens of that good Greater: The Plane. Its final act was gildmane can to grab hold of the grant exceedingly gildmane’s long tail good fortune to an and tear it off. The individual, allowing either a +1 equar rode on, and ever bonus for one turn to all rolls or a sin- since then the gildmane gle +3 bonus to any single attempt, has had no tail. per the light spell, and it offers a +1 on once per day. The equar can cast glit- Diet: The gildmane’s peculiar diet all saves for anyone within that 20’ terdust, shield, and astral window all demands worked gold (coins, jewelry, radius against any form of curse or twice per day. etc.), the purer the better. It consumes hex. Cursed magical items within this Special Weakness: Gildmanes 200 gp value of the metal each day. aura stand revealed for what they are attract the attention of evil creatures. Should it feast upon less for more than and may be abandoned by their own- Any and all monsters of Low intelli- three days, the gildmane becomes ers without fear of return, as if the gence (7) or lower must make a sav- surly and considers itself released from proper spells (remove curse, dispel ing throw vs. spell every day while a the pact, returning to Elysium. magic, etc.) or conditions necessary to gildmane is within one mile. Failure Special Abilities: By touching a lift the curse had been cast or met. means that the evil creature is drawn hoof to any suspect gold, the gild- This curse-breaking aura may be sum- to attack the equar and its rider when mane reveals the purity of the object: moned but once per day and lasts for within range. whether it is indeed gold or simply no more than one hour. gold-painted iron or a lesser metal At any time, a gildmane can speak Favonian enchanted with the fool’s gold spell. A with an astral traveler by gently laying Chaotic Good rider who knowingly supplies false a hoof upon the creature’s body. Known to travel the open fields of gold to the equar voids the pact. Though the gildmane is said to have Arborea, favonians are unafraid of the A gildmane can surround itself with worst weather conditions. These a golden glow that provides light as equars consider the downpours of major storms as nothing more trou- bling than a spring shower. They are pale horses, bluish-white or dappled gray. Diet: A favonian’s diet upon the Prime Material Plane is one of rain water and ancient sagas. Of all the equars, the favonian most enjoys the songs and antics of bards and entertainers, seeking out such company when the opportunity arises. Rain water can be collected in barrels or found in puddles after a sudden downpour. Far more difficult to find are the epic poems and songs that the equar demands be read or sung in its pres- ence; usually such passages must be found in old libraries or copied from

# DRAGON 243 29 the epitaphs of barrows. Failure to Lithicthil Special Abilities: Once per day, the lithicthil can increase any one attribute provide the favonian’s food and drink Lawful Neutral for three consecutive days convinces The stalwart lithicthil rides through of its rider by 1-4 points (but not to exceed the racial maximum). The the equar that the pact is broken, and the open areas of Mechanus. At first it departs. glance, the lithicthil appears to be a equar must be within 100 feet of the rider and often chooses itself which Special Abilities: A rider never falls living stone statue, but its flesh simply characteristic to augment; for example, off a favonian unless the equar has an odd, sculpted look to it that a lithicthil who feels that its rider could wishes it; even at the most grueling resembles stone. pace or windy conditions, a favonian’s Diet: A lithicthil eats only worked treat it with more respect might choose to augment the rider’s Charisma, even rider is safe from being ousted from materials—stone, wood, metal, clay, if the rider would prefer an aug- the saddle. Favonians also leave no etc.—that have been enchanted in mented Strength or tracks on any surface. some way. Some are extremely The senses of a favonian are not finicky and eat only marble Dexterity. The effect hampered by heavy rain, fog, or mist or wrought iron. lasts five rounds for a of mundane or magical origin. When lesser lithicthil, one in such weather conditions, the equar turn for a greater. can conjure 1-3 phantom steeds, as This equar can per the spell. These phantasms also detect enchant- appear identical to the favon- ment at will, as per ian and may be ridden as the detect magic spell, normal horses. They also noting if an individual act as a mirror image spell, has been affected by distracting enemies’ attacks any sort of spell from from the real favonian. the School of In addition to all com- Enchantment. mon equar abilities, they In addition to all common have the following spell-like equar abilities, the lithicthil has powers: the following spell-like powers: Lesser: Favonians can Lesser: The equar can cast cast alter normal winds remove fear once per day. (described in the Greater: The lithicthil can cast Wizard's Spell remove fear thrice a day and meld into Compendium [WSC]), stone (rider and equar both affected) gust of wind, and once per day. The rider is immune to obscurement each once fear while astride the lithicthil. a day. Special Weakness: Exposure to Greater: Favonians random magic is detrimental to can cast alter normal this equar. It suffers a winds, (WSC), cloudburst -2 penalty on all (WSC), gust of wind, and saving throws obscurement all thrice per day. The against wild equar can perform a flying gallop thrice per day (MC B), lasting one turn, during which the equar moves at nor- Legend marks their number at seven, mal movement rate through the air, New Magical Item but some bards sing that there are as as per the fly spell. The Saddles of Ahl Mitac many as 13 enchanted saddles. Special Weakness: Because of their The conjurer Ahl Mitac was (Some sages point out that the num- admiration (some say even love) for known throughout the world not so ber changes frequently, depending bards, these equars never attack an on the length of the song the bard much for his tremendous magical entertainer, even one of sinister dis- prowess but for his many beloved wishes to sing.) position. In dealing with such persons, Whenever any woman sits atop a daughters. When suitors began to they’d rather disperse the crowd and saddle of Ahl Mitac (even if the saddle visit the conjurer’s estate, Ahl Mitac deprive the rogue of his or her audi- decided to create a wondrous dowry does not rest on a mount), an equar ence-and thus his or her livelihood. A for each child—a gift that not only of the same alignment is instantly favonian will come to an entertainer’s summoned as her steed. A pact can would be valued for its worth but rescue, even when such action devi- also could bring back swiftly any then be arranged between the rider ates from the desires of its rider. A and the equar. If at the time of the daughter who found her husband favonian’s rider who attacks a bard or summoning a normal horse had been unkind. After many days of toil with other entertainer learns that the local craftsman and countless nights wearing the saddle, the equar inter- favonian considers this action a planarly changes places with the ani- spent consulting Planar charts, Ahl breaking of the pact. The favonian Mitac cast a dweomer upon several mal. sternly admonishes the offender XP Value: 1,000 GP Value: 5,000 of the most finely-wrought saddles. before departing the plane.

30 JANUARY 1998 magic (and the greater lithicthil’s was caused by magic resistance does not apply to fire and that such dweomers), and any magical flames are espe- item that has random effects or pow- cially harmful to ers (such as a bag of beans or a wand of the monster. wonder) will not function normally The forewarned within 100 feet of an lithicthil; instead, rider readies a the item will permanently drain itself torch as they rush of all magic to induce a wild surge (see down to engage Tome of Magic, page 7) within 100 feet the troll. of the equar, quite possibly affecting A menthric can the item’s wielder along with the cast analyze balance lithicthil, who—in addition to suffering and detect magic at the effects of the surge—also suffers will. 1-20 hp damage instantly. In addition to all com- Menthric mon equar True Neutral abilities, the The menthric, native to The menthric has Outlands, appears as a normal horse the follow- and can have a variety of colors, from ing spell-like piebald to roan. But when seen out of powers: the corner of the eye or with a true see- Lesser: ing spell or similar effect, the Menthric The men- has the form of a plain-faced human thric can dressed in non-descript clothing and cast hold shoulder-length hair. A perceptive per- portal, knock, son might notice that the menthric mending, and casts a human’s shadow rather than a shatter once per horse’s This equar is often called day. upon when some event upsets the Greater: The men- balance of power in the Prime thric can cast hold portal, Material Plane (for instance, during knock, mending, and shatter twice per times of war, famine, and plague). day. Once per day, the equar can sum- Diet: A menthric must feed on mon a unique magical shield to pro- enchanted script: magical scrolls, wiz- tect both itself and rider. This effect ards’ spell books, and the like. takes the form of the opposing energy/ Unfortunately, it is still vulnerable to force that the attacker is using and any protective wards placed on the thus only works against spells or mag- writing (such as explosive runes, sepia ical effects. The menthric (and its rider) snake sigil, and the like), activated suffers only half damage from the irresistible dance, polymorph other or when the equar begins to eat. A men- attack, one-quarter if a saving throw is unluck) or rigid state (such as domina- thric requires no less than four pages successful. Thus, if a red dragon tion or hold monster) have a 5% chance of magical script per day. If the equar breathed on a protected menthric per level of the spell of driving the must go for three days without this employing its magical shield ability, equar back to its home plane. This risk food, the pact is broken. most of the flames would be blocked occurs only if the menthric fails any Special Abilities: A menthric has a by a suddenly appearing ring of ice magic resistance and saving throw talent for discerning weaknesses and and frost. The equar galloping rolls. Unfortunately, the rider of a ban- strengths. If able to observe a creature through a blade barrier would be ished menthric is also sent with the for a full round, the equar can deduce encircled by flying bucklers. This equar. whether the creature has any vulnera- arcane shield lasts for one turn. bilities or immunities. If the creature Special Weakness: A menthric is a Potherrounce should have more than one special creature of balance, prone neither to Chaotic Neutral weakness or defense, the menthric chaotic behavior (rash decisions) or The potherrounce is a creature of can discover them with further scrutiny, lawful deliberation. It uses its own true chaos, native to the wilds of learning one such trait per round. For instinctive nature as a guide. However, Limbo. Though always a horse in instance, atop a hillcrest, a menthric spells that induce such state tend to basic form, it has no true appearance; and rider spy a horrid figure stumbling wear at the creature’s ties to the Prime every time one looks at a pother- along the river bank. The menthric Material Plane. Thus any true chaotic rounce, one sees something different. watches and notes that the creature or lawful magic—including Priest spells Thus, the first glance might show a favors its side, a sign of weakness. By of the spheres Law and Chaos, and zebra, while the next a draft horse waiting another round, the equar those wizard spells that either induce a with a mane of flower petals, and the magically perceives that the wound disordered state such as chaos, Otto’s next glance a dappled mare with

# DRAGON 243 31 three tails. This effect can be quite dis- Special Abilities: Because of its nat- of 1 point per week spent away from concerting, and superstitious folk ural environs, the potherrounce’s the potherrounce. intensely dislike and distrust this magic resistance is effectively doubled Special Weakness: Any missile equar and any who associate with it. against wild magic and surges. Also, a weapon blessed by a lawfully aligned Diet: Being borne from the forces potherrounce’s senses are constantly priest inflicts double damage to a of chaos, the potherrounce hungers patternweaving (see the Tome of Magic potherrounce. The equar attempts to for food similar in nature. Upon the [TOM]). Thus the equar is unaffected by retreat from such attacks if at all pos- Prime Material Plane, the only meals it such spells as blur, chaos, confuse lan- sible, even if its rider demands other- eats are mixed magical potions guages, confusion, fool’s speech, the wise. Hold spells and other forms of (unmixed vials are unappealing to the reverse of tongues, and the like. paralysis inflict 1-3 hp damage per equar; see Table 111 in the DUNGEON In addition to all common equar round on the potherrounce in addi- MASTER® Guide for the effects of mixing abilities, the potherrounce has the fol- tion to their usual effects, as the equar potions). Since the potherrounce lowing spell-like powers: cannot freely shift its appearance demands fresh concoctions, the result- Lesser: A potherrounce can cast under such effects. ing mix can be quite volatile, and blink, affecting both it and rider, three explosions have sometimes resulted times per day. The rider is continually Banecourser in the demise of the rider. Still, the protected as by a chaos shield (TOM) Lawful Evil potherrounce laps up the strange while mounted on the equar. For villains, the banecourser is a brew. Failure to provide a drink of at Greater: The potherrounce can cast grand mount. At first glance it appears least three different potions blended miscast magic (TOM) once per day. The to be nothing more than a fine black together once a week convinces the rider gains more protection from wild steed. Close inspection reveals its vile equar that the magic, sharing the equar’s enhanced nature. Then one might see the odd pact is broken magic resistance against such streaks of rust and verdigris along its dweomers. The potherrounce can coat. When the equar opens its urn ethereal with its rider for up mouth, a serpentine tongue slips out to one hour each day. for snake-like flicker. This equar Because of the shifting dwells on the awful moors of Baator, appearance of the but it is more than eager to appear on potherrounce, anyone the Prime Material Plane and work with a full day’s with evil riders. Moonlight never illu- exposure to the minates a banecourser, and observa- creature must tion of this uncanny effect is one of make a saving the means to uncover the true nature throw vs. spell of . or lose 1 Diet: The banecourser must feed point of on deadly poisons. Many a rider has Wisdom. perished from accidental exposure to Should such an attribute fall to 0 the venom gathered for the equar. through time spent in the equar’s The equar requires an average of 50 presence, the individual goes perma- gp of such poisons per day, or else the nently insane (until a restoration or pact is broken. limited wish spell is applied). Lost Special Abilities: The banecourser Wisdom is regained at the rate can detect poison by smell. With its

32 JANUARY 1998 flickering tongue, the creature can equar; if the banecourser becomes handed . The lesser actually drain poison from any crea- trapped by a circle of silver, it departs rosinante may wield weapons of S ture. This venom-theft can be per- the plane, the pact broken. size, while a greater rosinante may formed upon a beast that has poison Due to the equar’s diet, a slow poi- employ M-sized weapons. glands or sacs, thereby robbing it of son spell cast upon a banecourser acts This equar can detect good at will such an attack. It can even remove as a slow spell, while a neutralize poi- through a magical sense of smell. The the venom from a poison victim’s sys- son inflicts 4d6 hp damage. A periapt equar is also immune to the effects of tem, perhaps inadvertently saving a of proof against poison, if bound to a a stinking cloud. They can see as well life in the process. To employ this spe- banecourser, forces the creature back at night as they do at day. cial attack, the equar must first suc- to Baator for a period no less than In addition to all common equar cessful strike the target. Thereafter, it one year. abilities, the rosinante has the follow- draws out the poison over the course ing spell-like powers: of a number of rounds equal to the Hit Lesser: The rosinante can summon Dice of a venomous creature or 2-7 a swarm of verminous rats (as per rounds for a poisoned individual (who the second-level Wizard spell sum- might well die before the poison is all mon swarm) up to twice a removed). Each round the banecourser day. When necessary, the spends draining the poison, the target rosinante can Move Silently suffers 1 hp damage from the sharp (60%) and Hide in tongue’s lapping. Shadows (70%), even Banecoursers have 60’ infravi- when ridden. sion but are irritated by daylight, Greater: While riderless, suffering a -2 penalty on all this equar can shapeshift rolls under such light, includ- into a giant rat once ing the effects of a light spell per day and slip or similarly bright illumina- through small open- tion. This rider shares both ings no less than one the infravision and the foot wide. The sensitivity to light, unless creature may also summon 1-3 giant wearing a helm, hat, or rats once per day to aid its cause. Such other apparatus to shield creatures are under the complete con- the eyes from direct light. trol of the rosinante with no need for Interestingly, all creatures the equar to concentrate to keep the encountering the rider while he or beasts in line. Note that the area she is in physical contact with where the rats are summoned must the banecourser are be hospitable to such rodents, or else affected as by a none can be called. When necessary, friends spell, with the greater rosinante can Move no saving throw Silently (80%) and Hide in Shadows allowed. (90%) as a thief, even while ridden. In addition to Special Weakness: Restorative all common magic cast upon the rosinante actually equar abilities, the banecourser has Rosinante harms the creature. Thus a cure light the following spell-like powers: Neutral Evil wounds inflicts 1-8 hp damage, a cure Lesser: The banecourser allows the Though bards praise the melodious disease inflicts a disease, and so forth. rider’s words to act as a suggestion name of this equar, truly nothing A rosinante can be healed only by spell once per day. about this creature hailing from The eating victuals affected by putrefy food Greater: The equar can cast sugges- Gray Waste is the least bit lovely. A and drink spell, regaining 1-8 hp per tion and undetectable lie upon one of rosinante has the appearance of sickly, helping. the rider’s statements once per day, hairless horse with long rat’s tail. The with listeners suffering a -2 to saves eyes are unnaturally large and without Charnalbalk to detect the lie. The rider is afforded pupils, looking like dead-white orbs. Chaotic Evil protection from good while astride the The rosinante’s teeth are crooked and Straight from the Abyss, the char- banecourser. small. nalbalk appears as an emaciated coal Special Weakness: Banecoursers Diet: This equar dines only upon black horse with iron hooves. Its were cursed long ago by the goddess rotten meat and tainted water, and it mane is tangled and unkempt. When of the moon, as punishment for the insists on being hand-fed. a foal matures, the evil powers of the equars’ taking part in the destruction Special Abilities: Instead of its Abyss forge a terrifying iron mask and of her high temple. Ever since, the hooves, a rosinante can attack a foe bolt it on the creature’s head; smol- banecourser has been unable to cross with its prehensile tail. This attack can dering eyes glow from slits in the a line of silver (the metal sacred to the take the form of whipping that inflicts helm. The jaws of the beast stretch goddess). Though silver inflicts no 1-4 hp damage (2-5 for a greater wide and are lined with sharp teeth harm to the equar, it irritates the rosinante), or it can grasp a single- and a pair of boar-like tusks.

# DRAGON 243 33 Diet: The charnalbalk demands Greater: The equar can cast invisibil- blood and warm flesh to dine upon, ity to undead (affecting both itself and but such a meal must be from the its rider) and heat metal each thrice per same racial stock as the rider; sages day. It can also cast ani- suggest that this equar secretly har- mate dead once per day, bors ill will toward any who dare ride but only corpses killed by it and thus chooses such as its diet, the charnalbalk can be One victim slaughtered per day keeps animated. the charnalbalk content. One such Special Weakness: A meal every three days keeps the pact lesser charnalbalk can- of the spell, though the beast may at not exist on the an inconvenient time attack a mem- Prime Material ber of that race (other than the rider) Plane after to snack upon in the meantime. sunrise. It slowly Special Abilities: Instead of fighting fades away at with its hooves, a charnalbalk can bite dawn, return- an enemy with its daggerlike teeth, ing to its inflicting 2-8 hp damage (3-12 for a rider’s loca- greater charnalbalk). If the beast scores tion at dusk. a natural roll of “20,” it succeeds in tear- The greater ing loose a hunk of flesh, thereby caus- charnalbalk ing further 2-8 (3-12) hp damage; remains on whether the wound is healed through the plane, natural or magical means, the strike to its always leaves a nasty scar. great annoy- Charnalbalks have 120’ infravision ance, but its AC and can cause the spell-like effects fear falls to 5, and the and weakness (the reverse of strength) creature suffers a -1 for one hour in any creature below 3rd penalty on all d20 rolls. level or 3 HD that meet its gaze. A suc- cessful saving throw negates this effect. In addition to all common equar abilities, they have the following spell- like powers: Lesser: The equar can cast invisibility Steve Berman keeps busy writing arti- to undead (affecting both itself and its cles for DRAGON Magazine while also rider) and heat metal each once per day. continuing work on his fantasy novel.

caster. There are conditions in which summoned equar. Only those that New Spells an equar will feel that the pact has have first mastered the incantations Summon Lesser Equar been broken. If it is improperly fed, for mount and monster summoning I (Conjuration/Summoning) betrayed to an opposite alignment, or can learn this spell. attacked by the rider or caster, it will Level: 5 Summon Greater Equar Range: 50 yds. swiftly return to its home plane. The Components: V, S, M next time the conjurer attempts to (Conjuration/Summoning) Casting Time: 5 summon an equar, he may well have Level: 7 Duration: 1 day/level of caster to make amends for the spell to work. Range: 50 yds. Area of Effect: Summons 1 equar A conjurer can call upon only an Components: V, S, M Saving Throw: None equar of the same alignment. No evil Casting Time: 7 This caster of this spell summons mage can ever summon one of the Duration: 1 day/level of caster an equar from one of the Outer good equars, for instance. However, Area of Effect: Summons 1 equar Planes. Before the creature agrees to an equar will accept a rider with an Saving Throw: None assist the caster and take a rider, a alignment close to its own, but the This spell is similar to summon pact must first be struck. The wording mount might prove demanding and lesser equar, and the conjurer must is not as important as the understand- critical of any action it deems offen- have knowledge of that spell before ing (though some tomes suggest oth- sive. For example, a trothspyre might learning this one. This version creates erwise). In return for caring and feed- consent to bear a neutral good or law- a more powerful call to the equar. ing the equar, the beast agrees to ful neutral rider, but the steed will The beast is more firmly bound to the serve the caster in a single endeavor extol the ways of virtue and ensure Prime Material and thus has the sta- for a period not longer than the spell’s that its rider commits no evil. tistics of a greater equar. In all other duration. A rider must also be desig- The material component is an ways, this spell resembles the above. nated, though this need not be the offering of food to the taste of the

34 JANUARY 1998 Blades Both Infernal and Divine

by Lloyd Brown illustrated by L.A. Williams

ONE EVENT SURE TO BRING DISCORD into an adventuring these special magic items. Giving one of these blades to a party is the discovery of a powerful magic weapon. Every paladin is a good act and would earn the priest prestige, character who can use it will beg, bargain, and bribe to have respect, and a strong (and powerfully armed) ally. it. Friendships are strained and broken as claims are Two unholy swords are also mentioned here. They are made and arguments stated. But there is one weapon that similar to holy swords in that they are +2 weapons in the goes quietly to the one character who, ironically, withdraws hands of a character not qualified for their full use. They also himself from the gluttony surrounding the sharing of magic project a circle of power as a holy sword. These evil weapons items: the paladin’s holy sword. can be used by githyanki knights and chaotic evil fighters or Here are a handful of holy swords that are known in the fiends who meet certain requirements. These seem to involve ® campaign. When these weapons are a level or Hit Dice minimum (8th or higher), and the - found, their location is marked both by those good charac- ship of about 200 HD of followers. Otherwise, the use of ters who covet them or wish to help their owners, or by vil- these weapons is determined by the whim of various dark lains who wish to destroy the weapon and slay its owner. Powers—Cyric almost certainly has a say in the matter There are undoubtedly more holy swords that have not been identified. Some of these are in the hands of young True Slayer paladins who know better than to draw unwanted attention In the hands of a paladin, this sword becomes a +4 to themselves. Most are in the hands of fighters, rangers, weapon. Enemies slain by the true slayer cannot be the and rogues who underestimate the fine weapon they carry. recipient of resurrection, raise dead, or animate dead spells, All holy swords have some standard abilities: in the nor can they become undead. Undead monsters that are hands of any character other than a paladin, the swords act not destroyed when reduced to 0 hp (such as vampires or as +2 weapons with no special abilities. Each projects a cir- liches) are still able to recover as normal when wounded by cle of power at the command of the paladin that dispels the true slayer. hostile magic in a 10’ radius. DMs are advised to read the The only known true slayer is a long sword, golden hilted thorough description of this power in the Complete Paladin’s and chased. The weapons is presently claimed by Armorin Handbook. Other spell effects are cast at 12th level, unless Steadfast, a protector of and travelers along the the spell requires a higher level. For these powers, use the roads between Baldur’s Gate and Daggerford. The weapon minimum level possible. is beautiful and stainless, with exotically stylized celestial Physically, most holy swords are long swords, but broad designs engraved onto its golden handle. Its flawless blade swords, bastard swords and two-handed swords are fairly hints at some slow regeneration of mundane nicks and common as well. Short swords and scimitars are also found, scars. It bears no gemstones, but its craftsmanship alone but they are rarer. Other types of swords enchanted as holy makes it valuable (5,000 gp), even if all magic were swords are almost unknown. These swords, if their identity removed. is known, are beautifully maintained, carefully protected, Armorin has recently fallen from paladinhood, and the and jealously guarded, often with magical wards on their sword no longer allows him to use its full range of abilities. grips or sheathes. Armorin’s downfall is his selfishness, which he is trying to There shouldn’t be enough PC paladins in any single atone for by keeping only his warhorse and weapons and campaign to require a large selection of holy swords. There armor—and maybe a few choice pieces of jewelry, and a gem will, however, be NPCs who meet the party, heroes of leg- or two, just for sentimental reasons. And of course, enough end and fame, and different generations of player charac- gold to cover any emergencies. If he can regain his status (he ters. A single DM might run campaigns in different campaign is currently a 9th level fighter), the Sword Coast will be a worlds, with a different player having a paladin character in much safer place to travel. Without help, however, Armorin is each world. Or a DM might suggest one of not likely to recover his paladinhood soon, these blades to a player of a high level as his affection for material wealth priest who is interested in making one of remains strong.

# DRAGON 243 35 There are at least two other swords with her when she accidentally in Faerûn that bear runes similar to entered the Demiplane of Dread. How Armorin’s sword, but since these are well its abilities served her is not not in the hands of paladins (one is known, for she has yet to return. Her owned by a wizard of Marsember in friends and allies in are confi- of Cormyr, who uses its dent that she will return someday, impressive appearance to deter rob- though they know little of the mists bers), it is uncertain whether they that swallowed her up. have similar abilities. XP Value: 2,500 GP Value: 12,000 XP Value: 3,300 GP Value: 18,000 Captor Soul Mate Captor is a short sword whose pom- Although it offers valuable protec- mel carries the form of two human tion, the semi-legendary soul mate is hands, folded almost as if in prayer. considered a minor holy sword. It is Like most short swords, it is heavily often a bastard sword, made of a nat- weighted toward the bottom, making it urally blued steel alloy, adorned with a good thrusting weapon. Being sym- a plain steel pommel, a ray-skin grip, metrical and nearly straight until its and short guards. It is clearly a no- point, it also excels at cutting far better nonsense, utilitarian weapon, quite than most weapons of similar length. It unlike the true slayer. Invisible runes is unique in that it has blunt edges and identifying its maker, enchanter, and causes damage equal to a mace, with a first user have been identified along +5 modifier for its magic. its length. A true seeing spell is needed On any attack that reduces the to see them, and a comprehend lan- enemy to 0 hp, the enemy is knocked guages is required to read them. unconscious (as if in unarmed com- In the paladin’s hands, the sword’s bat) if a save vs. death magic is failed, bonus increases to +3. Attempts to or merely stays at 1 hp if the save is turn undead by using soul mate as a successful. This sword cannot kill an holy symbol are made as if the pal- opponent, although other weapons adin were two levels higher. Using the can be used to finish off a helpless sword this way conjures spectacular enemy. If used by a paladin of suffi- effects: a chorus of perfectly blended cient level to cast spells, the paladin voices sings in brief harmony, and the can add spells from the sphere of Law sword glows brightly, illuminating the (from the Tome of Magic) to those from undead foes with preternatural clarity. which he is allowed to choose for as When held, the soul mute allows a sav- long as the blade remains in the pal- ing throw vs. spells to resist any level- adin’s possession. draining attempt, whether by the Captor is a favorite “dream item” of touch of an undead creature or by paladins around the Realms because spell. The sword also confers a +4 of its ability to bring enemies of the bonus on saves vs. death magic. It is state to justice. Instead of being killed, naturally favored by those who battle the enemy can be detained until tried undead or evil necromancers. by a court. It also allows the paladin It is rumored that Mela Istonin, a confidently to fight neutrals whose paladin of Selûne, carried a soul mate agendas force them to cross swords

36 JANUARY 1998 with the paladin. Fear of being con- the illumination of a continual light fused or going berserk in battle due to spell. This radiance reveals invisible a charm magic makes this sword a creatures and items as well and much-sought prize—a traditionally bestows infravision on its bearer, in armed paladin could unwittingly case the light is somehow dispelled. maim and kill his comrades if forced The first sword of this type was made to turn against them. in the by an evil priest who Captor has been in the Halatar fam- changed his ways before he finished ily of Sembia for generations. Its cur- its creation. With the passion of a con- rent holder (one does not say “owner” vert, he changed the item’s purpose of a holy sword) is Bormiss, a 12th- and enchanted a powerful weapon of level paladin and landowner near the good. While it bears the spider of Lolth Sea of Fallen Stars. Bormiss is very on the blade, the sword will not cause careful of the sword after chasing it any damage to a character or monster around Amn for nearly three years, of lawful good alignment. where it was taken by a thief of It is rumored that an unnamed pal- unquestionable boldness. Although adin from distant Dambrath with a the sword (and Bormiss’s honor) has rough sense of humor and hearty been returned, the thief is still at large. laugh now holds this sword. The rumor Not one to lose his sword twice, further states that the foreigner was Bormiss rarely lets Captor out of his given the holy sword by an avatar sight. (exactly which one depends on who is XP Value: 4,000 GP Value: 20,000 retelling the story). XP Value: 2,500 GP Value: 12,000 Illuminator This long sword is a +3 holy Chanter weapon in the hands of a paladin. Its Chanter was supposedly brought handle and wooden sheath are cov- out of Myth Drannor by a timid sage ered with tough black leather, possi- just recently. This long sword is of bly made from the skin of a trapper or elven design and bears the name lurker above. Instead of a mere two “Shollindal,” an elf known to have arms servings as guards, the handle is been a swordsmith before the Army protected by an eight-pointed of Darkness decimated the kingdom. snowflake design of platinum, the Its rounded tip and distinctive only light color on this morbid lozenge-shaped cross section further weapon. The ebony blade of adaman- identify it as coming from the last tite alloy carries a blood groove down days before the Dusk, although the its entire length. The fact that it is tiny pale yellow gemstones (datchas) made of expensive adamantite but encircling the pommel are a unique carries only a +3 bonus has con- personalization. vinced some sages that the enchant- The famous singing sword com- ment process was only partially suc- bats evil gladly, encouraging others in cessful, and the sword was intended combat with holy verses of faith, - to bear more powerful magics. ism, and valor. Although the verses On the first successful attack vs. any sung are from the canon of enemy, the sword confers a faerie fire Lathander, any creatures of good effect lasting one turn. On command, alignment within 30 feet of the sword the sword radiates light equivalent to during combat receive the benefits of

# DRAGON 243 37 a chant spell. They are also resistant to Peacebringer magical fear, gaining a +2 bonus to Paladins around the Realms speak such saves. The sword is susceptible in glowing terms about the qualities of to magical silence but has a 5% the fabled Peacebringer. Its chance per round of “burning blade (not the magical substance through” the silence effect, thereby found on of the RED dispelling it. Upon request, it may also STEEL™ setting) casts an eerie glow sing in a peaceful situation. This when the sword is drawn by a paladin, singing improves the effects of faith illuminating a 10’ area. The handle of magic gatherings by 25 percent. For the sword is an alabaster figure of the instance, 100 worshipers become as upper body of a human female, with effective as 125 for the faith magic the outstretched arms forming the spell attempted. If not used for either sword’s guards. When sheathed, this of these purposes, the singing can gives the handle the appearance of a instead protect against evil within a captive woman trying to escape from 30-yard radius, making it a powerful the scabbard. weapon in a large-scale battle. It is Holding the sword, a paladin can always a +4 weapon when wielded invoke a sanctuary and a withdraw by a paladin. spell once each per day. Once a week, For a total of seven times, the the paladin can use the sword to cast sword will speak rather than sing. This a quest, but only if the paladin main- use is limited only to a single word tains perfect moral and ethical stan- and has an effect identical to a dispel dards. The sword can also enhance evil. The sword cannot be command- the paladin’s natural aura with a pro- ed to do this, but will use this ability of tection from chaos (similar to the protec- its own accord. Fortunately, the sword tion from evil spell but effective against seems willing to help out its holder chaotic creatures) whenever it is and never withholds the ability if this drawn. Peacemaker is a +3 weapon in would cause the death of the paladin the paladin’s hands. or a companion. The last time a sword with these Bards often speak of this sword, as qualities appeared was 20 years ago. they admire its abilities. Judging by It was thoroughly identified and had their tales, the sword’s ability can its properties carefully catalogued. complement their own, inciting allies This information was spread through- to truly heroic feats. Whether this is out the North by followers of Tyr for fact or bluff has not been determined, the benefit of other paladins should since it has been a generation since another like it appear. Any priest or the sword has appeared. Sages sus- paladin who follows Tyr is 25% likely pect that a singing sword may be in to recognize a Peacebringer on han- the Underdark in the hands of a crea- dling it. The broadsword was ably ture with powerful mental abilities, wielded by veteran diplomat and sage like a mind flayer or aboleth, because Duke Phillip Nastassir of Sembia. the weapon is hidden from divination Unfortunately, the blade, called Tyr’s spells. Disciple, was destroyed by a rust XP Value: 2,750 GP Value: 14,000 monster while the good duke watched helplessly, magically held by a neutral enchanter. It is curious that

38 JANUARY 1998 “Peacebringer” was used by a paladin Mist Reaver of such a . Others have When used by an appropriate char- commented that this irony is exactly acter, this unholy sword is a +4 the reason for the sword’s destruction. weapon that has great powers of illu- XP Value: 2,500 GP Value: 12,000 sion. When wielded in combat, the user gains the benefit of a blur spell with no Unholy Swords limit to its duration. If the blur is some- Raptor how dispelled, the sword automatically displaces the wielder, granting benefits Raptor is what paladins around the identical to a cloak of displacement Realms call the much-feared twin to When sheathed, the sword allows the Captor. It is nearly identical in appear- user to change self up to three times per ance but contrary in purpose. Only its day. Once per week, the sword can cre- razor-sharp blade sets it apart from its ate a phantasmal killer. counterpart. Two of these sinister weapons, Raptor acts as a sword of wounding both two-handed, have been chroni- on any attack roll of a natural 20. Its cled by sages. The two are similar in deadly blade causes fits among lightly appearance, both silver-hilted and armored enemies. With each hit, there heavily ornamented with pearls. One is a 10% chance of damaging cloaks, is somewhere in the far north in the clothing, robes, or leather or lighter hands of Gornag, a frost giant chief- armor. Most magical clothing of this tain who uses the massive blade sort is destroyed if torn. A hit that single-handedly and with great skill slices clothing and does at least 8 hp (he is specialized in its use). The other damage has certainly caused enough turned up around a decade ago damage to ruin the magic if the item among the ruins of Solon, although it is enchanted. Smaller or especially is obviously not of that culture. Its cen- delicate items may be rendered use- ter pearl, at the point where the cross- less with less damage, at the DM’s guards meet and the blade begins, is option. At least one knight of Zhentil of the rare black variety and worth a Keep has been seen using it in the last kings ransom. It was unfortunately year, allying humanoids and amass- lost to a githyanki war party shortly ing troops near the Flooded Forest. after its discovery. Anyone brave The Harpers who watch the area say enough to challenge the githyanki on that this knight may intend to take the astral plane is free to recover it. over and repopulate lronfang Keep XP Value: 3,000* GP Value: 15,000 with his own wicked henchmen. XP Value: 4,000* GP Value: 20,000

Lloyd advises single gamers to make sure they marry a fellow gamer, lest the * Good aligned characters may gain this xp new spouse ask that terminal question, value by destroying these corrupt weapons. “Who do you love more, me or that Paladins should always gain this reward. game?”

# DRAGON 243 39 or How Can You Hate a Guy with an 18 Charisma? by David E. Brumbaugh

illustrated by John Stanko

“LISTEN CLOSELY, MY FRIENDS,” said Sir Karnagi of the Dale. “I’ll The word “charisma” denotes an almost magical quality of show you how to survive, yea verily, even to thrive, without the personality. Charisma is that attribute that draws people to use of powerful magic or brute force. All you need is a little charm, you. In our own world, people with charisma are said to some good looks, and the knowledge of how to use them. have “animal magnetism” or a “magnetic personality.” “At the end of the day, when the battle is done, who stands vic- Charisma is more than just good looks and leadership torious? If’s the Paladin, whose troops held their ground in spite skills. It’s a combination of the way you hold your head, of overwhelming odds. It’s the Enchantress, whose royal minions your tone of voice, your facial expressions, your body lan- fought gladly in her stead. It’s the party who’s enemy fled before guage and more. In short, it’s how impressive you are. a single blow was struck.” Characters with high Charisma are impressive for differ- Meanwhile, back at the gaming table... ent reasons. A paladin should be well liked because he’s “OK, I’ve rolled 12, 6, 13, 15, 10 and a 16. Well, I know I’ll put perceived as being brave, generous, thoughtful and consid- the 6 into Charisma. Who cares if I’m ugly?” erate. An enchantress may know how to “push people’s buttons,” knowing what to say and do to them to make In real life, people pay a lot of money to learn how to them feel the way she wants them to. A bard should be “Win Friends and Influence People.” So why is it that so admired because people like the way she sings, what her many players assign their lowest rolls to a character’s songs say, and how her music makes people feel. Charisma? Perhaps because Charisma doesn’t help you swing a sword or boost your hit points. Using Charisma in the AD&D® Game In the AD&D® game, many classes, kits and specialties Granted, Charisma isn’t a lot of good against mindless have minimum Charisma requirements. The most notable of monsters like puddings and skeletons. However, if a crea- these are paladins, enchanters, and certain Rogue classes. ture thinks, it can be impressed. Most thinking beings are The following pages should show how each of these char- willing to talk before attacking, if for no other reason than acter types—and others—can use their high Charisma to full to see how they can gain a greater advantage. advantage. Using Charisma well requires roleplaying skill. If your char- acter has a high Charisma, you might gain the initial benefit What Exactly Is Charisma? of a good reaction roll. While first impressions Maybe one reason Charisma is so often are important, subsequent behavior leaves a under-used is that it is so poorly understood. lasting impression.

40 JANUARY 1998 Charisma and Roleplaying Table 1: Examples of Behavioral Traits Based on A Charisma score like an align- Alignment and Charisma ment, is a roleplaying guide. A DM can take the numeric value of a Charisma Alignment Charisma score into account when Good Neutral Evil deciding how NPCs will react. It’s High Chivalrous Cooperative Manipulative never good, though, to let game Generous Friendly Beguiling mechanics like ability scores dictate Tactful Helpful Seductive illogical results. Cheerful Entertaining Tempting A player can help a DM decide how NPCs react by acting in accor- Low Gruff Uncooperative Craven dance with her character’s Charisma Blunt Antisocial Unpleasant score. Table 1 shows what traits a Alienated Standoffish Obnoxious charismatic character might have, based on her alignment. While this article deals primarily with high 3. People who are perceived as hopes, and dreams. Here are some Charisma scores, Table 1 also takes having extraordinary skills, talents, or guidelines for enchanters and “lov- into account the effect of low abilities are generally liked or able” rogues. Charisma scores. (“High” means a admired. (Think of popular athletes, 1. Flattery will get you everywhere. score over 12, and “low” indicates a singers, and movie stars.) 2. Be sincere whenever possible. It score under 9.) Note that these are makes insincerity more believable. only examples and are neither Roleplaying Guidelines 3. People never challenge their exhaustive nor mutually exclusive. for Paladins own assumptions. Tell them what they Behavioral traits are even more Some players hate paladins. They expect to hear. important for DMs running important think of paladins as bossy, stiff, and 4. Smile a lot. NPCs. Players will react naturally to inflexible. Yet, paladins have a mini- 5. Make people believe that you NPC behaviors. The DM should never mum Charisma of 17. How can you care, that you “feel their pain.” have to say, “This guy has a 17 hate a guy with an 18 Charisma? Here 6. Share your (supposed) secrets Charisma, so you like him.” Instead, are some guidelines for DMs and with people. It will make them feel DMs should play the NPC so the PCs players to help make their paladins trusted. will logically like him. This is especially more likable. 7. Whenever you’re caught giving true with “long term” NPCs that PCs 1. Lead by example, not rhetoric. empty flattery or telling other lies, will need to interact with throughout 2. Respect all non-evil beings. apologize and assure your listener the campaign. 3. Be polite (even to enemies, that you did it with the very best of What follow are guidelines for sometimes). intentions (to spare feelings, for the playing characters with high Charisma 4. Think of others before yourself. “greater good” or something similar.) scores. You can see that two charac- 5. In combat, think nothing of your ters with high Charisma scores can own safety, but protect others in your Roleplaying Guidelines for have two radically different personali- party. Bards ties. Although the following examples 6. Don’t argue with people in your Bards must make an impression on are broken down by class and kit, party who you know don’t have your a great number of people at once. there can be much overlap between standards. (See point one.) More than any other character, the these lists for specific individuals. 7. Don’t be selfish about anything. bard lives on her reputation. Each per- If there are three healing potions left formance and each song will be dis- General Roleplaying Guidelines and four party members, leave your- cussed long after she moves on. She is for Charismatic Characters self out. always in the public eye. A reputation Any player with a character who 8. Give everyone else the benefit of for snobbery or standoffishness can has a Charisma score of 12 or higher, the doubt, but be hard on yourself. be devastating. Here are some guide- not just the classes and kits that 9. Be a loyal friend. lines for bards. emphasize Charisma, can use some 1. Sing songs and poems about roleplaying tips. Here are some guide- Roleplaying Guidelines for popular heroes, day-to-day life and lines for playing characters with a high Enchanters and Rogues other things people can relate to. Charisma, regardless of class or kit. Enchanters and rogues with 2. Play it “big.” (Not bad advice for 1. People who are perceived as lik- swindler kits manipulate emotions swashbucklers either.) ing and understanding others are gen- and perceptions. Swashbucklers 3. Always make time for “fans.” erally well liked. (We like people who (rogues and fighters) also tend to be 4. Accept a copper piece as grate- like us.) flatterers. fully as a gold piece. 2. People like people who are per- These characters are well liked 5. Be generous with compliments ceived as having similar values to because they tell people what they about the towns, villages and people themselves. (We like people who like want to hear. An enchanter (or a you visit. the same things we like.) rogue) can make people trust him by 6. Be as sincere as possible. knowing their likes, dislikes, fears,

# DRAGON 243 41 Charisma and Game must not leave. They should not grow up response from a crowd of people. In Mechanics as orphans. We must find a common the story above, the crowd was Game mechanics are most useful ground. Let us examine the map once already Excited. The speaker spoke when there are two or more logical more. Perhaps we can find a place with- for two turns making two successful results of roleplaying actions. The out Old Oaks for you to farm.” Incitation checks. The crowd was rules for Charisma cover things like moved from Excited to Wild. Beware: initial reactions, henchman loyalty, The negotiation proficiency repre- It is much easier to get a crowd and troop morale. There are also a sents the ability for a character to use worked up than it is to get them few Charisma-based proficiencies in her Charisma to her best advantage calmed down. The incitation profi- the Player’s Handbook and a few more when trying to come to an agreement. ciency description has more details. The negotiation proficiency descrip- in the optional rule supplements like The Seduction the Complete Thief’s Handbook. tion has more details. Suppose a player has been trying In the story above, the player and “Of course, I’m not suggesting that you to play his Charisma well, but the DM DM have decided to role play the sce- betray your people. You and I, we under- has some tough decisions to make. nario. The negotiations have begun to stand that things are not simply black and Often a simple Charisma check will break down. Both Frederic and Xania white. What some may see as a betrayal, do the trick. Other times, some new have failed their last two Negotiation you and I see as a great service, You will proficiencies may be needed. What checks. Frederic’s player decides that save hundreds, perhaps thousands of follows are some examples of situa- his character is ready to give up and lives. You’ll be a hero. lf you happen to tions where new proficiencies may be threatens to leave the negotiation gain wealth and power as a result . . . useful. table. Xania is an NPC being played Well, it’s no more than you deserve.” The Charisma proficiencies demon- by the DM. He decides she will try to Theonolis swallowed. Technically, of strated in each example appear in a extract a simple concession, simply to course, what he was contemplating was later section. prevent the negotiations from breaking treason, but—from a certain point of down completely. Xania demonstrates view—if could be considered patriotic. Yes, Impending War a benefit to Frederic (the welfare of his he was a patriot. And one life, even the life The problem was simple. The humans people’s children) so she gains a +2 of a king, was worth far less than a thou- needed more land for crops and livestock. modifier. The DM asks if Frederic will sand others. He wasn’t doing if for the The elves demanded the preservation of return to the table. (Note that the player money not really. the Old Oak Forest. The solution was just is not being forced by die rolls.) “The King,” he said, “shall be falconing as simple: war. Frederic’s player says: “I don’t know, tomorrow. He will leave by the West Gate Long after their servants had retired, let’s roll to see.” Frederic’s player rolls when the cock first crows.” Lord Frederic of Riverward and Princess a 15. Frederic has a 13 Charisma so Xania Silvercrest remained. Each ambas- Frederic fails. Xania has a Charisma Although the term seduction nor- sador knew the price of failure. Already, score of 14. She needs a roll of 15 (14 mally brings something sexual to elven archers were patrolling the edges of - 1 + 2) to succeed. The DM rolls a 15. mind, such application is only one of the forest. Men were gathering pitch and Frederic decides to stay, but he’s not a wide range of possibilities for this torches. If something wasn’t done—and happy about it. proficiency. A more general definition of seduction would be the presenta- quickly—if would become a bloodbath The Riot none would soon forget. tion of an irresistible temptation. Frederic was exhausted. The deadline “How long, my friends, must we wait Remember that in Star Wars, the was approaching and still there was no while our leaders waste one more grow- phrase “seduced by the Dark Side of progress. His frustration suddenly broke ing season in useless negotiation? How the Force” appears regularly to refer to info fury. His people needed land. They many more seasons must our children go a temptation of power. couldn’t hide in trees and gather nuts. hungry because there is not enough land A seduction occurs when a charis- These skinny, little, pointy eared elves to grow food on?! I say, no more! No matic character tries to tempt a sub- refused to see that. All they cared about more elves telling where we can plant ject into doing something that person was trees! and where we can’t! No more lords who otherwise would not do. Additional “Fine!” he bellowed, “We’ll burn your take our taxes and deliver no protection! information appears in the proficiency forests to the ground, and you’ll fill us No more starving children!” description. The crowd began to chant, rhythmi- with arrows. In fifteen years our children The Pep Talk will farm in the ashes we create.” cally, “No More! No More! No More!” The He stood, ready to leave the room. chanting began softly, but quickly grew in It was still an hour before dawn. Sir Xania knew he was right. These volume and ferocity. “. . . No more, No Jordan stood before the battered troops. humans were rapid breeders. A single MORE, NO MORE!” The crowd began Too many good men were conspicuous Oak took centuries to grow. They could moving toward the palace gates, growing by their absence. He knew his soldiers destroy an entire forest in a few days and in size and anger. were tired, hungry, demoralized. He had be back in one generation to farm the heard talk of desertion and mutiny. cleared land. Incitation is a Charisma-based Jordan straightened his breast plate She smiled and placed her hand on his proficiency that represents the ability and drew himself to his full height He arm, “Lord Riverward . . . Frederic. Please, to “work a crowd.” With a successful began softly, but clearly. “Men, look it is because of your children that you proficiency check, a character can around. Do you see Sergeant Roberts? evoke a specifically desired emotional No, he’s dead. So are Connell, Bowker,

42 JANUARY 1998 and Malcom. So are twelve dozen others. I’ve heard you talking. Some of you want to go home.” His voice grew louder, “Well so do l! lf anyone leaves now, I will not stop him. But know this: if we lose today, there will be no home to go to. Roberts, Connell, Bowker, Malcom, and the rest knew this. You’re right, we should be home. So should they! “Do you know what we’re doing at dawn? We’re not just storming the orc fortress. Think of your wives, sisters, daughters, and mothers. We are saving them from death!” His voice grew quiet again. “Or worse.” Jordan gazed at his men. “I will not lie. More of us will die today. lf you want to leave, go now. I will say nothing.” Not one man moved a muscle. There was no shuffling, no fidgeting. Every jaw was tight. Each man’s eyes held a cold steel determination. Jordan nodded, spun about and mounted his battle mare. He raised his arm and gave the signal. The troop surged silently for- ward.

History and the movies are full of inspirational speeches. Think of George Patton, John Wayne, and Ronald Reagan. Not only did Reagan use his “Win this one for the Gipper!” speech to great effect in a movie, he used variations of it to rally supporters for two successful presidential cam- paigns. his sincere love for Think of the infomercials that sell a his missing son and his series of motivational tapes for hun- natural desire to see the lad once dreds of dollars. Well-known athletes, again. politicians, movie stars, and generals “What proof do these strangers bring pay hundreds of thousands of dollars The Court Room of this boys identity? None! Yet they to hear some of these speakers. Now gladly accept the King’s offer of land and that’s one heck of a pep talk. Baron Richter Vasha paced before the title. What about the boy’s uncanny The embolden proficiency repre- Council of Peers. “Consider the facts, my resemblance to the missing prince? There sents the ability to give an inspira- lords. Our beloved king’s only son, Prince are two wizards among these so-called tional speech. Successful use of this Byron, has been missing for over fifteen heroes, one of them an illusionist. What proficiency at the appropriate time years. Now, these ‘adventurers’ come to little magic would it take to make some- allows a PC temporarily to raise the us. They have convinced our king that one resemble a boy who’s been missing base Morale of troops, followers or they rescued His Highness from slavery. for fifteen years? By their own words, this henchmen. See the proficiency “Normally, I would never dream of boy has been with them for over two description for details. questioning His Majesty’s judgment. It is weeks, more than long enough to coach possible, however that in this unique case, him in his alleged memories. our king’s judgment might be clouded by

# DRAGON 243 43 “So, my lords, these people have had The Bluff Trek: in “The Corbomite Maneuver” the motive, the method, and the opportu- Vincent stood calmly in the center of and in “The Deadly Years.”) Sometimes nity to defraud us and our liege. It is our the bandits. “Put your swords down now, the most outrageous bluffs are the right and duty to require these people to and I’ll let you live.” most often believed. How is the DM to stand trial and determine the true identity The tall one laughed humorlessly. decide when it works and when it of this alleged prince.” “There are five of us and only one of you. doesn’t? The Bluffing nonweapon pro- You most certainly cannot expect us to ficiency can help the DM referee this The characters who experienced surrender.” tactic. the preceding scenario went to much Vincent pulled the wand from his robe. In the scenario above, Vincent is a trouble, pain, and agony to rescue a He pointed the glowing tip at the tall one. character with a 15 Charisma. His prince from a vampire witch coven. “Perhaps I will die, but I will take you first. player had to roll 15 or less on the When they returned to the king, Sim cabal saba . . . ” d20 (15 - 2 + 2 for the wand) to suc- Baron Richter Vasha (who secretly had “Wait! Drop your swords, men!” ceed. The roll was an 8, so the bandit eyes for the throne) challenged the Later that evening, after the five leader was certain he was about to be validity of the prince’s identity before bandits were locked securely in the Duke’s fried. See the bluffing proficiency for the Council of Peers. The players actu- dungeon, Vincent was drinking his more information. ally had a great deal of fun roleplay- bounty money at the Lucky Leprechaun. The Disarming Smile ing the trial (and dealing with the ‘Where did you get that wand, Vince?” underlying intrigue) against a charis- asked Sheila, his warrior friend and some- The man at the guard post was, matic foe. The real adventure was not time adventuring companion. “We found frankly, bored. A friendly voice cut in defeating the formidable vampire no magic in the ogres’ lair we raided last through the night air. “Chilly night isn’t foe but in proving that the boy they month.” it?” lmmediately alert, the guard’s hand had rescued was, in fact, the prince. “Wand?” Vincent looked around, no went instantly to his sword hilt. Perception can be everything in a one seemed to be paying attention to “Take it easy, my friend.” A heavy set debate. The debating proficiency is them. He pulled it partially from its man with a broad grin came into the based on the theory that what you pocket in his robe. “My dear, this is a torch light. “I was a guard myself when I say is often not as important as how carved stick with foxfire on the tip.” was younger,” he chuckled, “and thinner. you say it. While in a debate, both I just need to ask you if you know where I style and content are important. A Bluffing is a highly specialized form can find a good inn. I’m a little drunk.” successful debating check indicates of acting. Consider each word, the The guard relaxed. Pointing west, he that a character has presented his or tone of voice, the look in the eye, the said, “The Sleeping Gorgon is about three her point of view well. How well the body language. All of these contribute hundred paces that way.” He blinked, sur- content is received often depends on to the success or failure of a bluff. prised to find a knife at his throat. the audience. See the debate profi- Bluffing is a favorite tactic for adven- The big man was still smiling. “Put ciency for more information on how turers in all genres. (Remember your hands on the wall. I’m going to tie to employ this skill in a roleplaying Corbomite? For those of you who you up and take your keys. lf you cooper- session. don’t, Kirk used this bluff twice in Star ate, you shall live.”

44 JANUARY 1998 Friendly people can put you at ease. The Intrigue proficiency allows a Table 2: Summary of New Proficiencies character to capture a target’s atten- Proficiency Slots Ability Modifier Group tion. This tactic might allow him to Bluffing 2 Cha -2 General - gain surprise or initiative. Debating 1 Cha General Embolden 1 Cha - Warrior, Wizard The Swindle Incitation 1 Cha - General Brother Thenaias shook his head, sad- Intrigue 1 Cha -1 Wizard, Rogue dened. If he’d arrived here a week earlier, Manipulation 2 Cha -2 Wizard, Rogue this poor old woman wouldn’t have Negotiation 1 Cha -1 General bought this worthless “potion.” Seduction 2 Cha +1 Wizard, Rogue “Grandmother,” he said, using the local term of respect for an older woman, New Proficiency Following are the descriptions of “This is not a potion of healing. It will not Descriptions the Charisma-based nonweapon pro- cure your aches. It is a worthless bottle of ficiencies. See Table 2 for a summary colored water.” If a character without a weapon of the slots, modifiers, and which The woman shook her head. “That smithing proficiency tried to forge a groups these proficiencies belong to. poor boy,” she clucked. sword, he would have virtually no Again, these proficiencies should not “What poor boy?” asked Brother chance of success. However, many of be used to replace roleplaying but to Thenaias. these Charisma-based proficiencies aid the DM when deciding the results “Little Bradley, the boy who sold me should have a chance of working of an action. this potion,” she replied, “He wanted to even if the character has no special- help so many people. He doesn’t know ized training. Anybody can try to bluff. Negotiation that his potions are no good.” But how good is that bluff? The negotiation nonweapon profi- “He cheated you!” exclaimed the cleric. Any character without one of these ciency is the skill that allows a charac- “Oh no, he was a nice boy.” proficiencies who attempts to perform that proficiency should be allowed to ter to use his force of personality to gain concessions in a negotiation. A The manipulation proficiency make a check with a -4 penalty. So, a skilled negotiator will have a list of allows a character to manipulate the character with a Charisma score of 12, things he wants to obtain from the feelings and reactions of others. In the without a negotiation proficiency, who other side. Note that unlike the hag- example above, “Little Bradley” manip- attempts to negotiate, should be given gling proficiency (from the AL-QADIM®) ulated the old woman into believing a base chance of 7 (12 - 1 [-4]= 7] on setting), these goals are not necessarily that he, a swindler, was a nice, trust- 1d20 to succeed. A skilled negotiator obvious or mutually exclusive. Often worthy boy. He manipulated her so with the same Charisma would have a negotiators have many common goals. well that, even in the face of over- chance of 11 on d20 for success. whelming evidence, she denied being swindled. Table 3A: Negotiations The description describes how the In all of these entries, Negotiator A is trying to extract a concession from manipulation proficiency works. In Negotiator B. the example above, “Little Bradley” had spent a couple of days in town, Negotiator A Negotiator B Result being helpful, getting to know the Success Success Negotiations look promising; try people. He was going to try to make again. A common goal, if it exists, is the people in town feel that he was a identified. nice, trustworthy person. He had a 16 Success Failure B will concede. Charisma. His modifiers were: +1 for Failure Success B will not concede; this issue is knowing them fairly well and +2 for closed. his behavior. Each time a person Failure Failure The issue is still open, but things showed an interest in his “potions,” don’t look good. After three succes- Bradley made a proficiency check and sive mutual failures, negotiations tried to convince them to buy it. The break down completely, and every- woman was trusting anyway. For her, one gives up. he had an additional +2 bonus to his check. He needed a 20 to succeed (Although a 20 always fails, the mar- gin is significant). He rolled a 15. His Table 3B: Negotiation Modifiers margin was 5. When the woman, with a Wisdom of 12, was confronted with Condition A Modifier B Modifier the swindle, her roll of 10 was not A makes voluntary concession +1 -1 enough to change the way she felt B makes voluntary concession -1 +1 about him. He remained “poor Little A demonstrates benefit to B +1 to +3 0 Bradley” in her eyes. Concession would be bad for B -3 to 0 +1 to +3

# DRAGON 243 45 Embolden Table 4: Incitation Results Current Attempt Mood on Mood On The Embolden proficiency repre- Mood To Modifier Success Failure sents the ability to give an inspira- tional speech. Successful use of this Calm Excite -1 Exited No Change proficiency, at the appropriate time, Exited Excite -1 Rowdy No Change will allow a character to temporarily Exited Calm -2 Calm Rowdy raise the base morale of troops, fol- Rowdy Excite -1 Wild No Change lowers, henchmen or similar allies. To Rowdy Calm -3 Exited Wild use this proficiency, the character Wild Excite -1 Out of Control No Change gives a “pep talk” to raise morale. If Wild Calm -4 Rowdy No Change proficiency check succeeds, the base Out of Control Calm -5 Wild Attacks Character morale of the character’s allies is raised by two points. This new morale Identifying these common goals is a them. To use the proficiency, most value is maintained until the first major accomplishment for negotiators. members of the crowd must be able morale check is failed. When the first There are two ways to use this profi- to see and hear the character. For morale check fails, the pep talk has ciency: a short way and a long way. each turn spent exhorting the crowd, “worn off.” Instead of fleeing or other- The long way emphasizes roleplay- the character makes a proficiency wise “failing,” the allies’ morale simply ing. Roleplay the negotiation until one check. A successful check allows the reverts to its original value. The character tries to extract a concession character to change to mood of the Embolden proficiency must be used from the other. Each negotiator then crowd by one place. A roll of 20 before going into the conflict. It can- makes a proficiency check. (If you moves the mood in the opposite not be used during combat or other want to use these rules and a negotia- direction. Use Table 4: Incitation morale-threatening situations. tor does not have a Negotiation profi- Results to determine the results. The ciency, have him make a Charisma DM should give bonuses of +1 to +3 Debating check at a -5 penalty.) The DM assigns for especially good speeches. The debating proficiency allows a modifiers (typically -3 to +3, see Table character to present his view point 3B: Negotiation Modifiers) to the Seduction clearly and boldly. It is often used in a check based on what the player says The Seduction proficiency allows a formal or semi-formal setting. The and how he says it. Use Table 3A: character to tempt a target with an proficiency is most beneficial when Negotiations to determine the result. appeal to his weakness. This weak- other characters are presenting The short way skips the roleplay- ness is often, but not always, sensual. opposing views. If a character without ing. Each negotiator has a list of goals. The seducing character offers (but the debating proficiency is opposing a One negotiation check is made for does not necessarily deliver) some- character with debating proficiency, each goal. If the goal is not in direct thing the target desires in exchange the proficient debater does not need conflict with the opposition’s, a suc- for something the seducer wants to make a proficiency check. The pro- cessful check means the goal was (often to be named later.) If the target ficient debater will make the better accomplished. If a goal is in direct con- is being asked to do something he impression. The results of winning a flict with the opponent’s goal, each wouldn’t mind doing anyway, a debate are highly scenario dependent. negotiator makes a proficiency check. bonus of +1 to +3 should be applied. If two or more opposing characters Use the Table 3A to determine the On the other hand, if the target is have the debating proficiency, each results. Note that the short way does being asked to do something he character makes a proficiency check. not use Table 3B. would find distasteful a penalty of -1 The character who succeeds with the to -3 should be applied to the roll. largest margin “wins.” If the margins Incitation Since this is not a magical compul- are the same, each character makes a The incitation proficiency allows a sion, the roll should not work on good showing, but there is no clear character to modify the general mood unwilling PCs. Villainous NPCs with “winner.” If all debaters fail their of a crowd. The same proficiency used this proficiency can still cause prob- check, they make a bad showing and to incite a crowd to anger can also be lems for the PCs. Allies and friends there is no clear “winner.” used to try to calm a crowd. If a crowd could be seduced into betraying the is already in the mood to get rowdy, it PCs. Powerful nobles could be seduced Bluffing could be dangerous to try to calm into making the PCs life miserable. The bluffing nonweapon proficiency allows a character to fool his subject convincingly. When the character Table 5: Sample Bluff Modifiers attempts, the DM should decide on Condition Modifier any modifiers to the proficiency check. Target knows he’s been bluffed before by character. -1 to -5 If the roll is successful, the target Character has convincing props, costumes etc. +1 to +3 believes the bluff. If the roll fails, the Target has high Wisdom Wisdom Saving Throw Adj. target calls the character’s bluff. If the Character can demonstrate partial truth of bluff. +1 to +3 character makes the roll exactly, the Player tells story especially well. +1 to +3 target is suspicious but still buys the Target is already suspicious. -2 story. If the character makes the roll by

46 JANUARY 1998 five or more, the target buys the story Table 6: Sample Modifiers to Manipulation Check “hook, line and sinker.” Condition Modifier When trying to bluff a group, only Character knows target very well +1 to +5 the leader need believe the bluff. If Target is inclined to feel that way anyway +2 there is not a clear leader and the Target is Charmed by character +2 bluff succeeds, check the margin by Target already has other strong feelings about subject -3 which the bluff succeeds (if the bluffer There is strong evidence to support character’s assertions +2 needs a 15 and rolls a 12, the margin There is little evidence to support character’s assertions -2 is 3). The portion of the group that believe the bluff is 50% + (10% x mar- gin). The DM can determine which may try to convince the target to feel not a Charm or other magic. The char- individuals believe the bluff randomly an emotion about someone, some- acter will react in accordance to his or assign belief. thing, or some event. A successful pro- personality and alignment. See Table 4: Sample Bluff ficiency check indicates success. The Notes for the DM Modifiers, for examples of situations margin of success (including modifiers) that should alter the proficiency should be recorded. These Charisma proficiencies are check. The DM can, of course, assign The target has the desired emotion not magical effects; the DM should more. until some circumstance could change not dictate to players how their char- Intrigue it. When confronted with circum- acters act and feel, even if NPCs have stances that could change the target’s these Charisma based proficiencies. The intrigue proficiency simulates feelings, the target makes a Wisdom Combat need not be the only the ability to capture a target’s atten- check. The margin of success is the source of excitement and conflict in tion, usually with a conversation or a negative modifier to the Wisdom the AD&D game. Charisma is an often “look.” With a successful proficiency check. If the Wisdom check succeeds, under-used attribute that can enhance check, the character can direct the tar- the target realizes he has been manip- the roleplaying experience. These get’s attention for one round. If the ulated and will react accordingly. Charisma-based proficiencies—along character wishes to keep the target’s Again, the DM should not try to tell with the guidance of a good DM—give attention, each subsequent round the players how their character feels. PCs and NPCs an engaging alternative check is at -1 (cumulative). If the pro- However, DMs can allow villainous to killing everything that moves. ficiency check succeeds, the character NPCs to manipulate the emotions of wins initiative automatically the next potential allies (or other NPCs) to give round. If the success margin is more them bad feelings about the PCs. than 5, the character can have auto- Imagine the PCs trying to get - matic surprise the next round. tion about a well-loved (though evil) David Brumbaugh has been a An Intrigued character will have to person in a town full of strangers who Dungeon Master for 100 years. He’s cur- make a successful Wisdom check at a already hate the PCs. rently working as a computer games pro- -4 penalty to have a chance to notice Note that an emotionally manipu- grammer in his basement in central anything except the Intriguing charac- lated target is not controlled. This is . ter. For example, a thief’s accomplice Intrigues a watchman. The thief fails his Move Silently roll. The watchman, (an NPC with a Wisdom of 10) fails to notice because the DM rolled a 9 on a d20. If the DM had rolled a 5, the watchman would have noticed. A character can use intrigue on only one target at a time. Note that unlike many Charisma- based proficiencies, the intrigue profi- ciency can be used directly on player characters. The DM can determine that a PC is intrigued and adjust sur- prise, initiative, or his own narrative accordingly. Manipulation The manipulation proficiency allows a character to “push someone’s buttons.” The character must spend at least a half hour getting to know the target, so he she has some idea of what the target’s likes and dislikes are. At any time after that, the character

# DRAGON 243 47 Magical Items for the SAGA® System

by Stephen Kenson illustrated by John Stanko

THE WORLD OF KRYNN has been a place of powerful Items of Distinction magic since the time the world was first born in the forge- fires of the god Reorx. All of the Ages of Krynn have held Deck of Fate their tales of powerful magic and artifacts that have shaped TALIS™ cards make up a deck that is used for various the fate of the world: the Greygem of Gargath, the Hammer types of games and rituals of divination in Ansalon. The of Kharas, and the legendary Dragonlance. deck consists of five suits (beasts, flames, waves, winds, and In the Fifth Age of Krynn, the magical items of the past mountains) along with a special suit to represent the true are more valued than ever before. With the upheaval of the gods. Fortune-tellers commonly used Talis cards as a means Second Cataclysm and the withdrawal of the gods from of reading a person’s future, and they are still used this way, Krynn, the powers of magic have changed. The arts of sor- although mostly by charlatans and con-artists. Some mod- cery and mysticism have been discovered by the people of ern Talis card readers omit the cards representing the gods Krynn, but their powers are limited in many ways compared from the deck, saying that they no longer influence the des- to the powers of the wizards of old. The ways of creating tiny of the people of Krynn. Others retain those cards for even the simple items of magic of the Fourth Age are lost, their symbolism or out of faith that the gods have not com- and the powers of the new magic are fleeting in many ways. pleted abandoned their people. Until the adepts of the Citadel of Light or the Academy of A deck of fate is a set of Talis cards that have been Sorcery discover a new way of creating magic that is per- enchanted, making them most suitable for casting divina- manent and lasting, the remnants of the Fourth Age remain tion spells. A sorcerer who uses a deck of fate and spends the only items of permanent magic in the world of Krynn. at least a minute casting a divination spell gains an auto- Jaclyn Cashell, sorceress and head librarian of the Tower matic trump bonus on the spellcasting action. of High Sorcery in Wayreth, has done much work in cata- loging the names and histories of the magical items of Shadowcloak Ansalon, and excepts from her catalog appear in The Last A shadowcloak, also known as a cloak of shadows or Tower. Heroes seeking information about some of the mag- cloak of night, is a hooded cape woven from a soft black ical items of the Fourth Age might begin their search in the material that seems to absorb all light that falls upon it. The records of the Last Tower. cloak feels cool and light to the touch. The wearer of a The rarity and value of these magical items makes them shadowcloak has the ability to see normally in the dark as appropriate rewards for a FIFTH AGE™ narrator to give to the if it where normal daylight. The wearer can also treat any heroes of their game. Magical items are one of the her- card from his hand as a trump when attempting to remain itages of heroes since the time of Huma forging the first concealed in darkness or shadows. Dragonlance and the items of Krynn all have a history and character to them that should not be forgotten in the sto- Wand of Flight ries of the heroes who wield them. This slim hazelwood wand allows a group of people (up to This article details some magical items that can be 10) to fly under the guidance of the wand’s wielder once each included in a FIFTH AGE story. Some of these items are well- day. The subjects fly at a rate of five miles per hour and can known from the tales of the Fourth Age while others are fly for up to an hour before the effect of the wand ends. only now gaining prominence in the Fifth Characters not on the ground when the wand’s Age, as every item of magic has grown in power fades fall. value for its uniqueness and history.

48 JANUARY 1998 with hide cords, beads and feathers in before vanishing. The owner of the the style of the plainsmen. The board can only call forth the spirits has a +7 damage rating in combat from the pieces on one side of the and helps to improve the hunting abil- board. They appear wearing clothing ities of the bearer by giving him an and armor in the color of their side, automatic trump bonus on any action trimmed with the opposite color. If a related to hiding or stealth. piece is “killed” in battle, the owner can no longer call forth that piece. If all of Items of Fame the owner’s pieces are killed the owner Khas Army loses the ability to use the Khas Army. The weakness of a Khas Army is Khas is a Krynn board game that, if an enemy can reach the board similar to chess with the exception and move one of the opposite pieces, that it is played on a hexagonal he may call forth the spirit of that board. It was invented in Solamnia piece in the same way as the owner. and is a popular pastime among the Allies of the owner cannot do this, Solamnic Knights and nobility. only enemies. The spirits of the Khas This magical Khas board is board will attack their opposites nearly three feet across, made above any other target. from pale blue and cream col- ored marble, with pieces of blue Mantooth and white granite. When all of the This sword, at one time wielded by Items of Renown pieces are assembled on the board, in Caramon Majere, is known by many the proper positions for the start of a other names: Spellcleaver, Darkstar, and Copper Mantis game, the owner can call forth one of Magefool. It is a broad sword with a +8 Sacred tokens of the god Majere, the spirits of the board as a spectral damage rating in combat, +10 against these items are made from fine cop- warrior by moving that piece in the sorcerers and enchanted creatures of per wire intricately braided into the first move of a game with an easy any kind. Additionally, the sword can form of a praying mantis, its claws Spirit action. The abilities of the pieces cut through sorcerous barriers and folded in front of it. If the owner of the of a Khas Army are as follows: block spells directed at the wielder, copper mantis casts it upon the ground who may add a +8 action bonus to while speaking a word of command, Eight Soldiers: Co 6, Ph 6, In 5, Es any attempt he makes to resist sor- the copper mantis becomes a living 5, Dmg +3, Def -3, Special: None cery while the sword is giant mantis that will attack the held unsheathed. owner’s enemies. The giant mantis Two Knights: Co 5, has Co 8, Ph 12, In 4, Es 5, Dmg +8 Ph 8, In 5, Es 5, Dmg and Def -4. It will fight for up to one +6, Def -6, Special: minute each day before returning to None token form. If the giant mantis is killed it immediately reverts to token form Two Clerists: Co 5, and cannot be summoned again for a Ph 6, In 5, Es 8, Dmg full week. +3, Def -4, Special: Mentalism Golden Circlet A thin band of hammered gold that Two Towers: Co 5, is worn on the brow, a golden circlet Ph 5, In 8, Es 6, Dmg allows a mystic to cast mentalism +2, Def -4, Special: spells at half their normal cost in spell Aeromancy, points, although the mystic must still Cryomancy and achieve the normal action score for Electromancy the spellcasting action. Highly prized, the circlets were originally the cre- Queen: Co 8, Ph 8, In 6, ation of the Silvanesti elves, but the Es 9, Dmg +6, Def -6, circlets have spread across all of Special: Channeling, Ansalon and can be found in many Meditation and Mentalism different hands now. King: Co 8, Ph 10, In 6, Es Plainspear 8, Dmg +8, Def -8, Special: The creation of the plains barbar- Divination, Enchantment and ians, the plainspear appears as a nor- Summoning mal spear with a wooden haft and a leaf-shaped metal head decorated Each piece, once summoned, serves the owner of the board for one hour

# DRAGON 243 49 Mirta’s Dagger distance, and each always knows if This curved dagger is the other is in danger or dies. made from the black talon Starjewels were rare even in the of a green dragon bound to Fourth Age, and they are considered a handle of deer antler. It precious treasures of the Fifth. No one was given to the heroine who knows the nature of a starjewel Mirta by a dragon that gives one away casually. Among the wished to convince her Silvanesti Elves, the gift of a starjewel that it was a god to is considered a great honor and a replace those who statement of eternal love. had abandoned Krynn. Wyrmslayer Mirta eventually slew the dragon with its own Wyrmslayer is the legendary sword talon and left both the body of the Elven King Kith-Kanan. It was of the dragon and the dagger given to Tanis Half-Elven by Kith- buried in the mountains where Kanan in the depths of the Sla-Mori of they were later found. Pax Tharkas during the War of the The dagger carries some of the Lance. Wyrmslayer is a two handed power of the dragon that created it, and sword of glory with a +15 damage rat- allowing it a +10 damage rating. The makes an ing. It inflicts +30 damage rating sight of the dagger can also cause an average against dragons and draconians and effect similar to dragonawe in onlook- Spirit (Presence) is immune to the imprisoning power ers, requiring them to make an easy action to render the target blind for the of Baaz draconians, just as its mate, Presence action opposed by the Spirit next ten minutes. Heroes resist this Wyrmsbane. The wielder of Wyrmslayer of the wielder or else stand in awe at effect with an average Presence (Spirit) adds a +6 action bonus to any first sight of the dagger. action. Anyone not of a sufficiently Evil attempt to resist or Many believe that the dagger also nature (in the narrator’s judgment) breath. carries some of the Evil taint of the who picks up the mace must make a Wrymslayer always gives off a loud green dragon Jade and that it encour- challenging Presence action to avoid and menacing buzz when it is brought ages wielders to perform selfish and being struck blind. within 30 feet of a true dragon (but not Evil acts, but no one can be sure if that a draconian or spawn). This sound is the nature of the dagger or of those Items of Glory always wakes a sleeping dragon and who have wielded it. causes the wielder to automatically fail Redeemer any attempt to sneak past a dragon. Nightbringer Also known as Wyrmsbane, the Items of Legend An Evil weapon that was carried by lesser mate of Wyrmslayer, the sword the Dragon Highlord Verminaard, of Kith-Kanan. Redeemer is a long The Hammer of Kharas Nightbringer is a hefty mace of dark sword with a +11 damage rating. It wood. When striking a target the inflicts double damage (+22 rating) to The Hammer of Kharas is the leg- wielder speaks the word “midnight dragons/draconians and triple dam- endary instrument used to forge the age (+33 rating) to black and sea , a dwarven artifact dragons. Wyrmsbane is immune to the returned to the High Thane of imprisoning power of Baaz draconi- Thorbardin by the Heroes of the ans and allows its wielder to Lance. locate a desired object out to The hammer is a very heavy war artillery range up to three times hammer with a +13 damage rating. per day with a successful aver- Upon striking undead or creatures of age Reason action. chaos, the wielder of the hammer can disrupt and destroy the creature with Starjewel an average Spirit (Strength) action. A truly rare and valuable The hammer allows the wielder to item, a starjewel is a piece of sense the presence of Evil with an Elven jewelry, a starburst of average Perception (Presence) action diamonds set into silver. The and provides immunity to fear (includ- jewel magically links the ing magical fear powers). Once each person who gives it and the day the Hammer of Kharas can person who receives it, cre- increase the wielder’s Strength by +4 ating a connection between for ten minutes, provide immunity to souls. From then on, the normal missile weapons for one couple each has an intuitive minute, and heal with a touch, restor- sense of the health and well- ing up to five lost cards in damage to being of each other over any a hero, or five lost Endurance points to a character.

50 JANUARY 1998 The fame of this artifact among the Other Magical Items dwarves of Krynn is so great that the In addition to the items wielder of the Hammer of Kharas described above and in gains an automatic trump bonus in other DRAGONLANCE®: any Presence action against dwarves. FIFTH AGE products, The Silver Arm of Ergoth narrators can also adapt virtually any Used by lronfeld to forge AD&D® game magical the legendary dragonlances, the Silver item to suit their FIFTH Arm is a magical prosthesis used in AGE campaign, many place of the wearer’s natural arm. The items described in arm gives the wearer a Strength of 10 the ENCYCLOPEDIA and allows him to use the Hammer of MAGICA tome and Kharas to forge dragonlances with a other AD&D challenging Strength action and six books existed on hours work (for a lesser dragonlance) Krynn during the or a daunting Strength action and a Fourth Age, and full day (for a greater dragonlance), many of these provided the wearer has access to a items have forge and at least some knowledge (in survived into the narrator’s opinion) of smith work. the Fifth Age. Since true dragonlances require the To adapt an blessing of Paladine, they can no AD&D game mag- longer be made; however, the arm can ical item, the narrator be used to craft lesser and greater can simply double the magi- dragonlances. The arm also allows an cal bonuses of items such a injured wearer to recover damage very weapons, armor and shields quickly: one card per minute for as given in the example on ❖ Many items that provide bonuses heroes or three points of Endurance the FIFTH AGE reference card, convert- to attributes or reaction rolls in AD&D per minute for other characters. ing a sword +2 to a FIFTH AGE sword of may provide a trump bonus for the renown (+4) and a shield +3 into a appropriate Fifth Age ability or can sim- shield of fame (-6). The narrator can ply add to the ability. Items that simply then provide the item with some his- add to ability should be rarer than tory and background those that provide a trump bonus. appropriate to its status. ❖ Items that have a limited number Other magical items of uses per day continue to do so in can have their pow- Fifth Age, and items with a limited ers converted to the number of charges also retain that mechanics of the SAGA limitation. Since it should be very diffi- system without too much cult, if not impossible, to recharge difficulty, using the items these items, they are used sparingly above and the exam- by their wielders so as not to deplete ples from The Book them. of the Fifth Age ❖ Although Fifth Age heroes and as examples. characters do not have alignments, Narrators can the narrator may still restrict some use the follow- magical items to characters with cer- ing guidelines tain specific natures, if desired, such to help convert as a nature drawn from a card with a existing items: red or white aura only.

❖ Clerical With a little work you can create items employ new treasures for the heroes in your the powers of own FIFTH AGE campaign. mysticism and are used with the Spirit ability, while other magical items are based on sorcery and use the Reason ability Steve, a traditional comics fan, is to activate them. delighted at the prospect of a MARVEL® Super Heroes Roleplaying Game driven by the SAGA system. He looks forward to playtesting the game this winter.

# DRAGON 243 51 Putting the “Magic” into Magical Weapons

by Mike Nystul

ROTHGAR STOOD SLOWLY. It would be easy to give up now, to Whenever possible, the Dungeon Master should invest lie back down and let the blood flow out of him until the darkness the time and effort required to make acquiring a magical claimed him for the last time. He had survived the Arena, but he weapon an pivotal event in the adventurers career. The fol- was barely alive. lowing material is intended to help you make your magic The statue was where if had been when the battle began. It weapons a more interesting part of your campaign. regarded Rothgar from atop the dais with obsidian eyes. The warrior climbed the stairs slowly, wincing with every step as his The Weapon’s Origin weight came down on his wounded leg. For six days and six nights the paladin prayed, refusing food, Something was different but he couldn’t figure out what had water, and sleep. The temples had all been destroyed by the changed until he stood before the statue and demanded the usurper, so he was forced to take his vigil in a graveyard, on the reward he was promised by the Guardian. only consecrated ground he could find. The sword. At sunrise each day he would humble himself before his god It was no longer part of the statue. When he triumphed in the and beg for a weapon powerful enough to harm the usurper’s Arena the statue’s weapon became a thing of steel. minions. They were unholy creatures whose black scaled flesh This was the Blade of Bertrand. He didn’t know it yet but the had proven impervious to the paladin’s blade. magic sword would do far more for him than help him over- On the seventh day the paladin stood at death’s door, his body throw the slaver lord and his henchmen. In time Rothgar would frail with hunger but his resolve was as strong as it had ever been. be King of Valaran, but not before the Blade tasted the blood of his true love. The first ray of sunlight landed at the paladin’s feet and was transformed by his faith in answer to his prayers. What began as A magical weapon can be an important part of an an ephemeral glow had become a silver sword that was no less warrior’s identity, but all too often these weapons are mere beautiful. It was a fitting weapon for his battle with the forces of “tools” that lack an identity of their own. Legend seldom men- darkness. tions the “+1 sword” carried by a famous hero, but weapons like Stormbringer and Making a weapon is a lot of work, espe- Excalibur stir the imagination. cially weapons such as swords that

52 JANUARY 1998 require the talents of skilled crafts- Special Purpose sword that glowed blue in the light of the men. Creating a magic weapon is Many of the most powerful moon. Later he would explain that he even harder (and it costs him a point weapons were created for a very spe- remembered a song about a hero with a of Constitution). Whoever created the cific purpose such slaying a dragon or magical sword who was swallowed weapon had to have a good reason to defending a shrine. These weapons whole by a whose description go to all that effort and defining his have a narrow range of abilities, all of matched the creature they had just slain. motivations will tell you much about which will be most useful if the wielder Bad luck for the hero—great good fortune the weapon and where it came from. pursues the intended goals. These are for the teller of tales. Possibilities include: often the best kinds of weapons to give Magical weapons are rare and valuable items that are highly prized Commission out, because they make the wielder more powerful only under certain cir- by those that possess them. They are Experienced adventurers may cumstances, reducing their impact on seldom left lying around. If a magical eventually have the wealth required game balance in general. weapon is somewhere where the to convince a mage to enchant a player characters can get their hands weapon for them. The abilities con- The Weapon’s Location on it, there should be a good reason ferred by these “vanity weapons” are Devaine insisted in hauling the ser- why it is there. a reflection of the adventurer who pent’s corpse out of the muck. It was grue- Two common answers to this ques- commissioned them. Finding out who some, exhausting work, but the bard tion are “the player characters take it the adventurer was and what he was could not be swayed, so the companions from the wielder after they defeat like gives the new wielder some his- used Alama’s grapnel to drag the slimy him” and “the last wielder was eaten torical perspective and might help him thing onto the rocks. by a monster and his equipment is in access some of the weapon’s more When the creature’s midsection was the monster’s hoard.” Both answers powerful abilities. exposed, Devaine used his short sword to are plausible, but there are many slit it open. Gore poured over him and other options to explore. Badge of Office back into the mire. The stench was so bad Fields of the Fallen A magical weapon can symbolize that the elf girl had to cover her mouth power and authority. When a wizard with damp cloth. The wielder of the weapon could creates a weapon for a lord or noble It looked as though the bard had have perished in a battle so large that house, he often finds a way to tie some taken leave of his senses until he let out a no one ever made a full accounting of or all of the enchantment to the blood- cry of delight and emerged with a long who was slain and what was lost. line so that it will not fall into the wrong hands. Access to these restricted abilities could be used as a test to determine lineage (when the rightful heir takes up the Burning Blade of Kur Keep, it will shine with a golden light).

Masterpiece Some wizards create because they can. The act of creation enriches them and brings them joy. These mages often care very little about what is done with their creations once they are finished. A magical weapon could be the life’s work of a wizard, the cul- mination of everything he has learned. Because it wasn’t created for a specific purpose, a weapon of this kind might have an eccentric assort- ment of special abilities, some of which are interesting only to the who created it.

Secret Societies Some groups have the ability to enchant weapons for their members. These weapons have special abilities that suit the goals and ethos of the society in question. Finding one of these items could easily enmesh the player characters in the machinations of the society.

# DRAGON 243 53 Some magical weapons can hide Master Krethkir drew his sword and rolled is more interesting than a +1 themselves until a suitable wielder is attacked. As he fought, his blade started sword. You could give a small weapon found which would explain why grave to tug and twist in his grip, making if diffi- the characteristics of a larger weapon robbers haven’t run off with the cult for him to hold onto it, let alone land or change the balance of damage goods. When the adventurers find the a telling blow. Drake smiled and closed in inflicted against man-sized and battlefield, a warrior could find himself for the kill. greater than man-sized opponents (a drawn to a metallic glimmer that turns He stared up at her, confusion and long sword that does 1d12/1d8 or a out to be a magical sword. panic in his eyes. Coughing up blood, he two handed sword that does tried to ask the obvious question but he 3d6/1d10 would be devastating The Test couldn’t speak. He wanted to know how against most opponents). A traditional way to find a suitable she had done if. She was an inferior wielder for a magical weapon is to opponent who posed no real threat to Helping Hand test him. Depending on who created him. Weapons with a consciousness the weapon and what its purpose is Lady Drake let him wonder for a few may have skills and abilities of their this test could be a duel, a puzzle, or long moments then leaned in close, whis- own that they may use “lend” the even a labyrinth full of traps with the pering to him in the sweet small voice she wielder. For example, a blade that was prize at the center of the maze. used when she was forced to serve in his created for a famous hero who died harem. using it and is now inhabited by his Thieves “My blade talked yours out of fighting spirit may allow the wielder to fight Magical Weapons are valuable and me. You should have been nicer to the lit- using the hero’s THAC0. when you have something of value tle voice in the back of your head.” thieves will come looking for you. A Initiation stolen weapon could go anywhere. A When designing a magic weapon’s Before the some or all of the thief could sell it or trade it, or he bonuses and abilities, bear in mind enchantments on the weapon will could get himself killed before he that interesting is more effective than work for a new wielder he must per- finds a buyer, in which case it could powerful. form an initiation ritual or act of some end up just about anywhere. For example, a two-handed sword kind. Simple examples include draw- +3 is very, very useful and will be ing your own blood with it or reciting Twist of Fate highly prized, but the wielder won’t the oath inscribed on the blade. More In most campaigns there are forces think twice about what his sword involved initiations may have to be at work that transcend mortal under- does for him. It is relegated to the sta- researched by a bard or sage. standing. These forces sometimes tus of “tool” by virtue of its simplicity. grant their mortal pawn an instru- Consider instead a two-handed Priming ment that will help him fulfill his des- sword that can be wielded one-handed A ritual must be performed or a tiny. When a weapon is introduced and can cause an extra 1dB hp dam- spell must be cast before certain of this way, there should be omens that age three times a day. By making the the weapon’s special abilities may be let the players know that they are player think about how and when he used. For example, consider a magical dealing with a miraculous event (as uses his weapon, you remind him of that has two “charges” of the hero digs the blade out of the rub- its significance. the ability to cure the wielder of 8 hp ble a flock of red winged birds flies damage twice a day. This power can overhead, casting a shadow that Attunement be recharged only by casting a cure looks like a skull). Mischievous or It takes time to access the special serious wounds spell on the staff twice. meddlesome gods may not be partic- abilities of some weapons. In its sim- ular where they acquire the weapons plest form, this condition could Restrictions they give their pawns and they may increase the bonus of the weapon (+1 Some or all of the enchantments decide to test them before they grant at first, +2 after a year of adventuring on the weapon work only for charac- that kind of favor. with the blade as the adventurer’s pri- ters of a specific race, class, or blood- mary weapon, +3 after five years). line. Creating an “elf blade” or a Assigning Abilities Attunement could also provide access “ranger’s knife” can help you deter- Lady Drake knew her opponent had a to the weapon’s special abilities (after mine in advance who will use the sword similar to hers, a great blade with a a year, the wielder is granted stone weapon when you are trying to bal- will of its own that gave him powers and giant strength). You could also link the ance out a group. Including a weapon abilities that made him virtually inde- increase to levels instead of time (+1 that isn’t ideal for anyone in the group structible. at first, +2 after gaining a level, +3 can also open up some interesting Drawing Nightwind, she whispered to after a second level is gained). opportunities. (Sure, its +1 but it it with her desire, asking again for the would be much more useful in the help of the creature that dwelled within it. Damage Dice hands of the dwarf king—what do you She would pay for its aid by helping it in Changing the damage that a think he would give us for it?) its quest to rid the world of free-willed ele- weapon does has a different feel than mentals, but that was an acceptable adding a static bonus. For example, a Associated Plotlines arrangement. If she lived through this long sword with a +1 attack bonus The rider dismounted and hailed the battle, she would do anything it wanted that does 2d4/2d6 damage with a +2 camp. Fellerie didn’t know him, but she of her. damage bonus whenever doubles are recognized the rose emblem on his

54 JANUARY 1998 breastplate. It was the same rose that was One of Many Whatever You Desire inscribed on the blade she had taken The weapon isn’t unique; in fact, it Someone with a lot of resources from Vigo the Black at Hangman’s Hill. is part of a set of weapons that were wants the weapon and is willing to “Greetings Fellerie. I am Captain Rhys. created to be used by members of a pay for it in whatever currency the I’m glad to have found you and pray that group such as an order of knights. The current owner desires. A wizard, king you are as noble as the Fellerie of the sto- wielders of the other blades are prob- or guildmaster invites the adventurers ries I have heard. The blade you carry was ably looking for the missing blade. If to his home, makes a show of his taken from me by a villain named Vigo the blades have telepathy they may wealth and influence, then makes his whose allies subdued me with dark mag- allow telepathic communication pitch. If the PC really wants something ics. I ask for its return and for your help between all of the wielders, which he may actually be willing to give up against a great enemy of the realm and could give you the opportunity to the weapon for it. For example, a free- all of the children of the light. The battle introduce some interesting NPCs. dom fighter could be offered the ser- has not gone well since the blade was lost vices of a small army for a year which to us.” would be much more useful than the Player characters aren’t the only +2 to hit and damage. The magic weapon’s story isn’t ones who can go looking for a magic over when a player character finds it. weapon. The bad buys could view a PC The magic weapons carried by the with a magic sword the same way the player characters can be the inspira- PCs view an evil swordsman with Mike Nystul is best known for creating tion for many ongoing plotlines. something they want. They will be just the Whispering Vault roleplaying game. Equal But Opposite as eager to find him, take him down and rob him of his precious possession. Weapons that were created to serve some great purpose will some- times have an opposite created by the opposition. An enemy armed with such a weapon will often be able to feel the presence of his opposite and may even be able to track him by fol- lowing the empathic bond. Give it Back If the weapon was taken from someone who survived or could be resurrected he will want it back. The original wielder could also have been part of a cult, secret society or family who feels that the weapon is their rightful property. Depending on who is involved they could try to buy it back from the player character but if bribery and threats fail they will almost certainly resort to more extreme measures. It Isn’t Working One day the weapons special abili- ties stop working. There may also be some physical change as well such as different runes on the blade or a shift in the color of the gems in the guard. If they want the weapon back the PCs will have to figure out why this hap- pened and how to “turn it back on.” The deactivation could be the result of a curse or some limitation inherent to the blade. For example, once a year the blade must drink of the Red River or it must be reconsecrated on the altar at the Shrine of the Fallen Star.

# DRAGON 243 55

The Wyrm of Many Spells

by Ed Greenwood illustrated by Storn Cook

WHEN IN WATERDEEP RECENTLY, Volo she loves the bustle and intrigues of challenge him but one who could aid was smitten by a certain enigmatic, Waterdeep. As an unlicensed but very him against foes by launching surprise dark-eyed lady who whispered to him active mage, she is always on the run attacks. of rare and strange spells only she from the Watchful Order of Magists Rythtalies worked several mighty knew. It is impossible to say from the and Protectors, (This deception—and magics on his steed, whom he came wildly boastful notes of the infamous other similar evasions of bureaucratic to regard highly for her keen wits and traveler whether their brief dalliance money-gouging—are the only unlaw- sly sense of humor. His magical aug- involved any true intimacy, and how fulnesses Jalanvaloss embraces. She mentations resulted in Jalanvaloss’s fondly (if at all) the lady in question prefers not to break laws or disrupt acquiring the ability to cast spells as a regards Volo the Loose-Tongued now, daily life openly, but she sees nothing 12th-level wizard when in human but it is clear that the florid-quilled wrong in hiring or manipulating oth- shape. Volothamp knew he was in the pres- ers to do so.) This power is apparently perma- ence of a shapechanger whose true In her youth, this female steel drag- nent, having (probably) outlived the nature he couldn’t fathom. It is also on was a servant of the wizard mage himself—though some folk clear from his notes that he had no Rythtalies, a reclusive, white-bearded whisper that Rythtalies lives on in the idea he was flirting with the steel human archmage who dwelt in a now- mind of the Wyrm of Many Spells, per- dragon Jalanvaloss—even though ruined mountaintop keep in eastern haps sharing her body, and that the he’d come to Waterdeep to find out all Amn, and who is now believed dead. spell expertise she exhibits when he could about the elusive Wyrm of Rythtalies used Jalanvaloss as a wearing the form of a tall, sleekly Many Spells. steed but worked on turning her into beautiful human female is actually Few folk are aware they’re dealing his best “secret weapon”: a being far that of Rythtalies himself. Other folk with Jalanvaloss until later, because too magically weak ever to seriously say that whatever the source of the

# DRAGON 57 spells used by the steel dragon might whose scales flash with an almost iri- According to the sage Velsaert of be, the sentience of Rythtalies is either descent blue sheen when she’s about Baldur’s Gate, an expert on Sword dead or slumbering; in the opinion of to change shape into human form. Coast dragons, the Wyrm of Many most wizards to whom the question is She is a keen observer of people and Spells has “shown no signs of desiring put, Jalanvaloss has made too many things around her, never forgetting the company of other wyrms, nor of mistakes with her spellhurlings to be the smallest details, and she seems to dwelling in solitude or defending any guided by (or to be the work of) an revel in being part of as many sort of territory.” archmage. intrigues and deceptions as possible. Volo found that while Velsaert’s Jalanvaloss is known frequently to She is an actress of the first rank, and observations might well be true, employ project image spells to put a an adequate mimic. Over her years of Jalanvaloss does seem to enjoy human image of herself in situations residence in Waterdeep (in a succes- wiping out rival dragons who cross that allow her to interact with sion of assumed human shapes, all her in any way. She is known to have Waterdhavians (and visitors to the female), she has become expert in destroyed utterly the blue dragons city—adventurers in particular) without recalling the genealogies, relation- Calaunthriina and Daereveroese (in their discovering her true nature. ships, cabals, and alliances of Amn), and the wicked black dragon Volo wrote plenty of purple-prose Waterdhavians both high and low in Nabalnyth, who briefly laired in the nonsense about his “Dark-Eyed Lady,” station. Rat Hills. implying that her loving attentions Jalanvaloss acquired the title The key to Jalanvaloss could be surpassed all similar pleasures in his Wyrm of Many Spells because of an said to be her love of, and outstanding previous experience of ladies all over epic spell-battle she once had with aptitude for, scheming. She always has Faerûn, but readers have no way of Khelben “Blackstaff” Arunsun: discern- a few plots to spare and can respond knowing how truthful the famous ing her true nature at an evening revel to those who cross her by calling on scribe was, or how much Jalanvaloss at the Brossfeather family villa, he many (usually unwitting) allies. If she employs magic to deceive or to over- casually tossed a wyrmbane spell her has a main foe, it would be the Cult of whelm the senses of humans she way, to drive her from the city. the Dragon, whom she would like to meets. She is known playfully to Jalanvaloss responded by pepper- destroy permanently in the vicinity of manipulate Waterdhavians out of a ing him with a barrage of spells, shift- Waterdeep. She has ignored, and will sheer love of doing so and to promote ing from human to dragon form and continue to ignore, attempts on their— a general air of mystery to distract precipitating a panic in the process or anyone else’s—part, to lure her out attention from her own deeds and to that sent citizens leaping from bal- of the city. Khelben Arunsun she set folk to doing wild and reckless conies and trampling each other in regards more as an honored oppo- things (something that seems to gateways and on the streets of nent, to be teased and frustrated afford her much amusement). Waterdeep. whenever doing so will afford her a First mentioned in A Year of sorcery: Distracted by the need to mitigate means of escape from his seeking Wizardly Doings In The Year of the Dark damage to the citizenry and the magic, and taking up his time won’t Dawn (a widely-quoted chapbook by surrounding buildings, Khelben endanger the security of the city. the sage Aldiber of Memnon), responded with magics designed to Jalanvaloss seems to have been the contain and hamper rather than to The Lair of Jalanvaloss pet or servitor of Rythtalies since her punish or destroy. Jalanvaloss took The Wyrm of Many Spells rents birth. She might well have been advantage of this tactic to make her various upper-floor rooms all over the reared by him from her hatching. escape. Thus, when the Blackstaff city, and owns several shops in Aldiber writes of her deep loyalty in finally brought down a binding chain of Southern Ward, Trades Ward, and 1104 D.R. (at an age when most drag- fire spell on his opponent, seeking to Dock Ward (that is, the buildings are ons are particularly headstrong and both harm and capture her, it fell hers, and she rents the premises to rebellious or defiant of authority), harmlessly through a projected image. various merchants, to run their busi- when she braved the hostile spells of News of the spell-battle and the steel nesses in). All of these buildings are two archmages to swoop in and res- dragon’s escape was all over the city crowned with one or two floors of cue her master from an ambush. by the following highsun, and the rental apartments, and at least two of Rythtalies seems to have disappeared Copper Tongue (a broadsheet of news them incorporate “secret apartments” sometime in 1262 D.R., though it must sold in the streets for a single copper (rooms retained by Jalanvaloss her- be emphasized that this figure is more coin; hence, its name) coined the self, which have their own entry stairs of an estimation than any record of a name of “the Wyrm of Many Spells” linking to cellars—and thence, to specific disaster befalling the wizard. for “the mysterious dragon who nearby stables—or the sewers). The Whatever her master’s ultimate fought the mighty Blackstaff to a Wyrm of Many Spells also owns sev- fate, Jalanvaloss acted alone from standstill.” Jalanvaloss secured her eral houses full of genteel rental then on, soon abandoning the keep in fame in the lore of the city when she rooms in Sea Ward and North Ward; Amn—which was often visited by defiantly reappeared several nights she customarily assumes a different greedy mages and adventurers, and later, flying in dragon form over human shape when buying and visit- well-nigh destroyed in her battles Blackstaff Tower and raking it with ing one shop than she wears for deal- against them—for the streets of spells (causing no damage and vanish- ings with another. She is known to Waterdeep, the City of Splendors. ing before the annoyed archwizard have at least one secret cache some- Jalanvaloss is now a mature adult could respond or lay any sort of tracing where in the sewers, and another in a steel dragon of sleek appearance, spell on her). spell-guarded tomb somewhere in the

58 JANUARY 1998 City of the Dead, that contain nothing Scattergloom moved about by the silent will of the but clothing, makeup, and accessories (Alteration, Evocation) scattergloom caster as if they are that allow her to change one human Level: 3 attacking specific beings or objects. identity for another. Range: 0 This shaping can be maintained even It is hard to say which of her various Components: V if the shadows subsequently “cloak” a Waterdhavian properties is her true Duration: 4 rounds being—so that the moving being lair; Jalanvaloss has even been known Casting Time: 1 might appear to others to be some to curl up for a rest in dragon form on Area of Effect: 90-yard sphere sort of shadow creature. the roof of a tomb in the City of the Saving Throw: Special Any “shadow” created by a scatter- Dead and use a spell to make her This spell brings into being six gloom spell vanishes upon contact appear to be no more than sculpted— amorphous masses of magical dark- with a dispel magic spell or any magical and weathered—stone. ness, like wispy, opaque black shad- barrier created by a fourth or higher In her various human guises, ows. They appear instantly within level magic. Jalanvaloss is the friend, ally, or busi- spell range and whirl about at random ness partner of many Waterdhavians, speeds and in random directions. Steelsting but (so far as is known) she can’t be They serve to hamper the aims of (Evocation) said to have any true servants or kin. any beings who are within spell range, Level: 4 The Domain of Jalanvaloss or firing into the area, so that all attack Range: 90 yards rolls are at -3, and aimed spells are Components: V Jalanvaloss doesn’t patrol and penalized by the same or a lesser Duration: Instantaneous defend a territory as most dragons do, amount (a +1 THAC0 penalty or a Casting Time: 1 but her domain could be said to be bonus to the target’s saving throw). Area of Effect: Cylinder 6’ across and the city of Waterdeep, its underside in Two of the six “shifting shadows” 24’ long particular (though the pretentions and this spell creates are under the limited Saving Throw: Special indulgences of its nobles afford her control of the scattergloom caster; they This spell brings into being a brief the most fascinated viewing and can be directed to “cloak” or enshroud maelstrom of dagger-like flying darts amusement). one target being each (both cannot be of enchanted force, that whirl and She’ll happily share the city with attached to the same being). The flash about within the spell’s area of other dragons who hide in human- choice of target can be made at any effect, slicing all creatures they come shape and don’t disturb city life, and time during the spell and is irrevoca- into contact with for 6d4 hp damage. she tolerates the brief visits of such ble once made. A shadow takes one Victims who are free to move out of wyrms as Galadaeros (keeping herself round to “attach” itself to a target the area of effect are allowed a saving hidden), but will reveal herself to sav- being. throw vs. spell (if successful, they suf- agely fight off any wyrm who dares to An unwilling target of a controlled fer only half damage), but victims who attack the city or folk in its immediate shadow receives a saving throw are constrained (for example, beings surroundings. against the spell. If successful, the in a narrow passageway, or who are The Deeds of Jalanvaloss caster loses all control over that climbing a ladder or tethered to a shadow, and it accompanies the tar- heavy weight) against agile dodging Jalanvaloss is both a sponsor and get only for one round (moving away or an ability to get out of the area of an enthusiastic fan of adventurers. at random thereafter). effect receive no such saving throw. She spends most of her time consort- An enshrouded target suffers a -4 The blade-like “darts” the spell ing with such daring folk. Though she penalty to all attack rolls (-2 if the creates are emissions of a whirling admires the most capable, daring, and being possess the blindfighting profi- magical field, not metal weapons or clever of such persons, her love of ciency), a negation of any damage anything that can be considered a watching their exploits (via a number bonuses normally possessed, and a solid, “normal” missile. Shields and of variants of the wizard eye spell) -4 penalty on both Armor Class and armor can’t stop them, though a wall doesn’t stop her from constantly saving throws (note that this penalty or closed door can; rather than rico- manipulating them. is not applied to the saving throw cheting off a partial barrier such as a The Wyrm of Many Spells uses against the shadow’s attachment). shield, a dart simply “dissolves” back adventurers to extend her own long- The caster of a scattergloom spell into the field and flares into sharpness term goals (of which more later); to set can always see through its shadows again on the other side of the barrier. the intrigues she loves so much into clearly and suffers no ill effects from The Fate of Jalanvaloss motion; for practical reasons (such as being shrouded. This spell is often frustrating local Cult of the Dragon used to enshroud its caster (to conceal The Wyrm of Many Spells has a agents as much as possible), and for identity), with the second controlled long-term dream of founding her own short-term entertainment. shadow being “set” across a window kingdom, with herself as queen, com- The Magic of Jalanvaloss or to block out light, so as to conceal manding an elite army of human the caster’s presence. adventuring bands, to protect a cul- Here are two of the many magics The two “controlled shadows” can tured, prosperous elven populace. employed by Jalanvaloss in her also be shaped by the caster to Perhaps in the western High Forest . . . Waterdhavian life of endless intrigues appear as if they are undead shadows Realizing such a dream will be very and deceptions. or an unknown sort of creature with difficult; it is likely to result in limbs, jaws, wings, and the like, and Jalanvaloss’s death. She knows this

# DRAGON 243 59 danger, and that’s why her notion of a during this time, but doesn’t hamper not fall, because the chain’s invisible realm of her own is a “some-distant-day” target actions in any way. It will fall “floor” would hold them aloft. If that vision; she’ll pursue it in earnest only harmlessly into nothingness if its tar- magic reaches its normal expiration when the daily cuts, thrusts, and get can teleport away, become ethe- before the chain does, the target will intrigues of Waterdeep grow weari- real, adopt wraitform or otherwise fall when the binding chain ends, some. Judging by her performance become non-corporeal; or is an illu- Once settled, the chain also pre- thus far, that’s apt to be centuries yet, sion or projection rather than a solid, vents its enchained target from and to involve the climbing of one of physical body. It takes instant effect if changing form; a vampire in solid her human personae to the heights of the target rises up into or seeks to form can’t become gaseous, a phase noble rank. There is always the dan- pass through its whirling ring. spider can’t phase, and a dragon in ger of her true nature being discov- The chain can form and whirl unaf- human shape can’t revert to draconic ered, but it seems unlikely that fected by magical barriers (even those form. This prohibition lasts as long as Jalanvaloss will lose out in many of the greatest efficacy, such as pris- the chain does. struggles for power, or not have matic sphere), physical barriers (castle This ancient spell has seen many adventurers galore to call upon if walls or solid rock), and water (even lesser variations down the years and something goes seriously wrong. underwater). It is 10 feet high and 10 has primarily been used to make mag- Elminster of , the Lady feet thick, with its length and the ically-powerful opponents ‘stand and Mage of Waterdeep Laeral Arunsun, diameter of the area it encloses deter- fight,’ preventing their escape before and at least three Harpers resident in mined by the size of the creature it’s force can be readied against them. Waterdeep know of the presence (if enclosing, from a minimum of ten feet (There is a specific but little-known not the precise current human dis- to a maximum of 60 feet. counterspell that prevents a protected guises) of Jalanvaloss in the city, but A binding chain of fate prevents the target from being enchained. Certain they’re quite willing to let her remain operation of all magic within its ring writings in Candlekeep also speak of at part of life in the City of Splendors. In save its own. No magic can pass least two methods of magically shat- the rueful words of Laeral, “In many through it or take effect within any tering a chain, each employing a differ- ways, she’s more Waterdhavian that part of it, nor can the area of effect of ent trio of specific ninth-level spells, most Waterdhavians.” a spell that erupts or is already in that must be cast at or on the chain force outside the ring persist within or within three consecutive rounds.) Wyrmfighting Magic include the area occupied by the ring The material components of a bind- Folk who must deal with dragons or the area it encloses. (A non-target ing chain of fate are a strand of hair can never carry enough spells. To aid being who stands within the enclosed taken from a living creature who pos- such “doomed unfortunates” (as he area or in the space occupied by the sesses at least three spell-like natural muttered darkly), Elminster reluctantly phantom “chain” won’t suffer the abilities (such as a ki-rin or rakshasa; agreed to furnish details of a spell damaging effects of the spell, but is the ability to cast wizard spells is one Khelben used in his famous “duel governed by this freedom from all ability, and the ability to cast priest with Jalanvaloss, as follows: contact with other magic.) A binding spells is another; the creature must chain can withstand even the mighti- have hair in at least one of its natural Binding Chain of Fate est of known spells, even dispel magic forms, so a hair from a phoenix or (Evocation) or ’s disjunction, and its who “grew” hair as the result of Level: 9 caster cannot banish it before the a spell wouldn’t work), and a magical Range: 10 yards per 2 levels spell has run its course, potion of any sort. Components: V, S, M Once settled around the chosen Duration: 9 rounds target, a binding chain prevents that Casting Time: 9 being from moving outside its ring; Area of Effect: Special though they are free to move within Saving Throw: None the enclosed area, the chain acts as Ed Greenwood insists that only This spell brings into being a an impregnable ceiling, floor, and Elminster knows which gates link our real “chain” of shimmering, translucent continuous wall to them (that is, to the world with Toril, Oerth, and Krynn. He links of magical force that forms in a target only; other beings can pass does admit that he’s wandered the back whirling ring above a single chosen through it freely and can launch phys- streets of Waterdeep more than once in target creature, and then descends, its ical attacks on the target being nor- the Old Mage’s footsteps, though—and he ends flailing. To the target, the binding mally, though the visual chaos of the has a bathrobe that reeks of truly strange chain has physical solidity; to all oth- chain causes all missile attacks pipesmoke to prove it. Eiminster said that ers, it’s no more than the vision of a through it to be made at -3 to hit). the torn and patched blue terrycloth was lashing chain and a clashing, metallic A binding chain flails its target the only clothing Ed owned that was rattling sound. (If the chosen target is being for 4d4 hp damage per round good enough for his debut in the City of outside spell range at the moment and prevents them from working any Splendors. casting is complete, the chain won’t magic, negating any existing enchant- form, and the spell is wasted.) ments at work upon them for the The binding chain whirls above the duration of its existence. target for a full round before descend- A target aloft due to flying or levi- ing. It moves to stay above the target tation magic when enchained would

60 JANUARY 1998

62 JANUARY 1998 LOCATED ON A WELL-TRAVELED CROSSROADS, the town of Solace, unlike many towns, welcomed strangers. Solace even offered the parched and weary traveler a choice of drinking and dining establishments. The best known of these was the Inn of the Last Home. Built high among the limbs of one of the enormous vallenwoods, the Inn was renowned all the way to dis- tant Palanthas for its ale, its friendliness, and the propri- etor’s spiced potatoes. Light beaming through the Inn’s stained glass windows was a beacon to the thirsty, the smell of the potatoes a lure to the hungry. Otik’s smile, as he greeted arriving guests, was warmer than his own hearth fire. Not all travelers find that spiced potatoes, warm smiles or bright lights agree with them, however. Some find the darkness welcome and soothing, never mind that the potatoes are boiled and generally underdone at that. Some prefer the more potent dwarf spirits to foaming nut-brown ale. Thus some travelers to Solace found that its second tavern, one known as The Trough, more suited to their tastes, Built on the ground for the primary reason that no Margaret Weis person under the influence of dwarf spirits should be climbing trees, The Trough lived up to its name and its signboard, which featured a pig wallowing in swill. The tavern even looked like a trough, a V-shaped gray building with a collapsing roof wedged between the boles of two large vallenwoods. The Trough had another advantage. People could reach The Trough from the main road without going into Solace proper. People could meet safely in The Trough, where they could meet safely nowhere else. Three such people sat this night, eating the watery potatoes and the stringy beef and drinking beer, not dwarf spirits, since the three were discussing business. They kept their voices low, although it was well- known that the barmaids in The Trough were deaf, the tavern keeper mute, and all of them blind—handi- caps purchased with good steel coins. “This is a rich town,” said one with a knowing wink and a cunning leer. “I tell you, Cutthroat. I’ve lived here three months, and there’s money for the taking. Why, the amount raked in by that fat old innkeeper Otik alone Artwork by Dan Frazier would set us up for a year in Sanction! “And I say that I’ve seen no sign of it,” argued another, glaring down at his potatoes with a scowl they richly deserved. “That’s because you have no imagination, Cutpurse,” said his brother. The two thieves, in a fit of cleverness from which they had never fully recovered, called themselves Cutpurse and Cutthroat. “Go on, Jack Ladyfinger. What else have you found out?” “There’s a wife of a Solamnic knight living here. You know that she’s just dripping with jewels, for all she

# DRAGON 243 63 pretends to be so poor! And a dwarven metal-smith. “Hell, most of them don’t know. The sheriff uses a His house must be loaded with silver and steel.” different hiding place each time. The only ones who “Well and what if they are?” groused Cutpurse. He know the hiding place are those who help to carry was in a bad mood, the beef was doing strange the loot there and those who stay behind to guard it.” things to his insides. “We can’t rob them all in one “So we follow them to the hiding place?” night! And after the first heist, the whole damn place “Naw. I tried that last time. They keep a close look- will be up in arms. Ogres take them! This stuff is out. Nearly tossed me in the lock-up, but I pretended swill!” He flung his plate to the floor, spilling the pota- like I was drunk, and so they let me go.” toes and scattering the beef. “What good does this do us then?” Cutthroat The tavern dog—a lean and perpetually starved frowned. He was starting to agree with his brother. animal— dashed up, sniffed at the beef, wisely “You’ve brought us here on a wild chase, Jack ignored it, and ate the potatoes. The barmaid let the Ladyfinger, that’s what I think.” dog do her cleaning for her, then picked up the plate. “You should do less thinking,” suggested Jack. “It She kicked the beef under the table. obviously hurts.” He motioned them all closer. “Now, “Would I have sent for you if I didn’t have a plan? here’s my plan . . .” demanded Jack Ladyfinger—so called because of his deft and delicate hands. He bragged that his touch so light he could slide his hand inside a marks pocket, sort out the steel coins from the pence, take only the The horn blast split the quiet night wide open and steel, with the mark being none the wiser. woke the twins out of a sound sleep. “No, of course, you wouldn’t, Jack,” said Cutthroat, “Not again!” Raistlin complained. Pulling the blan- giving his brother a kick in the shins. kets up around his chin, he rolled over and clamped “Listen to this, my friends,” said Jack. He beckoned his pillow over his head to shut out the raucous the other two to lean their heads closer. “Three weeks noise. ago, the sheriff caught wind that goblins were plan- Caramon was out of bed, pulling on his breeches. ning a raid on the town. He called out the militia, and “C’mon, Raist! You’ve got to come. We’re part of the all the warriors in the town left their homes, ready to militia. You know the law. All able-bodied men six- defend the town. The women and kids holed up in teen and older—” the Inn.” “I am not able-bodied,” said his brother, his voice “So?” Cutpurse growled. muffled by the blanket. “Tell them that, and leave me “So, I’m not finished yet. The Sheriff told the good cit- in peace.” izens to bring all their valuables to him. He and a cou- “I did tell them last time, Raist,” said Caramon ple of guards carried them off in a box to stash them earnestly. “But the sheriff said that even if you couldn’t away in a safe hiding place.” Jack sat back, looking fight you could be useful gathering up spent arrows or pleased. What do you think of that? It will be the easi- carrying water—” est job we ever pulled.” “No,” said Raistlin, snuggling deeper into his warm “I get it. We rob the houses while the men are bed. away!” said Cutpurse. The horn brayed. Torch lights flared. Voices shouted, “No, you booby!” His brother kicked him again. spreading the alarm. Children wailed. Booted feet “What’s the use of robbing the houses if the owners clumped past, running along the boardwalk. have hauled off all the steel and the jewels?” Raistlin sighed and threw off the blanket. He sat “Well, then, I don’t understand,” said Cutpurse up in bed. sourly. “You might be able to use your magic,” Caramon “We rob the place where they’re hiding the valu- suggested, hoping to cheer his disgruntled twin. ables!” Cutthroat explained. “And do what?” Raistlin snapped. “Pull coins from “Oh,” said Cutpurse, considering. “Yeah, that’s a their ears? Pluck silk scarves from their navels? Don’t good plan. Well done, Jack.” He belched. “Where is be an ass, Caramon. You know very well that I have this hiding place?” no spells in my spellbook! Not yet. I am only a stu- “I don’t know,” said Jack, shrugging. dent. Well, don’t just stand there gawking at me! Go “What?” Cutpurse demanded. His hand went to the on! Answer the call! Go protect us from the forces of knife he carried hidden in his boot. “I don’t like evil!” games, Jack Ladyfinger.” “Aren’t you coming?” Caramon asked, worried. “How could I find out?” Jack protested. “You think “I suppose I must,” Raistlin said crossly. “I might as they’d tell me? well. I’m not going to get any more sleep tonight.

64 JANUARY 1998 That much is obvious. Besides, I look forward to prevent wounds from becoming infected. He added to plucking bloody arrows from mangled corpses.” this strips of cloth for bandages, of which he kept a “Do you, Raist?” Caramon was pleased. “I’ll tell the supply. Armed with these, he hastened out to join his Sheriff.” brother and the rest of Solace’s . Raistlin didn’t bother to respond. Sarcasm was “Hurry up there, lad,” grumbled one of the town wasted on Caramon. guards. “We’re about to hoist up this ladder.” Caramon dashed out, grabbing hold of his father’s Raistlin descended the ladder that led from the wood-chopping axe, Gilon’s one legacy to his chil- boardwalk to the ground below and that could be dren, which stood beside the door. Merging with the pulled up as part of Solace’s defense. No enemy with- throng of people clattering along the boardwalk, out wings could launch a truly effective attack against Caramon hurried off to the blacksmith shop, the gath- the tree-top town. Fire was the biggest danger. The ering point for the militia. Women and children, the vallenwood trees did not burn easily, but they would elderly, and the infirm hastened to the Inn of the Last burn, as would the houses within the trees. Buckets of Home, where they would take refuge. water were being drawn from the wells, swung up on Pulling on his white robes—robes that he wore to ropes, placed at strategic locations. honor his mentor, an archmagus of the White— Raistlin searched through the large crowd which Raistlin stood in the doorway. Men and women, had gathered in a semi-circle around the Sheriff, look- armed with sword or bow, hurried past, ready to do ing for his brother, whom he found standing next to their part to defend their town. Watching them, Sturm. The flaring brands lit the area as bright as day, Raistlin contemplated his own uselessness. Although filled the air with smoke. Raistlin began coughing. he and his brother were twins, they were nothing “Are you all right, Raist?” Caramon asked anxiously. alike. Caramon at sixteen was taller than most of the “No, he isn’t,” said sturm, casting Raistlin a men in Solace, with well-developed muscles from disapproving glance. “What’s more, the night air is laboring on a nearby farm. Genial and cheerful, he chill, and there is liable to be fighting. He should was everybody’s friend. not stay.” Raistlin, by contrast, was thin with spindly arms Sturm Brightblade, two years older than the twins, and legs. Often sick, he was easily and quickly was the son of a knight of Solamnia and, as such, had fatigued. He could not so much as lift his fathers axe, little use for mages. He and Raistlin had known each which Caramon hefted with ease. To compensate for other for about ten years and had disliked each other his weakness, Raistlin sharpened his wit instead of for at least that long. steel. Brains would win him his way in the world, not “Perhaps you should go to the Inn, Raistlin. At brawn. Brains and his skill as a mage. That skill was least there you will be out of the—” Sturm paused, not much in evidence at the moment, however. amended his statement. “You will be safe.” Raistlin was still a student, permitted to learn only a “Perhaps you should go soak your head in a bucket, very few minor spells, and then he was ordered not Sturm Brightblade,” Raistlin returned caustically. “If to use them. you’re lucky, people might mistake the bucket for a Standing in the doorway of the home he shared helm and so mistake you for a knight.” with his brother, he wondered bitterly if he should go “Suit yourself,” Sturm retorted, coldly angry. “But to the Inn with the women and children. At least keep out of my way. I shall not have time to look there he could sit beside a roaring fire; no standing after you.” He moved several paces away. about on the frost-riven ground in the dead of night, “Hush, you two,” said Caramon, unhappy at the waiting to be attacked by goblins. Otik would quarrel. “The Sheriff is talking.” undoubtedly be serving hot cider. Just as he was con- “We have word that the same roving band of gob- sidering this pleasant possibility, he remembered that lins we heard about three weeks ago is still in the the Inn would be crowded with mewling infants and area and planning an attack on our town.” The Sheriff bawling toddlers. Upon consideration, Raistlin decided pointed to a tall, thin, shabbily dressed man. “This to take his chances on the goblins. man claims to have seen them while he was out It occurred to him then that he could be of some hunting. He overheard their plans.” use in a battle—and not picking up arrows. His studies “I speak a little goblin,” said the shabby man in herb lore had gained him a reputation as a healer, modestly. an occupation much in demand in these days when “Humpf!” Raistlin snorted. “And I speak gully dwarf.” the clerics had disappeared with the Cataclysm. “Be quiet!” Sturm said, glaring at Raistlin severely. Hastily Raistlin gathered some of his unguents and “You all know the drill,” the Sheriff continued. “You salves known to help ease the pain of burns and know where you’re supposed to be. You know your

# DRAGON 243 65 duties. Bowmen up above in the trees, those with “I swear on my honor as the son of a Knight of swords and axes on the ground below.” Solamnia,” said Sturm solemnly. Lifting his sword, he “I saw a goblin once!” cried a shrill voice. A small kissed the hilt. “Death will take me before I break my hand could be seen waving from the depths of the oath.” crowd. “Back in Kendermore. Or was it the Ruins? “Yes, well. I don’t hold with oaths, young man,” Maybe it was Palanthas. I can show you the place. I said the Sheriff, looking displeased. “Just a promise have a map. Anyway this goblin was a big, ugly brute will do. What about you, Caramon Majere?” with squinty eyes and he said to me, he said—” “I won’t tell a soul,” Caramon promised, adding “It’s that kender,” whispered Caramon under his eagerly, “I’ll even close my eyes so that I won’t see breath. “The one who lives with the dwarf.” where it is!” At the sound of the kender’s voice, every person in “Fine, you do that,” muttered the Sheriff, rolling his the crowd—including the Sheriff—checked to make cer- eyes. He was probably regretting his choices. “Come tain they were still in possession of purses, pouches, with me. The rest of you, take up your positions.” weapons and any other articles likely to fall victim to a kender’s curiosity. Raistlin took a hasty inventory of his bag of unguents and salves, made certain it was still tied securely to his belt. The night wore away with no sign, no sight, no The kender’s speech was interrupted by the sound, no smell of a goblin. Raistlin sat yawning and sounds of a scuffle. shivering beneath a tree near the smithy’s, waiting for After one indignant “ouch!” the kender’s voice was something to happen. He was regretting having ever silenced, replaced by a gruffer, deeper voice. left his bed and was seriously considering returning to “Beg pardon, Sheriff. He won’t interrupt you again.” it, when one of the town guard who had been A muffled shriek could be heard, a shriek which detailed to accompany the sheriff and the box ran might have come from a kender with a hand over his into the clearing. mouth. “Majere! Come with me!” he cried, spotting Raistlin. “You do that, Fireforge,” said the Sheriff, frowning. “There’s been an accident! It’s your brother!” “And make certain he stays away from our belong- “What’s Caramon done now?” Raistlin demanded, ings.” a sliver of fear piercing his heart. Caramon might be a “I’ll keep an eye on him,” said a tall, soft-spoken dolt, an idiot, an oaf, but he was Raistlin’s twin and man, a half-elf. the only family he had left now that both parents “Thank you, Tanis. Now, speaking of our belong- were dead. ings, those who have brought valuables to be taken “Smashed into a tree. Knocked himself out cold.” into hiding, bring them forward.” The guardsman grinned. “He was walking with his People took turns trooping forward, depositing eyes closed.” bags of coins, family jewels, and other precious As Raistlin checked to make certain once again objects and heirlooms into a large metal box. The that he had everything he needed, he noted, out of Sheriff noted down the contents on a board, which the corner of his eye, the shabby man looking his was to be taken to the Inn for safe-keeping. When way with interested attention. the last person had made a deposit, the box was “What business is it of yours?” Raistlin demanded closed and padlocked. irritably. “I need volunteers to help carry it,” called the “Only the concern of a friend,” said the shabby Sheriff. man humbly. “I hope your brother has taken no seri- The shabby man raised his hand with alacrity. ous harm.” The Sheriff gave him a dubious glance and passed “If the injury is to his head, you may count upon over him. His gaze rested on the stalwart Caramon it,” Raistlin returned. and upon Sturm, standing at his side. “You two young men.” The Sheriff beckoned. “Bring the box and come with me. I’ll show you where to stash it. You men”—he singled out two of the town Caramon was already conscious by the time his guards—“follow along behind and keep a close brother arrived, which was a good sign. He recognized look-out.” those standing anxiously around him. The Sheriff gave Caramon and Sturm each a pierc- “Hullo, Sturm. Gee, my head hurts. What hap- ing glance. “You promise never to reveal the location pened? Hi, Raist? What are you doing here? Say, I of the box.” know where they hid that box. In a boat—”

66 JANUARY 1998 “Shut up!” cried Sturm, the Sheriff and the two trees, Sturm holding a torch high so that they could guards simultaneously. find the path which led through the tangled under- “What’s your name?” Raistlin interrupted, gently growth. The two moons, silver Solinari and red examining the egg-size bump on his brothers fore- Lunitari, had risen and set long ago. Raistlin guessed head. that it must be long past midnight. Caramon thought a moment, then, brightening, he “Are we clo—” Sturm began, but his question was said, “I’m the Kingpriest of Istar.” never finished. Raistlin sighed and turned to the Sheriff. Raistlin heard the rustling in the brush. He had no “The injury isn’t serious, sir, but, as you see, he time to react. needs attention. Could some of your men take him to A heavy weight struck him from behind, a hand the Inn? He must be kept warm, made to lie still, and clamped firmly over his mouth. Cold steel pressed watched to make certain that he does not fall asleep.” against his neck. “I’ll see to it. He won’t keep blabbing about the “Breathe a sound and I’ll slice you ear-to-ear,” said hiding place, will he?” the Sheriff asked. a voice. “If he does, tell him he’s wrong, its at the bottom Raistlin nodded to show he understood and would of the Blood Sea. I must go to Weird Meggin’s to fetch keep silent. The man pricked Raistlin’s skin, just to a few things I need to make a poultice for him, and show he meant what he said. Raistlin held perfectly then I will join you at the Inn.” still, tried to see what had become of Sturm, for he “But you shouldn’t be wandering around here could hear the clash of steel and the sounds of pant- alone, son,” said the Sheriff. “Not with goblins about.” ing, grunting and scuffling feet. The torch lay upon Raistlin bit off a caustic remark about just what he the ground, its light extinguished, and Raistlin’s eyes thought of this supposed goblin attack. “I must tend had not yet adjusted to the darkness. A groan, a thud. to Caramon immediately, sir. Otherwise he might The sound of heavy breathing indicated that the fight think he’s the Kingpriest for the rest of his life.” was over. “That would indeed be a pity,” said Sturm. “One “You haven’t killed him, have you Cutthroat?” was more than enough.” He added magnanimously, “I asked another man, emerging from the forest. will go with Raistlin, Sheriff.” “Naw, Jack. Just rapped him on the head to teach Raistlin frowned, annoyed, but there was no time him some manners.” to waste arguing. Cutthroat rubbed his jaw, glared down at Sturm. “Very well. If you insist! Come along, Brightblade.” “He’ll pay for this, the bastard.” The guardsmen lifted the groggy Caramon and, “All in good time. Tie his arms with bow strings and groaning under the strain, hauled him off in the direc- get him on his feet. And show a light. I want to see tion of the Inn. His last words, as they carried him their faces. If either of them so much as squeaks, stick away, were, “Burn the heretics!” The Sheriff left to them.” inspect the town’s defenses. “A light? What if someone sees us?” Raistlin and Sturm headed in the opposite direc- “They’ll think we’re part of the militia.” tion, taking a short cut through the trees. Weird One of the men lit a lantern. The other trussed up Meggin’s house was located in the same disreputable Sturm and dragged him to his feet, bleeding from a part of town as The Trough. Soon, the two left the cut on his forehead, but otherwise unharmed. The sound of voices and the flare of torches behind. The man named Cutthroat grabbed Sturm’s short sword, boardwalks under which they walked were empty. tossed it into the trees. Sturm stood rigidly straight Solace had long ago abandoned this portion of and glared at the men in defiance, particularly at the itself. The boardwalks were falling into disrepair, the shabbily dressed man named Jack. rope bridges sagged. Those houses which were still Raistlin recognized him—the man who had claimed standing were uninhabited. The two young men to have overheard goblins talking about attacking walked in silence, neither having much of anything to Solace. Raistlin saw the thieves’ scheme with sudden, say to the other. sickening clarity. “You are certain Caramon will be all right?” Sturm “There are no goblins, are there?” Raistlin said, as asked at one point. “Perhaps someone else should they bound his wrists with a rope. examine him. Someone more experienced in the “Oh, sure there are. Lots of goblins.” Jack winked. healing arts.” “About a hundred miles from here.” Raistlin saw no reason to respond to this insult, “It was a ruse,” Raistlin explained to the glowering and that ended all attempts at conversation. They Sturm. “A ruse to trick us into gathering all our valu- continued walking among the thick trunks of the ables together and depositing them in one place.”

# DRAGON 243 67 “And you’re going to tell us where they’re hid, place in the darkness before, never had to find it with boy,” said Jack, walking over to stand in front of a killer walking behind him, prodding him in the back Sturm. “And don’t tell me you don’t know. I saw you with a dagger. He dared not show any hesitation or go off with the box.” they would cease to believe him. And then they “I will die before I tell you,” said Sturm calmly. would kill him. “We’re not going to kill you,” Jack returned, leering. Raistlin slogged through the undergrowth, search- “You’re of no use to us dead.” His voice hardened. ing frantically for landmarks, for something which “But we can make you wish you were dead. Cutthroat would tell him he was on the right trail. At least he here as a way with people. First he slices off a finger could be thankful for one thing—they’d tied a gag or two. Then he gouges out an eye—” around Sturm’s mouth. It would be just like the “Do your damnedest,” said Sturm coldly. “I will not would-be knight to blurt out the truth in a fit of mis- break my trust.” guided honor. No, you will let them chop you into pieces, you “Hey, it can’t be this far,” Jack said, growing suspi- great fool, Raistlin thought. cious. “The men weren’t gone that long.” Seeing that the thieves were paying no attention to “It’s just up ahead,” said Raistlin and hoped to the him—their eyes were fixed on Sturm—Raistlin twisted gods—if the gods did truly exist—that he was right. He his wrists in their bindings, testing to see whether he was near exhaustion, panting for breath, shivering might be able to work the knots loose. He might be with the cold and his fear. able to, but it was going to take time. Time he didn’t Just when he knew he had failed utterly, knew have. that he’d come the wrong way, he caught the whiff of “Maybe he don’t mind dying,” Cutthroat was say- decay, saw a glimmer of starlight reflected off water. ing. “But what about watching his friend die? That This was the place. He could never forget that smell. might change his tune.” “We’re here.” Raistlin breathed a heartfelt sigh of Not likely, Raistlin thought and decided to avoid relief. hearing Sturm’s answer. “Where?” The thieves flashed their lantern about. “I’ll tell you where to find the treasure!” Raistlin The light flashed on the still surface of a large offered, cringing. “Just don’t hurt me. I’ll tell you pond, where farmers watered their herds. A small everything!” skiff, tied to a tree, floated on the smooth water. “He knows nothing,” said Sturm scornfully. “A boat!” cried one. Raistlin ignored him, kept his gaze fixed upon the “It’s in there,” Raistlin said. Seemingly exhausted, thieves. he slumped against a tree. That’s right. You don’t know,” said Jack, coming Raistlin cast Sturm a warning glance. Sturm either around to eye Raistlin. “You weren’t with them. You caught the warning or he had guessed Raistlin’s were at the smith’s shop with me.” intent. He came to a halt. “My brother told me,” Raistlin said. “I’ll go fetch the treasure,” Jack said. “You two stay “Your brother? The big lout? The one who knocked with the prisoners.” himself silly?” Jack was dubious. “Yeah, and let you sail off with the loot. I wasn’t “That’s him. He told me when I leaned down to born yesterday, Jack Ladyfinger. I’m going with you,” examine him.” said Cutthroat. “Cutpurse can stay with the prisoners.” “He’s right, Jack,” said Cutthroat. “I heard the big “And let you two split it two ways instead of three? guy say something about a boat. Then the others Not bloody likely!” shut him up.” The three thieves plunged on ahead, running for “A boat, huh?” Jack eyed Raistlin with interest. the boat over the leaf-covered ground. In their haste “I know which one. I’ll take you there. Just don’t and excitement, they did not see the sticks, painted hurt me!” Raistlin pleaded. red, which had been placed there to warn the unwary “You coward!” Sturm struggled furiously against his to keep away from this place. bonds. “I’ll—” Their excited cries suddenly gave way to curses “Gag him!” Jack ordered. “You, boy. You lead the and splashing. The lantern light vanished. The curses way. And remember, if you’re tricking us, your friend changed to panicked shrieks and yells for help. They here dies first while you watch. Then it’ll be your turn. were caught in the sucking mud of a deadly bog. March.” Raistlin slid his thin wrists from out of the loosened Raistlin marched. He knew where he needed to go. bindings, rubbed them a moment to ease the burning He’d been there many times before, gathering herbs where the ropes had cut into his flesh. Then Raistlin with Weird Meggin. But he’d never had to find the removed the gag from the young man’s mouth and

68 JANUARY 1998 used his knife to cut through the ropes on his arms. After checking on his brother, finding Caramon The thieves’ cries were piteous, blubbering, beg- much improved—he no longer thought he was the ging for help. Raistlin turned away. Kingpriest—Raistlin sat huddled near the fire, drinking “Where are you going?” Sturm demanded. He was a honey posset to soothe his throat. unlacing his leather vest. “You can’t leave them to “May I join you?” Sturm walked over to stand die!” beside the fire. “Oh, yes, I can,” Raistlin returned. “What do you “Sure, Sturm!” Caramon shoved over a chair. “Sit think they were going to do us?” down and have a drink.” Sturm made no reply. Calmly, he stripped off his “I cannot stay long. My mother will be worried. I shirt. only came by because I owe Raistlin an apology.” “Go in there and the bog will suck you down, too,” Raistlin glanced up. “For what?” Raistlin said grimly. “I misjudged you tonight,” Sturm replied. “I thought “That’s a chance I will have to take.” Sturm peered . . .” He paused. around, trying to see by the lambent light of the stars. Raistlin filled in the blank. “You thought I was a “We need to find a large tree branch. Hurry up. They coward who would betray my friends to save my own can’t last much longer.” skin.” “They’re thieves, Sturm!” Raistlin said. “They’re “I made a mistake,” Sturm admitted. “What you did murderers!” took quick thinking and courage. I admire you for it.” Sturm found his branch. Hefting it, he began drag- “Thank you,” said Raistlin. ging it toward the bog. Sturm made a bow and started to leave. “They are Paladine’s children,” said Sturm, wading “Sir Knight,” Raistlin called. carefully out into the mire. “Come here, Raistlin,” he Sturm looked back, frowning, fearing Raistlin was added in a commanding tone. “I require your help.” mocking him. “You can go to the Abyss,” Raistlin told him. “You “Yes, what is it?” and Paladine’s children.” “Risking your life to save those miserable wretches Sturm said nothing. He continued on. was stupid and foolish,” Raistlin said. “Stupid and fool- Raistlin’s hesitated a moment, fuming, then, seeing ish and noble. I admire you for not leaving those that Sturm was not going to listen to reason, Raistlin men, who would have taken your life, to die.” tucked the hem of his white robes into his belt and Sturm smiled, a rare thing for him. followed the would-be knight into the muck of the “Thank you,” he said stinking, oozing bog. We make a good team,” Caramon chimed in enthusiastically. “We should go adventuring together someday.” The two young men nodded politely, glanced at Sturm and Raistlin returned to the Inn of the Last each other. Home, where Sturm handed over the muddy, sodden “Heaven forefend!” Raistlin muttered. and sullen children of Paladine and explained the plot “Paladine forbid it!” Sturm prayed. to steal the treasure. The Sheriff eyed his charges gloomily. Not only would there be the bother and expense of a trial, but he would have tell the good citizens of Solace that he’d been duped. “You should have let the bog have them,” the Sheriff grumbled. Margaret Weis is the first creator interviewed in the “That way no one would have known the difference.” revived “ProFiles” column, appearing on page 120 of this “I would have known, sir,” Sturm replied stiffly. issue. With , her co-author on many novels, Shaking his head, the Sheriff marched his prison- she helps oversee the direction of the current DRAGONLANCE ers off to jail. setting. Raistlin’s robes were soaked through. His shoes were wet. He shivered uncontrollably, could already feel the pain in his chest and the fever start to burn in his blood. He would be sick for days after this.

# DRAGON 243 69 eventually faded, particularly when the locals discovered the quality of the gnome’s work. They’d been without a blacksmith since Frontebeuf relying on Elmer Jorgenson from the next town over. Erinson missed his mountain home, but he loved the people of the town, particularly the children. He delighted in making them little surprises and telling them stories of days gone by. As he hammered away on a new harrow for the Deacon, Cote and Alexander rushed into his shop, each try- ing to tell him a story at the same time. “Hahaha, boys. Slow down, you’re harder to follow than dwarven opera. Sit yerselves down, have a drink from that pitcher, and tell me yer tale in yer own time.” The boys settled down, showing Erinson their booty and telling him how they had found the helm. Erinson picked up a rag and began to polish their find. “True enough boys, a fine piece ye have here. Belonged to a fine gentlemen in the Emperor’s army, I warrant, or maybe one of the knights under General Fairhair’s command. A good piece of work this is. I bet this helm could tell a tale or two. In fact, reminds me of a few stories.” The boys sat in rapt attention as Erinson cleaned the helm and began to talk . . . Black Mithril Chain Mail This unique chain mail was forged before the Kinslayer War, probably by the gray elves. The armor is similar Heroes’ Armor in design to elven chain, being of fine links and unusually light weight. by Brian Dunnell Worn by the elven hero Autumnwind during the Chaos War, it was thought illustrated by to have been lost during the siege of Highreaches. However, rumor has it COTE AND ALEXANDER RAN along the drink from the river As the sun rose high that the armor is currently in the pos- riverside gleefully, spades in hand. The overhead, they grew tired, but the work session of the wicked rogue Grim Jack boys were playing knights and bandits as was worth it. of Darfolk. they made their way to the crossing of They had an old bucket with them The armor is made from the excep- Frontebeuf. Just 20 years ago, during the that the local blacksmith, Erinson tionally rare and precious metal, Black civil war of Brundasia, an advance force Gnimtin, had loaned them. As they day Mithril. Once purified, forged, and from Gwendolin Fairhair’s army was progressed they filled it with all sorts of alloyed correctly, this metal is virtually caught at the crossing, running into the baubles: old buttons, spear heads, indestructible, immune to all forms of middle of the main force of the Emperors insignia, and other remnants of the battle. attack. It can not be harmed by heat, Army. It was deep winter then, the river Alexander cried out that he had found cold, electricity, or acid. As a result of largely iced over. The ice was slick with something. Cote ran over, and the two the armors durability, anyone wear- blood. worked to unearth a battered horseman’s ing it receives a +3 bonus to saving Even now, there were many souvenirs helmet, rusted with age. It still had some throws against these forms of attack. to be found where gear had been lost in of its plume left, though most had rotted The mail is immune to all forms of the snow; rusting daggers, arrow heads, away. They grabbed the helm, their tools, magic, behaving as if imbued with an and the like. Arriving at the old ford, the and the bucket of booty, then ran to their anti-magic sphere. However, this effect lads set to work, scouring the nearby friend Erinson’s smithy. applies only to the armor itself and fields for good places to dig. They were Erinson had arrived in town years ago. does not extend to anything within determined and kept at it most of the As the only gnome in the area, he had at the armor or in its immediate area. morning, stopping only occasionally for a first been treated with suspicion. This feeling XP Value: 7,000 GP Value: 45,000

70 JANUARY 1998 Black Mithril Gauntlets pensates for the weight and bulk of him slain so no one else in the land These armored gloves were created victims being dragged into in. Anyone could possess such a device. The before the Kinslayer War by the finest caught in this manner can free himself shield is an iron great shield with a dwarven craftsmen of the Hammer- by making a successful Bend Bars/Lift three-dimensional gnomish warrior skold Mountains. They are made from Gates check. This attempt may be worked into its face. This warrior is the exceptionally rare and precious made once per turn. cunningly detailed down to armor, metal, black mithril. Once purified, The blood weird has the following weapons and a Gnimshian mustache. forged, and alloyed correctly, this statistics: AC 2; MV 15; HD 5+5; When the bearer of the shield is metal is virtually indestructible, THAC0 15; #AT special; Dmg special. attacked, the gnome, while remaining immune to all forms of attack. The The creature entangles its victim on affixed to the shield, becomes ani- gauntlets cannot be harmed by heat, any a successful hit, causing 1d4 hp mated, defending and attacking as a cold, electricity, or acid. The gloves are damage per round. Edged weapons warrior of 6th level with a short sword immune to all forms of magic, behav- cause half damage to the weird, as it is and weapon specialization. If attacked ing as if imbued with an anti-magic a semi-liquid creature. Blunt weapons directly, the shield saves as its wielder sphere. However, this effect applies with a +3 bonus, has 20% magic only to the gloves themselves and resistance and can only be affected by does not extend to anything within the +3 or better weapons. The shield can gloves or in their immediate area. The attack and defend only against a sin- wearer of the black mithril gauntlets gle opponent each round. Thus, if the gains a -1 AC bonus. bearer of the shield is fighting three XP Value: 2,000 GP Value: 12,350 opponents, two of them may not be attacked by the shield and may in The Blood Shield of Dreen turn attack the bearer without the The Blood Shield of Dreen was given shield’s AC bonus. The shield endures as a gift to Dreen by his magistrix 50 hp damage before losing its Lolth, or so legend states. Dreen led enchantments. A sufficiently skilled the armies of darkness in the craftsmen can repair damage to the Kinslayer War, carrying his prized shield at a cost in materials of 250 gp shield into every battle. It was thought per hit point repaired and a time of to be lost in the final great battle, one day per point. The shield acts as a when Dreen faced the elven hero Val +3 great shield in all other respects. Havel. Rumors that the Blood Shield XP Value: 3,500 GP Value: 24,000 has been recovered and is in the Helm of the Bat hands of some great and evil lord cir- culate from time to time. The history of this helm has been The Blood Shield has a smooth, lost, but its design suggests gnomish or deep red face that seems to ripple as perhaps dwarven craftsmanship. This a wind-stroked liquid. The face of the helm is dull black with an open face. shield isn’t solid but is a portal to an The inside is lined with red padded unknown demi-plane. After the first leather. The helm is topped with a life- round of any combat, the shield’s por- size pewter bat. The figure has red tal opens, releasing a nightmarish paste gem eyes, outstretched wings creature, the blood weird. The weird and a closed mouth. The bat figure is appears to be a great tentacle of surprisingly resistant to damage blood extending from the face of the despite its apparent fragility, saving vs. shield. In many respects, the tentacle physical blows with a +4 bonus. resembles the water weird. The blood have full effect. Fire causes half or no The helm has a number of powers weird supports the shield’s bearer in damage, depending on whether the that become known to the wearer battle, attacking anything it can reach. weird makes its saving throw. Cold when the helm is first worn. One It attempts to grasp its victim, binding attacks have the effect of a slow spell power per round can be activated with the creature like a python. Once a but don’t otherwise harm the creature. an initiative modifier of 2. Three times creature has been subdued, the weird If the weird reaches 0 hp, it is not killed per day, the helm can bestow clairau- drags the victim toward the shield but only disrupted for 1d4+1 rounds. dience on the wearer. Crystal lenses and—if the creature is of size M or After this time it reforms and attacks that lower over the eyes allow the smaller—into the portal. Once caught, again. The Blood Shield of Dreen acts as wearer to see with ultravision out to it takes 1d4 rounds for a victim to be a shield+2 otherwise. 60 feet. Ultravision allows a person to absorbed into the shield. Once XP Value: 2,500 GP Value: 16,000 see in darkness as if it were normal daylight. The bat’s eyes can create a absorbed, the victim is trapped within The Gnomish Shield of Drago the shield’s demi-plane. The weird’s cone of light extending outward 120 attacks don’t hinder its wielder in any The Gnomish Shield of Drago was feet with a 60-degree arc at the apex way, nor do they prevent the shield’s made for Lord Drago by a gnomish of the cone. Finally, once per day the normal use. The shield’s magic com- artisan whose life he’d spared. Once bat can shriek, creating the equivalent the shield was complete, Drago had of a fear spell affecting all who hear

# DRAGON 243 71 Odain, took up the armor, wearing it wearer who already has infravision. to this day. The Second Helm: Bestows compre- Gimgabar’s Armor is dull gray, hend written languages/read magic to engraved with black runes singing the the wearer who concentrates for one praises of dwarfdom. Small spikes full round. stud the shoulders, elbows and knees. The Third Helm: Bestows clairvoy- The helm is fitted with a special ance/clairaudience three times per day. grated mesh to cover a dwarfs beard. The Fourth Helm: Bestows ESP three Any dwarf instantly recognizes this times per day. armor, and the wearer receives a +2 Each of these effects operates as if bonus to reaction checks made by cast by a 10th-level mage and, unless dwarves. Those who react favorably otherwise stated, has an initiative accord the wielder respect and seek to modifier of 2. aid him to the limits of their ability. XP Value: 1,250 GP Value: 12,000 Though of archaic design, this armor is equivalent to dwarven plate Leather of the Telereath armor +3. The wearer gains benefits Rangers from the armor equal to a ring of fire The Telereathan Rangers are an resistance. The wearer is totally elite guard of scouts, woodsmen, and immune to the effects of normal fire rangers sworn to protect the sanctity such as torches and oil. Very hot fires of the sylvan woods of Telereath. Each or large conflagrations such as the Telereathan Ranger, on being inducted breath of a hell hound, walls of fire and into this group, is presented with a lava cause a maximum of 10 hp dam- suit of finely crafted leather armor. age per round if the wearer is directly This armor is considered to be a uni- in the conflagration. The wearer also form, a badge of honor, and a symbol gains a +4 bonus to saves against of the Rangers. Anyone wearing such exceptionally hot fires such as dragon armor will be recognized as a breath, fireballs and flame strike spells, Telereathan Ranger and treated the noise. All of these powers operate and all damage dice are calculated at accordingly. as if cast by a 9th-level mage. a -2 penalty per die, though each die These suits of leather armor are XP Value: 1,500 GP Value: 12,000 never causes less than 1 hp damage. very distinctive in design, worked with In any case, the armor is totally Gimgabar’s Armor immune to all types of heat and fire Gimgabar founded the dwarven damage and saves automatically kingdom of Hammerskold, carving against heat- or fire-based attacks. out a vast underground empire in the XP Value: 5,000 GP Value: 43,000 mountains of the Northern Spine. In the heart of his kingdom, he discov- The Helms of the ered an exceptionally pure vein of Celestial Temple iron. From this he forged his master- These recently rediscovered helms piece, a suit of dwarven plate mail. date from the Kinslayer Wars. The This armor was passed from father to humans found them in the Celestial son for several generations. It became Temple, an abandoned elven holy site. a tradition that the king of the The four helms are of elven style Hammerskold dwarves would bestow with accentuated side guards and the armor on a hero of great renown, long stylized nose pieces. Each helm especially when this hero was has silvered mail of fine links protect- charged with some great quest or ing the neck, and small mithril eagle’s grave duty on the kings behalf. Thus, wings adorning the sides. The main the armor eventually fell into the part of the helm is lacquered white. hands of the Gate Keeper of Chan The helms do not tarnish, dent, or Kranfil. When Kranfil was lost during become dirty under normal use. the Kinslayer Wars, so too was the All of these helms provide a +1 on armor. attacks, damage, and ability checks Recently the armor was rediscov- when used in battle against the forces ered by the adventuring party known antithetical to elves. All saves against as Black Elks Brigade, when they dis- attacks by such foes are made at +2. covered and liberated Chan Kranfil. In addition, each helm bestows the The armor became the possession of following powers on its wearer: Dargoth Blackblade, a dwarven war- The First Helm: Bestows 60’ infravi- rior. Later, when he was killed during sion to a wearer without infravision, a raid into Rags Rock, his cousin, doubling the range of infravision for a

72 JANUARY 1998 patterns of leaves and foliage. In addi- enticement to keep the armor even tion, the leather is, dyed various after its true effects are discovered. As shades of green to enhance the effect. long as an individual wears the armor, Telereathan armor is always of the they receive no benefit from magical highest quality, providing a -1 AC healing. The armor absorbs these bonus non-magically. There are effects, even those bestowed by rumors of magical versions of this potions and magical devices. This armor, but if such suites exist, they are effect lasts 1d6 days after the armor is truly rare. removed. Once this period has passed, XP Value: 750 GP Value: 2,000 the curse is broken, unless the armor is put on again. Natural healing is unaf- Helmet of Pure Vision fected. Remove curse and dispel magic This magical helm was created have no effect on the armor, but limit- long ago, sometime before the Chaos ed wish will break the armor’s bond to War, by a cleric of Altrue, a deity ded- its wearer. However, the bond can’t be icated to truth and purity. A great permanently destroyed unless the helm made out of resilient metal alloy, armor is not worn again. If the armor the Helmet of Pure Vision is topped by a is worn, the curse reasserts itself. white plume, lacquered off-white and XP Value: Nil GP Value: Nil chased with gold scrolling. The helm automatically allows the Missile Bane wearer to save against any illusory Ben Dirxby, distant ancestor of the spell or effect, even if the wearer does famed knight Wilshire Dirxby, was a not suspect an illusion is present or a paladin who found his way into the save isn’t normally allowed. (Such rolls Underdark. Befriended by deep should, naturally, be made secretly by gnomes, he led them in a war against the DM.) If the check fails, the wearer their hated foes, the duergar. He is allowed to save or make a disbelief taught the gnomes the arts of human check as normally allowed. This sec- strategy, tactics, and logistics as they ond save or check is made at a +4 had been handed down to him from bonus. Once per day, the helmet his long-dead ancestor. In reward for bestows true seeing on the wearer. This his selfless service, the deep gnomes power takes one full round of concen- created a unique set of armor for Ben: Silk of the Dred Shalen Guards tration to activate and as with the cler- Missile Bane. Only the greatest and most loyal ical version of the spell allows the Missile Bane is a suit of black lac- soldiers of the Merchant Empire are wearer to determine alignment. The quered field plate made of small inter- elevated to the coveted position of effect lasts 1 turn + 1d4 rounds. locking plates connected by finely palace guard in Dred Shalen. Each such XP Value: 5,000 GP Value: 18,000 linked chain mail. The lacquer gives individual is presented with a silk shirt the armor a dull, coal-black finish. In of the highest quality, to be worn as Largem's Cursed Armor the right light, deep red runes describ- part of the guard’s uniform. Each shirt Whether this armor is actually ing Ben’s many deeds can be seen is individually tailored for its wearer. If cursed or some sort of magical para- faintly below the lacquer. worn by anyone else for more than a site is open to debate. The armor Missile Bane has a +2 defensive day, the shirt’s magic fades in 1d6 appears to be a suit of beautifully adjustment. The armor has several days. These shirts provide the same crafted full plate armor. It magically powers designed to enhance its utility protection as bracers of defense AC 4. adjusts itself to fit any potential wearer, to the wearer. Its unique design and They also provide a +2 bonus to all from gnome and halfling-sized beings magical qualities render it virtually saves. Finally, the shirt itself is highly to half-orcs and minotaurs. It also silent, making no more noise than an resistant to damage, receiving a +3 magically adopts its victim’s heraldic unamored being. Further, the armor bonus to all saving throws. symbols, if such are possessed. These muffles blows upon it. XP Value: 2,000 XP Value: 8,000 will appear on the armor’s breast The chief power of the armor rests plate when worn. If a victim has no in its ability to repel missile weapons. Muckden’s Miraculous symbols as such, insignia appropriate Any missile fired directly at the wearer Mechanized Buckler and pleasing to creature will appear is affected as if by a protection from This unique shield is forged from a on the armor. normal missiles spell. Further, magically dull gray metal. The center is a half Largem’s cursed armor radiates a created missiles, i.e., magic missiles, sphere with a single spike protruding strong aura of enchantment but does melf’s acid arrow, flame arrows, and the from it. This sphere is surrounded by a not detect as evil or cursed. It bestows like are completely disjoined when flat round edge. Adjustable leather a +1 AC penalty but enhances the directed at the armor. The magical thongs with brass buckles are bolted wearer’s Strength, raising it to a 19 as missiles dissipate within one foot of to the opposite side. Muckden’s Buckler long as the armor is worn. This ability Missile Bane. protects as a shield +1. The shield radi- is probably a side effect of the armor’s XP Value: 2,500 GP Value: 32,000 ates strong magic of an indeterminate curse, or, as some scholars argue, an nature. A small compartment hidden

# D RAGON 243 73 The various powers can be activated the armor can be judged by the histo- one at a time at a +2 initiative modifier. ries inscribed upon it. XP Value: 1,000 GP Value: 3,500 Anyone seeing such armor and rec- ognizing it will treat the wearer with Shield of the Lion’s Heart respect appropriate to the wearer’s This shield was rumored to have station, effectively providing a +2 belonged to Shalantram, the Prince reaction modifier. Enemies engaged who founded the famed port city of with an opponent wearing armor of Dred Shalan. Shalantram found the the Silver Brigade fight at a -2 Morale shield in abandoned ruins near his penalty if they are of less than 5 HD. city. The shield was lost in XP Value: 1,000 GP Value: 3,000 Shalantram’s final battle against the hoards of Raiza Khan. The Tower shield of McFlaggin Lions Heart is a medium round The front side of this great shield is shield crafted of bronze with a gilded emblazoned with the heraldry of outer face. The face of the shield has Elwyn McFlaggin, hero of the Chaos been forged in an extremely realistic War and King of Caer Regnum. The image of a lion’s head, complete with opposite side of the shield is nonde- mane. The shield gleams in the script, aside from a series of small faintest light, neither tarnishing nor runes inscribed near the straps. denting. It weighs half the normal Legend has it that the shield was weight, about 5 Ibs. discovered by Elwyn McFlaggin in the Lions Heart acts as a shield +3. Once ruins of the Tower of Fantar on the Sea per day it can raise its user’s Strength of Glass in the Desert of Whispering by 4 (up to a maximum of 19) for 2d6 Winds. As the legend goes, Elwyn car- rounds. The user then falls into ried the shield with him throughout the exhaustion lasting 2d4 turns. The Chaos War. After he had settled into exhaustion causes a -2 penalty to all the life of a monarch, he had the shield between the thongs is large enough ability checks, combat rolls and saves. placed in the grand hall of McFlaggin to hold thief’s tools, a small vial or a The shield provides a +3 bonus to all Castle. Later, he took it with him on his scroll. The shield has a number func- checks and saves involving fear and quest to destroy the dreaded Tarrasque tions. A specific command word acti- horror. It continually radiates protec- of Alius Terra. The shield was said to vates each of these: tion from evil 10’ radius. Once per day, have been placed with Elwyn in his Kurnak: Fan-like vanes fold out from the lion’s head on the shield’s face tomb. the disks edge with a loud snap. The can be commanded to roar. All allies The chaos shield acts as a shield +4. edges of these vanes are razor sharp. of the shield owner within earshot Each of its sigils activates a specific The vanes expand the size of the buck- receive a +2 to their morale for the power when touched. Each of these ler, turning it into a medium shield. next 2d6 rounds. In addition, they powers can be used once per day and Antrac: The vanes spin rapidly receive a +1 bonus to saves against has an initiative modifier of I to around the edge of the shield at a fear, their ability checks and attack activate. The powers are: improved slight angle making a loud buzzing rolls. All enemies of the shield bearer invisibility, protection from evil 10’ radius, noise. If wielded as a weapon the who hear the roar suffer a -2 penalty protection from normal missiles, globe blades are -3 to hit, +4 to initiative to their morale. Further, those with of invulnerability, Otiluke’s resilient and cause 1-6 hp damage. fewer then 5 HD must make a Morale sphere, and invulnerability to normal Enbrg: The vanes rotate 15% while check or flee for 2d6 rounds. weapons. Each of these effects acts as spinning even faster. This creates con- XP Value: 3,500 GP Value: 25,500 if cast by a 12th-level mage and is siderable lift. The shield now operates centered on the shield, or if the effect as a floating disk. It can move for- Armor of the Silver Brigade is immobile, on the shield’s location at ward, up, or down at a movement rate This armor is not magical. Several the time of creation. of 20 feet per round. The shield can dozen suits of this armor were spe- XP Value: 5,500 GP Value: 35,000 be adjusted to strap onto a person’s cially crafted for the Knights of Silver feet. If the wielder loses contact with Brigade, a fraternity of warriors the shield, it drops to the ground, de- pledged to protect Ten Isles. Each mem- activated. It can carry up to 500 lb. ber of the order was presented with a weight. set of this armor as a symbol of trust Brian Dunnell started playing the Aras: The center sphere drops out and a badge of station. Each suit of DUNGEONS & DRAGONS® game in 5th grade, of the shield, revealing a thin but armor is crafted of the finest materials, when Rob, a friend of his, had his nose durable chain 100 feet long, the shield equivalent to a suit of field plate armor. broken in a fight with a school yard bully. attached at one end, the sphere at the Although several different styles of To help him feel better, Rob’s mother other. Saying aras a second time armor have been produced over the bought him the red boxed basic set. Brian recoils the chain and ball. years, all are chased with intricate, sil- and Rob have been playing ever since. Oels: This command de-activates the ver filigree; heraldic symbols depicting shield and returns it to its original state. the history of the Brigade. The age of

74 JANUARY 1998 by Johnathan M. Richards illustrated by George Vrbanic

MAGICAL CROSSBREEDING is becom- ing more common as wizards learn the intricate processes involved in merging one life form with another. Several creatures familiar to those who adventure in an AD&D® game world have been around a long time; others are only now being developed. Perhaps the most well-known mag- ical crossbreed in the AD&D® game is the , a monster originally cre- ated by a wizard’s magical merging of an owl and a bear, presumably to take the most beneficial traits of each ani- mal and duplicate them in a single creature. Thus, the owlbear is gifted with the bears strength, stamina, and claws, as well as the owl’s senses (par- ticularly hearing and sight). However, while it sounds good in theory, the owlbear was probably somewhat of a disappointment to the first wizard who created one, for its foul disposition makes it difficult, if not downright impossible, to train. Another crossbreed is the rohch, the result of a magical merging of a beetle and a wolf (see MC11: FORGOTTEN REALMS® Appendix). What that particular wizard was thinking when he came up with the rohch is anyone’s guess. Odds are, it was just a preliminary experi- ment in the merging of different life- forms, as the wizard “learned the ropes” of such magic. In any case, magical crossbreeding is not something any sane wizard (maybe that’s the key right there) will undertake lightly. It is a dangerous field, both because of the hazards of working with some of the creatures (even before they’re merged), and because the end results of such magic are highly unpredictable. It can also be quite expensive, and the failure rate tends to be rather high. On the other hand, if a merging is successful, the wizard gains a unique creature with traits taken from both of its “par- ent” animals. Such a success can bring riches to the wizard if the new crea- ture possesses traits desired by those willing to pay, especially if the wizard is currently the only one capable of producing such a being.

# DRAGON 243 75 Armadillephant

CLIMATE/TERRAIN: Subtropical and tropical jungle and plains FREQUENCY: Very rare ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Herbivore INTELLIGENCE: Semi- (2-4) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-10 ARMOR CLASS: 1 MOVEMENT: 15 (burrowing 3) HIT DICE: 12 THAC0: 9 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 2-16/2-16/2-12/2-12/2-12 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (11’ tall) MORALE: Average (10) XP VALUE: 3,000

As indicated by its name, the armadillephant is a crea- ture resulting from the magical merging of an elephant and incur the wrath of various humanoid deities, who consider an armadillo. The elephant physiognomy is predominant, the creation of such a beast to be their own purview. with the armadillo’s hardened armor covering the creature. In addition, the armadillo’s sharp, curved burrowing claws Ecology: Armadillephants are highly prized by the tribes to appear on the creature’s forelegs, and its armored tail is whom they are given, and the tribes will go to great lengths much longer than a normal elephant’s. to keep the beasts happy and healthy. In many cases the armadillephant is valued much higher than that of individual Combat: The mighty armadillephant is a creature created tribal members, a fact that causes some resentment, espe- specifically for combat, Combining the attributes of a war cially among those assigned to care for the beasts. Of course, elephant and the added protection of an armadillo’s tough this varies from tribe to tribe; in some humanoid armies, the outer hide, the armadillephant is able to wade into a armadillephant handler is a position of great respect. pitched battle and take little damage while it dishes out In addition to being assets during battle, armadillephants plenty of its own. Each of its two tusks inflicts 2-16 hp dam- are useful in other ways. With the proper training, they can age, while it simultaneously tramples with its two front feet be taught to use their sharp foreclaws to dig trenches, and constricts with its trunk. The three latter attacks each latrines, and pit traps in a fraction of the time it would take cause 2-12 hp damage. a small group of humanoids. A humanoid army with an In addition, armadillephants often carry battle platforms armadillephant is sure to make use of this ability, so raiders on their backs. These howdahs usually carry the general should expect to find a great number of pit traps surround- and his advisors and frequently are equipped with cross- ing the army’s campsites. bows or other similar ranged weapons, often making the Armadillephant meat is quite tasty, although the beast is appearance of an armadillephant in the ranks of the enemy too highly regarded to be slaughtered for food. However, if a cause for a morale check; an armadillephant is slain in battle, the surviving humanoid troops will certainly take the opportunity to feast well that Habitat/Society: Except for their armored skin, armadille- night. Of course, before devouring armadillephant flesh the phants are indistinguishable from normal (African) elephants. band undergoes a ceremony of thanksgiving, thanking In fact, they are occasionally found in herds of normal ele- their deities for the mighty war beast who first aided them phants, with whom they are capable of breeding (90% of in battle and then made them stronger. It is believed that the offspring are standard elephants; 10% are armadille- eating an armadillephant’s heart causes fearlessness in bat- phants). Armadillephants, because of their greater defen- tle; this vital organ is usually reserved for the chieftain. sive abilities, are often the herd leaders in a mixed herd. As might be expected, armadillephant hide makes excel- Most armadillephants, however, are created solely for the lent armor. While generally too inflexible to be used by purpose of combat and so spend their lives in the care of the smaller races except as shields, hill giants and larger crea- army for which they fight. The majority of armadillephants tures can fashion respectable armor from an armadille- are created by the deities of the humanoid races, as gifts for phant’s hide. In addition, the hide is often used to form a particularly worthy humanoid tribes. Thus, armadillephants crude type of barding for normal elephants, giving them are most often ridden into battle by orcs, goblins, gnolls, and added protection in battle. In this way, a slain armadille- the like. A human or demihuman mage can certainly create phant can still benefit its humanoid tribe long after its own an armadillephant on his own, but such an act is likely to death.

76 JANUARY 1998 Dragonfly Turtle

CLIMATE/TERRAIN: Any FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 ARMOR CLASS: 0/3 MOVEMENT: 3, fly 36 (C) HIT DICE: 8 (adult) THAC0: 1-2 HD: 19 5-6 HD: 15 3-4 HD: 17 7-8 HD: 13 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4,2-8, or 3-12 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Hide limbs MAGIC RESISTANCE: Nil SIZE: L (10’ long) MORALE: Steady (11-12) XP VALUE: 1 HD: 35 5 HD: 420 2 HD: 65 6 HD: 650 3 HD: 120 7 HD: 975 4 HD: 270 8 HD: 1,400 Of course, as dragonfly turtles are used primarily as a means of transportation, anyone in combat with one of Also known as “hovershells,” these creatures are a mix these creatures most likely must fight the person or persons between a giant turtle and a giant dragonfly. They retain the riding aboard the beast. A dragonfly turtle’s hovering ability turtle’s shell and limbs but sport the dragonfly’s head and makes it a relatively stable platform, allowing missile wings. These creatures are highly valued as flying mounts. weapons and spells to be used from the creature’s back Adding to the creature’s already bizarre appearance are without penalty. the frequent “modifications” on its shell. To make it a more comfortable mode of travel, wizards often apply sovereign Habitat/Society: Dragonfly turtles are a new race, purposely glue to the shell, attaching such things as chairs, chests, and created by wizards as a means of transportation. As such, the like. Dragonfly turtles are quite a sight, buzzing through they are almost never encountered in the wild. Rather, they the air with their legs pulled into their shells, ridden by a are kept in comfortable “stables” until needed. Because of wizard seated comfortably on a padded chair mounted to their rather limited intelligence, dragonfly turtles will not the creature’s shell. seek to escape confinement as long as they cannot see out- While dragonfly turtles do not understand the concept of side; any barn-like structure will do to keep them in one treasure, there are often valuables in the furniture glued to place. If they must be “parked” outside, a strong chain is them. The type of treasure, if any, varies on a case-by-case necessary, as they easily chew through even the strongest basis depending upon the needs and habits of the wizard rope. They are intelligent enough to obey simple com- using the dragonfly turtle as a riding mount. For obvious mands if properly trained: dragonfly turtles are controlled reasons, any chests making up part of a dragonfly turtle’s by a bridle and reins. “furniture” are equipped with strong locks to prevent them from being accidentally opened while in flight. Ecology: If a wizard creates a male and a female of these creatures, they can be induced to mate. (Mating is a much Combat: The dragonfly turtle’s only attack is with its razor- simpler procedure for the beasts if there’s no “furniture” sharp mandibles, which cause 3d4 hp damage per round. glued to the female’s shell, however.) The female lays 2-5 Because of their large, heavy turtle shells, these creatures (1d4+1) leathery eggs that hatch in about 4 months. Newly- are not as maneuverable as the giant dragonfly, dropping hatched dragonfly turtles are wingless and aquatic, able to down to maneuverability class C. While they can hover in swim at a movement rate of 3. They are about 3’ long when place and fly as fast as a giant dragonfly, they are unable born, have 1 HD, and can bite for 1d4 points of damage. to dodge missiles as the giant insect can. Fortunately, their Each year thereafter they grow 1 HD and 1’ in length, thick armored carapace protects them. The head and wings adding 1d4 to their bite damage every three years, until of a dragonfly turtle are AC 3; the armored shell is AC 0. they do full damage (3d4) when 6 years old. Their wings The wings of these creatures are gauzy and fragile; hit- grow in when they reach 4 years of age, at which point ting one in combat requires a called shot, but once any of they stop swimming (their wings don’t function well when the creatures four wings suffers 4 hp damage, that wing is wet). Dragonfly turtles live about 20 years. destroyed, and the dragonfly turtle is unable to fly, plummet- Their diet consists mainly of insects captured in flight ing to the ground if airborne. Wing damage is calculated sep- and fish, although they also ingest small quantities of plant arately, as damage to the wings does not injure the beast. matter (especially algae).

# DRAGON 243 77 Duckbunny

CLIMATE/TERRAIN: Any land FREQUENCY: Rare ORGANIZATION: Pack ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-10 ARMOR CLASS: 8 MOVEMENT: 6, swim 12 HIT DICE: 1-3 hp THAC0: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: Nil SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T MORALE: Unreliable (2) XP VALUE: 7

Magical crossbreeding is a dangerous endeavor. Rather than start experimenting in this field with potentially lethal creatures like the owlbear, most wizards prefer to begin their preyed upon by cats, wolves, and just about anything that efforts with tamer, less deadly beasts. In this respect, duck- hunts rabbits—and since a duckbunny’s waddling gait on bunnies are perfect candidates for the enterprising young land is much slower than a true rabbits leaps and bounds, mage just beginning his journey on the path of the cross- duckbunnies are often slain in the wild. Their main defen- breeder. Made from harmless creatures of two separate sive strategy is to head for the water and swim to safety. types of animals—a mammal and a bird—the duckbunny Occasionally, a duckbunny will answer the summons of provides a valuable lesson in crossbreeding magic. a find familiar spell and serve a wizard in that capacity. As Duckbunnies are the result of combining a snowshoe far as familiars go, a wizard could certainly do worse, but hare and a duck. With their ducks beak and webbed feet, most wizards are less than pleased to see a duckbunny they resemble nothing so much as some bizarre member of waddle up to them after the intensive preparation and the platypus family, although their long bunny ears prevent effort involved in the casting of the find familiar spell. them from being mistaken for those creatures. Almost all duckbunnies are white with orange-yellow bills and feet, Ecology: Normally created by fledgling wizards as an initial and big, black eyes. exercise in magical crossbreeding, duckbunnies nonethe- less have several valuable features. Their eggs are delicious, Combat: Duckbunnies generally do not engage in combat, and their high breeding rate ensures a steady supply. fleeing instead from any encounter. If cornered, they will Because of the insulating properties of their downy feath- snap their beaks at any extended extremities within reach, ers, duckbunny skins make excellent cloaks, capes, and from fingers to noses, but these attacks do no damage. boots. Duckbunny meat makes for a good stew, and is Instead, the recipient of a duckbunny bite must check for sur- almost indistinguishable from rabbit meat. prise; if surprised, he is so shocked by the attack from such When disturbed or surprised, duckbunnies cry out with a an inoffensive creature that he loses his initiative the next loud, duck-like “quack.” This quacking makes duckbunnies an round. The duckbunny then takes the opportunity to flee. inexpensive alarm system, and many people are starting to use duckbunnies as the first line of defense in their home Habitat/Society: Duckbunnies tend to follow the lifestyles of security systems. Granted, a duckbunny won’t attack intrud- normal rabbits, with some exceptions. Like rabbits, they live ers like a good guard dog will, but he’ll make a loud enough in underground burrows, prefer a vegetarian diet, and breed racket to warn the inhabitants and possibly scare off the in great numbers. However, due to their partial waterfowl intruder in the meantime. In addition, their high breeding rate nature, duckbunnies lay eggs instead of giving birth to live makes duckbunnies much easier to replace than guard dogs, young have an insulating layer of fluffy down feathers in the event that one or two are killed in the line of duty. underneath their fur and are excellent swimmers. They occa- Finally, and most importantly to some, duckbunnies are sionally supplement their vegetarian diet with small fish they almost irresistibly cute, with their big eyes, floppy ears, and catch in their bills. soft, downy fur. It is no coincidence that a majority of the If freed, duckbunnies tend to make their homes along wizards who have created duckbunnies in the laboratory the banks of small bodies of water such as lakes and ponds. have young daughters at home, and it must be stated that They can be as big a nuisance to vegetable gardens as are duckbunnies do make wonderful pets. normal rabbits, although as long as there are water plants Domesticated duckbunnies live for about ten years on available most duckbunnies would prefer not to risk the average (much less in the wild), although those that dangers of cultivated gardens. In turn, duckbunnies are become wizards’ familiars can live for much longer.

78 JANUARY 1998 Moat Cat

CLIMATE/TERRAIN: Aquatic (usually moats) FREQUENCY: Very Rare ORGANIZATION: Solitary or family group ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Semi- (2-4) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-4 ARMOR CLASS: 6 MOVEMENT: 15, sprint 30, swim 12 HIT DICE: 3 THAC0: 17 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-3/1-3/1-6 SPECIAL ATTACKS: Surprise, rear claws 1-4/1-4 SPECIAL DEFENSES: Surprised only on a 1 MAGIC RESISTANCE: Nil SIZE: M (4’-5’ long) MORALE: Average (8-10) XP VALUE: 175

Moat cats are magical crossbreeds of newts and large cats such as cheetahs or mountain lions. Amphibious, they moat cat is to provide it with food, but this tactic isn’t always must keep their skin wet, and thus make perfect guardians successful, as moat cats prefer to hunt down their own food for a wizard’s castle moat. rather than be fed by others. An intruder dumping a slain Coloration differs from animal to animal but generally fol- goat into a moat cat’s moat in the hopes of slipping past it lows that of the newt used in the creature’s creation. Black, while it eats will probably find the creature ignoring the prof- red, and brown are common colors for moat cats, but in each fered meal in favor of the intruder himself. case there is often a series of spots of contrasting colors— white mottling on a black-skinned moat cat, for instance, or Ecology: Besides being able to breathe water and requir- black mottling on a red one. Gills are located on either side ing moisture on their skin to prevent them from drying up of the head, just behind the jaw. The eyes of a moat cat are (moat cats take 1d6 hp damage every full hour they are out in almost all cases cat-like: green, with vertical pupils. of water), they also lay jellylike eggs in the water. These eggs will hatch into 20-50 (1d4+1 x 10) moat cat cubs, over half Combat: Moat cats have kept the standard cat-like physiog- of which will end up being devoured by the adults. Usually nomy, except for their tails, which are thicker and generally only 1-4 of a given litter survive to full adulthood. more lizardlike, and their skin, which is sleek and smooth. The “cub” stage of a moat cat’s development is similar to They attack with their teeth and front claws. If both front that of the “tadpole” stage of most frogs and toads. As a claws hit, they may rake with their back claws for an addi- cub, the moat cat has no limbs, but swims by means of its tional 1d4 hp damage each. Moat cats, able to breathe powerful tail. Moat cat cubs have 1 HD, swim at a speed of water or air with equal ease, often stay completely sub- 6 and bite for 1-3 hp damage. After a year, they gain merged, then spring up to attack intruders. Opponents suffer another hit die, grow legs, and begin to move about on a penalty of -3 to their surprise rolls when this occurs. land. At this point, they will be taught how to hunt by the Those that flee the moat for the safety of dry land are in parents, and by two years of age they will have achieved for a surprise, as moat cats are not restricted to the water. In full adult status. Moat cats have a life span of about 12 to fact, they are quite mobile on land, able to reach a speed of 15 years. 30 for three rounds before tiring. However, after three rounds Like true amphibians, moat cats cannot survive in salt of sprinting the moat cat must rest up for a full three turns water. They will occasionally make their homes in rivers, before sprinting again. lakes or ponds, but wizards who create moat cats make them specifically as guard animals for their castle moats. Habitat/Society: Since moat cats must remain near water, Moat cats can be trained to some degree, but training must they are unlikely to travel far from the moats where they begin at a very early age in order for it to take effect. Most are placed. They usually stray only a mile or so, and then wizards have a few charm monster or hold monster spells only to hunt, returning to the moat to feed and sleep. This ready for use when dealing with their moat cat guardians, inadvertent loyalty keeps the creatures near the wizard’s to prevent them from attacking expected guests. moat. It should be noted that moat cats are silent creatures. Perhaps because of their amphibious nature, moat cats do Like the newts that are used in their creation, they make no not need to feed as often as would a great cat of a compa- vocalizations, so no great cat’s growl or roar will alert prey rable size. Each adult moat cat requires a sheep or similarly to the moat cat’s existence. More often than not, intruders sized creature every other week or so. They are gluttonous first become aware of the aquatic predator when it pounces during feasting but then become somewhat lethargic during up at them—and by then, its usually far too late. the next day while they digest. One way to try to get past a

# DRAGON 243 79 Spider-horse

CLIMATE/TERRAIN: Any, but usually mountainous FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Herbivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 ARMOR CLASS: 7 MOVEMENT: 18 HIT DICE: 3+3 THAC0: 17 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-4/1-4 or 1-3/1-3 SPECIAL ATTACKS: Webbing SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L MORALE: Average (9-10) XP VALUE: 175

Spider-horses, as the name suggests, are magical cross- breeds of a riding horse and a giant spider. The body is pri- Ecology: Spider-horses are usually created as riding mounts marily horse-like, although a spidery abdomen, complete by wizards living in rough, mountainous terrain. Spider- with spinnerets, sticks out at the end. Four of the spider- horses are able to move about on either of their sets of four horse’s legs are horse-like, down to the hooves, while four legs, running like a horse with their horse-legs (during more spider-like legs grow out of the horse-body. The spi- which time their spider-legs are tucked under their bodies), der legs are situated between the front and rear horse legs. or using their longer spider-legs to climb up or down steep The head is equine in nature, except for the eight eyes, all surfaces such as sheer cliffs. Wizards employing spider- of which are compound. horses as mounts have intricately-buckled saddles which hold the rider in place during such steep ascents and Combat: A spider-horse attacks with either set of its front descents. Because of the differences between spider-horses legs, whichever ones aren’t being used for balance. Its and normal horses, and between the kinds of gear needed hoofed horse-legs each strike for 1-4 hp bludgeoning dam- to ride them, a separate proficiency is required to ride a spi- age, while its clawed, spidery legs slash for 1-3 hp each. der-horse. This is the riding land-based proficiency, with Optionally, the spider-horse can shoot a strand of webbing spider-horse selected as the specified creature. Anyone at a single opponent, then reel him in with its front spider- attempting to ride a spider-horse with a riding proficiency legs. Treat a spider-horse’s web-strand attack as a roper’s geared toward normal horses is likely to end up being strand attack, without the roper’s magical Strength drain. pitched head over heels at the first steep ascent or descent, Since spider-horses have four normal hooves, they can be although they could probably get by as long as the spider- fitted with magical horseshoes, such as horseshoes of speed or horse kept to level terrain. horseshoes of a zephyr. In either case, the magical effects of the Besides their ability to travel where normal horses can- horseshoes only occur when the spider-horse is traveling on not, the spider-horse is prized for its ability to spin webs. A its horse-legs. It does not, for instance, gain a higher move- single web-line can be used to help lower the creature and ment rate while using its spider-legs to climb up a cliff face its rider down a mountain slope, or the spider-horse can simply because it has horseshoes of speed on its hooves. make an intricate web like those of a standard spider. A lone Because of the unusual shape of the spider-horse’s body, rider can often sleep easier knowing his faithful spider-horse and its requirement to have its spider-legs flexible and free, steed has created walls of sticky webs around his master standard horse barding cannot be used on a spider-horse. (essentially, weaving a “tent” in which the wizard can sleep). It might be possible to modify horse barding or have bard- Because spider-horses cannot close their compound eyes, ing custom made, but this would at least triple the price. they are peripherally aware of their surroundings even when sleeping and can awaken at a moments notice, Habitat/Society: Spider-horses, for reasons still unknown to sounding a warning to their masters in case of trouble. wizards, cannot reproduce. The magic employed to merge Any creatures caught in a spider-horse’s web are left the two beings renders the newly-created being sterile. alone by the creature, who is strictly herbivorous. While it is Therefore, spider-horses usually live a solitary existence. not understood why spider-horses do not retain the ven- Their spidery bodies often make standard horses skittish omous bites of the giant spiders used to create them, most and nervous around them. However, this often makes them wizards are happy ‘enough with the beneficial traits. more emotionally attached to their masters, which wizards agree is a good thing. Nonetheless, wizards are currently experimenting on ways to correct this defect, in the hopes of creating spider-horses able to reproduce on their own.

80 JANUARY 1998 Venom Dog

Viper Scorpion CLIMATE/TERRAIN: Any Any FREQUENCY: Rare Rare ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Any Any DIET: Carnivore Omnivore INTELLIGENCE: Semi- (2-4) Semi (2-4) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral NO. APPEARING: Variable 1-2 ARMOR CLASS: 4 3 MOVEMENT: 12 12 HIT DICE: 3+3 4+4 THAC0: 17 17 NO. OF ATTACKS: 1 2 DAMAGE/ATTACK: 2-8 2-8/1-3 SPECIAL ATTACKS: Poison Poison SPECIAL DEFENSES: Nil Nil MAGIC RESISTANCE: Nil Nil SIZE: S-M (3’-5’) M (4’-6’) MORALE: Average (10) Average (10) XP VALUE: 270 420

Venom dogs are greatly valued by wizards, as they are “Scorpion” venom dogs have normal, canine heads and loyal, easy to train, and highly dangerous. Two types exist: teeth, and thus eat the same things any normal dog eats. the smaller is a. merging of a pit viper and a mastiff; the “Viper” venom dogs share many traits with the serpents larger, a mastiff and a huge scorpion. Both primarily retain from which they get half of their heritage. Because of their the dogs physiognomy, but the smaller gains both the reptilian nature, “viper” venom dogs must shed their skin scales and the fangs of the pit viper, while the larger looks periodically as they grow in size. Unlike true serpents, these like a regular dog except for the large, venom-tipped scor- skins do not cover the creature’s eyes—“viper” venom dogs pion tail rising from its hindquarters. Coloration ranges have standard canine eyes and eyelids as well. However, from a glistening black to tan for the “viper” venom dog, like many serpents, they do lay leathery eggs from which while the only difference between a “scorpion” venom the venom dog puppies hatch. While warm-blooded, “viper” dogs coloration and that of a normal dog is its tail, which venom dogs do enjoy basking in the sun like many reptiles. can be either red, brown, or black. While looking the least like normal dogs, the scale- covered “viper” venom dogs maintain a disposition most Combat: Venom dogs bite for 2d4 hp damage. In addition, similar to that of the standard canine. Thus, they can be the bite of a “viper” venom dog is poisonous, causing the vic- raised in litters and trained to work together. “Scorpion” tim to save vs. poison at +2 or be slain the next round. Like venom dogs, however, tend to be loners. They viciously pit vipers, these creatures have heat-sensitive organs on attack other members of their own species except during their snouts that gives them the equivalent of 30’ infravision. mating season. Therefore, it is uncommon to see more than “Scorpion” venom dogs get two attacks per round: a one of these creatures at a time, and a wizard owning and (nonpoisonous) bite and a tail-stinger attack. These crea- raising several “scorpion” venom dogs must make special tures can attack two different opponents each round, or arrangements to keep them separated. concentrate both attacks on a single victim. Opponents hit “Scorpion” venom dogs are not immune to the effects of by the stinger suffer 1-3 hp damage and must save vs. poi- their own poison, nor to the poison of giant scorpions or son or die the next round. scorpion-like creatures. Of the two types of venom dog, the “scorpion” is the only one able to bark like a dog, and is Habitat/Society: Like normal domesticated dogs, venom therefore a better guardian when it comes to alerting its dogs live to serve their masters. They are quite easily masters of trouble. “Viper” venom dogs are capable only of trained, a fact that makes them very desirable and quite a reptilian hiss, although the volume of the hiss can get valuable (venom dog puppies of either type can go for as rather high when the dogs are excited. high as 3,000 gp on the open market). Of course, special Venom dogs of either type are highly desirable as animal precautions must be taken while they are being trained due followers to rangers, although the opportunities of coming to their poisonous nature. However, it is this ability to poi- across one of these creatures in the wild are negligible. This son enemies that makes these creatures so valuable as is because nearly all venom dogs are specifically created as watchdogs. They live for about 15 years. watchdogs, either for the Wizards themselves or for a par- ticular client who wishes to purchase one. Venom dogs are Ecology: “Viper” venom dogs are strictly carnivorous and treated well by their masters, so the chances of one escap- swallow their prey whole in the fashion of snakes. Also like ing to the wild are slim. For this reason, a ranger wishing a snakes, they require much less food than a normal dog, venom dog is more than likely going to have to go out and being content with a decent meal every few weeks. This buy one from a wizard like everyone else. makes caring for viper venom dogs relatively inexpensive.

# DRAGON 243 81 Using the DUNGEON MASTER® Guide To Create New Classes

by Tom Doolan illustrated by Rags Morales

SOME PLAYERS COMPLAIN that humans are too limited in Start by reading the entire text on the optional rule. their abilities, that there is no reason to play them when a When you’ve done that, you’ll see that it would be imprac- demi-human does much better and has many more tical to make a true multi-classed human. It is tempting to options. This outlook is somewhat understandable. Having play a character with all the skills of a fighter, a mage, and no limit to level advancement is great, but that doesn’t help a thief, but the experience requirements would be outra- the low-level human character. And the dual-class rules geous—and it still wouldn’t be very realistic. work well within the framework of the game, but they lack Because a human has such ,a comparatively short life in realism and short-term payoff. span, wouldn’t it stand to reason that if he wanted to learn two different careers at the same time, he would have to Building New Character Classes sacrifice some from each? This is evidenced by the limited Some of you DMs might be saying to yourselves, “This is priest abilities of a paladin (turn undead and spell casting) true, but what is there to do about it?” Well, you have no fur- and his limits as a fighter (no specialization or followers). ther to look than your faithful DUNGEON MASTER® Guide (DMG) The same is true for the ranger, who gains druid spells only for the answers. In Chapter 3 (Player Character Classes) there after a long time of adventuring and experience. is an optional rule for creating a new character class. Why How about the battlecaster, a warrior with Wizard spell not use this rule to make some multi-faceted human classes? capabilities? Or the street avenger, a warrior who uses thief With this method you can make a fighter/thief type class, or abilities to help rid the streets of crime? Then there’s the a fighter/mage class, or any number of combinations to fit elusive shadowcaster, a thief who has dabbled in the your needs. try to avoid just rehashing or repeating existing arcane arts. How about the enforcer (fighter/thief), the classes though. What is a paladin but a fighter/cleric with a woodmage (druid/mage), or the spelldancer (bard/mage)? certain ethos? And the ranger is more or less a specialized All of these and many more could become playable classes form of fighter/druid. It should also be noted to fill that empty niche in your fantasy cam- that the use of this system negates the use paign world. of the dual-class rules.

82 JANUARY 1998

Armor Allowed (Table 15): Since casting spells is next to impossible in heavy armor, we’ll elect to give this class a limited AC. This choice allows the battlecaster to wear armor of AC 5 (chainmail) or worse and gives a -0.5 multiple. Weapons Allowed (Table 16): For weapons, the battlecaster is open in his options. He can learn any weapon he desires, just as a normal fighter. This option has a 0 multiple. Hit Points Beyond 9th Level (Table 17): Since the battlecaster is human, he can advance to any level. So above 9th, let him gain +2 hp/level. This choice makes the class slightly stronger than a mage, but not as tough as a true fighter, and it gives him a multiple of +1. (Note that the April 1995 edition of the DUNGEON MASTER Guide mistakenly notes this value as +2.) Now you have a bare-bones class, with no real special traits. Move on to the optional abilities (Table 18). Obviously, the battlecaster should have spell-casting capabilities. However, the ability to cast spells from all schools of magic adds +16 to the experience multiple! Assume that the battlecaster’s nature would limit him to casting the Invocation/Evocation school, as it affords the most combat- oriented spells. This ability adds only +3 to the experience multiple. The battlecaster should be able to use magical items usable by warriors and wizards, for a total of +2 to the experience multiple. (That is +1 per class.) Assuming you use the proficiency system, the battlecaster must buy some slots. Allow two weapon slots and four nonweapon slots upon cre- ation, for a total of a +1.5 multiple. After looking at the overall class, you can see that a battlecaster will spend much of his time in the study of Building the Battlecaster Combat Value (Table 12): Since the books, in addition to his warrior skills. battlecaster should fight like a true As a young fighter in training the Naturally he’s not going to be as warrior, select the warrior option. prospective battlecaster possessed strong or as tough as a normal fighter. Note it along with the +2 multiple. great intelligence and began incorpo- Therefore choose not to allow fighter Saving Throw Table (Table 13): The rating magic study into his daily rou- Constitution or exceptional Strength battlecaster should use the wizard tine. Gradually, he became something bonuses. table, as its more advantageous and more than a simple warrior but not Whether serving in an army, or just reflects his study in the arcane lore. entirely a wizard. To create this class, out adventuring, a battlecaster sets Because it already exists for another consider the rules as the appear in himself outside the norms, due to his class, the multiplier is 0. Chapter 3 of the DMG to see what they unique nature. Therefore he would Hit Dice (Table 14): The battlecaster yield: not have any restrictions in alignment should be almost as tough as a fighter, Race (Table 11): This choice is the or ethos. so choose 1d8 for Hit Dice at each simplest: human. Note the 0 multiple With the simple example of the level. This choice adds a +1 multiple. beside it. battlecaster, don’t worry about any of

84 JANUARY 1998 the restrictions (Table 20). Those can Table 1: Battlecaster Worksheet be useful in balancing a class with more optional abilities, but the battle- Class Abilities caster doesn’t need them. Now you have a workable charac- Ability Choice Multiple ter class. Your worksheet should look Race Human 0 something like Table 1 on this page. Combat Value Used Warrior +2.0 Using the Base Experience Points, Saving Throw Table Used Wizard 0 you can create your own table for the Hit Dice Per Level 1d8 +1.0 battlecaster. You may notice that the Armor Allowed Limited -0.5 experience requirements seem too Weapons Allowed All 0 easy, especially when compared to HP/Level Beyond 9th +2 +1.0 the wizard chart. But think about this: Optional Abilities 6 proficiency slots +1.5 the mage and the specialist can cast May learn and cast spells from multiple schools, whereas the From one school of magic +3.0 battlecaster cannot. And when com- May use magical items pared to the physical prowess of the allowed to Warriors +1.0 fighter, the battlecaster comes up May use magical Items short. That this class straddles the allowed to Wizards +1.0 middle-ground of the two class types, Total Multiple +10.0 without throwing off the balance of the game. The more abilities you add to a Base Experience Points class, the more experience it takes to reach each level. If the requirements Level Base Experience Multiplier Result are too high, the character advances 2 200 x 10 2,000 too slowly. He won’t be able to keep up 3 400 x 10 4,000 with the other single-class characters, 4 800 x 10 8,000 and the multi-class demi-humans will 5 2,000 x 10 20,000 surpass his limited abilities too quickly. 6 4,000 x 10 40,000 Once you have all of the technical 7 8,000 x 10 80,000 kinks worked out, the final step is to 8 15,000 x 10 150,000 fill out the details. For this you should 9 28,000 x 10 280,000 look to the Player’s Handbook and 10+ +30,000/additional level x 10 580,000 write a class description, modeling it after one that exists. At this point you will want to decide what ability is the result of hobby-style study with the skills of a fighter with the casting requirements the class demands. a wizard mentor. The principal attrib- of mage spells. To this end, the battle- For the battlecaster, say that he utes of a battlecaster are Strength and caster must choose a single school of must be physically able to withstand Intelligence. Any member of this class magic to study. Thereafter he is bound the stress of combat training (Strength with scores of 16 or better in each of to that school alone, and may not 9), and show a somewhat higher these abilities gains an additional 10% change. The spell limits and progres- degree of common sense and ingenu- bonus to earned experience. sion are limited by Intelligence Table 4 ity (Intelligence 12). You’ll also want to Battlecasters may be of any align- (PHB), and Wizard spell progression decide any special traits the class has, ment. However, if a player selects a Table 21 (PHB). Do not confuse this and whether or not followers are in military background for his character, order at higher levels. Other details Lawful alignment should be seriously will fall into place as you read your considered. Table 2: Battlecaster model class description. Due to the extensive time battle- Experience Levels casters spend in study, they are some- Our finished text for the battlecaster Level XP HD (d8) what weaker than normal warriors. might look something like this: 1 0 1 They use the B-sided die for hit points. 2 2,000 2 Battlecaster Battlecasters are not allowed Warrior 3 4,000 3 Constitution bonuses or exceptional Ability Requirements: Strength 9, 4 8,000 4 Strength. Intelligence 12 5 20,000 5 Battlecasters are able to learn any Prime Requisites: Strength, 6 40,000 6 weapon of their choice. However, Intelligence 7 80,000 7 because heavier armor makes it diffi- Allowed Races: Human 8 150,000 8 cult to cast mage spells, battlecasters The battlecaster is a human warrior 9 280,000 9 are limited to wearing armor of AC 5 who has incorporated magical study 10+ +300,000/level * into his usual martial training. This or worse. Although a capable warrior, the could be because the battlecaster * +2 hp/additional level joined a military group, or perhaps it battlecaster’s main focus is combining

# DRAGON 243 85 Table 3: Battlecaster For this purpose, use the rules listed in acters affinity with the streets. He can Proficiency Slots the PHB for fighters. However, for the read subtle signs in the behavior of Elite Unit roll on the following chart: the street’s inhabitants. See criminal is Weapon Nonweapon Proficiency Groups: a special power that allows the street Warrior, Wizard, General. avenger to learn who is responsible Initial # levels Penalty Money: As Warrior. for certain heinous crimes. 2 3 -2 Notes: Weapon specialization not The next step is to write a class Nonweapon allowed. description. Start with the paladin, Attacks per Round: Use Table 15 in ranger, and thief descriptions for Initial # levels the Player’s Handbook. examples, as these three share consis- 4 3 The finished battlecaster class is tent traits with the concept of the fairly well balanced and playable, and street avenger. The new class descrip- limitation with the abilities of a spe- it could be a welcome addition to tion might look something like this: almost any campaign. Those who feel cialist wizard. Unlike the specialist, a The Street Avenger battlecaster gains no bonuses when that the battlecaster is too limited can casting spells from his chosen school, easily add more abilities, such as extra Ability Requirements: Strength 12, and he cannot learn spells from any schools of magic or fighter ability Dexterity 9, other school. However, the battlecast- bonuses. Keep in mind the experience Wisdom 14 er is able to research new spells in his costs that come with such additional Prime Requisites: Strength, school but still gains no bonuses. This abilities. Wisdom is all due to the rigors of the rest of the This example was created by gen- Races Allowed: Human class abilities (i.e., fighting). erally following the path presented in The street avenger is a warrior who A battlecaster uses the combat the rules, without straying much. That seeks to clean the streets of crime. He value of a warrior but makes saving is not to say that this is the only way. is a vigilante champion of the weak. throws as a wizard. He is able to The AD&D game rules were made to He tends to work outside the law, yet employ magical items usable by war- be flexible, changing to suit many he will work with the law if it serves riors and wizards, as long as they styles of play and always leaving his purposes. meet the limits of the class. room for the creativity of the players The main attributes of a street Finally, at 9th level, a battlecaster and DMs. Perhaps there is some skill avenger are Strength and Wisdom. A can attract a following of men-at- you want your new class to have that good Dexterity is also required. Street arms, in the same manner as a fighter. makes it more unique. This special are always neutral good and ability could be as simple as a new must remain so for their entire career. proficiency or as interesting as a new They fight for justice, but they realize Table 4: Battlecaster Elite granted power. Another new class can that sometimes laws hinder as much Unit Followers provide an example of how to incor- as they protect. RollElite Unit porate original abilities into the new A street avenger with Strength and 01-20 Ten 2nd-level half-elf classes you create. Wisdom scores of 16 or more gains a fighter/mages, with Constructing 10% bonus to earned experience. scale mail +1, long the Street Avenger A street avenger can use any swords +1, and short weapon; however, he is limited in his bows. Here is the peasant’s paladin, the choices of armor for the same reasons 21-45 Five 3rd-level mages, back-alley hero. The street avenger as a thief. He can wear leather, stud- with bracers of has made it his personal quest to rid ded leather, padded leather, or elven defense AC 4, staves, his city of violent crime. He uses the chainmail. Like the thief, if he wears daggers, and darts. criminals’ own methods to root them anything heavier than leather, his 46-65 Ten mounted out and destroy them, yet he remains thief skills suffer. knights (1st level the hero and savior of the helpless The street avenger fights as a war- fighters with field victim. Here’s how to make this class: rior and saves as a rogue. He uses the plate, large shield, For ability requirements, assume lo-sided die for Hit Dice up to 9th lance, broadsword, that a street avenger must be stronger level; thereafter, he gains 2 hp per morning star, and than average (Strength 12), somewhat level. heavy warhorse agile (Dexterity 9), and slightly wiser The street avenger is attuned to the with full barding). than most (Wisdom 14). A street ways of his city in the same manner 66-99 Five 4th-level battle- avenger’s alignment should be neu- as a ranger is to the forest. Even if the casters with chain- tral good. Although a staunch sup- optional proficiency system is not oth- mail +2, bastard porter of the law, the street avenger erwise used, the street avenger should sword +2, and light must be willing to bend or break it in have the disguise and streetwise pro- warhorse. order to deliver justice. ficiencies. 00 DM’s Option The new streetwise proficiency, With streetwise, he can discern and the “see criminal” granted power certain aspects about his environ- The DM might wish to modify are examples of how a little creativity ment. These include detecting a this chart to suit the campaign. can enhance the uniqueness of a new criminal scoping a target, gang move- class. Streetwise represents the char- ments, and the imminence of a crime

86 JANUARY 1998 about to happen. When a check is made, use the character’s Wisdom Table 4: Street Avenger Worksheet score with a -2 modifier. Determining the extent of the knowledge gained Class Abilities with a successful check is up to the Ability Choice Multiple DM, and should be based on the Race Human 0 intent of the character. For example, if Combat Value Used Warrior +2.0 the character is scanning a crowd for Saving Throw Table Used Rogue 0 potential thieves, a successful check Hit Dice Per Level 1d10 +2.5 will indicate that he has spotted one if Armor Allowed Limited -0.5 there are any—maybe in the act, or Weapons Allowed All 0 maybe before it. this ability improves HP/Level Beyond 9th +2 +1.0 by +1 for every three levels of the Optional Abilities May cast Divination street avenger. sphere spells +2.0 Over the course of his life, the Climb Walls +1.0 street avenger has learned several of Hear Noise +0.5 the abilities of thieves. At first level, Hide in Shadows +1.0 the street avenger gains the following Move Silently +1.0 abilities: Use Warrior and Rogue magical items +2.0 Ability Base Chance Granted Power: Move Silently 15% see criminal +1.0 Hide in Shadows 10% Restrictions Must be neutral good -2.0 Hear Noise 10% Must Donate 10% Wealth -0.5 Climb Walls 65% Spellcasting Delayed Until 6th Level -0.5 As he progresses to each new 6 proficiency slots +1.5 level, the street avenger gains an Bonus proficiency: disguise +0.25 additional 15 points to distribute Streetwise (new) +0.25 among his skills as he sees fit (with a Total Multiple +12.5 limit of 99 percent allotted to any one ability). See criminal is a special empathic power that is granted by the patron Base Experience Points deity of the street avenger (usually a Level Base Experience Multiplier Result god of vengeance or justice). To use 2 200 x 12.5 2,500 this power, a street avenger must look 3 400 x 12.5 5,000 into the eyes of a victim of a personal 4 800 x 12.5 10,000 crime. The victim must make a saving 5 2,000 x 12.5 25,000 throw vs. spell, with a -1 modifier for 6 4,000 x 12.5 50,000 every two levels of the street avenger, 7 8,000 x 12.5 100,000 because no one consciously wishes to 8 15,000 x 12.5 187,000 reexperience a violent crime. If the 9 28,000 x 12.5 350,000 victim fails, the street avenger “relives” 10+ 30,000/additional level x 12.5 725,000 the crime through the senses of the victim. He feels any pain, shock, and anger that the victim experienced. crimes as burglary, assuming the vic- tim glimpsed the criminal as he fled Most importantly, the street avenger Table 5: Street Avenger has a 25% plus 5% per level chance the scene of the crime. Experience Levels to see the face of the perpetrator, thus At sixth level, the street avenger can Level having at least a face to look for. At learn to cast priest spells, but only of XP HD (d10) this point the DM may wish to modify the divination sphere. He gains and 1 0 1 the outcome. The criminal might have uses his spells according to the rules 2 2,500 2 been crafty and hidden his identity governing priests. He doesn’t gain 3 5,000 3 from the victim. Therefore, the street bonus spells for high wisdom, nor is he 4 10,000 4 avenger must concentrate to find ever able to use clerical scrolls or mag- 5 25,000 5 other tell-tale clues about the criminal, ical items unless otherwise specified. 6 50,000 6 such as a peculiar odor or a certain Street avengers gain no followers 7 100,000 7 piece of clothing. Naturally this power by building a stronghold. 8 187,500 8 is limited to crimes in which the crim- At 8th level, a street avenger gains 9 350,000 9 10+ inal and the victim were in personal 1d6 contacts in the local government. 375,000/level * contact (i.e., assault, robbery, etc.). On These NPCs can be members of the * +2 hp/additional level rare occasions, this could include such ruling class, the sheriff, or the city

# DRAGON 243 87 Table 6: Street Avenger Proficiency Slots

Weapon Initial # levels Penalty 3 3 -2 Nonweapon Initial # levels 33

Money: As rogue Notes: Weapon Specialization not allowed Attacks per Round: Use Table 15 (PHB) This class is highly specialized, and probably won’t fit into just any cam- paign, though it is perfect for a city- based campaign. For any setting, this example illustrates the DM’s freedom to create new ideas, and modify those that exist. Conclusion Both the example of the battlecaster and that of the street avenger are complete as they are, but you may want to be even more creative, chang- ing some of the abilities and restric- tions to fit your own ideas. Play with the rules, and see what you can come up with. The only important rule to keep in mind is to make sure that the new class maintains the game bal- ance. Other than that, you have all the freedom in your world to put humans in a class by themselves.

Tom Doolan still can’t decide whether he’d prefer to administer justice with sword and spell or with the cunning stealth of rooftop detective work. Whichever he guards. These contacts might secretly merchant, which have several street chooses, we feel safer already. meet and help the street avenger, avenger members, along with infor- whenever needed, at the DM’s discre- mants and guards who work with the tion. society. Player characters can be of Street avengers fall into two gener- either type. al types. There are those who work Finally, “the cause” is more impor- alone, in which case it is rare for more tant to a street avenger than material than one or two to occupy a single wealth. Therefore they must donate at city. These types tend to lead a double least 10% of all treasure they gain to life, posing as a working-class citizen the homeless and needy. What they when not seeking justice. keep is usually in a portable form. Then there are secret societies, NWP Groups Allowed: Warrior, usually funded by a wealthy noble or Rogue, General

88 JANUARY 1998 Crylandren copied what he wished from the book, noting the difficulties in scribing spells, before selling the book. Over the next few years, the Ice- Shard Tome was sighted variously in Rel Astra, Rauxes, and Rel Mord, mov- ing ever deeper into the central Flanaess. On its journey the tome acquired both its popular title and a sinister reputation. Rumors persist of either some kind of curse associated with the tome or of a powerful, extra- planar mage tracking the book, slay- ing those who have handled it, but always failing to possess it himself. Certainly Crylandren is now dead. His corpse was said to have been found frozen, the windows of his study thrown open, and the blood in his veins reportedly turned to ice. Alternatively, the old mage’s death could be accounted for by nothing more than the bitter winter of 577 C.Y. “Traveling” Spellbooks It is certainly true that he often neglected his health while performing spell research. A list of similar deaths, always grisly but unsubstantiated, by Anthony Nixon and David Head precedes the book. Currently, the book is on the market in the Free City of Dyvers and any buyer can be sure of paying only a middling price for AS WITH ANY FANTASY WORLD, the recently returned from dangerous this spellbook. Caveat emptor! Flanaess of the GREYHAWK® setting is explorations in the great Corusk The Ice-Shard Tome is three hand- known for its many tomes of magical Mountains. Distrustful of wizardly widths wide by four high. The book is spells. Each of the following three magic, the barbarians were quick to bound in pebbled, bluish-white hide tomes is from a remote corner of the take their gold and leave, eager to of indeterminate origin. A few severed Flanaess, and each has a history join the spring raids on the coast of bits of blue thread remain on the uncertain enough that DMs may Aerdy. cover, suggesting that a symbol was decide what of the following informa- Crylandren recorded the Frost once sewn upon it. Some kind of tion is fact and what is conjecture. Barbarians’ strange tale of how they minor dweomer lingers upon the Naturally, these spellbooks are just acquired the book thusly: book, for it continually radiates a as appropriate for the FORGOTTEN slight chill; if the book is left REALMS®, BIRTHRIGHT®, ®, or While searching for the lair of a white unopened for any length of time, a other AD&D® game settings. dragon, the barbarians chanced upon an covering of rime forms on its surface. The following pages reveal some, illusion-cloaked dungeon entrance and (This frost does not affect the pages but not all, of the secrets of the ventured inside. There they fought evil, within: they are clammy to the touch Ice-Shard Tome, the lncunabulum of cold-dwelling creatures and passed but are seemingly immune to damp- the Forgotten City, and the Book of through strange areas of chilling, life- ness.) Darazell. Eager spellcasters be warned: sapping vapor. Finally, they reached a The spells within are difficult to Few tomes of such worth are left great ice-encrusted chamber. While the understand, as if written by someone unguarded, unwarded, or without a intruders were busy digging out a chest working from a radically different the- curse against thieves. Clever DMs will from the ice, their activity awakened the ory of magic. (Those attempting to not limit themselves to the protections dungeon’s most dangerous guardian: a learn these spells suffer a -25% described in these pages. massive automaton fashioned—so swear penalty to their chances.) The mage the barbarians—of steel-hard ice. responsible for this work had a mor- The Ice-Shard Tome Although the golem slew two of their bid fascination with cold and the suf- This infamous spellbook first came number, the barbarians were ultimately fering it can cause. The book contains to prominence in the year 574 C.Y. in triumphant and claimed the icy dun- the spells chill touch, frost shroud (from the port city of Marner, capital of the geon’s treasures as their own. Among the RA2 Ship of Horror), ice storm, cone of Archbarony of Ratik. It was purchased hoard was the book that was to become cold, Otiluke’s freezing sphere, and by Crylandren, a wizard of that city, known as the Ice-Shard Tome. Of the Otiluke’s polar screen (from the from a band of Frost Barbarians book’s owner there was no sign. GREYHAWK Adventures hardcover); but

# DRAGON 243 89 also the following rare spells: ice shard, moment. The material component is a requires an opponent to possess rec- coldlash, frostbite, and cloak of winter. whip that has been affected by a chill ognizable hands, feet and facial fea- Finally, the book contains an accurate touch spell. tures. A dispel magic can halt the spell’s map to the Hanging Glacier of effect, and exposure to a large fire Alisedran, with notation in no lan- Frostbite source can also stop the full onset of guage known in the Flanaess, either (Conjuration, Necromancy) the spell (but the victim must concen- current or ancient. Level: 4 trate solely on ridding himself of the Range: 15 yards chill in his body, allowing 1d4 rounds Ice Shard Components: V, S, M to recover). The caster can stop the (Evocation) Duration: 8 rounds spell’s effects with a word, making it a Level: 1 Casting Time: 4 good tool for interrogation. Range: 60 yards + 10 yards/level Area of Effect: 1 creature Components: V, S Saving Throws: Special Cloak of Winter Duration: Instantaneous This nasty spell causes the caster’s (Alteration) Casting Time: 1 hand to glow dimly with bluish radi- Level: 5 Area of Effect: 1 or more creatures in ance for a split second. The full effects Range: 0 a 10’ cube are then launched at an opponent. If Components: V, S, M Saving Throw: None the opponent saves vs. spells, he is Duration: 1 week/level This spell is a magic missile variation, affected as per a chill touch spell Casting Time: 5 and the restrictions placed on that (undead, however, do not suffer the Area of Effect: 20’ cube/level spell apply here also. It creates a like “special effect” of that lesser spell). If Saving Throw: None number of missiles per level (one for the opponent fails to save, then the This spell works on an enclosed every two caster levels) and causes the following effects occur: area such as a cave or a building. It same amount of damage. When the Round Effect coats the entire area in ice (roughly an wizard casts the spell, razor-sharp 1 Victim’s feet “burn” with inch thick), covering any objects in darts of ice are summoned into exis- the pain of cold. Half that area and keeping the area con- tence and are propelled at an oppo- movement rates there- stantly cooled, despite external nent. The wizard uses his own THAC0, after. The victim suffers weather conditions. Cold-dwelling modified by skill with missiles (if 1d4 hp damage. creatures are not hindered by the applicable), and, in addition to the 2 Victim’s hands “burn.” cloak of winter, and it can serve more damage, each successful hit causes an Constitution check to cast mundane purposes (e.g. keeping per- opponent to shiver uncontrollably (-1 spells or use a weapon ishables fresh). to hit and damage, no save). These The victim suffers another Movement rates are cut by two- penalties can be cumulative and last 1d4 hp damage. thirds in the affected area and for 1 round per level of the casting wiz- 3 Victim’s hands “bum.” As Dexterity-related bonuses are negated ard, leaving a badly-hit opponent vir- above and a -2 to hit in for those not used to movement in tually helpless. combat. The victim suffers such conditions. Cold spells function another 1d4 hp damage. with greater effectiveness in the area Coldlash 4 Victim’s hands “burn.” As (+1 per die of damage and -1 to (Evocation) above and a -4 to hit in saves), while the opposite is true for Level: 3 combat. The victim suffers heat-based spells. Fire can melt one Range: 0 another 1d4 hp damage. square foot of ice per 5 hp damage Components: V, S, M 5 Victim’s hands “burn.” As rendered, negating its effects in that Duration: 3 rounds + 1/level above but unable to cast area. The ice reforms in one day, Casting Time: 3 spells that require material duration permitting. The spell is best Area of Effect: Special or somatic components. cast on stone surfaces because of the Saving Throw: Special The victim suffers 2d4 hp effects of damp. The caster can place Use of this spell creates a 10’-long, damage. this spell over any size of area, up to flexible tendril of magical energy that is 6 Victim’s hands “burn.” As the maximum area of effect. It can, for comprised of sparkling snowflakes. above but now totally instance, merely be cast on a single The wizard uses this coldlash as a unable to use weapons. stretch of dungeon or inside a one- weapon, inflicting 1d6 hp damage plus The victim suffers another room larder. 1hp damage per caster level. An oppo- 2d4 hp damage. The material components for this nent struck must also save vs. spells or 7 Victim’s face “burns.” The spell are a piece of clear crystal and a be unable to take any action the fol- pain increases. The victim winter bloom. lowing round due to their body being suffers 3d4 hp damage. wracked with uncontrollable shivers. 8 Victim’s face “bums.” The The lncunabulum Additionally, if a coldlash comes victim is now unable to of the Forgotten City into contact with a mage protected by stand. The victim suffers The hazards and dangers of the Sea a warm fire shield or a fire aura, both another 3d4 hp damage. of Dust are well-known among the magics are cancelled with a (harmless) During each round, the victim may sages of the Flanaess. It was armed burst of orange light. A wizard can will save vs. spell to suffer only half the with this knowledge that an expedi- the coldlash spell to dissipate at any noted damage. This spell obviously tion set out in search of the Forgotten

90 JANUARY 1998 City, thought to be the best-preserved within the city makes teleportation The material component for this known city of the Suel) empire, in 570 and plane-shifting magics too risky a spell is a clay figure of the caster C.Y. Consisting of hardy Yeomanry venture: such an expedition would soaked in naphtha. adventurers, including the elven mage have to again cross the Sea of Dust. Aelistrifel Elinareth, they were able to Few are willing to accompany her. Veil of Watchfulness traverse the Hellfurnaces and cross the The Incunabulum was allegedly (Divination) hellish Sea of Dust. Their journey was stolen from Loftwick and sold to the Level: 6 not without loss of life, however. Society of Magivestre in Geoff. Now Range: 0 Eventually the party discovered a that this state is a Lost Land, under the Components: V, S, M well-preserved Suel settlement of rule of giants, the book is rumored to Duration: 1 hour/level modest size. Investigating further, be in one of two places: either left in Casting Time: 6 they ascertained that they had discov- the Society’s spell-guarded treasure Area of Effect: Special ered the legendary Forgotten City of chambers in Istivin, or in the posses- Saving Throw: None the Suel. The city was blanketed in a sion of a minor fomorian warlord, This spell allows the caster to gain white ash of caustic properties. who is quite aware of the books a total awareness of any disturbance Attempts to map the ash-choked city value. Rumors suggest that a group of within an area familiar to her (usually and catalogue its various great build- renegades, followers of some the wizard’s residence). The caster ings, already difficult, was made more bizarre elemental power, are after the must designate an area to be watched difficult by harrying monster attacks. book. , too, over, and for the duration of the spell Eventually the band stumbled across a would most definitely want to acquire the wizard instantly knows via a men- mage-tower protruding from the ash. a spellbook of Suel origin if they ever tal image (no sound) the location and Unfortunately for the searchers, many learned of its existence. activities of any intruders, or any sig- powerful wards were still in place The Incunabulum is merely a collec- nificant disturbance among items in within the tower, and these tested tion of worn parchment pages, col- the area. Only intruders larger than a Aelistrifel’s magic to the utmost. lected in a folder of soft calf leather. normal rat are registered. Ultimately, the party found a hidden Patterns of Suel design line the bor- The caster need not be in the area entrance to subterranean vaults. ders of the pages. Although it has to become aware of intruders, and the Therein they encountered walls of weathered the centuries well, its spell ceases to function only if the force appearing apparently at random, pages are dry, brittle and in danger of caster journeys to another plane. Any blocking their progress at times and flaking away to nothing if handled individuals in the designated area at seemingly maneuvering them in cer- roughly. Jawal Severnain, librarian of the time of casting are not detected, tain directions. They found them- the Greyhawk Guild of Wizardry, even if they leave the area and later selves in time in a shadowy, pillared would dearly love to see the book return while the spell is still in place. chamber with a central mosaic of brought safely to the Guild Library and The mental image does not interfere arcane design upon the floor. By trial its spells copied before they are lost with the wizards actions (e.g. if she was and error, the party found that by ges- forever. These rare spells are image casting a spell at the same moment a turing and positioning themselves in trap, veil of watchfulness, dweomer warp, band of thieves were entering her certain ways, the room would subtly and spell siphon. study, the mental image would not change. Glowing golden runes would cause the spell to be lost). However, appear on the pillars and the mosaic Image Trap she must concentrate to keep intruders designs would writhe and change. (Illusion, Alteration) observed beyond the first round. Aelistrifel would sit for hours, cross- Level: 3 The area must be well-known to legged on the stone floor, contemplat- Range: 0 the wizard (DM’s discretion) and the ing the chamber. In the end, Aelistrifel Components: V, S, M spell simply fails if cast on an unfamil- was virtually dragged from the cham- Duration: 1 round/level iar area. There are certain areas ber by her friends and taken from the Casting Time: 2 where casting this spell would be tower. However, the elf-mage was Area of Effect: 6’ radius pointless, e.g. a busy city street. The rewarded with one item, the so-called Saving Throw: Special veil can function over an area of up to Incunabulum of the Forgotten City, found This spell resembles a mirror image 400 square feet floor space. in a secret compartment in a pillars spell but is in fact an illusion-covered The material components of this torus. trap. The duration and effectiveness spell are a bit of fur from a guard dog Aelistrifel realized that two of the of the image trap are less than those of and a gem of minimum 500 gp worth. four spells inscribed within were both the mirror image (only 1d4+1 images Neither is consumed in the casting. extremely potent and beyond her appear). It is otherwise in all ways sim- skills to master. The former owner of ilar to that spell. Dweomer Warp the tower had obviously been a pow- However, whenever a missile or (Alteration) erful wizard. Her sadly denuded party melee blow is landed on an image, it Level: 7 were forced to journey back to the not only disappears but also explodes Range: 5 yards/level Yeomanry, bringing back less knowl- outward in a scintillating ball of color. Components: V, S, M edge and treasure than they had The attacker, if within five feet, must Duration:, 1 round/level hoped for. Aelistrifel, to this day, still immediately save vs. spells at -2 or Casting Time: 7 hopes to mount another expedition to become stunned, unable to act for the Area of Effect: 1 creature the city. Some great magical force next 1d6 rounds. Saving Throw: None

# DRAGON 243 91 This insidious spell is effective 4 Opponent is affected by a mages. The common thread that against enemy spell-casters (creatures feeblemind spell. bound these mages together was that with spell-like abilities are not affected). 5 A lightning bolt spell strikes none kept the book for any length of The caster simply points her finger at the opponent. time, and many reported strange phe- an enemy spell-caster and a green ray 6 Opponent is affected by a nomena surrounding the book. unerringly shoots from her hand, slow spell. A rumor persists that Darazell, enveloping an opponent in a corus- 7 Opponent is affected by a cheated by the dark power, lives on cating emerald field (with radiance summon swarm spell. within the book as a rare form of equal to a faerie fire spell). While this 8 Opponent is affected by a undead, a “tome-haunt.” Supposedly, field is in place, the affected spell- vampiric touch spell (no touch he searches for a particular type of caster will find that the way he chan- necessary). owner to possess in order to finish nels spell energy is strangely affected. some unknown goal. It has been said There is a 90% chance (-2% per level An opponent can save where that there are a couple of secret pages of the enspelled caster) that the spell applicable. Spells function at the level within the book that give clues to energy is warped and the intended of the caster, and effects last 1d6 what this is, but no one has been able spell is bent, wasting the spell and rounds (even the feeblemind spell to record what they hide. causing the victim’s body to be rav- effect) unless the effect is instanta- The spellbook is compact and aged by magical flames (1d6 hp dam- neous. These spells cannot be blocked bound in bleached, patchy, green age per level of the intended spell). by a minor globe of invulnerability or a leather. It has silver corner caps and An affected mage can use magic major globe of invulnerability spell. an ornate silver dagger device, blade items normally, and the magical Sages speculate that it might be possi- pointing downward, painted on the flames can cause no damage to ble to key other spell effects into a front. The book is apparently difficult equipment, clothing etc. The material spell siphon spell, but such variations to destroy and always seems to reap- component for this spell is an emerald must always consist of one spell effect pear eventually, whether burnt, dis- that has been bathed in the fiery from each of the recognized schools carded, etc. Inside, written in breath of a red dragon, hellhound, of magic. Darazell’s spidery script, are his firedrake, or similar fire-breathing The material component of this favorite spells: change self, spider climb, creature. The spell has no effect what- spell is a magical item that has been sleep, darkness 15’ radius, invisibility, ray soever on non—magic-using creatures. drained of power (e.g. a wand with no of enfeeblement, dispel magic, hold per- charges remaining, a piece of broken son, secret page, vampiric touch, phan- Spell Siphon magical armor, etc.). This spell has tasmal killer and stoneskin. In addition (Alteration, Evocation) absolutely no effect on non-wizards. to these are four rare spells: deaden Level: 9 senses, Darazell’s noose, poison blade, Range: 10 yards/level The Book of Darazell and bladebane. There are also descrip- Components: V, S, M This spellbook has a dark and evil tions of methods of assassination, and Duration: Instantaneous history—a legacy that mirrors the land writings on efficient and subtle ways Casting Time: 9 from where it came, the blighted to commit murder. Oddly, there are 10 Area of Effect: 1 creature Kingdom of Aerdy. Its spells were first blank pages at the end of the book— Saving Throw: None put to paper sometime in the 4th pages that defy any attempt to write When this spell is cast at an enemy Century by the assassin-wizard on them. spell-caster, spell levels can be leeched Darazell. Little is known of the history from his memory and a randomly of this evil mage save the infamous Deaden Senses rolled magical effect Instantaneously and rare spells he perfected, especially (Charm) appears in the vicinity. A number of his trademark Darazell’s noose. Level: 1 spell levels equal to the casters level Darazell met an ironic fate when Range: 5 yards plus 1d10 can be instantly stripped he himself was assassinated by Components: V, M from the opponent’s mind, beginning unknown hands, his body found Duration: 1 hour/level from the highest level spell memo- slumped over his beloved spellbook. It Casting Time: 1 rized. (Round down when determining is a puzzle to those who know his tale Area of Effect: 1 creature how many spells are removed.) Note that such an efficient killer was taken Saving Throw: Neg. that it is possible for all spells to be unawares and murdered. It is some- By means of this spell, the caster drained from an opponents mind—a times said that Darazell knew rare rit- may dull the senses of an opponent. negative sum also indicates this. A die uals and had made a pact with a dark The victim, failing a save vs. spell, roll then determines the ensuing power, one that would allow him to becomes lethargic, slightly unaware of effect, always at the casters level: rise in eternal undeath. Indeed, it is his surroundings, and is slow to react. said that Darazell ordered his own While thus affected, the victim sub- Roll 1d8 assassination as the final stage of the tracts 10% (or a -2/1d20 penalty) from 1 Caster is affected by a blur ritual. his chances to detect noise. More spell. So, the book was sold, bartered, importantly, he must make a 2 Caster is affected by a detect stolen, lost and found from the See of Constitution check each round or auto- magic spell. Medegia to North Province and back matically loses initiative in a round of 3 Opponent is affected by a dis- over the next 200 or so years, falling combat. Additionally, he suffers a -2 pel magic spell. into the hands of various lesser penalty to surprise rolls. The material

92 JANUARY 1998 component for this spell is a fragrant Poison Blade 2. Paralyzation, duration 2d4 flower that the caster, crushes in his (Evocation) rounds. A successful save negates during casting. Level: 4 effect. 3. Slow (as the spell), duration 3d4 Darazell’s Noose Range: 0 Components: V, S, M rounds. A successful save negates the (Conjuration, Necromancy) Duration: 1 round/level effect. Level: 2 Casting Time: 4 Range: 20 yards Area of Effect: Special The caster can choose only one Components: V, S, M Saving Throw: Special type of poison blade per casting, but Duration: 10 rounds Upon casting this spell, the wizard he can poison an opponent or oppo- Casting Time: 2 gains a momentary immunity to all nents as many times as he can strike Area of Effect: 1 creature forms of ingested poison. The next within the spell’s duration (the second Saving Throw: Special stage of casting can test the nerve of and third effects could be made cumu- This spell summons into existence even the bravest mage, for it is at this lative). The mage can cause the spell a noose-shaped area of force from the moment that the mage must swiftly to end at any moment he wishes. The Negative Material Plane that hangs in swallow the poison. This act sum- material component is ingested poi- mid-air over the head of an opponent. mons into existence a pulsing maroon son of any type. Each round the opponent must save force shaped like a short sword con- vs. spells to avoid the grip of the trolled by the caster. The caster may noose, which causes 2d4 hp damage strike with the weapon at his own per round. Once caught, a victim is vir- THAC0, with no non-proficiency tually helpless and must make a penalty. When the blade strikes an David works in a bar to pay off his stu- strength check to wrench himself free opponent, the caster forces a save vs. dent debts, and Tony is a proofreader. (with a cumulative -1 to the check per poison or else one of the following When not having to do any of this boring round). The noose cannot move very effects occur: stuff, they play the AD&D® game. The fast (MV 3) and a victim can usually GREYHAWK® campaign’s their favorite set- escape, if a save is made, by simply 1. The victim suffers 4d4 hp dam- ting. fleeing from the spell’s range. The age. A successful save indicates that body of someone slain by a Darazell’s the victim suffers only half damage. noose is lifted to hang lifeless in mid- air until the spell’s duration expires. Once cast, the mage cannot will the spell to end—it is there for the dura- tion unless dispelled. The material component is a knot- ted piece of rope. Bladebane (Alteration) Level: 4 Range: 0 Components: V, M Duration: 1 round/level Casting Time: 2 Area of Effect: Caster Saving Throw: None Upon casting this spell, the wizard’s skin gains a silvery, metallic sheen. The wizard is now protected against all types of slashing and piercing melee weapons. Any hit from such a weapon inflicts only half damage, and the weapon must save vs. crushing blow, or its blade breaks. Magical weapons and weapons of exceptional quality are merely deflected. This spell offers no protection against other forms of attack (e.g., bare knuckle attacks, etc.). The material component is a toy wooden sword that the wizard must break during casting.

# DRAGON 243 93 tortured until confession. Many died, and those that later retracted their confessions were burned at the stake. Today, the most notable sign of the Knights Templars is the existence of international banking. When pilgrims would set out from Europe, they would deposit sums with the Templars in their home country or country of embarka- tion, and receive a promissory note. They could retrieve their money in the Holy land when they arrived, making travel much safer. That money empire survives today as the banks of Geneva are direct descendants of the institu- tions put in place by the Templars. The Knights Hospitallers Knights of History In 1070, a group of merchants in Jerusalem, after the Crusaders had taken the city, set up a hospital for the by Don Perrin dying and wounded within the city. The merchants were originally from the city of Amalfi in Italy, and they THE CONCEPT OF THE PALADIN In 1124, Hugue de Payens went to founded the Hospice of St. John the stems directly from the warrior monk France to find religious thinkers who Almoner. The place was run by ideology of the military orders of would aid him in establishing monastic Benedictine monks and nuns. By 1113, knights in our own history. Any DM rules for the knights. He found Bernard, the Hospice had broken away from who wishes to add depth and variety the abbot of the Cisercian monastery of Benedictine rule, and the Hospitallers to the knightly orders in an AD&D® Clairvaux, and worked out the statutes. were created as an independent reli- campaign world can find a wealth of This is the first set of monastic statutes gious order by Papal bull. The Orders information in real history. for “military monks” in history. Included statutes allowed the monks to take up There were three main orders in the statutes were bans against impu- arms in the defense of the hospitals raised in Jerusalem: The Knights dent words, senseless occupations, (now several, scattered across the Templar, The Knights Hospitallers and immoderate laughter, whispering or Middle East and into Europe.) the Knights of St. Lazarus. All started as even suppressed giggling. The knights By 1126, the Knights of St. John forces of protection but changed over were to never play chess or dice and were organized but were more com- their history in varied and unexpected were to wear their hair short, as having monly called the Knights Hospitallers. ways. A fourth order rose to power in long hair was considered a sign of van- The knights fell under the same rules the same period and survived all the ity. They were to despise mimes, jug- as the Knights Templar, and fulfilled a way into the twentieth century: the glers, story-tellers, dirty songs, and the similar function. In the Holy land, Teutonic Knights of Germany. performances of buffoons. their armored heavy cavalry were the Through military successes in the best troops in the entire region, and The Knights Templar Holy Land, great influence was created could dominate any fighting, far in The Knights Templar began as a in the royal courts of Europe. Most of excess of what their small numbers group of Crusaders who escorted pil- the castles, land, and wealth of the would normally merit. By 1210, the grims from Europe to the Holy Land. order came from donations from kings military wing of the Hospitallers They were formed in 1115 by two and dukes inspired and awed by the rivaled the Knights Templar in military knights, Hugue de Pavens and Godfrey holy knights. The whole military force power. After the fall of Jerusalem, the de Saint Adhemar. They, along with of the Knights Templar never grew power of the Knights Hospitallers fell the seven other knights they recruited, above 2,000 knights and an accompa- off to such an extent that the finest operated out of Jerusalem, taking pil- nying number of Sergeants (armored castle in all of Christendom, the Krak grims to Jericho and then on to Christ’s mounted warriors who were not des Chevaliers, was forced to surren- baptismal site in the Jordan river. knights) and squires, some 8,000 in all. der without much of a fight because They were known as the Poor Knights After the fall of Jerusalem to the there weren’t enough defenders. of Christ, as they had sworn vows of Moslems in 1243, the knights fell in In 1256, the Hospitallers and the poverty, obedience and chastity. numbers and reputation. Eventually, Templars took opposite sides in a des- The knights impressed the King of in 1307, the Pope agreed to an inquiry perate struggle in the city of Acre, Jerusalem and were given quarters in into allegations of blasphemy, idola- where Genoese and Venetians were a wing of the Royal Palace. The wing try, and sodomy. The King of France, fighting for control. In 1258, a treaty was built on the site of the Temple of King Philip, had all of the Templars in between the two orders of knights Solomon, so the knights became France arrested, including all of the was drawn up, but by that time, the known as the Knights Templar. senior hierarchy, and ordered them damage had been done, and the

94 JANUARY 1998 growing strength of the Moslem Turks remained somewhat smaller and By the fifteenth century, the Order overtook the Iands and castles of poorer than their knight cousins. became its most powerful by concen- both orders of knights. After the fall of Because of this inability to expand in trating on eastern Europe against the Jerusalem, the knights moved their the Holy Land, and because of its ori- Lithuanians. They did not suffer any- headquarters first to Cyprus, then to gins, the Teutonic Knights maintained where near as badly for the loss of the the small island of Rhodes, and finally a distinctly German flavor. King Holy Land as did the other Orders of to the island of Malta. Andrew of Hungary offered a portion knights. During this period, it was The order continued to exist until of his territory to the knights if they fashionable for a European noble to the Napoleonic Era. The island of would put down a revolt there. This be trained by the Teutonic Knights Malta was surrendered to Napoleon’s they did, but in seeing how efficient and to return to military prowess. The forces in 1798, effectively ending the the knights were, Andrew became King of Hungary, King John of Knights Hospitallers. afraid of the knights, and evicted Bohemia and King Henry IV of them. Without enough support, the England all once rode with the The Knights of St. Lazarus knights withdrew. Teutonic Knights. Little is known about the Knights of The knights found a new home in The Order remained in existence St. Lazarus. It is not known when the Germany proper when in 1226, well into the twentieth century, but as order was formed, but it was in exis- Emperor Frederick II made the leader a whole did not fight any major wars. tence by 1142 and had the alternate of the knights and his successors In both world wars, the German Army name of “The Leper Brothers of Princes of the Empire and could wear boasted the Hochund-Deutschmeister Jerusalem.” All of the knights and their the imperial eagle of the Holy Roman Regiment, all members of the Order. brother Sergeants and Squires were Empire on their livery. The second world war saw the true victims of leprosy. It was a rule that a Wars were fought over the next spirit of the knights rise up when Knight Templar or a Knight Hospitaller several centuries with the Teutonic twelve of the Order attempted to who contracted leprosy was immedi- Knights operating mostly in eastern assassinate Hitler in his bunker in ately to join the Knights of St. Lazarus Europe. One of their most famous 1944. All were executed. and wear a habit of all black, with no defeats occurred when the knights badges adorning it. were on the attack against the eastern The Knights of St. Lazarus did little Russians. The Russians defeated the in the sweeping military engagements knights when the ice of the frozen in the Middle East, as their numbers lake on which the battle was fought Don Perrin is a freelance author living were so small and their forces all the collapsed, killing all of the knights pre- in Williams Bay, Wi, and is currently victims of a terrible disease already. sent, but the lighter armored Russian working on the Sovereign Stone role- They did work to protect their hospi- cavalry escaped. The incident was playing game by . He writes tals, and they fought in many of the made famous by the classic film DRAGONLANCE® fiction and is a nut for same battles as the Knights Templar Alexander Nevsky. historical military miniature gaming. and the Knights Hospitaller. They were disbanded around 1790, with all of Selected Bibliography Harold Lamb, The Crusader, The their lands and holdings falling to the Hilaire Belloc, The Crusades, The Flame of lslam, International French Revolutionary Government. World’s Debate, The Bruce Publishing Collectors Library, Garden City, NY, The Teutonic Knights Company, Milwaukee, WI, 1937. 1930. Malcolm Billings, The Cross and the James Manto, Men at Arms, Feudal At the siege of Acre, in 1190, both Crescent, A History of the Crusades, Warfare in Western Europe From the the Knights Templar and the Knights Sterling Publishing Company, New Battle of Hastings to the End of the War Hospitaller (possibly with the Knights York, NY, 1990. of the Roses, AGHQ, Ottawa, ON, of St. Lazarus) set up a hospital for the David Edge and John Miles Canada 1992. sick and wounded from the fighting. Paddock, Arms and Armor of the David Nicolle and Angus McBride, The hospital, and the hospitallers who Medieval Knight, Brompton Books, Arthur and the Anglo-Saxon Wars, Men- guarded it, were eventually recog- Greenwich, CT, 1988. at-Arms Series 154, Osprey Publishing nized by the Holy Roman Church and Stuart Flexner with Doris Flexner, Ltd., London, UK 1984. established as an order, although an The Pessimist‘s Guide to History, Avon Jonathan Riley-Smith, Editor, The exceedingly small one. The hospital, Books, New York, NY, 1992. Atlas of the Crusades, Times Books, and over time, all of the hospitals that Christopher Cravett and Christa London, UK, 1991. were set up under the Teutonic Order, Hook, Norman Knights, 950-1204 AD, Terence Wise and G.A. Embleton, were to aid German speaking sick and Warrior Series 1, Osprey Publishing The Wars of the Roses, Men-at-Arms wounded. Frederick of Schwaben and Ltd., London, UK, 1993. Series 145, Osprey Publishing Ltd., his brother financed the organization Elizabeth Hallam, Chronicles of the London, UK 1984. of the order and of its defense force, Crusades, Phoebe Phillips Editions, Terence Wise, Richard Scollins, the Teutonic Knights, based on the New York, NY, 1989, The Knights of Christ, Men-at-Arms Knights Hospitallers. George Holmes, Editor, The Oxford Series 155, Osprey Publishing Ltd., The other orders of knights had Illustrated History of Medieval Europe, London, UK, 1984. already formed and taken over the Oxford University Press, Oxford UK prime castles and holdings in the Holy 1988. Land, and the Teutonic Knights

# DRAGON 243 95

playing, board, and card games. Contact Total Confusion, P.O. Box 403, N. Clemsford, MA 01863. Email: [email protected].

Con of the North February 20-22 MN Radisson Hotel, Downtown St. Paul. Events: collectable card, roleplaying, live-action, computer network, and board games. Contact P.O. Box 18096, Minneapolis, MN 55418. Email: [email protected]. Website: http://www.real-time.com/~cotn. JANUARY FEBRUARY CONVENTIONS CONVENTIONS Jaxcon ’98 Georgecon Winter War XXV February 20-22 FL January 2-4 1998 MO February 6-8 IL Ramada Inn on Arlington Blvd., Stafford Inn, St. Louis, MO. Guests: The Chancellor Hotel, Champaign, Jackson, FL. Events: roleplaying, card, Jerry Rector (Star of the new IL. Events: Magic: Vampire, AD&D® and miniatures games. Other activi- series The Privateers), Ray Greer game, Call of Cthulhu*, , ties: an AD&D tournament, sanc- (Champions*, *, and other RPGs), Warhammer, GURPS*, LARPs, historical tioned Magic tournament, Vampire Rick Loomis (President & Founder of games, miniatures, board games, Star LARP, dealer’s room, and flea market. Flying Buffalo), and Matt Faileigh (former Fleet Battles: and more. Contact: Registration $20/weekend until Jan. President of Society of Ancients and Donald E. McKinney, 304 W. Sherman 1; afterward $25 for weekend, $15 for Game retailer). Events: Four major Box 1012, St. Joseph, IL 61873. Email: Fri/Sat. Contact: Jaxcon, P.O. Box Magic* tournaments, roleplaying [email protected]. 14218, Jacksonville, FL 32228-4218. events, Warhammer* and Warhammer Email: [email protected]. DunDraCon 40K*, Necromunda*, Vampire* LARP, SheVaCon Super Hero LARP, anime, masquerade February 13-16 CA ball, filking, etc. Contact Georgecon c/o Marriott Hotel, San Ramon, CA. February 27-March 1 VA NHGG P.O. Box 398 Gerald, MO Events: 150+ convention-sponsored Shenandoah Valley of Virginia. 65066. Email: [email protected] RPGs, seminars on gaming, CCGs and Guests: C.S. Friedman and Larry board game tournaments, miniatures Elmore. Events: art show and sale, 24- Crusades ’98 games, SCA rooms with seminars, dis- hour gaming, live-action roleplaying, January 16-18, 1998 CT plays and demos, large dealer room, Vampire. Contact SheVaCon, P.O. Box Quality Inn Conference Center, flea market, figure painting contest, 2672, Staunton VA 24402. Email: New Haven, CT Events: Board games, video arcade room and lots of open [email protected] miniature wargaming, TCGs, painting gaming. Registration: $30. Contact: ’98 contest, and seminars. Contact: DunDraCon, 1145 Talbot Ave., CA Connecticut Game Club, P.O. Box 403, 94706. Email: [email protected]. February 26-March 1 IL Fairfield, CT 06430-0403. Email: The 1998 Winter Fantasy conven- [email protected]. Total Confusion tion offers an unequaled opportunity February 19-22 MA to hone your gaming skills. With mul- Ramada Rolling Green Hotel, tiple seminars on a broad range of Andover, MA. Events include role- topics, there has never been a better

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98 JANUARY 1998 place to study and practice gaming. for weekend. All events free. Contact: Con-spiracy 8 There will be featured events to dis- Heleen Durston, c/o Multigenre, Inc., March 28-29 IL cuss becoming a better gamer, semi- 2432 Steiner Rd., Lakehurst, NJ 08733- Grace Roper Lounge at Rockford nars from companies that drive the 3437. Email: [email protected] College, Rockford, IL. Events: roleplay- industry, and other game-related top- or [email protected]. Website: http:// ing, card, board, and possibly minia- ics. Also being added this year is a full www.multigenre.com. tures games. Registration: $3 at the slate of board, card, miniature, and door, or free entrance with last year’s non-Network roleplaying. As always AggieCon XXIX button. Contact: Theresia Conner, the RPGA® Network will be a main March 26-29 TX Rockford College, Campus Box 120, focus of Winter Fantasy, with daily Texas A&M University. Guests: 5050 E. State Street, Rockford, IL gaming events, seminars, and LIVING Robert Asprin, Kerry O’Quinn, Joe R. 61108. Email: [email protected]. CITY events. Contact: Winter Fantasy, Lansdale, Thomas Knowles, Darlene P.O. Box 13500, Columbus, OH 43213. Bolesney. Events: dealer’s room, art Email: [email protected]. show, panels, gaming, charity auction, JUNE Rocky Horror Picture Show, masquerade CONVENTIONS Coscon ’98 ball, costume contest, 24-hour anime Milwaukee Summer Revel February 27-March 1 PA room. Contact: Texas A&M University, June 5-7 WI Days Inn Conference Center, Butler, MSC Student Programs Box J-l, The Inn Towne Hotel, 710 Old World PA. Events: Card, board, miniature, College Station, TX 77844. Email: Third Street, Milwaukee. Guests: Gary and roleplaying games, including @msc.tamu.edu. Website: Gygax, Janet Pack, . Events: RPGA Network LIVING CITY™ and Benefit http://cepheid.tamu.edu/aggiecon. All first-run roleplaying events, includ- events. Other activities: Deadler’s ing LIVING CITY and LIVING JUNGLE tourna- area, new game demonstration, com- Egyptian Campaign ’98 ments, AD&D game, Call of Cthulhu, puter room, movies, and guests. March 27-29 IL Boot Hill, Paranoia*, board games, Registration: $15 before February 15, Southern Illinois University, miniature events, war games, nonstop $20 thereafter and at the door. For Carbondale, IL. Events: RPGA Network Dawn Patrol, TCGs, and the always more information, send a SASE to: events, AD&D game, *, exciting Wham-A-Thon. Other events: Circle of Swords, P.O. Box 2126, Butler, Battletech*, Warhammer 4OK, Empire Seminars, dealer’s area, game demon- PA 16003. Builder*, Diplomacy*, Axis & Allies*, Magic, strations, and strategic breaks for lunch Star Fleet Battles, Car Wars*, and many and dinner. Registration: $20. Contact: other board, miniature, card, and role- Bruce Rabe, Summer Revel, P.O. Box MARCH playing games. Contact: Egyptian 779, New Munster, WI 53102. CONVENTIONS Campaign 1990, c/o S.I.U.C. Strategic MegaCon ’98 Games Society, Office of Student March 13-15 FL Development, Third Floor Student Expo Center, Orlando FL. Guests: Center, Carbondale, IL 62901-4425. * indicates a product produced by a company other than TSR, Inc. Most product names are Julie Bell, John Byrne, Tony Daniel, Email [email protected]. Website: trademarks owned by the companies publishing Joseph M. Linsner, George Perez, Don http://www.siu.edu/~gamesoc. those products. The use of the name of any prod- uct without mention of its trademark status should Rosa, William Tucci, , Mark not be construed as a challenge to such status. Waid, and Steve Bryant. Events: role- playing, RPGA Network, miniatures gaming, comic book artists, CCGs, anime, LARP, comics, and gaming dealers Room. Other activities: board gaming, fantasy art show and auction. Contact: P.O. Box 3120, Winter Park, FL 32790. Email: [email protected]. Website: http://www.edgeglobal.com/ megacon. Gamer’s Con IV March 20-22 NJ Four Points Inn, Route 70 East, Cherry Hill, NJ. Events: RPGA Network events, including first-run LIVING CITY and LIVING DEATH™ tournaments, and a LIVING DEATH interactive event. Artist Guest of Honor: Jason Alexander Behnke (L5R/Tempest). Other activities: All new “Lords of Gaming” contests, vendors, artists, auction, demonstra- tions, computer gaming and more. Registration: $30 pre-reg; $40 at door

# DRAGON 243 99 100 JANUARY 1998 # DRAGON 243 101 102 JANUARY 1998

104 JANUARY 1998 # DRAGON 243 105 106 JANUARY 1998 # DRAGON 243 107 Three Views of the Future

Armageddon* © 1997 Rick Swan game One 256-page softcover book BEFORE WE PROCEED with our regu- 3. Internal Logic. Spare me from Myrmidon Press $25 larly scheduled program—a look at humans who can survive falls from Design: C.J. Carella extravaganzas—flip airplanes and erudite mages who Illustrations: Timothy Bradstreet, over a couple of pages and read what can’t count to ten unless they have Mark A. Nelson, Scott Baxa, Guy Lester Smith has to say about the art the Mathematics skill. The mechanics Davis, , Tony Harris, John of game reviewing. I’ll be here when should compliment the game’s intent. Nyberg, James O’Barr, R. K. Post, you get back. A game stressing exploration and ver- Michael Sutfin, , and Berni Done? Good. bal interaction doesn’t need 50 pages Wrightson I agree completely with everything of combat rules. But a game stressing Cover: Timothy Bradstreet and Lester says, especially the part about violent encounters and battlefield Grant Goleash not playing a game before reviewing it action just might. (which happens more than you think). 4. Playability. Is it any fun? Does it The future according to Armageddon And let me add: I’d be suspicious of hold your attention, challenge you, is a strife-ridden hellhole populated by any review of a new roleplaying game delight you? Or is it more like a job morally ambiguous “heroes” and psy- that appears immediately after the than a game? If the game’s compl- chotic bad guys who make Charlie game’s publication. RPGs, complex as icated, do the extra rules make for a Manson look like Martha Stewart. they are, take a while to digest, and richer experience? Decaying cities teem with chaos and first impressions aren’t necessarily the 5. Completeness. Everything you despair. Random violence, both super- most accurate. Or the most reliable. need to know to play should be natural and manmade, ripples across Proceed with caution. included in the basic rules. Nothing is our crumbling planet. In short, it’s a Want to know what I look for in an more irritating than having to round lousy place to live. But it’s a great RPG? up an extra book or two just to get an place to roleplay. 1. Strong characters. I want three- introductory adventure off the No one can accuse designer C. J. dimensional PCs, characters so com- ground. Carella—whose nightmares are also on pelling I can’t wait to play ‘em. And I 6. Presentation. Poor writing and display in the Witchcraft* game and a want PCs capable of growing and editing have been the downfall of zillion Rifts* game supplements—of changing over the course of a cam- many an RPG with the potential for being a Pollyanna. Nor, for that matter, paign. greatness. If you have to suffer through can he be accused of thinking small. 2. Strong setting. The game world endless typos, ambiguities, and incom- The war waged in Armageddon should be vividly described; I want to prehensible rules, why bother? Major encompasses not just poor old Earth, see it in my head as clearly as I can publishers, by the way, are just as but every single plane in the multi- see my home town. It should burst guilty as the small press guys. verse. The bad guys—led by the ultra- with potential for exciting adventures. I could go on, but you get the idea. nasty Church of Revelations—aren’t And originality’s nice too; I’m not Oh, here’s one more tip. If the cover interested in territory or resources; interested in carbon copies of settings shows a half-naked woman, in most they want souls: yours, mine, your I’ve seen before, or settings whose cases, that’s as good as saying: dog’s, everybody’s. The Church’s arse- principle sources of inspiration seem WARNING—CRAP AHEAD. nal includes everything from nuclear to be other RPGs. Now, let’s get back to the future. weapons to supernatural fiends (led,

108 JANUARY 1998 some say, by Lucifer himself). Televised no-prisoners combat. Characters can executions are commonplace, as are stab, spin kick, and sucker punch each death camps for non-believers. other into oblivion, inflicting damage An ordinary mortal has as much of phenomenal magnitude. Believe chance of surviving the day to day car- me, you ain’t been sucker punched till nage of Armageddon as a snail on the you’ve been sucker punched by an Los Angeles freeway. Accordingly, angel. Carella escalates the power of the Carella’s pretty good with mechan- player characters to extraordinary lev- ics, but he’s a superstar at settings. els; PCs can be spellcasting Immortals, Armageddon’s “world of fear and reality-bending Inheritors, or godlike uncertainty” crackles with horrific Seraphim (angelic beings wielding energy, imaginative flourishes gracing celestial fire). To create one of these nearly every page. Jet fighters square marvels, the player first selects an off against hordes of winged ghosts archetype (Avenger, Daredevil, Fanatic) while the city below bursts into and a genus (such as the aforemen- flames. The reanimated corpse of a tioned Inheritor or Seraphim). He then Nazi officer leads a squad of zombie receives a fixed number of points knights on a rampage of destruction. to spend on attributes (Strength, The sinister Dark Apostle, leader of Intelligence, Constitution) and Skills the Church of Revelations, orders (Climbing, Martial Arts, Medicine). nuclear strikes to punish the heathens Fire, Fusion & Steel Points may also be spent on advan- of Texas and New Mexico. Too bad, Traveller* game tages called Qualities (Artistic Talent, then, Carella neglects to give us any supplement Charisma, Acute Senses). Accepting adventures. Or maps. Or much of any- One 112-page softcover one or more Drawbacks (Cowardice, thing else to help get a campaign up book Prejudice) earns additional points to and running. Imperium Games $23 buy more Qualities. Evaluation: Armageddon suffers Design: David Golden and Guy Although it’s a blast playing an from Kitchen Sink Syndrome; that is Garnett invincible angel, the character rules— Carella threw in everything he could Editing: David Wise which comprise about a fourth of the think of—magic, science, religion, Illustrations: Steve Bryant and book—contain an annoying amount of you name it—making the game a Bryan Gibson clutter. Half of the archetypes are fascinating mess, but a mess nonethe- Cover: Chris Foss either dull (Reluctant Hero, Avenger) or less. And all this apocalyptic gloom redundant (who needs the Student and doom seems suspiciously deriva- when you’ve got the Seeker of tive of White Wolf’s World of Knowledge?). Too many of the Darkness RPGs (like the Werewolf: The Qualities and Drawbacks are poorly Apocalypse* game). I half-expected defined (what’s the difference between Armageddon to sprout fangs and Habitual Drinking, which costs 1 point, howl at the moon. and Heavy Drinking, which costs 2 That said, Armageddon has much points)? And some of the skills are just worth recommending: a setting of plain goofy (Beautician?). Tellingly, breathtaking scope, unforgettable Armageddon doesn’t include a credit PCs, and Carella’s crisp, always enter- for an editor. Tsk, tsk. taining text. Should Myrmidon decide Task resolution uses the Unisystem, to spring for a second edition—and a streamlined, flexible, set of mechan- here’s hoping they do—l have a few ics introduced in Witchcraft. Basically, suggestions. (1) Tone down the high- you roll a 10-sided die, add the rele- tech stuff; the Shadowrun* game has vant Attribute and Skill numbers, then already explored the relationship add or subtract any situational modi- between science and magic, more fiers (if, for instance, the PC has a convincingly than Armageddon. (2) sprained wrist, he might suffer a Drop the power level down a notch; I penalty when he’s throwing a dagger). don’t know how a can If the result is 9 or higher, the action possibly keep coming up with adver- succeeds. Spells are treated as Skills, saries formidable enough to challenge enabling PCs with an aptitude for PCs this strong. (3) Hire an editor (or magic to create waves of flame or two). And, oh yeah, (4) keep Carella at travel to another world. Combat adds least 10 feet away from anything with another later of complexity, but that’s a White Wolf logo. (Information: acceptable, even expected, in a game Myrmidon Press, P.O. Box 1374, Royal this combat-intensive. Combat, in Oak, Ml 48068.) fact, is the game’s focus—and we’re talking brutal, blood-splattered, take-

# DRAGON 243 109 Pocket Empires important than expertise with a calcu- their own planets, making it sort of an Traveller game lator. It’s my favorite science fiction outer space version of the AD&D supplement RPG because it makes me feel like a game’s BIRTHRIGHT® campaign. Although One 112-page scientist, something an arithmetically Pocket Empires builds on the concepts softcover book challenged fool like yours truly could in the original Traveller, it’s pretty much never ever be in real life. a game in itself. In Traveller, you play a Imperium Games $23 Design: David Burden, Stuart In its two decades of existence, regular guy, typically an explorer or Dollar, Jo Grant, Andy Lilly, and Joe Traveller has earned a reputation as academic, relatively insignificant in the Walsh with Marc Miller and Timothy the hardest of the hard science grand scheme of the universe. In Brown games; bug-eyed monsters are as out Pocket Empires, you play the ruler of a Editing: Suzette Dollar, Andy Lilly, of place in Traveller as pro football world, struggling to establish a work- and Tony Lee players in the AD&D® game. And by able government and maintain pro- Illustrations: Bryan Gibson and the way, that’s “hard” as in “serious,” ductive relationships with other Stephen Daniele not “difficult.” Despite its ambitions, Imperium empires. Pocket Empires Cover: Chris Foss Traveller remains reasonably easy to thinks big. And it rewards players who master, thanks to the designers’ com- do the same. mitment to lucid writing and logical The book provides clear, imagina- rules. tive rules for selecting a suitable planet, Having said that, I confess to being developing an infrastructure, and baffled by Fire, Fusion & Steel, a sup- exercising political influence on one’s plement so dense with numbers that it own constituency as well as rival might as well be written in Chinese. rulers. Especially nice is the “Creating Ostensibly an instruction manual for the Family” chapter, featuring a clever designing space vehicles—everything system for generating ancestral histo- from grav tanks to atmospheric cruis- ries. Once all the players’ empires are ers—it more closely resembles a in place, the game unfolds in a series physics text for precocious grad stu- of year-long turns. Players attempt to dents. For instance, to compute the shape history by initiating Meta-Tasks, required thrust (in newtons) of a rocket, such as technological investments you add the unit’s mass in kilograms and declarations of war. The success to the square root of the design veloc- or failure of Meta-tasks—affected by ity (in kilometers per hour) divided by resource allocation, random events, the technology modifier from Table and die-rolls—determine a player’s 119. (There are 225 tables in all.) An status in the Imperium. Though parts excerpt from the jump drive section: of the book seem rushed—the combat “The amount of fuel required for a rules are superficial, many of the ran- Anomalies successful jump is equal to 10% of the dom events are underdeveloped— Traveller game displacement of the ship per parsec of overall, Pocket Empires is a masterful supplement jump distance. The amount of energy design. Because virtually every deci- One 112-page [required] is equal to 64 megajoules sion has momentous implications, softcover book per cubic meter per parsec jump Pocket Empires does a remarkable job [meaning that] a starship must have of making players feel like monarchs. Imperium Games $23 Design: Duane Maxwell, Steve 0.018 megawatts of power plant per Anomalies, a collection of nine Miller, and David Wise cubic meter per jump number.” loosely linked scenarios, is a triumph, Editing: Tony Lee Players comfortable with parsecs one of the best sci-fi anthologies I’ve Illustrations: Steve Bryant and and joules should have a field day ever come across. Brilliantly staged, Bryan Gibson with all this, as it allows them to put featuring compelling characters and Cover: Chris Foss together the rocket ship of their jaw-dropping plot twists, every dreams. But for those of us who still episode is a winner, and I’d be hard- First Survey count on our fingers, Fire, Fusion & pressed to pick my favorite. In “Lock Traveller game Steel is about as appealing as a rat in and Loot,” the PCs attempt to thwart a supplement our lunch box. My three-pip rating? A renegade diplomat scheming to One 112-page wild guess. If the math is flawed— enslave the primitive population of a softcover book which I have no way of determining— dying civilization. “The Sleepers” fea- it deserves one pip (or maybe none). tures a mysterious cyrogenics facility, Imperium Games $23 Design: Marc Miller But if the math is valid, it deserves six, acolytes of a deadly religion, and a Editing: Tony Lee easy, on the basis of scholarship horde of malevolent robots. “Dead Cover: Chris Foss alone. Even if you’re not a Traveller Space” sends the PCs to a deserted fan, you ought to thumb through this research station for a confrontation The future according to Traveller is book just to get an idea of the with a genetic experiment gone dis- a place where the Spocks outnumber extremes to which an RPG can go. gustingly wrong. the Kirks by 100 to 1, a place where More manageable is Pocket Empires, Flaws? Well, the maps are bland, expertise with a laser gun is less in which players to own and operate the art so-so, and the pages of dense

110 JANUARY 1998 text are hard on the eyes (somebody The Sector Guide is intended primar- ought to introduce the writers to the ily for players. Books Two and Three, joys of short paragraphs). But nit-picks the Gamemaster Guide and Campaign aside, Anomalies is a first-rate effort, Guide are aimed at referees. The absorbing, intelligent roleplaying of Gamemaster Guide focuses on political the highest caliber. and social organizations, such as the Finally, we have First Survey, con- Firebird Society (an all-female paramil- sisting of page after page of planetary itary group skilled in martial arts) and information pertaining to the worlds the Justice Action Network Cell (a ter- of the Sylean Federation. Though the rorist collective specializing in blowing sheer number of entries is impressive up shopping malls). The book also (well over 10,000), the amount of hard includes thoughtful essays on the data is sparse to the point of non- court system and financial policy, as existence; a typical entry includes little well as a number of intriguing adven- more than the world’s name, location, ture hooks. and terrain type. The sparseness, for The Campaign Guide contains all the the most part, is intentional, the idea elements necessary to get a campaign being that players are supposed to fill going: a base of operations (a cus- in the blanks as they explore the plan- tomizable Rebel cell, which can be ets over the course of a campaign. established on the planet of the play- That’s an appealing concept, but I Editing: Paul Sudlow ers’ choice), some interesting places to have a couple of objections: (1) Any Illustrations: Tim Bobko, Tom explore (Estalle Island, the Alaphoe experienced gamemaster ought to be Blondolillo, Jacen Burrows, Tom Gardens), a roster of ready-to-go non- able to cook up a perfectly adequate O’Neill, and Christina Wald player characters (the manipulative list of planets all by his lonesome. (2) Cover: Brian Schomburg Lord Vaskel Savill, the twisted Dr. Considering the quality and type of Arkeld), and a terrific introductory information, this is hardly a bargain at The future according to Star Wars adventure (“Hunting Grounds,” fast- $23. is—oh heck, you’ve seen the movies, paced and solidly written). All told, Evaluation: I recommend Anomalies so you know all about it, right? Or do Lords of the Expanse succeeds as an to all sci-fi roleplayers, as the adven- you? ’Cause when you weren’t look- inventive fusion of setting and charac- tures can be adapted to virtually any ing, the Star Wars universe (as depicted ter, a shade lighter than the bleak system with a little work. (I’m adapting in the RPG) became substantially DarkStryder, but significantly more one of ’em—probably “Lock and Loot”— darker, a trend that began with the solemn than the original film trilogy. to White Wolf’s just-released Trinity* excellent DarkStryder campaign set It’s not perfect. Though the ideas game, an RPG we’ll be examining here from a couple years back and contin- are strong, West End could’ve made in a month or two). Pocket Empires ues apace in Lords of the Expanse. the set more user-friendly. None of the builds on fundamental Traveller con- Lords casts players as citizens of three books has an index, and two cepts and hence doesn’t adapt as eas- the Tampani sector, a self-ruling lack contents pages. The map sheet ily; it’s better left to Traveller veterans network of noble houses reminiscent doesn’t contain enough information with the time and patience to manage of the feudal empire depicted in the to justify its size. There aren’t enough entire worlds. First Survey is an easy BattleTech* game. Nobles, house guards, templates to handle all the new char- call; if you have a hankering for a and entrepreneurs—all of whom are acters. (Here’s a sentence to make you book stuffed with thousands of available as player characters—vie for pull your hair out: “Thirty more tem- description-free computer-generated economic dominance and political plates customized for Tampani sector planets, here you go. As for Fire, control. Treachery and betrayal are are included in the Tampani Player’s Fusion & Steel, the next time you run not only tolerated, but encouraged. Guide, most of which do not appear in across somebody who thinks role- As designers Paul Sudlow and Chris this box set.”). And there’s a lot of players are weird, show ‘em a copy of Doyle point out, the traditional background material to digest—too F, F&S; then they’ll really think you’re a Star Wars setting defines character much, I suspect, for novices. mutant. behavior in stark blacks and whites. Evaluation: As someone who got Tampani society, however, “is pretty his fill of Wookiees about in, oh, 1982 Lords of the much made up of various shades of or so, I applaud West End’s efforts to Expanse gray.” nudge Star Wars in new directions. A Star Wars* game Book One, Sector Guide, spells out little bird (okay, it was a little bird from supplement the basics, featuring a capsule history West End) told me that the forthcom- One 80-page book- of Tampani, an overview of the most ing prequel films will be more sinister let, one 72-page booklet, one 48-page influential houses, and an examination than the original trilogy, downplaying booklet, one 22” x 17” double-sided of the major planets. Despite superflu- the kids’ stuff in favor of more mature map sheet, eight character sheets, 16 ous chapters on ships and equipment— themes. Don’t get me wrong: Lords of character cards, six 6-sided dice, boxed. leftovers, perhaps, from other Star Wars the Expanse doesn’t feature any plot $30 supplements?—the Sector Guide does an elements from the new movies. But it’s Design: Paul Sudlow and Chris admirable job of making a complex apparently compatible in tone. So who Doyle society easier to understand. knows? Lords of the Expanse might

112 JANUARY 1998 turn out to be more than just a launch- ing pad for a great Star Wars campaign. It might also be a preview of what George Lucas has up his sleeve. Short and Sweet Titan: The Arena* game, by Reiner Knizia with Don Greenwood. Avalon Hill Game Company, $20. To Avalon Hills library of classics— which includes the Civilization*, Stellar Conquest*, and Diplomacy* games—add Titan: The Arena, an appallingly addic- tive card game. Players represent spec- tators at a Roman-esque arena, placing wagers on battles waged among the , Troll, , and five other combatants. One creature dies at the end of every round. Players may then make additional wagers on any surviv- ing creatures, but at lower odds; in other words, the earlier you commit your money, the better your chance of hitting the jackpot. Each player also holds an eight-card hand of power cards, deployed at opportune moments to boost the fortunes of a favorite or cripple an enemy. Thanks to the interplay of strength cards and the creatures’ special abilities—the Hydra, for instance, gets a strength card bonus—outcomes are impossible to predict, making every game a start-to- finish nail-biter. Irresistible, exhilarating . . . and I wanna play again! Now!

Big Eyes, Small Mouth* game, by Mark C. Mackinnon. Guardians of Order, $14. GURPS Mecha, by David Pulver. , $18. If your idea of a good time is role- playing “one-dimensional stereotypes” (the designer’s words, not mine), wel- come to Big Eyes, Small Mouth, a stripped-down, entry-level RPG based on Japanese cartoons. To create a one-dimensional wonder, you roll two 6-sided dice, add 10 to the total, then spend the resulting number of points on three basic stats (Mind, Body, Soul). Another set of points is invested in various advantages (Acrobatics, Heightened Senses) and disadvan- tages (Awkward, Easily Distracted). It’s a reasonable character creation sys- tem, but that’s pretty much all you get. There’s little in the way of background material, campaign outlines, or stag- ing tips, making this more of an intro- duction to roleplaying than a ready- to-play game. Hardcore anime fans might be better off investigating the Bubblegum Crisis* game by R. Talsorian.

# DRAGON 243 113 (Information: Guardians of Order, 176 $40,000 for the reactor core.” Clearly, some brief, informative essays on Janefield Ave., Unit #300, Guelph, this is best-suited for anime fans who orcish culture and biology. This gener- Ontario, Canada N1G 2L6). aced algebra. ous number of well-rendered maps Or, if you’re conversant with the are also welcome. But at 56 pages, GURPS* game, you might want to Spirit West, by Wayne Breaux Jr. and this isn’t a particularly good value—in check out GURPS Mecha, by ace Kevin Siembieda. Palladium Books, $21. fact, you could say the price is down- designer David Pulver (responsible for In the anything-goes tradition of the right nasty. (Information: Columbia the superb GURPS Robots and GURPS Rifts game, Spirit West gives American Games, Box 3457, Blaine, WA 98231.) Ultra-Tech). Where Indian culture a psychedelic once-over. Mouth emphasizes humans, GURPS The cover says it all: an Indian warrior Moon Dragon* game, by Josh Friel, Mecha goes for the machines, gaudy astride a robot stallion blasts a laser rifle Jules McCann, and Tony Rousmaniere. robotic monstrosities that take the at a multi-horned buffalo. Blending fan- New Dimension Games, $50. form of everything from anthropo- tasy and frontier American history is Not quite a miniatures game and morphic tanks to cybernetic kitty cats. hard to pull off, as demonstrated by the not quite an RPG, Moon Dragon simu- The book provides step-by-step Werewolf: The Wild West* and Deadlands* lates lunar dogfights in three-dimen- instructions for designing mecha from games. But with its psionic shamans, sions, utilizing pewter spaceships scratch: choosing drivetrains, cus- levitating cacti, and Two-Faced Star- attached to metal rods protruding tomizing equipment pods, debugging People (shapeshifting cannibals from from large wooden blocks. Players software. Once your machines are up another dimension), Spirit West makes expend energy points to move and fire and running, you can turn them lose the competition look as tame as a Roy weapons until one ship falls off its in “Cybermech Damocles,”’ a lively Rogers movie. block and dies. Flexible joints enable that pits a secret you to adjust the position of the ship agency against some nasty alien Nasty, Brutish, and Short, by Edwin on the rod physically, allowing for all invaders. Note, however, GURPS King. Columbia Games, $18. sorts of tricky maneuvers; rotate the Mecha requires solid math skills, evi- No, the title doesn’t refer to game ship’s wings upward and twist the ship denced by a sample sentence from critics (l’m not that short), but to orcs, to the right, and you’ve got yourself a the power plant section: “[A TL9 fis- everybody’s favorite thugs. Ostensibly 30-Degree Roll (which makes the ship sion reactor] weighs (1 Ibs × 1,500 for the HarnMaster* game but adapt- harder to hit). Advanced rules cover kW) + 1,000 = 2,500 Ibs., takes up able to any fantasy system, this explosions, electronic warfare, and 2,500/50 = 50 cf in the body and breezy tome serves up a handful of afterburners. PC pilots spend experi- costs $40 × weight = $100,000, plus orc-oriented adventures, along with ence points on skills (Endurance, Quick Reaction Time) and their salaries on equipment ( Missiles, Shield Boosters). The components are pretty cool, and the streamlined mechanics— the “Quick Start” rules comprise only a couple of pages—mean you can get a dogfight underway in a matter of min- utes. The RPG material, however, isn’t convincing (like the lame history of the United Earth Government) and a few of the rules should’ve been dumped (there’s no compelling reason for Slow Turns and Fast Turns). Still, I’m inclined to give the benefit of the doubt to any game that lets you play with blocks. (Information: New Dimension Games, 4 Kennedy Rd., Cambridge, MA 02138.)

Freelance writer Rick Swan has reviewed 624 game products for DRAGON® Magazine. Yes, he counted.

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

114 JANUARY 1998 Re: Views Date: Thu, 23 Oct 97 22:14:00 PDT From: lester smith To: DRAGON Magazine

The first hobby game I ever played was Third, I think that reviewers should all but the most savage carnivores, and the Richtoffen’s War — a WWI airplane simu- reveal some of their own personality in entirety of humanity has gone insane due lation—and I’ve been hooked on aerial their pieces. Not only does this make the to sunlight deprivation. Player characters dogfight games ever since. Similarly, the text more entertaining, it also lets readers are inmates of one of a few city-sized first writing I ever sold was a tiny “cap- develop a sense of the writer’s likes and wards, which were walled off before the sule review” of a small-press RPG, in the dislikes, blind spots and biases, which US government gave up the ghost. The old Space Gamer magazine, and I’ve can help them to judge the product’s suit- setting is convincingly explained, with been hooked on doing game reviews ever ability for their own gaming. enough details that the reader can hardly since. These opinions shape my reviews. help but visualize it clearly. As with most things I’m fond of, I Now that you know them, you can better Less exciting, however, is the game’s have some pretty strong opinions about judge my comments concerning individ- physical presentation. Although the cover how reviews should be done. In launching ual products. They also stand as a com- is odd enough to attract attention, the this new column, let me take a moment to mitment from me to you. interior layout is pretty primitive, with an confess some of those opinions. uninspired font, confusing column First, I think reviews ought to analyze Asylum* Game breaks, and mostly amateurish art, inter- a product, not merely report on it. Forgive 176-page, perfect-bound book, $20.00 spersed with a scattering of muddy pho- my audacity for saying so, but far too Clockworks, P.O. Box 13403, tos with no real connection to the text. I many do little more than summarize a Overland Park, KS 66282-3403; Email suspect that many potential customers game or simply restate the its own hype [email protected]; website http:// will take one glance and pass on by, with- about itself. Others just effuse about how homepage.interaccess.com/~asylum out delving any deeper. cool a concept is, or harp upon some pet Design: Aaron Rosenberg The game mechanics are also trouble- peeve of the reviewer, without really con- Editing: Alex Kolker and Amy Sparks some. They are constructed around the sidering whether the game works or not. Kolker blind draw of two colored marbles from a All too often, it becomes obvious that the Cover Art: Aaron Rosenberg & John group of ten. Players then have to convert reviewer didn’t even read the entire prod- Berg those colors to numbers in most cases, uct. I think that reviewers owe readers Interior Art: Jeremy Rizza, DiAnna though tables in the game are built upon more than that. Adams, Jim Janousek, Jen Purcell, Jim specific color matches. The marbles are In part, this attitude is the result of that Norem, Aaron Rosenberg, Liesl intended as a flavorful little quirk, but the first review I sold. The Space Gamer edi- Montgomery system is marred by missing combinations tors insisted upon a four-part format: 1) Historically, most RPGs have arisen to on virtually every table. This makes game What’s the product all about; 2) What’s provide opportunity to adventure within play frustrating, with marbles being drawn good about it (find something); 3) What’s an already popular genre. As just a few and redrawn until a match that the tables bad about it (find something); and 4) examples, the AD&D® game came in the can handle comes up. Dice would have What’s your recommendation to prospec- wake of a fantasy revival spawned by done the same job much more easily, if tive buyers? I’ve found that reviews that reprintings of Lord of the Rings and vari- less uniquely. adequately describe a product, then con- ous Conan books, the Cyberpunk* RPG The writing is also unclear in many sider both its strengths and its weak- came less than a year after novelist places, and difficult to reference during nesses, are far more likely to come to a William Gibson’s Neuromancer crystal- play, despite the inclusion of indices. responsible recommendation. lized the cyberpunk genre, and the Everything is so scattered, and tables are Second, I believe that a reviewer Vampire: The Masquerade* game followed so visually indistinct, that searching ought actually to play a game before the rise of Anne Rice’s vampire Lestat through the book is something like scan- writing a review. Far too many reviews series and a spate of bloodsucker films. ning snow flurries. either gush with the first flush of a More recently, this link from film and Still, the setting alone is worth the reviewer’s excitement or unfairly heap books to RPGs has increasingly involved price of admission. This is a world worth disdain upon a product, without actually direct licenses of popular properties. gaming in, though game masters will “taking the thing out for a test drive.” Given that situation, it is fairly unusual have their hands full in conveying an Even after designing and reviewing for a RPG to invent a truly distinctive entire city of NPCs with variant mental games for over a decade, I am still fre- world. But that is where the Asylum game aberrations. In all, the game is not bad as quently surprised by how differently really shines. The game postulates a future a designer’s first effort. With some some product reads from how it plays. in which a couple of major volcanic erup- mechanics development, another editing Perhaps more importantly, in playing a tions have tilled the skies with “Blanket pass, and a professional layout, it would game, I get a chance to see other players’ Seed,” a cloud of algae which thrives in really rock. reactions to it, which helps to either con- the upper atmosphere. As a result, most firm or challenge my own. surface plant life has died out, along with

# DRAGON 243 115 Cult of the Dragon A FORGOTTEN REALMS Accessory By Dale Donovan Here is the definitive authority on this infamous organization. Long have NEW FOR its members skulked behind the scenes, JANUARY serving their undead dragon masters. Everything about the Cults history, College of Wizardry activities, agendas, secret temples, and An AD&D Accessory powerful NPCs lies within this book. By Bruce R. Cordell $19.95/CAN $26.95 The wizards’ guild is a powerful TSR Product No.: 9547 institution in the major cities of most ISBN 0-7869-0709-6 fantasy campaign worlds. In spite of its importance, little is known about Mortal Consequences these mysterious and exclusive orga- A FORGOTTEN REALMS Novel, nizations. College of Wizardry offers a Netheril #3 completely detailed guild of wizards By that DMs can drop into their own The startling conclusion to the campaigns. Netheril Trilogy, in the ARCANE AGE™ $17.95/CAN $22.95 setting. Mortal Consequences follows TSR Product No.: 9549 the barbarian Sunbright as he battles ISBN 0-7869-0717-7 a long forgotten foe and finds his lost love in a most unlikely place. $5.99/CAN $6.99 JAKANDOR™: Island of War! TSR Product No.: 8573 An AD&D Campaign Setting ISBN 0-7869-0683-9 By Kirk Botula, Dale Donovan, and Heroes of Hope STEEL & BONE™: A self-contained A DRAGONLANCE®: FIFTH AGE® AD&D campaign, usable by itself or as Dramatic Supplement part of any existing campaign setting. By Duane Maxwell Driven from their homeland by a dis- Hope fuels the legacy of the gods— honorable enemy, the fierce and the gift to perform miracles through proud people who call themselves the the faith and compassion of one’s Knorr have made a new life on the fer- spirit. The unfolding Dragons of a tile island of Jakandor. But now they New Age Adventure cycle takes are embroiled in another war, forced heroes on a quest to find the ancestral to battle hordes of undead soldiers crown of the sea elves and reaches a and the cowardly necromancers who fateful showdown with the deadly sea created them. dragon Brine. $19.95/CAN $26.95 $19.95 U.S./$26.95 CAN TSR Product No.: 9511 TSR Product No.: 9546 ISBN 0-7869-0371-6 ISBN: 0-7869-0707-X

116 JANUARY 1998 from the Player’s Handbook, Tome of Magic, Complete Wizard’s Handbook, DRAGON® Magazine, POLYHEDRON® DRAGON® Magazine Newszine, and a wealth of other #244 AD&D game accessories, adventures, Wings and supplements. Cover by Roger Raupp $24.95/$32.95 CAN TSR Product No.: 2175 ❖ The Art of War in the Air ISBN: 0-7869-0791-6 By Michael Lambert Four new flying races for use as Servants of Darkness villains or heroes in your AD&D® A RAVENLOFT® Adventure game campaign. By Steve Miller and Kevin Melka Heroes are caught in the middle of ❖ Xakhum Airships a massive witch hunt, in which both By Roger Raupp the overzealous cleric conducting the One drown clan has emerged inquisition and the witches he hunts from the Underdark to conquer bring terrible darkness to the land. the skies. The heroes must sort out clues, avoid traps set by the opposing sides, and ❖ Soulkeeper The Soulforge save the innocents from the mob’s By Michaelene Pendleton A DRAGONLANCE Classics Hardcover growing fervor. This short story offers an Novel $13.95/ $18.95 CAN entirely new look at the magic of By Margaret Weis TSR Product No.: 9541 shapechanging. At last, the co-creator of the ISBN: 0-7869-0659-6 ❖ DRAGONLANCE saga tells the story of Profile: Ed Greenwood Raistlin’s early years, before his Test in By the Tower of High Sorcery. Now the An interview with the prolific reader sees for the first time the creator of the Forgotten Realms® events that forged Raistlin into the setting — and Elminster’s alter ego. greatest mage in the history of Ansalon. Plus “Bazaar of the Bizarre,” $23.95/CAN $30.95 “Dragon’s Bestiary,” “Wyrms of the TSR Product No.: 8379 North,” “Forum,” “DragonMirth,” ISBN 0-7869-0645-6 “Roleplaying Reviews,” “Sage” Advice,” and more!

NEW FOR $4.95 U.S./$5.95 CAN FEBRUARY TSR Product No. 8115-02

Moonlight Madness An RPGA® Network Adventure By Penny and Skip Williams Legends of the Lance The curse of lycanthropy has Issue # 1 struck, and a stalwart band of heroes A DRAGONLANCE® Saga Newsletter must race the moon to find a cure. FREE! Obstacles include hordes of angry vil- The Eve of the Maelstrom All DRAGONLANCE fans will want a lagers, a beaming paladin, and a gag- Dragons of a New Age, copy of this quarterly newsletter. The gle of obnoxious pixies. Have a howl- Volume Ill first issue includes an interview with ing good time with this classic from By Margaret Weis and Tracy Hickman, the archives of the RPGA Network. The first epic trilogy of the Fifth several new articles about the $11.95/$15.95 CAN Age—the campaign against the great DRAGONLANCE: FIFTH AGE® setting, TSR Product No.: 9568 dragons tyrannizing Krynn—concludes new information about upcoming ISBN: 0-7869-1151-4 with victories and courageous sacri- DRAGONLANCE releases, and other fas- fices, the rise of surprising new cinating items exclusive to this pub- Wizard’s Spell Compendium, heroes, and the rebirth of beloved fig- lication. To receive your free newslet- Volume 3 ures from classic DRAGONLANCE novels. ter, write to [email protected] $5.99/$6.99 CAN An AD&D Accessory or Wizards of the Coast, Customer TSR Product No.: 8385 By TSR Staff Service Department, P.O. Box 707, ISBN: 0-7869-0749-5 Wizard’s Spell Compendium, Volume Renton, WA 98055. Be sure to 3 continues the monumental collec- include your name and mailing tion of every official wizard spell for address. the AD&D game. Spells were collected

# DRAGON 243 117 Hellgate Keep The DOUBLE DIAMOND mission. But the mission has a hid- TRIANGLE SAGA™ Novels den purpose, and somewhere A FORGOTTEN REALMS Setting DUNGEON CRAWL™ Adventure This nine-volume serial adventure behind the scenes it connects to the kidnapping of a young bride from By Steven E. Schend begins in Waterdeep, then travels to Deep beneath the rubble of a the uncharted Utter East. After the first Waterdeep. $2.99; CAN $3.99 once-proud bastion lie treasure, dan- three volumes, the saga continues gers—and a long hidden evil born of with a new story each month. TSR Product No.: 8636 ISBN 0-7869-0866-1 the Lower Planes! Hellgate Keep har- JANUARY bors dark secrets and vast wealth for Book 1 FEBRUARY those daring enough to enter. But the Book 4 treasures within are not free for the The Abduction taking, and one wrong move could By J. Robert King Errand of Mercy By Roger Moore unleash the greatest evil known to Someone has kidnapped the the modern North. The paladins sent by Lord fiancee of the Open Lord of $9.95/ CAN $12.95 Piergeiron have arrived in a kingdom Waterdeep. Now Piergeiron must find TSR Product No.: 9562 of the Utter East, only to find the area out who has taken his bride—but ISBN: 0-7869-0786-X nothing is quite what it seems . . . beset by menacing fiends. The war- $1.99; CAN $2.99 riors are welcomed by the king, but TSR Product No.: 8634 he is willing to aid their quest only if NEW FOR ISBN 0-7869-0864-5 they first perform a service for him. MARCH $2.99; CAN $3.99 Book 2 TSR Product No.: 8637 The Lost Library of Cormanthyr ISBN #0-7869-0867-X The Paladins A FORGOTTEN REALMS Novel By James M. Ward & David Wise MARCH By Lord Piergeiron has fallen ill. His Book 5 The Library of Cormanthyr—was it loyal retainers prepare to rescue his An Opportunity for Profit just a myth or an actual lost piece of abducted fiancee, but their quest lies By Dave Gross history? An intrepid human explorer far beyond Waterdeep. sets out to find the truth, but little does The pirate crew hired in The $2.99; CAN $3.99 he realize that precautions were taken Mercenaries is hot on the trail of the TSR Product No.: 8635 by the ancient xenophobic elves to kidnapped bride. Landing on the ISBN 0-7869-0865-3 ensure no man might learn their shores of the Utter East, the pirates secrets. What began as a research face fiendish perils and the mystery Book 3 project soon becomes a race against of their employer’s true identity. The Mercenaries time as an undying avenger sets out $2.99; CAN $3.99 By Ed Greenwood to keep the secrets of the elves. TSR Product No.: 8638 A shadowy figure hires a group of $5.99/ $6.99 CAN ISBN #0-7869-0868-8 pirates to aid him on a dangerous TSR Product No.: 8579 ISBN: 0-7869-0735-5 Shadowborn Crucible: The Trial A RAVENLOFT Novel POLYHEDRON® Newszine of Cyric the Mad By William W. Connors and Carrie The publication of the RPGA® A FORGOTTEN REALMS Novel A. Bebris NETWORK continues its spectacular By Shadowborn: The name brings ter- comeback in February with our In this long-awaited sequel to ror to the hearts of the undead, for it is “Technology and Games” issue, Prince of Lies, Cyric, one of the the family that has pledged to reclaim covering various techs in and youngest and most powerful gods in the Demiplane of Dread for the forces around your favorite roleplaying the FORGOTTEN REALMS pantheon, has of light. Yet Alexi Shadowborn himself games. This issue includes articles gone mad. His destructive actions suffers from a curse. Its relentless force on PBEMs, character-generation have forced the older gods to inter- wi his footsteps even as he sets out to software, and the beginning of our vene and attempt to bring this insane eradicate the ranks of the undying. member-written ALTERNITY™ Game upstart back into line. Told by Malik The shadows of the dead might yet TM LIVING campaign! POLYHEDRON , the unlikliest of narrators, this stop Alexi from stepping into the light. Newszine is available only to GUILD- novel is the second sequel to The New $5.99/ $6.99 CAN LEVEL™ Network members, so join York Times best-selling Avatar Trilogy. TSR Product No.: 8074 now. For more information on It is time for the greatest trial in the ISBN: 0-7869-0766-5 membership, please visit our web- history of Faerun: the judgment of the site at: www.tsrinc.com/rpga. Or god of Evil. write to: Wizards of the Coast, RPGA $5.99/$6.99 CAN Network, P.O. Box 707, Renton, WA TSR Product No.: 8577 98055. ISBN: 0-7869-0724-X

118 JANUARY 1998 Wings of Fury A DRAGONLANCE: FIFTH AGE Dungeon® Adventures Dramatic Supplement #66 By Cover by Stephen Daniele Wings of Fury provides a wealth of detail about the mightiest creatures of ❖ Operation Manta Ray Krynn—. In the accompa- By Paul Culotta nying adventure, the epic climax of the To infiltrate the pirates’ island Dragons of a New Age adventure stronghold, bold heroes must cycle, the heroes gain the aid of pow- survive a grueling series of tests erful Good dragons and pit themselves to become pirates themselves. A against the great Red Dragon: Malys FORGOTTEN REALMS® adventure. herself! The heroes’ success or failure determines the future of Krynn. ❖ The Sunken Shadow $21.95 U.S./$28.95 CAN By James Wyatt TSR Product No.: 9551 A sinister curse besets ISBN: 0-7869-0722-3 of the Ocean’s Call. Both the cure and the cause lie at the bottom of the sea, amidst the wreckage and treasures of a sunken pirate ship.

Cormanthyr: Empire of Elves ❖ Enormously Inconvenient A FORGOTTEN REALMS ARCANE AGE By Kent Ertman Campaign Expansion Giant animals run amok! The By Steven E. Schend ground shudders with the hoof- In centuries past, the great forest of beats of gigantic buffalo, and Cormanthor spread across the entire Karynne the dryad is the only one Heartlands, a seemingly endless who knows the cause. expanse of leaf and bough. In those days, elves ruled supreme in the for- ❖ The Petrifying Priestess est, and their culture reached its By Brian Corvello zenith. Now, thanks to the Arcane Age A sacred mace has been stolen campaign setting and the Cormanthyr from the elven temple. A petrified campaign sourcebook, adventurers cat is the only clue to the identity can experience the marvel and mys- of the villains responsible. Journey tery firsthand. In the process, they to the heart of the Periwood themselves might play a pivotal role Forest to confront the Eyes of in the making of modern Realms his- Death. An AD&D® adventure. tory. If they survive, they can bring back to the modern Realms many ❖ Orange and Black secrets of the past. By Peter C. Spahn $24.95/ CAN $32.95 The Doom Brigade A cursed beast stalks the TSR Product No.: 1165 A DRAGONLANCE Novel, The Chaos woods, snatching the children of a ISBN: 0-7869-0761-4 War Volume 1 nearby village. Can the heroes rid By Margaret Weis and Don Perrin the forest of this unlikely threat? ® An intrepid group of draconian AD&D® SideTrek Adventures Appendix III engineers (whose exploits were depict- ❖ A Campaign Accessory ed in The Dragons of Krynn and The Swing Shot! By Dragons at War anthologies) must unite By Chris Doyle The third volume created for the with the dwarves, their despised ene- A dark chasm with a rickety PLANESCAPE campaign, this MONSTROUS mies, when the Chaos War erupts, for bridge. Do you dare to cross? COMPENDIUM appendix contains a mul- without an alliance, doom is assured. titude of creatures from the Inner $6.99/$8.99 CAN ❖ Avenging Murik Planes—17 extreme worlds, including TSR Product No.: 8380P By Christopher Perkins Fire, Earth, Water, Air, Smoke, Ooze, ISBN: 0-7869-0785-1 Meet two dwarves: one and more. Select specimens from the obsessed with the gleam of gold, Astral and Ethereal Planes round out the other with vengeance. the ranks of this new horde. Most are Unless otherwise noted: $4.95 U.S./$5.95 CAN. revealed here for the first time ever. ® designates registered trademarks owned $21.95/ $28.95 CAN by TSR, Inc. TSR Product No. 8203-01 TSR Product No.: 2635 ™ designates trademarks owned by TSR, Inc. ©1997 TSR, inc. All Rights Reserved. ISBN: 0-7869-0751-7

DRAGON #243 119 MARGARET WEIS STARTED with the companions, and it culminates with gang. In the late 1970s the Test in the Tower when he’s 21. I and early ’80s, she wrote children’s think readers will like it. People can books, leading off with a biography of identify with Raistlin. We can relate to notorious frontier bandits Jesse and feelings that nobody loves us, to the Frank James. She loved to write, any- struggle for recognition and accep- thing and everything. But after tack- tance. I really understood Raistlin right ling computer graphics, robots, the off the bat.” history of Thanksgiving, and an Fans now recognize and accept adventure book written at a Weis at the many conventions she 2nd-grade reading level (intended for attends each year. Readers tell her of prisoners), Weis needed a change. In their emotional responses to Raistiin 1983 she took a staff job in TSR’s and the other DRAGONLANCE characters. book department. She was assigned “I got a letter from a young man who to edit “Project Overlord,” a novel said his older brother would always coordinated with a trilogy of AD&D® tell him about the DRAGONLANCE books modules. and try to get him to read them. Then “I worked with Tracy Hickman to the older brother was killed tragically plot the novel,” Weis recalls. “We hired in a car accident, and all this young an author, who didn’t work out. By man felt he had left was the books. He that time, Tracy and I were so into the read them and loved them, and felt Margaret project that we felt we had to write it.” that reading the books brought him Overlord grew into a trilogy of novels closer to his late brother.” Weis and 15 linked modules, and it got a A different response came from a new name: DRAGONLANCE. Weis had a Swedish heavy metal band, Lake of Co-author (with Tracy Hickman) of the wonderful time working on it. “To my Tears, whose album Crimson Cosmos original DRAGONLANCE® trilogy Dragons of Autumn Twilight, Dragons of Winter mind, what made the project so suc- includes a song called “Raistlin and the Night, and Dragons of Spring Dawning cessful was that everyone was Rose.” (1984-85) and the 1995 sequel involved in it, excited about it, and Weis gladly offers experienced Dragons of Summer Flame. This believed in it.” advice to anyone interested in writ- month TSR publishes her newest Calling DRAGONLANCE “successful” is ing. Why? “I promised my agent, Ray DRAGONLANCE novel, The Soulforge. like calling Bill Gates “rich”—true, but Puechner, who died of cancer in inadequate. The original DRAGONLANCE 1986, that I would help other young trilogy has sold well over three million writers as he helped me.” Weis and copies worldwide and spawned Perrin also support the gaming com- dozens of sequels, as well as the munity in their home town of Lake DRAGONLANCE: FIFTH AGE™ roleplaying Geneva, Wisconsin, through their game (1996). DRAGONLANCE made TSR a spectacular Game Guild gaming cen- major publisher of paperback fantasy ter and (less publicly) through Sunday and inspired the whole category of potluck dinners. game-related novels. Meanwhile, Weis Weis is currently working with and Hickman left TSR to write the Hickman on Sovereign Stone, a fantasy Darksword trilogy (1986-87) and the trilogy in a setting created by artist seven-book Deathgate Cycle (1988-94) Larry Elmore. Weis says, “It’s a fantasy for Bantam Books. Weis also moved world with elves, dwarves, and orcs, from fantasy to space opera with the but we’ve taken a different twist. Elves Star of the Guardians novels, her have strict warrior codes and a disci- favorite of her series. plined society, rather like the After recovering from breast cancer medieval Japanese. Dwarves are (1993) publishing games (Mag Force nomadic, like the Mongol hordes. It’s 7, 1994-96), and marrying writer/ much different [from DRAGONLANCE], game designer Don Perrin (1996), more complex, with more intrigues.” Weis returned to DRAGONLANCE. Del Rey will publish the Sovereign Following Dragons of Summer Flame, Stone novels, but no dates have been written with Hickman, Weis worked set. solo on this month’s brand-new hard- Margaret Weis may have started cover. The Soulforge concerns her with the James gang but they never favorite character from the trilogy, the managed what she’s achieved: many dark wizard Raistlin. friends and spectacular success, doing “It’s the story of Raistiin’s early the work she loves. years, beginning at age six,” says Weis. “It follows his experiences grow- ing up, his meeting with the other

120 JANUARY 1998