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Issue #185 SPECIAL ATTRACTIONS Vol. XVII, No. 4 Lore of the Blasted World: September 1992 9 The ™ Campaign Publisher Where only the strong survive—sometimes. James M. Ward The Arena Master's Arsenal — Timothy B. Brown Editor 10 Ten of the deadliest weapons any fighter can hold. Roger E. Moore Mastered, Yet Untamed — Timothy B. Brown Associate editor 18 Athas has no horses, but it does have driks, Dale A. jalath’gak, and undead watroaches. Fiction editor Barbara G. Young

Editorial assistant FICTION Wolfgang H. Baur 34 Water and Ashes — fiction by Art director The roots of good and evil are closely entwined in the dry Larry W. Smith soil of Athas.

Production staff Gaye O’Keefe Tracey Zamagne REVIEWS Subscriptions Janet L. Winters Role-playing Reviews I — Rick Swan 64 Which games have the most goodies inside? Here’s one U.S. advertising gamer’s opinion. Cindy Rick Role-playing Reviews II — Allen Varney U.K. correspondent 82 Cyberpunk game worlds are alive and well . . . and and U.K. advertising dangerous to your chracters. Wendy Mottaz The Role of Books — John C. Bunnell 90 Imagine what you could do if you could teleport—then read about a teenager who does.

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Do you have You can write to Robin Wood (or any other so we can’t edit rules-specific pieces that we a question about an article or have an idea for a artist whose work has appeared in our maga- don’t understand. Nonetheless, we have man- new feature you’d like to see? In the United zines) by writing to them c/o DRAGON Maga- aged to get a few good pieces on non-TSR games States and Canada, write to: Letters, DRAGON® zine, P.O. Box 111, Lake Geneva WI 53147, into our pages, and we sometimes get articles Magazine, PO. Box 111, Lake Geneva WI 53147, U.S.A. with gaming ideas applicable to many games at U.S.A. In Europe, write to: Letters, DRAGON And thank you. For an opposing viewpoint, once (see “Unidentified Gaming Objects,” in issue Magazine, TSR Ltd., 120 Church End, Cherry see the following letter. #183, for example). Hinton, Cambridge CB1 3LB, United Kingdom. If DRAGON Magazine isn’t meeting your needs, you might wish to consider subscribing to another gaming magazine with materials You stink! more to your liking. One that comes to mind is Computer query GDW’s Challenge magazine, which covers Dear Dragon, science-fiction RPGs (particularly those from Dear Dragon, I’m not writing this letter expecting it to get GDW). For more information, write to: Chal- I have been a reader of DRAGON Magazine printed. After all, you guys print only letters lenge, P.O. Box 1646, Bloomington IL 61702- and a of TSR for many years, but I praising your magazine. The people telling you 1646. White Wolf magazine, which covers have one complaint. For many years, I have what a great job you do are, in my opinion, numerous non-TSR games as well, is another watched TSR announce the release of role- nothing more than brainwashed idiots. Your possibility; write to: White Wolf, 4598-B Stone- playing computer games in IBM, Amiga, and magazine stinks, and it doesn’t help the gaming gate Industrial Blvd., Stone Mountain GA 30083. Apple formats-but never in the Atari ST for- industry. By the way, you ought to know from reading mat. Why? Your mag would be fine if everyone happened our magazine that many of the non-TSR games William Kay Briggs to play only TSR games. That fact is, people we review are praised quite highly by the St. George UT don’t. I mean, open up your narrow limited reviewers. You might be interested to know that minds and realize that some of us enjoy other the people who write those game reviews are Our publisher, , informs me that the games besides yours. Take “Sage Advice," for among the most respected writers in the gaming Atari ST system is now defunct; no further instance: The “sage” will gladly answer any industry, and many have design credits with games for that system will be produced from questions you may have—if they pertain to TSR companies other than TSR. You might also be , Inc. (the company with games. interested to know that we habitually forward the license to design games based on TSR’s role- Why don’t you write about games like, say, any “Sage Advice” questions we receive con- playing games). Palladium Books’ RIFTS* game. It’s probably the cerning the games of other companies to those hottest game on the market, and you don’t even companies themselves, so the readers’ questions mention it. You get so wrapped up in your own may be answered directly by people who are boring games that you don’t even give credit to much better equipped to answer them than we What’s a pegasaur? any other great RPGs. The only way they get are. (We recommend, however, that readers publicity in your mag is to put in a mega-dollar write directly to the manufacturers, not to us.) Dear Dragon, ad. I know you’ll probably say that you give Then again, considering the tone of your letter, I have a couple of questions that I think only plenty of credit to other games in “Role-playing you probably aren’t interested. Still, we wish your staff can answer. Reviews.” That happens to be nothing more than you the best. I have all of the AD&D® 2nd Edition - second-rate critics running down good games. strous Compendium volumes, and I was won- I suggest you start helping the already hurting dering, what happened to the pegasaur? I have gaming world by giving credit where credit is the TSR Trading Card of the pegasaur, but I can due. Heck, if it wasn’t for the genius of Kevin Holo-headaches find no further information on the creature. Siembieda, I probably wouldn’t be role-playing I have missed DRAGON issues #161-178. Have today. Dear Dragon, you made a Best of DRAGON Magazine anthol- P.S. The only reason my friends and I read I was looking at a past letters column and the ogy, volume VI? your magazine is to look at the ads. question of a hologram on the cover came up. Would it still be possible to get artwork from Richard Shiers Back in January 1989 (issue #141), it wasn’t cost- Robin Wood? I was reading issue #149, and you Atascadero CA effective, but I was wondering if it could be said it was possible to get artwork from her, I done now. In the past three years, holograms want only the artwork entitled “Trinket” from Well, at least you like our ads! have become somewhat more common and issue #149. You do, of course, have the freedom to buy cheaper. It would be great to see one gracing Last of all, let me say that you have a great the gaming magazine that fits your needs. There your cover. magazine; keep it up. I really hope this letter are many games and recreations that DRAGON Jonathan Liming gets to see print. Magazine doesn’t cover, and we make no pre- Signal Hill CA John B. Cannon tense of the fact that our coverage is primarily Dover DE (but not exclusively) devoted to the AD&D and We are willing to try new ideas with our cover D&D® games. We sell about 100,000 issues each art (just look at the cover of issue #184, for A pegasaur? Your editor wandered around the month to readers across North America, Eu- example), but a hologram cover still makes us Games division asking various people if they rope, and Australia, among other places, and hesitate and mumble. We’ll see. Issue #100 was remember anything about a “pegasaur” in the each issue is read by about twice that many embossed, and we have issue #200 coming up in TSR Trading Cards, but no one does. Could you individuals (according to the results of one of December 1993, of course. Stick around and see (or someone else) give us a little more informa- our recent surveys). Our focus on TSR’s games what we’ll do. tion about the card with this creature on it? It comes in large part because that’s just what sounds like a cross between a and a those 200,000 readers want (again, according to dinosaur, which would be pretty peculiar. our most recent surveys) and because your We have no “Best of” anthologies in the works, editors and the “sage” are familiar with only a and volume V was the last one we put together. limited number of RPGs; we can’t play them all,

4 SEPTEMBER 1992

The editor has a grumpy spell

My mail lately has contained a few par- that cover because the artwork, aside ticularly interesting (i.e., annoying) letters from being quite beautiful, evoked a sense from readers who will not be named here, of wonder in us. Not every cover needs to though they know who they are. I’m in the have a fierce monster or violent battle on mood to respond to some of their com- it. The artwork also perfectly capsuled the ments. Let’s see what issue’s theme on mixing science and magic we’ve got. in role-playing game campaigns, and the subject itself is very much a part of the AD&D® game universe, which forms the core of DRAGON® Magazine’s topical mat- ter. We’re glad we had flying space whales, and we have no regrets. Thank you, “W” and “X”.

We have several letters that were sent to DRAGON Magazine but do not concern the magazine itself. Many readers write to us with comments, questions, and “Y”, you are messed up. First, anyone complaints about other TSR who plays either edition of the AD&D products, which is perfectly game (as well as many of the other com- okay with us. You may plex role-playing games on the market continue doing this. today) is bound to have a very healthy Seriously. We take all dose of smarts, as well as a particularly such mail and pass it along rich imagination. It takes real brain power to the proper authorities, to juggle the facts and figures involved in be they game designers, game generating your character, particularly editors, artists, marketing and sales those from the more esoteric races, class- people, vice presidents, and so on. es, or universes; try a wizard/cleric read our mail and pay attention to it. with a psionic wild talent who was born in We’ll start with a light topic. We have Your input is valuable and helps us make the ® universe, for example. It letters from readers “W” and “X”, who better games. also takes a liberal supply of imagination cannot fathom why our magazine would However, I’m looking at a letter from a to even picture the character I just de- have cover art with flying space whales on reader I’ll call “Y”, who is perfectly en- scribed. Because handling the variables it (issue #183). In the past, we have pub- raged that the AD&D 2nd Edition game involved in playing a role-playing game lished cover paintings of elves, dwarves, rules were “written for anybody who can be a complex task in itself, it pays to goblins, wizards, witches, thieves, clerics, could read.” He further states that the make the rules as clear as possible, and we warriors, ghosts, castles, Greek and Norse AD&D game “used to be a game for feel we were quite successful in doing so gods playing a magical video game, giant SMART people” and claims that "[m]ore with the AD&D 2nd Edition (a conclusion frogs, winged frogs, cartoon characters, and more we are seeing CHILDREN play you appear to agree with even while you undead ninja, undead frost giants, living ing” the game (the emphasis is his). He criticize us for it). If the rules are obtuse, chess pieces, scantily clad barbarian men believes that this will ruin the hobby and confusing, dense, and require a dictionary and women, cute beholders, jet fighter destroy the game’s good reputation, as in order to interpret, then few people are cockpits, and even (on many occasions) having “vulnerable and immature minds” going to want to play the game (an out- . We put flying space whales on playing the game will lead to tragedy. come you appear to desire). Well, “Y”,

6 SEPTEMBER 1992 bisexual gamers. Welcome to the real world, “Z”. I am not concerned with the sexual orientation of gamers any more than I am concerned with their race, creed, religion, age, sex, educational back- ground, national origin, physical condition, political affiliation, eye color, or what have you. It just isn’t any of my business, except in a marketing sense. All I care about is whether gamers are having a good time while they play games (well, yeah, I care about whether they read this magazine, too). If I do make a point about someone’s tough noogies. If you want obtuse, hard- he says it is clearly stated “what is to be particulars, it’s usually because the person to-read rules, you should not even be done and not done.” feels some discrimination; this editorial playing the AD&D game in either edition; I don’t think you’ve read the AD&D 1st stand has been well supported in this you should be designing computer games Edition rules very closely, “W”, because magazine. in PASCAL. they (like the AD&D 2nd Edition rules) Furthermore, “Y”, I find it obnoxious to were not designed to cover every possible see that age bigotry in gaming is still alive situation, and they had their own share of and well. Gamers should be fun-loving but errors and loopholes, like any other set of relatively mature, which in no way com- game rules. DRAGON Magazine has pub- ments on their actual age. I’ve played in lished “Sage Advice” for years, and the campaigns with 12-year-olds who were column has filled in many gaps in both better gamers than some adults I knew editions of the AD&D game, as well as would throw down their dice and go D&D® game and others. off and sulk when their characters had a Here’s a quick test: bad time. (It should also be obvious that if 1. The illusionist spell phantom steed, more people learn to play the AD&D from (page 68), has a game, there will be more gamers to play material component that was not named. with, eh?) I also find it sad to see that you What is it? (See “Sage Advice” in DRAGON are buying into the idea that role-playing issue #117, page 32, for the answer.) games cause tragedy, because that’s a lot 2. Can a character who is paralyzed yell of horse manure and you should know for help, use psionics, or cast spells? (See better. Find a copy of DRAGON issue #171 “Sage Advice” in issue #76, page 64.) and read the guest editorial, “Role-playing 3. Where can a wizard put a sphere of and the real world,” by Michael Stackpole; annihilation when he is not using it? (See it is very enlightening. “Sage Advice” in issue #180, page 80.) Lacking these sources, someone running a game is just going to have to make up the answers. The original author of the AD&D 1st Edition game, , pointed out the following on page 8 of the Players Handbook: “This game is unlike chess in that the rules are not cut and dried. In many places they are guidelines I feel much better now that I’ve gotten and suggested methods only.” He also all that off my chest. Thank you all for wrote (the capital lettering is his) that listening, and thanks to our four letter “THE REFEREE IS THE FINAL ARBITER OF writers as well. ALL AFFAIRS OF HIS OR HER CAMPAIGN.” Nothing could be clearer. “Sage Advice” was designed to assist game referees, and it has ably done so. If you refuse to use it, that is your right and we support you for it, but the question of whether your stand is correct is purely a subjective one.

We move back to the letter from “W”, who among other things says he has never used anything from the “Sage Advice” column “because I am one of the few boxed set errata D.M.s that has accually read the [sic] On page 69 of Book Two (The Immor- books.” He adds that “the closest thing to tals’ Fury) in this set, the title “lmmor- canon in the AD&D game” is not the idea tals Showdown” should appear just that “if you don’t know the answer, make before the last paragraph at the bot- it up”; instead, he believes such canon to Finally, I have a letter from “Z”, who is tom of column one. be the AD&D 1st Edition rules, in which upset because there are gay, lesbian, and

DRAGON 7

New weapons forged in the DARK SUN™ setting

by Timothy B. Brown

Artwork by Brom The arenas, courts, streets, and deserts weapon is given a proficient use benefit and damage values given here assume that of Athas are home to a variety of strange and a specialized use benefit. A warrior the weapon has metal components. All of and exotic weapons, many made for who specializes with a given weapon gains these weapons can be made with other unique purposes. The most successful both benefits, since he had to become materials according to the Weapon Materi- weapons have become fairly widespread. proficient before he could specialize. Any als Table (DARK SUN Rules Book, page 51). Gladiators know of them all—if your char- bonuses listed here are in addition to any Note that the cahulak, crusher, datchi acter is brave, seek one out and he’ll gladly specialization benefits; for example, if a club, and master’s whip can be easily give you a demonstration. Details on the weapon’s damage is supposed to be dou- made without metal; they can easily be weapons given here are broken down as bled, it is doubled after all normal speciali- purchased for 1% of the price listed and follows: zation bonuses are applied. used without damage or attack penalties, Proficient and Specialized use: Each Weapon material: The prices, weights, regardless of materials used.

Bard’s friend second weapon, at his option, every Cost: 10 gp round. When used to parry, the bards Weight: 3 friend affords the warrior a + 3 AC bonus Size: S while allowing him to fight with a weapon Type: P/S in his other hand without penalty (unlike Speed Factor: 3 normal parrying that requires the charac- Damage S-M/L: 1d4 + 1/1d3 ter to cease all attacks; see the DUNGEON Popularized by the bards of Balic, the MASTER™ Guide, page 61). When used as bards friend is a particularly gruesome- a second weapon, the warrior suffers looking weapon, sporting several blades penalties to each weapon’s attack rolls as and prongs. If properly used, it is an excel- normal. The warrior must announce his lent parrying weapon and brawl-stopper. intention to use his weapon to parry or The blades themselves are most often attack each round before initiative is formed of metal or obsidian, strapped and rolled. mounted to a central wooden grip. The prongs are usually metal or wood, though Cahulaks they can be the fangs of desert predators. Cost: 12 gp The grip may have holes for the fingers; Weight: 12 when there are no holes, the weapon is Size: M usually worn with leather straps holding it Type: P/B to the hand. Known to be a bard’s weapon, Speed Factor: 5 it is not uncommon to see the blades drip- Damage S-M/L: 1d6/1d6 ping with poison. Cahulaks are a pair of four-bladed weap- Proficient use: A proficient user is ons held together with a length of rope. familiar enough with his weapon to know They can be used in each hand as melee the dangers of storage. He can conceal his weapons; one or both can also be thrown to bards friend beneath on his legs, tangle and cause damage to an opponent. arms, torso, or back with a simple leather The blades are commonly carved from strap. So concealed, the weapon can be the hip or shoulder bones of a mekillot, drawn instantly at the beginning of any but more expensive versions can be forged combat round. Nonproficient users can of steel. The hafts are made of solid only hope to conceal their bards friend lengths of wood or, rarely, sturdy bone. without inflicting injury (1d2 - 1 hp dam- The connecting rope is up to 12’ long; an age per round of attempted concealment). experienced cahulak wielder keeps most Specialized use: In addition to being of that length looped loosely in one hand able to conceal his bards friend on his when preparing for combat. person, a specialized warrior can use his Proficient use: The wielder can attack bards friend as a parrying weapon or as a with both cahulaks, one in each hand,

DRAGON 11 according to the “Attacking with Two Crusher retain his crusher, the wielder must have Weapons” rules in the Player’s Handbook Cost: 24 gp another uninterrupted round to stop its (page 96), even though both cahulaks are Weight: 9 motion and pull the weapon from the technically the same size. A proficient Size: L ground. character can throw the pair of cahulaks. Type: B Specialized use: A specialized wielder The target suffers two attacks, but each Speed Factor: 10 can use his crusher more effectively by successful attack only inflicts half normal Damage S-M/L: 1d4/1d3 changing its direction of swing more damage (1d3/1d3). Also, man-sized and A crusher is a spiked stone or metal ball quickly. The danger space becomes a smaller creatures can be tangled unless at of a 20’-25’ flexible pole. The circle with a radius of 10’ centered on him they save vs. petrification, Tangling pre- wielder plants one end of the pole in the and one foot both inside and outside that vents normal attacks and movement for ground, then whips the weighted end back circle. The wielder can pick any six targets one round. and forth until it nearly strikes the ground within that danger space to attack each Specialized use: A specialized wielder both in front of and behind him. round. also can attempt to grapple a foe by Weaponsmiths have found that the throwing one cahulak the full length of springy, straight root of the cachava plant, Datchi club the connecting rope (12’ maximum). On a native to the salt flats of the Ivory Plain, is Cost: 12 gp successful attack roll, the target suffers the ideal raw material for crusher con- Weight: 10 half-normal damage (1d3/1d3) and the struction. While other materials can be Size: L cahulak has grappled the target. Once used, the cachava root retains its flexibility Type: B grappled, the wielder can trip or pull the for many weeks after harvest. While diffi- Speed Factor: 4 target off balance, thus preventing it from cult to use in individual combat, crushers Damage S-M/L: 1d6/1d4 attacking, depending on the target’s rela- can be employed behind a of friendly The datchi club is a specialized arena tive size. If the grappled target is smaller, troops to disrupt the enemy. weapon, favored among more ruthless the wielder can automatically keep him off Proficient use: The wielder must crowds because of the horrible wounds it balance. If the target is his size or larger, spend one uninterrupted round planting can inflict. The head of the club is 4’-5’ the target must save vs. petrification or be the end of his crusher in the ground and long, attached to a wooden or bone handle pulled off balance. Targets more than two beginning the whipping motion. After that 3’ long. The head is made of porous mate- size categories larger than the wielder round, the wielder picks a “danger space,” rial, either insect hive or dried roots, and cannot be pulled off balance. a circle 2’ in diameter centered 10’ di- is incredibly light. It is then embedded rectly ahead of the weapon. There is a with dozens of razor points. The razors corresponding danger space of equal size can be metallic but are more often fash- 10’ directly behind the wielder. Any crea- ioned from teeth and claws. The handle is ture that enters either danger space suf- very solid, allowing the wielder to grip the fers up to six total attacks in the round. To base for greater range or to spread his

12 SEPTEMBER 1992 grip to enhance his leverage. blade is called the forward blade, while unlikely to be dropped in the event of a Proficient use: A datchi-club wielder the others are called the outer blades. rout. The gouge itself has a wide bone, who is proficient with his weapon can Proficient use: A character familiar obsidian, or chitin blade mounted onto a wield it effectively in combat, but receives with the dragon’s paw can cause more 3’-long wooden shaft. A smaller handle no special benefits. As light as it is, the damage with the central blade by using protrudes from a forward position on the datchi club has a good speed factor, mak- the central shaft for leverage. If the wield- main shaft, while the rear of the shaft has ing it one of the quickest weapons of its er makes a successful dexterity check on a wide grip used to drive the weapon size anywhere on Athas. 1d20 after the successful attack roll, he home. The shoulder strap is made of leath- Specialized use: The specialized can inflict an additional 1d4 hp damage er or cloth, and it sometimes is expanded datchi-club wielder can inflict greater using the forward blade. to a complete harness around the neck damage by spinning the weapon along its Specialized use: A warrior specialized and shoulders. The weapon can be easily long axis during combat. Spinning the in the use of the dragon’s paw can some- turned over to accommodate a left-handed datchi club requires great forearm times use the outer blades to ward off wielder. strength-a character can only do so for a opponents while using the forward blade Proficient use: A gouge wielder who number of rounds equal to his strength to its full effectiveness. If attacking one is familiar with his weapon can use the score per day. Beyond normal damage opponent with the forward blade,-and if handles to inflict greater damage on subse- done, an additional 1d3 hp damage is there is a target within reach of either quent rounds of contact. After a first inflicted while the datchi club is spinning. outer blade, the warrior can make one round of combat in which the wielder more attack per round per blade. These makes a successful attack against an oppo- Dragon’s paw outer blade attacks have no attack roll nent, he can announce his intention to Cost: 15 gp penalty but inflicts only 1d2 hp damage. gouge on the subsequent round. If, in that Weight: 9 subsequent round, the wielder has a bet- Size: L Gouge ter initiative roll than his opponent, he Type: P Cost: 6 gp automatically hits again, gouging the Speed Factor: 8 Weight: 12 weapon into the opponent and inflicting Damage S-M/L: 1d6/1d6 +1 Size: L +2 on his damage roll. If, however, the The dragon’s paw is a multibladed weap- Type: P/S opponent wins initiative, he manages to on popular among the arena masters of Speed Factor: 8 avoid the gouge attack; the wielder can Urik and Tyr. The weapon has two blades, Damage S-M/L: 1d8/1d10 make a normal attack but at a -4 penalty made from any material, one at each end The shoulder-strapped gouge is a special- to his attack roll for having instead pre- of a 5’-6’ wooden shaft. Around the center ized infantry weapon perfected for the pared to gouge. The wielder of the gouge is a or basket that both protects the slave armies of the Shadow King of Nibe- must declare his intent before initiative hand and holds another blade jutting nay. It is a weapon that can inflict signifi- dice are rolled. perpendicular to the central shaft. This cant damage against an opponent and is Specialized use: In addition to the gouge attack, a specialized wielder can spin his entire body with his gouge to inflict greater damage with a normal at- tack. The wielder suffers a -2 penalty to his attack roll but inflicts double damage due to his increased momentum on a successful attack. A specialized wielder can elect to gouge or spin again in the round following a successful spin attack. Master’s whip Cost: 6 gp Weight: 3 Size: M Type: P Speed Factor: 8 Damage S-M/L: 1d3/1d2 The master’s whip is a favorite weapon among task masters and arena guards across Athas. The handle is usually carved from bone or ivory, then inlaid with deco- rative elements appropriate to the rank of the wielder. The whip itself is fashioned from leather or, for those that can afford the 15 gp additional cost, giant’s hair. What sets the master’s whip apart from the normal varieties is its barbed head. The head sports five separate hollow-tipped barbs, one at the end and four others spread out to the sides. The barbed head is most easily carved from bone, but wood also can be used. Proficient use: Once a wielder is familiar with his master’s whip, he can apply poisons to the hollow-tipped barbs and use them effectively against an oppo- nent. Separate poisons may be applied to each of the five barbs, though only inject-

DRAGON 13 ed or contact poisons can have an effect Proficient use: A proficient tortoise- damage listed is for when the weapon is on the target creature. On each successful blade wielder can parry more effectively used as a pike or as a mace. A nonprofi- hit with the master’s whip, the wielder than with normal weapons. When parrying, cient user can only opt for one of these must roll 1d6 to determine which barb the character gains an additional point of AC per round of combat. struck the victim; 1-4 indicates that one of benefit per tortoise blade worn. To continue Proficient use: A proficient wielder the side barbs struck home, while a roll of the previous example, if the warrior were can freely change from mace to pike or 5 or 6 indicates that the end barb hit the 6th level, he would gain a +4 bonus plus an back again with every attack, even if they mark. Once “applied” by the master’s additional +2 bonus for the tortoise blades, occur in a single round. For example, a whip, the poison takes effect as described giving him a parrying AC 2. 10th-level warrior proficient with the in the DMG. Specialized use: In addition to the weighted pike could attack once with the Specialized use: A master’s-whip proficient use benefits, a specialized wield- mace and once with the pike within the specialist can choose which barb strikes er can use two tortoise blades without the round. This assumes, of course, that the the target, but he must announce that normal two-weapon penalties. The special- character can reposition himself slightly to choice before the attack roll is made. ized fighter suffers no penalty to his at- bring the length of the weapon into play— tack roll with the first tortoise blade, and enclosed spaces are as inconvenient for Tortoise blades only suffers a -2 penalty with the second. the weighted pike as they are for other Cost: 9 gp polearm weapons. Weight: 5 Weighted pike Specialized use: In addition to the Size: M Cost: 6 gp proficiency benefits, a warrior specialized Type: P/S Weight: 15 in the weighted pike can swing the mace Speed Factor: 5 Size: L end using the length of the weapon for Damage S-M/L: 1d6/1d6 + 1 Type: P/B greater effectiveness. The warrior can Tortoise blades are most often made Speed Factor: 12 only make one such attack per round, but from their namesake creatures, but they Damage S-M/L: 1d6 or 1d6/1d12 or 1d4 a hit inflicts 3d6 hp damage regardless of can be carved from bone, chitin, or even The weighted pike is an example of a target size. stiffened leather. The blade is mounted to combination weapon, merging the effec- the underside of the protective shell tiveness of the pike with that of the mace. Widow’s knife permanently—it is the material of the The 7’-8’shaft of the weighted pike is Cost: 5 gp blade that affects its performance in com- almost always made of strong wood (aga- Weight: 4 . Once strapped to the forearm, a tor- fari, if possible, though these are usually Size: M toise blade counts as one point toward a double the price). The pike blade can be Type: P/S piecemeal armor rating (DARK SUN Rules metal, but is more often of bone or fang. Speed Factor: 3 Book, page 72). A warrior with one on The weighted, spiked ball is often ceramic, Damage S-M/L: 1d4/1d4 each arm and with no other armor would baked right onto the end of the shaft with ROF: 2/1 have AC 8. the glass or metal spikes in place. The Range S/M/L: 1/2/3

14 SEPTEMBER 1992

The widow’s knife takes its name from catch the air and increase its range; short, the similar harvesting tool often used in medium, and long ranges become 2,4, and the verdant belts by women who have lost 6, respectively, for the specialized thrower. their husbands and must work them- Second, the warrior can more easily make selves. Finely balanced, the widow’s knife a called shot with a thrown widow’s knife, is a favorite court weapon and arena gaining a +4 bonus on such attacks re- specialty. The wide end is preferably fash- gardless of range. ioned of metal, but can be made of obsidi- an; bone and chitin are too light to balance the weapon. The handle is carved of wood or ivory, often inlaid with markings peculi- ar to the owner. Particularly ornate wid- ow’s knives can cost many hundreds of ceramics. Hidden within the handle are two spring-loaded prongs, activated by a thumb catch on the handle. Once sprung, the prongs require a full round to reposi- tion. The damage value applies to either the blade or prong attack-for game pur- poses, they are identical. The widow’s knife can be thrown as a missile weapon. Proficient use: A character proficient with the widow’s knife can use the spring action of the prongs to greater effective- ness. On a successful attack roll, the wield- er can release the spring-loaded prongs to inflict an additional 1d3 hp damage. The wielder must announce his intention to fire the prongs prior to his attack roll, Looking for some fun? which are then released regardless of his Are you hunting for a gaming conven- success. tion in your area? Turn to this issue's Specialized use: A specialized wielder “Convention Calendar” for the latest can throw his widow’s knife more effec- information on where the fun is. tively. First, he can hurl the blade to better

16 SEPTEMBER 1992

by Timothy B. Brown Artwork by Brom

Monstrous Compendium Deadly beasts of burden for Update for DARK SUN™ DARK SUN™ campaigns Campaigns

Like those monsters presented in the Athas is a world powered by muscle. rather than run, use crodlu and other DARK SUN Rules Book, these creatures The magic of the sorcerer-kings is un- beasts to pull their wagons. Beasts of can make their homes on Athas. matched, but access to that magic is jeal- burden are an entrenched element of all ously guarded; to violate the sorcerer- Athasian cultures, and the teamster holds RAVENLOFT™ (MC 10) kings’ edicts means death. Psionics are respect across the deserts. Goblyn pervasive, but most disciplines have no Fortunately for the demihumans of Golem, bone application to physical labor. Thus, the Athas, their world offers a menagerie of Golem, glass common Athasian has nothing to survive animals suited to burdensome tasks. Great the rigors of his harsh existence but a lizards like mekillots and inix, insectoid FORGOTTEN REALMS® (MC 11) primitive technology and his own brute kanks, and ostrichlike crodlu all have their Alaghi strength—or the strength of his animals. niches, serving most purposes adequately. Alguduir All Athasian races have adopted animal But there are a number of other animals Chitine power in one form or another. Even the that are more specialized, either in size Cildabrin elves, who scoff at those who actually ride and strength or in abilities or habitat. Gaund Gloomwing Harrier Hendar Manni Morin Orpsu Peryton Plant, carnivorous (all) Sand Tlincalli

AL-QADIM™ (MC 13) Centaur, desert Heway Living idol (all) , winged Vishap

FIEND FOLIO® (MC 14) Dune stalker Falcon, fire Fyrefly Grimlock Pernicon

18 SEPTEMBER 1992 Baazrag

CLIMATE/TERRAIN: Stony barrens FREQUENCY: Uncommon ORGANIZATION: Pack ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 or 4-40

ARMOR CLASS: 4 MOVEMENT: 18 HIT DICE: 1 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-3 SPECIAL ATTACKS: Swarm, gnawing SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T (2’ long) MORALE: Unsteady (5-7) XP VALUE: 65 PSIONICS: Nil

Ferreted away in the broken crags and tiny caves of the barrens is the timid baazrag—timid, that is, until the pack has been angered. Individually, a baazrag is an unimpressive creature. No more than 2’ long, it is one of the smallest omnivorous animals in the stony barren regions. The baazrag’s face is protected from above by a nat- ural bone covering that reaches down on either side of the head and across the nose, with holes for the creature’s nostrils and eyes. The rive to attack. This lasts until the attackers have been killed or driv- mouth and lower jaw are left unprotected below the bony covering. en off, or until the pack has sustained more than 100 casualties, in The baazrag’s humped back is covered with a hard, natural armor which case the baazrags flee. that protects the animal as a whole, especially the fluid storage sack just beneath the shell, vital to the animal’s long-term survival. Its Habitat/Society: Baazrag packs are very loosely knit and band to- four legs are comparatively frail but adequate for their purpose; the gether only in defense of their territory. Individuals do not cooper- baazrag merely darts around its rocky home seeking shelter against ate in hunting or gathering of food. predators, not outrunning them on the plains. The animal‘s tail is Noble families of Tyr and Balic began domestication of baazrags 4” -5” long; while it can be used to slap tiny insects and rodents, it is centuries ago to rid their household of annoying insects and pests. no threat to larger animals as a weapon. Baazrags vary greatly in Since then, some have organized teams of baazrags to pull wagons. coloration, which changes with age. A baazrag is born at its darkest Every baazrag can pull 50 lbs. of wagon and cargo. A wagon that color: reddish-brown, green, even yellow or . As the animal weighs 100 lbs., loaded with 500 lbs. of materials, requires a 12- grows, the color fades from its original richness until it turns a , baazrag team to pull it, for a movement rate of 9. Double that num- sandy gray in old age. ber raises the movement rate to 15, the maximum speed for any Baazrags have a complicated language of squeals and chirps to at- team of baazrags. tract mates and warn the pack of danger. Other creatures can com- Other baazrags are specially trained to hunt unwanted pests municate with them using psionics or magic. around homes or in sewers and cisterns. Though not adapted to it naturally, a baazrag can be taught to swim. The templars of Tyr Combat: If found alone, a baazrag attempts to flee rather than have a special service branch with several dozen such baazrags, dis- fight, even against creatures roughly its size. Most baazrags don’t patched upon demand to infested sections of the high bureaus. wander far from their home, a hole just big enough for itself in a rocky bastion no more than three rounds of movement distant. Ecology: Baazrag females bear live young in litters of 2-6 (2d3). The Once inside its home of stone, it is well protected from physical at- young live with the mother in her home until they reach adulthood tacks. (about eight weeks), at which time they move out into the stony bar- A baazrag can only attack with its bite (1-3 hp damage). If a rens to find homes of their own. baazrag achieves a successful bite attack against the same target in A baazrag can be slain and eaten. Each animal has 25 lbs. of edible two consecutive rounds, then it has gnawed the target’s flesh. When meat. The fluid sack beneath the armor shell on its back contains 1-4 a baazrag gnaws, glands behind its jaw release a mild toxin that pints of water, but this is tainted by the same toxin that prevents greatly slows natural healing throughout the victim’s body. After be- normal healing after a gnaw attack. The water can be purified by a ing gnawed by a baazrag, a victim will heal at one fifth the normal purify food and water spell or by a neutralize poison spell. Failure rate; this applies to all current damage. For example, a fighter with to purify the sack water makes the character sick for 1-6 hours. 35 hp suffers 15 hp damage from previous combat, then gets Wild baazrag can be captured and sold in various city-states as gnawed by a baazrag that inflicts 5 more hp damage. Normally, it pets or team animals. An undamaged baazrag fetches 10 cp in the would take the fighter 20 days of rest to heal his damage, but the marketplaces of the Tyr region. gnaw attack extends that to 100 days of rest. Magical healing ne- gates the toxin, as does a neutralize poison spell. If an attacker cannot kill all the baazrags he originally encoun- tered in the first five rounds, the pack swarms the area. On the sixth and subsequent rounds of combat, an additional 2-16 baazrags ar-

DRAGON 19 Crodlu, Heavy

CLIMATE/TERRAIN: Sandy wastes, stony barrens FREQUENCY: Rare ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Herbivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-6

ARMOR CLASS: 4 MOVEMENT: 18 HIT DICE: 6+6 THAC0: 13 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1-10/1-6/1-6/1-8/1-8 SPECIAL ATTACKS: Ram SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (12’ tall) MORALE: Average (8-10) XP VALUE: 2,000 PSIONICS: Nil

The heavy crodlu is a mammoth riding beast, bred in the cities for its incredible strength. It is used in groups for pulling large wagons and individually as a mount. Many heavy crodlu have escaped into the wilderness, where they have integrated with wild crodlu herds. Like its lighter counterpart, the heavy crodlu is a bipedal lizard. Its hind legs are thick and broad to support itself and a considerable load even on loose sand or gravel. The forelimbs are long but not especially strong. The claws are naturally sharp but are often filed to points or weighs 30 lbs., costs 55 cp, and gives the animal AC 2. Full leather armor even shod with glass or metal blades for battle. The bony plates on is reinforced with bone and bits of metal, covering the face, neck, of its head give the beast greater protection there, and let the head be throat, forelimbs, sides, flanks, and belly; it weighs 100 lbs., costs 130 cp, used for a ramming attack. The heavy crodlu’s back, the back of its neck, and gives the animal AC 1. and the top of its head and face are covered with thick scales, while its underbelly and throat have softer, leathery scales. Heavy crodlu can be Habitat/Society: Domestic heavy crodlu can be found in cities and on any of a variety of colors, from light brown and sandy yellow to deep caravan routes. Special pens, maintained for crossbreeding to continue green approaching black. Generally, the harder scales are a darker color the line, are owned by noble families and merchant houses, even by the than the softer ones. Heavy crodlu have longer tongues than their breth- sorcerer-kings themselves. Heavy crodlu can be teamed with standard ren, and they have an unfortunate tendency to drool (a terribly waste of crodlu, but the different breeds have a tendency to dislike each other, liquids, some say). sometimes turning on one another in territorial struggle at the most The heavy crodlu communicates with other crodlus with snorts that awkward times. In battle formations, units of heavy crodlu cavalry must convey very basic concepts. More intelligent creatures can communi- at times be separated from normal crodlu; many armies with both keep cate with them through magic or psionics. them separated as matter of course. Many heavy crodlu have escaped captivity and returned to the wild, Combat: In individual combat, a heavy crodlu can make five separate either running off from or slipping away riderless after a large attacks: one bite, two foreclaws, and two hindclaws. When carrying a battle. Heavy crodlu seek out herds of standard crodlu, where their rider or pulling a load, the heavy crodlu cannot bring its hindclaws into great size affords them leadership. They seek out their brethren be- play. A bite inflicts 1-10 hp damage; foreclaws inflict 1-6 hp damage cause of two overriding instincts: the herd mentality, and the need to each; and the powerful hindclaws can inflict 1-8 hp damage each. mate. The heavy crodlu is also capable of a powerful ram attack. A heavy crodlu can ram when alone or when carrying a rider, but not when pull- Ecology: Heavy crodlu cross with standard crodlu and bear smaller ing a load. The animal cannot make any other attacks in the round it offspring. After a couple of generations, the strength of the heavy makes a ram attack. To initiate a ram attack, the intended target must be crodlu ancestry is insignificant within the herd. at least 60’ distant at the start of the round; if not, the ram cannot be Heavy crodlu can carry up to 600 lbs. of passengers, cargo, or armor. initiated. The heavy crodlu must be able to run directly at its target Their movement rate depends on their present load: without obstruction. On a successful attack, the target suffers 3-24 hp damage as the heavy crodlu slams into it with the bony plates of its head. Weight Maximum If the heavy crodlu fails its attack roll, it continues moving in a straight carried movement line for its full movement. If it subsequently runs into an immovable 0-240 lbs. 18 object, such as a rock outcropping or wall, the heavy crodlu itself suffers 241-360 lbs. 12 1-10 hp damage. Once the initial target is missed, the heavy crodlu can- 361-450 lbs. 8 not redirect its ram attack against another target, even if the latter lies 451-600 lbs. 6 in the path of the heavy crodlu’s movement. 601+ lbs. 0* Heavy crodlu specially prepared for combat may have bladed fore- claws or armor. Bladed foreclaws increase the damage by one point * Heavy crodlu refuse to move if loaded down with more than 600 lbs. (1d6 + 1). Some riders have even had the blades enchanted or blessed to enhance their mounts’ combat effectiveness. Heavy crodlu armor comes in three varieties: cloth, partial leather, and full leather. Cloth armor weighs effectively nothing, costs 20 cp, and gives the animal AC 3. Par- tial leather armor is stiffened, covering the face, neck, throat, and sides,

20 SEPTEMBER 1992 Drik

CLIMATE/TERRAIN: Rocky badlands FREQUENCY: Very rare ORGANIZATION: Family ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 2-4

ARMOR CLASS: 2 MOVEMENT: 6 HIT DICE: 16-+6 THAC0: 5 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-16/2-20 SPECIAL ATTACKS: Ram SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: G (35’ long) MORALE: Elite (13-14) XP VALUE: 11,000 PSIONICS: Nil

Driks are mammoth herd lizards that roam a very limited range in the rocky badlands around Black Waters. The beast masters of both Urik and Raam have all but depleted the wild driks’ numbers, cap- turing young driks to serve in their armies. A drik is an incredibly powerful animal, built low to the ground and covered with a thick, horny shell. The shell grows and hardens when the animal reaches full size, stretching from the front shoul- if coaxed to do so by its handler. ders just behind the head all the way back to its rump; the shell is made of bone and a special secreted resin. The beast’s head is enor- Habitat/Society: Wild driks live in small family units dominated mous, with two black eyes and a mouth that could swallow a human by a single female. Other adult females are not welcome within a whole. Jagged tusks protrude menacingly from its jaw, formidable family. They generally eat the grasses and shrubs of the badlands or weapons against other creatures. The drik’s four legs are thick and the slower animals they can catch, and they drink out of the Black stubby, able to support its own incredible weight even on loose Waters, making it fairly easy for trappers to locate them. Driks are sand. Each foot has four huge claws. Most driks have deep brown the only animals known that can ingest Hamanu’s terrible poisons scales, though some are light brown or yellow. The resin shell is from the Black Waters and survive. always dark gray spotted with bone white. In captivity, driks are ideal animals for siege combat. Their natural Driks communicate with each other through grunts and bellows. ram attack is quite valuable, as are their great size and natural pro- More intelligent creatures must use psionics or magic to communi- tection. Some driks are used to pull massive siege towers or wagons, cate with a drik. but often they are instead used as individual, mobile weapons’ plat- forms. Combat: The drik’s short legs and great weight make’ it a ponder- The drik’s resin shell can be melted and partially reshaped. Work- ous beast, but it can still handle itself in combat quite well. The ani- men with torches can flatten the surface of the shell to more readily mals primary weapon is its bite, which inflicts 2-16 hp damage. A accept ballistae and catapults. Raamese engineers have perfected a drik’s head and neck are actually quite agile when held away from technique whereby a wooden mold is built around an immobilized the resin shell; a casual observer may fall victim to the drik’s seem- young drik as its shell is forming; though only one drik in three sur- ingly unnatural quickness and reach. vives the process, the results can be spectacular. A drik can also attack with its clawed forelegs. However, the ani- Additional defenses can also be attached directly to the drik’s out- mal needs at least three of its legs to maintain balance and carry its er shell. Wooden or bone barricades can be bolted directly to the own weight, so it can attack with only one foreleg at a time, inflict- shell without hindering the drik. ing 2-20 hp crushing and slashing damage. Driks use a ram attack against each other or other large, slow- Ecology: A drik mother lays its eggs in the Black Waters once every moving objects. A drik can initiate a ram attack if it has at least 30’ three years. The young that hatch then find the nearest adult fe- between it and its target, and provided the target is gargantuan in male (not necessarily its birth mother) and become part of that fami- size (25’ or more) and doesn’t move more than 60’ per round itself. ly. A drik reaches adulthood in two years and can then live to be 30 On a successful attack roll, the drik’s ram attack inflicts 2-24 hp years old. damage. The drik’s ram can also be directed against structures. In An adult drik itself weighs roughly five tons and can carry consid- this case, no attack roll is necessary, and the ram inflicts damage erably more than that without slowing its movements. Up to 2,000 according to the ™ game rules: lbs. can be carried on its back before a drik simply refuses to move. A drik can pull up to 10 tons on wheels or drag five tons behind it. AD when used against: Driks are known to be particularly foul tempered in captivity. In Hits Stone Metal Wood battle, each drik has its own psionic master who directs its activities. Drik ram 6/18 4 6 10 However, in the everyday life of a captive drik, trainers must deal with them without the benefit of psionicists; casualties among drik A drik will not normally ram anything but another drik that is trainers are much higher than for the comparatively docile mekil- invading its territory. It will only ram structures or other creatures lots. No driks have been successfully bred in captivity.

DRAGON 21 Jalath’gak

CLIMATE/TERRAIN: Scrub plains FREQUENCY: Uncommon ORGANIZATION: Swarm ACTIVITY CYCLE: Constant DIET: Omnivore (nectar, blood) INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 3-30

ARMOR CLASS: 5 MOVEMENT: 9, Fl 24 HIT DICE: 8+8 THAC0: 11 NO. OF ATTACKS: 7 DAMAGE/ATTACK: 1-8/1-4/1-4/1-4/1-4/1-4/1-4 SPECIAL ATTACKS: Blood drain SPECIAL DEFENSES: Stink cloud MAGIC RESISTANCE: Nil SIZE: H (13’ long) MORALE: Champion (15-16) XP VALUE: 4,000 PSIONICS: Nil

Also called swarmers and bloodwings by the demihumans of Athas, these giant insects are best known by their thri-kreen name, ja- lath’gak. First domesticated by thri-kreen in the scrub plains of the distant north, wild jalath’gak are the scourge of herdsmen any- where in the tablelands. A jalath’gak is an enormous winged insect, 13’ long with a wingspan of nearly 20’. Like most insects, its body is divided into three sections: corpse dry for another 1-3 rounds before moving on. A jalath’gak that head, body, and thorax. The head is long and narrow so that it may fit has drained 50 hp blood damage in a single combat is gorged and re- into small areas to collect blood or nectar. The lateral pincers to either frains from further blood-drain attacks. side of the jalath’gak’s mouth are extremely powerful and hollow to A jalath’gak reduced to its last 10 hp will attempt to escape using draw nourishment. The long whiskers on the top of its head detect its stink cloud. The cloud is released from its mouth and covers a pheromones and other odors in the air; the whiskers are always moist spherical area 30’ in diameter directly to its front. Victims in the and can be drawn back against the head during combat. The ja- stink cloud must save vs. poison or become incapacitated with nau- lath’gak’s body section is covered in a firm but brittle exoskeleton. sea for 1-6 rounds. A jalath’gak can release a stink cloud three times The creature’s six limbs are clustered beneath the body section, each per day. sporting long, daggerlike talons. The thin wings also attach to the body section. When spread, the wings are transparent. When not in Habitat/Society: In the wild, jalath’gak live in enormous swarms. use, the wings fold close along the creatures side and over the thorax, Unlike other insects, the swarm is not a cooperative effort, and no trailing a few feet behind the creature. The jalath’gak’s thorax is a hive is built or maintained. Jalath’gak eggs are simply dropped from storehouse of accumulated blood and nectar; when the insect has re- the ever-flying swarm into the hot desert sands; though only one cently fed, the thorax becomes deep red or yellow and bulges almost egg in 1,000 hatches, this is sufficient to maintain the swarm’s num- to bursting. If the insect hasn’t fed in a few weeks, the limp, gray tho- bers. rax sags nearly empty. The jalath’gak’s black and bright colora- Thri-kreen have mastered the domestication of the jalath’gak and tion make it quite distinctive. use captured insects to pull heavy loads during migration. To better Jalath’gak communicate with one another through pheromone accommodate a wagon, the jalath’gak’s thorax can be cut off. With- discharges. Thri-kreen and other insects can make rudimentary out it, the insect live for only 36 + 1d6 hours but functions normally communication with them using their own pheromones, but com- during that time. In desperate situations, thri-kreen handlers cut plex ideas cannot be so translated. Other intelligent creatures can the thoraxes off their jalath’gak to supplement dwindling supplies of communicate with jalath’gak through magic or psionics. food. Attempts to harness the jalath’gak for its powers of flight have so Combat: A jalath’gak can always attack with its pincers and all six far proven unsuccessful. In flight, the insect cannot manage much limbs. In flight, it can hover and attack effectively, keeping its body more weight than its own, and means to tie or harness them have so between its opponent and its relatively fragile wings. When on the severely damaged the wings and limbs that such jalath’gak had to be ground, a jalath’gak can rear back upon its thorax to bring all its legs destroyed. into combat. Each leg inflicts 1-4 hp damage. Its deadly pincer in- flicts 1-8 hp damage. Ecology: As mentioned earlier, a jalath’gak’s thorax can provide Once a jalath’gak has scored a successful pincer attack, it can drain nourishment. A single harvested thorax can be drained for 16 gal- the victim’s blood. In all rounds following a successful pincer attack, lons of water. Thri-kreen and particularly hardy demihumans can the victim may attempt to break free by rolling a successful strength also ingest the blood/nectar plasma; a single thorax contains enough check (or, for creatures without a strength score, by saving vs. petrifi- for 32 common meals. cation). Every round that he does not break free, the jalath’gak causes The jalath’gak’s wings are quite valuable among the artists of the an additional 2-12 hp blood-drain damage and it can still attack with northern cities of Raam and Draj. Stretched over frames of bone or all six limbs, though not with its pincers. Victims held by the pincers wood, images are painted on the clear medium and sold for remark- cannot make normal attacks. If the victim is killed due to blood-drain able prices. A set of undamaged jalath’gak wings can be sold for 50 damage, the jalath’gak remains attached to the body, sucking the cp in those cities.

22 SEPTEMBER 1992 Ruktoi

CLIMATE/TERRAIN: Sea of Silt, silt basins FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1

ARMOR CLASS: 3 MOVEMENT: 9, Sw 15 HIT DICE: 12 THAC0: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-12 SPECIAL ATTACKS: Smother SPECIAL DEFENSES: Cloud MAGIC RESISTANCE: Nil SIZE: H (20’ long) MORALE: Steady (11-12) XP VALUE: 3,000 PSIONIC SUMMARY: Level Dis/Sci/Dev Attack/Defense Score PSPs 1 1/0/1 —/— — Special Psychokinesis— Sciences: nil; Devotions: Levitation.

The ruktoi is a solitary sentinel of the Silt Sea, able to paddle along its surface or lurk just beneath, patiently awaiting prey. Some ruktoi have been captured and either domesticated or controlled to ferry passengers or small cargoes across the endless silt basin. he is smothered. As long as 20’ from snout to tail, the ruktoi is a very flat, spread- While struggling to free himself from the grip of a ruktoi, a char- out beast. Its head and torso are broad and thin, and the creature’s acter can hold his breath for a number of rounds equal to one-sixth smooth, gray skin is stretched tight across the bones of its skull, his constitution score, rounded up. If attempting to hold his breath ribs, and spine. The ruktoi’s powerful limbs each end in three long, beyond this time, the character must roll a constitution check each splayed digits, webbed for use as paddles. The tail ends in a broad round. The first check has no modifiers, but each subsequent check flap of skin and serves as an aid in movement and navigation across suffers a -2 cumulative penalty. Once a check is failed, the charac- the surface of the Silt Sea. The ruktoi’s light-gray skin makes it al- ter must breath. most impossible to see against a silt background while stationary. In situations where the ruktoi feels it cannot win in combat (usu- Often the ruktoi hovers just below the surface, with only its snout ally after suffering half its total hit points in damage), it can kick up a and eyes exposed to the open air. cloud of silt to cover its escape. In a round that the ruktoi creates a Ruktoi have no spoken language. They communicate with each cloud, its movement is only 9 instead of 15. However, all opponents other either through body motions or scent, which all ruktoi use to must save vs. spells or be blinded and lose the ruktoi’s direction of mark out their territory. More intelligent creatures can communi- travel. Those who fail cannot pursue the ruktoi that round. If all cate with them through magic or psionics. opponents fail and they have no other means of tracking the ani- mal’s movements, the ruktoi escapes into the expanses of the Silt Combat: The ruktoi uses its silt-borne mobility to chase down less Sea. agile prey. The creature’s broad body and paddled limbs, however, aren’t enough to keep the animal afloat in the silt; the ruktoi also Habitat/Society: Ruktoi are denizens of the Sea of Silt and the var- relies on an innate use of psionic Levitation. The ruktoi’s command ious silt basins near its shore. In the wild, they are solitary hunters of psionics is only rudimentary, tapped subconsciously to help keep that prey upon floaters and unsuspecting silt runners. the animal near the surface where it can find food and air. As a sub- conscious activity, the ruktoi’s psionic Levitation keeps the creature Ecology: Ruktoi associate with each other only to mate, and then afloat even when it is unconscious. A ruktoi has no command over on an infrequent and irregular basis. The female lays a dispersed its Levitation power, and it can never rise above the surface of the pattern of 10-30 eggs that sink to the bottom of the silt. Those that silt. The ruktoi’s listed swimming movement rate applies to silt only; survive the rigors of the silt hatch after six weeks and float to the a ruktoi cannot swim in water. surface. The young ruktoi reach adult size in just six weeks more. The ruktoi’s primary weapon is its powerful bite. It can attack Ruktoi are very difficult to domesticate and seldom stay domesti- once per round with its bite, inflicting 1-12 hp damage. cated forever, so owners more often control their beasts psionically. The ruktoi can also use its powerful limbs to immobilize an oppo- A single ruktoi can carry up to 1,000 lbs. on its back. While this nent and smother it beneath the silt. Nearly all silt-dwelling crea- weight does not slow the animal down, more than that will sink it. tures must breath to survive. The ruktoi cannot bite in the same Many domesticated ruktoi have harnesses or howdahs built onto round that it attempts to initiate a smothering attack. If the smoth- them, strapped and secured right to the beast’s rib cage. ering attack roll is successful, the ruktoi has grappled the target The merchant house Wavir in Balic has a pen of nearly 20 ruktoi firmly in its limbs, beneath its body below the surface. A character used to ferry important cargoes up and down the Estuary of the victim must make a successful bars/lift gates roll to free him- Forked Tongue. However, since ruktoi travel is very hazardous, the self, allowable once per round. For other targets, the victim must house reserves their use for especially urgent or expendable car- attempt to save vs. petrification with a -3 penalty, allowable once goes. per round. If the victim cannot free himself before he must breathe,

DRAGON 23 Watroach (War Beetle)

CLIMATE/TERRAIN: Sandy wastes, salt flats FREQUENCY: Rare ORGANIZATION: Nest ACTIVITY CYCLE: Night DIET: Insectivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1

ARMOR CLASS: 2 MOVEMENT: 9 HIT DICE: 15+10 THAC0: 5 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 3-18/1-12/1-12 SPECIAL ATTACKS: Trample SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: G (30’ long) MORALE: Elite (13-14) XP VALUE: 8,000 PSIONICS: Nil

Watroaches are enormous nomadic insects of the desert tablelands. Each adult is actually a gigantic, mobile hive filled with a multitude of drones. An adult watroach is over 30’ long, 20’ wide, and 30’ tall at the top of its central hive chamber. The three body sections—head, hive chamber, and thorax-are supported by six short legs extending from a central limb cluster. The head is very wide and low to the adult begins a rapid growth to full size. Within three days, the ground, the mouth ringed with sharp teeth and flanked by deadly proto-adult ingests the remaining nutrients from its parent’s thorax pincers. The watroach’s neck and head agility is surprising, neces- and most of the hive materials, literally eating its way out of the hive sary for it to attack and consume its primary prey: large insects. The chamber. The proto-adult bursts out of its hive chamber nearly full watroach’s tongue is very sticky, trapping tiny insects found be- grown, with its own chamber filled with drones and a new proto- neath rocks or in crevices. It is also hollow, so the watroach can adult inside. A few of the original drones go on to serve the new suck small bugs directly into its gullet. The thorax is a storehouse of adult, but most perish in the open sun next to the carcass of the digested food and liquids for the adult watroach, and is connected parent. to the central hive chamber. Inside the honeycombed chamber are millions of infant, drone watroaches, each less than 1” long, that Undead Watroach serve the gestating proto-adult at the center of the hive. The wa- Watroaches are favorites among the insect necromancers in the troach’s exoskeleton is black or deep purple. armies of the sorcerer kings. Their great size makes them ideal crea- Watroaches have no language; adults in the wild take no notice of tures to be slain, modified, then animated to serve the wickedness other adults they encounter. Other creatures can communicate of their masters. with them using psionics or magic. Typically, an adult watroach is sought out in the desert, surround- ed, and killed. A psionic kill is preferred, leaving the corpse un- Combat: A watroach can attack with its bite/pincers and with its marred for future construction. Once taken back to a city (usually two forelegs every round. The bite/pincers inflict 3-18 hp damage. on a large wagon behind two or more mekillots or driks), the wa- Each foreleg can inflict 1-12 hp damage. troach’s carcass is prepared. The brain and guts are removed, as is When fighting creatures that are clearly slower than itself, a wa- much of the honeycombed hive material. The drones are smoked troach may decide to trample its targets instead of making its nor- out over large fires, and the dormant proto-adult is discarded. Usu- mal attacks. When trampling attack, the watroach must be able to ally, the top of the hive chamber is then opened and a platform in- move over the target with the entire length of its body in that stalled, and a variety of other individual weapons positions are cut round. When it does so, the target must save vs. petrification six into all of the three body sections. Once finished, the beast is raised times (once for each leg). Each time the save is failed, the victim suf- from the dead by templar magic. A typical undead war watroach fers 2-16 hp damage. The watroach can trample only one target per has eight warriors in addition to its templar master. round. In its undead form, the watroach can move and fight just as in life. In a BATTLESYSTEM™ miniatures game, a unit of undead war wa- Habitat/Society: Watroaches are solitary creatures in one sense troaches has these characteristics: and entire communities in another. Adults do not travel or hunt to- Undead War Watroach 2 stands; AD 12 + 8*6; AR 6; Hits 12; gether, so it can be said that they are encountered only as individ- ML n/a; MV 9; Range 5”/10”/15” (bows from interior); causes hor- uals. However, in truth, each adult carries millions of drones and a ror, -3. proto-adult within its body, making it a complete walking commu- Undead war watroaches are most commonly employed by the nity, self-sustaining and perpetuating. armies of Raam and Nibenay, though others have used them on oc- casion. Ecology: The adult watroach lives only to feed, so that its hive chamber is fruitful when it dies. The drones bath, feed, and other- wise maintain the proto-adult until such time as the adult gets too old to move. When the parent is immobilized and dying, the proto-

24 SEPTEMBER 1992

astles are the last refuge of the incom- petent. At least, some AD&D® game play- ers seem to think so. They’ve argued in DRAGON® Magazine’s “Forum” that in a world equipped with earthquake and disintegrate spells, castles are completely impractical. Other writers said the same when the game began: Castles were inde- fensible, so people built trap-laden dungeon complexes instead. It isn’t true, though. Unless the world is full of magical power, most sieges won’t include any high-powered wizardry. Even in a world of devastating magic and invisi- ble spies, castles can hold their own—if the occupants just use a little creativity. Here’s a list of tricks and tactics using little or no magic that can be used by charac- ters staving off a siege or as standard security measures where possible.

1. Don’t keep it clean. Nobody wants an invisible thief or mage using spider-climb sneaking over the walls to wreak havoc. Pour soot down the walls some windless day until they’re coated (or at least streaked) with black dust. Anyone who tries climbing then will be noticeable in short order, as will their tracks across the soot-covered wall. Inside the walls, soot in the courtyard and sawdust in the halls will make feet and footprints visible. Of course, the cas- tle’s everyday traffic will remove a lot of the dust, so it’ll have to be replenished regularly or reserved for when a siege is underway. 2. Keep the moat low. Build it so that even if someone water-walks across the moat, they’ll find themselves 10’ below any usable entrances, with a sheer stretch of slick stone to climb to reach them. Stocking it with even moderately aggres- sive fish also can pay off, if the castle priest or druid uses speak with animals to explain things properly. (“If you ever no- tice some big creature moving on the surface of the moat, swim up and bite it, okay? It will taste good.”) 3. Lock the doors and bar the windows. Every door, drawbridge, or portcullis leading outside should have double or triple locks, to make it harder for a knock spell or a chime of opening to get anyone inside. Three locks would force a wizard to stand there three minutes to knock that many times, not to mention how long it would take a thief to try to pick them all. This also applies to doors leading from the central keep to the courtyard (if any- one teleports, flies, or sneaks over the walls). But don’t use wizard lock unless it’s an emergency or the wizard’s the only one using the door (since it locks the door against everyone, not just the enemy). Windows should be few, barred, and small to discourage anyone just flying in. If

26 SEPTEMBER 1992 Twenty Tricks for CASTLE DEFENSE Mundane means to match magical menaces

by Fraser Sherman

Artwork by Eric Cornett

the castle wasn’t built with those guide- have time limits (in the case of feather- stifle their enthusiasm). lines in mind, brick up any windows that falling, a very short one), so the longer the 9. Hire an assassin. A high-level wizard aren’t needed. attackers can be kept in the air, the or priest among the besiegers can do an 4. Find strength in numbers. In the greater their risk. awful lot of damage; having him taken out movie Beau Geste, the embattled garrison The risk also goes up if the defenders by stealth may be preferable to facing of Fort Zindeneuf props the bodies of the cast dispel magic; against a squadron of earth elementals, earthquakes, or passwall dead along the battlements to conceal how spell-powered fliers, the effects can be spells. This will, of course, require getting many men they really have. In a magical devastatingly lethal. a message outside (by secret tunnel or world, this bluff can be enhanced with For mounted attacks, a stinking cloud or carrier pigeon) unless the deal is made in audible glamer or other illusion spells of smoke pots should be quite effective: advance. Good-aligned characters will moving men to keep the enemy in the Humans may understand why they have doubtless balk at this idea, but it is an dark about the price of a direct assault. to go through that nasty, foul-smelling option. 5. Spread out the troops. However many stuff, but flying steeds will be much less 10. Keep some spares. When building a defenders the castle has, they should willing (and neither mount nor rider will castle, have the stonemasons cut more never be so close together that one area- be in great shape when they emerge). blocks than are needed. Then, if a high- effect spell like death, sleep, chain light- 7. Keep watching the enemy. If the ene- level mage does disintegrate part of the ning, or mass charm could take all of them my’s camped outside the castle walls, it wall or uses a passwall to get through it, out at once. Making sure some higher-level should be obvious where the commander’s the stones can be levitated and carried warriors are mixed in with every group of tent is—and an “obvious” location means across the courtyard to fill the gaps. 1st-level fighters also reduces the odds of clairvoyance and clairaudience can be 11. Store some spells. While building a them all falling victim to one spell. used to learn the enemy’s plans. They also castle, set some funds aside to give the 6. Keep watching the skies. Anticastle can be used to check for sappers digging guard captain a ring of spell storing and types raise terrifying visions of airborne tunnels under the castle walls, or to check have the creator stuff it with dispel magic attacks-squadrons of pegasi, flying car- one side of the castle while the caster’s or silence spells. It’ll give the guards a pets, flying mages, even dragons— standing on the far side. great edge against any unsuspecting wiz- swooping over the castle walls and 8. Talk to the animals. Use speak with ard leading an assault, and can be re- devastating the interior. Some castles will animals as much as possible. Tell the ani- charged more easily than most magical doubtless be roofed over with stone to mals inside the walls, be they dogs, horses, items. prevent this; for those that aren’t, even a or ducks, that if anyone walks by they can 12. Know the turf. Fictional heroes are small aerial assault (more likely than the sense but not see, or if someone appears always escaping-or attacking-fortresses winged hordes described above) poses a out of thin air, to bark, whinny, or quack by finding secret passages the current definite threat. their heads off. owner doesn’t know about (“Only the duke Spreading nets between walls and build- If there’s a trained falcon—or even a and I knew of this secret door. His treach- ings will slow fliers down or stop them wild hawk—around, convince it to fly over erous brother has no idea of the castle’s cold if they try feather falling in (you also the enemy camp and report what it saw secrets”). Anyone occupying an existing can weave a few large nets and levitate (to the limits of its understanding). Let the castle should go over it inch by inch, even them up when needed). Carefully cast castle and mice know about those big, using a wand of secret door and trap webs (if the walls are close enough togeth- delicious food stores in the besiegers’ location if need be. Secret passages can er to anchor them) will do even better. camp. And for the truly tacky, encourage change the whole course of a siege, so Remember, spells and some magic items the neighboring crows to visit the besieg- make sure to find them. (boots and wings of flying, for example) ing soldiers (crude, but it’s guaranteed to 13. Make them sweat. Don’t underesti-

DRAGON 27 mate traditional castle design, even in a gled with a half- platoon, spreading enemy starts climbing the castle walls, high-magic world. Gatehouses, concentric rumors (“The humans want us over the boiling oil is not the only way to stop them walls, and narrow corridors and stairwells wall first because there’s a inside— (though it isn’t bad). Grease siege ladders. (as described in DMGR2 Castle Guide) will we’re nothing but sword fodder to them”). Cast bind spells to make ropes entangle challenge invaders even if they paralyze Make the most of any class, nationality, or their climbers. Use warp wood or produce the night watch, disintegrate the portcullis racial divisions among the enemy. fire on siege towers. Levitate stones, blow and teleport inside the keep. High-level 17. Breed misery. If defenders can sneak them over siege towers with a gust of magic doesn’t make siegecraft a cakewalk. into the enemy camp, they can make the wind, then drop them. 14. Sow confusion. If the enemy does fly, besiegers as miserable as possible without Use a command spell on the first person sneak, or teleport inside, don’t give him a risking themselves in a fight (the crows up the ladders (“descend” will cause prob- chance to do anything. Walls of fog, dark- described in #8 are a good example). Set lems for him and everyone below him). ness, and illusion spells can keep the ene- magic mouths to scream at odd hours of Get a pair of slippers of spider climbing; my from reaching or even finding their the night. Use putrefy food and drink. Or since the wearer can climb with his hands target, while the prepared guards on the stay within the castle and drench the free, he has a big edge over anyone cling- battlements wait to shoot down whoever enemy with repeated cloudbursts. Be ing to a rope or ladder, or relying on thief blunders out of the zone of confusion. nasty—but creative. skills. 15. Block that missile! Low-level magic is 18. Disrupt the assault. Despite all their 20. Always expect the unexpected. For remarkably effective against siege weap- tricks, the defenders may still end up every move, including the ones listed here, onry. Even a first-level feather falling spell facing a horde of warriors out to over- there’s a counter-move; be prepared for it. will stop missiles; levitation can raise them whelm the castle by sheer weight of num- Suppose the attackers use a fog spell them- high enough to miss the castle altogether. bers. Clever use of spells, rather than selves to blot out the view from the battle- Alternatively, strike at the siege machin- brute force, may be the single stone that ments? Could someone jump over the ery itself with spells like warp wood or dams up the flood. moat, then levitate up the wall while invisi- produce fire. Or what if a catapult were Defenders, after all, can sit tight; it’s the ble without touching the soot on the reduced in size just as the boulder were attackers who have to move. Disrupt their walls? being loaded on, and shattered from a with darkness, fog clouds, or illu- A siege is a great opportunity for crea- weight it could no longer handle? sions. Taunt them to make them break tive thinking, like a good comic-book battle 16. Spread dissension. Suppose a human formation. Silence whoever’s giving the where both heroes and villains improvise leader with a contingent of dwarf merce- orders. If the enemy leader is on one side moves and countermoves with their super- naries finds a “hidden” message from the of the castle, send a spectral force dupli- powers. If both sides keep up their guard castle—written in Dwarish? That might cate to the other side to call for a retreat. and keep their wits about them, the make him a little suspicious, no? What if a A little chaos can buy defenders time. result—win, lose, or draw—can be a game disguised defender slipped out and min- 19. Discourage wall-climbers. If the to remember.

28 SEPTEMBER 1992

RPG HIGH ADVENTURE, Sept. 26 VA This convention will be held at the Moose Lodge in Mechanicsville, Va. Events include RPGA™ Network and open role-playing, board, historical, fantasy, and miniatures games. Other activities include dealers, anime, videos, food, and prizes. Registration: $10 at the door. Send an SASE to: Tom Kube, 6405 Ewell Cir., Me- chanicsville VA 23111; or call (804) 746-8375 evenings and weekends.

* indicates a product produced by a company other than TSR, I-CON 3, Oct. 2-4 ❉ Inc. Most product names are trademarks owned by the This SF/gaming convention will be held at the companies publishing those products. The use of the name of any product without mention of its trademark status should not Harbour Towers Hotel in Victoria, B.C. Guests This column is a service to our readers be construed as a challenge to such status. include Dave Duncan, Dr. John G. Cramer, and Betty Bigelow. Activities include two worldwide. Anyone may place a free listing ANDCON ’92, Sept. 11-13 OH contests and RPGA™ Network and other gaming for a game convention here, but the follow- This gaming/PBM game convention will be ing guidelines must be observed. events with prizes. Registration fees vary with held at the Holiday Inn Independence in Inde- age, and special “gaming only” rates are availa- In order to ensure that all convention pendence, Ohio. Guests include Darwin Bromley listings contain accurate and timely infor- ble. Write to: I-CON 3, P.O. Box 30004, Saanich and Jim Landes. Events include RPGA™ Network Centre Postal Outlet, #104-3995 Quadra St., mation, all material should be either typed games; role-playing, miniatures, and board Victoria, B.C., CANADA V8X 5E1; or call Mark double-spaced or printed legibly on stand- games; a national PBM expo; railroad games; a evenings: (604) 595-1104. ard manuscript paper. The contents of dealers’ room; and a luau. Registration: $22.50 each listing must be short and succinct. at the door. Write to: ANDCON ’92, P.O. Box 142, ICON 17, Oct. 2-4 IA The information given in the listing must Kent OH 44240-0003; or call: (216)673-2117. include the following, in this order: This SF/gaming convention will be held at the Best Western Westfield Inn in Coralville, Iowa. 1. Convention title and dates held; DEFCON IV, Sept. 11-13 NJ 2. Site and location; Guests include Mercedes Lackey, Rex Bryant, This gaming convention will be held at the Joe & Gay Haldeman, Rusty Havelin, Larry Dixon, 3. Guests of honor (if applicable); Ramada Inn in Edison, N.J. Events include role- Mickey Zucker Reichert, Glen Cook, and Roger 4. Special events offered; playing and miniatures games, and RPGA™ 5. Registration fees or attendance re- E. Moore. Activities include gaming, panels, Network games. Registration: $15 preregistered; dealers, an art auction and print shop, a mas- quirements; and, $20 at the door. Single-day rates are available. 6. Address(es) and telephone number(s) querade, videos, Old English dancing, falconry, Write to: DEFCON, 16 Grove St., Somerset NJ and the Trans-Iowa Canal Company. Registra- where additional information and confirma- 08873; or call: (908) 249-0570 before 11 P.M. EST tion can be obtained. tion: $25/weekend or $15/day. Write to: ICON 17, P.O. Box 525, Iowa City IA 52244; or call Convention flyers, newsletters, and other HOBBYCON EAST ’92, Sept. 11-13 NJ mass-mailed announcements will not be John: (319) 377-3738, or Michelle: (319) 626- This convention will be held at the Garden 6962. considered for use in this column; we State Exhibit Center in Somerset, NJ. Events prefer to see a cover letter with the an- include exciting displays of radio-controlled nouncement as well. No call-in listings are WORLD TITAN TOURNAMENT ’92 cars, boats, and helicopters; an operating model- Oct. 2-4 VA accepted. Unless stated otherwise, all railroad layout; figure painting; and game dollar values given for U.S. and Canadian This convention will be held at the Best West- demos. Registration: $10. Write to: AMENCO, ern Cavalier Inn in Charlottesville, Va. Events conventions are in U.S. currency. Suite 11, 43 W. Front St., Red Bank NJ 07701. WARNING: We are not responsible for include continuous TITAN* games. Trophies will be awarded. Registration: $9 preregistered; $11 incorrect information sent to us by conven- OPERATION GREEN FLAG ’92 tion staff members. Please check your at the door. Write (and make checks payable) to: Sept. 12-13 PA Bill Scott, 2317 Barracks Rd., Charlottesville VA convention listing carefully! Our wide This BATTLETECH* -only convention will be 22901; or call: (804) 293-9265. circulation ensures that over a quarter of a held at the Embers in Carlisle, Pa. Events in- million readers worldwide see each issue. clude single and lance competition, plus design- HIGHLAND V, Oct. 3 TN Accurate information is your responsibility. your-own-'Mech and figure-painting contests. Copy deadlines are the last Monday of This convention will be held in the University Registration: $8-$10. Write to: M. Foner’s Games Center of Tennessee Technological University in each month, two months prior to the on- Only Emporium, 200 3rd St., New Cumberland Cookeville, Tenn. Activities include a con suite, sale date of an issue. Thus, the copy dead- PA 17070; or call: (717) 774-6676. line for the December issue is the last dealers, art exhibition, computer/video games, and gaming. Registration: $2 general admission. Monday of October. Announcements for MIRACLECON ’92.2, Sept. 19 OH North American and Pacific conventions Write to: Alpha Psi Phi, Box 5226, Cookeville TN This convention will be held at the Liedertafal 38505. must be mailed to: Convention Calendar, Club in Springfield, Ohio. Events include gam- DRAGON® Magazine, P.O. Box 111, Lake ing, a dealers’ area, an auction, and a Geneva WI 53147, U.S.A. Announcements PHANTASM ’92, Oct. 3-4 ❉ miniatures-painting contest. Registration: $6 at This convention will be held at the Peterbor- for Europe must be posted an additional the door. Visa/Mastercard are accepted. Write ough Public Library in Peterborough, Ontario. month before the deadline to: Convention to: Wolf’s Lair Games, 601 W. Leffels Lane Ste. P, Calendar, DRAGON® Magazine, TSR Guests include Ed Greenwood. Activities include Springfield OH 45506; or call Tim: (513) 325- dealers, RPGA™ Network events, and an art Limited, 120 Church End, Cherry Hinton, 0059. Cambridge CB1 3LB, United Kingdom. display. Registration: $10 (Canadian) preregis- tered; $15 (Canadian) at the door. Single-day If a convention listing must be changed AL CAMELOT IV, Sept. 25-27 rates are available. Write to: PHANTASM ‘92, because the convention has been can- This convention will be held at the Huntsville celled, the dates have changed, or incor- 276 Parkhill Rd. W. (Rear), Peterborough ON, Hilton and Towers in Huntsville, Ala. Guests CANADA K9H 3H5; or call: (705) 748-0796. rect information has been printed, please include , , and Bob contact us immediately. Most questions or Giadrosich. Activities include role-playing and TOLEDO GAMING CONVENTION X changes should be directed to the maga- miniatures games, videos, a masquerade, com- zine editors at TSR, Inc., (414) 248-3625 Oct. 3-4 OH puter room, and dealers. Registration: $20 This convention will be held at the University (U.S.A.). Questions or changes concerning preregistered; $25 at the door. Write to: European conventions should be directed of Toledo, Scott Park campus. Events include H.A.G.A.R, P.O. Box 14242, Huntsville AL 35815- over 150 games, with nonstop movies, demos, to TSR Limited, (0223) 212517 (U.K.). or call: (205) 837-9036. 0242; an auction, painting contests, and open gaming. Send an SASE to: TOLEDO GAMING CONVEN- ❖ indicates an Australian convention. FANTASY FOLLIES I, Sept. 26-27 SD ❉ indicates a Canadian convention. TION X, c/o Mind Games, 2115 N. Reynolds Rd., This previously announced convention Toledo OH 43615. ❁ indicates a European convention. in Burke, S.D. has been cancelled.

30 SEPTEMBER 1992 COSCON ’92, Oct. 9-11 PA WHITEWATER GAMERS CONVENTION 3 P.O. Box 729, Sterling VA 20667; or call: (703) This convention will be held at the Holiday Oct. 10-11 WI 450-6738. Inn in Beaver Falls, Pa. Guests include Jean This convention will be held at the Campus Rabe. Activities include many RPGA™ Network Activities Center on the campus of the Univer- SAINT’S CON ’92, Oct. 17-18 MN events, dealers, a gaming auction, a miniatures- sity of Wisconsin-Whitewater. Registration: $5/ This gaming convention will be held at the painting contest, and an anniversary gift for weekend, or $3/day. Judges are welcome. Write Atwood Center Ballroom, on the campus of St. every registrant. Registration: $15 until Sept. 30; to: Vince Reynolds, 1380 W. Main St., Apt. #111, Cloud State University in St. Cloud, Minn. $20 thereafter. Send an SASE to: Circle of Whitewater WI 53190; or call: (414)473-4206. Events include role-playing, miniatures, and Swords, P.O. Box 2126, Butler PA 16003; or call board games, with miniatures competition and Dave: (412) 283-1159. CIRCLE ’92, Oct. 16-18 MS tournaments. Registration: $2. Door prizes will This convention will be held at the Howard be awarded. Write to: SAINTS CON, c/o Joe COUNCIL OF FIVE NATIONS 18 Johnson’s in Meridian, Miss. Guests include Becker, 1404 12th St. SE, St. Cloud MN 56304; or Oct. 9-11 NY Steven Barnes and Robert Asprin. Activities call Joe: (612) 252-2116. This convention will be held at the Washing- include role-playing and miniatures games, ton Inn in Albany, N.Y. Events include RPGA™ game demos, and a movie room. Registration: TACTICON ’92, Oct. 17-18 CT Network events, with role-playing, board, and $20 preregistered; $25 at the door. Write to: This convention will be held at the Ramada miniatures games. Other activities include CIRCLE OUROBOROS, P.O. Box 492, Meridian Inn in Stratford, Conn. Events include role- dealers, seminars, miniatures and board games, MS 39302. playing and miniatures games, with open gam- and a miniatures-painting contest. Registration ing, dealers, movies, and a miniatures contest. varies, going up after Sept. 15. Write to: COUN- ENBICON IV, Oct. 16-18 ❉ Registration: $15 preregistered; $20 at the door. CIL OF FIVE NATIONS 18, Schenectady Warga- This convention will be held at the Student Write to: TACTICON ‘92, c/o Jim Wiley, 100 Hoyt mers Assoc., P.O. Box 9429, Schenectady NY Union Building on the campus of the University of St., Stamford CT 06905; or call: (203) 969-2396. 12309. New in Fredericton, New Brunswick. Guests include Margaret Weis. Activities include WIZARDS’ GATHERING III NECRONOMICON ’92, Oct. 9-11 FL role-playing, board, and miniatures games, plus Oct. 17-18 RI This convention will be held at the Holiday game auctions, dealers, seminars, and miniatures This convention will be held at the Days Hotel Inn in Tampa, Fla. Guests include James P. and art competitions. Registration: $12 (Canadian). in Providence, R.I. Events include role-playing Hogan, Ray Aldridge, and Glen Cook. Activities Write to: ENBICON, c/o UNB Student Union, Box and miniatures games, with dealers, a include panels, an art show, dealers, a charity 4400 UNB, Fredericton NB, CANADA E3B 5A3; or miniatures-painting contest, a costume contest, auction, a masquerade, an Ygor party, a trivia call James: (506) 459-5689. awards, and a raffle. Registration: $15/weekend contest, and workshops. Registration: $20/ or $10/day before Oct. 3; $25/weekend or $15/ weekend or $8/day. Write to: NECRONOMICON NOVAG VII, Oct. 16-18 VA day at the door. GMs are welcome. Write to: ’92, P.O. Box 2076, Riverview FL 33569; or call: This convention will be held at the West Park WIZARDS’ GATHERING, c/o SMAGS, P.O. Box (813) 677-6347. Hotel in Leesburg, Va. Activities include role- 6295, So. Sta., Fall River MA 02724; or call: (508) playing and miniatures games, with raffles, 324-4717. QUAD CON ’92, Oct. 9-11 IA dealers, and contests. Registration: $10 preregis- This convention will be held at the Palmer tered, $12 at the door or $6/day. Preregistered WARP III, Oct. 23-25 OK Auditorium in Davenport, Iowa. Events include GMs will receive a discount. Write to: NOVAG, This convention will be held at the Trade role-playing, miniatures, and historical games, with a silent auction, a miniatures-painting competition, dealers, and on-site food. Registra- tion: $9/weekend or $4/day preregistered; $12/ weekend or $6/day at the door. Games will cost $2-3 each. Send a long SASE and two stamps to: QUAD CON ’92, c/o Game Emporium, 3213 23rd Ave., Moline IL 61265; or call: (309) 762-5577 (no collect calls, please).

GAMEMASTER ’92, Oct. 10 ID This convention will be held at the Student Union Building of Boise State University in Boise, Idaho. Events include role-playing, board, and miniatures games. The guest of honor is Gary Thomas. Registration: $5 before Oct. 7 (students with I.D.s: $4). At-the-door rates will be slightly higher. Write to: Gamemaster’s Guild, 3531 Sugar Creek Dr., Meridian ID 83642; or call: (208) 888-6851.

KETTERING GAME CONVENTION VII Oct. 10-11 OH This convention will be held at the Charles I. Lathrem Senior Center in Kettering, Ohio. Events include fantasy role-playing, board, computer, miniatures, and RPGA™ Network game events, plus a game auction. Registration: $2/day. Write to: Bob Von Gruenigen, 804 Wil- lowdale Ave., Kettering OH 45429; or call: (513) 298-3224.

NUKE-CON 2, Oct. 10-11 NE This convention will be held at the American South Omaha Post #331 in Omaha, Nebr. Guests include Stan West and Fred Gorham. Activities include role-playing and miniatures tournaments, as well as open gaming. Registra- tion: $5/day. Write to: Pat K. Wokurka, NUKE- CON 2, P.O. Box 1561, Bellevue NE 68005.

DRAGON 31 Winds Central Inn in Tulsa, Okla. Guests include before Nov. 16; $10 thereafter; partial-day rates L. Neil Smith, Ron Dee, and Randy Farran. PENTACON VIII, Nov. 14-16 IN available. Event tickets are $1 each. Send a long Activities include role-playing, miniatures, and This convention will be held at the Grand SASE to: GOBBLECON, c/o 118 S. Broadway, board games, plus a costume contest, dealers, Wayne Center in Fort Wayne, Ind. Events in- Wind Gap PA 18091; or call Mike: (215) 863- an art show and con suite, videos, music, par- clude role-playing, miniatures, and computer 5178. No collect calls, please. ties, and open gaming. Registration: $8 preregis- games, with miniatures-painting and costume tered; $14 at the door. Write to: WARP, 415 S. contests, door prizes, dealers, and a flea market. 66th E. Ave., Tulsa OK 74112. Registration: $10 preregistered. Write to: Steve How effective was your convention listing? & Linda Smith, 836 Himes, Huntington IN If you are a convention organizer, please DRAGON ’92, Oct. 24 ❁ 46750; or call: (219) 356-4209. write to the editors and let us know if our This SF&F convention will be held at the “Convention Calendar” served your needs. Student Union on the campus of University of PROVOCATION ’92, Nov. 14-15 ❉ Your comments are always welcome. Bristol in Bristol, U.K. Guests include David This convention will be held at the John F. Gemmell, Diane Duane, Peter Morwood, and Kennedy school in Montreal, Quebec. Events Rob Holdstock. Activities include panels, classic include gaming tournaments, round-table dis- ORIGINS is a trademark owned by the Game videos, gaming, and historical reenactments. cussions, figure expos, an auction, and open Manufacturers Assoc. Registration: £3 in advance. Write to: DRACON, gaming. Registration: $20 (Canadian)/weekend 37 Cowper Rd., Bristol BS6 6NZ, ENGLAND; or or $12 (Canadian)/day before Nov. 1. Write to: call Anne or Andy: ( + 44) 0272-735935. PROVOCATION, C.P. 63, succ. M., Montreal PQ, CANADA HIV 3L6; or call: (514) 596-0115. CON OF THE WEIRD & SUPERNATURAL Oct. 31-Nov. 1 PA DALLASCON ’92, Nov. 20-22 TX This convention, specializing in horror and This convention will be held at the Le Baron mystery games, will be held at the Embers in Hotel in Dallas, Tex. There will be over 200 Carlisle, Pa. Events include dealers, videos, a events for role-playing, board, and miniatures miniatures-painting contest, and over 30 gaming games, with a dealers’ room, movies, seminars, events. Registration: $6-$10. Write to: M. Foner’s and an auction. Write to: DALLASCON, P.O. Box Games Only Emporium, 200 3rd St., New Cum- 867623, Plano TX 75086. berland PA 17070; or call: (717) 774-6676. SAGA I, Nov. 20-22 LA CON*STELLATION XI, Nov. 6-8 AL This convention will be held at the Airport This SF convention will be held at the Hunts- Sheraton Inn in Metairie, La. Events include ville Hilton in Huntsville, Ala. Guests include organized and open gaming, a scavenger hunt, Kristine Kathryn Rusch, Dean Wesley Smith, costume and miniatures contests, videos, a Michael Flynn, Stephen Hickman, and Mike dance, and a dealers’ room. Registration: $10 Glicksohn. Registration: $22. Send an SASE to: preregistered before Nov. 1; $15 at the door. CON*STELLATION XI, c/o Scorpio, P.O. Box Call Wargames & Fantasy: (504) 734-1953; or 4857, Huntsville AL 35815-4857. Richard: (504) 835-6505.

SHAUNCON V, Nov. 6-8 MO GROUND ZERO, Nov. 21-22 MD This convention will be held at the Rodeway This convention will be held at the Holiday Inn in Kansas City, Mo. Events include many Inn-Chesapeake House in Aberdeen, Md. first-run RPGA™ Network tournaments, with Events include board, role-playing, and minia- role-playing and board games, dealers, and tures games, with tournaments, dealers, and a contests. Dealers are welcome. Write to: game auction. Registration: $9 before Sept. 31; SHAUNCON, c/o Role-playing Guild of Kansas $12 at the door. Write to: GROUND ZERO, c/o City, P.O. Box 7457, Kansas City MO 64416; or The Strategic Castle, 114 N. Toll Gate Rd., Bel call: (816) 455-5020. Air MD 21014; or call: (410) 638-2400.

LAGACON 15, Nov. 7-8 PA WARPCON ’92, Nov. 21-22 MI This convention will be held at the Eagles’ This convention will be held in Sangren Hall Club in Lebanon, Pa. Events include role- on the campus of Western Michigan University playing-game and board-game tournaments, in Kalamazoo, Mich. Events include role-playing dealers, and food vendors. GMs are welcome. and miniatures games, with a miniatures contest Write to: Lebanon Area Gamers Assoc., 806 and a movie room. Dealers and GMs are wel- Cumberland St., Lebanon PA 17042; or call: come. Registration: $5/weekend or $3/day. Write (717) 274-8706. to: Western Area Role-players, Faunce 2040, Mailbox #47, Western Michigan Univ., Kalama- ROCK-CON XX, Nov. 7-8 IL zoo MI 49008; or call Jeff: (616) 387-9783, or This gaming convention will be held at Rock- Gail: (616) 387-0710. ford Lutheran High School in Rockford, Ill. Guests include Darwin Bromley, James “Jim” COCOACON ’92, Nov. 27-29 PA Ward, John Olson, and Lou Zocchi. Activities This convention will be held at the Harrisburg include role-playing, board, war, sports, rail- Marriott in Harrisburg, Pa. Events include road, and family games, with open gaming, RPGA™ Network events; role-playing, board, demos, many dealers, a silent auction, and and miniatures games; a miniatures-painting tournaments. Registration: $5. Write to: ROCK- contest; a dealers’ area; and open gaming. CON, 14225 Hansberry Rd., Rockton IL 61072; Registration: $9/weekend before Nov. 10; $13/ or call: (815) 624-7227. weekend at the door. Single-day rates vary. Write to: COCOACON, 210 S. Grant St., Palmyra BATTLECON ’92, Nov. 14-15 CA PA 17078; or call evenings: (717) 838-9502, or This convention will be held at the Fabulous (717) 838-9784. Inn on Hotel Circle in San Diego, Calif. Events include World War II board games, with other GOBBLECON ’92, Nov. 28 PA games and tournaments. Registration: $16/ This convention will be held at the Wind Gap weekend preregistered; $20/weekend or $10/ Fire Hall in Bath, Pa. Events include role-playing, day at the door. Dealers are welcome. Write to: board, and miniatures games, with RPGA™ Dan Huffman, c/o Trags Distributing, 3023 Network games. Other activities include prizes Hancock St., Suite C, San Diego CA 92110; or for top players and a discount dealers’ area. call: (619) 688-1156. Food will be available on-site. Registration: $7

32 SEPTEMBER 1992 DRAGON 33

0 THE INITIATE: These pages merit strictest secrecy. Any beyond the Veil who read or capture them must suffer requital at once. This manuscript appears quite recent. Most students among Water and the of Athas date it no earlier than the Year of Priest’s Fury. Nonetheless, its melodramatic summary of the society’s origin has already spread to all chapters throughout the region. The document has become the standard first instruction given to all who join the Ashes . The document's florid style considerably embellishes historical events. It transforms history into myth by writing the founders’ actions ever larger. Outlandish? Perhaps. But from this account even a cynical initiate can sense our society’s compelling importance. This copy consists of eleven birchbark sheets from the trees of the Crescent Forest, tied in strips of inix leather and probably inscribed by Allen Varney at the learned scriptoria in the Shrine of the Winds in Raam. Need- less to say, we know neither the author nor the original recipient. Now, student, learn the secrets of the Veiled Alliance!

Noble Sir, At your initiation you asked about the founding of our society. “What great wizard brought all this about? What traitor betrayed its existence to the sorcerer-kings?” you asked, and you wondered why we smiled. We had no time to expound upon the question—the guards attacked then, as you no doubt recall— and so my reply has had to wait. The tale begins with Daclamitus, a man of sinister na- ture and dark look, of pursed lips and measuring gaze, cloying to superiors and cruel to underlings. The black robes of the templar his black heart. But I move ahead of my story.

Out of Darkness, Light Many kings’ ages past, Daclamitus high among the templars of Tyr. Even by that evil calling’s standards, his cruelty and ambition were proverbial. His underlings knew Daclamitus as a cunning man, as evasive as a jarbo, hard to grasp as a handful of air. His endless devotion to self-advancement earned him the name “the Sleepless One.” His zeal in tracking traitors soon brought the re- spect of the sorcerer-king, Kalak, who granted him nearly unlimited power as his senior adjutant. Daclamitus’s office let him indulge certain private am- bitions, including an interest in ruins and objects of mag- ic. Perhaps he hoped to obtain some device from ancient days that would let him rise farther—even to the black throne of Tyr. It happened that a group of adventurous antiquarians, having studied ancient texts, set forth across the desert by unknown paths to search for the lost city of Kor. After many months, when they did not return to Tyr, Daclami- tus claimed their homes and goods in the name of Kalak. But on a day blackened by the blowing sand, they re- turned from the wasteland bearing a strange helm. Illustrations by Kevin Ward Daclamitus ordered the weary travelers seized and im- prisoned. But torture could not make them reveal the helm’s powers, and they died professing their ignorance. For a time the helm lay upon Daclamitus’s desk. He sensed its magic but could not decipher its purpose. How DRAGON 35 could he unlock its secrets? attention of Antrifos, who made discreet inquiries of a At last desire for power overcame cowardice. Alone in servant. The young man’s informant told him, “The high his chambers, he put on the helm. As though a curtain templar seeks a waterfall in the desert. The sages place had parted, he saw the evil of his life. A spellbinding vi- this miracle at Rogal Tor, which I know has no more wa- sion showed how all his actions had made his heart small ter than a bone.” and petty, how he had stamped out people’s impulses to- Antrifos thought, “My leader has learned of great ward freedom, truth, and beauty. The ancient magic power, or he has gone mad. Either way, I shall exploit his wrought upon him changed him so powerfully and pain- lunacy.” fully that he fell into a swoon lasting days. Meanwhile, Daclamitus arranged and set out with an When he woke, he felt reborn. He asked his servants to expedition. They met great hardship in the wastes, but at bring him the helm, but discovered that out of fear they last in the cold desert night they came to Rogal Tor. Sharp had torn it from his head and melted it in a blacksmith’s and clean as a nightmare beast’s fang, it stood pale gray forge. He forgave them and resolved to begin a new life, against the sky, outlined in stars. redoubling his zeal in a high and worthy cause. But what? Daclamitus scaled the peak alone, lest his troops’ pres- Evils battered Athas like surging waves of dust on the Sea ence alert the wizard. High on the mountain, he saw the of Silt. twin moons hanging low in the sky, like eyes glowing In the moment this image rose to his mind, Daclamitus through dark fabric. Above him, a waterfall descended saw the root of these troubles: the devastation that had from the jagged summit to a crack in the dark volcanic blighted the world itself. The templar knew that the blight rock. Moonlight made the water a beaded curtain, shim- continued to this day, and he resolved to fight it. He would mering with light. rid Athas of the wizards who had almost destroyed it! The templar paused, awed by its beauty. He had never But his political acuity had not left him. Daclamitus seen so clear a night. Then in a lethal silence he climbed knew that doing this good work required craft and subtle- up to the crevasse. He whispered Kalak’s name to silence ty. If Kalak ever suspected his new nature, the Sleepless spells that might sound an alarm. Then he stepped One would fall into a permanent sleep. Fortunately, his through. great abilities in the arts of the mind concealed his As the curtain of cool water drenched and refreshed thoughts, and his skill in duplicity hid his actions. Yet his him, he entered a garden of green delight. Ferns flour- newfound emotions betrayed him. ished in each corner, grasses and sedge grew like a carpet, The washerwomen and the stableboys spoke of the tem- and spidery air plants limned every crag of the cavern plar’s new kindness, and the tale found its way to a skulk- wall. The pungent air closed in like a damp . Light ing, obsequious young man, an ambitious junior templar diffused through the long cave from no clear source. named Antrifos. This shows that no matter to whom we The templar silently walked deeper into the cave. He speak, the templars hear. Antrifos began watching Da- had never seen so much green outside Kalak’s gardens. clamitus from secrecy. There the plants grew in orderly array. This feverish In the following weeks Daclamitus persecuted wizards growth, though attractive, struck him as—undisciplined. in a spirit of righteous vengeance. The mention of his He stopped in surprise. On a bed of green moss, sur- name could make a mage turn pale with fear. Many of our rounded by a livery of pink orchids, lay a thin black- calling fell to his wrath, but they did not die in vain. For haired woman, asleep. Mesmerized, Daclamitus stared at as he took endless tortured confessions, the templar slowly her tawny skin and finely drawn features. Could this began to suspect what no templar knew: that magic takes beauty command the defiling magic that blighted the many forms and perhaps-just perhaps—could serve not world? How could she maintain this sanctuary? Suddenly death but life. angry at his own doubt, he fell upon the sleeping woman Finally Daclamitus heard of a beautiful mage-woman and gagged her, then bound her hands with leather who dwelt “beyond shimmering water,” a wizard of power thongs. and purity. He longed to capture her. The templar felt As she stared in panic, he told her, “Never let your certain that her confession would teach him, at last, the guard down while a templar lives.” He meant to sound truths of magic. But for months he heard no more about smug, yet as he watched her struggle with her bonds, he her, neither her name nor the meaning of this “shimmer- felt only shame, and his voice revealed it. She fell still and ing water.” So his persecution continued. looked at him with curiosity. He said, “I seek—” and One night at his palatial home his guards brought him a then, after a pause, he finished, “learning.” The word drunken merchant, a caravan driver. The traveler told a surprised them both. story of a waterfall gleaming at night upon a distant peak, When he took her from the cave, she put up no resist- Rogal Tor. The merchant had spotted it for only an in- ance. Then he perceived a dark shape against the darker stant, when the two moons took a certain position and this sky. A low growl, an odor of sweat—now, in the light wonder emerged flashing like a sheet of silver in the night. from the cavern mouth, a speckling of black on yellow Of course, the desert traders know seven dozen absurd fur—he knew the beast. A , from the Forest legends like this. But something in the man’s manner, Ridge, moving to attack! perhaps his of fear and suspicion, provoked the Daclamitus made ready to call for help, but he stopped high templar’s curiosity. Daclamitus called astronomers in amazement as the woman said, “Naurax, back! Don’t and geographers to his home, so that he could find this hurt him.” She had worked her gag free—could she have mystery by square and compass. His eagerness drew the done that at any time? The creature halted and growled in

36 SEPTEMBER 1992 frustration. Then, to the templar’s astonishment, the leop- and to learn as little about one another as possible. This ard turned and silently vanished into the darkness. way, if one fell into enemy hands, not all would perish. Templar and wizard looked at each other. “You mean to The templar and the mage taught them the Alliance’s take me to Tyr, I assume,” she said in a cool contralto aims, just as you learned them when I recruited you, voice. noble sir. And Daclamitus, over Averil’s objections, pro- He nodded, forgetting to scowl as befits a captor. pounded the doctrine of requital, which you learned at On the long march back to Tyr, Daclamitus interro- your initiation: that those who leave the Alliance must die. gated the woman, who gave the name Averil. He asked, The life of a templar, conditioned by incessant fear of “Why did you save me from the leopard?” betrayal, inspires ruthlessness. In his long rise to power, “I value my sanctuary,” she said. “I swore a vow that Daclamitus had learned this lesson so deeply that no magi- no living thing would come to harm there, if I could help cal helm could ever remove it. it. There I gather everything I love.” Though the early mages resented the idea, they assent- On that long trip he asked more questions, and she an- ed to enforce requital and to bind all those who came after swered frankly. His questions grew less hostile and more far- to the same oath. “I dislike the idea,” said Averil, “but we ranging. He drank deeply of her knowledge, first learning of shall hope we need not put it to the trial.” preserver magic and then, before the trip ended, resolving Little did they know their first trial already approached. that the way of the preservers should not perish. When they reached Tyr, Daclamitus artfully deceived Out of Happiness, Sorrow his underlings and brought Averil undetected from the Now happiness filled Daclamitus. His success as a tem- torture chambers. He forged the evidence of her death. plar had brought him power and respect, but never had he Then he hid her in a secret grotto he knew, in a line of known close friends. In the next year and more, noble low hills far outside the city walls. With her went the principles worked their alchemy in him. Where he had felt guardian leopard, Naurax. In the templar’s heart love fear, even he who could kill with a word, he now felt brav- grew for Averil, his daring partner against the evil of the ery. Where he had lived in an acidic air of hatred and world. suspicion, he felt love. He watched his twelve turn the But Antrifos, the ambitious watcher, did not believe the hidden grotto into another riot of greenery, and the festive record of Averil’s death. Why had the Sleepless One se- disorder pleased him. so little information? “No,” he thought, “he carries Although he sought to conceal his growing aspirations out his scheme.” So Antrifos continued to observe. from the suspicious gaze of his subordinates, all could see a change in him. His lightness of spirit, his new surety of From the Two, Many bearing galled them. Envy consumed Antrifos, but he hid Daclamitus conceived a bold plan. He petitioned Kalak it even from himself. The young templar hounded his for greater resources to hunt wizards, pointing out that spies without mercy, threatening them with worse than Kalak’s iron mines sorely needed slaves. (This happened death unless they uncovered the high templar’s secrets. in ages past, before Kalak began his mad ziggurat.) Kalak At last Antrifos discovered that Daclamitus often dis- heeded his favorite’s wishes, and Daclamitus became per- guised himself and then journeyed into the desert. “Here haps the most powerful templar in Tyr’s bloodstained I have him,” Antrifos thought. He would catch Daclami- history. tus and compel him to reveal his plots to Kalak. Then His troops scoured the city and beyond. Many house- Kalak would surely find a new favorite-in the brave holds heard a knock in the night, and the Sleepless One Antrifos, of course. snared dozens of wizards. He interrogated each in private, In the deep of night, Antrifos gathered a few net-fighters separating the foul defilers from the preservers. The defil- from the games and waited in a narrow alley between Da- ers perished in the arena games, but the preservers went clamitus’s house and the city gate. Daclamitus stumbled into to Kalak’s iron mines. their ambush, but he had not neglected his training during They toiled little in that tortured earth, however, for the this happy interlude— indeed, he had gained much to other part of Daclamitus’s plan saved them. The pre- for. He fought grimly, ironically calling on Kalak’s power to servers encountered bad gasses, falling rock, or other blast through the nets and fell the gamesmen. Bloodied but “fatal” accidents. In reality they escaped, via templar firm of purpose, he leaped at Antrifos. magic and the arts of the mind, to Averil’s grotto. There The younger man had strength and vigor, but Daclami- she instructed them in the magical arts, and Daclamitus, tus knew the determination that comes from fighting for visiting in disguise, taught them the equally subtle art of love. They struggled in silence. If caught fighting in the subterfuge. When twelve men and women had gathered in streets, the two templars would both suffer Kalak’s cruel the grotto, Daclamitus christened them the first Council of retribution. the Veiled Alliance. When Antrifos lunged and lost balance, Daclamitus Averil and Daclamitus saw each new preserver added to closed and delivered the final blow. But as Antrifos fell, he their ranks as a son or daughter, and taught them to ad- sent forth all his long hatred and envy, cursing Daclamitus one another as “brother” or “sister.” Here you see in Kalak’s name. The foul doom blighted Daclamitus. He the basis of one sign of the Veiled Alliance, “My father is a destroyed his enemy’s body and staggered home, scarcely templar,” and its countersign, “My mother is a gardener.” able to move under Antrifos’s blight. They taught the Council to seek others and establish the Painfully he removed his disguise and tried the healing Alliance’s protections wherever they could; to honor the arts he knew. Nothing deterred the curse, so in agony he way of the preserver, and aid their brothers and sisters;

DRAGON 37 summoned his underlings. The templars arrived at mid- Out Into the World night and performed their offices—or claimed they did— Averil and the seven surviving men and women of the to no avail. Perhaps hoping their leader’s fate would incur First Council retreated to another mountain sanctuary Kalak’s anger, they carried Daclamitus to the sorcerer- within sight of Rogal Tor. The king’s spies watched the king’s palace. Tor for months in hopes the wizards would return, but Kalak showed no anger. He dismissed the templars and finally Kalak lost patience and recalled them. When the calmly dispelled the curse. But in doing so, Kalak also spies vanished, the wizards did indeed return to restore dispelled the virtue wrought by the helm. Daclamitus’s old the cave’s verdant life. nature returned-greed, ambition, hatred, and distrust— After months of healing herbs and regimens, the wiz- stronger than ever after the helm’s long repression. ards regained their strength. After years of introspection For a few moments Daclamitus lay speechless, tears and discussion, they regained their determination. While streaming down his face as he felt the capacity for joy, for Averil lived, none mentioned the fate of Daclamitus. She love, slip away. Kalak stood grimly by. Some in our broth- had come to love him and share in his dream. In that erhood believe that the sorcerer-king had entertained only spirit, she prepared the seven not only in the magical arts, vague suspicions of Daclamitus’s changed nature. But but in philosophy as well, that they might learn to seek others hold that Kalak had known at every moment of his and recognize the good. templar’s plans and ambitions, and now dispelled them After some years, she called the seven together and because they worked well with a scheme of his own to said, “The time has come to cast you into the world. I destroy all preservers in Tyr. Who can say? Who knows have trained you in all I know of magic. Now you must the mind of a sorcerer-king? conceal these arts and live using the trades you have Daclamitus dried his tears, for he could no longer re- learned. But the Veiled Alliance must survive. Duty com- member why he shed them. His voice rough with a new- pels us not just to preserve our lives, but more, to pre- found hatred, he laid out a plan to destroy the society he serve our bond. had founded. “Do not forget me, your mother, nor Daclamitus, your He would go to the grotto the next day. While he dis- father. He made us. Let his fate teach you constant vigi- tracted the preservers with sham lessons, his templars and lance. I give you my blessing.” guards could approach from without. Then when he said a Then she sent them away across the land. A year later certain word, they would assault and destroy the wizards. one of the seven returned to the sanctuary. He found that Kalak arranged matters at once. the beautiful green plants had died, and there was no sign The next day Daclamitus hastened to the thriving grot- of Averil. Instead, in the center of the cave lay a of to. Averil greeted him with a kiss and presented him with ash gathered by the wind. a nightingale. It had flown into the grotto, and Averil had Now this man had a gift for sensing the shreds of past time charmed it. He did not smile, either at her kiss or the that cling to any object like a tracery. He rubbed the ash bird’s sweet song. Naurax the leopard growled low, and between his fingers, assensing its history. Later he spoke to Averil knew sudden suspicion. While the templar looked his fellows with wonder and tears. “Not her,” he said. “I elsewhere, Averil used the very system of signs that Da- don’t know what became of her. Not her, no. He returned.” clamitus had taught them, to warn the others to beware. The story of our founding carries the irony that still Daclamitus began his lesson. Five of the students drew marks our existence. A templar founded this society of close, asking him questions, apparently absorbed in the wizards; our founder became the agent of our betrayal teachings. The others secretly prepared their charms and and exposure to the enemy. The society, devoted to pre- countercharms, hoping that they had learned earlier les- serving the life of our world, still espouses a doctrine of sons well. Then Daclamitus spoke the name of Kalak, and requital that better befits the ruthless templars. Later you the templars rushed in. may discover other ironies. Do not let them blind you to The terrible battle threw Averil against Daclamitus. She the truth we support. held a dagger but did not strike, and as she struggled in his At times Tyr’s Alliance has grown large, and at ‘times it grip, she thought only, “Where has the man I knew gone, has withered almost to vanishing. But just as ashes nour- and why has he left us?” But she could not dare to shed a ish the roots of plants, a new Alliance always reforms. tear, though in his eyes she saw only hatred. She saw the Likewise we always face hardship, so long as ignorance mind that had formed the doctrine of requital. With that remains. Visiting wizards from other cities tell of the same thought, she stabbed. As Daclamitus fell, she said in a dead, problems, and I understand that when they return home, dry voice, “This time I did not let down my guard.” they sometimes begin their own Alliances. These do not Kalak arrived at battle’s end. He found many fallen follow ours, but they will shelter you as you travel, as you templars, many guards, and the bloody carcass of the must shelter them. leopard. Of the preservers he found . . . five. He raged, So keep our cause forever in mind, and remember to for a new enemy had appeared and, worse yet, vanished help your brothers and sisters where you can. Service and in the same moment. He would never relax his guard silence above all, noble sir. In drinking this water of again. He ordered the body of Daclamitus burnt without knowledge, you have truly become one of us. To you, my honor and its ashes scattered to the winds. Never since has new brother, I say welcome! a templar commanded such power. Never since has any- one commanded a tyrant’s trust. Allen Varney wrote the AD&D® DARK SUN™ campaign accesso- ry DSR3, Veiled Alliance.

38 SEPTEMBER 1992

Moving the invisible Princess Ark closer, we observed great activity among the lizard men in the woods. Several lizard men carried the body of a dead warrior on a small bier. From our vantage point we clearly saw the eyes were missing from the dead warrior’s head. Perhaps this was some ghastly local custom. Some lizard men blew auroch horns and others beat drums, while the bulk of the crowd followed, weeping or looking som- berly at the ground as they marched to- ward the burial grounds we’d earlier spotted from our vantage point. There, they dropped the body into an funerary urn made of terra cotta. They then added weapons, colorful feathers, ornamental trinkets, and other personal effects. The urn was then sealed and was lowered with ropes into a hole in the ground, over which a large flat stone was laid down. Finally, a shaman-an old hag of a lizard woman-painted a regular pattern of symbols on the stone while making bizarre incantations with her raspy voice. From this we gathered these lizard men had some sort of written language—quite unusual for lizardkin. Raman was ecstatic to be able to observe such a ceremony. The behavior of such a by Bruce A. Heard Amphimir 23, AY 2001: There was a primitive race of nonhumans was of great reference in the Saragòn Gazetteer about interest to our sage. He said he would Artwork by some savage kingdoms hidden in the dark really love to obtain one or two of the forests of the Shady River. We had been urns for study. I found that rather ghoul- This series chronicles the adventures of meandering above those thick woods for a ish, but I could see usefulness in any find- an Alphatian explorer and his crew as week and had almost given up hope of ings he might make. they journey across the D&D® Known finding anything when we discovered Later that night, I sent Raman and sev- World in their skyship. The information some structures below. eral of the crew down into the graveyard. herein may be used to expand D&D cam- There was a small clearing in the woods We could observe them from above, paigns using the Gazetteer series. in which several very large mounds of aboard the Ark, and warn them if anyone dried mud had been erected. At first we approached. Fortunately, the lizard men thought they were giant termite colonies, were diurnal creatures—most were asleep but the painting on the mounds and the except for several warriors walking the size of the entrances and windows alluded streets around the mounds. to humanoid origins. By our standards this As Raman was loading a second urn was a large town, considering the number onto the lifeboat, a horrible shriek echoed of mounds there. from the lizard-man town. Raman and his

DRAGON 41 crew quickly repositioned the tombstones dreams. He told me of you and your won- wanted to continue the hunt, for the fiend and hurried back to the ship. drous ship. He spoke of the great beasts might return. It had to be destroyed once Soon, we found out that one of the war- you once defeated, O Great Hero of the and for all. So we marched. Unbeknownst riors guarding the streets had been killed. humans.” to Haz’ar, the Ark was flying just above, A number of warriors standing around his Immortals speaking of me? To lizard observing each of our moves. This was body formed a protective circle with their men? Hmm, this did not seem right at all. I very reassuring. spears, staring into the darkness. They invited the wretched creature below and Alphamir 8: Our trail lead us to Tu’eth, looked terrified. The shaman, kneeling further questioned her. She told me some the capital of the cay-man. It seemed that next to the corpse, lowered her torch to monstrous fiend had begun stalking the slayings of cay-man hunters had preceded reveal a horrible wound on the warrior’s city of Ah’roog about a week ago. The us by a day or so, and they were happen- face. His eye sockets were now two gaping lizard men could not catch it. They lost ing twice as often now. Already, word had holes. Perhaps some wild beast preyed on warriors during the nights to the fiend, come of more hideous murders within the the lizard men. I had never seen such a sometimes just one, other times up to five city of Tu’eth. At least we hadn’t lost track wound before. or six. All of them bore the same horrible of the fiend. Amphimir 24: I ordered the skyship to wounds. A band of armored warriors riding a higher altitude while Raman began his Days ago, Haz’ar began having her chariots met us at the entrance of Tu’eth. study of the two urns. His library came in dreams. She believed they came from her The diminutive warriors stood arrogantly handy in the deciphering of the symbols. Immortal patron, Ka’ar, and in this she behind their lizard striders, proudly wear- The urns had prayers written on them, seemed truthful. Her dreams showed the ing peacock feathers on top of their scaly and such words as “Be you blessed, O four eyes of the monster stalking her heads. One of them, waving his puny little Warrior Ss’akh, for your defense of our warriors, and from them came visions of javelin at us, said with a strange squealing ancient city Ah’roog. May the Mighty Ka’ar war. These visions, however, she didn’t and wheezing voice, “Strangers, state your keep you safe forever.” understand. They showed humans fight- business or succumb to the wrath of Cay!” Both corpses found in the urns were ing humans, the symbol of an in the Seeing my hand slip to my wand, Haz’ar rather recent—no more than three or four sunset, and that of a winged bull against a put her hand on my arm and answered days. There was nothing of great value sunrise. Then followed the image of an “We come in peace, O noble cay-lords! We inside the urns. Medicinal herbs had pre- hourglass tumbling in the night, and al- seek to slay the fiend that killed the served the bodies somewhat. Both bore ways the gaze of the fiend would appear mighty hunters of Cay!” She bowed deeply. the same facial wounds as the guard. at the end of her visions, as if they had The leader of the cay-men rode up to Further observation revealed their brains been sent by him. me, and, with his fists on his hips, stared were also gone, as if they had been sucked I was utterly astonished! A chill ran up at me inquisitively. “I don’t trust them. out. What manner of monster could have down my back as I realized the eagle and Let’s take them to the queen! March done this? the winged bull could be the symbols of ahead, strangers!” We complied. We returned the two urns to their and Alphatia! A war? Again? No, Cay-man guards on the palisade sur- graves, After Raman had completed all of this couldn’t be. But what was this hour- rounding the Queen’s compound sounded his observations, it seemed no one had glass? A symbol of times to come, perhaps. their trumpets when we arrived. We were noticed our visit. I then ordered a course Somehow, this fiend was at the center of “loaded” into a large net and hoisted to the to the northwest, toward a large bay the puzzle. Surely, it must have been play- other side by a crane. There, the Royal marked on our Gazetteer. I had no wish to ing tricks on the mind of this old hag. This Guards of Cay escorted us to the queen’s find out what kind of monstrosity lay fiend knew enough about Thyatis, Alpha- throne, where she sat brooding. Before behind the gruesome lizard-men deaths. tia, and me to fabricate and get her lay the body of someone important, Amphimir 25: The sound of flapping an obscure lizard shaman to find me. judging from the jewelry and feathers. His wings drew my attention. Just after night- Why? What did it want with me? This was eyes were missing. fall, something came straight at us out of all too strange. I had to find out who or “So,” she squealed, “you have come to the night. I ordered an evasive maneuver, what was behind all this. slay the fiend. You are late. He who lies at but that “something” screeched and kept I agreed to help Haz’ar find the fiend. my feet is my younger brother. He too has turning back in our direction. It was clear- With a wide smile revealing the rotten and fallen before the fiend. He tried to battle ly chasing us. broken teeth on her reptilian face, Haz’ar the beast and lost. It seems that both Sha- We heard a thud. Something had hit one fell to her scaly knees. “Praise Ka’ar! Ka’ar zak and Cay are suffering from the same of our masts and had fallen to the deck. preserve us all!” plague.” There, rubbing its head, sat a lizard man— Alphamir 4: In the days following “Your Majesty,” I dared, “it is indeed our actually a lizard woman. It was the old Haz’ar’s visit to the Ark, we disembarked quest to slay the beast. With your permis- hag, the shaman from Ah’roog. Next to her and went to Ah’roog. We heard of a few sion, we must be allowed to continue. lay a giant bat with a broken wing. It was more slayings occurring near a village Many more lives are at stake.” an old thing, with holes and rips in its called T’lak, and we began our journey The queen, observing me with suspicion, leather wings. Totally exhausted and suf- north after the fiend. The pattern then said, “Why do you wish to help, human?” fering from its shattered limb, the poor continued in the direction of Ryt’takk. The “I too seek revenge, your Majesty. The creature passed away. fiend was on . Perhaps it sensed fiend had tasted human blood before he A ring of befuddled boltmen encircled we were tracking it. Several times we harmed your noble subjects. No one is the shaman, wondering whether to roast came close to encountering it, but it al- safe. Where was your brother found?” her with their wands or toss her over- ways seemed to outguess us and escape The cay-men whispered and whistled board. She began talking in a succession of safely into the dark forest. At best, we saw among each other, glancing often in my quick rattles, clicks, snaps, and raspy a vague shape vanish into the shadows. direction with distrusting looks. The lizard words. After some I performed Soon we reached the border of the queen then shook her rattle-scepter and some spell-casting, I could understand Kingdom of Cay. Haz’ar described it as a said, “He was found in the Mines of Hwez- what she said. Then, pointing a gnarled nation of cay-men—small, pretentious zah. Go there, human, and take your finger at me, she added “You, I know you. people, half-human, half-caiman, and lizard shaman with you. If you slay the I saw you in my dreams. Ka’ar sent you to about half as tall as lizard men. Haz’ar’s monster, you shall go free. If not, I shall help us!” nation, the Kingdom of Shazak, was pres- condemn you to work for the rest of your These lizards were truly strange. She ently at peace with Cay. Perhaps the fiend lives in the mines. Leave now.” went on, “I am Haz’ar, the wise one of thought of entering the other nation to Alphamir 9: Not until the evening did Ah’roog. Ka’ar has spoken to me in my throw off his pursuers. Haz’ar insisted she we reach the mines, a terrible place with a

DRAGON 43 single narrow shaft going straight down. man workmanship lay by the side of the man, but with huge jaws and jagged teeth. We descended and entered a network of river. We jumped into one and paddled Nyanga took a swing at it, but another tunnels with little cubby-holes dug into the frantically after the fiend. swamp creature rose behind him and walls that were the resting places of the Much later, when the river had gained grabbed his wrist. Two others rose out of slaves working there. Most had gone near- dangerously in speed, we could no longer the muck and caught me before I could ly blind from the darkness and screamed see anywhere to put ashore. Centuries of cast a spell. in pain at the light of our torches. roaring waters had smoothed out the sides “Hey, dey’re no lizers. Whaddya think, A cay-man guard cracked his whip to of the tunnel. The water rushed down the Gnarfi?” said one. send the slaves back to work, but most passage at a frightening speed, and the “Yeh, dat’s weird. Dey ain’t got no scales. were too terrified to leave their holes. The canoe shook so much I could not cast a Let’s eat ’em!” said Gnarff. fiend had indeed been here, judging from spell to save my life. We both grabbed the “Nyeh, I dunno. Let’s take ’em to Gur- the number of slaves’ bodies. All work at canoe’s sides and held on. Before we real- r’ash. Maybe the ’ll rewar’ us” inter- the mine had come to a halt because of the ized what was happening, the canoe was vened a third with an eye patch. They tied fiend’s presence. sucked into a vicious whirlpool. Every- us up, sank the canoe, and swam away, The guards weren’t in much better thing went dark as my head hit a rock, carrying us on their scaly backs. shape. They walked in little groups, cau- somewhere in the roaring waters. Alphamir 11, Talasar: This was in- tiously staring around them. Beyond one Alphamir 10, Talasar: It was a trap. deed a rough ride. The whirlpool that point in the cave, they would not advance The fiend must have known that the pillar spewed us out of the bowels of cay-men further. One of the guards pointed for- supported the chamber’s vaulted ceiling, tunnels had split our canoe down the ward, “He was found there.” The guards and deliberately caused the cave-in to split middle. We ended up swimming back to then retreated in good order. our party. It must have guessed that we the river bank. Beyond lay a realm of Haz’ar and I walked down a tunnel, bent were too much for it to fight as a group. swamps. Wild-eyed, Haz’ar said, “We can’t low to avoid hitting the ceilings with our We had to find the admiral at once. go any further. This is the Bayou, the land heads. I heard a clicking sound. “What’s We went down another tunnel, trying to of the gator men. They’re big, they’re that?” I asked. find a way around the rubble. At first, all fierce, and they’re always hungry. And “My old knees.” answered Haz’ar. It was we achieved was to run into small groups they hate lizardkin.” obvious she was almost petrified with fear, of cay-man guards. To them, we were Well, we couldn’t abandon the admiral. yet she continued down the tunnel. dangerous intruders. They all ran away, Our best chance was to get back to the “This is silly. There is no need for us to but we could hear their leaders trying to Princess Ark. Of course, she was invisible, do this alone,” I said. I cast a travel spell rally the troops. They were organizing a but perhaps we could attract her atten- and returned us both to the Princess Ark. man-hunt. tion. Xerdon cast a wall of fire. If the fire Talasar was relieved to see us both safely It became clear we could not fight their didn’t catch, at least the smoke would be back aboard. I had to rest and meditate well-organized search parties. Mobs of visible from miles away. for more appropriate spells. Our next day cay-men guards ran down the tunnels Alphamir 13, Haldemar: I landed would be a difficult one. with javelins and nets, hoping to find us. heavily in a mud puddle when my reptil- Alphamir 10: I returned to the tunnel We played hide-and-seek for hours before ian captor shook me off his back. the next day with Xerdon, Nyanga, Haz’ar, Xerdon spotted the admirals footprints. At We had been swimming down the and Talasar, all ready for battle. Nyanga least, he and Nyanga were still alive. They River, according to Gnarff. We stood in the front, his huge sword had gone after the fiend. reached a spot in a huge lagoon where strapped to his back—only a smaller blade Soon afterward, we reached a series of these giant alligator men crowded the could be used in these tight quarters. dugout canoes. We could hear cay-men water. Without warning, Gnarff dove The tunnel led to a larger chamber. The chiefs shouting orders and the sound of underwater and swam down to some light from our torches glinted off the red war trumpets echoing in the tunnel. We cave. Beyond lay a vast complex partially ore on the vault. The cay-men had found a fled in one of the canoes after setting fire filled with water. Of the three races en- small vein of cinnabar. Perhaps this is to the others. countered in this region, this one was the what attracted the creature in this mine. Paddling downstream, we could see the most primitive. No paintings, sculptures, Suddenly, a large blob of hideous orange cay-man guards jumping up and down, or feathers here. Just filthy, smelly muck. flesh appeared from the shadows. It waving their short arms at us. Haz’ar And lots of tall gator men. “You wait ’ere,” moved fast, as much on its six crab legs as smiled smugly, and as the water gained said Gnarff. on its dozens of tentacles. Without a mo- speed, she said, “They want us to come Hours later, an even bigger and meaner- ment of hesitation, Talasar, Xerdon, and I back! Su-ure . . . well, that’s one man-hunt looking gator man approached. He wore a let our spells fly at once. Almost instantly, going down the drain!” strange armor made of lizard skin and the creature grabbed a pillar and caused Alphamir 11, Haldemar: Lucky that bones, and on his head was a spiked hel- the chamber to cave in. Nyanga was there, else I would have met made of crocodile skin. He yanked Everyone ducked and scrambled. Tala- drowned. We had reached a siphon bub- both Nyanga and I off our feet and carried sar, Xerdon, and Haz’ar dove to one side, bling up into an aboveground river. us down to a large chamber. From the Nyanga and I to the other. The torches Nyanga managed to swim back to the looks of it, it had to be some temple, There went out as billowing clouds of dust filled canoe, drag me aboard, then collapse were pits of bubbling mud, cracks in the the chamber. Soon, I discovered tons of inside, totally exhausted. We drifted down- ground from which rose blue flames and rubble separated us from our companions. stream most of the night, without strength an 18’-tall statue of a reptilian humanoid We were trapped in darkness. or paddles. with two apelike heads, tentacles instead The sound of something fleeing echoed The sun rose above the fog. The river of arms, and a forked tail. That couldn’t be ahead. I cast a spell of light, just to see the had entered a swampy region. It was hard good. Nyanga and I were tied with bam- shadow of the fiend writhing away down to tell where we were. The canoe then hit boo strips to a large altar. That wasn’t a tunnel. something and stopped. good either. The big gator man then said, “Come,” I said to Nyanga, “We must “Eh mohn, there be a tree trunk in the “Tomorrow you will be sacrificed to the chase it, the others will catch on and fol- way,” said Nyanga. Suddenly, he pulled out Avatar of Gorn.” That was bad. low if they can.” We ran down the tunnel, his giant sword. “That be no tree trunk, Alphamir 13, Talasar: Blasted be the which grew narrower with an under- mohn. It moved.” swamp fog! We were lucky enough to get ground river running down the middle. “Yo, who you callin’ a tree trunk, punk?” the Princess Ark’s attention, but we ha- We could see the creature ahead, swim- A seven-foot-tall creature stood right be- ven’t been able to find the admiral so far. I ming away. Several dugout canoes of cay- hind the canoe. It looked like a giant cay- fear the worst.

44 SEPTEMBER 1992

We’ve reached an island at the center of horns or a forked tail, hmmm? Can’t you thing odd about that Herathian? I truly a large lagoon. Haz’ar says it is the heart of tell? I’m a Neh-Thalggu, from the Univer- must know.” the Kingdom of Ator, a huge swamp ruled sity of Jawwag-Uf. I’m a student in inter- “Odd? Like what?” it asked, crossing its by brutish, cruel gator men. We circled planar cosmogonic magic.” crab legs. the island several times, but could not see Totally baffled, I asked, “Well, in what “I’m not sure.” I ventured. “Something any towns, mounds, or burrows of any manner may my brain help you? I know about spiders. Big, ugly, hairy spiders.” kind. Haz’ar suspects the gator men live nothing of interplanar cosmogonic magic, The bloated hump that I presumed under the water in subterranean dwell- whatever it is.” contained the Herathian brain pulsed and ings. Had the admiral been a lizardkin, The creature writhed its tentacles. “I jiggled for a minute. The Neh-Thalggu they would have killed him instantly. But didn’t think you would. You see, I am then said, “Hmm, Wait . . . Hard to tell humans-they wouldn’t know what to studying the cause and effect of the magi- with those aliens. Oh yes, that’s really odd, make of them, according to Haz’ar. Thus, cal drain on the world of . In never noticed that. What the . . .” The Neh- there still is a small chance that he and order to complete my thesis I needed to Thalggu opened its eyes wide as drool Nyanga are inside the gator-men’s lair, the brains of typical wizards of dripped from its gaping mouth. Suddenly, somewhere beneath us, under miles of this world. I’ve already got a Nithian from it straightened up, haughtily looking down swamps stretching below the Princess the Hollow World, a Glantrian, and a at me with its four yellow eyes. With an Ark. But where? Herathian. I couldn’t possibly leave with- imperious voice it then inquired, “What Well, it seemed a gator hunt was due. I out a Alphatian specimen, now could I?” are you doing in my presence, human? I ordered the crew to drop lines with hooks That was totally bizarre. I still had to am Lord Achym of Ensheya, spider-lord of and bait. Perhaps we could force a few know about Haz’ar’s dreams and those Shahav!” Then, confused, the Neh-Thalggu gator men to speak. symbols. “At the risk of boring you out of hesitated. “No, wait.” Indeed, a gator man swam by and your brain my friend, do tell me of the I could have sworn this was someone stopped near a hook. After observing the shaman’s dreams, and what the eagle and else speaking. Judging from its looks, this bait, he grabbed the line out of the water winged-bull symbols have to do with all Neh-Thalggu was going insane. It looked and saw the hook. He then gazed at the this?” like it was suffering from an acute split- line, following it up to the point where it Several blobs of orange flesh began personality syndrome. What could have became invisible. pulsing on the Neh-Thalggu. “I haven’t a caused this? Perhaps all those alien “Hey, how dat get up dere?” he mumbled clue of what you are talking about. By brains-must be unhealthy after a while. while tugging on the line. He then started Qywattz, don’t get weird on me! What The Neh-Thalggu drooled more. “Aha! I to climb the line. Ramissur was at the dreams would these be?” know now. I am Lady Aliana Nyraviel of other end, waiting with a big mallet. That I answered, “Well, the ones you sent , Countess of Seth-Kabree, Dragon- gator man never knew what hit him. Haz’ar, the lizard shaman of Shazak, of master of the second circle! And what’s When he wakes up, he’ll have a long con- course!” with you, Alphatian?” versation with us. The Neh-Thalggu’s four eyes squinted. I risked a last question. “I seek an hour- Alphamir 14, Haldemar: The time “What hazard, what shaman? Say, wait a glass tumbling in the night.” had come. Neither Nyanga nor I had man- minute now. I think I know. You see, I was “An hourglass? The one I honor is the aged to loosen the bamboo strips that held until recently a prisoner of the Wizard symbol of the d’Ambrevilles! And why us on the altar. The gator men now filled King of Herath. I was captured just after would you care? Why would I care? Just the chamber, chanting crude incantations. acquiring the brain of one of their noble- who am I?” The befuddled Neh-Thalggu The queen of the gator men appeared and men. I became the object of his studies, drooled even more. Then suddenly, it took her place on a throne to the side of and later he had me thrown into his began chanting what seemed delirious the chamber. Then two gator men cranked dungeon. Many years later, I saw you Thothian incantations, and added “It’s up a large bamboo gate, revealing the running down a hallway of the very same breached! It’s breached! The Old One entrance to a dark cavern. dungeon, just past the door to my cell, comes!” Finally, the Neh-Thalggu screech- From behind the gate came gurgling, with hordes of giant hunting spiders after ed horribly and ran away screaming into hissing, and growling sounds. Soon a hor- you. the dark. rible creature crawled out. The gator men “The next thing I knew, the Wizard King Fortunately, he forgot his scalpel! cheered. Suddenly, I recognized the came and visited me, told me of your Nyanga managed to grab it and free us in monster—it was the fiend that we had brilliant mind, cast a series of spells com- no time. We had to get out of there quick- pursued down into the mines of the cay- pelling me to feed gruesomely on the ly; there was no telling how long the Neh- men. It stopped its bizarre noises, then saurians’ eyes and brains for some time— Thalggu’s insanity would last. I didn’t sighed. “Oh, so sorry. I didn’t know it was yuk!—and had me released at the edge of know what went wrong with that you! You didn’t believe I was going to eat the Bayou. Now I understand why. Herathian brain, but it certainly confused you, now did you? All I really want is your “He must have done all this to set you up the Neh- Thalggu’s wits. brain. Hold on a minute.” to find me, so I could acquire your brain. We could not escape with a travel spell— It turned toward the gator men, roared, That lizard shaman of yours became a I had already used it to enter the cay-man and writhed its tentacles menacingly at convenient tool to get you to hunt me. I do mine, days ago, and I hadn’t meditated for them. The gator men bowed deeply and know for a fact the Wizard King knew new spells since. But Nyanga had a bril- quickly left the chamber. how to send dreams. He tested that on me liant idea. While I cast a light spell, he “Now, that’s better. The fools believe I several times. The Wizard King also knew threw the chamber’s torches into a pud- am the avatar of Gorn, the Immortal pa- the kin of Shazak fairly well, since his dle. Then, Nyanga pulled a bamboo mat tron of the gator men. What a crock!” the people trade with them on a regular basis. off the throne, covered it with a thick fiend added. That lizard shaman must have been some- layer of wet mud, and tossed it on one of I couldn’t believe my ears. Perhaps the one he knew to be resourceful enough to the two flaming cracks in the rock. The evil creature was just toying with me get in your way—so he must have been hissing gases soon blew the mat off, but before killing me. There was nothing I the one sending those dreams. What can I the flames were already extinguished. He could do, so I decided to find out what he say, the man is brilliant! Of course, I don’t repeated the operation on the other crack. was up to. “Now, what is a fiend like you mind this arrangement at all. Now, about Flammable gases rapidly began filling the doing in a swamp like this?” that brain of yours . . . ” chamber. We had to act fast. It looked truly surprised. “A fiend! Me? I had to think fast. “Hold on for a min- Nyanga then rang a gong at the cham- Oh come now, you don’t see any batlike ute, young man. You said you collected a ber’s entrance. He hit it strongly enough wings on my back, do you? Do I wear any Herathian brain. Now, wasn’t there some- that it echoed down many galleries wind-

46 SEPTEMBER 1992 ing away from us. I then cast a spherical The Squamous Kingdoms behind a single war leader, the Shazak, force around us and hoped our plan Kingdom of Shazak —Capital: Ah’roog which is the closest equivalent to a human would work. (pop.: 7,500 lizard men); ruler: Shazak XII king in the lizard men’s language. This Alphamir 14, Talasar: That gator “The Slick,” son of Shazak XI “No Tail”; happened around 760 AC. By now, the man would not speak. Even Haz’ar’s tick- tribal domain includes the forested area role of Shazak has become hereditary. ling act with a feather failed miserably, between the Bayou’s eastern edge and the Shazaks usually have at least one wokan despite the gator-man’s thunderous laugh- rakastas’ Forest Marches of Wyndham; and one shaman to assist them and act as ter. I considered with great reluctance the patron: Ka’ar. advisors. There are no social differences possibility of certain, more extreme inter- Lizard men, like the cay-men and the between male and female lizard men. rogation techniques when Xerdon had an gator men of Ator, were the result of In the past century, the kin of Shazak idea. We tied the gator man to a rope and magical experimentation performed many have learned to domesticate giant bats dangled him in front of Berylith’s mouth. centuries ago. Ancient araneas of Herath found in the caverns under the hills of We then asked her to become visible. That originally constructed them from humans T’lak, between the Shady and Gatorbone did it. The gator man sang like a scaly magically crossed with dragons. The result Rivers. These mounts have been useful in bird. was less than satisfactory, since lizard men spotting rakasta incursions. One or two The problem was that the gator-man’s never developed any of the desirable bats usually can be found in each village, “capital” was nowhere to be seen. The elements of either race. They became with more in Ah’roog. They often become whole thing lay below ground, under tons rather crude, bipedal carnivores with a the mounts of greater shamans, wokani, of the lagoon’s muck. We considered using smattering of civilization. They failed as a and Shazaks. some water breathing potions, but we race of servants and were eventually Herathians are the quiet allies of Shazak would still have to, contend with hundreds tossed into the Bayou. simply because they form a buffer state on of rather large gator men. Rather prolific, they quickly overpopu- their northern border. The kin of Shazak Just then, a low rumbling came from the lated the area and many of the original aren’t bright enough to figure out the true water. At first, there were just a few large tribes spread into other regions of Mys- nature of Herathian nobility. The lizardkin bubbles, but then the entire surface of the tara. These were the more primitive, also help keep the rakastas of Bellayne at water seem to turn into a volcano, with degenerate breeds incapable of competing bay. A small caravan of traders often sails rocks, flames, and bits of gator men flying with the wiser race. Thanks to subsequent up the Venom River from the town of in all directions, just barely missing the genetic breeding on the part of Herathian Sorodh to the village of Kfer, then con- Princess Ark. The brutal eruption ended sages (and some faith in their Immortal, Ka tinues on foot with mules, up to Snaat. as quickly as it began, with tons of green- the Preserver), the few tribes remaining in There, traders sell their goods at a ish water rushing back to fill some under- Shazak became somewhat more advanced monthly market, and purchase pelts, pot- ground vacuum. Surely, if the admiral had and a bit less chaotic, but still not enough tery, feathers, rare woods, giant bat gua- been down there, he would be dead by to provide any great service to Herathians. no, live monsters, etc. now. Over the centuries, the lizard men were A sphere covered with mud came bob- thrown out of the Bayou by newcomers— The City of Ah’roog —excerpt from bing up at the surface of the water. The the gator men, another ill-fated Herathian the scrolls of Raman Nabonidus: sludge dripped off, revealing the Admiral experiment (see “Kingdom of Ator,” below). “Two dozen mounds stood so tall they and Nyanga, sitting inside a translucent The kin of Shazak adapted to the dark peaked above the highest trees. Smaller sphere, laughing hysterically. We immedi- forests north of Herath, which was a ones dotted the forest and formed winding ately sent a life boat down to recover positive factor in their evolution as a spe- streets under the trees’ canopy. Lizard them. cies. No longer confined to the wetlands of men were building one of those larger Epilogue, Haldemar: A mystery un- the Bayou, they developed a primitive mounds, giving us the opportunity to veiled only other mysteries. What the artform, a written language composed of observe that the mounds were erected on Wizard King of Herath had told me during ideological symbols conveying simple top of subterranean dwellings, using the my visit at his palace seemed pure fantasy. concepts, and a very rudimentary phonet- earth dug out from below the surface as Perhaps some warped truth lay behind his ic alphabet. Some Herathian influence can construction material. Considering the words, perhaps not. He knew the dreams still be found there. number of lizard men in the area, the of eagles and winged bulls sent to Haz’ar Some nobles of Herath hire lizard men underground network must have been would be of interest to me. Was that only as mercenaries, as basically expendable extensive. a trick to get me involved? front-line assault troops in times of war “The lizard men were building the larger Yet, the creature told of his studies con- against the humanoids of the Orc’s Head mound over smaller ones, while using the cerning the loss of magic in Mystara. This peninsula, but more particularly against taller trees as an armature. The mound corroborates the scroll I took from the the rakdstas of Bellayne. Lizard men of encased several trees entirely. The live Wizard King1. How could this be mere Shazak have become ancestral enemies of branches of some of the trees still stuck coincidence? And then, I cannot ignore the Bellayne because of their mutual struggle out from the sides of the mound, almost Neh-Thalggu’s comment about the hour- to occupy the forested area between the giving it the aspect of a natural hill with glass of Glantri—information that presum- lizard men’s capital, Ah’roog, and Bel- saplings, wild ivy, and moss on its slopes. ably came from the Neh-Thalggu’s layne’s Marches of Wyndham. Rakasta war The paint pattern on the exposed mud Glantrian brain. Who are those d’Am- parties have been known to raid the kin of made all the difference for the untrained brevilles? Who is that Old One? These Shazak as far into Shazak as the battle site eye. could all have been the delirious words of called Rakasta Grave. Several battles took “Although primitive, there was a certain an insane alien. But what if they weren’t? place in that vicinity, within as little as artful taste in the way the lizard men This uncertainty is eating at me. As soon mile of each other, during the past 50 arranged the pattern of live branches, as I can, I must unveil that which lies in years. The lizard men never were able to windows, paint, occasional sculpture, and the dark, be it truth or trickery. really threaten Bellayne’s border because almost chaotic structural protuberances of the ominous presence of the hated on the sides of the mound. This was obvi- 1 See the epilogue in issue #183, “Web of gator men to the west. Gator men incur- ously the work of a somewhat advanced the Wizard King." sions, especially near the villages of Snaat lizard-man species. and Ryt’tak, are as common as they are “Entrances were located halfway up the To be continued . . . savage. sides of the mound, with stairs snaking It is because of the gator men that the kin of Shazak united their many tribes Continued on page 50 DRAGON 47

back down. A funeral procession came bounty hunters to rid their northern the most savage ways. These raids have down the stairs of a nearby mound.” neighborhood of the frightening gator- become the most frightening and unpre- men threat. It became a booming business dictable calamity the neighboring nations Kingdom of Ator (The Bayou)— for a few decades, but the gator men have experienced. Bringing back food is of Capital: Gurr’ash (pop.: 3,200 gator men— outbred the bounty hunters, causing the course useful to the community, but all the outsiders welcome for lunch only); ruler: hunt to become excessively perilous—for shamans instinctively understand that the Queen Ator I “Ole Gray Fangs,” slayer of the bounty hunters. true goal of these raids is to limit the King Osh III; tribal domain includes all of Once the losses due to the bounty gator-man population lest the gator men the Bayou; patron: Gorn. hunters had been greatly reduced, the feed upon each other. The gator men were a dismal failure on gator men quickly turned against the Some trading does occur between the the part of Herathian wizards, at least as lizard men who populated the Bayou at gator men and their mysterious neighbors far as the wizards were concerned. They that time. After a century, lizard men had in the Grassland Wilderness, however. A hoped that a cross between lizard men all but left the ancestral Bayou. Fortu- gator-man shaman once noticed that if he and alligators would produce a tougher nately, the gator men prefer the murky forgot or abandoned something at the warrior race to fill the ranks of their arm- waters of the wetlands and have stopped southwestern edge of the swamp, the next ies. Indeed, the gator men turned out to their territorial expansion at the edges of day something else might be there, usually be tough-very tough, very tall, and quite the Bayou. Since then, the gator men something of use. After a century, gator bloodthirsty. Unfortunately, the breed population has stabilized. Diseases and men have come to believe that the spirit of remained very crude and totally unruly. parasites (mostly introduced by the Gorn takes these goods and repays the The first specimens used in the army often Herathians) and a lack of an adequate gator men with something else. turned against Herath’s human troops. nutritional base cause weaker hatchlings Of course, there is no such arrange- They also turned out to be absolutely to perish. ment. In fact, several nomadic tribes of incompatible with lizard-man troops, Occasionally, when the number of gator chameleon men inhabit these grasslands. whom they viewed as food. men increases beyond what the Bayou’s Chameleon men are difficult to spot A few attempts at developing a more ecology can sustain, gator men go on a among the tall grasses prevailing there. controllable breed took place, until a large massive rampage into one of their neigh- The first “trade” was an accidental one, batch of the creatures escaped from the bors’ territories, hunting for food and when a chameleon man found a gator laboratories, fomented an uprising, and whatever might spark some interest in man’s huge stone ax. He was so surprised wreaked havoc among sages, nobles, and their thick saurian minds. Gator-man he left his backpack on the site and their guards. After this bloody episode, the shamans usually spark these raids, on walked back to his camp with his discov- surviving gator-man specimens fled into behalf of their patron Immortal, Gorn. ery. Over the years, chameleon men found the Bayou despite frantic efforts on the These forays are now a sacred ritual in out that if they left something of value part of the Herathians to eradicate the which a warrior presumably gains Gorn’s after picking up a gator-man item, soon whole species. Herathian rulers hired favor by spilling the blood of his foes in more gator-man objects would be found

DRAGON 51 there. So it became a regular trade with man servants. In the long run, cay-men using large trees and boulders as anchor the unwitting gator men. Spots have be- deliberately allowed flaws to remain in the points. A 15’ wide moat full of muck sur- come known for the kinds of items expect- Herathian monuments, without alerting rounded the extraordinary creation. At ed to be found there. In some areas, food the architects. Exasperated by a rash of the center of citadel, within the mesa, lay is traded; in others it could be weapons, catastrophes, Herathians gave up on the the queen’s burrows.” shells, or ornamental stones. lizardkin experiments, and dumped the The positive side of all this is that gator cay-men north of the Bayou. Patron Immortals men never raid or even dare venture into The building skills of the present-day Cay— ( Terra), cay-men’s patroness: the grasslands, for they are thought to be cay-men are rather outrè They were Cay represents earth, but also life, fertility, Gorn’s home, a land taboo to all upon pain never bred to become architects, yet cay- and good luck. Cay is one of the Immortals of death. The chameleon men understand men still attempt to build things to prove whom the Herathian experiments on hu- this quite well. Using their camouflage they are better than the kin of Shazak and mans and other beings angered. She felt ability, chameleon men do their best to Ator. Their lack of understanding of sound that creating a new race was truly admira- preserve these gator-man beliefs. This architecture and engineering has led the ble, but debilitating already existing ones provides them with some wealth and a cay-men to erect such dubious structures in the process was odious. She caused the much-appreciated immunity against the as the Great Citadel of Cay (see “The City cay-men to become useless to the gator men’s fearsome endemic raids. of Tu'eth”). These constructions do get in Herathians by making them too proud and The gator-man monarchs have estab- the way of raiding gator men who don’t limiting their building skills (see the Codex lished themselves by sheer savagery and know any better, but they wouldn’t last of the Immortals, in the Wrath of the cruelty. Their rule is based on fear, brutali- long against the experienced military of Immortals boxed set). ty, and the support of the shamans. The Bellayne or Herath. But that’s beside the Gorn— (alias Demogorgon), gator men’s gator man who acts in the most heroic and point. Cay-men are still very proud of patron: Gorn is the gator men’s embodi- gruesome during the latest foray their accomplishments. ment of evil and destruction. It was Demo- into neighboring lands may challenge the The people of Cay copied the social gorgon who interfered in the Herathian current ruler. For this he must have structure of the other demihuman king- experiments on gator men. He’s the one equalled or bested the present ruler’s doms and established their own monarchy. responsible for instilling in the gator men’s savagery during such raids-at least three Queen Ssa’a presently rules the nation. minds the racial instincts that make them shamans must testify to such “heroism.” If She has been behind the cay-men expan- brutal and bloodthirsty. He’s also the one the challenger then defeats the ruler, the sion into the open lands north of the for- at the source of the gator-man revolt challenger establishes a new, hereditary ests around Rleeh’z and Hwool. There, the against Herath. For the warlike gator men, dynasty (until another challenger comes cay-men have learned a very primitive Gorn is the patron of victory, bravery, and up). This is what happened when Ator way of raising herds of wild aurochs. For ultimately death (see the Codex of the defeated acting monarch King Osh III. She this, they domesticated small lizardlike Immortals, in the Wrath of the Immortals killed the aging king, crowned herself striders that they harness to small war boxed set). Queen Ator I, thus supplanting the Oshite chariots. Cay-men trade some of their Ka’ar— (alias Ka the Preserver), lizard- dynasty with her own Atorite dynasty, and auroch meat with the kin of Shazak. Unbe- men’s patron: Ka was the first Immortal to renamed the nation the Kingdom of Ator. knownst to Herathians, cay-men also trade observe the Herathian experiments on She has ruled for fifteen years since. a little of their , from a mine that humans and dragons. He felt that the Should she die unchallenged or undefeat- is located next to Hwezzah. They are still creation of new races by mere mortals ed (she barely avoided death during Halde- in the process of learning how to forge was blasphemous; this privilege was re- mar’s escape from Gurr’ash’s eastern metal. Cay-man metal-working is quite served for Immortals only. Ka also feared quarter), one of her heirs would become primitive, but their wokani are learning. what a cross between dragons and hu- King or Queen Ator II. For the moment, mans might produce, so he caused several the queen has ordered 100 cay-men to be The City of Tu’eth —excerpt from the of the species’ undesirable traits to be- captured and brought back as slaves for scrolls of Raman Nabonidus: come those of the lizard men. Korotiku, the reconstruction of the destroyed quar- “Seen from above, Tu’eth reminded me the Immortal patron of Herath, remained ter of Gurr’ash. A war is in the making of burrows. The city was a succes- neutral on this issue and did not inter- between the kingdoms of Cay and Ator. sion of small hills with wooden doors and vene. Ka then became the lizard men’s round windows. It was an average-sized protector, hoping to make them better Kingdom of Cay — Capital: Tu'eth (pop.: town, with most of the paths winding creatures once they gained their freedom. 8,900 cay-men); ruler: Queen Ssa’a IV inward, more or less toward a small mesa, However, his views caused the more war- “Silver Tail,” daughter of Queen Roha’a II; about 50’ high, in the middle. like breeds to leave the Bayou, leaving Tribal domain includes forested land north “At the center around the mesa stood behind those more inclined to improve. Ka of the Bayou; patrons: Kutul, Cay. the Great Citadel of Cay. It was an amaz- became the patron of trade, wealth, and a The last creation of the Herathians was ingly rickety assemblage of planks, tree better life (see the Codex of the Immortals, almost a success. Backing away from the trunks, bamboo, stones, ropes, leather, in the Wrath of the Immortals boxed set). gigantic and deadly gator men, Herathians nets, and random portions of adobe walls Kutul— (alias Kurtulmak), cay-men’s produced the small cay-men. They were with arrow slits, all of which contrived to patron: The Shining One was a late comer bred to become slaves and builders, smart form a 20’ palisade. Several towers of to the scene. He saw in the cay-men an enough to understand construction plans, respectable height (but debatable stability) opportunity for increasing the number of agile and quick enough to do the job well overlooked the palisade at rather unpre- his followers. At that time, the cay-men and without delay, and small enough to dictable intervals. Rope bridges, catwalks, were poor warriors at best. Kutul con- make them weaker than their guards and and flimsy-looking drawbridges hung just trived to have them create a caste of war- easy to control. about everywhere, running from one level riors headed by shamans devoted to him. That plan almost worked, except that to another like some sort of mad, three- Kutul now shares the leadership of the the cay-men weren’t as bright as expected dimensional maze. Surely, if an enemy cay-men with Cay, she taking care of the and were terribly pretentious in addition. ever climbed up the palisade, it would not growth of their population, and he acting Their pride would get in the way when a be able to get back down the other side, as the patron of war, fire, and territorial construction flaw needed correction, or for it would be hopelessly lost. gains. He also balances Cay’s annoying when the cay-men simply disagreed with “This ‘monument’ of cay-men military lawfulness with his own brand of chaos the architects! Endless bickering separated architecture stretched for miles around (see the Codex of the Immortals, in the the Herathian architects from their cay- the mesa, up and down the hills and crags, Wrath of the Immortals boxed set).

52 SEPTEMBER 1992 DRAGON 53 Squamous ones as PCs Shamans & wokani: Should the char- in lizardkin expression are difficult to The best way to use any of the three acter decide to become a spell-caster, the reproduce with a human’s vocal cords. In races presented in this article would be to experience table of the lizardkin will have general, names are very short, one or two borrow the character-advancement system to recalculated, incorporating the experi- syllables at most. Gator men use anything given in GAZ10 of Thar. The experi- ence points requirements listed below. that sounds like chewing, ripping, rum- ence points are given in the Squamous The indicated XP have to be gained before bling, and other throat noises along with Ones Table. actually acquiring the corresponding spell- deep voices. Lizard men prefer clicks, Note that Constitution bonuses should casting level. This means that one cannot rattles, snaps, and generally raspy near- be added only when a PC is created and start with a spell-casting character when human voices. Cay-men hiss, wheeze, every time it gains a new level, up to 9th the PC is created. sneeze, whistle, hum, purr, or use a weak, level. None of these creatures have any lispy voice when communicating with special abilities (see “Miscellaneous”). Spell-casting Extra XP humans. Young lizardkin (i.e., player characters level required Body language is used in conjunction when they are first rolled up) each start 1 1,000 XP with spoken words. For example, all of the with a relatively low intelligence score, as 2 2,000 XP squamous ones use slight movements of shown on the Intelligence table below. 3 4,000 XP their tails as punctuation or signs of cour- Don’t forget to reward good role-playing 4 8,000 XP tesy and respect. Greater movements of of truly “primitive” characters! 5 16,000 XP their tails express deeper emotions. Lizard 6 32,000 XP men also use quick motions of their forked Intelligence tongues when thinking or when suspicious Race Starting Max. For example, if a 3rd-level cay-man of something. Common lizard men 1d4+2 8 wanted to become a 1st-level spell-caster Miscellaneous: All lizardkin instinc- Shazak’s kin 1d4+2 12 upon reaching his next level, he would tively know how to swim. Lizard men can All cay-men 1d4+2 14 need to reach a total of 16,000 XP instead hold their breath as long as normal hu- All gator men 1d4+2 10 of 15,000. mans. Cay-men can stay underwater with- In order to cast spells, a shaman must out discomfort up to three minutes, gator Each time one of these PCs gains a level, have a wisdom of 9 or better. A wokan men up to five minutes. All lizardkin can an Intelligence check should be rolled on needs an Intelligence of 9 or better. All hide in swamp vegetation (30% chance, at 1d20. If the check is failed, the PC gains a spell-casters must be at least 1st level in least 10’ away from observer). point of Intelligence, up to the racial limits their race to be able to cast spells. For all Lizardkin all have infravision and, for given in the Intelligence table. In other lizardkin, levels in spell-casting are limited simplicity’s sake, a natural armor class of words, PCs gain in Intelligence as they to S6 and W4, as per standard rules on 7. Addition of any armor of AC7 or worse gain levels, but the gain becomes increas- monster spell-casters, page 215-216 in the only improves the lizardkin’s natural AC ingly harder to achieve. Rules Cyclopedia. by a +1 bonus. Shields work as usual. For Languages: Many of the sounds used armor of AC6 or better, use the AC rating of the armor worn, with a +1 bonus. For those nit-pickers who demand to Squamous Ones Table have gator men with the standard natural AC of 3, it may be better to allow AC7 at level -3, AC5 at level -2, AC4 at level Cay-man Lizard man Gator man -1, and finally AC3 at level 0 (adult tribes- Level XP HD XP HD XP HD man). Likewise, when first created, a gator -3 — ———-63,000 1 man’s bite causes only 1d4 points of dam- -2 — ———-47,250 3 age. At higher levels, the bite inflicts 1d6 -1 -1,000 1d8 -1,200 d8+1 -31,500 5 points of damage for every 2 HD, rounded 0 0 2d8 0 2d8+1 0 7d8 down. Thus, the most damage any gator 1 1,000 3d8 1,200 3d8 +2 63,000 8d8 man’s bite could inflict would be 6d6 2 3,000 4d8 3,600 4d8 +3 189,000 9d8 points. 3 7,000 — 8,400 — 441,000 — Cay-men and gator men can be found in 4 15,000 5d8 18,000 5d8+3 741,000 10d8 AC9 , pages 33 and 37. 5 31,000 6d8 37,200 6d8 +4 1,041,000 11d8 The Neh-Thalggu is a creature from the 6 63,000 7d8 75,600 7d8 +4 1,341,000 12d8 outer planes, also known as the fearsome 7 129,000 — 152,400 — 1,641,000 — Brain Collector (see page 62 of the Creature 8 259,000 8d8 306,000 8d8+5 1,941,000 13d8 Catalogue). Standard game statistics are 9 519,000* +2 hp** 606,000* +2 hp** 2,241,000* +2 hp** abbreviated here for your convenience. AC 7, HD 2, MV 90’ (30’), 120’ * + 300,000 XP per extra level. Cay-man: (40’) swimming, AT 1 bite or weapon, D 1- * * +2 hit point per level, constitution bonus no longer applies. 4 or by weapon, Save F1, ML 8 (9), TT K, AL N, XPV 20. Size: 1’ tall. Abilities Str Wis Dex Con Cha Gator man: AC 3, HD 7, MV 120’ (40’), Race Max. 18 16 18 18 l8* Lizard man +1 - 1 — —— 180’ (60’) swimming, AT 1 bite or weapon, Cay-man -1 -1 +2 —— D 3-18 or by weapon +3, Save F7, ML 10, TT M, AL C, XPV 450 (weapon damage Gator man +2 - 2 — +1 - 1 assumes a strength of 18). Size: 7-8’ tall. * Charisma applies only between creatures of the same race; penalize Charisma -2 Neh-Thalggu: AC 2, HD 10*, MV 180’ when dealing with humanoids, and -5 when dealing with demihumans or humans. (60’), 120’ (40’) swimming, AT 1 bite or The natural - 1 penalty to gator men’s Charisma reflects the difficulty gator men have spells, D 1-20 or by spell, Save F10, ML 10, in getting along with each other. TT C, AL C, XPV 1,750. Can cast up to 12 wizard spells, levels one to three, chosen at random.

54 SEPTEMBER 1992

by Ed Greenwood Artwork by Dan Burr The meeting of master mages: and !

I was there when it all started. ye would live.” He strode across the room Khelben said you were oft found here.” My role wasn’t glamorous: I spent an with agility surprising for his years, crook- “A place beyond the Realms of my uncomfortable evening inside an old ed a finger as he settled himself in my cares,” Elminster replied dryly, as the of armor, hanging from hooks on the wall armchair-and a whole row of bottles rose floating bottle silently refilled his glass. “As as sweat ran down and dripped very slow- from the cabinet across the room and my days draw on, I increasingly feel a ly off the end of my nose. I didn’t dare followed him. need to relax.” move an inch, and I nearly suffocated A wave of his hand extinguished the Mordenkainen snorted. “I’ve not noticed from the heat and thickening smoke in lights, leaving only the leaping glow of the creeping old age slowing your works, as I that little study, yet I stuck it out. I’d given fire. The Old Mage wiggled two fingers, walk the worlds, El. Here you are and Elminster my word to be silent, and I did and my best crystal glasses floated down there, always meddling.” want to live to see morning. over his shoulder. He studied the bottles, Elminster shrugged. “I’ve been at it a day The Old Mage had been most insistent. sighed, and made a “come hither” gesture. or two longer than thee.” The inside of the spell-shielded armor was I heard the fridge door pop open and slam Mordenkainen smiled. “One or two, the only place our powerful visitor again-and wasn’t surprised when a large, perhaps.” He held up his empty glass, and wouldn’t detect me in his first four frosty bottle of cola drifted into view. He the bottle obediently started toward it. breaths or so. We were in a cozy study in filled two glasses, and one obediently slid “Still battling the mighty evil ones?” he —well, I’m not allowed to tell you exactly across the table toward the empty seat. asked quietly, making a certain sign with where. Wizards are perhaps the most A moment later, it wasn’t empty any- two fingers. paranoid people alive—which, I suppose, is more. Without a sound or any warning Elminster waved a hand in reply. “This why some of them are still alive. flicker, burst of smoke, or dazzle of lights place is shielded against them. Ye may It began with our usual evening chat. to his arrival, a middle-aged man speak plainly. And, aye, the old struggle After dining, Elminster blew smoke rings. with a wise, craggy face sat there, clad in rolls along. I’d miss it, if one side or the I was watching, drowsing in the big arm- high-collared but rather wrinkled gray other ever prevailed.” chair, when the Old Mage looked beyond robes. His face was alert and almost angry, “Certes, were the winning side to be the me and asked calmly, “Are ye in the mood like a hawk looking about for prey. other one,” Mordenkainen returned dryly. for some danger this night, friend scribe?” His beard was black, shot through with “Good stuff, this.” He belched suddenly, his I looked all around, but no one else had gray, close-trimmed and waxed-unlike brows drawing together in a dark frown. slipped into the room while I wasn’t look- Elminster’s full, shaggy chin-mane. He “Your warning was not lightly given.” He ing. He was talking to me. “Of course,” I nodded a greeting and reached for the looked around—and the flames of the fire lied, then took a big gulp of cider. glass in front of him. Little lights seemed were suddenly a shimmering violet. Elminster waited, until it was just going to dance across the liquid for a moment, Elminster nodded appreciatively, though down my gullet, and said, “Good. Ye have and he frowned faintly. to my eyes it made both mages look bone- just time to set thy infernal recorders and “What’s this?” he asked in a deep, me- white dead, and said, “I’ll set thy curiosity get into the armor before his arrival. That lodic voice. at rest ere more time slides away beneath way, ye might live to see the morn-but no “A carbonated, sugared drink popular in us, Lord Mage. Art grows ever wilder on promises, now.” He watched me choke and this place,” Elminster replied. “Think of it both our worlds, and all the planes be- sputter, and he grinned like the wizard he as purified, sweetened water. Twill give ye tween. More than that; with each day that was. gas in plenty, but no headache or worse. passes, we meet with more beings who Later, as I closed my eyes and sighed in Well met, Morden.” wield Art, be they hedge-wizards, slither- the hollow darkness of the bolted-down Mordenkainen the Mage nodded and ing tentacled things, or mighty mages helm, Elminster murmured, “No noise, if almost smiled. “Fair greeting, old man. hitherto hidden.”

DRAGON 57 Mordenkainen nodded. “This is so,” he adverse to adding him to our gatherings of the dark, and through sauces and even agreed, gesturing for the Old Mage to converse.” within meat—any substance that would be continue. His glass seemed to have emp- He frowned and added, “Mind you, harmful in the quantities present for the tied itself again. three are always more trouble together caster to ingest.” “Growing, too, are the numbers of those than two. There’s little to be gained if we “Taints, poisons?” Mordenkainen didn’t who have the power to walk the worlds, merely set him a-scheming or rouse his ire seem overly impressed. as we do, by Art, from plane to plane, and enough to make of him an enemy whose “Aye, but there’s more. If ye be the serv- by sailing the stars. Things ever rush on interest or malice extends to meddling er of the food, and such dangers are faster-and ever they grow more linked, o’ermuch in the affairs of our worlds.” present, your food seems to change ap- events that befall on Toril affecting ye in Elminster nodded, slowly. “I had given pearance, slim black serpents bursting up Oerth, what befalls on Krynn telling on thought to such things, ere we met.” His out of it to hiss and grin at ye. Illusory, of both our worlds, and so on. Ye have seen it brow wrinkled, and I heard the fridge course-but an embarrassing tip-off that -there’s no need to look well.” door pop open again. A second cola bottle he knows thy game is up. Of course, the Mordenkainen nodded. “I follow your then came into view. Elminster raised his snakes give him clear excuse for destroy- thoughts, El. This is the place where you own glass invitingly. “Here, then, to a ing the tainted provender with a spell or tell that young lad all the secrets-and dream: to the Wizards Three.” two, without offending others at table." other things best left unsaid—of Faerun. Mordenkainen snorted. “Hadn’t we best Mordenkainen grinned. “That does I’ve seen the written results a time or two.” save the toast until this Dalamar sits sound amusing. If you can pry the incanta- He gestured meaningfully; a few modules among us? Behaving himself, too.” tion out of him. . .” and boxed sets on a high shelf shifted Elminster smiled slowly. “His thirst for “Rest assured, I shall. No time promises, uneasily. magic was enough that he abandoned his mind ye.” Elminster merely nodded. His pipe rose home and dark elven kin to serve under The Mage of Greyhawk looked thought- from the side table by the fireplace and Raistlin. What greater lure could there be, ful. “I’ve news of more import—to me, at drifted toward him. to his coming—and his best behavior, at least—but less specifics. Someone, it is Mordenkainen saw it and snapped his least at first—than two archmages with certain, is trying to slay those of the Circle.” fingers; a slim, dark cigar was suddenly Art such as we command, who know the Elminster’s brows knitted suddenly. “The between them. As I watched, a spark lore underlying what they wield?” Circle of Eight? Thy own Circle?” leaped up from the fire and raced through Mordenkainen matched the smile. “True. Mordenkainen nodded soberly. “ the air to land upon its tip. He puffed and First, he’ll want to impress us. Then . . . ” and Bigby have both been attacked—by through the rising smoke said, “You think “Snatch all the Art he can, that which magic, worked by someone strong enough we’d both be better served, Old Mage, if we let slip,” Elminster finished the thought. to conceal his, her, or its identity; someone we met from time to time and spoke of “So we’ll merely take some care with what of Oerth, or who has studied our ways.” things on Oerth, Toril, and Krynn, and so we let slip, and steer him.” Elminster spread his hands. His pipe laid bare small things and large befalling “A good thought, this idea of yours,” waggled expressively, from side to side. our worlds.” Mordenkainen said, looking at the fire “That could be any astute mage who sailed “Exactly,” Elminster said, as the pipe (which obediently returned to its normal in on the Flow or who walked the planes settled gently in one corner of his mouth. hue, under his gaze), “especially if there’s and laid low to look about.” “A good idea,” the Mage of Greyhawk such a thing as popcorn around this “Dalamar again?” Mordenkainen’s voice went on. “I’m pleased that we can trust place. Let’s talk now of small and frivo- was quiet. Out in the kitchen, the fridge each other this far.” He fell silent, and they lous things as well as larger matters. I door was heard again. “Perhaps we wrong stared levelly into each others’ eyes for a grow weary of pompous, saving-all-that-is him,” he added, more vigorously. “In af- long, cold moment. pronouncements.” fairs of magic, it is especially easy to find a Flames seemed to leap and whirl in Elminster nodded. “So did I, back before single likely foe and blame everything on Elminster’s eyes, just for an instant. “Aye,” Myth Drannor fell. They’ve started to him.” he said. “Krynn . . . whom can we trust, to grow a little more fun again, I must admit; Elminster nodded. “True indeed. Yet ye speak for that world? Mirthful old Fizban ’tis all in how ye view them, I believe.” seem sure, at least, that ye face a mage or is gone, and we know now—too late—what He stirred. “And aye, there’s popcorn.” mages and not something else-say, an he truly was.” Out in the kitchen, the squeaky cupboard , or one who uses the mind as we do “And young, damned Raistlin is gone, door opened obediently. “We’ve a breath Art, or one who walks in shadows.” and we know him for what he was as or three yet, before it’s ready.” The mage of Oerth calmly watched a well.” Mordenkainen sighed deeply. Mordenkainen nodded. “So speak. Prof- fresh cola bottle fill his glass. “No—none of “There is another,” said Elminster, “one fer some tidbit of magic, some trifle of those would act as this foe has. Tenser, at who may yet prove to be as twisted and Realmslore. I’ll trade you one in return, least, is shrewd enough in the ways of arrogant with Art as Raistlin, and perhaps and perhaps we can go on from there.” adventurers to smell out any ruse. If one as dangerous: young Dalamar. I know little Elminster nodded. “Where to begin? Ah such was trying to make his attacks look more of him than that he has taken the —this’ll interest ye. Last week, I chanced like those of a mage of Oerth, he would place Raistlin held as head of the Order of across Thundaerl of Tethyr. Ye remember see through it.” He sipped cola and Black Robes in the Conclave of Wizards. him from Magefairs of old? The first arch- shrugged. “But enough of this matter. Our He has shown an exceptional interest in mage to earn coins in a king’s court as a problems are our own.” things beyond the reaches of Krynn— master chef?” “My thanks for thy warning,” Elminster unusual for such an insular world.” Mordenkainen nodded. “Ah, yes. We of said, looking at his empty glass. The cola Mordenkainen shrugged. “Over too the Circle paid him a visit once—cloaked bottle obediently floated his way. “Perhaps many years, I have grown tired of turning with spells, of course—and he fed us most I should tell thee of the doings of those back the clawing spells of young and arro- excellent pastries.” who deem themselves important in Art, in gant boys and maids alike, filled to burst- Elminster smiled. “He’s made more Faerun.” ing with the little spells they’ve mastered, money than most of us will ever see, these “Such as the Zhentarim?” Mordenkainen who think to prove their superiority over past dozen winters in Selgaunt, devising smiled. “Such dolts—each tale of them is all the graybeards they can reach. Yet, no pastries, sauces, and delicacies for the more amusing than the last." He looked at meeting in life is without risk. If this one finer palate and heavier purse. He proudly the cola left in his glass. “Do they still hunt can resist the temptation to try to impress showed me his latest spell: his universal ?” us too much (and better yet, refrain from taster, he calls it. It’s attuned to the one Elminster lowered his eyes. “That tale’s trying to wrest power from us), I am not who casts it, revealing to his eyes—even in end is yet unknown." He then looked

58 SEPTEMBER 1992 across the table; instead of their custom- daughter is, though; I saw her work the done to them, as the spells slowly unravel ary merry blue, his eyes seemed steel trick with a wand of illusion, behind a her spells. When they’re all broken at gray. “I would not speak of it, yet.” curtain.” once, she won’t know whom to face down Mordenkainen merely inclined his head. “And the Zhent didn’t come back that first—particularly as she’ll be too busy The Old Mage nodded in reply. “My night, with a hand-count of hireswords, to dealing with her own hired killers. I’ve thanks. I will say more, another time. No, I work mischief?” made them think she’s set them all up for thought to tell ye of deeds in the desert, Elminster grinned. “He might well have the fatal sort of double-dealing. Moreover, Anauroch, where the Zhentarim sought— done it. Aye, ye have the true measure of though he doesn’t know it, the best of nay, seek, I fear, as once a plan’s in their the Zhentarim. I probably persuaded him them’s wearing Samander’s ring.” stone heads, ‘tis slow indeed to fade away not to do so.” He crooked a finger, and one Mordenkainen drank, then answered —where they seek to slay or bribe their of the other bottles on the table slid to- the unspoken question. “The ring is a way through all the Bedine tribes and rule ward his empty glass. “I laid a little spell bauble I picked up a few years back. A over all. One outcast 'witch' of the Bedine that kept a skull grinning at him, from just waiting-spell will whisk it back to me —Ruha, a sorceress of middling power, behind his shoulder, all that night. A float- before the wearer gets into too much who wields wind and sand spells-raised ing skull, with two twinkling eyes, that trouble, and its own magicks prevent tribes against them and hurled them back.” never left him.” anyone from feeling it on his finger-or Mordenkainen regarded the last of his “An illusion?” anyone else from detecting it, while it’s cola. “Word had reached me that thy Harp- “Aye-a special one, that reflects back there. All it does is counteract any order ers had something to do with this Ruha’s dispel magic spells at the caster.” given to a charmed wearer, so if Ilphara victory.” Mordenkainen burst into open laughter. tries to control him when he comes to slay “Something,” Elminster agreed. “Yet only “Another useful magic,” he said when he her, her spell will work but he’ll act as he one Harper was there, and he died in the was done. “I’ll have to bring something pleases, probably contrary to any order doing. All he did was turn this Ruha to do comparable to trade, next time.” she gives!” what was already in her power, to resist Elminster nodded. “See ye do; I’ve not Elminster grinned. “It sounds as if ye the Zhentarim—she and the Bedine tribes collected a spell from Oerth for a long mean to give Ilphara exactly what she who might otherwise have spurned her.” time, now.” deserves. I did teach her that magical Mordenkainen raised his eyebrows. Mordenkainen snapped his fingers. mischief always rebounds, if ye fall into “What are these Bedine, that they can “That reminds me—I’ve news of direct lazy and cruel habits.” stand against Zhentarim magic? I’d heard interest to you. Remember Ilphara?” Mordenkainen stroked his beard. “You’ve them to be camel-riders, mere nomad Elminster rolled his eyes. “I could hardly unleashed many a mage on both our savages—and that the Zhentarim sent forget her. It’s not every ’prentice who worlds, to follow or ignore your teachings. lizard-warriors to swing more swords thinks herself powerful enough to charm It’s a credit to you that I hear of so few against them than the Bedine could raise.” me into mooning after a princess of going wrong.” Elminster smiled. “Thy information is Cormyr!” “Base flattery,” Elminster reproved wry- good. In answer, consider ye the differ- Mordenkainen raised an eyebrow. “Did ly. “I’m not so young as to need that sort of ence between these two statements: I have she succeed?” he asked his glass (which thing, ye know—or not to recognize it.” heard a Harper say, ‘Life is a series of was nearly empty again). Mordenkainen chuckled, as another challenges—to be met and dealt with.’ I Elminster grinned. “Oh, I pretended she bottle floated his way. “Ah, I’m going to have also heard a Bedine warrior of gray had.” enjoy these gatherings. Have you such a years say, ‘Life is a series of battles, to be Mordenkainen laughed again. “Ah, it’s thing about as the makings of a sandwich? fought and won.” rare to find such fun, these days, among In this world, once, I was introduced to Mordenkainen smiled. “I see. The Zhents the ambitious young magelings of Oerth. something called ‘mayo’ that almost made met a Bedine tribe and found a rampart of They’re all so busy conquering the world.” up for the horribly transformed material man-flesh that hurled their careless might He shook his head. “But I was about to tell they tried to pass off as meat in the same of Art back and stood patiently waiting for you what Ilphara’s up to now.” He beck- sandwich.” more.” oned, and a bottle slid his way. “Ilphara, Elminster nodded. “I know just what ye “Exactly.” Elminster grinned at a mem- the minx, has worked charms on at least mean” Out in the kitchen, there was a ory. “I was in an tavern in Hill’s Edge re- seven merchants of . sudden tumult of opening and slamming cently—The Banshee At Bay, ’tis called, and Now they undercharge each other guilds drawers, crinkling wrappings, chopping I especially recommend the baked stirge and all be hanged, and work hand-in-hand knives, twirling jar lids, and the like. He on toast. A Zhentarim mageling swaggered to make her rich. She lies there in a silken- looked apologetically in my direction, then in, threatening everyone in the place and draped bed, growing fat and lazy, while went on, “My turn for news, I recall. Hmm demanding the best food and wine in the they work themselves thin.” . . . ah. Ye knew Tsunroon, did ye not?” same breath. The tavern master was an Elminster whistled. “Does she still have “Tsunroon the Traveler? The one who old Bedine with one leg, taken as a slave those jet-black eyes?” had a tower in the Drachensgrabs, and when young and too old now to fight the Mordenkainen nodded. “As beautiful as blasted it to dust when his apprentices desert. He just listened, spat on the table ever, Old Mage. Fatter, though, as I said. tried to rob him, with them inside?” when Lord High-and-Mighty was done, But she’s heading for a fall; some of the “Aye. Ye know he went walking the and went into the back room. When he merchants got suspicious of these onetime worlds for a time, after that?” came back, he was carrying a silver tray rivals working such friendly trade, and Mordenkainen nodded. “He’s back in the with a domed lid. He set it down in front they hired some spell-hurlers to find and Flanaess now, around Niole Dra.” of the Zhentarim. When the lad lifted the knock down any charms or shady busi- Elminster sucked on his pipe. “Aye. Not lid, everyone in the place saw the four old ness. So sweet Ilphara hired some knife-in- surprising he’s scuttled for home. He ran skulls on the tray. The old man told him the-backs to cut short a few wizardly afoul of the Alhoon in the Realms not long that they were what was left of the last careers.” ago.” four Zhentarim wizards foolish enough to Elminster looked at the ceiling. “And the “The Alhoon?” threaten him. Then one of the skulls grew Circle of Eight felt, ah, compelled to take “Ye have never . . . Hmm. Well, look ye: an eyeball, and winked at the mageling. He action?” They be at least nine, and all wear purple ran.” Mordenkainen nodded. “Precisely. I’ve robes with red sashes. Methinks they The two archmages chuckled, together. spent an enjoyable evening, before I came came out of some far crystal sphere; at “The Bedine’s a wizard?” here, weaving spelldreams for the mer- least, I never heard a whisper of them, Elminster shook his head. “Nay—his chants. They’ll be shown everything she’s Continued on page 62 DRAGON 59

until a few winters back in Faerun. Picture patched him up in a hurry and got him to From time to time, it moves its jawbone in —illithids who wield both Art and a gate out in the wilderlands, where it a soundless, laughing motion. mind-powers, and who’ve mastered magic wasn’t likely anyone would be questing This image is nothing more than a nui- enough to attain lichdom.” after him with seeking-spells. From there sance. It can serve to scare off a known Mordenkainen stared. “Mind-flayer he obviously hurried to thy home ground.” thief, mark a being so that he can easily be liches?” Mordenkainen looked thoughtful. “These followed through crowds, or anger a wiz- Elminster nodded. “We call them illithi- Alhoon sound like the sort of trouble that ard into wasting destructive spells on it. liches; they call themselves the Alhoon. might just find a way to follow him. Once A grinning skull reflects all dispel magic They’re nigh impossible, gods know, to in Oerth, they’ll swiftly be a problem spells back upon the caster and is not hunt down. They’re worse to have as needing my attention. My thanks, Old affected by attacks or spells that deal enemies, as ye might guess.” Mage.” physical damage. All anti-magic shells or Mordenkainen nodded. “Should we be Elminster grunted. “Twas not a problem.” related spells of fourth or higher level wary on Oerth?” Mordenkainen smiled again, visibly (such as a minor globe of invulnerability) Elminster shrugged. “Now that ye know relaxed. “A good idea, this, El. I haven’t will destroy it. . . . tell the Circle, of course, and keep an enjoyed myself this much—nor felt so When the spell is cast, the target and the eye open. They’ve not yet found calmed for so long, gods take all—in years. caster each roll 1d20 and add their level to Tsunroon’s trail to Oerth, I’m sure—or It’s a welcome change from always being the result. If the caster’s total is higher, the none of this’d be news to ye, and it’s the alert and on stage, saving Oerth.” skull appears—but if the victim’s total is Traveler’s gory death ye would be telling “Saving Oerth again,” Elminster agreed, greater, the spell is lost, and a distorted me of. Nay, they’re too busy trying to and they laughed together. Then, slowly, skull appears only momentarily, flickers, slaughter all the local Zhentarim, so they Mordenkainen’s hand went out across the and is gone. The spell’s material compo- can see their way clear to rule Faerun.” table. nents are a piece of human bone and a Mordenkainen snorted. “Do evil mages Elminster regarded it for a moment, and spark or flame. ever seek to do anything else? You’d think then stretched out his own, to clasp it they’d have the imagination to find some firmly. Things fell silent, except for the Thundaerl’s universal taster other trail of interest to spend their lives crackle of the fire, as two archmages (Greater Divination, Illusion/Phantasm) exploring!” nodded at each other. Level: 2 Elminster spread his hands. “Recall, ye, “I’ll be back—as often as we can both Components: V,S,M that they and their kind give us something spare the time. There’s a lot about Oerth Range: 30’ to do: saving the world from their various I’d like to tell you,” Mordenkainen said CT: 2 intended tyrannies!” quietly. Duration: 1 rd. +1 rd./lvl. Mordenkainen smiled ruefully. “I sup- Elminster’s eyes twinkled. “So as to save Save: None pose that’s the best long view to take of it, having me wandering about in your back Area of Effect: Special El. Still. . . nevermind.” courtyard, rooting it out for myself?” He This spell allows the caster (only) to look Elminster smiled back, then turned. “Ah, grinned and added softly, “We should have at foods and see any substance harmful to here come the sandwiches—I took the thought of this years ago.” the caster outlined in luminous purple liberty of using something they call a flames (in the quantities present). The ‘microwave,’ here. Ye haven’t lived until ye For your campaign magic penetrates darkness, sauces, and have had hot cheese, and bacon—and even Readers familiar with events on Oerth solid objects such as lids and layers of meat. hot mayo—together!” He raised a hand as will note that this meeting of archmages If a harmful substance is present, the a floating tray glided gently to his elbow, took place before the events of module caster can will the food to emit illusory, bearing its steaming burden. WGA4 Lives or the GREYHAWK® hissing black serpents visible to all. This While they ate, Elminster continued, Wars boxed set. Readers conversant with can alert the provider of the material to around mouthfuls. “I recently spent a Toril are advised that the events involving the wizards awareness of the threat—or night at the High House of Stars—a temple the Bedine mentioned here are detailed in give the caster an excuse for destroying to Selune in Faerun, tucked away on a the Harpers novel The Parched Sea, by the tainted material along with the danger- mountainside near Neverwinter. One of . ous snakes! The material components of the priestesses is an old friend of mine, I have since wormed information this spell are a berry from any poisonous from when we were adventurers together enough out of Elminster to derive rules plant (e.g., deadly nightshade) and a piece —but that’s another tale. She told me of about the spells, magical item, and mon- of snake skin. Tsunroon dropping in on them recently. ster mentioned in his conversation with Teleported right into the midst of their Mordenkainen. Lesser spelldream moonrise service, scorched and smoking (Invocation, Illusion/Phantasm) from fire-spell attacks, and collapsed on Wizard spells Level: 4 the spot. Components: V,S “They nursed him, of course-after Curse of the grinning skull Range: 0 they’d raised a moonweb over him to foil (Illusion/Phantasm, Abjuration) CT: 1 turn any pursuit. Sure enough, one of the Al- Level: 2 Duration: 1 turn/lvl. hoon had traced him somehow, and ‘port- Components: V,S,M Save: Special ed in after him a few breaths later. But Range: 20 yds. Area of Effect: One touched creature one of the things a moonweb does is veil CT: 1 round This spell is only effective against sleep- all sight of the place or person it’s guard- Duration: 1 turn/lvl. ing beings. It allows the caster to remove ing. The other thing it does is hurl ye (and Save: Special any spells of fourth level or less already in any spell ye hurl) right back where ye Area of Effect: One creature effect on the recipient (such as charm started from-with the magic ye used This spell, also known as the ever- person or change self). The spell effects burned and gone.” watching skull, creates the illusory image are unraveled slowly, without doing harm Elminster regarded the crumbs on his of a grinning human skull with twinkling to the caster of the spelldream or the empty tray thoughtfully. “Another thing a eyes; it is visible to all. It floats at the recipient, and without triggering any spell- moonweb does is allow the caster a clear shoulder of the victim, looking at him and traps or defensive effects. This occurs mind-picture of anyone—or anything—that seeming to react to his actions. It actually during an enforced slumber, which can be tries to pass it. The Sisters of Selune all moves to always gaze into his eyes, re- broken by any physical attack on the knew what he was running from. They sponding to head and eye movements. recipient (such an event will jolt the recipi- 62 SEPTEMBER 1992 ent into instant alertness). This enforced Moonwebs repel globes of invulnerabili- octopus-headed humanoids with four slumber is accompanied by dreams, and ty and other magical barriers, but any mouth-tentacles and three-fingered the caster of this spell can choose one contact between a moonweb and an anti- hands), but their skins are dry and often image per level to feature in these dreams magic shell or any prismatic magic will wrinkled, never glistening with slime. (typically, the caster shapes a sequence of instantly destroy both spell effects in a Alhoon attack with four (AC 7) tentacles, images showing the recipient how they spectacular burst of harmless blue sparks each about 2’ long. If successful, each came to be enspelled, or why the caster and crawling purple lightnings. automatically does 1d4 hp damage/round has chosen to remove those spells). If the caster of a moonweb is on the as it bores into the victim. A tentacle dealt While a spelldream is unfolding in the same plane of existence as the moonweb 5 or more hp damage in a round will pull recipient’s mind, his mind cannot be con- whenever any being or thing destroys or out of the victim’s body; it will then strike tacted or influenced by any other being. tries to pass it, the caster gains a clear, (attack roll required) at a new spot. Tenta- Thus, a wizard can pass information to a vivid mental image of the offending object cles striking areas other than a victim’s recipient who is under magical thought- or being. head can’t reach the brain; they do dam- surveillance without risk of the informa- This spell affects one touched creature age for four rounds, then withdraw. tion being detected. or opening (e.g., a doorway or window) As in life, an illithilich is the equivalent of When the spell is cast, the recipient is with a surface area of up to one square a 7th-level psionicist, commanding three allowed a save vs. spells with a -5 penal- foot per level. The material components of disciplines, four sciences, and 12 devotions. ty. If the save succeeds, the spell is lost, and this spell are a piece of gray or silver hair It has a Power Score of 18 and 1d100 +250 the intended recipient instantly awakens. from any source and a drop of holy water. psionic strength points. It attacks with a mind thrust and always possess astral Greater spelldream (Invocation, projection, body equilibrium (its only psy- Illusion/Phantasm) Magical item chometabolic power), control body, domina- Level: 6 tion, ESP, levitation, posthypnotic Components: V,S Samander’s ring suggestion, probability travel, and teleport. Range: 1 yd./lvl. Named for the wizard who devised it Other abilities are usually present and vary CT: 1 turn some 40 winters ago, this rare type of from one individual to another (see PHBR5 Duration: 1 turn/lvl. plain brass ring protects a single living The Complete ). Save: Special being whose bare flesh must be in contact Illithiliches can also cast spells as 9th- Area of Effect: One touched creature with it. It need not be worn on a finger to level mages (spells: 4, 3, 3, 2, 1), using This spell allows the caster to remove work (it can be hidden on one’s person). magicks seized from human mages or any spells of sixth level or less already in Samander’s ring is enspelled to elude all found in spell books from tombs. They effect on a single chosen spell recipient, means of magical detection, even when it avidly seek more spells, driven by a hun- who must be visible to the caster or specif- bears another spell (such as Drawmij’s ger for power. An Alhoon can use a spell ically named during spell-casting. Except instant summons or other teleportation (plus its tentacle attacks) during any round for the differences noted here, this spell is magicks, a magic mouth, or invisibility). It in which it does not use psionics. identical in all respects to a lesser spelldream. does not interfere with the workings of Alhoon spells require material compo- magicks cast upon it. nents, but these monsters often modify Priest spell Samander’s ring has only one function: It spells to remove the verbal component by absolutely prohibits any mental control, altering the somatic component. Illithi- Moonweb (Abjuration, Alteration) compulsion, or influence from affecting liches can employ all magical items usable Sphere: Guardian the mind of its bearer, such as psionic by wizards, as well as those open to all Level: 5 attacks (note that these can still do dam- classes. Magical items, scrolls, and spell Components: V,S,M age) or orders given to a charmed ring- books are the treasures most valued by Range: 0 bearer. The bearer is made aware of the Alhoon. In the , they often use CT: 5 details of all such attempts and can there- gems as currency. (Alhoon hate bright Duration: 2 turns/lvl. fore pretend to be affected. The ring does light but venture into the surface world by Save: None not prevent a charm, domination, or simi- night or dwell there in caverns, gloomy Area of Effect: Special lar enchantment/charm spell from being woods, and ruins.) This spell is used by priests of Selune, cast on the ring-bearer, so that the caster Alhoon gain no undead attacks such as a the Faerun goddess of the moon and stars. may well believe such a spell has succeed- normal lich’s chill touch, but they do have It creates a web of glowing, shimmering ed. It has no effect on illusions (including “standard” undead immunities to sleep and strands of silvery light. This moonweb shadow monsters). When functioning, charm magicks. They can’t be turned or cannot be seen through (except by priests Samander’s ring turns invisible and intan- dispelled by priests and aren't harmed or of Selune, the goddess herself, and the gible; it can’t be felt, struck, or torn off by impeded by holy water, cold iron, protec- beings in a protected area), but it doesn’t purely physical probing. tion from evil, sunlight, or silver weapons. foil magical means of detecting or locating XP Value: 2,000 They are subject to the effects of magicks beings and objects. GP Value: 12,000 (typical market price in that specifically affect undead. Any being, weapon, or spell striking a the Realms) Alhoon have no need for sustenance, but moonweb is forced, violently and immedi- their magic-resistant bodies adapt imper- ately, back to its source. This includes Monster fectly to undead status; they are plagued beings trying to circumvent such a barrier Alhoon (Illithilich): #APP 1-4; INT by tissue desiccation. They counteract this by means of dimension door or teleporta- Genius (18); AL NE; AC 12; MV 9; HD 8 +4; by bathing or by drinking water, soup, tion magicks (which are drained and ru- THAC0 13; #AT 4; Dmg 2d4 or by weapon; alcohol, and other liquids. They need not ined by the moonweb). Weapon attacks SA mind blast, spell use; MR 50%; SZ M (6’ ingest nutrients; absorbed poisons harm directed at or through a moonweb re- tall); ML 17-18; XP 7,000; Menzoberranzan an alhoon but cannot “kill” it (it reaches a bound for full damage on their wielders. boxed set. Treasure: S,T,V × 3 ( × 6 in minimum of 6 hp from any poison dam- Before rebounding, magical weapons do lair),X. age, then takes no further damage). Their a moonweb 1 hp damage for each “plus” Alhoon are very rare, magic-using out- undead state neutralizes most poisons, possessed. A moonweb can be destroyed casts from mind-flayer society who have healing all poison damage at a rate of 1 hp by inflicting 1 hp magical damage per level defied elder-brains to achieve lichdom, per round: Alhoon enjoy devouring brains of its caster, or by the application of a becoming “illithiliches.” Alhoon look like just as they did in life, but need not do so dispel magic spell. living mind flayers (mauve-skinned, to stay alive.

DRAGON 63 ©1992 by Rick Swan Gaming in style: deluxe role-playing campaign sets

When I was a kid, I judged the quality of a board game by the number of goodies in the box. The rules were largely irrelevant since I didn’t always understand them, and there was rarely anyone around to play with. But I loved to fondle the pieces—the more, the merrier. By this criterion, Park- er Brothers’ SORRY* game, with a crum- my card deck and a few miserable pawns, was a dismal failure, while the CLUE* game, with all those nifty plastic and metal weapons, was a raging success. Now that I’m a big boy, I’m a bit more * indicates a product produced demanding about the rules, but I’m still a by a company other than TSR, Inc. sucker for goodies. I adore the little air- Most product names are trademarks planes in TSR’s BATTLE OF BRITAIN™ owned by the companies publishing game, and my collection wouldn’t be com- those products. The use of the plete without Milton Bradley’s AXIS AND name of any product without mention of its trademark status should not be ALLIES* game, with its multitude of minia- construed as a challenge to such status. ture armies. They’re both good games, 64 SEPTEMBER 1992 addictively playable, but I consider that to of spiral-bound flip books featuring an once per decade in some areas, water is be a bonus. introductory adventure. The campaign more precious than gold. Travelers risk The same standards apply to role- guides, one explaining the background of dehydration from the scorching heat, playing products. Nothing makes my pulse the DARK SUN world and the other detail- ambushes from brutal elven raiders, and race faster than a box stuffed with book- ing the new rules, are well-written, clearly attacks from giant tentacles lurking in the lets, maps, dice, posters, and record organized, and liberally illustrated with dust-filled Sea of Silt. If I were on the sheets. Maybe it’s just wishful thinking to evocative black-and-white artwork. The Athas Chamber of Commerce, I wouldn’t justify all the money I’ve shelled out for background book, called The Wanderer’s count on a lot of tourist revenue. this stuff over the years, but I figure that Journal, is written in the style of a first- Imaginative details make the sourcebook if publishers are willing to go to the trou- person memoir (page 3: “The description material sparkle. Owing to the scarcity of ble and expense of cramming a box full of that follows is what, over the years, I have natural resources, few wizards have ac- extravagant components, it stands to rea- pieced together about the geography of cess to books made of paper pages and son that they must have a certain amount our world. There are many omissions, and hard covers; instead, they record their of confidence in the game itself. no doubt dozens of errors, for my infor- spells with string patterns and complex While my theory may not always hold mation is gathered from travelers, mer- knots. Metal is also rare, affecting both the true (TSR’s WORLD OF GREYHAWK™ chants, and explorers—some of whom no economy and the quality of equipment. boxed set was a bit of a dud, as was Milton doubt felt that it was in their best interest The ceramic coin, made from clay and Bradley’s BROADSIDES AND BOARDING to mislead me wherever possible.”). While glazed in various colors, is the primary PARTIES* board game, despite those great this approach makes for interesting read- medium of exchange, worth about a hun- model ships), it certainly applies to the ing the first time through, it’s annoying dredth of a gold piece. Weapons typically deluxe sets reviewed this month. Though later on when the DM has to sift through consist of obsidian, bone, and wood, and they’re from different companies and they all of the narrative clutter to dig out the are prone to break; whenever a weapon support different game systems, they all facts he needs for his campaign. I’d have inflicts maximum damage, it shatters on a have two things in common: an abundance preferred a straight encyclopedic presen- roll of 1 on 1d20. Only a single dragon of goodies, and terrific play value. They’re tation, similar to that of the Time of the exists in all of Athas, but it’s a nasty one: a also among the best RPG products in re- Dragon and ® boxed sets. 32-HD monstrosity with supra-genius cent memory. Let the fondling begin! The flip books, made of cardstock pages intelligence whose appearance bound by metal spirals, are the set’s most disasters of catastrophic proportions. unusual components. The back covers Characters: To give them a fighting DARK SUN™ boxed set * * * * ½ have accordion folds so that the books can chance at living beyond their first few AD&D® 2nd Edition supplement stand upright on a table. The Dungeon birthdays, DARK SUN characters are con- Boxed set with 96-page Rules Book, 96- Master’s Book details a simple adventure, siderably tougher than their counterparts page Wanderer’s Journal, 16-page A complete with encounter descriptions, in other AD&D settings. For starters, all Little Knowledge booklet, two 24-page game statistics, and role-playing notes. The characters begin at 3rd level. Ability spiral-bound flip books, one single- Player Aid Cards contain pictures and scores range from 5 to 20, and may be sided 21” × 32” map sheet, one diagrams to be shown to the players dur- raised as high as 24. PCs start the game 21” × 36” double-sided map sheet, and ing key points of the adventure. Though with three times the funds stated in the one 21” × 32” poster the adventure is cleverly staged and rea- “Money and Equipment” chapter of the TSR, Inc. $20 sonably engaging, it hardly merits a for- Player’s Handbook. In the most notable Design: Timothy B. Brown and Troy Den- mat this elaborate. Since players are departure from AD&D game conventions, ning unlikely to use the adventure more than all DARK SUN campaign PCs have at least Editing: William W. Connors and J. Robert once or twice, a couple of stapled booklets one psionic talent, as described in The King would have sufficed. The flip books would Complete Psionics Handbook. Because Black-and-white art: Brom and Tom Baxa have been more useful had they contained psionics tend to echo the effects of magic, Color art: Brom frequently needed reference material, this rule gives everyone access to powers such as character-class summaries, spell normally reserved for wizards and clerics. I thought I had this set all figured out lists, or combat tables. A DARK SUN world thief might be able to the minute I laid eyes on the ads. With a Setting: Athas, the land of the DARK use Clairvoyance to scan for enemies, blazing sun over a barren desert land- SUN setting, shares the post-apocalyptic while his fighter companion may be able scape, what else could it be but Lawrence desolation of FGU’s AFTERMATH* game, to nail an opponent by using his Project of Arabia, AD&D-game style? I pictured GDW’s TWILIGHT 2000* game, and other Force ability. sand dunes, sword-slinging bedouins, after-the-holocaust RPGs. Where those Though Athasian humans are similar to camel caravans, maybe an elven sheik game worlds were ravaged by technology, those in standard AD&D settings, differ- hanging out in an oasis. the devastation of Athas appears to be the ences in other races range from subtle to As it happens, I was wrong about every result of magic run amuck. Most of Athas dramatic. Athasian dwarves are masses of thing but the sand dunes. The DARK SUN is an empty desert, interrupted by a hand- solid muscle, standing less than 5’ tall and set has little in common with Arabia, ful of corrupt city states controlled by weighing nearly 200 lbs. Each dwarf pur- Egypt, or any other earthly locale. Using power-mad sorcerer-kings and their spell- sues a singular obsession, called a focus, the desert as a metaphor for struggle and wielding lackeys. Slavery is commonplace, that requires at least a week to complete. despair, this set presents a truly alien gladiatorial duels provide entertainment While performing tasks related to his setting, bizarre even by AD&D game for the elite, and treachery and death focus, a dwarf earns a +1 to his saving standards. From dragons to spell-casting, permeate the culture. As rain falls only throws and a +2 bonus to his proficiency from character classes to gold pieces, this roles. Athasian elves are hostile nomads, set ties familiar AD&D conventions into Role-playing games’ ratings marked by savage dispositions and a deep knots, resulting in one of the most fasci- distrust of outsiders. The wiry nating and original game worlds that TSR X Not recommended seldom exceed 3½’ in height and live in has ever produced. * Poor, but may be useful shaman-ruled settlements in the jungles Goodies: The lavish package includes ** Fair beyond the mysterious Ringing Mountains. two thick campaign guides, a booklet titled *** Good Three new races also flourish in Athas: A Little Knowledge (featuring a short story **** Excellent muls (the exceptionally strong offspring of and a couple of ***** The Best dwarves and humans, commonly used for entries), a pair of colorful maps, and a set slave labor), half-giants (a cross between

DRAGON 65 giants and humans who choose new align- sucks the life from the surrounding area outs, one 17” × 27” map sheet, four ments every morning), and thri-kreen and turns it into a sterile wasteland. The 11” × 17” cardboard cut-out train car (savage insect men, also known as mantis Defiler Magical Destruction Table (Rules plans, one 11” × 17” cardboard cut-out warriors, with venomous saliva and ar- Book, page 60) indicates the effects of Sedefkar Simulacrum, one 11” × 17” morlike exoskeletons). Player-characters defiler magic on the immediate terrain; a cut-out Scroll of the Head, four pass- may be drawn from any of the races, 4th-level spell cast in the mountains, for port forms, two luggage stickers, and including the three new ones. example, turns vegetation to ash within a one 11” × 15” poster The DARK SUN set likewise skews famil- 20-yard radius. Preservers, striving to Chaosium Inc. $40 iar AD&D character classes. The warrior wield magic in harmony with nature, Design: Geoff Gillan, Nick Hagger, Penelo- category incorporates fighters and the cause no damage to the environment pe Love, Marion Anderson, Richard rangers, but excludes paladins, who do not when they cast spells. However, virtue Watts, Christian Lehmann, Mark Morri- exist in Athas. The warrior class also in- comes with a price, as preservers advance son, Bernard Caleo, Russell Waters, Phil cludes a new archetype called the gladia- in level at a much slower rate than the Anderson, Peter F. Jeffery, L. N. Isinwy- tor. Disciplined in a variety of combat self-serving defilers. II, Thomas Ligotti, and Lynn Willis techniques, gladiators are automatically Evaluation: The DARK SUN set’s Editing: Mark Morrison and Lynn Willis proficient in all weapons, receive a +4 events parallel many of the crises we’re Illustrations and graphics: Earl Geier, modifier to punching and wresting attack facing in the real world, which gives the Laurie Deitrick, Carol Triplett, and rolls, and are allowed to specialize in game a degree of resonance and substance Gustaf Bjorksten multiple weapons. Thieves and bards seldom found in fantasy role-playing. Cover: Lee Gibbons aren’t much different from the Player’s When a greedy minority is free to exploit Handbook descriptions. Priests, on the its society’s resources-regardless of Because their products are seldom less other hand, comprise three distinct cate- whether those resources are economic, than first-rate, I’ve been spoiled by gories: clerics, who derive their powers technological, or magical-the result is Chaosium. The CALL OF CTHULHU game directly from the elemental planes; tem- chronic misery for everyone else and a has a particularly impressive track record, plars, who serve the sorcerer-kings and cycle of decay that becomes increasingly including a disproportionate number of are dependant on them for magical en- difficult to reverse. Intentional or not, the bona fide classics such as The Fungi from ergy; and druids, who are bound to the DARK SUN set makes a strong case for Yuggoth, Shadows of Yog-Sothoth, and my essence of a particular oasis or other altruism and cooperation by showing the nominee for the best RPG adventure ever, geographic location. DARK SUN world dire consequences of unbridled self- Masks of Nyarlathotep. wizards include defilers, whose powers interest. Before I go too far off the deep Still, I wasn’t ready for this. Horror on come at the expense of the ecosystem; end, let me hasten to add that above all the Orient Express is a start-to-finish preservers, who wield magic in concert else, the DARK SUN set is a lot of fun, knockout, a dazzling and intoxicating with the environment; and illusionists, filled with an imaginative array of CALL OF CTHULHU campaign with the specialists in illusory effects who may be fantastic monsters, devious bad guys, and scope and richness of an epic novel. either defilers or preservers. glittering treasures. And somewhere be- Thanks to the strong narrative and skillful The DARK SUN rules encourage players neath all those sand dunes, I wouldn’t be pacing, the suspense never lags and the to follow the alignment guidelines used in surprised if there were a dungeon or two surprises never stop coming, a remarkable other AD&D campaigns, though allow- waiting to be explored. achievement for an adventure spanning ances are made for extreme circumstanc- Still, I wish the designers had invested as more than 200 pages. es. For instance, if a member of the party much effort developing the ecological Goodies: It’s a credit to Chaosium that dies from dehydration, a surviving com- themes as they did fiddling with warriors the worst thing about Horror on the Ori- panion may succumb to “severe despera- and alignments. Maybe a future supple- ent Express is the box it comes in: a flimsy tion” if he fails a daily Wisdom check; in ment will focus on the ramifications of single-piece affair virtually guaranteed to such a case, the desperate companion environmental disarray. I hope so, as I’d be disintegrate. The components barely fit, acquires a chaotic-evil alignment as it curious to get a look at the Athasian equiv- and it’s just about impossible to stuff them applies to obtaining water. Despite the alent of an oil spill or Three Mile Island. back in once you pry them out. I gave up modifications, the alignment rules aren’t And imagine the mutating effects of magi- and stored everything, including the use- particularly compatible with the tone of cally generated pollution on dune freaks, less box, in a pair of manilla envelopes. A the DARK SUN set, where the struggle for silk wyrms, and other Athasian monsters. product this impressive deserves quality survival takes precedence over adherence For now, the direction of a DARK packaging. How about a box with a lid? to abstract principles. This world would WORLD campaign is up to the DM, as the The components themselves are superb, have been an ideal setting to jettison the rulebooks don’t give much guidance. boasting elegant writing and handsome concept of alignment, which has never There are no adventure hooks or devel- graphics. The Campaign Book details the been a crucial element in sophisticated oped NPCs, and only a few hints as to how history and operation of the Orient Ex- campaigns anyway. the city states interact. I’d suggest that press, the luxury passenger train of the Magic: The DARK SUN set’s ecological DMs initially avoid the politics of the city late 19th century where much of the themes are most pronounced in its treat- states and steer their players into the campaign’s action takes place. Four card- ment of magic. No deities exist in Athas. wilderness to experience the decimated board sheets of train-car plans, large Instead, clerics worship natural forces, ecosystem first-hand. Admittedly, it takes a enough for scale miniatures, may be cut represented by the elemental planes of skilled DM to handle the subtleties of the apart and laid out to create a train nearly earth, air, fire, and water. The only setting, not to mention the psionics rules 15’ long. A creepy humanoid statue called spheres accessible to Athasian clerics are and the fine points of the new races and the Sedefkar Simulacrum plays a vital part those corresponding to the elemental character classes, but it’s worth the effort. in the adventure; cardboard replicas of planes, along with the catch-all Sphere of The DARK SUN setting is that good. the Simulacrum’s arms, torso, and other the Cosmos. Additionally, clerics and dismembered pieces are distributed to the druids may tap into magical plants called players as they track them down during trees of life once per day, to gain heal, Horror on the Orient the game. The generous set of player augury, divination, and magic font spells. Express ***** handouts include embossed passports, Wizardly magic derives directly from CALL OF CTHULHU* supplement newspaper clippings, and a ragged parch- the life forces inherent in the ecosystem. Boxed set with four campaign books (205 ment called the Scroll of the Dead that the Defilers have no qualms about exploiting pages total), 32-page Strangers on the Keeper is advised roll up on a pencil, tie the environment, as every spell they cast Train booklet, 16 pages of player hand- with a leather strip, then stain with coffee

66 SEPTEMBER 1992 to create convincing age spots. characters. Chaosium says to expect a 70% graphics have developed to the point Three books contain the bulk of the Investigator casualty rate by insanity or where they rank among the industry’s adventure, each spotlighting a number of death. I’d say that’s a conservative esti- best. Nowhere is this more evident than in exotic European locales, Considering the mate. Players should begin with a mini- the high-gloss sheen of the BATTLETECH number of authors involved, the writing is mum of three or four spare PCs, as I line. Solaris VII is a case in point: a classy surprisingly seamless. The books are well- guarantee they’ll be gobbled up like candy package replete with stylish art, clean organized and loaded with troubleshoot- corn. layouts, and appealing colors. The impres- ing tips, making the complex adventure Many RPG products aspire to greatness, sive maps skillfully balance utility (easily relatively easy to run. Informative side- but few actually achieve it. Horror on the distinguished terrain, large I.D. numbers) bars offer spell descriptions, culture notes Orient Express qualifies as a work of art. and aesthetics (icy blue hexes for the for the various cities, and optional en- The provocative cast of characters, color- arctic wasteland of Davion, grim grays and counters. The Strangers on the Train book ful settings, and heart-stopping encounters browns for the desolate Factory arena). features statistics, background informa- add up to a gaming experience that few The attractive rulebooks, capably written tion, and pictures for 28 non-player char- players will soon forget. I envy anyone and edited, are packed with text, tables, acters; each character sheet is perforated who’s about to get started. I wish I could and sharp illustrations. The statistics book for easy removal. A pair of luggage stick- do it again. provides armor diagrams, heat scales, and ers, one for the Orient Express and the critical-hit tables for an impressive variety other for Le Grande hotel in Constantino- of ‘Mech units. Best of all are the trading ple, serve no function in the game but Solaris VII* **** cards, an obvious extra that I wouldn’t be ought to raise a few eyebrows if you slap BATTLETECH* and second-edition MECH- surprised to see popping up in other game them on your backpack. WARRIOR* supplement sets. With color pictures of Arena ‘Mechs The story: The Investigators begin in Boxed set with 64-page Gamemaster’s on the front and statistic summaries on London with a request from a friendly Book, 64-page Players Book, 16-page the back, the cards serve double duty as professor to find and destroy the mysteri- statistics book, four double-sided collectors’ items and reference guides. ous Sedefkar Simulacrum. Obtaining the 21 x 36 map sheets, 12 trading cards, Setting: Solaris VII is a huge planet Simulacrum, warns the professor, is neces- and one 8½” × 11” sheet of cardboard bordering the Steiner-Marik frontier, an sary to thwart the Brothers of the Skin, a punch-out counters area largely untouched by the havoc of shadowy cult whose vile proclivities are FASA Corporation $25 the Succession. Wars. The planet consists enough to make Hannibal Lecter cry for Design: and Mike Nystul of two continents. The most populated of his mommy. The Investigators must board Editing: Donna Ippolito and Sharon Turner the two, Grayland, consists of shallow the Orient Express and race across Europe Mulvihill seas, vast forests, and the bustling Solaris to gather the scattered pieces of the Simu- Illustrations: Earl Geier, Denis Nelson, Karl City. Equatis, the second continent, is lacrum. Along the way, they experience a Kochvar, Mike Nielsen, L.A. Williams, rugged and bleak, sparsely settled by a plethora of Sanity-wrenching encounters, Joel Biske, and Tony Santo handful of hardy miners and fishers. The among them an ichor-dripping rose gar- Maps and counters: Karl Kochvar planet’s economy centers around Battle- den, a gargantuan chess board littered Trading cards: Jeff Laubenstein Mech contests. Gamblers from all over the with butchered corpses, and an animated Cover: Mike Nielsen galaxy line up to wager on the games and kitchen oven that feeds on the flesh of the support their favorite combatants. The living. The BATTLETECH game remains the Gamemaster’s Book lists the planet’s Top 20 The campaign features its share of bi- undisputed champion of robotic tactical Unlimited Class MechWarriors as chosen zarre dreams, Mythos minions, and other combat games, and rightly so. The mon- by a poll of oddsmakers and sports writ- CTHULHU hallmarks, but this time strous BattleMech robots have been de- ers. The list includes each warrior’s tac- around, the tone is inspired as much by signed and presented in exacting detail, tics, background, and BattleMech EC Comics as H.P. Lovecraft. As fans of while the BATTLETECH universe contains preference, but no game statistics. It’s up Tales of the Crypt will attest, that’s high enough gadgets and gizmos to keep tech- to the referee to assign statistics appropri- praise indeed. The story carries the play- nology junkies occupied for the next mil- ate to the power level of his campaign. ers along on a series of cascading shocks, lennium. However, though this game has That’s a lot of work; at the very least, it each more jaw-dropping than the one lavished attention on the hardware, the would’ve been nice if a few samples had before. While some scenes gleefully push human element has been underplayed. If been given. the boundaries of good taste—a key mo- BattleMechs didn’t need pilots, there A visitor’s guide to Solaris City describes ment in an early episode centers on a train wouldn’t be much use for PCs at all. the community’s public works installations track made of human organs—all are Recently, FASA began an ambitious over- (including the General Court and the vividly imagined and cleverly staged. Oth- haul of the BATTLETECH game in an Council Hall), information centers (such as er gruesome sequences include a perform- effort transform it from an elaborate set the Solaris Broadcasting Corporation and ance of Aida in a Milan opera house where of combat rules to a genuine role-playing the Solaris Times, the planet’s highest something other than a human vocalist game. The transformation got off to a circulation newspaper), and finer hotels supplies the music, and a visit to an un- strong start with the release of the second- (ranging from the luxurious Solaris Hilton earthly city where the cobblestone streets edition MECHWARRIOR game (enthusiasti- to the seedy Golden Atlas). Additionally, ooze milk and severed hands dangle from cally reviewed in DRAGON® issue #183) each sector boasts its own dueling arena, fruit trees. And just when it seems that that provided a workable set of guidelines maintained as a source of income for the the adventure has reached the limits of its for creating three-dimensional characters. local government. A chapter in the Player’s mind-bending premise, the designers pull Now FASA takes another giant step for- Book covers the history and physical fea- out all the stops for a truly stunning cli- ward with Solaris VII, a campaign world tures of each arena, while a corresponding max, combining a spectacular apparition complete with gambling dens, dueling chapter in the Gamemaster’s Book supplies (hinted at on the box cover) with the single arenas, and other intriguing settings made rules and map set-ups for staging battles in most nightmarish image I’ve ever come to order for BATTLETECH adventures. them. across in a horror game (involving a nee- Goodies: Credit FASA with a major New rules: The Gamemaster’s Book dle, some twine, and a dozen children). improvement in the appearance of its offers a potpourri of optional ideas to Evaluation: Obviously, Horror on the products. It wasn’t long ago it was crank- supplement the rules in the second-edition Orient Express is not for the faint of heart ing out STAR TREK: The RPG* supple- MECHWARRIOR game. Reputation Ratings or the weak of stomach. Neither is it for ments that were, to put it charitably, a help PCs round up spare parts and obtain players who become attached to their little on the drab side. Since then, FASA’s bookings at quality arenas. Cash-poor

DRAGON 67 characters may use the Patron Table in an players, however, should have no qualms involves reloading ratings, range determi- attempt to attract financial backing. The about investing in all three. Taken togeth- nation, and the effects of recoil. To deter- book also furnishes comprehensive com- er, these products mark a renaissance in mine the concussion of a demolition bat rules for resolving BattleMech duels in BATTLETECH gaming. Mech pilots never charge, you divide the Damage Point value quarter-scale; four hexes and four turns in had it so good. by two, take the square root of the results, the quarter-scale system equal one hex and multiply it by 5. Square root? What’s a and one turn in the original system. Com- Short and sweet square root doing in a game with rampag- bining concepts from both BATTLETECH CADILLACS AND DINOSAURS* game, ing dinosaurs? It all seems to work— and MECHWARRIOR games, the quarter- by Frank Chadwick. GDW, Inc., $18. Based veteran designer Frank Chadwick is scale system is not particularly easy to on the Xenozoic Tales comic book (pub- incapable of doing a shoddy job—but it’s learn—a sprinting Mech, for instance, lished by Kitchen Sink Press), the CADIL- too hard by half. Fans of the comic book suffers a +2 Piloting Modifier, earns a -1 LACS AND DINOSAURS role-playing game should get a kick out of the informative Fire Modifier to any ranged attacks made postulates a setting in the future where an sourcebook material and Mark Schultz’s against it, and must spend a Movement ecological disaster has reduced civilization exquisite illustrations. Role-players, how-’ Point (MP) cost equal to twice its current to ruins. A handful of survivors find them- ever, may wonder if a premise this modest walking MP. Still, the system remains an selves up against an army of sabre-tooth is worth all the effort. interesting alternative to conventional tigers, iguanodons, and similarly hostile Mech combat, and veteran players should creatures that have mysteriously appeared Tooniversal Tour Guide, by Robert “Doc” have fun fooling around with it. from earths past. Players take the roles of Cross. , $20. This new Evaluation: Though Solaris VII offers a humans, defined by six basic supplement for the TOON* game brings good overview of the game world, it’s attributes (Strength, Agility, Constitution, both good news and bad. The bad news: short on specifics. There’s not much about Charisma, Intelligence, and Education). A There’s a bunch of new rules for Speed the planet’s culture or ecology, and only variety of skills, ranging from Leadership Ratings, map making, and other tedious tantalizing peeks into the inner workings to Metallurgy, derive from the attributes. concepts typical of conventional RPGs. of the sector governments. The books give Each skill receives a rating from 1 to 10, Rigid mechanics violate the game’s free- thorough guidelines for arena duels but the higher the better. To use a skill, a wheeling premise, and the TOON game little in the way of campaign design. character’s 1d10 roll must be less than or needs them like a hot dog needs frosting. Though creative referees will find plenty equal to the relevant rating, with penalties The good news: The rules only take up a of use for this material in its raw state, the and bonuses applied to the roll based on small part of first chapter. The rest of the rest of us will have to wait for the supple- the relative difficulty of the task. book features nearly 200 pages of material ments to fill in the blanks. So far, so good, until we reach the com- parodying nine familiar role-playing gen- Also note that Solaris VII is not a stand- bat rules: a dense tangle of formulas and res, and it’s a riot. Toonpunk 2020½, Mek- alone product, requiring both BATTLE- modifiers that’s gratingly out of synch toon, and Crawl of Catchoola are among TECH and second-edition MECHWARRIOR with the user-friendly approach of the rest the more memorable entries, but first games for maximum enjoyment. Serious of the game. Firing combat, for instance, prize goes to Dungeons and Toons, which details a screwball fantasy world ruled by a powerful wizard named Teeyesarr. Char- acter races include squirrels and mice, frisbees are used as missile weapons, and nasty undead called “The UnFallen Down” stumble through hopelessly contrived dungeons in the Forgotten Helms. It’s actually possible to stage adventures in these demented settings, but that’s almost beside the point—the book skewers the industry with such precision that game designers will probably think twice the next time they’re tempted to trot out their favorite cliches. [Another short review of this supplement appears in “Role-playing Reviews II,” by Allen Varney, in this issue.]

Amberzine, edited by Erick Wujcik. Phage Press, $10 per issue. Role-players intrigued by Erick Wujcik’s innovative AMBER* game (reviewed in DRAGON issue #182) might want to take a look at Amberzine, a 160-page digest-sized maga- zine packed with AMBER-related odds and ends. A lengthy account of a memorable AMBER campaign, a lively letters column, and a tour of the Santa Fe headquarters of novelist Roger Zelazny highlight the pre- miere issue. As is the case with most fan publications, the writing and graphics range from adequate to amateur, but what the magazine lacks in slickness it more than makes up for in enthusiasm. Show your support by sending $10 for a sample copy or $40 for a five-issue subscription to Phage Press, P.O. Box 519, Detroit MI 48231-0519.

68 SEPTEMBER 1992

by Steven E. Schend T HE MARVEL®-PHILE Heirs to the fallen empire With the recent detonation of the Nega- R GD(10) Resources: FB(2) DOCTOR MINERVA™ Bomb by the Shi’ar and the apparent death I GD(10) F EX(20) Health: 130 of the Supreme Intelligence during Opera- P EX(20) Popularity: 20 (Kree Empire) A EX(20) tion: Galactic Storm, the once-powerful S AM(50) Karma: 60 interstellar empire of the Kree has been KNOWN POWERS: E IN(40) driven to its knees. Its mighty armies and Empathic link: Captain Atlas shared an R RM(30) Resources: FB(2) legions of Accusers are gone. Only a select empathic link with Doctor Minerva of I GD(10) few have lived through the galaxy-wide Shift X (150) rank. This link was set up to P EX(20) Popularity: 15 (Kree Empire) devastation. Thanks to the machinations of better tie Atlas with his “fated” mate for the Supreme Intelligence, these few are the betterment of the Kree. KNOWN POWERS: destined to become a new breed, freed Flight: Captain Atlas could fly at Good air Through the use of the outlawed from the evolutionary dead-end that had speed (8 areas/round). Psyche-Magnetron, Dr. Minerva altered halted the Kree race’s advancement for her form and inherited powers similar to the past millennia. EQUIPMENT: those of the original Ms. Marvel. They Currently, the Kree Empire is under the Energy blaster: Captain Atlas sometimes were as follows: rulership of Deathbird for her sister, Lilan- carried a Kree military-issue energy blast- Body armor: Dr. Minerva’s tough skin dra Neramani, Majestrix Shi’ar. Deathbird er. This weapon had Amazing range (20 gave her Remarkable (30) protection has collected the remaining members of areas) and dealt Excellent (20) Energy against physical and Force attacks and the Kree Starforce as her elite guard. damage to one target. Excellent (20) protection against Energy Originally collected by the Supreme Intelli- Uniform: The Kree military uniform attacks. gence as his superhuman strike force worn by Atlas provided him with the Combat sense: In combat situations or against the Shi’ar Imperial Guard and the following systems: when Dr. Minerva was actively searching Earth-based Avengers, the Starforce was —Ability enhancement: The armored for something, this Incredible (40) rank to help him regain the rulership of the suit boosts Atlas’ abilities to their listed power was used instead of her Intuition. Kree, a post he had held for 11,000 years levels above; without the suit, his Agility, Flight: She could fly at Excellent air before his most recent ouster. Strength, and Endurance were reduced by speed (10 areas/round). With the Supreme Intelligence’s alleged -1CS each. Metabolic resistance: Dr. Minerva’s body death following the destruction of 90% of —Body armor: The uniform provided had an Amazing (50) rank resistance to the Empire’s people, Deathbird was cho- Atlas with Excellent (20) protection from any diseases, poisons, and toxins. sen to reconstruct the throneworld, Hala, physical, Force, and Energy attacks. and the empire under Shi’ar rule with the —Communicator: The contained ROLE-PLAYING NOTES: Starforce at her side. a subspace radio with Monstrous range Dr. Minerva was a scientist intent on Below are the statistics and gaming (40 areas); it could be boosted by supple- improving the genetic stock of the blue- information for the members of the Kree mental systems for better range, but it skinned Kree and freeing it from its evolu- Starforce. Of the six members fully de- was used primarily for communication tionary dead-end. Her monomania drove tailed below, only three are known to be during combat. her to genetically alter herself to gain living still: Shatterax, Ultimus, and Korath —Self-destruct mechanism: Captain Atlas some of the powers of the first Ms. the Pursuer. Supremor, Dr. Minerva, and could set his armored uniform for self- Marvel. As the leading scientist on the Captain Atlas all have allegedly died in the destruction; after a build-up of energy that Starforce, she was the only member privy aftermath of the Nega-Bomb. Statistics for lasted five rounds, the suit could detonate to the Supreme Intelligence’s plan to deto- Deathbird, Ronan the Accuser, and the in a one-area radius, causing Unearthly nate the Nega-Bomb and jumpstart the Supreme Intelligence can be found in their (100) Energy damage to all within the blast genetic makeup of the Kree. respective entries in the Gamer’s Hand- radius. Atlas apparently destroyed himself In pursuit of a goal, Minerva was manic books to the MARVEL UNIVERSE™, Vol- and Dr. Minerva this way, though evidence in intensity but was always under control. umes One, Three, and Four. suggests that the two Kree were teleport- Her techniques were always methodical Deathbird currently resides on Hala, the ed away rather than destroyed. and systematic, and she would do nearly capital of the decimated Kree Empire, and anything for the advancement of the Kree is attempting to oversee the fragmented ROLE-PLAYING NOTES: race, especially if it put her in a position of and crippled empire as Regent for her Captain Atlas, like so many other Kree power. sister. She also acts as the Praetor of the before him, was a career military man. His If she is alive in your game campaign, Starforce. prowess in battle and his honor in uphold- Dr. Minerva could be hunting the player Though Deathbird is often unpredictable ing the codes and ideals of the Kree Em- characters, hoping to use their genetic and savage in battle, her time as Majestrix pire were always utmost in his mind-that material to better the Kree race. Her initial Shi’ar has tempered her passions and is, until he met Doctor Minerva. From his forays against the original Captain Marvel given her the insight needed to rule an initial meeting with her, he was head-over- involved her wanting him to father chil- intergalactic empire. Deathbird seems to heels in love with her, and she became a dren of enhanced genetic potential; at the be taking her responsibilities to heart, driving force in his life, as was planned by time of her apparent demise, she felt that though her subjects are not of her own the Supreme Intelligence. Captain Atlas was her fated mate and they people; whether or not she will manage to Despite his Kree prejudices and an as- would be the progenitors of the new Kree pull the Kree people together as a unified tonishingly rigid code of behavior, Atlas race. empire is unknown, though she is attempt- was quite honorable—the proverbial good ing to restore order to Hala and its imme- soldier. His tactical skills are second only KORATH THE PURSUER™ diate bordering worlds. to his attraction to Minerva. If used in a F GD(10) Health: 100 game campaign, the word of Captain Atlas A GD(10) CAPTAIN ATLAS™ could be trusted, especially if Atlas’s oppo- S RM(30) Karma: 40 F RM(30) Health: 140 nent has proven himself honorable as E AM(50) A EX(20) well. R EX(20) Resources: EX(20) S IN(40) Karma: 40 I GD(10) E AM(50) P GD(10) Popularity: 10 (on Hala)

72 SEPTEMBER 1992 KNOWN POWERS: terax was a blue Kree soldier who was variety of sensors he could rely upon for Pursuer cybernetic enhancements: cybernetically altered and fitted with analysis, detection, and recording pur- Korath was the only recipient of the cy- various technologies to replace parts of his poses. All the following sensor systems bernetic implants designated for Pursuer own body. As part of the Kree military, he operated with Incredible (40) rank: energy, security forces (to replace the centuries- volunteered to be the first of the new heat, radar, radiation, sonar, and ultra- old Accusers). His entire body has been “technowarriors” fitted with artificial sound. Shatterax also had Incredible (40) impregnated with circuitry and power limbs loaded with weapons systems. His rank Life Detection. He could alter his cells to grant him these powers: abilities included: visual sensors to adapt to up to Remark- —Beta batons: Korath’s main weapons —Body armor: Shatterax’s armor and able (30) rank darkness by adapting infra- were his beta batons. Constructed of Re- artificial implants were made of Incredible red or ultraviolet vision. markable (30) strength metals, the batons (40) strength materials, and they granted allowed him to channel energy from his the Kree warrior Remarkable (30) protec- ROLE-PLAYING NOTES: body to “charge” them for the following tion from Energy attacks and Incredi- Shatterax was even more of a career melee combat effects: Monstrous (75) ble(40) protection from physical and Force soldier than Captain Atlas. He volunteered Blunt damage; Amazing (50) Energy dam- attacks. for the extensive cybernetic changes de- age; or Monstrous (75) Stun attack. If —Capture globes: Shatterax’s armor spite the personal cost simply to become a Korath did not “charge” his batons, he contained two of these devices, and they better soldier. He spoke seldom, other than could still inflict Incredible (40) Blunt could be fired from his arms with a range to narrate his findings (in combat and damage with his batons. of four areas. Each globe would expand exploration) to his superiors, with whom The batons channeled energy only and and harden around a given target in less he stayed in constant contact. He rarely were thus useful only to Korath. The than one round, becoming a globe of Re- communicated directly with his foe but energy of the batons could temporarily markable (30) material strength with Good always spoke in tactical and analytical overload and disrupt other cybernetic (10) Levitation capabilities (the globe floats terms to detail the combat action for his systems such as Korath’s boot jets. off the ground and hovers in place) and a commanders. —Body armor: Korath had armor perma- maximum size of 8’ in diameter. Shatterax’s lack of interpersonal skills nently grafted onto his body that provides —Computer link: Shatterax had direct may have stemmed from his lost humani- Remarkable (30) physical, Force, and En- cybernetic links with an internal computer ty; he was, for all intents and purposes, ergy protection. system that monitored his lifesigns and his more machine than man and was perma- —Flight: Korath’s boots had retractable verbal and nonverbal commands for his nently trapped in his armor. Despite the jets that gave him an Excellent (20) air armaments. The computer allowed him power he wielded, he was still a firm speed (10 areas/round). the ability to record all visual and oral believer in the military chain of command —Sensor arrays: Korath’s sensors were information within a range of four areas as well as the Kree chain of authority—the primarily enhanced visual sensors and for up to 12 hours. He could also tap into military is always subordinate to the civil- allowed him Amazing (50) rank Energy external computers of Kree design with ian Accusers. Detection, and they also allowed him to Remarkable (30) ease and Kree communi- Shatterax poses some interesting possi- gauge the power types and power levels of cations systems with Amazing (50) ability bilities for game campaigns. While he superhuman foes. and range. would never come to Earth without orders —Energy generation (“Anti-Neutron to do so, what would happen to this sol- ROLE-PLAYING NOTES: Wave Barrage”): This was Shatterax’s most dier if he came to Earth on a mission but Korath was a bitter scientist who potent weapon. This Monstrous (75) rank couldn’t maintain contact with his superi- refused to obey a mandate from the Kree Energy discharge took three rounds to ors? Too little is known of his personality leadership to abandon his Pursuer cy- fully activate as his cyborg body generated to predict the effects of having this power- berwarrior projects. His determination to the energy and channeled it to the surface ful soldier on his own on Earth, but what- prove the worth of his ideas drove him to of his armor. In the first round, Shatterax’s ever happens, Shatterax will certainly experiment on himself, changing him into armor gained a Remarkable (30) Energy cause a stir in the name of the Kree Em- the cyborg he is now. field that lasted until the barrage was pire. Despite his zeal to fight for the Kree, released. This energy field afforded Shat- Korath had been a scientist most of his terax no extra protection, but contact with SUPREMOR™ life. He had studied fighting, but he had Shatterax dealt Remarkable(30) Energy F EX(20) Health: 215 yet to master combat and had a slow reac- damage to the attacker. The full effect of A EX(20) tion time in crisis situations. the energy barrage was only felt when the S MN(75) Karma: 14 In your game campaigns, Korath might energy was fully released. When activated, E UN(100) be sent to Earth “in pursuit” of some of the energy was released as a wave that R TY(6) Resources: N/A the Avengers for their parts in the Kree- radiates out from Shatterax, affecting all I PR(4) Shi’ar war, or he might be hunting your targets within a two-area radius with P PR(4) Popularity: 0 characters for Deathbird, his new mis- Monstrous (75) Energy damage. For pur- tress, if she is an old foe of your heroes. poses of Slams and Stuns, the barrage is considered an Incredible (40) Force attack F EX(20) Health: 215 SHATTERAX™ to all targets as well. A EX(20) F EX(20) Health: 150 —Flight: Shatterax could fly by means of S MN(75) Karma: 275 A RM(30) artificial legs with rockets in them, grant- E UN(100) S AM(50) Karma: 50 ing him Incredible (40) air speed (20 areas/ R UN(100) Resources: N/A E AM(50) round). I MN(75) R GD(10) Resources: EX(20) —Force generation (“Charged Particle P UN(100) Popularity: 0 I EX(20) Beam”): Shatterax’s primary weapon sys- P EX(20) Popularity: 20 (on Hala) tem was his “charged particle beam” that KNOWN POWERS: dealt Incredible (40) Force damage to one Android body: Supremor was an an- KNOWN POWERS: target within a range of 11 areas. droid built to allow the Supreme Intelli- Cybernetic body("Technowarrior”): Shat- —Sensor arrays: Shatterax had a wide gence mobility and physical action. Up to

DRAGON 73 three of these androids could be active at Sentry, though it relays information only Druid” powers are listed here. any given time; the first set of statistics to the Supreme Intelligence’s cybernetic —Energy manipulation: Demon Druid listed above are the default settings for the think tank. With the links at the tank could tap up to Unearthly (100) rank android when given autonomy by the severed upon the alleged death of the power from a variety of sources, whether Supreme Intelligence, and the second set Supreme Intelligence, it seems unlikely mystical or scientific in origin. He could are the ranks when the android was un- that Supremor will be seen in action any absorb, reflect, and project energy for a der the Supreme Intelligence’s direct con- time soon. variety of effects including his other abili- trol. These androids were altered to have ties below. the appearance of the Supreme Intelli- ROLE-PLAYING NOTES: —Matter transformation: Demon Druid gence; any surviving models of Supremor Supremor shared the same behavioral could transform people into stone obelisks androids have these abilities: characteristics of the Supreme Intelli- akin to those at Stonehenge with Mon- —Body armor: Supremor was construct- gence, with a few subtle differences. strous (75) ability (make a Psyche FEAT roll ed of an unknown material that simulated While the Intelligence was a planner and a to resist). He could also transform energy organic tissue yet provided Incredible (40) manipulator, Supremor acted to help the into matter and alter its form into large protection from all physical, Force, and plans toward their goals. Supremor could towers of stone, creating up to Monstrous Energy attacks. be very arrogant and overestimate his (75) rank materials. —Communications: Supremor had a power and control of a situation, and it Class 5000 transmission and reception was nowhere near as omniscient as it “Kree Eternal body:” Proclaimed an array for communications, but standard believed itself to be. Supremor tended to Eternal of the Kree race by the Supreme communications to Kree outposts, etc., be very aggressive in battle, possibly due Intelligence, this being became known as were limited to light-speed transmissions. to the lack of physical activity of its Ultimus and joined the Kree Starforce However, communications between the motivator. As the only physical input for during the Kree/Shi’ar war. He apparently Supremor android and the Supreme Intel- the Supreme Intelligence, Supremor lived abandoned the abilities listed above, only ligence were instantaneous, as the Su- to explore, investigate, and, most of all, utilizing the following powers: preme Intelligence operated Supremor experience the raw physical nature of life. Body armor: Ultimus’ dense body provid- through with a constant communication In your game campaign, a Supremor ed him with Incredible (40) protection beam. android could easily be animated on Earth, from physical and Force attacks and —Elongation: Supremor’s head had a whether controlled by the Supreme Intelli- Amazing (50) protection from Energy number of tentacles similar in appearance gence or not. Perhaps another powerful attacks. to those on the Supreme Intelligence. being’s mind animates it, or it is working —Energy bolts: Ultimus could shoot These tentacles, used for power absorp- off pre-existing programming. The android energy from his hands, projecting it as tion, could also elongate with Feeble (2) could run amok, absorbing peoples’ minds Incredible (40) rank Stun blasts that affect ability, and they allowed Supremor to and becoming a gestalt mind independent all targets within one area, or as Amazing reach any target within its area. of the Supreme Intelligence. If heroes fall (50) rank Force or Energy blasts with a —Mind transference: Supremor was victim to it, the situation could lead to range of 20 areas. animated by the Supreme Intelligence, and involved role-playing adventures as your —Flight: Ultimus could fly at Incredible up to three can be animated at once. How- heroes attempt to free their comrades’ air speed (20 areas/round). ever, only one android could be controlled minds from this ugly android form. Of directly by the Intelligence (using the course, Supremor could become a parallel ROLE-PLAYING NOTES: second, higher set of mental stats listed of the Wonder Man/Vision conundrum, Ultimus was an extremely obsessive above), effectively becoming the vessel for with his absorbed mind(s) adapting to a individual, choosing to focus all his ener- the minds of the Supreme Intelligence. new body and new experiences. Of all the gies on a single goal and tenaciously pur- —Power absorption: The tentacles on Starforce (despite his current defunct sue it to its end. Once he believed the head of Supremor allowed it to simul- status), Supremor offers the most variety something to be true, he ignored any taneously drain the memories and the for role-playing campaigns. evidence that might shake his beliefs. If Health of a victim. With a successful Fight- calm, Ultimus could be reasoned with and ing FEAT, Supremor could attach at least ULTIMUS™ was quite rational as well as noble. Despite four tentacles to its victim, allowing it to F EX(20) Health: 140 his reason and his nobility, he was also drain the victim’s memory. To determine A EX(20) easily manipulated. For example, he imme- how long it would take to absorb some- S AM(50) Karma: 40 diately believed the Supreme Intelligence’s one’s memory, this Good (10) rank power E AM(50) claim that he was an Eternal of the Kree drained 10 points of Reason per round R GD(10) Resources: EX (20) race (though this should be impossible until a character’s Reason was temporarily I GD(10) with the Kree at an evolutionary dead- at zero—if Supremor continued to drain P EX(20) Popularity: 20 (on Hala) end). psionic energy and memories after its In game campaigns, Ultimus can be the victim’s Reason is at zero, there was a KNOWN POWERS: foremost emissary for the Kree Empire, cumulative 20% chance per round of “Demon Druid” abilities: For his since he has some degree of decorum as permanent brain damage to the victim centuries-long exile on Earth, this being well as the power to protect himself. Alter- ( -1CS on Reason and Intuition). was colloquially known as the Demon nate game universes might see Ultimus as —Repair systems: Supremor’s internal Druid, and clashed with Thor and Excali- having been manipulated by a number of systems had an Excellent (20) rank self- bur. Through the use of his energy and others into working for them rather than repair function that operated as a Regen- matter manipulation powers, Demon the Kree. eration power of the same rank. Druid sought to create an energy matrix Limitation: Supremor was dependant within a configuration akin to Stonehenge The MARVEL-Phile's Marvel characters and the distinctive names and likenesses thereof are trademarks of Marvel on the animating influence of the Supreme that would teleport him home, a task he Entertainment Group, Inc. end are used with permission. Intelligence. Without its will within the accomplished with the help of Excalibur. Copyright ©1992 Marvel Entertainment Group, Inc. All android, Supremor was only a machine. It His powers may have been more exten- Rights Reserved. had rudimentary logic systems and pro- sive, but he used them solely to gain a gramming that allow it to function as a means of teleporting home. His “Demon

74 SEPTEMBER 1992

by fly out the window if he allows bards the reduced penalties. Why stop at just multi- classed fighter/thieves? After all, dual- classed fighter/thieves know even more about armor and how to function when wearing it than any other kind of thief— they’ve had training as pure fighters. Then again, what about thief kits like the adven- turer, bandit, bounty hunter, scout, and thug? Thieves with these kits—especially thugs-can expect combat and probably learn something about armor, too. There If you have any questions on the games “Sage Advice” does not change the rules. are two big reasons The Complete Bard’s produced by TSR, Inc., “Sage Advice” will The text in the PHB, page 52, has been Handbook suggests reduced thieving pen- answer them. In the United States and changed so that single-classed warriors alties for heavy armor. Canada, write to: Sage Advice, DRAGON® can get only one weapon specialization. First, bards in the AD&D 2nd Edition Magazine, P.O. Box 111, Lake Geneva WI “Sage Advice” just passed along the errata game are true dilettantes, jacks of all 53147, U.S.A. In Europe, write to: Sage to you, the reader. If you reread the rules trades. This generalization goes beyond Advice, DRAGON Magazine, TSR Ltd., 120 on punching, wrestling, and martial arts what multi- and dual-classed characters Church End, Cherry Hinton, Cambridge specialization in The Complete Fighter’s do. Bards don’t learn a whole lot about CB1 3LB, United Kingdom. We are no Handbook, you’ll find that these “speciali- anything, but they learn a little bit about longer able to make personal replies; zations” do not count as weapon speciali- everything, and this makes them intrinsi- please send no SASEs with your questions zations. Single-classed warriors are free to cally more adaptable than dual- or multi- (old SASEs are being returned with writ- take as many of them as they have non- classed characters. er’s guidelines for the magazine). weapon proficiency slots to spend on Second, The Complete Bard’s Handbook This month, the sage continues explor- them. Dual- or multiclassed warriors can is specifically designed to give bards a ing the untold reaches of optional material choose one style specialization and one boost. It’s for DMs who want to run all- for the AD&D® 2nd Edition game. unarmed specialization: punching, wres- bard campaigns or at least want to encour- tling, or martial arts, assuming they have age more players to choose bards. Many the proficiency slots to spend on them. bard advocates complain, perhaps rightly, The Alertness proficiency from The The terminology is confusing, but these that the core rules for bards in the AD&D Complete Thief’s Handbook reduces four types of “specializations” are not 2nd Edition game produce weak, unplay- the chance of being surprised by “1- weapon specializations, per se. able characters. Certainly, a multi-classed in-6,” but the rules in the Players fighter/thief has access to more thief skills Handbook use a 10-sided die for ini- Page 12 of The Complete Bard’s and fighter weapons than a bard has. The tiative and surprise. Also, when do Handbook says bards receive lesser fighter/thief probably also has a better you check this proficiency? penalties for wearing heavy armor THAC0 as well. Many people think that a The AD&D 2nd Edition game does use a because they are accustomed to bards few spells and special abilities hard- ten-sided die for initiative and surprise. wearing such armor while thieves ly make up for all this. The reduced armor The “1-in-6” reference is an error. As I are not. I must take exception to penalties attempt to redress this. understand it, The Complete Thief’s Hand- this. To my mind, multiclassed book and other early books in the Com- fighter/thieves are just as “accus- Can the Psychometabolic science plete Handbook series were written before tomed” to heavy armor as are bards. Energy Containment be maintained? the new PHB was released, so it was very The reduced penalties should apply If not, doesn’t this mean the wielder hard for the authors and editors not to to both types of characters or to must not only anticipate an energy think in AD&D 1st Edition game terms neither. I would say to neither, since attack but also win initiative so the while doing their work. only dexterity should mitigate the power is “up” when the attack ar- Alertness grants the character a +1 noise, stiffness, and bulk of these rives? bonus on surprise rolls (in the current types of armor and the PHB already The power can’t be maintained. The game, an adjusted roll of 1-3 on a 1d10 allows for dexterity adjustments. psionicist gets to use this power whenever indicates surprise). The Complete Thief’s As “Sage Advice” has pointed out before, he is subjected to an energy attack, as long Handbook leaves the DM™ on his own the Complete Handbooks contain optional as he hasn’t already used his one power when it comes to deciding when to make rules for altering your campaign’s scope for that round. This is true even if the Alertness proficiency checks. I think the and focus. Don’t waste time taking excep- psionicist is ambushed, surprised, or loses most sensible method is to have the char- tion to anything you find in them-just initiative. However, if the psionicist initi- acter make the check immediately before don’t use the rules you dislike. As always, ates this power he can’t use other powers any surprise roll. Another workable meth- you’ll have to use common sense when that round, and if an enemy sneaks in an od would be to allow a character to check picking and choosing rules, but you never energy attack during a round when the once every turn (10 minutes) or hour. The have to use all the rules in a “Complete psionicist has initiated another power the +1 bonus for a successful proficiency Handbook!’ I think you can still get pretty psionicist will be vulnerable. check would apply to all surprise rolls good use out of The Complete Bard’s made within that time. Handbook even if you don’t allow bards If the Telepathic devotion Id Insin- reduced penalties for wearing armor. uation is used against a contacted Pages 77-78 of The Complete Fight- I think you’ve really opened a can of mind, the victim can do nothing for er’s Handbook state that only single- worms by suggesting that fighter/thieves 1d4 rounds. Does the victim get a classed warriors can specialize in might be entitled to the reduced armor saving throw? If the power works, punching, wrestling, and martial arts penalties in the The Complete Bard’s Hand- how passive is the victim? Will he at the same time. However, an earlier book, even if you immediately reject the let somebody walk up and cut his “Sage Advice” column said that war- idea yourself. I suppose that it isn’t much throat? riors can specialize only once ever, of a leap to extend this benefit to multi- A successful attack with Id Insinuation changing the rule in the Player’s classed fighter/thieves once a DM decides makes the victim completely helpless, but Handbook, page 52. What gives? his campaign’s play balance isn’t going to not passive, for 1d4 rounds. The victim is

76 SEPTEMBER 1992 in turmoil-thrashing about, foaming at the DM must use his own judgment; pay A psionicist can maintain a previously the mouth, snarling, writhing, but unable particular attention to the “Analyzing a initiated power no matter what else he to take any conscious action. A successful Spell” section on page 43 of the DMG, and does in a round, provided that he has the attack roll is required to attack a victim of be prepared to do some troubleshooting. PSPs to pay the maintenance cost, and an Id Insinuation attack. There is no sav- provided that the power in question can ing throw vs. Id Insinuation, though the Are the psionic powers listed in be maintained. Once a power is “switched DM can assign one if he wishes. Note also The Complete Psionics Handbook’s on,” maintaining that power does not that a mind must be open to contact be- “Monstrous Update” section in addi- require concentration and does not count fore Id Insinuation can work. If the target tion to the abilities listed in the vari- as an action for the psionicist. Maintaining is a psionicist, the attacker must first ous creatures’ Monstrous a power does not interfere with combat, establish three tangents through psionic Compendium entries, or do they spell-casting, initiating a new psionic combat (see CPHB, chapter two). replace those powers? power, or other activities. Of course, if the Although Contact is not listed as the These are additional psionic powers that psionicist loses consciousness or dies, he initial cost for Id Insinuation, a psionicist are to be added for psionic campaigns. cannot continue to maintain a power. attacking a nonpsionicist must first suc- Spell-casting and initiating a new power cessfully use Contact against the target. I have a PC psionicist in my cam- are mutually exclusive—a character can do So, attacking a nonpsionicist with Id Insin- paign who uses Ectoplasmic Form one or the other, not both, in a single uation requires two rounds and enough whenever things start going wrong round-except that the psionicist always extra PSPs to use Contact at least once and for him in a battle. He boasts he can can initiate a defense mode and use an- to maintain it during the round when the just walk away from the fight. He other or cast a spell. Id Insinuation is used. Note that none of says if he can’t hit anything, then Concentrating on a spell to extend its the five attack modes (Id Insinuation, Ego nothing can hit him! Can’t some duration counts as an action. Psionic Whip, Psychic Crush, Mind Thrust, and magical weapons or creatures hit powers can be maintained while concen- Psionic Blast) list Contact as their initial him? trating on a spell, but new powers cannot cost. Nevertheless, the psionicist must The DM has to decide what can hit be initiated. Obviously, some maintained establish contact though psychic combat characters in ectoplasmic form. The DM powers do require concentration as well or the Contact power before they can be could say that all attacks can hit the as PSP expenditure. For example, the used. character—just because ectoplasmic char- Telepathic devotion ESP allows the user to acters can pass through walls doesn’t read minds. While the rules (CPHB, page Can psionicists create new sci- necessarily mean that physical attacks 14) allow the power to be maintained ences or devotions? If so, how? can’t disrupt the form and inflict damage; without effort, common sense suggests DMs should feel free to create new there’s a big difference between passing that actually reading a mind would keep psionic powers and to allow their players through a stationary object and having the psionicist occupied. If he does some- to do the same. However, any DM brave somebody wiggle a sword around inside thing else (such as launch an attack), he enough to do this is on his own. your ribs. However, this is an extreme still can maintain the power but reads no I’d suggest studying the rules for creat- view. thoughts that round. ing new spells in the DMG (pages 43-44). I The intent of this power was to be the It might be helpful to think of psionic suggest you allow only psionicists to re- same as the ethereality of a ghost— powers that can be maintained as long- search new powers; characters with wild complete intangibility to the material lasting or slow-acting effects. Powers such talents have insufficient knowledge even world. The ectoplasmic character is im- as Mind Over Body last a long time, just as to attempt research. The psionicist needs a mune to physical attacks by normal weap- a shield spell does; once activated, this laboratory just as a wizard or priest does. ons and creatures. Enchanted weapons, power works on its own, so long as PSPs The actual cost of developing a new power ethereal creatures, or creatures who are expended to keep it running. Powers probably should range from 100 gp to themselves are hit only by +1 or better such as Molecular Manipulation are slow 9,000 gp, just as it does for a spell, but the magical weapons might be able to hit the acting, like a heat metal spell; once initi- DM will have to set the cost. Beyond this, creature if the DM so rules. I’d allow +1 ated this power takes time before it finally deciding what to accept as a new psionic weapons and creatures hit only by magical works, but it requires nothing of the user power involves the same process of analy- weapons to do half damage, and enchant- except PSP expenditure. sis and individual judgment that introduc- ed weapons with a +2 bonus or higher ing a new spell does. and ethereal creatures to do full damage. When a character fails a system- When working with spells, you limit Energy attacks (particularly cold-based shock roll in a campaign that uses power and player abuse by assigning spell attacks), gaze weapons (“Oh, there’s a the “Hovering on Death’s Door” op- levels, components, and sometimes side medusa, I wonder what ectoplasmic stone tional rule (DMG, page 75), do his hit effects to the caster. When dealing with looks like?”), and spells and psionic attacks points fall to zero? Do they fall to psionic powers, you assign PSP costs for that affect the mind still pose a danger to -10? Or, do they fall somewhere establishment and maintenance, prerequi- the ectoplasmic character. Also remember between? What happens when a sites, power scores, possibly limitations on that a full round of uninterrupted prepa- regenerating creature fails a system- the number of times the power can be ration is necessary to use this power. The shock roll? Do regenerating crea- used, and the possibility of catastrophic character’s fellow PCs also can deal with tures have to make system-shock failure (those neat things that plague the the character when he finally assumes rolls? By the way, is regeneration a character when the power check roll is a normal form (“Darn it! George went ecto- magical ability? Can an anti-magic natural 20). plasmic in the middle of battle and left us shell cancel it? Generally, it’s best to decide what disci- again. No treasure for him this trip!” System-shock failure means death, what- pline the proposed power will fall under, ever that means in the campaign. If you then compare its suggested effects with Can a multiclassed mage/psionicist use the “Deaths Door” optional rule, sys- other powers in the discipline to decide or cleric/psionicist (from the DARK tem shock failure places the victim at -10 whether it will be a devotion or a SUN™ setting) spend PSPs to maintain hit points (or lower, at the DM’s option). science-more potent powers should be a psionic power during a round when Generally, only attacks that destroy all classed as sciences. Likewise, the more he casts a spell? Can a psionic power the cells in a creature’s body (such as fire, “oomph” the power has, the worse (lower) be maintained or initiated while a acid, or disintegration) can prevent regen- its power score should be. Again, use spell-caster is maintaining a spell that eration. While a regenerating creature is other powers as a guideline. In the end, requires concentration? subject to system-shock rolls, regeneration

78 SEPTEMBER 1992 will eventually rebuild the “shocked” sys- pool leading to a home plane would ard cannot cast 10 one-segment spells, and tem and restore the creature. A regenerat- have the traveler’s silver cord com- a fighter cannot attack 10 times with a ing creature also eventually will recover ing out of it, but what if there is no weapon that has a speed factor of one. from the effects of disease and poison. In cord present? If a character arrived Multiple actions or attacks are possible all these cases, the DM should assign a hit- on the Astral plane via a rift created under a variety of different circumstances, point value to the condition to see how by a portable hole and a bag of hold- but never just by virtue of the segment long it takes the creature to regenerate ing, what is the chance that there is system. back to full health and vigor. a color pool nearby? If you are playing a variant game that “Natural” regeneration, such as that found Judging from the material on pages 62 uses segments instead of rounds, you’re on in trolls, is not magical and is not subject to and 63 of the MP, each astral color pool your own. The easiest fix would be to dispel magic or anti-magic shells. It is, how- has a distinct color depending on where it assign all psionic powers a “casting time” ever, innate and independent of the crea- leads. However, when a pool leads to a of at least one segment and use whatever ture’s form. Magical regeneration, such as character’s home Prime Material plane, it rules you’ve cooked up to govern spell- from a ring of regeneration, is affected by always looks silvery no matter what its casting to govern psionic power use as dispel magic or anti-magic shells. The DM “normal” color is. When two characters well. Note that the AD&D 2nd Edition will have to decide exactly what the results from different Prime Material planes view game dispenses with the concept of seg- are when this happens. For example, a a pool leading to a third Prime Material ments altogether. Even when using the successful dispel magic can shut down an plane, they both see the same color. If one most complex optional initiative rules, item like a ring of regeneration for 1d4 traveler is from the pool’s plane and the things like casting times equate to a simple rounds. Since the ring restores one hit point other is not, the first traveler sees a silver initiative modifier, which was the real every turn (10 rounds), the DM will have to pool and the second traveler sees another intent behind the original game’s segment decide what effect this interruption will color. This is true if there are silver cords system in the first place. have on the ring-bearing creature. The present or not. simplest solution is to delay the regenerated The DM must decide when and where Where can I find a list of the armor hit point until the ring actually has operated color pools appear. Controlled magicks, and weapons available to Viking a full, uninterrupted 10 rounds. such as astral spells, always bring a char- characters from The Vikings Cam- acter onto the Astral plane via a color paign Sourcebook? Couldn’t an adventuring party pool. Uncontrolled entries into the Astral The basic equipment list for Viking with both a portable hole and a bag plane might not put travelers next to a campaigns is in the Player’s Handbook, of holding escape from the pool, or they might place the travelers pages 66-69. As page 58 of the The Vikings RAVENLOFT® setting? According to next to a pool that is rapidly shrinking, as Campaign Sourcebook explains, certain the DMG, page 177, if the bag is might be the case when a rift created by a items from the PHB list are unavailable. placed inside the hole, a rift to the portable hole and a bag of holding opens These are listed in the tables on pages 59 Astral plane is opened. If the hole is and closes. Such rifts are interplanar and 60, and they are marked “N/A.” Some placed in the bag, a portal opens anomalies and are very unpredictable. items are marked “N/A*” and can’t be that sucks the items and anything found in Scandinavia, but they are availa- inside them into another plane. A Please explain the dragon of Tyr’s ble elsewhere in the Vikings’ world. Addi- clever party should be able to ar- -3 THAC0. Is it possible for PCs to tional equipment not found in the PHB list range things so that they pass have THAC0s in the negative but available in Viking campaigns is listed through the rift or portal when it numbers? in the VCS, table 7, page 60. opens. Likewise, a prismatic sphere THAC0 is explained in depth in the Play- or prismatic wall also could provide er’s Handbook, pages 89-91. The dragon’s In the SPELLJAMMER® setting, do an exit from the Demiplane of THAC0 works just like any other, except vampires and powerful undead Dread. All you’d have to do is cast it that it’s so low that it is virtually guaran- retain their ability to drain life en- and negate the first six layers. The teed to hit opponents with armor classes ergy if they enter the flow? Or are seventh layer, violet, sends you to of -4 or worse (a roll of “1” always misses they cut off from the Negative Mate- another plane if you fail a save. in the AD&D 2nd Edition game; see PHB, rial plane? What’s to keep characters from vol- page 91). The dragon gets its THAC0 from Undead are notorious for retaining their untarily failing a save and escaping, its sheer size, strength, and cunning. Play- level-draining abilities no matter where albeit to a random location? er characters can achieve similar “to hit” they go. While this ability does depend on Involuntary or consequential plane shifts chances by virtue of level, combat bo- a connection to the Negative Material in the RAVENLOFT setting do not allow nuses, and magical weapons. plane, this link is maintained in the phlo- escape; they just teleport the subject to a giston and everywhere else you find un- random location in the RAVENLOFT Most psionic powers have a prepa- dead, unless the rules governing world. The creature is flung into the mists, ration time of zero. When running a extraplanar contact for the location in and re-enters the Demiplane of Dread psionicist in a campaign that uses question specifically say otherwise. when it emerges. This is similar to what segments, wizards and priests use happens when a holy word or dismissal casting times that take segments, spell is used on a nonresident. If a porta- rounds, or turns. This means a Can psionicists or characters with ble hole interacts with a bag of holding, psionicist can call upon multiple wild talents use illithid series helms both items are lost; they are sucked into powers in a single round and de- to power spelljamming ships? the mists and disappear forever, or they stroy several PCs or monsters be- Series helms create motive power from are destroyed outright. fore anyone else can even blink. innate magical abilities, not psionics (the What limits are there on psionics in passing reference to psionics and illithid If two astral travelers from differ- campaigns that use segments? series helms in the Lorebook of the Void ent Prime Material planes encounter Even in the original AD&D game, the notwithstanding). Magic powers spelljam- a color pool (from The Manual of the basic unit of time is the one-minute melee ming helms, not psionics. Furthermore, a Planes) to an alternate Prime Materi- round, not the six-second segment. During series helm is designed to work for crea- al plane do they perceive it as the one round, a character can take one basic tures of only one race. An ogre magi, for same color? If the color pool leads action. Spell-casting times and weapon example, cannot use an illithid series helm. to one traveler’s home plane, how speed factors affect initiative—they do not does each character perceive it? A allow for multiple actions. That is, a wiz-

80 SEPTEMBER 1992

©1992 by Allen Varney Sleazy glossy high-tech lowlife heroic punks, part 1 82 SEPTEMBER 1992 All tech is dangerous—even with no But Pondsmith rises above other me-too moving parts. CYBERPUNK 2020* game designers because his borrowings show Bruce Sterling, Islands in the Net (1988) Role-playing rules (“Version 2.0.2.0” ) intelligence, taste, and a striving for unity 222-page softcover book; 24-page “Scream- of effect. Here he aims for just under a For 18 months, I’ve wanted to discuss sheets” adventure and reference guide medium level of rules complexity (medium cyberpunk games. But they pulled my R. Talsorian Games Inc. $20 rare?), emphasizing fluid action, individu- thoughts in about four different direc- Writers: , Colin Fisk, Will alized characters, and a high death rate. tions, and I’ve only just focused my hazy Moss, Scott Ruggels, Dave Friedland, The last two would be incompatible in video view, optimized this fuzzy-logic and Mike Blum most RPGs, but together they suit the wetware, punched into the right deck— Cover; Doug Anderson disposable-future grimness of cyberpunk. boy, I’ve been thinking about this too Illustrations: Justin Chin, Mike Hernandez, What’s more, the designer seems willing much. Chris Hockabout, Shon Howell, Sam to abandon unworkable rules and to craft William Gibson’s 1984 novel, Neuroman- Liu, Mike Pondsmith, and Scott Ruggels improved replacements. The “Friday Night cer, hit the science-fiction field like a ballis- Firefight” combat system has jettisoned its tic missile with a payload of fresh air. Ever From the talented Mike Pondsmith, who three-phase turn, about half its cumber- since, most people-including game started slow with the MEKTON* game but some tables, its defense rolls, and its ab- designers-have thought “cyberpunk = got better fast, we have this superior horrence of hit points. In their place, it Gibson.” Dismissing the works subtle update of his strong-selling 1988 release. offers a slick and efficient system of initia- thinking in favor of stylistic flash, readers This handsome second edition features tive rolls and wound stages (including 10 say that “cyberpunk” means dark, gritty, entirely revised combat and netrunning levels of death). Armor remains a flaw, as film-noir capers set in burned-out mega- systems, smoother character generation, it is in other modern games: Unarmored lopoli and featuring cybernetic druggie updated equipment, amplified back- characters become pools of blood in 10 hackers, with lots of neon, evil megacorps, ground-and no rules for magic, thereby seconds of combat, but those in flack rampant sexism, downbeat endings, and, shouldering aside FASA’s SHADOWRUN* armor can shrug off submachine-gun lest we forget, mirrorshades. game to become the premier “pure” cyber- volleys. Swarms of second-rate imitators dutiful- punk role-playing game. The netrunning system, in which in- ly retrofitted all this stuff to routine Set in the year 2020, seven years after trepid hackers venture into the consensual action-adventure plots, spawning a whole the first edition’s time-frame, this “adven- illusion of computer cyberspace, has im- “sci-fiberpunk” subcategory of pulpish ture game of the dark future” presents all proved sharply. The system affords the science-fiction books and games. The the genre’s trappings in a striking mono- referee creativity in atmosphere and “data original error spread like a strange meme, chromatic, sans-serif style. In fact, just as fortress” design, and netrunners have an information virus, or a self-organizing in the first edition, the text begins by genuine tactical options. The elegant and high-entropy Prigoginic structure. (I have proposing three essential features of cy- original virtual-reality rules encourage soaked up too much of this stuff.) In fic- berpunk adventures: new frontiers of play. And non-netrunner tion and games, cyberpunk—so far as 1. Style over substance. characters can now jack into the runner’s anyone cares today—is just another way to 2. Attitude is everything. cyberdeck and hitchhike on the trip, see- dress up the same old stuff. 3. Live on the edge. ing what he sees. Players need no longer Set aside the jargon and look at not just I never decided whether the CYBER- sit in boredom while the referee and one Gibson, but Bruce Sterling, John Shirley, PUNK game’s first edition itself suffered player game out the netrun. It’s about Pat Cadigan, Lewis Shiner, and the other from “style over substance.” For some time! seminal writers of cyberpunk (or, as they time, I think Pondsmith’s talent for graph- Detritus: Still, in the new CYBER- preferred to call it, “the Movement”). ics outstripped his design abilities, but in PUNK* game Pondsmith has let stand These futurists wrote adventures of ideas, the last few years he has given much some lesser flaws. Jarringly, he retains the speculations on the information revolu- attention to narrative tone and story- archaic character classes of netrunners, tion. Granted, they wrote plenty about telling values. The second edition en- cops, techies, “rockerboys,” et al. The first and drugs, too, but dark? Gritty? hances these, with improved “Lifepath” edition’s many typographical errors have Not always. In Sterling’s key Movement flow charts to generate a quick history for only increased. There is still no index. story, “Green Days in Brunei,” the hero your character (the designer’s best innova- The notion of “cyberpsychosis” has also sails into the sunrise with a fortune and a tion) and more and better campaign mate- stayed: The more technological gimmicks princess. I could offer more examples. rial. This new version excels in substance. your body has (including contact lenses This Movement work, not at all the same Style is a subtler question, one I return to and tattoos), the crazier you get. This silly old stuff, got lost in the sci-fiberpunk fad, later. rule, which also blights the SHADOW- especially in its role-playing games. Mechanics: Pondsmith has always RUN* game, arises naturally from the Still, I guess that’s not such a bad thing. seemed to me a magpie designer, borrow- differing priorities of fiction and games. I live less than a mile from Sterling in ing systems and approaches from many Characters in the stories, like real people, Austin, Texas. “Chairman Bruce,” as some other games and sometimes giving them undoubtedly feel squeamish about chop- called him during the Movement’s heyday, original twists. The CYBERPUNK game’s ping off their limbs and organs. But play- discussed its ideology with me at length. character generation, for instance, begins ers happily interlard their role-playing For a long time I found it persuasive, and I with point allocation among nine statistics characters’ bodies with all the heavy hard- sneered at the cyberpunk games that like Reflexes, Luck, Tech, and Cool. Then ware they can afford. Without a cyberpsy- ignored it. The trouble was that while I the player allots points to skills that are chosis rule or a point-balancing system, sneered, these games and their supple- categorized according to the statistics. pretty soon the whole party turns into ments kept getting more and more Players of Steve Jackson Games’ TOON* robots. interesting—on their own terms, not the cartoon role-playing game should feel None of these flaws looms large, except Movement’s. For a year and a half, the right at home here. Similarly, task resolu- the lack of an index. But there remains the contradiction bugged me. Now I’ve decid- tion calls for a roll of 1d10, plus appropri- troubling issue of cool. “Attitude is every- ed that even if the games use cyberpunk ate statistic and skill numbers, to beat a thing,” says the text (page 4). People “won’t elements as window dressing, it’s great fixed difficulty number: 15 for average be impressed by your new H&K smartgun window dressing on some of the best- tasks, 20 for “difficult,” and so on. You may unless you swagger into the club looking looking and most useful game products recognize this from West Ends STAR like you know how to use it—and are just I’ve ever seen. WARS* and GHOSTBUSTERS* RPGs, itching for an excuse.” Oh lord, save me among others. from clowns with this attitude. Save me

DRAGON 83 from netrunning rules that assume you performing arts center, megalithic police three together make an unbeatable combi- can break into Eurobank and embezzle stations and hospitals, and the New Har- nation. I hope to discuss these and a long five million bucks, but you better pay your bor Mallplex micro-arcology. Just for slate of more recent SHADOWRUN game phone bill on time or you’re in big trouble starters, this sourcebook gives you all of supplements in an upcoming column. (page 133)! Save me from the “Just Say No” these-mapped-plus the airport, ferry message in the “Drugs” chapter; however terminal, bus station, NCART light rail admirable, it hardly the genre. It puts system, and descriptions of every major HACKER*: The Computer the text in the curious position of advocat- building on every block. Crime Card Game ing rebellion, but only in socially accept- If you need to locate bus schedules (page 110 coated cards; 172 die-cut cardboard able ways-of living on The Edge, but 18), traffic regulations (page 8), the top 10 markers; cardstock sheet of 53 con- living healthy. Uh-huh. radio stations (page 12), bar drinks (page soles, counters, and markers—not die- The CYBERPUNK game talks endlessly 23), concert tickets (page 24), heliports cut (boo!); two “Network” ID cards; two about how life on The Edge is daring and (page 28), where Corpzoners shop (page dice and ziplock bag, boxed dangerous-and then, every so often, 36), Arasaka Security weaponry (page 40), Steve Jackson Games $19.95 striking a wise-guy street-smart tone, it turfs of every major boostergang (page Design: Steve Jackson offers earnest advice like you get from 43), who staffs Holy Angels Church (page Cover: Jeffrey K. Starling your grandma (e.g.: “A job? Yeah, even in 62), remaindered first-edition CYBERPUNK the Dark Future, you gotta pay the bills, games (page 72), the Chinese Consulate Now, here’s a real “cyberpunk” game! chombatta. And you want a job. . . .”— (page 100), floor plans of the Network Back in 1984, I submitted a rough and page 48; “You can make a copy [of protect- News 54 building (“forty-three stories of unworkable game about computer crime, ed software] . . . but think what happens if canned heat,” page 104), the best hotel in variously called Hacker and Megacrash, to you screw up. . . .” —page 131). Remember, town (page 112), the cyberpsycho who Steve Jackson. I modelled it closely on boys and girls, the path of least resistance heads the police Cyberpsycho Squad (page Jackson’s masterpiece, the classic ILLUMI- is good citizenship. 118), layouts of local nightclubs (page 119), NATI* card game of world conspiracy. I I find the CYBERPUNK game’s “cool” mirrorshades (page 133), the city’s best couldn’t make my design work, but I felt posture inconsistent at best. But, in all karoke sing-along bar (page 148), a sure he could. It frustrated me that he candor, I don’t feel really qualified to make geomancer (page 156), the Libertine Lanes showed no interest in the topic. Eventually this call; after all, I sit around my living bowling alley (page 163), the Hacienda I discarded the idea. room playing role-playing games! When I Casino (page 168), telephone exchange A misguided U.S. Secret Service/Chicago talk to Pondsmith himself, I feel like Bea- prefixes (page 182), and a couple hundred Computer Crime Bureau raid on the SJG ver Cleaver to his Arsenio Hall. So what do NPCs and urban encounters (passim), get offices in March 1990 changed Jackson’s I know? this book. mind on the subject. (The whole sordid Evaluation: The CYBERPUNK game’s We’ve seen elaborate city guides before, story of that raid, part of the nationwide second edition surpasses its first edition from the venerable Judges Guild/Mayfair “Operation Sun Devil,” appears in Bruce on every count. With its smooth action, Games City-State of the Invincible Over- Sterling’s forthcoming nonfiction book, “pure” cyberpunk atmosphere, easily lord to Chaosium’s excellent CALL OF The Hacker Crackdown.) Jackson kindly accessible setting, and medium-low com- CTHULHU* game supplement, Arkham offered me another try at the design. plexity, this game tops my list as the fields Unveiled, but no one until now has treated Because of prior obligations I passed up best route to dark near-future adventure. the modern city with this depth, range, the chance, so he designed his own, supe- style, and attention to playability. Though rior take on the idea. “Since the day of the inconsistent in quality and grammar, the raid, gamers have been asking us, ‘When Night City Sourcebook Night City Sourcebook presents a convinc- are you going to make a game about it?’” 184-page softcover book; 2’ × 3’ color map ing city, a happening place. Adventure he writes in the HACKER game’s introduc- R. Talsorian Games Inc. $18 ideas grab the referee on almost every tion. “Okay. We give up. Here it is.” Jack- Writers: Mike Pondsmith, Ed Bolme, Sam page. Send a team of cyberpunks in search son‘s approach bears cosmetic similarities Shirley, Anders Swensen, Colin Fisk, of a random NPC, give them a lead to some to mine, though I’m glad to say he indeed Will Moss, John Smith, Mike Mac restaurant or mall in these pages, and made the game work better than I ever Donald, and Lisa Pondsmith they’ll stumble into enough trouble to fill did. That said, it still doesn’t work well. Cover: Doug Anderson the longest play session. Course of play: After the flashy pos- Illustrations: Chris Hockabout and Mike The package looks great, too—not just turing of the role-playing products above, Jackson the wonderful Doug Anderson cover, but what a relief to find a game that’s actually Map: TK Scott the skillful art direction of Matt Anacleto. about technology. In the HACKER game, Art director: Matt Anacleto This talented young man has transformed three to six players become hackers, in- the R. Talsorian line, which always looked vaders of computer systems. (In a signifi- Info burn. This key Movement concept good, into the slickest product gallery of cant and inexplicable omission, the game describes the data overload that results any of the fields small companies. This is doesn’t give the hackers unique names or from society’s increasing pace and overex- terrific work! special abilities.) Players take turns laying posure to mass media. Cyberpunks seem Evaluation: For anyone running a out a “network” of cards representing to live for info burn, and they’ll get mainstream (that is, nonmagical) cyber- computer systems like NORAD, the Penta- enough of it in the Night City Sourcebook punk game, the Night City Sourcebook gon, Malefactors Handover Bank, Wong to incinerate their forebrains. provides a ready-to-run campaign of un- Numbers, and Warehouse 666. Each card Night City is the large corporate- matched accessibility, or a huge info burn has a security level and, in some cases, ICE controlled city in the Free State of North- of settings, characters, and ideas for your (Intrusion Countermeasures Electronics) ern California that serves as the standard existing campaign. According to 2020 designed to trace intruders. Players roll CYBERPUNK . South of pricing, a hardcopy dataterm printout dice to enter “indial” systems and thus Monterey and just north of the William would run you over 72 eurobucks. At $18, infiltrate the net; some of the many special Gibson Memorial Freeway, Night City joins it’s the best value in the field. cards give certain players “hidden indials.” the upscale luxury of Westhill Gardens to Note: The Night City Sourcebook Some systems are network hubs, giving the looming, inhuman skyscrapers of the prompts interesting comparisons with two greater access elsewhere, or grant special Corporate Center and the grotty wastes of similar, and similarly excellent, supple- abilities. Old Downtown. Night City also holds a ments for FASA’s SHADOWRUN game: the In a turn, players can hack new systems university, stadium, harbor, movie studio, Seattle Sourcebook and Spawl Sites. The or crash them, upgrade equipment,

84 SEPTEMBER 1992

“phreak” (help others onto systems they’ve extraction from a biotech facility on a for the post-Cold War world—but now, a already found), and “nark” on each other remote Pacific atoll. The booklet hits all few months after publication, it’s obsolete to the authorities. Large numbers of hack- the bases—the hook, the journey there, again! Oh well, its characters can still ers in a system trigger “housecleaning,” maps of the facility, patrol schedules, the participate, along with the players and and most players experience at least one computer system, predictable complica- some 75 (!) other heroes and villains, in the FBI or Secret Service raid. If you get bust- tions, and the finish—and you’ve seen it all colossal “Assault on Sanctuary” free-for-all. ed three times, you’re out of the game. 50 times before. Sorry, was I yawning? I With 35 more scenarios and 60 characters, “You win by gaining active access to 12 didn’t mean to be rude. all freshly created or converted for the systems, declaring yourself a Master Hack- CHAMPIONS fourth-edition game rules, er, and retiring while you still can. . . . The Interface magazine (Prometheus Press Classic Organizations provides enough fewer times you have been busted, the Inc., 919 Santa Clara Avenue, Alameda CA material to sate the most voracious better the win is. Winning with no busts 94501; $4.50 ea., $16/four issues). R. campaign. qualifies you for a Silicon Valley startup.” Talsorian Games has licensed some enthu- Games can last three hours or more, but siastic gamers to produce this 56-page Tooniversal Tour Guide, by Robert “Doc” the box includes rules for a short game. magazine— “The Magazine for the CYBER- Cross (Steve Jackson Games, $19.95). SJG As you might expect from the descrip- PUNK Enthusiast.” (It’s supposedly quarter- continues its desecration of the lovely tion, play resembles the ILLUMINATI game ly, but not yet.) Highlights in the densely TOON* cartoon RPG with this painfully in smoothness, abstraction, and general packed issue at hand (#3) include a long, unfunny collection of leaden game paro- feel. The HACKER game emphasizes coop- meaty article on artificial intelligences; a dies: “CarToon Wars,” cyberpunk, giant eration more than its progenitor, at least profile of the Inmate Penal Corps; and robots, et al. An optional rule sets the early on. Of course, the narking gets fero- new character classes, cyberware, design- tone, advising Animators to keep charac- cious near the endgame. However, the er drugs, and netrunning programs. Some ters who Fall Down out of the game for flavor here is weak and the play options material here falls distinctly below the three actions, not three minutes—a rule to more limited, for two reasons that follow. median (a cyberleg with a wet bar? armed keep players out of the game longer so Problems: First, the topic doesn’t lend taxicabs? an arcology in Antarctica?). Even they’ll have less fun! Likewise, the CALL itself to a highly interactive multiplayer the good articles could stand more pizazz, OF CTHULHU* game parody has charac- game. Never mind “simulation” —this and the editorial style needs a lot more ters “go sane,” meaning dull and boring. game hardly mimics the actual hacking polish. Still, this fan magazine offers re- Does that sound funny? Try playing it. process, but that’s no big deal. Rather, the markable value for the dedicated CYBER- Reader Advisory: The parts of this book I activity of hacking is solitary and basically PUNK referee. read pained me so much that I would not repetitive, not cumulative. Play options go on, even for the princely sum this don’t change or develop much as the game Darktek Sourcebook, by Charles E. magazine pays, so the rest may be a real proceeds; it’s a game of inches. There’s Gannon (GDW, $12). I can usually take or laugh riot. The TOON game’s supplements little sense of building a power base, and leave equipment catalogs, but this DARK threaten to surpass ’ players can’t try the all-or-nothing big CONSPIRACY* game supplement shows a PARANOIA* game line for speed of deteri- strike toward victory that makes the ILLU- shivery imagination that conveys the oration. Sad, sad. [An alternate review of MINATI game so dramatic. When a HACK- game’s flavor better than the rulebook did. this supplement appears in “‘Role-playing ER game player pulls ahead of the pack Dark Races and ETs get organic space- Reviews I,” by Rick Swan.] and becomes “Net Ninja,” the others can ships, insectoid robotic drones, “Slaughter- bring down the Ninja easily, leading to a bots” (little robots that sit on your brain * indicates a product produced by a company other draggy war of attrition. and make you kill people), bulbous pistols than TSR. Inc. Most product names are trademarks owned by the companies publishing those products. More important, the HACKER game that fire lightning bolts, rods that turn you The use of the name of any product without mention offers little world-view, unlike Jackson’s into a gelatinous blob, vampiric swords, of its trademark status should not be construed as a most successful designs. When you play antigravity disks, empathic viral assassins, challenge to such status. the ILLUMINATI or CAR WARS* games, and monofilament machetes. Humans gets the rules conjure the mindset of a world planes, consumer electronics, sawed-off conspirator or car-combat veteran. Here, shotguns, and the corporate patrol robot all the players and most of the systems called the Watchdog (price: a half billion look alike, and the victory conditions dollars). Every piece is well illustrated, and ignore the prestige value of breaking into John Zeleznik’s cover is super-eerie. Put an high-security systems or foiling high- Obedience Bug (page 16) in your referee’s power ICE. Jackson has made a fair hack ear and compel him to get this book. at the subject (better than I ever managed myself), but he should have debugged a Classic Organizations, edited by Rob Bell few more times before running it. and Chad Brinkley (Hero Games/Iron Evaluation: The HACKER game relates Enterprises, $18). This supplement more closely to real-world “cyberpunks” for the CHAMPIONS* super-hero RPG is a than the role-playing products above, but worthy companion to the essential Classic its shallow design just shows how little Enemies book. Classic Organizations gets suited the topic is to social gaming. Would- high marks for creativity, or re-creativity, be hackers would do better buying this in its updates of five comic-book organiza- game’s inspiration, the splendid ILLUMI- tions established in past supplements. NATI game. Longtime players will goggle when they encounter a Mechanon robot as Sanctu- Short and sweet ary’s new short-order cook, see DEMON The Arasaka Brainworm, by Thomas M. finally refocused as the spooky cult it Adventure, Ho! Kane (Atlas Games, $7.95). Atlas has pub- should have been, and find that CLOWN, Want to curl up with a good book and lished several supplements for the ARS the Criminal Legion of Wacky Non- set your mind free? See “The Role of MAGICA* fantasy RPG. Now, Atlas has conformists, has actually become sorta- published its first licensed supplement for kinda amusing. The writers also get Books” in this issue for a library full of the CYBERPUNK game, a featherweight brownie points for valiantly trying to the best in recent fantasy and science- fiction novels. 32-page scenario involving a corporate update Red Doom, the Soviet super group,

86 SEPTEMBER 1992

by William W. Connors

Getting down to basics: TSR’s new DRAGON QUEST™ adventure game

History About three years ago, the folks here at TSR, Inc. made a really big mistake. They hired me. Like everyone who comes into a new position, I had a secret agenda. How- ever, as Lake Geneva, Wisconsin, seemed a poor place to begin a grand scheme of global conquest, I was forced to channel my energies into the job that I had been hired for. Life can be like that. One of the first projects that I started to work on was an introductory role-playing/ board game. I was fortunate enough to be designing this in conjunction with Timothy B. Brown, a long-time friend who started at TSR the same day I did, and Jim Ward, one of the oldest of the dinosaurs who began this strange hobby of ours. The theory was simple enough: There was no easy way for new people to get into role- playing without an experienced hand to hold. There were a few games on the market at that time that might have made a claim to being easy enough for a new- comer to learn and play without help, Games Workshop’s TALISMAN* and HERO QUEST* games being two pretty good examples. But these games were board games that introduced some role-playing elements. For myself, a role-player who really has no use for things like . . . whad- dya call ‘em . . . rules, this just wouldn’t do. I cut my gaming teeth on things like Flying Buffalo’s TUNNELS & TROLLS* game, which emphasized fun over game mechanics. Jim, Tim, and I spent a good deal of time getting a game into shape. All in all, it was pretty good, but in the end it just wasn’t quite right for what we wanted to accomplish. So, that one got shelved and we all went on with the rest of our work. In the time since then, Tim has broken new ground with the DARK SUN™ game world and Jim, as our lord and master, has given us countless hours of grief over things we did wrong, didn’t think of, or were just too lazy to get around to doing. Myself, I linked up with a few other peo- ple around here to become one of the Dark Powers that watch over the expand-

88 SEPTEMBER 1992 ing RAVENLOFT™ line. would fit together. was a set of metal miniatures. Still, recog- For a long time, the idea of doing an As before, however, I had a secret agen- nizing that we didn’t want to put a game introductory game was left to linger in the da: I wanted to create a game that would on the market that included anything dark corners of our minds. Recently how- be a good introduction to role-playing potentially hazardous, we arranged with ever, the introductory game was raised games for my own kids when they got the good folks at Ral Partha to make us a from the dead. The subject came up when older. I know that role-playing games run of lead-free figures. This made David we began to design the new basic D&D® made it possible for me to build a good- and me very happy, so we celebrated by game, the one in the black box with the “in sized base of beloved friends when I was having a fight about which figures to your face” dragon on it. Troy Denning younger, and I wanted my boys to have a include in the game. included a new system for learning the stepping stone toward that same sense of We wanted a board, since that was what D&D game in the hope that it might be camaraderie and acceptance. Thus, I had most people outside our hobby would easier for novices to understand. Shortly selfish motives for wanting to work on the expect. However, we wanted a board that after that came out, we decided to follow game. I wanted the game to serve as an was very useful for experienced gamers, up on its success with a game targeted at introduction not just to role-playing, but to so we opted for a very generic dungeon the mass market-the folks who play the D&D game itself. Again, there were map that could be reconfigured and used RISK* or MONOPOLY* games. It repre- two reasons for this. The practical one is over and over again. sented a great challenge, since TSR had that it’s the game TSR produces, and one Next, we wanted to make the game very never done a product of that type before. of the ones I know best. The second one, easy to use, with a minimum of paper- Further, there are those in our industry of course, is that the D&D game is the work and record-keeping that might intim- who insist that it can’t be done. most widely played RPG in the world. By idate newcomers. We decided to do this In truth, there were two reasons behind now, anyone anywhere ought to be able to with several decks of cards. Players of the the decision to reach for this market. The link up with a few other people and form DRAGON QUEST adventure game will find first reason, which made our bankers a D&D game group. If they decided that that the heroes are each presented in a happy, was to expand our consumer base other game systems were more to their format similar to TSR’s AD&D™ trading by bringing more people into the hobby. liking after they came into the hobby, that cards that TSR has been putting out for Some folks out there may think of such was fine. I wanted people to know the fun two years now. Everything you need to capitalistic intent as a vile corruption of of role-playing for themselves—anything know about a character is found on one our beloved hobby, but nobody who de- else was just a bonus. card. Of course, every hero has cool stuff pends on role-playing games to pay for to fight monsters with. Thus, we tossed in feeding their young ones can afford to. The Design a deck of equipment cards and spell cards. The second reason, and the one that I like The first step in creating the game was All the information that you need about best, is the missionary fever that burns to look at the many facets of the D&D your broad sword or magic missile spell is within me. Role-playing games are magical game and decide which were needed at printed on a card. Just take the ones that to me. They offer people a chance to expe- this level and which were not. Some of the belong to your hero and get ready to play. rience thrills and adventures that no other decisions were easy: Saving throws, for You’ll also need monsters to fight, so we form of entertainment can. I’ll never be example, were a complexity that could dropped a few of them in too. In fact, able to properly thank the people that easily be replaced by simple attribute there are nearly a hundred different mon- taught me my first role-playing game. checks. Other choices were harder. How sters in the game. Each of these is, of Thus, to me, there is no greater pleasure do we make a simple system that reflects course, presented on a card to make it than introducing someone new to the the accumulation of experience points and easier for the DM™ to keep track of what’s hobby. level advancement? going on. In addition, there’s a folding One of the major concepts that role- stand-up figure for each monster. In fact, Ward cracks the whip players might expect to find in anything some of the more common monsters have When Jim asked (all right, ordered) me that calls itself a role-playing game is char- several stand-ups. Of course, monsters are to design the new game, I couldn’t have acter generation. In the DRAGON QUEST no fun if they don’t have treasure. There’s been happier. Here, at last, was a chance adventure game, David and I decided to a deck of treasure cards as well. These to work on a product that might do a skip that for simplicity’s sake. Rather, we include everything from bags of gold to a great deal to improve the industry as a presented a group of colorful pregener- wide variety of magical objects. All told, whole. More important, it provided me ated heroes. For those who want to use there’s a ton of fun in the game. And the with the opportunity to explain to my the game to bring new people into an marketing boys keep telling me that parents and grandmother exactly what it existing group; the mechanics are so simi- they’re looking into tossing in more stuff is I do for a living. I arranged for TSR’s lar to the D&D game that conversion all the time. David Wise to be my co-designer and won’t present any problem at all. editor on the project. David and I get along Gradually, we boiled down the D&D Bill & Dave’s excellent well, sharing a great love for baseball game until we had a system simple enough adventures among other things, and I knew that we’d for anyone. We tested this by having a David and I have been hitting a number make a good team. school teacher, a nine-year-old girl, and of gaming conventions around the country We spent a lot of time in the early days even our vice president of marketing read this summer. Our mission was to show off of the project thinking about what should it. Without exception, they were able to the game and give people a chance to play go into a simple game that emphasized offer comments that aided us in refining it before it comes out. So far, we’ve run role-playing elements. We decided that the the rules and mechanics until they were as hundreds of people through brief sce- hardest thing to capture would be the simple as we could make them. Still, narios and, as of this writing, not a single sense of an unending adventure and the throughout it all, we kept our major goal, person has been unhappy with the demon- evolution of a character from game to that of making a role-playing game and not stration. This surprised even me, because game. We had frank exchanges of views a board game, in sharp focus. you can find someone who hates anything from time to time, and David learned to at a decent-sized convention. I hope to just ignore me when I’m crabby (which is What’s in the box? have a chance to hit many more conven- most of the time). In the end, I sat down at Another important thing was the “wow tions before this summer draws to a close, the old word processor with a set of goals factor." We all wanted people to open the so I hope that anyone who can attend a for the game, a solid idea of the compo- box, look at all the cool stuff they got convention will check to see if Dave and I nents that we wanted to include in it, and inside, and say “Wow!” The first thing that are there. If we are, we promise you a a good understanding of how everything we knew we wanted to toss into the game good time at the TSR demo table.

DRAGON 89 ©1992 by John C. Bunnell British dragons and shapeshifting cat-people

Tess Soerensen comes from the modern, comfortable society of a future Earth that has expanded into a substantial interstellar trading community. A graduate student in linguistics who’s recovering from a badly ended romance, she’s beginning a leave of absence from her studies. But a quiet retreat becomes complex and dangerous when a series of odd events strands Tess on an obscure world in a region supposedly interdicted from out- side contact to prevent interference with the nomadic Jaran, an essentially human culture that roams much of the planet. Tess quickly adapts to life with the Jaran, but the alien Chapalii are another matter— they are looking for something valuable enough that they’re willing to risk violat- ing their own laws to find it. Tess’s brother Charles, meanwhile, is immersed in the arcane realm of Chapalii diplomacy, as the only human with any political rank whatever in the alien empire of which human space is only a recently conquered part. “Arcane” is an understate- ment, considering that Charles won his position by leading a human bid to break free of the Chapalii, but unless he can at least begin to unravel the rules of the game, he may not hold his title for long. The fact that he seems to have mislaid his JARAN sister and sole heir isn’t helping matters. Kate Elliott Jaran is mostly about Tess and the no- DAW 0-88677-513-2 $4.99 mads, and Elliott does a skillful, deft job of When SF writers or game designers making the Jaran both dramatic and be- discuss “world-building,” they tend to think lievable, a fiercely passionate people who about geography—vast, detailed maps with are masters of the sword, the horse, and forests, rivers, and mountains in all the the heart. It’s also about the impact that right places, or exotic but carefully de- just one person can have on a culture, signed solar systems in which the orbits of whether that’s Tess stretching Jaran tradi- each planet have been calculated out to tion with her stubborn independence, the seventeenth decimal place. Jaran re- Charles struggling to gain a foothold in flects world-building of a different kind; Chapalii politics, or a minor Chapalii aide instead of designing places, Kate Elliott has whose wavering allegiances have conse- created cultures and set them against each quences for all three peoples. Elliott’s other in a deceptively intimate novel that characters are vibrant and compelling, combines interstellar politics and rugged enough so that the breadth and scope of nomadic adventure. her plot is not at all evident at first glance. Perhaps the best news of all is that Jaran sen stories reflecting a wide range of tone life, a bizarre new power, and his new- promises to be first in a series. Though the and plot. found independence. story is almost entirely self-contained, That very breadth, however, may be as The first-rate characterization extends there’s plenty of room left in Elliott’s uni- much problem as asset. The strength of to the supporting cast as well, from the verse for more books and further the individual tales comes at the expense initially nervous Millie to a persistent explorations-and Elliott is talented of a clear, well-focused portrayal of Aysle government agent to David’s parents. enough that such forthcoming tales prom- and its relationship to the TORG game’s Jumper is the kind of novel whose writing ise to be well worth the anticipation. version of Earth, and gives the book a is almost invisible because the story and fragmented, rather puzzled quality. Drag- the people in it come through so clearly, DRAGONS OVER ENGLAND ons Over England succeeds neither at which is a tribute to Gould’s ability—all by and Bill reinforcing an experienced TORG cam- more so since this is his first novel. It’s also Slavicsek paigner’s vision of the world in which he a book gamers should appreciate, whether edited by Douglas Kaufman and plays, nor at giving someone unfamiliar they’re looking to inject some logic and with the game a good sense of what a common sense into super-hero campaigns West End 0-87431-342-2 $4.95 campaign would be like. It’s tempting to or add a bit of science-fictional spice to an The best one-word description of Drag- wonder if the TORG game is simply a espionage setting. Mostly, though, it’s a ons Over England may be “confusing”. I better storytelling milieu for gamers than clear, unaffected story of the kind that have no difficulty in reporting that I don’t it is for writers. stays with you for a long time after you particularly like this collection of stories I can’t recommend this book as a gaming finish it. from West End Games’ TORG* game aid of any kind—but for the most part, I universe—but it’s hard to decide whether can’t dismiss the stories in it as bad fiction. COURT OF SHADOWS the dislike is rooted in the stories, the That’s a tremendously frustrating conclu- Cynthia Morgan packaging, the game’s design, or the pure- sion, but then, Dragons Over England is a Ballantine 0-345-36651-4 $12.00 ly subjective realm of personal taste. frustrating book. Don’t look for Cynthia Morgan’s attrac- Taking the packaging issue first: You tively packaged novel of Elizabethan En- won’t find the names of anthology editors JUMPER gland in the fantasy section. There’s no Douglas Kaufman and Ed Stark anywhere Steven Gould hint of sorcery in this book, nor is it “alter- on the book’s cover. Instead, they’re bur- Tor 0-312-85272-X $21.95 nate history” in the current science- ied on the copyright page, while TORG For anyone who’s ever wondered what it fictional style, but Morgan’s sweeping tale creators Greg Gorden and would be like to have super-heroic of intrigue, romance, and multiple identi- get cover billing. That’s not an unheard-of powers, Jumper has the answer. Steven ties does offer a thorough and thoroughly practice for game modules, but it’s decid- Gould’s protagonist, teenaged David Rice, enjoyable portrait of a society not far edly irregular in book publishing, even bypasses the twin stereotypes of the in- removed from that of many a swashbuck- where game-inspired fiction is concerned. stantly self-assured crimefighter and the ling urban role-playing campaign. West Ends promotional materials also mistake-prone thrillseeker in favor of a Sometimes the research and atmosphere refer to Dragons Over England as a novel, thoughtful, tentative approach that makes seem a bit too thorough, particularly in the which it isn’t. Together, the two missteps him more like someone’s next-door neigh- early going. Initially, Morgan carefully offers start an informed reader off with an im- bor than a character out of a comic book. extensive descriptions of scenery and props pression of carelessness that detracts from The result is a novel that’s both excellent and peppers her dialogue liberally with the books image. and strikingly realistic at period spellings and expression—the latter to Clearly, the book is aimed at readers the same time. the extent that her conversations sometimes already familiar with the TORG setting and David’s power is the ability to teleport, sound as if they were written for the theater the intricate politics and conflicts between or “jump,” to any place he’s ever been-his rather than the printed page. the magical realm of Aysle and the British own bedroom, the Stanville Public Library, But as the first few chapters go by and Isles of Earth. Those who aren’t familiar the top of the Empire State Building. Once the plot kicks into high gear, the narrative with Pella Ardinay and Angar Uthorion he’s over the initial disorientation of dis- smooths out noticeably and the characters from game sourcebooks and adventures covering this knack, he promptly uses it to come into their own. The starring role will find much of the collection frustrat- flee the home he shares with an alcoholic goes to Katherine “Kat” Langdon, who ingly ambiguous. Caroline Spector’s “His father. Setting up housekeeping in New inserts herself into a secret mission her Cool, Blue Skin” is an especially ill-chosen York isn’t as easy as he expects, however, brother Nick has accepted from a servant opening story in this regard, as the tales and he’s forced to adopt questionable of Francis Walsingham, Queen Elizabeth’s that follow support its characterizations tactics in order to acquire identification spymaster. The two are secretly observing inconsistently at best. (It’s also the best and money. one Lord Harwood, who’s suspected of character study in the book, another rea- Those problems “solved,” he then turns plotting with a dissident Catholic faction to son it shouldn’t have been placed first.) to the task of tracking down his long- undermine Elizabeth’s rule. After a series Individually, the stories are crafted well vanished mother. In the process, he ac- of unforeseen complications, Harwood enough. Among the more satisfying are quires a long-distance girlfriend, Millie. captures Kat and penetrates her disguise, Greg Farshtey’s “The Voyage of the Daria When his mother is drawn into a terrorist while Nick escapes only at the cost of Marie” and Bill Smiths “Gypsor’s Luck.” hijacking and killed, his quest for revenge losing his memory. The former is an appealing sea story that attracts government attention that endan- Kat and Lord Harwood spend the rest of leaves the reader wanting more, and the gers both David and Millie. the novel fencing with each other, some- latter is a clever yarn involving slave trad- Jumper’s appeal rests firmly on two times with words and sometimes literally, ers and an obscure divinity. By contrast, elements: the teleportation power, and as the pair tours France and Spain in an Lester Smiths “Child of Thunders” is less David’s character. Gould has developed effort to determine the exact dimensions smooth at integrating the harshly techno- them both with skill and ingenuity. The of the plot against Elizabeth. Their blos- logical Cyberpapacy into an Irish-folktale limits of jumping are worked out with soming romance is tempestuous but not village, and Grant S. Boucher’s “Tales of admirable logic, and the uses to which cloying, though it goes on at enough the Night Walker” seems like a cliche David puts his ability are uniformly clever, length that it sometimes threatens to over- ridden cross between two different kinds from a neatly executed bank raid to a balance the espionage yarn. Meanwhile, of detective fiction. The average level of frighteningly effective fear-inducing tech- Nick has taken up with a band of vaguely craftsmanship is reasonably good though, nique. David himself is utterly convincing Dickensian rogues and found a romance of and editors Kaufman and Stark have cho- as a teenager coping with a difficult family his own, and it’s not at all certain that he’ll

DRAGON 91 recover his wits in time to aid Kat and deepening the evolving romance between that’s the cause of the ecological plague, Harwood when Walsingham’s own lieuten- Braden and Sarah is spent instead on a and proves convenient when Pitt unex- ant turns against them. weird, largely superfluous subplot involv- pectedly needs transportation after elud- Morgan weaves her intrigues with strik- ing a changeling. And the revelation of ing Kazim’s forces. ing cleverness and an emphasis on plausi- Sarah’s background and her place in the There’s plenty of action and pyrotech- bility over melodrama; the story she tells larger scheme of things feels rushed and nics in this yarn, from a lively firefight- is one that weaves in and out of known superficial. peppered cruise up an African river to a history rather than rewriting it. Also, her That’s too bad, because when Murphy drawn-out battle for control of an old characterizations are pleasant and distinc- does pay attention to one of her ideas, her Foreign Legion outpost. Cussler is no tive, also without straying too far out of treatment is refreshing and crisp. Sarah’s amateur at keeping the suspense and the believable—while Kat does become a transformations from girl to cat and back danger quotients high—but his narration fencing-student in the course of the book, are handled with grace and intelligence, this time out is sometimes sloppier than it she doesn’t acquire unreasonable expertise the hints of Catswold presence in human should be, with a few surprisingly awk- in the process. history are intriguing, and a last-minute ward passages. What makes Court of Shadows particu- parallel drawn between Braden’s art and a Still, you don’t read a novel like Sahara larly appealing for gamers, though, is the quality long missing from the Netherworld for elegant style. You read it for large wide range of its focus, from Elizabeth has definite potential. Yet none of these doses of action and cutting-edge technolog- and her court to the London social scene are more than sidelights and interludes in ical gadgetry. Cussler delivers those in to country farmers to outlaws. And we see a tale with too many characters and a quantity, and this newest Dirk Pitt yarn it all through a clear, nonjudgmental prose wavering focus. should give readers a fair idea of the fu- style that lets the flavor of the period The Catswold Portal appears to be a ture of spy thrillers in prose and gaming come through without filtering it through stand-alone novel, which may be part of alike. a 20th-century mindset. Morgan makes the problem—Murphy is trying to fit a her history both entertaining and informa- whole series worth of invention into a FIRE IN THE MIST tive, and while readers shouldn’t substi- single book. She and her readers would Lisle tute her work for serious nonfictional both have been better off by treating the Baen 0-671-72132-1 $4.99 scholarship, they’ll be hard put to find a Catswold universe as a campaign setting, The challenge in writing sword-and- book that gives a better sense of the time not the scene of a single adventure. sorcery fiction nowadays is not to come and place. up with something entirely new, but to SAHARA make the familiar plots and conventions THE CATSWOLD PORTAL Clive Cussler intriguing despite their familiarity. Holly Shirley Rousseau Murphy Simon & Schuster Lisle’s first novel does just that, blending Roc 0-451-45146-5 $22.00 0-671-68155-9 $23.00 the well-worn premise of a misfit student Take a race of shapeshifting cat-people, a Recent political developments in Europe at a magical academy with a tale of rivals witch-queen with dreams of subversion and Asia may have fans of espionage- in spellcraft and the reappearance of a and conquest, and an orphaned girl with gaming scrambling in search of new direc- long-forgotten curse. unsuspected powers. Add a modern-day tions and new missions for agents whose There are two magical academies in the artist, an ancient and exotically carved opposite numbers are no longer the oppo- city of Ariss, whose students and teachers door, and a covert connection between a sition. Clive Cussler’s latest in a series of have been forbidden to interact for as long world out of myth and 1950s California, thrillers featuring adventurer Dirk Pitt is a as anyone can recall. It’s not that they and you have veteran young-adult novelist step ahead of that game, and though it’s teach different varieties or theories of Shirley Rousseau Murphy’s first book for technically not the best of Pitt’s exploits, magic—it’s that male and female magicians adults-and a story with too many ideas it’s an apt illustration of ways to keep the have segregated themselves from each for its own good. secret-agent business alive in the new other out of a vague mutual distrust. The Catswold Portal has at least three international order. Both colleges, though, send investigators major plots. One revolves around the Properly speaking, Pitt isn’t a secret when something releases a nearly cataclys- opportunistic, amoral Siddonie, who rules agent. Rather, he’s special projects director mic burst of magical energy halfway a sizable chunk of the Netherworld al- for a government agency specializing in across the continent. That something ready but wants it all. That requires coun- undersea exploration and salvage. In prac- turns out to be Faia, who has returned tering the threat of the Catswolders, an tice, Pitt’s missions often wander in and from shepherding to find her village de- independent-minded folk whose major gift out of the world of espionage; he’s tracked stroyed by a plague and has called down is the power to transform from cat to a missing Presidential yacht, followed a fire in a burst of uncontrolled emotion. human and back again. A second is or- vanished blimp into a Cuban power play, Clearly, Faia must be trained for her own phaned Sarah’s quest for her identity, and recovered a critical treaty from a (and everyone else’s) protection, though which takes her from a quiet life with an supposedly sunken train. This time, Pitt she isn’t terribly pleased at the prospect. old wise-woman to Siddonie’s court, then and his colleagues are confronted with Once she arrives in Ariss, however, still to the upper world that may hold answers disaster on a global scale: An unknown another force makes itself felt-and unless to her questions. Still a third concerns the biotoxin is threatening to overrun the Faia and barbarian-mage Medwind Song stalled career of artist Braden West, whose worlds oceans and kill not only all sea life, can unravel the clues in time, the two paintbrush has been paralyzed with grief but humanity into the bargain. academies are likely to destroy each other, since the death of his wife—until Sarah Cussler’s novels follow a familiar pattern leaving a mad renegade sorceress to pick arrives, rekindling his vision at the cost of that always includes a missing plane, a up the pieces. drawing him into Siddonie’s secret activi- missing ship, and a classic car. The plane Lisle’s presentation of the divided spell- ties in the upper world. in this one belonged to a would-be Amelia casters is convincing and nonjudgmental; Any two of these would provide enough Earhart, and the ship is a Civil War iron- while most of her lead characters are jeopardy for the average novel. The com- clad with an unbelievable cargo—but female, that’s a matter of focus rather than bination of all three forces Murphy to neither has much to do with the main propaganda. The plot moves along briskly short-change her story development. We storyline, though the latter is one of yet doesn’t rush, giving each scene and get only a very little sense of Netherworld Cussler’s more audacious historical inven- character just the right amount of atten- politics, and too little time in the Nether- tions. The car, however, belongs to African tion. And she’s especially successful in world to really care much about Siddonie’s dictator Zateb Kazim, one of the key fig- giving her history a plausible air of uncer- plans. Likewise, time that might go toward ures in a hazardous-waste disposal scandal tainty, complete with conflicting accounts

92 SEPTEMBER 1992 of a key event in each academy’s library. cover, but to say more would undermine shadowy motivations. Of all the Bat- Fire in the Mist, in short, delivers just an ingeniously convoluted plot.) anthologies to date, this is the best and what’s needed in a sword-and-sorcery Time travel is also the subject in Time most consistent. yarn: a clever combination of the familiar Bomb (Archway, $3.75), which finds teen- This column’s installment of the and the distinctive, written in a clear, age scientist Tom Swift crossing paths with Mercedes Lackey update finds her work- accessible style that makes the book a detective brothers Frank and Joe Hardy in ing in two universes not her own. First quick and entertaining read. Holly Lisle a surprisingly smooth and credible adven- there’s Castle of Deception (Baen, $5.99), in has done her job well. ture. The hand behind pen-name Franklin which Lackey and collaborator Josepha W. Dixon knows its science-fiction history; Sherman provide the first of three excur- Recurring roles there are some in-jokes that only the very sions into the world of the Bard’s Tale After a rather quiet period, there are knowledgeable will catch, and there’s a computer games. There’s a lot of sly hu- suddenly a couple of exceptional Star Trek clever plot twist involving a message in an mor here, but not at the cost of maintain- books to report. First, L. A. Graf (a pseudo- old SF magazine. ing drama and suspense; Ultima- novelist nym for a three-member writing team that The Lodge of the Lynx (Ace, $4.99) is a could take lessons from Lack- includes Julia Ecklar) offers Ice Trap (Pock- notable improvement on the first book in ey’s and Sherman’s example. et, $4.99), a breakneck novel that jumps the Adept series by Katherine Kurtz and Switching from fantasy to science fic- from crisis to crisis faster than a starship Deborah Turner Harris. A more closely tion, Lackey partners with Anne McCaf- with an overloaded warp drive. It’s the plotted mystery and fewer bits of super- frey to offer The Ship Who Searched sixtieth numbered entry in Pocket’s series fluous research make Adam Sinclair’s (Baen, $5.99), one of a series of collabora- about Kirk and company, and easily the second adventure noticeably more read- tions set in McCaffrey’s world of “brain- most action-packed to date. The final able, though still not as self-contained as ships,” spacecraft operated by human science-fictional twist caps the book with one might wish. Occult suspense fans will minds sealed within them. It’s an appeal- an unexpected bonus. especially appreciate the well-rendered ing, briskly paced story with a sentimental Peter David’s Imzadi (Pocket, $20.00), British Isles setting. streak, but its wide-ranging plot shifts takes a bit of back story from the “Next Super-hero genre gamers, meanwhile, gears late in the book, and readers who Generation” series bible and turns it into a should find much to like in The Further don’t catch the subtle change in tone and compelling, complex book about the rela- Adventures of Batman: Volume 2 (Bantam, focus may find the ending rushed. On the tionship between Enterprise first officer $4.99), which focuses on the villainous flip side, the book scores points for daring Will Riker and half-Betazed Deanna Troi. exploits of the Penguin. The short stories to make a fundamental change in the ship- David’s previous Star Trek novels have range from a relatively lighthearted universe. Future entries in what is clearly shown a knack for perceptive characteri- computer-crime caper to a remarkable, an ongoing series will need to take the zation, and this one is no exception. (And multi-mooded tale involving homeless developments in this novel into account. yes, that’s the Guardian of Forever on the children, stuffed animals, and decidedly

94 SEPTEMBER 1992

NEW PRODUCTS FOR Haunted Tower adventure pack The Legacy D&D® game boxed set FORGOTTEN REALMS® novel OCTOBER by by R. A. Salvatore This adventure pack offers three mini- This is the first original hardcover novel TSR MENZOBERRANZAN boxed set adventures featuring “classic” members of the has ever published. In it, the reader will learn AD&D® game FORGOTTEN REALMS® undead: ghosts, mummies, skeletons, zombies, that life has been good for Drizzt Do’Urden, accessory and vampires. The PCs are challenged to solve better than it ever has been. His dearest friend, by Greenwood, Niles, and Salvatore the mystery behind the haunting of an ancient Bruenor, has reclaimed his throne, and Wulgar This boxed set describes the greatest under- tower. These mini- adventures can be played and Catti-brie are to be wed. Even Regis has ground city in the FORGOTTEN REALMS® separately or as a series of connected scenarios. returned. All are united in the safety of Mithril setting, Menzoberranzan, the seat of the evil The boxed set also contains three full-color Hall. But Drizzt left a powerful enemy in his drow empire. One 96-page and two 64-page mapsheets, over 70 3-D props, and a stand-alone wake who vowed to take vengeance on him. booklets contain specific information on the city, minigame. $15.95 U.S./$19.95 CAN./£9.99 U.K. the adventures therein, and the major drow $16.95 U.S./$20.50 CAN./£11.99 U.K. TSR Product No.: 8436 houses. Six full-color poster-size maps breathe TSR Product No.: 1081 life into the city, its important buildings, and the The minted Sword factions within the evil metropolis. MHR2 WEBS: The SPIDER-MAN™ Dossier The Penhaligon Trilogy, Volume One $30.00 U.S./$36.00 CAN./£18.99 U.K. MARVEL SUPER HEROES™ game by D. J. 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Included is all $4.95 U.S./$5.95 CAN./£3.99 U.K. Compendium pages, a referee’s screen, and a the information needed to incorporate Spider- TSR Product No.: 8035 full-color poster-size map detailing more of the Man, his friends, and his foes into your . The adventures take PCs on a MARVEL SUPER HEROES™ game campaign in The Amber Enchantress fantastic voyage through a mysterious island both 64- and 32-page booklets, six sheets of The Prism Pentad, Book Three chain and pits them against the forces of nature stand-up figures, and a full-color mapsheet! by Troy Denning and the magical monsters of the deep. $15.00 U.S./$18.OO CAN./£8.99 U.K. Born of magic and sustained by the agony of $18.00 U.S./$21.50 CAN./£10.99 U.K. TSR Product No.: 6907 the doomed, the Dragon of Athas has terrorized TSR Product No.: 9366 the desert wastes of the planet for a thousand PC4 years. Now, the winsome enchantress, Sadira, DSR3 Veiled Alliance D&D® game accessory stands ready to challenge him. To be successful AD&D® game DARK SUN™ accessory by however, she needs help—help that only her by Allen Varney The children of the dark unite! The kingdom elven father, Faenaeyon, can provide. In this 96-page accessory PCs learn about the of werewolves declares its might and demands $4.95 U.S./$5.95 CAN./£3.99 U.K. worldwide underground network of mages in recognition from the rest of the Known World. TSR Product No.: 2409 the DARK SUN™ setting. Every city-state on The 64- and 32-page booklets describe these Athas has its own branch of the Alliance, with legendary creatures of the dark, their back- Nomads of the Sky its own history, operations, and plans against grounds, and their abilities. This product even Invaders of Charon, Book Two the sorcerer-kings. This book utilizes rules from allows for the generation of werewolf PCs in the by William H. Keith, Jr. both the DARK SUN™ boxed set and the Dragon D&D® game. This package also includes a On a routine training flight, Major Vincent Kings hardbound, and it provides new quest poster-size color map of the werewolf principal- Pirelli’s damaged fighter is attacked and sent locales for magical adventures. ity in Glantri. spinning out of control into deep space. Is he $10.95 U.S./$13.50 CAN./£6.99 U.K. $10.95 U.S./$13.50 CAN./£6.99 U.K. dead, or did RAM forces pick him up for inter- TSR Product No.: 2411 TSR Product No.: 9368 rogation? To find out, Jovanna Trask must assemble a mismatched team of pirates, spies, Gamma boxed set DLQ2 Flint’s Axe and commandoes to raid the RAM military base GAMMA WORLD® game accessory AD&D® game ® on Phobos. by Dale “Slade” Henson and Steve module $3.95 U.S./$4.95 CAN./£2.99 U.K. Winter by Tim Beach TSR Product No.: 3581 This boxed set serves both as an accessory to In this 32-page, introductory-level module, the the GAMMA WORLD® 4th Edition game rules PCs search for Flint Fireforge’s lost battle axe. Unless otherwise noted: and as a stand-alone science-fiction board game, This item’s history has been extolled in song and ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. The Gamma Knights are those lucky and fear- story, and according to most sources, has been ©1992 TSR, Inc. All Rights Reserved. less adventurers who possess the ultimate destroyed. Or has it? This module is the perfect weapons system of the Ancients—functioning introduction to the dwarves of Krynn. MARVEL SUPER HEROES™, MARVEL UNIVERSE™, and all suits of powered battle armor. With these Marvel characters and the distinctive names and likenesses $6.95 U.S./$8.50 CAN./£4.50 U.K. thereof are trademarks of Marvel Entertainment Group, Inc. awesome weapons, Gamma Knights battle one TSR Product No.: 9382 and are used with permission. another for glory and survival in the future world of the GAMMA WORLD® game. $20.00 U.S./$24.00 CAN./£12.50 U.K. TSR Product No.: 7515

96 SEPTEMBER 1992

to a well-designed adventure. If you are one of those DMs who is lucky enough to have the time and ability to create your own world, terrific. You should be able to use DRAGON Magazine for all that it is worth, and for a creative person, it is worth a lot. Matthew W. Grieco Roswell GA

I’m writing to echo Mr. Shawn Chesak’s com- ments in DRAGON issue #174. TSR, Inc. and DRAGON Magazine have become too preoccu- pied with marketing setting-specific material. While it’s usually true that determined DMs can work such material into their own settings, it’s never really “theirs.” Such material must be molded and altered to fit, and their worlds must be altered to accommodate the material. Also, since all such material is copyrighted, the DM can never claim it’s his own idea or perhaps market it himself one day. While it’s also true that with enough work DMs can fit setting specific material into their worlds, the DM’s “Forum” welcomes your comments and opinions To save all the time that DMs waste by crafting innovations are always at risk from future on role-playing games. In the United States and every nook and cranny of their world, I suggest publication of an endless stream of books, maps, Canada, write to: Forum, DRAGON® Magazine, a “go-with-the-flow” method. Using this method, etc. For all that work, it’s not hard to design P.O. Box 111, Lake Geneva WI 53147, U.S.A. In the DM does the minimum amount of work in your own setting. Europe, write to: Forum, DRAGON Magazine, creating his world as the PCs progress in level I’ve been DMing for 10 years, since the age of TSR Ltd, 120 Church End, Cherry Hinton, and begin to explore their surroundings. They 15. Had it not been for the availability and Cambridge CB1 3LB, United Kingdom. We ask start in their hometown (or are foreigners and richness of settings like the WORLD OF that material submitted to “Forum” be either have their own stories on how they got to the GREYHAWK® and FORGOTTEN REALMS® neatly written by hand or typed with a fresh starting point), and I let them make the deci- settings (along with their novels), I never would ribbon and clean keys so we can read and sions. If they leave their home to explore the have developed a taste for the truly “world- understand your comments. sewers of the city, I make up a map as they go wide” long-term campaign from which epics are along and insert creatures where I think it will born. Only because these products and those This letter is in response to Mr. Craig Hardie’s benefit the adventure. If they are burglars and that accompanied them were available was I letter in DRAGON issue #166 and all the re- begin to steal from middle-class folk, I make up finally able to design my own setting and begin sponses it has attracted. A “sense of accomplish- their victims’ homes and the treasures they find using it this year. ment by designing . . . the ‘perfect’ fantasy as I go along. It only slows gameplay by a small I became tired of endlessly altering and flesh- world” is exactly what a DM™ gets. The task of amount, and it’s a lot easier on the DM’s part. ing out TSR’s expensive products so that they world creation is so difficult, however, that the When I am not throwing adventures at my jibed with my own ideas. So, I spent about six sense of accomplishment gained seems insignifi- players, I’m a mild-mannered student with an months’ time gaming every other week instead cant compared with all the work done. interest in computer programming. With the of weekly and spent the extra time drawing I’ve been a DM for four years now. Many help of some books on fractal graphics, I wrote rough maps. I bought a 100-sheet, 14” X 17” steps of world creation have always been too a program that could solve every game master’s sketch pad and mapped each part of the start- complex to incorporate into my design process. problem of world creation. Although slow, this ing continent with a scale of 25 miles to the inch “If it’s too complex, then make it simple,” some- program runs fault lines (actually sine curves) (a little smaller than the FORGOTTEN REALMS one might say, but I don’t think so. There are across a map inside the computer. This map is boxed set maps). certain things in this world that cannot be made an array of heights that depicts an imaginary I then developed a country where I thought simpler because they are too difficult to handle. world. With enough faults (the number runs the PCs would enjoy starting and fleshed out the In the AD&D® game, the part about “simplicity” close to 10,000!), the map shows a plausible towns and cities (drawing maps only for a few that annoys me the most concerns clerics. The game world when displayed. Unfortunately, but “keying” the major locales such as inns, etc., gods are assumed to be there, yet every cleric most DMs don’t have computers like the main- in them). I developed my own ideas about PC has the same abilities and limitations, and no frames at IBM, so the results would be a bit races and altered them to fit this worlds charac- other thought needs to go into the matter. limited. If anyone is interested in this program, I teristics, not being fearful that my worlds The step in world design that has always been would be more than happy to hear from you. future would depend on TSR’s future product the most difficult for me to handle is the “world Alex Skrabut output. I developed my own gods, cults, - map” design. I’ve referenced the old Wilderness 4 Lily St. ly orders, political intrigues, alliances, and Survival Guide, DMGR1 Campaign Sourcebook Floral Park NY 11001 monsters (or names for them specific to culture and Catacomb Guide, and many atlases, yet the and location). None of this will be undermined results I’ve produced always seem wrong in I am writing in response to the letters in issue by future material, and that gives the campaign some way. Things go awry when I add forests, #174 regarding pregenerated game worlds. a continuity my players and I like a great deal. mountains, and other terrain characteristics. Although I conduct most of my campaigns in a The richness of personal detail makes the world Who knows how another world besides ours world I designed myself, the articles published come alive the same way TSR settings do in the can look? Who knows exactly what the Great in DRAGON Magazine and DUNGEON® Adven- novels from TSR. DM in the sky had on his sheet of paper when tures for pregenerated worlds are hardly use- Many DMs underestimate themselves. It he made Earths world map? less. Nine times out of 10, you can adapt these doesn’t take much artistic ability to do maps, Another aspect that gives me a run for my features for use with any campaign world. For nor do you need to quit your job to find the money involves the names used on the world. example, take the article “Out of the Mists,” time to develop your game world. Almanacs and This includes the names of the people (PC races from DRAGON issue #174. Even if you don’t atlases are invaluable aids for developing land especially) and population centers. This might have the RAVENLOFT® campaign setting, there features, flora, distribution of resources, weath- seem trivial to some people, but it irritates me is nothing to keep you from having your charac- er patterns, ocean currents, and vegetation. when my players use character names like ters encounter a psionic lich. History provides vivid accounts of despots, “Hawk-eyes” or “Darkmoon.” I don’t think to- Likewise, if you were suddenly struck with an knightly virtue, trade wars, and religious fanati- day’s mothers would name their children that, unanticipated assignment from work or school, cism. You don’t need to finish the world in a and I don’t think a fantasy worlds mothers and you don’t have the time to design an adven- month. Continue to use TSR’s or other settings would, either. Naming cities and towns like ture for your players, why not quickly adapt an in the meanwhile, and instead of giving your “Riverport” and “Highwater” seems to take away adventure from DUNGEON Adventures to fit unique ideas to Toril or Oerth, jot them down a piece of the fantasy. your world? I do this often. Not only does it save and develop them later for your own setting. I have found a partial solution to my dilemma. time, it also allows you to add a personal touch Over the long haul, you’ll save a fortune. It

98 SEPTEMBER 1992 won’t be necessary to buy each new product for could, and in over five years it has developed doesn’t want to role-play dozens of NPCs. This a commercial setting, lest players wish to use it from a Basic D&D® game world to a world suits me fine, as I find GMing to be the best part and you don’t have it. Your players will never compatible with the AD&D 2nd Edition game. of the game. I get to play all sorts of characters know what’s truly coming up since they’ll know The creation is ongoing, but I feel confident and devise the adventures—the ultimate expres- that monsters, spells, magical items, and every- when using my world. I would feel the same sion of creativity. thing else will be unique and unpredictable. way about Toril if I had just spent five years I both agree and disagree with Mr. Hardie. Once again, they will be dewy-eyed novices researching Elminster’s notes. There is little support for the independent- exploring a hostile and fantastic world where Shawn A. Chesak points out in DRAGON issue minded GM, but it is not too difficult to utilize the next orc they meet may be a wizard, or the #174 that pregenerated worlds can be a DM’s material printed for a specific game world. next kobold a master assassin. Let your players godsend, and I agree. As most of my time is Additionally, I think that DRAGON Magazine help you, and good luck. spent furthering my world, pregenerated could produce more world-neutral articles Kevin Costello worlds with little information and great poten- helpful to the GM. Marlton NJ tial, such as the RAVENLOFT campaign, offer I agree with Mr. Hardie that there is far too me a place to send the PCs when some impor- much material published for campaign worlds. I’m writing in regard to all the letters on Craig tant renovations are needed on their home I’d like to see more articles on creating and Hardie’s letter in DRAGON issue #166. I find it world. Settings with the complexity of the running original campaigns, not just informa- difficult to believe that your readers, or at least FORGOTTEN REALMS campaign, however, are tion on the AD&D game. I have found informa- the ones who responded to Craig’s letter, are so not to be left behind, as they offer the ideal tion for other games and game worlds highly ardent in their beliefs of the superiority of adventure setting for the DM whose every useful in the creation of my adventures and completely home-brewed campaign worlds over conscious minute is not spent creating original campaigns. Articles like “The Ecology of,” “Ba- packaged ones. worlds. zaar of the Bizarre,” and “The Dragon’s Bestiary” I have, in the last 10 years, played in and run My world is in great danger, because mad are helpful but do not go far enough. campaigns in both types of settings. The truth gods are loose. The smart PCs have voted to go I for one would like to find out how TSR of the matter is that strict adherence to either is on a quest for a safe portal that will lead to determines the level of difficulty for a module bad. In gaming, as in life, moderation and com- Toril. To prepare for this change, I dug out the (e.g., saying a module is for four to six charac- promise are the keys. old FORGOTTEN REALMS boxed set and pur- ters of levels 3-6). In addition, I would like to see I work and attend night school, so my time is chased new game material. I’m engulfed in generic political/economic information, generic limited enough without having to spend hours confusing information, but without pregener- castles and dungeons, and campaign creation. on little details like where a particular mountain ated worlds there would be very few games, Advice to DMs is always helpful and needed—I is, or who the ruler of a particular city-state is. variations of adventures, and DMs. am always sure to buy an issue when it has (Well, these are little details to the players.) I Ready-made worlds are great and are essen- these types of articles. would be happier designing encounters rather tial for every game library for reference or I am the type of GM who likes to create my than weather patterns. At the same time, if I research, but long live my world of Gamaladia. own world, no matter what game is being wanted all the details supplied for me, I would Barry White played. Frankly, I feel as though I were cheating buy pre-made adventure modules and be done Banbury, Oxon, U.K. if I use a pregenerated world or adventure; I with it. According to some of your letters, this cheat myself and I cheat my players. A GM who would seem to be a vicious catch-22. Poppycock, Recently, there has been much debate in just reads and uses these materials verbatim is I say! “Forum” concerning the use of official game little more than a referee, providing the infor- The FORGOTTEN REALMS setting (where my worlds as opposed to having DMs design worlds mation and applying the rules. I agree with campaign now rests) is a huge area. The large themselves. I am the DM of a DRAGONLANCE® Shawn Chesak that the GM often forgets some- maps tend to be at a 90 mile/inch scale, and a campaign. After reading the original thing from a pregenerated source, usually good amount of that map is blank! Does this DRAGONLANCE novels, I pursued the role- something very important (especially when it mean that the land is flat and empty as far as playing hobby for the first time. comes from a TSR product, which is chock full the eye can see? I should think not! It only However, after reading “Forum,” I have found of information—so much so that the GM feels means there are no features large enough to that there are several advantages to using overwhelmed). appear at that scale. But there can be a lot Krynn other than just liking it. The players are However, I do not agree that it is impossible to crammed into that space. familiar with the world to a degree, having read use information contained in DRAGON Maga- Take, for example, the area where my cam- the novels, so they know the various countries, zine or in supplements or modules. For exam- paign begins, in a single 90-mile hex on the races, and histories of Krynn. They start play ple, I used the information on Skullport in issue southwest side of the Sea of Fallen Stars. On knowing the essential facts without me having #172 for my own campaign by just removing that hex is a mere handful of features: a couple to explain them. those aspects with which I did not agree. Gone of towns, rivers, and a lake—pretty barren Official worlds do not offer much boring were the references to Undermountain, Water- stuff! Zoom in a little closer, though, and look at work for the DM to do, so he can concentrate deep, or other features of the FORGOTTEN the campaign map I have drawn (at the scale of on writing a decent campaign. I can see the REALMS setting. I put Skullport on the edge of 10 miles/inch). The countryside is rolling with a appeal of creating your own world because the Drow Kingdom; beneath the Barrier Peaks few mountains toward the map edge. A half- your creativity can be let loose. In defense of of Oerth. The PCs in the group spent three dozen small villages dot the countryside. A small that creative freedom, I would say that the sessions encountering (and avoiding) the deni- island chain lies off the coast. Two small forests official worlds are far from complete. You can zens of “my” Skullport. My drow information hide nasty secrets. There are monsters in the add as many of your own ideas as you like. All came from Ed Greenwood’s FOR2 Drow of the mountains, pirates’ treasure on the island, and you have to begin with is a shell that contains Underdark supplement. I use the maps for the evil deeds afoot in the larger villages. Suddenly, the core facts of the world that are a base for WORLD OF GREYHAWK setting, but the history that one blank hex is a busy place, and none of the campaign and the player’s character. and societies are my own. it is in the books! To sum up, I use Krynn because I like it and It is true that not all GMs have the time to The point is that prepackaged campaign am familiar with it, and it leaves me time to create their own worlds, and in these instances worlds are not meant to replace DM creativity. write better adventures. I also can easily impro- the pregenerated information is very useful. Rather, they focus it and give it direction. My vise in unexpected situations because of that Many are the times I have used pregenerated players need never meet Elminster to know of familiarity, and that improves the role-playing materials when I was in a bind. But I do not use him and how he affects the game world, just and the campaign. them verbatim; I take an interesting encounter like we need never meet Queen Elizabeth I to Lawrence Hurley from one source, an unusual NPC from another know how she affected history. The details Hoarwithy, Herefordshire, U.K. source, etc., mix them all together, and come up given in the campaign sourcebooks are just with something unique. For example, I used Ed that—details. They supply the bones, and you I’ve stumbled upon the debate about Craig Greenwood’s “Elminster’s Back Door” module supply the meat. Otherwise, your players are Hardie’s letter regarding original vs. pregener- (from DUNGEON Adventures issue #30) as the just left hungry. ated game materials. I have GMed, for the past base for an assault on a drow noble’s tower. In Jeff House five years, everything from the MARVEL SUPER that module, Elminster devised a series of Edmonton AB HEROES™ game to Chaosium’s CALL OF ingenious traps to stop intruders (using stuff a CTHULHU* system to the AD&D game. I have lot more interesting than falling 10-ton blocks). I In my five years of DMing, I’ve been constant- played very little, mostly because none of my constructed a tower fortress whose lower levels ly working on my own world. I started in at the friends wants to undertake GMing; everyone in were designed using the same design principles deep end by creating my own world as soon as I my group finds it too difficult to manage or as the module. The module sparked my

DRAGON 99 imagination to create a unique adventure. One point that I haven’t seen mentioned is RAVENLOFT or DARK SUN worlds becomes I have found that Chaosium, Inc. publishes that in a pregenerated setting, players have more popular than Elminster and company? supplements from which it is easy to “steal.” The access to much of the DM’s source material. Will a deluge of material for the new favorite information provided is not campaign specific. When I played a mage in a FORGOTTEN son descend upon us, while the FORGOTTEN It’s as though the supplements were modular, REALMS campaign, the first thing I did was REALMS campaign joins the WORLD OF designed so that the parts could easily be sepa- read Hall of Heroes and from GREYHAWK setting on the shelf (in effect, rated and put back together. Take a map from cover to cover, particularly the information on forgotten)? here, add a cultist from there, put the whole other mages and priests. Did I use the knowl- TSR is, when you come down to it, a business. adventure in a different locale, place a new edge gained therein? Yes, shamelessly. There’s I don’t begrudge the company the right to make tome for treasure, and bang! You’ve got a nothing like being able to predict what another money. However, it’s almost as easy, and much unique adventure specific to your own cam- character will do, especially when you’re in less expensive, for me to create my own adven- paign world. I think this is the type of product combat with that character. I justified it by tures and campaign using the various rule- TSR should be making to support both the GM claiming that my character’s teacher would have books. Using my own world also allows me to who creates his own game world and the GM told me of the major spell-casters in the world; develop it independently of events in TSR’s who likes using pregenerated game materials. thanks to a glib tongue and a liberal DM, I got settings; I can mix AD&D 1st and 2nd Edition In closing, I’d like to reiterate: While it is not away with it. material without worrying about how it will fit impossible to adapt TSR-game-specific informa- Worse can happen if a player knows some- with or the Cataclysm. I’ve tion, TSR should produce more generic informa- thing he shouldn’t, but a DM can’t prove it. been playing the AD&D game for 10 years; at tion in support of GMs who create their own Trust, friendship, and ethics aside, players are this point, I’d rather spend energy and worlds. Some good examples of this type of devious. We can and will use anything we must imagination in revising Solnis (my world) than product are DMGR1 The Campaign Sourcebook to keep our characters alive. Whether it’s a spend money in buying products for a game and Catacomb Guide and DMGR2 The Castle module or a campaign world, a pregenerated setting that might fall out of favor next year. On Guide. Modules and supplements should be setting allows a player to avoid tough situations my salary, energy and imagination are more world-neutral, allowing them to be dropped into simply by saying, “I’ve got a bad feeling about readily accessible than money. While the fin- any campaign world with a minimum of work. that door [behind which 100 orcs with swords ished product might not be as well done as a DRAGON Magazine is much more useful to me +3 are waiting]. Let’s take this passage instead TSR product, the final value of a game is decid- when it publishes articles for the creative game [wherein three kobolds armed with toothpicks ed by how enjoyable it is. I haven’t heard my player, and less useful when it relies on world- guard a staff of the magi].” players complaining. specific information. Another reason I dislike pregenerated settings Jim Gonzalez Ross A. Isaacs is TSR’s apparent willingness to exalt one world Valley Stream NY Washington, D.C. at the expense of another. Since Toril became the planet of choice among AD&D game play- If you can stand another letter on pregener- ers, have there been half as many products for * indicates a product produced by a company other ated campaign worlds, I’d like to cast my vote or articles on Oerth? The 1st Edition Oriental than TSR, Inc. Most product names are trademarks against them. Most of the campaigns I’ve played Adventures material is set in Kara-Tur (within owned by the companies publishing those products. in have been original, and I’ve turned down the FORGOTTEN REALMS setting), but material The use of the name of any product without mention offers to play in RAVENLOFT and DARK SUN™ for that unique campaign has already disap- of its trademark status should not be construed as a challenge to such status. campaigns. I prefer to run my own campaign. peared. What will happen if either the

100 SEPTEMBER 1992 DRAGON 101 102 SEPTEMBER 1992 DRAGON 103 104 SEPTEMBER 1992 DRAGON 105 106 SEPTEMBER 1992

108 SEPTEMBER 1992 DRAGON 109 110 SEPTEMBER 1992 DRAGON 111 ©1992 by Robert Bigelow Photos by Mike Bethke Neeva—The back of this figure’s boots are plain, but the back of her cape is chainlike or beaded and falls straight to the ground. The on her leather hel- met stretches to the back of her head. The mace she carries is four-sided and has a smooth handle. The figure matches an illustration on one of the DARK SUN mod- ules exactly. No flash was evident on this figure. Rikus—A wide gladiatorial belt sur- rounds the waist of this figure, which has excellent muscle detail and no flash. Human gladiator—This figure is mount- ed on a thick, circular base. The figure stands 27 mm tall, which fits its game statistics in 25 mm scale. His only arma- ment is a mace. His muscular back is bare, covered only by straps, and his buttocks are exposed but for a thong support. His hair falls straight to mid-back, including a topknot. This is a good figure except for some strange leg-muscle bulges; his cos- tume is that of the ultimate fighter. No flash was present. Female human shaman—A ragged ani- mal skin serves as a floor-length cape for this figure. The two totems look almost like a jaw. The right side of her face is slightly deformed; the illustration on the box makes one unsure as to whether this and the DARK SUN™ world, in miniature was intentional. Her muscles are well done. There was no flash. Halfling warrior—The back of the half- This month, we’re going to go right into cover most of the races involved in the ling is almost the same as its front, except the reviews. I wish to thank Ruth Dixon campaign world without having to buy for several straps on his legs and a torn and Chris Osburn for their able assistance additional sets or figures. The set is com- and ragged bottom on his shirt. His hair is in the painting department. Even I am posed of 20 different 25.mm-scale lead slightly spiked. A well-done flint spearhead doing some painting to help you enjoy castings, as follows: tops his weapon. His expression is grim, some color in this issue. Sadira—This miniature is 23 mm high and facial features and muscles are good. and is petite for this world. The pants and No flash was on this figure, which stands shorts both have holes in front. A sheath 15 mm tall. 5938 Carthage Ct. for a dagger hangs on her hip. There was Dwarf warrior—The dwarf has a strap- Cincinnati OH 45212 no flash on this figure. crossed bare back, short hair, and a bare neck and legs. His shorts are ragged and RP 10-540 “The People of the uneven, and he wears low boots. Muscle Land” ***** Miniatures’ product ratings detail is very good, but there was some “The People of the Land” is the best light flash at the legs that was easily * Poor cleaned. miniature representation for the AD&D® ** game’s DARK SUN™ world. There are a Below average Dwarf gladiator—This dwarf is even *** Average blockier than the other and wears rope- large number of other packs and acces- **** sories of miniatures for this campaign Above average thong sandals, ragged pants, and straps ***** setting, but this one set gives you a cross- Excellent across his back. His bald head shows a section of personalities that allows you to very Klingon-like ridge from front to back.

112 SEPTEMBER 1992 His weapon needs some trimming in the tooth area. shaman—This figure depicts a de- spoiler wizard. Simple boots and bare legs are visible beneath a ragged multilayered robe over which is a tooth necklace. A fabric cap waves in the breeze as he holds a bone fragment towards the sky. A load of spell components including a small bell hang on his left side. No mold marks were visible. Elf warrior—A sheath hangs from his right hip while a strange crown rests on his head. A belt secures the sheath and binds his tattered clothing. High-topped, fold-over boots cover his legs and pants’ bottoms; a hood covers his neck and head. His bare hand holds a simple sword high in the air. No flash was present on this figure. Female half-elf ranger-This is a really nice figure that could be used as a charac- ter in other AD&D campaigns. Her cape swirls out over a short and a small expanse of bare leg. High boots rise to the thigh, and pouches hang from her right side. Her staff looks like she is pulling it out of the ground rather than leaning on it. Only a slight mold line detracts from this piece. Gith warriors—There are three of these creatures in the set, the figures differing in posture and armor. All have topknots and cloth helmets, and all would measure about 35 mm tall if the figures were straightened. There was some light flash around the feathers and spears. Mul savage—This piece gave me a lot of trouble. Both weapons are extremely fragile; one came broken. The figure’s back has a braided belt with pouches and a square harness. The pointed ears and bald head offset his grim expression. The base has a bad mold line that needs repair. Half-giant warrior—This miniature has a tooth-studded belt and a front harness connected with buckles. Muscle detail is slightly exaggerated and the figure doesn't look as good as the others, but this is in part due to its simple nature. Anakor—This figure is almost exactly the same as its picture, though its picture is shown at an angle. Gith shaman—This figure is positioned on ton of a hill. The miniature is a two- piece casting, with the lower left arm and fragile spear being one piece. Some clean- ing was needed at the joint, but the pieces tendency to not stay together even after piece casting supposedly molded in 25-mm fit well. You must be careful when han- cleaning. scale. The wingspan is about 87 mm, with dling this piece. No other flash was noted. This package is highly recommended for the wings in a raised position. The wings Thri-kreen warrior—Standing 39 mm in anyone who is starting a DARK SUN cam- are secured to the body by placing the tab height, this creature is covered by belts, paign. It gives you a complete character ends into slots in the body, which should medals, and necklaces. Double support group at the reasonable price of $29.95 for be deepened for extra strength. Feather harnesses cross the insect’s back. Our 20 figures, some of them quite large. detail is fair, shallow, and might disappear sample had no antenna in spite of the with heavy priming and painting. The illustration, nor were there any in the box. head of the beast resembles a falcon or The antenna can be made out of thread or The Viking Forge hawk more than an eagle. The front feel wire, however. There was flash on the 1727 Theresa Lane are extended outward but show little trident and the legs. Powhatan VA 23139 detail, as its digits blend into solid masses. Dragon king—This figure is the largest The ’s body detail is fair, but the mus- in the set at 78 mm in height. This is a FM43 Giant Griffon *** cle detail looks more like varicose veins three-piece casting that has a terrible The giant griffon is a solid-lead, three- rather than the flowing muscles usually

DRAGON 113 represents a round keep of the type usu- ally used as a defensive position or forti- drilled out or carefully trimmed using a fied outpost protecting a narrow pass or Dremel tool or a long-bladed knife. You overlooking a river. The model consists of should use water-based paints, as foam two buildings: the keep and a tower built has a tendency to melt with oil-based in an interlocking fashion. The figure is paint, as I’ve learned from past experience 244 mm at its widest and just over 225 (I was not brave enough to experiment with this piece). mm high. The exterior is designed to rep resent stones with deep-set cracks that I am nevertheless happy with this piece and wish only that the interior was more represent mortar joints. The entrance to usable. I look forward to the “giant castle” the keep is a large, arched doorway with a set coming later, of which this keep can be wooden door that can be opened only from the inside. This door is accessed by a a part, and feel that the price of $29.95 is reasonable for something light, detailed, large stone staircase with stone banisters, and fairly strong. including a smashed flagstone top. The model also has a small barred door about 3’ off the ground in the main keep. Fantascenes Stone-framed arrow slits show that there Box P are at least three levels above ground and Pine Plains NY 12567 one below. A large double window cov- ered by wooden shutters opens onto the 1-02 Banquet Tables Laden with meeting area. Arrow slits rising along the Food * * * *½ side of the tower show winding steps that 1-06 Round Table with Food and provide access to the large, protected Stools * * * * ½ stone roof of the keep. The merlons have 1-11 Chairs **** framed arrow slits providing a wide field Every city adventure in a role-playing of fire and protection. The outer walls games seems to contain at least one major appear to have suffered battle damage or tavern or inn encounter. The three sets of found on a large cat. The figure stands erosion. miniatures provided for review here rep- roughly 51 mm tall, and the base is an oval Old Guard claims that the building is resent an alternative to the tedious job of is molded to represent rough terrain. made of an expansion foam similar to drawing out the floor plan and trying to This is not a highly recommended piece, styrofoam. While this may be true, the remember which chair was thrown or especially at the price of $5 per figure. It material also is very similar to that used in which table was overturned. will take careful painting to redeem this the old Greenfield Garrison buildings. The The articles of furniture all share several inside is partially hollow in a way that miniature. This company does have a common elements. They are scaled to true number of excellent products, so don’t supports the outer skin rather than pro- 25-mm scale and made of lead. Each piece judge them by this figure alone. viding any usable inside rooms. Another represents rough-hewn furniture made in problem is that even in the best castings medieval times using early tools, so they there are a number of air-bubble marks look crude and badly sculpted if you don’t Old Guard Hobbies and pits in the stone. These are easily remember the era these figures represent. 27508 Ford Rd. fixed by use of putty and a small knife to The tables and their chairs come in several Garden City MI 48135 recreate the mortar cracks covered by the pieces. No bases are molded to the figures. putty. The arrow slits can be opened with Equip yourself with files, a knife, and The Keep * * * * ½ the careful use of a small screwdriver or super glue before beginning to work on This building is scaled to 25 mm and hobby knife. The upper slots should be these miniatures. When assembled, the table pieces create two tables loaded with food. The first is a plain plank supported by block legs. Wood- grain detail appears on the tabletop, legs, and beam support. The tabletop has three loaves of bread on a platter, a cheese ring on a towel or cheesecloth, and meat and vegetables on a serving platter next to a plate full of fruit. Two wine bottles and a pitcher supply the liquid refreshment, while empty cups sit near a bowl of gravy. The second table has a groove around the top. A serving platter complete with han- dles features a game hen surrounded by different vegetables and a drumstick bone A fork and carving knife rest beside a line of sausages or breads. A plate of meat and potatoes, a wine bottle, and a bowl of serving utensils finish off the detail on this piece. The chair pieces form two types of high-backed chairs that can provide seat- ing for these two tables. The round tables contain the remains of food or the beginnings of a meal. The food on table one consists of sliced bread, the remains of something in a wooden bowl, two cups, and silverware as well as an-

114 SEPTEMBER 1992 other bowl and place settings. The second table has one place setting including a napkin and an eating knife, a candle, a wine decanter, and two widgets. Seats are simple wooden stools with large leg sup- ports. The tables are each supported by a trestle-type leg. You will have to put some work into these pieces. Each flat surface on the table joints had to be smoothed out, as did the legs. Mold lines are present on almost every side but can be removed with a knife or file, although the stools with the round tables appear as if their mold was not seated correctly. The biggest headache for me was the chairs. Each chair had at least one leg that was longer than the others. Care must be taken with chairs so as not to cut through the legs and arms when removing flash. Even with the work involved, I recom- mend these pieces of furniture for either dioramas or as playing pieces. The price is $4.95 per package.

Lance and Laser P.O. Box 14491 Columbus OH 43214

P-004 Knight and Lady ***** This pack contains two figures made of lead and scaled to true 25-mm scale. Nei- ther figure had any flash, and both have thick, round bases with well-detailed wooden floors. The lady appears to be in her late 40s or early 50s, with a proud, upswept chin and a serious look. Her pinched mouth and tight face, combined with the eyes and posture, projects the toughness of her life. Her hair is com- pletely covered by a hat; a short back cloth could serve as a veil if needed. Her voluminous pleated dress stretches to the ground; her billowing sleeves are trimmed with fine lace. Her waist is cinched by a large gold belt set just under her bosom. The figure’s posture projects a certain arrogance. The knight is dressed in tights, pointed toe slippers, and a . He is armed with a short knife that hangs sheathed from his slim leather belt. He appears middle-aged and has a stern frown on his face. A life. time of adventuring shows in his wrinkles. His head is covered by a fur-trimmed hat. His right hand holds flowers for his lady, presented in a certain gruff manner. tripod of skulls has three poles driven into extra detail, two have four large rocks, These figures are excellent and could be the ground, joined by knotted ropes. The and the last has four small rocks. Each used with the Minifigs Fantascenes furni- pole and rope detail is excellent, with pole has the same detail mentioned for the ture and other packages of knights and grain and bark clearly visible on the pole tripod review. The differences are in the ladies to form a diorama of a castle feast. and knots and braids on the ropes. Each little extras on the skulls and poles. They’ll also make excellent player charac- pole has a skull firmly secured to it, the These figures are not for the queasy; ters in any medieval fantasy game. This set skull still having patches of hair on it. This they should cause your dioramas to look is highly recommended for people who set is definitely an eye-catcher and a good more forbidding and give characters don’t want just another pretty face, and it buy as a player-character terrorizer or for pause. They are well worth the $4.50 costs $3 per pack. diorama use at $1.50 per pack. price per pack. The second pack contains two each of L&L #131 Tripod of Skulls ***** five different skulls on poles, each with L&L # 132 Skulls on Spikes * * * * * interesting details. All five are on round Lance and Laser has presented two stands with slight mold lines that are miniature packs with similar themes. The easily removed. Two of the bases have no DRAGON 115 some of we have reviewed in identical for all five different riders. Since this column, even though the skeleton’s this is the case, we will cover the spiders wings are folded. The pedestal is a round- first, then each rider separately. ed hump with a bolted-on platform, with a The spider is a four-piece lead casting. winged skull on the front and four The rear legs are molded onto a body that blocked supports on each face. The skele- stretches just over 40 mm long and 15 mm ton wears torn, rotting floor-length robes wide, all complete with hair molded on. and a hooded cape. The robes are secured Clean-up work was needed in different by a chain and by clasps at the neck. spots on the legs and joints and on the The figure has an exposed rib cage with mold lines on the head and body. Care visible ribs spaced well apart. Bony hands must be taken when working on the head, grip a scythe, which has good wood grain as it is easy to damage the eyes or pincers. detail and a sharp edge. The wings are The multifaceted eyes are not highly visi- folded and have very good feather and ble but are discernible. The spider is in an vein detail. A fleshless skull grins at you, attack posture, so you must wait till the with two red “gems” placed in the eye glue dries to get the miniature to stand sockets. level after cleaning. There is no saddle or This figure is worth the relatively low bridle on any of the spiders, so they may price of $36 for a pewter piece of this size. be used as “normal” giant spiders as well as cavalry. The goblin leader sits on an elaborate Grenadier Models saddle that holds a bedroll, water and food P.O. Box 305 containers, padding, and a spiked shield Springfield PA 19064 that provides protection for the spider’s face. The goblin’s personal shield is at- Grenadier Models UK Ltd. tached by a loop to the poles on the back 25 Babbage Rd., of the saddle. The pole is topped with an Deeside, Clwyd elf’s head and the skull of an animal. The UNITED KINGDOM CH5 2QB leader has his hair in a topknot that flows down his back. A jerkin, pants, bracers, 51023 Goblin spiderider and boots finish his clothing. He holds one warrior **** sword raised towards the sky; another Black Dragon Pewter 51031 Goblin spiderider wizard * * * * sword hangs from a belt on his hip. His Unit 303 51032 Goblin spiderider hero * * * * left hand signals a charge. 2437 Bay Area Blvd. 51033 Goblin spiderider leader * * * * The goblin gunner comes as a two-piece Houston TX 77058 51034 Goblin spiderider casting. The lower half contains the legs, gunner **** tucked up against the spider and clothed 9719 Winged Skeleton ***** Cavalry is important to any army for in loose pants, with a sheathed sword, a This servant of death moves about on scouting, flanking, and harassment. Caval- shield, and large pouch. The gun support spread wings. The piece is a non-scaled ry that can climb a vertical wall is even is on the front of the casting. The upper pewter model that stands 90 mm from the better, and this group of spider cavalry casting is nearly flat, with almost no space bottom of its base to the top of its wings. should win a place of importance in any between the shoulders, gun, and head. The figure, minus pedestal, measures 57 goblin army. The spider mounts are scaled Facial features are pinched. The long mm high; the wingspan is larger than to the larger 25- to 30-mm scale and are sleeved shirt is covered by a small shield at the shoulder, and the head wears a large stocking cap. A large gun points forward. The goblin warrior is sitting on a simple saddle. He wears loose clothes with large discs tied or sewn onto his shirt. His head is bare, and his hair drops behind him; his orclike face sneers at his opponents. His right hand holds a large, two-handed sword; his left sports a tiny shield with a snake engraved on it. Muscles bulge as he proceeds into combat. The wizard is sitting on a simple saddle and is dressed in long robes and a hood. His arms protrude from torn sleeves; his right hand clutches a wooden staff. A variety of bags, pouches, water flasks, and other containers hang from his rope belt. His face is scrunched with his tongue out as if he is casting a spell. The hero carries a shield with a skull motif and a great sword on his back, with a rope wrapped around it. He is dressed in lightweight clothes and a vest. He has a smaller sword in his right hand; his left hand is curled into a fist as he shouts in defiance. His head is tilted back, covered with a pointed cap. All of these figures had flash on them

116 SEPTEMBER 1992 and were not up to normal Grenadier standards. The detail is there, but is so exaggerated in spots that the figures don’t look quite right. They will, however, fit in well with Games Workshop figures. The main drawback is the price. At $5.95 per pack (one spider and one rider), you will have to spend $40-50 to get a unit and their leader. That’s rough on a war gamer’s budget.

Gren 1428 High Elves with Long Bows * * * * ½ The pack contains five one-piece archers, all of which have slightly differ- ent castings. Each elf has a long bow in hand and a quiver of arrows on his back. The elves are all protected by chain mail covered by a long surcoat. Four of the elves have long swords in scabbards be- hind their backs. Two have their quivers held over the shoulder by straps. Two have helmets with feathers, one has an unadorned helmet, and two have no hel- mets, their high cheeks and stern features framed by shoulder-length hair. All of the figures have gauntlets and bare legs. The figures are very good but do have some very obvious problems. There are a lot of loose ends from the molds’ air ports and a fair amount of light flash. Mold lines are very noticeable, especially where they occur on the outer part of each figure’s left leg, and the lines are not easy to re- move. Worse still is the fact that it will take a minimum of three packs in order to get a 10-12 elf unit with a commander, and even then you will have extras. These extras could be used as skirmishers or snipers, though, so it won’t be a total loss. This is still a good package of elves. The price for a pack of five is $5.95.

RAFM Co. 20 Parkhill Rd. Cambridge, Ontario CANADA N1R 1P2

RAFM 2929-Formless Spawn of Tsathoggua This miniature is scaled to 25 mm, ac- cording to the catalog, and is a three-piece lead casting. The base looks like a rubbish heap with a variety of bubbles, tentacles, bottom of the base and squeeze upward. Heartbreaker vines, and mouths. This disgusting mess When the putty went through the holes Paoli Tech. Ent. Cir. measures 50 mm at its widest and 12 mm you couldn’t tell it from the molded vege- 19 E Central Ave. tall. The base connects to a vertical stalk tation. The gap in the upper area was Paoli PA 19391 that branches into two mouths and forms hidden by the tentacles. To finish the the base for the third section, which is like creature, all I needed to do was clean off Heartbreaker a giant head and mouth with one eye in some flash. Gamecraft the center of the head. Does it sound scary The last piece in this set is a small mark- A16 Gardners Row yet? I forgot about the mouth stalks, eyes, er with an observer and arcane markings Business Center, Ltd. and vines leading to the tendrils around on the side. This little guy could act as a Liverpool the mouth. When assembled, the creature trigger or as a warning. This is a one-piece ENGLAND L3 6TJ is over 62 mm high. casting with no flaws. The pieces did not fit together well. This creature is intended for use with #105 Orcs with Hand There was some initial confusion on how the CALL OF CTHULHU* game from Weapons * * * * ½ the parts went together; when I finally Chaosium, Inc. Even with the work in- The environmental concerns over lead figured it out, the pieces did not seat prop- volved, it’s not a bad piece and could be figures continues, with lead being labeled erly and required filling. The easiest way used in other games as some horrid beast- as the frivolous ingredient in miniatures, to fill was to insert the putty tube in the ie as well. Its price is $5 each. Environmentalists asked someone in the

DRAGON 117 Figure one represents an orc wearing fur trunks, a spiked knee protector, and a shoulder protector held up by a studded belt. His muscle tone is good except for a slight pot belly, and his face is rather hu- man in appearance, being slightly flat with big teeth and a pug nose. On his left arm is a large shield with a flat surface. A water skin hangs on his belt. His right hand holds a large, two-edged sword. The base is loose against the stand, and the figure will need some adhesive. There was no flash on this figure. Figure two comes with a short, well- done Mohawk hairdo. His muscular legs and feet are bare, while his pudgy frame is clothed in a large supported by a studded belt with buckle, to which is also attached an elf’s head, a bag, and a large purse. Overlapping strips of armor protect his chest and stomach, while over-the- shoulder belts secure a small shield in the center of his back. In his left hand he holds a metal-plated wooden shield with no markings; his right hand holds a huge spiked mace with a wooden handle. He has an annoyed expression. The figure did not stand well on its base, and we had to industry to do something about it, and a larger 25-mm Citadel figure size so popu- bend the bar across the feet slightly to get new company called Heartbreaker has lar with GW’s WARHAMMER* games it to lean forward. No flash was present on introduced a line poured from a tin alloy rather than true 25-mm scale. This pack this model, but a very faint mold line is rather than lead. contains three figures, three slotted plastic visible. This set is one of the first releases from bases, and a spare axe. sword, and small The last figure in the set represents a Heartbreaker. The figures are scaled to the shield. much more cautious orc, dressed in boots with armored toes and fold-over tops. His legs are bare, but his upper torso is cov- ered in a skin covered by chain mail. His left arm supports a metal-covered wooden shield; both wrists are adorned with brac- ers. A large battle axe is held in his left hand. A simple helmet tops his head and is surrounded by the long hair falling from underneath. His expression looks like he just bit into a lemon. The tab on this figure had to be bent slightly for it to stand straight, and there was no flash. These figures are very good, both envi- ronmentally and in their detail, but the price for three figures is $4.95. These figures are prime examples for our argu- ments in favor of lead, though I wish this company all the luck in the world and hope it can bring the price down.

If you want to reach me, you can do so at my store from 2P.M.-10P.M. CST MWThF or 10A.M.-5P.M. CST weekends. Call: (708) 336-0790; or write to me at: Robert Bigelow c/o Friends Hobby Shop 1411 Washington St. Waukegan IL 60085

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

118 SEPTEMBER 1992