<<

SPECIAL ATTRACTIONS Issue #161 Vol. XV, No. 4 Why Is the DM Smiling? 9 Four ways to enliven your -game campaigns. September 1990 Inside Information — David Flin Publisher 10 Stop listening to tavern rumors and get the real story! James M. Ward Romance and Adventure! — Tom Schlosser Romance? In a fantasy game? You’re kidding, right? Editor 15 Roger E. Moore “It’s sort of like a wand...” — Gary Coppa 21 You don’t have to tell the players everything. Just tell them enough to Fiction editor get them into trouble. Barbara G. Young The Classics Campaign — Marc Newman Assistant editor 32 Old dungeons never die, but novice player characters do. Dale A. Donovan

Editorial assistant O THER FEATURES Joseph M. Nowak Role-playing Reviews — Art director 34 and Krynn: Two worlds of high adventure! Larry W. Smith The Voyage of the Princess Ark — Bruce A. Heard Production staff 41 How can you land on the South Pole when your world has none? Gaye O’Keefe Angelika Lokotz The Role of Computers — Hartley, Patricia, and Kirk Lesser Tracey Zamagne 47 Warfare, from the BattleMech’s cockpit to the gold dragon’s saddle.

Subscriptions The MARVEL®-Phile — David E. Martin, Chris Mortika, Scott Davis, Janet L. Winters 55 and William Tracy Two “leftover” Marvel heroes make their gaming appearance: Dakota U.S. advertising North and Stick. Jim Atkiss Roseann Schnering Shadow Play — fiction by John P. Buentello U.K. correspondent 58 Assassins aren’t paid to ask why, but sometimes they do. and U.K. advertising Sue Lilley The Role of Books — John C. Bunnell 64 The space Legionnaires are looking for a few good men; the not-so-good ones join Phule’s Company.

Scouting For New Options — Kim Eastland 71 If you don’t trust thieves, you need a scout! A for AD&D® 1st Editon games.

The Ecology of the Griffon — Christopher Kederich 90 Rule Number One: Never leave one behind to guard your horses.

Through the Looking Glass — Robert Bigelow, Jay Clenndenny, 103 and Ralph Cooper A method to your ‘Mech madness: Campaign rules for FASA’s BATTLETECH® game.

DEPARTMENTS

5 Letters 68 Gamers Guide 85 TSR Previews 6 Editorial 76 Forum 94 Dragonmirth 88 Sage Advice 80 Convention Calendar 96 Twilight

COVER Jim Holloway had a lot of fun with this month’s cover, which he has named “Butch and Sundance: The Early, Early, Early, Early, Early, Early Years.” The and have discovered that their DM decided the campaign should be more exciting—from the DM’s point of view, of course. 4 SEPTEMBER 1990 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 111 (201 Sheridan Springs Road), Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3625. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223- 212517 (international); telex: 818781; fax: (0223) 248066 (U.K.), 44-223-248066 (international). Distribution: DRAGON Magazine is available from What did you think of this issue? Do you have these classes into character kits for AD&D 2nd game and hobby shops throughout the United States, a question about an article or have an idea for a Edition campaigns. Canada, the United Kingdom, and through a limited new feature you’d like to see? In the United To aid your search, here are as many of these number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and States and Canada, write to: Letters, DRAGON® previously published NPC classes and variant/ in Canada by Random House of Canada, Ltd. Send Magazine, P.O. Box 111, Lake Geneva WI 53147, nonstandard PC classes as we could find (includ- orders to: Random House, Inc., Order Entry Department, U.S.A. In Europe, write to: Letters, DRAGON ing once-official PC classes from Unearthed Westminster MD 21157, U.S.A.; telephone: (800) 638- Magazine, TSR Ltd., 120 Church End, Cherry 6460 toll-free except Alaska (call (800) 492-0782 toll-free Arcana and PC classes not used in the AD&D in Maryland). Newsstand distribution throughout the Hinton, Cambridge CB1 3LD, United Kingdom. 2nd Edition game), with the issues in which United Kingdom is by Seymour Press Ltd., 334 Brixton these classes have appeared. We’ve also added Road, London SW9 7AG. United Kingdom: telephone: references for articles that might be of interest 01-733-4444. Subscriptions: Subscription rates via second-class Why the psi? to those playing such characters. Note that all of mail are as follows: $30 in U.S. funds for 12 issues sent these classes were created for the AD&D 1st to an address in the U.S. or Canada; £16 for 12 issues Dear Dragon: Edition game. Many are not suitable for use as sent to an address within the United Kingdom; £24 for 12 issues sent to an address in Europe; $50 in U.S. funds In DRAGON issue #155, I noticed that you are player characters as they lack the statistical for 12 issues sent by surface mail to any other address; still using psionics with your elven god charac- information and innate game balance to play or $90 in US. funds for 12 issues sent airmail to any ters. Why didn’t you change those abilities to them properly—but have fun anyway! other address. Payment in full must accompany all subscription orders. In the U.S. and Canada, methods of magical abilities? Why don’t you include Mon- payment include checks or money orders made payable strous Compendium sheets with “The Dragon’s Alchemist: 2, 45, 49, 130 to TSR. Inc., or charges to valid MasterCard or VISA Bestiary” articles? I’m sure that many readers Anti-paladin: 39 credit cards; send subscription orders with payments to: would be thankful to have them. Archer: 45, 66 TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In the United Kingdom, methods of payment include Andy Mandiak Archer-ranger: 45 cheques and money orders made payable to TSR Ltd, or Rochester NY Assassin: 22, 64, 96 charges to a valid ACCESS or VISA credit card; send Astrologer: 45 subscription orders with payments to TSR Ltd, as per that Bandit: 63 address above. Prices are subject to change without prior Only one of the four deities in “The Elfin notice. The issue of expiration of each subscription is Gods” had psionic talents, and these talents Barbarian: 63, 65, 67, 72, 148 printed on the mailing label of each subscriber’s copy of were noted as applicable only to campaigns Bard, variant: 56 the magazine. Changes of address for the delivery of Battle dancer: 159 subscription copies must be received at least six weeks using the AD&D* 1st Edition game’s psionics prior to the effective date of the change in order to assure system. No exact magical analogs for psionic Beastmaster: 119 uninterrupted delivery. attack and defense modes exist in the AD&D Berserker: 3, 133 Back issues: A limited quantity of back issues is Bounty hunter (three): 52 available from either the TSR Mail Order Hobby Shop game, though you might use the mind flayer’s (P.O. Box 756, Lake Geneva WI 53147. U.S.A.) or from mental blast (formerly psionic blast or mind Bureaucrat: 74 TSR Ltd. For a free copy of the current catalog that lists blast) from the as a Cavalier: 65, 72, 125, 148 available back issues, write to either of the above substitute for psionic attacks, with the mind Cavalier elven: 114 addresses. Charlatan: 120 Submissions: All material published in DRAGON blank spell for psionic defenses. Magazine becomes the exclusive property of the pub- We usually don’t put monsters on full pages Cleric, barbarian: 109 lish& unless special arrangements to the contrary are when using Monstrous Compendium format Cleric, cloistered: 68 made prior to publication. DRAGON Magazine welcomes Death master: 76 unsolicited submissions of written material and artwork; because we cannot be sure that each entry will however no responsibility for such submissions can be fill the page. We have a large number of mon- Dreamer: 132 assumed by the publisher in any event. Any submission sters left in our files that we are slowly convert- Duelist: 73 accompanied by a self-addressed, stamped envelope of ing to AD&D 2nd Edition game format (which Entertainer: 69 sufficient size will be returned if it cannot be published. Escrimador: 124 We strongly recommend that prospective authors write fits well in any AD&D 1st Edition campaign). for our writers’ guidelines before sending an article to us. When possible, we will place monsters on full Geisya: 121 In the United States and Canada, send a self-addressed, pages—but don’t hold your breath! Genin: 121 stamped envelope (9½” long preferred) to: Writers’ Gypsy: 59, 93 Guidelines, c/o DRAGON Magazine, as per the above address; include sufficient American postage or Interna- Halfling guardian: 129 tional Reply Coupons with the return envelope. In The NPC lineup Healer: 3 Europe, write to: Writers’ Guidelines, c/o DRAGON Hopeless: 96 Magazine, TSR Ltd; include sufficient return postage or Dear Dragon: Huntsman (anti-ranger): 102 IRCs with your SASE. Advertising: For information on placing advertise- I really wish that you would republish some of Idiot: 3 ments in DRAGON Magazine, ask for our rate card. In the new types of characters like the anti- Incantatrix: 90 the United States and Canada, contact: Advertising paladins and the savants. It really would be Jester: 60, 65 Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, great if you could do that. If you can’t, please Jock: 72 contact: Advertising Coordinators, TSR Ltd. tell me what issues they were in and where I Magic-users, variant: 17 DRAGON is a registered trademark of TSR, Inc. can get them. I’ve looked in many bookstores Mariner: 107 Registration applied for in the United Kingdom. All rights but none of them have the old issues. Please do Merchant: 62, 136 to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part something! Monk, variant: 53 without first obtaining permission in writing from the Jessie Lin Montebank: 65 publisher. Castro Valley CA Mystic: 65 ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most Ninja: 16, 30, 121 other product names are trademarks owned by the We don’t plan to reprint NPC classes in this Oracle: 53 companies publishing those products. Use of the name of magazine, though we might do so for a Best of Paladins, variant: 106 any product without mention of trademark status should Politician: 74 not be construed as a challenge to such status. DRAGON Magazine Anthology. Back issues ©1990 TSR, Inc. All Rights Reserved. containing these classes might be available Psionicist: 78 Second-class postage paid at Lake Geneva, Wis., through the Mail Order Hobby Shop, c/o TSR, Ranger, variant: 106 U.S.A., and additional mailing offices. Postmaster: Send Inc., P.O. Box 756, hake Geneva WI 51347, Samurai: 3, 49 address changes to DRAGON Magazine, TSR, Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, U.S.A. (write for details and a free 1990 catalog). ISSN 0279-6848. We leave it to adventuresome gamers to convert Continued on page 7 DRAGON 5 A story

Once upon a time in a campaign far, far away, there were two adventurers named Black Bart and Ursula. Black Bart was a dark-haired fighter from an AD&D® game world, with a sneaky grin and a magical sword for every day of the week. Ursula was a good-natured barbarian with flame- red hair from the ® game, an expert with pistols and grenades. The details of how the two met are murky, but the important thing was that they did meet—and unexpectedly fell in love. Romance is not a commonly discussed topic with regard to role-playing games. The article “Romance and Adventure!” in this issue is the only one I recall on the subject, aside from notes in an article by William Armintrout on TSR’s old META- MORPHOSIS ALPHA game, which ap- peared in The Space Gamer magazine. If romance appears in an adventure at all, it Ursula caught the chaotic-evil fighter’s find his true love, Black Bart learned of is as a minor subplot (one example takes main attack. She doubled over, nearly Ursula’s location during visits with high- place in the WG8 Fate of Istus AD&D dead after the first melee round, and level sages and wizards, and he gathered module, on page 52). dropped her weapons. The fighter moved his allies for an assault. Warriors from I have a feeling that, in average game to finish her off and cut up the rest of the lands of fantasy and science-fiction rallied play, a full-blown -tale romance with group, failing until the last moment to to his cause, and the adventurers were daring deeds and the works is most likely notice that Ursula had tugged the pin out soon neck deep in combat with banths, when only one of the two characters is a of a torc grenade and was clutching it to pirates, Green Martians with radium rifles, , the other being an NPC. her chest. The resulting explosion com- and worse. Once in a while you get the same effect pletely disintegrated everything for almost Black Bart was relentless. When his between characters run by two people 50’ around: the evil fighter, Ursula, their crew reached the deserted city where the who are already romantically involved in equipment, the dirt and rock under their mad scientist lived, he ignored all the real life (I’ve seen it happen), but that’s feet, everything. The party was saved. Of monsters that attacked the group, march- rarer. the two combatants, nothing remained. ing steadily on for the tower and killing Ursula was the NPC of the couple men- Black Bart wasn’t the same after that. He everything that got in his way. In the final tioned above, but Black Bart never seemed became moody, which is a nice way of battle at the top of the spire, Black Bart to notice. They were seen everywhere saying that he took out his frustration on fought the scientist in single combat and together, happily bashing monsters and every unfortunate monster that came threw his headless body from the balcony. braving every quest that came their way. within sighting distance. Something had to The subsequent escape from the tower The peak of their careers came when they be done, so when it came my turn to be (whose base was triggered to blow up if piloted their own cargo lifter during the the DM, I brought Ursula back to life. But the scientist was slain) made up the final great Damnation Alley coast-to-coast run there was a price tag. chapter of the adventure, and Ursula and across the ruins of , about It seems that Ursula had been under Black Bart were together again. which volumes could be said but my edito- surveillance by a mad scientist in another I haven’t the faintest idea of what hap- rial isn’t long enough. Black Bart and Ur- universe, and he’d fallen for her even if pened to those two characters after that. I sula were a bright spot in every game she was an unsophisticated barbarian. would hope that they are happily hacking adventure, right up to the moment when When she was attacked, the mad scientist their way through the multiverse even Ursula died. worked the controls of his time-space now. The memories of that adventure The end came very suddenly. A chaotic- machine and popped her out of harm’s would last for years, and we remembered evil fighter played by another player be- way in the last fraction of a second before too the cause for which it was fought. came irked with the rest of the party one the torc grenade blew up (but he thought- Cheers to you, Black Bart and Ursula, evening and attacked everyone at once. fully left the grenade behind for the wherever you are. This was particularly bad since everyone fighter). Ursula became a prisoner in the in the group, including the attacker, was scientist’s citadel, a mile-high needlelike as heavily armed as liberal DMs and tower in the wastelands of a world known transuniversal-campaign travel will allow. as Barsoom. Guns roared, + 5 swords lashed out, and Black Bart began to have dreams in 20-HD fireballs erupted across the camp- which he saw Ursula calling out to him for site in a savage, no-quarter battle. rescue. Immediately seizing the chance to

6 SEPTEMBER 1990 Letters Continued from page 5

Savant: 65, 140 Scribe: 3, 62 Sentinel: 89 Shaman, : 141 Smith: 70 Sumotori (two): 157 Thief-acrobat: 65, 69 Timelord: 65 Witch: 3, 5, 20, 43, 114 Also known as... Denmark

Dear Dragon: I am writing in response to Ethan Ham’s recent article, “Also Known As . . . the ” (issue #158). Using alternate monster names is a good way to keep players guessing—especially in a low-level campaign in which characters shouldn’t automatically know what they’re fighting and how to defeat it. However, as a student of Scandinavian languages, I was very disappointed to see several errors in the lists of names: —The names sotrolde (for aquatic ), havmand and havfrue (for mermen), and skov- trolde (for wood trolls) are all Danish—not Celtic, German, or otherwise. —The name haug-bui (for wights) is not Celtic, either, but Old Norse (compare the Norwegian word for the “walking dead”: haugebonde). —The names mara (for the succubus) and skogsrå (for female wood trolls) are both Swedish. —Finally, the name huldrafolf listed for is indeed Scandinavian, but it is a misprint; the correct spelling should be huldrafolk. Most DMs, I realize, care little about those technicalities. But to me, having a Celtic NPC call a monster by a Nordic name would ruin the whole idea behind Ham’s article (that names vary from culture to culture). Kimberley E. Usher Charlotte NC

Your input is appreciated. Having done a fair amount of research in the past, I know that such errors often lie in the source material itself. I would like to point out that name confu- sion among cultures can be helpful to the DM; a Celtic NPC might have heard a dying Nordic NPC refer to his slayer as a skrimst, which is the Scandinavian name for an aquatic (known in Celtic society as a soetrolde). The Celtic man might then spread rumors about this “new monster” and have the foreign word produce much confusion as to the killer’s true identity. On another topic, I know from experience that renaming a monster and making minor changes in its appearance or abilities may seem simplistic, but it has dramatic effects in actual play, often generating fear and respect for the creature far out of proportion to the monster’s actual power. I once wrote about a gaming episode in which a party (including one of my characters) had a night encounter with a red dragon that shot beams of light from its eyes like spotlights (like Smaug in the animated version of The ); when the dragon asked for our mules and treasure, we gladly gave them up. I’m fairly sure we could have killed the monster—but we lost our nerve and ran for it instead.

by David Flin Rumors aren’t your only source of adventuring advice What do adventurers do when they Albans. Even a single book would be a tant meanings. Characters may come want information? All too often, they head considerable treasure if the PCs could across books that are centuries old, with for the local inn and listen to rumors. appreciate its value. dust inches thick upon the cover. Along Brighter characters might go to the local It follows from the relative expense of with the problems of fragile material and church and make a few inquiries there. books that few people could afford them. faded lettering, there may also be a need However, that is often the complete reper- Thus collections of books would be a for an expert in languages to be able to toire of information-gathering techniques rarity, and “trivial” books, such as 101 understand what the book actually says. used by characters. This article describes Uses For a Dead Kobold, will not exist. The penalties for this may be dangerous other sources of information, what sorts Where might libraries be found? At misfires (in the case of spells), or incorrect of knowledge might be obtained from centers of learning, certainly. Guilds might or misunderstood information. For in- them, and what limitations they possess— also have collections that are likely to be stance, a long-lost group of elves might be using a bit of real-world history. highly specialized in guild interests. The described as “battleworthy,” which in monarch and court will have access to current usage might mean “trusted allies, Libraries books also, as might nobles and other of worth to us in battle,” whereas in the Libraries are a fantasy staple, especially wealthy individuals, such as rich bards language of the time it might have meant in the lairs of powerful wizards. PC mages and writers. In feudal Japan, literacy was “bloodthirsty and skilled in fighting.” A are likely to want to visit a library to re- expected of nobility and courtiers, as was group of PCs acting on such misleading search new spells or old scrolls. the ability to compose poetry. The masses, information could get into a nasty jam! A The typical vision of a fantasy library is however, remained illiterate. PC mage is unlikely to cast a comprehend of a room stuffed full of thousands of Historically, the scarcity of books and languages spell on a “legible” book to clar- books covering a vast range of esoteric the low level of literacy in the population ify such problems, as the words are decep- subjects, like the library of a long- were linked. The introduction of the print- tively similar to those they know. Therein established university. In the real world, ing press was not followed by a mush- lies the danger. before the invention of the printing press, rooming of literacy, however; early When books are handwritten, errors books were both expensive and rare. printed books were nearly as expensive as creep in during the course of copying. Geoffrey Chaucer (A.D. 1340-1400) was an handwritten ones and were aimed for the Such errors are used by modern research- educated and extremely well-read man for same exclusive audience. Over the centu- ers to trace the lineage of handwritten his time. He was renowned for his collec- ries, printing technology improved, liter- Bibles. Of course, misprints are not exclu- tion of books, a collection larger than acy rates increased, and the demand for sive to handwritten texts. An early printed those of several of the colleges of Oxford cheap reading material rose. edition of the Bible contained among the or Cambridge. He had in his possession 60 Attitudes changed so that learning was Commandments the exhortation that books. Most libraries of this time were seen as a valuable end in itself, which led “Thou Shalt Commit Adultery.” Such mis- smaller than this. to the widespread founding of charitable takes could be dangerous in the case of It is true that there existed a few li- schools. Later, an increase in leisure time enchanted writings, leading to useless braries that were noticeably ‘larger, such prompted an interest in books for recrea- spells, magical misfires, or possibly even a as that of the monastery of Glastonbury. tional purposes. These changes contrib- spell that is more effective than the origi- This library was one of the largest in uted to the rise in literacy and in the nal spell. England and contained several hundred demand for books. Because of these com- books, mainly of the Scriptures but also on plicated factors, even the invention of the Religious orders the classics, history, philosophy, and sci- printing press will not revolutionize the It was usually the case in both western ence. Such libraries were very few, very role of the written word in a fantasy cam- and eastern societies that monasteries and famous, and not at all easy to enter. These paign overnight. nunneries were centers of learning and libraries gathered their books over many Other factors influenced the amount of study. A large religious center is likely to years, often through theft and conquest. written material available. Nomadic soci- be the repository of a surprisingly broad Other libraries, such as those at Pergamos eties, where people are constantly on the selection of learning and knowledge. or Alexandria, were reputed to have con- move (e.g., Huns, Mongols, and Gypsies) On a smaller scale, a local church might tained hundreds of thousands of books. would simply not have the space to main- well be useful for records of the parish (or These claims, in the light of library sizes tain a collection of books. whatever the campaign equivalent might that have been authenticated, are proba- Since books were written for a rich and be). The local priest is likely to be literate bly grossly inflated. well-educated class, they tended to be even if no one else in the village is. To get access to an important fantasy- written in an intellectual style and concen- The local priest is also of interest to based library such as these, one should be trated upon matters of importance to the those seeking information. Apart from very well connected. It is possible that the readers. Most books were religious works being able to explain the nuances of local price of being allowed to read a book or histories—precisely the sorts of things beliefs (which in itself could be of value if there might be the gift to the library of in which many PCs would be interested. the PCs wish to avoid offending the local another book. A possible scenario for a PC In Dark Ages Europe, most of the books people), a priest is often a confidant and mage might be developed around acquir- were written by monks such as Bede and may know many secrets about local inhab- ing a particular book as a gift for such a by nuns such as Hilda of Whitby. These itants. An example of this in ritual form is library in order to read a book that the books were usually written in Latin, and it seen in the Roman Catholic confessional. library possesses. is conceivable that in a fantasy game cam- Traditionally these secrets are regarded as The reason that books were so rare in paign, those who write books might also sacred, and it will not be appreciated if the days before the printing press is sim- do so in a religious or otherwise nonsecu- adventurers attempt to ferret out such ple: Every book had to be hand written, lar language. knowledge. Religions having a ritual simi- hand decorated, and hand bound. In addi- Even if books are written in the tongue lar to the confessional are likely to have tion to being rare, books were expensive. of the common people, there still might be magical means of preventing these secrets While it is not easy to compare prices of difficulties in reading them due to lan- from emerging, even under mind reading. 600 years ago with those of today, it has guage drift. Words change their meanings On a wider scale, cities where bishops or been estimated that a single book might over the years, new words appear, and old their equivalents hold sway are liable to cost about $1,000 in today’s terms. In ones disappear. For example, Middle En- contain better records and perhaps even 1341, Richard de Bury, Chancellor and glish is a very different tongue from our something akin to a local Doomsday Book High Treasurer of England, paid 50 lbs. of modern language, and even the points of (which listed landowners and land values for silver for 40 books from the Abbot of St. similarity can lead to confusion on impor- England in 1086). The historical stereotype is DRAGON 11 that lowly priests were upright, honest, God- king’s bodyguard alone will comprise some upon the strange things that exist over the fearing people who were all but incorrupt- of the greatest warriors of the kingdom. hills. Locals who tell of seeing walking ible, while bishops, archbishops, and the like Local nobility will have a set-up similar to trees might usually be laughed at. For- were political manipulators with the moral that of the monarch, though on a smaller eigners who tell the same tale about dis- scruples of a Borgia. If this is true in your scale. tant lands are likely to have their stories campaign, then the more powerful members treated with greater respect. If the adven- of the church may be open to bribery or Bards turers oblige in telling tales, they may find even blackmail by the PCs in a way that Where would a court be without those that the villagers will be more friendly in ordinary clerics are not. who tell of the glorious feats of the mem- return and perhaps become garrulous. A possible scenario might involve the bers of the court and other accredited PCs coming across evidence that a high- heroes? Tales told by bards will abound. In Legends ranking cleric in their church has been a barbaric court, heroic epics are the “Do you see that mountain over there;, abusing his position. The PCs must first favored form of tale; in a more civilized the one with the great rift? Well, there confirm this possibility; if it is true, they court, the style might tend toward roman- was this giant, you see, who saw a yeoman must decide what to do about it. If they tic ballads. Whichever is the case, epics shooting a bow. The giant decided that a expose the cleric, the church may suffer with varying degrees of truth will be bow would make hunting easier for him. from the bad publicity, and if they don’t, related, telling of heroes and their doings. So he made his own bow from two whole the church may suffer from the displeas- Some might be of interest to the adventur- yew trees. For an arrow, he used the mast ure of its god. Of course, the cleric will try ers. For example, there might be the tale of a ship. For a string, he used the hides of to prevent the PCs from exposing him. of the dragon Grimaegir and the Hero- seven cows. Then the giant went hunting. Perhaps he will arrange a mission for Mage Valtan Bearskin, who fought each Suddenly, his keen eye spotted a huge bull them in which he hopes they will die other for six days and nights until at last grazing, and he fired his arrow at it. But gallant deaths for the church, their knowl- they slew each other. The adventurers he missed the bull by three leagues, and edge unspoken. might ask themselves what became of the the arrow tore up the mountainside, creat- magical staff of the Hero-Mage mentioned ing that rift.” Nobility in the tale, and begin to investigate. Tales concerning prominent natural Any royal court will be concerned pri- Away from the nobility and courtly features are universal. Such tales would marily with matters of direct interest to it. matters, the bards, skalds, minstrels, or probably have grown in the telling, but in Consequently, the adventurers are likely to other traveling storytellers are the re- a land of magic where giants exist, it find an abundance of rumors among no- porters of a society where literacy is un- would be unwise to dismiss such a tale as bles about various political intrigues and common. They know much about the being without foundation. Even if it isn’t the doings of those both in and out of events and legends of the areas through literally true, the tale above might derive favor, ambitious newcomers and old hands which they’ve passed. In illiterate societies, from the sighting of a giant near the rift. alike. information is stored in the human brain. Perhaps the giant is still there. The collection of peoples at court will The length of such oral epics as the Iliad Tales also exist concerning people and probably not be found elsewhere: astrolo- and the Odyssey demonstrate the reten- items. A sword might be known as Ljot’s gers, generals, wizards, ambassadors, tive capacity of a trained memory. Blade, of which it is said that whosoever favorites of the king, and the usual run of If the adventurers want information uses this blade shall gain great fame and spies, assassins, spiritual advisors, and so from a bard, they are likely to find that fortune, but yet die young. This tale might on. If adventurers wish to find a particular the difficulty lies not in getting the bard to be an indication that the sword is a cursed specialist, the court may be the best place part with the information, but in getting sword +2 that the characters would do to find him. the bard to stop. Making confidential well to leave alone. But rumors are often A scenario set in a court presents a inquiries from a professional news- exaggerated, and Ljot’s Blade might be a number of unusual restrictions and chal- spreader is also likely to be something of a completely ordinary nonmagical sword! lenges to the PCs. Suppose that they wish problem. “Well, don’t tell anyone that I’ve to obtain some information from a cour- been asking, but . . .” is almost certain to Sages tier. What can they offer in exchange? A get the widest possible circulation. In our current technological society, courtier will probably have enough It might be worth having NPC bards information sources such as books and money, but if the PCs have some informa- spread a tale that is a greatly exaggerated computer databases multiply the informa- tion, perhaps they could make a trade. and modified version of an event in which tion that is available on any subject to such What sort of information could the PCs the PCs took part, perhaps even one of an extent that specialists are hard put to have that a courtier would be interested their own adventures. The adventurers keep up with developments even in their in? Any information that could have help- might appear as the heroes or the villains, own specialized fields, let alone in fields ful political repercussions is the most and this would be a useful way for the DM that they know little about. In earlier days, obvious answer. Suppose the PCs know to give feedback on how society views the however, when there was less information that a dragon that lived in the only pass- PCs’ behavior. available, it was possible to master the between this kingdom and one of its Because adventurers do a lot of traveling whole scope of knowledge and be expert neighbors has recently been slain (the PCs and have been to far-off places, they are in several widely differing fields. Isaac might even have slain it!). The PCs may likely. to be regarded as substitute bards Newton was, among other things, an ex- regard this as of little interest, but it will when they arrive in villages, and thus pert on mathematics, , alchemy, be of utmost concern to the court, asked for tales of far-off places. The tales physics, optics, and religion. One can point whether for the resumption of trade be- of travelers were regarded as being suffi- to other examples of people who were tween the nations, because the neighbor- ciently interesting to be included in the geniuses in several fields, such as ing nation will wish to invade, or for any works of such classical writers as Pliny. Leonardo da Vinci and Galileo. of a number of other reasons. ‘When describing unusual animals, these Consequently, a sage from a preindus- The PCs will be at a disadvantage when tales were sometimes accurate. According trial society is likely to be widely regarded dealing with the smooth-tongued political to Pliny, the basilisk was a creature able to as an expert in diverse fields. Such a per- operators of the court, but the PCs must slay men with a glance from a considera- son, as well as being a very useful source deal with them rather than resort to ble distance. Tales of the basilisk are be- of information, is also likely to be inter- threats or violence. Defenses, both magical lieved to be based upon the royal cobra, ested in any knowledge that the PCs might and physical, will protect the king and his which can spit poison. Travelers, there- have. Perhaps the best way to make court from aggressive outsiders. The fore, can be useful sources of information friends with a sage would be to present

12 SEPTEMBER 1990 her with some unusual beast, live or dead. than taverns for thieves to perform their area?” is the sort of vague question that If the sage knows that the PCs are adven- business. When tavern customers are the local skald, merchants, and farmers turers, she may request some form of sober, they are hard to steal from but have can answer more easily than any spell. payment for information other than money. When they are less sober, they are Nonetheless, a scroll with a legend lore money. The capture of a rare beast (possi- easy to steal from but have less to be spell would certainly come in handy more bly a dangerous species) in order to give it stolen. However, people exchange lots of often than not. to a sage, so that the sage will answer the money in a marketplace; noise, bustle, and Note for the DM: Since magic is written PCs’ questions, could form the basis for a strangers provide ample distractions for into scrolls and spellbooks, mages must be scenario. thieves to perform secret dealings and literate. If literacy is an uncommon skill, it doings. Of course, PC thieves are quite might be regarded by the ignorant as Local experts likely to spot (and be spotted by) local intrinsically magical, as it was in Dark A rural village sometimes has at least thieves operating in the same market. Ages Scandinavia. Any book, magical or one acknowledged expert on a particular Such contacts could provide useful tips not, might then be looked upon with fear. subject, who might even be regarded as and warnings for a PC thief at a later date. What awful and unholy conjurations the font of all knowledge on this topic. This could also provide an immediate would a black-covered tome contain? It This expert might be a herbalist, an alche- danger if local thieves don’t want outsiders might be merely a tax-assessment record mist, or a retired adventurer. Such people to move in on their territory, but that is book! Terrified peasants might hide or are likely to have their knowledge in the another matter. bury all the books they find, making it all form of oral lore rather than in papers or the more difficult for PCs to read those books. They are also certain to have Magic books and gain their valuable (if non- rather parochial information. For example, All of the above methods of finding out magical) insights. Perhaps some otherwise a herbalist may know of a herb, that grows information might be regarded as rather normal books do contain information- locally that, when treated in a certain superfluous in a game in which a magician gathering spells as well as mundane data. manner, is very good at countering the can find out almost anything by use of the effects of a particular snake’s poison. This correct spell. It may be, however, that no Final words antidote is unlikely to be known else- PC wizard can perform the required spell, It has been said that it isn’t what you where; in areas where the snake is less while NPC mages may be unwilling to know, it’s who you know. This holds true common, the antidote will be of limited cooperate or are too expensive for the to a large extent in ferreting out informa- use. Against other snakes and poisons, this PCs. In addition, there may be magical tion. An individual might know a lot, but antidote will almost certainly be ineffec- defenses to prevent information being no one knows everything. However, some- tive. The search for such a remedy could obtained magically. Use of mundane routes one who knows how to find people who be built into a scenario. to knowledge may attract less attention are likely to know about the matter at Local experts might be regarded as all- from a foe expecting the PCs to use magi- hand (and is able to gain the needed infor- knowing on their favorite subjects by local cal means. mation from them) will be at a distinct people, and contradicting an “expert” will Divination spells answer specific ques- advantage in any fantasy role-playing bring much shaking of heads by the locals tions. “Is there anything interesting in this scenario. and mutterings about disrespect.

Marketplaces The lifeblood of many a town and farm- ing village is its market, a place for gather- ing and bartering. Not only is a market a useful spot for adventurers to acquire food, horses, and supplies, it also gives PCs an opportunity to learn about the local area. Regardless of what local farmers say about their poverty and hardships, a rea- sonably accurate idea of an area’s prosper- ity can usually be gained from seeing the prices and amounts of things on sale in the market. High prices and limited availability indicate that there is a shortage, while cheap, plentiful supplies indicate a pros- perous community or a glut. If the adventurers discover that the region on one side of a pass has an abun- dance of cattle, while the region on the other side has a cattle shortage, the possi- bility for a profit to be made is obvious. Of course, if no one else has taken cattle through the pass in this way, it could be that bandits, , or giants live in the pass—in short, an adventure! Another example would be if horses are suddenly in short supply in local markets. Horse traders and herdsmen would grum- ble that herds of wild mustangs near the mountains have been decimated as the result of an influx of griffons in the area. Who’s going to drive the griffons out? The adventurers, of course. Markets would also be more profitable

DRAGON 13 by Tom Schlosser, Adalind Adventures The DM sat in his chair and sorted their hearts instead of their heads. Im- attributes of the player. The DM should through the paperwork from the evening’s pressing the object of their affections decide whether the object of the romance adventure, wondering how to motivate the cannot (and should not, from the DM’s is to encourage a reticent player to engage players for the next session. All of the point of view) be reduced to a matter of in more role-playing or to provide more common motivations came to mind. The giving presents and performing deeds of entertainment for the group by offering it king could force the party to go on an valor. The PC must emotionally interact to an outgoing one. If it is the first ro- adventure, offering great riches if they with the romantic interest and those asso- mance in the campaign, it is probably a succeeded and death if they failed. The ciated with it. It is much more than count- good idea to offer it to one of the group’s party could hear the usual rumors of ing how many pieces of gold the character better and more extroverted role-players. treasure hidden in some ruins. Maybe one is willing to spend on the object of his A good, experienced role-player is more of the character’s mentors needed some affections. likely to be willing to explore the emotions spell components, or an old enemy had The DM can increase the believability of of the selected PC than an inexperienced surfaced and was threatening the mentor’s the game through the use of romance as one. It is likely to be something new to the life. Or perhaps the adventure would well. By engaging the emotions of the players, and the possibility of the DM stumble on the party instead of the other character, the DM makes the campaign being able to use romance again may way around. There could be arson at the seem more real, the characters more three depend on the success of the first one. party’s inn, or a murder, a kidnapping, or dimensional. It is impossible to imagine the Once the other players in the party see other mayhem. Just in passing, the DM real world without romance, and it cer- how much fun it can be, they’ll be more considered introducing some romance into tainly must exist in a fantasy one as well. likely to try it themselves. his campaign. He immediately dismissed it By introducing it to the game, the DM The design of an NPC for a romance is as too difficult to play, too embarrassing removes one more barrier between the different from the design of one for com- for the players, and too likely to devolve world that we live in and the one created bat. For a romance, the NPC’s likes and into bawdiness. What to do, what to do. . . for the game. dislikes are as important as hit points and Romance can also provide an excellent character class, as the PC is out to earn motivation for adventuring. If the players the affection of this NPC. For most normal Romance may well be the most over- have grown tired of the same old introduc- NPCs, it is perfectly acceptable to use any looked aspect of any fantasy role-playing tions to an adventure, a romance can of the personality generation tables in game. While amply represented in fantasy provide a fresh reason for the characters either edition of the DMG. For a romance, novels, it is rarely seen in the games that to take the risks associated with their however, the DM should draw up the NPC try to simulate those novels. Although it quests. The way in which it can lead to carefully. The personality traits and quirks can be tricky for the DM to set up and has adventures can be direct, such as a rescue should be created specifically with the PC the potential to be awkward to play for attempt or the removal of a curse, or it in mind. The NPC should be attractive to both the DM and the player, it can add an can be more subtle, such as the desire to the PC, but have sufficient quirks or extra dimension to any FRPG campaign. win honor and renown (and thus have annoying habits to make the romance Before continuing, some distinctions one’s valorous deeds recounted to the interesting. need to be made. Romance is not the same object of one’s affections by bards and Since the game is based primarily on as seduction. Romance is intricate, other- minstrels). Romances can also color ordi- , the NPCs introduced as oriented, emotional, and complex to role- nary adventures, if the character involved romantic interests for the PCs should be of play. Seduction is of no real interest in in the romance thinks of possible gifts a heroic nature. Royalty, other adventur- role-playing, being simple, self-oriented, when choosing items from a treasure ers, unusual races, and even supernatural and easy to role-play. I reduced it to an horde with the rest of the party. creatures such as dryads or nymphs can opposed saving throw in my campaign, Complete adventures for a single player fit the bill. Such a selection increases the since the players found it boring and can easily be drawn from a romance. This fantasy aspect of the game as well as its unrewarding in the game anyway. Ro- works especially well when only a few realism. mance, then, is the attempt of one charac- members of the party can attend a gaming The DM must keep in mind that these ter to gain the attention and affection of session. Perhaps the object of the charac- NPCs should not be patterned after the another character. It is an effort to prove ter’s affections was slighted by an NPC, NPCs typically hired to help the party. one’s worth, to serve diligently, and to and the character must duel this NPC for There is no reason why they should have bestow honor upon the other character. the loved one’s honor. Perhaps something skills or powers that would be helpful to was stolen from the character’s romantic the party. Their primary purpose in the What good is romance? interest, and the character must try to game is one of role-playing enhancement, Romance adds an extra dimension of retrieve it. Or maybe the character gets to not tactical or strategic improvement of realism to the game, an extra tool for the escort the loved one to a tournament, the party. This is not to say that they can- DM to motivate adventures. Romance also feast, or festival, and they meet with vari- not help the party out of jams once in a increases the depth of involvement that ous adventures on the way. These kinds of while, but the DM and the players should the players have in their characters. With- adventures do not need to be complex to perceive them as people rather than tools. out it, a campaign is less human and less be interesting, since they are automatically Example: The DM chooses to offer a PC personal. It can soften the rougher edges given depth by the romance. named Artos Branwyk a chance for ro- of the game, giving the players and the mance. Artos is an 8th-level fighter whose DM a gentle break from the mayhem of Basic matchmaking player runs him like a walking vendetta combat, political maneuvering, and crimi- When creating a romance, the choice of list. Artos never swallows insults for long; nal investigations. which PC to offer it to is very important. his pride is practically legendary. He has By making the game more personal for Obviously, the character involved in a DM- won some renown in the campaign world the players, romance makes it easier for designed romance should have a charisma for his courage and prowess at arms. them to define and refine their characters above some minimum value. Quasimodo is There is no lord in the land who would through role-playing. Combat, political not going to make a very believable hero not accept Artos as a member of his per- intrigue, and criminal investigation are all in a romantic fantasy. On the other hand, sonal bodyguard. subject to logical solution. All three can be if a player with a character whose comeli- The NPC drawn up by the DM as Artos’ reduced to their tactical aspects as the ness score spells out “mutant” wishes to possible romantic interest is one Lady characters try to defeat whatever antago- engage in a romance, the DM should cer- Tranis, the daughter of an important lord. nists they encounter. Romance, on the tainly give it a try. More important than She is just as proud as Artos and refuses other hand, forces them to think with the attributes of the character are the to bestow her favor on anyone who hasn’t

16 SEPTEMBER 1990 really shown himself worthy of it. So far nature and originality of the campaign, sufficient for the DM to tell Artos’s player no one has. She despises proud, strutting but reduces the player’s ability to visualize that the Lady Tranis is flirting with him. men as if they were peacocks, and she it. Whichever method is chosen, the DM The DM’s goal should be to add an extra wants a suitor that is at the same time a must try immediately to portray some of dimension to the campaign, not embarrass superior warrior and utterly subservient the NPC’s personality, and to distinguish the player. to her. She has a weakness for magical the NPC from the countless faceless NPCs Just because the player doesn’t have to baubles such as gems with minor enchant- encountered before. specify all the details of the romance, that ments (e.g., ones that prevent the owner The DM must also decide whether the doesn’t mean the DM should allow the from getting wet in the rain or allow the targeted PC is initially to be the pursuer or player to treat the romance as a monthly owner to silence barking dogs). She is the pursued. If it is the former, the DM expenditure, with greater results given for capricious in the judgment of her suitors, must make it clear to the player that the more gold pieces spent. The key here is appreciative at one moment and dis- opportunity for romance is present, but for the player to be creative in courting pleased and imperious the next. must let the player take the initiative. The the NPC. The PC should also be rewarded The combination of these two (if the PC latter forces the player to decide whether for trying to find out as much as possible chooses to pursue it) should be explosive, or not to allow the romance to continue about the NPC’s preferences. If the PC is to say the least. Artos wishes to woo Lady beyond the first steps of the NPC making the pursued, then the DM has the respon- Tranis, but when she implies he is not tentative advances towards the PC. In sibility of being creative with the NPC’s quite worthy of her it is an affront to his either case, the DM must allow the player advances. honor. To Lady Tranis, Artos is an ade- to back out of the offered romance easily. It is also extremely important to discour- quately heroic figure, but he doesn’t seem The development of the romance should age the use of magic in the courtship. Just subservient enough. The DM must keep be entirely voluntary on the part of the as the DM should avoid using potions to her encouraging enough to keep Artos PC, or else the result will be the same as if force the players into romances, the play- interested, yet sufficiently displeased to a philter of love had been used. You can- ers should not be encouraged to win the keep him wondering just what he has to not make someone fall in love. object of their affections by charm spells do to win her affections. The development Example: The DM decides to start by and the like. If the players argue this of this romance could span many adven- making Artos the pursued. The party point, the DM can rule that the spell or tures. If Artos doesn’t bother to find out completes some task for the family of magical device used will sufficiently her weakness (that should not be known Lady Tranis, and the family holds a feast change the personality of the NPC such publicly) and play to it, this romance could for them. During the festivities, Lady that the NPC will no longer be attractive to become a practically eternal quest for the Tranis flirts with Artos. Intrigued, Artos the PC (a loss of free will always kills a poor fighter. tries to pursue it further, but the lady romance). declines, indicating that although he is a The key idea in running the romance is “Catherine, this is Vincent.” remarkable warrior, he is not quite good to maintain some minimum distance be- The most important step in running a enough for her. If Artos remains true to tween the lovers. If soap operas allowed campaign with romance is introducing it. character, he’ll take this as an insult and their couples to be happy, no one would The way in which a DM starts a romance try his best to prove her wrong. On the watch. To keep the interest in the romance will color it throughout its life. There are other hand, Artos’ player may not find this alive, there should be difficulties associ- the heavy-handed approaches such as interesting at all, preferring to dream of ated with it. This is not to say that every- having NPCs use philters of love and busting orcs’ heads rather than of the thing the PC does should be ungratefully charm spells, but using these is like using lady’s smile, thus ignoring her completely. received or that an NPC will suffer endless howitzers to hunt grasshoppers. The kind If this happens, the DM should just drop rejection from a PC. Highs and lows of arm-twisting enforcement they impose the whole issue. should go hand-in-hand with this role- on the players can contradict the essence Other possible introductions include a playing interaction. If the PC gets a good of the romantic love that the DM is trying PC mage taking on an attractive NPC mage fix on the NPC’s weaknesses or the PC to introduce. The DM should try to intro- as a student, with the NPC initially show- becomes content with the affections of the duce it delicately and tactfully, carefully ing no interest in the PC. Perhaps the NPC, there are a variety of ways to shake choosing the setting used to start the party includes a druid who could meet a things up. romance. dryad while communing in some sacred A rival for the affections of the NPC is a Selecting the setting for the introduction grove. A monk or priest PC could offer good way to jar a complacent romance. of the romantic interest gives the DM an charity to a beggar and find that the NPC, The presence of a rival does not necessi- opportunity to use his imagination. The once rags and dirt are exchanged for a tate a duel, but that is often an exciting DM should recognize an important trade- bath and clean clothing, stirs strange and climax to the rivalry. It is possible that the off in preparing the introduction, how- wonderful thoughts in the PC’s heart. As circumstances of the rivalry do not allow ever. If the DM uses a more traditional long as the PC can back out gracefully, the for any violence, such as a romance at a introduction such as having the party DM is free to try just about any introduc- royal court or a romance between two rescue a princess being held against her tion imaginable. paladins. The introduction of the rival to will, succor a knight under a curse, or be the PC is much like the introduction of the introduced to the chosen NPC by a family Keeping the thrill alive romance, an opportunity for the DM to after performing some service for that The details of a real-life romance are use his imagination or as a familiar point family, the players will have a familiar extremely personal, and it is best to keep of reference for the players. point of reference in the campaign. Be- it that way in an FRPG as well. There is no The beloved NPC can be capricious, cause such a scene is familiar to the play- reason why the DM and the player must changing likes and dislikes on a whim, ers from books or movies, the players role-play every excruciating detail. If the possibly causing the PC to fall out of favor. have an easier time visualizing it, and the character wants to compose a love sonnet, Perhaps the PC made a thoughtless re- realism of the game is enhanced. Some the player should not actually have to mark to the NPC that has been taken the DMs may consider this trite or boring, write it out during play. The DM could wrong way and caused hurt feelings and however, and opt for a more original have the player pay a certain number of anger. Perhaps the NPC has an acquaint- introduction. If the party first meets the gold pieces to a local minstrel to have it ance whose lover gives more to the ac- NPC at a tavern where the NPC turns out composed and sung (assuming the PC is quaintance than the PC has even given to to have been disguised as a different race not inclined or talented enough to do so) the NPC; thus the acquaintance is better by the use of an assassin-like skill or and leave it at that. The same goes for gifts regarded, causing more hurt feelings and magic, the DM improves the fantastic and letters. In the example above, it is anger for the NPC. The DM can also use

DRAGON 17 such mood and personality swings to try that is relatively unrelated to the romance receiving anonymous notes about the to change the PC from the pursued to the but is needed for an upcoming adventure. creature, vaguely warning her of Persant’s pursuer. It is worth noting that this kind Example: Taiya the druid (a PC) meets Sir duplicity. What she does and what conclu- of disruption in the romance should be Persant in a tavern. The good knight finds sions she draws from the notes are up to used sparingly, as it is an exercise of arbi- her attractive and asks to wear her token her, but all will not be well when Persant trary judgment on the part of the DM and in an upcoming tournament. She assents returns from the wars. is rarely welcomed by the players. and Persant goes on to win the tourna- This example may seem complex, but it’s Families and political allies or enemies ment. They are happy together until he nothing compared to what could have can also be used to shake up a stale ro- becomes uneasy. He tells her of a family been created by the DM. Imagine the mance. If the PC belongs to an organiza- curse, a hairy monster that follows the effect on the campaign if one of the people tion or family that has wronged the NPC’s eldest male of the family in hopes of killing in the know turns out to be a party mem- family (or vice versa), the family may him. It seems that this beast can only be ber who didn’t want to disturb Taiya’s forbid the romance. Perhaps the NPC is a killed by someone close to the victim. happiness, but now wants to warn her of ward of some royal court that doesn’t see Recently, Sir Persant has heard rumors of what she’s going to be facing. Or what if eye to eye with the PC’s politics. A disrup- the beast prowling nearby. Persant has to Persant’s uncle turns out to be a dopple- tion in the romance such as one of these go off on a campaign with the local army ganger in communication with the young- has been the central theme of countless against some , so Taiya offers to est brother who knows the party’s mage is stories and can provide plenty of opportu- hunt down this beast and kill it. actually the adopted half-sister of . . . You nities for role-playing. Persant has lied, however. The hairy get the picture. An adventure like this can A final example of a class of events that beast is actually his youngest brother, be a very refreshing change from the can jar a romance is the hidden truth. bitten by a when the two were political intrigues and the monster hunts. Soap operas beat this theme into the out hunting. In his only act of cowardice ground continuously, but they still main- ever, Persant fled the scene while his To all good things... tain their popularity. The number of ways infected brother killed the beast. His Good things must end as all things do, to use such secrets boggles the mind. brother (sliding toward evil but desperate and there may come a time when a ro- Maybe the NPC is an impostor, a reformed to be cured) has been trying to find him mance becomes a liability to the campaign. assassin, a political refugee, or in hiding for some time, and Persant is afraid of The interesting aspects of it have been from a cruel spouse. Of course, the PC him. Persant believes he is the only one explored, every possible adventure has doesn’t learn this from the NPC directly, who knows the identity of the werewolf been wrung from it, and the players are but hears rumors of it and eventually and what happened to his brother, but he becoming bored with it. The DM can use discovers the truth. Exposed secrets like is wrong. After he is gone, Taiya starts the end of a romance to retire old PCs by these can be used to impart information allowing the PC to marry the NPC and quit adventuring. The NPC can die, perhaps by the hand of some enemy of the party, causing a vendetta to start. If the players are really bored with it, the DM can just let it cease to exist, claiming a loss of interest in the two parties. Above all, the DM must not continue to force a dying romance to life. At the DM’s discretion, the chance of rekindling the romance can be left open, but this is not necessary.

To sum up Romance adds spice to an old campaign, an extra dimension of reality to the fantasy world, and brings out the role-playing skills of the players. Initially it requires great detail in designing, but the rewards can be considerable. Three things to avoid in designing and run- ning a romance in a campaign are: 1. Do not force the romance on the player. Allow the player to back out of it gracefully and with no embarrassment. 2. Do not make the romantic interest of the player just another tactical weapon to be used in combat or politics. The NPC should be a person and not a tool. 3. Discourage the use of magic such as charms. Overkill like this makes the whole thing worthless. There is no point in de- signing the Flying Dutchman for the PCs to meet if they have the USS New Jersey with which to capture it.

Artwork by Terry Pavlet

18 SEPTEMBER 1990

20 SEPTEMBER 1990 by Gary Coppa

Player 1: "Whew! That was a tough Player 1: Okay, guys, lets not fight DM [rolling more dice]: "Twenty gold battle! I thought those four kuo-toa had us about it. We all did well. Now [rubbing his pieces each. You are splitting up the trea- for a second." hands together], the treasure!" [All players sure when suddenly . . ." Player 2: "Yeah, good thing I had my turn to look at the .] sword +2! I only needed an eight to hit DM [shuffling papers and rolling a few What's wrong with this picture of an their armor class of four!" dice]: "You find a spear +1, a potion of fire AD&D® game? It seems perfectly fine. The Player 3: "You mean it's a good thing my breath, a wand of metal and mineral de- treasure is rich but not excessive; the 3-rd level fighter/thief henchman, Gondam, tection with only five charges left, 100 monsters were tough but not too easy or picked one of their pockets and found that electrum pieces, and five gems." too hard; the magical items are reasonable potion of speed. His two attacks per round Player 2: "How much are the gems and did not upset game balance. In fact, did it." worth?" the DM did an admirable job of avoiding all the usual game-balance pitfalls. So what's missing?

DRAGON 21

Artwork by Jim Holloway

The answer is mystery. The players atons that seem as if the DM pulled them always (a thief might not realize that the know everything. They know exactly what off the assembly line. Monsters are sup- creature at whose back he just threw a their player characters’ magical items can posed to be horrifying nightmares from dagger was not actually a death knight but do and what their PCs’ limits are, how and legend, and each encounter was an allied cavalier). The DM must use skilled the PCs’ henchmen are, what the should be a new, exciting challenge for the his own judgment, but the idea is to al- PCs are fighting and what its abilities are, characters, not just: “Ho hum, another ways keep the characters on their toes. and how much the valuables are worth eight-hit-dice hydra.” The characters After a few attacks on giant snakes that without getting them appraised. What is should never be allowed to be entirely turn out to be guardian nagas, the charac- lacking is the sense of the unknown, the sure about their opponents’ capabilities. ters will be a bit more thoughtful before feeling that there are secrets left in the How is a poor DM to do this, you ask, going into battle. game world for the characters to unravel. when the players have memorized the This idea can be expanded by not always Even a seasoned PC of 18 years’ experi- vital statistics of every monster in the strictly following the statistics for mon- ence will have only a tiny amount of Monstrous Compendium? The answer: sters given in the books. And while any knowledge about the myriad of monsters Remember that monsters are more than alterations made by the DM should not be and artifacts listed in the AD&D Dungeon lists of vital statistics. The descriptions completely off the wall, they should keep Master’s Guide and Monstrous Compen- given of them in the books are there for a characters guessing. For instance, to take dium. So how can he possibly recognize a reason; an orc is an orc is an orc, right? a variation on an example from an old potion of flame breath, especially if he has But consider this verbal description: “You DRAGON® Magazine article, consider a never seen one before? see some humanoids, approximately six with 18/76 strength—not an ex- What this campaign needs is a dose of feet tall, wearing ring mail and carrying tremely big change, but the characters good old-fashioned mystery. There are spears and shields. They are wearing may have pause when the creature does many ways this mystery can be intro- helmets, so you can’t quite make out their up to 10 hp damage with its short sword. duced, and these can be divided into four faces.” Now suddenly the opponents could When the goblin’s sword breaks, and it general categories: monsters, magic, be orcs, hobgoblins, short gnolls, a charac- grabs Arthur’s heavy lance and hurls it at money, and miscellaneous. ter party, any lycanthrope in human form, Galahad, the characters will be more wary preserved (or recently slain) zombies, of those puny creatures they once thought Monsters dopplegangers, animated statues, or githy- were such pushovers. This doesn’t have to Monsters are the most common obstacle anki. Of course, some extra description be done very frequently (in fact, once the characters are likely to encounter, but may be required in many cases (at close often suffices) to make the players far this does not mean that the monsters range, a death knight would be easy to more wary about what their PCs attack— should be common, run-of-the-mill autom- distinguish from a hobgoblin), but not which is as it should be. A fighter who

DRAGON 23

attacks everything he sees is a very short- if they are right in front of you. The best inexperienced DMs is to tell the players lived fighter. thing to do is to give the players an esti- what a magical item is and what it does, Given monsters that the characters have mate (e.g., “You think there are about 15 of whether or not the characters can be previously encountered, it is probable that them.”). If the players ask for a more exact reasonably expected to know this. For the PCs will know what they face (any number, say, “Are you going to stop fight- instance, in the example at the beginning 2nd-level idiot can recognize a kobold). On ing to take a head count?” The characters of the article, the DM told the characters the other hand, if the monster is actually have to cope with not being entirely in that they had found a wand of metal and some rare, exotic creature that simply control of the situation, not knowing mineral detection. Most likely, none of looks like something the characters recog- whether there are more orcs than they them had ever seen one before; even if nize, then the DM is justified in describing can reasonably expect to handle. This adds they had, all such wands by no means look it as such. In the case of the humanoids realism to the game and gives players the identical. Some may have ancient carvings mentioned previously, the characters uncertainty their characters would experi- depicting the wands use, others may have would probably assume that the armored ence in wandering through the great magical command words inscribed on humanoids were really orcs, until the foes unknown. them, and still others may be entirely turned into wolves, threw a fireball, or did featureless. True, an amulet of the planes something similar. Humans make observa- Magic might be very easy to tell from a phylac- tions based on past experiences. If there’s Webster’s Ninth New Collegiate Dictio- tery of long years, but it would most likely no reasonable clue that a monster is differ- nary defines magic as: “extraordinary be indistinguishable (barring any descrip- ent, then the characters will logically power or influence seemingly from a tive carvings on its surface) from a medal- believe their opponents are orcs. Then, supernatural force.” In a fantasy role- lion of ESP. This especially applies to when the first fireball hits the party, the playing system like the AD&D game, potions, which can be of any color, consist- DM can say, “Well, they looked like orcs.” magic is the mystical force that heroes, ency, taste, or odor. No guarantee exists As another example, a mage who has monsters, and gods draw on to perform that if your last transparent green potion encountered a manticore in his travels will feats unattainable in the modern world, was a potion of extra-healing, your next most likely believe a lammasu or andros- and as such is better understood by those transparent green potion will be, too—or phinx to be another of that species, not who live in fantasy worlds than by us—but even that your next extra-healing potion having any idea that there are entirely it is not much understood. Why are there will be transparent green. different monsters that look almost exactly so few wizards in fantasy worlds? Magic is This is not to say that the characters will the same. When the mage first sees the such a complex and variable force, taking be forever in the dark about the function- creature, describe it like this: “It‘s got the on myriad aspects in the game universe, ing of their magical items. There is the body of a winged lion and the face of a that it takes years or centuries of devoted identify spell, expressly designed for that man. It looks like a manticore.” The mage study to even begin to understand it. Yet purpose. If the PCs wish to be safe, they will have to be careful or else risk fighting many DMs allow players to blithely iden- can instead go to a mage’s guild, where a beast with whom he would prefer to tify and interpret magical signs as if the wizards have the facilities and the special- negotiate. The existence and appearance PCs were the most studied of mages. ists to safely identify the party’s magical of some monsters are common knowledge One of the most common problems is treasure (for a stiff fee, of course). This (there isn’t much you can do with a uni- with magical items. Most magical items do method could also be used to determine corn), but even these often have lesser- not glow or make funny noises without a the number of charges in a rod, staff, known relatives that just add to the command word being spoken first, so wand, or other charged item, information confusion (how many people, even adven- there is no way to tell if items are magical that should be withheld from the players turers, know how to tell a dragon from a without a detect magic spell. However, until they have to resort to this or similar wyvern?). Even the ranger who knows even if the DM does not immediately list options. (If the mage’s guild didn’t have a inside and out (literally speaking) all items with magical dweomers, the monopoly on needed services, it wouldn’t might not realize that nilbogs exist and characters may still infer what is and isn’t be much of a guild, would it?) Also, the look exactly like goblins, and so would magical from what the DM does or does PCs may meet high-level characters in have no idea why his sword was not work- not mention. If certain rings, brooches, their travels who may be able to perform ing against this monster. (Nilbogs, from the bracelets, etc. are only mentioned by the research to find command words (though ® tome, are some of my DM when they are magical, it will be a they might not know what function it will favorite creatures.) sure tip-off to the players. Most fighters command), offer snippets of information Another way to add mystery is to re- will wear nonmagical gauntlets, belts, from ancient tomes or legend lore, or member that the PCs cannot see or hear cloaks, boots, and jewelry of almost any simply refer the PCs to an acquaintance everything; their senses are limited. A sort, and most items the characters find who may have more knowledge on the description of a monster a mile away will be normal ones. But my players have subject. In one of my campaigns, a cleric should be very different than a description frequently sold magical gems for their possesses a magic ring, given to him by his when it is within 20 yards; on the open jewelry value, simply not realizing that gypsy mother, that not even the most plains, it would be practically impossible little things like coins and gems can be powerful mages have been able to identify. to tell a storm giant two miles away from a magical, too. If you do not mention “nor- He has been referred from place to place, berserker at a third of that distance. mal items” in the loot when characters gradually gathering what little information Something may seem much larger or search defeated opponents, then do not they could give him, and after two game smaller when it is far away, and the PCs mention any magical items that resemble years he has still not found the answer. will notice fewer details. Characters ad- normal items, either. If the characters take This kind of adventure not only makes the vancing on a group of orcs from a half- everything that “looks magical,” they will players feel rewarded when they finally mile away will not be able to tell that those take the wands and scrolls but will proba- do discover the item’s properties, but it is orcs are all carrying bows, with which bly not take the dead wizard’s robe of also an easy way to set up new adven- they will pelt the party with arrows while eyes. Conversely, it would be practically tures. (Consider a magical wand, unidenti- the characters close for melee. The char- impossible to cart off all the “normal stuff” fiable by any local mages, which bears a acters need not be told everything. from every battle to have it checked for strange, magical mark identified as the Another way that limited senses comes magic in town. PCs will soon learn the signature of a hermit illusionist who lived into play is with numbers of the enemy. In value of having a detect magic spell with on top of a distant mountain. . . .) a forest, it would be very hard to tell the them on the road. We come to the problem of players who exact number of orcs attacking you, even Another common mistake made by have memorized the magical item lists.

26 SEPTEMBER 1990 Consider a player’s comment that took screen, noting the magical bonuses of each high, metal weapons can be bought or sold place in a game run by a friend of mine: character’s weapons. To me, it adds spice for possibly double or triple their normal “Magic boots, huh? Well, let’s see. There’s to an otherwise boring topic. costs, and magical weapons might go for dancing, speed, striding and springing, A final aspect of magic that I feel the up to 10 times their listed value! Training levitation. . . . Try jumping up and down.” characters often know too much about is would be hard to come by but might be How can this be changed? There are magical spells. How many times have you financed by the city if the characters many ways. First and possibly best, the heard a DM say something like, “The wiz- agree to stay and serve a term in the city’s DM can make up magical items that the ard looks angry after that last remark. He garrison; food and housing might fall in players have never encountered. A PC starts casting a cone of cold. You have five price because of the inns competing for all who jumps up and down to test his new segments to act. What do you do?” the new business from soldiers and from magical books will be very surprised when This seems very unreasonable. Mages people displaced by the , or skyrocket he finds that his boots of earthquakes must study for decades to be able to learn due to a shortage of supplies and money. have just demolished his castle, where he the complex motions involved in spell- As another example, villagers from a was testing his magical loot. There are casting, so how can fighters interpret town located in a barren mountain chain many game aids out that have lists of those motions with no trouble? Instead of might buy wooden objects for three or interesting new magical items; if you get saying that the wizard is casting a cone of four times their normal worth, but metal these lists, don’t let your players see them. cold, the DM can say that he is casting a objects and weapons might be of little Another method, one that is much easier spell; if the PCs are close enough, they value due to the proximity of dwarven than buying scads of new books or taking might see what material components (if mines and traders. The local wizard might the time to make up new magical items, is any) the wizard is using. Of course, the be a cranky old man who would charge to use a small variation on random players will want to look at the AD&D many times the normal price to waste his magical-item determination: Roll once to Player’s Handbook to evaluate the spell— time training Allan, the Annoying Aspiring find out what the item is (a ring, wand, but don’t automatically let them! If a wiz- Apprentice, or he might be a seeker of potion, etc.), then roll again to determine ard PC has enough levels to cast the spell, knowledge who will not ask for money but the powers of the item. For instance, on his player can check the Player’s Hand- might ask the PCs to find some snippet of Table III, on page 84 in , book; otherwise, tell him he has never information or perform some task for him the DM rolls 47, indicating miscellaneous encountered that spell. If the spell is fairly in return for the training. (This is a won- magic, then rolls a 14, referring him to standard, such as magic missile, any but derful way to get characters into an ad- Table III.E.1. A roll of 69 on this table the most inexperienced wizards would be venture.) In all cases, remember that indicates that the magical item is a set of able to identify it immediately. But classes money is not the only thing that makes the bracers (normally bracers of defense). having no experience with spells should world go round, but most NPCs will take Now the DM rolls for powers, getting a 36, not be allowed to know what spell is being the characters for as much as they think which indicates rings, and another 69, cast or how long they have in which to they can get. There are very few kind, indicating Table III.C.2. A roll on this table act; they must stay on their toes and be generous, wealthy merchants who remain results in 00, a ring of truth. Thus, the ready for anything, as anyone would have wealthy for very long. character has a completely new item: to do in the world of adventuring. In the same vein, gems may have vary- bracers of truth. This method takes ing prices depending on the area in which slightly longer than simply rolling once on Money they are sold or appraised. The chart on the tables, but it provides a vastly larger Player characters can accumulate vast page 26 of the AD&D 1st Edition DMG (or array of items that the characters might amounts of gold and gems in almost no Table 86, page 134, of the AD&D 2nd otherwise encounter. time. The abundance of monetary trea- Edition DMG) helps account for varying Another problem, and one that has sure in the world is exceeded only by the gem markets, but feel free to amend this always been sort of a pet peeve of mine, characters’ greed to obtain more. And chart based on individual circumstances. concerns magical-weapon “pluses.” This when characters gain hundreds and thou- Also remember that few characters, with seems to go against the fantasy feeling that sands of pieces of gold, they have every- the exception of thieves, will have any game designers have worked so hard to thing under control. Why should they not? practical experience in appraising gem build up. Consider Malakon the Mighty, They know how much everything costs, values. They might discover that the huge arrayed in his plate mail of etherealness, from the smallest dagger to Baba Yaga’s gems they thought would be worth for- resplendent in his girdle of storm giant hut. In our world, prices are never con- tunes are flawed and worth only a few strength, and wielding his mighty long stant; in a world with so much less com- gold each. Huge, flawless gems are ex- sword +4. Armor, swords, and other munication and trade than ours, think tremely rare, and most novices to the field weapons are magically enchanted, and are about how much prices would vary from cannot tell a diamond from a glass fake. no more numbers than a wand of fireballs place to place and from time to time, even The exchange rates of gold and other is a simple “6-36 wand.” The magic and for something as simple as a arrow. precious metals are not always the same, mystery of enchanted weapons seems to One way to remedy this is to roll for either, and a DM can make a platinum piece be lost somewhere in the number shuffle. prices whenever anyone buys anything. I equivalent to six or seven gold pieces (or When I first tried to remedy this in my suggest rolling 1d100, with 01-35 indica- even one or two), based on the relative campaigns, I introduced a sword +2 to ting underpriced by 5-50% (5 x 1d10) of abundance or scarcity of the metals in that my players as “a beautifully wrought long the normal cost, and 51-00 indicating region. Ancient Egyptian artificers made sword, enchanted so as to magically guide overpriced by 10-200% (5 x 2d20). These hundreds of works in gold; silver, which the wielder’s hand.” The players looked adjustments can be used not only for was scarce in the Nile valley, was consid- astounded and proceeded to vie for the normal items but for magical items, sage ered far more valuable than gold. Maybe chance to possess this amazing artifact. I expenses, training, and whatever else the there are fantasy towns in which the char- no longer tell the characters what the to- characters have to pay for in town. This acters’ gold will be worthless, but any hit bonuses of their (few) magical weapons adds realism as it sometimes makes it copper they have on them will be worth an are; if they consult a mage to identify an necessary for characters to shop around equivalent number of platinum pieces! item, he can deduce some small idea of the for bargains. There are endless variations on this theme, relative powers of two magical swords, An even better way to do this is to as- enough to keep the campaign challenging but the characters have no absolute scale sign price ratios for certain items in spe- even to the richest characters. for judgments. It is an easy thing to keep a cific places. For example, consider a city small note pinned to the inside of the DM’s involved in a war; prices in general will be Continued on page 28

DRAGON 27 Another problem the characters may Miscellaneous player has the audacity to actually ask an encounter is that of hauling all their loot A few more topics under the theme of NPC, “What level are you?” he receives the around; carrying thousands of gold pieces mystery in the campaign do not fit nicely response, “What are you talking about?” is hard work! The characters may get it into any of the other three categories. One Perhaps the most important point I can into their heads to change their gold into of these is the concept of “levels.” How make pertains not to any individual prob- platinum or even into gems of equal value many times have PCs asked NPCs, “What lem, but to the way a DM should speak in in order to accumulate even greater level are you?” Levels are a means for the general: the problem of semantics. A DM masses of treasure. For this, the charac- DM to gauge the relative strengths of may try to institute some of the ideas ters will have to go to the moneychanger. characters to monsters, and for players to outlined in this article, but often his own But do you think any businessman would ascertain the extent of their own charac- words reveal what he is trying to keep be involved in a venture that doesn’t stand ter’s abilities—not those of other charac- secret. The DM should never be too spe- to turn a profit? Most moneychangers will ters or NPCs. In the actual game universe, cific. When the players ask if the chasm is charge a stiff fee to change the characters’ there should be no real concept of charac- short enough for the PCs to jump across, cash, typical from 1-10% of the amount ter levels any more than there should be a say, “I think so.” When players ask if the changed. If the characters think it is ludi- concept of monsters’ hit dice; a monster monster the PCs have just fought for an crous that they should have to pay for may be “really tough” according to rumors hour is really dead, instead of saying “Yes,” simple moneychanging, they can go from adventurers who have encountered say, “It looks like it.” In the real world, we through the thieves’ guild or less estab- the critter, but this may be because it has are never completely sure about anything; lished intermediaries, but they’d better a high armor class (“Our swords just we have to rely on our judgment. One of look out for fool’s platinum (a variation on couldn’t get through its hide!”), high dex- my favorite replies to questions is along the second-level mage’s fool’s gold spell) terity (“It moved so fast, we just couldn’t the line of “You don’t know.” (“Can I pick and glass gems. They’ll be in big trouble if hit it!“), some magical defense (“Our the lock?” “You won’t know until you try.“) they try to pay for anything with this swords just passed right through the These are the kinds of responses that bogus money! You get what you pay for, beast!”), or a lot of hit points (“We kept the DM should get in the habit of using, to but you never get something for nothing. hitting it and hitting it, but the sucker just reflect the characters’ uncertainty about Which brings up one more topic rele- wouldn’t lie down and die!“). Similarly, an even their own capabilities. As mentioned vant to the characters’ money (or impend- NPC can surprise us, just as even our on page 19 of the AD&D 1st Edition DMG, ing lack thereof) — the thieves’ guild. It’s not closed friends do sometimes. NPC hench- PC thieves should not be certain of their called that for nothing, you know. Appren- men, hirelings, or traveling companions in success. If one asks, “Am I hidden in tice and journeyman thieves spend their all likelihood have abilities that the charac- shadows?” the response should be to the time in town loaded down with so much ter would not guess at, or conversely lack effect of, “You’re trying.” Finding and re- stolen gold that they’re practically trailing an ability that the character felt sure the moving traps is another problem. Too it behind them. Characters will probably NPC must have. NPCs are people, not lists many times, when the player asks, “Are be lucky if they even get to their hotel of statistics, and it is important that the there any traps?” the DM responds “No.” rooms without a good portion of their loot characters learn a little about the NPCs at Whether the player missed his roll or falling to the seamier side of society. In my a time, just as they would a new friend in there were simply no traps present, the campaigns, thieves know a “secret signal” real life. Level titles are a questionable DM should say “You didn’t find any.” This to warn other thieves away from their case, although they can add spice to the is much more indicative of the character’s party when they get into town, but any AD&D 1st Edition game, as in the case of state of mind after checking; it is his opin- party traveling without an “escort” is fair the cleric who finally gains the status of ion that there aren’t any traps, but some game for the guild (and any party can be “High Priest” in his church, or the mage might have escaped his notice. hit by free-lance and probably more expe- who finally attains the title of “Wizard” rienced thieves). Of course, thieves are and all the benefits thereof. I let the PCs Putting it to use even more rewarded when they pick the call themselves by level titles and will The ideas presented in this article are pockets of those characters who have just usually remark when an NPC has reached little things at most, but they add spice had their money changed to a more trans- name level (e.g., a Wizard instead of just a and excitement to a campaign. It is often portable form. magic-user, a Master instead of just a difficult to get started using these ideas, as monk; but a fighter is only a Lord when they go against the grain of telling the he owns land, a thief only a Guildmaster players everything you know, but once when is the head of a guild). I am not you develop the habits, they seem to come usually more specific about NPC levels. If a naturally. Not letting players know more than they should soon becomes second nature. My players are fond of citing a time during a campaign when I was asked, “Did it feel like a spell was cast?” and I responded, “Possibly a little bit, but not really.” It is little things like this that keep the players on their toes, which is as it should be when they go adventuring in the dangerous but exciting world of AD&D games. Let’s take a look at the encounter at the beginning of this article, revised to take into account the principles herein:

Player 1: “Whew! That was a tough battle! I thought those lizard men had us for a second!” Player 2: “Yeah, I can’t believe how well they fought! It was a good thing I had my enchanted sword, Narsil. It clove through their slimy green scales like butter!”

28 SEPTEMBER 1990 Player 3: “You mean it’s a good thing though one is bright red and the other into his belt. The dagger’s of lousy quality; Gondam here grabbed that potion! [To two are colorless. These items are mixed it’s rusted.” Gondam.] I never knew you could pick up with some electrum pieces, probably Player 1: “Okay, we’ll take the spears for pockets!” close to 100. What looks like a wand is also now. I’ll strap them to my back.” DM [playing the part of Gondam]: “Well, thrust through one creature’s belt.” Player 2 [arguing with Player 3]: “I tell I moonlighted as a thief a while back to Player 1: “Did they have any other stuff you, those things weren’t lizard men! They supply money for my weapons and armor. on them?” fought too well! And what about those I guess the subject just never came up.” DM: “They wore only loincloths and bracelets? Isn’t there a race that has a Player 3: “Well, good job anyway. How gaudy bracelets. The bracelets are inset godlike lobster lady? They’re called kuan- did you know that potion would speed up with lewd and baroque designs depicting toon or something like that, I think.” your reflexes?” what appears to be a woman with clawed Player 1: “Yeah, and her name is Blib- DM [as Gondam, sheepishly]: “Well, I hands and the head of a squid performing drool-poop or something. They’re called. . . didn’t, actually. It looked like a potion of various disgusting acts. The lizard men yuan-ti, yeah, that’s it! [to the DM] Is that healing, so I drank it.” wore no boots or any other clothing or what they’re called?” Player 3: “You did what?! Talk about an ornamentation.” DM [shrugging]: “Sounds okay to me.” ungrateful—“ Player 1: “Gondam, are the bracelets Player 1: “Okay, they must inhabit the Player 1: “Okay, guys, let’s not fight worth anything?” cliffs we saw down the coast. We can about it. We all did what had to be done. DM [as Gondam]: “No, not really. The backtrack to town, hire some men, get Now [rubbing his hands together], what gold plating is fake, and the gems are that wand identified, then take on those did the lizard men have on them? [All glass. Pretty poor imitations, too. Wouldn’t yuan-ti.” players turn to look at the DM.] Did they get a gold for any of them.” [One set could Player 2: “I’ll check the libraries. Aren’t have any pouches?” be bracers of defense, but the players yuan-ti immune to fire or something?” DM [shuffling papers and rolling a few might never know.] dice]: “Only one of them is even wearing a Player 1: “Well, okay. Leave them be- I guarantee you a much more interesting belt, but there is a pouch on it. Inside are hind. We’ll need all the carrying space we game. Enjoy! five gems—rather small, but they seem to can get. The lizard men all had spears? be of good quality. Gondam looks at them Any other weapons?” Other helpful articles on maintaining for a moment, and says you might be able DM: They did have spears, although one mystery in fantasy RPGs include: “‘Keep to get thirty or so gold pieces for each of broke, if you remember. All three spears ‘Em Guessing,” by , in the them in town. In the same pouch are three are of good quality but don’t seen to be Best of DRAGON® Magazine anthology vol. vials, each about the size of a standard oil exceptional in any way. The lizard man V; and “Also Known As... the Orc,” by vial. All three liquids are transparent, that had a pouch also had a dagger thrust Ethan Ham, in DRAGON issue #158.

DRAGON 29

Old AD&D® modules needn’t die young!

by Marc Newman

Recently I discovered all of my old and to change. should be added, and you should seriously AD&D® modules, which had been sitting First of all, the modules must be brought consider beefing up the power of PCs who in a box since they were first used and up to date with the rules you are using. All hope to venture into the Against the Gi- exhausted of possibilities. All the early TSR of the old modules were written before ants series if you use the giants from the modules were there, like the famous Unearthed Arcana was published, so rules Monstrous Compendium. Character class series and A2 Secret of like weapon specialization and nonweapon changes will also take time to make, and the Slavers Stockade. I spent a while hap- proficiencies will have to be added to the four Complete Handbooks on the pily looking them over and reminiscing AD&D 1st Edition campaigns. All NPC classes offer lots of kit options for up- about what it was like to play AD&D fighters in the scenarios should be special- grading NPCs of every sort. games in the early 1980s when I pur- ized, and monsters should be toughened Finally, decide if the “classics” campaign chased these modules. In particular, Gary to make up for the specialized fighters in is going to be a series of one-shots or an Gygax’s caught my eye. your adventuring group. Spells will have integrated quest. A one-shot will provide I was amazed at how much of the lich’s to be examined, too. and other entertainment for a session or two, but a tomb I still remembered after all these early module writers were fond of traps campaign must be planned out. Keeping years. Most of these “classics” left me with and magical protections against which the same PCs from module to module adds lasting memories, but the memories from certain spells were useless. As the DM, to the depth in the campaign. If you use this one were particularly vivid. Suddenly you will have to look at all the new spells the tournament characters provided, I I had an uncontrollable urge to run this available to player characters and see if recommend that they be fleshed out with scenario again and see how my new play- the use of any of them should be circum- broader equipment lists and with histories ers would fare against the tricks and traps scribed. The spell lists of NPC wizards and personalities like those provided with of the tomb. When I first ran it, my PCs should also be updated to reflect their the characters in RPGA™ tournaments had a special magical item that let them new options; what is good for the PCs published in POLYHEDRON™ Newszine. avoid most of the carnage, so I was eager should also benefit their foes. Furthermore, the scenarios should be to see if a different group would do so Luckily for the DM, making all the linked in a consistent manner, much as the well. Besides, I was in the eighth grade the changes is not as much work as it seems. giant--Abyss series was finally col- first time, and now I felt I could give the Much of it can be handled with common lected in GDQ1-7 Queen of the Demonweb module the rich presentation that I wasn’t sense as the appropriate parts of the sce- Pits, or the Slave Lords modules in A1-4 able to give them. I made some phone calls nario are reached. For instance, if a magi- Scourge of the Slave Lords. to prospective players, and soon even the cal wall stops lightning bolts, it is probably These early modules were written in a skeptics shared my enthusiasm. impervious to chain lightning, too. If all PC more primitive era of gaming, when the Most of these old modules were created mages are in the habit of wearing armor atmosphere was a little more wondrous for tournaments. Tomb of Horrors was or stoneskin spells, then the NPC mages and gamers were less jaded. The times designed for GAMA’s ORIGINS™ I, so it should also have them. were simpler but had a certain charm and provided sketchy characters that add to its The old modules were also written with- energy. It was a fertile period where the suitability for noncampaign gaming, We out later character classes in mind. Imag- early writers were building a foundation planned to use it as a one-shot since we ine a barbarian unleashed in the halls of for AD&D game design that the next gen- were not in the middle of a AD&D cam- the fire giants, or a thief-acrobat nimbly erations have refined. An occasional re- paign at the moment, This module is also dodging traps in the Tomb of Horrors, turn to the “basics” lets us see where very tough! I remember that when I origi- Again, the DM may want to spice up the we’ve been while having a lot of fun re- nally ran it, my players ganged up on me classics by making NPC fighters into bar- playing these adventures. when things got ugly. barians. Similarly, new monsters can be These-classics also had many excellent We played Tomb of Horrors in one all- changed or added. Maybe a crypt thing ideas that were among the first of their night session, and it worked out success- from the FIEND FOLIO® tome lurks in the kinds. S3 Expedition to the Barrier Peaks fully. The party played well and fully Tomb of Horrors. has a mixed-genre setting that is brilliant. utilized the power of certain spells in Illusionists should probably be totally The Against the Giants series went beyond surprising ways. (Who would have imag- revamped to take into account their ex- fortress bashing. And the D series was ined that a levitated coffin becomes a panded spell powers. The role of clerics more than just the first underground practically frictionless missile?) The PCs has also changed. For instance, the death’s adventure, it was also the best. took a minimal amount of damage until door spell greatly changed the way PCs You, too, may find it rewarding to dig the final confrontation. and NPCs alike are healed, letting them these old modules out of your closet and Since dusting off the module turned out avoid most of the nasty effects of reaching modify them for play. Along with rediscov- to be such a success, I got the idea of negative hit points, Balance these new ering a great adventure, you can get more having a “classic” campaign made up of powers carefully. than your money’s worth from a forgotten one or more of these old scenarios. I’m In an AD&D 2nd Edition campaign, purchase and make a nostalgic visit to the sure this idea has occurred to many, but more will have to be altered. Morale levels origins of the AD&D game. here are my thoughts on what to expect and THAC0s for NPCs and monsters DRAGON 33 Worlds beyond our own

©1990 by Jim Bambra

Fantasy gaming worlds are now availa- Other game systems are more generic. and Creature Crucible supplements. While ble in abundance and cover a wide variety TSR’s D&D® game existed happily for ostensibly part of the same gaming world, of cultures and settings. Some recreate years with only the vaguest of campaign these supplements have greatly expanded historical periods of Earth history, some settings. Similarly, the AD&D® game didn’t the background of the D&D game and reproduce the fictional worlds of success- gain its first official world until 1983, with allow for a wide variety of game styles. ful authors, and some draw their inspira- the publication of the WORLD OF TSR, Inc. is now about to literally open up tion from a diverse number of sources. ® setting. Since then, both the the Known World with the introduction of Game systems like ’s PEN- D&D and AD&D games have shown that the Hollow World boxed set and a series of DRAGON* game and I.C.E.‘s MIDDLE- they are readily adaptable to a wide array adventures that take PCs on a journey into EARTH ROLE PLAYING* game are of settings. The D&D game’s official the center of their world. designed to fit into their own chosen gam- Known World currently boasts no less The AD&D game has an equally impres- ing worlds, with world and game limiting than 18 different cultures and settings all sive array of campaign backgrounds for all and defining one another. neatly described in the series of Gazetteer to choose from. The WORLD OF

34 SEPTEMBER 1990 GREYHAWK, ® saga, classic RUNEQUEST game supplements. world and discusses how it became popu- ™, ’s When I did look at the RUNEQUEST lated by generations of gods who ended ™, and the ™ game, it struck me as detailed and very up warring amongst themselves. Briefly settings have now been joined by the workable, but a little too complex for my and simplistically, the Storm God Orlanth ™ boxed set that lays the tastes. The alternate-Earth setting pre- killed the Sun God Yelm and plunged foundations for fantasy horror. Within sented in the third edition was interesting Glorantha into the Dark Age, a time when these game worlds, DMs and players can but too underdeveloped to really fire my Chaos entered the world to destroy it. either specialize by staying within one of enthusiasm. The Introduction to Glorantha Facing defeat on a cosmic scale, the gods, the many cultures described or can partic- Book in the third edition set was more like under the influence of Arachne Solara, ipate in world-spanning campaigns. it. It presents an overview of the world of joined together in the Great Compromise Clearly, players of the D&D and AD&D Glorantha, detailing its history, deities, and to save the world. Yelm again rose into the games are not short of options when it creatures clearly and concisely, but it left sky, and Time began. The gods withdrew comes to choosing a . But much about the world unanswered. Play- to the God Plane, and priests became players of other games also have a lot to ers of previous editions of the RUNE- important as intermediaries between choose from. ’ QUEST game lamented the lack of people and the gods. Various cultures have GURPS* game now has GURPS Conan, emphasis placed on Glorantha in the third differing interpretations of this story, GURPS Witch World, and GURPS Fantasy edition, but I failed to see what they were reflecting their own origins, histories, and to support its fantasy elements. I.C.E. has getting at since I knew so little about it. beliefs. This divergency adds greatly to the released the SHADOW WORLD* setting, With the publication of Gods of Gloran- mythic content of Glorantha, making it catering to players of the * tha (reviewed in DRAGON issue #127), my fascinating and very credible. and FANTASY HERO* games, and MERP* interest in the RUNEQUEST game and in Since the beginning of Time, 1621 years supplements continue to appear on a Glorantha in particular was fired. Now, have passed. have come and regular basis. Lion Rampant is producing with the GLORANTHA boxed set available, gone. Strange events have shaken the supplements to expand the magical world I can see why veteran RUNEQUEST game world. Gods have been created and de- of its game. Games Work- fans were so excited. Glorantha is beyond stroyed by mortals. The seas have been shop is supporting its WARHAMMER* a shadow of a doubt one of the greatest closed and opened only recently to those world. Chaosium has published the second game worlds ever to see print. who know the correct ritual. The Hero edition of the STORMBRINGER* game in Glorantha was first conceived by Greg Wars, a magical conflict of epic propor- the world of ’s Elric Stafford in 1966, before the age of role- tions, are about to commence. stories. Columbia Games continues to playing, as a fictional setting for his sto- Genertela Book, Book 2: This 100- expand the world of HARN*, and Bard ries. Over the years, Greg added to the page book provides the bulk of the infor- Games continues to detail its world of background of the world, drawing on his mation on each of the major geographical *. wide knowledge of Earths and areas of the continent of Genertela. En- With so many settings available, gamers legends. With the assistance of Chaosium’s tries are necessarily short but adequately are spoiled for choices. Approaches to writers and editors, Greg succeeded in describe each region’s inhabitants, culture, campaign design vary from meticulous creating a world rich in history and myth. government, common languages, military attention to detail to sweeping panoramic With my new knowledge of Glorantha, I forces, and religions. The entries also overviews of the worlds described. This clearly saw how much the RUNEQUEST include people of note and places of inter- month, this column looks at some of these game’s development owed to Glorantha. est. Prophecies foretelling the impending worlds. We kick off with Glorantha, one of The two have an almost symbiotic rela- Hero Wars are liberally sprinkled through- the finest game worlds ever conceived, tionship. Greater vibrancy was added to out this book, along with capsule histories followed by , a very the emphasis that the RUNEQUEST game of those NPC heroes who are destined to impressive addition to TSR, Inc.‘s popular places on the role of spirits, gods, and play major roles. Encounter tables listing DRAGONLANCE saga world. religions in determining the abilities of common, not so common, and rare events player characters and in defining the PCs’ are provided for each area, and are in- GLORANTHA *: Genertela, Crucible cultural outlooks and personalities. Within tended as an aid to allow GMs to bring to of the Hero Wars Glorantha, the gods and their followers life each of the areas described. RUNEQUEST* game supplement are the prime movers and shakers. Trans- The variety of cultures and societies The Game Company $24 posed to an alternate Earth setting, with covered is very impressive, reflecting the Boxed set with a 40-page booklet, a 100- its more human-orientated history, a lot of years of careful thought and development page booklet, a 36-page booklet, and a flavor was lost. But enough of singing the that has gone into creating Glorantha. large two-color map virtues of Glorantha over the alternate Here are Oriental cultures, feudal econo- Design: , Sandy Petersen, Earth setting. Let’s get down to what mies, nomadic herders, barbarian settlers, and William Dunn makes Glorantha really great. the sophisticated Lunar Empire, and prim- Editing: William Dunn and Sandy Petersen The GLORANTHA boxed set focuses itive hunter-gatherer societies, to name Cover illustration: Steve Purcell mainly on the continent of Genertela, only a few. Each has its own history and Interior illustrations: James Kevin Ramos where the Hero Wars are destined to. religious cults that are all neatly integrated and Steve Swenston begin. The southern continent of Pamal- into the worlds development. The breadth Cartography: Charlie Krank and William tela and the large islands of the world are of vision here is stunning and is a prime Dunn to be covered in future supplements. The example of the world designer’s art. boxed set has three booklets: Genertelan Player’s Book, Book 3: I’m a relative newcomer to the RUNE- Glorantha Book, Book 1: Here we Make no mistake, Genertela is big. So big it QUEST game, having paid little attention are treated to the mythic history of could prove to be indigestible to all but the to the game or its supplements until The Glorantha, its various planes of existence, most dedicated GM. Faced with such an Avalon Hill Game Company published the and its physical form. An informative array of cultures and histories, it is diffi- third edition, under license from essay describes daily life, levels of civiliza- cult to know where to start a group of Chaosium, in 1984. Even though I had tions, and the roles of adventurers within players and provide them with the back- heard many good reports about the RUNE- Gloranthan society. The book rounds off ground information that they need to QUEST game, in those days I was too with a look at Gloranthan calendars and characterize and play Gloranthan charac- bound up in AD&D and GDW’s TRAVEL- languages. ters. Chaosium’s designers have drawn on LER* campaigns to pay it any attention. The history of Glorantha is first class. It their long experience to make this as pain- Consequently, I’m unfamiliar with many starts with the mythical origins of the less as possible. In fact, they have suc-

DRAGON 35 ceeded admirably. on this setting have proliferated and more neutral, and many of the good drag- Four cultures are recommended as proved to be very popular. The first four ons are riddled with guilt. Red dragons are being suitable for newcomers to Gloran- DRAGONLANCE saga adventures are soon noted for their cowardice rather than tha. These are the primitive Hsunchen to be rereleased in one volume for use their traditional desires to destroy. hunters, the nomad warriors of Prax, the with the AD&D 2nd Edition game. TSR, Other races have diverged and devel- barbarians of the Orlanthi culture, and the Inc., clearly has no desire to let the oped differently from those on Ansalon. medieval culture of western Genertela. DRAGONLANCE saga die and is eager to The need to survive has colored their The basics of each culture are told to the expand the campaign’s possibilities. outlooks, making the cultures of Taladas young player characters in the form of a Yet the DRAGONLANCE saga has not met darker in mood than those of Ansalon. question-and-answer dialogue with either with universal approval by players of the This makes the continent gritty in feel and their fathers or uncles. The questions AD&D game. Many found its plotlines adds to its appeal. To see how this has (such as who are we, what makes us great, narrow and constricting; they felt that been achieved, take a look at The Guide how do we live, what is important in life, their characters had little real choice over Book To Taladas. who rules us, what is our relationship to their actions. The “obscure death” rule, in The Guide Book To Taladas: This others, and who are our gods) give useful which important characters could not die book takes us across Taladas one area at a insights into the featured cultures. These (they merely appeared to die, only to pop time. After a brief history of the continent, are further backed up by more detailed up again later), may have encouraged Taladas’s geography and its impact on its essays on the cultures that further define heroic role-playing, but many players felt peoples is discussed. The foremost event lifestyles, customs, and beliefs. that regardless of what their characters in Taladas’s history was the Cataclysm, The above information, when used in did, the PCs would succeed. The saga’s during which one particularly huge mete- conjunction with the “What the Priests plot seemed to be a great beast with a life orite struck the continent. Volcanoes Say” handouts from the Gods of Glorantha of its own. Others have criticized the erupted, and earthquakes shattered the supplement, creates a believable world world of Krynn for having too many in- land. Volcanic dust fell over the continent, setting and a firm grounding for Gloran- consistencies and for being too trite with the seas were poisoned, and land masses than player characters to begin their ad- its two-dimensional heroes and its clearly shifted. In the center of Taladas now lies a venturing careers. The only drawback is defined boundaries between good and evil. vast sea of molten lava, surrounded by that only human characters are covered, However, love it or hate it, the commercial belching volcanoes. The races and cultures but nonhuman races are described in the success of the DRAGONLANCE saga can- of Taladas adapted in many different ways and Elder Secrets supplements. not be denied. The DRAGONLANCE saga is to their new environment. Information on cults worshiped, cultural here to stay, and it has been expanded The rest of the Guide deals with the levels, occupations, and magic are given in dramatically. detailed geography of each area and with the Genertelan Player’s Book for all major Time of the Dragon is a boxed set for the peoples who live there. The emphasis cultures of Genertela. GMs who wish their the world of Krynn, but it does not involve is on exotic cultures, not on the feudal player characters to belong to one of these the continent of Ansalon, where the societies and economies that make up the cultures can use the four given cultures as events of the War of the Lance unfolded. bulk of fantasy game worlds. This is a models, with relevant information being With the war over, Time of the Dragon refreshing and intriguing change. extrapolated from the Glorantha Book. introduces us to the continent of Taladas, The northwest part of Taladas contains Evaluation: This boxed set is a very which has its own unique cultures and the steppe-dwelling Uigan, who draw their impressive product. To be used effectively, geography. Playing no major role in the inspiration from the Mongols and Huns of the Gods of Glorantha supplement is War of the Lance, Taladas has remained historic Earth. The elves of this area are needed; without it, the deities of Glorantha relatively untouched by its events. The similar to the Uigan, being nomadic horse remain little more than a collection of peoples who inhabit this continent have warriors. On the other hand, the goblins names, but with it Glorantha comes to life. markedly different views and lifestyles follow a settled lifestyle, living in small The two supplements complement each from those of Ansalon. The same gods villages and hunting for food. They am- other perfectly and allow latecomers like exist, but they are known by different bush elven and human horsemen, and myself to fully appreciate the world of names and manifest themselves in differ- they make war with the elves. Glorantha. ent ways. The absence of the gods follow- The background on these cultures is Whether you play the RUNEQUEST ing the events of the Cataclysm has had its nicely detailed, evoking lifestyles and game or another system, Glorantha is a effect on the development of Taladas, but belief systems that fit in well with the land world to study and marvel at for its com- in a satisfying and intriguing way. Di- around them. As mentioned earlier, the plexity and detail. Players of the RUNE- vorced from their deities, the clerics of loss of clerical abilities following the Cata- QUEST game have cause for celebration Taladas compensated by finding new ways clysm is neatly integrated into the histories and more than a little smugness in know- to maintain their influence. Now that the of the peoples. The effects of the selective ing that the one of the greatest campaign gods have returned, they have refrained return of these powers are also well worlds has been designed for them. from making clerical powers widely availa- described. ble. Only a chosen few clerics from each Other cultures and races are given a Time of the Dragon culture are able to work miracles. similarly detailed treatment. Of special AD&D® DRAGONLANCE® Supplement of Taladas are also different interest are the Marak , the Mino- Boxed set with a 48-page booklet, a 112- in their outlook. When , the Queen taur League, the Fianawar (surface- page booklet, 22 full-color reference of Darkness, returned to Krynn, she re- dwelling dwarves), and the gnomoi cards, and four full-color map sheets leased the evil dragons and kept them (gnomes). The Marak kender have TSR, Inc. $18 secretly within Taladas. She later called changed from the cute, cheerful ones of Design: David “Zeb” Cook the evil dragons to join her, but some Ansalon into a race marked by suspicion Editing: Mike Breault and refused to go. When the good dragons and paranoia. Marak kender are just as Cover: Robin Wood searched the world for their stolen eggs, likely to rifle your pockets, but they’re Illustrations: they journeyed to Taladas. Once released doing it for their own protection, so that Cartography: Dave Sutherland and David from their Oath, not all of the good drag- magical items cannot be later used against “Diesel” LaForce ons flew to Ansalon; like some of the evil them. The Fianawar, having been driven dragons before them, some good dragons from their underground homes by the The first DRAGONLANCE saga adven- remained in Taladas. Consequently, the Cataclysm, have developed a fear of the ture was published in 1984. Since then, dragons of Taladas have attitudes unlike underground. The League of Minotaurs is novels, adventures, and other supplements those of their cousins in Ansalon. They are the largest power in Taladas, and its soci-

36 SEPTEMBER 1990 DRAGON 37 ety, while reflecting the belief that might eration easier and provide backgrounds cultures and races. It can easily be used as makes right, also has built-in controls to for PCs, but fail to give a detailed overview a campaign setting in its own right, as it regulate it. The gnomes of Taladas are split of cultural and racial outlooks. not tightly tied to the world of Krynn. into two distinct groups: the minoi and the Anyone interested in the military side of Time of the Dragon is well worth looking gnomoi. The minoi love to build devices Taladas will find the army organization at and marks a departure from the stand- but lack the logical minds necessary to charts and statistics for the BATTLESYS- ard DRAGONLANCE saga setting. It has make them work effectively. The gnomoi TEM™ supplement invaluable. Even if the plenty to recommend it to gamers looking are far more practical and control gnom- supplement is never for a harsh and gritty fantasy world. ish society, taking steps to make sure that used, the information presented here is Check it out; you won’t be disappointed. it stays stable and develops. also very useful in standard role-playing Overall, the continent of Taladas is an encounters. Short and sweet intriguing and impressive game world. A selection of monsters that inhabit A few items were dropped from this Where it falls down slightly is in its pre- Taladas round off the book. They fill use- column in DRAGON issue #158 for lack of sentation. The information is all presented ful niches and are integral to the back- space. Let’s take a quick look at some light- from the point of view of the DM, with no ground of Taladas. hearted approaches to horror role-playing. sections specifically for players to read. Maps: Time of the Dragon contains The burden of introducing the players to some of the finest maps to ever appear in IT CAME FROM THE LATE, LATE, LATE Taladas and bringing the world to life falls a role-playing product. The large two-part SHOW* game, by Bradley K. McDevitt. squarely on the GM. Sections written map of the continent of Taladas is excel- Stellar Games, price not available. Lights, specifically for players, such as occur in lent. The third map in the set is a blow-up cameras, ACTION! This game lets you play the Glorantha boxed set and in many of of the lands of the League of Minotaurs, second-rate actors in some of the worst the D&D Gazetteers, would have en- and the fourth map shows the minotaur- movies ever produced. That’s right, you hanced this product immensely and made controlled city of Kristophan. Like the can take the starring role in such turkeys it more accessible. continental maps, these are nicely ren- as Attack of the Killer Tomatoes and Plan The Rule Book To Taladas: This 48- dered, ‘with good use of color. Nine From . You get to do all page booklet contains game rules specific Cards: The color cards are also impres- those dumb things of which only movie to Taladas. It makes new player character sive and have been used to good effect to actors are capable, like sticking your head races available, including the bakali (a race show clothing and armor styles, gnomish round the door to see who’s making the of lizardmen), goblins, minotaurs, and devices and a gnome citadel, and areas of chopping noise with the axe instead of ogres. It also discusses any changes re- the city of Kristophan in more detail. The calling the police or running for your life. quired to make standard character classes standard of the artwork on the cards is Cheap tongue-in-cheek fun, this game is fit smoothly into Taladas. Player-character very high, with the armor and clothing well worth a look. This game is available kits that summarize the various abilities, cards being particularly noteworthy. from Stellar Games, P.O. Box 156, Swanton skills, proficiencies and backgrounds for Evaluation: The background of Time OH 43558, U.S.A. 34 common character classes and races of the Dragon is plausible and meticu- are provided. These make character gen- lously presented, with neatly integrated GHOSTBUSTERS INTERNATIONAL* game, by and Doug Kauf- mann. , Inc., $18. They’re back! The Ghostbusters have returned not only in a movie but in the second edition of the GHOSTBUSTERS role-playing game as well. This new edition retains the flavor of the original game (see “Role-playing Reviews,” DRAGON issue #132) but adds oodles of new game rules, Whether those rules are actually needed depends on your tastes. I thought the game worked fine as it was, but others decided that it needed a more tactical gaming feel. The new rules look like they’ll work just fine, so if you’ve never experienced the thrill of getting “slimed” or blasting away with a proton pack, here’s your chance.

Tobin’s Spirit Guide, by . West End Games, Inc., $13. There are more spooks and spirits around than could possibly be crammed into the GHOST- BUSTERS INTERNATIONAL rules, so here’s lots more of the pesky slimes for your Ghostbusters to trap. With an introduction by no less an expert than Dr. Raymond Stanz, it’s got to be good. GHOSTBUSTERS INTERNATIONAL products are available from West End Games, Inc., RD 3, Box 2345, Honesdale PA 18431.

* 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.

38 SEPTEMBER 1990

galley‘s prow. The vessel bore the banner of a capital ship. Many pennants and main sails revealed a black lion against a white background. Clearly, we had run into the clutches of a Heldannic war fleet. The boltmen raced to their battle sta- tions and braced for combat, while the sailors feverishly prepared the riggings for an imminent boarding. Yet the rakasta Kenju and his two henchmen remained near the center of the deck, calmly observ- ing the proceedings with haughty and arrogant postures. They showed no signs of fear or nervousness. Oddly enough, I soon discovered there was little activity aboard the Heldannic “warbirds”; certainly no Heldannic sailors were preparing for battle. The ships came almost within ramming distance of us— and inexplicably continued full ahead, totally ignoring our potentially doomed Princess Ark. I could clearly observe Heldanners moving about their ships, mending sails and scrubbing decks; one of their leaders casually paced the upper deck, mumbling some obscure prayer while picking his nose. They were totally oblivious to our presence! The ships came so close that I could hear an eerie military march emanating from by Bruce A. Heard Eimir 16, 1965: It was merely a day the war galley. I dismissed that as an audi- after we left the moon Myoshima when tory illusion, and all was fine. The ships This series chronicles the adventures of the alarm was sounded. Five large ships sailed on and soon disappeared behind us an Alphatian explorer and his crew as were sailing through space on an intercept into the celestial void. Kenju and his they journey across the D&D® Known course with our Princess. They were very henchmen simply returned to their cabins, World in their skyship. The information close, coming around a small field of aste- apparently satisfied and no more sur- herein may be used to expand D&D cam- roids that had shielded them from our prised at the results than they would have paigns using the Gazetteer series. view. There was no time for evasive been had they seen another group of maneuvers. asteroids pass by us. Somehow, they had The ships were of a strange build, most been confident of this event’s outcome. of them bearing bird features. The largest I had the chance to observe the Heldan- of the five, a very large war galley, had an nic ships at my leisure as they unwittingly eagle figurehead, and its hull was en- sailed by. The war galley was very heavily graved with golden feathers. Two large armed with catapults and ballistas. I could eagle claws jutted out on either side of the see metal bolts all along its hull, holding together an ominous coating of metal power or very fine silk sails increases our Eimir 25, 1965: Something very plates. This ship was not built to fly in the speed, especially more so when traveling strange is happening. Night has now lasted air, like the Princess; it would require far away from a world. Removing the means far longer than it should, and the sun still too much magic to be worthwhile. I sus- of propulsion would not be sufficient to has not risen anew. According to tome pect it was built in this airless void with halt the ship, which would instead con- three of the Arcanean Worlds, by the the help of several smaller vessels. Large tinue on its course at a constant speed. respected sage Nesfutar, complete night feathery oars slowly rowed the galley Inertia remains a definite force in the void. never falls upon the frozen lands, and through space, occupying four decks of Eimir 22, 1965: I have finally located neither does the sun ever rise high above the ship. The strangest sight, however, Herr Rolf, our fugitive Heldannic knight, the horizon there. But here, neither the were a half-dozen small black boats—for several hundred miles ahead of our ship light of the moon nor that of the sun could lack of a better term—tethered to poles at and riding a winged sabre-tooth tiger be sensed at all. the sides and stern of the galley. These common to Myoshima. He has put his few The crew was given heavy winter gear were each large enough for one man and hours of lead time to good use. I am now and completed repairs of the Princess. had man-made wings and tails like those of tracking the knight with my crystal ball. Fortunately she suffered little damage. We ravens. Two rods, probably weapons Straps have kept him on the saddle during are still stranded in this bleak land of ice packed with Heldannic clerical magic, the times he has fallen asleep. Herr Rolf is and howling winds. Magic of any sort has jutted from beneath the wings. getting very close to our world’s great blue been totally ineffective. The threatening Escorting the war galley were four skyshield, heading toward the south pole. cover of dark clouds hasn’t shown any smaller ships, each bearing some resem- The Princess is pursuing, following a sign of thinning so far. Snow storms occur blance to a vulture. More lightly armed, southerly course slightly above the sky- with discouraging regularity. I estimate these lesser ships seemed built more for shield. It would be preferable to capture our position is due south of the Vulcanian speed and maneuverability than for heavy him while the Princess is still in the void, Coast. assault. From astern, all four ships dis- as that would save us the trouble of re- The rakasta finally emerged from their played appropriate birdlike tails. It was a turning later to complete further studies cabins, warmly dressed. They had also sight I’ll not soon forget. of this outer space. I would intercept the managed to totally cover their great cats Eimir 17, 1965: Our three rakasta man myself in normal conditions, but my with fur boots and several layers of coats guests haven’t come out of their cabins inexperience in this environment demands sewn together. Kenju mentioned their cats yet. So much the better. At least they that I remain aboard. We will maintain our were used to warm climates and wouldn’t haven’t interfered with ship’s duties. course and pursue the fugitive. last long without protection in these I have begun studying Lord Katayama’s Eimir 23, 1965: We are finally closing temperatures. monolith. After several hours of experi- in on Herr Rolf. He is now in visual range I plan to head a scouting party to seek menting, I determined that the monolith of the common crew. It should only be a out native villages for help, probably to has the ability to bend light around a matter of a few hours before we catch up the north—or what I surmise is north. In sphere with a set radius—a sphere large completely. Unfortunately, I fear that we this kind of weather, I hope the remainder enough to encompass the Princess Ark. must soon reenter our world’s skyshield, of the crew can survive several days with- These are the same properties of Myoshi- several hundred miles south of the out too many difficulties. After that, I fear ma’s core. Smaller fragments of the mono- N’djatwaland. We are much too close, and the Princess will have to be abandoned. lith retain this light-bending power, with we can feel the effects of the skyshield’s Eimir 26, 1965: The sun still hasn’t areas of effect appropriate to each frag- pull on the Princess. There is no alterna- returned. After a long discussion with the ment’s size. This explains why the Heldan- tive but to carry on. crew and our feline guests, it seems the nic fleet ignored the Ark, and also why the Eimir 24, 1965: Trickery! I should best course would be for me to leave with rakasta felt so obviously secure. The have known better. As soon as we entered Kenju and Myojo, his first henchman. The Heldanners simply could not see us! The the skyshield, the Princess began a danger- cats would be able to smell their own Princess Ark is practically invisible! This ous dive. Every beam and mast of the tracks and return to the Princess if we Imperial gift has proven to be a very use- Princess screamed in the dizzying fall, but became lost. Traveling in the dark in these ful contraption indeed. the ship managed to progressively alter conditions—without magic—seems nearly Eimir 18, 1965: I observed the stars her course, heading away from the pole. hopeless. and their alignment with our world as a This beautiful ship sensed the danger and I will be riding the third great cat, while means of measuring the speed of the acted on her own to save herself and her Kenju’s other henchman Jiro remains Princess. Although it is hardly noticeable crew! She barely avoided the worst and aboard the Princess. We would move to the crew, our speed in the void has landed heavily on a thick snow bank. The much faster this way. Talasar argued vehe- varied greatly. It seems that our speed has truth of our fate became as brutal as a mently against the decision, for I was quite to do with the proximity of other physical frigid, antarctic wind howling around us vulnerable without magic and nothing so bodies, such as ships on intercept courses, in the night. We were stranded without far could be said about the rakasta’s loy- asteroids, moons, or planets. The farther magical power. alty. If I did not return within five days, we are from physical obstacles, the Herr Rolf is a devil of man. He must have my orders to Talasar were to execute Jiro, greater our speed potential becomes. This been aware this region was anti-magical. abandon ship, and proceed due north to is vital for future voyages, since it would Fortunately, the effects were progressive. the Vulcanian Line. enable journeys into the void far from our Herr Rolf perceived he could not escape the Burymir 1, 1965: Jiro’s great cat has world and at little risk of smashing into Princess, as she was much too fast for his proven to be a difficult mount to control, obstacles. winged cat. He had to find a way to escape but I’ve managed well so far. At least we’ve In effect, what seems to be “full speed us. He’s probably flapping away on his been blessed by the speed of these ani- ahead” on our Princess remains a stable winged cat even now. His assessment of the mals. We found no villages, and we lost constant when we are close to a moon, Princess’s speed was amazingly accurate—a some time hunting seals and polar bears to within our world’s skyshield, or within fine mathematician, that knight. He obvi- feed the cats. It was virtually impossible to sighting distance of an oncoming ship. ously did not waste his time during his keep an accurate orientation. The sky Away from celestial bodies, our speed journey aboard our ship. remained overcast, masking the stars, and could increase a hundredfold—indeed, I will find Herr Rolf even if I must devote the uselessness of magic still prevailed. perhaps even more. I do not have the the rest of my life to the endeavor. But the In the course of our latest hunting expe- means to fathom any conceivable limits. task of saving the crew and the Princess dition, our mounts followed a scent and It appears that the constant use of a remains a more pressing matter. stumbled upon the frozen remains of a means of propulsion such as magical dead winged cat. This must have been

DRAGON 43 Herr Rolf’s mount. So Herr Rolf is his best pace between Kenju and I. I, of a strategic retreat, standing behind me. stranded as well! His cat did not survive course, retained the other great cat— Obviously they expected me to handle the the cold, and without his own clerical humiliating Myojo even more. I will make situation. Not knowing what else to do, I magic, he could not heal or revive the the stops as few. and as brief as I can. remained calm and waited, too. The sloth animal. Fine; then we know he is close. Burymir 3, 1965: Today we caught up was poised for attack, staring at me. It hesi- Fresh prints of Herr Rolf’s heavy boots with the natives. They were elves—but tated. It sniffed. It snorted. were visible in the snow. According to more like savages? I would say. Perhaps And it relaxed. I noticed that the mon- Myojo, Herr Rolf camped there until re- these people are the remnants of some ster’s eyes had the unmistakable flicker of cently. Many other footprints and signs of forgotten tribe lost in the ice centuries intelligence. As I was thinking this, I was a fight were apparent in the snow, and ago, afflicted by this bleak lands anti- overtaken by a powerful feeling of Myojo concluded the aggressors pursued magic curse. Over the centuries, these warmth. It occurred to me the sloth was Herr Rolf back toward the general direc- elves must have then sunk into the abyss empathic; it could sense my feelings and tion of the Princess—or so I judged, com- of barbarity and historical oblivion. But bare its own to me! Apparently it felt only pared to our own footprints. they still remembered how to fight. anger for the elven savages. Elves must Ever since this discovery, Kenju and They came by the dozens, screaming have been ancestral hunters of its kind. Myojo have acted even more insolent than down an icy hill at us. I must say that It did not take long for the beast and I to usual. Kenju’s subordinate was so bold as Kenju and Myojo did wonders, chopping become attuned to one another. Somehow to even lay a hand on his swords hilt at away at the howling mass. I, of course, I managed to make it understand I needed my order to set camp. Apparently, the two remained mounted, displaying the most its help, and it shuffled over to me like a wanted to go after Herr Rolf immediately contemptuous and unconcerned attitude huge puppy. Minutes later, I sat on the and scorned the task of seeking help for possible. I suspected my magic was gone sloths furry shoulders. Apparently the the Princess and the crew. Eventually, again, as we probably had reentered the two rakasta were oblivious to the sloth’s Kenju disdainfully nodded his approval. I anti-magic zone. I would have died in the empathic powers. Myojo stood there, must use caution while I rest. matter of a cat’s eye blink if either rakasta open-mouthed, until Kenju slapped him in Burymir 2, 1965: My caution paid off. had suspected my renewed weakness. I the face and ordered him to mount my The two rakasta made an attempt on my caught a few increasingly worried glances winged cat. life during my sleep, but I was expecting a from a frantic Myojo as a wailing elven We were running short of time. Soon we move on their part. Kenju was observing savage almost reached me. resumed our journey back toward the from the other side of the campfire when All of sudden, a huge white monster Princess, along with our fearsome new Myojo suddenly reached for his large bow, rose from behind a hill. The thing was a companion. Herr Rolf would have to wait. on the back of his cat. But I was quicker. hideous sloth, half the size of the Princess Burymir 4, 1965: We finally made it There are certain things that wizards do herself and equipped with flesh-rending back on time to the Princess. There was instinctively in the face of danger, things teeth. It lunged for the savages, ripped no further hindrance from Kenju. Before done without thinking. That saved my life. two of them apart, and swallowed them in leaving our last campsite, however, Myojo As I uttered the last syllable of the incan- no time. The rest of tribe fled as swiftly as bowed deeply and presented me with his tation, I suddenly realized the futility of they came. katana. He had offered me his loyalty! my reaction. I had been powerless for The growling sloth then slowly turned on Aha! I could use this. Of course, Kenju was days. But no! Against all hopes, the spell our party. Kenju and Myojo rapidly executed greatly angered, and the two haven’t spo- did work! In a split second before the ball of flames flared up, Myojo ducked behind a snow drift, barely escaping a fiery death. His cat wasn’t so lucky, however, and it died on the spot. Kenju jumped to his feet, already whirling his katana with blurring speed. But strengthened by my initial success, I drew two wands and roared “Go ahead, kittycat! Come find out if they work!” Instantly circumspect, Kenju hissed at me and lowered his blade. There was no telling if magic would work again. But I won. Myojo crawled out from behind the pile of melting snow, smoking but alive. The two must have thought they could go after Herr Rolf on their own and return back to Myoshima with the Heldanner. That would have gained them great honor and put us in a position of weakness, subjecting citi- zens of Her Imperial Majesty to ridicule. Fortunately, we must have unknowingly passed the limits of anti-magic. Herr Rolf failed to notice it. How ironic. He could have saved his cat after all! That will be his undoing. If only I could get the Prin- cess this far! I have maintained a safe distance from the two rakasta since the incident. They seem to fear my magic and have obeyed my orders—quite reluctantly of course. We followed the natives’ footprints toward the ship, with Kenju riding the lead cat. The now charcoal-hued Myojo trotted at

44 SEPTEMBER 1990 ken to each other since then, except for and feed itself. Sometimes it returns with down the huge beast’s pace, but I think it occasional hisses and caterwauls. a hunk of whale or a mouthful of wal- is important we find out what happened. Our arrival at the Princess created great ruses. Their fat becomes vital for heating. Nyxmir 19, 1965: Myojo spotted the confusion. My sloth wasn’t sighted until Xerdon caught two sailors attempting to fugitive’s last campsite. We knew then who the very last moment. Its white fur cut away some of the rigging, hoping to he was. Heavy footprints were found near blended very well with the frozen sur- burn that and get some warmth. I loathe those of the missing cat—marks left by roundings. A few dozen crossbow quar- the idea of turning the Princess into a heavy boots, those of an armored knight. rels were about to shoot forth when mere source of firewood. The two were So it was he whom I thought was dead! Talasar recognized me. I ordered Kenju to flogged and thrown in the brig. Herr Rolf must have discovered the Prin- be sent to the brig. Jiro was to remain in Burymir 26, 1965: The crew is getting cess and climbed aboard during a snow- his quarters, under guard. I sent Myojo to very weak, and desperation has affected storm. Lord Katayama’s monolith cannot separate quarters with his gear, free to even the toughest veterans. Food supplies magically conceal the ship in the anti- roam the ship. are minimal. Many men are sick with magic area as it had in the void. No one Burymir 5, 1965: Talasar and I de- fever, especially among Lady Abovombe’s could have seen Herr Rolf, and of course cided to spend more time with the sloth. It Cestian contingent, who among all the none of the ship’s magical wards would had curled up against the Princess’s flank crew have suffered the most from the function. To think that he remained con- like a cub against a she-wolf. We sat next cold. Discontent among the crew is getting cealed within the Princess’s hull for over a to its chest in the warmth of its fur, while more apparent each passing day. Weapons month is unbelievable. a raging blizzard blanked out the rest of have been locked in the armory. Only After some investigation, it is now clear the world. officers, the most trustworthy boltmen, that Rolf hid in the plant hold, where I had It was clear that the sloth was eager to Myojo, and myself are armed. Magic still stored our Cestian gobbler specimen. The help. It could not understand the concept does not operate. The sloth still does not carnivorous plant had gone dormant from of north or south, but I managed to make seem to be affected by the darkness. the extreme cold and thus ignored the it feel that we were seeking warmth for A late note: A large amount of food has knight. Rolf managed to take control of the Princess. It took some work to set up been stolen. The guard was ill and fell the animated remains of the late Azoth, the next step. unconscious during his watch. No trace which reinforced my conviction that Rolf The Princess was eventually fitted with was found of the stolen supplies. No doubt is a powerful cleric. Talasar probably outrigger skis to prevent her from rolling the culprits have already devoured it. turned our undead Azoth with ease, then on her sides, and the sloth was harnessed Nyxmir 05, 1965: Light has begun to sent him back to his task. to pull the ship. As the Princess slid across return, and just in time. Talasar had major Rolf was indeed the one who stole food the snow, the crew’s morale began to difficulties keeping discipline among the from the unconscious guard and mur- improve. Myojo and Xerdon volunteered men. Even the Word of Razud brought dered the others, but those will be the last to mount to the two remaining great cats little strength to his worshipers. A fight of his tricks. My magic has returned, and and scout the surrounding for signs of the broke out, and Talasar barely escaped. The so has Talasar’s. Soon we will get to the elven barbarians. The sloth is moving very return of the light, as tenuous as it was, end of this knight’s charade. fast for its size; I had to stop several times calmed the growing psychoses dividing Nyxmir 21, 1965: It still isn’t right. to allow Myojo and Xerdon to catch up even the oldest of friends. Light has returned indeed, but now it is and get some rest. We are making great Nyxmir 12, 1965: Indeed the light is night that is amiss! The clouds cleared for progress over the flat, wind-beaten ice increasing, although it has an unusual a moment, revealing for the first time in pack, but still no sign of the sun. Why? reddish tint. The ice, the snow, and the over a month the warmth of sunrays—but Burymir 12, 1965: Despite our great skies all range from deep purple to a fiery strangely, the sun is red! It seems much speed, we have not reached the limit of amber hue, unlike anything we have seen smaller than usual, and most oddly it now the anti-magic region. I suspect the sloth before. The temperature has risen sub- stands motionless at the sky’s zenith! It is a has perhaps taken us in a direction other stantially, and wildlife can be found more mystery as to whatever has happened to than what we had expected. Despite this, readily. Morale is improving among the the Immortal clockwork of the heavens. it still communicated to me that it went crew, but uncertainty remains. The sloth Unfortunately, the sloth stopped immedi- “toward warmth.” I was concerned. For all persisted in its course, probably led by ately upon witnessing the sun’s appear- I know, it may be heading for a volcano, some Immortal will. It had been a month ance. I sensed this was the end of its but we are too far into this journey to since we left Herr Rolf’s tracks. I have no journey with us. Already we could feel the turn around now. idea where we are. Princess shivering with regained power, as There is no sign of Herr Rolf. Without his Nyxmir 15, 1965: Two men have been if she were reborn. It was time to soar magic, he must have starved and frozen to found dead. Both the guard on duty at the again into the sky and freedom. death—or perhaps he was captured by the supply hold and the watchman at the Nyxmir 22, 1965: Finally, the Princess elven barbarians. We may never know. stern had their heads crushed, each by a was ready to take off. The outrigger skis Burymir 19, 1965: The sun still has single blow. More food supplies were were discarded, the wings unfolded, and not returned. I know not what to think. If stolen, as well as one of the great cats. It the sails repaired. we were reaching the edge of the frozen wasn’t long before Myojo spotted the cat’s As we took off, the sloth roared. A brief lands, periods of day and night would footprints. Judging from their depth in the moment of sadness overcame my become evident, but this . . . Darkness has snow, one man with some heavy gear has thoughts. Then a roar of equal strength prevailed for days with no sign of change. left the Princess, probably with enough startled us all, as the Princess responded Yet the sloth does not seem concerned. food for several days. in kind to her gargantuan savior. Most Polar bears and occasional monstrosities Nyxmir 16, 1965: No one is missing peculiar that was. . . . from this dark world of ice have been among the crew, and both Jiro and Kenju Nyxmir 23, 1965: This is a time of sighted and hunted down. Unfortunately, are still being detained. How could this be? fantastic discoveries for the Sons of Alpha- none of these creatures has been kept for How could we have had a stowaway for so tia. Upon soaring above the clouds, we study. The need for restocking food sup- long without noticing it? Who that could discovered a totally different landscape plies has remained a constant concern, have been is a mystery. than our own maps depict. This is not our Heating is an even worse problem. There Myojo volunteered to go after the fugi- world! are few places aboard where fires may be tive’s track with the last remaining cat, but Oddly enough, the new sun really is red. lit, and even fewer things that can be I refused. There is a better way. I have The air remains very hazy to the point burned. During our occasional halts, the instructed the sloth to follow the track. sloth digs through the ice pack to hunt The scent was faint, which has slowed Continued on page 100

DRAGON 45 46 SEPTEMBER 1990 DragonStrike (SSI) Saddle up your silver dragon and hit the sky!

Reviews , Inc. the evil Dark Queen, Takhisis. As a Knight 675 Almanor Avenue of Solamnia, you ride a good dragon from Sunnyvale CA 94086 your base on Sancrist Isle against the Computer games’ ratings (408) 737-6800 enemy hordes, advancing through the three orders of knighthood: the Knights of ***** X Not recommended DragonStrike the Crown, the Knights of the Sword, and * Poor PC/MS-DOS version $49.95 the Knights of the Rose. To become one of ** Fair DragonStrike is an enormous amount of the latter is a rare privilege; to survive and *** Good fun to play. It’s a dragon-flight simulator advance through the 22 different battles in **** Excellent that combines air-to-air and air-to-ground DragonStrike is a rare feat as well. ***** Superb combat from the perspective of a warrior Every mission is fully explained. You can astride a great winged beast. Given the even safely fly over a mission area to get a feel of powerful flight and the reassuring taste for the battleground—a good way for weight of the dragonlance resting in its novice lancers to learn how to effectively saddle mount, you’re ready to do battle guide a dragon in flight. You can use the with any number of evil dragons. keyboard, a mouse, or a joy stick to do The land of Ansalon has been overrun this. You must also use combinations of by evil Dragonarmies. Only you and the keys on the keyboard to control various forces of Good can stop the onslaught of aspects of the simulator. For example, we

DRAGON 47 found the mouse was quite effective in controlling the dragon; push forward on the mouse and the dragon climbs, pull back and it dives. Moving the mouse to the left or right causes the dragon to move in those directions. Pressing the right mouse button fires the dragon’s primary breath weapon, while pressing the left button fires the dragon’s secondary breath weapon. To properly aim the lance, you must use another set of nine keys on the keyboard; you can assign any keys you wish to the flight controls. Your view is from the saddle atop the dragon, so you can easily determine if your lance is prop- erly aimed to strike a target. Navigating the dragon properly saves time and en- ergy in concentrating on adjusting the lance. By moving the dragon in any direc- tion and by keeping the lance in the center position, you can pierce the hide of an evil beast quite nicely! The vivid graphics screen (ours was in EGA mode) displays not only the main view from the back of your dragon but also your current direction of flight DragonStrike (SSI) (north, south, east, or west). A height and pitch indicator shows your dragon in you are to hunt them down and prevent detail to speed up the game, if you wish. relation to the ground and his angle of them from warning the Evil Queen of the We thoroughly enjoy DragonStrike, the flight up or down. The amount of breath, good alliance’s plans. Your next mission is latest member of SSI’s AD&D® computer power, and speed left to your dragon are entitled “Occupational Hazard.” Here you games. It is highly original in design and shown, as are the remaining hit points for approach the Isle of Cristyne and spot play, offers enormous dollar-to-play value, both yourself and your dragon. These several wyverns about to drop onto mem- and is a superior arcade/strategy game. values can be displayed as either numeric bers of your force’s naval fleet. Wyverns, We don’t think you’ll want to miss this values or as colored bars. Also on-screen is as you probably know, have deadly sting- one. Try it out at your dealer and see if a Crystal Ball that enables you to deter- ers. Riding your bronze dragon, you can you don’t agree that DragonStrike is mine where enemy forces are located. An eliminate the wyverns and save the ships. highly addictive. Arrow of Enemy Detection shows you The third mission, “Black Plague,” has you where the nearest enemy unit is currently in combat against a black dragon that has located, and three doses of Keoghtom’s wreaked havoc on the knights’ outpost in Healing Ointment are available. Other southern Ergoth. This dragon is a real magical items found during your adven- sneak; watch out for back attacks! tures are shown on-screen as well. All of the missions are exciting and As you pilot your dragon into combat increasingly dangerous. Your first mount with an enemy dragon, vicious hand-to- is a bronze dragon; you graduate to a hand and tooth-and-claw combat are han- silver dragon and finally to a gold dragon dled automatically. As a knight lancer, you as you join different knightly orders. Con- can sustain damage only from an attack sidering that the gold dragon has a 190’ from above, but don’t forget that your life body and a 159’ tail, you’d think little depends upon your dragon; an attack could measure up to his stature. Well, from below would certainly injure him. If think again! Takhisis’s Death Dragon has enough damage is taken to reduce your an armor class of - 11 and 200’ of body dragon’s hit points to zero, you’ll both fall! length, with a Death Gas breath weapon! Activision Mechwarrior (Activision) Keep an eye on your dragon’s power; Other forces that oppose you include 3885 Bohannon Drive should his power fall, a good maneuver is manticores, sivak draconians, and flying Menlo Park CA 94025 to wait until your dragon’s power returns citadels—fortresses held aloft by magic. (415) 329-0800 to full, then climb and drift for a while. Included with the game on the back You’ll still be pursuing the enemy, but your page of the user’s manual is a keyboard Mechwarrior ***** dragon will get enough rest to be at full command diagram to assist gamers in PC/MS-DOS (EGA) version $49.95 power for combat. learning key presses for this arcade flight This game requires a PC/MS-DOS com- Should you succeed and complete a simulator. The copy protection method puter running at no less than 8MHz with mission, an award ceremony is held. You’ll used is to match two symbols shown on- 512K RAM, or 640K RAM on a Tandy learn if you have gained rank or are enti- screen with two symbols in your book. microcomputer. A color monitor is also tled to join a new order. You can complete You are then asked to enter a specific required. Mechwarrior supports EGA, DragonStrike no matter which of the numbered word from a specific numbered VGA (in EGA emulation) and Tandy 16- three orders of knighthood you are in. paragraph on that page, and all is well! color graphics boards. Option support is The first mission for new lancers is DragonStrike supports the AdLib sound offered for the AdLib sound board or the called “Snow Blind.” Your army has left board. One reason for this arcade game’s Roland MT-32. A joy stick is optional. Sancrist Isle to battle Takhisis’s forces, and success is the fact that Westwood Associ- If you have played FASA’s BATTLETECH® you have been left on the island to watch ates programmed the material for Strate- game or Activision’s Battletech computer for enemy white-dragon scouts. Should gic Simulations, assuring top quality. You game, you can probably guess that Mech- any scouts appear (and naturally, they do), can also change the amount of on-screen warrior involves tactical-level, 3-D combat

48 SEPTEMBER 1990 messages from others using the com- plexes. Keep your pen and notepad handy. At the complexes, you can repair, reload, and sell your ‘Mechs. It’s not uncommon to buy a ’Mech at a reasonable price on a major world, then sell it at a premium on a minor planet. You can build quite a hoard by using this maneuver throughout the galaxy. When selecting a contract, you can attempt to alter the contract to reflect what you believe your value is in complet- ing the assignment. A total amount for the completion of the mission is revealed in the contract, as well as a percentage of the salvage that you will receive upon victory. Additionally, a final percentage is offered up front. Try to increase these percentages and the total payment; you’ll be surprised at how often you can earn far more than the contract initially stipulates. Submit your revised percentages and totals to the house in question, and it’ll either accept your terms or you’ll see a new contract on-screen (and usually the new contract has upgraded the percentages to reflect your demand for higher amounts). How- Mechwarrior (Activision) ever, you won’t always succeed in obtain- using ’Mechs. This is a highly entertaining, ing a water tower or other installation ing higher payments. The house may grow edge-of-the-seat combat/adventure game against a single enemy unit, As you start tired of dickering and refuse to offer you that finds you ultimately controlling an the adventure with a Jenner ’Mech, try to a contract. You must be wise enough to entire lance of ’Mech combat machines (if find defensive contracts in which the figure out how close you can push the you’re lucky enough to survive your first enemy force is of like caliber. However, house before it closes the contract to you. missions, that is). The programming was there are a few contracts that are a wee To travel from planet to planet, a star managed by the staff at Dynamix, the bit off in their calculations of enemy map is offered. You can move the mouse coders responsible for A-10 Tank Killer, strength; where there are supposed to be cursor over any dot and quickly learn the Arctic Fox, and Abrams Battle Tank. one enemy unit, two or three are some- name of the planet and its leading attrib- Before you can participate in Mech- times the reality. ute. For example, those interested in find- warrior, you must enter the data needed Jenners are not the strongest of ’Mechs; ing the best pizza in the Star League are to complete a ’Mech ID and code check. they are considered light and weigh 20-40 advised to head for the planet Galuzzo in You match the ‘Mech picture on-screen tons. Other ‘Mechs you will probably House Kurita! You can access each planet’s with an identical ’Mech pictured in the encounter and control include the Locust, database for more information. Access a user’s manual, then cross-reference the Phoenix Hawk, Shadow Hawk, Rifleman, house, and a list of all aligned planets are code check for that ‘Mech and enter an Warhammer, Marauder, and Battlemaster. displayed. Move the cursor over a planet’s authorization code. Once that’s accepted, With the Jenner, we found a great tactic name and press RETURN; the Star Map the adventure begins. to use on the slower adversaries was to returns, and the flight path from your You start the adventure having been circle behind them and fire. Not only were current location to the new planet is indi- accused of killing your uncle, Duke Van- we able to take foes out of the action, but cated, as well as the cost, in credits, it’ll denburg, by one Jarris McBrin. Jarris has our Jenner received no damage whatso- require to get there. his eye on your uncle’s title, but you’ve got ever. Garnering the credits for a successful The first undertaking on any new planet to prove your innocence by finding the mission and for salvage helped us move on should be to go to the local bar and order real killers, whose symbol is the deaths to new planets in our quest for clues as to a drink. Most times you’ll be told that it’s skull and who are known collectively as the identity of the Dark Wing. been pretty quiet and you should come the Dark Wing. Your true name of Gideon As you will work for various spacefaring back another day. Occasionally the bar- B. Vandenburg must remain secret, as a political families (houses), it’s a wise merce- tender will reveal critical information to warrant for your arrest has been issued. nary who keeps track of how those fami- you. When you follow his tips, remember The warrant carries a reward for those lies feel about you, especially before you your mission is to clear your name, not to tempted to turn you in. The trials and try for a contract. Such checks are han- get killed in pointless firefights. Fight only tribulations you’ll encounter in your dled through the NewsNet, where mes- when there is no other course of action. search are but one annoyance, as you’ve sages of importance are gleaned and When you are involved in actual ’Mech got to complete your mission in five years. posted for you by your software agent. combat, the screen reveals ‘Mech controls. In order to find the killers, you will need Read the messages thoroughly! It is only As with many combat simulators, you money—lots of money. You can earn through the NewsNet that you’ll learn of have a forward view of the terrain with money by requesting missions from the the Dark Wing’s location. And when you weapon cross-hairs. The MechWarrior various Successor States, that make up the do learn of its location, be certain you ’Mech control screen is quite compact. You Star League. Missions reward success with build your lance before taking the enemy can rotate your ‘Mech’s torso while track- hard cash, as well as with equipment you on. That requires money, crews, and ing an enemy ‘Mech with weapon cross- can salvage from the battlefields. ‘Mechs, so select assignments carefully. hairs, or you can instantly autoalign your Through exhaustive research and many You can change crew assignments when ’Mech’s torso to the aiming crosshairs. defeats, we can say that the best contracts you wish. Also, when you enter various There’s a weapon-status board where you awarded at the start of the game are those ‘Mech complexes on the planets, you’ll select a weapon to fire. Indicators for life that are defensive in nature—e.g., defend- sometimes be greeted with important support, sensors, gyros, and engines are

DRAGON 49 all directly below the main viewscreen and are easy to read. A target display shows how much damage you’ve inflicted on an enemy ‘Mech. By using Automatic Weapon Selection and the TAB key, you can fire all your weapons at a single target automati- cally. You must watch the heat indicator for your ’Mech; should you overheat, you will not be able to move or fire. Some specific hints for those entering the world of MechWarrior include: —Light ‘Mechs can jump over enemy units to get behind them; —Zanzibar in the Capellan Confederacy has some great buys; —Lands End is probably a good starting point; —An assignment to Dustball should be accepted; —Brown is both helpful and dangerous; —Stone Arrow; —Wendall can lead you to Willard; —Okefenokee; and —Kearney knows all! MechWarrior is a great strategy/ adventure game. We found that the sound sometimes became monotonous, especially in the bars, but thankfully there is a sound-off option. The game can be played Budokan (Electronic Arts) using a mouse, joy stick, or keyboard. We you in a precarious situation. This hap- found the keyboard/mouse option best for pened to us a number of times, and we the adventure portion of the game, and turned off the computer before we took the joy stick most appropriate for ’Mech out our frustration on it. The animation combat. You can save as many as 12 games and sound were well done. Except for the in progress, and any can be recalled when one negative point mentioned, we recom- you wish. mend Budokan to any martial-arts or MechWarrior will have you sitting on arcade fan. the edge of your chair as you take enemy ‘Mechs head-on. The combat sequences News and new products alone would have been enough for most Accolade (408-985-1700) enters the ani- gamers. Add in the adventure of finding mated graphic-adventure game category your family’s killers based on clues you with two new offerings. The first is must find throughout the Star League, and Budokan (Electronic Arts) Search for the King. Players assume the identity you’ve got an offering with an extremely of Les Manley, an employee of WILL, the high entertainment value. We recommend inflicted with each hit. lowest-rated television station in New not only to arcaders but also MechWarrior After you spar, the computer gives you York. The station has put up a reward of to adventure gamers. pointers on how to improve your fighting. $1 million to anyone who can find the You can then enter a sparring building to King, the world’s greatest and most elusive compete against another human player or entertainer. You control the actions of Electronic Arts against the computer itself. You can even bumbling Les Manley in search of the 1820 Gateway Drive fight the computer using a different form King, trying as you do so to become famil- San Mateo CA 94404 of martial arts; e.g., you can use the bo iar with the character. What seems logical (415) 571-7171 style while the computer uses karate. may not always be the correct move. The When you feel that you have practiced **** second offering is Altered Destiny, Budokan enough, you can enter the Budokan and wherein players are introduced to a world Commodore version $39.95 fight other computerized opponents. You from another space and time. Designed by Martial arts are back again. In choose which martial art to use for each Budokan, author Michael Berlyn your character learns four different types match. Each style can be used only four (The Eternal Enemy and four other science-fiction novels), you of martial arts and uses them in a competi- times, so use the weaker styles on oppo- tion called the Budokan. Each style of nents with less strength and save the martial arts has over 25 moves, so the oetter-prepared styles for later. If you win, game takes time to master. At the begin- you progress to the next level. If you fail ning, you enter different buildings to to beat an opponent one of three times, practice karate, kendo, nunchaku, and bo. you drop to the next lower level. You can practice the moves by yourself or Overall, Budokan is a refreshing martial- against one of three skilled opponents. A arts game with competition and variety. bar at the top of the screen shows your The moves, however, are a double-edged stamina and ki. Stamina drops as the sword. It is fun to have a variety of attacks player performs complicated moves or is and defenses, but some are hard to accom- hit by the opponent. This bar slowly re- plish, and you might become frustrated turns with rest. Ki represents mental when attempting to do one move but Future Wars (Interplay) power; the more ki, the more damage is ending up with another move that puts

50 SEPTEMBER 1990 control P. J. Barret, who is sucked into a sequence that allows players to easily has healed you. There’s a surprise in store television set and enters a fantastic alter- manipulate the control pad for greater for you. nate world. Both games are for PC/MS- interaction with the game. This multi-use Chris Carmen DOS machines for $59.95 headset offers a removable eyesight for a No address given The Avalon Hill Game Company (301- stereo headset option, a room silence 254-9200) has released Legends of the Lost feature and sound enhancer for NES Curse of the (SSI) Realm for the ($39.95). A sor- games, and a 15’ extension cord. Do you desperately need experience cerer’s evil rule must be defeated; you Mindscraft (800-525-4933) has debuted points for a character? After the fighting avoid traps and enemies as you journey The Keys to Maramon. The Island of Mara- has stopped, continue the battle. Then through a treacherous world. Also out is mon is having problems. Monsters emerge make all of your characters flee, save for Combots for the /128 (and from its cellars and caverns every night to the one who needs the experience points. soon for Macintosh and PC/MS-DOS com- terrorize its citizens and loot the buildings. Watch the total XP mount! puters). You create that must de- You play a hero or heroine hired by the If you need to get rid of some money but stroy an army of aliens that has landed in town to protect Maramon. Every night don’t want to drop it, create a character the year 2020. You can play the game involves combat; every day involves a visit just for storing money, then dump it all on either solitaire or with a friend. There are the town’s shops and buildings for equip- that character. The same advice goes for more than 300 weapons combinations, ment, supplies, and information. You select scrolls or strange weapons. seven scenarios, and three modes of play, one of four heroes. The price is $39.95 for Jason Dunn all for $24.95. C64/128 and $49.95 for PC/MS-DOS Calgary, Alberta Cinemaware (805-495-6515) is releasing computers. three games. Wings, a World War I 1. Complete a bit of adventuring to pick simulation/action/adventure game for the up rumors and experience before heading Amiga, recreates the life of a rookie pilot Clue corner for Essembra. Cast all defensive spells who joins an elite flight squadron during before heading for Hap, as you will be the intense air battles over Europe. It uses (SSI) attacked by three black dragons on the the various aircraft from the war in dog- 1. Remember, draconians each have a way to that area. Make certain that your fights, bombing, and strafing runs in over different way of dying. Baaz turn to stone, cleric has memorized Slow or Neutralize 2,000 different missions—for $49.95. Next kapak melt into harmful pools of acid, and Poison. there’s 3 in Three, an animated fantasy bozak explode. With baaz, the main diffi- 2. A female PC will allow the party to that is a of puzzles, each culty is in keeping your weapon. After a accept a commission from a female drow adding an episode to an expanding story. fight with a non-draconian foe, get his called Silk. A sly, highly charismatic char- There are 90 puzzles, 60 scenes, and no weapon, whether it be a broad sword or a acter can gain experience for the party by dead ends that force you to start over. mace—anything! Keep this weapon, then talking to salamanders. Crimdrac can be This is for the Macintosh for $49.95. Fi- use it when your normal weapon is lost defeated by a combination of Magic Mis- nally, Brainblaster, is a double game pack- within a dying baaz. siles and magical swords. age that includes Xenon 2 and Bombuzal. 2. In Throtl, it’s safe to rest in a room 3. Once you are transported to the top Both are quality action games with 3-D after you’ve killed its inhabitants—usually. of Dracondras’ tower, you have the choice isometric points-of-view, for Amiga, Atari In the catacombs below Throtl, it’s safe to of fighting him or the dragons. If you run, ST, and PC/MS-DOS computers ($39.95). rest only in the treasure room. When rest- the dragons attack. Electronic Arts (415-571-7171) will ship ing in unsafe rooms, always settle your 4. On your way down through the its first 16-bit Sega Genesis video game party into a corner with no doors. That tower, you have the following encounters products this summer, including Populous way, wandering monster attacks are at the bottom of each set of stairs: and Budokan. Other NES titles are cur- minimized. a. a drow lord (AC -5, 106 hp, shield rently being worked on. 3. The flail and chain mail of the high with Glyph of Pain, casts Haste on himself); From Interplay Productions (714-545- priest (who appears in Throtl after discov- b. an illusion (say “no” to it); 9001) comes Future Wars: Adventures in ering the party’s disruption of the conver- c. a glyph-trapped scroll; and Time for the Amiga and Atari ST This sion) are magical ( + 1). d. a set of trapped (folding) stairs. game uses the Cinematique system to 4. Use the disk asked for when you Any character with 18s in wisdom and enable the mouse to control inventory enter a city as a hint. “A” is the easiest, intelligence will win the trial of the management, conversation, and character while “F” is the end of the game. sphere. movement. The point-and-click interface 5. At the second outpost, you’ll be asked 5. Position your fighter/mages in the uses a series of pop-up text and command to do a lot of things. At the commandant’s first two slots of your party. Dracondras’s windows to eliminate the need for a lan- HQ, you’ll find the roster listed in order of Lightning Bolts will reach them. If you guage parser. You start the adventure difficulty. Do not attempt a mission greater can, make sure they cast a Minor Globe of working in a modern city, then uncover a than the first mission. Invulnerability before this encounter. time machine that takes you back to the 6. The Dragonlance is in Gargath, but it’s Dracondras has cast this on himself as Middle Ages. There you find an intergalac- hard to find. The entrance is in the large well, and he also casts Fire Shield when he tic plot that brings you face-to-face with house, in the corner of the room contain- is physically threatened. the ultimate threat to mankind. Mankind’s ing the priest, undead, and snakes. The 6. Some tavern tales you’ve heard may future depends upon your ability to criss- keep itself is pretty tough. be true. The Mulmaster Beholder Corps cross through time, solve puzzles, defeat a 7. When attempting to pass the knight’s rumor is true. Stay on the first floor of the wide assortment of mutant monsters and test of honor, remember one thing: These tower under Dagger Falls to find the alien storm troopers, and perform a res- are knights. Knights are good. Also, do not Corps; they all have +4 long swords, as cue or two. The price is $49.95 for Amiga take anything during the test of greed. well as a few friends. and PC/MS-DOS versions. When the game asks for a character to Kevin O’Collier Konami Inc. (708-215-5100) has released step through the ring of fire or to answer Camp Stanley, Korea several new programs plus a new voice a question, make certain your knight is the command video-game accessory for use one to complete the action—even if he has Dragon Wars (Interplay) with Nintendo Entertainment System (NES) only one hit point remaining. Don’t worry 1. There are several things that must be zapper games. Called the Laser Scope, this about being hurt or killed, even in the done to win this game. When you are sleek, plastic headset utilizes an eyesight fight against undead dragons, until after creating your characters, make certain target locator and voice-activated firing you’ve rescued the knight’s spirit and he each one possesses the swim skill. Make

52 SEPTEMBER 1990 two magic-users, one skilled in high magic branches, and the stone head. For the list very experienced. and the other in druid magic. (Later in the of where to go to find each stone part, —Swim to safety (extremely difficult). game will come a method to obtain a druid look at Quag. When you are finished —Find one of the secret doors in the as well as a sun magic-user, so it’s not there, leave. The dungeon is pretty boring. walls. totally necessary to create those magic- You still have the magic quiver, right? Use —Hide in a sack and get thrown over the users at the start of the game.) Create the Gatlin Bow with the magic quiver and wall! All you have to do is to find the another character with high strength and look at the damage caused. It works at a smelly wall. fist-fighting scores (at least 20 strength, 20 20’ range. Explore Kingshome. John Head dexterity, and 6 in fist-fighting). Fist- 10. In Quag can be found the places to Wheaton IL fighting will save your characters from a obtain the stone parts: the stone arms are fist fight. Also make a character with 24 at the ruins on Forlorn Island, in the 1. In the middle of the city of Necropolis dexterity so he can hit first (I included dungeon; the stone head is in the insane is a secret door that leads into a large climb, city lore, lockpick, hiding, and area; the stone torso is in Necropolis; and compound. Nergel dwells within. Make bureaucracy in this character as well). the stone hands are in Freeport. sure you have a mushroom to give to him. 2. In Purgatory, map the entire city. George Lane 2. If a party member dies, the only way Make certain you don’t fight the king’s APO, NY to bring him back to life is to use the guard and pikemen, as they are really magic pool under Necropolis. hard to defeat. There is a 1,000 gold re- 1. Make your own characters. Don’t Daniel “Beeb” Inger ward for defeating Humbada. The arena transfer them from The Bard’s Tale I-III Suffern NY contest is not required, but it does give Sure, you retain their lesser magical skills, your characters experience and the feeling but their skills are bad. The best four 1. In the Byzanople dungeon, you are of accomplishment. characters to start with include: advised to surrender if asked to do so. 3. There are three methods of escaping —Low magic, high magic, arcane lore, You’ll also find an empty treasure chamber from Purgatory. One is risk free, the sec- town lore, high intelligence and spirit, and whose stairs lead up to the city itself. ond is a little more risky, and the third will bow weapons skill; Locate a locked door; it leads to crypts result in death. Don’t go into the Apsu —Low magic, high magic, bandage, within which you’ll find undead soldiers waters! Try this: Go to the northwest forest lore, high intelligence and spirit, protecting a buried warrior who possesses tower, face west, go forward, turn left, go and crossbow weapons skill; a magic axe. south down to the southwest tower, turn —Climb, lockpick, high strength and 2. If you wonder how to take passage to west, and you’re out of Purgatory. At the health, and a weapons skill (one character Lansk from the Old Dock, why not try slave camp, don’t fight; talk to them and should have sword skill and the other two- putting on the garb of pilgrims? We hear you will obtain a lot of information. handed sword skill, so the two most im- pilgrims travel free of charge. 4. In the slave camp, explore. The old portant and powerful weapons won’t have 3. Send a party member who possesses man likes the fact that you use magic, but to be used by the same person later on; nimble fingers into the barracks just south no points are lost. The individual you can those two weapons are the Freedom of the heavily guarded bridge. Many are obtain here doesn’t seem very useful. sword and the Holy Lance); and asleep inside, but one near the door pos- 5. In Forlorn you may need extra experi- —Bandage, bureaucracy, high strength sesses a valuable object in his pocket. This ence to win the fight with the creatures in and health, and a weapons skill. object might be useful on a strongbox also the ruins. Explore the bridge, as there are 2. Druid skills will be made available located within the barracks. clues and treasure there. You must pay an later in the game (by wrestling a god), and The Lessers amount equal to the number of people sun spells can be found in a tavern in times 10 to cross the bridge. Don’t fight Phoebus. Don’t waste your starting points MechWarrior (Activision) them, as they are quite powerful. acquiring these skills. As you gain levels, A good salvage percentage can some- 6. On the Isle of the Sun, there is a lot to increase your characters’ health, dexterity, times bring in more money than the regu- do in the Magic Forest. First, there is trea- and either spirit for magicians or strength lar payment for assignment completion. sure to the west near the water. In the for warriors. Davion offers the best contracts, but be building, use the horn if you have a char- 3. Before you venture from Purgatory, careful of a contract that looks too good; acter with at least 22 strength—and con- complete the following: you’ll be in over your head. gratulations, you now have a new druid. —Acquire all lesser spells for your spell- Buy the biggest ‘Mechs when you can Save at least two mushrooms. casters. If you find the right shop, the afford them. Having more ’Mechs will get 7. In Phoebus, go to the northeast area. spells are free; you bigger contracts. I managed to acquire There is a tavern where a sun magic-user —Defeat the gladiators as you will be two Warhammers and a Battlemaster for can be found. The dogs have treasure. On given an item that helps you leave the the final battle in addition to my original the ninth day in the prison, there is a way continent; Jenner. to escape. Hide to get past the guards and —Find Urlik; who is in a tavern in the Having a fast jump-capable ‘Mech for the explore. Find a shovel, or climb to get to northeast—he’s a great fighter and not a final battle can give you the victory with the stairs. The word is Halifax. Then enlist bad wrestler; the least amount of damage (it is hoped). in the Army. In the camp, go north; you —Find the power regeneration source in Remember, Dark Wing’s ’Mechs are a lot will be in Byzanople. the southeast tower; and better than the house ‘Mechs. 8. In Byzanople, find the and go —Leave an offering at Irkalla’s statue as David Begley down the stairs. Don’t fight the woman in this will be beneficial to you later in the Teaneck NJ white and red. Follow the directions of the game. men. In the city square is a secret passage. 4. I found five ways to leave Purgatory, It’s September, time for our readers to Go in, making sure all of your characters’ listed in order of increasing risk: pick up their pens and postcards and mail health and magic abilities are at their —Sell yourself as a slave, as this is one of in their votes for the best software adven- highest levels and that you have two the safest and easiest ways out. You’ll have ture of the year! When voting, please dragon stones for each magic-user. Save to solve a couple of puzzles, though. If you specify the system version of the software your game before and after the fight. select this method, remember that dying for which you are voting (PC/MS-DOS, 9. On King’s Island, first go to the insane men love water. Good luck; you’re going to Macintosh, Apple II, etc.). The results of area to the south. There are three useful need it. the voting will be published in our Decem- items there: the signet ring (which you —Go to the Underworld. I advise that ber column. Thanks for your interest and must use to get out of the area), the you wait until your characters become your vote!

DRAGON 53 54 SEPTEMBER 1990 “I love leftovers!”

By now, you’ve all gone out and pur- chased the MU6 Gamer’s Handbook of the MARVEL UNIVERSE™ 1990 Character Updates book. This 256-page compendium contains a myriad of Marvel characters never before put into the game’s statistics, plus important updates on your favorite characters, like Spider-Man’s Captain Universe powers. The designers, however, had more characters than they had room for in the book, so DRAGON® Magazine has grabbed up four of the characters that didn’t make the final cut. We present two heroes this month and will publish two villains in November tissue #163). Also look for a special Halloween “MARVEL- Phile” next month by Dale A. Donovan. Special thanks to , Judy Gifford, Peggy Cooper, and Barb Nish for their assistance in compiling this column.

DRAGON 55 MARVEL

BACKGROUND across most of Europe, North was cap- quarterstaff with which he could do Good Real Name: Dakota North tured by Bheik along with her brother and damage. When fighting with the staff, his Occupation: Private investigator an associate, Amos. In escaping, North lost Fighting rank was considered to be Un- Legal Status: U.S. citizen with no crimi- the pen to Bheik, who subsequently acci- earthly. Stick could use his staff to deflect nal record dentally released its deadly contents. Bheik arrows and thrown weapons such as Identity: Publicly known and his men were killed. shurikens. This action requires a success- Place of Birth: Unrevealed A subsequent case of North’s involved the ful Agility FEAT roll. Marital Status: Single pre-teen super hero group, Power Pack, Talents: Stick was a martial-arts master Known Relatives: Samuel “S. J.,” father; and the vigilante known as the Punisher. and knew all five types of Martial Arts (A Richard, brother through E). He was also a Weapons Master Base of Operations: Mobile, with and a Weapons Specialist with his “stick” branch offices in New York City; Paris, (quarterstaff). He had the Trance and First ; Rome, Italy; and Tokyo, Japan Aid talents. Past Group Affiliations: Head of Da- Contacts: Stick was the leader of a group kota North Investigations STICK™ of six other marital-arts masters. He Present Group Affiliation: None helped Daredevil when the latter was F AM(50) learning how to use his radar sense. Stick KNOWN POWERS A RM(30) also knew Black Widow, and he taught Talents: Dakota North has Martial Arts E, S GD(10) some skills to Elektra. Guns, and Marksman skills. Her Reason is E RM(30) Remarkable as a Detective. She gets a R TY(6) ROLE-PLAYING NOTES + 1CS to her Agility rank when perform- I UN(100) Stick was a taciturn, stern fellow. He ing gymnastic maneuvers. P MN(75) was a harsh taskmaster when training Contacts: Through her dad, Dakota has Health: 120 someone, crankily pointing out a person’s connections with the CIA. The interna- Karma: 181 mistakes no matter how well that person tional scope of her business has also led to Resources: PR(4) did. But he was also a brave and generous her cooperation with Interpol. She knows Popularity: 0 (25 to martial-arts experts) man who was willing to give up his life to the Punisher and the pre-teen super hero save his friends. group, Power Pack. BACKGROUND In your campaign, Stick might have been Real Name: Unknown the trainer of any martial artist or ROLE-PLAYING NOTES Occupation: Leader of order of martial weapon-using hero or any hero with prox- Dakota North is a determined young artists, sensei, pool hustler imity sense or heightened senses. Al- woman with good business sense and Legal Status: Unknown though he died in the comics, he could still superb detective skills. Because of her Aliases: Master be alive in a game-campaign world. He many talents and successful exploits, Identity: The general public was un- could act as a counselor for heroes, guid- North has gained world fame as a private aware of Stick’s fighting abilities. ing them and occasionally providing them investigator. Place of Birth: Unknown with important information. He and his North could be encountered when she Marital Status: Unknown group of martial-arts masters could also opens an office in your campaign’s major Known Relatives: None provide a great place in which injured or city. She could meet your heroes while Base of Operations: New York City and hunted heroes or NPCs could hide. working on the same case, or she could be atop a mountain at an unknown location hired by the heroes to do some investiga- Past Group Affiliations: Unnamed HISTORY tive legwork that they cannot perform order of martial-arts masters Nothing is really known about Stick’s themselves. North could—unknowingly- Present Group Affiliations: None early life before he befriended Matt Mur- accept a case from a nondescript villain to dock (Daredevil). Stick was a blind man investigate the civilian identity of one or KNOWN POWERS who had somehow developed a special more of your campaign‘s heroes, Proximity Sense. Unearthly rank combat “proximity sense” and enhanced his re- sense. Stick could not be blindsided, and maining senses. These abilities allowed HISTORY this ability worked even in darkness. him to sense far more than a normal hu- Dakota North is the daughter of Samuel Enhanced Senses. Applied to taste, touch, man could. J. North, a retired agent of the CIA. Little hearing, and smell (Stick was blind); Stick became the leader of an elite group is known of Dakota’s early life other than Amazing power rank of warriors based on the top of an un- at a relatively young age, she chose a Telepathy. Excellent power rank named mountain. Stick was a master of career as a freelance private investigator. Bio-Energy Drain. Amazing power rank, martial arts and was especially adept in Her business is apparently quite successful three area radius. By mentally linking with using a long stick in combat, from which in that it currently supports four branch another member of his martial-arts group, he took his name. The members of the offices around the world. Stick and his fellow member could drain order developed a number of mental In North’s earliest recorded case, she 50 Health points each, per round, from powers that were either psionic or mysti- was hired by Major George C. Cooper, a every enemy within three areas. After cal in nature. Each member of the order former intelligence agent and associate of draining 1,000 points of bio-energy, the was required to rid himself of all destruc- North’s father, to protect Cooper from the drainer’s body exploded. Stick and his tive emotions. operatives of an international arms dealer, partner could do nothing else while drain- Stick’s group spent many years fighting Sheik Ibn Bheik. Fearing for his safety, ing life energy. If less than 1,000 Health the Hand, a Japanese-based group of Cooper passed a cartridge of experimental points were drained, Stick and his helper ninjas who hired themselves out as merce- quickly dissipating nerve gas hidden inside each made an Endurance check on the naries and assassins. The members of the a pen case to North’s younger brother, Stun column. Hand served a demonic entity known as Ricky. After chasing her wayward brother Weapons: Stick’s weapon of choice was a the Beast.

56 SEPTEMBER 1990 Long ago in New York City, a young man named Matt Murdock was accidentally struck in the face by a canister containing radioactive waste. The radiation blinded him but also provided him with a unique “radar sense.” After leaving the hospital, Matt was found by Stick, who taught Matt how to use his new radar sense, which was similar to Stick’s proximity sense. Stick also taught Matt various methods of hand-to-hand combat. Later, while enrolled at Columbia Uni- versity, Matt met Elektra Natchios and fell in love with her. After Elektra’s father, a Greek Ambassador, was killed by terror- ists, Elektra left Matt and the United States, going to Japan. There she was trained under a sensei who had been thrown out of Stick’s order because he had not been able to completely rid him- self of all his destructive emotions. Elektra reached a high level of martial prowess, but she was still filled with hate because of the death of her father. Elektra’s sensei told her about Stick’s order, hoping that it could teach Elektra to achieve inner peace. Stick accepted Elektra as a pupil and trained her for one year. She became even better at combat and began to develop the mental powers that the members of the order possessed. Stick eventually had to expel her as she had still not been able to rid herself of her hatred. Elektra joined the Hand for a time, then became a freelance assassin. Years later, Matt Murdock (as Daredevil) met Elektra again. Shortly after that, Mur- dock lost his radar sense after being caught in the concussive force of a bomb blast. Murdock found Stick, who was pool- hustling in New York City, and Stick helped Matt develop his radar sense again. A while after that, the Hand began a campaign to kill all the members of Stick’s secret order, which at that time had only seven members, including Stick. After Stick was attacked by four Hand assassins in New York City, he summoned the other members there. Only three other mem- bers arrived: Claw, Shaft, and Stone (the other members had apparently already been killed). Stick and his fellow members were able to kill Kirgi, the Hand’s deadliest warrior. Later that night, a horde of Hand assassins attacked Stick and his friends at Matt Murdock’s apartment. Daredevil and the Black Widow were also involved in the battle. Claw was killed during, the fight. Stick and Shaft then joined hands to drain the life force of the remaining Hand mem- bers. Stick ordered Stone to help Dare- devil and the Black Widow escape. Stone fled with his two charges, reluctantly leaving Stick and Shaft behind. The bodies of Stick and Shaft exploded shortly there- after, having been filled with more life energy than they could contain.

DRAGON 57

orin kept to the shadows as he edged closer to the flickering glow of the campfire. He moved only a few inches each time, cautiously closing the gap Shadow between himself and the two men seated cross-legged by the fire. Not a stone or leaf was disturbed by his passing, which is the way he wanted it. The pair of horses hobbled to a stake some yards from the camp heard him Play well enough, but they paid no mind. The dirk felt hard and comforting in his hand, and for the seventh time he debated whether to kill both men outright or simply hold them for whatever food and valu- ables they carried. Lorin did not enjoy killing, not even now with a contract waiting to be fulfilled. Besides, an assassin with a reputation for indiscriminate murder was little better than a cutthroat, and about as reliable. He had no desire to build such a name for himself his first few days in the profession. A sudden growl from his belly caused him to freeze just by John P. Buentello as he began another movement forward. He sank down to the hard surface of the desert, seeking the shadows. Counting each breath until he reached thirty, he rose again and looked toward the campfire. Neither man had stirred from his place. Enough of such nonsense. Lorin of Bredith was no cutthroat to be caught by the protests of a hungry belly. Had he not come all this way across the desert to dispatch Mellenar to his grave; and at a lord’s request, no less? He would hold the pair at knife point once he got closer. The night would mask his position long enough for him to be off before they could fathom what was happening. Lorin quickened his movements, sliding silently into the ring of light cast by the fire. He disliked exposing himself so. Darkness was a friend he could trust. Being one with shadows for so long made him wary in any place where none were cast. One of the men, the larger of the two, reached toward the metal pot hung by posts above the fire. Lorin detected the rich smell of a meat stew, and his stomach pulled at him again. He held the dirk firmly in his hand, ready to strike, and moved toward the man’s back. That was when the light left the world. Lorin felt a presence surround him—something animal, wild and full of anger—and then he was rolling in the dust, clawing at some black creature that covered him like a foul smelling blanket. It clogged his eyes and ears, slip- ping down into his throat and gagging him. He struck at the thing with his blade, and streaks of light from the fire appeared where he slashed but were swallowed instantly by the flowing darkness. Lorin’s mind began to deaden; his thoughts became unclear. He wondered if this was how it was to die. He felt as though his body floated in a pool of still water and real- ized without fear he was no longer breathing. The dark- ness became thicker before his eyes closed, and his last thoughts were of money he would never collect on his contract. Those thoughts were the first he came back to, and when he opened his eyes he saw he was still holding the Illustrations by Ken Widing dirk. The smell of food was strong about him, and he

DRAGON 59 shifted his eyes to stare into the fire he lay beside. Lorin simply shrugged, wondering if the other man “There is no need for the knife,” a deep voice said. could sense the tension in his face. Why did he have to be Lorin turned toward the sound, keeping the dirk raised, so exposed now? In the light he was no good. Questions ready to strike. and answers were for diplomats, not for him. The man who sat before him was heavily muscled, with “He is now Lord of Tanske,” Pelar said. “A warrior, cold black eyes that refused to return the fire’s warmth. but the people there seem to think he makes a good leader He grinned from behind a full growth of beard and as well. Tomorrow he becomes a warrior once more. After reached for the cup that lay in the sand before him. Lorin that, Tanske will be without either.” saw the flash of silver on his lingers and counted at least a Lorin felt his stomach turn despite the food that now lay dozen rings before the beefy hand withdrew with the cup. within it. If Pelar meant to battle Mellenar for the leader- “That will not do you any good,” the large man said, ship of the town, he might never collect his payment. He taking a drink from the cup. He wiped his beard on a was beginning to regret ever stepping foot out of Bredith. satin sleeve and smiled again. “If I wished you dead, you “Why do you want to kill this Mellenar?” already would be.” Pelar’s scowl deepened, and deep in his black eyes a fire “From you, or from the one seated behind me?” Lorin began. “Mellenar and I were comrades, from the Battle of had heard the clumsy movements of the smaller man at Roelein to the day Lord T’lain knighted us full warriors his back. He guessed the other was just within striking in the service of the gods. He was a brave fighter but lim- distance. If he had to, he could stab backward at the man ited in his vision. I found other ways to serve the cause— and have enough time to throw the dirk at the other man’s ways he disliked.” heart before they could move against him. The thought of Lorin’s gaze swept back toward the darkness, watching killing his first men made him shudder for a brief moment. as it flowed and ebbed along its edges, the animal pres- The large man grinned again and finished his drink. He ence close now. He did not have to ask what kind of ways motioned toward Lorin’s rear, and the smaller man Pelar spoke of. He had yet to meet the knight who felt stepped into view. “Kagge would not be the one to worry with one who gave himself to the dark arts. about, although he did ask my permission to kill you be- “He was a fool to spurn my friendship.” Pelar said, fore you woke.” pouring himself another cup of drink. “I found ways to “And I still think we should,” Kagge said, squatting bring our lord more power than anyone dreamed. He next to the other man. The small man was stout but solid, could have stood by me.” with a sad face that almost made Lorin want to laugh. Lorin felt for the dirk in its sheath. “What happened?” “He could be dangerous to us.” “He convinced the lord I was evil and had me driven “Only if he carries disease.” the other man said. Lorin’s out. He drove out all who practiced with me and scattered hand tightened about the handle of the blade, his anger us over the desert.” rising at the insult. Before he could move, something Including another who now wished him dead, Lorin brushed at his back, and he saw the edge of the darkness thought. He hadn’t bothered to ask why Lord Crespin grow closer about him. had placed a contract on Mellenar’s life. It had been “No slight given,” the large man said calmly. “As you enough, when he went to the Lord of Bredith seeking his can see, however, I am fully protected. If your temper is a first contract, to be given such a generous assignment. It short one, then perhaps you should go back to the desert made sense to him now why the lord would send a novice. now.” A true assassin would never have touched the job. Lorin watched the dark, formless shape withdraw into “So you plan to fight him now?” Lorin asked, the night again. He let out a slow breath and sheathed his Pelar laughed, sending a roar out into the darkness. blade. “As long as I’m here, I might as well eat,” he said, The black shape at Lorin’s back shuddered and began to then added, “I am Lorin of Bredith.” move forward. Lorin felt his skin crawl as it advanced, The large man nodded. “You are a long way from and was ready to dive into the fire if it came any closer. home. I am Pelar, of the world these days, soon to be Pelar motioned once, and the thing retreated again into exclusively of Tanske. You’re welcome to our food.” the darkness. Lorin spooned a healthy portion of stew into the bowl “I would be a fool to face Mellenar in combat. He was that Kagge offered him and sat with his back against the the best warrior in the lord’s army, and if the rumors are darkness. Somewhere behind him, the thing that had correct, he’s lost none of his skill. I’ve been hearing tales attacked him moved almost silently. of his exploits in keeping Tanske safe from desert raiders “Where are you bound?” Pelar asked, reaching to pour since I began this trip.” wine from a flask into Lorin’s offered cup. “Then what do you propose to do?” “Tanske also. I do not seek my home there.” The large man scratched at his beard. “I plan to kill “Are you a trader then?” him.” Lorin nodded, watching both men’s eyes. Pelar’s were “And spread his bones across the city,” Kagge said, ice cold in their blackness. “Of sorts. I am always on the drinking deep from the flask he held. “Then we rule in his lookout for opportunities. Why do you seek to make place and take his woman. I will enjoy that.” Tanske your home? Are you from there?” Pelar cast him an angry look, and the other man grew Pelar shook his head, and a scowl briefly flashed across silent. “You felt the power of the bothra when you tried his face. “No, but all I wish is there. Tell me, have you sneaking into this camp. Do you think even a knight could heard of Lord Mellenar?” live through that?”

60 SEPTEMBER 1990 Lorin did not reply. He’d heard of the bothra, the The knight turned at the sound of his name, and Lorin shadow creatures that those who followed the dark arts saw for the first time the large broadsword at his side. The were said to employ. If Pelar sent a bothra against Mel- Lord of Tanske made no move to reach it but pushed his lenar, the Lord of Tanske was as good as dead, and wife back behind him. Lorin’s first commission as good as lost. “I don’t recognize you,” Mellenar said, his eyes drop- “You did not say why you were bound for Tanske,” ping to regard the hand where Lorin held his blade ready. Kagge said. he poked the sharp end of a branch into the “You’re a stranger here in Tanske.” fire, watching Lorin steadily. “How do we know you Lorin nodded and stopped before the lord. He nodded won’t tell Mellenar that we’re here?” He turned toward toward the woman, watching her frightened eyes attempt- Pelar, crouching close to him like a dog to its master. “I ing to size him. Mellenar turned back to her and cupped still say he should die.” her chin in his hand. “Asala, take the children to the Pelar shook his head and fixed the assassin with a gaze square. I’ll be there shortly.” as dark as the night. “It doesn’t matter. Let him howl it to Lorin waited for the woman to usher the children down the wind if he wishes. Nothing can stop the bothra from the lane. The blade hidden in his hand burned with the killing the man whom its master commands it to seek. heat of the morning sun. A surge of disgust filled him. He The creature will not be stopped.” He smiled again and turned to Mellenar again, slipping the blade back into its sat back. “Perhaps you should tell Lord Mellenar, if you sheath. “We must talk, Lord.” get the chance. I would enjoy thinking of him running in “Who has sent you?” Mellenar asked. Still he did not fear from me.” make a move toward his own weapon. Lorin nodded and stood then, backing slowly from the “A fool, it seems,” Lorin answered. He thought again pair. He did not bother to reach for his blade. The mad- of all the gold that had been shown to him back in Bre- man before him would have instructed the bothra to de- dith. He thought of never being hungry again, and of stroy anyone who threatened its master. He allowed the forever living deep within the shadows of the world. “But darkness to swallow him once more and fled into the not as big a fool as the one I met in the desert. I bring desert. regards from a wizard called Pelar. I believe he was once a The sun was just footing the distant hills when Lorin friend of yours.” reached the outskirts of Tanske. The wall guards regarded Mellenar nodded, but his expression did not change. him with sleepy looks as he passed through the city gates “He was a friend. He is no longer. If you are here to help but did not challenge him. The streets of the city, which destroy this city, know that it will not matter if I die. The should have been filled with those who made their living council will never give up what we have fought so long to through the night, were bare and silent. Mellenar appar- acquire.” ently liked his city quiet at night. Lorin could understand “There doesn’t seem to be much fighting going on now.” why Pelar and the Lord of Bredith sought the life of such Mellenar nodded. “A hard-won peace. Too many here a man. have lost good friends. We’ve established treaties with the A merchant setting up his wares for the day’s work neighboring cities. All we wish now is our own place.” provided Lorin with instructions for reaching Mellenar’s Lorin looked down the lane toward the square where dwelling. He smiled when he spoke of the Lord of Tanske, Mellenar’s wife and children waited. “You have given this and Lorin was surprised to hear real affection in his voice. place a new life, it seems. I agree it is fair to give it a Mellenar’s home was not a large one, and Lorin noted chance to thrive, but I think it needs its warriors, too. It that it was built in the same manner as all the other homes needs its lord.” along the lane. He sat on a stoop across from the dwelling Mellenar sat on the steps before his home, lifting his and waited. There was something bothering him about face toward the sun. He sighed once and nodded. “Per- this knight-turned-lord, and it was more than just the haps that is so, but I think Pelar will argue the point. thought of losing his money. What are his plans?” The morning sunlight flooded the nearby square before “He has a bothra in his service,” Lorin said quietly. life began stirring in the Lord of Tanske’s home, and Mellenar glanced at his broadsword and nodded. “That Lorin pushed himself into the shadows cast by the stoop’s is bad. I may have to leave this place to face it. I wouldn’t awning. He watched while a half-dozen children of vary- want Asala or the children to see.” ing ages spilled into the tree-lined lane. “You plan to light it?” A man and woman followed close behind. The man was The lord nodded. “What else is there?” tall and well built, with a smile that spread wider each Lorin sat down next to the lord and watched the chil- time one of the children ran before him. The woman he dren playing in the square. The sunlight felt hot and held stared up at him with loving eyes and left his side heavy above him. “You may be right. The only way out only to pick up a boy who had fallen from a low branch of may be for you to die. How much do you know of the one of the trees. bothra?” Lorin pulled the dirk from his sleeve and palmed it, the “They’re loyal until their task is done, then the wizard point digging into the flesh of his fingertips. Deep within has no hold on them. They will not stop until they’ve him, he felt a different sort of cutting pain. He broke from killed.” the shadows and crossed the lane, squinting against the “So I’ve heard,” Lorin said. “So I’ve heard.” glaring sun. “Lord Mellenar?”

DRAGON 61 The assassin watched from the darkness of the lord’s “I did not believe it would really work,” The lord said, receiving room. He knew the shadow creature would wiping the blood from his face. “I could feel the thing all come, but from where? He hefted the useless dirk in his around me. It made me want to choke.” hand, watching a single drop of blood slip from the blade. “You would have done far worse if you had dared to How many times would he watch a similar scene in the breathe. Be thankful such creatures aren’t as blessed with future? brains as they are with power.” Movement from the far side of the room caught his eye. “Do you think it really will kill Pelar?” The bothra appeared near the lower edge of the open Lorin nodded and sheathed his dirk. “You spoke of how window, winding and flowing through the midday light, the freedom of this place was hard won. I think the crea- seeming to flee from the sun. In the full daylight it no ture will fight just as hard for its own freedom.” longer resembled an animal. Now it was little more than a Mellenar clasped Lorin’s shoulder, a gesture the young black cloud, the center of which seemed darker than the man was surprised to find he did not mind. “I owe you most starless night Lorin had ever seen. my life, Lorin of Bredith. I and my family will always The shadow creature rolled across the floor, shifting and welcome you as one of our own.” He bound his wounded pulsing, following an invisible trail to its source. Lorin arm with a length of sash from the window curtain and waited until it reached the line of blood he’d allowed to regarded his guest with a knowing look. “You never did flow across the floor. Then he stepped from the shadows, tell me why you came to Tanske. If there is anything I can dragging his burden behind him. help you with, anyone you wish to find.” The bothra stopped when it sensed his presence and Lorin shook his head and smiled at the Lord. “No that of the still, bloodied form he held. The creature need. I already found him.” seemed to regard Mellenar’s body with a visible contempt, Mellenar’s eyes, as piercing as the wizard’s had been, but the anxious writhing it had displayed earlier lessened held a look of understanding. “And was your business as it drew near. successful?” Lorin did not move as the blackness touched his feet “As successful as it needed to be,” Lorin said. He and crawled up his legs to flow over the body of the Lord reached out and held Lord Mellenar’s shoulder for a mo- of Tanske. It seemed to absorb the blood that covered his ment. “As I said before, a city needs its warrior to keep its body, growing fatter, a dark leech setting to feed. It re- peace. Tanske chose its leader well.” mained only an instant, then flowed back to Lorin’s form. “Will you stay the night?” Mellenar asked. “Hear me, dark one,” he said, plunging the bloodied Lorin shook his head and turned toward the window knife into the black mass. “Here is the blood of the one again. The midday sun was at its apex, shining full into you sought. I have done the task your master set for you. the dwelling. Lorin closed his eyes, feeling the warmth on You have failed and must never be free.” his face, then opened them to the brightness once more. The bothra shook with rage, sending an icy shudder “No,” he answered slowly, “I think not. Bredith awaits through Lorin. He released Mellenar’s body and allowed my return, and I have much to consider before I reach it.” the creature to cover him entirely. Mellenar nodded. “Such as?” “Killing me will not free you,” he shouted into the “Such as what I am to be in the world,” Lorin an- darkness smothering him. “I have taken your task from swered. He felt himself smile. “At least I know what I am you. You serve Pelar no longer. To be free, you must now not.” He looked again toward the light beyond the win- serve me.” dow. “Besides, I have a desire to begin the journey in the The blackness receded instantly, flowing like mud in daylight. Night will come soon enough, and there are a summer rain. Lorin watched it retreat to a corner of the great many things I wish to see before the darkness falls.” room and laughed. “Pelar is not the only one who knows your ways,” he said. “You’ve failed your mission and forfeited your freedom to me. Hear me, foul thing, and you may yet be free.” The bothra rolled forward again, almost laying itself at his feet. Lorin swallowed his disgust and continued. “You have but one purpose here, to kill. You may have your freedom if you do so. I command you to seek your former master. Kill Pelar and you are free.” The room turned to a sea of darkness as the monster sprang forward, stretching toward the window. Lorin watched it flow back in the direction it had come, then stepped toward the window. “Pelar and Kagge must both die. Do not fail.” Lorin did not move from the window, not even when Mellenar’s still-bloody form stirred and rose from the floor. The knight moved slowly toward him, favoring the arm where Lorin had cut a bloody gash with the dirk. He leaned against the sill and watched the cloud of darkness disappear on the horizon.

62 SEPTEMBER 1990

©1990 by John C. Bunnell

What is reality, and which dice do you roll to get there?

GAME’S END Even if the pseudo-physics made sense, Not surprisingly, the lead roles go to Kevin J. Anderson the Outsiders fare unreasonably badly in three independent-minded sister prin- Roc 0-451-45031-0 $4.50 Game’s End. Right up till the end, they cesses; Norton, May, and Bradley are all It’s “spoiler warning” time, as I can’t bicker and work at cross purposes as their noted for favoring strong heroines. While explain my reaction to Game’s End without own world begins to fall apart. Magic the novel can hardly be called a feminist discussing the books ending in detail. manifests, phones go dead, doors lock by tract, the major men’s parts are generally Kevin Anderson’s Gamearth trilogy has themselves—but these supposedly intelli- less than compelling. One king is a wiz- been peculiar from the start, but its con- gent young people don’t even pause to ards tool, the other is a victim of events, clusion adds several whole new dimen- plan strategy or reason their way out of and the puppet’s son is likeable but no sions to the concept of overeager impending disaster. Nor do they notice match for the youngest princess. Of the game-mastering. they’re being manipulated, let alone male leads, only the remote wizard Oro- Gamearth’s “relative reality” has been at whether their puppeteer hails from gastus emerges as a truly multidimen- issue throughout the trilogy. Is Gamearth Gamearth, from the next reality up the sional personality who might not deserve as “real” as the world of the fantasy scale, or from the other side of a three- his black reputation. gamers (“Outsiders”) Scott, Tyrone, David, book contract. The setting is both familiar and distinc- and Melanie? Late in Game’s End, we get This would be just barely forgivable if a tive. Civilization is broadly medieval, but an answer: These two worlds are neigh- pending fourth volume allowed the former there are vast wildernesses, several intelli- boring dimensions in an infinite series of Outsiders to come to terms with their gent nonhuman and semi-human races, game universes. The discovery costs one situation. But that doesn’t appear to be in and just enough well-concealed and disin- Gamearth character her existence and Anderson’s Book of Rules, segments of tegrating technology to tag the milieu as a provides the trilogy’s punch line when two which make up the rather flippant bio- long-lost human colony world. Most of the meta-gamers roll dice in the final scene to graphical sketch that opens Game’s End. magic appears to be of psionic origin decide whether a doomsday weapon fired What Anderson has written is tantalizing, though some relies on hardware that’s at from Gamearth will detonate in David’s but it’s spectacularly flawed, and gamers best barely understood by its users. living room. “Punch line,” though, is all too will have to keep waiting for the definitive Within these parameters, the story itself descriptive. The cosmology simply doesn’t RPG-fantasy crossover story. is a thoroughly traditional character- hold together, and it betrays the Outsiders building quest adventure, in which each as no more than authorial . BLACK TRILLIUM princess must come to terms with her This “infinite game” is unconvincing. It’s , Julian destiny and powers. Of the three, one an unwieldy variant of the old “parallel May, and turns to magic, one to war, and one to time tracks” concept, only now anything Foundation 0-385-26185-3 $18.95 statecraft and marriage, neatly covering that anyone has ever imagined gets its Three words describe Black Trillium: all the bases. Only together can the sisters own plane of existence. By extension, any implausible, inevitable, and remarkable. wield the tripartite magical device needed ending to the trilogy would be as valid as The collaboration is implausible, given that to “rebalance” the world and counter any other, eliminating all emotional im- the three authors involved are widely Orogastus’ plans. pact. Yet accepting the premise seems to separated by geography and circumstance. It may be both praise and invalidate parts of the trilogy itself, in It was also inevitable in today’s world of to say that Black Trillium will certainly which the intrusion of “reality” into high-concept publishing: it’s hard to imag- appeal to readers who enjoy the work of Gamearth creates spectacular pyrotech- ine a more powerful drawing card than any one of its collaborators. While it nics. In the first book, David and Tyrone the creators of Darkover, the Witch World, clearly reflects skillful craftsmanship and can’t manifest fully on Gamearth because and the Many-Colored Land. And it’s re- technical proficiency, the very ease with their “reality” would destroy everything markable because it works. The novel which the writers’ styles blend makes one around them; in the third, Tyrone is in- behind the drawing card plays to the wonder how distinctive they were in the stant cannon fodder for a horde of strengths of all three writers in a wide- first place. Make no mistake: Black Tril- Gamearth monsters. The interrelation ranging, solidly crafted narrative with lium is an entertaining, well-told tale, but ship between the realities isn’t worked out elements of high adventure, vivid magic, it is no more than that, regardless of the well enough to sustain the plot. and remote . eminence of its authors.

64 SEPTEMBER 1990 THE QUEEN’S HEAD ground, in a hidden enclave of ancient Edward Marston David Cook plotters; and on the heels of a young Maz- Fawcett Crest 0-449-21791-4 $3.95 TSR 0-88038-904-4 $4.95 tican woman who finds her life constantly You won’t find this one in the fantasy redirected by destiny. section of your neighborhood bookstore. It IRONHELM Unfortunately, Niles’ news division lacks may, in fact, be sufficiently obscure to an anchorman, and Ironhelm therefore have vanished from the mystery shelf TSR 0-88038-903-6 $4.95 has a distinctly choppy quality. In addition between the time I write this and the time The cumulative effect is rather striking: to leading characters Erix and Halloran, at it sees print. And it’s just dry enough the Forgotten Realms have gone multi- least half a dozen other supporting players (that’s dry as in wine, not as in boring) that cultural with a vengeance. Horselords serve as viewpoint observers at one point it may be an acquired taste. But chase begins a trilogy with a strong Far Eastern or another, and most of them gain individ- down The Queen’s Head anyway, because flavor, while Ironhelm appears to be the ual subplots in the bargain. Besides the Edward Marston’s tale of murder most first part of the Realms’-eye version of the invasion from without, Maztica is threat- theatrical in Elizabethan England is as Spanish conquest of Central and South ened by internal political and magical sharp-eyed and useful a travel guide to its America. But if the novels share a common intrigues—and covert forces of great good period as you’re likely to find for the theme—the introduction of new civiliza- and great evil are rapidly becoming in- price—and a well-plotted mystery besides. tions into the Realms—they differ both in volved as well. There is simply too much Its protagonist is Nicholas Bracewell, emphasis and in execution, and there are going on for the novel to maintain a con- behind-the-scenes manager of a prominent some instructive observations to be made sistent focus. acting company, and the time is the weeks from the contrast. The two books are about even in terms just before and after the defeat of the Horselords begins like an unexpected of historical and cultural lore. Ironhelm Spanish Armada. Nicholas is very nearly swimming lesson. David Cook plunges may have more real-world parallels, as an ideal viewpoint character for the his- readers instantly into the heart of the Niles sets up the Realms’ version of the torical voyeur; left to his own devices, he Tuigan horde and keeps them there virtu- Spanish conquistadors versus the natives, inhabits the pubs, boardinghouses, and ally throughout the novel. The reluctant but Horselords probably has the edge in streets of the vast middle class, but when historian Koja finds himself forced to terms of pure, accessible cultural informa- matters call for it he is entitled to walk adapt to the barbarians’ unfamiliar life- tion. On the flip side, Ironhelm definitely and listen among the nobility whose style, but it isn’t long before he’s moving offers more “AD&D® game flavor” than wealth provides sponsorship for London’s through the currents of Tuigan intrigue does Horselords, which could almost pass theatrical endeavors. with a fair degree of confidence. as a straight historical novel until near the Marston’s plot ranges widely on both Meanwhile, a continent or two to the end, when Cook sets up a highly charged levels. The unexpected murder of one of southwest, the events of Ironhelm are magical finale. Bracewell’s actors sends him investigating unfolding as if covered by an entire televi- into taverns and alleys of dubious repute, sion network news division. Douglas Niles’ while the company’s leading actor recruits narrative scatters hidden cameras all over Nicholas as middleman in a prospective the landscape: in the capitals of two rival tryst with a gentle-born lady (under the Maztican empires; on the ships of an ex- nose of the actor’s wife). Meanwhile, every ploratory force of clerical warriors; under- theatrical company in London is scram- bling to produce a play commemorating the British defeat of the Armada, danger- ous pranks threaten one of the company’s child actors, and Bracewell’s mistress is becoming understandably concerned for his safety. The narrative is lively and detailed, giving plenty of sensory information about scenes as well as advancing the action. There’s more than enough background for gamers to construct and populate several city locales; it’s not inconceivable that an entire campaign might be built around a theatrical troupe. Marston has a keen eye for personality as well as for place, and the small eddies and intrigues among the actors are eminently believable. If there’s a weak point, it’s that Marston must slightly stretch credibility when he eventually connects most of his subplots into a larger conspiracy, a good portion of which is conducted offstage. But that’s a minor matter in an otherwise engaging yarn, and the many virtues of The Queen’s Head more than outweigh its few blem- ishes. Gamers willing to step across the bookstore to collect the novel should be more than pleased with what they find.

DRAGON 65 Ironhelm’s other distinction is that, to leader, Captain Willard Phule, who is court- It’s been just six months since the last my knowledge, Niles establishes new martialed into the slot after talking some of Mercedes Lackey update, but already ground for the fantasy-adventure genre. his colleagues into strafing a peace-treaty there are two and a half new Lackey Most fantasy and SF with Central Ameri- signing ceremony. (It wasn’t his fault that no books out. Oddly enough, Magic’s Price can overtones is more historical than one told him the war was over.) (DAW, $4.50) is the weakest, bringing the imaginative; Niles takes the opposite road, But Phule is no ordinary Space Legion- Last Herald-Mage trilogy to a somewhat which is refreshing. Horselords can’t make naire. He’s also the heir to the galaxy’s rushed and ambivalent conclusion. The that claim, and in fact there are some largest munitions empire and an absurdly problems may have been inevitable in strong resonances between Cook’s novel wealthy man in his own right. So when part, since the ending sequence has been a and Imperial Lady, an Andre Norton-Susan the command of the Legion’s least popular given from the beginning, but a split in the Shwartz collaboration (which is itself well company is dropped in his lap with in- viewpoint doesn’t help matters either. worth reading) available from Tor Books. structions to “turn things around,” he Valdemar fans should be pleased but not The various pluses and minuses make it takes the job perfectly seriously. And overwhelmed, though the next book difficult to render an absolute judgment as before long, his unconventional logic and sounds promising. to which novel is better. For pure crafts- vast resources have turned the dregs of Followers of Lackey’s contemporary manship, Horselords is easily superior, but the Space Legion into an unconventional occult investigator, Diana Tregarde, will be Ironhelm gets higher marks for inventive- but effective team of soldiers. well satisfied with Children of the Night ness. In this case, readers who prefer one Though Asprin’s stated intentions are (Tor, $3.95), a prequel to last year’s Burn- book are just as “right” as those who pre- humorous, the pace of Phule’s Company is ing Water. This time Diana is in New York fer the other. frequently almost leisurely rather than coping with several sorts of and frenetic. That’s both refreshing and inevi- coming to terms with her personal table, since a substantial portion of the powers. While there are some rather book serves mostly to establish the compa- overt philosophical borrowings from the ny’s characters and milieu. The humor is Valdemar books, and AndrE LeBrel is never far from view, though, and it’s here really too good to be true. Lackey’s blend that Asprin shows admirable versatility. of intelligent characterization and solid Some of the comedy derives from the psychological tension remains distinctive juxtaposition of Phule’s spectacular wealth and satisfying. (Warning for completists: with the usually spartan customs of the This novel expands and in some ways military. Other comedy is character contradicts the short story “Nightside,” driven; there’s the utterly silent Legion- previously published in Marion Zimmer naire who turns into a talking dynamo Bradley’s Fantasy Magazine.) when put in charge of the company’s radio Knight of Ghosts and Shadows (Baen, net, the fearsome-looking alien who’s a $3.95) counts as only half a Mercedes closet pacifist, and the company cook who Lackey book because it’s a collaboration specializes in stickfighting on the side. And with newcomer Ellen Guon. But it also another layer of amusement comes from counts as a glittering success and a mag- the understated voice-over narration pro- nificent addition to the ranks of “urban vided by Phule’s personal butler and confi- faerie” novels. The blend of Hollywood dant, Beeker. wheeling and dealing, Renaissance faire Fortunately, the novel isn’t just a setup folk music, and disintegrating elven soci- for the series to come. Not only is there an ety is seamless and intricately logical, with entertaining showdown between the un- just the right proportions of high magic, derdog Legionnaires and the Regular cynical humor, and commercial intrusion Army’s premier fighting unit, but Asprin (plus a couple of ingenious in-jokes for the works in a second climax involving what very astute). Lackey and Guon have a real may or may not be an alien invasion of the winner in this one, though the cover art is backwater planet where Phule’s company unfortunately underwhelming. is currently guarding the swamps. Be- Another satisfying collaboration is the tween these episodes and Phule’s continu- second StarBridge novel, Silent Dances ing efforts to cope with matters outside (Ace, $3.95), in which Kathleen O’Malley the company proper, there’s more than joins forces with A. C. Crispin to present a enough plot to keep the story moving. colorful and complex story involving two The premise, meanwhile, is a nearly sets of avian aliens, mysterious merchant perfect gaming vehicle. I’d lay odds on conspiracies, and a naturally deaf young seeing a licensed game version of the woman whose “handicap” makes her the PHULE’S COMPANY Space Legion before long. The combina- ideal liaison with the bird-people, whose Robert Asprin tion of swashbuckling, , and ultrasonic cries are dangerous to normal Ace 0-441-66251-X $3.95 general craziness is too good to pass up, ears. This is another rewarding adventure Robert Asprin is well known to fantasy and there’s plenty of room in Asprin’s in the Andre Norton mold, and it goes a readers as chief architect of the Thieves’ universe for gamers to populate their own long way toward proving the versatility World universe and author of the popular, “Omega companies” of merry adventurers. and potential of the StarBridge universe. Myth Adventures series. His latest novel, Phule’s Company is a cheerful, reliable In the “and now for something com- though, turns to science fiction and a adventure from a writer whose good pletely different” department, the leading slightly different brand of humor—and the reputation may get even better. entry is Wolfhelm (Questar, $4.95), Richard result begins a series that SF gamers Knaak’s third Dragonrealm novel. After should find valuable and entertaining. Recurring roles two generally predictable books, Knaak Phule’s Company is the sort of outfit that This section is longer than usual this goes off in a totally new direction, sending isn’t officially supposed to exist in the Space time because the stack of worthwhile the semi-human war leader Gryphon off to Legion—a place where misfits and malcon- reading from familiar sources is taller than another continent in search of his missing tents are assigned purely to get them out of ever, and there’s more to say about them past. There are still factions and subplots the bureaucracy’s hair. That includes its than usual. Without further ado: packed together like piranhas in a sardine

66 SEPTEMBER 1990 can, but this time the mysteries are less where Weis is going with her premise Dr. McCoy is left in command when Kirk derivative and therefore more mysterious. until she gets there. So far, though, it looks vanishes unexpectedly during a mission. The book is still no more than light adven- like an interesting trip. As usual, Duane’s characterization is pre- ture, but now it’s imaginative light adven- That’s not so much the case with The cisely on target, and rarely has Klingon- ture, which is a major improvement. Hawk’s Gray Feather (Roc, $18.95), which baiting been this much fun. Wyrd Sisters Ru Emerson’s latest novel is both some- begins a new trilogy in Patricia Kennealy’s (Roc, $4.95) is the latest Discworld novel to thing old and something new: Spell Bound Keltiad cycle. This time she’s transplanted reach American shores (we’re about two (Ace, $3.95) is a left-handed, partly histori- the legends of Arthur, Merlin, and Taliesin books behind the British, I think), and it cal retelling of the Cinderella story. Emer- into her spacefaring Keltic society, and finds ringing his unique son, as ever, is very good at creating done so with the same personable read- brand of change on Shakespearean drama atmosphere, and there are intriguing bits ability that marked her earlier works. and village witchcraft. Nobody else can do involving conflicting schools of magic, but Other critics have complained about the this sort of lunacy tempered by wisdom, the novel tries to go in too many directions lack of overt high technology in Kennealy’s which may be just as well. And finally, Alis at once and doesn’t go far enough in any novels given her premise, but in practice Rasmussen concludes her Highroad se- of them. Gamers interested in 17th- the setting seems less critical to this cycle quence with The Price of Ransom (Ban- century Germanic society might give this a than does her direct yet lyrical style. “Un- tam, $3.95), in which there are more try, but it’s really more a curiosity than cluttered by history” may be an apt de- reverses and plot twists than some writers anything else. scription; at any rate, this is certainly one use in entire trilogies. Not all trilogies end The Lost King (Bantam, $4.95) might also of the livelier Arthurian books to appear as well as they start, but Rasmussen really be called a curiosity; it’s ’s of late. has saved the best for last, and the High- first solo novel after a long series of collab- Last but not least come four books that road novels are definite standouts in the orations with . It starts a simply build on what their predecessors interstellar pursuit category. series of far-future tales that seems to have promised. Dick Tracy: The Secret (The columnist now breathes a deep sigh combine elements of classical philosophy Files (Tor, $4.95), is an anthology in the of relief, having seen the surface of his and nuts-and-bolts space battle. It’s a bit same mold as previous collections high- desk for the first time in ages, and marks unsettling to find the divine right of kings lighting Batman and the Joker. Co-editor the next deadline on his calendar.) being debated quite pragmatically in the Max Allan Collins also writes the Tracy bowels of a state-of-the-art spacegoing comic strip, and gamers in the detective battleship, but Weis lays her groundwork arena should find these stories thoroughly carefully and gives her particular future palatable. Doctor’s Orders (Pocket, $4.50) some intriguing touches. This is a wait- is Diane Duane’s latest (and possibly last; and-see yarn; we won’t know precisely reports differ) Star Trek novel, in which

DRAGON 67

The scout—a “thief” without the thieving

by Kim Eastland

The scout class is presented for players restrictions defined by the magical item only within sight of a town (the source of and DMs who dislike using thieves or itself or those laid down in this article). his income). assassins in an AD&D® 1st Edition game They never use shields and may wear only Scouts have certain other special abili- campaign. It either takes the place of the leather, padded, studded leather, or elfin ties, as follows: thief class or stands on its own if the DM chain mail armor, opting for maximum Surprise: A scout’s surprise function still allows thieves. Scouts are not a sub- maneuverability. Their weapon choices operates under the following conditions: If class of the thief class. Scouts use many of are limited only in that scouts cannot use operating by himself, or 30’ away from a the abilities inherent to the original thief weapons longer than 3½’, nor can they party, or in a party composed entirely of class while adding a few skills from other use two-handed weapons such as pole- scouts, a scout surprises foes on a 1-3 on classes. arms, pikes, staves, spears, battle axes, bas- 1d6, and is surprised on a 1 on 1d6, as per Scouts have been called “rangers of the tard swords, bows, crossbows, lassos, etc. a ranger. If the PC is a ranger/scout mixed dark” because their functions and abilities Swords are preferred, and hand axes, dag- class, then he surprises opponents on a 1-3 lend themselves to leading parties through gers, and hammers are also used (doubling on 1d6 if in unfamiliar terrain, or on a 1-4 underground caves, dungeons, and so on. as tools). Scouts can use slings and hurled on 1d6 if in familiar terrain. He is sur- Scouts tend to be quiet and intense, well weapons such as javelins, throwing axes, prised on a 1-2 on 1d20 if in unfamiliar knowing the amplifying effects of caverns daggers, and so forth. Scouts attack once per terrain, or on a 1 on 1d20 if in familiar and hallway echoes. They love to explore round and receive two initial weapons’ terrain. underground realms, though some have proficiencies. Scouts gain one weapon profi- Underground tracking: When following been known to operate briefly above- ciency every four levels. The weapons’ opponents in an underground setting, a ground, usually in wilderness areas having nonproficiency penalty is -3 to hit. scout can track as well as a ranger of two canyons, mountains, and other rocky Scouts use the to-hit and saving-throw levels higher (use the information on out- areas with climbable surfaces. tables for thieves, and have six-sided hit door tracking in Unearthed Arcana, page Parties prefer to travel with scouts as dice (as stealth is preferred over direct 21). If the PC is a ranger/scout, he tracks opposed to thieves or assassins whose combat). Scouts advance in experience as underground as a ranger four levels ways are usually misunderstood (or are thieves, as shown in Table 1; the only higher than his highest class. A scout understood all too clearly). Good-aligned difference is that a scout gains 3 hp per tracks outdoors at one-half his normal characters such as paladins, cavaliers, and level beyond the 10th, not 2 hp like a thief. chance; a ranger/scout can track outdoors clerics are wary of thieves and assassins, Scouts do not pay for their training past normally as allowed by his ranger level. so the former usually employ scouts for 10th level. Back protection: At 4th level, a scout gains their adventuring needs. Unlike a thief, a scout gains no bonuses the back-protection ability of a barbarian Scouts are often mistaken for thieves at for back stabbing, though he has normal (Unearthed Arcana, page 19). Back protec- first glance, as most of them wear the bonuses for attacking from behind or with tion allows the scout to sense an attack from same type of armor and are of the same surprise. Scouts also cannot pick pockets or behind, as from a thief or assassin, and the stature and build (often short, wiry, thin, set traps, and stealing is neither their spe- back attack then loses all bonuses to hit and and not very muscular but still in good cialty nor purpose. They usually avoid doing damage. Unlike the barbarian, however, the shape). However, a character’s eyes usually anything that might allow someone to track scout is not allowed to strike back if he has give him away. Thieves have shifty eyes them, leaving everything just as they found completed normal melee for that round. The that examine other people and their it (doing otherwise only in rare cases). scout gains a 20% chance to detect back purses and valuables. Scouts evaluate their The scout’s functions of opening locks, attacks at 4th level, then gains 5% per level surroundings, not people, always search- finding and removing traps, moving si- thereafter. ing for deadfalls, traps, and places to lently, hiding in shadows, hearing noise, Detect secret doors: At 6th level, the which they can safely climb. and climbing walls are as per the thief scout can detect secret doors. The scout There are no scout guilds or scouting abilities described on page 27 of the can detect concealed or secret doors by organizations. But a scout can usually be AD&D 1st Edition Player’s Handbook, but merely passing within 10’ of them and found near any civilized area, as most their progression is slightly different and rolling a 1 on a 1d8. If he is searching for make their living from guiding adventur- is given on Table 2 (with modifiers on such doors, he has a chance to find a ers or sightseers underground. The only Tables 3-5). Scouts also have functions secret door on a 1-2 on 1d8, and a con- people scouts abhor are assassins, a cow- similar to the thief-acrobat’s tightrope cealed portal on a 1-3 on 1d8. ardly lot who often lurk in the dark wait- walking and tumbling-falling, as described Detect illusions: At 8th level, the scout ing for the advance members of adven- on pages 23-24 of Unearthed Arcana. The can detect illusions. He begins at 8th level turing parties (which often are scouts). distance covered by the fall at any given with a 20% chance to determine that some level is listed in the Table 6. Scouts do not sight, sound, or other sensory phenome- Abilities and skills have a separate language like thieves’ cant non is actually an illusion/phantasm spell. A character must have at least a 9 dex- and have no extraordinary ability to read This ability gets better at a rate of 7% per terity to become a scout (a scout with a languages. Any scouts may gain the non- level. This detection requires one round of dexterity of 16 or better gains a 10% bo- weapon proficiencies given in Table 7. concentration on the illusion. Regardless nus to his experience points). A scout can They start with three nonweapon profi- of level, the chance to detect such spells be of any alignment, as all alignments ciencies, then gain one every four levels may never exceed 75%. make use of them. Any can thereafter. Scouts offer an option that has long been be a scout, and there are no level limita- The scout class can be combined with lacking for adventuring parties: a “thief” tions for any of the races. Use the same any other class in a multiclassed or dual- who won’t pick your pocket. The scout method to roll up scouts that you would classed roll except with an assassin, bar- offers excellent investigative abilities and use for any other character. barian, cavalier, monk, paladin, or thief. A survival skills useful to everyone. Even Scouts are not restricted in their use of scout never takes on followers, henchmen, thieves might like to have a scout around poison, oil, or magical items (other than or hirelings, and he may build an abode to check the corridor ahead for monsters!

72 SEPTEMBER 1990 Artwork by Joseph Pillsbury Table 1 Scout Experience Points and Levels

Experience Experience 6-sided dice Level title 0-1,250 1 1 Observer 1,251-2,500 2 2 Spotter 2,501-5,000 3 3 Point man 5,001-10,000 4 4 Outrider 10,001-20,000 5 5 Vanguard 20,001-42,500 6 6 Forerunner 42,501-70,000 7 7 Huntsman 70,001-110,000 8 8 SPY 110,001-160,000 9 9 scout 160,001-220,000 10 10 Master Scout 220,001-440,000 11 10+3 Master Scout 440,001-660,000 12 10+6 Master Scout

220,000 xp per level for each additional level beyond the 12th. Scouts gain 3 hp per level after the 10th.

Table 2 Scout Skills and Abilities

scout Open FIR Move Hide in Hear Climb Rope Tumble- Back Detect level locks traps silently shadows noise walls walk fall protec. illusion 1 25% 10% 15% 10% 10% 80% 50% 25% - - 2 29% 17% 21% 15% 10% 81% 55% 50% - - 3 33% 24% 27% 20% 15% 82% 60% 75% -- 4 37% 31% 33% 25% 15% 83% 65% 25% 20% - 5 41% 38% 39% 31% 20% 84% 70% 50% 25% - 6 45% 45% 45% 37% 20% 85% 75% 75% 30% - 7 49% 52% 51% 43% 25% 86% 80% 25% 35% - 8 53% 59% 57% 49% 25% 87% 85% 50% 40% 20% 9 57% 66% 63% 56% 30% 88% 90% 75% 45% 27% 10 61% 73% 69% 63% 30% 89% 95% 25% 50% 34% 11 65% 80% 75% 70% 35% 90% 100% 50% 55% 41% 12 69% 87% 81% 77% 35% 91% 100% 75% 60% 48% 13 73% 94% 87% 85% 40% 92% 100%1 25% 65% 55% 14 77% 99% 93% 93% 40% 93% 100%1 50% 70% 62% 15 81% 100% 99% 99% 45% 94% 100%2 75% 75% 69% 16 85% 100% 99% 99% 45% 95% 100%2 25% 80% 75% 17 89% 100% 99% 99% 50% 96% 100%3 50% 85% 75% 18 93% 100% 99% 99% 55% 97% 100%3 75% 90% 75% 19 97% 100% 99% 99% 60% 98% 100%4 25% 95% 75% 20 100% 100% 99% 99% 65% 99% 100%4 50% 100% 75% 21 100% 100% 99% 99% 70% 99% 100%4 75% 100% 75%

1. This includes the ability to carry up to 1,000 gp of additional encumbrance with no wind present, or to carry a normal load in moderate wind with no penalty to the chance of success. 2. This includes the ability to carry up to 2,000 gp of additional encumbrance with no wind present, to carry an additional 1,000 gp of encumbrance in a moderate wind, or to handle a strong wind while unencumbered. 3. This includes the ability to carry up to 3,000 gp of additional encumbrance with no wind present, to carry an additional 2,000 gp of encumbrance in a moderate wind, or to carry an additional 1,000 gp of encumbrance in a strong wind. 4. This includes the ability to carry up to 4,000 gp of additional encumbrance with no wind present, to carry an additional 3,000 gp of encumbrance in a moderate wind, or to carry an additional 2,000 gp of encumbrance in a strong wind. Wind conditions are mentioned on page 23 of the AD&D 1st Edition volume Unearthed Arcana.

Table 3 Racial Adjustments to Scout Abilities

Open F/R Move Hide in Climb Rope Tumble- Back Race locks traps silently shadows walls walk fall protec. Dwarf + 10% + 15% --- 10% - 5% - - 10% Elf -5% - +5% + 10% - + 10% +5% +5% Gnome +5% + 10% +5% +5% - 15% - -- Half-elf - - - +5% - +5% -- Halfling +5% +5% + 10% + 15% - 15% - +5% + 10% Half-orc +5% +5% --+5% - + 10% - 10% Table 4 Dexterity Adjustments to Scout Abilities

Dexterity Open FIR Move Hide in Rope Tumble- Back score locks traps silently shadows walk fall protec. 9 - 10% - 10% - 20% - 10% - - - 15% 10 -5% - 10% - 15% -5% - - - 10% 11 - -5% - 10% - - - -5% 12 - - -5% - - - - 13-15 ------16 +5% - +5% - +5% - - 17 +10% +5% + 10% +5% + 10% - +5% 18 + 15% + 10% + 15% + 10% + 15% +5% + 10% 19 + 20% + 15% + 20% + 15% + 20% + 10% + 15%

Table 5 Armor Adjustments to Scout Abilities

Armor Open FIR Move Hide in Climb Rope Tumble- Back worn locks traps silently shadows walls walk fall protec. None * - - + 10% +5% + 10% + 10% - + 10% Leather ------Elfin chain -5% -5% - 10% - 10% - 20% -10% -5% - Studded/ - 10% -10% - 20% - 20% - 30% -20% -10 -10 padded

* This category applies when wearing bracers of defense or a cloak, but no large or bulky protective devices. Dexterity bonuses always apply to scout abilities when wearing any scout armor. Any scout armor worn can be covered by another garment. Elfin chain mail can be worn under normal clothing, but studded leather and padded armor are stiff and can be cov- ered by only a full body cloak.

Table 6 Scout’s Tumbling-Falling Table

Scout Height level fallen * 1-3 10’ 4-6 20’ 7-9 30’ 10-13 40’ 14-17 50’ 18-21 60’ * At this height or less, the scout takes no damage from a fall if he first suc- cessfully rolls his tumble-fall chance given on Table 2 (with modifiers as appropriate from Tables 3 and 4).

Table 7 Scout Nonweapon Proficiences

Animal lore Miner Animal noise Mountaineering* Animal training Riding Blind-fighting* Rope use* Boating Sound analysis* Direction sense* Stonemason Endurance Survival (cold) Fire-building Survival (heat) Fishing Swimming* Fungus identification

* The initial three nonweapon proficiencies must be chosen from one of these six. The animal-lore, survival (cold); and survival (heat) proficiencies are from the Wil- derness Survival Guide; all others are from the Dungeuneer’s Survival Guide.

“Forum” welcomes your comments and opinions small town America, holding “seminars on honest error. I am willing to serve as a clearing- on role-playing games. In the United States and satanism” for local police departments and the house in the initial stages, but ultimately each of Canada, write to: Forum, DRAGON® Magazine, general public. Our games are called satanist us can put newcomers in touch with the perti- P.O. Box 111, Lake Geneva WI 53147, U.S.A. In recruiting devices, and coyote scavengings are nent sources and even that small degree of Europe, write to: Forum, DRAGON Magazine, described as occult ceremonies. The TV “evan- organization will no longer be needed. TSR Ltd, 120 Church End, Cherry Hinton, gelists” are still attacking games when they Any who are interested can send me full Cambridge CB1 3LB, United Kingdom. We ask aren’t engaged in off-air immorality that gets particulars with an SASE, and in a couple of that material submitted to “Forum” be either them more headlines. The attack has even months I will let you know what turns up. neatly written by hand or typed with a fresh crossed the Atlantic with the recent involve- Paul Cardwell, Jr. ribbon and clean keys so we can read and ment of the Cambridgeshire county council. 111 E. 5th Street understand your comments. Yet in this country gamer defense has been Bonham TX 75418 disjointed, occasional, and almost totally ineffec- For some time, we have been collecting letters tive. While several people have tried to counter I recently read something interesting I from gamers concerning the attacks being made these charges, they have been working almost thought you might like to be aware of next time upon role-playing in general (and the D&D® and on their own, with no way to exchange informa- one of you appears on Donahue or something, AD&D® games in particular) that charge such tion with others working on the problem, and arguing about the DUNGEONS & DRAGONS® games with being harmful to gamers. These they generally are denied media access. game vs. teen suicide and whatnot. It is often letters address the specific prejudices that For instance, how many are aware that Dr. cited that a certain ardent player of D&D games gamers encounter and suggest ways to over- James A. Mercy, head of the intentional injuries has committed suicide, and it is suspected that come that prejudice. We welcome further team at the Centers for Disease Control and the game had something to do with the young letters from our readers on this topic. probably the top authority on suicide in the man‘s death. I’m sure you understand what I’m nation, has stated that he knows of no evidence talking about. People who say that evil PCs aren’t disruptive linking game playing with suicide? How many Anyway, I recently read a popular-reading don’t know what they’re talking about. There have checked the claim of the head of one of the mathematics book, Innumeracy: Mathematical used to be three gaming groups at our school: top antigame organizations that he is a member Illiteracy and Its Consequences. On page 126, my own, a friend’s, and one consisting of evil of the faculty of a major medical school? I did the author discusses this issue from a purely PCs. The DM of the evil PC group is rumored to and was told that at one time they gave an statistical standpoint. He writes about an article be a satanist. I don’t know if it’s true, but it honorary appointment to the clinical faculty to he read that stated that 28 teenagers who would seem to fit him. He could be best de- any local doctor requesting it, but when the played the game had killed themselves. I have scribed as a troublemaker, the kind of guy who current school head took the job, the custom read similar articles, and I’m sure you know of makes the teacher’s life difficult. Most people was abolished and the doctor in question had no many more. don’t like him, but he has attracted a small classroom duties. Using honorary credentials is The statistics always seem unsettling until you group that revolves around him. They play like doing surgery with an honorary medical realize, as the author (John Allen Paulos) points often, always using evil characters. degree. out, that three million copies of the game have The school staff was basically out to get this I have these documents because I am cur- been sold; furthermore, the annual suicide rate DM. He had participated in such stunts as rently writing a book on the subject. My main of teenagers is 12 per 100,000. Given that three stealing phosphorous from the school lab and emphasis is on the theological angle (I am an million game sets were sold, and following the insulting a visiting priest. The staff was desper- ordained United Methodist minister) and the average suicide rate of 12 per 100,000, you ate to find some way to punish this DM. If the lack of media access for gamers. I particularly would expect 360 D&D game players to have staff gave him lines or detention, he ignored need a copy of Bothered About Dungeons & committed suicide (12 X 30). them. If they suspended him, he stayed home, Dragons’s Law Enforcement Primer on Fantasy You could thus create an argument that play- keeping his entire group with him. As a last Role-Playing Games; answers to specific ques- ing D&D games lowers the suicide rate — I doubt resort, the staff banned D&D games at our tions about the unsuccessful suit by B.A.D.D.‘s those advocating banning D&D games would school. founder against the Hanover County (VA) school agree, but it’s worth a shot. I remember when the vice principal came to system on September 17, 1984; and any ac- You might want to pop into a library to check me and my friend and explained that role- counts of how these games have helped players, out the book yourself; it’s useful in learning how playing games were now banned in our school. A game-playing law-enforcement officer could to see through certain fallacious arguments We both protested, but to no avail. Playing D&D get the free (to police only) Primer, a player with you’re often faced with. games was against the rules. access to the Hanover County courthouse could Robert W. Heym The sad thing is that this rule didn’t really check the court record, and many players have New Orleans LA affect the person it was meant to punish. The accounts of how games have helped them evil-PC DM just played at home. The people it improve math grades, deal with introversion, I have been playing role-playing games for the really affected were those in my group and my etc. The only problem is, how does anyone last 10 or 12 years, and that is why I am writing friend’s group. I now play with only two play- know these resources exist or that someone this letter. For the last few years we have seen ers, sometimes three. Most of my friends simply needs information that you have? [religious] fundamentalism grow. I have nothing live too far away to play often. We don’t need an organization. Organizations against fundamentalism and have several I don’t even really mind playing RPGs in a sort have a tendency to become more concerned friends who are fundamentalists, but I am of evil way if it’s done right. I myself sometimes with their own power than in the cause for opposed to the school of thought that regards play [West End Games’] PARANOIA® game. But which they were originally organized. What we role-playing games as satanic. I do not wish to these guys [in the evil-PC group] were running do need is an informal network of those con- see role-playing games banned; I don‘t think any around killing each other’s characters and ducting serious research into this problem. All of us do. That is why I am suggesting that we assassinating the king. That kind of stuff just researchers I know of have their own special get organized. gets a beginning player upset. So why do they fields of expertise and emphasis, as properly Right now there is no organization that I do it? It seems pointless to me. they should have. This is an advantage and know of that represents gamers as a whole. As That DM I was talking about graduates this should not be repressed by “reports by commit- far as I know there is no organization that is year. I just hope D&D games are allowed back tee” from a static organization. Still, there is opposing all of the things that the fundamental- into our school. hardly a need for each one to write to the same ists are saying about role-playing games. Part of Tony Pace source to get the same information when it can this is probably due to lack of interest or be- Yarmouth, Nova Scotia be circulated among the network. cause people don’t know what to do. There’s Since our side is based on the truth, we have also the fact that many gamers are below voting If you haven’t heard any attacks on fantasy no need for secretly distributed material like the age and thus cannot legally do anything. I am role-playing games lately, you just haven’t been Primer. By insisting on at least three indepen- asking for you to help me change this. listening in the right places. Several “snake-oil dent sources of information, we can avoid the Many of you will think that I am overreacting. peddler” groups are traveling across rural and danger of agents provocateurs or of just plain I don’t believe that I am. . . . Almost two years

76 SEPTEMBER 1990 ago, a friend and I joined a fundamentalist I can list several points in favor of role- found one creature who said “no.” If we never church; we were both “born again.” I left the playing. A psychologist (from Hawaii I think) do any new creative work until we’re certain church when they began slamming role-playing wrote that he used D&D games to help his that no one in the world could possibly be hurt games, but only because I had been playing role- patients. Many letters have been written about or offended by it, we’ll soon find ourselves in playing games since the fourth grade. My friend how role-playing has helped the writers’ handi- the position of never doing anything new at was not as fortunate. Shortly before we joined capped friends. And Douglas J. Hutchinson all—because there’s always going to be someone this church, he had inherited all of the D&D points out in issue #146 that RPGs help develop who’s put at risk . . . or who claims to be. modules from his older brother. At the church’s linguistic and social skills. I have a point of my If the people who want to create a “risk free” prodding, he burned them, all of them. own. In high school I was required to take a world ever win, we’re all doomed. So the best We need to get organized today; tomorrow Greek mythology class. In that class, we dis- we can do is just to keep on keeping on, doing may be too late. I don’t endorse violence, I cussed half the creatures in the Monster Man- what we know is right and not let the carping endorse education. We have to show people that ual, creatures that were a very much a part of bother us. That, I’m delighted to see, you al- we are not a threat, that we are not a bunch of the Greeks’ mythology. The “cult threat” (that is ready know. Well done! suicidal/satanic maniacs. We’re different, yes, blown very much out of proportion anyway) Craig H. Barrett and we should be damn proud that we’re differ- must be much worse than estimated if our Canon City CO ent. I’m not saying that we should become schools are teaching our children about satanic part of the mainstream, but I think that we’d creatures. Also, many people opposed to RPGs I am writing to tell you how angry I am about better get organized somehow or the main- have a difficult time showing how TSR’s TOP the misconceptions so many people have about stream may drown us. SECRET® game and other nonfantasy RPGs are role-playing games, and the DUNGEONS & Michael Shigetani satanic like their more “hellish” fantasy counter- DRAGONS game in particular. More and more I Tacoma WA parts. But what good does it do to tell you? hear people say they don’t want to play D&D Here is my suggestion: Why not attempt to get games because they will commit suicide or I’d like to thank Bryan A. Walker for his an article showing what role-playing is really something like that. If those people would play a comments in DRAGON issue #145. I’m sure about in a major magazine, such as Time, Read- role-playing game, they probably wouldn’t think many more people are interested in the future er’s Digest, Better Homes and Gardens, etc.? I the way they do. of role-playing games rather than such topics as know there are many free-lance writers who I have been playing D&D games for about how many spells a 1st-level mage gets or what read DRAGON Magazine, and I ask those of you eight years, and I know people who have been harpy babies look like. Many of us are con- to consider writing such an article. playing for longer than that. Nobody I have ever cerned about the fate of our favorite pastime, Why should such a thing be done? It would known has done anything bad because of the the RPG. I can’t begin to count the number of show many people what these games are about, game. I even understand that there is a group in articles and stories I’ve heard on TV or read in people who have heard only the opposed side in the next town that plays for two or three days magazines and newspapers in which the this debate. I knew many people who used to at a time and none of them have ever done DUNGEONS & DRAGONS game is blamed for play D&D games but weren’t allowed to con- anything bad because of the game. I think that a murders, suicides, and satanism. Groups such as tinue playing because their parents were told person who flips “because of the game” had BADD (Bothered About Dungeons & Dragons) [that gaming] was satanic and caused its players something wrong with his head already. point the finger at RPGs for everything that to commit suicide. Maybe [a pro-gaming] article Jason Aljets goes wrong with kids today. They say such would show parents the truth. I cannot be sure Harvey ND things as murder, rape, and satanic rituals are about anyone else, but I have found a lot in role- used and encouraged in the DUNGEONS & playing, and I want to share it with people, I have been enjoying your magazine since DRAGONS game. I can’t believe it. show them all the fun in it. issue #109. All of the articles and artwork make I’ve been playing RPGs since I was 11. That’s a And finally a few words for Mr. Shawn your magazine great, but I have a problem. young age to start, but in the five years I’ve DeMers (in issue #132, thanks to Mr. Michael When trying to get new members into my played I haven’t seen anything to give D&D Drake for mentioning it). Tell your friends of the gaming group, parents seem to protest. They games a bad reputation. A D&D game is more thousands of “satanists” who have made the believe that the D&D game is satanic and will like a fairy tale than some evil satanic toy. books of the DRAGONLANCE® saga best sellers. cause their children to go out and kill people. Knights in shining armor kill evil dragons and People will assume almost anything. Many This fear has been blown out of proportion by pious clerics banish evil priests. Maybe some- people do not realize that [Salman Rushdie’s] programs such as 20/20 and 60 Minutes. This thing could be said if we played the parts of the Satanic Verses is a novel and not a satanic bible. keeps my friends from playing. Please, if possi- dragon and the evil priest, but we don’t. Role- Please consider my suggestion. ble, send me some information or articles on playing games are usually for good-oriented Dayle Johnson good aspects of role-playing. Thank you for characters. The AD&D 2nd Edition game didn’t Dickinson MD anything that you can send me. And please keep get rid of the assassin class for nothing. up the great work in DRAGON Magazine. I have to say that I’ve never seen anything bad Congratulations on the editorial in DRAGON C. P. Bates come of playing D&D games. I play just about issue #151. I couldn’t agree more. TSR and D&D Chester SC every weekend and holiday, not to mention just games make good targets because they’re suc- about every day during the summer. I also listen cessful. Someone once advised that if a person The controversy goes on and on: Is the D&D to heavy metal music and enjoy going to heavy wanted to ensure his own fame, he should game hazardous to our children? As the mother metal concerts and clubs. Most of the people I assassinate someone famous—then, whenever of an about-to-be sixteen-year-old enthusiast, I associate with have played RPGs at one time or the [dead person’s] name is mentioned, his would like to go on record on the game’s behalf. another, and usually I have taught these people would be, too. (I’ve forgotten who gave the Three years ago, my son (then twelve) bought to play. I have a superficial interest in the occult, advice. A 19th century anarchist, I think.) Any- the Basic set. He is an only child, so I began to and I spend quite a bit of time reading fantasy one with a bent toward controversy who wants play with him. Together we entered a world of novels. According to some people, these signs to make a name for himself can do no better incredible wonder and excitement. Our only would mean I’m a satanic freak. Yet I was born a than to select someone like [TSR] to attack. problem was that we had trouble finding others Catholic, I am still a Catholic, I attend church Justification? Who worries about that? to share it with. (That, of course, is the fly in every Sunday, and I don’t smoke or do drugs. Your point on being “a little careless about the every serious DM’s ointment and has nothing to Lenny Valure way in which you select and edit your data” is do with this letter.) Eventually, we found two Port Chester NY excellent. I would only chide you on being too more players. It was with a great deal of sorrow nice about it. You know as well as I do that most that we were forced to disband our little group Often I have seen letters proving that D&D of the people we’re talking about are very recently when one of the members moved out games are not linked to satanism or the ideas deliberate about how they select and edit their of town. But hope is within reach: We have associated with it. But what good does it do to data. No accidents are involved. They (let them recently received the backing of our local li- show D&D game players what their game is remain mercifully unnamed) decide what they brary. So a new campaign lies ahead. really about when they already know? I’m sure want to prove, then accumulate the facts that If there is any danger in the role-playing all of you reading this know that RPGs, includ- will make their point. But I suppose you couldn’t genre, it is that it is addictive. Handled properly, ing the DUNGEONS & DRAGONS game, aren’t actually say that in print. it is blessed relief from boredom and stress, and about Satan worship. I know this and so do my Remember the story of Balder from Nordic it is definitely preferable to an afternoon of friends. Most of the people who have written in mythology? If only one creature in all the world Jason, Freddy, heroin, and cocaine. One need about this subject have good points to make in said “no,” he could not be brought back to life. only use some sense. defense of RPGs. Again, what good does this do? The gods searched all the earth—and, yes, they On the positive side, the situations presented

DRAGON 77 in the game often allow young adults to sample life hazards and learn to deal with them intelli- gently. All of us make judgment errors in our youth. D&D and AD&D games allow those judgments to be made safely. When several players are involved, it teaches valuable lessons in teamwork. But most of all, it is fun. My son has grown to young manhood, and I have become perhaps a better parent because of these games. I feel genuinely sorry for those parents who have so near at hand the means to bridge the gap between themselves and their children, yet fail to use it. Geri Balyard Canton OH

This is the first letter that I have submitted to you. I hope it is published. I have been playing role-playing games for over six years now, and am nineteen years of age. I play AD&D, FASA’s BATTLETECH®, and the MARVEL SUPER HEROES™ games mostly, but have played almost every role-playing system out. I also am a Chris- tian and go to church. The above information is necessary to understand the comments and statements that I am about to make. I have come under attack from Christians in my church and others at my public school about my interest in AD&D games and other role- playing games in general. I have listened to their comments. They range from “Oh, no! You play that game? Why, you’re a Satan worshiper!” to “What good are role-playing games anyway?” Well, frankly, I’m fed up with it! First of all, just because someone plays a game that involves make-believe creatures such as spirits or ghouls doesn’t make one a Satan worshiper. I consider myself to be a good Chris- tian in general and think that the accusation is totally biased. Many Christians tend to shut out anything that has even a hint of “evil” in it. They never examine something, scrutinize it, try to find good in something. As a church-goer, I am told always to find the good in everything and to try and look at both sides of an issue, to not be biased, but this is what’s happening to AD&D games in the church community. Second: “What good are they?” The AD&D game and the MARVEL SUPER HEROES game (the latter in particular) teach good morals such as mercy, bravery, intelligence, and teamwork. What is wrong with that? In AD&D games, a character of lawful-good alignment, such as a cavalier, would set a good example as an honest and brave person. There is more to AD&D games than dice, books, and killing weird- looking monsters. There’s character interaction and the main plot of the quest, in which players must act good; that makes a good game. I think the church people have passed over those facts. In closing, I’d like to say that it’s the DM who sets the tone of the game. As DM, I usually take out “questionable” material such as demon lords, false gods, etc. It’s the DM’s campaign that should be questioned, not the AD&D game itself. The responsibility lies there. And to all who read this, always find the good in things, look at both viewpoints of everything, and don’t shut your minds to new things. After all, was not Jesus himself killed because of his view- points? Dan Pryor Phillipsville CA

Registration: $10 pre-registered; $20 at the door. Write to: Dave Machin, 719 Juniper Rd., Valpa- raiso IN 46383; or call: (219) 759-2530.

COLONIAL CITY GAMEFEST ’90 September 15-16 CCG ‘90 will be held (again) at the Knox County Memorial Building in Mount Vernon, Ohio. Tournaments and events include AD&D®, GLADIATORS*, WARHAMMER FANTASY* and 40,000*, and other miniatures, board, and role- * lndicates a product produced by a company other than TSR playing games, as well as a miniatures-painting Inc. Most product names are trademarks owned by the contest. Registration: $5 for the weekend pre- Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not registered; $3/day at the door. Write to: CCG ‘90, This column is a service to our readers be construed as a challenge to such status. c/o Mount Vernon Gamers’ Assoc., P.O. Box 1184, Mount Vernon OH 43050. worldwide. Anyone may place a free listing CONTEMPLATION ’90, September 14-16 for a game convention here, but the follow- This year’s convention will be held at the CALGARY GAMING CONVENTION ’90 ing guidelines must be observed. Ramada Inn in Jefferson City, Mo. Guests of In order to ensure that all convention September 21-23 honor include Octavia Butler, Rick Lowry, This third annual convention will be held in listings contain accurate and timely infor- Richard Cross, and Tom Seymour. Activities mation, all material should be either typed Calgary, Alberta. Events will include WORLD IN include hours of unbridled gaming, video FLAMES*) ADVANCED SQUAD LEADER*, double-spaced or printed legibly on stand- rooms, a computer room, an art show and ard manuscript paper. The contents of SUPREMACY*, CIVILIZATION*, KREMLIN*, auction, a masquerade and dance featuring Dell SHOGUN*, FORTRESS AMERICA*, TALISMAN*, each listing must be short and succinct. Harris (guest artist and DJ), a hucksters’ room, WARHAMMER 40,000*, *, SYSTEM The information given in the listing must panels galore, and a hospitality room. Registra- include the following, in this order: 7*, BATTLETECH*, and CIRCUS MAXIMUS* tion: $15. Write to: CONTEMPLATION, P.O. Box games, and a game auction. Registration: $9 1. Convention title and dates held; 7242, Columbia MO 65215. For hotel reserva- 2. Site and location; Canadian; plus a small event fee. Write to: CWG- tions, call: (314) 635-7171, and mention the Convention ‘90, 207 Bernard Drive NW, Calgary 3. Guests of honor (if applicable); convention! 4. Special events offered; AB, CANADA T3K 2B6. 5. Registration fees or attendance re- ISOCON 4, September 14-16 quirements; and, LEHICON III, September 21-23 Organized by Io and S4, this SF convention The Lehigh Valley Gamers Assoc. is sponsor- 6. Address(es) and telephone number(s) will be held at the Glasgow University Union in where additional information and confirma- ing this convention at the Easton Sheraton Inn Glasgow, Scotland. Shortly after booking this in Easton, Pa. Events include AD&D® 1st and tion can be obtained. site, the organizers discovered that it was fitted Convention flyers, newsletters, and other 2nd Ed. games, RPGA™ AD&D® Open and with an interstellar drive. The programming Members Only tournaments, and CAR WARS*, mass-mailed announcements will not be will revolve around the starship’s journeys considered for use in this column; we BATTLETECH*, ROLEMASTER*, and HAR- through space and time, with many stops along POON* games. Door prizes and a dealers’ room prefer to see a cover letter with the an- the way. Registration: £10 attending; £6 sup- nouncement as well. No call-in listings are round out the weekend’s activities. Registration: porting. Accommodations, food, drink, and $10/day or $15/weekend in advance, with at-the- accepted. Unless stated otherwise, all dealers’ tables are available. Write to: ISOCON 4, dollar values given for U.S. and Canadian door rates slightly higher. Ask about special c/o Glasgow University Union, 32 University hotel room rates and under-17 discounts by conventions are in U.S. currency. Ave., Glasgow, UNITED KINGDOM G12 8LX. WARNING: We are not responsible for calling the Sheraton at (215) 253-9131. Write to: incorrect information sent to us by conven- LEHICON III, c/o Lehigh Valley Gamers’ Assoc., TACTICON ’90, September 14-16 P.O. Box 1864, Bethlehem PA 18016-1864. tion staff members. Please check your The Games Assoc. presents this con- convention listing carefully! Our wide vention at the Sheraton Hotel of Lakewood. Also circulation ensures that over a quarter of a participating are the Colorado Springs Gaming AUTUMN CAMPAIGNS ’90, million readers worldwide see each issue. Society, and S.A.I.G.E. Events include gaming of September 22-23 This gaming convention will be held at the Accurate information is your responsibility. all kinds, official RPGA™ tournaments, minia- Copy deadlines are the last Monday of tures events, auctions, and a figure-painting Dominion Inn & Conference Center in Lex- ington, Ky. Events include RPGs, board games, each month, two months prior to the on- contest. Registration: $15/weekend. Write to: fantasy and historical war games, and tourna- sale date of an issue. Thus, the copy dead- Denver Gamers Assoc., P.O. Box 440058, Aurora ments for AD&D® and BATTLETECH* games. line for the December issue is the last CO 80044; or call: (303) 680-7824. Monday of October. Announcements for Other activities include a miniatures painting contest, a costume contest, a used-game auction, North American and Pacific conventions EARTH ’90, September 15-16 must be mailed to: Convention Calendar, The 1. Hemmingen Simulations Spieler Verein and a dealers’ room. Door prizes will also be awarded. Registration: $6/day or $10/weekend. DRAGON® Magazine, P.O. Box 111, Lake von 1986 e.V will host this RPG event in Hano- Write to: The Rusty Scabbard, Inc., 188 Wood- Geneva WI 53147, U.S.A. Announcements ver, West Germany. Activities will include RPGs, land Ave., Lexington KY 40502; or call: (606) for Europe must be posted an additional board games, miniatures, a costume contest, month before the deadline to: Convention demos, and workshops. Registration: 10 DM/day 255-3514. Calendar, DRAGON® Magazine, TSR or 18 DM/weekend. Write to: l.HSSV v.1986 Limited, 120 Church End, Cherry Hinton, e.V., Berliner Str. 23, 3005 Hemmingen 1, WEST BORDER WARS II, September 28-30 Cambridge CB1 3LB, United Kingdom. GERMANY. Sponsored by the Heart of America Historical If a convention listing must be changed Miniature Gaming Society, this convention will because the convention has been can- A SAUCER FULL OF SECRETS ’90 be held at the Sports Complex Holiday Inn in celled, the dates have changed, or incor- September 15 Kansas City, Mo. Activities include historical rect information has been printed, please Freeform Unlimited presents one of the only miniatures gaming, plus board and role-playing contact us immediately. Most questions or freeform conventions in the U.S., at the Portage games. Registration: $10 before Sept. 15; $15 changes should be directed to the maga- Howard Johnson in northwest . You can thereafter. There is a $2 discount to members of zine editors at TSR, Inc., (414) 248-3625 be an actor, playing your favorite character in a the Historical Miniatures Gaming Society. Write (U.S.A.). Questions or changes concerning real-life situation! The rooms of the hotel will to: HAHMGS, c/o Borderland Game & Hobby, European conventions should be directed become the rooms of the Prometheus Space 2550 W. 47 St., Kansas City KS 66103; or call: to TSR Limited, (0223) 212517 (U.K.). Station, you will become your character, and (913) 384-2519. you will participate in the Intergalactic Peace indicates an Australian convention. Talks. Enjoy this innovative form of live-action CONTACT 8, September 28-30 indicates a Canadian convention. role-playing from Australia. Prizes for the best This convention will be held at the Ramada indicates a European convention. costume and best role-playing will be awarded. Inn in Evansville, Ind. Guests include Gary Robe

80 SEPTEMBER 1990

and Dr. Bill Breuer. Activities include seminars, a Write to: Schenectady Wargamers’ Assoc., Attn: the Rochester Wargamers Assoc. and the RIT 24-hour video channel, and a hucksters’ room. Role-playing Director, P.O. Box 9429, Schenec- Student Directorate. Events include a large Registration: $20. Write to: CONTACT 8, P.O. tady NY 12309. variety of RPG and war gaming tournaments, Box 3894, Evansville IN 47737; or call: (812) 428- miniatures-painting and art contests, SCA 0549 before 10 P.M. CDT. ROVACON XV, October 5-7 demos, a large dealers’ room, historical minia- This convention will be held at the Salem Civic tures, an auction, and a con party complete GEORGIA FANTASY CON ’90 Center in Salem, Va. Guests of honor include with costume contest. Registration: $5 for the September 28-30 Forrest Ackerman, John (007) Gardner, Hal weekend. Dealers are welcome. Write to: RUDI- This celebration of fantasy and horror will be Clement, George Alec Effinger, and Allen Wold. CON VI, c/o Student Directorate, 1 Lomb Memo- held at the OMNI International Hotel and Con- Events include a huge open gaming area, a rial Dr., Rochester NY 14623. vention Center, Atlanta, Ga. The guest of honor masquerade, an art show, panels and work- is Michael Moorcock. Events include four tracks shops, films, a banquet, Japanimation, and an ’90, October 20 of panels and workshops, a masquerade, an art over-100-table dealers’ area. Registration: $8 for This gaming convention will again be held in show and print shop, video rooms, art, and the weekend, preregistered. GMs are welcome! the Student Union Building of Boise State Uni- consignment auctions. Write to: GEORGIA Write to: ROVACON, P.O. Box 117, Salem VA versity in Boise, Idaho. The guest of honor is FANTASY CON, Box 148, Clarkston GA 30021. 24153; or call: (703) 389-9400 after 5 P.M. EDT Gary Thomas. Events include AD&D®, MEGA- TRAVELLER*, CAR WARS*, WARHAMMER*, NOVACON VI, September 28-30 VALLEYCON 15, October 5-7 BATTLETECH*, GURPS*, STAR TREK RPG*, This gaming convention will be held at Texas This SF/gaming convention will be held at the *, MARVEL SUPER A&M University’s Memorial Student Center. Regency Inn in Moorhead, Minn., and is spon- HEROES™, CHAMPIONS*, and STAR WARS*. Events include RPGs, board games, demos, a sored by the non-profit Red River Science Other features are an original tournament dealers’ room, movies, and Japanimation. Regis- Fiction and Fantasy organization. Guests of adventure based on the film Total Recall, strat- tration: $4 at the door. Write to: NOVACON VI, honor include Phil Foglio, Robert Daniels, and egy gaming, open gaming, miniatures contests, c/o MSC NOVA, Box J-1, Texas A&M University, John and Linda Ross-Mansfield. Other features and an auction. Registration: $3 before Oct. 10, College Station TX 77841; or call: (409) 845-1515. are AD&D® games, panels and workshops, an and $4.50 at the door. Write to: ’ art show and auction, three video rooms, filk- Guild, 1511 Bergeson, Boise ID 83706. SATELLITE I, September 28-30 ing, and costume contests. Registration: $5 for This SF convention will be held at the Hotel adults, $4 for teens, and $3 for children. Write NECRONOMICON ’90, October 26-28 Bentley in Alexandria, La. Guests include to: VALLEYCON 15, POB 7202, Fargo ND 58109; This convention will be held at the Holiday Richard Chaves, Barry Morse, and Robert or call: Tom (701) 280-1400; Steve (701) 280- Inn-Ashley Plaza in Tampa, Fla. The guests of Asprin. Gaming events are being planned. This 1445; or Tony (218) 236-8357. honor are Jack C. Haldeman II and Lawrence is also the official Space: 1999 International Watt-Evans. Other guests include Timothy Zahn, convention, and the Alliance has given this TOLEDO GAMING CONVENTION 8 , Richard Louis Newman, and convention its full support. Write to: SATELLITE October 6-7 Prudy Taylor Board. Activities include artist and I, P.O. Box 13135, Alexandria LA 71315. This convention will be held at the University author panels, a masquerade, a trivia contest, a of Toledo’s Scott Park campus in Toledo, Ohio. fan cabaret, gaming, an art show and auction, WHITEWATER SF/FANTASY FESTIVAL I Events include AD&D® 1st and 2nd Ed., ALIENS*, the Creatures of Night Pageant, and a charity September 28-29 ASL*, BATTLETECH*, CAR WARS*, CALL OF auction to benefit Wildlife Rescue, Inc. There’ll Whitewater’s first gaming convention will be CTHULHU*, *, GURPS*, MBT*, also be a dealers’ room, a Friday night banquet, held in the new Campus Activities Center at the PARANOIA*, ROLEMASTER*, SHADOWRUN*, a 24-hour hospitality suite, and an Ygor party. University of Wisconsin-Whitewater. Events SPACE HULK*, SPACE MARINES*, SPACE 1889*, Registration: $15/weekend until Sept. 15; $20 include: an AD&D® tournament; BATTLE- STAR FLEET BATTLES*, STAR WARS*, UP for the weekend or $8/day. Write to: TECH*, CAR WARS*, PALLADIUM*, CALL OF FRONT*, and WARHAMMER 40,000* and FAN- NECRONOMICON ‘90, P.O. Box 2076, Riverview CTHULHU*, MEGATRAVELLER*, AXIS &, AL- TASY BATTLE* games, as well as an auction, a FL 33569; or call: (813) 677-6347. LIES*, STAR FLEET BATTLES*, V&V*, and ASL* painting contest, videos, an open gaming area, games; open gaming; a dealers’ room; and a and a dealers’ room. GMs are welcome! Send an STAR CON ’90, October 26-28 movie room. Registration: $5/day at the door. SASE to: TOLEDO GAMING CONVENTION, 3001 This convention is sponsored by Star Base Judges and dealers are welcome! Write to: N. Reynolds, Toledo OH 43615. Alpha and will be held in Menasha, Wis. Events Whitewater Gaming Assoc., c/o Robert include a wide variety of games and tourna- Wadsworth, 523-B South Gault St., Whitewater ENBICON ’90, October 12-14 ments, as well as other activities. Write to: Star WI 53190; or call: (414) 473-2192. This gaming convention will be held in the Base Alpha, 1112 R. Lake St., Neenah WI 54956. Student Union Building of the University of New SKELETORN ’90 Brunswick, Fredericton, N.B. Events include COMMAND.CON TOO, October 27 September 29-October 1 BATTLETECH*, WARHAMMER*, AD&D®, The convention will be held at the St. Louis The Engadine and Heathcote Gaming Group is SHADOWRUN*, CALL OF CTHULHU*, *, Community College in the Forest Park Cafeteria. again hosting this convention on the grounds of and SPACE HULK* games, with a miniatures Events include: RPGA™ AD&D® games; a pleni- Oatley Public School in Oatley, Sydney, Austra- painting contest and contemporary war games. tude of miniatures, board, and role-playing lia. Events include AD&D® 1st and 2nd Ed., Registration: $8 (Canadian)/weekend. Write to: games; and the SAGA game auction. Registra- BATTLETECH*, CALL OF CTHULHU*, ENBICON ‘90, c/o UNB Student Union, POB 4400, tion: $5. Write to: COMMAND.CON TOO, PO. CTHULHU NOW*, and CYBERPUNK* games. Fredericton NB, CANADA E3B 5A3. Box 9107, St. Louis MO 63117; or call: (314) 727- Prizes will be awarded, and demos will also be 1508 or (314) 721-1155 before 10 p.m. CDT (no presented. Registration: $11 (Australian) plus $4 QUAD CON ’90, October 12-14 collect calls). to $6 per event. Write to: SKELETORN ‘90, c/o Sponsored by the Riverbend Gamers Club and 79 Thurlgona Rd., Engadine NSW 2233, AUS- the Game Emporium staff, this fifth-annual GAMESCON ’90, October 27 TRALIA; or call Paul at: (02) 979-9993. convention will be held once again at the Palmer This convention will be held at the Laindon Auditorium in Davenport, Iowa. Events include Community Centre on High Road in Basildon, COUNCIL OF FIVE NATIONS 16 AD&D®, CALL OF CTHULHU*, BATTLETECH*, Essex. Activities include a RPGA™ AD&D® October 5-7 CHAMPIONS*, MARVEL SUPER HEROES™, and tournament, a painting competition, demonstra- Hosted by the Schenectady Wargamers Assoc., SHADOWRUN* games. Other activities include tion and participation games, and traders. this convention will be held at the Albany Thru- historical and computer games, a silent auction, Clubs, DMs, and players are welcome! Write to: way House and Convention Center in Albany, a dealers’ room, a miniatures-painting contest, Chris Baylis, 67 Mynchens, Lee Chapel North, N.Y. Guests include , the RPGA™ and on-site food. Registration: $4/day and $7 for Basildon, Essex, England, SS15 5EG; or call: Network Coordinator. Events include over 100 the weekend through Sept. 30; $5/day and $10 0268-419933. AD&D® events (including RPGA™ Grand Masters for the weekend at the door. Send an SASE to: and Masters), with BATTLETECH*, 1830*, The Game Emporium, 3213 23rd Ave., Moline IL HALLOWEEN TOURNAMENT XI DIPLOMACY*, and miniatures games, and an 61265; or call: (309) 762-5577 (no collect calls). October 27 RPGA™ Network breakfast, an auction, a This convention will be held at St. Paul’s miniatures-painting contest, a costume contest, RUDICON VI, October 19-21 United Methodist Church in Tucson, Ariz. and the Gamers’ Olympics. Registration: $12 for Held on the campus of the Rochester Institute Events include an AD&D® tournament, a raffle, the weekend preregistered; $18 at the door. of Technology, this convention is sponsored by and a costume contest. Prizes will be awarded.

DRAGON 83 Food and accommodations will be available on SOONERCON 6, November 2-4 CONTEX 8, November 23-25 or near the site. Registration: $5 at Things for This convention will be held at the Central This convention will be held at the Hilton Thinkers. Call: (602) 326-7679. For hotel infor- Plaza Hotel in Oklahoma City, Okla. Guests of Southwest in Houston, Tex. Guests include mation, call David Orahood at: (602) 887-3983. honor include Lois McMaster Bujold, Dr. William Robert E. Vardeman, Sherlock, and Willie Siros. F. Wu, Alicia Austin, and Susan Satterfield. Activities include gaming, merchants, an art CONTRARY ’90, November 2-4 Events include open gaming, an art show, a show, costuming, writers’ workshops, filking, This gaming convention will be held at the video room, British TV, a masque and a masque films and videos, plus the Contex Cross-Tavern Quality Inn & Conference Center in Chicopee, dance, an art auction, and a contest for the Cosmic Tour. Dealers are welcome! Write to: Mass. An honored guest is Michael Gray. Events “Worst-Dressed Sentient Being.” Registration: Friends of Fandom, P.O. Box 266996, Houston include six RPGA™ tournaments, plus other RPGs, $10 until October 10. Write to: P.O. Box 4229, TX 77207-6996; or call: (713) 729-6733. board games, miniatures, and painting and cos- Tulsa OK 74159. tume contests. Registration: $15 preregistered. 1990 EUROPEAN ® GAMES FAIR Write to: CONTRARY ‘90, 933 Belmont Ave., GAME-FEST ’90, November 3 November 30-December 2 Springfield MA 01108; or call: (413) 731-7237. This convention will be held at Kaspar’s Ark, Europe’s largest residential gaming convention north of Lebanon, Pa. Events include AD&D®, will be held in Camber Sands, Rye, Sussex. GENERICON ’90, November 2-4 CHAMPIONS*, SHADOWRUN*, ASL*, AXIS & Guests of honor include TSR’s Blake Mobley, Jim This gaming convention will be held in the ALLIES*, and BATTLETECH* games, Registra- Ward, , Harold Johnson, and Jean Coffman Memorial Union of the University of tion: $5 preregistered; $7.50 at the door. Write Rabe, and free-lancers and Tom Minnesota—Minneapolis campus. Role-playing, to: Lebanon Area Gamers, 806 Cumberland St., Wham. Tournaments include AD&D® European board and war games will be featured, plus Lebanon PA 17042; or call: (717) 274-8706. Open, BUCK ROGERS™, STAR WARS*, 2300 movies, an art show, costume contests, and AD*, SPELLJAMMER™, CALL OF CTHULHU*, tournaments. Registration: $10 before Oct. 1; ROCK-CON XVII, November 3-4 BATTLESYSTEM™, and BATTLETECH* games. $15 at the door. $2 discount from at the door This convention will be held at Rockford Registration: £39.95 including accommodation. admission with the donation of nonperishable Lutheran High School in Rockford, Ill. Guests of Write to: 1990 EUROPEAN GEN CON Games food items for Minnesota Food Shelves. Write honor are , , and Lou Fair, 120 Church End, Cherry Hinton, Cam to: GENERICON ‘90, 2835 Rice St. #817, St. Paul Zocchi. Activities include over 100 gaming bridge, CB1 3LB ENGLAND. MN 55113. events, with RPGA™ tournaments, the annual auction, a dealers’ room, and the Don Snow TROPICON 9, November 30-December 2 CON CARNE ’90, November 2-4 Memorial AD&D® tournament, sponsored by This convention will be held at the Ft. Lauder- This convention will be held at the Days Inn in the RPGA™ and Black Hawk Distributors. Judges dale Airport Hilton hotel. Guests include Hal Meriden, Conn. Events include: AD&D®, are needed! Registration: $5 for one or both Clement and Bruce Pelz. Events include pro- GURPS*, BATTLETECH*, CHAMPIONS*, PALLA- days. Write to: ROCK-CON XVII Game Fair, gramming, filking, an art show, a video room, a DIUM*, CAR WARS*, PARANOIA*, and CALL 14225 Hansberry Rd., Rockton IL 61072. dealers’ room, a banquet, a trivia contest, a OF CTHULHU* games; a live-action RPG (extra masquerade, and gaming. Registration: $20 until charge); a human chess game; speakers; work- UMF-CON ’90, November 3-4 Nov. 1; fees will be higher at the door. Write to; shops; a masquerade; a dealers’ room; filking; an Beat the snow to the University of - TROPICON 9; c/o South Florida Science Fiction art show/auction; interactive literature; demos; Farmington Student Center for this convention. Society, PO. Box 70143, Ft. Lauderdale FL and miniatures competitions. Registration: $25/ Events include AD&D®, GAMMA WORLD®, TOP 33307; or call Tony Parker at: (407) 391-4380. person, or $20 per person in a group of 10 or SECRET/S.I.™, miniatures, war, and board more before Sept. 15; fees will be higher there- games. Registration: $3/day or $5 for the week- SYNDICON III, December 8 after. Special hotel rates available through end preregistered; $4/day or $8 for the week- This convention will be held at the Interna- address below. Send two 1st-class stamps to: end at the door. All games have an additional $2 tional Inn in Orlando, Florida. The guest of Games and Stuff, 501 Main St., Middletown CT table fee. Write to: Table Gaming Club, Student honor is Rembert N. Parker, RPGA™ Regional 06457; or call: (203) 344-8895. Center, 5 South St., Farmington ME 04938. Director. Events include one- and two-round RPGA™ AD&D® tournaments, with BATTLE- SCI CON XII, November 2-4 PROVOCATION, November 10-11 TECH*, ILLUMINATI*, CAR WARS*, CALL OF This convention will be held at the Holiday Organized by the Quebec Gamers’ Assoc. CTHULHU*, SHADOWRUN*, SPELLJAMMER™, Executive Center in Virginia Beach, Va. The (AQJS), this convention will be held at Pierre- DIPLOMACY*, and DRAGONQUEST™ games. guest of honor is Kim Stanley Robinson, and the Dupuy High School in Montreal, Quebec, Activi- Registration: $8; $6 for RPGA™ Network mem- artist guest of honor is Bob Eggleton. This SF ties include 33 hours of nonstop gaming, plus an bers; $10 at the door (all prices include four convention features panels, readings, videos, a auction, open gaming, an art show, and a figu- free events). Write to: SYNDICON III, 11324 costume contest, an art show, a hospitality suite, rine contest. Registration: $21 U.S./weekend and Porto Court, Orlando FL 32821; or call: (407) and gaming. Registration: $20 until Sept. 21, and $13 U.S./day. Write to; PROVOCATION, Box 63, 857-1896, or (407) 788-3014. $25 thereafter. Write to: SC1 CON XII, Dept. DR, Station M, Montreal PQ, CANADA H1V 3L6; or P.O. Box 9434, Hampton VA 23670. call Christine: (514) 596-0115, or Daniel: (514) 252-3032. How effective was your convention listing? If you are a convention organizer, please write to the editors and let us know if our “Convention Calendar” served your needs. Your comments are always welcome.

Free Catalog!

Write for your free catalog of games and gaming supplies! In the United States and Canada, write to: TSR Mail Order Hobby Shop c/o TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. In Europe, write to: TSR Mail Order Catalogue, TSR Ltd, 120 Church End, Cherry Hin- ton, Cambridge CB1 3LB, United Kingdom. Our catalog is free— send for it today!

84 SEPTEMBER 1990 NEW PRODUCTS FOR DDA2 Legions of II. Using miniature planes and full color cards SEPTEMBER D&D® module on a colorful board of Great Britain, the game by details the numerous attacks by German air After your PCs have survived the rigors of squadrons on the British Isles. Never surrender! DDA1 they must face even LNR1 Wonders of Lankhmar Arena of Thyatis, Suggested Retail Price: $29.95/ more devious plans spawned by a corrupt + VAT AD&D® 2nd Edition game accessory £22.50 Thyatian senator. From the challenge of the Product No.: 3030 by arena and the terrors of the catacombs, the Based on the famous novels written by Fritz heroes must be clever and persuasive in order The Gates of Thorbardin Leiber, will bring many Wonders of Lankhmar to escape the snares of Thyatian intrigue. hours of adventure to your cam- DRAGONLANCE® Saga Heroes II Trilogy, paign. This booklet is filled with easy-to-play Suggested Retail Price: $5.95/£3.95 Volume Two one- and two-page adventures. Product No.: 9296 by Dan Parkinson Beneath Skullcap are the remains of the dark Suggested Retail Price: $9.95/£6.50 MLA2 Night Moves wizard Fistandantilus and the path to the gates Product No.: 9295 MARVEL SUPER HEROES™ module of Thorbardin. Buried along that perilous path TSR Staff is the magical helm of Grallen, son of King Innocent people are being caught between Duncan, tragic hero of the final battle of the AD&D® boxed set bouts of gunfire on the war-torn streets of New Dwarfgate War. The finder of Grallen’s helm by David “Zeb” Cook York City. The gangs are warring. The police will be rewarded by a united Thorbardin, but Rising from a number of insignificant tribes need help—superpowered help. They need you! he will also open the gates of the realm to fresh into a powerful empire, the Horde, with its vast army of barbarian horsemen, becomes bent on Can you bring the gang wars to an end? horror and chaos. conquest in the Realms. This new boxed set Suggested Retail Price: $8.95/£5.50 Suggested Retail Price: $4.95 draws on the background, characters, and Product No.: 6895 Product No.: 8335 events of the Empires novels and The Horde Battle of Britain Homeland module trilogy. World War II simulation game FORGOTTEN REALMS™ Dark Elf Suggested Retail Price: $18.00/£11.95 by Richard Borg Trilogy Product No.: 1055 This new game is an historical simulation that by R. A. Salvatore deals with the air war over Britain in World War Strange and exotic Menzoberranzan is the

DRAGON 85 vast city of the drow. Imagine the world of the and information from the four modules has dark elves, where families battle families and been brought together into one package. fantastic monsters rush up from the lightless Suggested Retail Price: $15.00/£9.95 depths. Possessing a sense of honor beyond the Product No.: 9291 scope offered him by his unprincipled kinsman, young Drizzt finds himself faced with a di- FOR1 lemma: Can he live in an honorless society? AD&D® FORGOTTEN REALMS™ Suggested Retail Price: $4.95 accessory Product No.: 8481 by Lots O’People Everything you ever wanted to know about the great Wyrms of the FORGOTTEN REALMS™ NEW PRODUCTS FOR setting is here. Written by adventurers who have gone before, this tome supplies new infor- OCTOBER mation about dragons: their homes, their magic, their treasures, and lots more! This material can easily be used in any fantasy campaign. RA1 Feast of Goblyns Suggested Retail Price: $15.00/£9.95 AD&D® RAVENLOFT™ module Product No.: 9297 by Blake Mobley A dose of horror arrives just in time for SJA3 Halloween! Will your PCs survive in the do- AD&D® SPELLJAMMER™ module mains of Ravenloft? Find out in Feast of by J. Paul LaFountain Goblyns, the first AD&D® adventure based on This adventure takes your SPELLJAMMER the RAVENLOFT™ boxed set! The module in- campaign PCs to four new crystal spheres in an cludes a RAVENLOFT™ DM’s screen, player effort to save a prince and his entire sphere record sheet, and full-color poster! from the dark influence of an evil being. Ex- Suggested Retail Price: $10.95/£6.95 plore new worlds and make your mark in this Product No.: 9298 interplanetary adventure! Suggested Retail Price: $8.95/£5.95 DRAGONLANCE® saga Classics, Vol 1. Product No.: 9299 AD&D® DRAGONLANCE module re- prints 25CA2 N.E.O. in the 25th Century by TSR staff XXVc™ module The first four classic DRAGONLANCE® mod- by ules (DL1-4) originally introduced three years There’s something rotten in Coprates. A ago have been updated for use with the AD&D® professor from Mars University hires your band 2nd Edition game. All of the maps, characters, of shady vagabonds to explore Jupiter’s moons for legendary alien artifacts. There’s more to Unless otherwise noted: this adventure than meets the eye though, ® and ™ denote trademarks owned by TSR, Inc. including a sultry someone called Matahari! ©1990 TSR, Inc. All Rights Reserved. Suggested Retail Price: $9.95/£6.50 MARVEL SUPER HEROES and MARVEL UNIVERSE are Product No.: 3566 trademarks of the Marvel Entertainment Group, Inc. All Marvel characters, names, and the distinctive likenesses thereof are trademarks of the Marvel Entertainment Group, X-Men Boxed Set Inc. ©1990 Marvel Entertainment Group, Inc. All Rights MARVEL SUPER HEROES™ boxed set Reserved. by BUCK ROGERS and XXVc are trademarks used under Many marvelous mutants make their mark in license from The Dille Family Trust. ©1990 The Dille Family this boxed set. This set covers the powers and Trust. All Rights Reserved. abilities of the X-Men and the other major mutants while presenting several adventures for the X-Men or your own PCs to X-perience. Suggested Retail Price: $18.00/£11.96 Product No.: 6896

DRAGON 87 by

If you have any questions on the games amulet spends 1d4 x 11 turns recharging Check out TM4 City of Trail produced by TSR, Inc., “Sage Advice” will itself, gaining one charge each turn. It Map (TSR Product #9401) or the map answer them. In the United States and remains nonfunctional during recharging. showing Waterdeep in FR5 The Savage Canada, write to: Sage Advice, DRAGON® Frontier (TSR Product #9233). Also see Magazine, P.O. Box 111, Lake Geneva WI There are several wands and “Welcome to Waterdeep,” in DRAGON issue 53147, U.S.A. In Europe, write to: Sage staves described in FR4 that can #128, which has a map and other materi- Advice, DRAGON Magazine, TSR Ltd., 120 explode if broken accidentally. Will als that were dropped from FR1. Church End, Cherry Hinton, Cambridge they also explode if broken deliber- CB1 3LD, United Kingdom. We are no ately, even by nonwizards? Exactly what kind of landscape is longer able to make personal replies; These items are unstable and extremely indicated by “clear” terrain areas on will indeed explode if broken deliberately, please send no SASEs with your questions the various Realms maps? even by nonwizards. Note that this is not (old SASEs are being returned with writ- Clear terrain is rolling and open, and the case with normal items. Most wands ers’ guidelines for the magazine). generally free from major obstacles such and staves do not explode when broken in This edition of “Sage Advice” continues as impenetrable forests, mountains, etc. any fashion. The more powerful items, to examine the major fantasy settings for Most clear terrain is plains or farmland, such as the explode only the AD&D® game. Krynn and Oerth were staff of the magi, but there also can be low hills, solitary when held and broken by a wizard who covered last month; this month we visit trees, clumps of woodland, and gullies. Abeir-Toril. deliberately calls for a retributive strike. To what scale are the various city Volume 1 of the Kara-Tur boxed set maps found in the Cyclopedia of the mentions a new scholar character FORGOTTEN REALMS™ Realms (from the FORGOTTEN class (on page 18). Where can I find setting REALMS boxed set) drawn? information on this class? The scales vary from map to map be- The “class” mentioned on page 18 is that Which of TSR’s modules are set in cause cities of different sizes were pre- of the mandarins, which is a social class in the FORGOTTEN REALMS setting? sented in the same-size spaces. You can get Shou Lung, not a character class. Check Only products with the FORGOTTEN a rough idea of the scale for each map by out the section on the mandarinate on REALMS banner on the front cover are looking at the narrow sides of the build- page 7 for details. actually intended for use in this setting. A ings shown; most are about 20’ long. complete product bibliography (good up to March 1990) appears on page 154 of the There is at least one character in What are the scales of the various AD&D 2nd Edition hardbound volume the FORGOTTEN REALMS novels FORGOTTEN REALMS maps sup- FORGOTTEN REALMS Adventures. Of who fights with a scimitar in each posed to be? I have them all, and course, a clever DM could place almost hand. How is this possible, since a some of the scales seem to be at any adventure in one of the many unex- scimitar is a size M weapon? odds with the others. plored corners of the Realms. The character you are thinking of is The two continental maps in the boxed Drizzt, from the trilogy. In campaign set are drawn at 1” = 90 miles. Where is the game information on this particular case, there is a game rule The area detail maps in the boxed set and the magical book, The Tome of the that covers the use of a medium-size in the modules are 1” = 30 miles. The Unicorn, described? The table at the weapon in each hand. See the notes on the keys on the trail maps show the scale as back of FR4 says infor- two-weapon style in the fighting styles 1” = 90 miles, but this is a misprint. The mation is given on page 41 of the section of the Complete Fighter’s Hand- scale-of-miles bar at the upper right-hand DM’s Sourcebook of the Realms, but book, pages 61-64. corner indicates that 1” = about 142 the information given there is miles, a scale that works quite well when pretty spotty. Will there be a FORGOTTEN you compare distances between major Full details on The Tome of the Unicorn REALMS atlas? landmarks shown on both the trail maps are given in the DM’s Sourcebook of the Yes. The FORGOTTEN REALMS Atlas and the continental maps. Realms, pages 92-93. (TSR product #8442) is due for release this August and will cost $15.95/£10.95. When will the replacement maps Where can I find a full description for the boxed campaign set be of the greenstone amulets worn by We all know that does a available? the Flaming Fist mercenary com- lot of traveling. Has he ever been to New maps are already available. How- pany? I understand these items can Oerth or Krynn? ever, the only difference between them recharge themselves; how often can Perhaps, but he‘s not saying. and the maps in the early print runs of the they do this? boxed set are the colors. The current A description of the greenstone amulet When reading the sourcebook in maps have colors that match the map is included in FR4 The Magister (TSR FR1 Waterdeep and the North, I had colors in the modules and in the Kara-Tur product #9229). A greenstone amulet trouble finding some of the features boxed set. If you have older maps (ones automatically begins recharging itself mentioned in chapter one on the with pale blue oceans and light beige clear whenever its charges drop to zero. The maps provided with the boxed set. areas), you can get color-corrected maps 88 SEPTEMBER 1990 by sending $5.00 to the Mail Order Hobby Can PCs who travel from Faerun improve his knowledge? Shop and requesting replacement maps to Kara-Tur learn martial arts or Modern-style libraries where visitors for product number TSR1031. The ad- other Oriental proficiencies? Can have free access to the books are un- dress is: western races adopt Oriental known in the Realms. There are, however, The Mail Order Hobby Shop classes? For example, can there be plenty of libraries. Sages, guilds, and gov- P.O. Box 756 elven samurai? ernments keep extensive collections of Lake Geneva WI 53147 Western (gajin) characters can learn books and scrolls, but access to them is on U.S.A. Oriental proficiencies if they can find a need-to-know basis (or pay-as-you-go, in Oriental masters to teach them. Finding the case of sages). For example, any large I’m having a lot of trouble fitting such masters should require lots of good and prosperous shipwrights’ guild would the City of Waterdeep Trail Map with fortune, skillful role-playing or both. Since have a library with volumes on ship design the Kara-Tur Trail Map. The closest there are spirit folk samurai, I see no and construction, carpentry, forestry, match I can get leaves a big gap near reason why elves couldn’t also become logging, blacksmithing, rope making, the Great Sea and a rather abrupt samurai (maximum level 12) with proper weaving, sewing, and a host of other sub- end to the Dust Desert. sponsorship. However, the samurai are a jects, both practical and esoteric, related Here’s how things were explained to me: social class as well as a character class, to shipbuilding. Members would use the The Waterdeep map is drawn from a and first-generation gajin samurai of any library as a resource for training new western perspective. The farther east you race would be rare indeed. members and for answering difficult or go, the less accurate it gets because west- unforeseen questions that might come up erners don‘t know a lot about the East. The maps to module N5 Under during day-to-day business. The guild also Likewise, the Kara-Tur map is drawn from Illefarn have many numbered would jealously guard its library to pre- an eastern perspective and gets less accu- rooms that aren’t described any- vent competitors in other cities from rate the farther west you go. In any event, where in the text. Is there dropped learning its professional secrets and to remember that the boxed sets are meant text, or are these rooms simply prevent those people who are not guild to be campaign settings. Each DM’s cam- empty? Where do the stairways on members—like adventurers—from learn- paign is going to be a little different. An maps 14 and 15 (areas G and H) lead? ing how to build their own ships and area where even the published informa- The undocumented areas have no fixed putting dues-paying guild members out of tion is uncertain provides the DM with at contents. There can be random encoun- work. Though literacy is more common in least one mysterious place where only he ters, such as patrols, in these rooms, or the Realms than it was in the historical knows what’s going on (at least until PCs individual DMs can populate them as they medieval world, the people of the Realms actually explore it). see fit. The westernmost stairway in map understand that knowledge is power and It sounds to me like you’re going about 14 (room 113) leads up to map 16, room they do not share it readily. fitting the maps together in the right way. 121. The north stairway (off the central The maps match pretty well if you just corridor) leads up to map 15, room 114. I would like to use the rental villas line up the borders, but you have to adjust The south stairway leads up to map 17, in Waterdeep (as described in the a little to match the city of Solon (which is room 124. The central stairway on map 15 boxed set) in my cam- shown on both maps) and the southern leads down to map 14, as already de- paign. How big are they and how and northern coastlines. When overlapping scribed. The eastern stairway leads up to much do they cost to rent? the maps, I suggest putting the Kara-Tur map 16, room 118. According to Jeff Grubb, each villa has 9 map on top, as the mountains east of Solon to 12 rooms on two or three floors, plus a really are there. Individual DMs will have What lies on the other side of The basement. The cost to rent one depends to decide where the Dust Desert really Spine of the World mountains? A on the building’s size and condition; 400- ends—the edges would vary with the friend told me it’s the WORLD OF 600 gp per month is a good range. annual weather anyhow. The empty gap GREYHAWK® setting. in the south is unexplored territory, but All of what lies to the north of The Spine Some of the Street Scenes tables in there has been some discussion of filling it of the World is unrevealed, though the the City System set are missing the in with an Arabian land. City of Waterdeep Trail Map indicates that numbers 81-88. Other tables have the southern edge of the Endless Ice Sea two entries numbered 105. How do What is the polar circumference of begins there. However, the WORLD OF you get around those flaws when Abeir-Toril? GREYHAWK setting lies on another planet, using the tables in play? Also, each Abeir-Toril’s exact dimensions are unre- Oerth. The SPELLJAMMER™ supplement table goes up to number 120. This is vealed, but the planet is roughly Earth’s contains rules for traveling between fine, but the instructions on page 15 size. This would make its equatorial cir- Oerth, Abeir-Toril, and other fantasy say to roll percentile dice and add or cumference about 25,000 miles. The polar worlds. Of course, DMs are free to con- subtract one or more modifiers also circumference would be slightly less, struct their campaigns as they see fit, and given on page 15. The highest total about 24,900 miles. there’s nothing wrong with lumping the modifier is +6, so how can you get a two settings together on one world. total of 120? What do you do if a How can a PC become a Red Wiz- negative modifier gives you a result ard of Thay? I remember seeing something of less than one? The Red Wizards are nasty, reprehensi- about flying ships in the Realms. The missing and duplicated numbers are ble, and generally subject to the whims of Are these spelljammers? probably typos. Treat a result of 81-88 as their superiors. This makes them unsuit- No, they are not, though many of the either an 80 or an 89, as you wish. Like- able for use as PCs in most campaigns. rules governing spelljammers also would wise, just pick one of the two listed entries However, FORGOTTEN REALMS Adven- apply to them. The only details ever re- on a result of 105. The text on page 15 tures (TSR product #2106) contains basic vealed about these ships were published in says to add +20 to the roll for all encoun- information on the Red Wizards, including the article “Sailors on the Sea of Air,” in ters that take place after dark, though this how to get in (see page 127). DRAGON issue #124. is not shown on the table. (The correct modifier for Night scenes is +20. The Would it be accurate to assume It seems to me that there are no modifier for Witching Hour scenes is Chult is an African setting? libraries in the Realms. Candlekeep + 19). Treat any negative result as a 1, and No. Chult is more akin to Conan Doyle’s charges an outrageous fee just to treat any result of 121 or more as 120. , complete with dinosaurs, lost browse, but shouldn’t there be some tribes, etc. place where a character can go to DRAGON 89

Taking flight with Felis aquila

by Christopher Kederich

From a popular lecture by forest warden striking like clubs with sufficient force to griffon is a nimble and powerful flyer, Defaeben Knazzer, of the Royal Zoological break a victim’s neck. The raptor’s talons, though less so than the Pegasus, which is Gardens of Zinfinjord: which are up to 6” long, can not only both faster and more agile in flight. The One of the best known of all fantastic slash but can clench in a bone-crushing griffon is built to catch moderately quick creatures, the griffon is seen both as a grip. Like lions, griffons can bowl over prey and carry it back to a high nest. feared monster and a much-desired flying large animals with one sweep of a foreleg. Griffons can fly in almost any weather, mount. The griffon is accurately described With pinions fully stretched, the grif- having an elemental feel for the sky and by sages as a ferocious avian carnivore, fon’s wingspan is often eight or nine yards its conditions. They can sense changes in and it is probably the most successful across, a magnificent and awe-inspiring the weather and can detect downdrafts large flying predator, being more common sight. Though without tail feathers and and thermals. Griffon riders need at least and voracious than any sort of dragon. It looking entirely lionlike, the griffon’s tail as much training to learn how griffons fly is the true king of the air. helps it steer and stay balanced in flight. as their griffons need to learn how to The origins of the griffon are unclear. The moderately pointed wings are well carry their riders. Griffons can be intrac- Some scholars have speculated that it was suited for soaring and for diving onto table at times and simply may not want to the result of magical experimentation by prey. A griffon’s feathers are gold in color, fly, much less convey a rider, though usu- an ancient civilization. Yet the legends of often with patterns of black washing ally not without good reason; they are griffons seem to be older than the earliest across them. quite sure of themselves in the air. records, older than this theory would The eyes of the griffon have been said to explain. Like the centaurs, griffons are resemble living flames, usually being ruby Hunting probably the result of natural magical red, burning yellow, or icy blue. Griffons Very few carnivores are as superbly forces granting an adaptable creature the have the same keen vision that giant eagles capable of hunting as is the griffon. With traits of different mundane animals. In the have, being able to see a horse from two its combination of speed and agility, as griffon, these forces produced a powerful miles away in the air. It is said that if a well as its natural armament, the griffon is being indeed. griffon could read, it could see normal a tenacious predator. Although a griffon print clearly from 100’. It lacks infravision can strike large prey out of the air, it fa- Anatomy but can see clearly in the dark as its eyes vors hunting ground-dwelling animals, In appearance, griffons resemble great gather the faintest of light. Its sense of especially herd animals and most espe- lionlike cats with the taloned forelimbs, smell is only average for a predatory ani- cially horses, which it craves. The variety wings, and heads of great eagles, but with mal, still much better than that of humans of potential prey is very large, as griffons prominent tufted ears. Their body fur but inferior to that of dogs. It might be are opportunistic hunters; they feed on colors range from golden bronze to dark possible for a griffon to track quarry by almost anything from the size of a rabbit brown, the colors darkening with age. scent alone, and one would certainly be to a buffalo—including, at times, humans. Males have touches of red on their breast able to detect most enemies approaching Unlike lions, griffons are not scavengers feathers; females have duller coloration from upwind, but not as readily as could and will usually ignore food that isn’t than males. many of its prey. A griffon’s sense of hear- fresh. A griffon can locate prey in near The size of an adult griffon is on the ing, on the other hand, is very sharp. It total darkness, but it normally hunts dur- order of the largest of lions and tigers, can hear hoofbeats on packed earth from ing the day as it is easier to fly on sun- being of similar proportions though with at least a mile altitude, and a trainer’s call heated thermals and many herd animals an especially heavy chest and with the will reach it from the same distance. are up and about during this time. Open shoulders to accommodate wings and plains, savannahs, and rolling grasslands flight muscles. While standing on all fours, Flying are its preferred hunting grounds. the overall length from beak to rump Eagles can roll completely over in midair If it is injured, a griffon can function as a measures 7-10’. An adult male may weigh and griffons can do likewise, but not with- land predator as well as an aerial one, up to 1,100 lbs., with females averaging out some difficulty. Due to their great size, though it will be slow and is then most one-third less. it would take longer to correct an error or likely to become a man-eater. When acting Artists and heralds have incorrectly regain height, making aerobatics danger- as a land hunter, it will behave much as a pictured griffons as having thin, sticklike ous. Midair loops and somersaults may be big cat, though it shows some flexibility in forelimbs. In fact, a griffon’s forelegs are possible under good conditions but proba- adjusting its hunting techniques. It may as heavy as a lion’s and are capable of bly not with a rider. Nevertheless, the stalk and pounce like a leopard, or stalk

DRAGON 91 and charge like a tiger; if there are two or teach their young hunting methods with- being completely left out of the division of more griffons, a group charge, as per the out using wings. At six months, the young the adventure’s spoils, especially if the lion, might be used. If the griffon’s wings begin flight training and aerial hunting, griffon’s sense for gold helped to locate are partially functioning, it is then able to which lasts at least six more months. The the treasure. On the other hand, a nestless drop onto its prey from a tree or cliff. nest is moved if necessary until the young griffon is likely to quickly tire of its valu- Although griffons can and do hunt a can fend for themselves. Leaving the par- able “toys” and will soon discard them. large variety of prey, equine flesh is their ents after two years, the young travel obsession. Griffons wing their ways at great distances before establishing their Training once toward any horses they see, selecting own home ranges. Griffons can be trained to be compan- the group that offers the best feeding with On occasion, two or more griffons (usu- ions and mounts with striking loyalty, the least danger. Young griffons pay no ally males, typically brothers) team up and though not without unique problems. heed to warriors who may be riding or hunt together. This may last for a short Horses are tamed and trained with ease by leading horses, attacking with no regard time, a lifetime, or until one finds a mate. comparison; domesticated horses find the for swords or arrows. An older griffon, Less cautious than mated pairs, these company of other horses or herbivores however, devotes a few moments to con- bachelor groups are more likely to be seen often makes them feel secure. Griffons are sider such an attack in advance. An unpro- than others and are the basis on which more solitary and dislike crowds. They do tected wild horse is an immediate target, most people form their impressions of poorly in captivity, needing open spaces to but a column of cavalry may be given up griffons. Intensely loyal to each other, exercise. Most would eventually refuse to as too much trouble unless the griffon is these griffons will back each other up in eat if caged, making it difficult to hold extremely hungry, stupid, arrogant, or has almost any situation. them against their will. never fought warriors before. Griffons rarely fight among themselves Gaining a griffon is difficult at best. Griffons are not often clever, but experi- in the way many other predators do. The Griffon eggs and fledglings command a enced ones have learned a few tricks. males are very protective of females, even high price—2000 and 5,000 gold pieces Adventurers tell tales of griffons that bide if they are not mates. It is this instinctive each respectively on the open market. their time until after dark when a large sense of loyalty and discipline that makes Raising the young is often more trouble mounted party is bedded down, then a griffon a much more dependable battle than most adventurers expect. Fledglings approach on the ground from upwind to mount than a horse or most other flying must be captured before their first feath- spook the horses into bolting from the steeds. Griffons are naturally combative ers grow in at three months of age in camp. The griffons then follow the horses and fear almost nothing, yet neither will order to bond with an owner. If taken for a safe distance before making the kill they fight for no apparent reason. later, the griffon will not readily accept its to minimize the hazards from the party. If new “family” and has a 10% per month horses are tied down, a quick kill from the Treasure chance of deserting (if mistreated, 20% air and an immediate escape will ensure Suspicious and bold, griffons may inves- per month; confinement is considered something worth eating after the party is tigate anything that interests them despite mistreatment). gone. The less-intelligent lion is well possible danger. Attracted to shiny objects Training the young must include hunting known for similar tactics. to decorate their nests, some griffons in order to make the fullest use of the collect assorted treasures solely for their griffon’s abilities and to maintain a bal- Family matters looks and will fight strenuously to protect anced mind. Here, the outdoor skills of the The griffon’s range is extremely wide, what is theirs, but may trade precious trainer become the common ground be- from the tropics to the subarctic, and items for something more interesting. tween rider and griffon. Although flying is from coastal areas to high mountains. The treasure types to be found in a instinctive, the fledgling must be coaxed Because of the wide variety of prey it can griffon’s nest are those that have survived into flight. During the training, a trainer hunt, and its ability to fly long distances examination and rough handling. Potions may teach the griffon special skills to be for food or water; the griffon is the domi- are likely to be broken because the grif- used on an adventure, such as dropping nant predator in most areas unsuitable for fons like to toss colorful things about and bombs or grabbing ground-based objects other large hunters. try to catch them in their beaks, or drop from the air. A griffon’s preferred nesting place is in them to hear how they sound upon hitting Unlike the griffon, any adventurer will the most remote and inaccessible part of the rocks. Furs, clothes, and leather goods find learning how to fly competently very its territory. High places commanding a are apt to be employed in tugging matches difficult. The time required is usually about wide view of the surrounding countryside or claw sharpening. Scrolls similarly suffer 11-16 weeks. Use of speak with animals are typical, including cliffs, mountaintops, unless well protected. Only durable metal spells or the like will lessen the time by mountainous caves, and large ruins. Even objects will last. another 2-5 weeks. Those with less than some great trees can support the weight An exceedingly rare species of griffon is normal agility and dexterity cannot fly with of a griffon’s nest. These nests are nor- known to have a peculiar sense that allows any competency, but they may be tied on mally far apart, but if prey is plentiful it to detect gold up to 10’ away. Since gold and carried about as baggage. Characters griffons can be gregarious and live among is of little value to griffons except as nest with low endurance will not be able to fly a small cluster of nests within earshot of decorations, they do not often exercise. without becoming helplessly ill from mo- each other. this ability. Even so, this species can tell a tion sickness. Griffons bob up and down a As with eagles, griffons are monoga- fake piece of gold at a glance. A narrow great deal in their flight, unlike pegasi, mous and mate for life. They are devoted strip of dark fur over the middle of the making riding one rather like being a parents and will defend mate and young chest seems to grant this ability. It is possi- jockey in a steeplechase. A large part of unto death. The young are fed first from ble to use this fur to enchant an item to riding one lies not merely in being strapped any family kill. It is the male that hunts locate gold. The difficulty in this is that the down but in hanging on, resisting the wind while the female guards the nest, again fur must come from a live griffon, and few and moving with the animal to make it much as with eagles. Typically, two agate- if any are willing to part with their fur. If easier on both parties. colored eggs are laid at a time, hatching in fur is removed from a live donor (which is On occasion, adventurers may earn the four weeks. The hatchlings are ravenous necessary in order for this power to be gratitude of a griffon by releasing it from and eat at least their weight in food a day transferred), the griffon’s gold-detecting a trap or saving it from some illness or for the first three months of life. At four ability fades for a year while the fur injury. If made to feel a part of the “fam- months, the fledglings are the sizes of grows back on its chest. ily,” such a griffon is more likely stay with large dogs and can climb and move about Being both possessive and curious, even a group indefinitely. Since only adult grif- on the ground. The parents now begin to a trained griffon will not take kindly to fons are likely to be encountered in this

92 SEPTEMBER 1990 way, there will be no need for flight or Abilities Centaurs, on the other hand, and other hunting training. The griffon will be most Just how strong griffons are is a matter quasi-equine species (even if they don’t likely to bond to an adventurer to whom of measurement. Griffons can fly carrying taste like horses) will be in perpetual strife loyalty is an important virtue. loads as great as their own body weight, with griffons. One cannot subject griffons to the indig- though not for long periods. With their Sacred to Apollo, griffons are said to nities commonly placed upon horses, like taloned forelimbs, griffons can grasp draw this gods chariot home from his corralling, hobbles, and branding. Bit and objects and hold them, probably damaging winter retreat. Several other deities have bridle would, at best, interfere with their anything fragile. If so trained, they have a held griffons sacred and may have had own defenses and would probably be 40% chance to bend bars or lift gates. something to do with their creation, but intolerable. Vocal commands and body With the same basic strength as a lion, a whatever their origins, the griffon is such movements are sufficient for nearly all griffon will be far stronger than any nor- a successful predator that it needs no situations, and a hackamore helps for mal humanoid. On the ground, a griffon guiding force to sustain it. There are even special ones. The best battle-trained horses should be able to do the same sort of feats reports of sentient griffons which may are trained to obey complex vocal com- that a huge lion or tiger can manage. represent a separate species largely indis- mands; griffons are both more intelligent A griffon’s appetite is remarkable. Even tinguishable from the familiar one and and naturally battle-ready creatures, and if not flying, a griffon will eat more than a which may wish to remain unrecognized. they can obey even more complex orders. similarly sized lion, typically on the order A horse saddle will not fit on a griffon. of at least 25-30 lbs. of fresh meat a day. If Miscellaneous Any saddle made for a griffon must take flying, it will eat half again to twice as Griffons have a language that sounds into account its wings and should not much when possible, depending on like a collection of squawks and growls to hamper flight. Sidesaddles are out of the whether or not a load is being carried. other creatures. It is composed mostly of question. If made out of horse leather, a When hungry, a griffon becomes very words relating to flying, hunting, weather, saddle may even be eaten. The saddle may irritable and aggressive. Although a per- and the visual appearance of things. It is be positioned in front of or behind the son to whom the griffon is loyal is in no not suited to abstract concepts. wings; it may be less tiring to the griffon danger of being eaten, anything else is Like tigers, griffons can swim, but if for the weight to be behind the wings but considered fair game. their feathers are wet they must dry off will restrict the rider’s vision and ability to Without proper food, the griffon will be before flying. By nature compulsively neat fight. Barding is rarely used, as it always a poor flier and very uncooperative. When and tidy, enjoying baths and frequently lowers flight speed and maneuverability. food is available, griffons sometimes con- preening for hours, griffons are not likely Simple and light head, neck, and chest sume tremendous amounts and may be to accept filthy would-be riders or accom- armor should create no problems as long too gorged to fly well, but won’t require modations. as it weighs much less than a rider. another feeding for some time. Riders The lifespan of a griffon is very long, A rider should be able to do anything should make sure that their griffons don’t some serving several generations of a that can generally be done ‘in a high wind overindulge themselves between adven- family. Actual lifespan is dependent on while bobbing up and down strapped tures and become lethargic. many factors but may extend as long as between the flapping wings of a large several centuries. One hundred and fifty predator that will probably object if the Friends and foes years is considered average in the wild. rider sits up and creates drag. If properly Being choosy, griffons will not serve as A griffon is a magnificent creature to be buckled in, the rider will have at least one mounts or companions for humanoids treasured by all humanity. Dangerous it is, free hand much of the time and be able to prone to mistreat animals. These are such but marvelous, too. As long as it wings fight or grasp objects. Flight clothing beings as the griffon would consider dirty, through the skies, we can look up at it and should take into consideration wind chill, disgusting, and incapable of returning know the meaning of courage. weather, weight load, etc. trust, such as orcs, gnolls, and kobolds. A As mounts, griffons should not be griffon will also not hunt other griffons. Game information counted on to travel overland even though A griffon has very few natural enemies, In combat, griffons prefer to use their they can handle rough terrain easily. If and none count it as regular prey. Only beak and talon attacks first, If diving onto you are going to ride—fly. Griffons may be humanoid species present a significant a victim from a greater height (at least 60’) more argumentative and uncooperative threat. Some creatures will nevertheless or a victim that is flying more slowly (MV than horses, but they don’t spook at rab- always be enemies with griffons. Hippo- fly 24 or less), the griffon will double its bits, birds, or shadows. On the other hand, griffs and pegasi are no match in a fight claw damage and gain a + 2 to hit, but not horses are not often known to hungrily and will normally be chased if rarely be able to employ its beak in the same chase rabbits, deer, or other horses, and caught. Manticores are slower if more round. If a griffon can strike an enemy on they don’t eat riders who’ve been abusive difficult prey. Harpies will always be at- the ground with both of its foreclaws, it to them. Griffons are fearless if aggressive tacked at the first opportunity. The hyp- can employ its rear claws for an additional and loyal if moody. Griffon males usually notic song of the harpy does not affect the 1-4 hp damage, but at a -2 to hit because make better mounts, being not only larger griffon as it does a human, but if such a they are not accustomed to doing so un- and stronger than females but also calmer song is heard, it will enrage the griffon less so trained. A griffon can use the rake and more patient. and bring it winging in to attack. Perytons even in midair, but it loses altitude rapidly Unfortunately, there are other problems are another natural adversary; although and disengages as soon as possible. Its last involved in owning a griffon mount. For invulnerable to most nonmagical attacks, means of defense may include a wing example, after long contact with griffons, they are subject to predation by the in- buffet, but this does only 1-2 hp damage a rider may walk upwind of someone’s nately powerful griffons. Thus griffons per wing because the wings are feathered horse; what will the horse do upon smell- help clear the skies of certain hazards that and soft. If a flying griffon snatches some- ing its worst enemy? After an adventure, threaten humanity. one from the ground (requiring one to-hit heroes may want to relax in town for a Having as few natural allies as they have roll), it causes 1-6 hp damage from rough- while—and so might their loyal griffons, enemies, griffons are compatible with ness even if it does not mean any harm. whether or not the townspeople agree. giant eagles, for example, and are gener- Training the griffon in this snatch can Naturally, the disappearance of any horses ally on good terms with them. Those races lessen the damage to 1-4 hp. will be blamed on the griffons. And if a and classes more attuned to nature, such For more information on flying, see character is eating steak, his griffon will as elves and druids, are best apt to under- “Flying the Friendly(?) Skies,” in DRAGON® not easily tolerate left-over iron rations. stand and be compatible with griffons. Magazine #124.

DRAGON 93 94 SEPTEMBER 1990 I DRAGON 95 96 SEPTEMBER 1990 DRAGON 97 98 SEPTEMBER 1990

Voyage the lands remain in permanent daylight. No. Appearing 1 (1-2) Continued from page 45 The lands below, as well as some of the Save As Fighter 25 flying continents, have air, clouds, storms, Morale 7 and endless new mysteries to be unveiled Treasure Type Nil that it is difficult to make out the shapes of to the Greatest of the Empires. Intelligence 4 nearby coasts and mountains. What we Nyxmir 25, 1965: It is now clear to me Alignment Lawful observed of the lands below was com- how we got here. The openings of—what XP Value 18,500 pletely alien to us. Visibility was limited to shall we call it—the Hollow World produce less than a hundred miles at most. a mirage that shield them from the view of The Vulcanian sloth is a gargantuan Most inexplicably, the clouds at the those vessels flying outside, in the void monster living in the region that stretches horizon always seem to rise up toward the above the outer-world. When we pursued from the southernmost coastline of Vulca- zenith of the sky, anywhere one looks. No Herr Rolf, we simply could not see the nia in the Outer-World to the area south of matter how far the Princess travels, she southern pole opening. That ignorance the White Peninsula in the Hollow World. always seems to remain at the bottom of a almost caused our doom. Although rare, it is more likely to be found circular bowl of clouds. The polar region where outside gravity in the Dark Lands at the southern en- But the oddest part remains over our curves into the Hollow World remains trance of the Hollow World. Unlike other heads. The red sun stands still at the ze- totally dark because neither the Hollow sloths, this one is carnivorous. nith. Dark shapes slowly cross the red Worlds sun, nor the sun of the outer- The sloth grows to be 60’ long. Its front sun’s face and block sunlight at various world can bring light. Moreover, it re- paws have very sharp claws useful in intervals, just as the moon sometimes mains conveniently covered with clouds combat or to grip the ice, and their width eclipses the light of the sun on our world. and is the scene of constant blizzards. This allows it to walk on thick snow. The sloths These celestial bodies seem to be of vari- region is the one producing the anti-magic thick white fur provides excellent protec- ous sizes and move at different speeds. We effect that forced the Princess to land. tion against antarctic temperatures. need, once again, to defeat the skyshield This also means that Herr Rolf knew Though semi-intelligent, the sloth is and see for ourselves where we are. where he was flying, and I suspect he also capable of limited reasoning. It has the Nyxmir 24, 1965: Again, the trusty knew of the Hollow World. This is a most ability to communicate its feelings and to Princess Ark vanquished the skyshield. In annoying thought. More than ever, the read other beings’ minds by empathy, a truth, it was much easier than the last Heldanner must be found and returned to nonmagical and natural ability the sloth time. This skyshield is much weaker than Myoshima. uses when it meets another creature act- that of our world. With a decent breeze, To be continued. . . . ing in a friendly or unexpected fashion. full sails pushed the Princess through the Particular individuals and events affecting skyshield. That was a relief for the every- As always, if you have any comments the sloths life are usually remembered. one on board, given our last experience regarding this column or the D&D game’s The Vulcanian sloth can live to be 150 with this maneuver. Known World as designed in the Gazet- years old. Once every 10 years, it digs a What we discovered beyond was just as teers, please send your inquiries to: Bruce large burrow in the ice and finds a mate. incredible as our first journey into the A. Heard, D&D Game Column, TSR, Inc., No more than two adult sloths will be void. It appears that we are within a gigan- P.O. Box 756, Lake Geneva WI 53147, found in the lair, in addition to 1-2 pups tic globe, perhaps the size of our home- U.S.A. A number of your letters have been (10% chance). world. A small sun shines in the hollow coming in and are finally answered at the Sloths normally hunt alone, digging globe’s center, while clouds swirl and end of this adventure. We cannot guaran- through ice to dive for whales, seals, wal- stretch across the lands below. From this tee that all letters will get answers, but ruses, and large fish. They occasionally high up in the airless void, we could finally they always get our attention. surprise surface dwellers by swimming observe new continents and vast oceans. A One question needs to be addressed by under ice, then suddenly smashing continuous chain of mountains girdles the the readers of this series. The outcome of through the ice to attack. globe, separating the sphere almost per- this saga will be affected accordingly. The fectly into two hemispheres; we are at the question is: Would you rather . . . top (or bottom) of one. A huge continent A. Continue exploring the Known Letters occupies almost all of one side of this World? (If so, what regions would you inside-out world, nearly reaching to what I prefer?) I am very pleased to see the inclusion of assume are the worlds poles. B. Begin a series of adventures in space a regular D&D game column within the The poles are the great clues to the (a la the AD&D® SPELLJAMMER™ set), pages of DRAGON® Magazine. With this identity of this new world. At the “poles,” such as the one presented in the last epi- feature, I am now a regular purchaser. . . . two large openings, each over a thousand sode? Unfortunately, I think I have spotted an miles across, lead out of this globe. C. Dive back as soon as possible into the error in the first installment of Prince Through them I can see the starry constel- new Hollow World setting? Haldemar’s journal. In DRAGON issue lations so common to our homeworld. Please understand that these episodes #153, under the entry for Nyxmir 11, 1964 This world is none other than the are written four to five months before AY, it reads: “These strange messengers . . . bowels of our own Known World! It seems publication, so be patient. In the mean- seemed to make quite an impression on our world is not a gigantic sphere filled time, the Hollow World boxed set should local Karameikan barons.” However, the with stone and fire. Our celestial orb is have reached your favorite hobby shop by Grand Duchy of Karameikos did not come hollow! And probably inhabited! The inner the time this episode sees print, should into being until 1970 AY, as described in surface has its own sun, although not hot you need to learn more about this strange GAZ1! enough to scorch all life from the lands new world. Oh, you had to check, didn’t you! Yes, underneath. that wizard was mistaken; the Grand The world inside also has floating conti- Duchy wasn’t in existence at that time. nents, much like our flying cities of Ar. Vulcanian Sloth Haldemar was referring to the land own- They orbit the central sun, some within ers in the area that would become Kara- the airless void, others as low as the cloud Armor Class 6 meikos four years later These would be cover within the globe’s skyshield. The Hit Dice 45 ethnic Traldar owing fealty to the Empire shadows of these flying continents provide Move 120' (40') of Thyatis. The Empire moved in around regular nocturnal periods to those lands Attacks 2 claws, 1 bite 1900 AY. Several readers caught that one (I underneath their paths, though the rest of Damage 2-12/2-12/3-36 hate historical sticklers). Thanks. 100 SEPTEMBER 1990 I am glad that you started writing D&D later on: Sind, the Heldann Freeholds, or when we created the Gazetteer line in game articles like “The Voyage of the Prin- Wendar. In what order would you prefer order to make the larger countries fill as cess Ark,” but that isn’t enough for gamers to see them? much of the surface on a large fold-up who play the original RPG. It’s kind of map sheet as possible without changing frustrating when a new issue of DRAGON Why did the AD&D 2nd Edition the actual size of each printed hex itself. Magazine comes in the mail and all the BATTLESYSTEM™ rules leave out guide- The 24-mile hex would have been too big wonderful articles are written for the lines for the D&D game? and would have limited the amount of AD&D game. The new BATTLESYSTEM rules were detail our current maps provide. Conver- I agree! When will readers of this series redesigned to cover the AD&D 2nd Edition sion between 24-mile and 8-mile hexes is send in some wonderful articles for the rules in more detail; there wasn’t room for easy (a 24-mile hex contains seven 8-mile D&D game? DUNGEON® Adventures D&D game material. An upcoming update hexes, three hexes across). A standardized would love some D&D modules, too. [Edi- of the D&D game rules will include a hex size alloys DMs to overlap two Gazet- tor’s note: Send for our writer’s guidelines complete set of guidelines on how to con- teer maps of neighboring nations with first! And D&D game players should be vert your rules and favorite modules into little difficulty. The current map of the aware that some of our articles can be and from the AD&D game, including the Known World is now available, with all used with almost any fantasy role-playing BATTLESYSTEM rules. nations assembled, in TM1 and TM2, the system, not just the AD&D game.] two Known World Trail Maps. Why is the area where Cestian gobblers I am incensed by the way the Thyatian grow unpopulated? How is it possible that highly developed Empire and those within were treated in Because gobblers grow there! Natives in civilizations discovered during the voyage “The Voyage of the Princess Ark,” part one of the aren’t aware of exist- (issue #153). I am also angry that after all neighboring regions consider the region Princess Ark ence of Thyatis, Alphatia, or (for that these years, you would allow someone to taboo. The land is also very poor for farm- matter) the Known World? come along and upset the game universes ing; the soil allows rainwater to seep down of so many of your loyal D&D players. rapidly and accumulate in large under- The Known World does not always make Many players have taken for granted that ground lakes, from which it flows away perfect sense. It never did, ever since its the map printed on the inside cover of the All it may really take is a community of creation some 10 years ago. It just hap- courageous farmers and hunters to de- pened that way. The various climatic and Master DM’s Book was accurate. Now we are told that we are in fact using areas stroy the gobblers, dig wells, irrigate the weather patterns of the individual nations land, and build towns to support a viable and cultures within the Gazetteer-covered that really don’t exist in the form in which are we were led to believe they did. Finally, to economy Sounds like Thyatian stuff. . . . region not compatible with each other; for example, we have an Arabic desert let the article come from an Alphatian Are any more ™ modules explorer who is biased against the Thy- bordering a Viking region. Better yet, how planned for the future? atians is unacceptable. I have built a Thy- about a major river starting 24 miles from atian empire using the map as a guide. No. The Known and Hollow Worlds are a pseudo-fiord, then flowing away to the City Please inform the Alphatians that any time keeping us busy enough as it is. DA5 sea on the opposite side of the Known of Blackmoor they wish to take on my army of 8,000,000 was never published. World! men and my navy of 16,000 ships (half of Come on. After all, this is fantasy, re- Brief reference is made in the which are iron and carry advanced weap- Dawn of member? Everything does not necessarily boxed set to the “Knights of onry), I’ll oblige them. the Emperors need to be logical. We are dealing more the Air.” Are these connected to the with fun and role-playing rather than hard The Thyatian Empire is treated as it “Knights of the White Drakes” mentioned science. should be, according to the Alphatian in module B3? So what if we have another highly devel- point of view. That’s part of role-playing. It Yes; these are the same people. The oped civilization elsewhere? Perhaps it did doesn’t mean that I or TSR, Inc. have a Knights of the White Drakes is the name discover the Known World, but kept the particular preference for any of these of a single unit among the larger Knights discovery secret for political, economic, or cultures. You are welcome to introduce a of the Air religious reasons. Perhaps it hasn’t devel- Thyatian point of view in this magazine. oped reliable sailing skills, and so treats Of course, Thyatis will be just as biased The scale used in the city map of GAZ3 news about the Known World as rumors against everyone else as is Alphatia, as The Principalities of does not make and fairy tales. Immortals could have imperialist powers should be! sense. For example, the City Library ends prevented the discovery, too. It could It has been clear for some time that the up measuring 15-20’ in diameter. Is this really go in any direction. Masters Set map didn’t make much sense. correct? Many of our customers did question it. As No. Here’s a better set of scales: What happened to the names of the it stands, the map shows Thyatis covering City map: 1” = 80 yards halfling clans in GAZ8 ? the entire Known World. That just isn’t Inside cover maps: 1” = 50 yards We planned to publish them, but there, correct. Why play in an erroneous setting? Geographical map: 1 hex = 8 miles wasn’t any room for them in GAZ8! Au- (By the way 8,000,000 soldiers, plus an This should bring the overall length of thor Ed Greenwood plans to release that estimated 960,000 sailors, is more than the the Great School of Magic up to 900’ and material in an upcoming issue of RPGA™ total population of metropolitan Thyatis.) the diameter of the library tower to 120’— Network’s POLYHEDRON™ Newszine. What is provided in this series’ upcoming not huge by any standards, but now you Thanks for your input. episodes are only suggestions, new ap- may breathe normally without fear of proaches to the D&D game world for you causing entire bookshelves to fall over to use or ignore. No one is forcing you Note that the boats on the canal were Special Note! either way. added essentially for illustration What other Gazetteers are coming out in purposes—their scale is a bit off to keep Many among you may already have the future, and when? from reducing the larger ships to mere the D&D® Hollow World boxed cam- GAZ13 saw print this spots on the canals. paign set. Please note that the scale June, while GAZ14 The Atruaghin Clans is on the two hex maps equal 40 miles due out in spring 1991. Both of these Why did TSR switch from the usual 24- per hex. We apologize for the omis- settings have direct links with the Hollow mile-per-hex scale to the 8-mile-per-hex sion. The glitch will be repaired in World. PC3 qualifies as a scale? upcoming reprints. full-fledged Gazetteer. More might come The 8-mile-per-hex scale was chosen

DRAGON 101

Photography by Mike Bethke

Here’s something you can fight about! BATTLETECH® campaign rules, part 1

materials are required for campaign play: drawing slips of paper from an opaque In DRAGON® issue #144, this column the second-edition BATTLETECH boxed container; players who chose randomly presented a miniatures battle taken from a game, The BATTLETECH Manual: The may trade Houses, but all House vacancies campaign based on FASA’s BATTLETECH® Rules of Warfare, and BATTLETECH Battle must be filled. Don’t allow gamers to take game, run by the Gamemaster’s Guild of Maps. Supplemental rules to be used as the roles of mercenaries until this is done. Waukegan. The battle was well received needed include the MECHWARRIOR® This allows for smooth-flowing games with by the readers, and many people re- game, the AEROTECH™ and CITYTECH™ quick-playing turns and battles. quested copies of the rules we used to set boxed sets, DropShips and JumpShips, The 3. Pick a judge who will have final veto up that campaign. As it turned out, the Mercenary’s Handbook, BATTLETECH power when game disputes take place. campaign died shortly thereafter due to Technical Readout 3025, BATTLETECH The judge must have complete knowledge bookkeeping problems. Since then, our Technical Readout 3026, and the five Suc- of the game rules and (if he plays) should club has worked hard to produce viable cessor States books on the Houses in- play a mercenary force so that his rulings BATTLETECH campaign rules for long- volved. Other materials used (such as are as unbiased as possible. A judge should term play. articles from gaming magazines) must be intervene only if the Houses cannot come The breakthrough came through the agreed upon by all players and the judge to a decision while using the game rules. efforts of one of our members, Jay at the start of the game. 4. House Liao may be given a few extra Clenndenny, with the assistance of fellow A few hints might help your campaign: benefits when the game is being set up member Ralph Cooper and with the rest 1. See if you can get a copy of FASA’s old (such as two or three extra turns of pro- of the club offering suggestions and play- Successor Wars poster through your local duction), as it may be so easily attacked by ing devils advocates. Jay has had long hobby shop (or assemble a map using the other Houses. experience in smoothing out gaming prob- maps in the backs of the Successor States These rules assume that the players will lems, as he heads the club’s playtesting books), and mount it in your gaming area. show good judgment with their unit pro- efforts for different game companies and This poster can help you plan strategy in ductions and deployments. If players go is a long-time board and miniatures game the campaign. If you mount the poster on out of their way to abuse the rules in player. He has also won the National STAR corkboard, you can use color-coded pins certain areas (particularly with regards to FLEET BATTLES Patrol Ship Tournament to show which House’s forces own which vehicles), then the judge reserves the right for the past two years, and he co-authored planets. The poster’s map scale is 1” = 16 to make corrections and changes with the the PANZERTRUPPEN 1990 modern-armor parsecs. approval of the five heads of Houses and miniatures rules. 2. Make sure that each House has a the mercenary representative. The bottom This article begins a two-part series minimum of two players, and that at least line is to have fun and not abuse the rules. giving you the full set of BATTLETECH one person from each House is available Questions on these campaign rules may miniatures campaign rules that we now for playing at each meeting time. Players be directed to: Gamemaster’s Guild of use. Changes may be freely made to these who wish to play specific Houses should Waukegan, c/o Friends’ Hobby; 1411 Wash- rules, though all changes should use com- be allowed to do so. The other players ington Street, Waukegan IL 60085, U.S.A. mon sense. The following BATTLETECH should choose the remaining Houses by Please enclose an SASE for a reply.

DRAGON 103 starts as a 4-4 (in pilot and gunnery skills). Houses may lower each number by one for every five tons spent in production (it is assumed that money that would have been spent on a factory instead goes for pilot training). Houses may also knock off one point from one of the two skill scores if the unit being piloted is represented by an actual miniature. (This was a club rule designed to encourage miniatures use!) In no case may new pilots go below 2-2, and each House is allowed only one 2-2 per turn; other pilots may lowered to 3-3. Replacement parts: Production is also used to create replacement parts. When a House fails to repair something, it must be replaced with an exact duplicate. The cost of any nonweapon replacement item is equal to the item’s weight in tons. The replacement weight of a weapon is found by taking the number of critical spaces destroyed divided by the original number of critical spaces. The result is the percent of the weapon’s original weight that must be replaced (e.g., a PPC has one critical space left out of three, so it must pay 66% of seven tons to be replaced). The replacement weight of infantry equals the squads post-combat size di- BATTLETECH® sizes, each building up to five vehicles vided by its original size, then multiplied Campaign with a total weight of up to 125 tons per by the original cost in tons (see “Infantry turn. (Houses must also buy infantry out Costs” in next months column). An infan- Introduction of this fund.) Each vehicle facility can try squad may be put together from sev- These rules offer House-specific guide- produce only one vehicle for every 25 tons eral damaged squads, but the infantry lines for many aspects of the campaign or fraction thereof of capacity. Also, each involved must be of the same type. game, but the production rules are generic facility may allot a maximum of 40% of its Any leftover production space may be and apply to all Houses. Generic rules are total production capacity to fusion-engine used for replacement ammunition and outlined first; House specifics are covered vehicles, hovercraft, and VTOLS. Vehicle parts. The only exception is that specific later. The campaign can be expanded to facilities may also produce weapons for and unique equipment for a unit (e.g., include FASA’s AEROTECH game for fixed defenses, but these must be made in lifters for a hovercraft or an arm from an fighter combat, and production can be 25-ton lots. Atlas) must come from the specific pool of modified to represent the actual produc- 3. DropShip facilities can handle all ship production. Houses must also use specific tion abilities of each House, as noted in the sizes, up to 1,000 tons total per turn. production for the pilots and initial ammu- Successor States books and other sources. All facilities may carry over the con- nition for the unit in question. All references to weights are rounded struction of units from turn to turn. Resources: Each facility needs re- up to the nearest half ton. Note that pro- (DropShip facilities must do this anyway.) sources in order to operate every turn. duction costs are given in terms of the Expansion: A facility may expand its size Resources are measured in tons and come tonnage that must be processed by a pro- by applying up to 10% of its current capac- from resource planets. Each turn, a House duction facility. ity for five turns. The facility then increases can assign as many tons of resources as by the amount invested per turn (e.g., a are available to the production plants of its Production heavy ’Mech facility of 100-tons capacity that choice. The total resources for each House Each House has several production invests 10 tons of its capacity for 5 turns will equal the number of planets and their facilities located throughout its space, as becomes a 110-ton ‘Mech facility.) resource values that are controlled within noted in the BATTLETECH Campaign New facilities: A facility may also build that House’s sphere of influence. A House Planetary Directory herein. Each produc- a completely new type of facility using the must be in control of the spaceport of a tion facility is subject to the following rules in the previous paragraph; after five resource planet in order to ship resources. rules: turns of construction, the new facility’s A production turn may go like this: 1. ’Mech facilities have the following capacity will equal only half the invest- capacity limitations per turn: ment per turn. (In the above example, the TOTAL RESOURCES: 1000 tons heavy ’Mech facility applying 10 tons of its Assault: 100 tons for an Atlas Size Capacity capacity to construction could create a Heavy: 70 tons for a Grasshopper, 5 tons Assault 100 tons new facility for light ’Mechs with a five-ton for pilot modification Heavy 100 tons capacity.) Facilities may also be started on Medium: 45 tons for a Phoenix Hawk, 55 Medium 120 tons planets that do not have such facilities. tons for a Shadow Hawk Light 100 tons The cost is the same as above, but con- Light: 40 tons for two Locusts, 30 tons for struction requires 10 turns to complete, as a Panther, 10 tons to expand (1st turn) The light ’Mech facility may not turn out well as control of local starports (for ship- Vehicles: 60 tons for an LRM carrier more than two of the same ‘Mech model in ping the parts). DropShips: 520 tons for a Leopard one turn (e.g., it cannot build three Lo- New pilots: A House’s production must Other: 20 tons for ammunition, 20 tons for custs in a single turn). also cover the cost of all new pilots needed parts 2. Vehicle facilities can handle all vehicle for ’Mechs and vehicles. Each new pilot

104 SEPTEMBER 1990 Stockpiles: Any resources not used in production are stockpiled at the facility of the House’s choice. All stockpiles must be documented to avoid confusion and loss. Legality: Only units from official BATTLETECH publications and articles may be used in the campaign. The only exception is that up to 10% of each facility’s capacity may be used to work on modified ‘Mechs or vehicles, which must be built from scratch and must be approved by the judge before they can be used. Statistics on each House’s units and production must be checked by players of two other Houses for accuracy. The loca- tion of a House’s units need not be dis- closed. Detailed espionage is assumed to provide such information in game terms. Ensuring the legality of mercenary con- struction is the responsibility of the House employing the unit. Illegal units will be removed from the game by the judge.

DropShips & JumpShips As AeroSpace Fighters are not used in these campaign rules, DropShips can land safely on planets and can participate in battle as noted in The Rules of Warfare. DropShips can carry the number of resources as well. rule is suspended.) Military units wishing ’Mechs listed for them in FASA’s DropShips 3. Strategic planets: These have no re- to capture one of these installations must and JumpShips manual or else can carry sources or production facilities, but they cross one gaming board (as defined in one vehicle of up to 100 tons (or two vehi- are located in strategically important “Terrain & Maps” in the section on “Bat- cles, each of 50 tons or less) per ’Mech stellar positions. tles”) to reach the installation. However, cubicle. VTOLs may be carried in place of Each planet can have several types of two boards must be crossed to reach a the listed AeroSpace Fighters on each installations on it. These installations production facility, the first being the DropShip (one VTOL per AeroSpace include: facility’s perimeter. Fixed defenses prohibit Fighter cubicle). Each DropShip can carry 1. Cities: Cities are always found adja- attacking forces from landing closer to or only one set of units per turn; Houses can cent to any of the following four types of on top of these installations. This rule also drop off and pick up vehicles, ’Mechs, and installations. More than one installation allows for battles to be fought across a troops after each move (e.g., a House can’t may be present with any one city. variety of environments. carry 50 units in one Leopard). All troops 2. Resource centers: These are found Captured production facilities and re- must debark from a DropShip at the end only on resource planets and on a few source centers need one turn to begin of its movement phase. production planets. Control of the city working for their new owners. New own- Each House is assumed to have enough adjacent to a controlled resource center is ers might also need to control adjacent JumpShips each turn to move its Drop not required in order for a House to ac- spaceports and cities. All partially com- Ships. Mercenaries are assumed to have quire resources from that center. pleted units captured in their installations enough transports to move their units, but 3. Production facilities: Resources are become the property of the new owner their DropShips and JumpShips are not turned into manufactured items (like and may be finished as usual, subject to represented in the game. ’Mechs) at these installations. In order for these guidelines. JumpShips move 48 parsecs per turn (3” a House to produce items in a production If a partially completed unit exists at a on the old Successor Wars map) when facility, it must control the city adjacent to facility that is under attack, the defender making regular attacks. Each House’s the facility as well as the facility itself. may use that unit with all of its attacks JumpShip movement is unlimited within 4. Spaceport facilities: These are the only and defenses at half strength. The incom- its own territory, but unlimited movement places from which a planet can move plete unit gains a 4-4 pilot (he hasn’t fin- may not be combined with making attacks resources off-world. Without control of a ished his training). during the same turn; attack movement is spaceport, a House cannot ship resources limited because it involves crossing into off-world, and such resources will accu- Battles hostile territory, careful maneuvering, etc. mulate instead at the local resource stockpile. Each battle uses The BATTLETECH JumpShip and DropShip movements 5. Resource stockpiles: These accumu- Manual: The Rules of Warfare as a guide, change when making raids (see “Raids”). late as noted, either adjacent to starports and initiative is used. Each battle con- or adjacent to resource centers. tinues until one side has no active units Planets Facilities and combat: Resource remaining on the playing area. For game purposes, three types of plan- centers, production facilities, and space- Terrain & Maps: For game purposes, a ets exist: ports may not be shot at; they are consid- “board” is a 5 x 5 square of 25 BATTLE- 1. Resource planets: Each has resource ered too valuable by all sides involved. (If a TECH game maps, each marked off in centers from which resources may be “scorched earth” campaign is allowed, in hexes for movement purposes. Terrain for shipped to production facilities on other which the defensive side destroys its own each battle is randomly determined using planets. facilities to prevent their capture or in the Terrain Generation Tables (see “Terrain 2. Production planets: Each has one or which the attacker wants to knock out Generation” in next months column). Once more production facilities and might have facilities it cannot capture, this terrain is generated, a rough map of the

DRAGON 105 House’s spare-parts stockpile at no charge. Engines and weapons may be salvaged, going to the spare-parts stockpile to await usage (when used, the House may make a free roll to replace an engine with an exact duplicate). All remaining ammuni- tion is added to the House’s stockpiles. 3. If a House decides to salvage an en- emy unit for its own use, and the salvaged unit is not unique to a particular House (see “House-Specific Units”), it may repair the unit as one of its own but must pay 10% of the unit’s total weight before it can integrate it into its own forces. If this is not done, the unit must be scrapped. 4. If a House decides to salvage an en- emy unit for its own use, but the salvaged unit is unique to a particular House (see “House-Specific Units”), then the House has two options: a) It may repair the unit and use it in its own forces, except that it must pay a 20% fee for its initial use and an extra 10% fee for any parts required to repair the unit; or b) It may send the unit to an appropriate construction facility for study and research. In the latter case, the House must pay 10% of the captured unit’s weight out of its production tonnage for playing area must be made and kept so do not disengage in that direction, they that facility, paid each turn for five turns, that future battles in this area may use may not participate if the battle continues to study the unit. After that time, it may this same map for setup. Wind direction at the installation itself. attempt a die roll on the Weapons and must be rolled each time the area is used Time: Time has no meaning from one Equipment Availability and Cost tables on for battle (see “Terrain Generation” in next battle to the next. While this seems unreal- page 66 in the MECHWARRIOR rules, months column). istic, it is too hard to keep track of multi- selecting the most difficult availability roll Stacking: A House may have at most 24 board battles turn by turn and still keep appropriate to the unit captured. If the ’Mechs and vehicles on a single board, everything straight. All perimeter battles roll fails, the House may continue to pay though with appropriate off-board sup take place first, followed by installation 10% of that unit’s weight each turn for a port for its force (but no more than two battles. Damage or wounds may not be new roll (to a total of three such rolls). artillery units and two other units, such as repaired or healed while a unit moves Once the roll succeeds, the House may LRMs). If one side’s force is larger than 24 from one board to the next, unless the build that unit as one of its own. Captured ’Mechs, it is assumed to occupy more than House wishes to regroup and declare his units of the same type as the unit studied one board, and both attacker and de- intent not to pursue any further battles will not then require the extra 10% for fender must commit forces to each of the for that turn. Ammunition, however, can repairs. two boards (each battle is then played out be replaced. in sequential order). Home Guard units do Artillery: Off-board artillery can be Repairs not count for stacking purposes. assigned to a particular battle and board, Each House and mercenary unit must Installations: For assaults against an and regular rules governing its use are repair its units at the end of each turn. installation, the fixed defenses placed at applied. Off-board LRMs are stationed at a This is accomplished in the following the beginning of the campaign are free for specific point along a board side. Ranges manner: stacking purposes. If they are destroyed, are calculated by figuring the distance 1. For every piece of equipment de- the owning House may replace them (such from the edge to the target in question, stroyed, a roll on the appropriate Weapons replacements also do not count for stack- then adding three hexes to the range. Off- and Equipment Availability and Cost ta- ing purposes). The defender is allowed to board LRMs may not be shot at and are bles, on page 66 in the MECHWARRIOR place up to 24 units (including additional always considered to be shooting by indi- rules, is used to check for a repair at- fixed defenses, with every 25 tons or rect fire. The owning House may change tempt. If the roll succeeds, the equipment fraction thereof counting as a unit) in the an off-board artillery unit’s location at the is fixed. If the roll fails, the equipment city next to the installation. Each side may unit’s normal movement rate, or at half must be replaced. A House must always then bring in up to 24 units more (plus movement if the unit has no turret. Addi- pay to replace armor. support) per board side that it currently tional movement modifiers are added at 2. If the repair is not made, the House may controls. Thus the attacker must capture whatever rate was used (cruise or flank). either use battlefield salvage or pay (in tons) the territory around the installation in to replace the part in question (see “Produc- order to cut the defender off, and the Salvage tion” and “Salvage” for details). defender must protect more than the The winner of a battle may salvage the installation alone or else face the prospect enemy’s equipment, subject to the follow- House-Specific Units of being attacked from all directions. ing guidelines: Each House starts the game with partic- Disengaging: Any unit may disengage 1. An ammunition explosion that de- ular units (and their variants) that it alone from a battle and leave the game maps; stroys a unit or three engine hits against a can produce. Other Houses have trouble once it leaves, it cannot return to that unit will make that unit worthless for using these specific units if these units are battle. In an installation perimeter battle, salvage. captured, and those Houses must spend the defender must designate which edge 2. A House may scrap one or more of its more to operate those units as their own. of the playing area is closest to the installa- units. Spare armor may be collected, with Mercenary units may use these units with tion he is defending. If the defender’s units 50% of the remaining armor added to the no restrictions but cannot pass informa-

106 SEPTEMBER 1990 tion to other Houses on how to use these units. House-specific units include: 1. Davion: Enforcer, Valkyrie 2. Kurita: Dragon, Panther 3. Steiner: Zeus, Wolfhound, Hatchet- man, Commando 4. Marik: Hermes II, Orion 5. Liao: Vindicator, Cataphract, Ravin A House may trade information on the operation of its own House-specific units with other Houses. How such agreements and payments are reached is left up to the Houses involved (but such agreements should be made in writing to aid record keeping). Any House receiving this infor- mation may now build and operate that specific unit as if it were that House’s own. Initial House Forces Each House gets 15 turns worth of initial construction. No expansion of existing facilities may take place; only units may be built. Pilots are created as per the usual rules, except that each House gains one each of the following types of pilots for free: 0-0, 1-1, 2-2. These are the House’s combat leaders and the cream of its mili- tary. In addition, each House receives one

Raid Success Table

1d6 Results 1 Attackers are caught just before the raid; roll on Combat Subtable. 2-5 Continue with raid as planned. 6 Attackers have 50% chance to be caught after the raid (roll 1d6: 1-3, all escape; 4-6, roll on Combat Subtable).

Combat Subtable

1d6 Results 1-2 DropShips are caught while trying to escape and are destroyed. Raiding House loses half its force (including pilots) and half of all booty, if any. 3-6 DropShips are caught and surrender while trying to escape. Raiding House loses half its force (including pilots): all booty is recaptured. Captured pilots may be ransomed.

BATTLETECH® Campaign Planetary Directory

Houses

Facility Davion Kurita Steiner Marik Liao Assault ’Mech- DropShip/500 New Avalon Luthien Tharkad Atreus Sian Heavy ’Mech/150 Robinson Benjamin Skye Regulas Capella Medium ’Mech/100 New Sytris Dieron Donegal Marik Sarna Light ’Mech/50 Montcoal Rasalhaghe Tamar Escobas Tikonov Vehicle/50 Delphos Pesht Turinge Oriente St. Ives 200 Kentares IV Iljima Bountiful Harvest New Delos Glasgow Pattonsburg Soverzene Hespherus II Rasalas Shensi 100 New Ivaarsen Alya Carstairs Amity Dilon Stein’s Folly Junction Halfway Ibstock Menke Strategic Aucara Beta Mensau V Borghese Loongana Capolla Damevang Caldrea Vulcan Preston Heligoland Ulan Bator Gunzburg Zwenkau Talitha Tantara

Notes: These are merely the worlds used in the Gamemaster’s Guild of Waukegan campaign; other campaigns may use other worlds. Mercenaries are assumed to come from Terra.

DRAGON 107 and medium ’Mech, and two each modified light ’Mechs and vehicles. Raids Each House may conduct hit-and-run raids against another House to gain re- sources and equipment parts. To gain resources, a House’s forces must get to the storage area for a House’s re- source production area or a stockpile at a House’s unit production area. Each attack- ing unit may carry off resources at the rate given for picking up things in The BATTLETECH Manual: The Rules of War- fare (page 41). The raided House gets to keep the difference between what it pro- duced and what the raiders took. To gain equipment parts, the procedure is the same as for gaining resources except that parts are found only at a House’s pro- duction facility. Partially completed units may be carried off and completed at the raiding House’s own production facilities. Special JumpShip movement must be used on deep raids (raids extending over 48 parsecs to a limit of 128 parsecs from a friendly planet). DropShips used on a raid may each have a maximum of only 12 ’Mech cubicles (Overlord DropShips can- Overlord, one Union, and two Leopard not be used). The whole DropShip raiding DropShips for free. Houses ignore the Mercenary Units force must have a total of at least 24 ‘Mech limits on the number and types of units Mercenary units are available for pur- cubicles of space to make the raid (e.g., if produced for the initial construction per- chase in the game. Each such unit is about using only Leopards, each having four iod (as noted under “Production”), and two companies in strength, with support- ’Mech cubicles, a House must use at least each House may have two modified assault ing vehicles. Each contract should be six Leopards on a raid). ’Mechs, two modified heavy ’Mechs, four written out and must contain the follow- To conduct a raid, the attacking House modified medium ’Mechs, eight modified ing information: announces that a raid is taking place, then light ‘Mechs, and eight modified vehicles. 1. Payment in tons (but see following rolls on the Raid Success Table to make Each House may also place up to 25 tons section); sure that its forces got there. of fixed defenses on each of its worlds for 2. Length of contract (in turns); and free. The world designated as the House’s 3. Maintenance terms. If the House Look for part 2 of our BATTLETECH capital gets 50 tons and one of the produc- allows the mercenary unit to use that campaign rules next month! tion facilities. Houses may not add to their House’s own maintenance facilities, then fixed defenses with initial construction the mercenary unit may roll on the appro- projects. priate Weapons and Equipment Availability Each group of players operating a House and Cost tables on page 66 of the MECH- If you corres- must designate a leader to coordinate the WARRIOR rules, under the appropriate pond with us efforts of all players on the team, to help House. If the use of House maintenance is Label at DRAGON® not permitted, then the mercenary unit with rules disputes, and to check the Magazine, accuracy and legality of the House’s plans must roll under the Periphery headings of and actions. those tables. Your please label A House may pay mercenaries with new the outside of Pilot Swaps vehicles and ’Mechs, but these must come Letter! your envelope Switching a pilot from one unit to the from that House’s production. Mercenaries to show what same type of unit is allowed without pen- may use any unit, even House-specific your letter contains — a letter to alty (e.g., an Atlas pilot can run any Atlas). units, with no additional costs. Other the editor, “Forum” submission, When a pilot goes to a similar but differ- aspects of the contract (e.g., no attacking ent unit—e.g., to a ’Mech in the same the former employer) are left to be de- request for guidelines, gaming weight class as the original ’Mechs (light, cided between the mercenary and House. article, short story, artwork, medium, etc.), or to a vehicle or other unit Each mercenary’s goal is to keep his unit cartoons, or subscription corre- having the same mode of movement as the alive and growing in reputation and size, spondence. This ensures that original (track, hover, et&—he loses one while having a good time. the letter you send gets to the skill level each from both pilot and gun- Starting out: A mercenary unit may right person. In the United nery skills. If a pilot is transferred to any start the campaign with 1,600 tons for States or Canada, write to: other ’Mech or vehicle in the same type of building its initial units. Each mercenary unit—e.g., from a Wasp to a Griffin (differ- unit must complete its construction projects DRAGON Magazine, P.O. Box ent weight classes), or from a hover vehi- as if it were a House with 1,600 tons of 111, Lake Geneva WI 53147, cle to a tracked vehicle—he loses two skill resources to be used over four turns. Drop U.S.A. In Europe, write to: levels each from both pilot and gunnery Ships are provided for free at the game’s DRAGON Magazine, TSR Ltd, skills. A pilot sent from ’Mechs to vehicles start, as are a l-l pilot and a 2-2 pilot (the 120 Church End, Cherry Hin- or vice versa loses three skill levels each leaders of the mercenary unit). The unit ton, Cambridge CB1, 3LB, may build one each modified assault, heavy, from both pilot and gunnery skills. United Kingdom. 108 SEPTEMBER 1990 DRAGON is a trademark of TSR, Inc. ©1990 TSR, Inc. All Rights Reserved. DRAGON 109