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SPECIAL ATTRACTIONS

Issue # 155 The Realms of Faerie Vol.XIV,No.10 9 Over the hills and far away, always just out of reach. March 1990 Wild in the Woods — Eric Oppen 10 who don’t like other elves: the wild grugach. Publisher James M. Ward The Elfin Gods — Denise Lyn Voskuil 20 Four new of light, magic, arts, and death. Editor Roger E. Moore In the Frost and the Snow — David S. Reimer 26 A chilly reception is the best that you’ll get from the snow elves. Fiction editor The Folk of the Faerie Kingdom — Vince Garcia Barbara G. Young 30 The “Little People”— from atomies to sylphs — and their queen.

Assistant editor The Ecology of the Satyr — Gordon R. Menzies Dale A. Donovan 42 Wanna party? A satyrical look at ’s nature boys.

Art director The Crypt of Istaris — Richard Fichera Paul Hanchette Insert If you fail, everything goes! A DUNGEON® Adventures module.

Production staff Kathleen C. MacDonald OTHER FEATURES Gaye O’Keefe Angelika Lokotz Thank You For Your Cooperation — Subscriptions 47 I spy, you spy—but why? Take our TOP SECRET/S.I.™ game questionnaire. Janet L. Winters The Game Wizards — Anne Brown U.S. advertising 50 Some words on from a mouse that (quietly) roars. Sheila Gailloreto Zimmy Volp The Voyage of the Princess Ark — Bruce A. Heard 52 The has landed—maybe permanently. U.K. correspondent Princess and U.K. advertising Father, Dear Father, Come Home With Me Now — fiction by John Sue Lilley 58 Morrissey A sad thing it was for her father to be taken by the faerie host, but perhaps a wizard could help. . . . The Marvel®-Phile — Dale A. Donovan 71 It’s back, and so is the champion of the British Isles! Role-playing Reviews — Ken Rolston 79 Trust in the Force, Luke; is coming! The Role of Books — John C. Bunnell 89 What happened when the U.S.S. Enterprise finished its five-year mission? The Role of Computers — Hartley, Patricia, and Kirk Lesser 95 Does your Mac need some excitement? Feed it a few new games. Through the Looking Glass — Robert Bigelow 104 Treat yourself to a grav tank and some ® Heroes.

D EPARTMENTS

5 Letters 56 Editorial 84 Convention Calendar 6 Sage Advice 68 Gamers Guide 102 Dragonmirth 8 Forum 78 TSR Previews COVER

Dropped and forgotten by the wizard who owned it, a magical ring lies among the leaves in a deep forest—but faeries have a way of finding magical things. Carol Heyer’s talents make a welcome return to our cover as she offers a bit of what makes the faerie world an unforgettable place.

4 MARCH 1990 ® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, United States 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: 818761; fax: (0223) 248066 (U.K.), 44-223-248066 (international). What did you think of this issue? Do you have beast entry in the latter has four legs. I would Distribution: DRAGON Magazine is available from a question about an article have an idea for a game and hobby shops throughout the United States, assume that the four-legged displacer beasts are Canada, the United Kingdom, and through a limited new feature you’d like to see? In the United in error, though it should make no difference to number of other overseas outlets. Distribution to the book States and Canada, write to: Letters, DRAGON® any campaign whether they have four or six trade in the United States is by Random House, Inc., and Magazine, P.O. Box 111, Lake Geneva WI 53147, in Canada by Random House of Canada, Ltd. Send legs. Then, too, Dale Donovan and Skip Williams orders to: Random House, Inc., Entry Department, U.S.A. In Europe, write to: Letters, DRAGON suggest that you only think you see four legs, Westminster MD 21157, U.S.A.; telephone: (800) 638- Magazine, TSR Ltd., 120 Church End, Cherry because the rest are displaced so that the beast 6460 toll-free except Alaska (call (800) 492-0782 toll-free Hinton, Cambridge CBl 3LD, United Kingdom. is actually “two feet a way” from where you in Maryland). Newsstand distribution throughout the United Kingdom is by Seymour Press Ltd., 334 Brixton think it is, nyuk, nyuk. I blame society for their Road, London SW9 7AG, United Kingdom; telephone: condition. 01-733-4444. Nice advice Subscriptions: Subscription rates via second-class mail are as follows: $30 in U.S. funds for 12 issues sent to an address in the U.S. or Canada; £16 for 12 issues Dear Dragon: Nice names sent to an address within the United Kingdom; £24 for 12 In DRAGON issue #152, Jon Enge of Visa, issues sent to an address in Europe; $50 in U.S. funds for 12 issues sent by surface mail to any other address; Calif., asked for information on sculpting. We at Yo, Dragon! or $90 in U.S. funds for 12 issues sent airmail to any Fortress Figures are happy to help get people I have recently (and sadly) ended a campaign other address. Payment in full must accompany all started in such a creative endeavor. We are a in which I played a standard low-/ subscription orders. In the U.S. and Canada, methods of relatively new company devoted to sculpting 25 high-strength fighter, and I discovered a system payment include checks or money orders made payable to TSR, Inc., or charges to valid MasterCard or VISA mm science-fiction and fantasy figures. for naming such fighters. All of these fighters credit cards; send subscription orders with payments to: For more information, please write to: For- should be named after a sound that their weap- TSR, Inc., P.O. Box 72089, IL 60678, U.S.A. In tress Figures, c/o Metalcraft Miniatures and ons make (e.g., Thug, , Bamboosh, etc.). the United Kingdom, methods of payment include cheques and money orders made payable to TSR Ltd, or More, 1000 North 9th Street, Elwood IN 46036. Whadaya think? charges to a valid ACCESS or VISA credit card; send Leslie A. King Justin Barker subscription orders with payments to TSR Ltd, as per that Upland IN Las Cruces NM address above. Prices are subject to change without prior notice. The issue of expiration of each subscription is printed on the mailing of each subscriber’s copy of That's nice. (Bamboosh?) the magazine. Changes of address for the delivery of Nice try subscription copies must be received at least six weeks prior to the effective date of the change in order to assure Nice art uninterrupted delivery. Dear Dragon: Back issues: A limited quantity of back issues is A friend once told me of the witch NPC. He available from either the TSR Mail Order Hobby Shop said that it had appeared in a past issue of Dear Dragon: (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from TSR Ltd. For a free copy of the current catalog that lists DRAGON Magazine. I was wondering if you DRAGON Magazine is well known for its available back issues, write to either of the above could either send me information regarding this excellent fantasy covers, and the short para- addresses. class or tell me which issue had it (if it is not out graph about the artist and the picture is always a Submissions: All material published in DRAGON Magazine becomes the exclusive property of the - of print). It would be much appreciated. treat. As fantasy lovers and artists, we would lisher unless special arrangements to the contrary are I also have a great name for the letters like to see the original artwork's size and media made prior to publication. DRAGON Magazine welcomes column. How about “Bloodletters”? included as information given on the unsolicited submissions of written material and artwork; Tommy Tucker however, no responsibility for such submissions can be cover piece. It wouldn't take a lot of space or assumed by the publisher in any event. Any submission Harwood MD work on your part, and it would certainly accompanied by a self-addressed, stamped envelope of satisfy the curiosity of a lot of up-and-coming sufficient size will be returned if it cannot be published. fantasy artists. It would also settle a lot of argu- We strongly recommend that prospective authors write The last witch NPC class we printed was in for our writers’ guidelines before sending an article to us. issue #114. It was a revamped and expanded ments ("You know, he did that with an air- In the United States and Canada, send a self-addressed, version of the witch NPC that appeared in issue brush!" "No way, dude, it's watercolor!"). stamped envelope (9½" long preferred) to: Writers’ #43 long ago. Note that this class was deliber- J. S. Hall & David Flora Guidelines, c/o DRAGON Magazine, as per the above address; include sufficient American postage or Interna- ated made more powerful than normal PC Morehead KY tional Reply Coupons with the return envelope. In classes so that it could could better challenge those Europe, write to: Writers’ Guidelines, c/o DRAGON PCs; it is not recommended for use as a PC. If the information your looking for isn't Magazine, TSR Ltd; include sufficient return postage or IRCs with your SASE. And I think we'll just stick with "Letters.” included in the cover blurb on the "Table of Advertising: For information on placing advertise- Contents" page, just write a letter to the cover ments in DRAGON Magazine, ask for our rate card. In artist directly. See "Worth a Thousand Words," the United States and Canada, contact: Advertising Nice legs in issue #152, for details. Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, contact: Advertising Coordinators, TSR Ltd. Dear Dragon: DRAGON is a registered trademark of TSR, Inc. To the point Registration applied for in the United Kingdom. All rights I am writing this letter to ask why the picture to the contents of this publication are reserved, and of the miniature on page 93 of issue #152 [a Ral nothing may be reproduced from it in whole or in part Partha advertisement] shows a displacer beast Dear Dragon: without first obtaining permission in writing from the with only four legs, when it clearly states in the publisher. Okay, where's the alleged arrowhead on the ® designates registered trademarks owned by TSR, volume one, that the cover of issue #150? Inc.™ designates trademarks owned by TSR, Inc. Most displacer beast has six legs. Welebny other product names are trademarks owned by the Corey Hurbert Oakdale NY companies publishing those products. Use of the name of Victor Ville CA any product without mention of trademark status should not be construed as a challenge to such status. See the two cornstalk stubs forming a Y shape © I990 TSR, Inc. All Rights Reserved. Second-class postage paid at Lake Geneva, Wis., Hmmm. I also noticed that the displacer beasts at the bottom of the page? Look at the bottom of Manual U.S.A., and additional mailing offices. Postmaster: Send in the I and on the cover of the the Y: then look to your left, slightly down, address changes to DRAGON Magazine, TSR, Inc., P.O. Monstrous Compendium binder seem to have about 1/3”. The black arrowhead is pointing at Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, six legs, but the one shown on the displacer two o’clock. ISSN 0279-6848.

DRAGON 5 SAGE ADVICE

by Skip Williams

well known for their questionable reli- gious dogmas long before the D&D® and AD&D games came on the scene. No major religious sect or denomination officially opposes the D&D game or any other role- playing game. These few individuals have been able to fool a lot of people into believ- ing their propaganda by pointing to a few items in the old AD&D game books and saying, “This is a satanic game.” The unsus- pecting public, being uninformed about role-playing and disinclined to actually read the books themselves, started buying this vituperation. The and devils in the old - ster Manuals were a prime weapon in the campaign of misinformation directed against gaming, so they were dropped from the new edition. It’s possible that demons and devils will be revised into a format that preserves their usefulness in adventure design and does not give the game’s detractors cheap ammunition, but that format hasn‘t been found yet. In the meantime, the revamped and —which have been given a tremen- dous boost in the Monstrous Compendium —should do a nice job of filling the role of ultimate adversary.

Do monster shamans who cast clerical spells get bonus spells for high wisdom? How does one calcu- Monstrous Compendium late a monster’s wisdom score? This answer is up to the DM, but only After purchasing the first two true clerics should get bonus spells. For If you have any questions on volumes of the Monstrous Compen- example, creatures such as dragons that the games produced by TSR, dium, I cannot help but have the have the ability to cast clerical spells do Inc., “Sage Advice” will answer sneaking suspicion that devils and not receive bonus spells due to high wis- demons are not going to appear in dom because they are not members of the them. In the United States and any of the new monster tomes. I, for cleric class. Generally, a creature’s wisdom Canada, write to: Sage Advice, one, would be disappointed if these score falls into the same range as its intelli- most villainous of are to be gence score; see the introductory section DRAGON® Magazine, P.O. Box excluded from the AD&D game. In of the Monstrous Compendium, Volume I. 111, Lake Geneva WI 53147, short, are devils and demons going U.S.A. In Europe, write to: Sage to appear in any AD&D 2nd Edition May I have permission to photo- reference books, or has society copy the sheets in my Monstrous Advice, DRAGON Magazine, reared its ugly head once more to Compendium, volume I, because TSR Ltd., 120 Church End, thwart creativity and enjoyment? they are badly misdrilled? Also, The answer, in short, is at present there aren’t there supposed to be two Cherry Hinton, Cambridge CB1 are no plans to include devils, demons, different pages in the ’s 3LD, United Kingdom. and similar creatures in the AD&D 2nd description? This month, “Sage Advice” Edition game. Society has not reared its You can photocopy TSR’s game products “ugly head.” In fact, society is the source of if you are doing it for your own use and looks at what ails the denizens creativity and enjoyment—gamers, game not for sale. You can also get a replace- of the AD&D® 2nd Edition Mon- producers, and game columnists are part ment booklet by returning the misdrilled of society. Society as a whole is not down copy and requesting a new one. Send it to: strous Compendium, then of- on gamers; some people I know who make The Mail Order Hobby Shop, c/o TSR, Inc., fers more advice on the AD&D it a hobby to study the anti-role-playing P.O. Box 756, Lake Geneva WI 53147, 2nd (and 1st) Edition rules. movement tell me the whole brouhaha is U.S.A. Put the words “defective product” the work of less than a dozen people, most somewhere on the package. Enclose a of them in the United States, who were Continued on page 86 6 MARCH 1990 DRAGON 7 alignment or class. As the players go through at any level than the tables for equipping high- level characters will grant. It’s not that unusual the module, the DM keeps track of their PCs’ “Forum” welcomes your comments actions. At the end of the module, the charac- to find so large a difference between the items ters are declared 1st level, with the alignment and opinions on role-playing games. In Eriana had and the items the NPCs lacked. and class that they acted most like. The charac- Mr. Foottit asks, “Who says that these fighters the United States and Canada, write ters almost never end up acting out of align- have no to-hit or damage bonuses?” and “Who to: Forum, DRAGON® Magazine, P.O. ment after this, and it can be seen how the says that the NPCs can only face Eriana two at a Box 111, Lake Geneva WI 53147, time?“ Well, I say. I designed the scenario, and party works together with a variety of align- ments within it. one of the perks of that job is that I get to say U.S.A. In Europe, write to: Forum, Also responding to the anonymous letter in DRAGON Magazine, TSR Ltd, 120 what this or that character has or lacks. For the record, the 40 NPCs have—excuse me, had—no issue #152 about the ineffectuality of in a campaign featuring magic and flying creatures, Church End, Cherry Hinton, Cam- statistic bonuses or magical items, and had to I agree. But I would like to point out that rather bridge CB1 3LB, United Kingdom. We attack her two at a time. Now, unfortunately, I have to deal with than abolishing castles, this situation just ask that material submitted to “Fo- Stephen Jorgensen’s letter, and it’s hard to argue changes the way in which castles are built. The rum” be either neatly written by hand with a man who is essentially correct. I’d proba- Tower of the High Clerist, in DRAGONLANCE module DL8 is a good example or typed with a fresh ribbon and clean bly start the penalties he suggests with the third Dragons of War, foe, not the second, keeping in mind the philoso- of this. Almost fully roofed and magic resistant, keys so we can read and understand phy found in the “cinematic combat” option it is highly defensible and protected. If this is your comments. found in Steve Jackson Games’ GURPS® rules. not enough, the entire place is designed to stand He’s quite correct about what would occur if even if every gate in the place is breached. It is all the NPCs were specialized or better with a vast maze with huge numbers of magical and In my original letter about Eriana and the 40 their weapons, something I didn’t think of until mundane traps and tricks. A small number of NPCs, I noted that if they could rush her, the a day or so after I mailed my letter. knights who knew the place could easily protect fight would quickly end. Ted Collins and Tom The only other point is a double quibble: The it against huge armies. Foottit in issue #150 went to great lengths to fatigue rules from the Dungeoneer's Survival James Wise demonstrate that assessment was correct. Yes, if Guide are optional, but any stat losses are not Schenectady NY they all attacked at once she’d die, and if the last going to affect her to-hit and damage scores, as With respect to all the letters to “Forum” concerning dragons, I’d like to know what one in had an Atchisson assault rifle, the first 39 they have no effect on the gauntlets of would go with her. power she wears. As long as she wears them, everybody is so excited about. I swore that I What the scenario was supposed to do was to her strength is l8/00. However, her dexterity wouldn’t become involved in all this, but with point out how several minor magical items used would drop if she failed the constitution checks, the last letter in issue #150, I just couldn’t help in conjunction made a character who was not making her easier to be hit. myself. It seems that every time I read this that much better than any of the NPCs de- Jorgensen’s comments on the inherent prob- column, I find one letter or another telling us all scribed (three extra levels, one stat high enough lems of having “normal” characters who can about how this or that dragon could either to give a bonus, and better than twice the hit absorb more damage than a storm are to utterly destroy a well-equipped party of adven- points) virtually invincible. the point. One suggestion here is to define luck/ turers or else be destroyed. In this latest trav- In fact, the scenario was based on a game I skill hit points by level or hit die. A character esty, the dragon in question seems more like a DMed in which a fighter PC was slaugh- loses luck/skill hit points first, up to his level of coven of witches or an entire thieves’ guild than tering 7th-level guards right and left. The mod- damage per blow. Using Eriana as an example, a large reptile. Mr. Myers has this dragon sport- ule was RS1 The Unconquered, so the situation she could take up to 8 hp per blow as luck or ing a spy network that could put many an was not that contrived. skill damage and any additional damage as assassin’s guild to shame! And the traps! Why The fact is that in a party melee situation “body” damage. Body hit points would be de- don’t we just house all the dragons right in town against a horde of NPC warriors, the typical fined as the characters 1st-level hp. Thus, one and save them the trouble of having to shop for melee combat character continuously faces two good blow could incapacitate Eriana (remaining the latest gadgets? or three NPCs at a time. If the party is not being luck points keep her alive until or unless she is Look, isn’t a dragon supposed to be lying in a overwhelmed, the PC in trouble gets help from healed or slain while helpless) though this is cave on top of his huge mound of treasure, far another member who isn’t in trouble. beyond the 1-8 range the NPCs could have done. away from man and his petty affairs? The Describing a party vs. horde scenario would Lastly, I’d like to comment on Bill McCul- heroes are supposed to trek up a mountainside have taken much more space and had greater lough’s letter in issue #150. I’ve dealt with and gain access to this hidden lair. The dragon complications. A way to keep the PC fighting the power gamers coming into my campaign a few wakes up (usually because somebody steps on proper number of foes had to be developed. times. Unless one of these guys is supplying the the equivalent of a dry twig), breathes his The arena/boxing ring fit the bill perfectly. terrible breath weapon, claws and bites a few place where you game and you must have him For the sake of Mr. Foottit, there are a num- in the game to play at all, let those who can’t times (possibly taking a few party members ber of places where in “real life” 40 NPCs might play by your style play elsewhere. After a few with him), then dies from the mighty blows of have to fight no more than two at a time: on a weeks, they will either slip back, playing charac- some knight or wizard or something. bridge, a narrow corridor in a dungeon, at a ters you can handle, or form a rival power- Let’s all keep in mind that the toughest 1st small breach in a wall, or in an equally gamer campaign. Unless all the local players are Edition dragon is only in the neighborhood of 10 narrow pass. god-character junkies, you will end up with a to 12 HD. Special abilities aside, it is absolutely Mr. Foottit would lose his bet about the NPCs campaign that has a core of solid, dependable ludicrous to assume that such a creature should having magical items. PCs are a special case, players. From that, you can build up a sizable be able to give a well-equipped party of adven- defined as being the most aggressive characters game as the months pass. turers of equal level any more than a marginally around and thus hired to do the dirty jobs. An I can virtually promise you if you try to play a tough workout, not to mention the previously NPC fighter who reached 9th level largely by style you hate, your game world will come mentioned 25th-level party. I fail to understand fighting might well prefer not to deal down around your ears. why people assume that just because it is a with mystical ; thus he hires the PCs. S. D. Anderson dragon, it should have some special right to High-risk jobs generally require incentives to get Whittier CA have it’s life preserved by the DM. people to undertake them. The soldier who The point is that no matter how tough you fights in wars and defends castles will acquire I am a DM running a campaign with four PCs make the dragon, a party of adventurers is experience points but not the sorts of treasures between levels 4 and 7. By starting with the going to come along and kill him. I imagine that adventurers do. module N4 Treasure Hunt, I have solved the The most honestly played and DMed charac- problem of alignment. This module starts with Continued on page 74 ters will end up with far more money and magic the players as zero-level civilians with no

8 MARCH 1990

(see “Children of the Spider Goddess,” DRAGON® issue #129) as well in many primitive societies. For almost all grugach, the “in-group” is their own tribe; less often, it includes other grugach. The relative poverty of the grugach is another reason for their distrust of outsid- ers. They dislike and fear wealthier be- ings, since the grugach themselves have so little that they can afford to lose. Many grugach terms for outsiders could be translated into English as “city slickers” or “rich spoiled brats,” although the intensely disparaging overtones could not be trans- lated so easily. Grugach feel, with some reason, that wealthier beings might either take advantage of them or, through sheer irresponsibility or ignorance, endanger their tribes. The last major factor in grugach mis- trustfulness is their relative isolation from other intelligent races. The deep, dark forests they favor as living spaces are seldom visited by others without strong motivation. Being so isolated, they have no easy way to differentiate between, for example, the noble scion of a human royal family and a similar-appearing outlawed human confidence trickster. Therefore, all outsiders are treated more or less as being on probation when visiting the grugach, at least until the visitors can satisfy the wild elves of their good intentions (if any). The point of view Another important mental difference between grugach and other elves is the grugach inability to use mages’s spells. The of the grugach- reasons for this are unclear, but elven sages postulate that the grugach lack certain structures in the brain that allow the wild elves the possessor to cast such spells. As few grugach are able to cast spells (these few being the rare fighter/druids), they do not comprehend or share the usual elven fascination with magic. Many magic-using by Eric Oppen elves visiting the grugach are shocked to find that their hosts are unable to cast spells. Unfortunately, their shock is often expressed in behavior that the proud grugach see as patronizing. Home sweet tribe Grugach society preserves many archaic features not found in other elven cultures. The gray elves have a poetic term for their kin: “children of the eldest elves,” referring The most unusual surface-dwelling elven different from other elves. Secretiveness is to the grugach’s resemblance to the race of AD&D® game worlds is the gru- a trait all elves share to some extent in earliest-known ancestors of all elves. gach, or wild elves. More primitive and regards to other races, but grugach extend Young grugach do not get the leisurely more secretive than other elves, they lead it to cover all nongrugach and, to a lesser growing-up time other elven children lives apart from other civilized beings, extent, grugach from other tribes. Non- receive. As soon as they are capable, they deep in wilderness forests. grugach elves who visit a grugach encamp- are pressed into community service, help- The fair-colored grugach are much ment are shocked to find themselves ing out any way they can. This early expo- thinner and smaller than most elves. This treated as though they were humans sure to a hard, harsh world makes difference in size is seen as an advantage, visiting an elven —unthinkable grugach easily the hardest workers of all as the grugach can easily slip through treatment to those elves. elves. As the other elven races have tangles of underbrush that would stop or There are several reasons for this atti- achieved prosperity, they have been able slow down larger beings. Their small size tude, one of them being the primitive to allow their youngsters a more leisurely and light weight also make climbing trees social structure of the grugach. The gru- childhood. The grugach see this as effete. easy for them. gach divide all beings into frana—an “in The grugach leaders who assign tasks are group” that is trusted implicitly, and not particular about the manner in which A matter of trust malza—an “out group” of potential ene- those tasks are accomplished, so long as Psychologically, the grugach are very mies. This has parallels in society the tribe benefits. Grugach pride demands

10 MARCH 1990 DRAGON 11 a very individualistic approach to every other grugach second, and everybody else but form a sort of barbed wire that effec- problem (giving them their chaotic bent). last, if at all. tively stops or slows most nongrugach The basic unit of grugach society is the —Never kill unless it is necessary, and who do not know the right way in. Traps tribe. Any settlement of grugach, usually never hesitate when it is necessary to kill. will be placed along all paths to a grugach averaging 50 individuals, is considered a — Treat your fellow tribal members as you settlement, to discourage uninvited guests. tribe. Although individual grugach move wish to be treated. This seminomadic life precludes the easily from tribe to tribe, usually by mar- —Never trust outsiders, except possibly grugach from large-scale metalworking; rying an individual from another tribe, for druids. forges and mines are not portable, and the tribal identity is usually quite solid, cen- Blatant failure to observe this code will population is much too small to support tered around a symbolic totem-animal for provoke banishment, if other punishments any such endeavors. Grugach smiths gen- which the tribe is named, or around a have failed. Grugach do not execute other erally confine themselves to repair work, place where an important tribal event grugach for any crimes, though non- leaving the manufacture of anything much occurred. Thus, a campaign world could grugach are not so lucky. larger than arrowheads or small knives to have grugach tribes with names like the A tribe will often be seminomadic, mi- peoples with whom they trade. Purple tribe or the -Skull Forest grating twice yearly between the hunting tribe. When a grugach joins a new tribe, grounds occupied in winter and the small Hunters, not fighters he submits to a simple initiation adminis- clearings where the summer vegetable The grugach depend heavily on hunting, tered by the tribe’s druids. From that gardens are. Tribal territories are loosely even in summer, for many of the things moment on, he gives all his loyalty to that defined, and grugach trespassers are they must have to survive. A grugach tribe. To betray the tribe is the greatest of taunted but not harmed. warrior will be far more proud of slaying all grugach crimes. Day-to-day life among the grugach is a large game animal than of winning a These tribes are loosely run, allowing primitive. In the summer, the usual gru- battle. Any animals that grugach kill are the individual a great deal of indepen- gach dwelling is a sort of wigwam or tent utilized in every possible way—meat is dence. The usual form of tribal govern- pitched near the vegetable gardens. In the eaten, bones make tools or weapons (often ment is a primitive democracy. The tribal winter, a tribe may have a settlement of combined with metal implements), furs council, consisting of all adult members, wooden cabins or Navaho-style hogans in are worn or traded, sinews are used for decides most questions and arbitrates the hunting grounds, often partially sunk sewing, hooves make glue, etc. Any gru- most disputes. In emergencies, the tribe’s into the for greater warmth. Gru- gach PC (created as per the AD&D 1st druids usually take . gach settlements are deliberately made Editions game's ) ought to Most tribes require members to sub- difficult to find and are usually overgrown have almost all of the proficiencies in the scribe to a simple, clear ethical code. This with vegetation and fortified. Dead trees, Wilderness Survival Guide that apply to can be summed up as follows: dragged into the proper positions and his native environment. —Help your fellow tribe members first, elaborated upon, look perfectly natural Because of their small size, the grugach realize that they often dare not imitate killed a whole tribe of or , societies are on good terms with each larger peoples’ hunting tactics, and their all one would hear would be: “Hunh! That other (more druidic influence), a grugach relative lack of access to mage spells only was no challenge! Those creatures were so may easily be a member of three or more makes this matter more urgent. In any noisy that even a human could hear them! secret societies at once. Secret societies confrontation between a and a gru- They were so stupid that they fell into a have all sorts of names, from serious ones gach, the wild will be in serious trou- trap that a baby bear could have seen! I like the Hunters’ Conclave to silly ones like ble. For this reason, as well as for did them a favor by killing them—putting the Purple-Feathered Three-Toed Sloths. efficiency’s sake, the grugach are skilled them out of their stupidity!” Often, secret society members submit to trappers and snarers. Any grugach child tattooing on the face and arms. will soak up a great deal of trap lore long Behind the scenes Although they will fight when threat- before reaching an age to go out and run a Grugach warriors usually belong to ened, grugach warriors prefer to gain trapline unassisted. By the time adulthood intertribal secret societies, which are glory by bringing in more meat than any- is reached, a grugach will know more quasi-religious in nature and usually ad- one else. When a warrior’s achievements about the way traps work than anyone ministered by one tribe’s druids. These in the hunt are sufficiently spectacular, he but a thief. secret societies do a lot to prevent inter- will often receive a new name from his The grugach that outsiders are most tribal warfare, since lodge siblings are secret society in commemoration. The likely to encounter are fighter/druids, stringently pledged to not harm each greatest grugach heroine of all was known because of their membership in whatever other or allow each other to come to as Lilthiniel after she single- druidic organization exists in their area. harm. handedly slew three mad owlbears that Other druids respect them for their har- The initiation of a new member into a raged through a grugach camp. Unless an mony with nature’s ways, and druids of secret society is like a manhood ceremony animal is needed for food or trade, or higher rank than the grugach themselves of many primitive human tribes, but com- poses a threat, the grugach leave it alone. may attain are the nongrugach that the bined with a good deal of cheerful horse- Hunting for sport is alien to their thinking; wild elves are most likely to accept. In play. Secret societies usually meet in a they consider it wasteful. grugach society, tribal leaders are usually specially designated cabin in winter or in druids. The grugach say: “In the body of clearings in the forest in summer. After Exiles forever the tribe, the brains are the druids.” initiating any new members, the meeting Among the grugach tribes, thieves are If the tribe’s brains are the druids, the usually turns into a celebration during almost invariably multiclassed as fighter/ tribe’s hands and arms are the fighters. which each hunter recounts the story of thieves. The grugach’s penalty for theft Unlike other races, grugach warriors do his most recent exploits. The wild partying from fellow tribal members is permanent not see themselves as fighters but as that secret societies sometimes indulge in exile. Since the druids and the secret soci- hunters. A grugach fighter would be ex- is seen by the tribes as a necessary release eties have well-developed messenger serv- tremely proud of slaying a or a from the constraints of their lives. Since ices from tribe to tribe, a grugach expelled wooly mammoth single-handed, but if he all grugach secret for cause from one tribe has little chance of joining another. Consequently, those few grugach thieves are embittered exiles who’ve made their way to cities or towns. Once they’ve arrived in the cities, their poverty and lack of sophistication forces the grugach exiles into the slums. There they eventually come to the attention of the thieves’ guild, either for pilfering from those who’ve bought protection or for their skills with snares. After induction into the thieves’ guild, the grugach find their small size and familiarity with traps very useful, and the chance to revenge themselves on society by helping the thieves is very appealing. The grugach assassins (fighters and fighter/thieves) found in nongrugach settlements are much like the exiled gru- gach thieves. The only difference between them often lies in whether the thieves’ or assassins’ guild is the first to recruit the wild elf. With their small sizes and beard- less faces, grugach assassins often disguise themselves as elven or human children to get close to wary targets. Even a low-level grugach thief or assas- might hold a higher status within a guild than his level would normally allow. This comes from his familiarity with traps. A guildmaster might place a grugach in charge of critiquing all trap-related train- ing the guild offers. A low-level grugach thief or assassin might also be asked to accompany higher-level guildmates in a foray against a target known to depend heavily on traps for defense. Though those who steal from grugach

14 MARCH 1990

are hated, fighter/thief grugachs act as grugach, and they are well aware that antly flaunting their wealth and appear to assassins and scouts against forces that with their woodland skills, be intent on skinning the grugach out of threaten the tribes. Tribal leaders some- pose more of a threat than other humans every piece for their goods. times maintain schools for such training do. Grugach avoid contact with barbarians The grugach do not like gnomes much for suitable young wild elves. It is ru- in most instances. more than they do dwarves, but for differ- mored that some grugach druids form Rangers are not revered as are druids, reasons. Dwarves, say the grugach, at liasons between their tribes and certain but they, too, gain much respect from least understand dignity, but the gnomes assassins’ guilds where the majority of grugach, particularly if the grugach have wouldn’t know dignity if it came up and members are half-elven or elven. For a benefited from the work of rangers in the bit them. Around outsiders, the grugach consideration, these guilds will train gru- past. However, such appreciation is rarely prefer to behave with deadpan solemnity gach assassins as fighter/thieves. Their expressed openly, as it is difficult for gru- and impassive courtesy, which makes tribes find the assassins’ abilities to spy on gach to tell a good-aligned ranger from an them irresistable targets for a with enemies very useful. Many a humanoid evil hunter. a prank in mind. What a gnome considers tribe’s plans came to nothing because of a Grugach regard almost all other hu- a harmless prank, a grugach considers a skillful grugach agent. Tribal leaders, with mans, as well as all nondruidic elves, with grotesque insult. Many a gnome jokesmith pragmatism forced upon them, also have a great deal of mistrust. Grugach proverbs has been notified by hails of grugach no compunction about using assassins to warn: “When you’ve shaken hands with an arrows and sling bullets that the grugach put any human or demihuman who is a elf, count your fingers!” and: “There was sense of humor, well developed though it threat to the tribe’s survival out of the way an honest human once—if an object was is among themselves, does not extend to for good. red hot, out of reach, or fastened down, jokes at their expense. he wouldn’t steal it!” The other causes of gnome-grugach Allies & enemies Grugach and dwarves generally don’t get friction are much the same as with Though they do not practice warfare along. Although they must work very hard dwarves. Gnomes visiting grugach settle- among their individual tribes, grugach to survive, the grugach are utterly unable ments do well to keep their itch for profit from different tribes do not wholly trust to understand the driving, single-minded under control, as well as any urges they one another, a byproduct of their distrust effort that the dwarves are willing to feel to flaunt their wealth. of nearly every other being. Instead of expend. Dwarven obedience to superiors Grugach despise orcs and half-orcs even fighting, grugach from “rival” tribes also arouses grugach suspicion and dis- more than other elves do. Other elves merely avoid each other or, at worst, dain. Grugach leaders lead more by per- detest orcish vandalism and slaughter of insult each other, set nonlethal traps, and suasion and example, and they would wildlife because it destroys beautiful drive off game animals. However, the never expect the instant obedience a woodlands. Yet these elves do not regard druids and secret societies help to soothe dwarven leader considers acceptable. orcs and goblinkind as life-or-death threats intertribal suspicions a good deal. And The different lifestyles of and to the elven race, instead seeing them even tribes that will not speak with one grugach also contribute to misunderstand- more as long-term annoyances. But the another will usually set aside their differ- ings. The grugach shudder at the thought grugach view orcish behavior with horror, ences in a fight against a nongrugach of entombing themselves in musty ca- as anybody would who witnesses the enemy that threatens the survival of one verns, away from the sun, trees, and wanton destruction of his means of liveli- or both. wind. The wild elves’ reactions to the . Orcish attacks on grugach settle- Grugach revere druids of any race— dwarves’ descriptions of their homes ments do nothing to increase their even if it is with some suspicion—and range from polite disbelief to horror. Not popularity with the wild elves. Like all particularly revere humans of levels unnaturally, this irks the dwarves, who elves, grugach have long memories, and higher than the grugach themselves can are at least as proud as the grugach are since their lives are hard enough already, attain. High-level human and half-elven and fail to see why a bunch of fur-clad they hold grudges against anyone who druids often act as middlemen between elven savages should dare to turn up their wantonly makes their lives more difficult. grugach tribes and those who wish to noses at the dwarves’ mighty mansions. Often a grugach tribe or secret society trade with them. The dwarves are also distrusted by the will swear a formal vendetta against a Woodland-dwelling barbarians have grugach because the wild elves feel that nearby tribe of orcs or similar humanoids, enough in common with grugach that the dwarves in general are out to cheat them in response to some particularly gratui- grugach have considerable respect for (and some are). Grugach experience with tous atrocity. Once this step is taken, the them. At the same time, the barbaric love dwarven merchants reinforces this stereo- humanoids have a fight for sure. Advance- of combat for its own sake is alien to the type, since the dwarves seem to be arro- ment in some grugach secret societies is achieved by bringing in a certain number of fresh orcish or humanoid heads or scalps. Evil humanoids are the only beings that grugach kill on sight. Wild elves and seldom cross paths. The grugach and halflings are both rare races, and the halflings’ love for open meadows and farmlands seldom leads them into the gloomy forests grugach prefer. When the two races meet, grugach get along best with tallfellows. For the most part, though, grugach barely know halflings exist, and grugach often mistake them for human children.

The adventuring life Grugach go adventuring for a variety of reasons, just as other races do. One possi- ble reason for a grugach to take up the Continued on page 23

18 MARCH 1990 DRAGON 19 Four new additions to the elven pantheon by Denise Lyn Voskuil

Unearthed Arcana describes five mem- High Forest” on the of Olym- organized the dark elves into a great army bers of the Seldarine, the elven pantheon pus, for a discussion of elven society and numbering in the thousands. Araleth of the AD&D® game. In the gods’ introduc- doings on the Prime Material plane. This is realized what was happening and warned tion, it is noted that there are other gods followed by a great festival which may last his own clerics. They, in turn, assembled and goddesses in this pantheon who cover for weeks on end. Note that the gods and many gray, high, and wood elves to hold a variety of spheres of influence. This goddesses, during this time, continue to back the dark forces. Fighting took place article details four new members who can listen to occasional pleas and grant spells at night and on gloomy, cloudy days be used to suit any DM’s campaign. to their priests. caused by the dark elf clerics. When the Those deities in the Seldarine value sun came out, the drow withdrew into the independence highly, and thus they often Araleth Letheranil (god of light) underground, sometimes (foolishly) fol- work separately. Yet all of the deities de- Lesser god lowed by the opposing forces. Dark elf scribed herein (as well as the other mem- bers of the Seldarine) will work together ARMOR CLASS: -2 in times of need without being compelled MOVE: 15 to do so. Once a year, all of the Seldarine HIT POINTS: 310 meet in a huge grove in Arvandor, “The NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-16 (+ 14), or 2-24 (+ 14) vs. larger-than-man-size foes SPECIAL ATTACKS: Magical weapons and items, unusual spell use SPECIAL DEFENSES: Spell use, spell immunities MAGIC RESISTANCE: 80% SIZE: M (6 ½) ALIGNMENT: Chaotic good WORSHIPERS’ ALIGNMENT: Good and neutral alignments (elves) SYMBOL: Shaft of light PLANE: Olympus PRIEST: 12th-level cleric/9th-level druid WARRIOR: 10th-level ranger MAGE: 14th-level mage/l4th-level illusionist ROGUE: 10th-level bard PSIONIC ABILITY: Nil (immune to psionics) S: 21 (+4, +9) I: 24 W: 22 D: 20 C:22 CH: 22

Naturally, the light-god Araleth Letheranil is also considered to be the god of the sun, moon, and stars. He frowns upon unnecessary usage of darkness spells and encourages elves to combat evil, espe- cially any darkness-loving creatures-dark elves are considered to be prime targets. Because of this, he is a favorite of elven and half-elven adventurers. There are many tales of Araleth’s fights against evil beings. Perhaps the most fa- mous is that of his battle with Lolth, the Queen of Spiders. After the Align ment Wars had driven many evil races underground, the drow elves adapted and flourished. Lolth, their goddess, hated the good races and began to develop plans to destroy them. When the drow had grown Araleth quite strong, she, through her clerics, Kirith

20 MARCH 1990 magic-users, realizing the extreme disad- forced to return to the , for she was her next words. She can use this power vantage caused by their sensitivity to light, near death. Though in great pain, Araleth once per round. tried to develop a way to venture about in slew many great spell-casters and warriors Before battle, Kirith will cast a prismatic light without penalties. The long struggle before he went back to Arvandor. Because sphere upon herself; the prismatic sphere that took place is called the War of the of his presence, the forces of good were is harmless to all elves in her service, and Elves. However, that is a misnomer, for heartened, and destroyed much of the the spell moves with her wherever she large groups of humans and other demihu- dark army. The drow, reduced to a frac- goes. During the fighting, Kirith will cast mans came to the surface elves’ aid when tion of their original number, fled back spells or strike with her dagger +4. She they realized the severity of the situation. into the . Araleth still a can regain spells she’s cast at the rate of When it seemed that the good forces dark scar on his right shoulder where one spell level per round. For example, if would be victorious, all of the drow magic- Lolth wounded him, and he uses it to she casts an eighth-level spell in the third users were called back into battle. Sud- remind his followers of the need to de- round of melee, she is able to use the same denly, Lolth appeared on the earth and stroy evil. or another eighth-level spell again after joined the fray. Araleth knew that her This god uses a long sword +5 in battle. the eleventh round. Within a 180-yard presence would be too much for the demi- It inflicts double damage upon evil crea- radius, she can detect all magical items humans and humans to overcome, so he tures, or triple damage if they are from automatically (not withstanding any pro- went to the battlefield that day, fought his the lower outer planes. He can cast a tective spells, lead casing, etc.), and she way through the dark elven army, and continual light, sunray, or rainbow spell can determine what powers those items attacked Lolth and the clerics and magic- once per round at will. When he uses the have. users surrounding her. The combat was rainbow spell and chooses its bow form, Good and neutral mages make up the furious, with Araleth’s sword and spells he can pick any color as often as he bulk of her worshipers. As would be ex- cutting down powerful drow and wound- wishes (up to the limit of seven arrows pected, all of her clerics are also members ing the demoness, and Lolth’s magic, webs, allowed by the spell). He is immune to of the mage class. and fangs taking their toll. Before the god spells that create or alter light or dark- Continued on page 24 knew what had happened, Lolth jumped ness, including fire- or lightning-based at him and sank her fangs into his shoul- spells. der, pumping venom into the wound. He Araleth has silvery hair and golden, cried out and plunged his magical sword glowing eyes, and is clad in white robes. into her abdomen. The demoness was He is enveloped in a white, shimmering aura. Gods with whom he occasionally associates include Seker and Frey (see Legends & Lore, pages 48 and 101-102), as their objectives are quite similar.

Kirith Sotheril (goddess of magic) Lesser goddess

ARMOR CLASS: -1 MOVE: 15 HIT POINTS: 298 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-12 SPECIAL ATTACKS: Magical weapons and items, unusual spell use SPECIAL DEFENSES: +4 or better weapon to hit, spell use MAGIC RESISTANCE: 98% SIZE: M (5 ½) ALIGNMENT: Neutral good WORSHIPERS’ ALIGNMENT: Good and neutral magic-users (elves) SYMBOL: Rainbow-striped sphere PLANE: Olympus PRIEST: 8th-level cleric/l4th-level druid WARRIOR: Nil MAGE: 25th-level mage/25-level illusionist ROGUE: 11th-level bard PSIONIC ABILITY: 360; all attack/defense modes (applies only to campaigns using psionic talents) S: 11 I: 25 W: 25 D: 19 C: 18 CH: 24

Kirith Sotheril wears rainbow-striped robes and has golden hair; her eyes con- tinually change color, from hazel to to blue to violet and back again. If anyone within 10’ looks into her eyes (an auto- matic action if surprised or unless the PC states he is not looking at her eyes), she Melira can implant a suggestion (save at -2) with Naris

22 MARCH 1990 Wild in the Woods Continued from page 18 adventuring life is exile from the tribe, as previously noted. Since exiles seldom have a chance of acceptance in other grugach tribes, the exile must join nongrugach society. Exiled grugach will generally tend to be bitter and morose, and are far more prone to black moods than other elves. Another reason for a grugach to adven- ture is the disintegration of a tribe, either through plague, warfare, or other calam- ity. Some grugach who survive such disas- ters attempt to join other tribes, but if such are not available, a few have been known to join up with other elven villages or druidic communities. It is not much of a jump from this point to becoming a regu- lar adventurer. These grugach are more cheerful than those in forced exile, and they tend to treat their new “in group” much like their old tribe. A grugach might take up a for his tribe, druidic society, or secret society. Tribal leaders might send warriors or druids to recover something stolen from

the tribe, to avenge an attack, or to obtain something the tribe needs desperately. If the players wish to run an all-grugach campaign, the DM can set up a series of adventures designed for them Finally, grugach, like everyone else, are prone to restlessness and a desire for wealth. Grugach exposed to other races from an early age might become bored with their tribes and hire out as guards to merchants, in return for aid when civiliza- tion is reached Druids, of course, would have their druidic organization to help them make it in the outside world. A few tribes (but very few) would even encour- age some grugach to leave and gain more experience in the world, in hopes that those grugach would return to better life for their fellows. Grugach, when away from their fellow adventurers or with people they don’t know, are reserved and dignified. They are not prone to random mischief. Once trust has been established, they are loyal (if occasionally difficult) companions. The Elfin Gods beings (e.g., , evil bards, shriekers). shaped from a band of mithral and set She is immune to all spells that affect with a clear, glowing jewel. This ring can Continued from page 22 movement, to all sound-based spells or cast a heal spell once per round, also to an powers, and to illusions. 18” range. His long sword +4 can drain Melira Taralen is pretty, vivacious, and a two levels from any evil being who has Melira Taralen (goddess of fine arts) skilled artist and performer. She has flaxen harmed a good or neutral elf without Lesser goddess hair and bright blue eyes. Her robe is an cause (at the DM’s discretion) within the equally bright blue, and her sword and past year. Naris is immune to all death ARMOR CLASS: -3 lute are with her at all times. magic and to any baneful necromantic MOVE: 18 spell. HIT POINTS: 315 Naris Analor (god of healing, suffer- Naris has silver hair and blue-gray eyes, NO. OF ATTACKS: 1 ing, and death) and wears white and gray robes with DAMAGE/ATTACK: 2-20 Lesser god silver trim or design. As would seem natu- SPECIAL ATTACKS: Magical weapons and ral, this god often works and consults with items, unusual spell use ARMOR CLASS: -2 Labelas Enoreth, the elven god of longev- SPECIAL DEFENSES: Spell use, spell MOVE: 12 ity (see Unearthed Arcana, page 114), as immunities HIT POINTS: 320 their spheres of influence are related. MAGIC RESISTANCE: 86% NO. OF ATTACKS: 1 Any elven character may, when upon the SIZE: M (5½) DAMAGE/ATTACK: 5-20 (+7) verge of death, ask Naris to aid him with a ALIGNMENT. Chaotic good SPECIAL ATTACKS: See below heal spell. Saris rarely (1% chance) com- WORSHIPERS’ ALIGNMENT: Good and SPECIAL DEFENSES: +3 or better weapon plies, and a character can be healed in this neutral alignments (elves), and those to hit; also see below way only once in his lifetime. If the charac- who enjoy the fine arts, especially MAGIC RESISTANCE: 84% ter is cured, he will be, within the next two bards SIZE: M (6’) weeks, geased (no save) to fulfill some task SYMBOL: Lute ALIGNMENT: Neutral good for the god that is appropriate to the char- PLANE: Olympus WORSHIPERS’ ALIGNMENT: Good and acter’s level and abilities. PRIEST: 12th-level druid neutral alignments (elves) WARRIOR: Nil SYMBOL: White shield MAGE: 18th-level illusionist PLANE: Olympus ROGUE: 23rd-level bard PRIEST: 20th-level cleric/l2th-level druid PSIONIC ABILITY: Nil (immune to psionics) WARRIOR: 6th-level ranger S: 10 I: 24 W: 21 MAGE: I2th-level mage D: 23 C: 20 CH: 23 ROGUE: 10th-level bard Get Our PSIONIC ABILITY: Nil (immune to psionics) Guidelines! This goddess is the patron of lovers of S: 19 (+3, +7) I: 23 W: 25 f you want to write articles for us, get a the fine arts, including half-elven bards. D: 20 C: 22 CH: 20 copy of our writers’ guidelines first. If In addition to her normal spell-casting I you live in the United States or Canada, abilities, Melira can cast each of the fol- Although it may appear to be a paradox, just send a self-addressed, stamped en- lowing spells once per round: Naris Analor is the elven god of healing, audible velope to: Writers’ Guidelines, DRAGON® glamer, Tasha’s uncontrollable hideous suffering, and death. Because every elf Magazine, P.O. Box 111, Lake Geneva WI laughter, rainbow pattern, Leomund’s will die, he knows that they will all eventu- 53147, U.S.A. In Europe, send a self-ad- lamentable belabourment, permanent ally pass into his care. His worshipers are dressed, stamped envelope to: Writers’ illusion, and Otto’s irresistible dance. Me- often adventurers who pray to him in the Guidelines, DRAGON Magazine, TSR lira possesses a special lute that has the hope of eluding death (though elves do not Ltd, 120 Church End, Cherry Hinton, powers of all of the magical bard instru- fear it). The friends and relatives of a Cambridge CB1 3LB, United Kingdom. ments from the 1st Edition Dungeon Mas- deceased elf usually pray that the elf’s Our guidelines are free. Don’t start your ters Guide. She can, once every three be speeded to its resting place. typewriter without them. rounds, animate object as a 20th-level Naris wears two jeweled rings, one on DRAGON is a trademark of TSR, Inc. cleric. She sometimes fights using her long each hand. The ring on his left hand is 1989 TSR Inc. All Rights Reserved sword +3, which does double damage to iron and bears a black gem. It can project evil creatures that use sounds, song, or a harm spell once per round, to a range of illusions to lure, trick, or harm other 180 yards. On his right hand, the ring is

Clerical Quick Reference Chart

Sphere of Raiment Sacrifice control Head Body Color(s) Holy days Frequency Form Araleth light bare robe white spring equinox semiannually beautiful items Kirith magic hood robe rainbow stripe full moon monthly prayers, knowledge Melira bards, fine arts bare robe bright blue before a major festival varies songs, poetry, dances Naris healing, death cowl robe white & gray new moon monthly prayers, crafted items

Kirith’s sacred animal is a cat; Melira's is a nightingale. The others do not have sacred animals. Places of worship differ: Araleth’s is a wide clearing, Kirith’s is a small valley or glen, Melira’s is a grove (especially if festivals are held there), and Naris’s is in the deep forest. Naturally, clerics of any of these and other elven deities may be male or female.

24 MARCH 1990

A new elven : the snow elves

Chilling appearances The appearance of the snow elves has by David S. Reimer perhaps given the other elven races rea- son to doubt their lineage as being truly pure. They are the shortest lived of the If snow elves have remained virtually unknown in elves, with average lifespans of 750 years most AD&D® campaigns up to this time, it is only be- (900 being incredibly ancient). Addition- ally, snow elves are the tallest of the elven cause of their extremely secretive natures and pur- races and generally tower above humans. poseful seclusion from society. In most campaigns, Females occasionally reach 6’4”, and it is however, snow elves can provide the DM with an excit- not unknown for males to have grown to 7’. While very thin, snow elves are ex- ing NPC race and the players (DM willing) with new tremely wiry and tough individuals. Snow- and challenging player characters. elf PCs gain one point to both dexterity and constitution, but lose two points of charisma when dealing with all races but their own due to haughtiness and disdain of lowland society. Snow elves have light brown or tan skin, white or blond hair, and silver eyes. They strongly favor white and jewelry, trading for silver from valley elves. In addition to the standard elven charac- teristics of resistance to sleep and charm spells, infravision, moving silently, and detection of secret doors, snow elves have developed several unique adaptations to their hostile environment. All snow elves gain a +1 on their saving throws against any form of cold attack or condition. They also gain +1 to hit with any spear or javelin, but gain no to-hit bonuses with the sword or bow. Snow elves also have the ability to set traps with a 90% chance of success, providing they are in snowy, mountainous regions. Each trap, of any type, does a maximum of 2d6 hp damage per level of the elf who sets it. Snow elves could best be described as neutral with insufferably arrogant tenden- cies. With the exception of the valley elves—whom they tolerate and occasion- ally befriend—snow elves actively dislike all races other than their own, and they go out of their way to make that fact known if given the opportunity. Drow incite a kind of madness in snow elves, and only overwhelming odds will prevent a snow elf from attacking any drow or drow ally.

An icy history Most closely related to their only ally, the valley elves, snow elves are an aloof

26 MARCH 1990 people. Accepted by neither elves nor environment in which they are fated to thieves. Level limits for snow elves are men, they have simply withdrawn from dwell. Thus magic, particularly the magic given in the table herein. By tradition, both and carried on their lives. They in- of cold, has waxed while clerical studies males are most often found as fighters, habit the snow-covered Crystalmist Moun- have waned. Druids and rangers have rangers, and thieves; females are usually tains of the WORLD OF GREYHAWK® become prominent. All the while, snow wizards, and either sex may become setting, but might be found in similar elves have become more reclusive and druids. Fully half of any clan will belong to areas elsewhere in the Flanaess. secretive as lowland societies have grown a character class (the rest are zero-level The rift between the snow elves and unaware and indifferent. Indeed, the snow characters). Those snow elves having a their cousins stems from the same wars elves might be a dying race. class will be 1st level, usually fighters (if that drove the drow underground. The male) or wizards (if female). Half-elves snow elves were deceived into allowing The cold clans whose elven parents were snow elves are passage (for a large profit) of the drow Dwelling in tight-knit, extremely isola- treated as any other sort of half-elf, through a mountain pass they controlled, tionist families or clans of 3-30 members, though they are extremely rare. not knowing—so they claimed—that the snow elves are very territorial and hostile Higher-level characters are often en- drow were serving Lolth and had recently toward trespassers. These clans live in countered in snow-elven clans. For every declared war on their cousin elves. While small villages consisting of 2-10 dome- five snow elves, there will be an additional never formally condemned by their rela- shaped huts of woven trees, covered with 2nd-level male ranger, a 2nd-level female tives, the snow elves have been universally furs and skins and packed on the outside wizard, and a 2nd-level druid. With a shunned by them ever since. Valley elves, with snow. Such villages house members group of 10, there will also be a 3rd-level themselves largely disliked by others, of one clan only and lie generally near the male ranger. Groups of 20 will be headed tolerate snow elves perhaps because each center of that clan’s territory. Territories by a 4th-level male ranger, a 3rd-level views the other as sharing a similar average two square miles in size for each female wizard, and a 3rd-level druid. The plight—neither race is considered “true member of a clan’s village. Communities largest groups (25-30) will be led by a 5th- elves” by their cousins. numbering more than 30 undergo a level male ranger (the “father”), a 5th-level Mankind’s quarrels with the snow elves branching off, wherein two or more fam- female wizard (the “mother”), and a 4th- also stem from twilit history. The snow ily groups pack their belongings in early level druid (the “priest”) with a 2nd-level elves were ever taller and more haughty spring and set out in search of new terri- druid understudy. Mixed-class snow elves than other elves—or even men—and they tory. This prevents overpopulation and are uncommon, with a 10% chance per elf sought once to dominate or destroy the starvation in a rugged environment that of having a second class; classes are mixed men who entered their mountain valleys offers no bountiful harvests for large as per any other elf, with the druid class and homes, earning forever the hatred of communities. Such branching off is now a being substituted for the cleric. the more numerous race. rare event. Snow elves have no ability to work During their ages of seclusion, snow Snow elves develop classes as do any metal—no small surprise as they use but elves have focused their studies on fields other sorts of elves. They may become dislike fire—and disdain all metal armor, that would aid their survival in the harsh fighters, rangers, druids, wizards, or including studded leather and even elven

DRAGON 27 chain. They prefer to wear leather, skins, trained bears (10%; any available sort) as festivals and religious holidays. A snow elf or their own special garb. Snow elves are pets and guards. will never turn another of his kind away renowned for their ability to manufacture Half-elves who have snow-elven parents empty-handed, although the proud snow a strong and beautiful type of armor from sometimes take up the career of a bard. elf only rarely admits the need of an- the hide of the . Due to their Though such characters wander widely, other’s assistance. carefully guarded secrets for curing and they are shunned by snow elves for their Though a snow-elf PC will, of course, treating, this armor grants AC 4 while human “taint.” These bards are almost travel as he likes, a snow-elf NPC will hindering movement no more than elven legendary to other races due to their seldom be encountered below the snow chain. Only the 7th-level druids are taught rarity. They often play an instrument used . Occasionally, their clans will dwell for the secrets of its crafting, and all armor is to some degree by nearly all snow elves. brief periods just below the tree line in the manufactured at the shrines. Other snow The keras (Keh-rahz) is a large instrument dead of winter. Snow elves will never be elves (including any PC) will have no very similar to the alpenhorn used by encountered in a city, and they go into the knowledge of the construction process. Swiss shepherds. Keras range in size from foothills or lowlands only on urgent clan The higher-level druids at the shrines will 4’ to just under 20’ and are usually made business or to raid for food. always wear this armor, though other of wood (although the best are said to be snow elves may also: 2nd-level ranger, constructed from the tusk of the wooly Matters of worship 15%; 3rd-level ranger, 20%; 4th-level mammoth) with bone mouthpieces. In Snow-elven religion centers around their ranger or 3rd-level druid, 30%; 5th-level their native environment, snow-elven secluded druidic shrines. These holy ranger “father” 75%; any other 5th-level clans often use keras to communicate places, tucked in the wildest and most ranger, 45%; and 2nd-level druid, 5%. The across vast distances, having developed a remote nooks and crannies of the moun- valley elves will occasionally own a set of complex code for signaling. Some of the tains, house elven druids of the highest this armor as they are the snow elves’ largest of these instruments may be found levels. The shrines are reportedly places of connection to the outside world, giving at the shrines and are sounded only in great power, and each is headed by a them metal weapons and tools, and certain times of great need or grand celebration. druid of no less than 11th level, assisted alchemical products. Magical suits are The bards use the smaller versions of the by one 8th-level “assistant,” three 7th-level known to exist, though they are obviously keras to play mournful and powerful “attendants,” four 5th-level “caretakers,” very rare. ballads as majestic and sad as the moun- and a host of 2-20 lesser druids and ser- Adventurers passing through an area tains themselves. vants. Druidic spells cast from these areas inhabited by snow elves are 35% likely Snow-elven clans, while not at all inter- are reported to be of double strength and (+10% per day) to encounter traps set by dependent, will not hesitate to aid one duration. It is also rumored that the the elves (snares, deadfalls, and triggered another in repelling invaders or raiding shrines gain this special power by being avalanches of snow or rock) or to be at- high-altitude settlements. Clans often come located in areas of “ weakness” tacked. Snow elves use hoar foxes (90%) or together in spring and fall for various —a misgiven name, for these houses of

28 MARCH 1990 worship are centered on fissures between Tarsellis was once great friends with considered somewhat of a rustic by the the Prime Material plane and one or more (and, indeed, was superior to) the elven other elven deities. He spends the greater of the various elemental and para- god Solonor Thelandira, and the two share of his time in the mountains and elemental planes, particularly those of would often hunt together in the days of forests of the Prime Material plane, and Earth, Air, and Ice. The elven druids of the old. But before the elves yet walked the his worshipers build temples and shrines shrines, dwelling as they have in such earth, Tarsellis fell in love with a beautiful to him there. His followers offer him furs close proximity to the elements over the but dark goddess named Megwandir. of the finest quality and bring live animals ages, have developed heightened powers Solonor objected to Tarsellis’ romance, not of the greatest size as presents to the in summoning and controlling trusting the dark goddess, and the ensuing druids of his temples. Snow elves consider and para-elementals while near their quarrel has left the two gods bitter ever Tarsellis their patron deity. shrines or homes. This talent applies only since. Above all else, Tarsellis detests drow. If a to NPC snow elves, because it is a skill Tarsellis both hunts and fights with a worshiper of his prays for aid while doing gained individually and requires decades giant spear that strikes for 3-30 hp damage damage to the drow, there is a slight (1%) (at least) of study and association. Despite and never misses. Only he can wield this chance that Tarsellis will send help in one the elves’ familiarity with fire, this element weapon. Attacks based on heat, cold, form or another. The reason for this ha- remains distasteful to even the most pow- wind, lightning and other natural forces tred is traceable to his quarrel with So- erful snow-elven druids. have no affect on Tarsellis. Any elemental lonor. For the goddess Megwandir—so The shrines are considered by all snow summoned in his presence can be immedi- named before the elves yet walked the elves to be extremely holy areas and will ately controlled by him. If pressed, Tarsel- earth—has come to be known as Lolth, be aggressively defended. Most often, lis can summon all woodland creatures in and no longer dwells with the elven dei- these shrines are dedicated to Tarsellis a two-mile radius to aid him. ties. The feelings Tarsellis once felt for Meunniduin (a lesser elven deity detailed A solitary figure, Tarsellis Meunniduin is Megwandir have become hatred. hereafter), though a few are said to honor other gods. Tarsellis Meunniduin is the deity of the snow elves. They, in fact, Snow Elves: Class Level Limitations explain away some of their differences to their elven kin as due to their being direct Ability * Druid Wizard Thief Ranger descendants of his (such is the haughtiness Fighter of the snow elf). While most scholars of 16 U 5 11 U 5 elven lore remain rather skeptical on this 17 U 5 11 U 7 point, Tarsellis does not seem displeased 18 U 6 12 U 9 with his “children’s” dedicated worship. 18/51 U 6 12 U 10 18/76 U 6 12 U 11 18/91 U 8 12 U 11 Tarsellis Meunniduin 18/99 U 9 12 U 12 (god of mountains and wilderness) 18/00 U 10 12 U 12 Lesser god 19 U 11 13 U 13 U ARMOR CLASS: -4 20 13 15 U 14 MOVE: 15 21 U 13 17 U 14 HIT POINTS: 290 22 U 13 18 U 14 NO. OF ATTACKS: 1 * All prime requisite ability scores for any given class must be at least equal to this DAMAGE/ATTACK: 3-30 value in order for the character to achieve the level shown. SPECIAL ATTACKS: Never misses in combat SPECIAL DEFENSES: Immune to fire, cold, lightning; elemental control MAGIC RESISTANCE: 75% SIZE: L (8') ALIGNMENT: Chaotic neutral WORSHIPER’S ALIGN: All nonlawful and nonevil rangers, druids, and dwellers in the wilderness (elves) SYMBOL: Snow-capped mountain PLANE: Olympus (see below) PRIEST: 12th-level druid WARRIOR: 22nd-level ranger MAGE: 8th-level wizard ROGUE: 8th-level thief, 12th-level bard S:24(+6,+12) I:19 W:20 D:25 C:25 CH:19

Tarsellis Meunniduin always appears as a tall, blonde male elf, deeply tanned and clad in luxurious furs. Though he is a legendary hunter, Tarsellis is deeply de- voted to the wilds and the creatures that dwell therein. Thus, he spends a great deal of time and energy roaming the wil- derness in search of evil creatures and great monsters to slay or drive from his domain.

DRAGON 29

The FOLK of the FAERIE KINGDOM A full list of faeries and faerie-folk

by Vince Garcia

Art by Robert Klasnich

Some of the most fascinating creatures within the AD&D game include the diminutive and magical faerie folk. And while their place within any number of outdoor adventures should be guaranteed, rarely appear in campaigns. One reason, perhaps, is that the faerie folk do not lend themselves easily to adversarial encounters. Orcs, , dragons and the like are easily cast in such roles, but the reclusive faeries require more thought on their handling. To offer the DM a few ideas on making greater use of these creatures, a brief ecology of each type of follows, along with an idea on how it might be encountered in the travels of an adventuring party. Abbreviations used in each brief ecology are: FF— ® tome. MM—; MM2—Monster Manual II. [The AD&D 2nd Edition Monstrous Compendium was produced after this article was written, but it may be consulted for details.]

Atomie (MM2). The typical atomie raccoons, bears, etc. The atomies them- may lead their charges to several resembles a 1’-tall, lanky humanoid with selves may attack with their small weap- hidden confederates, who attack with greenish skin and a narrow head whose ons, making good use of their invisibility, their ability to cause confusion, or they dominant feature is a pair of oversized, pass plant, and blink powers. may drive the PCs into pits or ensnare green-pupiled eyes. Atomie attire is simple, Set up: On the first leg of a trek into the them in nets. yet practical: a skirt made of plant fiber. mountains to find the lair of a green In their semi-undead form, boggarts Atomies often carry small crossbows or dragon, the adventurers make camp in a require not only the life-force of living spears. These frolicsome creatures are small meadow as dusk approaches. As creatures, but meat as well to survive. found in mountain lowlands within pleas- dinner is prepared and night falls, the Thus, the primary attack of the is ant, green meadows, usually near large party is set upon by a voracious horde of through a touch that delivers an electrical oaks and a pond, stream, or other water stinging, biting insects that chase off the charge. The waning life-force of the at- source. Within the hollows and branches horses (which were believed to be se- tacked creature strengthens the boggart, of the great trees they favor, atomies build curely staked down), then turn on the PCs, giving it 1 HD for each two levels of a comfortable chambers and stout tree possibly causing the group to abandon human or humanoid it manages to slay. houses in which they sleep during the equipment (which is not to be found upon Upon reaching a total of 9 HD, the boggart hours of daylight. These outer dwellings later search) as it retreats to safety and leaves behind its immature form and are almost always camouflaged to hide seeks the recovery of the steeds. becomes a full-fledged will o’ wisp. Falling their presence from observers below. At short of this in a battle, the boggart de- other times, when there is a lack of large Boggart (MM2). It is said by some that vours its prey to nourish its corporeal trees, atomies may build underground boggarts begin as buckawns who, turning body. A less-popular mode of attack is burrows with entrances through the hol- to evil at death, fall into this transitional made by discharging a small lightning bolt low trunks of trees. state between their previous lives and the every other round. While this may suffice At dusk, the atomies awaken and spend ultimate form of a will o’ wisp. Whether to obtain meat, the boggart does not ab- the evening gathering food or frolicking true or not, the malevolent boggarts are a sorb the life energies of its prey if this about in the moonlight. The eyesight of serious danger for parties traversing dark attack is used. these creatures in darkness is comparable forests or swamps (the boggarts’ preferred Set up: While trying to find their way to that of normal creatures in daylight. hunting grounds). The sly creatures, who out of a marsh, the adventurers meet up Atomies greatly resent the intrusion of sometimes band together in small groups with a shabbily dressed halfling who vol- strangers (excepting their cousins, the for protection, frequently approach trav- unteers to lead them out in return for a grigs) into their meadows, and they usu- elers in their humanoid form, offering week’s rations. He then takes the group ally make a combined attack to drive away their services as guides through the lands into an area of quicksand, where two unwelcome guests by summoning a horde with which they are . Those ac- other boggarts and a mature will o’ wisp of mosquitoes, flies, ants, and other both- cepting this assistance are led immediately wait to attack. [See also “The Rotting Wil- ersome insects, followed by a meeting into some sort of trap, for the creature low,” in DUNGEON® Adventures issue #5, with nearby animals—wild cats, badgers, cannot retain a single form for long. The for another boggart set up.]

DRAGON 31 Booka (FF). A popular legend, not given (MM). These halflinglike faer- ows where they are less likely to be dis- much credence by sages, is that booka are ies dwell most often in isolated lowland turbed. Unlike the curious and friendly the spirits of scullery maids who were lax meadows often bordered by forests or brownies, buckawn resent any intrusion in their duties during life. Perhaps this groves. Brownies are shy creatures; their into their territory; travelers who do so story came about through the booka’s hidden dwelling places are somewhat of a may face attack initially by a horde of habits, which include a curious devotion mystery, although it is believed that the summoned insects, then by the poisoned to secret, nocturnal cleaning and straight- clandestine creatures reside in comfort- darts of the buckawn. Failing this, the ening of the homes of those of good able ground burrows. buckawn may use their magical powers disposition. Unlike some faeries, brownies do ex- and cunning to steal small goods or cause For whatever their reasons, these help- press a curiosity about strangers in spite mischief. ful, inoffensive, spritelike creatures have of their shy nature, observing passers-by Set up: Arriving at a green meadow at been encountered virtually everywhere, from a state of invisibility or concealment. one side of an isolated mountain lake, the from forests and fens to large cities. In They appear to be particularly well dis- adventurers make camp. That evening, a return for taking up lodgings in the eaves posed toward small groups including elves hidden buckawn uses a dancing lights or attic rafters of a home, the shy booka or halflings. In such cases, there is a 20% spell to cause a guard to investigate a (acting only when things are dark and the chance they will cautiously advance and small, glowing light in a bush. In the mean- inhabitants are asleep or away) do such try to make friends. At other times, when time, invisible buckawn quickly rummage things as sweep, polish, and mend. They they are less eager to make their presence through the party’s baggage, making off ask nothing else in return, although per- clearly known, brownies secretly make with coins, gems, and equipment. An sons aware of their presence do well to themselves useful by repairing equipment insect attack follows shortly thereafter. leave small snacks for them, which are or mending leather goods as the owners of eaten, and the plates washed and put the goods sleep. (MM). One legend of the druids away afterward. Booka are so shy that it is When a group of PCs makes friends is that the Queen of Faeries planted many said that if an occupant of a home so vis- with brownies, the group will find the gardens during the worlds creation. At ited tries to find or catch them in the act faeries extremely friendly and helpful. the center of each grew a great tree hold- of cleaning, they will immediately depart Brownies offer their services as guides ing a seed of Rhiannon’s essence. The and will not return. through the areas they know in such physical manifestation of this essence was Set up: Soon after a PC builds a house, cases. It has even been known that a par- the dryad, a tree watching over she is informed by the DM that an un- ticularly adventurous brownie has left his the garden. Whether this tale is true or known being is apparently picking up and home and attached himself to an elf or not, most druids look upon as the cleaning the residence while the character halfling of good alignment, willingly ac- spiritual essence of a forest. As such, they is asleep or out adventuring. The un- companying the character on one or more are sacred, and no druid will allow a known “being” is a pair of booka, who will adventures. dryad to come to harm. continue to do so unless they are actively As a general rule, when faced with Perhaps as a result of Rhiannon’s moth- sought out. adversaries, brownies do not often fight. ering of the forest, dryads are somewhat Instead, they use their abilities to hide or lustful. They are known to seek mates escape, resorting to a small sword only as from human and demihuman males of a last resort. exceptional beauty. Those falling prey to Set up: Making camp in a small meadow, the charm of a dryad have reported sink- the adventurers awaken the next morning ing into a fog to become one with the and discover that someone has mended a forest around them, seeing and feeling all broken saddle stirrup and polished a rusty that befalls it. This sensation was reported suit of chain mail during the night. De- to last up to several years, after which the pending on the party’s actions, it may be male was returned to the world in posses- possible to coax the shy brownies into the sion of exact knowledge regarding the open. forest in which he was captured. Some stories suggest that a tie between Buckawn (MM2). Long ago (some bards the dryad and her consort remain after say), after Rhiannon, Queen of the Faeries, this. One legend is told of a ranger who created the faerie folk, she received gifts was summoned from a great distance by a from her children. From the , dryad to fight against a black dragon that she was given a fiddle and flute that would had taken up residence in her forest and play themselves. The sylphs gave her a frightened its usual inhabitants. pair of wings. The elves gave her magic At other times, dryads may not actively and poetry. And when their turn came, seek a consort but can aid an adventuring some of the brownies offered up gifts party if the forest is to be benefited by from the forest —fruits, nuts, wreaths of doing so. Thus, while dryads usually re- holly, and a magical oaken ring conferring main close by their trees, it is possible for power over the grass and trees. Other them to traverse the length of their woods brownies stepped forward with nothing, to lead helpers to a camp of enemies. and Rhiannon asked why they bore no Set up: While traveling through a forest, gift. To this they answered that their gift the party is approached by a dryad who was the love they had, for her. The first asks them to attack a small tribe of brownies jeered at their brothers, but that have fortified a hill near her tree. The Rhiannon was pleased with their answer, dryad may even use her charm power to and turned with displeasure to those who help convince the dominant male in the had mocked them. These jeering brownies fellowship to assist if his group seems withered and became buckawn. reluctant, though she will not steal the Buckawn are a selfish and xenophobic male away. [See also “The Ecology of the form of brownie. Their usual habitat is Dryad,” in DRAGON® issue #87, and similar to that of their cousins, although “Hooves and Green Hair,” in DRAGON issue they favor more isolated mountain mead- #109, for more information on dryads.]

32 MARCH 1990

Faerie dragon (MM2). Among the most faeries. This may be less for their similar- food), or to play and dance. On this last unusual of dragons is this mischievous ity to traditional faerie creatures and more note, it is said that only the renowned creature, the origin of which has long for their mystique, rarity, and beauty. leprechauns are able to put on a more been in doubt. Some believe the faerie Most of these elves trace their origin not splendid fiddle performance. dragon is merely an unusual cousin of the to the Queen of Faeries, but to other dei- Set up: Making camp in a small forest, pseudo-dragon, while others believe it a ties, casting doubt that they should be the party begins cooking dinner but is creation of the Faerie Queen. Most of linked with the faerie folk. Yet there are a distracted by a whistling emanating from a Rhiannon’s druids, however, consider few ancient legends asserting that at the bush (actually a ventriloquism effect from faerie dragons to be creatures usually dawn of time, a goddess created a race of an invisible grig). While the party’s atten- native to the Realm of Faerie; just how immortal elves very similar to the gray tion is momentarily diverted from the they get to the Prime Material plane is still elves, but possessing vastly different and food, a few invisible grigs make off with a mystery. It is believed by some that more powerful magics. These elves fell dinner and any other small items left in faerie dragons are part of the Faerie from grace, the legends state, and became the open. As the group begins a fruitless Queen’s troupe when she leaves her realm the mortal gray elves of today. Perhaps it search, the grigs carefully replace the to visit some of her “children.” These curi- is from these ancestral elves that the link- items, have a good laugh on the party’s ous little dragons probably wander off ing to the faerie folk comes. rediscovering them, and make their pres- from the gathering and merely forget to Set up: Many weeks from home, in a ence known. If the group laughs along return home. magical and unexplored forest they’ve with them, the grigs spend the evening Having thereby found a new place to discovered, the fellowship comes upon the with them, subjecting at least one of the live, faerie dragons either frolic about for ancient ruins of a beautiful stone city of fellowship to Otto’s irresistible dance. a time or spend a few days enjoying the elven design. Archaic lettering within a sun. Eventually, they build lairs within the temple offers clues where artifacts and Killmoulis (FF). Some doubt killmoulis hollows or branches of large trees. As documents may be found. are actually faeries, for they appear to their sense of humor is foremost among possess no innate magical abilities as do their talents, faerie dragons often choose Grig (MM2). Grigs are an unusual but the rest of the faerie folk. The small size to dwell with a group of fun-loving , good-natured sort of with an insec- and behavior of the killmoulis, however, increasing the effectiveness of their jokes toid appearance. Just how they acquired are similar enough to other faeries that on outsiders all the more. legs similar to those of a grasshopper has the common people accept them as such. Unlike others of dragonkind, faerie always been a mystery. Some believe grigs Killmoulis dwell not in isolated wooded dragons do not covet large amounts of are not actually faeries but came about areas, but in cities and townships in or treasure. To be sure, they delight in spar- through the experimentations of some near mountains or forests. For reasons kling objects such as jewels, but such wizard. Others believe their appearance unknown, they prefer lairing in locations treasures take second place to the faerie can be traced to some transgression where industry or technology may be dragon’s first and greatest love-baked against the Queen of Faeries. Still others found, such as in lumber or flour mills. As sweets. Just as leprechauns fancy fine consider their appearance an example of do the booka, killmoulis make themselves wines, faerie dragons have sweet tooths Rhiannon’s sense of humor. The grigs helpful by mending, polishing, or cleaning that often prove to be too much for them. themselves, however, seem neither to items, or killing small rodents. In return The lengths to which faerie dragons will know or care, spending their lives content- for these gestures, they appropriate what- go to get at these delights (pure honey for edly frolicking about pleasant lowland ever foodstuffs are handy. one, or baked apple pie, which is the ulti- meadows, often with a colony of atomies. Like the booka, killmoulis are shy and mate) are legendary. Their dwelling places are similar to those retiring, hiding in rafters and beneath Set up: Having spotted a group of adven- of the atomies, although grigs often prefer floorboards. Unlike the former creatures, turers heading in the direction of a building small, comfortable hollows in the however, they appear to be less likely to hive, a hungry faerie dragon casts a phan- sides of small hills. move on if discovered, and are more tasmal force spell over the hive, causing it Unlike atomies, the usually friendly grigs prone to playing jokes. Likewise, if dis- to appear as a chest. As an unsuspecting are prone to play jokes. A group of adven- turbed, the killmoulis do not leave the thief approaches and draws away the turers who wander into an area where area of their lair, but fight back with in- angry , the chuckling faerie dragon grigs reside is as likely to be the butt of a creasingly baneful tricks (depending on flies down to have a quick snack. prank as it is to get a friendly greeting. how actively others seek to root them out). Grigs usually spend the daylight hours The greatest banes to these creatures Gray elf (MM). The rarest of elves, gray asleep in their hollows, venturing forth at are cats, dogs, and , all of which will elves have been traditionally known as night to gather mushrooms (their favorite kill and eat killmoulis on sight. When possible, killmoulis will slay these crea- tures, hiding the remains in secure places. Set up: On passing through a small mountain town, the adventurers hear that the owner of the local lumber mill has offered a reward for someone able to exorcise “spirits” that haunt the place. Upon investigating, the party is told that small items have been disappearing and then showing up again the next morning. Food and drink left out in the open have vanished. In addition, the cat that was once used to catch mice is nowhere to be found. If they hide themselves in the mill that evening, the PCs may catch sight of one of the creatures sharpening a saw, thus realizing that the situation is not baneful. The PCs may relay the informa- tion to the mill owner or may seek to rid

34 MARCH 1990

the place of the creatures’ presence—but the same mistake as they—investigating ance of storytelling, rhyme, and music, not with ease. something in which they have no part— allowing themselves to continue living. As must save vs. spells or join in the dance; the Faerie Queen seems wont to do, the Korred (MM2). Korreds are among the druids of Rhiannon are immune to this intruders were transformed into faeries- most unusual of the faerie folk, uniquely sort of charm. Victims suffer 1-4 hp dam- in this case, leprechauns. possessing both great strength and power- age each round due to the dance’s physical These creatures are almost always en- ful magical abilities with natural stone. demands. The korreds maintain the dance countered in the most idyllic of woodlands Their origin is, of course, traced to the for 3-18 rounds, then flee, leaving the and meadows, and their most common Queen of Faeries. One song of the bards intruders either dead or exhausted. dwelling places are hollows at the bases of claims the korreds were created when Those who attack the korreds face a large trees, about which are large patches Rhiannon and her troupe visited a forest. tough fight and can count on little help of shamrocks. Renowned for their musical Some dwarves, hoping to observe the from their charmed comrades. Even if the talents with fiddles (quite a few of which faeries’ dance, had hidden themselves dance is interrupted, those charmed by are magical), leprechauns have spawned around the glen where the Faerie Queen the korreds remain disoriented for one many tales from humans who have ob- held court. Discovering their presence, turn and are unable to take any action. served the leprechauns dance and play Rhiannon turned them into cloven-hooved Set up: Having made camp in the foot- around a roaring fire (where ale and food faeries, and the unlucky dwarves joined hills, the group hears the eerily beautiful flow freely). A few legends relate that the get-together properly, dancing for the sounds of korred flutes. Investigating, the mortals invited to attend these feasts have entire company’s enjoyment. PCs mount a small hill to observe four found a year or more has passed when Since then, korreds have proven to be korreds playing and dancing around a they left the gatherings, believing only a some of Rhiannon’s most privileged ser- roaring fire in a wooded glen below. If the night had gone by! While usually quite vants, frequently being sent by her to aid party immediately departs, no harm will good at keeping their presence hidden, her druidic followers when they face some befall them. If they continue to watch, one clue that leprechauns have passed great struggle, or to fashion a druids’ however . . . [See also “The Ecology of the through an area is the presence of faerie circle as a place for her druids to gather Korred,” in DRAGON issue #119, for more rings—circles of mushrooms and other during special times of worship. Korreds information.) fungi 10-20’ wide that are left behind after are further said to roam the earth, observ- a gathering of leprechauns have played ing its events and reporting them to their (MM). The best known of and danced through the grasses. Queen. faeries, leprechauns are some of the most Most often when leprechauns are met, Each seven nights, the korreds in an fascinating of Rhiannon’s creations. A the mischievous creatures either play a area gather in a secluded glen to play legend claims that a group of halflings joke or else steal some small item of value. music and dance in Rhiannon’s honor once sought to steal the Faerie Queen’s Nevertheless, there are tales of mortals (which perhaps is a lingering penance for treasure. Caught in the act, the tiny who, having aided the “little people” in their original intrusion). Those who make thieves pleased Rhiannon with a perform- some way, were rewarded with a portion of gold or a magical shamrock, which is sure to bring good luck (treat as a double- strength luckstone). In all such cases, the reward was unexpected. It is the leprechauns’ love for and hoard- ing of valuables that has often caused them to be on the defensive against the greed of those who covet their treasure. As a result, all leprechauns are said to have buried one or more pots filled with gold, jewels, and other goods (value 1d100 X ldl00 gp). These caches often include magical rings, potions, or scrolls. It is said that one who manages to capture a leprechaun can force it to reveal the whereabouts of its treasure. Catching one, however, is difficult as leprechauns are glib, wiry, and skilled in using the powers of invisibility and illusion to their benefit. Some can even turn pine cones and stones into gold or jewels in order to gain free- dom (a total of 100 gp in value), although these creations revert to their original form a day later. And woe is said to follow one who kills a leprechaun, for reportedly a curse of bad luck befalls such characters ( -2 to all saving throws until an atone- ment is made). If leprechauns have a weakness, it is a fondness for fine wines, especially those of halfling vintage. It is possible to coax a leprechaun into the open by tempting him with an uncorked bottle of fine liqueur. Set up: Spotting a small item of value he covets, a leprechaun cheerfully ap- proaches the adventurers from the side of a trail, making small conversation until within reach of the object he wants. He

36 MARCH 1990 then makes a grab for it (treat as pickpock- Their legend states that, having earned the to the Greek deity, Dionysus. These beings eting attempt by a 10th-level thief) and scorn of Rhiannon for mocking other are most often found in grassy lowland disappears in a flash back into the forest. brownies who pleased her, some of the meadows in areas where worship of the The party may be able to coax the lepre- buckawn rebelled against their chastise- Greek pantheon of gods once flourished. chaun back out or follow him to his lair, ment and left the gathering of faeries. Satyrs spend their time tending goats, where they may observe others of his kind Upon their departure, these defiant making wine, frolicking, or just playing in a dance and are invited to join in the brownies stole a book of dark magic their wind pipes. Their favored dwelling fun—to find a year has passed at the brought to the Queen by the elves. Study- places are old, abandoned temples to the dance’s end. [See also “Huddle Farm,” in ing the book, they learned some of its gods, which they jealously protect from DUNGEON Adventures issue #12, for secrets, and became the cursed and evil intruders. another set up involving a leprechaun.] outcasts from the faerie folk they now are. Satyrs are both lustful and sometimes While scornful of other races, quicklings greedy, and have been known to charm (MM). Pixies may be found in particularly hate all creatures of faerie attractive female humans and demi- isolated sylvan woodlands at all elevations. (including gray elves), and they will not humans to be their consorts. Through the Playful creatures, they bear no ill will hesitate to attack them on sight. Druids, power of their bardlike piping, they may toward anyone and are very curious folk especially those of Rhiannon, are special also cause creatures to sleep, thereafter as a general rule. The tricks for which targets of quickling wrath. It is said that filching a few valuables and making off to they are famous are never calculated to do these creatures will cooperate on a short- the safety of their lair. great harm, but are only meant to provide term basis with evil races that seek to Set up: As the group rests for the night, amusement or to lead enemies away. If harm their enemies. a satyr who has discovered their presence forced to actually harm a creature, pixies Set up: On their way to the lair of drow attempts to lull a guard to sleep and carry (who are able to attack and remain invisi- recently terrorizing other elves, the adven- off some treasure. Whether or not he is ble) employ small bows from a maximum turers discover the surrounding woods successful, the party may trail the satyr distance of 30’. Apart from the normal are guarded by quicklings. These quick- back to an old temple he uses for a lair, war arrow, there are two special ones lings assist the drow in their fight against where he is aided by a charmed druid of they may use if the need arises, as noted the nearby gray elves. [See also “Encoun- Artemis. [See also “The Ecology of the in the Monster Manual. ter in the Wildwood,” in DUNGEON Adven- Satyr,” in this issue, and “The Chest of Due to their ability to cast ESP and know tures issue #19, for an encounter with a the Aloeids,” in DUNGEON® Adventures alignment, pixies always know when an quickling-led band of monsters.] issue #21, for more on satyrs.] enemy is present. Likewise, they always Satyr (MM). Also known as , satyrs Sprite (MM). Some believe sprites are know the best sorts of jokes to play. Pixies are certainly accepted as faerie creatures, cousins of the pixie race, although they are particularly adept at creating an illu- although it is universally acknowledged are not as magically versatile as and are a sion of someone’s heart’s desire, only to that they have no ties to the Faerie Queen. bit larger than pixies, as well as more shy. have it melt away when touched. Those Instead, these faeries trace their creation It is a common that sprites, who who heartily accept the pixies’ jokes can often make friends with the little crea- tures after their initial pranks. These patient individuals are made guests of honor at pixie feasts of nuts and fruits. Pixies usually dwell in small, balconied twig-houses that hang from the branches of large trees (although pixies in colder climates often place their homes in handy caves). They are certainly among the most magical of faeries, and pixie royalty is especially so. Pixie kings are said to be able to use one magic-user spell each of levels 1-7, while pixie queens may do likewise with druidic spells. Set up: In a high mountain glen, the adventurers are discovered by a group of invisible pixies. While a fighter in the front rank catches sight of and climbs up to fetch a magnificent sword stuck high in a tree (an illusion, of course), a magic-user observes his dagger floating up just out of arm’s reach. All hear the giggling voices of many small creatures. If the group handles the encounter with a sense of humor, the pixies can make up for the incident by providing information on ruins or a mon- ster’s lair the party seeks within the forest—after a proper period of feasting, that is.

Quickling (MM2). The most common legend regarding the origin of these bane- ful faeries is that they were once brownies who dabbled in magics best left alone. Some druids, however, tell a slightly differ- ent story—one which is tied to the crea- tion of the buckawn (detailed earlier).

DRAGON 37 are able to detect good/evil, slay evil crea- into the land of Faerie and never more swanmay, once each new moon, to enter tures on sight. It is more typical of them to sought to return to the world of mortals. the Realm of Faerie for a short time if she fire envenomed arrows at such intruders, Swanmays are said to have originated in so desires. It is also said that those with no putting them to sleep. The sprites then much this way. The most common tale is right to the item who use it to venture into remove the creature’s goods and leave the that swanmays were once maidens of pure Rhiannon’s realm risk her unbridled wrath creature bound some distance away. heart who, after many adventures and at such an intrusion. Sprites have also been known to bring evil encounters, made their way to the court Set up: Passing through a forest on their intruders to a local druid or dryad that of the Faerie Queen. There, they pleased way back home, the adventurers are ap- they trust, leaving disposition of the sleep- the Faerie Queen with either a story or proached by a swanmay in human form. ing prisoner to him or her. Only under song and were granted a wish, which The swanmay advises them of the pres- extreme circumstances will sprites kill a (according to legend) was usually a request ence of a nearby tribe of orcs led by a helpless creature of any sort. to remain within Rhiannon’s enchanted powerful witch doctor. The girl represents Sprites aren’t much more enthusiastic realm. But alas, that is the one wish even herself as a ranger or druid and asks the over good creatures who venture close to the Faerie Queen cannot grant, for the group to join her in overcoming this bane their glens; they will almost always hide, Realm of Faerie is closed to mortals but to the forest, keeping her true nature a resorting to their sleep arrows only if for short visits. Instead, Rhiannon pre- secret if at all possible. disturbed. Sleeping victims are then re- sented these mortal women with a token moved from the sprites’ lairs (which usu- of some sort—a ring, magical feather, Sylph (MM). Sylphs are perhaps the ally consist of large hollows carved into gown, etc.—which granted the ability to rarest of faeries and are certainly among great trees) in the hope they will go else- become a beautiful swan. Many maidens the most powerful with respect to their where upon awakening. thus honored have chosen, because of magical abilities. These gossamer-winged Set up: An adventuring party containing their love of nature, to remain in a forest creatures of great beauty function as an evil character wanders too close to a as its protector and as a representative of Rhiannon’s messengers to her servants, meadow frequented by sprites. As a re- the Faerie Queen. delivering her pronouncements and sum- sult, all are put to sleep by invisible Many people falsely believe that the monings as well as carrying advice to her archers. The good or neutral party mem- enchanted item presented to the girl by druids. Because of these duties, sylphs bers later awaken in a valley a mile away Rhiannon also confers the knowledge and may enter and leave the Realm of Faerie at to find their comrade gone. They eventu- abilities of the ranger character class. It is will. ally discover the evil compatriot held true, however, that many of these maidens More than once, sylphs have been securely by a nearby treant, whom they in their mortal form were themselves known to aid good creatures in some must deal with in order to free their rangers before undertaking the journey to struggle against evil. It has even been companion. the Queen’s court. Likewise, some swan- rumored that, during times of great cata- mays with druidic powers have even been clysm, sylphs have brought mortals to the Swanmay (MM2). More than one story reported. Faerie Queen to receive counsel. has been told of a person who wandered The gift is also thought to allow the Set up: With the odds stacked against them in a tough outdoor fight, the adven- turers are saved by a pair of timely fire- balls from a sylph. The creature then makes her presence known, informing the group that this fight the rise of great trouble across the land. The party then becomes involved in a long campaign and may even journey into the Realm of Faerie for a short while to be told by Rhiannon where an artifact may be found to aid in overthrowing their enemy. The Faerie Queen Almost all faeries trace their origin to the nature goddess Rhiannon, who created them in an ancient time predating re- corded history. The Faerie Queen dwells within an alternate Prime Material plane consisting of endless magical forests, glens, and rivers. The few mortals to have journeyed there relate that even the most beautiful of sylvan woodlands pale in comparison to the indescribable splendor of Rhiannon’s kingdom. No instances, for example, are known of anyone’s desiring to return home after having caught a glimpse of the Realm of Faerie, although it is apparently impossible for mortals to remain there for more than a short time. There are said to be many gates into Rhiannon’s world. For instance, a doorway in the side of a small hill that opens into the sumptuous and magical den of a lepre- chaun is thought to be one example of how pockets of the Faerie Realm coexist so closely with the world of mortals. It is true, however, that while faeries of all

38 MARCH 1990 sorts can see and venture through the latitude toward maidens who are pure of permits some druids of Rhiannon (all of otherwise invisible gates into the Faerie heart who seek her out. On rare occasions whom are female) to be of good alignment. Realm, only Rhiannon’s messengers (the when she is successfully found by a mortal Druids of Rhiannon use a slightly differ- sylphs) may shift between planes at will. girl, there is a 5% chance that the maiden ent experience table than do normal The path for mortals to take into the is granted a wish if she pleases the Queen druids, and receive a number of special Realm of Faerie, then, is most always of Faerie with a song or vivid tale of her bonuses and abilities in addition to losing through a gate shown them by a faerie adventures while seeking her out. It is this some powers usually gained by other creature—none of whom will do so except favor toward good-aligned maidens that druids. See Tables 1 and 2 for details. under the most unique circumstances.

RHIANNON (Queen of Faeries) Table 1 Greater goddess Druids of Rhiannon: Experience and Powers

ARMOR CLASS: 0 8-sided HD MOVE: Infinite Experience Experience for accumulated Special HIT POINTS: 350 level points hit points abilities NO. OF ATTACKS: 1 1 0 1 DAMAGE/ATTACK: By spell 2 2,500 2 A SPECIAL ATTACKS: Polymorph 3 5,000 3 B SPECIAL DEFENSES: Immune to natural 4 10,000 4 forces; never surprised 5 18,000 5 C MAGIC RESISTANCE: 100% 6 28,000 6 SIZE: M 7 50,000 7 D ALIGNMENT: Neutral 8 80,000 8 SYMBOL: Spiral 9 130,000 9 PLANE: Prime Material (alternate) 10 190,000 10 E PRIEST: 35th-level druid 11 270,000 11 WARRIOR: Nil 12 500,000 12 F MAGE: 35th-level mage 13 900,000 13 ROGUE: 30th-level bard 14 1,300,000 14 PSIONIC ABILITY: Nil (immune to psionics) 15 1,700,000 15 S:20 I:25 W:25 16 2,100,000 15+1 G D:20 C:25 CH:25 17 2,500,000 15+2 H 18 2,900,OOO 15+3 I Rhiannon always appears as an inde- 19 3,300,000 15+4 J scribably beautiful elven creature with a 20 3,700,000 15+5 K pair of gossamer wings. She is adorned 21 4,100,000 15+6 L with wreaths of holly and floral garnish- 22 4,500,000 15+7 M ings, and her most striking feature is her 23 4,900,000+ 15+8 N long, flowing hair, which changes color with the seasons: yellow in spring, brown Key to special abilities in summer, red in fall, and white in winter. A. At 2nd level, the character receives the ability to turn away normal animals About her flitter a number of songbirds (including huge species such as mastodons, and giant but nonmagical specimens whose chirpings have a calming effect on such as giant badgers) in the same manner a cleric might turn undead. The range of all beings, making even the most hostile or this effect is 30’, and 2-12 creatures are affected each round until the druid fails her evil creature passive and docile when roll. Table 2 is used to determine success. within 20’ of the Faerie Queen. Rhiannon B. Like other druids of 3rd level, the character gains the knowledge to identify is also attended by a host of faerie crea- animal types and pure water. In addition, the druid gains the nonweapon profi- tures, including: 2-8 faerie dragons, 2-12 ciency of plant lore. korred guards, and 3-18 sylph messengers C. At 5th level, the druid acquires the healing nonweapon proficiency. (all with maximum hit points). No fairy or D. Like other druids, the character gains immunity to charm spells thrown by all normal animal will harm her, nor is she woodland faeries at 7th level. No other abilities are gained at this time. affected by any sort of force found in E. At 10th level, the druid gains the ability to shape change once per day into any nature (fire, electricity, etc.). At will, she normal fish, fowl, reptile, or mammal as might exist in our own world. The trans- can summon or control weather. She may formation takes one round and lasts until the druid wishes to change back to her also summon 1-4 of any sort of faeries to normal form. aid her if she desires. F. As druids of Rhiannon are solitary, no necessity exists for them to best another Rhiannon occasionally leaves her realm druid to advance beyond 11th level. All such characters, however, defer to higher- to hold court in sylvan forests where level druids, submitting to their leadership when they meet. many of her “children” dwell. During G. At 16th level, the character gains all abilities of “normal” druids reaching this these visits, it is a rarity that any but faer- level. Note that her size decrease may be taken to one-tenth normal. She also may ies attend, although she has been known ask a service from faeries she meets, excluding satyrs, swanmays, and quicklings. to favor a single of her high-level druids H. At 17th level, the character may summon a korred to aid her for an hour. This with an audience at such gatherings. power is usable once per week. No other abilities are gained. The Faerie Queen greatly resents unin- I. At 18th level, the character can commune with nature in an outdoor area five vited visitors to these events, and the usual miles in radius once per day, and further gains immunity to all disease. She can also fate of intruders who tarry and observe is see and enter gates to the Realm of Faerie. No other abilities are gained. to be turned to trees, animals, or faeries at J. At 16th level, the character can grow a pair of gossamer wings once per day, her discretion (a save vs. spells at -6 is allowing her flight at a base 15” movement rate. The duration of this is two hours. allowed—unless faced on her own plane). No other abilities are gained. She does, however, appear to show great K. At 20th level, the character may perform the equivalent of a commune spell

40 MARCH 1990 with her deity, but only if a forest or nature itself somehow M. At 22nd level, the druid may resurrect any dead, normal benefits. This may be done once per month. No other abilities animal once per day (note there is a 20% cumulative chance per are gained. raising that the animal will fail its system-shock roll and will not L. At 21st level, the druid may shape change once per week return to life). No other abilities are gained. into any sort of fairy except a faerie dragon, sylph, satyr, swan- N. At 23rd level, the character may, during the night of a new may, or quickling. The druid gains all accompanying abilities moon, enter the Realm of Faerie without need of a gate and and armor class, while retaining half her normal hit points. The journey to the court of Rhiannon. duration is up to 24 hours. No other abilities are gained.

Table 2 Druidic Animal Turning

Druid’s Animal’s hit dice level 1 or less 2 - 3 4-5 6-7 8-9 1 0 11-14 15+ 2-3 10 13 16 19 20 20 20 20 4-6 7 10 13 16 19 20 20 20 7 - 9 4 7 10 13 16 19 20 20 10-12 2 4 7 10 13 16 19 20 13-15 2 2 4 7 10 13 16 19 16-18 2 22471013 16 19-21 2222471013 22222224710 232222 224 7

DRAGON 41 The sounds of fighting drifted over the rolling, grassv hills, urged on by a playful wind. Adalia jerked her head in the direc- tion of the noise; her long, thick braid flew off her shoulder and thumped heavily on her back. She was certain she heard it this The Ecology time. No clang of steel on steel rang out, but the shouts and grunts common to any conflict were unmistakable. There were other sounds, too—husky voices that urged the combatants on. “Marsena, do you hear it?” she asked, breathless. of the Marsena, the elder of the two and in her seventeenth year, had obviously heard the noises as well. She stared into the distance with wide eyes, her hands trembling as they clutched at her wooden crook. Like her sister, she was dressed in plain brown Satyr homespun, with her feet and shins pro- tected by knee-high leather boots, as was typical of her calling as a shepherdess. “They could be robbers, Adalia, she whis- pered hoarsely. She looked away to see their flock drifting across the far hill. The Taking a light look at Mr. Fun himself sheep were moving steadily away from the sounds of the conflict but were at least not in a panic. Their two dogs, Coran and Pip, pranced around the dirty puffs of white, by Gordon R. Menzies hedging them in but not impeding their progress. Art by Martin Cannon “Let’s go after the sheep,” Marsena fin- ished. “And then let’s get out of here,” “No! Let’s go investigate—it might be a troop of elves!”

42 MARCH 1990 “Don’t be silly! They aren’t elves. . . .” never wanted to before, but even now and drink; it is a sad satyr who cannot The words died on her lips as the same faithful Coran was pulling on her clothing, carry a tune or hold his own in a drinking teasing wind that had carried the sounds her dress in his teeth, breaking the spell. bout. Typical examples of the race will of the fighting now brought a sweet strain Before the creatures caught sight of them, carry some sort of wind instrument and a of music to their ears. It was a quick, she dragged the younger girl away to tell wineskin before they even think of carry- lilting little melody that rolled about the the villagers what they had seen. ing a weapon. Of course, their ability to grass and tumbled down the hills. Mar- butt with their horns almost precludes this sena found herself wanting to dance after From “The Wildlands As I Remember need. it, and a childlike smile crossed her lips Them,” from the memoirs of Marsena There are no females of the race. Satyrs before she could contain herself. Crostman, mayor of Arkright: are born of a union between satyrs and Perhaps these were elves . . . Satyrs are magical creatures whose dryads. Although satyrs frequently enjoy The sounds of fighting continued but the upper bodies are almost perfectly human, the company of females from other races music didn’t stop. Instead the two moved except for their exceptional brawniness, (especially lonely human shepherdesses), together and merged, each complementing their long ears, and the presence of two for some reason the incidents of half- the other, each urging the other to an even small horns on their foreheads. The lower satyrs are extremely rare. This is good, for sharper intensity. Maybe the noise was body of a satyr is goatlike, the fur of the typical satyr attempts to woo just coming from a group of practicing acro- which is generally a shade of brown or about every female he meets.² bats and performers. Yes, that was it. red but has been known to be black. Rare Little is known of the youngest years of Marsena could see their gaily colored tents examples of white fur have also been a satyr3, though they often recall being even now in her mind. recorded. Regardless of its coloring, the extremely shy as children (and just as Adalia’s eyes were aglow with excite- fur always matches that on the rest of the powerfully inquisitive about their forest ment. The 14-year-old had dropped her body. The horns and hooves are always jet world). An adolescent satyr will generally crook and was already hurrying across the black. The upper body, aside from being seek out his father’s band, and if he finds green, dogs and sheep forgotten. muscular, is also very hairy, and to satyrs it or any other such band, the youngster is Marsena dropped her crook as well. beards are commonplace—the mark of an always accepted, having proved himself “Adalia! No!” And her feet carried her adult among the members of the race. worthy simply by surviving. He will grow swiftly after her sister—and toward the Satyrs value their beards almost as much and mature quickly after this, being con- music and the gaily colored tents. . . . as dwarves, but beards never denote sidered an adult and full member of the Clack! The heads of the two combatants social status. Goatees are frequently worn. band at the age of 15 or so. came crashing together, their horns lock- The faces of satyrs are quite handsome. Obviously, given the male-dominated ing for an instant. Horns! thought Mar- Most satyrs roam the woods and mead- society satyrs live in, with no positive sena. They aren’t elves or men at all! owlands in small, lusty bands¹, carousing feminine influence save for those first Stranger still, their lower portions were so and wenching wherever and whenever years, they are always gruff, masculine very goatlike that it caused Adalia to gasp they can. They are overly fond of music creatures. They hide their true emotions, upon seeing them. From their hiding , the girls could see at least a dozen of the creatures. Most were capering about, drinking and shouting, either urging on the two who were fighting or else laugh- ing at their efforts. One creature, his fur the purest white, was playing animatedly on a set of reed pipes, the source of the strange and wonderful music. The two combatants circled one another as the girls looked on, then the larger stood his ground. He was a huge brute with black flanks, knotted muscles, and a close-cropped beard. Grinning at the youn- ger, leaner creature who circled him look- ing for an opening, he laughed and caught the wineskin another had tossed him, and he drew a great mouthful. The younger leapt at him then, grasping him about the waist with strong arms, but the youth was in turn seized and lifted right off his hooves. He landed in a heap before the larger creature, who now sprayed the fallen one with the wine he had retained in his mouth. The entire gathering roared with laugh- ter, slapping their knees and clutching at their sides. The loser slunk away but returned almost immediately. His head lowered in respect, he knelt before the larger and offered him a newly crafted cudgel. For his effort, the weapon was accepted and he received a cuff on the shoulder that knocked him off his hooves again. Strangely though, he was smiling when he got up. The music began anew. Marsena wanted to dance like she had

DRAGON 43 though they tend to be quite outgoing4. would consider useful. The leader is also full week, wherein no other activities save Satyrs don’t understand male-female love given first choice of all willing females the the basic functions of living can be pur- beyond its physical aspect, and marriage is band comes across. sued. If lost or destroyed, another set may a totally alien concept to them—they are This type of conditioning affects the be made, but under these conditions only. forever bachelors. No satyr could hope to satyr beyond his natural social group. To No more than one satyr in any band will restrain himself from the charms of a new entice a satyr to join a party of male ad- possess and be able to employ the magic female that happened along. venturers, the respect that the satyr asso- pipes. If another happens to gain the abil- Relationships with other males are quite ciates with friendship must first be ity, he goes off on his own to seek another another thing. The physically strongest established. This is done in only one way— “pipeless” band, into which he will always satyr in any band is always the leader5 ; the prospective “friends” must be battled be happily accepted. druidic types6 never rise beyond the title to determine dominance (friendship will The pipes never give off a magical of “advisor,” and even then they are rarely occur, all other things being equal, no dweomer because in fact, the magic comes consulted, despite the respect the rest of matter who wins). However, if the satyr from the satyr’s intuitive knowledge of the band holds for them (it is considered a wins, he will expect to be considered music. The finely crafted reed pipes are sign of weakness in a leader to seek too superior to his friends in all ways, and he merely a focusing agent for the magic. much advice or magical assistance). The will want to make all the decisions for the Many a thief has been disappointed after leader of the band has no verbal title to group. Thus, a satyr will always consider going through the dangers of obtaining which he is referred, save when the band himself better or worse than everyone such a set. is dealing with other races. In this case, he else, fighting everyone he meets to estab- Sometimes a satyr, probably seeking would be given the title “Chief.” lish this. Magic is disdained during such more excitement in his life, will agree to A leader reigns in one-year spans, re- contests as much as is the use of weapons, join a group of adventurers. In general, a newed or lost each spring in a special as both are considered to be the mark of a satyr makes for a tough opponent, so the ceremony known to the satyr as the Rutt. coward. As during the Rutt, satyrs will not presence of such a creature is rarely unde- Basically, the Rutt is a trial of elimination fight to the death during such battles. A sired in an adventuring party. His ability to through bare-handed combat among all party’s alliance with a satyr will always be survive and dwell in harmony with na- mature members of the group. Satyrs a rough-and-tumble experience at first. ture8 makes his company a boon to those consider the use of their horns legal in this Female humans, elves, and the like have seeking to traverse a sylvan wilderness. contest. The battles are never to the death, an even more difficult time with satyrs, as Mind you, satyrs are rarely as reliable as a as the intent is to humble the loser and they are considered good for one thing human ranger would be, or as reassuring acknowledge the superiority of the win- and one thing only. A female who cannot as the presence of an elf. Satyrs have short ner. Eventually, the overall leader is estab- defend herself, or one who isn’t obviously attention spans; they are very much crea- lished and given homage by all, in the the partner of another male, will be tures of the moment and rarely plan form of food and drink, musical instru- courted tenaciously. The satyr will sing ahead. Although they are suitable compan- ments, weapons, and similar gifts a satyr and play for her, vigorously proclaiming ions for a short stint, they can rarely stay his love for her, though he would offer his interested in an adventure long enough to affections just as copiously to any other continue it for more than a week at most. female who happened by. Male They will certainly leave when it suits of a lady’s honor will be battled to deter- them, often without so much as a word of mine dominance, with the winner having explanation. the “right” to woo the female. Satyrs are However, the presence of a satyr will completely unable to conceive of this as always mean one thing: a lot of fun. The being wrong. Females who manage to put satyr sings and dances on the gloomiest off the satyr’s overtures are forever con- days, but this may well serve to irritate sidered honorary males, as a “real woman” rather than cheer fellow adventurers. He couldn’t possibly turn the satyr down. is especially well received by those with This putting off may take some time, as the baser instincts of drinking and wench- every satyr considers himself a Casanova ing in mind, for these are part of every and will certainly be a problem in the good satyr’s personality. meantime. It would seem that satyrs have little time All satyrs are musically inclined, and to spare for matters of theology, but they many make their own “Pan pipes” from do have several holidays that pass as reli- local materials. But once in a while, a satyr gious in some sense. The Festival of Pan will craft and master a set of magical generally follows the Spring Rutt in which pipes7 ; the one who does soon rises to an the band leaders are determined. Pan is exalted position within his band, though honored but once a year and is considered his chance at seizing leadership is no to be the patron god of wine and music. greater than others (resorting to the use of Individual groups of satyrs gather in se- the pipes during the Rutt would brand cluded glens to hear humorous tales of him a coward). These magical pipes are Pan’s many exploits, narrated by their known to cause listeners to fall asleep, be druidic priest or by their leader if a druid seized with fear, or to become entranced is not present. Contests of music and should certain melodies be played on drinking bouts follow this, the winners of them, but even without these effects, which are crowned with wreaths of spring satyrs find the pipes useful in wooing leaves. Furthermore, a great bonfire is women, making friends with other sylvan built, into which are hurled skins of good creatures, and threatening their enemies. wine and finely crafted musical instru- A satyr lucky enough to craft a set of ments. This sacrifice of material goods these magical pipes may never possess brings an end to the ceremony. more than one, nor can he craft another Skerrit, the god of the , is also for someone else. The construction of a honored by the satyrs. They refer to Sker- set of pipes (magical or otherwise) takes a rit as the Hunter in the Green, and the

44 MARCH 1990 ceremonies dedicated to him take place be determined by rolling 1d20, multiplying give him +2 on all attack rolls when - each month on nights of the full moon. the result by 10, then adding 1d10 (with a tling “competitors.” The lovesick creature Satyrs band together in large clearings in 10 equalling a 0 on the last roll). will go to great lengths for his lady and isolated groves on these nights, with some- 2. See DRAGON® issue #87, “The Ecology will generally be as great a pain in the times as many as a dozen different groups. of the Dryad,” and issue #109, “Hooves and neck as possible. Ritual mock hunts and fierce wrestling Green Hair” for more on the relationship 5. Leaders (the satyrs with the most hit contests are held in the moonlight around between dryads, satyrs, and humans. points of their bands) always have at least a roaring fire. The winners that come out 3. Young satyrs reach maturity at about 16 strength, with a maximum of 18/50. of these two events are called Hunters for the same rate as human males, staying Roll 1d6: 1-2, 16 strength; 3-4, 17 strength; the entire month to follow, the titles to be with their dryad mothers until they are 5, 18 (nonpercentile) strength; 6, 18/01-50 renewed or lost at the next gathering. about 12 years old. Then they are left in strength. Hunters are given choice food in the in- the care of their satyr fathers, who train 6. There is a 20% chance that any band terim and are honored as the Chiefs per- them in all matters important to a satyr will possess a “spiritual guide” among its sonal bodyguards. Tales of the great (e.g., wenching, drinking, frolicking, music numbers. This satyr is a special NPC sha- hunting exploits of Skerrit are then related making, etc.). man with either clerical or druidic powers by the most prominent druidic priest 4. Because of the satyr’s state of mind of up to 6th level. Satyr shamans do not present. These stories are followed by a and social values, charm spells have quite seem priestlike at all in behavior, as they fabulous feast of wild game hunted down interesting effects depending on the sex of uphold the “highest ideals” of satyrs earlier that day. Afterward, before dawn, the spell-caster. If a satyr fails his saving everywhere—and one can easily guess the bands disperse into the trees. throw against a male spell-caster, he imme- what those “ideals” are! As can be seen, though the satyrs are a diately attacks the spell-caster to establish 7. Every satyr who tries has a 10% flighty and frivolous race, they are well in dominance and is thereby acting accord- chance to be able to craft the magical touch with the land and their patron gods. ingly to the “friendship” the spell implies. pipes, but if there is already a magical Unlike many races, however, they unfortu- If he does make his saving throw, he piper present, few will feel the need to nately have no stories of creation—either might attack anyway—but the spell will even try. Upon occasion (1%), a prospec- of the world or themselves. Sadly, not ensure that the attack will be immediate. tive musician crafts a set unintentionally, even the satyrs themselves can give us any Failed saves against a female spell-caster and he will then leave for another band. insight toward the secret of their origins. means the satyr will be even more obnox- 8. All satyrs should have some tracking ious in his attempt to woo her. Here the ability, at 20-80% accuracy. Satyrs have Footnotes satyr will become the jealous lover, keep- any of the usual bonuses or penalties 1. Satyrs live to be over 200 years old. ing all males away from his “true love.” To associated with tracking creatures in the The age of any one satyr in a group may reflect the satyr’s spell-strengthened vigor, wilderness.

DRAGON 45

THANK YOU FOR YOUR COOPERATION

Got a moment? The TOP SECRET/S.I.™ game needs you by Jon Pickens

TSR needs some information, and the folks here are hoping Rate the following activities according to how often you do them: you’ll lend a hand. We’d like for you to give us your opinion on 1 = Never, 2 = Seldom, 3 = Occasionally, 4 = Often, 5 = All espionage role-playing games, particularly on our TOP SECRET/ the time. S.I.™ game. All you have to do is to read the following question- naire, write down your responses in the answer block on the 7. Watch espionage/detective movies response form at the end of this article, then mail either the 8. Watch espionage/detective TV shows response form or one photocopy of it to: 9. Read espionage/detective fiction (Ludlum, LeCarre, McInnes, TOP SECRET/S.I.™ Game Survey Fleming, etc.) c/o TSR, Inc. 10. Read espionage/detective non-fiction (Ballantine Espionage P.O. Box 756 Library, etc.) Lake Geneva WI 53147 11. Read action-series novels (Remo Williams, Nick Carter, Mack U.S.A. Bolan, etc.) Please fill in the answer box completely, writing the number of 12. Read espionage/detective comic books your answer in the proper box. Put a 0 (zero) for all questions that you don’t answer or if none of the answers apply. Make sure your name is on the response form (send only one form per II. Espionage role-playing person). Use the “Comments” space on the response form for additional comments (you may attach extra sheets of paper if Rate your interest in the following adventure types on a scale of 1 necessary). Questionnaires received later than July 1, 1990, will (no interest) to 5 (high interest). not be counted in this survey. 13. Combat missions/SWAT team 14. Investigation/mystery I. General information 15. Interaction/negotiation 16. Counterintelligence 1. Do you play espionage role-playing games? 1 = No, no inter- 17. Item/person recovery est in subject; 2 = No, don’t like available products; 3 = I 18. Players vs. players would, but I don’t have time; 4 = I would, but I don’t have a 19. Convoluted “wheels-within-wheels” plots group; 5 = I do, TOP SECRET/S.I.™ rules; 6 = I do, TOP SECRET® 1st edition rules; 7 = I do, other system (name in Rate your interest in the following adventure formats on a scale “Comments”). of 1 (no interest) to 5 (high interest). 2. If you play espionage RPGs, how often do you play? 1 = more than once per week, 2 = once per week, 3 = twice per 20. adventures month, 4 = once per month, 5 = less than once per month. 21. Adventures for 1-3 agents 3. How long has your group been playing your current espio- 22. Adventures for 4-6 agents nage RPG? 1 = no current group; 2 = less than 6 months; 3 23. Single main integrated plotline (64-128 pages) = 6 months to 1 year; 4 = 1-3 years; 5 = over 3 years. 24. Collection of loosely linked adventures (8-16 pages each) 25. Collection of unconnected adventures (8-16 pages each) 4. How many players attend an average espionage RPG session? TM 1 = no group; 2 = 1-2 players; 3 = 3-4 players; 4 = 5-6 26. RPGA Network tournament anthology players; 5 = 7+ players. 27. Collection of short subplot encounters (1-2 pages each) 5. What is your age? 1 = under 16; 2 = 16-18; 3 = 19-21; 4 = 28. Detailed setting with suggested plotlines 22-25; 5 = 26-35; 6 = over 35. 29. Adventures for inexperienced players 6. Are your players: 1 = generally the same age as you; 2 = 30. Adventures for players with beginning characters (lowest generally younger than you; 3 = generally older than you. Continued on back of this page

DRAGON 47 ability ratings and basic equipment) 65. The Shadow 31. Adventures for players with above-average characters (me- 66. G.I. Joe dium ability ratings and moderate amount of equipment) 67. Green Hornet 32. Adventures for highly rated and well-equipped agents 68. Get Smart

Last Question: What would most improve the TOP SECRET/ III. TOP SECRET/S.I™ game system S.I.™ game system? Use the “Comments” section of the card for your reply. Rate the TOP SECRET/S.I.™ boxed set for the following elements on a scale of 1 (poor) to 5 (excellent); if you don’t have this set, answer each of these with a “0”. Please write the number that reflects your answers from the Question Section of the magazine on this survey 33. Cover art card. Write only one number in each response box. 34. Interior layout and look 35. Rules clarity 36. Rules completeness 37. Playability and fun Name If you play the TOP SECRET/S.I.™ game, rate your interest in the Address following existing settings on a scale of 1 (no interest) to 5 (high interest). City

38. 1930s pulp adventures State/Province, Zip/Postal Code 39. Web vs. Orion (modern, fictional) Country 40. Commando (modern paramilitary) 41. F.R.E.E.Lancers (metabilities/bionics) Rate your interest in the following potential new products on a scale of 1 to 5: 1 = definitely won’t buy, 2 = probably won’t buy, 3 = might buy, 4 = will probably buy, 5 = will definitely buy.

42. Player-character record sheets (1 page each) 43. Game ratings for real agencies (CIA, KGB, Interpol, etc.) 44. Covert operations fact book about the war against terrorists 45. Compendium of spy tricks and sneaky ideas 46. Equipment sourcebook with diagrams and much information 47. Weaponry sourcebook focusing on latest weapons 48. Vehicle sourcebook focusing on aircraft, helicopters, hover- craft, yachts, etc. 49. Atlas of espionage showing sensitive sites, target areas, etc. 50. Administrator’s design kit, with emphasis on quick-design interiors and practical adventure design 51. Terrorist accessory, a companion to the fact book, which translates the information into game terms 52. Rogues Gallery: Famous NPCs, the “Mohawk” team, etc.

Rate your opinion of the following Sourcebook/expansion ideas on a scale of 1 (bad idea) to 5 (great idea).

53. 1940s private eye (Sam Spade type) Comments: 54. World War II (OSS/Resistance/home defense) 55. 1950s-60s Cold War 56. 1980s private eye (Magnum/Equalizer type) 57. Private mercenaries 58. Occult investigators

Rate your opinion of the following special sourcebook ideas on a scale from 1 (bad idea) to 5 (great idea).

59. James Bond 60. Nick Carter 61. Mack Bolan (The Executioner) 62. Remo Williams (The Destroyer) 63. Mission: Impossible 64. The Man From U.N.C.L.E.

48 MARCH 1990

The Game Wizards

Straight from the mouse’s mouth by Anne Brown

that the adventurers are trying to find her, too, but can’t, and they go through this big, creepy cavern system looking for her. The cavern was the leader’s home at one time, but she hasn’t been there in at least 60 years, so all kinds of monsters have moved in. I sure hope there aren’t any mice living down there, because it sounds dangerous! Hey, this module comes with those fold-up buildings, too—it has some- thing that looks like a temple. But that cavern has some scary traps and monsters (including one called a “deadline” that sounds horrible from these notes). That evil leader is a tough one, and she sounds like she’ll stop at nothing to take over the City of Greyhawk. Ah, here are some notes between Anne Munch, munch, munch. . . . the city is in serious trouble, because and Steve. What a plot—those evil guys Hey, this thing works! It’s turned on! innocent adventurers who are passing just don’t quit! They’ll take over the city in I wonder where it goes. . . that’s great! through town find themselves caught up Flames of the Falcon if someone doesn’t It goes straight to the DRAGON® Magazine in this big mess that no one knew existed. stop them! Oh, good, someone’s helping files. This is my big chance—I’ve always A cult is sneaking around town spying on the adventurers. Wow, this is something wanted to be a gossip columnist. I wonder these adventurers. The cult members have they’ll never expect—I’ll have to keep this if this file could be dropped into the maga- this wild plan that has something to do part a secret! And there’s another fold-up zine without Roger noticing. . . well, we’ll with the fact that the cult can’t find its building in this one that sounds like a find out. leader. If the cult does find her, the city’s great place to raise a family. Can’t wait to Ahem. This is Bixby, TSR’s resident really going to be in trouble, because the see that! mouse, coming to you live from the com- leader sounds awfully mean. The cult’s not Hmm. What really worries me is this puter terminal in Anne Brown’s cubicle. even sure what she looks like, because note that Anne wrote. She says that Fal- Being a mouse has certain distinct advan- some of the cult members say she looks con’s Revenge will be released in March, tages in a place like this—like ransacking like a , and others say she looks like Falconmaster will be released in June, and the wastebaskets for midnight snacks, and a falcon. The only way to learn the truth is Flames of the Falcon will come out in reading all the notes and printouts that the to play the adventure! October— “just in time to get things designers and editors throw away. You Well, these adventurers will have their cleaned up so Zeb’s module for December probably didn’t know that mice are inter- work cut out for them, because this mod- can make a mess of the city all over again.” ested in role-playing games, did you? Well, ule takes them through almost every cor- What could that mean? I’ve seen things in those wastebaskets that ner of the city, including the slums, the There are some other notes about the gamers everywhere would love to hear marketplace, and the sewers. If the adven- three adventures that also have me wor- about. And now’s my chance for a scoop. turers are smart, they’ll find the cult’s ried. “Adventurers won’t know whom to This is hot—even hotter than the time I got hideout and defeat the giant undead trust,” “Spies are everywhere in the city,” trapped in the refrigerator overnight with and the other horrors down there. “Cult members have infiltrated important nothing but some sour milk and seven The really neat thing is that the package city offices,” and “The adventurers may bottles of taco sauce. Oh, the heartburn, comes with these little cardboard build- have gotten in over their heads.” C’mon, Anyway, let me tell you what I found in ings that you fold up to represent the you guys! Someone better head straight Anne’s trash while I was looking for empty buildings in the adventure. And this ad- for the City of Greyhawk and figure out yogurt cartons. venture doesn’t cost any more than other what’s happening. This isn’t your Anne’s been working on this game ad- 64-page adventures! The buildings are part adventure series. The fate of an entire city venture for the City of Greyhawk. The of something called the Cities of Mystery is at stake. adventure’s pretty long, because it’s going system. I’ll have to get my hands on the This is making me hungry. I’m going to to be published in three separate modules. buildings in that boxed set—they sound look for a snack. Well, fans, this is Bixby From her notes, it sounds like she’s writ- like they’re just the right size for my fam- the Mouse signing off. If I ever find a ing the first two parts, which are called ily and friends. computer terminal tapped into the maga- Falcon’s Revenge and Falconmaster. Steve Uh-oh . . it sounds like the bad guys zine files again, I’ll write more. Till then, Winter will be writing Flames of the Fal- will find their leader, because I just found may your wastebasket be full of juicy con, the third part. Anyway, it sounds like the notes for Falconmaster The bad part is tidbits! 50 MARCH 1990

The VOYAGE of the PRI

Part 3: To seek out new life and new civilizations

by Bruce A. Heard

This series chronicles the adventures of an Alphatian explorer tion sequence. I ordered the crew back on board to get some and his crew as they journey across the D&.D® Known World in rest, while Xerdon and his boltmen set up camp around the their skyship. The information herein may be used to expand Princess. Talasar and the away team have not yet returned. D&D campaigns using the Gazetteer series. This is the most dangerous part of the operation. While the are in a hiatus, all sails are off the masts. They From the Journals of must not be disturbed, for the magic would then be completely Prince Haldemar of Haaken spoiled. The Princess will have to remain stranded for the night. Lord Admiral of the Mightiest Empire Tslamir 26, 1965: I should have known better. Near mid- Captain of the Ever-Victorious night, Xerdon quietly warned his men and sent a message Princess Ark aboard that movement had been sighted in the forest around Imperial Explorer, etc. etc. the ship. It lasted a few hours but nothing else happened. This is when I noticed the real danger. Were it not for the stars that Tslamir 21, 1965: Makeshift repairs have been finished disappeared for an instant in the sky, I would not have realized since our unfortunate encounter at the citadel. The Princess the threat. The creature of darkness from the Isle of Oceania needs a complete hull overhaul, and the sails’ enchantments must have been tracking us ever since we left the citadel, seek- threaten to fade. Fortunately, we escaped the Isle of Oceania ing revenge for the death of its kin. With hardly a thought, I without further difficulties and have now reached the eastern cast a ball of fire at the dragon. It roared with rage, which coast on the Isle of Cestia. Heavy forest and hills, however, have alerted Xerdon’s guards and awoke the crew. Unfortunately, the prevented us from landing the Princess where she could be beast was very hard to see. It swooped twice on the boltmen, properly cared for. We are veering to the west in search of a and both times it seemed that several men disappeared into the quiet bay. dark wings. Tslamir 24, 1965: We have reached a large bay with lower Then the unexpected happened. A signal of light went off in hills. No sign of active, intelligent life can be seen in this region. the forest nearby. Whizzing balls were hurled from the sur- In honor of Xerdon’s fallen boltman, I’ve named this place rounding trees and hit the dark dragon several times. The balls Ramissur Bay. I plan to land the Princess tonight in a clearing produced blinding flashes upon impact with the dragon, causing that was sighted this morning. The moon hasn’t reached first it to lurch in its flight and wail in pain. A faint glow remained quarter yet, but the night should be clear enough. on its hide, apparently from a sticky substance within the balls. Tslamir 25, 1965: The landing was a success, considering Almost immediately, a cluster of bolts shot up at the dragon the difficulties. Night landing with a damaged vessel has rarely from every point of the landing site. Xerdon and his guards been practiced. I sent the forward scouts ahead with the land- would not miss such an opportunity for revenge. ing raft, and they revealed no impending danger. Three squads But such was not the end of the dragon. It escaped, and it will of boltmen and dispel wardens under Xerdon then secured the most certainly return. At the end of the battle, Xerdon and his landing site. Raman, the chief carpenter, followed with his men men searched the of the woods, but nothing was found and tools. They installed the wooden beams to hold the there except dozens of broken jars attached to ropes. All of Princess’s hull off the ground, then placed the magical globes at these were smeared with the strange glowing substance we had the edges of the dry dock. Finally, I maneuvered the ship down seen cast upon the dragon. into the landing joists. By then it was almost dawn, but the ship Tslamir 28, 1965: The crew was back at work when, soon was properly secured and nearly hidden by the surrounding after dawn, a scout brought news of Talasar’s return. The trees. priest, who has a knack for the grandiose, certainly made a Our cleric Talasar took half the crew and a squad of boltmen triumphant arrival. He had left with a few dozen men but re- into the forest in search of trees that could be used to replace turned with hundreds? There came drummers, trumpeteers, the foremast, which had been damaged during the final battle soldiers riding elephants, and a horde of totally mysterious against the night dragons. Raman’s crew began their work on people. Talasar and his men were carried on palanquins, obvi- the hull. I remained on board the Princess with the remaining ously enjoying their ride. Several perfectly shaped trees fol- boltmen and the rest of the crew to oversee the repair of the lowed, carried by an army of bearers. sails and the enchantment operations. The enchantment took It so happens that Talasar was captured by natives, whom we until sundown, at which time I reached a break in the incanta- totally failed to notice in our preliminary observation. The na-

52 MARCH 1990 NCESS ARK

tives are none other than the descendants of the ancient Oceani- ans! They fled centuries ago and constructed a new civilization COURSE OF THE PRINCESS ARK here on the Isle of Cestia. Talasar was able to communicate with 1. Alphamir 15th, 1965 AY these people and describe our battle against the dragons. Tales 2. Sulamir 10th of the death of one of these beasts caused great joy among the 3. Sulamir 25th natives—I’ll call them Cestians —who then honored Talasar and 4. Sudmir 3rd his men. 5. Sudmir 25th (end of part 1) It was a group of Cestian scouts that routed the dragon two nights ago. The Cestians have developed a nonmagical substance 6. Vertmir 7th that produces a blinding flash, which they hurl at their targets 7. Vertmir 17th using jars attached to rope slings. They must still fear the drag- 8. Tslamir 8th (end of part 2) ons of darkness to carry these heavy jars around so routinely. 9. Tslamir 21st Andrumir 4, 1965: The Cestians are a fine bunch. They 10. Tslamir 24th helped repair the Princess, then invited us to meet their king. 11. Andrumir 7th (end of part 3) Some of their warriors joined the ship’s crew and began their training as sailors and boltmen. Learning our language and the work aboard the Princess will take time, but we need reinforce- Next Course: Due South-West (end of part 3)

DRAGON 53 ments. Their abilities with the antidragon come too close. (I could also see problems lished diplomatic ties with King Mananjary balls are welcome, and it is a honor for for skyships that attack such a bastion of and bid him farewell. them to serve on the ship that defeated a ingenious traps.) Shortly after casting off, I summoned an night dragon. While the other Cestians We landed at the gates of Tulear. There, invisible messenger and sent it to Sunds- return home on foot through the forest, I Talasar and I reached the palace by way of vall with our last position and royal greet- set sail to the south with their guide, a palanquin and met King Mananjary. Like ings from King Mananjary. Our course is Abovombe, who provided directions to many Cestians, King Mananjary is a tall now due south. their capital. She is a rather sophisticated person with dull brick-red skin and black To be continued.... lady, which is a shock as we did not expect hair. We used magic to communicate, and to find a civilized, educated people in such we learned that the Isle of Cestia has four If you have already designed the areas an isolated region. kingdoms, the largest being King Manan- covered by the flight of the Princess Ark, Andrumir 7, 1965: We finally arrived jary’s Manakara. The kingdom on the simply ignore the information given here at the capital city of Cestia. After the rug- south of the isle, Androkia, is very hostile (the skyship simply went by, assuming that , hilly terrain and heavy forest of to foreigners. Here live the descendants of these areas were already well known to Ramissur Bay came a series of plateaus on the island’s original natives, who were the Alphatians). If you have any comments which the Cestians grow their crops. The pushed back when the ancient Oceanians regarding this column or the D&D game’s plateaus are well irrigated, with many fled their home isle. Two other Oceanian Known World as designed in the Gazet- small canals and dams. Farming communi- kingdoms lie to the north: Morovoay on teers, please send your inquiries to Bruce ties cluster at the crossroads. the western shore, and Ambiroa on the Heard, D&D Column, TSR, Inc., P.O. Box The city, which the Cestians call Tulear, eastern shore. (The ancient Oceanians 756, Lake Geneva WI 53147. We cannot is a large urban center with high walls. apparently split up after their arrival and guarantee that all letters will get answers, Unusually high towers rise at many points formed separate, sovereign nations.) Most but they will certainly have our attention. of Tulear, each of them pointing huge, of the population of all kingdoms remains Your input into the development of the jagged stone spikes in every direction—not hidden in the mountains or in the forests, D&D Known World is welcome. unlike the mountains of Oceania. Barbed for fear of the dragons’ return. Nonethe- chains stretch from tower to tower over less, wars here seem to be as common as the houses below. Abovombe explained rainstorms. The people of Manakara, the chains were a simple defense against Morovoay, and Ambiroa seem to hate each See Imperial Navy Boltmen and Bolas of the wings of low-flying dragons. The other; it wasn’t clear why. On behalf of Sunlight on next page. spikes are designed to wound dragons that Her Imperial Majesty, I formally estab-

54 MARCH 1990 Bolas of Sunlight Imperial Navy Boltmen

These items were originally devel- The Alphatian navy commonly uses troops armed with of lightning bolts. oped by the Cestian warriors to protect These experienced troops are well trained in the arts of aiming and firing such themselves against the night dragons of weapons, and they understand the limitations and risks involved in using such Oceania. Each bola consists of three magic. They neither use it inconsiderately nor without orders. small jars attached at the ends of three The wands typically contain six charges each and can be recharged, normally by a 4’-long cords. The other ends of the navy magist after a battle. If a warship hasn’t engaged in battle for several days, it is cords are knotted together. Each jar likely that the boltmen’s wands are fully recharged as per navy regulations. contains a different substance (about one pint per jar). The two first jars Boltmen Table contain two volatile substances which, when mixed, produce a blinding flash. Boltman Officer The third jar contains a glowing adhe- Armor Class 8 4 sive that retains its properties for 1d6 Hit Dice MU1 or E1 MU3 + or E3 + rounds after being exposed to the air. Move 120'(40') 120'(40') A Cestian warrior holds the center No. of Attacks 1 1 wand or spell knot of the cords and carefully whirls Damage/Attack 6d6 8d6 or by spell the triple bola until the proper throw- No. Appearing 1 squad (1d6+6) 1 ing speed is attained; this produces a Save as MU1 or E1 Per class/level characteristic whizzing sound. The bola Morale 10 10 is then released. The impact against Alignment any target is sufficient to break the jars Any Any XP Value 20 150+ and mix their contents. The bolas of sunlight require a full round of prepa- Boltmen are usually 1st-level magic-users or elves. Each wears knee-high boots, ration and a clear space of at least 5’ white knickerbockers, a laced shirt, a red padded jacket with epaulets, and a black radius around the thrower. The velvet cloak. A boltman wears leather headgear and carries some equipment on his weapon causes no physical damage, but belt in a leather case. His equipment normally includes one or two daggers, a score it has a chance of entangling a human- of darts, his wand, food, and other minor equipment (rope, hooks, spade, size target or catching the wings of a bandages, waterskin, torches, etc.). very small dragon (see regular bolas on Officers are higher-level spell-casters who use wands having more charges and pages of the 3-4 Players Companion causing more damage than normal boltmen’s wands. Officers wear magical head- book). Hurling this type of bola re- gear made of very thin metal over leather. This does not provide physical protec- tion, except perhaps from the sun, but does provide magical protection granting a Bolas of Sunlight Table + 2 Saving Throw against any magical attack. Cost:150gp Encum.: 30 cn Each Imperial boltman squad usually has its own officer. Each boltman and officer has a different word to activate his wand, and has sworn never to reveal this word. Ranges Skill level However, many boltmen who have fought together know each other’s magical —/60/90 Basic words. Officers ensure that these words get changed, especially after a major battle. —/50/120 Normal See the Boltmen Table for game statistics on officers and enlisted boltmen. —/40/150 Expert In addition to the boltmen, various specialized troops may be added to the squad. —/30/180 Master They have the same game statistics as those of the standard boltmen —/20/210 Grand Master but use different magical items. Dispel wardens use wands with six charges of dis- use wands with six charges of quires special skills on the part of the pel magic. Protection wardens protection from nor- use wands with 20 charges of (ld6 + 1 warrior and a minimum Strength of 16. mal missiles. Light marines magic missiles damage/round). are not commonly seen; these are low-level fighters An untrained user has a 75% chance of Heavy marines complete with chain or plate armor and bastard swords. Heavy marines are used either breaking the jars or being only during large-scale battles. Otherwise, non-spell-casting troops handle more trapped in the cords, and he would menial tasks, especially in the navy (sailors, carpenters, KP personnel, etc.). attack with a -5 penalty to hit. The flash of light causes temporary blindness for 1d4 rounds. A successful Save vs. Paralysis prevents the target from being blinded (save at -5 during the night or in darkness). The flash of light is particularly suitable against creatures of darkness, such as shadows or night dragons (against night drag- ons, the flash causes 3d6 hp damage). The adhesive substance has the effect of revealing invisible or otherwise hard-to-see targets but causes no dam- age. The substances used in the bolas are extracted from various plants grow- ing on the Isle of Cestia and are not magical. The bolas do not work under- water, and they cannot be used at less than the ranges indicated in the Bolas of Sunlight Table (in other words, bolas of sunlight can be used only at long range).

DRAGON 55 forget bizarre and hostile creatures from fantasy system will do Your own back yard prehistoric mound-building cultures, too.) Alternate : How would your Espionage thrillers: This one seems town be different if the South had won A few years ago, I ran a super- to be a little harder to grasp as the theme the American Civil War? If Cromwell had campaign for some friends in Louisville. for a local-area campaign, but you could won the English Civil War? If the Axis Knowing nothing at all about New York always set up an adventure series in powers had won the Second World War? City or the other common super-hero which spies, saboteurs, terrorists, mad For a one-shot adventure, pick out a locales, I did the easy thing and set the scientists, and crime lords take an unusual modern-era RPG such as TSR’s TOP campaign in my hometown. It worked interest in your local community. They SECRET/S.I. or GDW’s TWILIGHT:2000 perfectly. Everyone in the group identified might know something that no one else game and make a few conversions to with the places where their heroes fought knows (except for the game master, of create new weapons and equipment for crime and escaped deathtraps. course). Perhaps a well-meaning computer your alternate-history world. The player Two years ago, I ran an adventure using hacker tied into a foreign country’s de- characters could be students or research- West End Games’ ™ game; fense system (a la ). Or maybe ers who are testing a transdimensional the setting was Walworth County, Wis., local college students built a small nuclear device that can enter alternate realities where I now live. Again, the gamers imme- bomb, then lost it to an extremist group or where things turned out quite differently. diately grasped the , and to agents from a foreign power. What Much work will be involved in detailing everyone had a hilarious time battling an really goes on at the local industrial park each campaign setting, but some good undead dog-god that had possessed a or military base? In real life, the Nazis alternate-history settings can be found in family car (they even burned down a landed saboteurs on Long Island by sub- many SF novels, such as Philip K. Dick’s house once belonging to one of the play- marine in World War II, and espionage The Man in the High Castle, Len Deigh- ers). The Ghostbuster HQ was located in agents from the Soviet Union and Cuba ton’s SS-GB, Ward Moore’s Bring the Jubi- our very own TSR building in Lake Ge- may have worked their ways into places lee, and the recent SF anthology, Hitler neva; TSR itself was assumed to have gone you’d never imagine. If you like paranoia, Victorious. If you can find an old copy of bankrupt—what a concept! (God forbid.) this campaign would work well. The TOP the TIMEMASTERTM game or its supple- Using your local area as the setting for a SECRETS/S.I.™ game might work best for ments from (now-defunct) Pacesetter role-playing campaign is worth a try in game mechanics here. Games, you might get some other interest- any gaming group with almost any RPG. Dark-future survival: The balloon ing ideas. Some ideas for setting up such campaigns goes up, the bombs come down, and the Miniatures games: You can even follow: player characters must fight for survival expand this concept into miniatures cam- Super-hero settings: In the MARVEL on the highways and in the back alleys of paigns. I have heard that the American SUPER HEROES® accessory, MA2 the near future. Steve Jackson Games’ CAR military has conducted practice war games ™ Coast-to-Coast, guidelines are WARS® game, R. Talsorian’s CYBERPUNK™ in which it is assumed that Soviet or Cu- given for setting up your own franchised game, GDW’s TWILIGHT:2000™ game, and ban invaders have attacked New England version of the Avengers in your own city. TSR’s F.R.E.E.Lancers setting all portray or Florida; you could set up scenarios for Other super-hero games lend themselves different ways in which things could turn ultramodern microarmor or naval cam- equally well to local heroes. You can pick out for the worse. How will your commu- paigns using landscapes of your area and out well-known landmarks for adventure nity be affected? (Though the game’s Red figures for local National Guard and Coast settings: airports, rivers, parks, office Dawn background is somewhat hard to Guard forces. It wouldn't hurt to adapt buildings, sports arenas, universities, swallow, West End Games’ THE PRICE OF one of the previously described campaigns science laboratories, museums, factories, FREEDOM™ system might be worth a look, to miniatures form, and this would give industrial parks, military bases, unusual though it does not now seem likely that hours of fun at conventions or at home. buildings, and tourist spots. Tourist bro- Soviet paratroopers will take over your In short: If you need to give your game chures and road maps of your city, county, hometown anytime soon. But hey, we can campaign a kick, you may find that the and surrounding states would also help always pretend.) shock value of using your own hometown the campaign. Perhaps the player charac- Fantasy adventuring: Yes, fantasy as the setting will do the trick. The idea ters are students at a local high school or adventuring, as in goblins, orcs, dwarves, does tend to grow on you after you've college, and they must indulge in their elves, wizards, dragons, the works. Think thought about it for a bit. It also gives you super-heroics between classes and exams. about it: What would your community a different way of looking at the old investigation: I men- look like if our world had been settled by neighborhood—and that is almost worth tioned GHOSTBUSTER campaigns above, creatures, or if the had the trouble of setting up the game itself. but investigators using Chaosium’s CALL stayed around to evolve into dragons? If Never let your life get boring—that's OF ® rules or the like might also you get some local-area maps from the what gaming's all about. find unusual pickings in your county. A U.S. Geological Survey, you can carefully giant meteorite might have slammed into alter them to remove excess houses and the earth beneath your home eons ago, roads, then add a few monster lairs, sor- and horrific aliens have at last begun to cerers’ towers, and so on. Presto! A new ooze out from their long-buried lander. Or campaign world with virtually any it’s the Night of the Living Dead, and your fantastic elements you like. Maybe ogres battle-weary group must fight for survival live in a nearby cavern, and giant fish on a planet of carnivorous . Later, swim in the lake down the road from your shape-changing ghouls from the sixth home (the elves, of course, inhabit the dimension establish a beachhead in a local local woods). Look at FASA’s SHADOW- farm or park. It’s always something. (Don’t RUN™ game for more ideas, though any

56 MARCH 1990 DRAGON 57 58 MARCH 1990 he child huddled on the doorstep, drenched by the spring rain and shiv- ering in the morning chill. Water dripped from the lank ends of her red Father, hair and the tattered fringes of the shawl drawn tightly about her skinny shoulders. Her legs were mud to the knees. She wiped a drop from the end of her nose with one red hand and looked up with wide blue eyes. She Dear was a sight to melt the hardest heart. But not Conhoon’s. The wizard glowered down on her. She had interrupted him at his morning porridge, and severe was his mood. “What is your business, girl?” he demanded gruffly. “Is it Father, a curse you’d be wanting? Speak up, the way I can hear you over the dripping of the water.” “Please, sir, it’s me Da,” she said softly. “Is it, now? And who’s your Da?” “Finbar O’Farrissey, sir, if it please your honor,” the Come child said with a dank and clumsy attempt at a curtsey. “O’Farrissey’s girl, are you, now?” said Conhoon, cocking his bald head to study her more closely, combing his fingers through his untidy beard in a reflective man- Home ner. “Come in and sit you down by the fire.” She accepted his invitation eagerly, squilching past him and seating herself on a rugged, unsteady joint-stool, extending chapped hands and muddy feet to the warmth. The sound of her chilled, shuddery breaths, and the sight WithMe of steam rising from her soaked garments softened Con- hoon just a bit. “Give us your shawl, girl, the way I’ll put it to dry,” he said, taking up a cloak that lay in a heap on the floor, Now “and wrap yourself in this.” When the tattered shawl was spread before the fire, and the child was enveloped in the heavy cloak and had ceased to shiver, Conhoon said, “You’re warm enough. Tell us your name.” “Kate, if it please your honor, sir.” “And how old are you?” “It’s twelve years old I am. But I’m close to thirteen.” Conhoon looked at her gloomily and shook his head at the swift passing of the years. Finbar O’Farrissey was the youngest son of Rory O’Farrissey, who was the youngest son of Fergus O’Farrissey, a man the wizard remembered with a warmth and gratitude he felt toward few others in By John Morressy this world. A stout lad, Fergus had been, strong armed and quick witted, loyal to friends and respectful to wiz- ards. It pleased Conhoon to recall how he had aided Fergus in winning of Eileen of Druim nDen, the fairest woman in all Meath, and bringing her safely to his snug house in the woods of Fidh Cuille, where the song of innumerable birds made sweet the day and melodious the night. Less than a century ago it was, but Fergus was gone now, and Eileen a memory, and Rory an old stick of a man sitting by the fire chewing on the emptiness in his mouth and living in his pale and fading memories. It was hard to have friends among the people, Conhoon re- flected. Seventy or eighty years, and that was the end of them. They didn’t last at all. A loud, moist sniff from his visitor brought the wizard out of his reverie, and he said sharply, “Tell us, Kate

O’Farrissey, how is himself?” Illustrations by Allen Nunis “It’s gone he is, your honor, sir. Isn’t that why I’m

DRAGON 59 here?” the girl replied. ago, before he knew any better. By his strength and his “Sad I am to hear it, and him a young man with his life cleverness, Fergus O’Farrissey—then a mere stripling, before him. How many did he leave behind?” but as full of promise as the young Cuchulainn—had “Only me,” said the child simply. saved Conhoon from great embarassment, and probably a Conhoon softened a bit more. “A terrible thing it is, good bashing, at the hands of a tricky giant. Conhoon, in surely, for a child like yourself to be left alone in the turn, had helped Fergus to locate the fair Eileen, provided world. How did you manage the burying of the poor him with a charm to win her love, helped him escape her man?” three brothers and overcome the twenty-nine kings who “There’s nothing to bury. It’s not dead me Da is, it’s were paying court to her, and brought the lovers swiftly gone with the fairy host.” and safely to the cottage deep in the bird-bright, song- Conhoon started, and his thick brows went up. “Do sweet wood of Fidh Cuille, with a spell to keep them un- you tell me so?” seen to men for nine years. That was gratitude beyond all “I do.” Kate gave a solemn nod and went on in calm expectation, surely. Any fair man would have considered and measured tones. “A great wind there was that night, himself paid, and well paid, and overpaid, by such wiz- and the fairies in it on their way to do a mischief. It’s well ardly assistance and accepted no more. But when Con- known to all that the presence of a human being on such hoon had gone on to make a rash, extravagant promise of occasions will bring success to the fairies at whatever deed help to the O’Farrissey’s generation after generation, they’re out to do, and didn’t they see me Da go out to Fergus had not raised a finger to shush him before the calm the pigs, and sweep him up like a bit of straw and words could be spoken. That was people for you, thought carry him off with them? But you’ll get the Da back,” she Conhoon. There’s no gratitude in them at all, not even in concluded confidently. the grateful ones. “Will I, now?” “Is it today we’ll be leaving to find me Da, your “You will. Didn’t you make a solemn promise to old honor?” Kate asked brightly. Fergus that whenever an O’Farrissey was in trouble in “It is not. Dealing with the Good People is a delicate this world or the other, you’d cross land and sea to save business, and I will be long making ready for it. I will tell him?” you when we’re leaving,” said Conhoon in a stern voice. Conhoon frowned and made a deep grumbling noise “Now I will hear no more out of you. I will finish my expressive of frustration and discontent. His softened porridge, and then I will consult my books, and there is to feelings resumed their customary adamantine state. A be no disturbing me.” wizard’s work, as far as Conhoon was concerned, was not “If it please your honor, unless I get a bit of porridge, to get people out of trouble. Do that once or twice, and it’s a terrible disturbance I’ll be to you with my groaning they expected you to do it all the time. It spoiled them. and fainting,” said Kate, eyeing the rapidly cooling bowl “I expressed my gratitude to Fergus O’Farrissey in of porridge set before the wizard. words sweet to hear, but devil a word did I say about in- “Finish the pot, girl. And take a sup of milk for your- terfering with the Good People,” he said. self.” Conhoon watched as she dug in. “I suppose you’ll “A promise is a promise, your honor, sir, and surely a be wanting a place to sleep, too,” he said accusingly. great wizard like yourself wants to be known as a man of “I’ll be no trouble to you. There’s a fine bush at the his word.” end of the path. I’ll crouch in the wet under it until you’re “I keep my promises, girl,” Conhoon growled. ready to help me Da,” she said without looking up. “And haven’t I told that to every soul I met on my “You will not!” Conhoon cried in exasperation. “Is it way? ‘Me Da’s been taken by the fairies, but the good heartless I am, to let O’Farrissey’s girl sleep in the rain Conhoon will get him back. He promised to help the and muck when there’s a fine snug spot on the floor in O’Farrisseys long ago, and he keeps his promises, does front of the fire?” Conhoon,’ I told them. ‘And,’ says I, ‘you can tell that to “I’ll earn my keep, and take no charity from yourself,” everyone. Conhoon will bring back me Da, because he Kate said grandly, giving the wizard a look befitting a promised.’ She pulled the cloak closer around her and queen in the company of an uppity swineherd. “While smiled an innocent smile of surpassing sweetness. you’re off with your book, I’ll sweep the house, and after Conhoon glowered at her. Twelve years old and cunning I scrub the floor and clean the pots, I’ll make a grand as a hag, he thought sourly. Hard it was to have a promise supper. Where’s your broom?“’ dropped at your feet after eighty years, or maybe ninety; Conhoon pondered the question for a moment, and harder to have it brought home to you by a chit of a child then threw up his hands and said, “You will have to find it warming herself at your own fire; hardest of all to know for yourself, girl. It’s little use I have for a broom.” that if you try to squeeze out of it as any sensible man “That is easy to see. It’s better off I’d be with a shovel,” would, you will be known for the next three centuries as said Kate under her breath. She finished the porridge, set Conhoon the liar, breaker of promises, deceiver of chil- down the pot, emptied her bowl of milk and put the bowl dren, betrayer of friends, cheapskate. beside the pot, then she and turned to the wizard. And the worst of it was, this was all his own doing. If he “Be off with you now to your book, the way I can get this had been content to repay favor with favor, there would be house fit for decent people to live in. Go on, go on,” she no child sitting at his own hearth, on his own joint-stool, said impatiently, with a shooing gesture. wrapped in his own cloak, hurling in his teeth his own Conhoon swallowed the angry words he wanted to words spoken in the exuberance of kindness so many years shout and withdrew in silence to his workroom. Twelve

60 MARCH 1990 years old, and a tongue to her like a pooka’s granny. If shot him a withering glance and took the bowl and spoon this is what the O’Farrisseys have come to, he told him- from him. Conhoon withdrew in sullen silence to his self, the People Outside Us should have carried off the lot workroom. of them the day after old Fergus had done for the giant, He spent much of that night and the next four days in and saved a hard-working wizard a deal of trouble. No poring over his books, seeking the best way to deal with need to wait until the day after, either. A pity they didn’t the fairy host. They were the most feared of all the fairies, snatch up Fergus the minute that giant hit the ground. because they were numerous and powerful, and usually Conhoon spent the entire day sequestered with his up to no good. When a great wind came rushing over, it books, assuaging the emptiness of his stomach with scraps was a sure sign that the fairy host were astir and misery of bread and cheese that lay about his workroom in vari- was on its way to some unsuspecting, and probably unof- ous stages of petrifaction. By suppertime his hunger was fending, mortal. In their playful mood they might content raging, and his mood was even more sour than usual. The themselves with stealing crops or , or knocking down child had spoken, with a child’s unthinking confidence, of a chimney; but now and then they would carry off a child, making a grand supper, and for his stomach’s sake Con-, or steal an old couple’s life savings, or drive a young bride hoon hoped she had managed it. He was starving. But if shrieking mad on her wedding day, turning her hair white she had provided a good meal, he would be obliged to in the process. For some reason—perhaps they were su- acknowledge her success with kind and grateful speech, perstitious, but no one knew for certain—they always and invite her to share it, and treat her decently, and that sought to capture a human and bring him or her along would destroy his appetite and ruin his supper altogether. with them on these expeditions, believing that it assured He had no wish to be a charming man and was not fond the success of the enterprise. Sometimes they kept the of people who were, especially wizards. It was not the human for two or three centuries; sometimes they re- business of a wizard to go about grinning like a cat and turned him or her the next morning. There was no telling bowing like a flunkey and fluting a lot of windy politeness with the fairy host. at everyone in earshot. Wizards’ work was cursing and All this Conhoon knew. What he did not know was spelling, and there was no smiling or bobbing or flattery where the host was going or how to find out, and he did in it. not wish to waste a lot of time and magic blundering He thought darkly on these things as he made his way about the countryside in fruitless search. With each day of through the gloom, until his concentration was disrupted unrewarding study his mood grew blacker. In contrast, his by an unfamiliar aroma in the air. He inhaled more cottage grew daily brighter, cleaner, and more cheerful. deeply, and his mouth began to water. Torn between frus- This only added to his sense of urgency. If he did not get trated irascibility and a growing appetite, he hurried to- this scrubbing, scouring, swabbing, broom-wielding, dust- ward the kitchen and cried out in astonishment when he hating, pot-walloping wee creature off the premises soon, entered. the place would not be fit to live in. As it was, his work- The room was clean. It was spotless. Surfaces unseen room was the last stronghold of normality in the house, for decades revealed themselves to his widening eyes. Not and Conhoon was certain that if he had not barred entry only were they visible, they were shiny. by means of a spell, Kate O’Farrissey would have been at “What have you done, girl?” he asked in a voice work with broom and dustrag and mop the instant his hushed by surprise. back was turned. “I’ve done what needed doing. Sit you down and have But the child could cook. There was no disputing that. your supper while it’s hot,” Kate replied without so much Her cooking and baking were so good that they almost as glancing at him. made up for her mad dedication to tidiness. Almost. It Looking around cautiously, like a man awakening in was a delight to the nostrils to smell the aromas that filled strange surroundings, Conhoon seated himself at the ta- the house when she was preparing supper, and a benefac- ble. The unfamiliar surface, stripped of memorials to past tion to the stomach to eat one of her meals; but it was an meals, gleamed nakedly. Kate placed a bowl of stew before affront to his wizard’s soul to be surrounded by such him. Savory steam rose from it in a tantalizing slow swirl. cleanliness. He longed for the familiar sight of a greasy He closed his eyes and sniffed hungrily at the fragrance, dish, an encrusted cooking-pot, a mound of unidentifiable and then a new aroma joined it. He looked on the table refuse in a corner. Those were the touches that made a and saw a round loaf of bread, and beside it a dish of home. golden butter beaded with clear droplets of cold water. On the fifth night following Kate’s arrival, Conhoon sat “Bread? Is it bread you’ve baked?” he asked faintly. down to his supper in a more than usually thoughtful “Didn’t I have to? There’s no eating stew without a bit mood. He had refreshed his knowledge of the fairy host of bread to sup it all up.” but still had no idea of their present whereabouts or their Conhoon nodded. He took a small spoonful of the stew ultimate destination. There was no more to be gained and nearly wept with delight. Having done all his own from his books; the next stop was a spell, and he was un- cooking, he had not tasted anything so palatable at this certain which of the many possibilities open to him would table for half a century. The bread was a fitting accompa- be best, and least demanding of his powers. niment for the stew. Not even thirteen years old, and the “When are we leaving to find the Da?” Kate asked best cook in Ireland. Conhoon ate quickly and noisily, and after a silent meal. held out his empty bowl for more. When he finished his “When I’m ready,” Conhoon replied. second helping and presented his bowl for a third, Kate “It’s no hurry you’re in, I’m thinking,” said Kate un-

DRAGON 61 der her breath, just loud enough to be heard. ginning to perceive as very nice and desirable conditions “Little good it will do to run after the Good People of life— it would not hurt to give the thing a good soak before I know where to run, girl. The fairy host go where and let the child comb it out. It would surprise the fairies they please and do as they like, and devil a man knows to see him tidied up, and that was all to the good. In deal- from one minute to the next where they’ll turn up. If I ing with that lot, a man needed every advantage he could knew that, I’d be after them like a shot off a shovel.” get. Kate looked at him in innocent surprise. “Is that what’s The grooming of Conhoon’s beard was a process of keeping you? Then pack your bag. I heard the leader of unexpected duration and complexity. Loud were his cries the host say that they would travel the ridge above and bitter his accusations as Kate dragged the comb Duradh Faithlenn, then down Leitir Cro, and after a day through the tangles, but when the work was done, the and a night of dancing on the plain of Meanmbragh, they result was pleasing. Conhoon stroked his beard like a man would arrive at O’Rahilly’s barn and do a mischief to his petting his favorite cat, and grudgingly conceded that the cows.” undertaking had been a sound idea. “Why did you not tell me this before, girl?” Conhoon “And don’t you look ten times the wizard you did with demanded. a briar patch hanging from your jaw?” Kate exclaimed. “Little you cared for what I had to tell you. I no sooner “It’s noble you look, entirely. The Good People will eat had my foot in the door than you were off to your books.” you up like jam.” Conhoon ground his teeth and glared at her. After a “Will they, now?” said Conhoon thoughtfully. He time he said, “I know the O’Rahilly. We will leave in the smoothed his beard in placid silence, and after a time he morning.” declared, “Sure, they will.” Kate sprang up. “I will heat water, the way you’ll have a lovely bath before you—” They left for O’Rahilly’s farm early next morning. The “Bath!?” Conhoon cried in alarm. road was dry and the weather fine, and Conhoon an- “That is the word I used. And when you’re finished, I nounced that on horses of such excellence as his, they will comb out your beard.” could expect to be at their destination before sundown. Conhoon jumped to his feet. “You will not touch a hair Kate clapped her hands and gave a joyous shout. It was of my beard,” he said, covering it with his hands. the first time since arriving on the wizard’s doorstep that “I will wash it and dry it and comb it out. It looks like she had expressed anything but impatience, disapproval, something you would find in a dark corner of a hermit’s and mistrust, and he found the change a welcome im- cave.” provement. “I’ll have the Da back by suppertime!” she Conhoon made a contemptuous scoffing sound and a exclaimed. back-of-the-hand gesture. “A wizard does not care for “Don’t be presumptuous, girl. When you deal with the appearances.” People Outside Us, nothing is certain but tricks and sharp “Easy to see, that is. The O’Farrisseys have their pride, practice,” Conhoon warned. and I will not be seen on the high roads with a man who “Ah, but you’re a match for the likes of them,” Kate looks like he has a ’s nest hanging from his face,” said said with easy certainty. Kate defiantly. Conhoon nodded and gave an ambiguous grunt, but “Then leave! Go on, girl. I’ll be glad to see the back of said nothing. Glad as he was to see Kate O’Farrissey tak- you. It’s destroyed I am with your washing and scrubbing!” ing a reasonable and enlightened view of his power, he “I’ll go this minute, in the dark itself. And when people knew the ways of the fairy host well enough to have no ask me ‘Where’s the wizard Conhoon, him who promised illusion of easy triumph over them. All the wizards of to help the O’Farrisseys in their need?’ I’ll tell them who Ireland together— if they ever did get together—would be chose to turn his back on a promise and sit at home with hard put to make one small fairy go a single step out of his his hands in his nasty old beard.” She stalked to the door- or her chosen way. The only sure method of gaining way, turned, and with the scorn of majesty said, “And it’s” power over a fairy host was by counting them, and they little I stand to lose, I’m thinking. Five days I’ve been were aware of that danger and well protected against it, here, and I’ve seen no magic at all.” not only by their natural shiftiness and fleetness of foot “Are you thick, girl? Do you think a wizard sits in his but by their trick of keeping constantly in motion, milling kitchen all day doing tricks?” They glared at each other and darting and hopping and mixing up among them- for a moment, then Conhoon went on. “Sit you down. I selves so that a man could be looking directly at a crowd will find your Da, but I will not have my beard interfered of them and not be sure whether he was seeing twenty or with.” two hundred. A tricky lot, the fairies. “Do as you please. I will heat water, the way it will be Conhoon knew that his best hope was to be trickier. He ready if you think better of it,” said Kate, taking up the set his mind to the task and spoke no word until they bucket and heading for the well. paused to rest the horses. As he sat on a flat stone, deep in Later that evening—having nothing better to do, as he thought, Kate offered him a slice of buttered bread. He told himself and growled at Kate—Conhoon took a bath. accepted it without a word and chewed on it slowly. As he sat before the fire in a grand soft robe that Kate had “How will I recognize the fairy host when I see them?” washed some days previously, he began to think more Kate blurted at last, unable to control her patience any kindly of her suggestion that he wash his beard. Purely for longer. the sake of convenience and comfort—which he was be- “You will not see them. The Good People do not show

62 MARCH 1990 themselves to ordinary folk,” Conhoon said absently. the bubbles in a millrace. There were scores of them, “I will see them. I was born in the dead of the night, maybe hundreds, or a few dozen, or a thousand. No man and I have the gift of seeing ghosts and fairies.” could say, the way they darted about even when they Conhoon cocked his head and studied her with new seemed almost to be standing still. interest. “Then why do you ask me, girl, if you can see Conhoon let the medallion fall and rubbed his eye. The them for yourself?” fairy host was gone from sight. He spoke the words of a “Only two I have seen, and them at a crowd in a fair, seeing spell and they burst into view once again, in all the way I could not get a good look at them. And they their bewildering profusion. were ordinary fairies, not part of the host,” Kate ex- “Stay here, and do not let them know you can see plained. them,” he said to Kate. “I will go and speak to them.” Conhoon stroked his beard in a meditative gesture. “I saw me Da!” she said excitedly. “He was in the “Some of the fairy host are beautiful,” he began, “and middle of them, dancing with a lady!” them as beautiful as . Golden the hair of them and “They will dance a man silly, that lot, and leave him on blue the eyes; pale as milk the skin of them, slender the a hillside as weak as watered milk. How did your Da hands and feet, straight the legs, round as shield-bosses look?” the knees, and soft the voices of them as a harp playing in “It’s happy he looked,” said Kate with obvious concern. a gentle wind. There is nothing more beautiful than the “The poor man’s beglamored.” beauties of the fairy host, and a pity it is that their man- “He is, surely. The Da has not had a smile on him since ners are no match for their looks. And even the ones that I was old enough to walk.” are not as beautiful as the most beautiful are pleasing to “The O’Farrisseys were never a light-hearted family, the eye, and it is only upon close study that you can see well I remember that. Do you wait here, and I will the oddities of them.” encounter the fairy host. We will have your Da back to “Describe to me the oddities.” normal this day, girl.” “Easy to say. In the males of the fairy host, one shoul- Conhoon dismounted, and leaving his horse in Kate’s der is higher than the other by the thickness of a grey cat’s charge, walked toward the lively assembly. They had seen whisker, and one eye lower than the other by the same the arrival of man and child—they missed nothing, the amount; one arm is longer than the other by the distance fairy host—and many an eye was on him as he ap- between a flea’s toenails, and one leg shorter than the proached, hand raised in friendly salute. But even in curi- other by the same amount. And never the same arm or leg osity the fairies swept and swirled, no more countable or eye or shoulder from one day to the next.” than snowflakes in a wild eddying wind. The wizard Kate was silent for a time, considering this information, searched but saw no trace of Finbar O’Farrissey. then she asked, “And what about the women of the host?” A man stepped forward to meet him. He was of an age “Easy, too. In the, females of the fairy host, one shoul- somewhere between youth and senectitude. His hair was der is lower than the other by the thickness of a grey cat’s coal black, thick and glossy, his skin smooth, his move- whisker, and one eye higher than the other by the same ments brisk and nimble; but his black eyes were like mir- amount; one arm is shorter than the other by the distance rors in which everything in this world and several others between a flea’s toenails, and one leg longer than the other had at one time or another been reflected. They were by the same amount. And never the same arm or leg or beyond all surprise. He was dressed plainly but elegantly, eye or shoulder from one day to the next with them, in soft, fawn-colored breeches, a velvet coat with gleaming either.” buttons, and buckled shoes. His ruffled shirt was as white After a longer silence, Kate said, “It’s confused I am by as moonlight. this information.” “A good day to you, traveler,” he said with a pleasant “It is the nature of the fairy host to confuse,” Conhoon smile. said, rising to his feet and stretching. “Being found out is “A good day to yourself and all here,” Conhoon re- a great annoyance to them. For that reason, it would be plied, returning a smile equally genial. He stopped and best to say nothing about your power to see them.” laid a hand on his beard. “What could they do to me?” Kate said boldly. “That is a lovely white beard you have on you,” said “They would pluck out your eyes.” the fairy. After that, Kate was very quiet. Neither she nor Con- “I thank you. You're a fine-looking man yourself, and hoon spoke another word until that afternoon, when Kate your friends, too.” gave a sudden sharp warning hiss, rousing the wizard The fairy smiled even more pleasantly. He came a step from his musings. closer and looked curiously at Conhoon. “Tell me now, “There they are,” she said. how do you see me?” he asked. Conhoon jerked his head up, looked about, and saw “I see you because I’m a wizard. And if anyone tries to nothing but a broad green-meadow bordered by trees. He pluck out my eye, it’s great sorrow will come upon the raised the medallion of the Wizard’s Guild, which he wore fairy host,” Conhoon replied. around his neck, and peered through the tiny Aperture of “Ah, now,” said the other thoughtfully. He retreated a True Vision at its center. There they were indeed, the step and went on, “Glad I am that you made that fact fairy host, dancing and hopping and leaping and skipping known to us. There’s so many going about, do you know, and gliding and twirling and bounding, all in motion, with a bit of fairy ointment on this eye, or a pinch of ashes slipping behind and between and around each other like from a fairy hearth on that one, and them peeking and

DRAGON 63 prying into our business and seeing things it’s not good Conhoon stroked his beard as he pondered the informa- for them to see. It’s concerned for our privacy I am. tion. At length he announced, “I will tell Kate what you Surely a man like yourself understands such things.” say. Do you wait here till I return.” “I do,” said Conhoon. He kept his eyes fixed on the He crossed the meadow and came to where Kate man, partly out of caution and partly because the continu- awaited him under the trees. She jumped up and ran to ous motion of the others was enough to make him dizzy. meet him, crying, “Me Da! Where’s me Da?” “Good to hear. Will you join us for supper, my good Conhoon led her back into the shade. They seated wizard?” themselves, and he outlined the situation. Kate listened “I am not here for supper. It’s Finbar O’Farrissey I’ve with rapt attention, and when he was done, she shook her come for, him you took from his home ten nights ago head with all the gravity of a senior statesman considering when he came out to see to his pigs.” the phraseology of an abdication statement. “Ah, that one. Yes, I know the man,” said the fairy. “A “It’s long I’ve been hoping he’d find a good strong presentable man, the O’Farrissey.” woman and marry her. I’m destroyed with the work. But “Whatever he is, his daughter wants him back. It is a fairy women are useless on a pig farm, and a king’s wicked thing to take a man off and leave his poor daugh- daughter the worst of the lot. I’ll have twice as much on ter alone in the world, and her a child not yet thirteen my hands,” she said gravely. years old,” said Conhoon, frowning. “You’ll have every other year off to catch up,” Conhoon “That’s as may be. I have plans for the O’Farrissey. pointed out. He’s to marry my youngest daughter.” “Little chance of it. She’d have me feeding the swans Conhoon’s frown deepened. “A bad thing it is for a the years I wasn’t sweeping the house after her.” human to marry into the fairy host.” Conhoon nodded. He had some knowledge of the ways “It is not. Didn’t my oldest daughter marry Oenghus of fairy princesses, and Kate’s statement was sound. “I’ll Mac Oc ages past, and the two of them happy ever try to talk to the woman. And to your Da. But you must since?” know, there’s little I can do but plead. There’s no magic Conhoon’s eyebrows went up. “Your daughter? To works on the fairies. The only way to get the upper hand Oenghus Mac Oc?” with the fairies is to count them.” “I am Ethal Anbhuail, king of the fairy folk, and Caer “Do you go back and talk to them, then, and talk for as the bride of Oenghus is my daughter. And now I have long as you can, and don’t mind me at all until you see made a match for my youngest, and I would not be happy me wave my shawl over my head,” said Kate. to have it unmade by anyone, wizard or not.” There was “I will. And mind you don’t let them know you can see an edge to the fairy king’s voice that had not been in it them.” before. When Conhoon rejoined the host, he found a woman “King or no king, you must not trick a poor silly mortal standing at one side of the fairy king and a red-haired into marrying your daughter,” said Conhoon firmly. man at the other. The man he recognized at once as Fin- “There is no trickery in it at all. My sweet Edain is the O’Farrissey. The woman, from the beauty, of her face loveliest creature to walk the earth these three thousand and the perfection of her form, could only be Edain, years. One look at her and a man faints with desire and daughter of Ethal Anbhuail. O’Farrissey greeted him cannot eat nor sleep. There’s a trail of sleepless, starving warmly. men behind us everywhere we go, if I’m not careful. Do “Conhoon, my brave Conhoon, a treat it is to see you understand now why I want no humans looking at you!” he said loudly, beaming upon the wizard. “Edain, us?” my darling, this is Conhoon of the Three Gifts, an old “I do, and thoughtful it is of you. But if your daughter friend of the O’Farrisseys and a wizard of great power and is so beautiful, why do you pick a poor plain farmer for wisdom.” her husband, and him a widower with a twelve-year-old “I’m thinking he’s a hard man and a hard wizard, daughter waiting at home for him?” come to drive us apart, my dearest Finbar,” said Edain in The fairy king threw up his hands in a gesture of petu- a voice as sweet as the praise of angels and as sad as lant perplexity. “Don’t you think I wanted a king or a autumn. hero, or a demigod like Oenghus? It’s herself picked him Finbar put his arm around her slender waist and drew out, wizard, not me.” her closer. “Conhoon would not do such a cruel thing to “And is there no talking to your daughter?” an O’Farrissey. Hasn’t the man sworn to help us when- “There is not. But if it’s a consolation to the child, you ever we have need, in the world or out of it?” can tell this to O’Farrissey’s daughter: her Da will be back “He doesn’t like me. I can tell,” she said. with her every other year.” “Beautiful is the fair Edain above all women, and fortu- “It’s a strange kind of marriage you’re getting the man nate beyond words the man who lives out his lifetime with into,” Conhoon said suspiciously. her at his side,” Conhoon said, with a deep bow to the “There’s no strangeness in it at all. My daughters lady. “But what about the daughter? Wicked it would be change into swans every other year. It’s something they to encourage a man to go off with you and leave this poor got from their mother. The husbands have little to do helpless child behind in the world.” while their wives are paddling about in a lake, so O’Far- “Kate may be poor, but she’s no more helpless than a rissey will have a year at a time to see his kid. It’s more bear,” said Finbar darkly. than enough for any decent child, I’m thinking.” “Shame on you, man, and you her own father. She’s

64 MARCH 1990 only a chit of a child, twelve years old, motherless for agility. It was said that Handy Sean could fight off a thou- most of her life,” Conhoon remonstrated. sand men with swords in four of his hands while he jug- “And better off for it, when her mother practiced the gled twenty feathers with two other hands and employed black art against friend and neighbor and husband, and the remaining pair in the making of sweet music with the taught it to her own kid. Kate can take good care of her- harp and the lute to accompany his singing.” self. And it’s closer to thirteen she is than twelve.” “A formidable man,” the fairy king observed. Edain took Finbar’s arm and said, “Come, my Finbar, “But I did for him.” and let us be away from here. He’ll try to twist your “You will never guess what he did,” Finbar whispered thinking with his wizard’s tricks, and turn you against excitedly to Edain. me.” “I don’t care a pin what he did,” she replied. Conhoon knew that if they left now, he might be forced “Will you be still, the two of you?” snapped Ethal to spend the rest of his life in fruitless search. He had to Anbhuail. keep them here until he could think of something. “Fin- When silence was restored, Conhoon continued. “Right bar, my boy, have you forgotten my great deeds on behalf for Fergus he went, and his arms whirling about, and of old Fergus? Can you rush off without hearing once swords flashing in the sun, and him a terrifying sight alto- more how I overcame the three magical brothers of the gether. Fergus stepped in front of Eileen and raised his fair Eileen of Druim nDen and outwitted the twenty-nine sword, prepared to fight and die for his love—” kings who sought her hand?” “This part is to my liking,” Edain whispered. Finbar looked thoughtful. He turned to Edain and said, “—But before the first blow was struck, I spoke the “It’s a grand story.” words of a spell, and Handy Sean was as stiff as a bundle “There’s a trick to it, I’m thinking,” she insisted. of kindling with the rheumatism. Fergus sheathed his The fairy king spoke up, saying, “Trick or not, if it’s a sword and gave him a thump with his fist, and off he good story, I will hear it. Tell us your story, Conhoon.” went. Ah, but the third brother, Eoghan of the Sharp Conhoon was not a master storyteller, but he knew Eyes, saw where we were going and got there himself enough of the art to know that he must capture his audi- ahead of us. A dreadful man, Eoghan, with twelve eyes in ence from the very first word, and so he decided to begin his head, and twelve pupils to each eye, and each one so with the escape from the three fearsome brothers. The sharp that he could get up on a cloudy Monday morning twenty-nine kings he would deal with later on. One by and see clear to Thursday afternoon. There was no escap- one, if need be. ing Eoghan of the Sharp Eyes, and no way to fight him, “Eileen was the loveliest lady in all of Ireland—outside with him seeing where every blow was going to land be- of the Good People— but her three brothers were gifted in fore you drew back your arm to strike it. The fair Eileen strange ways, and two of them were of a most peculiar cried out in terror, and Fergus went pale in the face at the appearance,” he began. “The oldest one of the three was sight of Eoghan in our path with a spear in each hand. Colm the Speedy. A plain man he was, and to look at him But I did for him,” said Conhoon. you would not suspect the great gift he had. Colm could It was the proper moment for a dramatic pause. He run so fast that he could cross a river at flood without folded his arms, nodded profoundly, and cast a cool glance wetting the soles of his feet, and him carrying one of his around at his listeners. He noticed Kate skipping and brothers under each arm. With all the speed of him, Colm hopping and picking wild flowers in the very midst of the was the first of the three brothers to catch up with us in fairy host. She moved among them with no sign that she our flight.” was aware of their presence in the meadow. She looked “And no wonder,” said the fairy king. up, caught his gaze on her, and stopped in her frolicking “But I did for him,” Conhoon said. to remove her shawl and wave it over her head. “I have no wish to hear of it. I want to go far away from “My bold Conhoon. My hard Conhoon, tell us how this place with my darling Finbar,” Edain said, pouting. you did for Eoghan of the Sharp Eyes,” the fairy king “Be quiet, daughter, the way I can hear the story,” the urged. fairy king said sharply; then, to Conhoon, “Tell us how “I will in good time. First I must go and comfort the you did for Colm the Speedy, wizard.” poor abandoned child,” said the wizard, with a stern “I put a magic on him that made the soles of his feet as glance at Finbar. slippery as greased eels. No sooner did I say the words “Give her a hug from her Da, would you? Tell her I’ll than he slowed, and then he stopped in one spot, and his see her this time next year,“ Finbar said cheerfully. feet moving too fast to be seen all the while. The water Conhoon glared at him. Edain smiled gloriously and was boiling and churning under him, and the steam rising waved a farewell, and the wizard turned on his heel and in great clouds all around him, and devil a bit of progress stalked away from them, muttering. Kate resumed her did he make. And then he began to sink, and it took all play, moving off out of earshot of the host to meet him his charioteers to save him from drowning.” under the trees. “Bravely done. Oh, bravely done,” said Finbar. “A hundred and sixty-two,” she greeted him. “Ah, but by then wasn’t the second brother on us, and “What are you talking about, girl?” him a terrible man to see. Handy Sean was his name, and “The fairies. I counted them, and there’s a hundred he had four arms, and two hands to each arm, and ten and sixty-two. Now you can make them give me my Da.” fingers to each hand, and the strength of ten men in each “Do you mean you can count the fairies?” Conhoon finger. There was no coming near him for strength and asked in a hushed voice, blinking in wonderment.

DRAGON 65 “It’s something me mother taught me before she wasted the O’Farrisseys forever. I give you my word, and the away. She said I wasn’t to tell anybody, especially the Da.” king of the fairy host as my witness.” “A good thing you did not.” Ethal Anbhuail came forward to stand at Finbar’s side. “Do you go to them now, and bring back the Da,” she “You must do as he asks, wizard. It’s the only way to keep urged him. your word to old Fergus,” he said. “I will speak to them. But you must know this: I can Conhoon looked up into the cloudless sky and stroked make the fairies release your Da, but I cannot force him to his beard slowly and reflectively. At last he said to the fairy leave them if he’s unwilling.” king, “And what incentive would you be offering me to Kate looked thoughtful. “It would be like him to stay do such a kindness to all here?” with the fairies, the way he’d loll about all day and do no “A kindness done is its own reward,” said Ethal piously, work at all. He’s a great one for taking things easy, the his eyes lowered. Da.” “Fine words from the king of the fairies. It’s other in- “It’s a good man’s failing,” Conhoon said. centives I had in mind.” “Small comfort that is to the one who has to do all his “I will throw in a pot of fairy gold,” said the king with a work and her own besides,” said Kate sharply., sweeping gesture of magnanimity. “I will go now,” said the wizard, backing off. “Easy to do, when you know the gold will turn to dry The fairy host was still swirling about in the meadow leaves before a day is out. No, I will have the O’Farris- with a kinetic animation that caused Conhoon to marvel sey.” anew at Kate’s feat in counting them. The child was “Don’t let him take my darling Finbar!” cried Edain. gifted, surely. A shame she had to spend her days in “Save me with your power!” Finbar appealed to the drudgery and let her natural talents waste away. fairy king. The trio of Edain, Finbar, and Ethal Anbhuail awaited Ethal Anbhuail held up his hands for attention. “Hear him: Edain with ill-concealed hostility, Finbar with non- me, wizard. I am not entirely certain that you have the chalant bonhomie, and the fairy king with mainfest eager- power to take this man from us if he chooses to stay, but to ness, which he articulated by blurting, “Will you tell us avoid nastiness and strife, I will make a generous offer. now what you did to Eoghan of the Sharp Eyes?” Leave us the O’Farrissey and I will give you the buckles “I may or I may not: First I would speak about your off my shoes.” releasing the O’Farrissey to return to his daughter,” said “It’s little use I have for buckles.” Conhoon. “These are not your ordinary buckles. Put them on “I’ve told you, wizard, I have plans for him, and he your shoes, and they will take you over land and sea, will stay with us. You cannot have him back.” anywhere in the world you want to be, in the time it takes “I can, and I will, and not all hundred and sixty-two of to snap your fingers.” you can stop me.” “And will they bring me back?” “What’s that? What do you say?” cried the fairy king “They will not, unless you’re wearing the buttons off in sudden alarm. my coat. But I mean to give you the buttons, too.” “You’ve been counted, that’s what I say. And now I will “And I will give you this lovely ring for your finger,” take Finbar O’Farrissey back to his home and his daugh- said Edain, taking a golden ring from her slender finger ter, and you may go where you please.” and offering it to the wizard. “Wait a minute, my fine Conhoon,” said Finbar, step- “And you can have all my pigs,” Finbar said. ping forward with a swift flurry of soothing gestures. Conhoon weighed the offer for a moment, then ex- “Would you break the heart of a fairy princess?” tended his hands. “Agreed,” he said. “He would,” said Edain bitterly. They were gone in the wink of an eye, leaving Conhoon “Sure you would not, now. And would you take an with a golden ring, a pair of silver buckles, and nine gold- O’Farrissey from the best life he’s ever had? You promised and-diamond buttons in his outstretched hands. He stood the old one that you’d help the O’Farrisseys, and do you blinking, taken aback by the suddenness of it, then turned call it a help to tear a man from the arms of the fairest to rejoin Kate. creature in all of Ireland and cast him back into the world “And what are you doing with all that?” she de- of rain and pigs and cold and labor, and nothing for it in manded, pointing at the baubles. “And where’s the Da?” the end but a sore back and an empty belly? It’s my en- “He’s gone with the fairies, girl. It’s what he chose, and emy you’d have to be to do such a cruelty to me,” said devil a thing I could do about it. But I bluffed them into Finbar, a rueful expression on his ruddy face, a plaintive giving me these gifts.” keen in his voice. “Fine gifts they are. Look at this,” said Kate. She took “And what about your kid?” Conhoon demanded. up a twig about the thickness of a finger. Lifting the ring “Ah, now, there’s your way to help the O’Farrisseys, from Conhoon’s palm, she slipped it over the twig. At do you see? You can take her on to keep house for you. once, smoke began to curl up from around the ring, and She’s a great hand at the cooking and cleaning and wash- then the twig burst into flame. Conhoon cried out in ing and all the things that, a great wizard like yourself amazement and alarm. “And the buckles and buttons are can’t be bothered with. She can do a man’s work; that just as tricky. The buckles will take you wherever you tell one.” them to, but they’ll not bring you back,” she said. “She’s had to, surely,” Conhoon observed. “Ah, but the buttons will,” Conhoon pointed out. “Do it, Conhoon, and you’re free of all obligation to “They will, but they’ll do it at the same time, the way

66 MARCH 1990 you’ll be torn in two if you use them. They’ve cheated have a better idea. You’ve got a gift, and a shame it would you with their gifts.” be to let it go to waste. So I’ll let you be my apprentice.” “And how do you know all this?” She gave him a narrow suspicious look. “And what She shrugged. “I see things. It’s something I got from does that mean?” the mother’s side.” “It means you’ll clean and wash and mend and cook for Conhoon looked gloomily at the objects in his hand. me, just like a skivvy—but when your work is done, I’ll With an angry growl he flung them from him, and they teach you to be a wizard. By the time you’re grown to vanished the instant they left his fingers. “Your father womanhood, you’ll be the match of any wizard in gave me his pigs. They won’t disappear,” he snapped. Ireland.” “It’s generous he is with his pigs. What’s to become of She pondered the offer for a moment, then stuck out me?” Kate asked. her hand. “I’ll do it,” she said. They shook hands sol- “Your Da said you’re to be my housekeeper.” emnly, and as they turned to mount their horses, she “He’s quick to find work for me. He’d have me clean- asked, “Why didn’t you think of this when I knocked on ing and washing and mending and cooking for you, would your door, I’d like to know, the way you could have saved he, and him off dancing with the fairy host? I’m better off us all this traveling? Ah, never mind. Let’s go and get the on me own, even without the pigs.” pigs.” “You’re hasty, girl. That’s what your Da said, but I

DRAGON 67

70 MARCH 1990 MARVEL T HE MARVEL ® - PHILE

Dipped in magic, clothed in science

by Dale A. Donovan

Yes, it’s back. After a year’s absence, the Limitations: Cap’s powers are limited in costume symbolic of his role, and gave column devoted to the best and the bad- that they are directly linked to the mystical him a mystic -scepter to amplify his dest characters of the energies inherent in the British Isles. The abilities. again graces the pages of DRAGON® Maga- farther he journeys from his home islands, Cap battled various criminals and super- zine. Why? Simple—I believe it deserves a the weaker he becomes. His current cos- human menaces for a time, then mysteri- spot here. The MARVEL SUPER HEROES™ tume stores these energies within itself, ously disappeared. He was subsequently Advanced Set is one of my favorite game allowing a certain leeway before power found by the Black Knight. A victim of systems, and I always looked forward to degeneration sets in (see “Costume”). amnesia, Cap accompanied the Black the next “Phile” column. Now “The Marvel- Knight on a quest to save Camelot, a jour- Phile” has returned and is here to stay. EQUIPMENT ney that took them across various dimen- What I hope to do is to keep you informed Costume: Cap formerly believed that all sions. During this quest, returned on the ever-changing characters of the his powers were granted by his red, blue, Cap and his then-companion, the elf Jack- Marvel Universe, with character updates and white costume. He recently discov- daw, to Earth. En route, Merlin trans- and statistics for some of the new or more ered that his suits (he has worn several formed Cap’s star-scepter into a lattice of offbeat individuals that appear in Marvel throughout his career) merely amplified mystical “micro-circuitry” and inlaid that comics. his own intrinsic superhuman abilities. into what was until recently his current To start things off on the proper foot, Each such costume stores the mystical costume. this month I’ll give you an update on Cap- energy that gives Cap his powers. Allow a Once back on Earth, Cap battled an tain Britain, a man who’s learned an awful 6-8 hour lag time before Cap is detrimen- extradimensional madman, Jaspers, and lot about himself lately, and I’ll introduce tally affected by his absence from Britain; his foul machinations. Cap eventually you to , a lady who has been getting after that, decrease Cap’s strength, endur- triumphed, saving the world, although around the Marvel Universe quite a bit ance, force field, and flight by -1CS for part of the price of victory was Jackdaw’s these days. each hour he spends away. It is possible death. Cap returned to England and was for his force field and flight capabilities to soon reunited with his sister, Betsy (Psy- ™ virtually disappear, while his strength and locke, Lady Mandarin). He also met and endurance drop to “normal” levels for a eventually became the lover of the young Brian Braddock man of his build (S: EX (20), E: RM (30)). adventuress . Soon after that, Cap learned his father F IN (40) Health: 245 SKILLS: Brian Braddock has an Excellent was from Merlin’s home plane, Other- A RE (30) knowledge of physics and of British world, and that his super-powers came S UN (100) Karma: 70 folklore. from within him, not his costume. This E MN (75) allowed him to realize his full potential R GD (10) Resources: GD (10) HISTORY: Brian Braddock was employed and greatly increased the levels of his I IN (40) as a research assistant at the Darkmoor abilities. P EX (20) Popularity: 100 in Britain, 20 Research Centre when a criminal named Meanwhile, the former X-Men elsewhere Reaver attacked. Braddock attempted to and Shadowcat were recu- escape on a motorcycle, but he ran off a perating on Muir Isle, Scotland, from POWERS: Until recently, Braddock be- cliff and lay near death. In a vision, Merlin injuries suffered in battle, when another lieved his powers were derived from his the and the Goddess of the former X-Man, the second , re- costume. This is untrue, as noted in Northern Skies (Roma) appeared to him turned to Earth from extradimensional “Limitations.” and bade him to choose between the two entrapment. Arriving in England, Phoenix Force Field Generation: Captain Britain mystical objects they presented: the Sword was pursued by the Warwolves, agents of (Cap) has Incredible protection versus of Might or the Amulet of Right. Braddock her recent captor, . Phoenix was also physical, Force, and magical attacks. Cap is chose the amulet and was instantly bom- the target of the villainous mercenary still subject to Slam and Stun effects from barded with the mystical energy that group, the . Cap, Meggan, these attacks. awakened his latent powers. Merlin and Nightcrawler, and Shadowcat aided Phoe- True Flight: Cap can fly at up to Shift-X the Goddess declared that Braddock would nix in fighting off her assailants. speed. be Britain’s champion, garbed him in a Having learned of the X-Men’s apparent

DRAGON 71 MARVEL

deaths (see Roma’s entry for details), these carry on its tradition of battling evil. champion, Captain Marshall, the Queen five heroes decided to join forces in an Recently, when was acciden- rewarded Cap for a service he and Excali- attempt to battle evil and live up to the tally transported by Widget (a new “mem- bur had performed by bestowing upon heroic legend of the X-Men. They took the ber” of the team) across dimensions, Cap him Marshall’s costume. This is the cos- group name “Excalibur” from was without his costume. In an alternate tume he currently wears. Pendragon’s famous sword, hoping to England that had recently lost its own ROMA™ Guardian of the Multiverse

F GD (10) Health: 80 A EX (20) S GD (10) Karma: 155 E IN (40) R RM (30) Resources: UN (100) I AM (50) P MN (75) Popularity: 5

POWERS: The full extent of Roma’s powers is not known at this time. The following are abilities she has demon- strated in the past; individual Judges must flesh out Roma’s powers. As a cosmic being, she should be a mystery to any heroes who meet her. Keep in mind that Roma must be very powerful to fulfill her role as Guardian of the Multiverse, and should therefore have access to most spells and magical devices in any of a number of dimensions. Roma’s magical powers are given in a form compatible with the MHAC9 Realms of Magic supplement. If you do not use this supplement in your campaign, treat each spell simply as a mystical Power operating at same rank as the spell.

Mastery Level: Master of the Order School of Magic

Personal Astral Projection: Monstrous (75). Foretelling: Monstrous (75). Mental Barrier: Amazing (50). Shield—individual: Amazing (50). Any other personal spells Roma may possess should be ranked from Incredible to Monstrous.

Universal Invisibility to Mechanisms: Monstrous (75). This spell allows the recipient to become totally undetectable by any me- chanical means. Cameras would not regis- ter an image, tape recorders would not record the voice of the recipient, etc. Restore Life: Unearthly (100). Roma can use this spell to restore the vital forces of life to one or more recently deceased beings. Roma has resurrected up to nine people at once. Teleportation: Unearthly (100). Any other Universal spells Roma may possess should be ranked from Incredible to Monstrous.

72 MARCH 1990 MARVEL

Dimensional sion. To maintain the illusion, Roma cast a your comments and requests to: Dimensional Aperture: Unearthly (100). spell on her rescuers, rendering them com- The Marvel-Phile Shape-Shifting —Unlimited: Amazing pletely invisible to all mechanical sensors. c/o DRAGON Magazine (50). She also lent them the use of the Siege Peril- P.O. Box 111 Group Spell-Scrying: Monstrous (50). ous, a mysterious mystical gateway. Lake Geneva WI 53147 Group Spell-Sensing: Incredible (40). U.S.A. Any other Dimensional spells Roma may Well, that’s it for this month. I’d like to Marvel, Marvel Super Heroes, and all Marvel possess should be ranked from Incredible know what you think of “The Marvel- characters, names, and likenesses are trade- to Monstrous. Phile” in general and this column in partic- marks of Marvel Entertainment Group, Inc. ular. I’d also like to know who (or what) Copyright 1990 Marvel Entertainment Group, EQUIPMENT else you’d like to see in these pages. Send Inc. All Rights Reserved. Siege Perilous: This device was in Roma’s possession until recently, when she “loaned” it to the X-Men. Whether it’s a unique device or whether Roma has access to others like it is unknown at this time. This device was apparently destroyed by Donald Pierce, the leader of the evil cy- borg group known as the Reavers. The Siege Perilous, a large red gem in a gold frame, is a mystical gateway that somehow “transforms” anyone who passes though it. The result of the transformation is determined by the life and deeds of the one passing through. Little else about this device is known at this time.

HISTORY: Roma is the daughter of Mer- lin and lived together with him in Other- world, their home dimension and that of Captain Britain’s father. It has not been resolved at this time whether Merlin is the same sorcerer who aided the original Black Knight in King Arthur’s legendary Camelot. Merlin and Roma (in her guise as God- dess of the Northern Skies) played a piv- otal role in the life of Brian Braddock. They acted as Cap’s patrons and advisors in addition to their other duties, such as watching over a number of other uni- verses and each world’s own version of Cap (such as Captain U.K.). Years later, Merlin was killed when his mystical might had been depleted after a fierce magical battle, and Roma succeeded him as Guardian of the Multiverse. She guided Captain U.K. (who had migrated to Marvel Earth) to an alternate Earth that was in need of a champion, and reunited Captain U.K. with her husband, whom Roma had saved from death on their na- tive Earth. More recently, Roma was made a pris- oner in her own Starlight Citadel by the being known as the Adversary. Roma succeeded in contacting Colossus of the X-Men, and the X-Men, plus the inventor/ sorcerer called Forge and then-ally Made- lyne Pryor, eventually defeated the Adversary—though it cost the X-Men, Pryor, and Forge their lives. Free once more, Roma returned her res- cuers to life, a fact unknown to the world that had witnessed their sacrifice on televi-

DRAGON 73 Forum the hard way. Also, the defender pretty much Continued from page 8 knows all the methods of attack, whereas the attacker is not so lucky. Special spells can be sooner or later, we’re going to have the same placed on structures, much as a mage creates problems with the 2nd Edition dragons that magical items. The castle’s owner can spend we’re having with the 1st (but it’ll be a while). years doing whatever he likes, whether it be When that time comes, if the DM can’t handle it, researching special magical effects or just dig- then he shouldn’t be running a game. ging more extensive dungeons. Inversely, any- On another topic, I’ve just finished reading the thing an attacker uses for assault must be “Forum” letter in issue #151 submitted by an portable and is thus predictable. The defender unknown author. Those of us who like castles is also better off financially. His defenses can be are no different from those who like magic, paid for over years and years, whereas the weapons, ships, cars, planes, or whatever. We attacker must finance his operation on the spot. don’t really like them because they make sense; I imagine that one would have to pay a pretty we like them because they’re neat! To me, it’s penny for the casting of an conjure not an issue of whether or not a castle can be earthquake, or spell. effective, but more a matter of how I can elemental, disintegrate make As one can imagine, it might be a lot of fun it effective. thinking up and designing castles, then making Now I hate to sound like one of these people one’s players attempt to assault them. One could who will fanatically defend a concept to the also possibly find from all this that there could exclusion of all reason, but our unknown author be an adventure or two to be had. seems to have overlooked a few simple ideas. R. J. Wenzel First of all, adventurers are supposed to be Lancaster CA uncommon. Similarly, an army flying around on pegasi or should be equally, if not more, What do AD&D game players enjoy out of a uncommon. The walls of a castle are supposed game? In my limited experience as a DM, I’ve to keep the riff-raff out (“riff-raff” meaning found that most players soon grow tired of gold, marauding tribes, orcs, , and on rare magical items, and easy battles. The PCs must occasions, ogres and opposing human armies). come in contact with danger. When the players In this respect, a castle is more than effective. In feel that they have genuinely defeated the odds fact, in a fantasy setting, a castle is even more (and not by DM intervention), that is when they practical than in reality, because humanoids are really start to enjoy themselves. commonly the only attackers and are the easiest In my game, I disallow resurrection. If a to keep out because of their disorganization and character is every time he dies, there low intelligence. raised remains no challenge in the game and most However, Mr. Unknown’s campaign seems to players quickly lose interest. The limitation on have more than the average number of gate- the number of times you can be rarely crashing adventurers and monsters. But if we raised enters the game (has anyone’s character ever shift gears a little bit, most (if not all) of the died more times than the number of constitu- attack modes mentioned in his letter can be tion points the character had?) eliminated. To avoid these problems, an adventure must First of all, if it’s cheap and easy to destroy a be difficult, challenging a character’s intelli- castle, it is equally as cheap and easy to build gence, strength, and luck. But the character’s one. In a fantasy setting one need not spend five luck is bound to run out sooner or later, and the years digging foundations and moats when the PC’s player will become frustrated with the work can be done by the aforementioned ex- game. In all my playing (both as a player and as perts (dwarves, orcs, etc.) in no time at all—not DM), I have yet to see the balance struck. to mention using or move earth, dig, conjure Do other groups suffer from these problems? elemental spells. Given the easier job of digging, What are your views about resurrection? How more elaborate foundations can be designed often if ever do characters die “permanently” in which can prevent tunneling—say, underground your game? Some feedback on these topics waterways or superdeep moats. would be appreciated. As for etc., a knock, passwall, phase door, Ahmed G. Amin simple look at the spells will solve this problem. Cairo, Egypt For the price of a simple dead-weight bar and some thin metal sheeting, one can cancel all I am writing in regard to Dan Humphries’ three of the above spells. I’m going to assume letter in issue #152. As a DM of seven years, I that the outer wall can be flown over, so I’ll roof find that players should be allowed to have evil off the exposed areas and segment the arrow PCs if they want. In fact, I am for abolishing the niches so that fireballs won’t spread. If I’m alignment system altogether because it limits really serious, I’ll buy some magical effects to characters too much, The players should just help support the structure, use illusions, charm describe their characters’ personalities. If they my own creatures, and maybe research some say their PCs are brave, daring, and follow the special magical defenses that nobody could law, then have their PCs kill other characters— possibly know about until it’s too late. Of don’t stop the game. You should kill those PCs course, I’m going to hire a mage to do some of by giving each monster fighting them 10 more my own summoning and spell-casting, and a hit points or something like that. Of course, a thief to advise me in the area of his expertise. In character who plays a paladin cannot say his PC fact, as long as we’re going to get nasty and is selfish and greedy. start a fantasy war, I imagine that your troops One of my most successful adventures was are going to pay all kinds of standing meant to turn people away from being greedy— around on an open plain waiting for your spell- the main cause of cheap characters. The adven- casters to sneak up on the gates. Cover can be a ture ended with one of the PCs killing the other wonderful thing! over a pair of high-hard (instead of high-soft) Obviously the point here is not that there are boots. Both players had fun. defenses. The points are that there are just as About people saying that the AD&D game is many defenses as there are attacks, and that the an evil thing to play and makes people evil: I defender has a much greater advantage. The haven’t heard much about this lately. If AD&D attacker has absolutely no idea what defensive games make people Satanists, and if someone maneuvers are being used, and he must find out can get hard facts to prove it, then good for

74 MARCH 1990 them. I believe everyone is entitled to his visual medium helps game play. opinion. This is the anime (or Japanimation or Japa- While I am writing this, I would like to say nese animation) room, where a number of films some things about the druid class and some and series are being subtitled in English by fan changes I propose. If you keep it the way it is, groups here in the States. Not all are translated, the name should be changed from “the Hiero- but there is usually a translator in the room to phant Druid” to “The Hypocrite Druid.” One explain the more difficult sequences. Here are a major change is that druids should not be al- few anime movies that are likely to be shown at lowed to wear armor. This is because all armor conventions, with notes on useful, game-related has metal (which ruins druids’ spells) or leather. material they contain: Leather is made from cow hide. Druids would Totoro of the Neighborhood: This one has not want to kill a cow just to get armor! Small three kinds of non-undead ghosts and a druid wooden shields should not be allowed, either. ceremony. Instead, I believe that at the 3rd level, the cere- Lupin III: Some of the nastiest traps, hidden mony spell should be extended to include hal- clues, and bizarre treasures that an adventurer lowed tree, which allows the druid (or an could find are found in this one. armorer, if the druid does not have that non- Urusei Yatsura: This one contains particularly weapon proficiency) to make a small wooden nasty curses, bizarre supernatural creatures, a shield that will allow the druid’s shield to block few magical items, and the sorts of problems five attacks instead of one (with a - 1 to armor that result when a genielike creature tries to be class as usual). helpful (but whose competence is not all that Larry Lidz she thinks it is). Plotlines can be found herein Bala Cynwyd PA for R. Talsorian’s TEENAGERS FROM OUTER SPACE™ game. I am writing in regard to Alex Martin’s letter City Hunter: Though the plotlines are more in in issue #152. I found the letter to be very near the line of a TOP SECRET/S.I.™ campaign, some to my own beliefs about the AD&D game. In are adaptable to AD&D game settings. this age of drugs and violence, parents are Supernatural Beast City: This movie is usually justified in worrying about their kids’ hobbies shown after midnight, as it is not family fare. and interests. I believe most parents would Look for bizarre monsters and spells. accept D&D, as mine did, if only their children Dragonball: With four movies and two TV were better at explaining the concept of role- series, this has quite a few usable plotlines. The playing games. Many times children will drop magic spheres in the title are a natural for a the subject of D&D around their parents. This long-term plotline in AD&D games, as are a gives parents the impression that their children number of the spells, magical items, martial-arts have something to hide. No parent I have ever techniques, and NPCs. met disapproved of D&D after they fully under- Saeya: This one contains hundreds of stood what was involved in playing the game. new spells, magical items, and NPCs, with advice For this reason, I would strongly advocate an on “How to Kill Waldorf.” The series involves effort on TSR’s part to publish a pamphlet on such things as the Greek gods and the Ring of role-playing games—a pamphlet not just for the Nibelung, things with which many AD&D parents, but for anyone not familiar with role- game players are familiar. playing. I believe this would go a long way in Dagger of Kamui: A few subtitled versions are giving the game a more positive image. out now, because a “kidsvid” professional trans- In Michael J. Natale’s letter he referred to a lation altered the plotline beyond recognition. person who told him that the D&D game was an Look for hints on the campaign use of ninja and evil game. He later remarked that this person magical weapons. obviously didn’t know beans about the game. I Yoma: This deals with the earth spider, ninja, think for the most part that the people who magical weapons, and “spawn of the earth favor the outlawing of AD&D games don’t have spider.” The plotline is suitable for AD&D Orien- a clear idea of what the game is all about. tal Adventures campaigns as is. One issue that is being discussed rather heav- Ranma ½: Some really creative curses that ily is the effect evil characters have on the D&D could force role-playing can be found. Since this game’s image. I agree that getting together with is a parody of martial-arts movies in series form, friends only to talk about torture is a little some bizarre martial-arts styles and weapons twisted, but the line must be drawn some- result. where. A positive image is important, but so is Dragon Century 1 and 2: A new kind of free will. If people want to play evil characters, dragon is introduced with good supporting lore. let them. Ignorant people will hate the game no Really nasty demonic-style monsters ar also matter what. In the United States, at least, I included. Where can I get a miniature of don’t think we have a lot to worry about. I don’t Carmine? see AD&D games getting banned anytime soon. Miroku: This contains new spells oriented If the issue ever did come up, gamers as a whole toward the Oriental Adventures approach, a would assuredly make plenty of noise. I have really nice , and an adventure never met a sheepish gamer. Even the players suitable for the new AD&D SPELLJAMMERTM set who play pacifist priests have a strong sense of of rules. personal freedom. I won’t even mention the Mellowlink, Dougram, Orguss, Macross, ones that play paladins. Mobile Suit Gundam, War In The Pocket, Dan- Wesley Crowell gaioh, Patlabor Heavy Metal L-Gaim, Aura Decatur AL Battler Dunbine, Dragon’s Heaven: All of these movies or series have giant designs usable with FASA’s BATTLETECH® games; in fact, many Most campaigns that I have seen fall into the have suspicious similarities to BATTLETECH eclectic category, pulling in ideas from a num- game ‘Mechs. ber of sources. With appropriate changes and Demon Wind Kejiro: Would you believe magi- the mixing of ideas from various sources, this is cal swords made of wood? New spells, mainly perfectly reasonable. A source of ideas available nature-oriented, are also featured. at SF conventions (at the coasts at least) has Heinlein’s Starship Troopers, E. E. Doc Smith’s largely been neglected, which is a pity since a Lensman: Both give some interesting ship and

DRAGON 75 gadget designs, some of which could easily be “Simple.” Whenever I read an article in “Fo- placed in GDW’s TRAVELLER® or TSR’s STAR rum,” this is the word that I hear when readers FRONTIERS® setting. describe the original DUNGEONS & DRAGONS® Dirty Pair: The troubleshooters could be game. To begin with, I was reading issue #151 placed in any setting with appropriate changes, and noticed that the comments before mine though the essence of both Kei and Yuri should (specifically written by Joseph D’Amico) had also remain unchanged. been written in response to Ivy K. Reynolds’ Yotoden (trans. “Legend of Magic Sword”): The opinions on the D&D game in issue #144. I read entire series of three videos can be used as a set his letter with interest and I thought that it had of adventures for AD&D Oriental Adventures been clearly written with his points well games without changes, or with only minor explained—until the last paragraph, when I saw changes as a “mainline” AD&D game. The saga the words “less-serious role-players,” “a simpler has a number of magical weapons, gruesome game,” and “easier victories,” all of which re- monsters, interesting NPCs, and spells. Some of ferred to the D&D game. Some letter-writers the spells used in the videos correspond to imply that the AD&D game is not realistic. existing AD&D game spells, such as Ryoan’s use Given that the D&D and AD&D games are of a dispel evil spell in the first installment. based on dragons, magic, and high-level war- Gregg Sharp riors who can survive the onslaught of 50 orcs, I Buckeye AZ am curious as to what these writers would consider “realistic.” While watching David Copperfield (the magi- As for the implication that D&D game players cian) a couple of weeks ago, I decided that are less serious, I believe that you would need a magical tricks might come in handy in the serious disposition to play characters up to 36th AD&D game. Here is a nonweapon proficiency level. Then there’s the claim that the D&D that would go under the rogue class in the system has “easier victories.” To prove that this AD&D 2nd Edition game: sleight of hand (1 slot, is not true, let’s compare the magic-user class in dexterity check required, + 0 modifier). A thief either system. I am sure that Joseph D’Amico is or other character could use this to do tricks to aware that the D&D system has fewer spells entertain, distract, etc. The type of tricks used than the AD&D game (consequently forcing depend mainly on the DM and the time period D&D game magic-users to be much more inno- of the campaign. Like the juggling proficiency, vative than their AD&D game counterparts), no proficiency check is needed when doing does not offer magic-users the choice to special- tricks normally, but a check is needed when ize in schools of magic (as per AD&D 2nd Edi- trying a “spectacular” trick. tion game mages), and only has one choice of After doing some research, I came up with weapon for magic-users. some guidelines for using this skill, based on However, the words that bothered me the different time periods in history. Early magi- most were “a simplier game.” With due respect cians had very few tricks, no matter where in to the knowledge of these people, I must ques- the world they were. The primary trick was tion their experience with the D&D game. To called “cups and balls” (also called the “shell quote from the D&D Immortals Set DM’s Guide game”). This trick used three cups (or nut shells) to Immortals, page 13: and some balls or rocks. During the trick, a ball “By similar logic, the boundary of a trispace would appear to jump from cup to cup, then may appear as a three-dimensional solid (if it multiply to three balls. Other tricks included contains dimensions 2 through 4, or 3 through cutting a string and restoring it whole, and the 5) or as a two-dimensional flat surface (contain- apparent thrusting of knives into the body. ing dimensions 1, 2, and 3, the first being un- Medieval magicians used these old tricks plus seen). A dispace may similarly appear two- or a couple of others. Because they traveled more one-dimensional, and the boundary of a monos- than the early magicians, medieval magicians pace (always one-dimensional) can only be seen had to pack light and carry less equipment. if its dimension is one that can be observed Many of their tricks were done with items from the .” borrowed from the audience and with small The preceding paragraph may seem confusing fowl (pigeons and doves). With the coming of (maybe it is not to some). However, it is defin- printed playing cards, an infinite number of itely not “simple,” as some writers believe the tricks could be done. D&D game to be. After this time period, magicians developed I did not write this to prove that either game the more elaborate stage tricks used today. is superior in one way or the other. I am aware Bob Keefover that my last comments in issue #151 said that Omaha NE the D&D game’s weapon-mastery system is superior to that of the AD&D game’s weapon In issue #151, Mr. Henits made some very specialization, and I still believe that. Regardless, derogatory statements about the AD&D game. I the AD&D system has many bonuses, including have been playing this game since 1985, and extended character classes, clearer priestly before that I played D&D games for one year. I descriptions, etc. I think that both games repre- was 10 at the time, and even then I found it sent two generations (and styles) of role-playing. unchallenging and weak. You could compare the AD&D game to a brand- In the AD&D game, you can be a member of new sports car, and the D&D game to an older six races and nine character classes, and this is car in mint condition. In either case, the systems without materials in DRAGON Magazine, a are both very good. In this letter, you will notice campaign setting (e.g., the DRAGONLANCE® that I do not discredit the AD&D system, but saga), and anything the DM can devise. merely refute the arguments of those people In the D&D game, you can be one of seven who believe that the D&D system is not worthy character classes (if I’m not mistaken). No com- to be played by veteran and novice gamers parison to the AD&D game. alike. And I am neither a “bedwetter” nor a “wee- Robert Morrison nie,” as Mr. Henits so eloquently put it. You Calgary, Alberta know what they say—Those who can, do; those who can’t, play the D&D game. This is in response to J. Stephan’s and Dan Slivinski Jeff Cliber’s criticism of my article “The Cor- St. Thomas, Ontario rected Cavalier,” in their “Forum” letters (issue

76 MARCH 1990 #152). I’d like to explain some of the reasons cavalier takes knightly weapons (lance, sword, behind my suggestions. horseman’s weapon) and to simplify the Dropping the 0-level cavaliers: It’s true that mounted bonus. Actually, on thinking further squires are not turned into knights overnight. on the subject, I’d now recommend removing But this is true of all PCs. All are assumed to the weapons of choice bonuses completely. This have gone through “basic training.” The cavalier would allow the fighter, who can specialize, to should not be treated differently, since it only stay equal in power to the cavalier, who would creates a very weak fighter. be limited to nonspecialized attacks. Dropping the +3 hp bonus and ability to stay Armor: Daniel argues that the cavalier must conscious at negative hit points: I’m still not absolutely always wear the heaviest armor convinced that the cavalier should have any available, out of pride. Okay, send that man in ability to take more damage than any other plate armor to the desert. Following the WSG fighter. Both Daniel and Jeff argue that the rules, after one or two fights, the cavalier will cavalier is the most physically fit person in the be down with heat stroke. Better yet, send him world. I disagree. In terms of physical fitness to a humid jungle, where his gear will rust and clinging to life, the should be away. If the cavalier isn’t allowed a little flexibil- above all fantasy classes. The rigorous life of a ity, the DM cannot run adventures for cavaliers medieval knight was nothing compared to the in warm areas. harsh life of a Mongol, and the Mongols proved Service: I don’t agree that all PC cavaliers it by slaughtering the Teutonic knights at must be in service to a liege. This limits the PC’s Liegnitz. Viking berserkers and Apache war- background and freedom of action, and thus riors outdid the knight in stoically facing pain. limits role-playing. If the player and DM agree, The cavalier’s combat skills should be slightly the PC can be a knight of the realm, but he different from, but not superior to, the other should have the option of being a free-willed fighter classes. adventurer, a knight errant free to do heroic Dropping the protection from fear radius: acts or dastardly deeds, as alignment dictates. Daniel argues that the cavalier’s fearlessness in Recklessness and retreating: Being highborn battle will inspire his comrades, rendering them and militaristic, cavaliers are often the leaders immune to fear. If this is true, why is this power of armies. As such, they must not be required to limited to those of only good alignment and charge headlong at every enemy. They also within 10’ instead of all within sight of the must be allowed to retreat if necessary to save cavalier? And why is this power limited to their troops from being slaughtered. There are cavaliers? The other fighters can be fearless and many historical examples to justify this. When reckless, too, but they don’t inspire others. In adventuring on their own, however, cavaliers any case, this dubious morale trick would have can be required to be more reckless. no bearing in cases of magical fear, which Race: I concede that drow could be cavaliers, attacks all characters directly. As noted in my if raised aboveground. A drow would still have article, I have no objection to the cavalier him- problems with sunlight and prejudice. self being immune to fear. It is an ability of Followers: This change was done to prevent limited usefulness, like ’s immunity to the cavalier from being saddled with followers disease. Thus Jeff’s example of a cavalier fleeing at low level. Without a castle, the cavalier has from a would not happen, even if using no place to house his troops and has no real my revised cavalier. need of them. The table was drawn up to sim- Dropping the 90% resistance to mind attacks plify the process. and the +2 save vs. illusions: Both Daniel and Increasing ability scores: I recommend drop- Jeff argue strongly to keep these abilities in the ping this ability because it isn’t justified. Any class. I’m not convinced by their arguments, other fighter could claim to be training contin- since those arguments are based solely on ually to raise his scores. For all other classes, combat training. This isn’t enough to grant raising ability scores comes rarely and never these kind of powers. A barbarian would know cheaply; allowing the cavalier to do so destroys more about how things react when hit with a this whole concept. weapon since he is likely a skilled hunter, but he Paladins: As was done in the AD&D 2nd gains no bonuses for it. I’ve had experience in Edition game, the cavalier’s powers should be running cavaliers, both as a player and as a DM, kept separate from the paladin’s. Requiring the since the class first appeared in DRAGON Maga- paladin to be a cavalier limits the paladin’s zine and after the Unearthed Arcana revision. I background; he cannot rise from the poor, found that these bonuses unbalance the cavalier downtrodden peasants as a champion. Also, the more than any other single ability. combination of powers is too strong for one PC. Class type: It is ridiculous to call the cavalier Most of all, my revision of the cavalier was anything but a fighter. They both use the same done to keep the class’s power equal to the combat tables, saving throws, hit dice, strength others; players resent it when one of them has a bonuses, constitution bonuses, and magical superpowerful dominant PC. The ideal party is items. Their skills are all combat related. Cava- made up of PCs with strengths and weaknesses, liers are closer to the original fighter than the so each is dependent on the others. The cavalier ranger or paladin, who have several noncombat has too many strengths and damn few weak- skills. Jeff objects to the word “subclass,” imply- nesses. It has been argued that my revision ing it means “lesser.” Okay, call them “fighter makes the class “less fun.” Looking at those variants” or something similar. Why dither over arguments, I find many of them thin and semantics? stretching logic to justify the cavalier’s inflated Starting money: I recommend this change, power. “Less fun” here really seems to mean since one lucky roll would give a 1st-level cava- “less powerful.” Sure, it’s great fun for the lier full plate armor, a heavy war horse, and player whose 1st-level cavalier has full plate weapons, with a minimum of 130 gp. It is ridicu- armor, 17 hp, a heavy war horse, 180 gp, immu- lous for a starting character to have so much, nity to fear, and near-immunity to mind attacks not to mention unbalancing. and illusions. It’s not much fun for the other Proficiencies: I recommend that the Wilder- players whose PCs are trudging along behind ness Survival Guide’s land-based riding profi- the cavalier, with poor armor and a handful of ciency replace the Unearthed Arcana‘s cavalier gold, wishing they had more to do. skills, since it is more detailed. The changes to David Howery the weapons rules were to make sure that the Dillon MT

DRAGON 77 NEW PRODUCTS FOR NEW PRODUCTS FOR Watch out—the bad guys are ganging up on the good guys! The heroes of the MARVEL FEBRUARY MARCH UNIVERSETM must battle street gangs and super villains in New York City, while trying to solve a LNA1 Thieves of ™ Adventures mystery at the same time. This is the first mod- AD&D® 2nd Edition module AD&D® hardcover rulebook ule in the Gang Wars trilogy. by Nigel Findley by Suggested Retail Price: $8.95/£5.50 This is the first adventure release since TSR’s This is it—the first FORGOTTEN REALMS™ Product No.: 6892 classic bestseller, Ruins of Lankhmar, to feature hardcover! This must-buy for all Realms gamers Fritz Leiber’s popular characters, Fafhrd and provides new detail and new information on the Best of DRAGON® Magazine Games the Gray Mouser. If you are a fan of the greatest heartlands of the Realms. Within its covers by Lots O’People heroic duo in all the pages of fantasy, this mod- you’ll find more on the secret societies, more You saw them first here in DRAGON® ule is a must-buy for you! spells, more magic, and more firearms rules. Magazine—and now six of the most popular Suggested Retail Price: $9.95/£6.50 Don’t miss this one! games ever published in these pages are to- Product No.: 9276 Suggested Retail Price: $20.00/£11.95 gether in this boxed set. Each game has been Product No.: 2106 revised and upgraded, featuring full-color game DLA1 Dragon Dawn boards and die-cut counters and cards. You’ll AD&D® DRAGONLANCE® game module DMGR1 The Campaign Sourcebook and love this package of the best of the best! by Deb Christian Catacomb Guide Suggested Retail Price: $18.00/£12.95 This, the first module in the new Taladas AD&D® reference supplement + VAT Trilogy of DRAGONLANCE® adventure modules, by Paul Jaquays and William W. Product No.: 1051 takes you adventuring on the “other” side of Connors Krynn to the continent of Taladas. This is the The first in a new series of reference supple- Ironhelm first module to take characters to Taladas, ments to the AD&D® 2nd Edition Dungeon The Maztica Trilogy, Book One introduced in the first-ever DRAGONLANCE® Master’s Guide, this supplement offers a wealth by game boxed set, . of information on world design, campaign Set in a far-off, exotic corner of the Forgotten Suggested Retail Price: $8.95/£5.95 layouts, mapmaking, and NPC characterization. Realms, this book parallels the historic voyage Product No.: 9275 Also included are six generic dungeon maps for of Cortez and his conquest of the Aztecs—but those times when you need one in a hurry. now there’s magic thrown in! PC3 The Sea People Suggested Retail Price: $15.00/£9.95 Suggested Retail Price: $4.95 D&D® CREATURE CRUCIBLE™ Product No.: 2112 Product No.: 8475 accessory #3 by Jim Bambra SJR1 Lost Ships Warsprite Have you ever thought about being a AD&D® ™ game TSR™ Books or a sea elf, swimming through quiet expanses accessory by Jefferson Swycaffer of the sea, mingling with and the by In this science-fiction thriller, two from beautiful coral reef fish? The Sea People gives Lost Ships, the first accessory for the SPELL- the future crash to Earth in the hills of Wyo- D&D® game players all the rules and informa- JAMMERTM game setting is full of adventures ming. One is a vicious killer, and the other is tion they need to role-play several types of sea- built around lost ships. These derelicts contain unarmed but has the ability to reason. Her dwelling folk in Undersea. This accessory is also many nasty surprises-hibernating warriors, mission is to stop her robotic brother, in a final easily adaptable to all AD&D® games. undead spell-casters, and previously unknown confrontation in a radioactive chamber below Suggested Retail Price: $9.95/£6.50 monsters. In all cases, they are challenges to the Nevada desert! Product No.: 9277 even the hardiest spacefaring souls. Suggested Retail Price: $3.95 Suggested Retail Price: $9.95/£6.50 Product No.: 8212 , The Plainsman Product No.: 9280 DRAGONLANCE® Saga Preludes II Tril- DRAGONLANCE® Saga Graphic Novel #4 ogy, Book One Otherlands TSR graphic novel by Paul B. Thompson and Tonya R. AD&D® DRAGONLANCE® game by Carter accessory This graphic novel recounts the events of the This book is the first in a new trilogy that by first section of DRAGONLANCE® Chronicles, features three more beloved DRAGONLANCE® This accessory connects the Krynn continents Volume Two, Dragons of Winter Night. In it, the Saga characters before their fated reunion in of Ansalon and Taladas (the latter described in heroes learn the secret of the dragonlance, the the Chronicles Trilogy. Riverwind is going to the boxed set, Time of the Dragon). Strange final resting place of Huma is found, and the find the Blue Crystal Staff, but death and insan- lands and stranger peoples inhabit the world of silver dragon, Silvara, walks among men and ity stalk his path. Krynn; find out how they interact with heroes alike—in the form of a woman! Suggested Retail Price: $4.95 Otherlands. Suggested Retail Price: $8.95/£5.95 Product No.: 8331 Suggested Retail Price: $9.95/£6.50 Product No.: 8434 Product No.: 9278 BUCK ROGERS™ Graphic Novel by Flint Dille WGA1 Falcon’s Revenge Unless otherwise noted: The worlds first space hero rockets into the AD&D® GREYHAWK® module ® and ™ denote trademarks owned by TSR, Inc. 1990s— and into the 25th century—with a high- by Anne and Richard Brown ©1990 TSR, Inc. All Rights Reserved. energy graphic novel that includes two varieties In this, the first module of a new trilogy, the BUCK ROGERS is a trademark used under license from The of gaming material as well. does PCs get a taste of life in the fabled city of Dille Family Trust. ©1990 The Dike Family Trust. All Rights the cover; Paul Smith and Frank Cirocco supply Greyhawk—but someone is brewing trouble! Reserved. the interior art; Flint Dille, , and Vic Suggested Retail Price: $8.95/£5.95 Sutherland write the script; and the experts at Product No.: 9279 MARVEL SUPER HEROES is a trademark of the Marvel TSR create the free-standing games that can be Entertainment Group, Inc. All Marvel characters, names, and the distinctive likenesses thereof are trademarks of the played instantly—all in a single package! MLA1 After Midnight Marvel Entertainment Group, Inc. Suggested Retail Price: $7.95/£7.95 MARVEL SUPER HEROES™ module ©1990 Marvel Entertainment Group, Inc. All Rights Reserved. Product No.: 3552 by Anthony Herring

78 MARCH 1990 STAR WARS®: The Roleplaying Game continues! ©1990 by Jim Bambra

In DRAGON® issue #131, I enthusiasti- quiet on the RPG front. Since those heady issue #151); and the BATTLE FOR ENDOR cally reviewed STAR WARS®: the Roleplay- days of 1987, the RPG has received exten- game, a solo game dealing with the attack ing Game, from West End Games. STAR sive support from West End Games. on the Imperial bunker on the forest WARS: The RPG (herein simply called the A wide range of miniatures is available, moon of Endor. All three games boast RPG) provides fast-paced heroic adventure covering the major characters from the neat, fast-playing mechanics combined in the spirit of the Star Wars movies with- movies, player-character types, and hordes with excellent graphics and components. out becoming bogged down in time- of Stormtroopers and other Imperial lack- Slightly different, in that they use illus- consuming and complicated mechanics. eys. Also available are three high-quality trated books to represent the action, are The RPG, to its credit, won a 1987 board games: the STAR WARRIORS game the LIGHTSABER DUELLING PACK game ORIGINS™ Award for best role-playing of ship-to-ship combat (see DRAGON issue (see DRAGON issue #151) and the STAR- rules and the 1987 Gamers’ Choice Award #136); the ASSAULT ON HOTH game, FIGHTER BATTLE BOOK game. In these for best role-playing game. And true to the which recreates the epic battle featured in games, each of two players flicks through Star Wars tradition, it has been far from The Empire Strikes Back (see DRAGON an illustrated book that depicts the action

DRAGON 79 as though the player was actually there. and creatures in action, and provide color- areas and similar aspects of space combat The LIGHTSABER DUELLING PACK game ful insights into the STAR WARS universe. by more rigidly defining the combat se- pits Luke Skywalker against Darth Vader; This sourcebook is an invaluable reference quences and by making the resolution of the STARFIGHTER BATTLE BOOK game guide for every GM of the RPG, who tasks more flexible. New options are also has a Rebel X-wing Starfighter against an should not be without it. added that allow characters to combine Imperial TIE Interceptor. These two games their skills to increase their individual play well and have the added advantage Rules Upgrade effectiveness. In terms of combat, charac- that their compact format allows them to Design: Greg Gordon and Bill Slavicsek ters become easier to hit, and Storm- be played almost anywhere. trooper fire becomes far more effective. A But the RPG has also been treated to The four-page Rules Upgrade is not squad of Stormtroopers working in unison more mainstream support, and a wide available as a separate product; instead, it can now be reasonably expected to hit range of adventures and supplements is appears as an insert in all but the most Rebel characters. available. These add to the core rules and recent STAR WARS adventures. It set out All in all, the Rules Upgrade was a suc- provide detailed background and adven- to redress and redefine some of the game’s cess, putting more zap into the RPG and ture situations that greatly increases the rules in order to make them more playable going some way to solve the problem of RPG’s prestige. and to deal with problems encountered by Stormtrooper accuracy. various groups of players. In places, the STAR WARS® Sourcebook original game was perceived as being too STAR WARS® Rules Companion 144-page hardbound book; $18 generous in its handling of heroic actions. 80-page perfect-bound book; $15 Design: Bill Slavicsek and Curtis Smith Player characters could take on hordes of Design: Greg Gordon Development and editing: Jeffery L. Briggs Stormtroopers and cheerfully blast them Development: Michael Stern and Bill and Paul Murphy without too much fear of being hit in Slavicsek Additional development: Peter Corless, return. To top it off, Stormtroopers’ Editing: Bill Slavicsek Greg Costikyan, and Doug Kaufman blaster skills were rated too low, making Obi Wan Kenobi’s comment that “Only The Rules Upgrade has now been super- This, the first supplement for the RPG, Imperial Stormtroopers are this accurate” seded by the STAR WARS Rules Compan- provides information and game statistics sound very misplaced. No doubt the es- ion. This book builds on many of the on the major characters from the movies, cape from the Death Star sequence in the previous rules alterations and covers areas information on all kinds of hardware from first Star Wars movie had a lot to do with of the game that were only hinted at previ- lightsabers to combat starships, back- this, but it is worth bearing in mind that ously. Unfortunately, the designer and ground on droids and aliens, and descrip- Skywalker, Solo, and company were meant developers expect players and GMs to tions of Imperial and Rebel outposts. The to escape aboard the bugged Millennium have a working knowledge of the Rules extensive background material is pre- Falcon so that they would lead Imperial Upgrade, which gives this product an sented in a highly readable and entertain- forces to the Rebels’ secret base. incomplete feel. For example, the Haste ing format. Short vignettes portray people The Rules Upgrade addresses these action is defined only in the Rules Up-

80 MARCH 1990 grade. I also found some of the new rules spacecraft performance data, and other difficult to grasp—not because they don’t often-needed information in one handy work, but because they are not explained place. As an added bonus, it lets GMs completely. If more effort had been taken fudge and manipulate rules away from the to provide clear examples of the rules in eyes of prying players. action, it would have improved this With its useful tips on campaign design product tremendously. and background, plus its adventure out- Enough of the nit-picking. Here’s what lines and GM screen, the Campaign Pack the Rules Companion contains: new move- fills a worthwhile and valuable niche in ment and combat rules, rules for convert- the STAR WARS range. ing starships between the RPG and the STAR WARRIORS board game, new droid STAR WARS® adventures construction rules, a capital ship combat All adventures for the RPG follow a system, new and revised Force rules, and similar format. Designed to capture the an adventure outline. spirit of the movies, they move along at a Overall, the new rules add to the game cracking pace, with characters being by expanding the options available to PCs caught up in and swept along by events. and GMs. The new Force rules improve They all start off with a scripted piece of upon the original ones and make the Dark dialog for each player that effectively Side more powerful and attractive. Com- dumps the characters into the middle of bat between AT-AT walkers and snow- an action sequence, thereby giving players speeders is now more easily managed. The plenty of motivation to sit up and pay adventure is interesting but needs to be attention to the GM. From then on, plot fleshed out for play. devices keep the action moving, with The Rules Companion redefines the RPG, occasional recourse to credulity-straining but there are areas where more care coincidences and overt GM manipulation. could have been taken to make this redefi- Firefights, space battles, and other fea- nition into a painless operation. On the tures of the movies abound, making for whole it succeeds; just be prepared to rapid action and intense character involve- work out what some of it means. Never- ment. Fast and furious plot developments, theless, no player or GM should overlook with lots of scope for heroic actions, are this product as it turns the RPG into a the order of the day. Players used to more much more rounded and flexible system. thoughtful and investigative styles of role- playing may find STAR WARS adventures STAR WARS Campaign Pack too restraining, but to anyone willing to 32-page booklet, four-panel color GM’s enter into the spirit of the movies, the screen, and large floor plan of the majority of adventures offer fine gaming Rebel ship Long Shot; $12 opportunities and most do involve some Design; Paul Murphy interactive role-playing. Development: Bill Slavicsek In addition, these 40-page adventures Editing: Jonatha Ariadne Caspian score high in the graphics department. They are well laid out, with clear pull-out The Campaign Pack addresses itself to maps and large, full-color inserts depicting the best way of setting up a STAR WARS a variety of locations, from Star De- campaign. It points out the benefits to be stroyers to the infamous Mos Eisley can- gained from long-term campaign play and tina. Each of the adventures that follows is provides GMs with solid and useful advice. $10, except for the Galaxy Guides, which It then goes on to provide a campaign are $13 each. setting featuring a group of Rebel agents operating behind Imperial lines. Their Tatooine Manhunt mission is to disrupt Imperial shipping, Design: Bill Slavicsek and Daniel garrisons, and space stations; they must Greenberg also rob Imperial stores and cause as much mayhem as possible to the Imperial Tatooine Manhunt is, to my mind, the war effort. In addition, the characters best of the STAR WARS adventures. It hope to divert Imperial forces from the blends locations from the movies with front lines of the war against the Rebel interesting NPCs and a well-developed Alliance by becoming an embarrassing plot. The PCs travel to Tatooine to find thorn in the Empire’s side. The campaign’s Adar Tallon, a hero of the Old Republic. basis is sound, and the major NPCs are But time is against them as scores of nicely detailed. Five adventure outlines are bounty hunters have converged on the provided to get GMs started, and one of planet searching for Adar Tallon, the Impe- the outlines is later developed as a ready- rial traitor. The color insert is used to good to-play adventure (and as an example to effect to show an aerial view of the central novice GMS). The Campaign Pack contains part of Mos Eisley on one side and the Mos colorful staging tips and enough Eisley Cantina on the other. The Mos Eis- Stormtroopers to keep even the most ley section gives characters the opportu- gung-ho Rebels happy. nity to engage in detective work and The GM’s screen is a useful device. It interactive role-playing as they search for assemblies summaries of the game rules Adar Tallon. The Tatooine desert sections (usable with the Rules Update and the are nicely done; with star appearances by Rules Companion), character templates, the sand people and banthas.

DRAGON 81 Tatooine Manhunt does an excellent job and fights with Stormtroopers abound in cations turn the adventure into a race of capturing the flavor of the Star Wars this adventure. The action moves swiftly, against time, and this makes a routine movies. It uses many of the scenes from and the NPC interaction works well. escape into something much more involv- Star Wars IV : A New Hope to great effect, Strikeforce: Shantipole is another fine ing and dynamic. and the overall staging and presentation STAR WARS product. The insert depicts a cutaway view of the elements of the adventure are first class. If main areas of the Star Destroyer, and the you only buy one STAR WARS adventure, Starfall copious background information provided make sure that it’s Tatooine Manhunt. Design: Rob Jenkins and Michael Stern in the text makes it easy for the GM to run this adventure even when the Rebels head Strikeforce: Shantipole Fighting hordes of Stormtroopers and off in totally unexpected directions. Much Design: Ken Rolston and Steve Gilbert running a gantlet of Imperial vessels may of this information is reusable, further be a day-to-day reality for many members adding to the usefulness of this adventure. Like Tatooine Manhunt, Strikeforce: of the Rebel Alliance. But sooner or later Starfall can be run as scripted or used as Shantipole has an excellent Star Wars feel something is going to go drastically wrong, part of another adventure; as such, it’s a to it. This time around, the vastness of and the heroes may well be captured and very useful product. Like the two previous space and an asteroid field are given the flung into the detention center of a Star adventures, it does an excellent job of star treatment. Commander Ackbar (later Destroyer. Well, what are they going to do turning scenes from the movies into a to become Admiral Ackbar in Return of now? And what are you (the GM) going to good slice of adventure gaming. the Jedi) is in charge of a secret Rebel do—ask the players to create new charac- space station. The PCs’ task is to journey ters? Will you improvise settings and Battle for the Golden Sun to the asteroid field and deliver a message events as you play through their escape? Design: Doug Kaufman to Commander Ackbar. In true Star Wars Armed with Starfall, you can relax be- tradition, Imperial forces have entered the cause all of the hard work has been done Battle for the Golden Sun was voted the system, and a desperate battle to evacuate for you. best role-playing adventure in the 1988 the base and remove information vital to In Starfall, Rebel prisoners must escape ORIGINS Awards. As such, I approached the Rebel cause commences. As Imperial from a Star Destroyer while ensuring the this adventure with high expectations, Stormtroopers attack and begin to secure safety of the Rebel Alliance’s brilliant naval having been very impressed with previous the base, tension runs high. Space combat architect, Walex Blissel. Additional compli- winners of this award. Unfortunately, Battle for the Golden Sun didn’t quite live up to my expectations. While there is nothing inherently wrong with this adven- ture, it didn’t grab me as much as the adventures previously reviewed. Battle for the Golden Sun contains some nice elements. It’s set on a water world threatened by Imperial forces, and it uses a variation on the Force and Force powers to good effect. In fact, it contains the best use of the Force in any STAR WARS adven- ture, making the Force an integral part of the story instead of just a means for PCs to employ magical powers. The scripting is pretty tight, reducing the options of the PCs, but it moves along nicely and con- tains some well-staged combat sequences. The underwater elements and the fea- tured alien race are handled less success- fully. I would have liked to have seen more information on how to successfully stage underwater settings, as well as a more involved look at the alien race. Overall, Battle for the Golden Sun moves at a rapid pace but at the cost of a more fully realized setting. While by no means a bad adventure, it is not quite up to the standard set by the three previously men- tioned adventures.

Otherspace Design: Bill Slavicsek Otherspace takes the Rebels into a strange dimension lying between Real- space and Hyperspace. Here lies an alter- nate reality inhabited by creatures from beyond time and space. Drawn into this strange dimension, our heroes have to deal with the bizarre events awaiting them before they can return to Realspace. As well as dealing with the immediate prob- lem of survival in a bizarre reality, the heroes of the Rebellion have to piece to-

82 MARCH 1990 gether various pieces of data in order to view on this module, see DRAGON issue New Hope and The Empire Strikes Back. figure out exactly what is going on. There #154, page 63.] Galaxy Guide 1 deals with the first movie. are also a number of intriguing locations The second one shows the worlds of Yavin to be explored and dealt with. The adven- Riders of the Maelstrom (the scene of the climatic battle between ture moves fairly quickly with sufficient Design: Ray Winninger the Death Star and the Rebel Alliance) and events to keep players interested. Set Bespin (the location of Cloud City, featured outside of the mainstream uni- Riders of the Maelstrom involves a re- in and the third Star Wars turn to more standard settings. The Empire Strikes Back), verse, Otherspace makes for an interesting Star Wars comprehensively covers the characters change from previous adventures. It features intrigue and adventure aboard from the second movie. the a luxury liner that plies Kuari Princess, The Galaxy Guides are well written and Scavenger Hunt the starlanes. Space pirates and a threat to do a thorough job of detailing the major the survival of a secret Rebel base add a Design: Brad Freeman and minor characters. The text is neatly touch of high drama and keep events broken down into both colorful vignettes zipping along. The opening sections of Scavenger Hunt involves some tongue-in- and factual, game-orientated information, cheek role-playing with a journey to an Riders of the Maelstrom are very tightly making it easy to absorb and fun to read. isolated system inhabited by galactic junk plotted, with the PCs being driven inevita- Many of the characters featured herein collectors. While the light-hearted aspects bly towards the ensuing scenes. The later have been killed in the movies, thereby of the adventure work well, the plot sections are more open-ended and provide reducing their usefulness as straight role- creaks in places as it struggles to tie all the players with a number of choices before playing aids; as a means of elaborating and converging for the ending. pieces together. Scavenger Hunt contains Riders of the expanding the background of the Star plenty of interaction with weird alien Maelstrom offers plenty of opportunities universe, however, they are very for sneaking around and performing he- Wars races. Danger and the ever-present threat helpful. GMs running the Tatooine Man- roic actions, and it is certainly worth a of failure and its consequences to the hunt adventure will find plenty of useful Rebel Alliance keep the PCs on their toes look by all Star Wars fans. information pertaining to Tatooine and its and ensure that they must use their role- Galaxy Guides 1-3 inhabitants in Guide 1. And the locations playing skills to survive. Characters who Design: Grant Boucher, Jonatha Caspian, and characters from the other two guides rely solely on their blaster skills are going Christopher Kubasik, Bill Slavicsek, C. J. can also be used as the basis for various to fail dismally. Tremontana, and Michael Stern. adventures. With their eye to detail and Scavenger Hunt is an interesting and entertaining writing styles, the Galaxy humorous adventure, but it’s hard to resist These three 80-page volumes provide Guides provide an excellent source of the impression that fresh ideas for the information on the characters and loca- reference and background material for RPG are beginning to dry up. [For another tions featured in the movies Star Wars: A the Star Wars universe.

DRAGON 83 day tournament will be held at Oakwood School, 515 South Road, Poughkeepsie NY. There will be AD&D® and other games, a minia- CONVENTION tures contest, and a flea market. Preregistration is $6, or $8 at the door. Write to: SCRYCON ’90, PO. Box 896, Pleasant Valley NY 12569. Space is CALENDAR limited, so please preregister! NEW ENGLAND REGIONAL BATTLETECH* CHAMPIONSHIPS, March 10-11 This convention (previously listed as the * Indicates a product produced by a company other than TSR, NORTH AMERICAN BATTLETECH* CHAMPION- Inc. Most product names are trademarks owned by the SHIPS) is a two-day event devoted solely to Convention Calendar Policies companies publishing those products The use of the name of any product without mention of its trademark status should not BATTLETECH* gaming. It will be held at the This column is a service to our readers be construed as a challenge to such status Gamemaster, 212 Massachusetts Avenue, worldwide. Anyone may place a free listing Arlington MA 02174. Prizes donated by FASA CALCON V, March 9-11 for a game convention here, but the follow- Corporation will be given to the top four Mech- Calgary, Alberta’s largest gaming convention ing guidelines must be observed. Warriors, Open gaming will be available Friday will be held at the Inn. Tournaments In order to ensure that all convention night, March 9, for early arrivals. Call the Game- include AD&D®, BATTLETECH*, GANGSTER listings contain accurate and timely infor- master at: (617) 641-1580. HEAD-TO-HEAD*, TUNNELS AND *, mation, all material should be either typed PARANOIA*, TOON*, DIPLOMACY*, STAR double-spaced or printed legibly on stand- CONTEST VII, March 16-18 FLEET BATTLES*, CAR WARS*, SYSTEM 7*, ard manuscript paper. The contents of Sponsored by the Tactical Simulation Society, and SPACE: 1889* games. Special events include each listing must be short and succinct. CONTEST VII will be held at the Holiday Inn an auction, videos, a miniatures contest, artists, The information given in the listing must Holidome, 8181 E. Skelley Drive, Tulsa OK. computer gaming, and playtesting. Registration include the following, in this order: Events will include 3-D D&D® games, a nonsanc- for the weekend is $12 at the door. Games costs 1. Convention title and dates held; tioned IFGS Bar Game*, AD&D® 1st and 2nd vary from $2 to $6. Write to: CALCON V, Box 2. Site and location; Edition tournaments, and CHAMPIONS*, CALL 22206, Gulf Canada Square RPO, 401 Ninth 3. Guests of honor (if applicable); OF CTHULHU*, SPACE: 1889*, SKY GALLEONS Avenue SW, Calgary, Alberta, CANADA T2P-4J6; 4. Special events offered; OF MARS*, STAR FLEET BATTLES*, RISK*, or call Paul Spenard at: (403) 276-9926. 5. Registration fees or attendance re- RUNEQUEST*, Napoleonics, WARHAMMER quirements; and, 40,000*, WARHAMMER FANTASY*, CYBER- GAMEFEST ’90, March 9-11 6. Address and telephone number(s) PUNK*, and TEENAGERS FROM OUTER SPACE* The Gamemasters Guild of Waukegan, Ill., is where additional information and confirma- games, with a dealers’ room, a computer room, hosting this event. RPGA™ sanctioned events are tion can be obtained. a miniatures contest, a games auction, and open scheduled, as well as D&D®, STARFLEET BAT- Convention flyers, newsletters, and other gaming. Registration is $8 until March 1, or $10 TLES*, and BATTLETECH* games. Other events mass-mailed announcements will not be at the door. Send a SASE to: TSS/CONTEST VII, include historical and fantasy miniatures and considered for use in this column; we P.O. Box 4726, Tulsa OK 74159. board games. Call: (312) 336-0790. prefer to see a cover letter with the an- nouncement as well. No call-in listings are THE FIFTH BRITISH PBM CON OWLCON XI, March 9-11 accepted. Unless stated otherwise, all March 17 Rice University’s WARP and RSFAFA will hold dollar values given for U.S. and Canadian This showcase for the postal game hobby has this convention at Rice University. Tournaments conventions are in U.S. currency. moved to a much larger venue, the Old Horticul- will be held for RUNEQUEST*, PARANOIA*, WARNING: We are not responsible for tural Hall in Vincent Square, London SW1. The CALL OF CTHULHU*, TRAVELLER*, DIPLO- incorrect information sent to us by conven- expanded event list includes trade stands and MACY*, ILLUMINATI*, CIVILIZATION*, tion staff members. Please check your demonstrations, competition and participation BATTLETECH*, STAR FLEET BATTLES*, ASL*, convention listing carefully! Our wide RPGs, war games, computer games, modem and WORLD IN FLAMES*, and AD&D® games. Open circulation ensures that over a quarter of a board games, and live-action role-playing. The gaming and other tournaments are also availa- million readers worldwide see each issue. guest of honor will be Joe Dever. Registration: ble. Prizes will be awarded for some tourna- Accurate information is your responsibility. advance tickets are £2 from the the British PBM ments. Registration will be held in Sewall Hall. Copy deadlines are the last Monday of Assoc., £3 at the door. Write to: British PBM Preregistration fees are $10 for a three-day each month, two months prior to the on- Assoc., 55 Eden Rd., London, UNITED KING- pass. Registration at the door will be $12 for a sale date of an issue. Thus, the copy dead- DOM E17 9JX; or call: 01-521-5814. three-day pass; $4 for Friday or Sunday, and $5 line for the December issue is the last for Saturday. Write to: RSFAFA, OWLCON Pre- Monday of October. Announcements for METROMEET IV, March 17 Registration, P.O. Box 1892, Houston TX 77251. North American and Pacific conventions This role-playing and war-gaming meet will be must be mailed to: Convention Calendar, held in the Student Union I Building, on the DRAGON® Magazine, P.O. Box 111, Lake DARK ICE: MINICON ’90, March 9-12 campus of George Mason University in Fairfax, The University of Alaska—Anchorage Gaming Geneva WI 53147, U.S.A. Announcements Va. Sponsored by the GMU Gamesmasters, Society will be holding its seventh semiannual for Europe must be posted an additional events include AD&D® and BATTLETECH* convention in the Lucy Cuddy Center on the month before the deadline to: Convention tournaments, CHAMPIONS* games, and open UAA campus. Events include many RPGs and Calendar, DRAGON® Magazine, TSR gaming. Other activities include a dealers’ room Limited, 120 Church End, Cherry Hinton, board games, including an AD&D® 2nd Edition and a Japanimation room. Registration: $5 at the Cambridge CB1 3LB, United Kingdom. tournament, with GAMMA WORLD®, CAR door. Write to: Gamesmasters, Student Organi- If a convention listing must be changed WARS*, BATTLETECH*, WARHAMMER 40,000*, zations, George Mason University, 4400 Univer- WARHAMMER FANTASY BATTLE*, TALISMAN*, because the convention has been can- sity Dr., Fairfax VA 22030-4444. DIPLOMACY*, and RISK* games. Other activi- celled, the dates have changed, or incor- ties include a science-fiction and fantasy contest, rect information has been printed, please GUILD FEST ’90, March 17-18 a miniatures painting contest, two other con- contact us immediately. Most questions or This convention will be held at the State Uni- tests, and open gaming. Registration: $10 for changes should be directed to the maga- versity of New York at Binghamton. Events in- three days; $12 for three days or $5 for one day zine editors at TSR, Inc., (414) 248-3625 clude CYBERPUNK*, SPELLJAMMER™, CAR at the door. Write to: DARK ICE: MINICON ’90, (U.S.A.). Questions or changes concerning WARS* or GURPS AUTODUEL*, PARANOIA*, P.O. Box 92897, Anchorage AK 99509-2897; or European conventions should be directed and AD&D® games. A video room is also likely. call: (907) 248-0414. to TSR Limited, (0223) 212517 (U.K.). Game masters are welcome! Registration: $3/day or $5 for both days in advance; $4/day or $7 for SCRYCON ’90, March 10 indicates an Australian convention both at the door. Write to: Gamers’ Guild, Box Sponsored by the Seekers of the Crystal indicates a Canadian convention 2000, c/o SUNY-Binghamton, Binghamton NY Monolith Gaming Club, this eighth annual one- indicates a European convention. 13901.

84 MARCH 1990 NEOVENTION NINE, March 23-25 including an RPGA™ AD&D® tournament, March 15, or $20 at the door. One-day passes This convention will be held at the University miniatures judging, and a games auction. Prere- are available at the door. Send a SASE to: I-CON of Akron Student Center in Akron, Ohio. Events gistration is $8 for both days; one- and two-day IX, PO. Box 550, New York NY 11790. include a wide selection of of games and tourna- passes are $5 and $10 at the door. Send a SASE ments, a two-day auction, a dealers’ room, and a to: S.I.U. Strategic Games Society, Office of PENTECON ‘9O, March 30-April 1 painting contest. Write to: NEOVENTION NINE, Student Development, Southern Illinois Univer- The Cornell Society is P.O. Box 1634, Akron OH 44309. sity, Carbondale IL 62901-4425; or call: John P. sponsoring the 2nd annual PENTECON to be Hults at (618) 457-8846. held at the Cornell campus in Ithaca, N.Y. Events ONEONTACON ‘9O, March 23-25 include TITAN*, DIPLOMACY*, CAR WARS*, The Gamers’ Guild of the State University GRYPHCON ‘9O, March 24-25 and AD&D® games, as well as many other RPGs College at Oneonta, N.Y., with funding from the The University of Guelph Games Club will and war games; a dealers’ room, open gaming, Student Association, will host its first conven- host this convention at the University Center, U and bridge are also offered. Preregistration is tion at the Hunt Student Union of the Oneonta of G, Guelph, Ontario, Canada. Events include $8. Write to: Cornell Strategic Simulations State campus. Events will include SHADOW- AD&D® team tournament and individual compe- Society, c/o Peace Studies Program, 180 Uris RUN*, MEGATRAVELLER*, CHAMPIONS*, tition, single round events, and numerous RPGs, Hall, Cornell University, Ithaca NY 14853. AD&D®, STAR TREK*, and other RPGs, war board games, and chess. Other activities include games, and miniatures games. Other activities an amateur art show, a miniatures competition, POINTCON XIII, March 30-April1 include a dealers’ area, a figure painting contest, movies, and a game auction. Registration: $7/day The Military Affairs Club at the U.S. Military and open gaming. Write to: Gamers’ Guild, c/o or $12 for the weekend by March 1; $lO/day or Academy is sponsoring this convention, which Student Assoc., State University College, $18 for the weekend at the door. (All fees are in will be held at West Point, New York. Events Oneonta NY 13820. Canadian funds.) Write to: GRYPHCON ’90, Box include AD&D®, BATTLETECH*, DIPLOMACY*, 63-0631, University of Guelph, Guelph, Ontario, SUPREMACY*, ADVANCED SQUAD LEADER*, SEMICONSCIOUS, March 23-25 CANADA N1G 2W1; or call the Games Club at: TWILIGHT 2000*, microarmor, WARHAMMER*, This convention will be held at the Day’s Inn- (519) 824-4120. TMN TURTLES*, AXIS AND ALLIES*, minia- Fall River in Fall River, Mass. Events include a tures, and board games galore, with painting charity carnival, a masquerade band bash, a KETTERING GAME CONVENTION contests, a military film festival, seminars, the dealers’ room, an art show, an open gaming March 24-25 West Point Museum, and a dealers’ area. Regis- room, a video room, a trivia bowl, and more. This convention will be held at the Rose E. tration: $5 at the door. Dealers and game mas- Registration: $15 before March 15, $25 at the Miller Recreation Center in Kettering, Ohio. ters are welcome! Write to: Cadet Matthew door. Write to: SEMICONSCIOUS, PO. Box 528, Events include extensive board gaming, FRPGs, Green, Military Affairs Club, Box 1061 USCC, Dighton MA 02715; or call: (508) 669-6832 or miniatures, a dealers’ area, and a game auction. West Point NY 10997; or call: (914) 938-5130. (301) 346-7229. Admission is 50 cents/day for those 12 and under, $2/day for those 13 and over, or $3 for CONNCON ’9O, March 31-April 1 CONQUEST II, March 24 both days. Write to: Bob Von Gruenigen, 2013 This will be held at the Ramada Inn in Dan- The Sacramento Area Gaming Association Gay Drive, Kettering OH 45420. bury, Conn. The guest of honor is , announces this fantasy/SF/historical convention RPGA™ Network Coordinator. Events include will be held in the Events Hall of the Serbian NOVA XV, March 24-25 numerous RPGs, board games, miniatures Orthodox Church in Fair Oaks, Calif. Events This science-fiction and gaming convention battles, RPGA™ Masters and Grandmasters level include AD&D®, BATTLETECH*, STAR FLEET will be held at the Oakland Center Building of events, a three-round tournament, a “members BATTLES*, WRG*, and STAR TREK* games, Oakland University, Rochester, Mich. Guests only” event, a benefit event, and more. Other with demonstration games, open gaming, a include Lawrence Watt-Evans, Dave Ivy, and activities include seminars on gaming and game miniatures-painting contest, and a dealers’ Tom Dow. Events include D&D®, CHAMPIONS*, mastering, a miniatures-painting contest, a room. Registration: $7 for preregistered non- GURPS*, STALKING THE NIGHT FANTASTIC*, costume contest, and more. Registration: $15, members plus $2/tournament, $8 for nonmem- BATTLETECH*, *, CYBERPUNK*, which includes three free games. Write to: bers at the door. Write to: SAGA/CONQUEST II, and CAR WARS* games. Other features include CONNCON, P.O. Box 444, Sherman CT 06784. P.O. Box 276144, Sacramento CA 95826. a vast hucksters’ room, Japanimation, an art show, a masquerade ball, SCA demonstrations, COOKEVILLE COMIC AND GAME CON I UNIVERSICON IV, March 24 and numerous panels. Registration at the door March 31-April 1 Brandeis University’s fourth annual charity for a weekend pass is $4.50, and a one-day This convention will be held at the Tennessee convention, sponsored by the Brandeis SF and ticket is $2.50. Write to: NOVA XV c/o Richard National Guard Armory in Cookeville, Tenn. Club, has been moved to the newly Tucholka, 235 W. Fairmont, Pontiac MI 48055. Events will include AD&D®, CHAMPIONS*, constructed Hassenfield Conference Center on STAR TREK*, DC HEROES*, and other games. the Brandeis campus in Waltham, Mass. Guests COASTCON XIII, March 30-April1 Prizes will be awarded. Vendors are welcome! include George Takei, Mike Gold, and others. This convention will be held at the Mississippi Registration: $6. Write to: Eric Webb, c/o Big D’s Events include tables for AD&D®, DC HEROES*, Gulf Coast Coliseum and Convention Center in Comics and Games, 323 N. Washington Ave., PARANOIA*, CAR WARS*, and TOON* games. Biloxi, Miss. Guests include Joe W. Lansdale, Cookeville TN 38570; or call: (615) 528-6070. Other activities include a movie room, a cos- Sandy Peterson, Robert Petitt, Irwin, tume contest, a dealers‘ room and auction, George Alec Effinger; Gregory Nicholl, and CONTRAPTION, April 6-8 panels, and the charity auction, with new Sidney Williams.-Events include gaming, a This convention will be held at the Troy Hilton games, original art, and more. This year’s pro- dance, an art show, an auction, filksinging, a in Troy, Mich. The guest of honor is Barry B. ceeds will be donated to Greenpeace. Registra- dealers’ room, movies, a costume contest, a live- Longyear. Registration is $20 at the door. Deal- tion: $6 at the door. Write to: Jeff Zitomer, MB action RPG, and a charity auction. Registration ers are welcome! Write to: CONTRAPTION, PO. 1430, P.O. Box 9110, Waltham MA 02254-9110; is $20 at the door. Write to: COASTCON XIII, Box 2285, Ann Arbor MI 48106. or call: (617) 736-7192. P.O. Box 1423, Biloxi MS 39533. STELLARCON XV, April 6-8 I-CON IX, March 30-April1 This sci-fi/fantasy/horror convention will be ABBYTHON 8, March 24-25 The East Coast’s largest convention of sci-fi, held at the University of North Carolina at The Community Center in Abbyville, Kans., fantasy, and science fact will be held on the Greensboro. Featured are guest speakers, pan- once again becomes the Guild Hall for the campus of the State University of New York at els, discussions, and writers’ workshops. Con- Abbython Adventure Guilds eighth annual 24- Stony Brook on Long Island. Scheduled guests firmed guests are Hal Clement, Dennis and hour RPG marathon. New members are wel- are Steve Jackson, Alan Dean Foster, Robert Kristina Etchison, Sam Grainger, Joe Lansdale, come, and the best players will be-awarded Bloch, C. J. Cherryh, David Kyle, Timothy Zahn, Frederik Pohl, Richard and Janice Preston, Allen prizes for their efforts. Admission is $7. Write Patricia McKillip, Sam Moskowitz and many Wold, and others. Other activities include a to: ABBYTHON, Box 96, Abbyville KS 67510. more. Events include an art show, print shop, dealers’ room, art and costume contests, SCA, dealers’ room, two movie tracks, a writers’ Japanimation, schlock theater, fan clubs, model EGYPTIAN CAMPAIGN ’90, March 24-25 workshop, gaming, Japanimation, comics, media displays, a cabaret, open gaming, and films. This convention will be held at the Student guests, science and tech speakers, artists, au- Registration is $l0/day, or $25 for the weekend. Center of Southern Illinois University at Carbon- and editors, two video rooms, film pre- dale. A wide variety of events are offered, views, and slide shows! Registration: $18 until Continued on page 101 DRAGON 85 Sage Advice the Monstrous Compendium. They might, points. First, dragon breath is not magical however, appear in the revised Legends & fire; the flame produced inside a dragon is Continued from page 6 Lore tome. not the same as the fire in a fireball or wall of fire spell. Second, making fire What kinds of materials can a bur- giants immune to fire would imbalance the letter giving your name and address, and rowing dragon dig through? game because so many attack spells are state where and when you bought the Generally, a burrowing dragon can based on fire. Still, there are plenty of product. Note that a replacement “vam- burrow only through things found in its nonfiery attack spells, so your campaign pire” page was run in DRAGON issue home terrain. Thus, a white dragon can isn’t likely to suffer if you decide to make #150; you can also get one by writing the burrow through ice and snow, and a brass your fire giants completely fire resistant. address above. dragon can burrow through sand. Note that all dragons can dig, but only burrow- Will wolverines, whales, and There seem to be several problems ing dragons do it fast enough to be given a sharks be included in future vol- with the new dragon descriptions. movement rating for doing so. umes of the Monstrous Compen- Does the combat modifier really dium? apply to both attack and damage How is the age category of a ran- Yes. Sharks and wolverines are included rolls? If so, how can a really big domly encountered dragon generated? in volume 2 (TSR product #2103), which is dragon ever miss? How much dam- I suggest rolling 2d4. This keeps hatch- available now. (Sharks and wolverines are age do black dragons really do with lings safely at home and restricts the re- not listed in volume 2’s alphabetical index, their breath weapons? What does ally powerful older dragons to set but the information is there.) Whales are the “MT” column mean on the black encounters placed by the DM, probably included in volume 3 (TSR product #2104), dragon’s statistics table? Why are close to their lairs, which they tend to which is also available. separate body and tail lengths given guard jealously. for each dragon type? What is the What is a werebear’s intelligence correct tail length entry for great How come dragons are allowed rating? The listing says exceptional, wyrm bronze dragons? How many armor classes better than -10 when but the number rating is given as times can a dragon use its breath the DMG limits characters to -10? (11-12) while the introduction says weapon each day? The text on drag- Dragons aren’t characters; they’re the range for exceptional intelli- ons seems to imply that dragons among the most powerful beings on the gence is 15-16. have no limit on how often they can Prime Material plane. If your campaign The numbers in the werebear’s statistics use breath weapons, but the dragon allows PCs to live and grow for more than are wrong. Werebears are exceptionally turtle’s description strongly implies a millennium, as dragons do, go ahead and intelligent (15-16). that the limit is three times per day. let them break the AC -10 barrier after A dragon’s combat modifier applies only they’ve adventured for 1,000 years. What is the experience-point value to its damage rolls; the reference to attack for a noble genie? How are rolls is left over from an earlier version of What is the spell detect gems, and experience-point values figured, the manuscript. From age category five why do gold dragons have it? anyway? on, one digit has been dropped from the There is no such spell. The gold dragon’s A noble genie is worth 6,000 xp; the black dragon’s breath weapon rating; ability is explained in the monster’s de- number is listed but in the wrong column. starting from age category one, the scription. Precisely why gold dragons have Complete experience-point tables are given column should read: 2d4+1, 4d4+2, this ability is unrevealed. in the 2nd Edition Dungeon Masler’s 6d4+3, 8d4+4, 10d4+5, 12d4+6, Guide, page 47. 14d4+7, 16d4+8, 18d4+9, 20d4+10, What does an alignment of “nil” 22d4+11, and 24d4+12. The “MT” is a mean? Just neutral? Shouldn’t liches have 10 + HD now typo; it should read “MR” for magic resist- The “nil” alignment rating is a holdover that wizards are limited to 10 HD? ance. Only a dragon’s body length is con- from an early draft of the Monstrous Isn’t 7,000 xp a bit low for a high- sidered when calculating a dragon’s size Compendium material. Originally, a rating level lich? rating, since the tail is very thin. Also, of “nil” indicated that a creature was not You can give a lich 10 hit dice, or you damage to a dragon’s tail does not really intelligent enough to have an alignment at can assume it picks up an extra hit die in harm the dragon; only hits on the body all. However, the “nil” rating was dropped the process, of becoming a lich. According and wings are telling enough to reduce the during rewriting and should have been to my calculations, an 11-HD lich should dragon’s hit points. This makes dragons a replaced with the neutral alignment. be worth 12,000 xp (base 2,000; AC 0, + 1; little less vulnerable to mob tactics. A high intelligence, +1; immunity to any great wyrm bronze dragon’s tail is 100- Do fireballs or other heat-related spell, + 1; hit only by magical weapons, 110' long. In the core AD&D 2nd Edition attacks do any additional damage to +1; level 3 or greater spells, +2; paraly- rules, a dragon can use its breath weapon creatures such as frost giants or sis, +2; fear, +2). Liches that possess and three times a day, once every three white dragons? use magical items against the party are rounds. To make fighting dragons less of a No. Unless a creature’s description lists a worth an extra 1,000 xp, and high-level certain thing, however, I suggest you make special vulnerability, or unless an attack liches should be worth an extra 1,000 xp the interval between breath weapons form’s description lists a special damage per level over 11th. variable (roll 1d3 for the number of inter- bonus, assume the target of any magical val rounds). An alternate method for de- attack is affected normally. Shouldn’t soldiers have more than termining the number of a dragon’s breath 1 hp? After all, farmers have 1-6 hp. weapons used each day is discussed in How can a fire giant be totally Common soldiers are usually militiamen “The New Ecology of the Dragons,” in immune to red dragon breath, or part-time soldiers, so they have l-6 hp, DRAGON issue #146. which can do up to 24d10+12 hp just like the farmers they actually are damage, and still be vulnerable to when they aren’t fighting. Professional Will statistics for and Baha- fireballs, which do a relatively pal- and veteran soldiers have l-10 hp per mut be given in future volumes? try maximum of 10d6 hp damage? level. To my knowledge, Tiamat and Bahamut, This was the subject of heated discus- the Chromatic and Platinum dragons, are sion during the game’s production. Ulti- Why was the huecuva renamed? not scheduled to appear in any volumes of mately, the winning argument had two Can creatures with infravision auto-

86 MARCH 1990 matically recognize these creatures There are. The correct (single claw) How many pinches of dust of dis- for what they are? ratings are: cheetah, 1-2; jaguar, 2-5, appearance are commonly found at The creature was accidentally renamed (ld4+1); , 1-4; common , 2-7 one time? “heucuva” while volume 2 was in produc- (ld6+1); mountain lion, 1-4; spotted lion, Five to 50 (5d10), just like dust of tion. Since it is impractical to reprint most 2-8 (2d4); giant lynx, 1-3; 2-8 (2d4); appearance. of volume 2 to get the correctly spelled smilodon 2-8 (2d4). “huecuva” in proper alphabetical order, Will a wish to increase an ability the creature has been officially renamed. Aren’t one leader and three assist- score subject the wizard casting the Heucuva (the name is the same in singular ants for every three orcs simply too spell to a three-point penalty to and plural forms) appear to be common many leaders and assistants? strength even if he is increasing his skeletons when viewed with infravision, Yes. The correct number is one leader strength by one point? no matter what guise they have adopted and three assistants for every 30 orcs. Yes. The wizard suffers the penalty if he using polymorph; a party using infravision raises an ability score (his own or anybody will simply not be able to distinguish them else’s). In the unusual case you pose, the from regular skeletons. Note that torch or AD&D® 2nd Edition rules temporary subtraction comes from the lantern light, which is necessary for mak- wizards new strength score. ing maps, spoils infravision and keeps all Can a rope trick spell be cast characters with infravision from seeing a downward or sideways, so that the How does spell-casting affect me- heucuva’s skeletal form. (The shadow cast caster has to climb down or across lee? Is there a bonus for attacking a by a polymorphed heucuva will be that of to get into the extradimensional spell-caster while he is casting a the shape it has assumed, not that of a space? How big is the extradimen- spell? skeleton.) sional space? Can the spell be cast A spell-caster may not attack during any underwater to form an air pocket? round in which he casts a spell, and he How much damage does a korred The rope must always be cast upward. may not use his dexterity bonus to benefit do? The number range is given as 3- The extradimensional space is big enough his armor class in order to avoid an attack 6 hp damage, while the damage-dice to hold eight man-size creatures and is while casting that spell (he’ll ruin his spell type is given as 1d2+4. about 10’ high, 10’ long, and 20’ wide. The if he does so). The spell-caster is not other- A melee hit from a korred does 5-6 spell can be cast anywhere there is wise impaired, however, and attacks (ld2+4) hp damage. enough space to allow the rope to rise the against him are made normally. required 5-30’. However, if the spell is cast There seem to be a few errors in underwater, the extradimensional space Can a spell-caster use the same the rear-claw damage ratings for the will fill with water. spell more than once per day by various great cats. memorizing it more than once?

DRAGON 87 Yes, but each spell memorized fills one level spells and two second-level spells. The information on spell books on “slot.” For example, a wizard who can When a magic-user prepares for an page 79 of Unearthed Arcana does memorize three first-level spells could adventure, he studies his books and com- not match the information as origi- memorize a magic missile spell three mits spells to memory, up to his “full load.” nally presented in DRAGON issue times, but could take no other first-level When he casts one of these spells, the #62. Is this an error or an editorial spells. memory of it goes away (as explained on change? page 40 of the PHB), and he must memo- The information in Unearthed Arcana is rize it again before he can cast it again. correct and applies to all spell books. This AD&D® 1st Edition rules The number of spells a magic-user can was an editorial change based on playtest- have in his spell book is determined by his ing results. I understand that a magic-user can intelligence score. cast only the spells in his book, but There are two ways, however, that the how often can a spell in a book be magic-user could cast a spell without mem- cast? A friend told me that a 1st- orizing it first. The first is by using a level magic-user can cast only one scroll—a temporary magical writing. Any spell per day, but the DMG says that time after a magic-user has studied a scroll a 1st-level magic-user has a book of while using a read magic spell, he can read four spells. that scroll aloud and cast the spell written You seem to be confused by the differ- on it, whether or not he has that spell ence between the number of spells a memorized. A spell written on a scroll can magic-user can have memorized at any be cast once only; the writing disappears given time and the number of spells that when the spell is cast. (See pages 100-101 he can have written in his spell book. of the 1st Edition PHB and pages 127-128 The number of spells that any magic- of the 1st Edition DMG for more informa- user can have memorized at any one time tion on the use of scrolls.) The second is to is given on the Spells Usable By Class And read the spell directly out of the spell Level chart in the PHB (page 26). To use book. This causes the spell to disappear the chart, find the level of the spell-caster from the book (so that the magic-user (first column). The total number of spells cannot memorize it again until he can his brain can hold is given to the right of write it into the book again) and may also his level. For example, the “Magic-users cause other spells to disappear from the Spell Level” line for a 4th-level magic-user book (see page 80 of Unearthed Arcana reads: 3 2. This means that a 4th-level for more details on casting spells directly magic-user can memorize up to three first- from books).

88 MARCH 1990 Sentient swords and final frontiers ©1990 by John C. Bunnell

SWORD-MAKER victim’s innate aptitudes. But the result is stronger than any you’d find in a typical Jennifer Roberson strikingly like the AD&D® game’s concept blood-and-thunder yarn. The relationship DAW O-88677-379-2 $4.95 of semi-intelligent or empathic weapons, between Tiger and Del (whose presence Don’t even think about opening this those between “ordinary” + 1 blades and remains powerful, though the current third novel in Jennifer Roberson’s Sword- the self-aware, speaking swords that can novel opens shortly after their duel) con- Dancer series without first reading the be a PC’s most annoying foils. veys intriguing complexity and authentic previous volumes. Otherwise, you’ll spoil Tiger, though, distrusts the he has resonance. And the sword-lore is both one of the most gut-wrenching pieces of awakened in a forced death-duel with Del, detailed and mysterious, providing DMs character choreography you’re ever likely his partner in more than swordcraft. with invaluable insights for managing to find (and high marks go to the writer Manipulated by remorse and by Del’s empathic weapons. whose cover copy doesn’t ruin the effect). original teachers, he undertakes a mission Some will balk, not unreasonably, at But do consider reading Sword-Maker to destroy the elusive menace preying on Sword-Maker’s price. Roberson is a rising (and its predecessors) for Roberson’s an obscure mountain village, only to dis- talent but can’t yet be ranked at the very unique and sophisticated perspective on cover that the wizard behind the attacks top of her field-which is where the $4.95 the nature of exceptional blades. “Magical” covets the jivatma that Tiger bears. label puts her. Still, it’s unfair to fault the somehow fails to describe what the Sand- It’s hard to classify Sword-Maker; on one novel for being shrewdly agented, and tiger, master sword-dancer and adven- hand, it’s a nearly perfect sword-and- readers will get solid value for their dol- turer, has learned to call a jivatma —a sorcery saga in the classic mold, but Ro- lars even after acquiring the full saga. The blade imbued at first blooding with its berson’s writing carries an intensity far Sword-Dancer books succeed on three

DRAGON 89 counts: as adventures, as personal sagas, like dry wit when he and Uhura (whom he for a first novel. One can only wonder and as gamers’ reference tools. That’s rare scarcely knows) are kidnapped by alien how much better he’ll get as he gains enough to be worth the investment. terrorists. experience. Individually, any one such complaint THE LOST YEARS could be dismissed as nit-picking, but J. M. Dillard collectively they badly weaken the viability C. J. Cherryh Pocket O-671-68293-8 $17.95 of Star Trek’s “consensus universe” —the Del Rey 0-345-35953-4 $18.95 The Lost Years is a study in paradox. core of events and stories from which While the novel purports to fill in the gap novelists and gamers can extrapolate THE SHINING FALCON in Star Trek continuity at the close of the further adventures. It’s the shared back- Josepha Sherman U.S.S. Enterprise’s five-year mission, ele- ground that makes playing in the U.S.S. Avon O-380-75436-3 $3.95 ments of the narrative throw continuity to Enterprise’s world distinctive, and if that It would be hard to find two novels so the winds, confusing readers rather than background cannot be relied upon, then similar and yet so distinct from each other. enlightening them. The result is an object the participant’s sense of connection weak- Both draw on the folklore and legend of lesson for managers of all manner of fic- ens as well. (That logic applies to novels old Russia; both combine oddly matched tional worlds. derived from game worlds like the romance with dangerous magical adver- According to the introduction, the book DRAGONLANCE® and FORGOTTEN saries; and both spend considerable time begins a trilogy of novels by different REALMS® settings as it does to the Star exploring the vast wilderness of their writers; Dillard also mentions events Trek universe.) By itself, The Lost Years native lands. Yet veteran novelist C. J. chronicled in earlier Star Trek novels by isn’t really a bad novel, but it’s far from Cherryh and relative newcomer Josepha still other hands. The implication is that the definitive tale it claims to be. Sherman tell their tales using vastly differ- the published novels are all canonical with ent styles, so that while Rusalka may be a respect to each other (FASA’s licensed LAYING THE MUSIC TO REST more complete treatment of the setting, gaming supplements for its STAR TREK®: Dean Wesley Smith The Shining Falcon is by far the more The Role Playing Game also support this Questar O-445-20934-8 $3.95 readable and entertaining novel. assumption). And the novels, of course, I don’t quite know how to classify Dean The difficulty with Rusalka is that Cher- presume the accuracy of the original TV Wesley Smith’s first novel. It’s not precisely ryh almost completely separates her episodes as well. light adventure, though it moves easily source material from its cultural roots. This would be fine except for four major through a plot balanced between lively The names in and the bones of the plot are continuity problems. First, according to action and plausible suspense. It’s not Russian, but the narrative style, the inter- Dillard, Kirk never returned to Earth quite a romance or a , though nal logic, and the characters arise from during the five-year mission—yet he al- the tale includes elements of both. And other traditions entirely. It’s described as ludes to events in two Diane Carey novels while it’s definitely a time-travel yarn, fantasy, but the book is constructed as if it during which he goes sailing in the Baha- Smith’s style runs closer to mild-mannered were . mas. Second, one major plot involves an fantasy than to hard science fiction— The best example of the mismatch is escaped Vulcan katra pulling a stunt rather like a more informal, less-affected found in Sasha Misurov, a young man with nearly identical to that of Sargon and version of Spider Robinson. what Cherryh describes as the awakening Hanoch in the TV episode “Return to To- The initial setup favors the ghost story, powers of a wizard. But these psychic morrow” —yet McCoy, given several op- as middle-aged “Doc” Kellogg Jones finds talents bear little resemblance to the ar- portunities, misses the connection and himself recruited to solve the puzzle of a cane and alchemical sorceries we expect spends most of his time acting helpless. piano-playing spirit who haunts a remote from the folklore, and the — Third, Dillard inexplicably resolves one old mountain lodge in the Idaho wilderness. strikingly similar to that of Cherryh’s romance for McCoy but ignores another But the puzzle quickly expands to involve Sword of Knowledge series—therefore from one of her own books. And fourth, a woman claiming to be from the future feels out of step with its surroundings. Dillard’s previous novels treat Spock’s and an antique mirror that’s also a kind of The supernatural spirits and creatures diplomat father Sarek as a distant, stiffly time machine. Before long, Doc finds populating the story fare little better. formal figure—but here he displays Spock- himself trapped in a time loop focused on Cherryh treats them chiefly as elemental the Titanic, seeking the missing woman, forces without face or soul, translating the ghost’s would-be husband, and clues to many names to end in “thing” (Water- a conflict between rival groups of time Thing, Cellar-Thing, etc.). Even the travelers. rusalka, or ghost-woman, is more shade What makes Smith’s story remarkable is than personality in spectral form. Only as its calm seamlessness in the face of the she gradually returns to life (in singularly unconventional. Attempts to combine SF confusing fashion) does Eveshka take on and the supernatural usually fall victim to an identity. comic-book illogic or excessive mysticism. Judged as a science-fiction novel, Ru- Laying the Music to Rest does neither; salka might be termed distant but intrigu- through Doc’s eyes, events take on reality ing. Its landscape is eerily alien. Cherryh’s simply by happening. As in real life, expla- writing retains the tightness and intensity nations take a back seat to first-hand expe- typical of her better work, and her mortal rience. And as in life, the story’s end characters are as driven as any she’s cre- doesn’t leave all the plot threads neatly ated. But as the fantasy tale it’s intended to tied, so that while the book stands reason- be, the book must be counted a curiosity ably on its own, a promised sequel still has and not a triumph. ample ground to explore. The Shining Falcon is another matter These are rare qualities in written SF, entirely, and it isn’t because Josepha Sher- and gamers may find them impossible to man places her saga in nominally imaginary emulate. But that shouldn’t stop them lands rather than using real Russian place from trying, nor from enjoying the novel names as Cherryh does. Sherman’s novel on its own well-executed merits. Dean retains the folk-tale atmosphere that Ru- Wesley Smith’s storytelling makes the salka discards, and the mythical entities complex appear effortless, no mean feat that Cherryh makes into “things” take on

90 MARCH 1990 DRAGON 91 more character in Sherman’s wilderness. called to their aid, and a cat who doesn’t evolved from their Aronan connections, Finist, prince of the city-state of Kirtesk, need speech to convey his attitudes—she and the startling scientific knowledge of is the novel’s title character. Like others of sets out to restore order. the Aronans’ own nature. Bell has clearly his ruling line, he can assume a birds form The tone is equally distinctive. While done her homework on Southwestern at will, but all is not quiet in Finist’s realm. Huff doesn’t shy away from the Dark culture, and she possesses the scientific His witch-cousin Ljuba covets his throne, Adept’s grimness and power, she concen- credentials to make that part of her tale and Finist himself must find a, bride in trates on finding the best in situations, and equally convincing. order to produce an heir. Meanwhile, she conveys a perceptive air of wry The result is a novel that’s not just solid intrigue in neighboring Stargorod forces amusement throughout the adventure. science fiction, but solid human drama young Maria Danilovna and her family to This isn’t to say that the novel is humor of besides. Kesbe is a fresh, eye-opening seek exile in the vast forest separating the the same stripe as Terry Pratchett’s or heroine, and the Pai Yinaye are a multi- kingdoms. Esther Friesner’s work, but Huffs touch is faceted group, ranging from lively young Sherman weaves a traditional yet spar- definitely lighter than fellow Canadian flier Haewi Namij to the shaman Sahacat. kling tale of romance harried by enemies Charles de Lint’s. And Bells characters are uniformly com- both mundane and magical. Better still, Huff’s most daring ploy, though, is bor- plex, with none immune to growth and her writing incorporates the friendly rowing “Winds Four Quarters” from change as events unfold around them. courtliness of the old stories as well as a Mercedes Lackey (Oathbreakers) as the Its very distinctiveness and depth proba- faintly modern touch, so that her charac- catalyst for her final confrontation be- bly makes People of the Sky less than ideal ters’ speech sounds authentic to the ear. tween Light and Darkness, and funneling for adaptation to an RPG campaign; where But the cast is noteworthy for more than the song through a character based on McCaffrey’s Pern is a world of high-energy dialogue. Ljuba is an intriguing, emotion- Lackey herself. It’s an eminently logical adventure, Bell’s Oneway is a planet of driven villainess, Finist charmingly blends resolution, but two caveats are in order: complex (though no less compelling) cul- nobility and playfulness, and the treacher- Huff makes one slight change to the lyrics tural . But the contrast itself ous Alexei displays plausibly narrow- to fit a Goddess with three aspects, not makes Bells novel worth a look as a coun- minded ruthlessness. four, and the written scene misses some- terpoint to the Dragonriders saga. It’s a Rusalki and populate Sherman’s thing without the actual music behind it. comparison in which both worlds come tale as they do Cherryh’s, but in The Shin- If there’s a moral to that last observa- out winners. ing Falcon, they communicate more tion, it’s that fantasy and SF media— clearly and possess explicit motivations novels, recordings, games, and art-are Recurring roles and goals. That doesn’t make Sherman’s becoming more and more interdependent First on this month’s list is the Mercedes creatures friendlier toward humans, but it over time. Today, the overlaps are fairly Lackey update. Magic’s Promise (DAW, does mean that readers need not guess limited (one doesn’t get music automati- $4.50) continues the story of legendary about their intentions along with those of cally with Gate of Darkness, Circle of -Mage Vanyel in the lively yet intro- the main cast. Light), but perhaps eventually the media spective style that is becoming Lackey’s Perhaps the best comparison between will grow together such that the games, trademark. It’s not often one can find this the two novels is this: Reading Rusalka books, and audiovisuals will all come in much thoughtful soul searching in the may give interested gamers enough back- one package. When that happens, books same book as a dangerously twisted mur- ground to design Russian-flavored fantasy like Huffs won’t just be good; they’ll be der mystery and enough magic to power “monsters.” But without reading The Shin- magical. half a kingdom. ing Falcon as well, placing such beings in a Reap the Whirlwind is harder to evalu- campaign is merely window dressing, and PEOPLE OF THE SKY ate. Lackey gets co-author credit with C. J. running them accurately and intelligently Clare Bell Cherryh for this third volume in the will be a lost cause. Tor 0-312-93131-X $18.95 Sword of Knowledge series, and they There’s mild irony in the fact that Anne produce a solid yarn that mixes inter- GATE OF DARKNESS, CIRCLE OF McCaffrey provides a glowing testimonial wizardly political wrangling with a barbar- LIGHT on People of the Sky's dust jacket. In pure ian invasion plot. The real problems with Tanya Huff structure, Clare Bell’s novel strongly re- this series lie outside the text: The abys- DAW 0-88677-386-5 $3.95 sembles McCaffrey’s original tales of Pern mally proofread cover copy utterly fails to This is an unexpected book—first be- and its dragons. But a closer look reveals a describe the novel, and the five-century cause Tanya Huff’s previous novels, set in strikingly intelligent, thoughtful story gaps between books are irritating rather a traditional fantasy realm, are quite un- behind the jacket copy, one with a richer than intriguing. like the mild yet dangerous adventure she texture and a subtler hand than the Pern And “Winds Four Quarters” (previously now unfolds in modern Toronto; and adventures. mentioned in the review Tanya Huffs second, because it sets a unique precedent According to Bell, the world of Oneway book) is only one of Lackey’s lyrics re- for literary cross-pollination. Music in- was first settled by a group of Hopi Indi- corded to stunning effect on Magic, Moon- spired by popular SF and fantasy novels is ans who migrated from Earth on the in- dust, and Melancholy (Firebird Arts & increasingly prevalent these days, but Huff structions of a mysterious (perhaps alien) Music, $10). Other songs on the cassette draws her climax from a song originally kachina-god. Now the settlers are mostly include a stirring ballad of Barbara created for a completely different fantasy forgotten and live unobserved in Oneway’s Hambly’s Darwath and the comic “Mis- universe. remote, deep canyons, far from the plan- Conception,” which should give all those Huff’s heroine is unconventional. Due to et’s main technological developments. insane mage-geneticists lots of ideas. Cata- a childhood accident, Rebecca’s mind Kesbe Temiya, piloting an antique “gooney logs and information for this small-press doesn’t grasp abstracts, so she takes every- bird” aircraft, finds this lost tribe when publisher of fantasy and SF music are thing she sees and hears at face value and bad weather forces her to land in their available by writing Firebird at: P.O. Box relies on step-by-step lists and rituals to territory—and she also finds the Aronans, 14785, Portland OR 97214-9998, U.S.A.; or complete day-to-day survival skills. Thus giant butterfly-like insects that serve as by calling: l-800-752-0494 (toll free). she isn’t hampered by disbelief when she the Indians’ mounts and shape much of In other quarters, Rick Cook’s The Wiz- encounters a murdered sprite and learns their new culture. ardry Compiled (Baen, $3.95) proves that that Darkness has invaded the city. Sur- What follows is a narrative rich in sev- its predecessor was more than a one-joke rounded by new and old friends—a pep- eral kinds of lore: the Hopi legends that book. This time, Wiz Zumwalt is stuck in a pery bag lady, a perceptive social worker, are part of both the colonists’ heritage and parallel story line while most of the fun a ragtag folk musician, an adept of Light Kesbe’s, the new rituals and traditions comes from the band of SCA computer

92 MARCH 1990

programmers recruited to translate his mounds of weird notes into a user-friendly package of magical software. There are touches of warmth in the tale as well, and signs of another sequel to come. If it’s sustained, this series could steal the thun- der from Christopher Stasheff’s sagging Warlock cycle. Warning signs are flashing on another series: Divine Right (DAW, $3.95) waits until the very last story to introduce the plot point highlighted on its cover copy, and promptly ends the book. While this fifth entry in the Merovingen Nights shared-world sequence otherwise main- tains the pace of earlier collections, the cliffhanger tactic feels forced, and chief conspirator C. J. Cherryh may be running out of plots. Howling Mad (Ace, $3.50) is the second original novel from comics-writer and Star Trek novelist Peter David, and it’s as much fun as the first. A framing device gives David walk-on status in this yarn about a loner called Joshua, who’s bitten by a in the opening chase. The catch is that Joshua is a wolf to start with, and there are plenty of clever touches as David explores his reverse twist. One standout involves a vampire destroyed by a devi- ously subtle pun. It’s always satisfying to find a new writer who isn’t limited to one world or style, and Alis A. Rasmussen’s A Passage of Stars (Bantam, $3.95) begins a dense SF trilogy eons removed from her earlier Labyrinth Gate. Heroine Lilyaka finds herself on a nonstop chase among the stars where double and triple identities are the rule. Rasmussen peppers the ad- venture with knowledgeable martial-arts lore, and she creates a unique sidekick in the form of a robot who “speaks” in classi- cal music. This is versatility in spades and very welcome indeed. Emma Bull also trades fantasy for SF in her second novel, and early reviews have predicted all manner of awards for Falcon (Ace, $3.95). This, too, is a dense book, the first half a straightforward high-tech tale of family intrigue and the second an art- fully twisted chase involving the best starship pilot ever created. It's not a quick or effortless read, but it solidifies Bull’s reputation as a major talent.

There’s just time and space left to thank those who’ve written with comments or suggestions in the past months. I may not answer all the mail personally, but I do appreciate the feedback and the input. As usual, letters, comments, and books for possible review in this space should be directed to yours truly at: John C. Bunnell 12320 SW Center Street #32 Beaverton OR 97005 And until next time, may all your char- acters live happily (or at least adventur- ously) ever after.

94 MARCH 1990 ©1990 by Hartley, Patricia, and Kirk Lesser Hey, Mac—got anything new?

These days, most publishers are provid- for color display. Citadel does not cur- A really neat little feature of Citadel is ing gamers with superior software enter- rently support color, but you won’t find that, should you successfully run its tainment. This is one reason why you that written anywhere in the manual. mazes, you’ll come across a map book. don’t see very many negative reviews in You’ll be playing along, viewing the fine Until this time in the adventure, you‘ve this column. This issue we have good black-and-white display, when you decide had to map using a pencil on a piece of news: two new Macintosh fantasy role- to move a character icon from the tavern graph paper. Now you can access the map playing games (FRPGs) have appeared. to your adventuring party. Suddenly, as on your Macintosh and, using the pencil Roth are exciting and well worth your you move your icon, the background icon, draw the map as you go along. You time and money. One is designed more for graphic is obliterated by various lines and simply turn the map’s pages to see any novice adventurers, the other for interme- gray blocks. This is not good. The fix is level you have mapped. diate and advanced gamers. Let‘s sort the simple for gamers running on a Macintosh In the game’s manual are numerous tips sword play from the foul play. II or later computer model: You enter your that are useful once you are inside the Control Panel and select Monitors, then set Citadel. Three level-one characters are the display to black and white. From that available at the start, but we found our Reviews point on, your game will run normally, own characters more engaging. You can The challenge is to find and rescue Lady create as many characters as you wish and Synd, who has been imprisoned in the may employ up to six on your adventure. Citadel by a wizard, Nequilar. Naturally, We enjoyed adventuring with five charac- Computer games ratings Nequilar has a nefarious army of destruc- ters, which allowed one NPC to join us. tive creatures. The unique character-creation system X Not recommended * Poor ** Fair *** Good **** Excellent File Edit Options Party Raury ***** Superb

Postcraft International, Inc. 27811 Avenue Hopkins, Suite 6 Valencia CA 91355 (805) 257-1797

Citadel ***** Macintosh IIx version $49.95 One reason the Apple Macintosh is mak- ing inroads into both business and home environments is because of its graphics interface, now being mimicked by many other computer systems. The most recent Macintosh-based FRPGs all take advantage of this interface. Citadel goes one step farther-it employs fantastic animation, iconology (the process of command repre- sentation through the use of graphic sym- bols called icons), and digitized sound. Plus, Citadel is a fine adventure that offers puzzles, over 60 opponents, character building, NPC interaction, over 200 differ- ent weapons and 50 spells, and 3-D mazes. Citadel (Postcraft International): Entering the 3-D maze. The only drawback we found appears when the game is run on a Macintosh set

DRAGON 95 sets this game apart from other computer- cursor and pull them over to the adven- to whatever item you wish to activate and based FRPGs. You travel to the Nursery ture box in the upper left-hand corner of either click or drag. and access the upper menu to decide the the screen. If you assigned a password to Now it’s on to the Citadel. You’ll be asked professions of your character’s mother your character, you will be asked for that to verify your ownership of the game by and father, as well as his race, sex, and password. using a code wheel that comes in the alignment. When this is accomplished, a The hostel in the village is the place game’s package. Two icons will be dis- button on the screen flashes, reading where you can rest and train your charac- played on-screen, one for the upper code “Birth.” Once you have activated that icon, ters. Both the tavern and the hostel re- wheel and the other for the lower code an initial display shows just what kind of quire money, and training also requires a wheel. These icons must be aligned, and child the parents have brought into this certain number of experience points you must then enter the code letter from mystical world. The icon then changes to earned before your character(s) can ad- one of five windows found in the center of “Age,” and you watch as your child be- vance in level. Other than casting healing the code wheel. If you are correct, the comes older with an increase in some spells or buying restorative graces from wall in front of your adventuring party attributes. the temple, resting at the hostel is the only disappears, and you’re into the maze. Attributes displayed include Strength, way to bring your adventurers back to full One fact worth noting about the charac- Intelligence, Health, and so on. After se- hit-point status. Staying in the hostel re- ters’ items window: When you click your lecting “Age,” a pie graph appears with quires two gold pieces per night. mouse icon on an object, it turns white on four activities. You now select the type and The shop enables you to buy or sell black instead of black on white. This is amount of activities your child engages in items, and you can request the shop man- known as selecting an object. When an to become proficient in one of the four ager to identify items you’ve picked up in object is selected, you can wield it, wear it, classes: Fighter, Thief, Wizard, or Cleric. the Citadel (this costs money, too). Also be open it (especially useful for putting things The four activities required for these aware that there is a limited supply of into backpacks, quivers, and pockets), classes include labor, play, study, and items in the shop, so check out all of the examine it, or transfer it to another char- prayer, respectively. items for sale before purchasing anything, acter. If you have no room to put things After that, you select your character’s and use what you buy to best effect. that you find, and your hands are full, class, then how many years of apprentice- The bank in the village allows you to don’t expect to be able to carry anything ship you wish your character to take, by deposit or withdraw funds as well as else out of the Citadel. Keep at least one spending some of the gold that is your transfer gold pieces from one character to pocket and one of your four available birthright. Naturally, the more years of another. You’ll need all your money at the areas within a pack open for bags of gold apprenticeship, the better your character temple, which can not only cure your or special items. will be in his chosen profession. Don’t characters but also raise them from the Combat is truly unique. When you forget that your character is basically dead and “uncurse” objects. encounter some nasty denizens of the unequipped. Save some of that gold to buy The final place of interest is the camp, Citadel, the battle window appears on- needed weaponry, armor, torches, and the where each character can stow objects in screen. Your characters are readily identi- like. We found two years of apprenticeship his own cache or in the party’s cache. We fiable as icons that display their facial was about right for all characters, leaving equipped our cleric and our wizard with features, current hit points, full hit points, us with ample money to equip them with bows, but since only four arrows can be and weapons in hand. You grab your char- basic items and still allow them to survive carried in a quiver, we bought as many acter with the mouse and drag him to an the early portions of the Citadel’s mazes. arrows as we could and stored them in the opponent. A line will appear between your You repeat this for all characters. cache, so we could quickly rearm when character and his opponent when you are The first stop in your character’s village we left the Citadel’s mazes. Keep in mind within range to strike. Release your char- should be the tavern, where you assemble that everything discussed here is graphi- acter, and let him fight the opponent. We your adventuring group. You grab each cally displayed. There are no commands to found that it was far better for all charac- character you want with your mouse type in; you simply move the mouse arrow ters with fighting skills to go after one opponent together and not worry about other enemies until that foe was done File Edit Options Boron away with. By moving our archers out of range of the enemy, they could shoot arrows at the enemy until they either ran out of arrows or were confronted at close range by a monster or two. By the way, bow skill is important. At the start of the adventure, make certain your archers are shooting at enemies away from your fight- ers. Odds are that your bow skills will be low, and you don’t want to endanger your own fighters by hitting them with a stray arrow or two! By ensuring that our archers also packed hand weapons, we made sure they weren’t defenseless, even though they were lousy fighters. Magic is also handled uniquely. Clerical magic requires mediation on the combin- ing of the elements Earth, Air, Fire, and Water. The cleric can memorize his spells by this meditation and have them stored up, ready for later use. Learning mage magic is different, and it requires a spell book for best results. You’ll find at least one spell book early in the Citadel (Postcraft International): The heat of combat. adventure. This book contains two marvel-

96 MARCH 1990 ous spells, Haelen (healing) and Bless. The latter is a shield of protection that’s great File Edit Options Town for keeping monsters at bay for an hour or so. Your mage must open the spell book and memorize the selected spell, which doesn’t take long. A mage can also copy the spell to vellum parchment and hand the scroll to another character, who can then cast the spell at any time he wishes. However, to copy the scroll you must buy both the paper and the special ink, and that is extremely costly. Don’t expect to copy many spells until you learn how to increase your bank account. Additional features of the game include keyboard equivalents to all mouse and menu items. You can also split your party during the game if you wish. Citadel is extremely enjoyable, full of action and adventure. The good news for everyone is that versions for PC/MS-DOS, Atari ST, and Commodore Amiga com- puters are also planned. If you don’t have a Macintosh, find a friend who does and urge him to purchase Citadel. And plan for weeks of activity centered on finding Lady Citadel (Postcraft International): Gone shopping. Synd. You won’t be disappointed! would-be rulers. The only true power left You can also throw any weapon you Xor Corporation in the world is he who is known as the wish at an opponent. Simply make certain 7607 Bush Lake Road TaskMaker. He will guide a true knight to your character is facing the direction you Minneapolis MN 55435 become the ruler of the Kingdom. You wish and order the command “Fight.” (612) 831-0444 hope that you are that knight. Whatever is in your hand will hurtle in Character generation is started by re- the direction you are facing. Should you TaskMaker **** questing “New Character” from the File miss with your weapon and your oppo- Macintosh IIx version $49.95 menu. You are then presented with a list nent continues to advance upon you, we This is a great adventure game! No, it of attributes from which you select five suggest you outfit again immediately to doesn’t possess state-of-the-art Macintosh for your character. Examples of attributes rearm yourself. graphics, and it doesn’t run in color on a include athletic, aggressive, talkative, Now you’re on your own. In the lower member of the Macintosh II family. But it independent, practical, etc. When five are right corner of the screen are attribute does possess digitized sound effects, and it selected, you must save your character to graphs. These bar graphs reveal the cur- is definitely worth the price of purchase. disk before the game can start. rent conditions for your character’s food, In fact, this is one of the few adventure A neat aspect of the game then comes health, spirit, strength, agility, intellect, games we intend to keep on our internal into play as you outfit your character. A and stamina. As you use up your attrib- hard disk so that we can continue our picture of your character arrives on- utes, each black bar shortens and turns whenever the mood strikes us. The screen with each part of its body tagged. gray. Through the use of rations, brain program is not copy protected, so we don’t By clicking on the word “Head,” you can power, home-cooked meals, and other have to keep a key disk or a special code see if your character has a . If he is assorted goodies you’ll find in the game, wheel handy every time we wish to con- not currently wearing a helmet but has you can sustain yourself. You don’t wish tinue our adventures. But probably best of one available in his pouch, the helmet your health to decrease to zero, or you’ll all, TaskMaker is not a hard game to play— would be shown in a window located in find yourself in Hell. If you’re in Hell, all of at least, not in the beginning. This means a the upper left of the screen. If you wanted your possessions have been left at the wise programmer set about designing a to equip your character with the pouch- location where you departed this good life, game that encouraged continued player secured helm, you would click on the and they’ll end up in the hands of those participation, not the immediate demise of helm’s name, then click on the command who’ve done you in! characters leading to gamer grumpiness “Install” Any changes to your character’s We recommend that during a fight you and storage of the offering. armor class, aiming skill, and damage always keep an eye on the upper left text You can create as many characters as abilities are immediately indicated. window. Here, each action you command you wish and save them to your disk. If your character is carrying a wide is displayed, followed by its effect. When a Naturally, if you are running Taskmaker assortment of weaponry and wishes to hostile opponent strikes a blow against from your hard drive, there is probably no check out the capabilities of each, you can you, the text window informs you of your limit to the number of characters you can do this from the Outfit window. By install- current health. As this value slips, you play. With the handy save-game feature, ing separate weapons one at a time, you might wish to immediately use something you can save your quest at any time. You can determine the capabilities of each one in your possession—like a Health Potion or can also close out your quest should your as opposed to other weapons and select an Instant Vacation—to sustain your life character die, and simply open a saved the best weapon for the job. For example, and carry on the attack. The Instant Vaca- game and start at the saved point all over in caves with twisting corridors, a +2 tion is one of our favorites, as it renews all again. crossbow would probably not be as effec- of your attributes when ordered. In this game, you are out to become the tive as a power spear. Both inflict the same The graphics are reminiscent of a game Master of the kingdom. You’ve experi- amount of damage, but the power spear is we reviewed several years ago called enced both the kindly hand of the king, better for close-quarter work than the OrbQuest. You have a top-down view of now dead, and the oppressive fist of other missile weapon. your area, in black and white and shades

DRAGON 97 of gray. You press an arrow key (or point Lynx ***** shame. Another game available is Blue your mouse cursor to a specific area and Video game system $179.95 Lightning, a fast-action aircraft game in press the mouse button), and your charac- (Price maybe higher until more readily which the player must fly 10 different ter moves in that direction. Opposing available) missions while destroying or avoiding forces can be seen coming toward you. You quite simply won’t believe the new enemy planes and ground obstacles. An- Surrounding territory is unveiled through Atari Lynx, the worlds first color portable other release is The Gates of Zendocon, a line of sight. If you aren’t turned to face a video-game system. It is, in one word, space-action game in which you must fly specific area, don’t expect to see anything awesome. Atari has responded to the through 50 universes while facing 50 coming at you from that direction! other portable game machines released by different types of enemies using lasers, The command list can be accessed other companies with a bombshell of its bombs, and shields. Electrocop is a through the Commands menu or by typing own. The Lynx is going to send ripples of fantastic 3-D game in which the player in the first letter of the command. For envy throughout the home video-game must maneuver through mazes in order to example, “Action” would be typed as A. market-and cries of pain from those reach weapons and information to rescue When you have completed all 10 tasks companies that can’t possibly compete on the President’s daughter. In Chip’s Chal- assigned to you by the TaskMaker, you this level. lenge, the player must navigate through become Master of the land. For example, The entire game system weighs about 150 mazes and many different enemies to the first quest is to retrieve a package the one pound and is nearly the size of a VHS reach his love. Atari is also working with TaskMaker has safely hidden in the village videocassette. Internal speakers play many third-party developers to produce of Skysail; the second is to recover a seem- stereo digitized sound. The high resolution even more stunning games for the Lynx. ingly unimportant chess set. Each time LCD (liquid crystal display) color screen is Before you purchase any portable game you complete a quest, the TaskMaker 3½” long and possesses a resolution of system, look for the Lynx in the electron- rewards you with a helpful gift. 160 x 102 pixels. There is also an external ics or games section of your local com- Should you complete all 10 quests, an power adapter that can be used to power puter or toy retailer. We honestly feel that additional menu appears called Master. the Lynx when playing at home. Other- the Lynx throws the Gameboy into the Now you can become Ethereal whenever wise, six AA batteries power the unit. A prehistoric age due to the Lynx’s far supe- you wish and walk through those walls cigarette-lighter adapter and a portable rior (and color!) graphics. This system you could never get through before. You power system will soon also be available. must be considered an equal to the new can modify a surrounding area’s floor type The developers also integrated many 16-bit machines that dominate the market. (changing brick to soil, for example). You tasks into the hardware that are usually The only difference is that the Lynx can can also select anything or anyone you written by the actual game programmers. be taken and played anywhere. In our wish and place it in front of you with the For example, the Lynx can automatically opinion, software developers should be Add Person command. There are also X- scale objects on the screen to match the eager to produce games for this machine Ray Vision, Stop Time, Place Object, and gamer’s perspective without having the as it opens the doorway to the technology Enhanced Identify spells. programmer worry about coding such of the future—today! The game includes a brief but helpful effects. For the consumer, this means that tips section at the back of the manual. more memory can be used for the actual Origin You’ll have to learn how to decipher mes- game itself without worrying about pe- P.O.Box 161750 sages as you go about saving the Kingdom. ripheral tasks. Austin TX 78716 Also, watch out for the Ex-Ray ring—it The Lynx contains brightness and vol- isn’t what you think it is! We might also ume controls as well as an eight- Knights of Legend X mention that you should be careful how directional joypad. Also included are two Apple II version $49.95 much alcohol your character drinks, as it sets of fire buttons and three function There is no question in our minds that could affect his capabilities. buttons. The fire buttons are positioned so the game’s author, Todd Mitchell Porter, is The best piece of initial advice we can that a left- or right-handed player can use an extremely talented programmer and offer is that you must explore everything. the Lynx by pressing a function button game designer. There is no doubt in our Curiosity in this case could kill the cat, but that flips the screen. minds that this game required years of often your inquisitiveness will lead you to Another exciting feature is the ComLynx coding and testing. Unfortunately, there is another clue or another special item that cable that gives multiplayer capabilities. also no doubt in our minds that Knights of will help you conquer the 10 quests. For example, two Lynx units are inter- Legend simply does not work well in the Once again, it is proven that those who faced with the ComLynx cable, and a Apple II environment. Please keep in mind write game code specifically for one com- multiplayer game is loaded. When either that all of our comments regarding puter system and don’t rely on a port of player’s on-screen character walks in front Knights of Legend refers only to the Apple another system’s code usually publish a of the second player’s character, a perspec- II version. We intend to review any other better-than-average game. TaskMaker is tive view of the other character is viewed versions that are released for 16- or 32-bit simple enough so that anyone new to by both gamers—from their own charac- systems. At least in systems that allow for Macintosh gaming will have an enjoyable ter’s first-person view. more code per floppy disk and more mem- time learning how to play it. But the game The Lynx loads games into its memory ory, play action should be continuous. is also packed with enough puzzles and, from small game cards that measure just a The problems facing this game are sev- encounters to make a seasoned adventur- little over 2” square. Each card can hold eral. First of all, this is a massive adven- ing veteran rarely leave his Macintosh as much as eight megabytes of informa- ture, arriving on three double-sided Apple when involved in a quest. TaskMaker is a tion. The games provide as many as 16 II disks. Immediately, one begins to think great deal of fun and receives a high rec- colors on-screen from a palette of 4,096 of how he might. copy the files from the ommendation from us, despite graphics colors. The first game offerings were 5.25” media to 3.5” media (if one is lucky that don’t meet today’s higher-standards, developed by Epyx, which played the enough to possess both 5.25” and 3.5” major role in getting the Lynx designed Apple II drives). For those with only 5.25” and produced. Among the games available capabilities, our sympathies go out to you. is California Games, which allows the We initiated our review and attempted to Atari Corporation player to surf, race in BMX, battle it out keep the game operating in the lowest 1196 Borregas Avenue with footbags, or head into the halfpipe common environment, that being a two- Sunnyvale CA 94088-3427 for some high surfing. action. The graphics disk system of the 5.25” variety, but the (408) 745-2000 put many desktop computer systems to disk swapping was absolutely insane. Not

98 MARCH 1990

only do you need to swap disks simply to Savage **** lease, and you’ll become embroiled in get through the opening animation se- Commodore 64/128 version $29.95 aerial dog fights. Commodore Amiga ver- quence, but when you start operating Many Commodore 64/128 games leave sions of these games can be expected in within the realm of Ashtalarea, the disk gamers cold, as the C64/128 is an 8-bit late 1990. swapping can drive you bonkers. system and does not possess the capabili- Sierra has also announced other new We tried to back up the disks to 3.5” ties of the newer 16- and 32-bit computer offerings to be released in the near future. drives, but the game didn’t want to locate and game systems containing state-of-the- The first is Sorcerian, a wide-ranging role- individual files. What it does look for are art graphics and sound capabilities. But we playing game with stunning graphics and disk names, which means you have to should have known that MicroPlay (a part music from Japan. There are 15 separate name your 3.5” disks with the same name of MicroProse) wouldn’t bother with an role-playing adventures with Sorcerian; as the master disks in your 5.25” drives. also-ran kind of game for con- you’ll search for a lost talisman, battle the So, for six 5.25” disks, you’ll need six 3.5” sumers. Add in the fact that United sinister Medusa’s Neck that has turned an disks. We had a total of two 3.5” disk Kingdom-based Firebird developed this entire town to stone, and more. drives and two 5.25” disk drives. We were offering, and you have great action. The second new offering is Code Name: hoping to maintain our /CHARS disk and Savage is one of the best C64/128 arcade Ice Man, in which gamers must rescue an the MASTERA disk in the 3.5” drives. games we’ve played lately. Especially of American ambassador from a group of However, when using the standard disk- note is the game’s music, which is of ex- fanatical terrorists. You experience a fu- copying method from the Apple II traordinarily high quality. The graphic turistic nuclear attack submarine simula- desktop, none of the files copied correctly. sprites are well designed, and play is fast. tor as you guide a sub around the globe The code directing the graphics was Plus, you don’t have to memorize a bunch and into combat with enemy warships. butchered during the copying procedure, of awkward keyboard commands to oper- The third Sierra game is The Colonel’s disabling the screen displays. It didn’t ate your on-screen character. Bequest, a murder mystery set in the matter which of the six master disks we The object is similar to most arcade/ roaring ’20s in New Orleans. The tale copied, the same problem occurred when fantasy games: survive the dungeons, happens in real time with events occur- the computer‘ read the data from the 3.5” gather items of wealth and items that will ring constantly. Taking the role of Laura drives. help you reach your goal, fight a nasty Bow, you interact with other characters After spending hours and hours in the nastie to progress to the next level, then and listen in on conversations to discover extremely slow process of game play, we take on the ultimate creatures. You’ll also the clues to the real story of the Dijon found other problems. For example, we become an eagle to fly the final labyrinths family. left a city through its eastern exit gate, but to battle the wisplike ghosts and assorted These Sierra games will be released for when the outdoor map arrived on-screen demons as you fight to maintain your link PC/MS-DOS, Atari ST, Commodore Amiga, we were on the west side of the city. Com- to your Maiden and free her from her Apple IIGS, and Macintosh computers. bat is excruciatingly slow; the combat prison. moves must be predetermined for each Yes, Savage is savage—on both your character, including what kind of swing joystick palm and fire-button finger. If you Clue corner you make and where you wish your attack aren’t quick, you’re dead. You earn extra to hit. And the creatures you’ll encounter points and bonus lives by battling and Ultima IV (Origin) seem particularly rough for new adventur- winning over those who confront you. Go to the back of Lord British’s Castle armed with a “Y” (up) spell and some wind ers. This latter remark should probably be Savage is a very good arcade/fantasy game taken with a grain of salt, though, as we and is well named! change spells. Enter the locked room with moved out far and wide beyond the first a ladder, go down and back up, and the town. Probably most novice adventurers balloon should be waiting for you. would take stock of their initial surround- News and new products The 8th moon phase is Magincia. ings and only venture a few miles from The Shrine of Spirituality is in Moon the first city to scout the area. Usually the Cinemaware (805-495-6515) has released gate 5,5 (near Minoc). weaker creatures and other adversaries It Came From the Desert, a science-fiction Heywood and Faultless (in Maginca) are in territory close to ‘home, having been spectacular inspired by the classic 1950s know the mantra of Humility. placed there to enable players to obtain a “B” movies such as The Blob and Them. Rick Jackson feel for the game and to aid in increasing This is the first interactive creature fea- Newport News VA experience for the young party. ture for home computers. The game takes This adventure has a great deal of poten- place in the California desert community Remember when Neil Reicher stated in tial, though. The manner in which you of Breath, a backwater town devoid our July 1989 column that the Shrine of interact with other citizens is exceptional. of cultural development. The tranquil lives Humility is protected by hordes of de- The purchase of armaments, and the on- of this small town’s inhabitants are shat- ? True enough; however, Dan Hat- screen displays of your characters and the tered as a meteor strikes nearby and re- trup, of Overland Park, Kans., knows of a nasties that oppose you have all been ported sightings of giant bugs surface. horn buried somewhere that will keep thought out in great detail. The problem is There’s human drama and challenging those demons from appearing. All you that there is too much detail for a system arcade sequences, including a fully inter- have to do, once you’ve found the horn, is that requires so many disk swaps. We’re active movie script with multiple story to “Use” the horn—and you’re all set! going to hope for another version of the lines and in-depth character development. The Lessers game and then complete a new review on This thriller is for the Commodore Amiga a system that takes full advantage of the. for $49.95. Visit the Seer Hawkwind often to see game’s creativity and FRPG environment. Dynamix (503-343-0772) has hinted at your progress on the paths of virtue. He And whoever is responsible for testing some new offerings that it will release. will tell you when you are ready to go to game disks should take a stab at trying to The first is Dragon, an interactive movie the shrines and become a partial Avatar. copy files from the master disks onto 3.5” that incorporates a point-and-click user Don’t use the Skull of Mondain any- disks and see why they’re so buggy! interface. The second new offering is Red where other than O’J”, O’, J”. Baron, a World War I flying simulation for Never exit the balloon without first MicroPlay (MicroProse) PC/MS-DOS computers and will support descending, or your game will be 180 Lakefront Drive VGA graphics. Red Baron encompasses a destroyed. Hunt Valley MD 21030 more complex technology than the compa- Go to Lord British on the second floor of (301) 771-1151 ny’s A-10 Tank Killer flight simulator re- Britannia for healing, help, and informa-

100 MARCH 1990 tion (ask about virtues and principles). just before the bridge you’ll find the That’s it for this month, fellow gamers. When talking to characters, try Shepherd. Don’t forget that hundreds of DRAGON® [HEAL]th, [JOB], [NAME], [LOOK], and At the Buccaneer’s Den (try south of Magazine gamers are anxiously awaiting [JOIN]. Also, use any words that they utter Lock Lake or east of Trinsic), you can your game hints to get them through their in your replies to them. Answer questions obtain some powerful magic wands and adventures. Send your hints and tips to: truthfully. magic bows. The Lessers If you need gold fast, try the dungeons The Shrine of Sacrifice possesses Night- 179 Pebble Place for best results. shade that’s easy to obtain. San Ramon CA 94583 If you are an Avatar, have all eight in Although guarded by numerous Until next month; fellow adventurers, your party equipped with mystic weapons Daemons, the Shrine of Humility is located game on! and armor, then go and find them again. south of Moonglow. You will have double the amount of each. Chris Carman Sell the extras. Repeat when needed. Oxford OH Go through Magincia, head south, and

Convention Calendar SYDCON, April 13-16 UBCON ’90, April 20-22 Continued from page 85 This convention will be held at Globe High UBCON ‘90 will be held on the the State Uni- School in Sydney, Australia. Events will include versity of New York Buffalo, Amherst (North) AD&D® games; two RPGATM Network events (for campus, and is sponsored by the UB Strategic Inquiries are now being accepted for the deal- the GAMMA WORLD® and JAMES BOND 007* and Role-Playing Assoc. Events include an ers’ room, for advertising in the convention games); and CALL OF CTHULHU*, PARANOIA*, AD&D® tournament, with many other strategy program, and for additional sponsors. Write to: RUNEQUEST*, TOON*, and freeform games. and role-playing games. Other activities include STELLARCON XV, Science Fiction Fantasy Soci- Write to: Diane Leithhead, GPO Box 1560, a movie room and an auction. Registration: $5, ety, P.O. Box 4, Elliot University Center, UNCG, Sydney, NSW, AUSTRALIA 2001. not including entry fees for cash-prize tourna- Greensboro NC 27412. ments. Write to: Martin Szinger, UB/SaRPA AMIGOCON V, April 20-22 Convention Director, 210 Curtis Pkwy., Buffalo DEF-CON II, April 7-8 This convention will be held at the Embassy NY 14233; or call: (716) 833-4610. “The Year After” will be held at the Howard Suites hotel in El Paso, Texas. The guests of Johnson’s in Portage, Ind. Activities include honor are Poul and Karen Anderson, and the WERECON XII, April 20-22 AD&D® 1st and 2nd Edition, CHILL*, TWI- artist guest of honor is David Cherry. Other This year‘s convention will be sponsored by LIGHT: 2000*, MARVEL SUPER HEROES™, guests include Arlan Andrews, Gail Gerstner- the Detroit Gaming Center and the City of CYBERPUNK*, GURPS*, PARANOIA*, BATTLE- Miller, Robert E. Vardeman and many more. Detroit Recreation Dept., and will be held at the TECH*, CAR WARS*, and BLOODBOWL* games, Registration: $12 until April 15, $15 at the door. Lighthouse Center in Detroit, Mich. The guest of with open gaming and miniatures-diorama Write to: AMIGOCON, PO. Box 3177, El Paso TX honor is Ramon Moore. Other guests include contests. Prizes will be awarded. Registration is 79923; or call: (915) 593-1848. Erick Wujcik and some of Detroit’s best game $6/day, or $11 for both days; at the door, it will masters. Events include a complete schedule of be $7 for one day and $13 for both. Write to: GAME FAIRE ’90, April 20-22 RPGs and tournaments (sorry, no dealer room). Dave Machin, 713 Juniper Road, Valpariaso IN The 11th-annual Faire will be held at the Registration: free, game fees from $1 to $4. 46383; or call: (219) 759-2530. Spokane Falls Community College in Spokane, Write to: Erick Wujcik, P.O. Box 1623, Detroit MI Wash. Events include tournaments, micro- 48231; or call: (313) 833-3016. MOUNTAINTOP ‘90, April 7-8 armor, historical miniatures, a video room, a The Gaming Club at Lehigh University will dealers’ area, RPGs, board and family games, LITTLE WARS ’90, April 27-29 host its second annual convention at the Univer- and a used-game auction, with SCA talks and The Historical Miniatures Gaming Society sity Center on Lehigh’s campus in Bethlehem, demonstrations. Registration: $10 prepaid for (HMGS) is proud to announce that this year’s Penn. Several RPGA™ Network sanctioned the weekend, $12 for the weekend at the door, convention will be held at the Zion Leisure events are scheduled, along with BATTLE- or $5 for Friday or Sunday, and $6 for Saturday. Center in Zion, Ill. This is a miniatures-oriented TECH*, GURPS*, AXIS AND ALLIES*, and Proceeds will go to the Wishing Star Founda- convention with games spanning history and TALISMAN* games. Other activities include a tion. Write to: Merlyn’s, N. 1 Browne, Spokane beyond. Registration: $6/day, or $8 for the miniatures contest, a swap meet, vendors, and a WA 99201; or call: (509) 624-0957. weekend, with a $2 discount for HMGS mem- fantasy artwork sale. Prizes will be awarded to bers. There will be event fees. Judges are wel- tournament and contest winners. Registration: JAXCON SOUTH ‘90, April 20-22 come. Write to: Robert Bigelow, c/o Friends’ $6/day or $10 for both if registered by March Jacksonville’s Cowford Dragoons are hosting Hobby Shop, 1411 Washington St., Waukegan IL 15, $9/day or $15 for both days thereafter. the South’s oldest full-service gaming convention 60085; or call: (708) 336-0790. Write to: Brett King, Box 286, Lehigh University at Jacksonville Florida’s Civic Auditorium. Fea- Bethlehem PA 18015; or call: (215) 758-1409. tured are: RPGA™ AD&D® adventures, with NAME THAT CON III, April 27-29 AD&D®, SNIPER™, CIVILIZATION*, GHOST Sponsored by the St. Charles SF/Fantasy LEPRECON XVI, April 13-15 BUSTERS*, SEEKRIEG*, Napoleonics, BATTLE- Society, “III” will be held at the Holiday Inn St. This art-oriented SF/fantasy convention will be TECH* CALL OF CTHULHU*, WRG*, Louis-Downtown. Guests of honor are George held at the Sheraton Phoenix in Phoenix, Ariz. ILLUMINATI*, SPACE: 1889*, TRAVELLER*, Alec Effinger, Todd Hamilton, Wilson (Bob) (phone 602-257-1525). Guests of honor are Rick ELEMENT MASTERS*, WARHAMMER*, ROBO- Tucker, and Laura LeHew. Events include pro- Cook and Jim Fitzpatrick. Gaming events in- TECH*, STAR WARS*, and microarmor games. gramming, a masquerade, filking, a play, work- clude AD&D® (Monster Mash and more), There will also be computer and board gaming, shops, an art show, a hucksters’ room, videos, BATTLETECH*, micro-armor, WARHAMMER a swap meet/flea market, a dealers’ area, and and a charity auction. Registration is $16 until FANTASY*, GURPS*, STAR WARS*, EMPIRE movies. Write to: JAXCON SOUTH ‘90, P.O Box March 1, or $20 thereafter. Write to: NAME BUILDER*, and SHADOWRUN* games, and 4423; Jacksonville FL 32201. THAT CON III, P.O. Box 575, St. Charles MO many RPGA™ Network events. Other activities 63301; or call either Marie at: (314) 724-0808; or include workshops and panels, a miniatures- OURCON II, April 20-22 Cheryl at: (3140 946-9147; no collect calls, please. painting contest, a used-game auction, check-out This year’s convention will be held on the For hotel reservations, call: (314) 421-4000 or games, and open gaming: Registration: $20 until campus of the University of North Carolina in (800) 465-4329. the convention. Write to: LEPRECON, PO. Box Chapel Hill. There will be three RPGA™ AD&D® 26665, Temple AZ 85282; or call: (602) 968-7833. tournaments, as well as open gaming, board For gaming information, write to: Don Har- games, miniatures, and CLAY-0-RAMA. Write to: How effective was your convention listing? If you are a rington, 3505 E. Campbell #14, Phoenix AZ convention organizer, please write to the editors and let OURCON II, 605 Jonesberry Road, Box SS-7, us know if our “Convention Calendar” served your 85018; or call: (602) 952-1344, before 10 P.M. Carrboro NC 27510. needs. Your comments are always welcome. MST, please.

DRAGON 101

Some post-Christmas gift goodies— for yourself

©1990 by Robert Bigelow

Grenadier’s Fire Giant

Welcome to the second installment of needed to produce usable terrain). directly from GHQ for $24.95. A series of the gift-idea column started in DRAGON® GHQ has remedied this latter problem terrain manuals will appear as well, start- issue #152. I realize that most of you have through the production of a new video- ing in spring 1990. long since spent your Christmas money tape. Terrain Maker: The Gaming Scenery and are now facing the prospect of paying Videotape is a 40-minute VHS tape that off your holiday debts. This column has goes through the process needed to make Scotia Micro Models some miniatures that might let you focus a successful battle board. Step-by-step 32 West Hemming Street on fun for a change. instructions are given on how to produce Letham, Angus each type of hex, including ditches. It Scotland DD8 2PU Reviews starts with a simple road hex, then goes through the process needed to form dif- Simtac, Inc. ferent types of river and beach scenes and 20 Attawan Road Miniatures’ product ratings banks, and the careful process of making Niantic CT 06357 * Poor hills. The tape includes tips on manufac- ** turing different types of trees—even palm SF-01 Large Tank With Heavy Below average **** *** Average trees. The majority of the tree types are Hull **** Above average usable in 5mm only; larger-scale trees SF-04 Primitive Grav Tank * * * * ***** Excellent should be purchased separately. Scotia is producing a growing line of One of the most interesting parts of the science-fiction miniatures. The types of tape is a detailed set of instructions on vehicles and weapons are generic, so you how to transfer and convert the terrain can determine your own stats for the GHQ from a real map or illustration into a fin- weapons and vehicles. 2634 Bryant Avenue South ished battle board. While this may seem SF-01, a large tank, comes as a three- Minneapolis MN 55408 simple to many of us, to a beginner it can piece package consisting of a top, a bottom be a very difficult maneuver. The tapes plate, and an unspecified gun. The scale is VT1 Terrain Maker: The Gaming shows how to cut table-size templates and listed as 1/300th or 5mm scale. The vehicle Scenery Videotape * * * *½ figure out the actual hexes needed to is 1¾” long, ¾” wide, and ¾” tall. It’s a In issue #152, we reviewed a series of make the board. While the tape is directed heavy miniature in more than just name. hex scenery products made by GHQ called primarily toward GHQ material, the meth- The bottom is slightly beveled on all Terrain Makers. These hex-shaped pieces ods can work for many different scales sides and is covered by a large number of were given a three-and-a-half-star rating, and types of terrain as well. raised blocks of different sizes and shapes. partially because of the work it takes to This tape is directed mostly toward Some of the blocks appear to be cracked finish and landscape these hexes. The hobby shops with the intention of allowing by design, although there is one with a rating was also based on the lack of cer- customers to borrow the tape. If your mold flaw. The top piece of the hull is also tain specific instructions (e.g., how to hobby shop is unable or unwilling to pur- covered with these blocks (possibly equip- modify the hexes and apply the finishes chase or stock this tape, it is available ment modules and access panels). The

104 MARCH 1990 vehicle’s front slopes down at an angle. There is an observation bubble on the roof, two exits on the side, and one large exit in the rear between two engines. The gun is a nonturreted, multibarrel, gatling- gun-type weapon with good detail on the barrel, including cables and cooling fins. Several spots on the miniature have molding lines or flash that must be cleaned, including the front and rear of the vehicle and the gun’s ends. The engine detail is good on the gun side of the vehi- cle but not so good on the other. Also, the tank has a potential battle problem since there is no provision for the turret to turn. This vehicle is amazingly flexible with a little scratch work, extra weapons and turrets, etc. It could be used as an APC as well as a tank and would fit with the fig- ures in Games Workshop’s 5mm line. With work, this could be a gem. It costs $3.50. SF-04 is a primitive grav tank that comes in two sections, the body and the gun. The body is relatively small, measuring only M-3 Miniatures’ Trucks, Hovers, and Crosses of Davion ¾” long by 3/8” wide. The height with gun is 3/8”. The vehicle looks like an early model grav tank. It has a boxlike, chunky look with unmatched plates on both sides these units, the most glaring being on the sions to a campaign or prolonged war. and lower front but none on the upper rear door/hatch, which is split, with the These vehicles can be purchased for $3.50 structure. There are forward-facing lights, lower half sunk in. Scotia took the extra per pack of five. a hatch cover on the front slope, and a time to put lifters (antigravity units) on the grill on the rear deck. Several lift units are bottom, but the miniature is hollow and molded into the bottom of the miniature, open to the bottom, which defeats the FASA Corporation which is skirted at the edge. purpose of the extra bottom detail. Most P.O. Box 6930 The gun consists of a long-barreled, side- of the problems can be fixed with a little Chicago IL 60680 mounted howitzer in an open position. work, though. One man may be positioned in the struc- These vehicles would be assigned to 5951 Aeneas TOG Light Tank * * * * * ture to the side, but an automatic loader third-rate units on backwater planets. The 5954 Spartius Renegade Legion inside is more likely. There are no obvious units also fit in well with Steve Jackson Medium APC **** fire-control mechanisms except for what Games’ OGRE® or GEV® games as back-up Our next set of miniatures comes from appears to be a telescopic sight next to the field units. Older vehicles are frequently the embattled worlds of FASA’s RENEGADE barrel and a small circular screen. forgotten in the “more bang for the buck” LEGIONTM universe. This game of rebellion There are mold flash and mold marks on buying sprees but can add new dimen- in outer space is providing an increasing number of vehicles whose use can cross over into other games. Set #5951 represents one of the most popular of TOG light tanks, as per FASA’s Centurion Vehicle Briefing. The vehicle, for game purposes, is fast, maneuverable, well armored, and has a potent punch. The turret mounts a gauss gun, a laser system, and rockets for added firepower. The Aeneas came packaged in a group of three vehicles. Each vehicle was composed of four pieces, including a two-piece clear plastic hex base that fits into the bottom of each tank. Some minor work on the stand will adjust it properly. The body of each

tank is 1 1/8" long by 5/16” wide. The tank has a shield-type ridge (like a bumper) with a sloped front that leads up to a hatch just below the main gun barrel. The sides have many vents and two more hatches apiece. The bottom has six clear lift units. The turret is approximately ½” long and ¼” wide, not including the mis- sile rack. There are two main guns on the front of the turret, and one large hatch on the center of either side. These vehicles are of excellent quality, Scotia’s Large Tanks With Heavy Hull with no flash evident except at the ends of

DRAGON 105 the barrels. They do differ slightly from the illustrations in the Centurion Vehicle Briefing, most notably on the upper sides and front. I highly recommend these vehi- cles at $6.00 per pack of three. Set #5954 has the Spartius APC, one of the most versatile weapons of the Rene- gade Legions, as per the Centurion Vehicle Briefing. This vehicle presents many of the features that prevail in our equipment today. The troop is located in the rear of the vehicle, with both en- gines and armor in the front to protect the troops. This is comparable to either the M-2 in the U.S. or the MICV 80 in Great Britain. The Spartius is fast and heavily armored, and can lay down fire fields for the troops it deploys, though its troops have a close fit. These miniatures come three to a pack- age, with the same four-piece set-up as the light tank. The stands for these vehicles have mold defects that put them at an angle, but this is easily corrected.

Each Spartius is 1 3/8” long by ¾” wide along the rear (the front tapers to a ¼” Photography by Ral Partha width). The sides present a modest Ral Partha’s DRAGONLANCE® Heroes rounded slope with hatches or access panels clearly visible. The access panel on the side differs from the illustration on textured with a rocklike surface that lends Tasslehoff stands at the ready, with a page 91 in the Centurion Vehicle Briefing itself well to painting and detailing. Laur- sling in his left hand and a rock in his significantly and does not seem wide ana’s base is square shaped and is not as right. He is clothed in simple pants and enough to allow a person to exit the vehi. neatly done, being slightly crooked along buckle boots, and is wearing a sleeveless cle. The rear also differs from the illustra- the sides. fur coat. His face has a look of foreboding. tion in that the outward panels that go to Ral Partha did a good job matching the His hair is pulled back into a topknot that the skirt are missing. The front of the figures to the descriptions in the books, as flows down his back. He is also carrying vehicle is split to roughly half the unit’s the following shows: water containers and provisions on his length, then shows crew hatches and is standing in a relaxed posi- belt. access panels. The bottom has well-done tion, holding a lute in her right hand and a Tika is wearing a chain-mail shirt that is engraving on the lift units and panels but staff and symbol in her left. The figure has cut off just above the waist in the front is not spectacular. long, flowing hair with braids over her but which extends down in the back. The turret is 3/8” wide by 5/16” long. shoulders. A simple blouse and belt with a Under the chain is a shift that extends to There are obvious sensor units on the left buckle that blends into an elaborate, fur- her knees. Her wide belt holds a dagger side’ and a rocket pod on the right. Gun trimmed loin cloth and pouch complete and a sword sheath. Her hair is covered detail is excellent as were the hatches. the clothing. For outer wear, she has a full- by a metal skull cap that is part chain and This is an interesting APC that is well length fur-trimmed cloak, and her buck- is peaked. Her right leg has a plate protec- done and has many possibilities in other skin boots are also fur-lined and tor, and her left leg is bare. Both her feet games. It is highly recommended at $6.00 fur-trimmed. are covered in simple boots. A sword is per pack. Flint is clothed in a set of brigandine held aggressively in her right hand. armor that covers him from his shoulders Laurana is wearing very simple clothes, , Inc. to just below the waist. The rivets and a form-fitting body stocking with simple 5938 Cartage Court individual pieces are clearly visible as is boots. Over this stocking, she has a chain- Cincinnati OH 45212 the weapons harness that crosses the back mail shirt and a vest. Long hair flows and front. The helmet is horned and split down her back and covers her shoulder 10-502 DRAGONLANCE® Heroes slightly to allow for his hair. Flint has a protectors. Both arms and hands are pro- boxed figures set ***** detailed beard but is somewhat thinner in tected by gauntlets, and she bears a spear With the DRAGONLANCE Chronicles the body than I’d expected. He looks like in her right hand and a sword in her left. trilogy came the series of AD&D® he is growling, and he is shaking his left Riverwind is dressed simply with buck- DRAGONLANCE modules that used the fist. His right hand holds a battle axe. skin and a furred shirt showing a lot of characters and settings of the novels. As Simple boots, a shirt, and forearm buck- detail, stretching from his shoulders to the number of modules increased, so did lers-finish his wardrobe, below his waist. From waist to boots, he is the demand for figures that could be used Caramon is leaning forward aggres- clad in a tight-fitting material that shows to represent the DRAGONLANCE saga’s sively, as if fighting. He wields a long hints of the muscles underneath. A simple characters. Now, Ral Partha has satisfied sword in his left hand with a shield on his belt holds a breech cloth, a sheathed these demands with the release of the right arm. A plate-mail suit covers his sword, and a buckskin-fringed pouch. On DRAGONLANCE Heroes set. entire body, except for his full-length his back is a buckskin-fringed quiver full The Heroes set consists of 10 figures, boots. His tunic, worn under his shoulder of arrows, with individual shafts and representing the prominent heroes from plates, flows naturally. The simple belts feathers showing. His head and hair are the DRAGONLANCE Chronicles. All figures and buckles are clearly visible. Caramon unclad except for a headband. A look of are done in soft lead, and all except Laur- wears a winged helmet, and his face bears grim determination is on his face as he ana have round bases. These bases are a look of grim determination. holds a bow in his right hand. His arm

106 MARCH 1990 muscles are clearly shown, as are the bow 2 5/8” (65mm) high by 1 ¼” (30mm) wide at yet unreleased set of miniatures rules. In guards. the shoulders. The figure is in a slightly the interim, the packages are being sold as Sturm is a typical example of a knight or crouched position with a feral snarl and general-duty miniatures. high-level fighter. He is dressed from neck fangs. A ragged beard covers a high- Set #1004 is labeled as “Cooler Trailer to boots in a chain-mail shirt and leggings. cheeked face and pug nose. The head is Trucks” and comes with four vehicles that The boots are heavy leather with plates covered by a small, banded helm that form two units. Each unit consists of a six- protecting the front of the ankles and extends to cover the back of his neck. wheel truck cab and trailer. The cab is a shins. Plate also protects his thighs and The body of the giant shows bare skin large crew-truck type with a flat-sloped shoulders, with an ornate breastplate and on the arms from the shoulder down and cubic shape resembling contemporary groin protector. He is wearing an engraved on the backs of the thighs. Both areas Soviet truck cabs. The unit has tanks on horned helmet, and he has a stern look show excellent muscle detail with short both sides that could be fuel tanks or that is backed up by his raised rune- wiry hair visible on the arms. The giant power cells. There is also a large tool box sword. Leather gauntlets protect both has banded plate on his shoulders, and his behind the cab. Window and side detail is hands, and a plain shield is on his left arm. waist armor extends to mid-thigh. The rest good, but the roof has a lowered center This shield has no engraving on it to of his body is armored by a scaly pebbled and a visible tilt toward the driver’s side. match the illustration on the box. I recom- hide. The general consensus around my The wheels at the rear of the cab do show mend that you get a magnifying glass and hobby shop is that the hide closely resem- a mold line. In addition, one cab in my set carefully trace out a design on another bles the skin on a toad or a fire salaman- had a deformed set of rear wheels and the sheet of paper before attempting the der. The giant’s battle axe has a head sort of deck that occurs when the mold shield freehand. 15mm across. does not fill properly. Raistlin is the picture of a mage casting a The detail on the figure is good but The trailer is 1¼” long, of which ¾” is spell. He wears a long, fringed, hooded shallow. When we attempted to paint the the tank unit. The front part of the trailer robe with a cape reaching to his ankles. figure, much of the hair was obscured by is a container or crew section complete His boots are plain, but his belt is woven. primer that was applied in only one thin with vent and a pair of etched doors. On His face is set in concentration. Clutched coat. Some of the scaly hide detail will the roof of the front is a weapon that in his upraised left hand is his staff, which disappear unless you are very careful. The could be a heavy machine gun or cannon. ends in a large gnarled hand clutching a figure is a good buy for the variety that it The right front has a deck and tool box. crystal ball. A wealth of well-detailed spell provides when used with figures by other The rear tank area is oval shaped with a components hangs from his belt. companies; it costs only $3.50. top access. This trailer does have some Finally, there is Tanis the half-elf. He molding problems. The is molded reaches across his shoulder with his right slightly off center, so the trailer is tilted on hand to grab an arrow from his quiver. His M-3 Miniatures the cab. The rear trailer wheels need to be cloak goes from shoulder to floor and is 33 Mario Court slightly lower, as the trailer rides at a held by a simple clasp. Tanis is dressed as Plymouth MI 48170 downward angle and the top and rear are a typical ranger in leathers and fur-lined slightly malformed. The price is $4.75. shirt and boots. The vest has a design 1004 Cooler Trailer Truck ** Set #1013 is labeled “Troop Hovers” The worked into it, as does his dagger scab- 1013 Troop Hovers * * * * large rubber skirt that traps the air cush- bard. The belt has a pouch attached. 1102 Cross of Davion **** ion on each vehicle is very clearly done, Tanis’s face is finely chiseled with a neatly Those individuals who don’t recognize even to the mold mark in the front. Each groomed beard, although he appears the name M-3 Miniatures should not feel craft is 1 5/8” long and ¾” wide. An in- gaunt. His left hand clutches his bow. left out. M-3 Miniatures is a one-year-old scribed deck on either side of the cabin Ral Partha has done its usual fine job on company that has developed a set of leads to the rear engines. The rear engines this figure set. The only problems noted science-fiction miniatures to go with an as- could be either small jets or turbofans. (aside from Laurana’s base) were small amounts of flash from the vent holes (holes made in the mold to allow the metal to flow) and a lack of detail on Tanis’s boots and Sturm’s shield. With the detailed pictures available for painting guides, these figures will make either a very good collectors set or an excellent player-character set that can be used even for non-DRAGONLANCE cam- paigns. The set retails for $10.95.

Grenadier Model, Inc. P.O. Box 305 Springfield PA 19064

Grenadier Models UK Ltd. 19 Babage Road, Deeside Clwyd, United Kingdom CH5 2QB

Gren-713 Fire Giant * * * * Giants are a favorite target of adventur- ers everywhere; and now Grenadier has added a new target with its fire giant: The sample submitted for review is of an FASA’s Spartius Renegade Legion Medium APC armor-clad giant that measures a hefty Photograph by FASA

DRAGON 107 The cabin has beveled sides and front with trol. M-3 expressed surprise that I had so in both hands by the figure in a down- small armored windows in the front and many problems with my samples and ward slashing pose. sides. There are no noticeable doors, but offered to replace the units. M-3 also On a closer look, the figure is definitely there are hatches on the sides between the stated that there had been a short period not typical. The huge swords pommel has cabin and rubber skirts. The two upright of problems due to employee turnover but a skull on a shield. The sword itself is a fin stabilizers on the roof are of almost that most of the problems had been thick blade that does not taper to a point, uniform thickness, with some pitting and solved. Inspection of my store stock seems requiring about 10 minutes worth of trim- no visible control surfaces. to support this, but I would carefully ming and filing (be careful as you work, as This model could be used in either check any packages before purchase and the metal is somewhat brittle). The barbar- OGRE, GEV, FASA’s BATTLETECH®, or call any problems to the attention of the ian has a slightly exaggerated expression other games. With the addition of a small shopkeeper or clerk. on his face, and his hair flows into the turret from a scrap box, you could convert spaces between his head and arms and the one to a support vehicle and have a potent pommel of his sword. unit at a cost of two for $4.75. Tabletop Games The rest of the body, from the neck to Set #1102 is labeled “Cross of Davion.” c/o Alliance Miniatures just below the groin, is covered in chain This package contains two aircraft with P.O. Box 2347 mail. His necklace has several bear teeth landing gear up. The body length is 2 3/8” Des Moines IA 50310 and a small skull. The chain mail is from nose to the end of the T-tail assembly. cinched at the waist by a simple belt and is The body is based on a wedge shape, with Tabletop Games split down either leg. The barbarian’s feet two large jet intakes located at mid-body. 53 Mansfield Road are clad in sandals with straps. He has no The cockpit starts just behind the nose Daybrook, Nottingham scabbard for his sword. and has excellent visibility. The wing span United Kingdom This figure has overly exaggerated angu- is 1 ¾”, each wing set at right angles to the lar detail. You will have to work on this body. Underside detail is very good, with a BP-10 Alaric Mancleaver figure slightly to bring it up to normal visible weapons bay, wheel wells, and Tabletop Games, long known for its quality, but it will make an make an inter- wing and tail control surfaces. Top detail is 15mm historical and fantasy figures, is esting contrast figure. The price is $1.25 also good but not as deeply engraved, and entering the 25mm fantasy field in a big each. it will be covered if the primer and top way. Recently it acquired the rights to the coat are applied too heavily. In addition, old 25mm line and is now produc- That’s it for this month. If you have any there is some slight pitting that requires ing large numbers of those figures, some questions, write to me at: normal work to repair. The price is $4.75 with modifications to improve the pieces. Robert Bigelow per package. At first glance, this barbarian figure c/o Friend’s Hobby Shop Unfortunately, all of the units sent for appears to be just another barbarian. 1411 Washington Street review had problems of some sort that Thick, ropy muscles appear on his uncov- Waukegan IL 60085 should have been caught by quality con- ered legs and arms. A huge sword is held

108 MARCH 1990

110 MARCH 1990