SPECIAL ATTRACTIONS

Godsmen, Bleakers, Guvners, and Takers 10 — Rich Baker Discover the secrets of the ™ setting’s factions. The Demiplane of Shadow — Edward Bonny 22 Add this land of twilight nightmares to your AD&D® game. Planar Personalities — & 32 Meet four NPC residents of Sigil, the City of Doors. 42 You Never Know Who’ll You’ll Meet — Larry Granato Use these encounter lists to spice up your planar campaign. FICTION

Harvesting the Boneflowers — Joe Luniewicz 72 From dust we come, to dust we return.

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., PO. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QB, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine, PO. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for Europe is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in U.S. End, Cherry Hinton, Cambridge CB1 3LB, United funds for 12 issues sent by surface mail to any other Kingdom; telephone: (0223) 212517 (U.K.), 44-223- address, or $90 in U.S. funds for 12 issues sent air 212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR. game and hobby shops throughout the United States, Inc., or charges to valid MasterCard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets. Distribution to the TSR, Inc., PO. Box 5695, Boston MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to Printed in the U.S.A. U.S.A.; telephone: (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of 2 JANUARY 1995 REVIEWS

Role of Books — John C. Bunnell 50 Browse through a selection of Arthurs.

Eye of the Monitor — Jay & Dee 57 Join our stalwart reviewers through their adventures customer support. Role-playing Reviews — 88 We proudly present in-depth reviews of Chaosium’s NEPHILIM* and White Wolf’s WRAITH* games.

Through the Looking Glass — Bob Bigelow 112 Get Bob’s views on the latest figures. FEATURES

First — Lester Smith 8 Does Les even remember his first role-playing experience? Sage Advice — 85 This time around, Skip muses on magical enigmas of the AD&D game.

Rumblings — The staff 94 Catch up on news around the gaming industry.

Series Magic — 96 Our chronicler gets a visit from Khelben himself—almost.

Elminster’s Notebook — 100 Study the “ambitious youngster,” Aldreth Fireshar. DEPARTMENTS

4 Letters 103 Libram X 6 Editorial 106 Dragonmirth 67 Forum 108 Gamers Guide 78 Convention Calendar 120 TSR Previews

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (PO. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147, U.S.A. In Europe, contact: should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. ©1994 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva, Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U.S.A., and additional mailing offices. Postmaster: addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine, TSR, returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790, ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc.

DRAGON 3 What did you think of this issue? Do you have and of DUNGEON® Adventures for possible level, all very much in the spirit of the “killer a question about an article or have an idea for a Masque articles and adventures. dungeons” TSR became famous for in the early new feature you’d like to see? In the United William W. Connors 1980s. The DRAGON MOUNTAIN® adventure States and Canada, write to: Letters, DRAGON® boxed set from 1993 (TSR product #1089, $30), Magazine, P.O. Box 111, Lake Geneva WI 53147, is a huge, incrediblv nasty adventure for PCs of U.S.A. In Europe, write to: Letters, DRAGON levels 10-15. (For more details, the DRAGON Magazine, TSR Ltd., 120 Church End, Cherry Gaming on Krynn MOUNTAIN adventure was reviewed in Hinton, Cambridge CBl 3LB, United Kingdom. If DRAGON issue #200.) you wish your letter to be published, you must Many of TSR’S campaign settings have outstand- sign it. We will not publish anonymous letters. Dear Dragon, ing potential for high-level adventures. I’ve always We will withhold your name if you request it. I have been reading the ® wanted to take a high-level, magic-rich party of novels for nearly a year now. I’ve thought that lawful and good PCs—with at least one holy sword- playing in the world of the Companions of the bearing paladin—into the domains of the Lance would be fun. I was wondering what ® setting and conduct a guerilla More Masque books would be good to have in order to play. against the various . I think such a Ben Thompson campaign would be a blast, full of , tension, material? Salt Lake City UT and machinations. The ®, ®, and PLANESCAPE™ campaigns all handle The one absolutely essential game product for high-level PCs very well. Dear Dragon, any DRAGONLANCE campaign is the Tales of TSR is publishing a veritable torrent of materi- Yes! Thank you, TSR, Inc., for publishing the the Lance boxed set (TSR product #1074). This al in 1995 suited for high-level action. Available RAVENLOFT® Masque of the Red Death cam- $20 set contains all you’ll need to get a Krynn in July of this year will be the BIRTHRIGHT™ paign set. I’ve been waiting for a gothic horror game campaign off the ground, Ben. You also . This setting allows PCs (re- campaign setting that we are somewhat familiar may want to check out the Player’s Guide to the gardless of level) to be the ruler of a domain. No with, and now we have it in Gothic Earth. Now DRAGONLANCE Campaign (TSR product #2143, more must your PCs be in the service to an NPC the big question is: Does TSR plan to make this $15) that compiles all the information that ruler—-the PCs are the rulers. (“lt’s good to be an ongoing product line or is this boxed set all DRAGONLANCE setting players need without the king.”) The Labyrinth of Madness 64-page we’ll see? I would love to see Masque become a giving any DM secrets. Have fun! —Dale AD&D game adventure, available in August, is full-fledged line. C’mon, TSR, don’t let a really another tribute to the classic dungeon-crawl cool idea go to waste! modules we all love to hate. The High-Level Jimmie Earls Handbook is a 192-page hardcover book, availa- Chesapeake OH Beginners only? ble in September, that is devoted entirely to maintaining a high-level AD&D game campaign. I passed Jimmie’s letter on to William W. Other options also exist for those AD&D game Connors, the primary designer of the Masque Dear Dragon, veterans who are feeling a bit jaded. Try a variant set (and the author of the “Psychic Proficiencies” I’ve been playing both the D&D® and AD&D campaign such as the Masque of the Red Death article in DRAGON issue #212 for use in Masque games for eight years now. Over the last two or (mentioned above) or the ™ campaigns). His reply follows: —Dale three years, I’ve noticed a change in TSR, Inc.‘s settings. Or, pick one of the AD&D game’s Histori- products. When I started playing, there were cal Reference source books and develop a cam- Thanks for the kind words, Jimmie. Both many high-level modules available. Now TSR paign from the material therein. Role-play a Viking, Anne Brown and myself worked very hard to seems to be catering to beginning gamers only. a Celt, a Spartan, a Crusader a Roman, a Muske- make Masque an exciting and interesting alter- While I appreciate the need to bring new blood teer; or a paladin of Charlemagne. native to the traditional RAVENLOFT campaign. into the hobby, is it really necessary to neglect Don’t neglect your own imagination, either (For those who aren’t familiar with it, Masque the needs of those players who have already Garners—almost by definition—are creative essentially is a stand-alone campaign using the bought and enjoyed many TSR products? people. Flex those creative muscles. Create the AD&D® game and RAVENLOFT setting rules, Mark J. Beeley kind of adventures you’re looking for The but set on an Earth of the 1890s.) No address given AD&D game is flexible enough to challenge Masque wasn’t intended to be anything more characters and players of any skill level. Take than a one-shot product. But, because of the While bringing new people into the role-playing advantage of that. —Dale positive responses we’ve gotten from gamers hobby certainly has been one of TSR’S goals in like yourself, we’ve added a second product to recent years (and a goal that I heady applaud, by the schedule of 1995 releases: The Gothic Earth the way), I disagree with your charge of neglect. Gazetteer. This product is due out in December TSR’s Games Department does produce fewer Here it comes! of this year and will provide players and DMs “modules” than eight years ago, but much of the with an incredible amount of information about responsibility of presenting high-quality adventures Wondering what TSR is about to do the people and events that made news in the for characters of all levels belongs to DUNGEON® next? Turn to “TSR Previews” in this 1890s. Adventures. Wolf Baur does his best to publish As for other products, that’s up to you. We adventures for a variety of PC levels in each issue issue and find out! don’t have any on the schedule right now, but if of that magazine. we get a few more letters like yours (hint! hint!), TSR has produced some terrific high-level we’ll be sure to respond. In other words, if you adventures in the recent past. Look for the and your players want more Masque products, adventure, Temple, Tower, Tomb (TSR product you’re going to have to earn them. Also, keep #9448, $6.95), published in 1994. It contains a your eyes on the pages of both this magazine trio of deadly scenarios for PCs of 7th-12th

4 JANUARY 1995

One of the benefits of work- taking these games into areas that we ing for TSR, Inc., is that I get a choice in could barely imagine just a few short the type of calendar I want for my office. years ago. It will be within the pages of This year I chose the desk blotter style. this magazine that you will be presented Every year I choose the desk blotter style. with the latest information and challenged It’s not that I need all of those parallel by the best games available. And much as lines for scheduling my appointments—no, that blotter-style calendar focuses my my requirements are much more practi- activities, we’re creating a new target to cal. I need that large white rectangle as a focus this magazine on. That target is, as target for my desk clutter. From halfway its always been, you, the reader. But these across the room I can fling a pink “While- days you’re a rapidly moving target. you-were-out” note and get it within those Send us your thoughts, your opinions, or commanding black vinyl corners three out your concerns about the future of gaming of four tries. and this magazine. We’ll review those When I first moved into my new office comments, organize them as well as we with its custom counters and its impres- can, and integrate them into future issues. sive skylight (with which I issue Skylight It is our goal to present you with a new Weather Reports for the dwellers of the Since 1976, DRAGON Magazine has been and exciting DRAGON Magazine at around Cubular Village), I thought about going part of the growth of a new form of enter- the time of our 19th anniversary this with the datebook-style calendar. The desk tainment. talks about the early summer. If you take the time, make the looked so sleek in its uncluttered glory, so days, when the magazine was “a giant effort, and participate in our focus group, contemporary, so ’90s. But, alas, it also was errata sheet.” At that time, TSR was creat- you’ll be rewarded with the knowledge so unfocused. A week from now, it will ing new products so fast that a lot of rules that you have been instrumental in chang- take some effort to sift through all the were published with holes in them large ing the look of gaming. clutter to see if next Thursday is the enough to drive a truck through. DRAGON Thanks! twelfth or the thirteenth (it’s the twelfth— Magazine filled those holes. Time passed, watch out for Friday the 13th). But, for the game products became more complete today, that large white rectangle beckons, and comprehensive, and this magazine “January 1995” boldly emblazoned across turned its focus to other areas. Book and the top. game reviews, short fiction, humor, cover- Whoa, hold on! Can it really be January, age of miniature figures, and computer 1995, already? George Orwell’s 1984 was game reviews were all added into the mix, set in a future time that is now more than We supported our readers with conven- ten years in the past! tion listings and gave them a voice through George wasn’t off by much. Hardly a day “Forum.” All this, and rules expansions too! goes by any more without some Orwellian Throughout almost two decades of pub- Send your comments to: concept making the news. Computers lishing, DRAGON Magazine has been the DRAGON Magazine threaten our privacy, audit our tax re- largest, most celebrated magazine of its c/o Counter Intelligence turns, and offer us endless variety in ways type. Now, having survived the agonies of P. O. Box 111 to pass our hours in entertainment. We’re our adolescence, this year seems like a Lake Geneva WI 53147 plugged into the Net, talking on cellular good time to take a hard look at ourselves phones in our cars, and faxing messages and chart our course over the ever- Or, fax your comments to (414)248-0389 from home while nuking our dinner. But changing landscape of the hobby. This is Attn.: DRAGON Magazine even George Orwell couldn’t predict that where you come in. Counter Intelligence. DRAGON® Magazine would survive to The future of role-playing entertainment enter its 20th year, And, like any 19-year-old, appears as seamless and uncluttered as my Or, send them via e-mail to: we intend to stay up with the trends and office counters once were. New styles, [email protected] be a player in the future. new technology, and new thinking are Attn.: Counter Intelligence. 6 JANUARY 1995

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

What memories. . .

by Lester Smith I don’t really remember the first time I giants being infested with overlarge bugs, dropped a torch into the oil, burning them played a role-playing game. There’s just but in retrospect it seemed so right. Yet it to ashes. The DM was pleasantly surprised the vaguest recollections of a stream bank, was evident that the DM had just invented by the tactic. But he did insist that I make a and somebody’s character getting bitten that detail. His setting had grown a bit in Saving Throw to keep Raedel from losing his by a giant tick because the DM decided the response to a character action, giving us eyebrows in the initial flash. I failed. I should guy was being greedy. My wife tells me all a peek at how much larger than any have said Raedel “tosses” the torch instead of that she was playing a , but I don’t one of us a role-playing game world could “drops” it. recall my own character at all. In fact, I become. Most memorable about the campaign, only vaguely remember my wife being But it was only a peek, because the however, were the NPCs accompanying there. (Sorry, Honey.) dominant thing I remember about that Raedel. He had a thing for one of them— In retrospect, it seems odd not to re- first session is the DM. As I recollect, there Mistress Goldleaf, an elven sorceress—but member that session. After all, I’m fasci- was a sense of his having invited us by for the DM played her as a bit standoffish. nated by gaming—so much so that I’ve a glimpse into his imagination. In those Their slow-growing relationship added made it my profession. I enjoy writing in early years, it was a pretty common atti- considerable life to the adventures, An- convention bios that I’ve made an “occupa- tude that the DM was a performer, calling other NPC was a surly fighter named tion of a preoccupation.” And considering the players together to be entertained by Barat, who tagged along just for the trea- that I had a wife, children, and a steady his world. The trouble was, that made the sure to be had. He had an annoying habit job for years before starting a gaming PCs secondary to the DM’s vision, serving of holding Raedel personally responsible career, it ought to be obvious that this more as our interface with his world than whenever anything went wrong. One time devotion is not merely a temporary whim. as personalities in their own right. Of when deep in the dungeon, we had been (By the way, lest anyone be worried, I still course, it wasn’t long before we began cut off from our entry route and were have the wife and children.) So it seems taking over by portraying characters vivid looping back toward the entrance—at least strange that my first role-playing experi- enough to demand attention, thereby according to the map—battered and bleed- ence should be so forgettable. It begs the seizing joint authority for the stories that ing from a host of encounters, and just question why I ever played again, let alone evolved. hoping to make it back out alive. Unex- became an addict. My earliest vivid memory of role-playing— pectedly, we stumbled upon a cache of Maybe there is a clue in what I do re- when it really all began coming together— weapons and armor, including one full set member of that first time. I recall the DM. was some months later. At the time, it was of plate. Raedel warned Barat that it might And, of course, the giant tick. And the just me and the DM. I played Raedel Pine- be dangerous, but of course the guy put it stream. haven, an elven fighter-mage leading half a on, and of course it turned out to be The stream is significant, I think, in that dozen hirelings on periodic forays into a cursed, though we didn’t find out until it is a visual memory. For me, a major part recently discovered dungeon. I vividly re- later. We got out of the dungeon without of the enjoyment of fiction—written or member one room in particular: a cob- another encounter, and a week passed role-played—is in the mental images it webbed dining hall with doors all around before Raedel heard that Barak was look- creates. I think there is no greater compli- the walls and a gong standing on a dais at ing for him. It seems he hadn’t been able ment for a game master than to be told one end. From my map, one of the doors to remove the armor since first putting it “The adventure seemed so real, I could seemed to match up with a passageway back on. Thinking (erroneously) that I had picture just what was happening.” That to the surface, so Raedel sent the NPCs heard something about cursed armor fragmentary image of the stream bank in through it, remaining behind long enough to falling apart when struck in anger, I came my memory carries with it a good feeling, throw a dagger at the gong. When it hit, a up with a plan. Raedel asked Barak to a glimpse of an imaginary world that I door across the room flew open and a horde meet him in a local tavern, with Mistress want to spend more time in. And therein of skeleton warriors clattered through, Goldleaf secreted at a booth there. While lies one reason for my addiction. swinging rusty swords. By the time they got Raedel and Barat talked at the bar, she The giant tick plays its part in that it was across the room, Raedel had fled to meet his used a push spell to nudge Barat’s arm, so unexpected, and yet so appropriate. friends topside. At the next session, I asked spilling his drink all over a bruiser stand- Now that I think about it, I recall that we the DM if the group could purchase lantern ing next to him. A brawl ensued, but to had slain a hill giant (interestingly enough, oil by the barrel at a discount, and some Raedel’s horror the armor didn’t fall off; I don’t remember the combat at all), and rope to make a harness for carrying it be- Barak was just getting beat up—a lot. the greedy fellow had searched the giant’s tween four people. With a puzzled look, he Raedel cast a sleep spell on the place to cave for treasure. Unsatisfied with what assented, and Raedel led the party right back stop the fight, dragged Barak out, left him he found, he searched again, then outside, to that dining hall, where he poured the oil some money, took Mistress Goldleaf, and and finally began rummaging through the all over the floor in front of the skeletons’ headed for distant lands. It was a fitting skins the giant wore. That’s when the DM door, then hit the gong. Again, the door flew end to the campaign, and somewhere in decided to punish him, with a giant tick. I open, and out ran the skeletons, only to slip the back of my head, those two elves are hadn’t thought about the possibility of and fall in a tangled heap. Quickly, Raedel still exploring that world, hand in hand. 8 JANUARY 1995

Listen, berk. You might think you’ve got the dark of what the factions are about, but there’s more to ‘em than meets the eve. They’ve got secrets within secrets, and the poor sod who crosses a factol’ll find him- self lost, and lost fast. Now, you seem like a decent basher, and it would be a shame if you got put in the dead-book without even knowing why you got there. So, pay atten- tion, and you may learn something that could keep your soul and body together by Rich Baker when you walk the streets of the Cage. Artwork by Tony DiTerlizzi Factions There’re thousands of leagues, circles, conspiracies, and on the Great Road, but there aren’t more than a few dozen factions, and there’s only fifteen that are known in all the planes. Each faction stands for something—a body’d have to be completely Clueless not to know that—but there aren’t many cutters who have the dark of what the factions do about their beliefs and what belonging to a faction actually means. If a cutter’s a factol’s man, he lives the belief of his faction. The Ciphers empty their heads of thought. The Bleakers em- brace howling insanity. The Mercykillers hound lawbreakers into their graves. But that don’t mean that every Cipher spends his day contemplating his navel, or that 10 JANUARY 1995 every basher wearing the badge of the Red The rarest kind of faction-man is the fac- Death does nothing except pursue crimi- tor, or factol’s man. The factors are the nals. See, there’re different levels of associ- high-ups of the factions. They command ation with each of the factions, and the strongholds and oversee operations, and truth of things is this: most cutters wear councils of factors usually govern most of the colors and live the belief while going the factions’ relations and activities. In about their own lives. some factions, the factors stay invisible; Most bashers you meet on Sigil’s streets they disguise themselves as factotums of are namers. They’re sometimes called the some type or another. Other factions, like file, or factioneers. Namers are cutters the Guvners, like to put a name and title to who wear the colors but keep a distance each of the factors. When it’s time for a from the factol’s plottings. They’ll gladly new factol, it’s usually one of the factors get in a brawl over their badge, but they’ll who ends up taking the job. rarely shed blood for their colors. When namers can, they help each other out. May- Faction secrets be they let the faction’s bloods crash in So, you think you have the dark of it their kip, or maybe they keep their ears now? Well, don’t think you know all you and eyes open and pass news along. The need to know to deal with the factions. point is, they keep their involvement at a See, the factions pass on more than a set of minimum unless it serves their purposes to colors and an attitude to their namers and get in good with the factol. factotums. Factions are about knowledge If a namer doesn’t want to do something and philosophy, after all, and there’s few for his faction, he can tell his fellows to pieces of knowledge more handy than pike it. Usually, he can get away with it. spells no one else has seen, or darks no one He’d better not come around asking for else can learn. The low-ranking bashers— help later on, though. A lot of the factols the namers—won’t know much more than only ask a cutter once, and if he doesn’t you would, but the high-up factotums and march to their tune, he’ll never become a factors have been initiated into the deep- high-up. est, most dangerous darks the factols When a basher enlists in a faction full- know. In the Cage, knowledge is power. time, he’s called a factotum, or faction- Most of this chant is common sense. Any man. A lot of sods think that factotums are sod on the street knows that Ciphers know just guides and messengers, but those’re things about how to move and how to act only the most visible kind of factotums. faster than a snake’s strike. Everyone’s Many more factotums are soldiers and seen Dustmen deal with undead, or a scholars, diplomats and enforcers, and Doomguard in a fight. But these aren’t the knights of the post who all work for the only tricks the factions have up their factol. In fact, any basher who considers sleeves. There aren’t many namers who being a faction member his primary em- learn these darks; the factols like to get ployment and use of time is a factotum. their hooks in a cutter and be sure of his Generally, all factions are short on facto- loyalty before they call him a factotum and turns; it’s easy to find namers to wear the trust him with a new secret. And in most colors, but it’s hard to find someone who’ll cases, the blood’ll have to demonstrate his drop what he’s doing to carry a message to loyalty many times to earn the more pow- Ribcage, or maybe undertake a little cross- erful darks the faction trusts him with. trading for the factol’s benefit. Factotums have to take orders from the higher-ups in Athar their faction, but the factions watch out The Lost have a lot of enemies in the for their factotums and make sure they’ve Cage. There ain’t many cutters who’ll ad- got the jink and savvy to get a job done. mit to thinking like they do. After all, who Each faction has a different way of making knows when a sod might need a little di- factotums out of namers. vine aid? An Athar sure won’t see any.. Wearing the Athar colors is bad enough, who shows them the ropes. The appren- Despair (Enchantment/Charm) but the factotums of the Lost have to learn ticeship varies widely from individual to Wizard spell a trick or two to help themselves when individual; some mentors almost ignore Level: 4 Components: V,S other folks might turn to a power for help. their charges, leaving it to the apprentice Range: 30 yards CT: 4 In the Athar, factotums are called to keep up with them, while others take Duration: 1 rd./level Save: Neg. athaons. A namer can become an athaon their duties very seriously and insist on Area of Effect: 2d4 creatures in a 20’ X 20’ by participating in a hidden ceremony in daily lessons or tasks. When the mentor square the walls of the Shattered Temple. It’s said feels that the factotum candidate is ready, that an athaon has to bring three objects, he takes his protege before a Godsman Mages of the Bleak Cabal developed this books, or symbols imbued with the magic factor who evaluates the candidate with spell to share their point of view with of the so-called powers to this ceremony tests, puzzles, or challenging tasks. The their enemies. When this spell is cast, 2d4 and destroy them there. (Magical items tests are said to be tailored to the candi- sentient creatures (Intelligence 3 or better) usable by priests, relics, or holy writings date’s fears and weaknesses. in the area of effect must make a saving will do.) Once the namer’s done that, he’s Factors of the Godsmen are selected throw versus spells or lapse into a despon- sworn into the ranks as an athaon. from the most experienced and powerful dent depression as they realize the hope- Athaons can get room and board from factotums (10th level or higher) after a lessness and folly of their beliefs. Victims any namers of the Athar. In addition, the secret ceremony or test of some kind in of despair are unable to attack, cast spells, factors’ll keep him busy with assignments the Deep Ethereal. move, or even engage in basic activities designed to increase the power of the The Godsmen spend a lot of time in the such as eating or drinking. Everything just faction and work against those sods who Ethereal Plane, studying the formation of seems pointless. The effects last for one meddle in the name of imaginary powers. demiplanes, and they learn their way round per level of the caster. Most low-level athaons are used as guards around the Gray Sea. Godsmen factotums Creatures suffering from despair don’t and messengers, or technical experts. Mid- are trained in recognizing color curtains bother to defend themselves, so opponents level athaons (4th-7th level) are used as and automatically know what plane a can automatically strike, disarm, or bind special envoys, independent operatives, or curtain of vaporous color leads to. They them without resistance. However, when a supervisors. make excellent guides in the ether; Gods- creature is damaged or bound, it may Athaons receive a special saving throw men factotums reduce travel times by one- attempt another saving throw versus bonus of +2 against priest spells cast by third, and Godsmen factors reduce travel spells to shake free of the spell effects. clerics, proxies, or servants of any of the times by one-half. Because they are at- Primes and Independents resist the effects powers. They know that it’s all a sham and tuned to the world of the Ethereal of despair, since they’re not committed to place their trust in themselves. This bonus Plane, they learn to detect the approach of a philosophy. They gain a +2 on saves also extends to the spell-like abilities of enemies—Godsmen factotums gain a +1 versus this spell. creatures such as devas and baatezu who bonus to surprise checks on the Ethereal. serve a power. Godsmen factotums sometimes can be Howl of Pandemonium By 9th level, most athaons are nearing found with magical stones called source (Conjuration/Summoning) selection as a factor and elevation to the tokens. These stones look like cloudy gray Wizard spell inner circle of the Defiers. Factors of the pebbles with swirls of darker matter in- Level: 6 Components: V,S,M Athar gain a special obscurement that side. The holder of a source token can Range: 0 CT: 6 protects them from the observation of enter the Ethereal Plane at will from any Duration: Special Save: Special powers and their servants. Priests, divine other point in the multiverse, but each Area of Effect: 30’ radius or a cone servants, and even the powers themselves token only works once before disappear- 60’ X 20’ at its end using spells or spell-like powers to locate ing. It’s said that source tokens are manu- or inquire after an Athar factor must factured in a secret forge in Sigil’s Great This spell enables a mage to channel the make a saving throw versus spells or have Foundry, and they’re only given to facto- screaming winds of Pandemonium their efforts fail automatically. Spells or turns who have a specific mission for the through his own body, allowing him to abilities this Athar obscurement counters faction. emit a numbing howl that incapacitates include detect evil, detect invisibility, ESP, anyone nearby. The spell lasts as long as know alignment, locate object, clairvoy- Bleak Cabal one round per level of the caster, but ance, clairaudience, magic mirror, contact Bleakers don’t see themselves as insane, ceases if the howl is not maintained for other plane, sending, ensnarement, legend despite everything everyone else says that length of time. (The howl must be lore, demand, foresight, augury, detect lie, about them. It’s all the other sods who’re maintained for at least one full round to divination, reflecting pool, magic font, find deluded. The Cabal picks its factotums be effective at all.) The effects linger after the path, exaction, and other such spells. carefully; the difficulty of their beliefs is the spell ends, lasting as long as the howl It’s thought that since the Athar don’t more than most sods can take. Prospective was maintained. The wizard can take no believe in powers, the powers and their factotums must serve six months in the other action than standing still and howl- servants have a hard time affecting them. Gatehouse, looking after the barmies, ing to maintain the spell. When the wizard before they are accepted and assigned to casts howl of Pandemonium, he has the Believers of the Source other duties. option of channeling the spell into a cone- Godsmen believe that every sod out One of the unusual darks about the shaped area, or simply affecting all crea- there can be a power someday. It’s easy to Cabal is the fact that there’re many wiz- tures within 30 feet. laugh at ‘em, but there’s the unsettling fact ards and scholars among their ranks. All sound-based attacks are negated by that sometimes Godsmen do things that Characters of high intelligence find a this spell. Even a banshee’s wail or an can’t be explained. None of the other strange logic in the Bleakers’ teachings. androsphinx’s roar would be drowned out factions believe the Godsmen are actually Most of the factotums and factors of the by the howl. All creatures in the area of becoming deities, and say that they’re Cabal are wizards, and the Cabal has effect are deafened and disoriented by the using magical items to achieve these ef- access to a number of rare and dangerous spell. Communication of any kind is impos- fects. The Godsmen pay no attention to spells developed by its members. (Two of sible, and the victims suffer a -2 penalty these nonbelievers—they know they’re these special spells are described here, as to attack rolls and saving throws. Any right. examples.) The Cabal jealously guards the creature trying to approach the caster Godsmen namers who want to become knowledge of its spells, passing them on must save versus spells to be able to get factotums undertake an apprenticeship only when a factotum has proved his value closer, and any nonmagical missile fire is beneath a more experienced character and loyalty in many important missions. deflected by the force of the howl.

12 JANUARY 1995 In addition to the above effects, crea- ons known as entropy blades. Initiates of the Fourth Circle are inaugu- tures whose Hit Dice or levels are less Entropy blades are forged in the Doom- rated into a sinister and dangerous dark: than the caster’s must save versus spells or guard citadels and imbued with the destruc- their pact of neutrality with the undead become confused. Roll a d10 for those tive powers of the negative quasi-energy becomes a pact of service. Dustmen facto- who fail their save and refer to the list planes. An entropy blade is created to op- turns gain the power to command undead, below: pose a specific threat to the disorder of the just as if they were neutral priests. Each 1: Wander away for duration of effect. universe, and once the threat has passed, Dustman must be individually initiated 2-6: Stand confused for one round, then the entropy blade dissipates into dust. For into the circle of command; many Dust- roll again. example, a powerful priest of a lawful men never become part of this alliance. 7-9: Attack nearest creature for one power may be trying to unite a warring Once initiated, the character gains the round, then roll again. kingdom. The Doomguard chooses to oppose power of a lst-level priest for purposes of 10: Act normally for one round, then his action, since if the kingdom were left commanding undead, and improves when- roll again. alone it would fall into entropy. A Doom- ever he rises in level. Priests who gain Creatures of 2 Hit Dice or less who fail guard hero is entrusted with an entropy access to this inner circle get a bonus of their saving throw are not confused, but blade with the purpose of destroying the +4 on all their normal attempts to com- instead driven into a catatonic state that priest and his works. mand undead. lasts for 2d6 hours. Petitioners and mon- Entropy blades are normally swords of If this wasn’t frightening enough, it’s also sters native to Pandemonium are unaffect- +2 magical value, but when they directly said that the Dustmen hide a terrible dark ed by this spell. oppose the threat that prompted their in their hidden Negative Energy Plane The material component is a pebble creation, they act as +4 weapons. Entropy citadel: Every Dustman who has ever died from Pandemonium, which must be con- blades ignore the normal adjustments to is waiting to be recalled to service. Except sumed by the caster. magical weapons caused by travel through for those who were disintegrated or other- the planes—after all, entropy is every- wise physically destroyed, the Dustmen Doomguard where. take all their dead back to their black The Doomguard believe that it’s neces- Entropy blades also have special powers, citadel and prepare them for continuing sary to prevent people from interfering depending on the specific type of blade service as undead. Some day, they’ll all be with the natural order of things——but note that these special summoned back to unlife when the faction gradual entropic death of the entire multi- powers only operate when the blade is has need of ‘em. A body’d better not rattle verse. The constant conflict of entropy being used in direct pursuit of the purpose his bone box about this one—if the Dust- against order has taken on the characteris- for which it was made. men even suspect that someone’s tumbled tics of an unending war for many Doom- —An ash blade protects the bearer as if he to this, they’d be waiting in the darkness. guard. Unlike many other factions, the were wearing a ring of fire resistance, and The end result of all this is that Dustman Doomguard make no distinctions between can cause a chill touch three times per day. Initiates often can muster undead allies to namers or different ranks of factotums. —A vacuum blade provides the bearer help them. An Initiate of the Fourth Circle Doomguard forces form spontaneously in with immunity to gas attacks such as a can “requisition” a group of undead whose response to a direct threat to entropy, and green dragon’s breath or a stinking cloud total Hit Dice are no more than twice his any blood who happens to be there may spell. It can enfeeble (as per ray of enfee- own level. To make this requisition, the end up as the high-up for that fight. blement) by touch three times per day. Initiate must convince his superiors that Although the Doomguard don’t officially —A salt blade provides the bearer with he really needs the help, must succeed in a create supervisors or officers, the truth is water resistance (as per a ring of fire command undead attempt, and also must that there’re Doomguard who spend all of resistance, but against water-based attacks reward the undead for their service. (The their time fighting the entropy war, and or spells) and allows the bearer to lower DM can decide exactly what kind of un- there’re Doomguard who don’t. The full- water or destroy water as a 12th-level dead forces are available for the charac- time bloods might be considered the equiv- cleric, up to three times per day. ter’s command, and what the character alent of factotums from another faction, —A dust blade protects the bearer against must pay them. Under no circumstances since they tend to be in on the dark of earth- or stone-based attacks, including earth can a PC attempt to muster undead allies things and often wind up as the cutter in elementals, giant-thrown boulders, or fist of more than once per adventure.) charge when the faction needs to get stone, and can disintegrate stone or earth by The Dustmen are careful not to abuse things done. touch once per day. this pact of service or to let it become While the Doomguard skips on organizers A Doomguard factotum with a very long common knowledge. There are too many and middle ranks, they do spawn factors to mission may retain his entropy blade for bloods in the Cage who’d take offense at marshal the forces of entropy against the his entire natural life, passing it on to the sight of undead marching through the forces of order and progress. These bloods another Doomguard when he can no streets or looting the homes of the rich for are known as Doomlords, and most sods longer serve as a champion of entropy. the faction’s benefit. A Dustman sod who don’t ever want to meet one who’s about the However, most entropy blades exist for fouls this up could very well find himself faction’s business. Doomlords are picked only a few months before their missions as one of the creatures he was trying to from the most powerful and ruthless Doom- are either accomplished or defeated. control. guard, and then subjected to some kind of unspeakable transformation in the Negative Dustmen Fated Energy Plane. When they return, they wear Dustman factotums are rare; the mem- The Takers have a unique system of ad- black and red masks blazoned with the bers of the faction refer to them as Initi- vancement from namer to factotum, and faction symbol where their faces ought to ates. The lowest-ranking factotums are from factotum to factor: challenge and be. It’s said that the sight of what’s under the Initiates of the Fifth Circle, and middle- defeat. When a Taker decides he wants to mask’d drive a body mad. ranking factotums are Initiates of the become a factotum, he has to find a sod From time to time, the Doomlords create Fourth Circle. The factors and factol of the who’s got the job he wants and remove him champions of entropy to respond to spe- faction belong to the First Circle. No sod’s from it. The sod can be “convinced” to retire, cific threats. These cutters would be high- ever discovered what the Second and encouraged to go after someone else’s kip, or up factotums in another faction, but in the Third Circles were and lived to tell the (rarely) simply disappear. Whatever it takes, Doomguard they’re made from whoever’s tale, but it’s said that powerful, free-willed it’s understood that the fellow advancing in the strongest sword arm near the trouble. undead make up these ranks of the fac- rank is merely asserting his right to confis- To help these cutters perform their duties, tion. To become an Initiate, a Dustman cate the desired position from someone too the faction arms them with magical weap- must be at least 4th level. weak to defend it. DRAGON 13 Factotums of the Takers soon discover survival proficiencies while on that layer. spell. (Refer to page 44 of the DMG.) It is that it’s not in the Takers’ nature to help Unfortunately, the only real way to learn possible for a wizard to research a spell each other out. They don’t pass around this proficiency is to spend time on the that he knows how to cast normally; these special magical items, or teach each other plane (or layer) in question. About a are spell-like abilities derived from a unique spells. They believe that each cut- month’s worth of travel and study will knowledge of the multiverse, not extra ter’s got to make his own way in the suffice for general plane knowledge, but spells. After a character invests the neces- world, and if one of the Fated really needs becoming an expert on a layer could take sary time and money, he has a percentage help from someone else, maybe they four to eight months of extensive travel chance equal to his Intelligence plus his shouldn’t have become Takers in the first and introductions. experience level to find a way to make it place. work. However, this doesn’t mean that the Fraternity of Order A Guvner can’t gain more than one spell- Fated don’t have tricks that other people It shouldn’t surprise anyone that the like ability per five levels. The DM is per- don’t. Any sod’11 tell you that the Fated are Guvners are the most organized and disci- fectly within his rights to require a player some of the most knowledgeable and plined of the factions. Every factioneer or character to make an extraordinary effort reliable guides on the Great Road. You see, factotum’s got his place and his responsi- (i.e., have a successful adventure) to even one of the Takers never lets someone else bilities. A clear chain of command con- get started on developing one of these do his work for him. If he’s planning a trip nects even the lowest cross-trading abilities. to Carceri, he finds out everything there is innkeeper right to the factol himself. Fac- to know about the Red Prison first. When totums are advanced at regular intervals Free League he gets there, he relies on nothing but his to positions of greater responsibility, pro- The Indeps don’t have any formal orga- own observations and common sense. The vided they live by the rules and show nization or card-carrying factotums. There Takers’ve got a knack for survival that’s a creativity in getting around them. aren’t any terrifying secrets that they’re mile wide. Of course, Takers don’t pass As Guvner factotums grow more power- passing around, no distinctive powers that along this information for free. You’ve got ful, they learn the dark of things. They mark them for what they are. They settle to earn it somehow, and if you want a find the loopholes in the universe and for maintaining their neutrality and keep- member of the Fated to guide you across learn how to take advantage of them. A ing out of the kriegstanz of the other Avernus, you’d better be prepared to pay high-up Guvner can do things that no one factions. Since they don’t create special dearly for his time and trouble. should be able to do. When a Guvner powers for themselves, the Indeps find In game terms, factotums of the Fated factotum reaches 5th level, she gains a other ways to look out for each other. One can use nonweapon proficiency slots to limited ability to manipulate probability. of these is a spell, know faction, which gain a special proficiency called Plane Once per day, the character can tinker was developed by an Indep wizard who Knowledge, described below. Once a Taker with the laws of chance to gain an advan- wanted to be sure of who he was dealing spends a slot on Plane Knowledge, he can tage for herself. (In game terms, she can with at any given time. spend additional slots on Layer Specializa- give herself a +1 to an attack roll, damage tion. For example, a Fated who has Plane roll, saving throw, or bestow a -1 penalty Know faction Knowledge (Baator) can spend another slot to any one of her opponents’ rolls. This (Divination) to get Layer Specialization (Avernus). bonus or penalty improves by 1 per three Priest or wizard spell levels, so at 8th level it’s a +2 bonus or a Priest sphere: Divination Plane knowledge -2 penalty, at 11th level a +3 or -3, and Level: 1 Components: V,S General, 1 slot, Int -2 so on. This ability is one commonly taught Range: 20 yards CT:1 This proficiency allows a character to by the Fraternity of Order to all of its Duration: 1 rd./level Save: Neg. become familiar with the hazards, deni- factotums. Area of Effect: Special zens, and refuges of one specific plane. A A more personal special ability lies in the character with this proficiency knows Guvners’ command of spell-like abilities. This spell enables a wizard to determine what the gates to the neighboring planes These are acquired on an individual basis, the faction of a character or creature and different layers look like. He can usually at the cost of months of adventur- simply by looking at him. Most faction recognize common denizens of that plane ing or research. A fighter might learn how members don’t bother to hide their affilia- and estimate how dangerous they might to “borrow” some elemental fire to tempo- tion, but on occasion factols will order be. He has a good idea of what’s where, rarily turn his sword into a flame blade, or covert missions or infiltrations of other and the general characteristics of any a thief might learn how all shadows meet groups. The spell lasts one round per level power’s realm in that plane. With a suc- on the plane of Shadow and how he can of the caster, and the caster can determine cessful proficiency check, the character teleport himself by stepping into one the faction of one creature within range can determine which way to go to find shadow and out of another. Every time the every round. If a target is trying to con- any destination or portal he’s heard of, character uses one of these abilities, there ceal his faction, he may attempt a saving recognize uncommon or rare residents of is a 10% cumulative chance that the loop- throw versus spells to foil the wizard’s the planes, determine the intent or pur- hole in the laws of the universe closes, and efforts. pose of any natives he meets, or survive the ability is lost forever. If the character On occasion, creatures with deep-rooted on inhospitable planes without food, wa- rolls 01-05 on this check, the loophole philosophical beliefs will be revealed by ter, or special equipment. closes in a catastrophic fashion for him. this spell. For example, a high-level priest By spending another proficiency slot, the (The DM is encouraged to be creatively who worships a power of death may be character can specialize in a layer of the malevolent.) mistaken for a Dustman. plane he has knowledge of. Layer speciali- As a rule of thumb, a factotum cannot zation creates several contacts or ac- learn how to create a spell-like effect that Harmonium quaintances for the character on the layer is of higher level than he could cast if he Strangely enough, the Harmonium’s in question. With a successful proficiency were of the appropriate class. It would views often create situations of conflict check, he can apply a +3 reaction adjust- take a 9th-level thief to learn the teleport with those who don’t agree with them. ment to any dealings with natives of that trick described above, since it takes a 9th- The Harmonium has adopted a rigid mili- layer—the character learns which names level wizard to cast teleport normally. In tary structure similar to that of a typical to drop in which situations. A character addition, the research and study involved army, and most factotums serve as soldiers with layer specialization effectively has is approximately equal to the time and and officers beneath factotums of higher the direction sense, weather sense, and money required to research the same rank. The Harmonium is careful in select-

14 JANUARY 1995 ing factotums, requiring candidates to be one round if he fails his save, fighting the for lifetimes, and many others have died in tough, smart, and dedicated. Usually, compulsion to obey. their quests. candidates of lower than 3rd level can’t Justiciars are created in three steps. handle the regimen of exercise, training, Mercykillers They first swear a blood oath to pursue and education. Mercykiller factotums are call them- their assignment; second, they are linked Hardhead factotums are trained exten- selves justices. They must undertake a to their target in a magical binding cere- sively in combat and are almost as good at lengthy period of training and study, mony; and last, they are equipped with a ending fights as the Doomguard is at start- learning the law to an exacting degree. warrant with which to serve their prey. ing them. At 4th level, a Hardhead facto- Once the justices graduate, they are free When the justiciar’s creation is completed, tum may select a weapon of choice to serve the faction independently and he is excused from all other duties and appropriate to his class. When attacking pursue punishment as they see fit. Most assignments and set to the trail. Justiciars with the weapon of choice, the factotum Mercykiller justices commit themselves to can command any resources or assistance gains a +1 bonus on his attack roll. Note an unending crusade against lawbreakers. necessary from other Mercykillers they that a weapon of choice is not weapon From time to time, the Mercykillers are meet during the pursuit of justice. specialization, and provides no extra at- confronted with a criminal who escapes The magical binding ceremony that is tacks or damage bonuses. If a fighter the normal processes of justice and whose part of a justiciar’s creation serves two already has a weapon specialization, she crimes cry out for retribution. When this purposes. First, it provides the justiciar can use the weapon of choice to gain the happens, the factol orders the creation of with an innate sense of direction that gives +1 attack bonus with another weapon. a justiciar from the ranks of the justices to him a feeling for how far his quarry is and At 7th level, Harmonium factotums gain pursue the villain and ensure that the in which direction. Even the planes them- a special +3 bonus to saves versus fear crime does not go unpunished. selves do not bar the justiciar’s special and emotion effects. Their dedication to Justiciars are justices of 5th level or higher sense. Second, when the ceremony is duty and their rigid beliefs make it diffi- who are assigned to find criminals of unusu- completed, the quarry becomes instantly cult to distract a Hardhead from his duty. al power or villainy who would otherwise aware of the fact that it is now being This bonus applies against spells or spell- escape punishment. Only the most responsi- hunted for its crimes. The material compo- like abilities such as friends, spook, taunt, ble and resolute of Mercykillers are selected nent of this binding ceremony is a piece of forget, scare, emotion, fear, despair, eyebi- for this duty; it is expected that the justiciar evidence from the crime, or something te, cause fear, or even dragon fear. will place the performance of his task above belonging to the criminal. The justiciar Finally, Harmonium priests are taught a his own life and never give up the chase must keep this on his person for his spe- special second-level spell called dictate. until he is dead or justice has been done. cial sense to operate. Harmonium factors (characters of 10th Some justiciars have followed their quarry The warrant is a scroll with a very spe- level or higher) may learn dictate as a special spell-like ability, which they may employ once per day.

Dictate (Enchantment/Charm) Priest spell Sphere: Law, Charm Level: 2 Components: V Range: 30 yards CT: 5 Duration: 1 rd./level Save: Neg. Area of Effect: Up to 6 creatures in a 20’ cube

This spell is an improved version of the command spell. It can affect up to six creatures at once, and its effects can last more than one round. Dictate allows the caster to speak a short, precise phrase or order of no more than a dozen words that must be obeyed by all targets who fail their saving throw. Examples include, “Throw down your weapons!,” “Stay here until I return!,” or “Seize that !” The command must be stated in a language understood by the targets, or the spell fails. The subjects will continue to obey nonimmediate orders (such as “Wait here,”) for up to one round per level of the caster. Dictate must be phrased to create an immediate course of physical action for the target. Commands to “Die!” or “Sleep!” usually don’t work, but commands to “Lie down and put your hands behind your head” are effective. If the dictate spell is poorly phrased, the DM can assign a sav- ing throw modifier of +1 to +4 for the targets. If the caster directs the intended victim to take an obviously self-destructive action (“Throw yourself off that cliff!” or “Kill yourself!“), the victim stands still for

DRAGON 15

cialized spell written on it. When read in months before he’s invited to meet other with reality by forcing their perceptions the presence of the justiciar’s quarry, the factotums. on everyone around them. A character warrant functions as an individualized When dealing with the Anarchists, it’s must make a successful saving throw hold person spell with a -4 penalty to the best to assume that they know most of versus spells to imagine, and for each target’s saving throw. The justiciar can your darks and can get at the rest if they additional time he attempts imagining in read the warrant regardless of his charac- want. It’s a good things these cutters can’t the course of one week, he suffers a -4 ter class, and the warrant works only figure out an agenda, because if they ever cumulative penalty to the save. against the individual creature named in did agree on which faction to topple first, When a factotum imagines successfully, the scroll. Even creatures normally im- the Cage would never be the same. he can mimic the effects of the wizard mune to hold effects are threatened by the Anarchist factotums are career revolu- spells minor creation or shadow monsters, power of the warrant; they must make a tionaries. They train their cells extensively as if he were a wizard of the same level. If saving throw versus spells or be affected. in skills such as Forgery and Disguise. The the factotum makes his saving throw by The warrant’s effects last for 5d4 rounds. factotums gain the special benefit of learn- four or more, he can mimic the effects of Player characters occasionally may be ing proficiencies from the rogue group at the spells demi-shadow monsters or major assigned as justiciars if they have served normal cost, regardless of their actual creation. The factotum actually is creating their faction well and have shown that class. Rogue characters gain a special +2 a temporary, subjective version of reality they have what it takes to be made into a bonus to their score in any proficiency of through the force of his beliefs. justiciar. There are no limitations on com- their group that they know. Unfortunately, reality doesn’t like to be panions, so a PC justiciar could bring his bent like this. When a Signer fails his fellow PCs along in the search for justice. Sign of One imagine saving throw, he “burns out” the The Signers believe that all existence is power until he advances in level. The Revolutionary League imagined by the mind that perceives it, Signer realizes that he didn’t know as The Anarchists have found that espio- and that reality is real for only one blood much as he thought he did and has to re- nage skills and revolutionary organization at a time. It sounds far-fetched, but there’s examine his beliefs. If the Signer fails his are useful tools in their war against the a circular logic to their arguments that a saving throw by rolling a 1, he suddenly establishment. Revolutionary League nam- sod just can’t get free of. Of course, most realizes that he is imaginary, and becomes ers are organized into cells, which are of it’s just drivel, but every now and then a a shadow monster version of himself. He is groups of three to eight cutters who don’t Signer shows you just how powerful the reduced to 20% of his normal hit points, know anyone else in the organization. power of belief can be. inflicts 20% of his normal damage, and Only one blood, the factotum of the cell, Signers of 4th level or higher can choose cannot cast spells or use special racial or knows anyone else. He is a member of a to be initiated into the inner circles of the character class abilities. It’s hard to get second cell, composed of the factotums of faction as a factotum. Signer factotums are much done when a body’s almost imagined other cells. The Anarchists take their trained in the special art of imagining. The himself out of existence. The unlucky sod internal security very seriously, and a Signers find imagining to be extremely can attempt a saving throw versus spells prospective factotum is watched for arduous work—after all, they’re tampering (no penalties apply) once per day to imag- ine himself back into reality.

Society of Sensation Some bashers think the Sensates are nothing but an organized society of stag- gering bubbers. It’s no dark that the Sen- sates enjoy themselves, and do so in any way possible, but it’s also true that Sen- sates make a point of collecting life experi- ence as well as pleasure. Sensates live every moment of their lives, ignoring nothing that seems new or unusual. It’s not a neverending debauch; it’s a studied effort to experience everything there is to be experienced, and Sensates can tell stories that’ll open a body’s eyes in won- der. Sensate factotums are recruited by senior factotums who search for charac- ters with experiences of particular value and intensity. All this life experience and the apprecia- tion of entertainment and the arts can’t help but rub off on cutters who become factotums of the Society. Sensate facto- tums begin to pick up a few skills a body’d normally associate with bards. Beginning at 5th level, Sensate factotums can use the bard’s Local History and identification abilities as if they were 1st-level bards. Sensates have an extensive store of experi- ences that often provide them with unusu- al insights. “Been there, done that,” is practically the faction’s motto. To be initiated as a factor, the Sensate has to make some lasting and significant contribution to the experience of the entire faction. The factors of the Society of 18 JANUARY 1995

Sensation are not a band of monumental increases his initiative bonus to +2, and a leaders of cliques or bands of bashers on hedonists, but a circle of rare men and master of the spirit increases the initiative up to major figures who seem to act as women who’ve tried something no one’s bonus again to +3. It takes a Cipher about marshals of Chaos. There’s no limit to how ever done before them. three to four months of intensive exercise far or fast a Chaosman can rise. and deep meditation to absorb the teach- Like the Doomguard, the Xaositects have Transcendent Order ings of his new rank. no formal structure for creating factotums Action without thought is perfect, or so Another benefit of the Transcendental or factors. It’s simply a matter of whether a the Ciphers say. Any cutter who’s ever Order’s teachings is the fortification of the cutter remains a Chaosman in name only, or seen a Cipher spend a day contemplating mind against mental attack. It’s hard to chooses to make the goals of the faction his navel in front of a wall’d be inclined to take control of a cutter’s mind when the (such as they are) his primary pursuit. think they were half-right. But the truth is, fellow isn’t even thinking. Once a Cipher Chaosmen who strongly embrace their Ciphers can achieve a remarkable state of has invoked his action trance, he gains a faction’s causes tend to become mobile cen- coordination between mind and body that saving throw bonus versus mind-affecting ters of mayhem and disorder that infect can leave other sods wondering how spells and spell-like effects (charm person, everyone around them with confusion. things happened so fast. dragon fear, harpies’ songs, and the like) As the Xaositect becomes more power- The Ciphers don’t recognize factotums equal to his initiative bonus. If the spell or ful, the forces of Chaos become stronger or factors. They simply reward those effect normally allows no save, the Cipher in her. Chaosmen of 5th level or higher are bloods who’ve proven their mastery of the may attempt a save without his special protected by nondetection against spells Cipher meditations with the title of master. bonus. Note that Ciphers only enter their cast by lawful wizards or priests. Chaos- There are three ranks of masters: master trance of action when they get into a fight men of 9th level or higher gain the ability of the heart, master of the mind, and or are engaged in their exercises and to radiate confusion in a 20’ radius, once master of the spirit. Masters of the spirit meditations—a Cipher PC can’t walk per day. The effects of the confusion last are roughly the equivalent of the factors around in a blank zone all day on the off for 2d6 rounds, and any lawful characters of the other factions. Members of the chance that someone might try to throw a within the area of effect save with a -2 Transcendental Order must be at least 3rd command at him. penalty. level to be recognized as a master of the It’s rumored that very powerful Chaos- heart, and at least 7th level to be recog- Xaositects men have the ability to mutate their physi- nized as a master of the mind. No body Who knows what the Chaosmen might cal forms or create a circle of chaos knows the dark of what it takes to become have the dark of? It’s likely they’re not similar to a paladin’s aura of protection a master of the spirit—‘cept the masters sure themselves. The Xaositects have no from evil. Unfortunately, no one’s been themselves. structure or organization at all; a blood able to get to the truth of the matter—the With time, the Cipher meditations can just finds something he’s interested in and Chaosmen both confirm and deny any improve a character’s reflexes to superhu- keeps doing it. There are some Chaosmen stories to this effect. man proportions. A master of the mind with more pull than others, ranging from

20 JANUARY 1995

[Editor’s Note: This article was written to want to live in such a place, there are a fair be usable in any AD&D® game campaign. It number of nonevil creatures living on the is not specifically intended to be used in the demiplane—both natives to the Shadow- PLANESCAPETM setting, although such cer- lands and outsiders who have sought out tainly is possible with some minor adapta- the demiplane to dwell in or visit. Some tion. (I think shades would fit right in with creatures found here are good (15%), but the cutters and bashers of Sigil.) Also, Wolf the majority are either neutral (45%) or Baur pointed out that DUNGEON® Adven- evil (40%). The demiplane is a dark and tures issue #35 contained the adventure, murky land of perpetual gloom and twi- “Twilight’s Last Gleaming” by James Jacobs, light. Most of the demiplane has terrain which takes the PCs to the demiplane of and weather similar to those phenomena Shadow. —Dale] on the Prime Material Plane worlds. Other areas of the demiplane are alien, strange, Overview and often highly dangerous to travelers. Swirling within the Ethereal Plane, large blobs of proto-matter collide and clump Reaching the demiplane together. When significant amounts of a The primary means of reaching the de- specific proto-matter have amassed, it ac- miplane of Shadow is through the use of quires physical and magical properties of planar travel spells and devices. The spell its own and becomes a demiplane. As a created specifically for such a journey is demiplane continues to acquire more of its the seventh-level wizard spell shadow base proto-matter over time, it eventually walk. Travelers in the Ethereal Plane may may become a plane in its own right. The enter the demiplane’s silver curtain from demiplane of Shadow (known also as the its Border Ethereal. Permanent ducts lead- Shadowlands) is one of the largest demi- ing to the demiplane of Shadow may be planes and is believed to be nearly infinite found on all the inner planes and the in size. Sages speculate that it might be- Prime Material Plane. These are usually come the newest inner plane in the centu- hidden or well guarded by powerful ries to come. shadow-beings. There may exist a portal to Shadowstuff, the essence of the demi- the demiplane in Sigil, the City of Doors, plane of Shadow, is derived from intermin- from the PLANESCAPE setting. gling forces constantly pouring forth from two great vortices connected to the Energy Movement Planes. It is a “semi-element” created by the Movement on the demiplane is the same combination of equal parts of energy from as on the Prime Material Plane (dependent the Positive and Negative Energy Planes. on existing weather and terrain condi- Fixed in the sky high above the demiplane tions). Terrain varies on the demiplane; of Shadow, these two vortices appear as dim forested regions, gray hills, dusky des- huge spheres of identical size. One sphere, erts, dark mountains, pitted plains, insub- blazing forth with blinding white light, is stantial oceans, and alien landscapes are all the vortex to the Positive Energy Plane. to be found. All light sources are severely The other sphere, oozing out thick, inky dampened by the light-dimming quality of darkness, is the vortex to the Negative En- the demiplane of Shadow. Torches burn ergy Plane. The spheres are nearly impos- only as brightly as a candle, while a lit can- sible to see from within the demiplane, due dle will barely glimmer. In game terms, all to the rolling thick shadow-clouds that al- light produced by natural sources (torch, ways blanket the sky. Most visitors to the lantern, bonfire, etc.) is reduced by 75%. demiplane are unaware of the existence of Vision in this shadowy realm is limited to these vortices. that available under “Twilight” as per the The demiplane of Shadow is not an in- Players Handbook, page 117. Infravision herently evil land. Although its gloomy works normally on the demiplane of appearance does contribute to the myths Shadow. that only dark and foul creatures would Characters who walk along the demi- plane’s Border Ethereal will find that they er and more resilient when in shadowy work normally. can cover more distance than if they were areas (+1 to hit, +1 bonus to AC, 1 addi- Evocation/Invocation: Most of these in the demiplane itself or on the Prime tional hp/hit die). Conversely, in areas of spells work normally except for spells that Material Plane (three quarters of a mile bright illumination, shadow-beings become produce bright colors or light. These spells can be traveled in one round of normal somewhat enervated (-1 to hit, -1 penal- will be muted but still have the same ef- movement). The shadow walk spell takes ty to AC, lose 1 hp/hit die). fects (for example, meteor storm will advantage of this unnaturally occurring cause burning damage but will glow no phenomenon. Combat brighter than a torch). Astral spell does At the DM’s option, melee and missile not work on the demiplane. Physical conditions combat abilities may be affected by the Necromantic: These spells have en- The environment of the demiplane of shadowy lighting conditions (as per the hanced effects when cast on the demi- Shadow is not immediately hostile to non- DMG, page 118). plane of Shadow, due to the demiplane’s natives. The demiplane’s temperature unusual relationship with the Positive and stays nearly constant at 60° F. The air is Effects on magic Negative Energy Planes. Necromantic breathable and not known to produce any Spell-casting characters on the demi- spells that heal or cause harm with a ill effects. Travelers must bring their own plane will discover that certain spells and touch have 1 hp added per die. Addition- food and water, though. Any food or wa- items that produce spell-like effects do not ally, spells that target individuals, large ter found on the demiplane has no true function the same way they do on the groups, or areas from a distance (death substance with which to nourish a visitor Prime Material Plane. For one thing, spells spell, finger of death) carry a -1 penalty and will not satisfy hunger or thirst. The that produce bright light, vivid colors, or to the saving throw for the victim(s). demiplane has a gravity similar to that of darkness (light, continual darkness, etc.) Illusion/Phantasm: The often colorful most Prime Material worlds (a definite are severely limited when cast on the effects that accompany illusions and phan- sense of up and down, items released fall demiplane of Shadow (area of effect re- tasms will be muted, but they otherwise to the ground, etc.). Time passes here the duced by 75% and duration halved). Spells function normally except as follows: Since same as it passes on the Prime Material belonging to the various wizard schools most illusions draw their magic from the Plane with regard to combat, memorizing are additionally affected as follows: Ethereal Plane and because of the demi- spells, and natural healing. Abjuration: Spells of this school perform plane’s proximity to that plane, illusions normally, except those that defend against and phantasms take on a truer aspect of Creatures of shadow specific animals or plants from the caster’s reality, making them harder to disbelieve Beings encountered on the demiplane of homeworld may not protect against simi- (-1 penalty to saving throws). Spells that Shadow either are natives of the Shadow- lar types of creatures on the demiplane. directly draw on the demiplane are special lands or outsiders that are visiting or have Abjurations will, however, function well cases. Their effects are altered as follows: decided to reside permanently on the against non-natives. Abjuration spells that Shadow magic and demi-shadow magic: demiplane. produce colors (i.e., prismatic sphere) will The effects from these spells are 100% real Among the natives are the ancestors of still function, but all colors of the sphere and function exactly as the spell that it is many creatures that have migrated to will be greatly dimmed (and area of effect meant to imitate. For instance, a magic other planes but are believed to have and duration are affected as mentioned missile created by shadow magic functions originated on the demiplane of Shadow. above). as the real magic missile spell with regard to Additionally, the demiplane is home to a Alteration: Many of these spells function damage inflicted, number of missiles, etc. group of natives commonly referred to as normally, except as noted above where Shadow monsters, demi-shadow mon- “umbrimals.” These are shadowy counter- light effects will be lessened. Spells that sters, and shades: The monsters created parts to Prime Material Planar creatures rely on colors for their effect (rainbow by these spells are actual monsters with (similar to the animentals of the Elemental pattern, color spray, etc.) allow a +2 bo- the full abilities of the monsters they du- Planes). [Animentals are further detailed in nus to the saving throw for targets be- plicate (Intelligence, innate spell-like abili- the supplement for cause the demiplane dampens the spell’s ties, THAC0, movement, etc.). In most the original AD&D® game. effect. There are no “natural” plants, ani- cases, the monsters disappear at the spell’s Many of the common animals and some mals, or weather conditions on the demi- expiration. However, the nature of the of the unusual monsters found within the plane of Shadow, so spells such as plant demiplane may allow created monster(s) to ® volumes growth, speak with animals, and control become free-willed. There is a 30% chance have shadow-duplicates living on the demi- weather will not function. of this happening with shadow monsters, plane. These umbrimals have similar hit Conjuration/Summoning: Any item or 20% with demi-shadow monsters, and dice and Intelligence to their Prime Materi- creature conjured up in the demiplane will 10% with shades. Free-willed monsters al counterparts, and 10% of these doubles be composed of shadowstuff—which is may behave in any way the DM decides can cast some form of magic equivalent in real for all intents and purposes while the (attack the caster, flee, fight for the caster). ability to a spell-caster of the same level as item or creature remains on the demi- Minor creation and major creation: their hit dice. This ability is innate and plane. Once removed from the demiplane, Items created are permanent and real as requires no components. it immediately dissolves into insubstantial long as they remain on the demiplane, All natives of the demiplane of Shadow shadow. The caster may summon crea- dissolving immediately once removed from are immune to the effects of any spell that tures only from the Inner Planes, due to the demiplane. specifically draws upon shadowstuff (a the demiplane’s remote location in the Shadow walk: This spell opens a tempo- shadow magic fireball would not burn Deep Ethereal. Summon shadow will sum- rary conduit to the Prime Material Plane natives of the demiplane, a demi-shadow mon shadows from the Negative Energy through which the caster may enter that monster griffon is unable to harm an Plane, but the caster has no control over plane, along with anyone else chosen by umbrimal, and so forth). Umbrimals en- them. the caster. countered may appear solid, semi- Divination: Most divination spells func- Shadow door: This spell creates an actu- corporeal, or insubstantial. Coloration of tion normally here. No divination spells al room in extradimensional space for the these creatures is always drab (gray, olive, are able to contact the Outer Planes, due spell’s duration. The room may be secured brown, and other muted hues). All natives to the demiplane’s remoteness from those by those inside or outside. of the demiplane of Shadow are immune locations. Lorloveim’s creeping shadow (from the to attacks that drain life levels. Enchantment/Charm: Natives of the Tome of Magic): Any native of the demiplane As a general rule of thumb, creatures demiplane may be immune to charm spells of Shadow immediately becomes aware of from the demiplane of Shadow are strong- cast by non-natives. Otherwise these spells the presence of a creeping shadow. Demi- 24 JANUARY 1995 planar natives may attack the shadow as if it were a physical creature. Natives of the demiplane of Shadow Lorloveim’s shadowy transformation (ToM): There is a base 100% chance, minus Monster Source Remarks 1% per level of the caster, that the recipi- Elemental, Semi-(Shadow) MC1 Not a true elemental, a shadow elemental ent will become an insubstantial shadow has similar stats and commensurate abilities forever. to natives of the Inner Elemental Planes Shadowcat (ToM): The shadowcat cre- with regard to hit dice, control, etc. ated by this spell has no limit on the dis- Dragon, Shadow MC5 tance it may wander from the caster. Gloomwing MC3 There is a base 50% chance, minus 1% per Worm, Tenebrous MC1 level of the caster, that the shadowcat will Greelox Dun 35 be free-willed. A free-willed shadowcat Shadeling Dun 35 may not be hostile, but is under no obliga- Mastiff, Shadow MM2 tion to obey the caster’s will. Psi-Shadow MM2 Shade Drag 213 Effects on PCs Shadow Asp Drag 174 Priests who have deities residing any- where but the Ethereal Plane or the Inner Planes will be unable to receive spells over second level. Psionicists can use their abilities normal- ly, since psionics are not affected by the Ancestors of migrant Prime Material Plane creatures demiplane of Shadow. Thieves gain a +10% modifier when Monster Source Remarks attempting to hide in shadows. However, Cloaker MC3 natives of the demiplane can see through Cloaker Lord Menzo any shadows and will always be aware of Dark Creeper MC14 Most commonly encountered humanoid on a thief trying to hide. demiplane Bards’ abilities are unaffected on the Dark Stalker MC14 demiplane. Raven (all types) MC5 The combat abilities of fighters, pala- Steel Shadow RoU dins, and rangers are not affected on the Demiplane of Shadow. A paladin’s holy sword loses its ability to cast light on the demiplane. Unless a ranger learned how to use his abilities on the demiplane of Outsiders Shadow, he cannot track wildlife or iden- tify any plants native to the demiplane. Monster Source Remarks Both rangers and paladins fall under the Baatezu, Greater MC8 Refugee from the Baator same restrictions as priests when attempt- Bodak, Benign MC8 Escapee from the Abyss ing to regain spells. Darkenbeast MC3 Prime Material creation brought to the demiplane Wizards are affected to the extent that Deva, Monadic MC8 On mission from greater power of Outer Planes certain spells will have different effects Gingwatzim WHRl Accidental wanderer from Ethereal Plane (see “Effects on magic” above). Human/Humanoid various Party of NPC adventurers* Nightmare MC8 Summoned by powerful beings, often seen in Encounters herds Below is a brief list of creatures—natives Shadow * * MC1 Visitor from Negative Energy Plane of the demiplane, ancestors of creatures Shadow, Slow * * MC5 Visitor from Negative Energy Plane that have migrated to the demiplane, and Shadow Fiend MC10 Refugee from the RAVENLOFT® setting domains outsiders that often visit the demiplane— or the Abyss that a group of player characters could Tanar’ri, True MC8 Escapee from the Blood Wars and the Abyss meet while they are adventuring on the Undead, various * * various Undead who have partial existence on the demiplane of Shadow. The list includes the Negative Energy Plane sometimes visit the primary source for each creature’s full demiplane description, and in some cases a brief Xag-ya, Xeg-yi MM2 Visitors from the Energy Planes explanatory remark. A DM who does not Xi11 MC14 Hunter from Ethereal Plane tracking Prime have access to some of the primary Material Plane travelers into the demiplane of sources given here should feel free to Shadow expand this list—especially the “Outsiders” section—with creatures as he sees fit. *—NPC party composition is up to DM (adventuring high-level NPCs, a mage questing for information and magic, resident hermit locked away in a keep, spelljamming vessel Sources somehow lost in the demiplane, etc.) MC# = MONSTROUS COMPENDIUM® * *—Undead do not remain long on the demiplane of Shadow. The natural resistance accessory followed by specified volume of the natives to most life-draining attacks coupled with the proximity of the demiplane number to the Positive Energy Plane causes undead to seek out more appealing places. MM2 = II from the original AD&,D® game rules Dun = DUNGEON® Adventures followed Poly = POLYHEDRON® Newszine fol- RoU = ® original by issue number lowed by issue number Ruins of the Undermountain boxed set Drag = DRAGON® Magazine followed by WGR1 = WORLD OF ® Menzo = FORGOTTEN REALMS Menzo- issue number source module berranzan boxed set DRAGON 25 Shade shade is empowered with special spell-like General outlook abilities. These spell-like abilities are com- Most shades care little for the day-to-day CLIMATE/TERRAIN: Any (demiplane of mon to all shades in addition to other affairs of mortals whose days are few and Shadow or shadowy areas) abilities available to each particular class: whose lives are consumed in petty quests FREQUENCY: Very rare Shadow walk as per the seventh-level and mundane struggles (an existence ORGANIZATION: Solitary wizard spell (see Player’s Handbook, page shades are glad to be freed from). The ACTIVITY CYCLE: Special 186); two uses per day. virtual immortality that all shades possess DIET! See below Lorloveim’s shadowy transformation as allows them to pursue those interests that INTELLIGENCE: Varies per the sixth-level wizard spell (see Tome they followed when mortal (magical re- TREASURE: Varies of Magic, page 38) 3 uses per day. search, increasing personal power or ALIGNMENT! Any The shadow may open a gate (ninth-level wealth, overseeing an ages-long project, NO. APPEARING: 1 wizard spell, PHB, page 195) to the demi- etc.). Whatever endeavors they undertake, ARMOR CLASS: As original creature plane of Shadow once per day (100% shades rarely interact with each other. MOVEMENT! As original creature chance of success). The gate summons a The incorporation of shadowstuff into HIT DICE: As original creature specific creature that the shade personally their beings invariably brings about a THAC0: As original creature knows (ally, pet, etc.). The creature may gloomy, sullen change in personality to- NO. OF ATTACKS: As original creature refuse to pass through the gate and is ward solitary behavior. Even good-aligned DAMAGE/ATTACK: Varies under no obligation to obey or fight for shades are affected in this way. SPECIAL ABILITIES: See below the shade. MAGIC RESISTANCE: 3% per level of origi- The priest-shade nal creature Effects of light and darkness: A This class of shade is among the rarest SIZE: As original creature shade’s power can wane or wax dramati- of all shades. Since most deities do not MORALE: Varies cally depending upon the lighting of its approve of their clerics becoming shades, XP VALUE: Variable current surroundings. A shade is most priests almost never become shades on powerful when surrounded in shadow. In their own. Those who do often worship It is agreed by most sages that a shade is areas of bright light or extreme darkness deities whose sphere of influence lies with a once-powerful human or demihuman where shadows are scarce, a shade is shadows and darkness. Priest-shades lose who sought out immortality by infusing weakened significantly and loses much of all access to the Sun sphere of spells. Any his mortal body with shadowstuff—the its special abilities. priest who successfully becomes a shade “semi-element” that comprises the demi- plane of Shadow. The magical union with this dark essence has brought about the Light Magic Damage from Special character’s transformation into a shade. conditions* Regenerate resistance condition abilities * * Only a single-classed human or demi- Bright No Standard, saves at -4 human of at least 10th level may become a penalty lose 1 hp/round None shade. A dual-classed or multiclassed Average No Standard, saves at -2 character can never become a shade. A penalty lose 1 hp/turn None shade may continue to advance in its class Twilight 1 hp/turn 3% per lvl None 1, 2 (racial limits still apply) but cannot change Shadowy 1 hp/turn 3% per lvl none 1, 2, 3 to another class under any circumstances. Night 1 hp/turn 3% per lvl none 1, 2 Knowledge of the rare and highly reclu- Complete sive shades is kept secret by the few resi- darkness No Standard, saves at -2 lose 1 hp/turn None dents of the Prime Material Plane worlds penalty who know of their existence. The infusion of gloomy shadowstuff *—Light conditions: often changes the alignment of a shade Type Examples (generally toward neutral and/or evil). Bright Bright sunlight on clear day Because of this, only 10% of all shades Center of continual light spell encountered will be of good alignment, Light without shadows (from several sources 50% will be neutral, and the remaining around shade) 40% encountered will be evil. Only a wish Average Normal daylight with shade or clouds spell may prevent this change. Once it has Center of light spell successfully completed the transforma- Outline of faerie fire or similar spell tion, a shade is considered to be a true Twilight Dawn or dusk native of the demiplane. Average indoor light Edges of light/continual light spell Special abilities: The transformation Shadowy Normal illumination on demiplane of empowers all shades with special abilities. Shadow Some abilities are always available, while Underground torchlight others may be employed only in areas of Dimly lit room or forested area heavy shadows. The infusion of shadow- Night Room with windows at night stuff extends a shade’s life indefinitely, for Moonless or cloudy night sky unless a shade is slain outright, it will Complete darkness Pitch black, overcast night sky never die. Shades no longer need to eat, Unlit interior room or cavern but subsist solely on shadows. Addition- In area of darkness spell ally, shades gain magic resistance equal to 3% for each level possessed. Shades are immune to disease and life-level loss. All **—Special abilities: shades are able to regenerate lost limbs 1= shadow walk (except for the head) in 2d8 weeks. In 2= Lorloveim’s shadowy transformation areas of sufficient shadows, a shade will 3=gate regenerate lost hit points. Moreover, a 26 JANUARY 1995 has its Wisdom ability score permanently psionic artifact or two, and occasionally dins who move toward this darker side raised by one (with a maximum of 19). dealing with troublesome intruders. lose all benefits associated with their sub- Psionicist-shades’ dwellings are spartan class (spell-casting, cure disease, protection Combat: Priest-shades are limited to the and devoid of earthly riches or other from evil, etc.). A paladin’s war horse will weapons and armor normally usable by “useless” treasures. Items found within a always desert a master who becomes a their class. In shadowy areas, priest- psionicist-shade’s abode primarily serve a shade. Rangers who become shades are no shades may, once per day, use the special utilitarian purpose. Psionicist-shades rare- longer considered a part of nature and so ability either of shadowharm or sha- ly leave the demiplane unless on a mission lose most of their special ranger abilities. dowheal. When employing shadowharm, of personal importance. A ranger retains only those of his tracking the priest-shade uses the magic of a harm abilities that work both on the ranger’s spell on another creature’s shadow, dam- The rogue-shade home plane and on the demiplane of aging the target as if affected by the 6th- Only thieves—not bards—are eligible to Shadow and the ability to hide in shadows. level priest spell, harm (saving throw become rogue-shades. Upon becoming a A paladin or ranger who undergoes the allowed). Conversely, shadowheal will shade, a rogue-shade’s Dexterity score is process to become a warrior-shade is now affect the target creature as if cured by a immediately raised three points (with a a warrior of the same level (experience heal spell. The priest-shade must physi- maximum of 19). This change in Dexterity points adjusted downward appropriately). cally touch the target’s shadow to use this improves the shade’s thieving skill base special ability. scores appropriately. On the demiplane of Combat: A warrior-shade is formidable Shadow or in areas of similar illumination, in combat. In shadowy areas, a warrior- Habitat/Society: Because so few a rogue-shade can move silently and hide shade gains a +2 bonus to armor class, priests become shades, the priest-shade is in shadows with a 100% base chance of +2 to attack and damage rolls (cumulative the rarest of all shades. Given the fact that success. When employing these skills, a with any other benefits). A warrior-shade only the most devoted and powerful cler- rogue-shade is completely undetectable by also may animate a shadow double of itself ics rise high enough in level to become normal means (but magical detection will once per day when sufficient shadows are shades, it is improbable that such high- still function). present. A shadow double is an exact level priests would forsake their deities to physical duplicate of the warrior-shade become shades unless given permission to Combat: Rogue-shades fight as they did with regard to armor class, THAC0, and do so. Priest-shades residing on the demi- in their mortal lives, except that they more hit points (shadow doubles have no weap- plane of Shadow must worship higher craftily wield the power of shadows to aid ons but may pick up an available one). The powers dwelling either in the Inner Planes them in their endeavors. Seemingly being shadow double will fight or move as di- or in the demiplane of Shadow (if any such able to dissolve into the shadows at will rected by the warrior-shade and will re- exist in your campaign) to receive spells and then surprisingly reappear soon after main until dismissed by the warrior-shade above second level. Priest-shades primarily in another area is the rogue-shade’s main or slain. A shadow double must be within seek to exist in their shadowy temples and combat tactic ( +4 on attack rolls, +4 the warrior-shade’s field of vision to be live out their immortal existence obeying bonus to armor class when in shadowy controlled. A loss of control will dispel the their deity. When priest-shades travel to areas). Rogue-shades are cunning oppo- shadow double for that day. the Prime Material Plane, it is mainly to nents, always looking for an opportunity keep in contact with the mortal members to utilize the surrounding shadows to the Habitat/Society: Warrior-shades are of their sect. best advantage. among the most numerous of shades. They gave up their mortal lives to become The psionicist-shade Habitat/Society: Rogue-shades enjoy eternal warriors. At times, they are seen After priest-shades, psionicist-shades are accumulating wealth, especially if they can emerging suddenly from the shadows on a the rarest type of shade. This is primarily acquire riches through their thieving great battlefield to aid some cause or due to the secretive nature of psionicists ways. Rogue-shades travel more than any nation. Oddly enough, while warrior- and their small numbers. The transforma- other shade class between the demiplane shades enjoy battle, their brooding and tion for a psionicist gives the psionicist a of Shadow and the Prime Material Plane. solitary ways keep them from sharing boost to her mental powers. A psionicist- Rogue-shades have been known to run their adventures with others. Once a shade permanently gains 20 to 80 thieving guilds on several Prime Material battle has been finished, a warrior-shade (ld4 X 20) additional PSPs. Additionally, a worlds from their home base on the demi- usually slips back into the shadows— psionicist-shade gains the sciences of ani- plane of Shadow. Rogue-shades work avoiding curious adventurers and other mate shadow and shadowform (even if the solely for themselves and have never been questioning folk. In their keeps and cas- psionicist-shade does not have access to known to serve a master. They primarily tles, warrior-shades live as most royalty the disciplines that include these sciences). seek to fill their dark and dusky mansions does—having a full staff of servants, well- The use of these sciences does not have an with treasures and magical items. These tended and stocked stables, a secured initial cost or maintenance cost, and a mansions are always well guarded against armory, and lots of treasure. A few are psionicist-shade never rolls a 20 on its unwanted visitors. believed to rule lands and people in dark, power score. A psionicist-shade may use shady castles on the Prime Material Plane. each of these abilities twice per day. The warrior-shade Warrior-shades were once formidable The wizard-shade Combat: With poor hand-to-hand com- fighters, paladins, and rangers who now This is the most common type of shade bat skills, psionicist-shades rarely enter fight in a new shadow-enhanced body. The encountered. Any subclass of wizard may into physical combat. Since psionic effects fear of old age and its infirmities that become a wizard-shade. Of all the charac- are not hampered on the demiplane of eventually turn all stalwart warriors into ter classes, wizards are perhaps the ones Shadow, a psionicist-shade can use all its feeble things is what drives most warrior- most likely to use life-extension methods. powers to overcome an opponent. If seri- shades to become shades and thus be For wizards, the shade-transformation is ously threatened, a psionicist-shade will forever able and strong. Any subclass of viewed as a much more pleasant option flee using its innate shadow walk ability. the warrior class may become a warrior- than . Wizard-shades add one shade. All warrior-shades add one point to point to their Intelligence scores (with a Habitat/Society: Psionicist-shades are their Strength ability (with a maximum of maximum of 19). the most reclusive of shades. They spend 19; any score from 18 to 18/00 is raised most of their immortal existence alone one category). Combat: Wizard-shades suffer none of strengthening their mental abilities Paladins and rangers who become the spell limitations that normal wizards through dedicated practice, creating a shades suffer a great loss of abilities. Pala- do when casting spells on the demiplane of 28 JANUARY 1995

Shadow. Spells that deal with shadows turbed at all, or else the spell will fail. The when cast by a wizard-shade will have caster must additionally cast shadow walk, double strength and a double duration. Lorloveim’s shadowy transformation, gate, Illusion/phantasm spells cast by a wizard- and permanency upon the subject for the shade are more difficult to disbelieve (-2 transformation to succeed. penalty to save) since the caster has a Upon completion of all the castings, the deeper comprehension of the shadowy subject must successfully roll a system magic being wielded. shock roll. A 25% bonus may be added to this roll if Habitat/Society: The lure of long life, this spell is cast on the demiplane of the love of magic, and the desire to pursue Shadow. A percentile roll less than or a deeper understanding of their magic are equal to the survival chance indicates that the primary reasons that wizards become the subject has been transformed success- shades. Their immortality allows for near- fully into a shade. Failure means that the ly limitless research and creation of spells, subject dissolves away into shadow—lost magical items, and an artifact or two. forever. Any attempt (even by a wish) to Wizard-shades prefer to stay locked up in return the subject to normal will automati- their towers to continue their arcane cally fail. research. A few wizard-shades have been It is possible for a character to have his known to live in towers of solid shadow- alignment changed by this spell. Roll d10 stuff situated on the border of a Quasi- for any changes: 1, Alignment stays the Elemental Planes and an Energy Plane. same; 2-4, Alignment moves one step to- How these structures withstand such ward true neutral; 5-7, moves one step harsh environments remains a mystery. toward evil; 8-9, becomes true neutral; 10, Wizard-shades are very private and have becomes neutral evil. A wish spell may be rarely been known to accept strangers used to prevent any change in alignment. into their dwellings. Some wizard-shades After the spell is cast, the caster loses ld6 keep in touch with old comrades on the Constitution points and loses conscious- Prime Material Plane and have been re- ness for 1d8 days (also aging five years if a ported to aid friends in times of need. wish was used to prevent an alignment change). Character subclasses of unique If not for the fact that this spell is dan- worlds: DMs may opt to allow character gerous to both the caster and the recipi- subclasses unique to certain worlds the ent, shades might be more numerous. option of becoming shades. These special Only a free-willed wizard can cast this subclasses would fall under the appropri- spell successfully. The material compo- ate class heading (an Athasian gladiator nents for this spell are 10,000 gp worth of would become a warrior-shade, a templar powdered onyx, 10,000 gp worth of pow- would become a priest-shade, etc.) dered diamond, and an amulet of the planes. The powdered onyx and diamond The transformation are consumed during the casting of the A shade may be created in one of two spell, while the amulet is used to draw ways. One is by the use of the new ninth- forth the necessary amounts of shadow- level wizard spell create shade, which is stuff and planar energy from the demi- described below. The other way is alluded plane of Shadow and the Positive and to in the Player’s Handbook under the Negative Energy Planes respectively. ninth-level wizard spell energy drain, page 194—a wizard who has his Constitution score reduced to 0 by multiple castings of energy drain dies and is “reborn” as a wizard-shade. A shade created in this manner immediately undergoes an align- ment change to neutral evil (due to an imbalance caused by tapping the Negative Energy Plane when casting energy drain).

Create Shade (Alteration) Level: 9 Components: V,S,M Range: Special CT: 1 day Duration: Perm. Save: None Area of Effect: 1 creature

This powerful spell infuses one being with shadowstuff from the demiplane of Shadow and transforms him into a shade. The subject of this spell must be a single- classed human or demihuman (psionicist, priest, thief, warrior, or wizard only) of at least 10th level. The casting of this spell is a long, deli- cate, and highly complex procedure. The caster and the recipient must not be dis- 30 JANUARY 1995 DRAGON 31 Welcome to Sigil, the Cage, the city of Doors. Whatever you call it, Sigil is eternal. by Bill Slavicsek & Michele Carter It’s the crossroads of everywhere, the way- station of the multiverse. But you already Artwork by Tony DiTerlizzi know that, ‘cause you’re here. It’s not like you’re one of the Clueless or some addle- coved barmy, right? You know the chant. I could tell the moment you stepped through the portal just by looking at you. Still, there’s dark and there’s dark, and every cutter needs a light now and then. For just a little jink (a little more than that, berk!) I’ll be your light. It’ll be money well spent. Now, most touts’ll show you where to eat, what to see, where to sleep, and where to spend jink. But the Cage’s more than shopping and impossible architecture. It’s bodies, especially the bodies who’re found in Sigil more often than not. Without them, there’d be no services, no bloods to pass on the chant, no cutters to tell you the dark of it. A few of these bodies are so well known that they’ve become fixtures in the Cage—not quite on the same level of recog- nition as the dabus and the Lady herself, but close enough. I know these bodies, and I’ll point them out as we go. 32 JANUARY 1995 A’kin makes friendly conversation and par- cels out kind words to everyone who visits the shop. Step inside The Friendly Fiend and browse. Unusual items from across the multiverse fill the shop. From the mundane to the magical, if it’s available in Sigil it’s probably in a bin, atop a shelf, or on a ta- le in A’kin’s shop. A moment after a berk steps through the door, the yugoloth rush- es over with an amiable greeting and a cup of hot tea or a mug of sweet wine to wash away the dust of travel. Enchanted items and goods from far-off planes can be pur- chased here, but quantities are extremely limited. But don’t be in a hurry, ‘cause A’kin takes his time. A body won’t get the hard sell here. In fact, A’kin takes forever to get around to selling anything. Instead, he talks about the weather, provides local news, and shares amusing anecdotes with his customers. He asks about where they’re from (if they look like they don’t mind talking), or drops hints about places that might offer advice or as- sistance to their types (bashers, peelers, fac- tion members, and so on). The first body you’ll want to remember A’kin’s shop has been around for a num- is A’kin. He knows where all the skeletons ber of years. He arrived mysteriously (as are buried in the Lower Ward, if you catch most arrivees do) and quickly made a name my meaning. He’s over this way, right off for himself among the other Cagers. While Bloodgem Road. . . . the friendly yugoloth talks a great deal, he doesn’t say very much—at least not about A’kin, the friendly fiend himself. In the absence of facts, Cagers A picture of a smiling yugoloth over the tend to invent . How close some of door identifies the shop as The Friendly this fantasy comes to the truth, who can Fiend. It’s one of the best shops in the say? Regardless, if a body asks three differ- Lower Ward, with a reputation for fairness ent berks on the street about A’kin, a bo- and quality that impresses even the hard- dy’ll get three different versions of who to-please denizens of the Market Ward. If a A’kin is, why he’s so different from other cutter needs the best supplies available in yugoloths, where he comes from, and why this part of town and wants to pay the best he’s living in Sigil. prices, then this is the place to do One says that A’kin is a spy, sent to Sigil business—even if the shopkeeper is a to gather information for the Blood War. greater yugoloth. Which side does he work for? Well, that A’kin, the shopkeeper, has a fearsome depends on who’s spouting the chant. appearance. He looks like a robed human Some of the berks who hold with this story with the head of a war dog. He has a pleas- say he’s the eyes and ears of the Dark ant personality, however, and a friendly Eight, sending intelligence reports back to manner. In fact, he’s probably the nicest Baator on the Lady of Pain. Others claim yugoloth a cutter’ll ever run into. He never he’s in the employ of one of the balor, has a foul word to say or a bad mood to watching for a weakness the tanar’ri can pass on to a customer. To the contrary, exploit. A few even suggest that he’s an independent, selling what he learns to the ‘Course, not everyone in Sigil’s native to transporting a body from one hypothetical highest bidder. In all of these cases, the the Outer Planes. Plenty of berks come end of the multiverse to the other. friendly persona is just an act. Deep down, here from their insulated prime worlds, Lissandra arranged to have herself these bubs believe, A’kin is as vile and evil most of ‘em in search of power and trea- transported to the planes. She arrived in as all his brethren. He just hides it well for sure and as clueless as you can imagine. the Cage just as clueless as any prime, but the profit he can gain. Lots of ‘em get killed in ugly ways, too. But with a mission. It didn’t take long for her Another rumor describes A’kin as an there’re some canny enough to seek out to learn the dark of surviving in Sigil; for exile. The arcanaloth, according to the the dark of the planes, and those who the most part, it’s a matter of providing a dark of it, did something so terrible that adapt quick enough prove themselves service to some other berk for enough jink the General of Gehenna banished him cutters the equal of any planar. Well, al- to live on. forever. To survive outside Gehenna’s cruel most any. After getting used to the local condi- embrace, A’kin had to take on a persona Anyway, the point’s that not all primes tions, Lissandra went about doing what contrary to fiendish nature. He hopes are completely clueless. Take Lissandra, she does best. She started to investigate someday to return to Gehenna, once the there. If you want to know where to find a Sigil and its connection to the rest of the climate improves. That, of course, could portal to elsewhere, or you need to know multiverse. It wasn’t long before she dis- take centuries, for the speculation over about a certain gate key and don’t have covered that the Guvners already had a A’kin’s actions ranges from the horrific to time to deal with the Guvners’ endless great body of knowledge on the subject. the most revolting imaginable. Most who fussing and forms, you might simply ask Using her natural beauty and charm, hold to this chant believe that A’kin’s calm her where it is and how it’s done. ‘Course, Lissandra hooked up with a few Guvners exterior hides a terrified castaway. He it’ll cost you a bit of jink . . . but what in and gained access to the faction’s library. constantly watches for signs that the Gen- Sigil doesn’t? Soon she was sifting through all of their eral has come to terminate his exile— records pertaining to portals, conduits, permanently. They believe that one day a Lissandra the gate-seeker gates, keys, and related topics—at least all fiendish assassin will arrive to put A’kin in As a scholar on some backwater prime, of the records not sealed by order of the the dead book—unless the arcanaloth Lissandra always was fascinated with the Guvner’s factol. She spent months poring remains alert and ready to strike before idea of the infinite planes. Specifically, she over scrolls, paging through books, and the assassin’s blade slashes in the night. was intrigued with the mechanics of trav- studying complicated diagrams. In return, Finally, there are those who think that eling measureless distances, and the seem- she used her considerable research skills A’kin is barmy. He doesn’t behave like a ing paradox that an infinite distance could to help organize the library and catalog normal yugoloth, so he must be one stone be traveled in a finite period of time. She the vast amount of information that ar- shy of a portal, they say. A friendly fiend? scrupulously gathered and compiled re- rives on a daily basis. That’s just plain addled! It’s a sure indica- ports from plane-traveling souls that spoke With the Guvner’s records as her start- tion of insanity, as A’kin’s behavior goes of “portals” and “paths’‘—shortcuts be- ing point, Lissandra soon ventured out to against the natural order. These bubs tween the infinite distances capable of conduct personal research. A body can believe that insanity and violence go hand- in-hand. “We know how a normal yugoloth acts,” the bubs say, “but a barmy yugoloth might do anything, and that makes him twice as dangerous!” Someday they think that A’kin will totally snap—and not even the Lady herself will be able to prevent the deaths that will surely follow. The truth, as is so often the case, proba- bly includes elements of all these chants. Until A’kin feels inclined to share his histo- ry or something happens to confirm one or another, one fact remains clear. If a body enters The Friendly Fiend looking for a deal, some information, or just to get out of the rain and smog, then they’ve got a friend in A’kin the arcanaloth.

A’kin the greater yugoloth (Planar/male arcanaloth/HD 12+24/N): Int 20; AC -8; MV 12, Fl 18 (B); hp 88; THAC0 9; #AT 3; Dmg 1d4/1d4/1d6 (claw/ claw/bite); SA Poison (cumulative -1 attack roll penalty per successful claw hit); SD +3 weapon or better to hit, immune to acid, fire (dragon and magical), iron weap- ons, poison, half damage from gas, double damage from cold; Spell-like powers: Alter self, animate dead, cause disease, charm person, continual darkness, control tem- perature (10’ radius), fly (unlimited dura- tion), heat metal, improved phantasmal force, invisibility, magic missile, produce flame, shape change (to any humanoid form), telekinesis, teleport without error, warp wood (all used at will), advanced illusion (once per day), fear (once per day); MR 60%; SZ M (6’ tall); ML 16.

DRAGON 35 spot Lissandra more often than not in some honest jink. ‘Course, it all ties back recount the memorable day she queried a Sigil’s streets. She watches the known into what she knows, ‘cause knowledge is cornugon baatezu for hours about the portals, waiting for someone to come her power and source of livelihood in the twisting paths of Baator; apparently through so she can ask her questions: Cage. Need the location of a portal? Go ask amused by her investigation, the fiend “Where did you just come from? What’s Lissandra. Need to know what key opens a answered truthfully (as truthfully as a the portal on the other side look like? How planar gate? Go ask Lissandra. As almost baatezu ever does, anyway) until she did you get it to work?” She’s learned to be any berk’ll say, the Gate-Seeker is a lot starting asking about ways onto the ninth patient and not so enthusiastic in her easier to deal with than the Guvners. A layer of Nessus, where the Dark Eight questioning, as most visitors to the Cage body’s still got to acquire the key for him- meet—whereupon the cornugon got as are suspicious and short-tempered by self; Lissandra’s a source of information, pale as a baatezu ever gets (which isn’t nature. Plus, most cutters don’t give away not a key-seller. Like everything else, very), and abruptly fled. anything for free. Lissandra has become though, it’ll cost. (Exact prices vary with Lissandra might ask or be persuaded to adept at determining what fee will usually campaigns and DM styles.) In addition to a temporarily join a party, particularly if it’s be called for. reasonable (for Sigil) fee, she expects to be traveling on one of the Great Paths (Yg- The Gate-Seeker, as most of the Cagers told about a body’s experiences traveling gdrasil, River Styx, Mount Olympus, or have come to call Lissandra, does more the distances of the planes. River Oceanus) or plans to visit a unique than watch portals, however. She tracks In pursuit of knowledge, Lissandra’s pathway site (such as the Labyrinthine shifting gates, trying to determine logical completely fearless. She’ll ruthlessly inter- Portal of Mechanus or the Infinite Stair- patterns so she can predict future appear- rogate a marraenoloth, contend with the case in Selune’s realm in Ysgard). If she ances. She maps stationary portals, compil- circular reasoning of a modron, or play does, she’ll be as useful to the group as she ing a list almost as long as the one kept by riddle-games with a ratatosk until it gives can; she doesn’t expect to be protected or the Guvners. And she’s always experiment- her the answers she wants. Gossips in Sigil coddled. Lissandra may have her own ing with gate keys, trying to determine not agenda, but she recognizes the fact that only which item works with which portal, there’s no such thing as a free ride—or a but why. Lissandra is very systematic. She completely safe one. starts her investigations on one end of a ward and works her way from block to Lissandra the mage block in orderly fashion. Sometimes (Prime/female human/W9/NG): AC 0 her investigations take her to (bracers AC2, ring of protection +2); MV another part of the city, 12; hp 22; THAC0 18; #AT 1; Dmg 1d6 +3 but eventually she'll return to (staff of striking); SZ M (5’ tall); ML 16; complete the circuit she started Spells (usually memorized): charm person, Lissandra is attractive, comprehend languages, detect magic, perceptive, and more than magic missile, ESP, warp sense x2, fly, a bit obsessive about her stud- ies. Still, she finds time to take a break from the research so that she can make

36 JANUARY 1995 lightning bolt, suggestion, dimension door, of Estavan’s major functions, though he Kylie, a tout wizard eye, teleport; Str 11; Dex 15; Con juggles many tasks in a given day. Kylie was born and raised in the Cage, 12; Int 17; Wis 15; Cha 16. Estavan can be gracious and polite, but and she’s happy to stay there. She never he is ruthless in business dealings. He’s wanted to work in a shop or go adventur- This is the Clerk’s Ward. It’s clean, peace- always calculating, always watching for ing, but she loved to roam the city and ful, and totally boring, but there’re a few opportunities. If a body deals fairly with meet the diverse beings who come and go. bloods you should be aware of. Estavan, him, he’ll return the favor. If a body tries It was inevitable that Kylie became a tout. A for instance. He’s got an office near the to pull a fast one, the merchant lord reacts tout’s reputation and pay ain’t the best, but Hall of Records. If you need something— harshly, with no remorse, as though he it does let Kylie get to know everyone—and and I mean anything—then Estavan is the was engaged in war instead of business. everyone knows her. She figures that the blood you’ll want to talk to. ‘Course, if Estavan isn’t squeamish about spilling best way to fame and fortune isn’t through you’re one of those sods who has trouble blood to keep the jink flowing. He also adventuring around the planes (a nasty making nice to an ogre, you could have likes to provide favors in return for future business—and dangerous!), but by simply some problems. . . . considerations. The chant’s that so many being at the center of events and knowing berks in the Clerk’s and Guildhall Wards everyone and everything going on. She’s got Estavan of the planar trade owe Estavan favors that the Planar Trade acquaintances all over Sigil, from the Court consortium Consortium’s allowed privileges that no of the Lady’s Ward to the slime pits of the Not far from the Hall of Records, on a other group could ever hope to achieve. Hive. She doesn’t consider them friends— street of crowded, two- and three-story The ogre mage is never seen outside his she’s too wary to call anyone friend—but houses, a curious sign directs interested office. In fact, it’s doubtful he could fit she goes out of her way to make sure ev- patrons to the second floor of a building through the door or down the narrow eryone remembers her favorably. that looks like it’s been squeezed flat be- stairs. Most of his clients believe that the Kylie figures that information is the core tween its neighbors. The narrow stairs door inside his office is actually a portal to of her business, and she’s right. She fol- climb toward a plain wooden door, and the secret headquarters of the Consorti- lows her own Rule of Threes: watch, anyone taller than a large human has to um. When Estavan isn’t in the office, the listen, and learn. Somebody always wants duck beneath the swaying sign. On the clients think, he’s off on some other plane to know something, and Kylie wants to be sign, a series of glowing portals stretch performing missions of some sort for the the first blood they think of when they’re across the surface in an artful rendering. Consortium. If asked, Estavan simply ready to hand out the jink. Though she’s The silhouette of a long caravan trudges laughs hid chilling laugh. more inclined to collect information about through the portals. This is the icon of the If a body needs to get out of the Cage, Sigil as it’s usually immediately profitable, Planar Trade Consortium. Estavan’s one blood to talk to. The Consor- she’ll keep track of anything and every- The door at the top of the steep, narrow tium has pathways to most of the major thing that crosses her path. No bit of stairs opens into a richly appointed office planes and to many of the backwaters. For news, nor rumor, nor solid fact is wasted. that’s furnished with an oversized desk, a a price, Estavan can put a body in one of Growing up in Sigil taught Kylie a valuable huge chair, a couch of gigantic propor- the planar . It costs more if a lesson—everything’s worth something to tions, and a pair of human-sized chairs. body wants to leave Sigil quietly, but Es- someone. Everybody needs to find some- The room appears huge, due in part to the tavan can arrange that, too. A body has to thing sometime, and when they do they’re 15’ high ceiling. A door on the far wall work during the trip, of course, helping to usually willing to spend jink for the privi- reaches almost to the ceiling. Arcane icons get the goods to their destination. On some lege. That’s where Kylie comes in. decorate its frame, and the door itself is trips, the work’s easy. On others, it’s hard Kylie is very friendly and extremely made of solid bronze. The same icon as and dangerous. If a body wants to leave helpful to everyone she meets. She’s espe- the one on the exterior sign is engraved on badly enough, a Consortium caravan’s cially gracious to adventuring types, as the face of the door. Four times out of probably the best way to go. they’re usually most immediately in need every five, an ogre mage will be seated of her services. Like all touts, Kylie watch- behind the desk or stretched out on the Estavan the merchant lord es the portals for new arrivals. When she couch. This is Estavan, one of the mer- (Planar/male ogre mage/HD 5+2 Frater- sees a good prospect, she hooks up with chant lords of the Consortium. nity of Order/LE): Int 16; AC 4; MV 9, Fl 15 her (or it) and offers her unique services. Estavan wears expensively tailored (B); hp 27; THAC0 15; #AT 1; Dmg 1d8 +2 Besides acting as a guide to the city, Kylie clothes with a definite oriental flare. His (naginata +2); SA +3 to attack rolls, +6 likes to provide her customers with an light blue skin always is clean and pow- to damage rolls; Spells: Used at will: fly additional service. She points them toward dered, his ivory horns polished so they (for 12 turns), invisibility, darkness 10’ the really important things in Sigil, namely gleam. An ornate polearm called a nagi- radius, polymorph self (humanoid form, 4- the bloods who make the city work. Most nata hangs on the wall behind the desk 12’ tall), regenerate (1 hp per round); Used cutters really don’t need help finding a whenever Estavan is in his office. When once per day: charm person, sleep, gas- good inn or a lively tavern. It’s much he’s not, the rack is empty. The ogre mage eous form, cone of cold (60’ long, 8d8 harder to find a berk who knows the dark serves as one of the Consortium’s agents in damage); SZ L (10½’ tall); ML 14. of a particular topic or the clerk who can Sigil. There are at least two other Consor- grease the wheels of bureaucracy. That’s tium offices elsewhere in the Cage, one in Me? Oh, I’m nobody special. Just another the unique service Kylie sells. The Lady’s Ward and one in the Market tout showing a bunch of cutters the back Jink’s well and good, and Kylie won’t Ward. Each seems to have a slightly differ- alleys and secret spots of the Cage. Maybe turn down substantial amounts of it, but ent function, though any business a body I know a bit more about the bloods living whenever possible she prefers a different has with the Consortium can be handled here than some of the other touts—it’s all kind of payment. Kylie likes to be paid in by any of the merchant lords in the city. part of the service. But you know that, magical items. She has an appetite for all The Planar Trade Consortium handles ‘cause you’re paying the jink to make it things arcane, from clothing to weapons to commerce across the multiverse. The worth my while. items with magical properties. It isn’t that Consortium’s agents go far and wide to she has a desire to become a wizard or find exotic goods, make deals, and engage anything like that. She’s just fascinated by in many kinds of business transactions. magical items. As such, she’s always load- Much of their activity comes through Sigil ed down with at least a handful of useful at some point, where the resident mer- (and sometimes not so useful) enchanted chant lords direct it to the best markets things. Another form of payment she’ll (both in the Cage and beyond). This is one accept is useful information, but it has to 38 JANUARY 1995 be something she thinks will earn her a lot Second, she has a lack of magical sources Notes of jink for her to take it in lieu of money of information. To rectify this deficiency, A‘kin and the Consortium appear briefly or magic. Kylie is especially friendly to all wizards in the upcoming PLANESCAPE™ adventure Kylie’s ambition is to set herself up as an she meets. One day she hopes to find one Harbinger House. For more on the path- information source with an extensive spy willing to join her developing network. ways of the planes—particularly the lawful network at her command. To that end, Kylie is whip thin and slight of build. ones (including the treacherous way into she’s already begun “recruiting” some of She’s frighteningly quick, with movements Nessus)—see the Planes of Law boxed set. the younger, less-experienced touts to that appear too smooth to be natural. Her advise her of news and happenings manner is friendly and easy-going, at least throughout Sigil. She won’t establish a on the surface. Deep down, she’s pos- shop, as a permanent headquarters makes sessed of a terrific desire to turn her an easy target for the enemies she’s sure dream into a reality. to cultivate. Instead, her network will be a roving one, made up of dozens of seeming- Kylie the tout ly independent touts making the daily (Planar/female /T8/Free League rounds of the portals and marketplaces. N): AC 2 (earring of protection +2, Dexter- She’s seen careless berks who deal in ity); MV 12; hp 27; THAC0 17; #AT 1; Dmg information end up on the leafless tree 1d6 + 2 (short sword of quickness +2); because they dealt the wrong information; SA: Backstab x 3; SD: half damage from others are so paranoid their shops and cold, +2 to saves vs. fire, electricity, poi- homes are turned into veritable fortresses, son; SZ M (5½’ tall); ML 15; Special abili- afraid of factions or proxies or powerful ties: infravision 60’, darkness, 15’ radius bloods who find out the sods are dealing once per day; Thief abilities: PP 85%, OL secrets they’d rather keep dark. ‘Course, 55%, F/RT 55%, MS 90%, HS 90%, DN her dream is still far from becoming reali- 50%, CW 85%, RL 45%; Str 14, Dex 18, ty. She still has to build a sizeable base of Con 12, Int 16, Wis 11, Cha 15. trusted associates and work out the logis- tics of gathering and passing along infor- mation. In addition, Kylie has two other weaknesses to overcome. First, she needs to recruit bashers to provide her network with protection. Even a roving group can be attacked, if only one member at a time.

I0 JANUARY 1995

42 January 1995 Plenty of planar-encounter possibilities by Larry Granato

Artwork by

re ordinary monsters getting a bit bor- place (either deliberately or by accident) or ing? Are the local dungeon and wilderness has encountered powerful forces of the becoming too familiar? If you’re a DM run- Multiverse. These “Forces and places of the ning a party of high-level characters who multiverse” are given in List #2. like to teleport, plane shift, travel ethereal- List #3, “Strange encounters;’ gives some ly or astrally, and generally visit other possible encounters with the bizarre that worlds and planes, then here are some can flummox even the mightiest group of interesting ideas to spice up your campaign. PCs. Use this list sparingly. Traveling throughout the multiverse in Fantasy literature, TV, movies, and other search of adventure can lead to confronta- articles in DRAGON® Magazine provided tions with unusual beings not found on the inspiration for many of these ideas. You Prime Material Plane. But there’s more out can expand these lists using similar means. there than monsters. There may be times Since these encounters are special, don’t when the DM wants to provide special en- let the players get off easy by having their counters with strange and awesome entit- characters cast a few spells or use a few ies or places. magical items to solve their problems. For The spells and devices that allow interdi- instance, you can tell the PCs that magic mensional travel are fraught with hazards, doesn’t work well in the universe they’re too. If you subscribe to the theory that in, and they’re out of touch with their dei- although magic is usually well understood ties. This will restrict the use of high-level and controlled, from time to time there is a priest spells and cut back on their using small chance that something will go potent magic to blast their way to success. wrong—really wrong—then you’re getting You don’t want to destroy the characters; the picture. When one is attempting to just make the players come up with crea- travel between worlds, the results can be tive solutions instead of relying on the usu- interesting. al magical ways of problem-solving. Keep The following three lists (along with their the PCs guessing about their adversary’s accompanying explanations) can be used in true strength. cases where the DM decides that some sort Good DMs try to be consistent and follow of mishap has befallen a party of travelers. the rules. But remember the advice, “mod- Or, the encounters and occurrences de- eration in everything,” including modera- scribed here can be used simply as random tion itself. Once in a while you can pull a events, for a change of pace. fast one, as long as you are not unfair to List #l, “Interdimensional mishaps,” men- your players. Playing strictly by the rules tions the most common problems encoun- all the time can get tedious, especially if tered by groups teleporting or moving you’ve got a group of “dungeon lawyers.” about the planes. These represent various They know all the monsters in the books, natural hazards. Every time the party uses so now’s the time to throw in a few things some form of magical transport, there is a they’ve never heard of before (unless they small (0l-05%) chance that something will read this article). However, I would not go wrong. If the spell has been hurried or recommend using the following encounters disrupted slightly, but not enough to spoil on every adventure! it, the chance of error rises to 25%. When Some of these encounters result in the an error occurs, the DM can roll a d10 party being quested. For the DM, it’s al- and consult List #l, or choose an appropriate ways a good idea to keep a few quests result. hanging over the party’s head in case they There are times when the DM decides run out of things to do, or need help. The that the party has traveled to an unusual entity who quested them might be willing to pull them out of a tight spot so he List #1 : Interdimensional destination. Needless to say, they are hope- doesn’t lose their services for some other mishaps lessly lost. task at a later date. This will cost the ad- 1. Random destination. When using 2. Vortex. An energy vortex appears venturers additional quests, of course. plane shift, teleport, dimension door, or for 2d10 rounds. Its origin is on another These encounters are suggested only for traveling astrally or ethereally by some plane. It may siphon PCs (or their magic) groups with a sense of humor and imag- means, the party ends up in an unexpect- off to another world or spew out debris ination—and DMs who can come up with ed location on their homeworld, thou- (50% chance of either). Characters pulled ideas on the fly, and like to roll dice a lot. sands of miles from their intended into the vortex suffer 10d6 points of dam- age and end up on another plane. Debris comes out at the rate of ld4 - 1 pieces per round. Each piece has a 5% chance of hitting someone within 400 yards, doing 3d6 points of damage. There is a 10% chance that one of the pieces of debris is a valuable item, possibly magical. 3. Psychic winds/Ether cyclone. If the party is traveling astrally or ethereally, a gigantic storm blows them far off course, and they are lost for 3d10 days. If they weren’t astral or ethereal, something (a miscast spell, a dimensional hole, etc.) propels them into the Astral or Ethereal plane. 4. Discontinuity. A quirk of the uni- verse has changed what was. Upon return- ing home, the PCs may find that their house is on the other side of the street, one of their followers never existed, past history is different, a certain spell or magi- cal item doesn’t work the way it used to, an opponent they killed is back, etc. This gives the DM a chance to change some- thing that has been causing problems in her campaign. 5. Displacement. A temporal, planar, or energy displacement affects the party. If the displacement is temporal, the party appears forward or backward in time from when they left (or expected to be). A planar displacement puts them in another universe. Energy displacement involves the draining (or gaining) of charges from magical items and any technological items, if the party has them. Items totally drained of charges crumble to dust; items that are overcharged (charged beyond their capaci- ty) explode, doing 6d6 points of damage to all within 10’. 6. Teleport or planar fatigue. Too much dimensional travel wears out the party. They may not use any teleporting or dimension-shifting spells for ld4 days. 7. Rift. A hole to another dimension opens up. The rift is unstable, and disap- pears in l0dl0 rounds. Meanwhile, there’s a 85% chance some really nasty monsters (DM’s choice) will come through. The party also can go through, but can’t come back after the rift is closed. There’s a 25% chance the rift is so strong that creatures within 100’ must make a saving throw to avoid getting pulled in. 8. The mystery nexus triangle. The party enters a strange area (a “crack” between the planes) where things from all over time and space disappear. Sometimes they pop back years later. It’s a sargasso (or a garbage dump) of the cosmos. All those lost items like lost socks and keys end up here (maybe even things the PCs have lost). Strange creatures and items also can be met, but the real trick is to 44 JANUARY 1995 find the way out. (Is that Elvis over there?) 5. The cosmic wheel of fortune. 6. The eternal city. This is a tranquil 9. Miscast spell. The party’s magic Spin the wheel and take a chance! Repre- place that exists between time and space. goes haywire. Roll percentile dice: senting the force of random fate and for- Visitors are greeted with hospitality. The 01-05 Random spell affects the party tune, it rolls into view looking like a giant inhabitants are unarmed and peace-loving. 06-10 Random spell affects a random vertical roulette wheel (sorry, no Vanna They don’t want to be involved in the target White). There is a base 25% chance (plus struggles of other worlds. If the party is 11-15 Spell affects wrong target 10% per each roll after first) that the pursued by enemies, they could bring 16-20 Spell’s power increases/decreases* Wheel will disappear after each spin. The unwanted conflict to this peaceful locale. 21-25 Spell effects reversed following table is an example of the vari- In that case, they are responsible for help- 26-30 Spell delayed 1d20 rounds ous effects on a character who spins the ing to protect the Eternal City. 31-35 Spell affects possessions only Wheel, but DMs can substitute any appro- 7. The Dimension-traveling 36-50 Backfire. 6d6 damage to all within priate effect they desire. structure/place. This could be a “float- 10’ of caster ing” extradimensional island or a building 51-00 Fizzle. The spell has no effect Roll Effect like the Vanishing Tower of Voilodon Ghag- * The DM must determine how this 01 Disintegrated naisdiak in Michael Moorcock’s Elric sto- affects range, duration, area of effect, 02-03 Killed ries. These objects usually only appear for damage, saving throws, etc. 04-05 Turned into a monster a short while and jump from plane to 10. Character/Item encounter. The 06-10 Loses a level (it can’t be plane randomly. The party could be party encounters a group of plane-shifting restored) trapped in such a place until it stopped nonplayer characters. These NPCs are 11-15 Loses a good magical item somewhere familiar. Sometimes one ap- high level and are not happy they’ve been 16-25 Loses half his money and pears only on a certain plane once a year, interrupted in their journey. Or, the PCs valuables on a particular day, or at a particular time. inadvertently pull an object out of another 26-35 Gets a disease 8. The conjunction of the million plane to their location. This could be an 36-65 Nothing spheres. The barriers between the uni- astral artifact, a technological device, a 66-75 Gets a cigar verses are at their weakest ever. It’s possi- piece of trash, someone who’s been turned 76-80 Gets 5,000 gp ble to visit another dimension just by to ethereal stone, a supply cache, etc. 81-85 Gets a magical item taking a walk. Needless to say, creatures 86-90 Gets a special ability from other dimensions will be visiting List #2: Forces and places of 91-95 Gets a really good magical your PCs’ neck of the woods to pick up a the multiverse item few “goodies” (e.g., the PCs and their trea- 1. Gate/Portal. An opening to another 96-97 Has one ability score raised sure). The conjunction lasts (1d10 +61 world or plane appears. It is permanent l-3 points days. until some ultrahigh-level creature closes 98-99 Raised one level 9. The plane-shifting vessel. A magi- it. These openings often appear as mir- 00 Gets a wish cal vessel that can be steered to different rors, stone megaliths, caves, etc. Some are one-way only. This encounter also covers special areas that connect many dimen- sions like the “Wood between the Worlds” in C. S. Lewis’ Narnia stories or the City of Doors, Sigil, of the PLANESCAPE setting. 2. Unique character/creature. Now is your chance to inflict on the party one of those special monsters you’ve been saving. Is it Megabreath, giant dinosaur king of the B-monster movies? The sweet- looking little who is the most powerful (and chaotic) psionicist in the multiverse? How about that Bolo Mark XXVI Continen- tal Siege Unit? 3. The balance of the planes. This entity, appearing as a giant set of scales, maintains the balance between good and evil, order and chaos. The PCs have done something to upset the balance, and they have to correct it by performing a difficult quest. If they fail, the balance will be changed for a long time. For example, the party may find themselves defending their homes in a losing battle against ever- increasing hordes of evil, otherplanar monsters. 4. The auditing department. Oh-oh. The agency responsible for balancing the levels of magic in the multiverse has found an account overdrawn. They will correct the situation by permanently draining magic (or levels) from magic-using charac- ters or the party’s magical items. As an alternative, the party might be able to “pay the bill” by going on a difficult quest; perhaps recovering a few cursed artifacts for the agency. DRAGON 45 universes. One example is “The Ship That Pure Law or Pure Chaos (50% chance for cause real damage. If a PC is “killed” in the Sails the Seas of Fate,” also from the Elric either). The effect on characters varies Land of Dreams, his physical body dies. stories, but a zeppelin, spacecraft, or with each character’s alignment. Pure Law The land is ruled by Morpheus, the deity chariot are other possible vehicles. The gives lawful PCs a temporary raise in of dreams, whose will is the only reality crew will be interested in the PCs, either three ability scores (character’s choice) to here. He can make any dream come true. as potential targets of attack or suckers 18 for 3d10 days (30% chancel or gives a 20. The city at the end of time. for a quest. +2 bonus on attack, damage, and saving Quite different from the Eternal City, this 10. The night of nights. Only once in throw rolls for 1d3 months (70% chance), is an ancient, moldering ruin inhabited by a thousand years does a night like this but gives a -4 penalty to a chaotic PC’s packs of horrific mind-destroying mon- occur. Anything can happen on a Night of attack, damage, and saving throw rolls, sters. The creatures can track you Nights and usually does. A might and ability checks, and causes a 20% re- through any dimension, so there’s no fall in love with a homely dwarf. Muscle- duction in spell range, duration and ef- escape. Alternatively, the city is inhabited bound barbarian warriors take up knit- fects for 2d4 weeks (60% chancel or slows by a few degenerate humans with huge ting. A greedy PC gives his most treasured the PC for 1d20 + 10 days (40% chancel. heads and weak, shriveled bodies. The possession to a homeless orphan. In short, Neutral-aligned PCs will be blasted for 5-20 humans may be conscienceless technolo- the DM will have plenty of chaos to spread (5d4) points of damage. The effects de- gues who want to manipulate the party around. scribed above are reversed for a Pure for their own enjoyment, or pitiful, help- 11. The stars are right. Extremely Chaos force acting against lawful and less remnants of humanity who are be- rare astronomical conditions make the chaotic characters—a lawful PC either is sieged by evil forces. time perfect for an appearance of an ma- slowed or suffers the penalties, and a levolent extraterrestrial slime-sucking chaotic PC either gets the higher ability List #3: Strange encounters horror. Such creatures start at 20 HD, are scores or the bonuses. 1. The black coach. This is a dark, immune to most magic, attack both psioni- 16. The well of wisdom. The magical sinister carriage that flies through the air, cally and with numerous tentacles or font of sagacity. One drink allows characters guided by a headless driver and pulled by squirts of face-dissolving goo, and like to with Wisdom of less than 7 to add 1d8 six black horses. It has come to take a PC eat brains. Enjoy. points. For a Wisdom of between 7 and 12, to another plane to pay for some crime or 12. Bar between the worlds. This add 1d6 points. For a score of 13 through offense. It is unaffected by any magic or hospitable tavern can be reached from 15, add 1d3. For a score of 16 or 17, add 1. physical attacks, and can follow its prey many planes by those who know how. It’s Drinking from the fountain is dangerous for anywhere. The only hope of avoiding it is always full of interesting people from all mortal beings with a Wisdom of 18 or through the use of a wish (unless the party of space and time. The special anti-magical higher-there’s a 50% chance of having the comes up with a sufficiently impressive properties of the place prevent magic and character’s Wisdom permanently reduced to alternative). any but the most primitive (nontechnologi- 3; otherwise add 1 point. Characters who 2. The anti-universe. After using a cal) weapons from being used. This re- drink from the fountain a second time will teleport or plane shift, the characters striction does not affect the owner and his die (no resurrection possible). arrive at their destination to find that staff. 17. The crack of doom. Now they’ve everything, although familiar, is the oppo- 13.The fountain of youth. The fa- done it. It’s like a rift, only a lot worse. A site of what they’re used to. For example, bled source of restoration. After drinking giant abyss opens in the surface of the everyone who was good-aligned before is a sip, a character’s physical age will be in ground near the party, and out pours a now evil. (The PCs may have counterparts the 16-20 year range. Anyone who takes a horde of creatures from the underworld. with opposite characteristics in this land.) big gulp turns into an infant. Anyone who Overhead, storms and lightning rage. The 3. Death. Yes, it’s big Mr. D, and he’s drinks twice will disappear. PCs must survive as best they can. Re- coming for one or more of the party. 14. The labyrinth. A dungeon to beat member, even if they get away, whoever Death is immune to all forms of bribery or them all. There’s no mapping here; the has to clean up the mess will try to find flattery, and beyond the ability of the most party is perpetually lost. The labyrinth out who caused it and will take revenge. powerful PCs to injure or influence in any exists in a “pocket” dimension of its own, Unless you plan on ending your campaign, way. He occasionally can be distracted, so there is no chance of escape before the Crack of Doom is only a temporary however, and there is also the possibility getting to the end of the maze. The traps phenomenon and will disappear in 1d4 of making a some kind of deal, although and monsters of the labyrinth usually are days. wealth or magic will not interest him. controlled by a malicious archmage (who 18. Pure evil/good. The party comes 4. The megacurse. A curse of extreme observes the party’s progress through into momentary contact with a force of potency, it can’t be removed except by a magic), making them doubly dangerous. Pure Evil or Pure Good (50% chance for major deity or the like. Examples are a The DM is encouraged to be particularly either). The effect on them varies with curse of extravagance, which causes the fiendish (e.g., part of the labyrinth is a each character’s alignment. Pure Good will PC to give away all of his possessions to giant pinball machine; the PCs are the raise good-aligned PCs one level (30% the poorest people around (not other PCs), balls). chancel or add 1d8 hit points (70% or the jinx, in which the PC’s bad luck 15. Pure law/chaos. The party comes chancel, but will drain 1d4 levels from evil affects everyone but himself, causing them into momentary contact with a force of PCs (40% chancel or cause 8d6 points to miss saving throws and attack rolls, do damage (60% chancel. Neutral PCs will be minimum damage, miscast spells, lose blasted for 3d8 points of damage. Effects stuff, trip and fall in combat, etc. An alter- are reversed for a Pure Evil force on good native to the megacurse is the cursed and evil characters. Level drains cannot be super-item, something that the party can’t restored. get rid of. This intelligent, annoying object 19. Land of dreams and night- causes the PCs unending problems with its mares. The place where what you dream pouting and whining, but has a few very comes true. While characters are here, useful, very powerful abilities it employs their physical bodies are in a unbreakable when it feels like it. sleep. What the PCs dream appears to 5. The guru. Also known as the celes- happen, but the effects are not perma- tial sage, this incredibly wise, ancient nent. However, the creatures who inhabit hermit is full of useful information and this land are much better at creating good advice on every subject. He doesn’t dreams than visitors, and their attacks adventure and dislikes being bothered.

6. Mental transfer. A PC exchanges dwarfdom, etc.). The fate of the world as sheep, of course), magic backfires, etc. minds with a monster. The condition may the PCs know it may hang in the balance. The Imp hangs around until he gets bored be permanent, or may revert after a peri- The superbeings plan to punish the party with the party’s efforts to get rid of him. od of time. (One character in my land got with the same penalty the PCs have dished 14. Transformation. One or more to be “king of the slimes.”) Another possi- out to countless monsters (i.e., death). The characters undergo a startling transforma- bility is the possession of a character by a trial will not be fair, but PCs who claim tion. Examples are changes in race, charac- creature that can’t quite displace the PC’s ignorance and stupidity as their defense teristics, appearance, sex, age, metabolism, mind, so they’re continually fighting for will find the superbeings agreeable, since height and weight, skills, levels, or class. control over his body. they consider all mortals inherently feeble Why ask why? 7. UFO. A flying saucer descends on and weak-minded. Insufferably righteous 15. The powers that be. These are the party. The aliens are hostile and very characters will be squashed like bugs. the cosmic personifications of such quali- high-tech. They usually have some scheme 11. Mutation. A strange oddity of ties as Liberty (lady with a book and of conquest. One campaign I played in was genetics affects the party. You can use torch), Justice (blindfolded woman with famous for its “Martian Nazis.” Can the PCs something from the GAMMA WORLD® scales), Plague (diseased guy on a pale save their world? Remember: “Resistance game or make up a mutation yourself—the horse), Greed (Ebenezer Scrooge), Cleanli- is useless. Take us to your leader!’ more gruesome, the better. ness (knight with magic lance that makes 8. The zone of diminished illumi- 12. The accommodating circum- “white clothes whiter”), Stupidity (Disney’s nation. For your approval . . . a group of stance. A creature that can transmute Goofy), etc. They are all-powerful in their medieval adventurers are thrown into a itself into anything takes the form of an sphere of influence and either can help or strange, incomprehensible situation. Is it object the PCs need at the moment or have hurt the party. the Kung Fu disco party? A moronic game always wanted. Of course, after a little 16. Bazaar of the bizarre. A magic show hosted by demons? The battle of the while (no more than one adventure), the shoppe with a difference. It looks ordi- Somme? The sinking of the Titanic? The being will get bored with that form and nary, but it actually exists on a different eruption of Krakatoa? Will they survive? become something else—maybe something plane, with the front door being a gate. No (doe-doo-Doo-doo, doo-doo-Doo-doo . . .) dangerous or antithetical to the party. PC’s magic will function inside. It appears 9. Fate. One PC is selected to confront a 13. The imp of improbability. This full of the most powerful magical items critical moment in her lifetime. Her future annoying creature can’t be destroyed imaginable. The shopkeeper will not sell should depend on how she handles the either because you can’t locate exactly any item, but will only trade for the PCs’ predicament. The DM should devise a where he is, or if you do, by the time you items, at ridiculous bargain values. (PC: situation that is appropriate for the PC’s attack, he’s somewhere else. The most “You’ll give me a vorpal sword for a heal- background and goals. unusual things happen when he’s around. ing potion?” Shopkeeper: “Sure!“) How- 10. Trial. Arrogant superbeings from Water flows uphill, dragons become vege- ever, 95% of the items in the shop turn somewhere else force the party to stand tarians, PCs break their +4 swords, flying into worthless junk when taken outside. trial for the crimes of humanity (or elfdom, sheep fill the sky (led by Harold the clever 17. Casino of death. You like to gam- ble? This is the place. One problem: You can’t leave unless you win, and the only acceptable bet is your life. Mr. Bones, the croupier, is waiting for your roll. 18. Carnival of doom. It looks like an ordinary 20th-century amusement park, but the staff are monsters in disguise. To be allowed to exit, the party most go on each ride once. There are some problems with the rides, however. The roller coaster tends to leave the track, boat rides sink, merry-go-round animals bite, bumper cars explode on contact, etc. 19. The secret place. This ordinary- looking village (or old house, castle, or hotel) harbors a sinister secret. The DM must formulate the mystery, but it should be well hidden. Think of a “terror town” where everyone seems bland and happy, or a “house of horrors” with a mad scientist. 20. The siege perilous. This is the mystical chair at the head of King Arthur’s Round Table. Only the pure of heart, or those willing to undertake an arduous quest, are allowed to survive after sitting on it. The rest disappear in a burst of flames. The chair may appear to PCs in distress and offer to rescue them in return for several difficult quests.

48 JANUARY 1995

©1994 by John C. Bunnell

Photography by Charles Kohl THE SWORD OF MAIDEN’S TEARS reminder that not all role-playing takes the fact than it is to do in the reading. For Rosemary Edghill place in the context of a fantasy game— all the flaws in its conception, The List of 7 DAW O-88677-622-8 $4.99 and that in real life, the stakes for which is intricately woven, each strand of theme I’m not quite sure yet whether I liked one plays can be very high indeed. and event and character twining tightly The Sword of Maiden’s Tears— but I cer- around all the others. But while the weav- tainly came away from the novel feeling THE LIST OF 7 ing may be intricate, the pattern Frost impressed. Author Rosemary Edghill has Mark Frost creates is like a purple and orange paisley taken a standard fantasy premise and Avon 0-380-72019-l $5.99 shirt—too loud and too chaotic to be pleas- given it enough dimension to make it The List of 7 is a difficult book to catego- ant to look at. distinctly uncomfortable. rize. There are elements of high adventure As in many contemporary yarns, Edghill and philosophical speculation, of historical THE WINTER PRINCE begins by introducing a magical entity into fiction and occult suspense, of literary Elizabeth E. Wein the modern world. In this case, the arrival homage and pure invention. And ulti- Baen O-671-87621-X $4.99 is Rohannan Melior, an elf of noble lineage mately, that’s the problem: Mark Frost’s in his own realm a number of dimensions novel tries so hard to be so many things THE CHILD QUEEN over from Manhattan. Almost before he that it fails to succeed convincingly at any Nancy McKenzie can blink, he’s mugged and robbed of his one of them. Del Rey O-345-38244-7 $4.99 sword, a major magical artifact that The first and perhaps most striking wreaks a terrible transformation on any oddity comes from reading what amounts If the criteria for a successful Arthurian human who holds it. to a Sherlock Holmes novel in which novel is to bring some new twist to the Also true to form, Melior is found by an Holmes’ creator, Arthur Conan Doyle, is vast body of lore on the Matter of Britain, earnest young graduate student who takes playing the role of Watson. Though Frost then on first glance neither Elizabeth him home, introduces him to her friends, gives Doyle some of his fictional detective’s Wein’s nor Nancy McKenzie’s works would and offers to help him locate the lost innate deductive abilities, the good doctor seem to qualify. Both Mordred (in Mary blade. But here the pattern becomes dark- spends most of the book trailing willy-nilly Stewart’s The Wicked Day and elsewhere) er and more intricate, because Ruth and in the wake of the astonishing and myste- and Guinevere (notably in an excellent company are not your everyday misunder- rious John Sparks, who alone has a full trilogy by Sharan Newman) have had the stood folk with hearts of gold. The five grasp of the extraordinary plot being story told from their perspective before. members of the group are at once jarring hatched against the English crown. Watson But closer examination yields the startling and realistic, each high-strung in one way is an unexpected role for a man generally and pleasant discovery that both new or another and none entirely stable psy- thought of as a capable, persuasive investi- efforts are ambitious, distinctive, and chologically. Despite the physical evidence gator in his own right, and even though worthy additions to the Arthurian canon. of Melior’s own existence, not everyone this is a comparatively young and inexperi- Of the two, Wein’s The Winter Prince wants to believe that he’s real, or that he’s enced Doyle, the portrayal simply doesn’t easily is the more unusual. The atmos- right in his assertion that, left unchecked, feel authentic. phere is at once archaic and intimate, as the lost sword will eventually drive its Then again, The List of 7 is at best a Wein adopts Welsh spellings and a rugged, possessor to turn all New York into a highly non-traditional Holmes yarn. Frost rural quality for a tale which chronicles blood-drenched wasteland. makes use of the historical Doyle’s interest Medraut’s return to his father’s court and Edghill thus makes the novel a sort of in spiritualism to devise a plot of exotic his interaction with Artos’ two legitimate anti-quest, in which her protagonists are occult dimensions, involving a mysterious children, Lleu and Goewin. But while all doing their level best to avoid confront- list, a variety of strange manifestations, Medraut is a more or less welcome guest ing their own self-doubts, to say nothing men drugged into zombie-like slavery, and in Artos’ hall, he is also his mother’s son, of saving humanity from a threat in whose an attempt to seize supernatural control of and Morgause is the most cunning and very existence they don’t want to believe. an heir to the British throne. The overall powerful sorceress in the British Isles. But the evidence gradually comes together effect strongly resembles one of the In form, the novel consists of a manu- in ways that the little group’s members Indiana Jones movies, or the film Young script addressed by Medraut to his moth- can’t ignore, resurrecting various personal Sherlock Holmes of some years ago. But er, and the first-person narrative expertly demons that individually and collectively while Frost invokes numerous trappings of captures the tangled knot of emotions that force the issue. the occult, the novel is persistently ambig- binds Medraut to his mother by blood, his In some ways, this makes for tremen- uous as to whether the paranormal phe- father by honor, and his half-siblings by a dously frustrating reading; one is fre- nomena are real, or merely believed to be mixture of rivalry and respect. As much or quently tempted to give one or another of so by various of the characters. more of Medraut’s character is revealed the characters a good shaking in the inter- That’s a problem, especially because by allusion and oblique hint as by direct ests of heading off impending disaster. But Frost also plays the story as a of admission, and this Medraut is a most Edghill takes the frustration and turns it faith for Doyle. If Doyle (and Frost) ac- complicated young man. No one’s willing into suspense. Much of the novel’s tension knowledge the occult as genuine from the pawn, he nonetheless finds himself manip- is derived from the characters’ stubborn first, Doyle’s character has no chance to ulated by those around him and struggles insistence that their problems will go away grow and change over the course of the to face the world on his own terms. if they ignore them with sufficient fervor. book. If the supernatural elements are The remaining players are well-realized For all that they’re borderline mental shown to be entirely artificial, Doyle’s as well, if in rather less detail—no small cases, Edghill’s cast is utterly believable in credulous attitude makes him appear achievement for Wein, who must filter this regard, and if they’re not exactly foolish and inept. Yet if the matter is left their portrayals through Medraut’s eyes likeable, they’re at least ethical enough to without definite resolution, we’re left to and pen. She sketches each in with fine, be sympathetic. One can imagine, all too wonder whether the villains are merely a quick strokes and just the proper touches easily, that this is precisely how matters deranged band of lunatics or a truly dia- of light and shadow. Morgause in particu- might unfold in the real New York. And bolical threat. In trying to play both sides lar becomes a fascinating, chilling pres- that’s a downright frightening thought as of the fence, Frost robs his premise of any ence, as Medraut relates her actions as events build toward a climax. real dramatic impact. minimally as possible, yet can’t escape her Thus the observation that The Sword of Subtracting the occult issues and the pivotal influence on events. Maiden’s Tears is a decidedly uncomforta- Holmesian resonances still leaves the book These events are not, for the most part, ble novel, not one to be casually read and with its breathless, movie-chase adventure the well-known knightly deeds of the best- filed away and forgotten. It’s a sobering quality. But that’s easier to suggest after known Arthurian legends. Rather, Wein

DRAGON 51 focuses tightly on Artos and his family, destabilize Arthur’s reign. (One can’t be elemental queen. If anything, the change is and on the rise of Lleu and Goewin to entirely sure of this, since The Child a welcome one, for McKillip gives the sea- young manhood and womanhood respec- Queen is the first half of a planned duolo- realm more color and depth and sense of tively. But if an Artos with legitimate heirs gy. But at least in this first volume, McKen- place than ever she provides the town is a novel concept, it is one that is impos- zie strongly implies that the balance is beyond the beach. Megan, of course, must sible to question while under the spell of more unshakable than previous accounts follow after and try to rescue him, but it is Wein’s prose, and Medraut’s authoritative would have it seem.) difficult to understand what the shop and narration gives the scenario a quiet credi- The two novels are a study in contrast, town offer them to return to afterward. bility that sets aside objections before they one fragile yet powerful, the other dura- McKillip gives what amounts to an ornate- can be raised. bly matter-of-fact. Where Wein positions a ly disguised environmental message, but Where The Winter Prince is subtle, small, formal tale on the outskirts of tradi- this too lacks impact considering the complicated, and emotionally dense— tion, McKenzie stitches a brightly colored shapeless gray void of a world to which strikingly so, in a novel originally pub- tapestry that spans the breadth of the Megan and Jonah are encouraged to de- lished for younger readers—Nancy Arthurian legend. Both, however, are wise vote themselves. It is not a world worth McKenzie’s tale of Guinevere is far more and well-told tales that make solid contri- the saving, and their decision to return to direct and straightforward. So, too, does butions to the lore of King Arthur. (This is it is thus unconvincing. McKenzie present a tale of more tradition- especially true of The Child Queen; if The descriptions are another matter. al Arthurian scope. The Child Queen be- McKenzie’s sequel holds to the quality and Something Rich and Strange is full of gins with Guinevere’s birth and moves vision of this first novel, the two together lyrical seascapes and exotic underwater rapidly but not breathlessly through her might just prove to be the definitive Ar- wonders. But that’s not enough to sustain childhood, courtship, and marriage, touch- thurian retelling of their generation.) even as short a novel as this is, especially ing on a great many familiar incidents given that the relationship between Megan from the legends along the way. Indeed, BRIAN FROUD’S FAERIELANDS: and Jonah is taken more or less for grant- McKenzie appears to be offering no less SOMETHING RICH AND STRANGE ed. There are no crises of character here, than a full-scale mainstream retelling of Patricia McKillip no sense of true growth and change, only the entire Arthurian legend, rather than a Bantam O-553-09674-5 $19.95 exotic scenery loosely connected by story as tightly focused on Arthur’s queen The prose is elegant. The imagery is strands of seaweed disguised as plot. Brian as the title might suggest. vivid. The tone, like the accompanying art, Froud’s dense, detailed artwork may be Yet for all that McKenzie’s tale is “gener- is misty-edged and airy. But triumph of barely enough excuse to justify buying the alist” King Arthur, told in disarmingly style that it is, Something Rich and Strange book; McKillip’s story isn’t. accessible prose from Guinevere’s first is ultimately a disappointing book whose person viewpoint, it’s also both fascinating ample visual attractions far outweigh the SPEAR OF HEAVEN and well-presented. McKenzie has clearly merits of Patricia McKillip’s story. Judith Tarr done her homework, and smoothly com- McKillip’s is the second of four novels Tor O-312-85543-5 $22.95 bines the classic portrait of Camelot and commissioned to be drawn from the art- I’ve always liked Judith Tarr’s historical Arthur as wellsprings of chivalry and work of highly regarded illustrator and for their convincing sense of romance with a credible grasp of the scenic designer Brian Froud. But though period, the ability to combine authoritative historical realities of the day. But the style, her literary credentials are numerous and scholarly details of time and place with the good as it is, isn’t what makes McKenzie’s well-respected, the tale she draws from sense of immediacy that’s needed to keep saga unusual. That honor goes to a pair of Froud’s art lacks the depth and dimension readers interested in an unfolding story. ingenious twists she works on convention- of the pictures themselves. Spear of Heaven, however, finds Tarr in a al Arthurian lore, which combine to turn a The novels title is drawn from Shake- somewhat different mode, and proves that fresh eye on the familiar saga of tragic speare’s The Tempest, which refers to a “sea- her skills aren’t limited to chronicling romance and ill-fated love. change.” And so the seashore is where magical variations on real-world history. First of these is her use of Guinevere’s McKillip sets her story of an artist, a shop- This new novel is the fifth to take place foster-sister Elaine, often said to have been keeper, and their brush with magic. But on Tarr’s invented world of Avaryan, romantically involved with Lancelot. In while the motif of ordinary folk crossing the where the dominant ruling dynasty is McKenzie’s story, Elaine becomes much borders between the everyday world and imbued with god-touched power. It also is, more: she is both Guinevere’s closest child- the realms of faerie is a venerable one, however, a free-standing tale, and one hood friend and her greatest rival, whose McKillip doesn’t manage to bring it off. need not be familiar with the previous desperate desire for Arthur himself leads The trouble is that Jonah and Megan books to enjoy this one. The opening pages to treachery and betrayal of startling don’t themselves seem to live in reality. quickly establish context and cast, from proportions. This Elaine is a daring yet Save for a few vague passages in the open- the distinguished emperor Estarion to the highly plausible invention, changeable yet ing pages, nothing in the novel ties their practical-minded sorceress Vanyi to Esta- consistent and distinctively characterized. small coastal town to the world around it. rion’s rebellious granddaughter Daruya McKenzie’s second, even more ambitious We see little of the town at all, in fact—a and Daruya’s three-year-old daughter twist is to utterly redefine the relationship few other businesses are mentioned, but Kimeri. Of the four, only Vanyi is supposed between Arthur, Guinevere, and Lancelot, there are no residential neighborhoods, no to be traveling to the far side of the world the principals in one of legend’s great side streets, and surprisingly few people, to investigate a malfunctioning magical romantic triangles. As she would have it, local or otherwise. The buildings have no Gate, but Daruya refuses to be left behind Guinevere truly loves both men, both are shape or color or size, nor does the town and Kimeri surprises everyone when she genuinely in love with her, and Arthur and have any name or recognizable feature turns up as well, seemingly sensitive to the Lancelot share a brotherly bond. In itself, tying it to a spot on a map somewhere. energies of the ruined Gate. this isn’t revolutionary; what’s startling is And even within this nameless town, To further complicate matters, the dead the apparent assertion that the supposed Megan and Jonah share little with such Gate is outside Estarion’s lands, and the collapse of the triangle never happened. neighbors as there are. Shop, owner, and denizens of the high, isolated valley in Rather, McKenzie seems to suggest that artist could vanish into a fog and not be which it is located are deeply suspicious of the supposed betrayal and liaison between missed or mourned by anyone. mage-gifted folk. Though initially courte- Guinevere and Lancelot was manufac- Thus it’s hard to work up much surprise ous to the travelers, they are unable or tured out of rumor and innuendo, until or sympathy when Jonah does exactly unwilling to help unravel the riddle of the the mere appearance of illicit romance, that, disappearing into the lands of the Gate’s fall. And some factions of the valley- rather than the reality, was enough to seafolk after hearing the song of their dwellers seem bent on making sure that 52 JANUARY 1995

Vanyi and her companions neither succeed her form. This time the problems lie in solid standard. nor survive in their quest. uneven stage-management of her dual Susan Dexter’s newest fantasy, The Tarr unfolds the layered mysteries and protagonists and in a hazy, repetitive plot Wind Witch (Del Rey, $5.99) is likewise the exotic culture of Vanyi’s hosts with a that’s utterly unlike Lackey’s usual work. enjoyable, though a much quieter, almost typical blend of elegance, sardonic humor, Unresolved loose ends, missed opportuni- domestic tale. Part of her series featuring high drama, and thoughtful sympathy. ties, and a too-convenient royal redemp- the magical warhorse Valadan, this entry Tightly constructed prose always has been tion combine to form a whole that just concerns one Druyan, the young widow of one of her strengths, but this time out it’s doesn’t stand up to careful reading. Read- a minor noble. Left without manpower on tempered with a somewhat lighter tone ers will be well-advised to focus on Lack- a remote holding, she must somehow and a sense of clear delight in anything ey’s other series for the moment. harvest her crops and manage her estate that resembles a challenge to established One prospect is Elvendude (Baen, $5.99), unmolested for a year and a day, until she authority. And even though Avaryan is Mark Shepherds first solo novel, which can legally hold it in her own right rather Tarr’s own creation, her dedication alludes connects to Lackey’s assorted novels about than submitting to a new and unwanted aptly to the legends of Shangri-La, from modern-day elven affairs. Shepherd’s marriage at the king’s whim. It seems an which Spear of Heaven clearly draws prose has rough spots, but the story is odd challenge for a fantasy heroine, but inspiration. fast-paced and plausibly orchestrated. Set with the help of Valadan and of a mysteri- Don’t be misled; the novel is briskly in and around Dallas, Texas, it follows ous captured prisoner, the tale proves paced and suspenseful, moving smoothly young elven Prince Adam’s race to foil an readable and wise. from travelogue to court intrigue to open Unseleighe drug plot while avoiding its Two young adult titles round out the revolt to lively romance before all the architects, old enemies who would cheer- series list this time out. First is Hunter’s puzzles are solved. But it’s also a startling- fully destroy him given the smallest Moon (Berkley, $3.99), continuing the ly playful book, one whose author is clear- chance. adventures of teenage werewolf Val Sher- ly having great fun in the writing. As a Another Sporting Chance (Baen, $5.99) wood as told by Debra Doyle and James D. historical fantasist, Judith Tarr is already comes from Elizabeth Moon. This is the Macdonald. Val’s father’s new girlfriend is first-rate, but set her loose in her own second adventure of spaceship captain the least of her problems; she’s coping worlds and the results are positively Heris Serrano, her employer, the wealthy with in the neighborhood at the vibrant. Lady Cecelia, and the small army of young moment. And vampires tend to be very nobles and star-crew personnel attached hard to kill. Recurring roles to their entourage. There’s more space- Bruce Coville presents the other entry, There simply isn’t a good explanation for faring than in the prior book, and though beginning an unusual series with Into the it. The and the Nightingales (Baen, one twist involving a remodeling compa- Land of the Unicorns (Scholastic, $12.95). $22.00), Mercedes Lackey’s third “Bardic ny’s trade secret strikes a wrong note, the It’s a lively beginning, starting with twelve- Voices” novel, finds the author badly off pace and tension are well up to Moon’s year-old Cara’s leap off the roof of a church and into adventure, as she accepts a mission to deliver a message to the Old- est One. The quest is soon sidetracked, however, when Cara loses a magical amu- let and learns a series of startling secrets concerning the unicorns’ origins, her own heritage, and the magical realm of Luster. Coville gives Cara a complex set of oppo- nents and allies, and offers some intrigu- ing twists on typical unicorn lore. Future volumes in the cycle will be worth watch- ing for.

54 JANUARY 1995

Adventures in customer service

©I994 by Jay & Dee

Dee: Hello, and welcome to our second review column for DRAGON® Magazine. This time out, we’re going to be a little more traditional and review four specific games in depth, all of which are designed for the IBM PC platform. Jay: Some are old, some are new, but all these titles are of possible interest to DRAGON readers. We promise to review games for and Mac and so forth in future columns. Our first title is Ultimate Domain, published by Software Toolworks— which, by the way, seems to have been bought out recently by Mindscape. Dee: I was quite surprised by that when I called for customer support. I also was a little disheartened by the “average 11- minute wait” they spoke of in their re- corded message. Jay: Is that a good sign, meaning that they actually spend time on the phone with their customers solving problems, or a bad sign, indicating there are lots of problems to solve? At least they warned Master of Magic (MicroProse) you how long you might be in hold-limbo; that was kind. Company manners aside, Jay: The biggest time-waster was being much in the way of strategy guidelines in I’ve got to confess I didn’t like Ultimate forced to watch the AI take its turns. the manual. To figure out how to play it Domain. That’s a designer’s decision; nothing to do well, you’ve got to just play. Dee: I think it was a little bit of a stink- with sound or graphics or slow proces- Dee: So we did. We found that Ultimate er, actually. One problem that isn’t Mind- sors. There are plenty of faster strategy Domain is a little bit of strategy mixed scape’s fault is that we played the game on games. Maybe we were supposed to be with a little bit of fantasy and a little bit of a 386, so turn processing took forever— using the computer-players’ strategies as what-have-you. I would think that the even with the enhanced sound turned off. little tutorial lessons: you know, look at point of mixing the 1600’s colonial feel what your opponent does first: Hint, hint. with things like balloons and “The Seven Dee: Yeah, but I’d rather have an actual Jewels of Genesia” would be to get the tutorial. That way, the second time I play absolute best gameplay possible, and reali- the game (when I know what I’m doing), I ty be damned. don’t have to sit around and wait for the Jay: Exactly. Except, as is so often the same hints to pop up over and over. case with “mixed reality” games, all the Jay: Tutorials are good. Unfortunately, designers managed to do was confuse me. Ultimate Domain doesn’t have one—or Am I going for science, or exploration, or DRAGON 57 economic growth here? Is there any bene- fit to skipping, say, economic stability and just rushing out to find the jewels? Dee: Ultimate Domain starts you out in the new world with four settlers and a few raw materials; everything else is up to you. It sounds exciting, except I would think I could still contact my mother coun- try at least occasionally. Or is that who I sell my goods to? Jay: It doesn’t say, actually. But be fair; Civilization only gave you one settler, and the map was black until you discovered it. Ultimate Domain at least shows you what terrain and raw materials you have, and what the land around you looks like. Dee: True. Okay, so when you start the game, you give your settlers jobs such as woodcutter, architect, and specialist. Woodcutters turn trees into logs, archi- tects use wood, stone, and metal to make various kinds of buildings, and specialists make the goods I mentioned selling. Jay: But you can’t sell them until you Master of Magic (MicroProse) build a shop, and you have more impor- tant things to build at first. For your turn. During the turn, you can give each houses, nomads appear and give you new farmers to increase your food stores, they settler a job. Only thing is, she doesn’t settlers to work with. No kidding! need fields to work. For water, you need start work until the following season. Jay: Those new settlers are vital. If your to dig wells. And to get more than a few Jay: There are a few jobs, like specialist population doesn’t grow, you’re just spin- raw materials per turn, you need to build (the guy or girl who makes luxuries) that ning your wheels. drills. Why does it keep saying “We need start right away. Dee is right about the Dee: So after we finally figured out how stone” when we have plenty of stone? rest. The other annoying thing is that in to finish building a house— Dee: I think that means that we ran- some seasons, people don’t do their jobs Jay: The manual says that architects domly got fewer than two stone this turn, well—or at all. Farmers aren’t working at continue working through the winter, but but it doesn’t say in the manual. The be- optimum during summer, the manual says, mentions in another place that the only ginning game, as you can see, is supposed the way they are during spring and fall. thing they don’t build in the winter is to be a decision-making extravaganza: Do I Nearly everybody stays indoors in the houses, which we missed the first time we build fields and wells right off, to feed winter. played. everyone, or do I go for a drill and a ware- Dee: Again, I suspect this was done to Dee: —we got a new settler. By that time house to stockpile raw materials? Or make it feel like there were more deci- we had a workshop and a settler acting as should I build a workshop and start right sions to make: Should I take my farmers a scientist, studying new technologies, So in on scientific discoveries? off work in spring so they can be doing we made our new settler into a soldier. Jay: Right. The way it comes out, something more productive in summer? Jay: For which we needed to build a though, is that you must absolutely build a Should I move everyone to indoor special- barracks first. The soldier then went off to drill first or you don’t have enough raw ist jobs in winter? explore nearby lands and conquer them to materials to do anything else. Then you Jay: What ends up happening, though, expand our territory. need a warehouse so you can store the is that you leave everyone doing exactly Dee: Only trouble was, we did exactly materials the drill produces. After that, what they were doing, because the restric- what it said in the rules manual to con- you must have fields and wells or the food tions are so severe that you end up losing quer the new territory and start a new runs out. Then you start making decisions more than you gain by trying to maximize colony there—and it didn’t work. The about the rest of the game goals. the minimum return (the theory known as soldier was supposed to become a settler Dee: One of the most interesting and min-maxing). and start working the land, giving us a annoying things (both at the same time, a Dee: Which means that it’s really no new place to build a warehouse (our old neat trick!) are the seasons. In spring, rain decision at all. You leave a settler at a job one was getting full). But he didn’t do it. and lightning cover the isomorphic 3-D until she’s done enough of it so that you That was when we tried to call customer view, and trees on your domain occasion- don’t need her to do it anymore, then you service. ally burst into flame. In summer, every- move her to some other job. Jay: Hey, maybe we needed to go to the thing is lush and green, and birds are Jay: Or him. See, another detail in the settler/job screen and move his icon singing. In fall, the trees turn brown and game is that each settler has a sex and age. around to tell him not to be a soldier any winds blow. In winter, wolves howl and As they age, settlers can lose morale, take more. snow covers everything. sick, and die. On the other hand, if you Dee: Could be, but it didn’t say anything Jay: It’s pretty, but ultimately of little build bigger houses for them, a man and a in the manual about that. value. The isomorphic view sometimes woman can move in together and have a Jay: You know, that’s the third time makes it hard to see things behind other baby, which will become a new settler in a we’ve said that. things. (Where did that soldier go? Oh, he’s few turns (the manual kindly points out Dee: Well, I’m sorry, but the manual is hidden behind a tree.) A top-down view that you don’t have to wait 64 turns for not very helpful. We had a really hard wouldn’t have looked as good, but it sure the baby to grow up to working age!). time finding information in it, including would have been easier to use. Dee: Yes, houses are a very important how to quit the game! Dee: Yup. The other really annoying part of the game. If you don’t build them, Jay: That’s true. I know there are a lot thing about the seasons is the restrictions you don’t get any new settlers—and not of people out there who dive right into imposed in each one, and the restrictions just because there’s no place for the set- games without looking at the manual, but I on changing settlers’ jobs. Each season is a tlers to sleep together. If you build empty like to read the rules first. Maybe it’s the 58 JANUARY 1995 cure to each of six different diseases? What's the point? Dee: You're right. Dee's rating: * *

Jay: Our next game is Genghis Khan II from Koei, the people who brought us Bandit Kings of Ancient China. You'll re- member that was one of our picks from our column in issue #211. Dee: Yeah, so we were predisposed to like Genghis Khan II. The interface and game engine are very similar to Bandit Kings, even though this is a newer game. There are some new features, but it uses the same basic mechanics to run your territory and give orders. Jay: I anticipated that this game would be a new generation of Bandit Kings, but actually, Genghis is more like a colorized version—the graphics are pretty old- fashioned compared to the 3-D maps of Ultimate Domain, or the bug-hunting Master of Magic (MicroProse) detail of Space Hulk (which we’ll get to a little later). Still, there are great portraits, editor in me. Dee: I agree, mostly. On a faster ma- and an even wider range of cultures: My summary is that Ultimate Domain chine it might not have been so tedious to depending on the scenario, you can con- looks good, but works very, very slowly. wait for the next turn. And as we got quer Japanese samurai, Indian mughuls, There’s too much micro-management on more experienced, we might have found even European crusaders! Why stop at the part of the player, and it’s too hard to ourselves growing faster and gaining new Constantinople? You can sweep through to get going. There are no milestones pop- territory and getting to all the good stuff— conquer England! ping up that keep you playing, and the technology and balloons and temples and Dee: Hey, take it easy—this is a review decisions you make are dull. finding the Seven Jewels of Genesia! we’re writing, not ad copy. The way I look Jay’s rating: * * Jay: Yeah, but having to research the at it, when you’re doing a follow-up game,

DRAGON 59 you want to keep the mechanics that family, examining provinces, raising and Dee: I didn’t say it made sense, I just work, but you want to add something new training and arming troops, moving com- said I thought I knew why they did it. So as well—about 20% of a sequel game modities around, and improving the eco- once you’ve got enough money, you can should be brand new innovations. That’s nomics of your province. buy various types of troops. There are a where I think Genghis Khan II falls short. Jay: Some of the decisions are pretty lot more details to the combats than in They’ve added more detail, but nothing unique—such as talking to your family. If Bandit Kings, and this is where Genghis really exciting. In Bandit Kings, your lead- you visit your wife, she can give you hints Khan II starts to shine. er got tired if you asked him to do too about your various generals and advisors. Jay: Yup. Cataphracts (mounted bow- much. In this game, he has a finite number An interesting touch, and it gives a female men), pikemen, archers, Mongol hordes, of “body” points to spend each turn—so character something important to do. I’m and even cannon! And in the European you know exactly when he’ll get tired. all for it. An even more important out- game there are samurai! Pretty much the same thing. come of your visit is that later on, she has Dee: I think the readers have noticed Jay: What about the neat isomorphic a baby who can grow up to be one of your you like the samurai. Once you’ve bought 3-D combat graphics? That’s new! generals. If you get killed, he might even troops, you have to buy arms and train Dee: True, true . . . and that’s definitely succeed to your empire! them, just like in Bandit Kings. Then the most interesting part of the game, in Dee: This seems to be a common theme, you’re ready to go to war. the same way that the battles in Bandit these games where you have kids. Maybe Jay: The battles have a two-step level Kings were the most interesting part. the designers are all reaching the age detail. An invasion starts on a battle boa Jay: I don’t think the battles are the where their biological clocks are ticking. where you direct your legions to attack most interesting part at all. I liked going Jay: Anyway, each decision you make various targets, or go into ambush mode hunting for tigers, and wandering into the costs body points, so you can make only so in woods and towns. One nice thing is that market to listen for rumors of who might many in a turn. You can maximize your you can attack to conquer the territory join my cause. production by micro-managing, but to killing your opponent’s #1 Legion, or you Dee: Yes, but the entire point of the save body points it’s wiser to let your can make raids where you simply occupy political and economic parts of both these advisors handle a lot of things. The better towns and then retreat. games is to arrange alliances and raise you get at delegation, the better you’ll do Dee: Each turn you spend occupying an armies so you can conquer your neigh- in the game. enemy town gains you gold and food, and bors. There’s no way to win Genghis Khan Dee: Which means that your expanding lowers the popularity of the ruler of that II (or Bandit Kings, for that matter) with- empire never really expands the tasks you province. I agree, a nice touch. out fighting—which is what you’d expect the player have to perform, or affects Jay: Once you’ve maneuvered your le- from a game about the world’s greatest your ability to perform them. The game is gions to meet your opponents’ on the battle conqueror. having all the fun. board, the battle sequence switches to a Jay: If that’s true, then why do they Jay: Bandit Kings had a similar mechanic. close-up tactical screen. Your little horse bother putting in stuff like hunting tigers Dee: Yeah, I know. I think part of the units gallop, your little artillery roll. . . . and visiting your children and your wife, difference is the very addition of the extra Dee: Yes, and they look good, too. They dealing with merchants, and so on? decisions. Bandit Kings was simple and are isomorphic 3-D images, meaning a sort Dee: To puff the games up, I guess. So straightforward: You recruited heroes to of cross between a top-down view and that they won’t feel like just plain war lead your armies and used your armies to sideways, as in Sim City 2000—or Ultimate games. defeat the evil Gao Quiu. Here, the design- Domain (reviewed above). Each legion is Jay: I think you’re wrong. I think those ers have attempted to duplicate the feel of made of four units, which can be mixed things add to the overall feel of the game. being Emperor of an expanding nation, by when you create them. It’s nice to have The difference between Genghis and giving you lots of national decisions to the option of having cavalry, artillery, and Bandit Kings was that Genghis hid its make, and a nebulous “conquer the world” infantry work together with something texture beneath too many layers of menus. goal. As a situation, it’s much more open- like coherence. They can’t trick me. It felt like just a war ended and war game-like—and a little Jay: Close-up battles are pretty simple— game. more dull. the interface is a little clumsy, but we Dee: I agree. It’s funny—there are actu- Jay: I like open-endedness as a concept, moved pretty fast once we got the hang of ally more decisions to make in the non- and some of the extra decisions, but you’re it. A unit flashes to show it’s ready. You war aspects of Genghis. When you begin, right. Some new stuff is just trappings and choose from a menu of options. If you you control just a few provinces in what- doesn’t really add to the game. choose “move,” the board shades in the ever area you’ve chosen. Like Bandit Dee: The worst stumbling block was the areas to which that unit can move. Kings, the game can be played by multiple merchant system. In Bandit Kings, you Dee: If you select any square in that people taking turns sitting at the com- always could spend some body points and area, the unit moves there. Units are sev- puter, and there are several different go to market. You could sell food and fur, eral squares wide, so until they take casu- scenarios. You can start as a warlord in buy arms, and recruit new heroes. alties, they’re big and can’t fit two abreast Mongolia, and attempt to conquer the Jay: But in Genghis Khan II, you have to to attack castles through their gates. And Steppes, or you can begin on a larger-scale wait for merchants to come to your terri- since units on walls can fire down at the map and go after all of Europe. tory before you can trade. You can be field, storming castles is pretty difficult, Jay: That looked pretty neat—all the trained up and ready to buy arms and go which is as it should be. different cultures and types of troops to war—with the one and only thing stop- Jay: Yes, and it shows you why; it’s not available. However, we played the Mongo- ping you the random placement of a silly just abstract “fewer casualties.” lian conquest scenario for our review. In wandering merchant. Dee: When you want to attack, the that, you start with one or two provinces, Dee: I believe this is meant to encourage board shades to show how far you can earning income and wealth from each you to expand your territory: the more attack. If you choose “near,” it’s a melee; if province. You also have some troops and a provinces you control, the greater the you choose “far,” it’s bows. supply of generals and advisors in place. odds of a merchant being in one of them. Jay: You also can charge, which does Dee: Some of the decisions you can Jay: But that’s dumb. The whole object damage to your troops as well as to your make include switching the default orders of the game is to conquer territory; I don’t opponent—but it shakes the enemy and for a province (the ones you’re not run- need artificial incentives. And as I conquer makes it likely they’ll break and run. ning act according to specific guidelines more territory, I get more direct tax in- Dee: One annoying thing is that if a unit that you set up), switching or promoting come and so have less and less need for has no enemies in range, the designers generals and advisors, talking to your the merchants. don’t gray out the Attack option. You can 60 JANUARY 1995

choose it, select “near” and find you can’t casting skill, or save in a pool to actually an added spice. attack anyone. Then you select “far” and cast spells with later. Jay: Your opponents are not just the find you still can’t attack anyone! Jay: As we said, it’s a lot like Civiliza- rival wizards. MOM’S two planes, or Jay: A minor problem. Other nice tion, but there are plenty of differences. worlds, abound with ruins, monster lairs, touches include the tiny arrows flying For one thing, you can customize your neutral cities, and magical nodes that around, the numbers appearing above a wizard at the start of the game. You generate power you can harness. unit’s head to indicate how many men are choose which type or types of magic you Dee: So there’s a little bit of everything left, and the neat sound effects and visuals like—sorcery or nature magic, life or in MOM. You’ve got your dungeon crawls, when units get stunned by missile fire or death or chaos—and how deeply into your your role-playing, your economic develop- broken by cavalry charges. field of study you want to be. If you’d ment, your combat. . . . Dee: So that’s the game in a nutshell. I rather dabble in everything, you can. Jay: And with an interface that’s much think the battles are fun, and the sur- You also determine what special abilities less cumbersome than Genghis Khan or rounding parts aren’t too obtrusive. There you have, if any. Dee goes for the Warlord Ultimate Domain. And let’s not forget a are some annoying rules and restrictions, ability, because Warlords recruit better really neat feature called Itemmake. You and it’s less focused than Bandit Kings, but armies. I’m fond of the Channeling ability, type that before starting the game, and still interesting. which lets my wizard cast spells over long you can customize all the magical items Dee’s rating: * * ½, maybe * * * distances without a penalty. you can find as treasure when you play. Dee: It’s not that I love the armies or Just remember the more powerful you Jay: I think it depends on what you like. anything—I just think that the game’s make the goodies, the bigger the monsters If you just like fighting, it’s got lots of mechanics reward combat and make life guarding them will be. interesting details, and it deserves a higher difficult for spell-casters; I’m only keeping Dee: That’s very cool. If I was disap- rating. But if you like atmosphere, charac- up with the AI wizards. pointed by anything in MOM, it was the ter, and economic and political decision- Jay: My Myrran Wizard is romping aforementioned imbalance toward fight- making that makes a difference, it falls through her spell research, though. I think ing, and a feeling that the AI isn’t really up short. you’re just more bloodthirsty than I am. to snuff. Otherwise, it’s addictive and Jay’s rating: * * or * * * Dee: And what’s your wizard research- highly repeatable, and I’ve been playing it ing, but spells to attack monsters? a lot just because I want to. Dee: Now on to a game that we both Jay: Yeah, but they are monsters. Dee’s rating: * * * * liked fairly well, Master of Magic from There’s no reasoning with them . . . and MicroProse. It was designed by the SimTex they have treasures that I want. In fact, Jay: I only wish it was more like Civ in group, the people who did Master of Ori- one of the best things about Master of its diplomacy. You can’t bribe cities or on, but it bears obvious allegiance to Civili- Magic is the variety: the variety of trea- units in MOM, you must conquer them, zation. We both loved Civ, so again we sures, the variety of heroes, the variety of which may be one reason Dee feels that were predisposed to like Master of Magic. races, the variety of wizards. You can have combat is too important. It would be nice Jay: And we weren’t disappointed by up to four opponents. These AI wizards to be able to compare your overall score the game. But before we review the game are randomly chosen from a pool of 12, so from one game to the next, as well. But itself, let me just warn you all: we got the the game plays differently each time, neither of these quibbles diminishes my first-shipped version of the game, and it depending on the strengths and interests desire to play this game into the wee was buggy. Things didn’t work the way of your rivals. hours. they were supposed to. It crashed when Dee: Your wizard starts as one of those Jay’s rating: * * * * ½ certain spells were cast, with “Sound 12 templates too, although you can cus- Error” messages. The AI seemed a little tomize her, as Jay said. Sometimes I pick Dee: Now on to our final game for this wimpy. So we called customer support, the one I’m least interested in facing as an column, Space Hulk from Electronic Arts. and they sent us a “patch disk.” opponent. This is a science-fiction game based on the Dee: A patch disk contains fixes for Jay: Like in Civilization, there are two popular Games Workshop board game. bugs that have been found in an already possible outcomes for MOM. You either Again, I was hoping to like Space Hulk released product. We copied the patch can conquer the world militarily, or you because I had played the board game and disk into our Master of Magic directory, can win through research, by being the found it intriguing. and unzipped it. Now the game plays wizard to successfully cast the Spell of Jay: In fact, we played Space Hulk long- much, much better. Mastery. Even if you’re leaning toward er than any other reviewed game. You Jay: The moral of the story: Always try armed conquest, there are still plenty of seemed determined to like it. customer support if you’re having prob- opportunities for spell-casting. Dee: Yes. And I’m sad to say, it disap- lems—if the company you’re dealing with Dee: One of the neatest tricks is con- pointed me in the end. The gimmick of the has a decent staff, you might actually get quering the city that houses a rival’s en- board game is timed turns combined with through. Some of them are on-line now, chanted fortress. If you manage this, the the ability to interrupt your opponent’s which should make access even easier. And wizard is not killed, but banished from the turn. Basically, the computer game tries to be a little wary of buying a game when it world. recreate this—and fails. first comes out. Jay: The animation is wonderfully satis- Jay: Space Hulk reminds me a lot of the Dee: That said, we can talk about the fying. The rival wizard stares in horror as movie Aliens. The “good guys” are Imperi- merits of the game, which are many. This you advance and cast a blue bolt that al soldiers, dressed in huge suits of power is one where your decision-making starts melts him into a two-dimensional shadow, armor, carrying weapons like Flame from the get-go, there’s lots of cool stuff to and then nothingness. It’s possible, accord- Throwers and Storm Bolters. The bad see and do, and the game progresses in a ing to the manual, for a banished wizard guys are called Genestealers, but they look logical and orderly fashion to a satisfying to return to the game, if she can generate suspiciously like H. R. Giger’s aliens. conclusion. In the game, you play a wizard the necessary mana to cast the Spell of Dee: The basic idea of any scenario is who starts out as leader of one little ham- Returning. that a giant, empty spaceship—a Space let. You can order your hamlet to build a Dee: Of course, once you’ve vanquished Hulk—has been found floating in the void. variety of things, and as you add to it, a wizard, you take the opportunity to mop On board are wonderful scientific gadgets more troops become available. At the same up all his cities while the boss isn’t there to the Imperium desperately wants. Also on time, you are accumulating “mana” (magic) cast spells at you. So we’ve never seen one board are hordes of deadly Genestealers. points, which you can use immediately to come back yet, but the pressure of know- Jay: In the board game, the Imperial research new spells or increase your ing your rival might return gives the game player has a certain amount of time, say one 62 JANUARY 1995 minute, to complete his turn. At the begin- ning of his turn, he draws a chit that tells him how many Command Points he’s got. Dee: Then, during the Genestealer player’s turn, the Imperial player can interrupt and spend Command Points to take opportunity shots or quick-moves. There’s a lot of uncertainty, bluff, and planning necessary on both sides. Jay: Space Hulk, the computer game, is for one player. You command an Imperial squad of five troopers (some scenarios let you control two squads). You have one fairly large window that shows you what trooper #l sees. Four smaller windows show you what the others are seeing; you can click in any window to make that one the primary view. Dee: It looks a lot like the scene in Ali- ens where the lieutenant is watching all the monitors to see what his squad is doing. In the same way, you can give or- ders to each trooper in his window, to move or fire. This all happens in real time. Controlling five guys in real time while the computer is controlling the Genestealers (who have an infinite supply of troops and charge to rend you limb from limb) is, of course, impossible. Jay: One difference from Aliens is that you have to hand-hold your troopers through each step of their moves; they’re really dumb. Dee: Exactly. Sounds like not much fun, right? But, here’s the kicker: you also have a limited supply of Freeze Time, which allows you to halt the action, give orders to each trooper individually, then make them execute all orders simultaneously. Jay: It really gives you the feel of coor- dinating complex maneuvers. When it works, it’s satisfying to watch. Dee: Of course, when you screw up and they traffic-jam, you have to go in there and order them around individually to clear things up. Jay: And meanwhile, the Genestealers are scuttling up to attack you. Dee: Yup. Once you turn Freeze Time off, everything starts happening at once. You always can stop time again and give more orders, but as I said, you only have a limited amount of Freeze Time. Once it runs out, the game starts up in real time whether you want it to or not. Jay: Except that you earn more Freeze Time for every second the game is run- ning in real time. Besides that very first training mission, I never noticed you actu- ally running out of Freeze Time. Dee: Yeah, that seems to be one of the problems. If you choose, and you will choose, you can pretty much stay in Freeze Time for the entire game. Which means it goes from being a real-time nail- biter into a board game on the computer. Jay: Isn’t that what you wanted? Dee: No. I wanted a computer game that was faithful to the elements of the board game. I think they tried to do that, but failed. Jay: I agree. Every time we went into DRAGON 63 was impossible to stay alive. The first time artifact we needed to pick up only shows the same scenario over and over, until I I played DOOM was like that too: full bore in monitor view. know exactly where the monsters are down the corridor—Splat! You’re dead! Dee: So we did it over again—practice going to be, just so I can gun ‘em down. Except you get resurrected instantaneous- does help you find your way around, just Not my cup of tea. The graphics in the ly in DOOM, and in Space Hulk you go to like DOOM—and this time we used the monitors were cool-looking, but to suc- the “mission failure” screen, and have to monitor view to find and acquire the cessfully play you had to ignore them; and start over again. We constantly had to stop artifact. the stop-and-go nature of the game system the action and give orders on the over- Jay: But then we got a report of mission was really jarring. head view just to stay alive. failure, even though we think we did Jay’s rating: * ½ Dee: Exactly, and it would have been a everything we were supposed to. I still say lot more fun to have a more equal mix of you dropped the artifact. Dee: I kept feeling as though I should be order-giving and real time. One way to do Dee: Maybe. My trooper certainly able to do better next time, which is one that would have been to have the real-time wasn’t bright enough to mention it. hallmark of a good game. I was never action move a little slower. Then we would Jay: Space Hulk also has a campaign actually able to do better, though, which is have had the moral equivalent of Com- game, where you can take the same squad not a hallmark of a good game. Maybe it’s mand Points—we could go in there with through several missions, and surviving just us, but Space Hulk seemed too diffi- some hope of success to give a specific troopers can gain experience and earn the cult, and the emphasis in the design was order to someone. right to have better weapons. We had so on the wrong things. Also, I missed being Jay: As it was, whenever we watched much trouble with the scenarios that we able to relax and play the Genestealers one monitor to give a guy a specific order never got to a campaign. occasionally. in real time, two other troopers were busy Dee: There wouldn’t have been much Dee’s rating: l l getting killed. point, for us. One last note: We had trou- Dee: And that was with two of us ble with the music crashing the game, and Jay: So that’s it for this month. Look for watching the monitors! Another flaw that had to call customer service (sense a us again in two months, when we hope to Jay alluded to is the overhead view. In theme in this column?). EA’s support was review, among others, Sierra’s new Bug order to give anything like decent orders, pretty fast, and clearly they’d had this Wars. Sayonara! you really have to have an overhead full- problem a lot, because the representative Dee: Ciao. Write to us (in care of the map view of what’s going on. Unfortu- read off a cheat-sheet instructing us to magazine) if you have something you’d like nately, the overhead view is so detailed simply delete the sound directories and to say about any of the games we’ve re- and so full that there’s no reason to ever play the game in silence! viewed, or if you’ve got suggestions for use the monitor views. Jay: Unfortunate, but at least we got games we should look at in the future. See Jay: No reason at all—well, one annoy- through to them. So, Space Hulk was very you in two! ing reason. We played one entire mission frustrating for me, even after we started

64 January 1995

“Forum” welcomes your comments and the DM can create a list, as determined by detail on Cormyr in both the old and new opinions on role-playing games. In the individual characters, that decides which FR set. United States and Canada, write to: Fo- actions move the alignment status up or The Dales: “Robin Hood” England. The rum, DRAGON® Magazine, P.O. Box 111, down the chart. Dales are heavily detailed in the FR set and Lake Geneva WI 53147 U.S.A. In Europe, Joseph Mills in FRSl , by L. Richard write to: Forum, DRAGON Magazine, TSR Fredericksburg VA Baker III. Ltd, 120 Church End, Cherry Hinton, (currently in USAF, Okinawa, Japan) Damara: I go by the information given in Cambridge CB1 3LB, United Kingdom. We FR9 The Bloodstone Lands, by R. A. Salva- ask that material submitted to “Forum” be In issue #202, Travis Gillespie requested tore, and the Bloodstone Quartet (H1-H4) either neatly written by hand or typed a list of parallels between the lands of the by , , and Ed with a fresh ribbon and clean keys so we FORGOTTEN REALMS setting and our Greenwood. Damara is a good place to can read and understand your comments. own world. Like Mr. Gillespie, I think such stage gritty political adventures. You must give us your name and full mail- equivalents add a lot of fun and realism to Dupar: Ancient lands at the eastern end ing address if you expect your letter to be a campaign, so I’ve put together a list of of the Mediterranean Sea, such as Turkey printed (we will not consider a letter sub- the parallels that I use in my own cam- at the time of the Crusades, or, possibly, mitted anonymously), but we will withhold paigns. I’ve left out demihuman nations, the Ottoman Empire (although the latter is your name if you ask us to do so. We and there are some places in the Realms more modern). FR16 The Shining South, will print your complete address if you that I admit I just don’t know much about. by Tom Prusa. request it. I indicate these with a question mark. Estagund: A mercantile version of medi- Main sources for information on each area eval lands around the eastern end of the Being a long-time AD&D® game player are also listed. Mediterranean Sea. It also could be used and DM I know almost every aspect of the Aglarond: ? (I put in my own ideas as one of the territories chafing under the game, especially FORGOTTEN REALMS® against a rural European background.) rule of the Ottoman Empire (although and DRAGONLANCE® settings. In the past FORGOTTEN REALMS Campaign Set (old again, this is somewhat modern). FR16. eight years, six of them as a DM, I have and new editions), by Ed Greenwood &. Gulthmere: ? (As far as I know, this place created many spells, magical items, new ; FR6 Dreams of the Red Wiz- hasn’t been described anywhere. Whether races, classes, and rules. ards, by . it is a nation or the name of that forest, I One rule in particular involves the con- Amn: Renaissance Italy (including the don’t know.) flict of player-character knowledge. There fun accents!). Another possibility would be Gundarlun, Ruathym, Tuern, and the are things a veteran player obviously Spain and Portugal at the time of the dis- Purple Rocks: Norse “vikings” settings. FR5 knows; but who’s to tell that her character covery of the New World (which would be , by Paul Jaquays. knows that information? For example, if a Maztica in this case). FR3 Empires of the Halruaa: Halruaa doesn’t really have an group of PCs are in temple ruins and Sands, by . earth-based parallel. I use it as a magic- encounter an undead creature, my “physi- Bawa: ? (I use an “Oriental land set on a rich, high-fantasy area. FR16. cal description” may be all too familiar to lush, tropical island” flavor, complete with The Hordelands: Mongolia and nearby the player, but how would a lst- or 2nd- the occasional gargantua, as seen in many Russia and China. boxed set, by level character know exactly what this is cheesy Japanese films.) I assume details David Cook. and what it can do? are in the Kara-Tur, the Eastern Realms Impiltur: Traditional Europe. I pretty On many occasions I’ve seen players boxed set by Batista, Christian, Nephew, much follow the information in FR9. “cheat” using their knowledge that their Swan, and Pondsmith. Khazari: Indo-Asia (complete with lamas, characters wouldn’t know. Here’s a simple The Border Kingdoms: ? (I use a magic- fakirs, and snake charmers!). See The solution to that problem. First of all, rich, high-fantasy setting with a touch of Horde boxed set. change the monster’s abilities—make it Persian culture.) Mentioned briefly in FR3. Koryo and Kozakura: Japan. See the stronger or weaker, perhaps give it a Calimshan: Magic-rich Persia/Turkey. FR3. Kara-Tur boxed set. different immunity, or even have a differ- Chessenta: Greece (Climbar is similar to Lantan: This island really doesn’t have ent monster be present, cloaking itself to Athens; Akanax, Soorenar, and Sirspur are an earth-based equivalent. I use it to com- appear as what the player characters see. all similar to Sparta). FRl0 , by bine magic and technology to good effect. Second, I would like to comment on the Scott Bennie. It receives a brief mention in the FR set. Alignment Tracking chart in the Chondath: ? (I treat it as a mercantile, Lapaliiya: ? As far as I know, this area DRAGONLANCE Adventures hardcover magic-rich area where I put in my own has yet to be described. book. This is an excellent tool for new ideas). Passing mentions in FR boxed set, Malatra: ? (I use an “Oriental land amidst DMs and players with alignment- both editions. lush tropical jungles” theme, a little like restrictive characters—such as paladins, Chult: “Land lost to time” Africa (includ- the lands of ancient Malaysia and the rangers, or clerics of a strict religious ing dinosaurs!). Featured in FRM1 The Philippines.) I assume details are found in order. I recommend innovating this into Jungles of Chult, by Jim Lowder & Jean the Kara-Tur boxed set. other campaign settings to facilitate a Rabe. Maztica: Mayan/Aztec Central America. character’s alignment status. Cormyr: England at the time of the See the Maztica boxed set, by Douglas Also, to enhance this not-so-new idea, Crusades, and thereafter. There is a lot of Niles and Tim Beach. DRAGON 67 The Isles: The parts of the T’u Lung: China/Manchuria. See the from the Upper Planes may serve to re- Isles inhabited by the Northmen make Kara-Tur set. store the balance, but only at the cost of good Norse “vikings” settings. FR2 Moon- Turmish: ? (I use a mercantile Turkish massive devastation every 100 years or so, shae, by Douglas Niles. flavor). It was mentioned in passing in as someone slips up and the mistake is not Mulhorand: Egypt (including pharaohs Volume 1 of the Finder’s Stone Trilogy, found or corrected in time. Hardly a solu- and mummies!). FR10. , by Jeff Grubb and Kate tion. On a less abstract level, any fiend Murghom: Egypto-Persian cross. See The Novak. who gets lucky with its summons is quite Horde set. Ulgarth: Medieval Spain, or for a more likely to be the death knell for any party, Narfell: Narfell has its own distinct fla- modern feel, Spain at the time of the dis- due to the “pyramiding” process noted vor, as described in FR9. The Nars also covery of the New World. In this case, the above. Given the large number of such could be treated as a combination of the “New World” could be Maztica or Zakhara. creatures roaming the WORLD OF Mongolian-like Tuigan culture (see The FR16. GREYHAWK® setting in the wake of the Horde) and that of the North American Unther: Babylon. FR10. recent wars (and especially in the lands of Indians. Vaasa: Vaasa has a flavor all of its own, Iuz), this creates some serious problems. Nimbral: ? (I use it as a magic-rich, high- as described in FR9. In order to restore historical and gaming fantasy setting). It receives passing men- Var the Golden: A mercantile version of balance, therefore, I have come up with a tion in the FR set and also is featured in the medieval lands at the eastern end of solution: the two-step rule. Volume 2 of the Cloakmaster Cycle, Into the Mediterranean Sea, such as Turkey. A Briefly put, this rule stipulates that no the Void, by . more modern possibility would be a terri- fiend can open a gate more than two call- The North: Frontier setting. The tory under the rule of the Ottoman Em- ings removed from the original summons. Uthgardt also give the region much of its pire (Durpar). FR16. This means that a fiend may either elect to flavor. FR5. (I give the Uthgardt even more Wa: ? (I use an Oriental version of the gate in allies and allow them to make one of a North American Indian feel than they magic-rich, high-fantasy setting seen else- successful summons each in their turn, or already have in FR5). where in the Realms). Details can be found to use its own powers twice. If it wishes to Pelvuria: The Ulutiuns have an Inuit- in the Kara-Tur set. use its powers again after this limit is based culture (complete with igloos and Zakhara: Persia/Arabia. See Arabian reached, it must either dismiss the rem- sled-dogs). FR14 , by Rick Adventures by Jeff Grubb and Andria nants of a gated group in favor of fresh Swan. Hayday, and the boxed set by allies or have every single member of a Petan: ? (I use an “Oriental land in a Jeff Grubb. group slain or dismissed. Fiends with lush, steamy jungle” setting.) I assume Rob Gidlow ambitions on this plane, therefore, will details are in the Kara-Tur boxed set. tend to operate under cover and with The Pirate Isles: Both those of the Inner I am concerned with the ever-rising many native allies if at all possible. Sea and the Nelanther make a great set- prices in the gaming industry. I under- This restriction is primarily aimed at the tings for the standard pirate story, such as stand that prices rise due to inflation and tanar’ri and gehreleth, whose powers are Treasure Island, by Robert Louis Steven- such, but some of the prices I’ve seen the most unbalanced. Baatezu cannot gate son. The Nelanther are detailed in FR3, recently have driven me to write this at all on the Prime Material, as the MC8 and the Pirate Isles of the Inner Sea in the letter. A little over a year ago, a pack of Introduction notes that such summons are FR set and FOR3 Pirates of the Fallen lead miniatures with four figures cost explicitly restricted to mortals. (Though it Stars, by Curtis Scott. $4.00. Now, a pack of two or three minia- is reported that some powerful mortals Ra-Khati: Indo-Asia. See The Horde set. tures made from lead-free metal costs can structure their summons to allow this Rashemen: Rashemen has its own flavor, anywhere from $6.95-$8.95 or higher. within certain well-defined limits, and as described in the FR box, briefly in The There also is a need for more common travelers on other planes are advised to be Horde boxed set, and I assume, FR6. monsters and such to be produced in a most cautious.) Gated yuggoloths, mean- Sembia: Mercantile Europe during the wider variety of poses. Games also have while, pose too grave a risk to the sum- Crusades and thereafter. The large cities been affected. The average price of an moner to make such a “pyramiding” could be used as England at the start of RPG now is close to $30.00! And supple- strategy possible. I also have taken certain the Industrial Revolution, although this is ments for them average from $15.00 to other logical steps, such as taking note of somewhat modern. FR set. $30.00 also. I know that the companies these creatures’ great pride and arrogance Semphar: Persia. See The Horde set. making these products are in business to when role-playing their tactics and remov- Sespech: ? Brief mention in the new make money, but how can you get people ing the ability of the babau to gate in true edition of FR box. involved in a hobby that keeps getting tanar’ri allies, since they are not recruiting The Shaar: Africa/Aboriginal Australia. more and more expensive every day? for the Blood War while on the Prime FR set. Jason Whitbeck Material Plane. Shou Lung: China. See the Kara-Tur set. Wayne MI These rules have gone a long way toward Sossal: ? Sossal is briefly described in the restoring game balance, and have proven old and the new FRO and The Horde set. After running a game with the fiends in quite effective without making these crea- Tabot: ? (I use an Indo-Asian flavor set MC8, the Outer Planes Appendix, I have tures easy prey or preventing them from against the backdrop of the Himalayas. just one question: why haven’t these crea- stocking their lairs with infernal servants. Tabot sounds a little like Tibet, eh?). I tures taken over the world a long time Note, however, that free-standing gates are a assume details can be found in the Kara- ago? Under the new rules, both their separate phenomenon, though they do count Tur set. gating abilities and their interest in the as a first summons, and that all of these Tethyr: France at the time of the French Prime Material Plane have been substan- restrictions are removed on the creatures’ Revolution and shortly thereafter (com- tially increased. One uncontrolled creature native planes. This makes facing them there plete with big white wigs!). FR3. can summon many of its fellows, who can much more fearsome! Thay: Thay doesn’t really have an earth- in turn send a summons, and so on until Joe Katzman based equivalent. FR6. armies of the creatures are formed to Toronto, Ontario Thesk: ? (I use a traditional European sweep all before them. Given the propensi- background). It is briefly described in the ties of adventurers who meddle with Has anyone else out there encountered new FR set and in Volume 3 of the Em- sorcerous prisons and of wizard appren- abuse of the “Minus 10” rule? I am the DM pires Trilogy, Crusade, by . tices whose ambition exceeds their skill, for a group in two campaigns (Oriental Threskel: Troy, under the control of the this scenario is only a matter of time. Adventures and the AL-QADIM® setting) Greeks (Chessentans). FR10. And then what? A comparable force that has been miraculously keeping track

68 JANUARY 1995 of the life expectancy of fallen comrades, As a long-time player (11 years) who has coming to their aid at the last possible read DRAGON Magazine off and on for the moment (after having attended to more same period of time, I would like to dis- pressing matters such as the first pick of cuss the lunacy of demihuman level limita- the treasure pile). tions. I have no idea if this has been In one instance, a PC refused to help discussed in any great detail in the maga- another PC until he reached - 9 hit points zine, as I have only recently become a simply out of spite, knowing of course that subscriber. the injured party member wouldn’t die for It has long been the policy of the old another minute! In the face of abuse like masters of the game to limit the level this, I was tempted to remove the rule attainment of demihumans. My older from play altogether, but there are, I feel, brother and his friends who introduced good reasons to keep it. First, in real melee me to the game many years ago held to combat, not a lot of wounds from swords, this rule. As my fellow gamers and I axes, etc., prove instantly fatal. Usually, gained experience and age in the AD&D you could expect to simply bleed to game, we began to question the wisdom of death—which realistically could take up to such restrictions, and asked ourselves the 10 minutes. Second, the campaigns I run question, why does this policy exist? tend to fall to the low-fantasy side of the The old guardians of the game had genre and so we have a higher PC mortali- ready answers, and it is these answers ty rate than most AD&D games out there, that I wish to dispute. There are two argu- and the “minus 10” rule tends to help out ments against allowing unlimited level while the parties are still at low-level and progression. One is just plain silly, and the without access to too much magical heal- other will consume most of this letter. ing. I realized that the abuses were spring- The first argument is this: Demihumans ing from the fact that the other PCs knew should not be allowed unlimited level precisely how long they could wait before advancement because of their special coming to the aid of the fallen, so this is abilities. I know of no one who seriously how I changed the rule: As soon as a PC thinks infravision and an occasional ability reaches 0 hit points or below, I make a bonus means anything to a character secret dl0 roll to determine how many beyond 1st level, and even then the advan- more rounds they have. This means that tages are slight. someone on -9 could still live another 10 The second argument is as follows: rounds, but it equally means that someone Demihumans should not be allowed unlim- at 0 hp could die in the next round. The ited level progression because of their point is, there’s uncertainty. much longer life spans, which will allow I introduced the new rule in a game a them to attain super-high levels and dis- few weeks ago (in “A Mighty Fortress” rupt the game. game) and you should have seen the differ- This argument seems sound, but let us ence in the PCs’ behavior! Suddenly when examine it more closely. What are the someone looked as though they had been assumptions connected with it? First, that badly hurt, they found it of utmost ur- for some reason the nonhuman character gency to try to reach their injured com- will never face overwhelming odds and panion and stabilize his condition, forcing the nonhuman character will never retire, another PC to withdraw from the fight to never be asked to run a kingdom/guild/ administer the first aid. I’m happy to say church/etc. . . . His deity will never bring that the fallen party member (who had up this powerful ally to the Outer Planes been shot with a musket) pulled through, to aid the celestial battle between good but I’m happier to say that it wasn’t only and evil (or however you wish to divide that player who had his heart in his sides). We also assume that the DM is throat! willing to continue leisurely adventures As a final note, in order to simulate the easily passable by the player, and does not effects of having been on death’s door, take the character as an NPC once he characters in my game don’t recover con- reaches a certain level. Remember, we are sciousness for some 3d4 hours, during talking about unreasonable levels. which time they are in a “stable but criti- One argument I have used when debat- cal condition” and cannot be moved. When ing my brother over this issue is, “What they do come around, they suffer penal- about ?” as well as the many ties to Strength and Constitution equal to other ancient human wizards who are the number of hit points below zero they around the various gaming worlds. Why reached. ( - 2 hit points means - 2 to aren’t there cries against their power and Strength and Constitution). A successful age? I can find no reasonable answer to system shock check means that the char- the question, accept perhaps it is from the acter will regain these scores at the rate of tradition of fairy tales to have an ancient one point per day. If the check is failed, human wizard, or that they are NPCs, and well, they’re stuck with the new numbers. controlled by the DM. This impresses upon them the desire to Another example I found useful in argu- not get killed! ment was that of a 15th-level elven fighter. Ruediger Landmann This argument makes for a few assump- St. Lucia, Australia tions (reasonable ones I think), so bear with me. With his human companions retiring, let us presume this elf still has

DRAGON 69 over a hundred years to adventure, so off tend to live long (either pressing his luck ridiculous, since such an occurrence he goes. The elf needs 250,000 experience or having some assassin go in for the would never happen. points to move up to 16th level. So where giant‘s money . . .). Even the mighty lich is I don’t pretend to have all the answers, will he get this? He may try to combat only 7,000 XP, and our poor elf would be and there may be some argument or logic humanoids, slaughter them by the thou- hard pressed to kill even one of these I haven’t thought of. I can say that my sands. This of course has its flaws, as I powerful undead. Life is not so easy at the gaming group has never had any problems think anyone will agree. Numbers do top, and so our elf must leave the more not having level restrictions, and it is my make a difference, and Jason Dunn’s letter “mundane” creatures of the gaming world opinion that no one, human or otherwise, to Forum in issue #152 and “Tucker’s if he plans to reach these lofty XP heights. could attain a ridiculous level without DM Kobolds” from issue #127 showed how Quests are what he will seek. Perhaps our aid or being an NPC to begin with. deadly humanoids can be. brave elf and his new party will manage to If this reaches print, I would appreciate So how does our humble elf get his XP? kill the mighty Tarrasque, but to his mis- the opinions and experience of my fellow Some would say “dragon” in an instant, fortune even as the lone survivor, he re- gamers. I also would appreciate the print- but a dragon is no easy kill in the AD&D ceives only 107,000 XP for his trouble, less ing of my address, in case anyone should 2nd Edition rules. Even killing a Great than half his needed experience. care to write to me directly. Wyrm red dragon is worth only 20,000 XP, But let us imagine that this brave elf Peter David Levi and while this number would soar if its proceeds to gather some artifact (the only 911 Auden Park Drive lair is discovered, there is no guarantee of object that can really advance a character Kingston, Ontario doing so. My own experience with a drag- rapidly), not be destroyed by it (or con- K7M 4T8 Canada on of such magnitude would advance our trolled, maimed, disrupted, or disposed of elf by only half, and only if he had slain in some other horrible way) and moves up the creature by himself or if his compan- a level or two. He now becomes some evil ions had been slain. No one can seriously deity’s most powerful and prominent think that this particular elf could kill such enemy. I think it would be foolish to say a beast on his own (and if he did, several that our elf would survive long with might pay him a visit . . .), so, the powers of deities at his throat. dragon and its treasure and experience is Of course, our elf could retire to be the divided among the party he is with (assum- defender of his community, but this offers ing success, of course), leaving our poor very little in the way of experience. elf far distant from his goal. Similarly, our elf over the years could, What about giants? An easier kill, per- with luck and the greatest Monty Haul DM haps. But the most powerful storm giant ever, reach say, 40th level. After all, he yields only 16,000 XP, and certainly any- would only need 6,520,000 XP (the equiva- one with the name “giant killer” does not lent of 59 Tarrasques). But this is obviously

70 JANUARY 1995

oomer Tomp poured water into his mouth and down his snapping jaws. The tin cup he carried for just this purpose banged against his teeth and knocked some of them loose. He Harvesting didn’t notice. The ecstasy of filling up with tilted neck, knee deep in cool liquid, made him forget. The sand colored the large pool a murky brown, and his bones gasped as the water soaked them, the marrow absorbing its moisture and the promise the of renewed life. Thousands around him filled the oasis and poured water down their empty throats, lost themselves in the vision of flesh sprouting from bleached bone. Loomer didn’t know how long it lasted. He never did. Boneflowers He knew it was over when a ball of hot wind and sand smacked into his head and chipped off a piece of hard bone from his skull. He held on to his vision a moment longer. The whip hit him again and he returned to the water and the crowd surrounding him. He heard the whips from the priests on the shore lashing through the air and he ducked. The blow missed him but smacked into the shoulder of another in front of him. He saw the joint shatter. The arm fell off into the water. Those around him scattered and fled for the shore. Loomer kept low, his open jaw dipped in the water, tasting it even as he scram- by Joe Lunievicz bled with the others toward the beach. When he was out of the pool and standing on the rise that surrounded the oasis, he took a moment to count his fingers and toes. That’s how you go first, he thought to himself. First you lose your digits, and then you’re Left for the sand to cover. Someone else takes your place in the column. He had most of eight fingers including both thumbs, and all his toes. He turned his head upward to the sun and gave thanks. The light en- tered his eye sockets and filled his soul with a new warmth. “I’m going to be one of them,” he said firmly to himself. “The flesh will come back. There will be a har- vest.” It was what he always said after he drank from the waters and counted his digits. In the long valley behind him, the fallen from the battle were being awakened by the priests. The dark figures passed quickly whispering their prayers, touching the flesh of the bodies lying in the sand. Men and women, reborn in the priests’ wake, took their first faltering steps and joined the back of the column. The remains of those who had lost their places or couldn’t be reborn were left to be covered by the sand and eaten by the scavengers. Frag- ments of their crushed and splintered bones littered the valley like new-fallen snow. Loomer pulled at his shoulder belt. He adjusted his shield and scabbard, checked the hilt of his sword, and joined the forming ranks on the shallow dunes below him. He pulled himself into step next to two that he recognized. They both wore mail shirts with ragged holes that showed their exposed ribs. Spiked helmets covered their heads. Thick oak spears were clenched in their hands. Loomer counted their fingers quickly and saw that they had passed through undamaged. “Roth, Shannon,” he called to them. His jaw moved slightly with each word, and they heard him even though all three had long since lost the flesh from their faces. Illustrations by Tom Dow They turned their heads toward him and nodded together.

DRAGON 73 “We were wondering if you had made it through,” That night one of the newly born joined them. He Shannon said, slapping the bones of her hand against his stepped up beside them, some flesh still covering him, back in greeting. sheltering his skeletal frame. “Yes,” Roth agreed, tapping his shoulder at the same “What will happen?” he asked. time. “We lost you at the first clash in the valley. They sepa- “We’ll join battle,” Roth said, not looking at the man. rated us into two groups and we were swept to the right. You “We’ll cross the sands,” Shannon added. must have been with the left part of the column. They lost so “Why?” the man asked. many. We thought you were one of them.” “Because we always have,” Roth said. “We move for- “I was,” Loomer said, laughing. “I was. But I’ve told you ward, following the storms.” a hundred times, I’ll be with you at the final battle. I’ve “But the storms are gone,” the man said. been charmed. I always have been and I always will be.” “We’ll find them on the other side of the city. It’s the “Wagner thought we was charmed, too,” Shannon said. sign the priests look for,” Roth said. “It’s the passage of “But now he’s face down in the sand. He always swore his eternal life. When we reach the final battle, our bones will flesh would grow and his bones would flower.” flower and the harvest . . .” “Wagner was reckless,” Loomer shouted as the wind “ . . . and the harvest,” Loomer broke his silence, “will picked up around them and the sun began to set. “He be the quenching of our thirst. Our limbs will swell and thought he was immortal. That’s the first mistake the new our lungs will fill with air again. Until then, we’ll find ones make. He was reborn with us and should have water inside the city and we’ll have our dreams.” known better. I know I’m not immortal. I know the path “What dreams?” he asked. is short. I’m just charmed. There’s a difference.” “Of the boneflowers,” Loomer said sharply, loosing “And what’s that?” Roth asked, leaning forward into patience. the gusts of sand that sprinkled past them. “How long have you been waiting?” the man asked. “I’m still walking with you, and he’s not,” Loomer “I don’t remember,” Loomer said. shouted. “A long time,” Roth added quickly. They all laughed, their jaws creaking in imitation of the “We were reborn together,” Shannon said. living. Their column spread before them, one hundred “No,” Loomer said. “Not just the three of us. There thick and endless to the horizon, like darkened soldier ants were twenty.” marching toward a new hive, following the outline of a “What happened to the others?” the man asked. storm. Around the edges of the column moved the priests, “I don’t know,” Loomer said, and gazed at the glowing their whips snapping at the heads of the weakest, turning horizon. them into bone dust. Crawling bodies followed the column “They lost their place,” Shannon said. with hands outstretched, shrill take me alongs mixing with “And the sands covered them,” Roth added. the sound of the wind whistling through their frames. They marched through the darkness until they stood on Loomer glanced behind him at the column’s debris. the dunes surrounding the city walls. They watched torch- “What do you think happens to them?” he asked. es flicker and bob along the parapets as messengers darted “They lose their place,” Shannon said, keeping her eyes between shivering archers and crossbowmen. From the fixed on the earth in front of her. dunes, the torches seemed like a line of shimmering “The sands cover them,” Roth added quickly, complet- fireflies. The city behind the walls whispered with closing, ing the ritual. bolting doors and wooden shutters. A baby’s wailing cries Loomer nodded his head slowly and repeated the words carried over the walls and across the sands to Loomer to himself. He found himself glancing back again even as Tomp. the night closed around them. “Watch above for the rocks when you get to the wall,” The column moved across the desert, the storm blanket- Shannon said. ing the passages of the sun and the moon. The days “Keep your shield on your back and your body close to passed as seconds or years, Loomer Tomp couldn’t tell the the wall,” Roth added. difference and didn’t want to. The storm disappeared. “Right,” Loomer said, and flipped his curved sword to The southern sky glowed with the lights of a far-off city. his right hand. Its silver edge glistened in the moonlight Loomer Tomp wondered at the luminous horizon and the where rust hadn’t turned it brown. stars that blended into the sky above it. A priest stepped in front of them, its body seeming to “Do you think this could be the final battle?” he asked. appear from the sand itself. It was wreathed in gray and “No, it’s not,” Shannon said. black cloth, tightly wrapped from its head to its feet. “How do you know?” Loomer asked. Loomer watched as a gloved hand adjusted a wrap of “Because we’ll know when it’s the final battle. The shoulder cloth. Sand spilled out like crystallized blood priests will tell us.” until tightening made it stop. The priest raised its hands “They gave us birth,” Loomer said. above its head and they all stepped forward. Loomer un- “And the air that we breathe.” Shannon completed the hooked his shield from his back and strapped it to his right saying. forearm. The priest turned toward them and gazed with Loomer Tomp had long ago forgotten what breathing eyes that sparkled like emeralds. They stepped forward was and what it was like to smell, but he nodded his head again, smacking their spear hafts and swords against their in agreement with the words anyway. It was part of the shields. The crackling of arms rang in the darkness like ritual. the shattering of thunder as they stepped forward again

74 JANUARY 1995 and started down the hill. More torches lit on the city There were four people huddled against the back wall, walls. The priest stepped with them, and the clamor of their eye whites glowing like small moons suspended in weapons quickened as they increased their pace. At five the darkness. The baby cried again, and one of the figures hundred yards they began to run. Loomer screamed and glanced downward at a bundle in its arms. Loomer the others behind raised their voices with his. The soldiers stepped forward and they shrank back against the wall, on the walls in silvered mail and hardened leather heard gasping. The baby cried again. nothing but the striking of steel and a low humming as if “Please,” a woman’s voice called out to him. A pale flies were pricking at their ears. white hand reached up from the shadow of her robes. At two hundred yards the first flight of bolts rained “Please,” her voice quivered, “leave us alone. There is a down on them, the arrows bouncing off their shields and child.” nicking their bones. The air filled with their whistling Loomer stood slowly and lowered his . hafts and the stars were dimmed by their black feathered His shoulders seemed heavy. He worked his jaws to speak clouds. Roth’s helmet took two blows and a third passed but no sound came out. through his mail coat, chipping a rib. A fourth arrow “Please,” the woman said again. passed through his eye socket and cracked the back of his He didn’t feel the spear pass through his rib cage from skull. His step faltered and Loomer ran past him, not behind. He saw it come out in front of him as it snapped looking back. off the tip of a rib and jerked his body forward. The spear “Come on, Roth,” he yelled. withdrew quickly and Loomer spun around, raising his Shannon stepped next to him, leaping over a fallen pile shield in time to block the second blow. He could hear the of bones, its skull shattered from a crossbow bolt. warrior’s heavy breathing. In a second he spotted the Tightly stretched bows added their arrows to the clouds outline of the figure thrusting the spear. Loomer rushed of stinging rain. Loomer reached the wall, slung his shield the figure crouched in the darkness behind the door, cut- over his back and hooked his sword into his harness. ting with his sword from left to right. He felt the blade Reaching up, he stuck his fingers and toes into the crum- meet flesh just before his shield did. He held the figure bling masonry. He started climbing upward, his bones against the wall, then released it when it stopped strug- finding holds that flesh could never find. Earthen bricks gling. The body fell, the spear dropping to the floor along- and flaming oil spilled down upon them. Loomer clung side it. Loomer stepped back and looked down at the close to the surface of the wall and climbed as fast as he figure on the floor. Blood was already pooling at his feet. could. Arrows ricocheted off his shield again and again, The figure was small, about the size of a young boy. the harness holding it close against his back. Loomer didn’t look any closer. When he turned around, A few feet from the top, Loomer glanced up and swung the room was empty, the women and baby gone. The door his body to the side as a spear plunged down into the to the back courtyard swung loosely on its hinges. space he had been in before. The second time the spear Shannon appeared at the doorway and yelled to him, jabbed, he grabbed it and pulled hard, tearing the owner “There’s water in the center. Come quick and we’ll be forward over the wall and into the darkness below. He there with the first.” scrambled over the top and ducked as swords sliced the air Loomer stepped over the boy and followed, his feet above him and to his side. Others joined him at the top of leaving red prints like the sharp-lined tracks of a pre- the wall. He pulled out his sword and grasped his shield, historic bird. hacking in a circle around him. Within minutes the wall In the city’s central park, Loomer and Shannon soaked was overrun and the parapets were slippery with blood. their jaws and spines and ribs with well water and Men, screaming, dropped their weapons and ran into the dreamed of the return of their flesh. Loomer didn’t bother streets of the city. to count his digits this time. Loomer saw Shannon and waved his sword in the air, That night they left the city behind, flames burning the following others into the streets in pursuit of the fleeing sky red with orange and yellow lingers. The newly reborn men. Bolted doors were splintered with sword and ax cuts stumbled behind the column. The priests followed them, as more souls were gathered for the following priests to their whips releasing the flesh of the living and baring the rebirth. Word passed from gaping jaw to gaping jaw that bones of the undead. water was near. Loomer could almost smell it. His thirst “There were twenty of us originally,” Loomer said. grew and his step quickened, the long passage across the “I don’t want to talk about it,” Shannon replied. The sands already forgotten. He passed street after street, wind had picked up again, and the top layer of sand catching shadows of armored skeletons, hearing the rat- whipped in tall bilious sheets across the desert floor. The tling of dried bones and the screaming of the living. storm had returned. Loomer followed a pack in front of him and ran down two “There were twenty, and now that Roth is gone there more streets until he heard a baby cry. He stopped run- are only two left.” ning and crouched. Muffled voices came from a doorway “I said I don’t want to talk about that,” she yelled to his left, the adobe walls cracked near the shuttered win- against the wind. dows. He pressed his head against the door and heard the “I watched you take a spear through your chest when cry again. Stepping back, he slammed his body against the column came for us,” Loomer yelled back. the door and pushed it inward, snapping the lock. He “I don’t remember,” Shannon said. rushed in, his body low, shield to one side, sword held “I saw you die. I remember, because we held you be- high. fore we were slain. You were in our arms and Roth was

DRAGON 75 crying. He sounded like a child. He loved you. When he died, I was the last one left. I held you both.” “They gave us birth,” she interrupted. “I remember the rebirth. I remember waking up and seeing you both with me. The others were alive again, and we walked into the desert together.” “ . . . and the air that we breathe,” she continued. “I don’t remember any of them since that moment.” “ . . . and the bones will flower with the spirit of the flesh.” “Roth is gone. I didn’t look back when I saw him fall. I didn’t stop.” “ . . . and the bones will flower with the spirit of the flesh,” she repeated. “Soon you’ll be gone, and I won’t remember you. I won’t stop for you either.” “ . . . and the bones will flower . . .” “I don’t want to be the only one left again, quoting ritual to the newly reborn and pointing toward the glow- ing horizon as if it were the pathway to eternal life.” “Shut up, Loomer Tomp!” she screamed. But Loomer wasn’t standing next to her anymore. He had dropped to his knees and fallen face down in the sand. Shannon glanced to her side once, then faced forward into the wind and moved on with the rest. The column passed over him, leaving him behind as part of the debris. When he was sure they were gone, he pulled himself out of the sand and sat up. He could see their shadows in the light of the fading moon. The storm drew a veil around them and made them disappear. Loomer drew his knees up to his ribs and let the sand cover him.

76 JANUARY 1995

l indicates a product produced by a company other than TSR, WARPCON V, Jan. 27-29 Inc. Most product names are trademarks owned by the This convention will be held at University Col- Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not lege, Cork, Ireland. Guests include Bill Bridges. This column is a service to our readers be construed as a challenge to such status. Events include role-playing, board, and miniatures worldwide. Anyone may place a free listing games. Other activities include seminars and contests. Write to: Convention Director, WARPCON for a game convention here, but the follow- ® Important: DRAGON Magazine no V, Office of Residence and Student Activities, ing guidelines must be observed. longer publishes phone numbers for conven- In order to ensure that all convention University College, Cork, IRELAND; or e-mail: tions. Publishing incorrect numbers is al- [email protected]. listings contain accurate and timely infor- ways possible and is a nuisance to both the mation, all material should be either typed caller and those receiving the misdirected GAMEFEST II, Jan. 28 IL double-spaced or printed legibly on stand- call. Be certain that any address given is ard manuscript paper. The contents of This convention will be held at Holy Innocents complete and correct. Church, Fr. Pajak Hall, in Chicago, Ill. Events each listing must be short and succinct. To ensure that your convention listing The information given in the listing must include role-playing, board, and miniatures makes it into our files, enclose a self- games. Other activities include RPGA® Network include the following, in this order: addressed stamped postcard with your first 1. Convention title and dates held; events and raffles. Registration: $3/general; $5 convention notice; we will return the card to tournament. All proceeds go to Holy Innocents 2. Site and location; show that your notice was received. You also 3. Guests of honor (if applicable); Church. Write to: John Kavain, 857 N. Hermit- might send a second notice one week after age, Chicago IL 60622. 4. Special events offered; mailing the first. Mail your listing as early as 5. Registration fees or attendance re- possible, and always keep us informed of LEXICON XI, Feb. 3-5 KY quirements; and, any changes. Please avoid sending conven- 6. Address(es) where additional informa- This convention will be held at the University tion notices by fax, as this method has not of Kentucky Student Center in Lexington, Ky. tion and confirmation can be obtained. proved to be reliable. Convention flyers, newsletters, and other Guests include Chris Kubasik. Events include mass-mailed announcements will not be role-playing, board, and miniatures games. considered for use in this column; we Other activities include tournaments, a prefer to see a cover letter with the an- miniatures-painting contest, and dealers. Regis- nouncement as well. No call-in listings are GAMES UNIVERSITY, Jan. 13-16 CA tration: $5 on site. Write to: Miskatonic Student accepted. Unless stated otherwise, all This demo-oriented game convention will be Union, Univ. of Kentucky Student Center Orga- dollar values given for U.S. and Canadian held at the Red Hotel in Ontario, Calif. nizations Office #21, Lexington KY 40506-0030. conventions are in U.S. currency. Guests include Darwin Bromley. Events include WARNING: We are not responsible for family and adventure role-playing, board, and NORMAN CONQUEST VI, Feb. 3-5 OK incorrect information sent to us by conven- miniatures games. Other activities include This convention will be held at the Oklahoma tion staff members. Please check your computer and video games, seminars, and Memorial Union on the Oklahoma University convention listing carefully! Our wide dealers. Registration: $25/weekend. Write to: campus in Norman, Okla. Events include role- GAMES UNIV., c/o Ultraviolet Prod., PO. Box playing, board, and miniatures games. Other circulation ensures that over a quarter of a ® million readers worldwide see each issue. 668, Upland CA 91785. activities include RPGA Network events. Registra- Accurate information is your responsibility. tion: $9. Write to: NORMAN CONQUEST VI, 215-A Copy deadlines are the last Monday of RUNEQUEST*CON 2, Jan. 13-16 CA OMU Box 304, 900 Asp Ave., Norman OK 73019. each month, two months prior to the on- This convention will be held at the San Fran- sale date of an issue. Thus, the copy dead- cisco Clarion Hotel in San Francisco, Calif. WARCON* ‘95, Feb l 3-5 TX line for the December issue is the last Guests include Greg Stafford, Sandy Petersen, This convention will be held at Memorial Stu- Monday of October. Announcements for and Steve Perrin. Events include role-playing, dent Center on the Texas A&M campus in College North American and Pacific conventions board, and miniatures games. Other activities Station, Tex. Events include role-playing, board, must be mailed to: Convention Calendar, include seminars and an auction. Registration: war, and miniatures games. Registration: $13 on DRAGON® Magazine, PO. Box 111, Lake $30/weekend or $15/day. Write to: RUNEQUEST- site. Write to: MSC Nova, Box J-l, Memorial Stu- Geneva WI 53147, U.S.A. Announcements *CON 2, 252O Hillegass Ave. #101, Berkeley CA dent Center, College Station, TX 77844-9081. for Europe must be posted an additional 94707. month before the deadline to: Convention WINTER WAR XXII, Feb. 3-5 IL Calendar, DRAGON® Magazine, TSR CONSTITUTION III, Jan. 20-22 MD This convention will be held at the Chancellor Limited, 120 Church End, Cherry Hinton, This convention will be held at the Best West- Hotel in Champaign, Ill. Events include role Cambridge CB1 3LB, United Kingdom. ern Maryland Inn in Laurel, Md. Events include playing, board, and miniatures games. Other role-playing, board, and miniatures games. activities include open gaming, dealers, auctions, If a convention listing must be changed ® because the convention has been can- Other activities include RPGA Network events. and a miniatures-painting contest. Registration: $6 celled, the dates have changed, or incor- Registration: $17 preregistered; $22 on site. preregistered; $8 on site, plus $2 event fee. Judges rect information has been printed, please Write to: Chesapeake Games, PO. Box 13607, are welcome. Send an SASE to: Donald McKinney, contact us immediately. Most questions or Silver Spring MD 20911-3607. 986 Pomona Dr., Champaign IL 61821. changes should be directed to the maga- zine editors at TSR, Inc., (414) 248-3625 ROUNDCON ‘95, Jan. 27-29 SC CLUB CON 4, Feb. 4-5 OH (U.S.A.). Questions or changes concerning This convention will be held at the Quality Inn This convention will be held at the Indepen- European conventions should be directed N.E. in Columbia, S.C. Events include role-playing, dence Holiday Inn in Cleveland, Ohio. Events to TSR Limited, (0223) 212517 (U.K.). board, and miniatures games. Other activities include role-playing, board, and miniatures include dealers, contests, a scavenger hunt, and a games. Other activities include RPGA® Network charity auction. Registration: $15 on site. Write to: events. Registration: $13 preregistered; $15 on indicates an Australian convention. Trella Wilhite, Round Table Gaming Soc., USC PO. site. Send an SASE to: CLUB CON 4, PO. Box indicates a Canadian convention. Box 80018, Columbia SC 29225. 16161, Rocky River OH 44116-0161. indicates a European convention. 78 JANUARY 1995

CAPRICON XV, Feb. 16-19 IL CONCENTRIC ’95, March 3-5 IL CONNCON ‘95, March 24-26 CT This convention will be held at Wyndham Hamil- This convention will be held at Ramada Hotel This convention will be held at the Danbury ton Hotel in Itasca, Ill. Guests include Nancy Kress, O’Hare in Chicago, Ill. Guests include Lynn Hilton & Towers in Danbury, Conn. Guests Lucy Synk, and Sue Blom. Events include anime, Abbey and . Events include role- include and Sam Lewis. Events in- panels, demos, workshops, film, a cabaret, a playing, board, computer, and miniatures clude role-playing, board, and miniatures masquerade dance, art shows, and a blood drive. games. Other activities include an art show, games. Other activities include RPGA® Network Registration: $40 on site. Write to: CAPRICON XV seminars, films, anime, the blood drive, and a events, miniature-painting, costume, and art P.O. Box 60085, Chicago IL 60660. masquerade ball. Registration: $13 before Feb. contests, and an awards banquet. Write to: 15; $17 on site. Write to: Concentric Circle Inc., CONNCON, PO. Box 444, Sherman CT 06784- GENGHIS CON XVI, Feb. 17-19 co 114 Euclid, Box 287, Park Ridge IL 60068. 0444. This convention will be held at the Holiday Inn Southeast in Denver, Colo. Events include role- EGYPTIAN CAMPAIGN ’95 MIDSOUTHCON 14, March 24-26 TN playing, board, and miniatures games. Other March 3-5 IL This SF convention will be held at the Best activities include computer gaming, a figure- This convention will be held at Southern Western Airport Hotel in Memphis, Tenn. Guests painting contest, auctions, and dealers. Registra- Illinois University’s Student Center in Carbon- include Timothy Zahn and Alan Gutierrez. tion: $15 preregistered. Write to: Denver Gamers dale, Ill. Guests include David Gross. Events Events include role-playing, board, and minia- Assoc., PO. Box 440058, Aurora CO 80044. include role-playing, board, and miniatures tures games. Registration: $25 before March 1; games. Other activities include a game auction, $30 thereafter. Write to: MIDSOUTHCON, PO. KATSUCON ONE, Feb. 17-19 VA plus miniatures-painting and art contests. Regis- Box 22749, Memphis TN 38122. This anime/manga convention will be held at tration: $10 preregistered: $12 on site. Single- the Holiday Inn Executive Center in Virginia day and visitor passes are available. Write to: SCOTCON ‘95, March 24-26 OH Beach, Va. Activities include panels, workshops, EGYPTIAN CAMPAIGN, c/o SIUC Strategic This convention will be held at Lowry Center an amateur film fest, an art show, dance, and Games Society, Office of Student Development, on the College of Wooster campus in Wooster, anime. Registration: $30. Write to: Katsu Prod., 3rd Floor Student Center, Carbondale IL 62901- Ohio. Events include role-playing, board, and PO. Box 11582, Blacksburg VA 24062-1582; or 4425. miniatures games. Other activities include card e-mail: [email protected]. games. Registration fees vary. Write to: Avery TENN CON ’95, March 4-5 TN Leckrone, Box C-1706 COW, Wooster OH 44691. ORCCON 18, Feb. 18-20 CA This convention will be held at the Knoxville This convention will be held at Airport Hyatt Convention Center in Knoxville, Tenn. Events COASTCON XVIII, March31-April2 MS Hotel in Los Angeles, Calif. Events include all include role-playing, board, and miniatures This convention will be held at the Miss. Gulf types of family, strategy, and adventure board, games. Other activities include card-game Coast Coliseum/Convention Center in Biloxi, role-playing, miniatures, and computer gaming. events. Registration: $25 (plus tax) on site. Write Miss. Guests include Mike Stackpole, Steve Other activities include flea markets, an auction, to: TENN CON ‘95, c/o Gameboard, 3018 B Mall Perry, Jennifer Roberson, and George Alec dealers, seminars, and demos. Registration: $25 Rd. N., Suite #161, Knoxville, TN 37924. Effinger. Events include role-playing, board, and preregistered; $30 on site. Write to: STRATEGI- miniatures games. Other activities include an art CON, PO. Box 3849, Torrance CA 90510-3849. WARP’DCON V, Mar. 4 NJ show and auction, a charity auction, dealers, This convention was scheduled to take videos, and writing and costume contests. TOTAL CONFUSION, IX, Feb. 23-26 MA place Dec. 3, 1994. It will be held at Drew Registration: $25 before March 1; $30 there- This convention will be held at the Best West- University in Madison, N.J. Events include role- after. Write to: COASTCON XVII, PO. Box 1423, ern Royal Plaza Hotel & Convention Center in playing, board, and miniatures games. Other Biloxi MS 39533-1423. Marlboro, Mass. Events include role-playing, activities include a miniatures-painting contest, a board, and miniatures games. Other activities raffle, an auction, and door prizes. Registration: I-CON 14, March 31-April 2 NY include a dinner-theater production. Registra- $5. Write to: Richard Ditullio, PO. Box 802, C.M. This not-for-profit convention will be held at tion: $30/weekend or $l0/day preregistered; Box 1405, Madison NJ 07940. the SUNY campus in Stony Brook, N.Y. Events $12/day on site. Write to: TOTAL CONFUSION, include role-playing, board, and miniatures PO. Box 1463, Worcester MA 01607. CON OF THE NORTH ’95, March 10-12 MN games. Other activities include SF&F, comics, This convention will be held at the Landmark and anime. Write to: I-CON, PO. Box 550, Stony JAXCON ’95, Feb. 24-26 FL Center in St. Paul, Minn. Events include role- Brook NY 11790-0550. This convention will be held at the Ramada playing, board, computer, and miniatures Inn Conference Center in Jacksonville, Fla. games. Registration fees vary. Write to: CON OF TECHNICON 12, March 31-April 1 VA Events include role-playing, board, and minia- THE NORTH, PO. Box 18096, Minneapolis, MN This convention will be held at the Donaldson tures games. Other activities include door 55418. Brown Center for Continuing Education in prizes, dealers, and a flea market. Registration: Blacksburg, Va. Events include role-playing, $22 on site. Single-day rates are available. Write COSCON ’95, March 10-12 PA board, and miniatures games. Other activities to: JAXCON, PO. Box 14218, Dep’t. M, Jackson- This convention will be held at the Days Inn include panels, an art show and auction, filking, ville FL 32238-4218. Conference Center in Butler, Pa. Guests include videos and anime, computer games, and dealers. Jean Rabe. Events include role-playing, board, Write to: TECHNICON 12, c/o VTSFFC, PO. Box RADCON 1C, Feb. 24-26 WA and miniatures games. Other activities include 256, Blacksburg VA 24063-0356; or e-mail via the This convention will be held at the Best West- RPGA® Network events, dealers, and demos. Internet: [email protected]. ern Tower Inn in Richland, Wa. Events include Registration: $15 before Feb. 25; $20 thereafter. role-playing, board, and miniatures games. Send an SASE to: Circle of Swords, PO. Box Other activities include workshops, dealers, an 2126, Butler PA 16003. art show, movies, demos, and gaming. Registra- tion: $18. Write to: RADCON 1C, 2527 W. Kenne- SIMCON XVII, March 23-26 NY wick Ave., #162, Kennewick WA 99336. This convention will be held at Wilson Com- mons on the University of Rochester campus in POINTCON II, Feb. 25-26 WI Rochester, N.Y Events include role-playing, This convention will be held at the University board, and miniatures games. Other activities Center on the UW-Stevens Point campus in include tournaments, dealers, and open gaming. Stevens Point, Wis. Events include role-playing, Registration: $8 before March 15; $10 there- board, and miniatures games. Other activities after. Tournaments fees are $3; most other include tournaments, door prizes, and dealers. event fees are $2. Write to: SIMCON XVII, c/o Registration: $2/event; $3/4 per tournament. URSGA, CPU 277146-River Station, Rochester Send an SASE to: GASP Box 41, Univ. Activities NY 14627-7146. Office, Univ. Center UWSP, Stevens Point WI 54481.

82 JANUARY 1995

by Skip Williams

If you have any questions on the games detection and location also protects the Creatures can use weapons one produced by TSR, Inc., “Sage Advice” will wearer’s clothing and equipment, and it size larger than themselves if the answer them. In the United States and defeats spells such as locate object if tar- use two hands (PHB, page 73). If a Canada, write to: Sage Advice, DRAGON® geted on items the wearer has on his gnome were using a bastard sword Magazine, PO. Box 111, Lake Geneva WI person. The amulet only functions when in two hands, what would its dam- 53147, U.S.A. In Europe, write to: Sage worn by a creature, however, and it can age and speed factor be? Advice, DRAGON Magazine, TSR Ltd., 120 be magically detected or identified if it is That depends on how the gnome decides Church End, Cherry Hinton, Cambridge unattended or if it is carried, but not to use the sword and what the DM will CB1 3LB, United Kingdom. We are no worn. allow the gnome to get away with. A bas- longer able to make personal replies; tard sword is a size M weapon no matter please send no SASEs with your questions Can a detect magic spell detect a how it is used, so a gnome always has to (SASEs are being returned with writer’s magical aura on an invisible crea- use two hands. There’s nothing in the guidelines for the magazine). ture? If so, would this reveal exactly rules that says a gnome, with his two- This month, the sage looks at more where the invisible creature was? handed grip, can’t use a bastard sword in magical enigmas in the AD&D® game and Yes, detect magic can detect an invisible “one-handed mode” (speed 6, damage ld8/ continues his examination of the creature’s magical aura. No, this does not ld12) or in “two-handed mode (speed 8, SPELLFIRE game. pinpoint the invisible creature’s exact damage 2d4/2d8) just by shifting his grip. location. See page 120 of the DMG for Most DMs I know would treat a bastard Just how complete is the protec- details. sword in two-handed mode as a large tion provided by an amulet of proof against detection and location? Does it protect the wearer and his cloth- ing and gear from detect magic spells? Is the wearer and his gear protected from spells such as detect invisibility and true seeing? Sup- pose the wearer stole an item from a spell-caster, would the item be shielded from locate object spells? Does the amulet protect the wearer from psionic detection? Is the amu- let itself resistant to spells such as detect magic and identify? The letter of the rules will support you if you decide that an amulet of proof against detection and location defeats all divination spells (that is, spells of the Divination school) and psionic powers that mimic those spells. However, I suggest a few ex- ceptions in keeping with the spirit of the rules: First, the item description says that some information about the amulet’s wear- er is revealed if a powerful being is con- sulted. In game terms, I’d suggest that the priest spell commune provides access to suitably powerful beings; so does the wiz- ard spell contact other plane, but only if the being contacted resides on an and has an intelligence of at least 22 (see spell description, PHB, page 167). I also suggest that you allow true seeing to reveal the wearer if he is invisible and to reveal the wearer’s true form if it is altered or disguised in any way. Note that the amulet suppresses the wearer’s aura, and a priest’s true seeing spell cannot reveal the wearer’s alignment. In any case, an amulet of proof against DRAGON 85 weapon, however, owing to the fact that Would a character wearing a cloak might have strange effects when golems the wielder is putting more of the weap- of displacement lose the cloak’s are involved. For example, a transmute on’s overall length to use. This would benefits if she became invisible? rock to mud spell cast under a golem’s feet prevent gnomes and other small creatures Yes, displacement fools viewers by mak- probably will cause the golem to sink into from using the sword in two-handed ing the displaced creature appear to be the mud, The golem, however, will not mode. somewhere it is not. The effect is lost drown. Instead it sinks to the bottom and when the displaced creature becomes keeps right on moving, eventually climbing Can shadow magic affect objects? invisible. out. If the spell is dispelled or reversed, For example, how much effect the golem eventually will smash its way would a shadow fireball have on a The various descriptions of go- out of the resulting rock. ship’s sails? lems say that golems are immune to Shadow magic has a real component, all spells except the ones specifi- Can a wizard memorize an extra and it can harm objects. If the object in cally listed in the creature’s descrip- spell of lower level in lieu of a question has hit points, a shadow magic tion. Does this mean that a golem higher-level one? spell inflicts 20% of its normal damage (see can ignore spells such as prismatic No. At least not without aid from a spell spell description, PHB, page 171). If the sphere? What about spells with such as Rary’s mnemonic enhancer or target item has no hit points, make a nor- mostly physical effects such as the ’s lucubration. mal roll for the item on the item saving Bigby's hand spells and Mor- throw table, using whatever attack form denkainen'ssword? What, exactly, is required for a the shadow magic was mimicking—the Golems are impervious to most spells, wizard to copy a spell from one spell’s real component, however weak, is but they are not anti-magical. Spells that spell book to another? potent enough to cause regular saving do not change or damage the recipient All that is required is a suitable spell throws. generally work in a golem’s presence just book with space to receive the spell to be fine. Taking the items from your example: copied (see DMG, page 42), adequate light, When a magical weapon loses its a golem can walk through most layers of a suitable ink and quills (the DM is free to enchantment due to planar travel (a prismatic sphere and suffer no damage or determine what is suitable, but the re- sword +2 from the Prime Material special effects, but the violet (force field) quirements for writing in spell books are plane is taken to Limbo, for exam- layer stops the golem. The Bigby’s hand much less rigorous than for writing ple) does it lose its ability to harm spells cannot damage golems, but they can scrolls, see DMG, page 85), and a reason- creatures struck only by magical slow them or move them around if the able amount of uninterrupted study time, weapons? golem falls within the spells weight limits. say one hour per spell level. Yes, as an item’s power fades, so does its Mordenkainen’s sword is ineffective ability to overcome special defenses. against golems. Note that other spells SPELLFIRE™ game questions

The dragon Gib Htimsen (#13 of 25) is immune to spells, events, items, and artifacts. Is Htimsen im- mune to events such as Solid Fog (#382) that prevent attacks until the player’s next turn? If so, does the immunity also apply in multi-player games? Yes to both.

We have a local player who likes to use the Assassins (#252) ally when he has no hope of winning, so he can destroy a champion of his choice. Is this allowed? Sure it is. It’s a cheap shot, but that’s what the card is for.

If two Surprise Raid cards (#lOl) are played together are they cumu- lative? Yes. (This is a great time to play Assassins.)

Does Mogadisho’s Horde (#251) force the opponent to discard all holdings from her hand as well as those attached to realms? No, it doesn’t. When the SPELLFIRE game designers got together they tried very hard not to set up conditions that would cause the players to play things out of their hands. It’s too easy for a player to cheat and say they she doesn’t have a thing in her hand when she actually does. While SPELLFIRE players are unusually honest, the designers didn’t want to tempt them in any way.

86 JANUARY 1995

©1994 by Rick Swan Photography by Charles Kohl

Role-playing games' ratings

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88 January 1995 I’m not sure I like the idea of reincarna- been two supplements for Cthulhu by Gas- achieve as the campaign progresses. Nine tion. I mean, it’d be okay if you could pick light since 1986. And White Wolfs lurid options are available, among them Djinn, who—or what—you’d return as, but the Storyteller series, which includes the VAM- Phoenix, Elf, , and Snake. Each has way I understand it, the choice is out of PIRE: THE MASQUERADE* game, makes the five aspects: Face, Hands, Skin, Smell, and your hands. With my luck, I’d come back CoC game’s mannered style look quaint Voice. The player receives a number of as something awful, like an earthworm or (though considering some of White Wolfs Metamorphosis Points equal to the value a country-western singer. excesses, quaint ain’t necessarily bad). of the PC’s dominant Ka (shown on a ta- The alternatives outlined in this month’s But Chaosium has bounced back with ble). He distributes these points among the games aren’t much better. The player the NEPHILIM game, a dazzler of a game five aspects any way he likes. If he has 14 characters—player things?—in Chaosium’s that combines real-world history, fine- points, he might allocate five to Face, five NEPHILIM* game spend eternity strug- tuned mechanics, and the most inventive to Skin, and four to Smell (another first for gling for spiritual fulfillment. The torment- character-creation system this side of, the NEPHILIM game—it’s the only RPG ed entities of White Wolfs WRAITH: THE well, er, the game. It may not be with an Odor rating). The player earns OBLIVION* game have an uphill battle a home run—expecting another CoC game additional Metamorphosis points as a against alienation and fear, not to mention from Chaosium is like expecting another result of successful adventures; to achieve their own oppressive alter-egos. That’s E.T. from Steven Spielberg—but it’s a solid Agartha, all aspect scores must be raised why I originally intended to relegate these triple. to 20. The Nephilim’s Simulacrum physi- products to a column about dark fantasy, Perhaps it’s coincidental, but the NEPHI- cally transforms as the aspect scores in- where good and evil blur together, and LIM game in some ways resembles a White crease. A high score in the Head Aspect of only chumps remain optimistic. Wolf product, what with its liberal use of the Djinn Metamorphosis, for instance, Then I got a letter from Sam Shirley, one jargon (“Stasis objects were first invented . . . causes the human host’s hair to stand of the NEPHILIM game’s designers. He as receptacles to hold the Nephilim’s Ka- straight up. A high score in the Skin As- pointed out that reincarnation, in the elements between incarnations and prevent pect of the Snake Metamorphosis turns context of an RPG, can be thought of as a their disassociation back into the elemental the host’s flesh to scales. metaphor for growth, “a window into fields”), epigrams (“To be or not to be, that is Since it may take a few centuries to light, a starting point . . . If anything, it is the question”), and evocative descriptions achieve Agartha, a typical Nephilim will path of light, a way out of the dark.” (“The Nephilim exhales a sweet odor, flow- have already lived a life or two before the You know what? He’s right. To appreci- ery, close to that of honey”). But where campaign gets underway. The player ate a reincarnation RPG, you’ve got to White Wolf continues to struggle with the decides how many past lives his Nephilim identify with your character’s essence— fundamentals—they’ve yet to learn the value has experienced, with each life costing the qualities that make him an individual— of understatement—Chaosium has game two of his initial 22 Ka Points. Achieving and not the character himself. The essence design down to a science. Taut writing and Agartha becomes more difficult as the Ka has a “life” of its own, irrespective of its merciless editing make this game a joy to Point pool decreases; that said, a Nephilim human host. The goals of the essence can read. These guys take their syntax as seri- can afford to invest in two or three past be as challenging and as meaningful as any ously as their game systems. lives without undue hardship. A past life experienced by a human being. takes place in an historical era of the play- I know, I know. It sounds like gobblede- Characters: The bizarre NEPHILIM er’s choice, ranging from Predynastic gook. But if it doesn’t make sense to you, player characters make vampires and Egypt to 18th Century London. Dice rolls believe me, it will over the course of a werewolves seem like the next-door neigh- determine the incarnation’s occupation, NEPHILIM or WRAITH campaign. bors; this may be the only rule book in circumstances of death, and Stasis Object, gaming history that refers to a PC as “it.” A a physical item that holds the Nephilim’s NEPHILIM* game Nephilim, the “it” in question, is one part magical energy (if a Stasis Object is de- 240-page softcover book ghost, one part energy, and one part ideol- stroyed, the Simulacrum dies and the Chaosium Inc. ogy, taking possession of a series of human Nephilim may disappear). Additionally, Design: Fabrice Lamidey, Sam Shirley, hosts (called Simulacrum) in an effort to each incarnation comes equipped with a Greg Stafford, and Frederic Weil achieve self-actualization (called Agartha). set of skills that the Nephilim carries into Editing: Charlie Krank and Sam Shirley Character creation, which fills close to a subsequent lives. A typical incarnation, Illustrations: Frank Achard, Jean Bey, John third of the book, begins with the selection then, might be a 14th Century chariot Bridges, and Darrell Midgette of Ka, a magical force that functions as a driver from Thebes, skilled in First Aid Cover: Frank Achard, Jean Bey, and character template; in a broad sense, Ka is and Hunting, possessing a Staff of Rule as Charlie Krank to the NEPHILIM game as class is to the a Stasis Object, and was murdered at age AD&D system. Each of the five Ka—Fire, 75 by the Pharonic Priests. Another might Chaosium was once the Tiffany‘s of the Air, Earth, Water, and Moon—is coupled be a Babylonian princess with an aptitude gaming industry, a company whose name with an attribute and personality trait. for Reading Hieroglyphics who was killed was synonymous with quality. But in the Fire Ka, for instance, affects the Strength by rioting mobs; a winged bull statue last few years, Chaosium has lost some of attribute and is associated with violence. serves as her Stasis Object. its luster. It’s been nearly a decade since Air Ka influences Intelligence and is linked The player selects his Nephilim’s current the PENDRAGON* game, Chaosium’s last with insight. The player‘s choice of Ka Simulacrum from a list of 27 possibilities, home run. The RUNEQUEST* game, the becomes the dominant Ka-element; the including Anthropology Professor, Marine first serious challenger to the AD&D® two types of Ka adjacent to the dominant Corps Private, and Unemployed Single Moth game, now languishes in publishing limbo; Ka on the pentacle of opposition (a star- er. The Simulacrum’s Attributes derive from neither Chaosium nor The Avalon Hill shaped diagram with a different Ka on a set of standard scores, adjusted by the Game Company, the game’s last caretaker, each of the points), are neutral elements, Nephilim’s Ka-Element modifiers. The player has shown interest in tackling the hope- the remaining two are opposed elements. also notes the Simulacrum’s appearance, lessly overdue revision. The elements grant Attribute bonuses equipment, and income, then selects a suit- Even the CALL OF CTHULHU* game, depending on their location on the dia- able name. The game begins when the Chaosium’s crown jewel and my all-time gram; a dominant Fire Ka might grant a Nephilim takes possession of the Simula- favorite RPG, is showing its age. Recent +4 bonus to Strength, an opposed Water crum, effectively transforming him (or her) adventures, like The Thing at the Threshold Ka might grant a +3 bonus in Intelligence. into an it. and Adventures in Arkham Country, were Having nailed down his Ka, the player Among the other numbers players have enjoyable but not memorable. The expan- then decides his PC’s Metamorphosis, a set to juggle are those for life experience sions never caught fire; there have only of physical changes the PC will attempt to (which determines the chance of the Simu-

DRAGON 89 lacrum remembering facts from the 20th costs two Ka points). If the roll fails, the the myths (the Lost Civilization of Mu, the century), Khaiba (the likelihood of a Nephi- Nephilim is whisked back to his Stasis Golden Fleece) and secret societies (the lim temporarily transforming into a mon- Object, where it’s trapped until a benevo- Templars, the Teutonic Knights) relevant to ster), and ch’awe (points expended when lent referee engineers the conditions for Nephilim history. A handful of plot hooks casting magic). But complicated doesn’t its release. If the Stasis Object has been are intended as campaign springboards, always mean crummy; thanks to the flow lost or destroyed, the Nephilim dissipates, but at a mere paragraph apiece, they’re all charts and step-by-step examples, the and the player starts from scratch. Other- but useless. I improvised a scenario involv- process is surprisingly smooth. And it’s wise, the Nephilim continues to improve ing a Templar infiltration of a sacred fun; I could’ve rolled up past lives all night. its skills, acquire experience, and beef up Nephilim library in Japan, but it left a lot its Metamorphosis aspects until it reaches to be desired. The players weren’t sure if Mechanics: The NEPHILIM game uses Agartha, “a shining goal at the end of their Nephilim were supposed to cooper- the standard Chaosium skill system, sec- many lifetimes of effort.” An Agarthan PC ate or compete, and didn’t know how to ond nature to CoC and RUNEQUEST game becomes pure Ka, achieves perfect mas- interact with nonplayer characters. I players, with a few tweaks to accommo- tery of magic, and gains access to extra- blame the book as much as my own short- date the otherworldly PCs. The player planar realms—in other words, the player comings as a referee; guidelines for Nephi- assigns a variable number of points to a wins, big time. lim behavior are scarce, and if the menu of skills ranging from Astrological In contrast to the elegant skill system, designers know what goes into a good Lore to Submachine Gun. To use a skill, the magic system is a mess. Nephilim have adventure, they didn’t think it was worth the player rolls percentile dice; if the roll access to three categories of magic: Sor- sharing. is less than or equal to the PC’s skill score, cery (traditional spells), Summoning (crea- the action succeeds. In situations involving tures conjured to execute specific tasks), Evaluation: First-timers may find it two or more opposing forces, such as a PC and Alchemy (formulas linked to elemental tough to connect with characters this attempting to push open a door blocked powers). Each category is divided into ethereal—in some ways, it’s like trying to by another character, the referee rolls three circles of knowledge, analogous to role-play a moonbeam—but hang in there; against the skill score on the Resistance the AD&D game’s spell levels. Spell-casting the NEPHILIM game rewards the stub- Table (lifted from the CoC rule book). involves manipulating magic fields, deter- born. The clever Metamorphosis rules Unlike other Chaosium products, the mining thresholds, expending ch’awe force players to balance their Ka require- NEPHILIM game allows PCs to have two points, and mastering game mechanics too ments with the difficulties of functioning scores per skill, one for the Simulacrum, complex to summarize. Here’s a sample of in the real world (try making friends with one for the Nephilim. The player may use what you’re up against, excerpted from the neighbors when your skin’s covered whichever score he likes, though only the the section on Astrological Modifiers: “The with scales). The character-creation sec- Nephilim’s score earns experience points. Ka-element associated with the field re- tion shows how PCs evolve from blobs of Additionally, NEPHILIM PCs may have skill ceives a bonus . . . The other Ka-elements energy into richly textured personalties. scores in excess of 100%, the result of are influenced according to the position And Stasis Objects may be the most in- experience acquired over multiple incarna- they occupy on the pentacle; the two triguing treasure items ever to grace the tions. These super skills help absorb the neutral Ka-elements have no modifier, pages of an RPG. The NEPHILIM game effects of negative modifiers and improve while the two opposed Ka-elements have a boasts a great premise, great rules, and the odds on the Resistance Table. negative Astrological Modifier of equal great characters. And as soon as Chaosium It’s a logical, durable system, marred magnitude to the positive modifier for the shows us what to do with it all, I suspect only by the overly generous experience dominant element.” we’ll be looking at one of the best games rules. With a little luck, a PC can improve It might be worth the trouble if the of the decade. any skill that’s successfully used in an spells were out of the ordinary, but most adventure; if a percentile roll equals or are mundane. Caduceus press restores lost WRAITH: THE OBLIVION * exceeds a skill’s current score, the score is hit points. Chameleon skin allows the game increased by 1d6 points. (Interestingly, target to change his shape. Skimpy de- 272-page softcover book CoC PCs raise their scores by 1d10, even scriptions sabotage the inventive entries. White Wolf Game Studio though as mere mortals, their capabilities Seething aqua, for example, causes a fixed Design: Mark Rein-Hagen with Sam Chupp pale before those of NEPHILIM’s magical volume of liquid to boil. But suppose the and Jennifer Hartshorn entities.) The potential for abuse is obvi- liquid’s in a container? (And can it make a Writers: Steven C. Brown, Phil Brucato, ous. Devious players will use as many living creature’s blood boil?) Caress of Sam Chupp, Brian Campbell, Jackie skills as they can, just to get the chance to Lilith “causes any human being to feel Cassauo, Graeme Davis, Dan Green- improve them at the end of a game. To supremely intense physical and mental berg, Mark Rein-Hagen, Jennifer Harts- keep these sneaks in line, we’ve imposed a pleasure.” Rut what does that mean? How horn, Robert Hatch, Harry Heckel, Ian house rule that allows no more than five does it work in the context of a game? The Lemke, Ken Rolston, Kathleen Ryan, skills to be improved in the same cycle. Summoning spells show promise. The and Teeuwyn Woodruff Combat employs the same system. The silvery scales of the ocean meadows calls Development: Jennifer Hartshorn with attacking character makes an appropriate up a sentient suit of armor. Those who Sam Chupp skill roll, such as Melee or Missile. The creep and nibble conjures cat-sized imps Editing: Robert Hatch and Brian Campbell defending character attempts a Parry or that eat everything in sight. But without Illustrations: Tom Berg, John Cobb, An- Dodge roll to fend off the attack. Success- more details about the creatures, they’re thony Hightower, Larry MacDougall, ful attack rolls result in a variable number just another bundle of undercooked ef- Anson Maddox, Robert McNeill, Ken of damage points, absorbed by the de- fects. The designers could’ve done us a Meyer Jr., E. Allen Smith, Richard fender’s armor or subtracted from his hit favor by ditching the Sorcery and Alche- Thomas, Joshua Gabriel Timbrook, and point total. If the Simulacrum dies, the my spells, streamlining the rules, and Drew Tucker Nephilim is forced out of the body, taking using the extra space to develop the Sum- Cover: Henry Higgenbotham and Larry the Simulacrum’s skills with it. The con- moning material. Snelly trolling player then rolls percentile dice. If the result is less than the Nephilim’s cur- Campaigning: The NEPHILIM game Somebody ought to send the Gloom rent number of Ka points, the Nephilim takes place in the contemporary world, Kings at White Wolf a box of cookies. If may search for a new Simulacrum and meaning that players don’t need a lot of the introduction to the WRAITH game is attempt reincarnation (which is not with- background information to find their way any indication . . . out risk; each attempt, successful or not, around. A chapter on the occult surveys “The stench of Death taints everything

90 JANUARY 1995 we say and do. Life is so often pointless Arcanos indicates his aptitude in the spirit- RPGs, the WRAITH game explores themes and devoid of meaning, little more than a ual arts; depending on his guild allegiance, of alienation, loss, and self-discovery—at journey into Oblivion. The pain just won’t he may be able to oubliette (banish a rival least, that’s the intent. The game master go away.” wraith to another realm), materialize chapter suggests methods for maintaining . . . These guys are in desperate need of (assume a near-human state), or gremlinize a horrific tone and employing dream cheering up. (possess a machine and make it do his sequences. The cosmology chapter discuss- But give them credit for remaining true bidding). es the Shroud, a barrier of fear separating to their vision. The Storyteller line (which Ratings for Pathos, Fetter, and Shadow the living from the dead, and Maelstroms, includes the VAMPIRE: THE MASQUER- also must be determined for each PC. The rolling storms of black mist that herald ADE*, WEREWOLF: THE APOCALYPSE*, Pathos rating, equal to five plus the num- disaster. The Underworld, the haunted and MAGE: THE ASCENSION* games, ber of dots assigned to the Memoriam land that wraiths call home, has its own reviewed in DRAGON® issues #175, #192, Background, rises and falls according to politics, social order, and economy (souls and #202 respectively) reeks of attitude how successfully the PC evokes a particu- are smelted and shaped into goods). As and remains the system of choice for lar emotion. A PC attuned to Love, for with the NEPHILIM game, however, there nihilists of all persuasions. The WRAITH example, earns Pathos if he protects his are too many generalizations and not game continues that tradition with its daughter or expresses unrequited love. enough specifics. The section on bohemian creepy characters, vivid setting, and an Fetters are physical objects that tie the PC Atlanta, a sample setting for a WRAITH atmosphere so grim, it makes the CoC to the real world and enhance his ability campaign, offers a good overview but few game seem like a picnic at Grandma’s. to perform supernatural acts. Each Fetter close-ups; it’s like flying over a city in an That’s the good stuff. As for the not-so- receives a rating from one to five, depend- airplane. The plot hooks read like synop- good stuff, the WRAITH game suffers ing on its significance; an engagement ring ses from TV Guide, too slight for satisfying from eccentric organization (adventure might rate a four, a pair of baby shoes adventures. design is discussed before the rules are might rate only a two. The Shadow repre- explained) and baffling definitions. (“Obliv- sents the dark side of a wraith, taking the Evaluation: The WRAITH game is the ion, we may say, is nothing less than the form of a separate entity with its own weakest of Mark Rein-Hagen’s Storyteller triumph of unbelief. When the people statistics. Controlled by the referee or RPGs, lacking the intensity of the VAM- trust in nothing, annihilation prospers.“) another player, the Shadow uses spell-like PIRE game and the scope of the WERE- And as in previous Storyteller games, the powers to torment its PC; it might use WOLF RPG. (Stewart Wieck’s MAGE game, overwrought prose (“Loss and torment of Freudian slip to cause the PC to take an with its revelatory take on wizards and all kinds seep through the membrane and unintended action, or aura of corruption spell-casting, remains the one to beat.) soak into the very essence of the place to give him an offensive body odor. Unfor- Still, if you liked the VAMPIRE or WERE- where they transpired”) often borders on tunately, these concepts work better in WOLF games, you’ll like the WRAITH the ludicrous. theory than in practice. Awarding Pathos game, as it’s more or less the same. That’s points is so subjective, it’s next to impos- meant as a compliment. I’ve never run Characters: Players assume the roles sible for the referee to be consistent. across a designer so willing to bare his of ghosts, the spirits of recently deceased (What exactly constitutes a suitable ex- soul—the afterword, detailing Mark Rein- humans. Character creation forgoes dice pression of unrequited love?) There are no Hagen’s personal and professional strug- rolls in favor of a purchase system that clear guidelines for rating Fetters. And the gles, reads like a excerpt from his gives players the freedom to shape their wraiths in my group were so busy harass- diary—and as a consequence, the WRAITH PCs any way they like. The process begins ing each other with Shadows that the game resonates with emotion. Having with the selection of the PC’s career (crimi- adventure came to a dead stop. Sophisti- completed his third excursion into the nal, cop, politician), the manner in which cated players may be able to untangle the netherworld, it’ll be interesting to see the PC died (old age, murder, car wreck), knots, but novices better stock up on where Rein-Hagen takes us next. I’ll bring and an unresolved conflict that denied the aspirin. the cookies. PC a peaceful afterlife (unrequited love, an unpunished enemy, miscommunication Mechanics: Most actions, combat in- Short and sweet with a sibling). The player selects an Ar- cluded, are resolved with the skill-check Underground Player’s Handbook, by chetype (a concept imported from the system refined in previous Storyteller Loren Coleman, Nigel Findley, Aaron Loeb, VAMPIRE RPG) that defines the PC’s per- games. The referee decides which statis- Bryan Nystul, , Ray Win- sonality and rewards Willpower points for tics apply to a particular situation, usually ninger, and Scot Yonan. Mayfair Games, performing particular actions. The Bravo an Attribute and Ability. If the PC wants to Inc., $18. Techno: Gear and Accessories Archetype, who delights in bullying the scout the area for an enemy, for instance, for Underground, by Paul Murphy. May- weak, gains Willpower when he forces he uses his Perception Attribute and his fair Games, Inc., $18. another character to do his bidding, while Alertness Ability. The player rolls a num- Mayfair returns with two supplements the Curmudgeon, a know-it-all cynic, ac- ber of 10-sided dice equal to the Attribute for the UNDERGROUND* game, the quires Willpower when a companion does and Ability ratings. The referee deter- moody super-hero extravaganza whose something stupid. mines a Difficulty Rating; spotting an surly protagonists make the Punisher look The player then ranks the three enemy might have a Difficulty Rating of like Tinkerbell. Despite the padding— Attributes—Physical, Mental, and Social— six (if it’s raining, the rating might be many pages have as much margin as text— into Primary, Secondary, and Tertiary boosted to eight). Each die that has a result the Player’s Handbook contains a wealth of categories. Each Attribute consists of equal to or higher than the Difficulty useful information. Skill packages help Talents (such as Alertness, Empathy, and Rating counts as a success. The more generate instant PCs, such as Snipers and Intimidation), Skills (Etiquette, Firearms, successes, the better the outcome. With Combat Medics. The section on flashbacks Leadership), and Knowledges (Bureaucra- one success, the PC might catch a glimpse clarifies one of the game’s trickiest ele- cy, Computer, Medicine), collectively of the enemy. With six, he might notice the ments, while the Archetype chapter ex- known as Abilities. The player spends 13 blood on the enemy’s hands. It’s an effi- pands the options in the original rule dots on the Primary Abilities, nine on the cient system that produces satisfying book, adding Clergymen, Spies, and Enter- Secondary, and five on the Tertiary; the results, assuming the referee has a knack tainers. Techno provides descriptions and more dots, the stronger the Ability. He also for assigning Difficulty Levels. statistics for a warehouse of equipment. allocates dots to Background Traits (Allies, The gadgets themselves aren’t anything Contacts, Status) and his initial Willpower, Campaigning: Set in the same urban special, comprising the usual array of which regulates his self-control. A wraith’s squalor as the VAMPIRE and WEREWOLF computers, sensors, and communications

DRAGON 91 gear. But Techno’s sense of humor—a the Sensai, a martial-arts master), along with Metamorphosis Alpha to Omega by Slade Prowler robot powered by a chimpanzee a supplementary set of rules for mental Henson with Shane Hensley and John brain; guidelines for constructing mobile combat, suitable for any campaign using Rateliff IV (system guide by David “Zeb” broadcasting units titled “So Ye Wants to psionic characters. The appendix introduces Cook). TSR, Inc., $13. Be A Pirate”—distinguishes it from the 60-plus new sciences and devotions, many of I’ve got a soft spot in my heart for the zillions of similar guides. extraordinary power. Mindflame destroys up Metamorphosis Alpha game, as it was the to six adversaries as the same time. Mega- second RPG I ever played (the D&D® game The COUNCIL OF WYRMSTM setting by kinesis levitates small mountains. These was the first). Reincarnated as part of the Bill Slavicsek. TSR, Inc. $25. psionicists are guys you don’t want to cross. AMAZING ENGINE® line, it’s as goofy as it If you’re an AD&D game player who’s was in 1975 and just as much fun. Essen- had your fill of wizards, who’s fed up with The Complete Book of Villains, by Kirk tially a dungeon in outer space, Alpha to fighters, who doesn’t care if he ever lays Botula. TSR, Inc. $18. Omega casts the players as mutated ani- eyes on another thief, brother, have I got a Rather than serve up a collection of pre- mals and sentient plants, then sticks them supplement for you. The COUNCIL OF rolled NPCs, this engaging source book aboard the starship Warden to battle secu- WYRMS boxed set provides all the rules shows how to create believable bad guys rity robots, rogue androids, and one-eyed and background material necessary for from the ground up. In clear language and flying fungi. The combat system could’ve staging adventures with dragon PCs. The with plenty of examples, Botula covers used some streamlining; you’ve got to dragon’s color substitutes for race and villainous organizations, the role of hench- determine advantage (a Psyche check), class; the addition of proficiencies (Chant- men, and of particular interest to novices, initiative (10% of the character’s Reflexes ing, Looting, Religion) and a character kit the construction of intelligent adventures. attribute added to his 1dl0 roll), and tar- (Dragon-Mage, Dragon-Priest, Dragon- Botula correctly asserts that motivations geting (a general, non-vital, or vital area) Psionicist) make it a full-blown personality. and objectives are more important than before you get around to making an attack Players also may experiment with half- Strength scores and armor classes; in fact, roll. Still, it’s worth the trouble to get the dragon PCs, spawned from the union of the near-absence of statistics makes this an chance to play an intelligent daisy. polymorphed dragons and their demi- excellent reference for all fantasy RPGs, human vassals. This product doesn’t lend not just the AD&D game. Sacraments of Evil, by Scott David itself to long campaigns, since dragon PCs Aniolowski, Fred Behrendt, Penelope Love, are too disruptive to function in traditional Ye Booke of Monstres, by Scott David Kevin A. Ross, and Todd A. Woods. AD&D settings (their adventures occur in Aniolowski. Chaosium Inc., $11. Chaosium Inc., $19. IO’S Blood Isles, a string of islands in a self- ,, . . . a tentacled mass of what looked The award-winning Cthulhu by Gaslight contained world). But as a change of pace, like bloated raw en trails and eyes . . .” supplement, which set the CoC game in the COUNCIL OF WYRMS set is a roaring While that pretty much summarizes what 19th century Great Britain, came out in success. I see in the bathroom mirror first thing in 1986. Sacraments of Evil is only the second the morning, it also describes a M’nagalah, supplement since then, the first being Star Wars Source book, by Bill Slavicsek, one of the dozens of monsters, aliens, and Dark Designs. Was it worth the wait? Sort Curtis Smith, Peter Schweighofer, and Bill animated gore globs on display in this CoC of. Like most adventure anthologies, Sac- Smith. , $22. Rebel Alli- collection. In addition to game stats, the raments is a mixed bag. In this case, the ance Source book, by Paul Murphy and entries include excerpts from the fiction of strong stuff (the scenarios that evoke both Peter Schweighofer. West End Games, $22. Ramsey Campbell, the late Robert Bloch, the Victorian Era and the scope of the While George Lucas continued to dawdle and Mythos godfather H. P. Lovecraft. Cthulhu Mythos) edges out the weak stuff over the next Star Wars film(s), West End (,, . . . the Necronomicon illustration had (the scenarios that could’ve been used in a spent the past year producing a steady not reproduced everything; they had not standard CoC game with a little editing). stream of quality source books for the shown the transparency of the half- The best entries include “Signs Writ in STAR WARS* game. These represent the gelatinous flesh, revealing the mobile Scarlet” by Kevin Ross, inspired by Jack best of the batch, two hardcover volumes organs beneath the skin.“) A pronunciation the Ripper, and “The Eyes of a Stranger,” a describing the state of the universe at the guide explains how to say the names, so quirky blend of spiritualism and alien end of the first movie, arguably the most you won’t be embarrassed at the next Zy’tl invasion. I look forward to the third sup- popular era for STAR WARS scenarios. Q’ae rally. plement, which should hit the stores in, Rather then rehash the familiar story line, oh, say 1998. the Star Wars Source book focuses on ParaNormal, by Ed Gibson, Brian Schom- hardware and creatures, including inform- burg, Jesse Van Valkenburg, and Charles Rick Swan has designed and edited ative looks at TIE starfighters, astromech Ginsburg. West End Games, $18. nearly 50 role-playing products. His recent droids, and space slugs. The Rebel Alliance With their pun-heavy prose and adoles- projects for TSR include Caravans (for the Source book examines the loose organiza- cent wisecracks, West End seems deter- AL-QADIM® setting) and Elminster’s Ecolo- tion of men, women, and aliens who stand mined to turn the PARANOIA* game into gies You can write to him at 2620 30th St., in opposition to Darth Vader & Co. Intelli- the role-playing equivalent of Beavis and Des Moines IA 50310. Enclose an SASE if gence operations are discussed in detail, as Butt-Head. In this episode, half the text is you’d like a reply are ground-combat strategies and starfigh- devoted to television parodies, the other ter tactics. Unless they’re desperate to half to horror film spoofs. Gimmicks in- bring their statistics up to date, owners of clude a comic book (“Lifestyles of the Rich * indicates a product produced by a company other the First Edition versions can skip these and Ultraviolet”), finger (for the than TSR, Inc. books. But for Second Edition players, likes of the Algae Chip Monster), and especially those who’ve yet to get a cam- fortune cookie fortunes (“If you can read paign off the ground, both are essential. this, you’ve exceeded your security clear- What’s your opinion? ance.“). ParaNormal demonstrates that the , by L. Richard PARANOIA game is still good for a few What is the future direction of role- Baker III. TSR, Inc., $13. laughs—I liked Bernie and Ert, the Mup- playing games? What problems do you Though included as part of the DARK bots of “Poppyseed Place”—but the glory have with your role-playing campaign? SUN® line, this could more accurately be days of Send in the Clones and The Yellow Turn to this issue’s “Forum” and see considered a sequel to The Complete Psi- Clearance Black Box Blues seem like a long what others think—then tell us what onics Handbook. Baker offers an assortment time ago. you think! of new kits (including the Beastmaster and 92 JANUARY 1995

News of people & events in the gaming industry

You can send us news, press releases, Also in the “Win Some, Lose Some” month. and announcements using the Internet at category, SJG’s ILLUMINATI: NEW WORLD White Wolf Game Studio also is moving [email protected]. We welcome ORDER* card game has been released, but its offices. The pack currently is scouting your comments at Rumblings, DRAGON® the requirements of getting it to press locations. We’ll provide more details when Magazine, PO. Box 111, Lake Geneva WI have pushed the IN NOMINE* RPG even the address of their new den becomes 53147, U.S.A. farther back in the SJG schedule. It should available. appear this month. Lead story: Roll them tanks, girls Del Rey and Legend Join Forces More sounds of adventure They should call it the “MOVIEBOOK” Legend Entertainment and Del Rey Following TSR, Inc.‘s lead into the audio system. West End Games is licensing right Books have announced that they will joint- gaming world, Gold Rush Games recently and left, and Bill Olmesdahl and Brian ly produce software and books with SF has gained a license from R. Talsorian Schomburg are currently working on a and fantasy themes. Del Rey is the leading Games to produce an original soundtrack Tank Girl movie tie-in for the company’s publisher of SF and fantasy; its best- for Talsorian’s CYBERPUNK* game. The * system. The supplement known authors include Terry Brooks, composer will be Erich Izdepski, and the will be released by the end of February to David Eddings, Anne McCaffrey, R. A. title of the soundtrack is Cyberpunk: Night tie in with the release of the movie. It will Salvatore, Katherine Kurtz, Jack Chalker, City Trax. The tape, available now, costs definitely include movie stills; line art by Frederick Pohl, Christopher Stasheff, $9.95 and is suitable as a background Jamie Hewlett, the artist on the Tank Girl Harry Turtledove, and Alan Dean Foster. soundtrack for any science-fiction game. comic book, is a definite maybe. As if one The first products will be available this cult flick per year weren’t enough, Ed year. The wolf howls Bolme will write the Necroscope movie tie- Also from Legend, the Death Gate com- Black Dog Games, a wholly owned subsidi- in for the MASTERBOOK system. It won’t puter game is available, based on Margaret ary of White Wolf Game Studio, will begin appear until August. Weis and ’s seven-novel releasing its “very mature” role-playing titles series of the same name. The graphics in this year. The Black Dog line will deal with Off the wire: New FASA the promo stills look very sharp, and the “intensive role-playing themes:’ White Wolf is software house game includes a new short story by Mar- currently lining up designers, including all FASA Corp., will spin off another com- garet Weis. Although it covers many sites three of the designers of the HOL* RPG, a puter design company, headed by former described in the series, according to Mar- hilarious yet obscene game first released by SHADOWRUN* game developer (and garet Weis, “The game is different from Dirt Merchant Games. Black Dog’s first DRAGON Magazine contributor) Tom the novels, so reading the books won’t release will be a January or February re- Dowd. The company is called FASA Inter- help you.” issue of the HOL game, but the Dirt Mer- active Technologies and will concentrate chants also are involved in future projects on a BATTLETECH* CD-ROM game for SJG and White Wolf play nice (including, according to a highly-placed WW 1996. FASA Interactive will absorb FASA Steve Jackson Games and White Wolf source, “a major fiction release”). One later Corporation’s animation department, those Game Studio have settled their differences release has a tentative title: The Last Supper: hardy souls who produce the BATTLE- over the licensed GURPS* releases of the Giovanni Chronicles*. The designers are TECH animated series. Mr. Dowd has been WW’s games, and the GURPS* MAGE: THE Dan Greenberg and Teeuwynn Woodruff. busy lately; he is also the author of a new ASCENSION* game is on a store shelf near White Wolfs fiction branch is bearing SHADOWRUN novel, Burning Bright. you as a result. The GURPS MAGE game is fruit also. The first product of White We’ve no word on whether he’ll be able to the last GURPS/Storyteller release; the Wolfs alliance with HarperCollins will be keep writing books in his new job. GURPS WRAITH*, GURPS CHANGELING*, Dark Destinies, a Accessory and the GURPS MAGE products hardcover anthology that includes a new l indicates a product produced by a company other will not see print. Harlan Ellison story. It is due out this than TSR, inc.

94 JANUARY 1995

“Finally home after an over-long day environs have seen a rebirth in the use Dragons’ Tongue were created by Mahtor with little more planned than a good din- and creation of items that, when used in Auricheart, a fabled female dwarven ner and a mindless night of TV watching,” certain sequences or organized in a partic- dragon-slayer and smith from long-lost I sighed to myself. The door making its ular arrangement, have new and expand- Delzoun; legend has it she managed to usual rattle as I opened it, I didn’t notice ed powers. While I shan’t bore you with create five adamantite daggers with magi- anything different about my apartment the minutia of the newer items, suffice it cal abilities through lost runic magics and until I went to get my mail—only to be to say that they are a nuisance soon to a process of tempering the blades in drag- confronted by a parchment scroll floating grow out of hand without some control of ons’ blood. Each of their platinum pom- amidst a cloud of blue sparkles in the the perpetrators. mels resembled the dragon that tempered middle of my living room! “Series magic is highly dependent on the it; hence, the pommels have a standard Now, as I made clear in my previous casting and creation preparations. Often, grip that ends with the heads of a black, article (“I Sing a Song by the Deep-Water series magic can be worked only with the blue, green, red, or white dragon. The Bay” in DRAGON® issue #211), I’m becom- purest of materials. Such surviving elven blades were in use for a few centuries ing accustomed to the visits of personages and dwarven craftsmen who know of the during Delzoun’s twilight, and their abili- varied and powerful in my office at TSR, necessary qualities and processes to pro- ties resembled those that are now com- Inc., but I’d never been bothered at home cure such materials number less than two monly held by dragon-slaying swords. and I thanked the Fates for that. But, of score across the Realms; even among Nineteen centuries ago, the Blades of course, all good things come to an end. Bruenor Battlehammer’s folk at Mithral Dragons’ Tongue were stolen by a corrupt I immediately stifled a comment about Hall, only three smiths know of forging human wizard or priest named Ochir trespassers and nosy wizards (as said techniques that can purify metals and Naal. Various and conflicting tales claim he offenders tend to lurk around longer than stone sufficiently for the purposes of was a Netherese necromancer, a forgotten many believe) and reached for the floating series magical items. In addition, series and outcast founder of the Cult of the missive. Sparkles swirling about my hand magic can be set or triggered only at vari- Dragon, the powerful mentor of Halaster and dissipating, the scroll fell into my ous places of power throughout the Blackcloak, or an evil priest of an other- palm, its seal face-up and identifying it as a Realms. These places, for the most part, worldly dragon god. None of these claims message from the Archmage of Water- are becoming ever fewer, since the demise matter much, nor can any be conclusively deep, Khelben “Blackstaff” Arunsun! The of Myth Drannor, Delzoun, and the Fallen proven, but his alterations to the blades scarlet wax seemed to glow faintly where Kingdom. Among places of power in the linked his name to them forevermore and the Blackstaff’s mark was pressed into it, Savage Frontier, a few isolated areas re- granted him the secondary title of suggesting magic. main in the High Forest, the Spine of the “Tiamat’s prophet.” Ochir Naal was slain Well, Laeral had warned me that he World, and Neverwinter Wood, though I 1,400 years ago by Harkter Allhon, a hu- wanted to meet with me; I guess I just wouldst doubly be a fool to reveal their man paladin, and his paramour, Pyyra missed him. Just as well, since my exact locations and what preparations Thesme, a priestess of Helm. apartment—like my office—is organized as need be done there. a minor variant of Chaos theory, and “Series items, due to their rarity and Last known location: Since the death books and papers lie haphazardly stacked complexity of creation (as well as their of Ochir Naal, no one person has collected on any horizontal surface. As I broke the awesome powers), are often considered and wielded all the blades, but their wax seal, the scroll leapt from my hands, artifacts, though their destruction is some- powers were carefully archived by Pyyra; unrolled itself, and levitated perpendicular times far less a trial than, say, trying to the diary of her quest for and slaying of to the floor, with a small image of Khelben unmake the ring of gaxx. For centuries, Ochir Naal, including the notes and infor- hovering regally an inch off the parch- the only objects commonly known to have mation on the now-named blades of Ochir ment. I muttered, “Nice touch, Khelben. I abilities of series magic were the much- Naal, was kept a precious secret heirloom trust you’ll tell me what you were doing fabled rod of seven parts and my own of the Allhon family for seventeen centu- here” as I sat down to listen and take relatively recent creation, the staff of ries. Only Khelben Arunsun, Laeral notes—aside from Elminster and a few Waferdeep. Now, those who studied such Silverhand, and a handful of others (most dottier souls of the Realms, there are no things knew of more items and artifacts likely the Chosen of Mystra and one or guarantees that a mage will ever repeat that existed in the Realms (and other two Master Harpers) even know of the himself. worlds) but wisely kept such information volume’s existence, let alone what secrets “Greetings, chronicler. Though I had to themselves. Now, I feel it is time to it contains. Of the blades, these are their been warned that you keep odd hours, I share some of that knowledge that your last known locations: had expected you home at a civil hour for cohorts might know of the coming magical Black Blade/“Acridirk”: The black dragon supper; I choose not to disturb those at threats in the Realms (and on my colleague blade was lost in Undermountain 32 years their work, as I know how little I enjoy Dalamar’s world of Krynn). ago. Its carrier was a ranger/Harper friend disturbances during my labors. Still, in an “Included with this missive is a sheaf of named Cirel, of the adventuring company attempt to find something suitable for parchments delineating two collective “The Clan of Dark Justice.” Only two of dinner, I found your plentiful collection of items of aeons past that have been active this company survived the encounter dried soups, half-curdled milk, and frozen of late, and serve to inspire those mages where Cirel was lost; they made it to the collections of meager meats and vegetables greedy for coin or power into creating Temple of (see DRAGON issue on a slab of something that only resembles worse devices for their own gain. Make #176) via a teleport, but Cirel remained an edible bread pitiful. Elminster intro- wise use of this information, and educate behind to hold back their enemies and buy duced me to that delicacy called pizza that those of your world of these magical antiq them time. This ambush by a horde of exists only on your world, and that, sir, uities and the magics behind them. Some nagas happened on a lower level of Unde- was most definitely not of the same cali- of the items’ constituent parts have not rmountain (Level Six or Seven). bre. When next I visit, please be so kind as been located at this time, and it is my hope Blue Blade/“Azurazor”: The blue blade is to have something remotely edible on that they should find their way into scru- currently in the hands of an elven Harper hand. pulous hands, whether mine or another named Orist Moonbow. He is currently “That said, I shall reveal the original like-minded Torilian, for the sake of all the traveling in the foreign lands of Maztica. purpose of our aborted meeting. I had Realms.” Green Blade/“Chlorazor” and White intended to talk of and of Blade/“Icedge”: After centuries of owner- things magical, specifically an old phenom- Blades of Ochir Naal ship by the Allhon family, the white & enon borne anew referred to now as Tiamat’s prophet green blades were stolen or taken from ‘series magic.’ Of late, Waterdeep and her Origin: The once-named Blades of their slain masters’ grip. Both blades are in 96 JANUARY 1995 the hands of the Cult of Dragon, though can, using a ceremony delineated in the names of their one or two owners Pyrra’s diary from Ochir Naal’s own notes, remain unknown. slice open a gate to the Outer Plane of Red Blade/”Firedge”: Sylune of Shadow- Baator and allow Tiamat, the Queen of the dale was the last known possessor of the Chromatic Dragons, to enter the Prime red blade. Since her fiery death at the Material. This power never has been used, hands of a dragon, the blade’s location has as Ochir Naal was in the midst of the been concealed by her confidants. Many ceremony when he was slain by Pyrra and believe it still lies somewhere around the Harkter. Includes all above abilities. area, though no magical inqui- ries have turned it up. The four ruling rings of Yrix Alquinnar Appearance: On their own, the blades Origin: Centuries past in the lost realm of Ochir Naal are daggers of exquisite of Netheril, the foremost elemental mage workmanship. Each of the blades was of that age was name Yrix Alquinnar. His formed of purest adamantite, and their passing came just after Netheril reached edges remain undulled despite their use its height, and his power was not available over the past twenty centuries. The pom- to help stem the tide of the advancing mels are each made from a respective desert of Anauroch (which brought dragon’s tooth and a platinum grip Netheril to its end). Still, some of his works wrapped in the skin of a black, green, still exist in the Realms today. Rings of blue, white, or red dragon. The blade is elemental command are changed only seated in the dragon’s tooth, carved to slightly now from their original prototypes appear as if the pommel held the blade in created and honed by Yrix long millennia a dragon’s jaws. At the end of the pommel, ago, and the same holds true for many an appropriate dragon’s head is carved. basic elemental spells in use in modern Toril. But the greatest artifact left of Yrix Abilities: Each of the blades grants the Alquinnar the Elementalist are his four bearer the ability to understand and speak ruling rings. dragons’ languages. Each also acted as a The ruling rings of Yrix Alquinnar are dagger of throwing +2; against their fabled for their power among elementa- respective dragons, the blades acted as lists, since the combined power of the daggers of throwing +4 and dealt triple rings allows their wielder to command any damage against the dragon (3d4 +4 hp of and all elementals and para-elementals! damage). Khelben’s note: “These abilities, For this reason alone, any mention of the given to the blades by their dwarven crea- rings to a student of the elements is likely tor, still exist, regardless of the form or to procure rapt interest. Outside of ele- combination of the blades.” mental circles, many practitioners of mag- ic misconstrue the title of the items and Altered abilities: Ochir Naal infused seek the ruling rings, assuming their the blades with the ability to fuse together power is tied to charms and enchantments into collectively more powerful weapons and will allow them to conquer peoples’ by simply touching them together. While wills. Due to these confusions, the rings each blade was a dagger individually, two have seen a total of over 200 different merge into a short sword, three together owners in the centuries since Yrix’s death become a long sword, four daggers fuse by natural causes; he left one of each of into a broad sword, and all five combine to his ruling rings to his four apprentices, become a two-handed sword. When the four sisters by birth, named Sarim, Tasia, blades join, the pommels’ skin becomes a Natasa, and Leia Maarekh. The sisters alternating colored-scale pattern of the eventually married and three of them respective dragons, and the heads of the began long-lived dynasties that many dragons remain, facing different direc- believe have long since died out, passing tions. The power of the collective blades their powerful inheritances to other grows with each addition, in the following hands. ways: Short blade (any two daggers): The blade Last known locations: All but one of bearer can cast fly twice per day; when the ruling rings has indeed passed out of cast, the bearer’s back sprouts illusory the family dynasties of Yrix’s apprentices. wings of one of the respective dragon The four rings are hereafter referred to types of his blade. This form includes all by the elements that they command, to above-listed magical abilities. easily identify the powers and the owners. Long blade (three daggers): The blade The ring of air lies deep in the family bearer is immune to the breath weapons vault of the Maerklos noble clan of Water- of the respective blade types. Includes all deep; of the clan, only Matriarch Aldara above abilities. Maerklos (LG hf W14) knows of its power Broad blade (four daggers): The blade and history. Her original clan name was can release the breath weapons of its Marrek, an old, established merchant clan respective dragon-types; this power can be with at least one mage per generation used four times per day, but each dragon within the bloodline (a near-direct line breath type can be used once per day. running to the family’s original name of Includes all above abilities. Maarekh, though this fact is known only Great blade (all five daggers): The blade to Khelben; Aldara herself only traces her direct roots back six centuries). Aldara were the original templates that created tal or para-elemental breaking free of the married Bastiabas Relekos and fused his rings of elemental command; thus, they control of the wearer of all four rings. name with her matriarchal holdings to operate with all the powers attributed to form the Maerklos clan 32 years ago. She their respective items from the DMG, Of late, the ring of fire has garnered the has never used the ring herself, but she is though the bearers of the ruling rings Blackstaff’s attentions, as it periodically preparing her daughter for her steward- have the following benefits: flares with power; upon conversing with ship of this powerful item. Outside of the Wearers do not suffer the saving throw Matriarch Maerklos and finding the same Maerklos clan, only Laeral and Khelben penalties of the current elemental rings. reactions from her ring of water, he theo- are aware of the clan’s possession of the Wearers need to slay an elemental to rizes that the fourth ring is within Water- ring, and they both approve of the matri- gain access to the ring’s power. deep! What truly maddens Khelben is the arch’s utter discretion with it. All powers function at 16th level of fact that he cannot locate either the ring The ring of earth has been lost for cen- experience or greater if needed. of earth or anyone who apparently knows turies; its last known holder was Sarim, In addition, the ruling rings hold the about it and its power. He has not alerted the eldest Maarekh sister. She was slain by power to individually or collectively con- either the Watch-wizard corps or the the greedy brother of her own husband, trol elementals of the noted types (charm Watchful Order of this occurrence, as his once he realized the power of her ring. with a —6 penalty for elemental’s save): reputation would hardly keep any greedy The brother was, in turn, slain by Sarim’s Ring of Air: Air elementals (ld4 8HD, souls from seeking the ring for their own. husband and he threw the ring into the 1d2 12HD, or 1 16HD). He has, oddly enough, confided in Lord Sea of Swords. In the centuries since, tales Ring of Earth: Earth elementals (1d4 Maskar Wands, whose conservatism in of the ring of earth are spun in taverns, 8HD, 1d2 12HD, or 1 16HD). magic use makes him an ideal ally in pre- often with no basis in fact. However, 143 Ring of Fire: Fire elementals (1d4 8HD, venting anyone from abusing the abilities years ago, a mage and pasha of Calimport 1d2 12HD, or 1 16HD). of this precious item. Still, the search by wore what seemed to be one of the rings Ring of Water: Water elementals (1d4 these two arch-mages and their assistants and commanded powers over stone and 8HD, 1d2 12HD, or 1 16HD). has taken up five weeks with neither earth. When he was assassinated by rivals being any closer to discovering the item 127 years ago, his body was recovered but Rings of Air & Earth: Air & earth ele- (though both believe to still be within the the ring has never been found. mentals (1d6 8HD, 1d4 12HD, or 1d2 city). The ring of fire has rested on a scarlet 16HD). pillow of crushed velvet within the magi- Rings of Air & Fire: Air & fire elemen- A final note cal vaults of Blackstaff Tower for 178 tals (1d6 8HD, 1d4 12HD, or 1d2 16HD); “Oh, fair word, chronicler. Bear in mind years; Khelben won it as a prize for win- smoke para-elementals (1d4 8HD, 1d2 while informing your public that these are ning a spell duel against a tiefling wizard 12HD, or 1 16HD). far from the only series items within the while traveling amongst the planes. Only Rings of Air & Water: Air & water ele- fair city of Waterdeep and definitely not Laeral, Khelben, the Simbul, and Elminster mentals (1d6 8HD, 1d4 12HD, or 1d2 the most powerful of such items within know of this item’s location, and none 16HD); ice para-elementals (1d4 8HD, 1d2 the Realms. Should none abuse the infor- have had cause to use it for 149 years. 12HD, or 1 16HD). mation and only learn wisely from the The ring of water is one of the treasured Rings of Earth & Fire: Earth & fire ele- education herein, we shall all talk at a artifacts in the hands of the Simbul, the mentals (1d6 8HD, 1d4 12HD, or 1d2 later time of such wonders as Ahghairon’s ruler of Aglarond and sister to Laeral. 16HD); magma para-elementals (1d4 8HD, Great Cloak, which chooses its own wear- Given to her over six centuries ago by a 1d2 12HD, or 1 16HD). er for one night a tenday and aids the former lover and the final heir of Natasa Rings of Earth & Water: Earth & water worthy while punishing the guilty, the Maarekh, she has carefully guarded it elementals (1d6 8HD, 1d4 12HD, or 1d2 Master Staff of Halaster Blackcloak, one of since then. It has only left her possession 16HD); ooze para-elementals (1d4 8HD, the most ancient of items and ten times once for a short time, to allow her sister 1d2 12HD, or 1 16HD). more powerful than any current staff and Khelben Arunsun a chance to examine Rings of Fire & Water: Fire & water wielded by those who walk the Realms the item. elementals (1d6 8HD, 1d4 12HD, or 1d2 Above, or perhaps you might learn of the 16HD). simple yet powerful Mosaics of Mystra, Appearance: Each of the ruling rings whose power aids the Lords, their agents, is, in fact, two rings of various metals Rings of Air, Earth, & Fire: Air, earth, & and those worthy enough to visit her joined together by two small silver chains fire elementals (1d8 8HD, 1d6 12HD, or private chapel deep within the bowels of set with very small gems in the middle of 1d4 16HD); magma & smoke para- the Palace of Waterdeep. the links. Each of the rings that comprise elementals (1d6 8HD, 1d4 12HD, or 1d2 “It is imperative that I close this missive the ruling rings have tiny gems set all 16HD). now, as other matters need my attention around the ring. Rings of Air, Earth, & Water: Air, earth, in the City of Splendors. By the gods, I’d The ring of air has two platinum rings & water elementals (1d8 8HD, 1d6 12HD, thought my duties would lighten with my set with diamonds and sapphire chips are or 1d4 16HD); ice & ooze para-elementals resignation from the Lords’ Circle! Well, set in the linking chains. The ring of earth (1d6 8HD, 1d4 12HD, or 1d2 16HD). when next we speak, it is my hope to meet has two copper rings set with onyx and Rings of Air, Fire, & Water: Air, fire, & thee in the flesh, for I must bestow my amber chips rest in the links of its chains. water elementals (1d8 8HD, 1d6 12HD, or felicitations on your meticulous collecting The ring of fire is a set of two gold rings 1d4 16HD); ice & smoke para-elementals much of Waterdeep’s lore. And then may I with inset rubies, the chains encrusted (1d6 8HD, 1d4 12HD, or 1d2 16HD). teach you of proper foods and their prepa- with peridots. The ring of water is made Rings of Earth, Fire, & Water: Earth, rations. Fare thee well, chronicler, and of two silver rings set with emeralds and fire, & water elementals (1d8 8HD, 1d6 may Mystra guide thee in thy endeavors.” joined by aquamarine-set chains. 12HD, or 1d4 16HD); magma & ooze para- Each ruling ring is then worn by two elementals (1d6 8HD, 1d4 12HD, or 1d2 adjoining fingers, and all four rings would 16HD). be worn on eight fingers of two hands. Here it comes! Legends describe Yrix Alquinnar cupping his All four rings: Air, earth, fire, & water hands and glowing bands of power would elementals (1d10 8HD, 1d8 12HD, or 1d6 Wondering what TSR is about to do unite the four ruling rings when in use. 16HD); ice, magma, ooze, &. smoke para- next? Turn to “TSR Previews” in this elementals (1d8 8HD, 1d6 12HD, or 1d4 issue and find out! Abilities: The respective ruling rings all 16HD). There is no chance of any elemen- 98 JANUARY 1995

Aldreth Fireshar by Ed Greenwood

Harper reports1 indicate this ambitious beloved in Aglarond get concerned at all cal means, and my favorite witch, old youngster came to her powers somewhere this spell-hurling and come looking for Ulthaea Moonhawk of Rashemen. I won- in the cities about The Lake of Steam, and her, this Aldreth drops out of sight. Per- der if she’s learned dragonshape by now? journeyed to Thay in hopes of becoming a haps Jhessail of the Knights could look Drop in on her in spring or summer, by Red Wizard. She either was rebuffed or into this—local Harper eyes aren’t even the wise eyes of Mystra! Those winter someone tried to enslave her, and she sure if she has a refuge somewhere, or winds are cold.) Perhaps some of her came to Telflamm with fire in her eyes and takes jaunts onto other planes, or goes grandnieces will be ready to be appren- strong magic in her hands. down into The Realms Below. ticed to outlander mages by then . . . don’t Watch this one; rumors in Impiltur say Aye, this Aldreth bears watching. forget about this now, El. she has ties to the Pirates of the Fallen There’s more to her than spell-spitting 2. Thaedar: An organization created by Stars, and has recently become a partner skulls. She was involved in a recent goblin several farms for common defense, trans- in both a caravan company and an up- attack on a Zhentarim caravan near portation of goods to market, and a pool of lands thaedar.² The obvious questions Melvaunt—supposedly a raid by desper- labor for harvest-time. More common in (“With what? Whence came her coins?“) ately hungry goblins, but Manshoon’s lads the northeastern lands of the Inner Sea have been asked in Telflamm more than knew as well as I did that magic must be than elsewhere, but popular in Amn and once, with no good answers as yet. The behind it. As far as Immer5 can tell, they Chessenta of old (where many still exist). usual fast-money means for a mage are don’t know which mage or mages did the 3. Sunder Snowhand, Mage of Many simple coercion of common folk by magic, dirty work—but the Harpers are sure. A Circles (a former apprentice of mine), or selling spell-gained information about mage trained by my beloved6 used a pow- about of an age with Vangerdahast; his rivals or magical protection to ambitious, erful spell that can identify magics recent- nickname comes from the airborne spell- sharp-dealing merchants. Yet the whispers ly used in a precise location. One of circles he creates, as shields against hostile in Telflamm—particularly in the adventur- Aldreth’s personal spells, commanding magic. A good man, straight and decent, if ers’ tavern known as The Sword And massed goblins, was employed. No one is a bit too stout and peace-loving for his Horn—speak of ships sailing the night sky, sure quite what she took from the own good. He’s helped Harpers in Thesk and a few corpses that can only be giff left caravan—nothing seemed to be missing, any number of times. in an alley. Trade with other worlds must after the goblins were driven off—but I 4. These powerful artifacts were old always been looked into, or we’ll have the suspect that the coffer of scrolls won by when Netheril was young; they survive Arcane (or worse) ruling Faerun before (as Zhent agents from a spider-haunted ruin because of their random, everchanging they say in Aglarond) “one can count one’s in upland Chessenta also contained a re- nature: they take the shape of one widely- own fingers and toes.” cord of where a powerful magical item, a known magical item after another, func- Among all the unscrupulous young sky chariot made in ancient Mourativi tioning as a wand of magic missiles or a human wizards I’ve seen down the years, Teshy Mir (others render that name differ- censer controlling air elementals for a male and female, this one stands out for ently) lies hidden, and how to get past the time—and then changing to something else the strange spells she’s mastered: she’s magical defenses laid upon its hiding-place. (always at the worst possible time, it seldom without at least one animated I must get back to work on that blood seems). Any mage who tries to divine the human skull flying about at her shoulder. tracer spell—it’s the only way to follow her nature of an Evermagic with spells, or A bit ostentatious, but then she’s still through gates and teleports and magical influence what it turns into, will never see young. These skulls spit flame and light- shielding. I must personally draw blood it again—it always teleports far across ning as she wills—and that smacks so from her to activate it, which might be Faerun whenever its wielder uses magic much of old Netherese magics that I’d best tricky, and will certainly earn me yet on it. Curiously, this never occurs when a investigate where she’s picked up such another foe, but after that it will last as neutral or hostile mage hurls spells at it, tricks. There’ve been rumors in Raurin long as her present body does (in what- but only when its owner takes action. about a lich taking young mages as ap- ever form), and so I can put the Knights, When an Evermagic changes form, a prentices, in return for their services as or a few senior Harpers, to trailing her. tinkling chord is heard, rather like the agents going into large and magic-strong She might well lead them straight to this “swash” of notes made by striking one’s cities, where liches dare not venture. sky chariot; I know she’s not tried for it hand down a row of harpstrings. That’s This Aldreth Fireshar makes her home yet, because its defenses were devised to the only known way to be sure an item’s on a barge that spends much of its time in exhaust the magic that any one mage, really an Evermagic. The true form, pur- Telflamm harbor. It’s guarded by at least however mighty, can wield. So she’ll need pose, and origin of these pieces remains a six gargoyles, so she’s either ever-scared or aid: powerful wizards she can trust or at mystery. Something else I’ll have to look has something mighty valuable aboard. least work with, and I’ve seen no sign of into, someday . . . in my idle hours, of Sunder3 thinks she broken into a few Red her contacting such folk . . . yet. course. Wizards’ tombs in Thay, and may have had 5. Harper spy in The Citadel of the Rav- to leave in a hurry—but brought a few Notes en, a wizard in the Zhentarim—and not his books of lore with her, and perhaps an 1. From Thorn Astarl of Nethentir. (Look real name, of course. “Evermagic.“4 Such an artifact would ex- this young man up: he runs an adventur- 6. The Simbul, Queen of Aglarond, of plain the huge variety of items she’s wield- ing band, The Black Horns, out of an old course. The mage she trained was Yandra ed over the last year, while taking on keep on Duldiir Street, at the east end of Bellfrost, a sorceress who now dwells in every brigand group or adventuring band town, and sounds like he’ll bear watching. disguise, in Hillsfar. she could find an excuse to attack. When- He’s a likely candidate for the Red Wizards ever the Witches of Rashemen or my to buy his loyalty or impersonate by magi-

100 JANUARY 1995 Artwork by Gary Williams

DRAGON 103 104 JANUARY 1995 DRAGON 105 By Joseph Pillsbury 106 JANUARY 1995 DRAGON 107 108 JANUARY 1995 DRAGON 109 110 JANUARY 1995

©1994 by Robert Bigelow

Photographs by Mike Bethke

stone pillars were a different story. These pillars are cast in two pieces and then assembled at the manufacturer. Both of our kits had pillars that were slightly askew or uneven at the top or bottom. Usually these fit correspondingly rough spots on the wall, but frequently there was a gap between the top of the post and the one-piece roof. There was a lot of bubble pitting on the pillars. Both of these problems can be fixed by filling the of- fending areas with some sort of putty and letting it dry completely. The roof is vent- ed and is molded to represent large blocks with some cracking on the smooth tops and bottoms, and rough sides and lips. The very top of the roof is supported by four quarter-size pillars. There are no flaws in the roof. The temple is an excellent buy, and simply requires time and some TLC. It is interesting that the problems were much worse on the painted set that was sent to us than on the pieces sent to us for assem- Hot figures for cold weather bly or on my store stock. The kit is availa- ble in either a finished version for $22.95 Happy New Year! This month we’ve got a Currently this kit is available only by mail or an unfinished kit for $14.95, which can large number of old and new products to order only throughout much of the U.S. be primed and painted with any oil or present to you. Therefore, as a New Year’s and Great Britain. The kit comes with all of water-based medium. Remember that present, I’m going to skip the soapbox and its components sealed in bubble wrap and shipping costs will be added to this price. move right into the reviews. Let’s see what tightly packed in a heavy mailing box. we can do to brighten your spirits during The temple base measures 275 mm Tables * * * * ½ this cold season, and help you find some- high X 330 mm long and contains the tem- These plaster tables are scaled to fit 25- thing that you will enjoy. ple foundation and a small amount of mm figures and represent the thick plank- As a last note, it is not too early to be grassy, bumpy ground around it. A stone type usually associated with medieval planning an event for the 1995 ® walkway and steps lead to an uneven taverns. The tabletops are supported by Game Fair. The deadline for judge registra- temple floor showing signs of settling and cast ribbed pedestals, all of which have a tion is approaching (sse the ad in his is- a stone dais. The 140 mm X 180 mm inner slightly rough appearance with some floor is surrounded by a low, uneven wall sue), and you want to have your scenarios problems with fill or partial bubble holes. ready to avoid the last-minute rush. that would be at the perfect sitting height. The one circular and two of the rectangu- There were few bubble holes noted in lar tables have a variety of foodstuffs on either of our two floor models. The 12 Reviews them; beverage containers, chicken, bread, fruit, vegetables, and cheese are all Mystic Molds clearly visible. The third rectangular table 1565 SR 19 contains two books, an ink pot, and two Bucyrus OH 44820 used candles. The last detail is a small chest that has little separation from the TPK 101 Temple Kit table. Most of the items have small imper- This plaster temple kit was originally fections that can be easily fixed. All this designed as a 25-mm structure, but can be for $1.50—what a deal! This is a very good used for any figures up to 32-mm scale. addition to any low-tech RPG. 112 January 1995 Global Games 1666 St. Clair Ave. W. Toronto, Ontario Canada M6N 1H8

I want to thank Global Games for provid- ing us with the Advanced Rules for the LEGIONS OF STEEL* game (stock #1100). All information for the following units came from that book.

Behemoth Armor While the particular miniature we re- viewed is made of lead, this 28-mm-scale figure is currently being released in a lead- free format. The Behemoth suit is a heavy, multi-weapon platform on legs. This minia- ture is over 48 mm in the crouched posi- tion and 35 mm across the shoulders. The figure is made up of two arms and a main torso connected via oval shoulder sockets that allow a one-way-only fit. The suit is molded to appear to be a series of joined plates. Electronic muscles are visible in both legs. Joints are visible and armored. It is obvious that this unit is both a vehicle and an exoskeleton. A full array of envi- ronmental and communications devices can be seen on the rear pack. Power fists are supplemented by forward-firing gre- nade launchers. Sides are protected by shoulder-mounted lasers, and the rear is protected by a SPLAT system. These weap- ons could be replaced by whatever weap- ons are employed in the system you are playing. Whether it is used for LEGIONS OF STEEL or a GAMMA WORLD® game, the piece is highly recommended even at the $8.95 price.

1720 Cl Succubot * * * * ½ The Succubot Cl is a 28-mm scale, lead- ed version of a mechanical centaur crossed with a mobile command unit. The expansion book cover shows the unit on four legs firing, but the figure is molded in an upright position. Rearing to 35 mm in height, it has four usable hands. The framework is a visible mechanical skeleton with fully jointed limbs. The tail on the unit is made of interlocking plates and acts as a support. The legs appear to be simple hinges with strengthening side plates, although they are at angles that would suggest an additional ball and socket is to repair and strengthen it. The legs and humanoid figure rises up from a tower of present. The upper third of the torso gives torso also twist freely, and multiple twist- individual flames that give the impression the appearance of being a metalized fe- ing will lead to metal fatigue. This figure they are flickering. The face is almost male cyborg firing a large pistol and cov- can survive for long periods with a careful elven, complete with pointed ears, almond ered in plate. The book informs us there is packing job. It can be used in many of eyes and high cheeks. The figure is wear- no humanity to this figure. My guess near-future games as a cyborg, robot or ing a chain necklace with a jewel. The would be that the female features were guard. The price is $5.95 for each robot. necklace is framed by dancing, flaming designed to make a UNE trooper hesitate tendrils of hair. If your wizard likes play- for a split-second, thus giving the machine Reaper Miniatures ing with fire or elementals, this is a must- an advantage. 1660 S. Stemmons have piece. Best of all, there was no flash There was little flash, and the mold line Suite 220, LB11 on the piece and mold lines were built into was designed to enhance the figure rather Lewisville TX 75067 the whorls. This is an excellent piece and a than detract from it. If there is a fault with steal at the price of $2.50 for lead, or still a this piece, it would be its fragile nature. 1216 Fire Elemental good deal at $3.50 for lead-free. Our miniature came with a crack in the The fire elemental is a 25-mm lead gem arm holding the pistol, and the arm imme- that can add heat to any AD&D® game. diately fell off when an attempt was made The figure is simple in its construction. A DRAGON 113 1248 Lich This lead lich is scaled for 25 mm, and measures in at a low 23.5 mm standing upright on a stone-textured base. The figure is dressed in full-length robes with a fur hem and edged long sleeves. The robe is deeply wrinkled inward from lack of support, and the body lacks depth when viewed from the side. This and the skeletal hands and face reinforce the aura of death. His left hand is clutching a staff made of braided wood, while the right hand raises an amulet strategically placed at mid-chest. Teeth and skull detail are good, but could use an ink wash with black to bring out the shallow separations. A crown topped with a jewel and a chain belt are the only ornamentation, although rings could easily be painted on the bony fingers. This figure is a good buy at $.90 each for lead or $1.35 for the lead-free version. bulky enough for use with most of the 1256 Lord newer Games Workshop . Also, the This 25-mm scale lead piece was the obvious mold line on the right arm is hard ® original AD&D game beholder from to get at without nicking the flagpole. This Heritage and should bring back a burst of is still a very good figure that will enjoy an nostalgia from the older collectors among undetermined spot on my front line. The us. The figure comes in two halves that go stomach plate circled by a belt. The belt is price of $2.50 is not unreasonable. together well and is supported by a non- half regular and half disc being joined by a textured blob and pole. The eyestalks, buckle. The chain is more defined on the 2005 Archer Loading ropey veins, and leering, crooked mouth back than on the front. Care will have to This heavily armored 28-mm scale lead- with slime dripping from it are all molded be taken to bring out the separations and free orc piece stands 30 mm tall from the onto the slightly flattened face. There are detail, especially on the courier pouch and base to the top of his spiked helmet. His even bloodshot veins on the eye! There arm on the left side. His right hand sup- feet are wrapped in fur-trimmed hide was no flash nor any detracting mold lines ports a trident-shaped flagpole whose ends strap boots, while his legs are bare from on the subject piece. are capped in bolted metal cups and knee to mid-thigh. His upper torso is cov- Even with the difference in quality be- whose center is graced by a gremlin and ered by metal armor with overlapping tween Ral Partha’s version and this figure, skull. The wood poles have grain texture plates on the left shoulder. Neither arm is this piece is very good when one considers and the standard is 55 mm tall. His left covered, but the right wrist has a spiked when this figure was designed. For histo- hand holds a well-nicked, battle-worn arm strap and the left has a metal wrist ry’s sake it is worth the $4.00 lead price sword. guard secured by straps. His left hand tag, but I’m not sure that I could highly The face is almost more goblin than orc. holds a bow at the ready, while his right recommend its more expensive lead-free The widely flared ears, crooked nose, and hand reaches for an arrow from his quiv- version. leering tooth-filled mouth all point toward er. Fingernail detail and individual feather The finished versions of these three this being a veteran soldier. His hair is detail on the arrows are pluses for this figures were painted by the people at jammed through a metal ring, forming a figure. A provision pouch on his left and a Reaper Miniatures. Thanks, folks, and well topknot that keeps the hair from his eyes. sheathed sword on his right are supported done. There are a couple of small problems, by a disk belt around his waist. The facial even with all of this detail. The figure is leer is pure orc, although the tooth detail Heartbreaker slightly too bulky for 25 mm use, but not is not as clear as I would like. Special Paoli Tech Ent. Cir. 19 E. Central Ave. Paoli PA 19301 Gamecraft A16 Gardner’s Row Business Ctr., Ltd. Liverpool L3 6TJ UK

2002 Orc Standard Bearer This figure is a lead-free miniature standing 23 mm tall from the rough- surfaced, slotted base to the top of his head. Both arms and legs are bare, and somewhat blocky corded muscle is shown in appropriate places. Finger and toe detail is visible, including nails, though the left hand clenching the sword is very indis- tinct when compared to the rest of the figure. The rest of the orc’s torso is cov- ered in chain mail, chest guards, and a 114 JANUARY 1995 touches on this orc include a nose ring, a Ribs are visible on the side and chest area, ring hanging from the left shoulder armor where there appears to be little muscle. plate, a tiny skull hanging from his helmet His arms are bare and exhibit some ear flap, and last but not least, bags under smooth muscle. Both hands clutch weap- his eyes! This could be an archer unit’s ons; a smooth, round rock in the left and a commanding officer. The price is $2.50. long, squared wood-grained log with throng-held spikes driven through it in the RAFM Company, Inc. right. Hand detail is fair, but the shallow- 20 Parkhill Road E ness will require careful priming. The Cambridge, Ontario upper torso is partially covered by an Canada N1R 1P2 over-the-shoulder fur shirt with open sides secured by a thin belt. A large provision 3611 Barbarian Cyclops bag is supported by a buckle and strap (Before work) that loop over the base of the right shoul- It’s hard to think of a cyclops as being der. His wrinkled pants are tucked into anything but a barbarian, and this 55-mm strapped hide boots with the tops folded tall, fine pewter figure supports this view. over. His head resembles that of an old The base is molded to represent a rocky monk with a bald pate and surrounding surface, and has a mold line in the middle fringe. He has a stupid expression on his and a sprue edge on the underside that face which is emphasized by his large will have to be removed before it will pointed nose. The single eye socket is stand right. The figure is a pot-bellied, surrounded by lids, and the eyeball is underfed giant striding across the land. elongated. If you don’t want this figure as

DRAGON 115 heavy weapons, one holding his gun at The object of amusement is a very rest and one firing upward. The third young apprentice dressed in his master’s member is armed with a medium weapon embroidered robe. There is a look of and a grenade launcher in an over-and- anticipation on his face as his hair falls under setup. He also is wearing an ammo backward. A simple rope belt binds the belt over his left side with projectiles for robes while a magic symbol hangs from the launcher. The other troopers are car- his neck, but the funniest part is that the rying assorted pouches in different places robe is about six sizes too large for him. on their belts. He obviously does not see the demon as he This set will go well with almost any practices a spell from the book at his feet. a cyclops, it would take a little putty and science-fiction game that requires closed Nor does the demon show up in the gilded very little work to make it a two-eyed suits. While there is some cleaning to do, mirror that he is practicing in front of. giant. three troopers for $5.50 is still a bargain. I There is one major problem that keeps This is a figure with several possibilities, highly recommend this set. this miniature from getting five stars: the but there also are several problems not demon is not stable. Both sides, the base, evident until you remove it from the pack- Thunderbolt Mountain and the body have a socket connection, age. A hardened mold line runs across the Miniatures but there is no ball. Nor is the belt large chest and stomach like an old scar and 656 E. McMillan enough to fit over the bottom of the body. extends up the right side of the neck. The Cincinnati OH 45206-1971 The figure needs to be pinned or a ball right back of the figure is sunken and molded into place if it is going to survive appears to flow into the right arm. In this 1037 The Sorcerer’s any handling and not break like mine did. same area there is thick flash that will Apprentice * * * *½ The base also needs to have mold pieces have to be removed with a Dremel tool or This is a must-have gift for the wizard removed, but the pieces are quite small. some other heavy-duty method. This fig- player in your life, and a constant reminder There is also a small line around the base. ure has definite possibilities, but is defin- of the dangers of overstepping our limits. I really like this piece in spite of the itely not a project that can be quickly done The five-piece pewter casting is scaled to 25 problems with the demon. This figure is before an encounter. If you don’t mind a mm and requires very little work to assem- worth the $11.95 price tag. To paint the lot of work, this could be a nice figure, but ble. The base is a 60-mm circle molded so mirror to look like a mirror, paint the lens with the amount of work required, the that the top resembles a stone floor with a a bright silver then put a thick layer of $6.50 price tag is pushing it. raised summoning platform surrounded by gloss coat over it but do not overflow the a deeply engraved pentagram and several edging. 5852 Coalition Marines in Battle small circles. Raised details on the floor Dress * * l *'A consist of runes, a book, a scroll and scroll Tactical Conflict Systems Inc. This set is a three-member unit scaled to case, a pot, and several spell components 545 Newport Ave. Suite 155 25 mm and made out of fine pewter. All that have fallen over. From these compo- Pawtucket RI 02861 three figures are dressed in the same basic nents pours a roll of smoke that forms the combat suits. The figures’ main differ- lower half of a large demon. The 45 mm- FP-005-25 Cloaked Traveler with ences are in weapons, fine detail, and high demon is standing with his arms Lantern + + + l/.& positioning. All suits are full-bodied, crossed and his hand under his chin, and The traveller is a 25-mm scale lead fig- medium-armored outfits complete with seems to be contemplating someone’s fate. ure that is actually 26.5 mm to the eyes. protected separate joints, shoulder plates, The leathery wings will require only a light The figure is dressed in layered robes that pockets, and metal gauntlets. Each figure cleanup and are inserted into a hole in his flow out behind as he walks, with the is wearing an environmental control and back so that the pointy spines line up. If outside layer slightly open in front. A boot communication pack on its back. All fig there is still a gap, use filler as needed. A toe peeks out from beneath the robe as he ures have a slightly. raised mold line along belt with a jewel separates his torso from moves over the textured, circular base, the legs and arms and flash between the the smoke, and he is wearing no other and the left foot is obviously pushing at legs in the groin area. The helmets are clothes on his muscled body. The twisted the robe from the inside. The robes are basically featureless with closed visors and horns and long, pointed ears frame a face secured by a wide belt with large buckle a mold line running completely around the that contains a smirk—not the expression that also supports an empty sack at the helmet. Two marines are armed with you want to see on a demon’s face. right rear of the figure. The hands are

116 JANUARY 1995 indistinct, and either have gloves over used as a toolshed or a dwelling. Its them or are not highly detailed. The left waffle-textured walls hint at slightly hand clutches a bag that rides back as he greater strength. A second manor home steps forward, and in his right hand he with block or large plank walls measures holds a battered lantern. The face has little 54 mm x 10 mm and has a second story on detail and is very plain in appearance. A the right half. It would be easy to carve a layered beard with moustache falls to the door on the left and use it as a store or belt line. A ragged cowl covers the hair, forge. The last building is a large, one-door although a few wisps manage to escape. barn 43 mm x 22 mm. There is a loft and This figure has no flash and no highly the walls appear to be stone, while the visible mold lines. The bottom of the base, rest is thatch. however, will need heavy cleaning to The epoxy castings are not heavily de- remove the sprue ends. The major draw- tailed, but at $5 for six buildings, they are back of this figure is that many of the well worth the price. This company has a details are indistinct, or separations aren’t number of other “value” packs that will crisp. These problems could easily be put large numbers of structures on the masked by careful painting. The low price battleboard for a low price. of $1.50 per figure makes this a good practice piece. If you have any suggestions or com- 907 Euro Houses ments, you can call me at (708)336-0790 People are always looking for buildings after 2P.M. CST M,W,Th,F or 10A.M.-5P.M. S for micro armor games or BATTLETECH* & S. Or you can write me: Robert Bigelow, game brawls. This set consists of six 5-mm c/o Friends Hobby Shop, 2411 Washington scale, old European style houses that could St, Waukegan IL 60085. represent dwellings of the late medieval age, the Napoleonic era, or the simple homes of a backwater agricultural planet. * indicates a product produced by a company other The first piece in the set is an L-shaped than TSR, Inc. manor house 38 mm X 40 mm on the out- side walls of the L, with a thatched roof, a set of second-story windows and shutters. The surface is stone or stucco, and three chimneys are available for heating. The next two buildings are slightly different stone cottages or homes measuring 15-mm wide x 10-mm deep x 12-mm tall. One entrance and a number of windows present firing points, while the walls pro- vide some protection (but remember that thatch roofs burn quickly). The fourth building, an offset thatch house, could be 118 JANUARY 1995

NEW PRODUCTS FOR The Complete Barbarian American Knights ® ® JANUARY, 1995 An AD&D game accessory A GAMMA WORLD™ ENDLESS QUEST by Rick Swan Book At last, AD&D® 2nd Edition game rules for by Nick Pollota 1994 MONSTROUS COMPENDIUM ® creating barbarian PCs to rival the most power- Three hundred years after civilization de- Annual ful figures from fantasy literature are here. This stroyed itself, the fate of the world’s An AD&D® game accessory 128-page book contains rules for barbarians of inhabitants—humans, mutants, robots, and by TSR staff all PC classes, new skills, details on nonhuman intelligent animals and plants—all depend on the This is the first update to the MONSTROUS barbarians, special powers and tricks, and role- reader’s decision-making prowess. MANUAL™ tome and contains every monster playing advice for the barbarian inside us all. $3.95 U.S./$4.95 CAN./£3.99 U.K. and creature created for the 1994 AD&D® game $18.00 U.S./$23.00 CAN./£10.99 U.K. TSR Product No.: 8091 lines. In addition, this 128-page book includes TSR Product No.: 2148 hordes of new beasties being introduced for the first time ever. Keep your creature collection The Moonsea complete! An AD&D® game FORGOTTEN ® Coming next month . . . $18.00 U.S./$23.00 CAN./£10.99 U.K. REALMS accessory DRAGON ® Magazine #214 TSR Product No.: 2145 John Terra Cover art by For the first time ever, the Moonsea region— This issue’s theme is Elves and includes: City Sites ® from Zhentil Keep and the Citadel of the Raven * Uniquely elven magical items. An AD&D game accessory to Ironfang Keep and the Bell in the Depths—is * Character kits specifically for half-elves. Skip Williams detailed. This set contains 64- and 32-page books Plus all our regular columns, reviews, and This is the first in a series of products that and a four-color poster map. features such as “Sage Advice,” “Forum,” provides detailed floorplans of locations that $12.95 U.S./$16.95 CAN./£7.99 U.K. “Convention Calendar;’ and the “Ecology of game characters frequent. This 96-page book TSR Product No.: 9474 the .” (Maybe the third time will be describes virtually every city or town locale the charm. Sigh.) imaginable: stables, inns, smithies, manor Player’s Survival Kit $3.95 U.S./$4.95 CAN./£1.95 U.K. houses, festhalls, jails, and more. Plus, each An AD&D® game ™ accessory TSR Product No. 8112-02 setting is fleshed out with details of the NPCs by John D. Rateliff living or working there. The first player’s accessory for the $12.95 U.S./$16.95 CAN./£7.99 U.K. MYSTARA™ setting is treasure-trove of game TSR Product No.: 9464 props and playing aids no bold adventurer TSR Announces New should be without. The set contains an Adven- Howls in the Night Customer Service Lines ® ® ture Log, a guide to heraldry, and a deck of An AD&D game RAVENLOFT handy reference cards—including “Fame & TSR, Inc., proudly announces its new adventure Fortune” cards for those narrow escapes. Consumer Services and Store Locator by Colin McComb $12.95 U.S./$l8.95 CAN. phone lines. If you have a brief question All the horror of a cursed family, haunted £9.99 U.K. including VAT about TSR’s products, call: 1 (414) 248- moors, and danger that strikes in the darkness TSR Product No.: 2510 fills this 32-page adventure for the Masque of 2902. To find the store nearest you that ® carries TSR products, call: 1 (800) 384- the Red Death and Other Tales variant Survival Kit ® RAVENLOFT setting. Plus, the DM can choose An AD&D® game MYSTARA™ accessory 4TSR. Hours for these services are: from several alternative endings to best fit her by Steven Schend Weekdays, 9 A.M. to 5 P.M. Central time own campaign. Here’s a gold mine of playing aids and other $6.95 U.S./$8.95 CAN./£4.50 U.K. treasures for the MYSTARA setting DM. Includ- TSR Product No.: 9466 ed is a Campaign Log, a mapping kit with a Unless otherwise noted: ® template, 20 documents for use in play, and a designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. deck of cards with “Fame & Fortune” cards. © NEW PRODUCTS FOR $12.95 U.S./$l8.95 CAN. 1994 TSR, Inc. All Rights Reserved. FEBRUARY £9.99 U.K. including VAT TSR Product No.: 2512

Planes of Law The Kagonesti ® An AD&D® game PLANESCAPE™ set DRAGONLANCE Lost Histories Series, by Colin McComb & Volume I From Mount Celestia to the Nine Hells of by Douglas Niles Baator, this PLANESCAPE boxed set also de- This novel introduces the newest series of ® scribes Acheron, Mechanus, and Arcadia. This DRAGONLANCE novels filling the lost chapters set includes seven 32-page books, five full-color in Krynn’s history. The Kagonesti resisted the poster maps, and 15 adventures. Also detailed other elves’ urge to go to war—until the War of are planar dragons, gear spirits, and the capital the Lance brought dissension and slavery home city of the Mercykiller faction. to them. $30.00 U.S./$39.50 CAN./£18.50 U.K. $4.95 U.S./$5.95 CAN./£4.99 U.K. TSR Product No.: 2607 TSR Product No.: 8363 120 JANUARY 1995