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S PECIAL ATTRACTIONS Issue #159 Beyond the Sky Itself Vol. XV, No.2 9 July 1990 Journey into the depths of space, astral and arcane. Rough Times on Refuge — Publisher 10 Strange things happen at the largest arcane shipyard among the James M. Ward .

Editor Bazaar of the Bizarre — Steven E. Schend Roger E. Moore 15 A glove that explodes, a ring that moves ships: new magic from . Fiction editor — Randal S. Doering Barbara G. Young Voidjammers! 20 Want to hitch a ride in the Astral plane? Here’s how!

Assistant editor The Dragon’s Bestiary — the TSR staff Dale A. Donovan 30 Three monstrous reasons why arcane space is a dangerous place.

Art director Larry W. Smith O THER FEATURES Production staff To the Ends of the MARVEL UNIVERSE TM — David Edward Martin Gaye O’Keefe Angelika Lokotz 40 Faster than a speeding photon: starships for super heroes. Tracey Zamagne The Role of Computers — Hartley, Patricia, and Kirk Lesser Subscriptions 47 Casting spells with music, and casting bombs with flair. Janet L. Winters The Waiting Woman — fiction by Peni R. Griffin had stood guard for a thousand years. Lord Kettry felt that was U.S. advertising 58 Sheila Gailloreto long enough. Jim Atkiss Pulling a “Con” Job — Thomas M. Kane 65 Be a legend in your own time: Run your own game convention! U.K. correspondent and U.K. advertising The MARVEL®-Phile — Dale A. Donovan Sue Lilley 71 A minotaur can make a fine wizard’s apprentice, and other surprises.

Rhythm Warriors — Joseph R. Ravitts 74 Martial arts can be a way of life: the battle dancer NPC class.

The Role of Books — John C. Bunnell 80 Meet Jack Fleming. He’s been killed once. He won’t let it happen again.

Down with the Titanic — 90 It’s 1912, and you are there—thanks to live role-playing!

Through the Looking Glass — Robert Bigelow 103 What’s better than plate mail +5? An 80-ton missile tank!

D EPARTMENTS

5 Letters 39 Sage Advice 86 TSR Previews 6 Editorial 42 Gamers Guide 94 Dragonmirth 36 Forum 84 Convention Calendar 96 Twilight Empire

COVER

It was just another crystal sphere until the half-elven captain saw the double planet. When he ordered his privateer to move in and investigate, another surprise appeared—the itself was in orbit! What’s a clever captain to do next? Robin Wood presents this stunning scene, “The Privateer,” for our July cover. For information on prints, write to: Robin Wood, 15981 Woodland Drive, Dearborn MI 48120, U.S.A.

4 JULY 1990 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 111 (201 Sheridan Springs Road), Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3625. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223- 212517 (international); telex: 818761; fax: (0223) 248066 (U.K.), 44-223-248066 (international). What did you think of this issue? Do you have TSR did not do a lot of recycling (as far as I Distribution: DRAGON Magazine is available from a question about an article or have an idea for a know) until the last couple of years, when a Girl game and hobby shops throughout the United States, Scout troop leader set up containers in the Canada, the United Kingdom, and through a limited new feature you’d like to see? In the United number of other overseas outlets. Distribution to the book States and Canada, write to: Letters, DRAGON® building for aluminum cans. This year, a num- trade in the United States is by Random House, Inc., and Magazine, P.O. Box 111, Lake Geneva WI 53147, ber of other recycling projects are being dis- in Canada by Random House of Canada, Ltd. Send U.S.A. In Europe, write to: Letters, DRAGON cussed, among them beings ways to recycle the orders to: Random House, Inc., Order Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 638- Magazine, TSR Ltd., 120 Church End, Cherry tremendous amount of paper that we go 6460 toll-free except Alaska (call (800) 492-0782 toll-free Hinton, Cambridge CB1 3LD, United Kingdom. through. As I write this, motion-detecting light in Maryland). Newsstand distribution throughout the switches are being installed in some offices and United Kingdom is by Seymour Press Ltd., 334 Brixton Road, London SW9 7AG, United Kingdom; telephone: restrooms, which should save a lot of money on 01-733-4444. electric bills (of course, if you lock yourself in a Subscriptions: Subscription rates via second-class restroom stall for a long time. . . click. “Hey!”). mail are as follows: $30 in U.S. funds for 12 issues sent Game referees and players can always bring to an address in the U.S. or Canada; £16 for 12 issues Live & in color! sent to an address within the United Kingdom; £24 for 12 used paper (with one blank side) from their issues sent to an address in Europe; $50 in U.S. funds Dear Dragon: schools or workplaces to game meetings, for use for 12 issues sent by surface mail to any other address; as character notepads, message sheets, hastily or $90 in U.S. funds for 12 issues sent airmail to any I’ve recently read a G.M. magazine article other address. Payment in full must accompany all about live role-playing in England. I was won- designed diagrams of monster-filled dungeon subscription orders. In the U.S. and Canada, methods of dering if you know about any LRPGs in the U.S., rooms into which your group has just been payment include checks or money orders made payable preferably near western Pennsylvania. teleported, etc. I bring home large quantities of to TSR, Inc., or charges to valid MasterCard or VISA used paper for my son to draw on and turn into credit cards; send subscription orders with payments to: Steven T. Voigt TSR, Inc., PO. Box 72089, Chicago IL 60678, U.S.A. In Pittsburg PA airplanes. If you’re going to throw paper out, it the United Kingdom, methods of payment include might as well be thoroughly used! cheques and money orders made payable to TSR Ltd, or And as for printing DRAGON Magazine on charges to a valid ACCESS or VISA credit card; send Funny that you should write to us about subscription orders with payments to TSR Ltd, as per that LPRGs just now. In this issue, we have “Down recycled paper, we don’t because it simply isn’t address above. Prices are subject to change without prior With the Titanic!” by Lawrence Schick, which available at the moment. But we‘ll keep it in notice. The issue of expiration of each subscription is gives many of the details on how LRPGs are mind. printed on the mailing label of each subscriber’s copy of the magazine. Changes of address for the delivery of run. Details on contacting the Society for Inter- subscription copies must be received at least six weeks active Literature are given at the end of that prior to the effective date of the change in order to assure article. Another writer has sent us a pamphlet A few concerns uninterrupted delivery. Back issues: A limited quantity of back issues is on NERO, the New England Roleplaying Organi- available from either the TSR Mail Order Hobby Shop zation; for information on this group, write to: Dear Dragon: (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from NERO, c/o the Gamemaster, 212A Massachusetts I have a few concerns that I hope you can TSR Ltd. For a free copy of the current catalog that lists Avenue, Arlington MA 02174, U.S.A. Convention help me with: available back issues, write to either of the above 1. What is the oldest undiscovered mistake in addresses. listings and notes in your local hobby shops Submissions: All material published in DRAGON might give leads to other LRPG groups. the history of DRAGON Magazine? Magazine becomes the exclusive property of the pub- mentioned something about this in issue #102 lisher unless special arrangements to the contrary are (page 3) but refused to say anything else about made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; Recycle it? it. If you cannot tell me what it is, could you at however, no responsibility for such submissions can be least give the readership a general hint if, in assumed by the publisher in any event. Any submission Dear Dragon: fact, this mistake is still undiscovered? accompanied by a self-addressed, stamped envelope of 2. Are there any plans for producing SSI sufficient size will be returned if it cannot be published. I have not been involved in environmental We strongly recommend that prospective authors write issues until recently, when the Earth Day festivi- computer games that are based on a TSR game for our writers’ guidelines before sending an article to us. ties began. I began to consider the implications besides the AD&D® game? For example, I think In the United States and Canada, send a self-addressed, that a ® computer game would stamped envelope (9½” long preferred) to: Writers’ of the discussions during the week of Earth Day, Guidelines, c/o DRAGON Magazine, as per the above and I began recycling all of my cans, bottles, be very interesting. address; include sufficient American postage or Interna- and newspapers. 3. How about a SPELLJAMMER™ computer tional Reply Coupons with the return envelope. In Then one day soon afterward, my gaming game from SSI? Europe, write to: Writers’ Guidelines, c/o DRAGON 4. Are there any foreseeable plans for a mass Magazine, TSR Ltd; include sufficient return postage or group got together for our weekly meeting. IRCs with your SASE. After the adventure was completed, I noticed compilation (perhaps a hardcover book) of all of Advertising: For information on placing advertise- that we had used 17 sheets of paper! That the variant classes and races published in ments in DRAGON Magazine, ask for our rate card. In equates to at least 900 sheets of paper every DRAGON Magazine? the United States and Canada, contact: Advertising 5. Did Waldorf or destroy Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan year. I assume that this is the average for most Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, four- or five-person groups. Considering the ? If so, how does Mika continue to contact: Advertising Coordinators, TSR Ltd. hundreds of thousands of gamers worldwide, adventure in the so-called destroyed lands? Or DRAGON is a registered trademark of TSR, Inc. should I just disband all cohesion as I usually do? Registration applied for in the United Kingdom. All rights this creates cause for some concern. to the contents of this publication are reserved, and If all the gamers reading this magazine began 6. Is there any such thing as a lawful-neutral nothing may be reproduced from it in whole or in part recycling the paper used in their campaigns and dwarven paladin? I seem to recall something in without first obtaining permission in writing from the a previous issue about just such a character. If publisher. also began using recycled paper, we could put a ® designates registered trademarks owned by TSR, large dent in the amount of paper being used so, what are the rules for one? Inc. ™ designates trademarks owned by TSR, Inc. Most every year. I also wonder if DRAGON Magazine Zach Howard other product names are trademarks owned by the would consider using recycled paper in the Crownsville MD companies publishing those products. Use of the name of any product without mention of trademark status should printing process. not be construed as a challenge to such status. I am not asking gamers to make any big 1. We don’t know the oldest un-discovered ©1990 TSR, Inc. All Rights Reserved. changes, just a few small ones that can make a mistake in the history of the magazine because Second-class postage paid at Lake Geneva, Wis., it is still undiscovered (nyuk, nyuk). U.S.A., and additional mailing offices. Postmaster: Send big difference. address changes to DRAGON Magazine, TSR, Inc., P.O. David S. Morgan Continued on page 7 Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, Beatrice AZ ISSN 0279-6848.

DRAGON 5 Morals: Modern vs. Medieval

Craig H. Barrett’s “Forum” letter in the June issue (#158) brought up several good points regarding alignment in the AD&D® game. Briefly, he said that he’d like to see practical examples of alignments in a typical AD&D scenario. How differently would a lawful-good being act from a chaotic-good creature in a given situation? And more important, why would he act differently? Craig also states that all play- ers and DMs bring a lot of modern moral and ethical “baggage” with them whenever they play, and he reminds us that this might be incongruous in a game that is loosely based on the society of medieval Europe. He went on to point out that what we find morally permissible today and what the people in medieval Europe thought was acceptable are, in many ways, vastly different. Slavery, religious inquisitions, the Crusades, and witch hunts didn’t hap- white. Good is always good, and evil is on police/crime shows, qualify as neutral pen by accident; they all were, at one time always evil. has no such absolutes. good. They’re willing to bend a law or two or another, supported by various govern- Reality is all the varying shades of gray, in order to get the bad guy. ments and churches. Barrett’s central which makes sorting out the good from Chaotic good is exemplified by many of question was, do we adopt these historical the bad very difficult at times. I believe Errol Flynn’s movie roles. His Robin Hood values into the modern game’s systems, that the AD&D game’s relative simplicity is is the ultimate chaotic-good hero. Burt and the alignments specifically? one of its main attractions. You know that Lancaster’s early films also have a definite Although the concept might make an big, red, fire-breathing lizard is evil, and chaotic-good theme, especially The Flame interesting experimental campaign, for the it’s up to you to stop him. That certainty and the Arrow and The Crimson Pirate. game as a whole I must answer no. It’s isn’t very common in real life. Examples of lawful evil range from Sir obvious to me that, when reading through Craig also took examples of rulers from Guy of Gisbourne and the Sheriff of Not- the alignment descriptions in both the history (King Richard the Lionhearted, tingham to the TV and movie versions of AD&D 1st and 2nd Edition games, the align- King Louis XI of France, and others) and organized-crime syndicates of today. For ments are described from a modern moral asked if these men, who are now regarded comics’ readers, both Lex Luthor and the and ethical standpoint. This is a modern as “good” leaders, would be lawful good Kingpin of Crime are lawful evil. game after all, designed by modern people— within the game. He didn’t think so, and I As neutral good is the best of the best, so with all their attendant “baggage.” agree with him. All alignments simulate neutral evil is the worst of the worst. A Many of the basic freedoms we take for certain ideals in a form compatible for use neutral-evil character is out for only himself. granted now (freedom of speech, and even in the game, but they’re not applicable to His methods of getting ahead don’t matter, as the right to quit our jobs if we choose), real life. long as he gets there. He cares for nothing were unthinkable in medieval times. It’s Assigning alignments to real people is and no one other than himself. Many TV hard for many of us to put ourselves in terribly difficult, but it is possible to apply villains qualify, eliminating any obstacles to the place of the medieval serf who could many of the game’s alignments to fictional their advancement as they arise. not quit the tract of land that he farmed characters. Using media sources, here’s Chaotic evil is the alignment of the terri- for his feudal lord. how I see the nine alignments: ble horrors that kept us up all those nights Also, applying artificial concepts like the Lawful good is epitomized by almost all when we were younger. From giant movie game’s alignments to real life just doesn’t of John Wayne’s early films, especially monsters bent on the destruction of Japan work (I tried to do just that in an early those in the World II genre. Also, to the demons of the AD&D 1st Edition draft of this editorial). Perhaps the main Three Hearts and Three Lions, a game (they are the best examples), they de- reason why doing that is all but impossible novel by Poul Anderson, has for its hero stroy simply because they feel like it. is because so many people have differing Holger Carlsen, a man who is not only Lawful neutral is the domain of many of opinions on the issues of today. A prime lawful good but also is the perfect example the media’s satirical ideas of government. example is the group of people that feel of a paladin. Huge, self-perpetuating bureaucracies that AD&D, and RPGs in general, are evil. I agree with Craig that neutral good is filled with self-important pencil-pushers I don’t agree with them, but they are the “best” good. Unconcerned with law or are wonderful examples of this alignment. entitled to their opinions. chaos, neutral-good beings are only inter- To lawful-neutral beings, rules exist for Even with nine alignments, the AD&D ested in goodness (e.g., the ends, not the their own sake. game is basically still a game of black and means). Numerous TV heroes, especially Chaotic neutral can be demonstrated by

6 JULY 1990 one particular fictional character that is not normally equated with gaming: Daffy Duck. In some of his films, Daffy is the hero; in others he plays the villain to Bugs Bunny’s good guy. And in all of his films he is completely unrestrained; he lets his emotions and temper get the best of him, and he’s never too concerned over the consequences of his actions. Your chaotic- neutral character need not act like Daffy (your DM wouldn’t appreciate your cack- ling and bouncing off the walls, I’m sure), but keep him in mind when you get stuck in an alignment dilemma. To sum up, you can’t apply alignments to real life. The AD&D system is far too simplistic to adequately represent the intricacies of modern (and medieval) soci- eties. There are far too many differing views on who and what is “good” or “bad” to make any absolute decisions about real life. Talk to your DM about how he sees the various alignments, work out some broad outlines, and don’t let reality mess up your enjoyment of the game.

1990 ® Game Fair errata: The insert in issue #156 incorrectly re- ported that the Gamemasters Guild of Waukegan was one of the organizers for the miniatures and board gaming events at this year’s convention. The point of con- tact for this gaming area is Glenn Johnson, who may be reached by phone at: (708) 356-5069.

Letters Continued from page 5

2. Mention was made of a BUCK ROGERS™ print). Mika (of ’ GREYHAWK® novels) computer game in “Buck is Back,” in issue #157. would never notice anything different regard- The GAMMA WORLD game has been discontin- less of what either of these two did. You can ued and we have stopped running articles on it disband all cohesion if you like, but I haven’t the in this magazine, but just between us, I agree faintest idea of what you mean by that. that such a computer game would be very 6. The reference to lawful-neutral dwarven entertaining. POLYHEDRON™ Newszine will paladins came from an editorial comment I cover the GAMMA WORLD game. added to a “Sage Advice” question in issue #118, 3. Again, this is a neat idea, but we will have page 69. Basically, a poorly explained rule in an to wait and see what comes up. extremely old set of rules for the D&D® game 4. The chances are about nil for any hard- (Supplement 1, Greyhawk) produced some bound compilation of DRAGON Magazine mate- confusion that allowed oddities like the above to rial. However, we are still taking votes for appear The glitch was fixed in later rule books, material for a future “Best of” anthology (as per but a few of the more unusual character types the reply to a letter in issue #158). Write down continued to see play in various campaigns. the articles and material you would most like to see in such an anthology, and send your votes to: DRAGON Magazine Anthology, PO. Box 111, Lake Geneva WI 53147, U.S.A. 5. Waldorf claimed to have destroyed the lands of Greyhawk (see DRAGON issue #137, “Letters”), but this was fixed later on by an assortment of characters (see issue #149, “Let- ters”). Tharizdun was himself destroyed or imprisoned long before he or his followers could destroy the world of Greyhawk (see WG4 The Forgotten Temple of Tharizdun, now out of

“Come, then, if ye are so bold. See what the deeps of wildspace have to offer,” Elmin- ster said, and he smiled at me, almost sadly. “But mind: The Realms, now—they’re home, an’ ye know enough to recognize trouble when it raises blade or hand to smite ye. Ye will have no such comfort in space. Some places even the gods avoid!” He gestured toward the Helm—dark, si- lent, and menacing. It waited patiently. “Sit,” he said simply, “and take thy vessel to the stars. Only remember this: When ye sail, there’s always one extra crew member at thy elbow.” He paused. Silence stretched. I sighed and asked, as expected, “And who might that be?” He smiled again. “Why, Death, of course.”

Adventures in the SPELLJAMMER™

by Ed Greenwood

Arcane space, the endless stellar cam- intrigue and menace also lurk. Here is the paign setting introduced to AD&D® game legendary spacehaven of Refuge. players in the SPELLJAMMERTM boxed set, Refuge is the name of both a moon and has unexplored corners aplenty—so many, the base thereon, found in a small crystal in fact, that given the violent and danger- sphere near . Established and ous state of affairs that governs much of controlled by the Arcane, it is the largest known wildspace, any adventurers who off-world base known to spacefaring hu- tried such wholesale exploration would mans where the Arcane build, repair, and undoubtedly spend their lives in such an modify ships (for the usual high prices). effort—both cheaply and soon! Safer and far more tightly controlled than Many hidden delights and dangers of the famous Rock of Bral, Refuge is used by arcane space will no doubt come to light in many prudent and good-aligned adventur- the years to come. Here is one known to ers in space as a “vacation destination” many who venture into the unknown, a Refuge’s large sun has only one planet, destination that serves beleaguered space- its single moon Refuge, and a small outer farers as a way-base. Here, aid and sup- planetoid. plies can be had, pleasures await, and

10 JULY 1990 Welcome The Guardian Ring The outermost planetoid is known as Refuge itself is protected by a ring of 24 getting items out of backpacks, and the Welcome to spacers; sighting it assures stone golems floating around the base. like). If the hand tries to grab another them that they’re in the right sphere for These guardians are a gnomish invention being, the original victim automatically Refuge. Those who’ve visited before also known as “space golems.” They can be escapes. If the hand strikes a blow at know that a strong defensive navy waits found elsewhere in space, usually guard- another object while grasping a victim, the on Welcome (which has hidden, inner- ing planetoid bases or gnomish cities on victim receives 1d8 hp further damage. cavern repair docks of its own), ready for worlds that gnomes share with threaten- Each golem’s hand is considered to have trouble. These spelljammer craft, of all ing neighbors. 10 hp (1 hull point) for purposes of break- known designs (scorpion and turtle ships Fitted with minor helms, each space ing it to render further grabbing attempts are well represented, but the Arcane play golem has these statistics: AR 1; Saves as: impossible. The shoulder of a golem is also no favorites among races and designs of stone; Weight: one ton; MC C. Its SR de- considered to have 10 hp or 1 hull point spacecraft) are crewed by humans and pends on the spelljammer aboard it (in this for the same purposes. loyal to the Arcane of Refuge. case, all are priests of at least 5th level, A golem can throw grasped beings or At least 50 ships are based on and in giving the golems SR 2). Each golem has 60 rocks, doing 2-20 hp (or 1-2 hull point) dam- Welcome, many docked in covered craters hp (6 hull points) and carries only enough age to things struck by such missiles. The or tunnels. They serve to escort or tow air for very short voyages (e.g., to Wel- missile itself suffers double that damage! crippled ships into Refuge, to quarantine come and back) or for close-range battles. The golems are usually crewed by hired suspected “plague ships” (carriers of dis- The slow power of each space golem has human spacers. Each command cabin ease) or “bomb ships” (sent regularly by been lost in its conversion to a ship (it contains the captain, the on-duty spell- the neogi and the eye tyrants, who would affected the operation of the helms and jammer, and an off-duty spelljammer who like to seize Refuge), and to break up any was removed). has full spells. The spelljammers are all running battles that come into the sphere The captain (in all cases, a 4th-level priests of not less than 5th level, so that from the flow outside. warrior) and the spelljammer work in a they can heal their fellow crewmembers. A dozen or so sarphardin are always to chamber within the golem’s head. The The Arcane, who don’t miss a trick, have be found around Welcome, enjoying the eyes of a space golem emit continual light taken care to establish temples to all of show. Welcome has its own radiance, beams when metal covers are slid back these priests’ gods in Refuge, to give spac- provided by the Glowmoss Gardens from two wands nested in stone niches ers a place to worship (a 5% tithe of all tended on its surface. The properties of just beneath the eyeballs. The eyes also offerings goes to the Arcane) and to per- this beneficial natural growth and the serve as viewports for the crew. mit the priests to gain spells in answer to abilities of the sarphardin are described in A large cabin on the golem’s back con- their prayers. the SJR1 accessory. tains four gunners (all 1st-level warriors) and two medium ballistas. The space go- The Salvage Ring Below lem can also ram (treat as a normal ram The Arcane buy fragments of old space- The uninhabited world that Refuge attack) and use its fists to punch or grab. ship hulks (no questions asked) for scrap- orbits provides visiting ships with free The fists of the golem are controlled by reuse, salvage, and spare-parts purposes. fresh water and air, but the Arcane recom- the captain and his second, operating These are tethered together in a huge ring mend that visitors not land there to ex- levers set around them in seats located in orbiting Below, inside (“below”) the orbit plore or attempt their own repairs front of the helm. Each fist may strike of Refuge. Any ship limping into Refuge because the world (known as Below) is once per round (at THAC0 7 and strength minus its turret, mast, anchor, or the like very dangerous. 22) at a ship or target in the same hex can find a replacement—for a price. The reason that Below is dangerous is only, doing 2-12 hp damage. Every 10 hp Pirates, scavvers, and other spacefaring because the Arcane have a sophisticated damage equals 1 hull point (round frac- monsters have been known to lurk amid base there that they don’t want anyone to tions down) if directed against a ship. the grinding, ever-changing chaos of the find. They regularly stock Below with Attack rolls of 19 or 20 also mean a Salvage Ring, but the Arcane use hired nasty roaming monsters gleaned from critical-hit result against the ship. A blow Giff patrols to prevent all attempts to steal hundreds of worlds to discourage both that strikes a character does 2-12 hp dam- from the ring or permanently settle in it. snooping and settlement (DM’s note: age. Items on or held by struck characters Everything from cartoon characters to should save vs. crushing blow, and a suc- Arcane trade modern soldiers can confront PCs on cessful strength check by the victim is On Refuge, the Arcane sell a wide vari- Below, which is covered with dense tropi- required to avoid falling once struck. ety of helms, weapons, and so on. For cal jungles and shallow seas.) A “grab” attempt by the golem can grap- those who can afford it (the term “Arcane The Arcane run expensive, carefully ple a ship or shear off its superstructure robbery” is used in arcane space in the guided monster hunts on Below as plea- (depending on what item the hands con- same way we speak of “highway rob- sure outings for space-weary adventurers. troller was grabbing at). A ship can be bery”), just about anything is available on These can serve as rest-and-recreation, grappled for up to two rounds before the Refuge—in every size and in matched sets. experience building, and warm-up outings, golem’s hand slips free. Special orders appear mysteriously on but adventurers with “great hunter” If a victim is grabbed, the grip does 3-24 Refuge by means of Arcane subterfuge. dreams are warned that assassins and hp crushing damage, takes the character Their most common trick is to release a pirates view such outings as excellent off his feet, and forces all items worn or barge from a planetoid known only to the opportunities to take target practice, elimi- carried by the character to save vs. crush- Arcane, on the outer edges of the crystal nate rivals or targets they’ve been hired to ing blow at - 1. Grasped characters may sphere, on a course that will bring it be- kill, or pick up a few useful magic items or wriggle free in two rounds. If held on the hind Below. The needed materials are good weapons by eliminating the owners. round after being grasped, a character shuttled up to the barge from Below’s base may automatically strike the hand with a by one of the spacecraft that the Arcane weapon but may not cast spells or per- keep hidden there. The barge then pro- form other intricate activities (such as ceeds grandly on to Refuge, appearing drinking potions, reading, picking locks, “out of nowhere” and enhancing the repu-

DRAGON 11 tation of the Arcane for mystery and of other races to roam the darkened, some unknown, vastly powerful weapon) power. Such barges are often towed by muffled tunnels, but almost everyone who and an expressionless Arcane banker, sarphardin. visits Refuge takes at least one curious whose considerable weapons and powers look into the dark ways below, often while (as chosen by the DM) are hidden until Link-hops visiting one of Refuge’s taverns (such as needed. Various small flitters run regularly be- the rowdy Horn Sharr). Those who have The Great Vault: One bank administers tween Below, the Salvage Ring, and vari- done so often report that strange crea- the safe-storage area: a series of secure ous points of interest on Refuge, including tures and even weirder animated metal caverns in which depositors can leave the banks, safe-storage area, dry docks, automata move through the tunnels from their magically imprisoned friends, foes, hospitals, casino, and taverns. Flitters are time to time. Powerful wizards are often monsters, or artifacts for rainy-day use or typically ships in the worst possible condi- seen enjoying a quiet pipe by the light of to meet a future debt. It is rumored that tion (to discourage theft) and are always some dancing lights as they stroll home this vault contains magical items of awe- unarmed. Their crews, however, are al- through the dark—and no one bothers some power, but that the Arcane contrive ways heavily armed with rare magical them. Beings of lesser power, however, to lose spheres of annihilation and the items (sets of iron bands of Bilarro and avoid using the tunnels except in despera- orbs of world-rending developed by mad darts of paralyzation are favorites) as well tion or in large groups; most regulars of (a weapon whose making is now as conventional weaponry, and are trained Refuge use one or two short, known un- thankfully a lost process). and positioned so as to protect the helm derground routes and ignore other oppor- Dry docks: The dry docks on Refuge are and spelljammer from attacks. tunities to go below. The oldest vast. Each can handle 30 ships at a time inhabitants of Refuge sometimes whisper and is always full, except for the two about the Watcher Below—a gigantic be- emergency bays the Arcane keep open to Refuge—the surface holder that drifts silently along the light- accommodate those clients who barely Refuge’s surface appears to be a huge, less ways, killing and eating those manage to limp (or crash) into Refuge. well-tended garden, studded with luxuri- creatures it catches, and taking any valu- There is no better repair facility in all of ous homes (rental villas for spacefarers) ables they carried—including magical space, when it comes to repairing a wide and occasional larger structures—the items, which it uses against opponents. variety of ships and replacing key compo- banks, the Great Vault (a safe-storage These tales are true and yet not true. nents (such as helms, weapons, and armor fortress), several large hotels, two dry For example, the Watcher Below exists, plating) in a short time. The rates are very docks, some hospitals (perhaps the most but it is an undead beholder controlled by steep, but the work is very good. Ship advanced medical treatment centers found the Arcane, used to capture, slay, or rob captains who nurse aging galleons and in known space), an elegant if sometimes specific creatures. It uses no magic except venerable ships of even older designs deadly high-stakes casino, and several that of its surviving eyestalks, but it al- around the spaceways often take their taverns. These larger features are widely ways cleans up after itself by taking bodies vessels to no other mechanics. This is the separated for safety’s sake, in the event of and gear away to hidden caverns using its reason for Refuge’s constant dock waiting an attack from space. Refuge is not unde- mouth. The items are retained by the list. “It’s worth the sail to Refuge,” as the fended, of course. Here and there amid Arcane; if they don’t see a use for an in- saying goes. the plush gardens, heavy catapult and tact body, it finds its way onto the fertil- Hospitals: Refuge’s hospitals are also heavy ballista turrets rise on stony towers, izer shuttle to Below—or onto the plates of very good. High-level clerics of Ptah and their ammunition stored in caverns be- daring eaters who sample special menus in several gods of healing, succor, and mercy neath them. the casino. are in constant attendance on the sick. Refuge has very seldom been attacked, Notable among Refuge hospital staff are however. The Arcane are said to defend it expertise in the recognition and treatment with a secret weapon—some sort of planar Business on Refuge of all manner of poisons (bolstered by the vortex that sucks ships into a whirling Banks: The banks on Refuge guarantee presence of a heavily guarded, lush, and maelstrom in space, from which they return of all monies. If they are robbed sprawling antidote garden), and represen- never emerge! (It is not known whether (and no one can remember a successful tation on staff of all major spacefaring such a weapon is in place on Refuge or hold-up or theft from a bank on Refuge), races, so that conditions and symptoms whether this is merely a clever rumor all deposits are covered. They also give out peculiar to a race can be swiftly diagnosed started by the Arcane; few seem eager to information on accounts to nobody except and treated. find out.) heirs in the event of the proven death of a Mercenaries and more: There are Giff depositor. Several currencies are in use, mercenaries for hire on Refuge (and one Refuge—within gold pieces being the standard for small can buy the smoke powder to hire them The interior of Refuge is honeycombed amounts, and gems or smoke-powder here, too). It is true, as they say, that “you with many secret tunnels. These lead to charges seeing common use for larger can get anything you can afford” on Ref- alcoves and chambers crammed with amounts. The Arcane are equipped to uge, but the Arcane are interested in oxygen-producing plants, prison cells, handle all currencies except slaves, and keeping everyday conditions on Refuge helm and locator storage vaults, etc. The they often take ships or ship equipment itself and in its crystal sphere very much moon’s atmosphere is artificially renewed “in trade” for discounted values. as they are now. An adventurer wishing to on a constant basis by several hidden Admittance to an account is by presenta- purchase several thousand warships and crowns of the void (detailed in SJR1 Lost tion of a secret symbol drawn by the the ammunition, crews, and weaponry to Ships), as well as by the plants, trees, and account holder in his own blood, matched go with them would encounter delays, mosses on the surface and in the tunnels. against a specimen left in the banks keep- quality control problems with the weap- A common (and true) legend among ing. A pass phrase must be used simultane- ons, all sorts of beings who’d like to part visitors to Refuge holds that there is a ously, and this admits the account holder him from the money with which he’ll pay secret way or three into every building, to a heavily armored chamber. Inside are for all of this, and so on. and that it is possible to travel between several guardian golems whose weapons any two places on Refuge without ever and powers are well displayed (including emerging on the surface—if one knows glowing rods that have no function at all Trouble on Refuge how. The Arcane do not encourage beings except to give would-be robbers a fear of All is not well on Refuge (of course).

12 JULY 1990 Dopplegangers, mimics, and mind flayers other spacefaring races to continually looking, laconic man sports an eyepatch have begun to infiltrate the populace, and fight and scheme among themselves. and some well-used blades at all times. He there have been several nasty little strug- The Arcane keep law and order, how- can be seen in taverns and festive houses gles between various rival groups among ever, in a curious manner. Temporarily on Refuge, watchfully guarding this or them and the Arcane. Smuggling cabals hired hit teams of adventurers are often that temporary employer. Strantor is said and military brotherhoods have also assigned to guard visitors, control crowds to be one of the best bodyguards any- thought it a good tactic to take a hand or at entertainments, assassinate or guard where, with several magical tricks hidden two in how things are run on Refuge, and individuals, break up disturbances and about his person, including something are joined by individual thieves, fences, gatherings, foil expeditions into the under- mysterious and terrible under his and mercenaries. tunnels, and so on. Adventurers who visit eyepatch. He is quite callous and readily Visitors to Refuge may be recruited by Refuge may be called upon by a short, cuts his losses and leaves if a client gets one or more of the rival factions in this impeccably polite human or two; these killed or is taken by strong forces. But he ongoing covert power struggle. More urbane types represent the Arcane in less never switches employers in the middle of often, visitors are manipulated to serve as important negotiations of all sorts. These a job nor takes bribes. One must have unwitting tools in this or that plan. This include the roly-poly, mustachioed man some rules, after all, even on Refuge. often involves the PCs attacking an “en- known only as Harmond and an urbane, Asreena Chalorna: An agile dancer of emy” who thinks them to be in the hire of witty, calculating lady (whose hair is al- haunting beauty, Asreena came to Refuge a rival, and whose forces may be killed or ways swept into fantastic arrangements some years ago in the hold of a pirate ship weakened in the battle—while the “ene- involving filigreed crowns and gem- whose crew had almost entirely suc- my’s” property is stolen or vandalized by dangling tiaras) known as Vrentyna of the cumbed to some strange malady. The the manipulators. If this sounds compli- Hundred Keys (to mens’ rooms, tavern captain and his last hands soon perished in cated, be warned: This sort of intrigue is regulars say, not joking). For 1,000 gp a the taverns of Refuge, presumably from the order of the day on Refuge! day, a little job like breaking up a tavern the same sickness (cynical observers brawl that’s expected to erupt in the next termed it “a surfeit of poison”), and three days may seem attractive indeed. Asreena claimed the ship and its cargo as The law But taking on such commissions, of her own. Selling it off to a desperate Justice on Refuge is administered by the course, will win PCs the undying enmity buyer, Asreena became instantly wealthy. Arcane, who have a loose, unwritten, but of those who are behind the troubles. Over the years since, a series of shrewd widely understood code of behavior Such troublemakers tend to be agents of deals, fast courtships, and timely maladies roughly equivalent to that of most toler- the neogi, beholder, or races, as among her husbands have made Asreena ant, merchant-dominated medieval cities well as a few dangerous humans who very wealthy indeed. She still enjoys court- (such as in the FORGOTTEN think themselves fit to rule all of wild- ing and marrying visitors to Refuge, REALMS™ campaign). The Arcane serve as space. The DM can spin many continuing however—and has managed to avoid being on-the-spot, no-delay judges, and they adventures out of such and ha- killed by the few who escaped her customarily consider appeals only upon treds, to bear out the rueful spacer saying clutches yet left most of the contents of offers of astronomical bribes. that “There’s no safe place like Refuge.” their purses and coffers behind. Most punishments involve confiscations Shaundan Thyritar, “The Mad One”: This of goods and fines. The Arcane willingly Regulars of Refuge tall, gaunt, heavily muscled adventurer deal in mortgages and other forms of The DM is encouraged to develop a was once a bold and proud pirate captain credit, because survival as spacefaring small cast of enigmatic regular NPCs to but is now a mere shadow of his former beings for debtors often depends on Ar- people Refuge. A few suggested characters self. He met up with some strange beast in cane supplies, giving the Arcane a good are given here, though their true natures the starry deeps and did not escape with chance of collecting what is owed. and powers are left to the DM to foil those his sanity intact. The Arcane have no regular police on players who Read All And Know Too “The Mad One” spends much of his time Refuge, only a sort of “dogcatcher” team Much. drinking alone in the taverns of Refuge, of Arcane that arrives to charm, hold, Halass “The Nimble”: This cynical, watching those around him suspiciously drug, bind, or cage unruly beings of any smooth-tongued little man is often seen in and loudly whispering, “I know the secret race, then cart them off to a “cooling the taverns of Refuge, his hands toying of the Arcane!” If he ever did know this house” to simmer down, receive medical with the curves of a flagon. The level of secret, Shaundan’s crazed mind cannot treatment, or be quietly interrogated and the liquid within never seems to go down recall it now, even with magical scrying, terminated. This force is used only as a much, and Halass never seems to do much curing, or other aid. last resort, after hirelings have failed to or go anywhere much—save perhaps on a Shaundan whiles away his time in his keep the peace. Its composition and weap- stroll through the park paths to the next own little world, occasionally emerging onry are left to the DM. Beings who really tavern. Yet he seems to know where any- with glee and gusto to participate in a anger the Arcane can expect to be strip- thing or anyone can be found on Refuge— tavern brawl, attacking indiscriminately ped of all belongings and “accidentally” for a price. but with deadly intent. He also offer him- introduced into the clutches of illithid or Questioners who reveal too much to self to aid causes or needy PCs that he neogi slavers, far from their homeworlds Halass may find out the hard way that he overhears, and accepts hire-money as a or allies. got to a particular place or thing before bodyguard, adventurer, or even cargo- The Arcane themselves keep a low pro- they did, and removed something (or loader (all of which bring him coins file, except for a few ambassadors who several things) that they were after. needed for his tavern visits). Occasionally can always be reached for quiet negotia- Whether he is himself a master thief or lucid and even noble and heroic, he is tions, such as Nuath (usually to be found merely has very good connections remains unreliable and erratic—but PCs may find at the third table on the right at the aptly unknown. It is certain that three neogi his helping hand when they least expect it, named The Low Dive tavern), and Maalu- using magical disguises once assaulted him in the taverns, tunnels, and dark depths of bryn (who frequents the benches, pools, in a tavern on Refuge—and wound up Refuge. and bowers of The Sly Wink Dining and very dead, without even managing to spill Belndorn “The Battleaxe”: This hearty, Wining Gardens for Friendly Folk). There’s the little man’s drink. hardened space veteran carries the scars more money to be made in allowing the Strantor “One-Eye”: This 7’-tall, battered- of a hundred space-combats and can

DRAGON 13 gruffly tell you all about every one of quietly in darkened bedchambers until the them, too. A dwarf of considerable battle occupants of said rooms are up to some- skill, Belndorn is never without at least thing interesting (particularly plotting two throwing-axes (even when surprised adventuring deeds that skirt laws closely, in bed!) and a lit, stinking cigar. He wears or involve secrecy)—whereupon Helm-ho an incongruous mixture of clothing from makes it clear that they’re not alone. several worlds, with odd pieces of armor When attacked, Helm-ho always laughs underneath (bolstered by magical bracers), and does nothing. He (or it—the voice is and disgusts the delicate of stomach by his deep and masculine, but that may not habit of chewing his cigars from one end mean anything) appears as a man-size suit while smoking them from the other. of full plate armor with an open-fronted Belndorn is willing to pitch into a tavern helm. There is nothing in the helm; it brawl for the fun of it all. For a price (or if seems to be worn by something eyeless a beautiful human, elven, or dwarven and invisible. If Helm-ho is attacked, the female catches his eye), he’ll even accom- suit of armor simply—and abruptly—falls pany PCs on an adventure or an outing or apart with a clatter, revealing nothing to two on Refuge, but he’ll never stop emit- be within. ting gruff and salty advice from one There will be no further trace of Helm- breath to the next. He regards all elven ho for at least 2-12 rounds, even if the males as spineless, silly dandies, and most armor is locked in a chest, scattered, or human male spacers as pitiful idiots—and destroyed. Then Helm-ho will reappear, he tells them all so. His continued survival with new armor if necessary, and greet his is a testament to his speed, skill, and hid- destroyers with the same deep, jovial voice den magical items that he’s picked up over as before. the years. Like many spacegoing dwarves, The true nature of this being remains a Belndorn seems to have less trouble work- mystery. Several adventurers have man- ing with magic than the dwarves of aged to assemble half a dozen useful suits Krynn, Oerth, and Toril. of armor on a visit to Refuge by judi- Helm-ho, the Faceless Void: This mysteri- ciously destroying Helm-ho at the right ous being can often be found in tavern times. The greedy are warned that the back rooms and private parties of Refuge, Arcane seem angered by attacks on Helm- and he takes particular delight in sitting ho (who may serve them as a spy of sorts), and they often send hired hit teams to deal with those who attack the walking, talking suit of armor.

Rescue is at hand Every so often, the local adherents of the Pragmatic Order of Thought (a mili- tary brotherhood described in the SPELL- JAMMER boxed set) launch a raid against what they see as lawless or shady ele- ments on Refuge. The Arcane find the POTS forces useful as a “wild card” that breaks up the budding plans of the various cabals and factions that wish to seize control of Refuge. The Arcane therefore let this brotherhood operate freely. PCs who up imprisoned or en- slaved may be rescued by a POTS raid. The DM should stage a raid for local color and entertainment soon after the PCs first arrive on Refuge, then save the POTS forces for later PC aid. In this case, POTS members will attack whoever the PCs’ captors. are, in a noisy, breakneck, danger- ous assault. At least one rescuer will hold a flaming torch high, to let everyone know who’s responsible. Injured PCs could well wind up in a hostel or safehouse run by a member of POT, listening to a lot of plans and appeals for temporary PC aid in as- saulting this prison or that slaver. The DM should use this helping hand only if the PCs are unable to free them- selves. It should never occur so often that PCs begin to rely upon it was a backup. Remember the Sembian saying: “Adventur- ers dig their own graves.”

14 JULY 1990

Personal items 7th-level transmuter seated at a minor nology. Developed ostensibly for the Seek- Atmosphere cloak: Also known as a helm would move the ship at SR 2; with an ers to aid them in their surreptitious infor- cloak of air pockets, this appears to be an orbus ring, the ship moves with SR 3. mation gathering, the cloaking helm came average cloak and hood. When worn These rings are highly prized by spell- into high demand with militaristic move- outside any planetary atmospheres, the jamming mages and have been touted as a ments across the stars. As word leaked out cloak magically doubles the size of the great increase in spelljamming technology. of these new helms, assassins appeared wearer’s air envelope, which greatly in- Actually, the secret of making orbus rings virtually overnight, slaying many of the creases a character’s survival time away was lost for nearly a century until a hid- wizards involved in their creation. Those from a ship or planetoid. A human-size air den cache was discovered on the Rock of few who survived are scattered about the envelope increases to hold enough fresh Bral. The original rings varied in intensity, stars, reclusive as many wizards are. The air for 4-40 turns. some even granting an SR bonus of + 3! cloaking helms are sold through the Ar- When the cloak is worn in the presence Gamalon Idogyr, an expert on magical cane now, but they are making space a of fouled or stale air, the cloak generates items and spelljamming magics, is cur- treacherous place to travel. fresh air around its wearer three times rently the only known distributor of the The cloaking helm allows the spelljam- daily. This envelope exists only within the new orbus rings. The methods of their ming mage to divert power from moving hood of the cloak, which must be pulled creation remain a closely guarded secret the ship to wrapping an illusion of empty around the wearer’s head to be of use. (Cost: 18,000 gp; XP value: 2,000 space about the ship. This prevents the This pocket of fresh air stays in effect for Ship Items ship from being seen from afar. The cloak 2-20 turns, after which there is a 1-4 hour With the doesn’t inhibit the spelljamming mage delay before it can generate another fresh Cabinet of air restoration: recent flood of groundling adventurers from seeing the surroundings of the ship, air pocket. Note that this does not confer moving into space, the Arcane have intro- although those on deck can see only 300’ immunity to poisonous gases; the cloak duced a new item needed on many heavily in any direction. simply adds fresh air within the confines laden ships: an air supply device. Many of The only way to detect a cloaked ship, of the hood but does not remove any without or scrying spells, is these are being included with helms to ESP, detection, poisons from the air. However, the wearer new buyers (instead of offering helms by noticing a refractive effect the cloaked does gain a + 1 to his saves vs. poisonous ship has on bright light. If a cloaked ship with portal locators), but they are also sold gases and vapors either in wildspace or to older customers at the given price. passes closer than 1,000 yards to another within planetary atmospheres. (Cost: 9,000 ship, the space covered by the cloak ap- The cabinet of air restoration works on gp; XP value: 1,000) pears blurry, and light coming from be- the same principle as a furnace helm, by Boots of star striding: These boots drawing magic from magical items. The hind and through the cloaked ship are similar to all magical boots, shrinking small cabinet stands 2’ tall by 1’ wide; two changes colors, creating a slight rainbow or expanding to fit any S-M size creature. effect around the edges of the cloaked small doors in its front open to reveal a However, their usefulness is limited to ship. This is hard to see at a distance of hollow area 10” square in size. The front space adventurers. These boots allow a and sides of the cabinet are of dark hard- 1,000 yards, but it can be spotted by look- wearer to walk along a gravity plane with- outs expecting trouble (give a base 10% wood, but the base and repository within out drifting away from the ship. The boots the cabinet seem to be made of crystal— chance to spot a cloak, and modify accord- allow movement across any gravity planes, the same crystal found in many minor ing to situations). though movement is half normal due to The cloak can be maintained for a maxi- helms. When an item is placed inside the the lack of a solid surface. cabinet, the crystal glows a deep green, mum of three turns a day and can be A character falling or jumping from a brightening when it is producing fresh air. ship toward a gravity plane will come to When a charged magical item is placed rest on the plane with no oscillation within the cabinet, 1-3 charges are imme- through the plane. Any character falling diately drained away prior to any use. prone on the plane will remain there; With each subsequent use, the when the character orients himself as to cabinet of air restoration drains one charge from a which end is up and changes his position, magical item and generates 50 cubic yards the boots interact with the gravity plane of fresh air, enough to support up 12 and the wearer “bobs” up to the surface of people for one week before the air be- the gravity plane until he stands on it. The boots allow for running and jump- comes foul; one command word activates this function. ing to other gravity planes at the wearer’s A second command word activates the regular movement rate. Due to the flexibil- full potential of the ity of the gravity planes, the boots give the cabinet of air restora- tion, allowing it to regenerate the entire wearer a Jumping proficiency when used air envelope of the ship. When com- to leap onto other gravity planes (see page manded, the cabinet drains 1-8 charges for 61 of the 2nd Edition Players Handbook). every 10 tons of the ship and restores the The wearer can also use the Jumping atmosphere by one rank. For example, to proficiency when jumping from the grav- restore the atmosphere of a hammership ity plane to the ship with no damage or from fouled to fresh air, the cabinet would penalties. (Cost: 20,000 gp; XP value: 3,000) drain 6d8 charges from the item. The Orbus ring: This rare ring appears to atmosphere is now completely fresh and be carved from ivory with strands of will support a crew of 60 for four to eight platinum twining around the band. No months with its regenerated atmosphere. magical effects are noted by the wearer of (Cost: 6,000 gp) such a ring unless he sits in a spelljamming Developed by a team helm. The ring, utilizing the remains of an Cloaking helm: of Arcane and wizards of no small mea- orbus and some of its residual magic, sure, the has once again increases a ship’s SR by one rank. Thus, a cloaking helm expanded the levels of spelljamming tech-

16 JULY 1990 active only when the ship is below spell- are growing steadily, and her priests’ head of this type is keyed for a different jamming speed. Standard invisibility rules words may yet be proven true. but flawless illusion that alters the ship’s apply; if the cloaked ship attacks by using Note: These casks will not work effi- appearance. The figurehead can erect an ramming or missiles, any contact with the ciently if the ship carrying them leaves illusion of additional armaments, manned illusion causes it to dissipate. Thus, a Realmspace. Each cask then produces only and ready; it can project illusory top sails cloaked ship cannot attack while cloaked five gallons of water per week when out- or armor plating, making the ship appear (though it gains a + 4 on surprise rolls if side the crystal sphere of the Realms, to be impregnable. The figurehead creates entering the battle cloaked, dispelling the because of the limited influence of Eldath only one specific illusion that lasts until illusion with a ram to an enemy!). (Cost: beyond Realmspace. (Cost: 3,600 gp) contact with the illusion dispels it. Many 350,000 gp) Figurehead of wondrous power: pirates would hesitate to attack a ship Everfull cask: These casks appear to This sort of carved statue, usually a simple loaded to the gills with bombards and be the same as any water containers decoration on the prow of any seafaring crack crews manning the ropes! The illu- found aboard ship. Each contains a special ship, has been magically endowed with a sions are not effective in battle, and they enchantment that causes the cask to fill variety of powers to benefit a spelljam- last only until dispelled or until the mage with five gallons of fresh spring water ming ship. The magic resides in the carv- loses concentration on the illusion. These once a day. If the cask is damaged or its ing process and the wood itself. Few illusions can be summoned no more than cover is lost, no water is created. The mages know woodcraft well enough to once per day. (Cost: 27,000 gp) casks fill themselves and do not operate make them alone, and even fewer wood- As its name suggests, the figurehead of using command words. carvers know the magecraft to power speed boosts the ship’s rating. Carved Created by a clerical order of Eldath, these impressive items. from beech and granted emerald eyes, this everfull casks fulfill a multitude of pur- Each of the three known types of figure- figurehead adds two effective levels to the poses within Realmspace. Ships with the heads is carved from a different wood and spelljamming mage for determining the casks need never worry about short water bears a different gem. It taps into the ship’s rating. Thus, a 12th-level mage supplies or foul water during long voy- spelljamming energies of a ship, allowing seated on a major helm and utilizing a ages. Planetary colonies with water short- its powers to become activated. The fig- figurehead of speed acts as a 14th-level ages are aided by reliable sources of urehead operates only under the com- mage, effectively moving the ship at SR 7 water. And the Eldathian priests who mand of a spelljamming mage of 10th level instead of the normal SR 6. create these wonderful items raise money or greater, and the ship must have a major This figurehead is active only at tactical through the sale of the everfull casks to helm for the item to fully function. speeds. However, this additional speed finance temples to Eldath throughout The figurehead of attacks is carved from makes it more difficult to maneuver; the civilized space. This money also brings ash wood and has a ruby embedded in its ship loses one maneuverability rank due to more of Eldath’s clerics into space, thus brow. When used with a major helm, the increased speed and abnormal control of leading to a spreading of her religion. It is figurehead of attacks allows the spelljam- the ship. The speed does not affect true widely proclaimed by her priests that ming mage mobility while seated on the travel times, since it doesn’t operate at Eldath’s word will flow across the stars, helm. Usually a spelljamming mage spelljamming speed. The figurehead of and the goddess of singing waters will be “senses” the ship around him, but this item speed can be used for a cumulative dura- found everywhere in her water and wor- allows the mage to propel the ship and tion of one hour per week; after one hour ship. As of yet, Eldath’s worship is still simultaneously focus his senses through of enhanced speed in one week, the fig- limited to Realmspace, but her followers the figurehead, as if his spirit inhabited its urehead remains inoperable for 1-4 days, body. The figurehead is also animated by recharging its magics. (Cost: 36,000. gp) the mage, and as long as the mage main- “Griffon’s claw” grappling hook: tains his concentration, the figurehead This elaborately carved grappling hook remains mobile. (Many owners of this item resembles a giant raptor’s claw. When a simply place it on deck to fully use its command word is spoken, the hook Levi- powers.) The figurehead of attacks even tates up and flies toward its target allows the mage to engage in combat while (pointed out by the controlling character) the mage is on the helm. The figurehead up to ZOO’ away. The claw has a THAC0 of attacks as a warrior with a level equal to 12 and digs into the wood of their target the ship’s rating. Its hardwood fists each ship. The claw cannot be removed from do 1-4 hp bludgeoning damage. If the the wood, but the wood may be cut and mage’s concentration is broken by a criti- the claw will remain in it. Only a second cal hit on the ship, difficult maneuvering, command word from the controlling char- acceleration to spelljamming speed, etc., acter releases the claw’s grip. (Cost: 450 gp the figurehead becomes motionless and no per set of two; XP value: 50) longer under the mage’s control. The Mage Shot: Mage shot is a generic term figurehead of attacks can be animated for used for a number of magical weapons up to 20 consecutive rounds once per found in Realmspace. The term refers to week. (Cost: 54,000 gp; XP value: 5,000 xp) ceramic catapult shot, either enchanted or The figurehead of disguise is carved filled with some potions. All mage shot is from cherry wood and has a large black weighted for a light catapult, and only one onyx set in its forehead. Whereas the shot can be fired at a time. other figureheads of wondrous power are Mage shot can be filled with any potion usually human in form, this figurehead is that has external effects, such as oil of usually carved to resemble a couatl, its tail impact or oil of fiery burning. Some mage stretching beneath the prow and its wings shot contents are new and do not conform embracing the sides of the ship. When the to any of the known magical oils. A few of spelljamming mage activates this item’s the more common missiles are described power, the ship’s image wavers for a as follows. The cost of mage shot depends round until the illusion is set. Each figure- upon the potion it holds.

Artwork by DRAGON 17 The light ceramic of the mage shot is contact with flame, it contains the flame, Man-o’-War and Elsun was killed. The quite strong and will not shatter while in not allowing it to spread. However, the oil cutlass fell overboard in the melee and is storage or while rolling loose on deck. dries out the wood, reducing its effective- assumed to be adrift in the Flow between Only high-speed impact with its target ness to 4-40 days on subsequent applica- Oerth and Krynn. (XP value: 3,000) causes the shot to break open, releasing its tions. This oil has become quite popular Gauntlet of Tamus: This heavy steel magical contents. Note that giants, with with ships that sail the Flow, lessening ’s origin is unknown, despite any their missile-throwing abilities, are strong dangers of critically damaging a ship while number of people who claim to know the enough to use mage shot effectively. sailing the flammable sea of space, (Cost: “truth of such matters.” This device, made Shatter shot is a variant of mage shot 1,800 gp per five-gallon cask) of light chain mail and sheathed with filled with a mixture that causes an explo- metal plate, has become a much-prized sion upon impact. The fluid expands rap- Unique devices tool for the giff—an item so great in power idly when it comes into contact with air, Blackjammer’s cutlass: Revered by and danger combined that it would suit no and it essentially blows the stone apart pirates and freebooters throughout wild- other race. The gauntlet of Tamus re- when it hits. Persons within 30’ of the space, Blackjammer’s cutlass is notorious ceived its name in an isolated skirmish impact area take 1d12 hp damage from as the ultimate freebooter’s weapon. The during the Unhuman Wars. A giff merce- shrapnel. If a shatter shot hits a ship’s hull, possessor of this weapon is usually held to nary found the gauntlet within a cave on it causes 1d2 hull points damage. (Cost: be a great captain as well as a fierce war- an asteroid in the Calotian system. Wear- 750 gp per shot; XP value: 80) rior. If this cutlass is wielded in battle, the ing it into battle against some very sur- Skunk shut is a catapult stone filled with morale of the associated pirate crew gains prised , this giff found the gauntlet’s a liquid that evaporates quickly in open a +3 bonus. power of generating explosions of tremen- air; the thick green fluid combines with This weapon is a heavy cutlass of an- dous force much to his liking. Though he the air in a ship’s atmospheric envelope cient design, with an elaborate hilt depict- soon succumbed to excessive damage in and generates a greenish, billowing fog. ing a sailor being keelhauled. The blade is battle (mostly caused by the gauntlet), The fog expands to a 20’-radius cloud remarkably light compared to other cut- Tamus secured a place for himself in giff centered on the point of impact, duplicat- lasses, but the standard damage applies folklore. ing the effects of a stinking cloud on crew- (1d6/1d8). The blade does not resemble As any giff will tell you, the gauntlet’s members within its confines, and obscures metal except for the hilt, its cutting edge correct name is The Mighty Gauntlet of normal vision within the cloud. This mal- being a nonreflective black substance Colonel Tamus Ewdun, Field Commander odorous fog dissipates in 2-8 rounds, but resembling onyx. and Sub-Admiral of the Fleet. The gauntlet its stench lingers for an additional 2-12 The cutlass’s power resembles that of a can create an explosion three times per rounds. If the optional morale rules are defender sword, but it allows for no day, not unlike a fireball but without used, the effects of skunk shot weakens choice of defense and offense bonuses. flames, that does 5-40 hp damage to any the morale and fighting spirit of the crew The sword grants a +2 to armor class and opponent within 5’ of it. The blast is cen- by - 2. In addition, the cloud mingles with a + 2 to hit and damage. In addition, the tered on the gauntlet, subjecting the the atmospheric envelope of the ship, cutlass is intelligent and can speak Com- wearer to half damage. Nonetheless, this reducing the fresh air in the atmosphere mon and Elvish. Its knowledge of naviga- fits the bill for the perfect giff weapon: It by one weeks worth and may possibly tion and seamanship is exemplary and looks impressive with one’s uniform, it causing premature fouling of the atmos- may account for the exceptional leader- does tremendous amounts of damage, and phere. Skunk shot will not deplete the ship abilities shown by its possessors. The the explosions are fantastic displays of quality of air in an atmosphere envelope if cutlass can also conjure darkness 15’ thunder and fury. It matters not at all that the envelope is already fouled. (Cost: 450 radius three times daily; its wielder is able the wearer is subject to damage as well; gp; XP value: 50) to see through this magical darkness. any true giff would smile in the heart of Termite shot is a magical catapult stone The swords personality is quite strong, such an explosion—it is the mark of a that releases a brown, molasseslike syrup and accounts tell of the cutlass singing great warrior. The gauntlet’s explosion upon impact. The syrup immediately bawdy sea chanties and telling ribald jokes can, if used against ships, do 1d4 hull bubbles and spreads out over a 5-10’ diam- that make even a sailor blush. It reinforces points damage. eter area, eating away at the wood of the piratical activity in its wielders, willing One other drawback of this item, and target ship. This substance dissolves and them to attack shipping for plunder or for the main reason why the giff have re- weakens the wood, with each successful mere entertainment. Over time, a person tained it themselves, is that the gauntlet hit causing 1d4 hull points damage per who has wielded the cutlass will talk like shrinks to fit the hand it is placed on and round for 1d3 rounds. No known sub- the sword itself, constantly muttering will not come off! Its magic seems tied to stance will stop this effect, but dispel obscenities and repeatedly saying “Arg!” to the wearer’s life force, since the gauntlet magic halts its progress after one round. It himself. comes loose upon the wearer’s death. is rumored that mages are working on a Blackjammer’s cutlass is reputed to have There are many mysteries sages would variant of termite shot that is equally been forged in an old space colony within love to see answered about this item; quite effective on the rock and ceramic ships of the Tears of Selune. It was not long before frankly, though, there are few that wish to the illithids and the neogi. The research many shuddered in fear of the pirate get close enough to its current wielder to process goes slowly, as the blood of purple Blackjammer. This pirate, named more for ask about it. worms and umber hulks cannot be com- his weapon and its powers, raided early The gauntlet of Tamus is currently worn monly found without great risk. (Cost: 630 space outposts until his death 95 years by General Saerlg Tomojak, diplomatic gp; XP value: 70) past. Since parting from its initial owner, envoy for the giff to the Rock of Bral. His Oil of fire stilling: This magical oil is Blackjammer’s cutlass has seen its share of violent temper, undimmed even after purchased in five-gallon casks, and each battle. Most recently wielded by one years of military discipline, makes him a cask holds enough oil to treat a galleon’s Elsun, captain of the pirate ship Dragon poor diplomat; nevertheless, people con- main deck and masts. When applied to Claw, the cutlass has been missing since sider what Saerlg’s angry fist can do and wooden planks, the oil’s magic permeates Elsun’s death at the hands of the Elven concede to his wishes. As such, the giff the wood, giving it flame resistance. Imperial Navy. Attacking a merchant cara- have received many “favors” from Prince Freshly treated wood gains a + 2 versus van enroute to , Elsun and the Andru in return for keeping Bral’s land- fire for 5-50 days. If the wood comes in cutlass were repulsed by an attendant scape intact, (XP value: 1,000)

18 JULY 1990 DRAGON 19 The Astral plane is a big place, empty and lonely to those persons who dare to travel it. It is also dangerous, home to the marauding githyanki, and used by all sorts of unpleasant travelers from the outer planes as a halfway point in their jour- neys. Anyone who explores the Astral plane is pretty much on his own and must be ready at any time to be attacked, lost to the psychic wind, or flung into another plane by accidentally passing through the invisible backside of a color pool, as de- tailed in the AD&D® . There is, however, a safer way to travel that forlorn plane of silver mists. About a thousand years ago, an arch- mage by the name of Peregrin became bored with adventuring on the Prime Material plane. He had overcome the most deadly foes of his world and had no inter- est in politics or a life of quiet research. Forsaking his home plane forever, he packed up his belongings and set off to seek a life in other and planes. He wandered dozens of planes, frequently crossing the Astral as he did so, and even- tually it dawned on him that he could do An Astral taxi service for AD&D® something greater than simply wander in boredom. He decided to help travelers get 1st Edition games around in the Astral plane, making their lives more interesting and exciting. Drawing upon his extensive knowledge by Randal S. Doering of the planes, Peregrin traveled to a dozen worlds to secure the materials and crafts- men for the vessels that would accomplish sion into their realm and attacked Pere- confrontation with the queen of the githy- his dream. He envisioned a fleet of mighty grin many times, driving his vessels into anki (this was long ago, when she was ships that would sail the Astral plane, psychic windstorms to ruin them and kill much less powerful than she is today) and picking up voyagers from thousands of their crews. Outer-planar beings, thinking forced her to call her people off from worlds and realities and taking them the vessels would be easy pickings, rav- raiding his vessels. He negotiated docking wherever they wished to go. No being aged Peregrin’s ships time and time again, ports in a hundred realities and forced the would be discriminated against on the often before the ships could complete natives to accept his will when negotiation basis of race or alignment, so long as each their maiden voyages. Peregrin did not failed. Over the past 500 years, he has obeyed ships’ officers when on Peregrin’s give in. He sought alliances with mighty forged a mighty empire in the Astral vessels. beings of Neutrality and Good, and bound plane, dedicated to helping the travelers of The obstacles were frightful. The githy- evil creatures to his will. He single- that plane get to their destinations quickly anki deeply resented the organized intru- handedly blasted his way to a face-to-face and safely.

20 JULY 1990 whelm the vessel, a cry for help will be psychic structures of the creature’s mind. The voidjammers sent to Peregrin himself, This worthy will In this state the brains are useless, lack- The instruments of Peregrin’s will are arrive in 5-10 minutes, bringing with him ing the will to make them do anything. the voidjammers: 10 heavily armed, enough firepower to level several small Here the chief engineer comes into the lightning-fast ships that cruise the Astral cities. For these reasons, most regular picture. The chief engineer must psioni- plane by means of a bizarre form of men- passengers aboard the voidjammers are cally connect with the mind flayer brains, tal control. Each vessel is responsible for a careful not to antagonize the crew. through such disciplines as telepathic thousand stops along its line, making In addition to the sailors and the ma- projection, telepathy or telepathic projec- about 10 stops a day and completing a rines, there are a host of officers whose tion, giving them direction and purpose. cycle every 100 true days. The vessels job it is to actually run the vessel. These The mind flayer brains are used as ampli- never physically leave the Astral plane, for people are: the chief engineer and his fiers for the chief engineer’s will, sending they are not seaworthy; instead, they assistant, a navigator and his assistant, a power to the mindex struts and causing cruise past various color pools and pick up communications mage, a passenger direc- the voidjammer to move as if it had a mind whoever is waiting for transport there. tor, a mate, and the captain. It is vital to of its own. Since there are two mind flayer Similarly, these vessels drop passengers off note that all of the crew members aboard brains acting as one, a voidjammer has an when the appropriate pool comes up. The a voidjammer are at home on the Astral effective movement rate of 480’ per min- voidjammers avoid wormholes at all costs, plane, being physically there (not merely ute, or 48”. This makes the ship very fast for such disturbances can damage or even astrally projected) and well used to its in relation to just about anything else in destroy the ships. conditions. Spell-casters aboard these Astral space (with the exception of the Voidjammers are each roughly the size vessels are totally familiar with all Astral githyanki), and it has given the voidjam- of a large merchant ship. Each is crewed spell changes. The DM should play these mers a reputation for fast service that by 30 sailors of many races and worlds, all NPCs as the dedicated people they are. simply cannot be matched by any other professionals at sailing the Astral void. The most important person aboard a means of transport in that plane. While their work in sailing the ship is voidjammer is the chief engineer. The vital The brains used in each voidjammer can minimal (the navigator and engineer do qualifier for this job is a powerful psionic vary as to exact psionic strength, but the most of the actual work), these persons mind, followed by great willpower (wis- pair aboard each individual vessel must are responsible for such tasks as ship dom) and intelligence. In addition, the match exactly; that is, if one mind flayer repairs, picking up and greeting passen- chief engineer must have another vocation brain-engine has an 18 Intelligence and gers, making sure passengers are dis- as well, usually that of a spell-caster. He is 320 psionic ability points, its twin must charged at their proper destinations, cross-trained to take the place of the com- also have an 18 Intelligence and 320 psi- loading and unloading cargo, and manning munications mage if necessary. The chief onic ability points. Otherwise the brains the ship’s intrinsic weapons systems. Also engineer’s job is to operate, maintain, and will not operate in tandem and will end up included in this category are such persons repair the ship’s engines, as well as per- tearing the vessel apart. as the chief cook and several assistants, form maneuvers and avoiding obstacles. Originally, Peregrin tried using five or valets, maids, and other servants. Sailors These tasks require an understanding of six mind flayer brains for engines, but he are all warriors of 2nd-5th level, though a the standard engines for a voidjammer. found that creatures of lesser mental variety of other classes is represented Due to the nature of the Astral plane, ability than that of a mind flayer could (DM’s choice). all are able to defend their conventional means of propulsion as sails handle only two such brains at once. He ship in close combat if necessary. or oars are useless. Using crude kinetic experimented with the brains of lesser Most of the fighting, however, is accom- energy—that is, pushing off rocks—is psionic creatures but found that they plished by the ship’s professional marines. sometimes useful, but it is slow and im- were not able to survive outside their Every vessel has three warriors of 9th- practical for any serious movement about bodies without more support than they 12th level. (There is a 15% chance for one the plane. Mental power, on the other were worth. When he used brains from of these to be a ranger. No paladins will hand, is fast and simple. It also does not nonpsionic creatures, he found that the sign on with Peregrin’s rather neutral apply to objects. Peregrin understood disciplines of telepathy and the like could outfit.) In addition are a priest of 8th-10th these facts when he set out to design the not properly motivate the “disabled” level, a wizard of 12th-15th level (there is voidjammers, and he devised a propulsion brains into functioning. As a matter of a 10% chance that this individual is an system that could overcome the inherent fact, the only brains that work better than specialist, instead), and a thief of 10th-12th hardships. He searched the planes until he mind flayer brains are those of githyanki, level. Peregrin does not sign on druids, for found a brilliant silver metal that conducts but Peregrin is already on touchy ground they have little use in this plane. The ma- mental energy like copper conducts elec- with that race, and he did not think that rines have a full complement of magical tricity. He named the metal mindex, and it taking various powerful brains from that items, as appropriate for characters of forms many of the struts and supports race would help his relations with them. their levels, all created especially for use within the voidjammer’s frame. The metal Rumor, however, says that the flagship of in this plane. Details are given later in this runs throughout the vessels length, stem his fleet, the Voyager, runs with two githy- article. to stern, and can be likened to a great anki brains as engines. These brains are Most of the time, these heroes do noth- web. The center of that web is the engine able to move the huge vessel at a rate of ing except stand around and look impres- room. Here several thick mindex cables 96”, making it able to pace the fastest sive. But when the vessel is threatened, connect the strut-web to the engines, known creatures on the Astral plane. whether by outside forces or unruly pas- which are two boxes each 2’ in diameter Since the Voyager never runs from a fight, sengers, the heroes take care of the prob- and attended by all sorts of magical de- there is no confirmation on whether the lem. They are ordered to use the vices. Within the boxes are brains taken ship can actually move this quickly or not. minimum amount of force necessary to from freshly slain mind flayers. The brains There are disadvantages to this unusual correct military problems, but outright are kept in nutritive baths and transported movement system. The mind flayer brains termination of hostile beings is not uncom- to their boxes, where magic sustains their are not actually sentient, but they are alive mon (especially when dealing with passen- lives. The brains are operated upon to and psionically active. Unfortunately, the gers from the lower planes). In a dire remove the personality and will of the personality-removal process injures the emergency, where the encountered diffi- individual mind flayer while preserving brains’ psionic attacks and defenses. If the culty is almost certainly going to over- the great and complex voidjammer is psionically attacked, the

DRAGON 21 chief engineer must psionically link with navigator to scan for indefinite periods of tor and the captain (such as, “There’s a the brain-engines and attack and defend time, placing the strain of viewing on the castle about an hour ahead”) and similar for them, as they will be destroyed by any device rather than the viewer. These de- legwork. He also receives tutoring in the attack that tears through their defenses. vices are created for Peregrin by residents illusory arts and the use of the navigation The brains initially have no attack of the quasi-elemental plane of Minerals room maps. Learning the maps takes years strengths and only half their normal de- and are unique to voidjammers. These of careful study, and an attentive naviga- fense strengths. For example, a mind crystal balls are enchanted to shatter if tor’s assistant commands great respect in flayer brain with 300 psionic ability points taken from their vessel, thus keeping their his own right. has only a defense strength of 75 points. A secrets. It is not known if any spell-caster Next on the of the voidjammer chief engineer with a psionic ability of 200 can operate one of these devices or if is the communications mage, a mage of would have 100 points of attack strength special training is required. 11th-15th level who specializes in informa- and 100 points of defense strength, added All navigators are illusionists. Their tive divination spells (a diviner, in AD&D to the 75 defense points of each mind levels vary greatly, but none are lower 2nd Edition terminology). This person’s flayer brain. If psionically attacking crea- than 5th level because the spectral force task is to keep communications running tures can tear through the 250 defense spell is required of every navigator. Navi- between parts of the ship (maintaining points of the mind flayer brains and the gators restrict their spells to informative mini - crystal balls set in each important chief engineer, they can destroy the en- and miscellaneous magics, leaving combat room) and between the individual voidjam- gines and bring the voidjammer to a halt. spells to the marines. Navigators must be mers. He is required to have the following The mind flayer brains can take only one illusionists in order to operate and update spells memorized at all times: comprehend point of psionic damage before burning the great three-dimensional maps that let languages, magic mirror, message, read out, for they have no will of their own to them travel through Astral space. Each magic, teleport, and tongues. In addition, stave off psychic harm. navigation room has permanent illusion- the communications mage has in his office As noted earlier, the chief engineer is based spells showing thousands of blink- a crystal ball with clairaudience, set for responsible for maintaining the health of ing lights of many colors (for color pools) communication with other such crystal the mind flayer engines, since they deteri- and twisting gray ropes of varying lengths balls in the fleet. He is expected to make orate over a period of several centuries. (for wormholes). There are also dozens of daily checks with the Voyager to report He is fully conversant with the methods tiny pictographic images, representing his vessel’s condition and any special diffi- used to gather the brains (whether or not hazards along the route of the voidjam- culties. If the communications mage fails he agrees with these methods), the func- mer. During normal operation this map is to check in, Peregrin shows up in within tioning of the magical devices used to keep hidden, kept invisible by the navigation 1-3 turns, as noted earlier in this article. the brains alive, and any symptoms of room’s magics. If the vessel comes upon a The communications mage is also expected mental deterioration in the brains. He is new color pool, wormhole, or other fea- to be the ship’s chief diplomat, using his familiar with the mindex web and must ture, the navigator causes the appropriate language ability to talk with any beings constantly check it for damage and wear. section of the map to appear and adds the encountered in the course of the journey. All of these activities take tremendous new feature. Additions are created by He is thus required to have a high cha- energy and dedication. For this reason, using a spectral force spell, using the risma as well as an astute mind and a these men and women are paid 5,000 gp audio capability to make verbal notes that penchant for communication spells. The per true month, a wage that most of them automatically play when the navigator communication mage does not meet regu- proudly tell inquiring passengers. wishes to hear them (the map is enchanted lar passengers but instead deals with The chief engineer’s assistant must pos- so that these spells are made permanent in unusually powerful creatures (such as sess the same qualities as the chief engi- the navigation room). Thus, if the voidjam- various outer planar beings) that might be neer but does not have nearly as much mer encountered a githyanki castle, the encountered. experience with the engines as his supervi- navigator could open the section of the The passenger director, like the com- sor. The assistant can operate the ship in map pertaining to the ship’s current posi- munications mage, is required to have a an emergency but otherwise does little. tion and check it for information on the high charisma and must either be a mage Second in importance only to the chief castle. If the castle wanders and is not on with comprehend languages and tongues engineer is the navigator, the person re- the map, the navigator waits and see what or possess items that confer those abilities sponsible for seeing that the ship keeps its happens, then enters its image onto the upon him. It is his job to greet passengers course and makes the proper stops along map with a verbal tag, such as “Hostile and familiarize them with the vessel’s its route. This task is extremely difficult, castle bearing red banners with six green public and off-limits areas and with Pere- for the Astral plane has no stars to steer stars across the top, avoid at all costs.” If grin’s policy of noninterference, as well as by and no magnetic poles to attract a that ship comes upon such a castle again, to show passengers to their quarters and compass. Navigation is much like it will know to avoid the castle. Deletions see to their comforts. The passenger direc- engineering—accomplished by mental on the map are caused with a simple dis- tor is the crewmember with whom trav- ability. The navigator is expected to memo- pel magic spell. Navigation room maps are elers interact the most, as it is his job is to rize the location of hundreds of color considered 20th-level magic for purposes answer passengers’ questions and keep pools and wormholes and be able to see of dispelling. Maps are also useful for them entertained on their journey. Per- wandering color pools ahead of time in times when the ship is off course, perhaps haps the most important qualification for order to warn the chief engineer of the as a consequence of being attacked or this job is being neutral in alignment, for danger. Navigators need a minimum of 17 after a psychic wind. In this case, the the passenger director must deal with intelligence to handle their jobs, as well as navigator has to fix on some familiar ob- passengers of all alignments and beliefs some training with scrying devices. Scry- ject on the map, then seek to guide the and must offend as few of them as possi- ing is the most important part of the navi- vessel back to that point. During these ble. The passenger director talks freely gator’s job. The navigator must constantly times the navigator becomes the most with passengers but carefully avoids topics scry ahead of the vessel, searching for important person aboard the vessel, for it that give away information about Pere- wandering color pools and newly formed is up to him to avoid the many hazards of grin, the voidjammers, or the business of wormholes that could send the ship into the Astral plane and save the ship. those vessels. Thus the passenger director another plane or rip it apart. Special crys- The navigator’s assistant is responsible could explain color pools and wormholes tal balls in the navigation room allow the for running messages between the naviga- to interested passengers, but he will never

22 JULY 1990 tell which planes are represented by what a particularly dangerous foe in combat, (even the communications mage has to color pools or what wormholes lead to since this is not part of his job; the re- spend hours bent over crystal balls, men- what planes. Doing this could lead trav- quirement of being a high-level fighter tally straining to communicate with other elers to try their own travel on the Astral insures that the person has had combat voidjammers), the captain is ultimately plane, depriving the voidjammers of cus- experience and can command the respect responsible for the fate of the vessel and tomers and income. For the same reason, of his subordinates. A high charisma is must answer to Peregrin if things go these people will not describe spell distor- useful for this position, and most mates badly. Few crewmembers feel envious of tions on the Astral plane; by keeping pas- have 15 + charisma scores. Passengers the captain’s position. sengers in ignorance, the passenger have many opportunities to talk to the Passengers have almost no opportunity directors increase the chance of having mate, since he has duties all over the ves- to talk with the captain, since his duties the voidjammers used repeatedly. Simi- sel. The mate is restricted from speaking keep him constantly busy. There is one larly, passenger directors do not discuss on the same topics as the passenger direc- exception to this, however. If the travelers the layout of voidjammers, the make-up of tor but can otherwise chat with passen- appear to be particularly powerful (and their crews, crew capabilities, etc. All such gers as much as the DM likes. they would have to be very powerful to a person will say about Peregrin is that he The final officer detailed here is the draw attention on a voidjammer!), the is the wizard who owns the vessels. Topics captain, who can be an adventurer of any captain invites them to talk with him. He that are free for discussion include the class and is 12th-15th level, thus being the displays discreet interest in the mission of psychic wind, the two means of Astral most experienced crewmember aboard. the travelers, particularly if they antici- travel (physical and by astral projection), The captain’s prime requisites are three: pate serious trouble while on his ship. He descriptions of some of the common in- the ability to make clear, fast decisions; a also explains that such powerful people habitants of the plane, various tales and high (15 or higher) wisdom; and an ability probably have powerful enemies and that legends (made up by the DM as needed), to work closely with people (charisma of he would appreciate not having his ship and the personal travels of the passenger 15 + and a strong lawful streak). His job is become a battleground for passengers and director prior to taking his current post. to oversee the other crew members and their foes. The captain in return reveals (This is a golden opportunity for DMs to bear responsibility for everything that any interesting stories he has heard to the develop interesting and powerful NPCs happens aboard his voidjammer. The travelers, possibly leading to rich adven- with whom the characters may interact captain keeps a strict log of everything tures on the Astral plane. Captains are not time and time again. After all, the voidjam- that happens, insures the smooth opera- much for small talk as a rule, and when mer that serves the PC’s world will always tion of the vessel, and settles disputes they do decide to talk for a long time, they return, and passenger directors do not between passengers and crew. The cap- are careful to avoid taboo subjects (those change very often.) tain also makes decisions involving overall noted with the passenger director). The The mate is a fighter of 9th-12th level ship’s operations, such as whether the main purpose of a captain’s talking with and is in charge of all the ship’s minor vessel enters battle or flees and if the such travelers is to gauge their intentions functions, including scheduling, inspection vessel will divert from its course for any and possibly take extraordinary precau- of the marines, and communications reason. Although the captain’s job is the tions to safeguard the ship and its person- reck-ups. The mate is not required to be least physically demanding of any aboard nel while those travelers are aboard. If

DRAGON 23 high-level characters use the voidjammer mass, rams do only half the damage stated their way? Many travelers in the Astral do system frequently, they may become good in the 1st Edition DMG. not have a strong idea of where they are friends with the captain of their vessel, The second deck is divided in half across going, other than “to an ,” or and this could lead to some very interest- its middle by a heavy bulkhead and is perhaps “to another Prime plane.” If they ing and exciting adventures. After all, separated by a locked door. The forward go on their own, they can end up literally captains got all that experience some- section is for crew use, and on this side anywhere in the multiverse. When they where before they became captains of are the engine room, the communications take a voidjammer, passengers can say, voidjammers, and they now know many room, and the navigation room. The cap- “We want to go to the Nine ,” or “We people on many planes. Chances are that tain’s quarters are also on this level. At- want to go to a Prime plane where magic they know quite a few sites suited for tached to the captain’s quarters is a special is stronger than it is in our plane,” and high-level adventure, too. chamber designed for use if the ship’s they will end up there, guaranteed. The crystal ball is destroyed or malfunctioning. voyage takes longer, but that might well be Physical construction This is the teleport room, designed so that worth it to travelers with little or no expe- Each of these great ships is the size of a the captain can send himself to the Voy- rience on the Astral plane. Also, as noted large merchant ship, 80’ long and 25’ ager itself if things are going badly. This above, passengers aboard a voidjammer wide. Since these ships operate on mental tiny room will teleport only the bearer of can talk with others who have traveled the power, there are no oars or sails, and the the captain’s ring (each captain has a planes and may know of spell changes, upper deck is clear of rigging and other unique ring) and has only one setting, the interesting adventuring areas, etc. With obstacles. The hull is made of hardwood receiving room aboard the Voyager. This the rules enforced aboard the voidjammer, and is magically reinforced to possess 50 chamber is used only in dire emergencies parties of good-aligned creatures can talk structural points (as per the 1st Edition and is locked most of the time. to neutral and evil creatures without DMG, page 54). Spells and chemical treat- The rear section of the second deck is fearing conflict stronger than harsh ments used upon the hull reduce fire the passenger’s quarters. No hatches link words. The vessel affords an excellent damage to one-quarter of what is rolled, the passenger quarters to the third deck, opportunity to increase the passengers’ and lightning has no effect at all on a and only one door leads to the crew’s knowledge of other planes and how to voidjammer. In addition, a powerful anti- section. This door is wizard locked (by a travel there. gravity spell of Peregrin’s own devising (a 20th-level magic-user), openable only by ninth-level spell) removes most of the special keys carried by each officer. It is outposts vessel’s mass, allowing the brains that not to be used by passengers, and passen- Peregrin’s vessels do not rely upon ran- drive the vessel to move its great bulk. gers who try to force it open are promptly dom chance to pick up passengers. The As noted under the chief engineer’s expelled from the vessel. Portholes line wizard has set up a system to promote his description, the entire hull is laced with this level, allowing crew and passengers to method of travel and insure that word of the rare metal mindex, culled from an launch missiles and cast spells at attackers. it circulates around the worlds he serves. asteroid belt in an alternate Prime plane The third deck comprises crew quarters, Every destination world served by the known only to Peregrin and worked by marines’ quarters, and supply areas for voidjammers has a small outpost staffed friends of his on the elemental plane of the vessel. Huge cargo doors here are by Peregrin’s people, dedicated to seeing Earth. This silvery metal lets the brain- connected to the holds, for use by trav- that important sages and others “in the engines interact with the voidjammer as if elers with large amounts of cargo. The know” about the planes are informed that it were a living creature and adds no only other entrance into here is through the voidjammer service is available. These strength to the hull itself (mindex is actu- the crew workrooms, and passengers stations are always located in hard-to-get- ally very soft and offers poor support). caught here are thrown off the vessel, to places far from civilization to weed out Voidjammers obey the laws of flight for preferably through a color pool to a hos- the idly curious and those who violently movement, as given on pages 50-53 of the tile plane. This is made very clear to all disapprove of other-planar travel. A typi- 1st Edition DMG, and they are considered boarding passengers. cal outpost consists of a single fortified maneuverability class B for turns and building with 10-15 personnel, all experi- maneuvers. A voidjammer can start and Fees and services enced adventurers from that world, with stop instantly at full speed, due to the fact Passengers boarding a voidjammer can one advisor who has been trained by that the motive power source is mental, expect a comfortable stay in plush rooms, Peregrin’s staff and knows how things although this may be rough on personnel interesting company, and a speedy trip to work on the other side of the planar cur- if the sudden acceleration/deceleration is their destination plane. They will be pro- tain. These people talk with potential not expected. tected from the Astral’s hazards by a com- travelers, advising them on the fees and Voidjammers have three decks. The petent crew and can conserve their own times involved in transit. They find out upper deck is open and is used for obser- energies for their destination. In addition, where the travelers are trying to go in vation. Also, the Marines spend most of passengers have the benefit of being order to give that information to the void- their time up here, watching for trouble. guided by experts, so they are guaranteed jammers ahead of time and allow a sched- There is a scorpion mounted to the front of ending up where they wish without ule to be set up in advance. For this, each of the vessel along with its ammunition, having to put up with the nasty conse- outpost has a crystal ball on hand, spe- and a heavy catapult is mounted to the quences of experimenting with various cially set to communicate with the void- rear of the upper deck. A small aft cabin color pools and such. But all of these serv- jammer that services that world (the holds ammunition for the catapult, both ices have a price. The standard fare for device is useless for any other function). rocks and barrels of oil. The catapult sits using the voidjammer’s services is 2,500 Most importantly, these people travel and on a rotating platform that can be turned gp, one way, if the passenger is going to spread the word that the service is availa- to face in any direction. These siege weap- another plane serviced by the voidjammer ble. In game terms, this means that most ons are useful against githyanki forts and in question; if a ship-to-ship transfer is sages who specialize in other-planar travel any other hostile fortifications that might involved, the fee rises to 3,500 gp. If that will have heard of the voidjammers, as will drift into the vessels way. At the prow is a the vessel must veer totally out of its way leaders of religions that have favorable steel ram that can be used against huge to deliver the passenger, the fee rises to views of planar travel and many powerful creatures and any vessels that the githy- 5,000 gp. mages. When characters go to find out anki might care to throw against the void- Why would anyone bother to stay about travel to and through other planes, jammer. This weapon is detachable, aboard a voidjammer for days when it they will be told that the voidjammer allowing for a fast retreat. Because the takes only a few hours for travelers on service is available and can decide to ei- special antigravity spell lessens the ship’s their own to find color pools and be on ther use it or try such travel on their own.

DRAGON 25 From there, the characters may travel to SPELLS: As selected by the DM 100 other adventurers recruited from the outpost and take ship with a voidjam- S10 I20 W19 dozens of planes. The arch-mage has ma- mer. Outposts have one other vital pur- D4 C14 CH18 tured and no longer roams other planes, pose: they give secure places for the preferring to wander Astral space with his voidjammer’s crew and passengers to stop, The master of this line of majestic ves- friends. He investigates and charts new rest, and eat. Each outpost has cooks and sels is included here for the DM to use as color pools and unusual parts of the plane is heavily stocked for this purpose (see the an NPC with whom high-level PCs might itself, always eager to find new worlds “Ship’s routine” section for details). interact. Characters under 15th level beyond the planar veils. should have no opportunity to meet this Peregrin is driven by a need to organize Ship’s routine man, for he avoids guests and considers everything that he encounters, to pull A voidjammer’s routine seems chaotic to people under this level to be small fish order from chaos and tame that which is passengers but follows a basic pattern. At who should be bettering themselves wild. He set up the voidjammer line to the start of each business run, the com- rather than pestering him. It is recom- help travelers get from plane to plane with munications mage takes transmissions mended that PCs never battle Peregrin. greater ease, feeling that it would be from the worlds served by that vessel and Rather, he can motivate characters to try pointless and stupid to die on what is sees who needs to be picked up from daring plans of their own and can serve as basically a transit plane when what one where and what their destinations are. He an inspiration for high-level characters really wanted to do was get to a more gives this information to the captain, who who wish for something unusual to do. interesting place. He puts tremendous then decides the route and gives the navi- Peregrin the Wanderer hails from a energy into the navigation room of the gator directions for setting a course. The magic-rich Prime Material plane where the Voyager and has created the largest map chief engineer is given that course and ability to think meant the ability to use of the Astral plane now in existence (it is sets the vessel upon its way. As the vessel magic. His superior intellect and said that he regularly updates Thoth’s own starts picking up passengers, the passen- imagination allowed him to rise to a posi- maps of that plane, returning the favor ger director greets and briefs them, col- tion of great power, so that by the age of that did for him). He sets up outposts lects their fares, and takes them to their 15 he ruled an empire of hundreds of for his voidjammer line on almost every rooms. The ship goes on in this manner, thousands of inhabitants. He was chal- new world he discovers, adding a new picking up as many passengers as it can in lenged countless times and always won, ship to his line about once a century. a 12-hour “work day” and dropping pas- and by age 20 he controlled a vast conti- Peregrin does not fight with weapons, sengers at their destinations. At the end of nent. At this point he began to see what which is why he has no listed attacks. He 12 hours, the vessel stops at a color pool his life held for him. Until now it had been never initiates combat, giving even the with an outpost on its other side. Those a game to overpowering the minds of his most vile opponents the chance to leave in officers and crew who are tired from their rivals and see who could win the most in peace. When he is forced to fight, how- day’s work (the chief engineer, navigator, the contests of magic and will. Now Pere- ever, he uses his great magics to devastat- communications mage, and assistants) are grin wanted to do something meaningful, ing effect. His philosophy of combat is to let off for sleep, as are spell-casting crew and he saw little hope for it. He could cause losses to his enemy in excess of 100 members who need to rest and to relearn continue at his current pace and rule his times what they have done to him, to spells. Passengers will not be let off unless entire world within a decade, but what discourage future actions against him and this is their destination world, for Peregrin after that? Take over one world or many his vessels. He has devastated entire gith- does not like passengers to see how differ- more? The administrative life bored the yanki fortresses for merely threatening his ent outposts are set up. Most of the crew serious young man, and he did not fancy a ships and once brought down the ceilings remains aboard the ship, making minor future of court sessions, legislative tasks, of several underground mind flayer cities repairs (the vessel constantly hits tiny and dictating the lives of millions. Instead, when that race dared to attack one of his chunks of matter, and these take a toll as he handed the reins of power to less tal- vessels. the vessel journeys across the plane). ented but more willing friends, then left To aid him in such instances, Peregrin Those persons on shore leave return early for the Astral plane and its gateways to keeps three items. The first is his robe of the next day, and the routine starts again. adventure. the archmage, created by him on gaining As a note, the voidjammers set their time- The mage had a lot to learn. The rest of 18th level. The second is a ring of wiz- pieces by a 24-hour clock, as this is the the multiverse, he discovered, enforced ardry that doubles first- through third- system used on Peregrin’s home world. harsh limits on the use of magic, and he level spells, which he took from the lost most of the power that had before githyanki queen the first time they battled Peregrin been inborn talent. He wandered the (rumors among the officers of his fleet say Male human 24th-level mage Astral for weeks, trying to figure out color that this is why the githyanki hate Pere- pools and seeking help in understanding grin, but it is more likely that this is just ARMOR CLASS: 2 (bracers of defense, AC this strange new universe he had entered. one of many reasons why that race would 2) Unfortunately, the only creature that came like to see him destroyed). Finally, he has MOVE: 12; 96 in the Astral, due to a ring along was a mind flayer looking for a bit his staff of the magi, a gift from Thoth to of his own devising of lunch. It instantly attacked, and Pere- help him on his quest for order. Peregrin HIT POINTS: 45 grine barely managed to overpower the has dozens of minor magical items, but NO. OF ATTACKS: Nil monster (he has felt pure hatred for the these are the three that are with him SPECIAL ABILITIES: Spell immunities from race ever since). Several days after this wherever he goes. high intelligence and wisdom; unique incident, Peregrine chose a color pool Peregrin is an elitist, believing that those spells leading to the plane of Concordant Opposi- who really want to succeed will do so. He MAGIC RESISTANCE: 5% (robe of the tion. He appeared in a tremendous library, has no pity for those who fail and has no archmage) in the middle of which was an ancient tolerance for anyone under 15th level, ALIGNMENT: Lawful neutral man who introduced himself as Thoth. preferring to deal with those closer to his PSIONIC ABILITY: 350 There, Peregrine’s reeducation began. own caliber. He tends to be snobby toward Attack/Defense modes: All/All Now Peregrine is perhaps the most fighter-types, believing magic to be supe- PSIONIC DISCIPLINES: Minor: cell adjust- powerful human residing in the Astral rior to mere muscular might, but he tries ment, domination, empathy, molecular plane. He lives aboard his flagship, the to be open-minded and can get over this if agitation, precognition; major: energy Voyager, a vessel over 150’ long that boasts control, telepathic projection five decks, enjoying the company of nearly Continued on page 101

26 JULY 1990 DRAGON 27 28 JULY 1990

The Dragon’s

Creators Bestiary Andeloid: Harold Johnson Metagolem: Infernite: Timothy B. Brown The call of the wildspace Artwork by by the Arcane (a.k.a. the TSR staff)

TM To start at the beginning, the SPELLJAMMER Appendix for the AD&D® 2nd Edition was written so that TSR’s designers and editors could go nuts and have a really massive party. The details of how this was worked out need not concern us here; it is sufficient to say that TSR’s most dedicated party outdid themselves and produced a volume that contains some of the most outrageous fantasy creations ever seen in any AD&D game. The staff also created too many monsters, and a number of the beasts wound up appendix-less. We hereby present a few of the extra monsters from the darkest depths of wildspace for the amusement of all DMs and the horror of all players. Three more wildspace monsters will appear in the POLYHEDRON™ Newszine (two of those monsters by DRAGON® Magazine editors!). And if you get the SPELLJAMMER Appendix to the Monstrous Compendium (TSR Product No. 2109, $9.95/£6.50), you’ll get even more fun and terror. It’s a jam to remember.

30 Andeloid

CLIMATE/TERRAIN: Any (as per hosts) FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any (any; never sleeps) DIET: Parasite (as per hosts) INTELLIGENCE: —l (variable; as per hosts) TREASURE: Nil (as carried by hosts) ALIGNMENT: Neutral (as per dominant host)

NO. APPEARING: 1 ARMOR CLASS: 10 (AC of individual hosts) MOVEMENT: 1 (see text) HIT DICE: 2-24 (plus sum of hosts’ Hit Dice) THAC0: 19 or better (as per hosts’ THAC0s + 1) NO. OF ATTACKS: 1 (as per hosts) DAMAGE/ATTACK: Special (as per hosts) SPECIAL ATTACKS: Controls victims (as per hosts) SPECIAL DEFENSES: Immune to weapons, cold, and most spells; saving-throw bo- nuses (as per hosts) MAGIC RESISTANCE: 20% SIZE: Spore T; ooze S (variable) MORALE: Fearless—20 (fanatic—M) XP VALUE: As per andeloid’s Hit Dice with Hit Dice modifiers as appropri- ate (plus the XP value of each of the hosts); spores have no XP value Initial statistics are for an active “ooze” (an andeloid without When a victim is added to a composite, a limb or body part of hosts); values in parentheses are for a composite (an andeloid the host is stuck as if by glue to another host. Within a month, the with hosts). flesh of the two creatures merges, and the united creature (a com- posite) cannot be separated normally into component hosts. If the The andeloid is a slimelike creature that forms a symbiotic link andeloid is slain before a host merges with the composite, the vic- between its victims (“hosts”), joining their flesh together to form a tim may make a System Shock roll once per round to pull free. single creature. In all the crystal spheres, few creatures are as bi- Creatures that have been fully melded into a composite will die zarre or horrifying as these andeloid composites, chimerical once the andeloid binding them dies; their bodies cannot be sepa- meldings of individual beings. rated again except by using a wish or heal, but they may be raised An andeloid may be encountered in its inert state as a round normally. crystalline spore about the size of a fist (3” across). This spore has An andeloid composite combines many benefits of its hosts. a shimmering, shifting color and waxy texture, often being mis- The number of Hit Dice and hit points of a composite equals the taken for an unusual gem (AC 0, hp 4). A spore becomes active, total of those of the andeloid and its hosts (Hit Dice are used in assuming a flat, oozelike shape 2’ in diameter, once it has been ex- calculating saving throws only, not THAC0 scores). Any damage posed to at least one point of damage from heat or flame, or once suffered is subtracted from that total and is shared by all hosts of it is left within 5’ of a live potential host for 2d6 rounds. A spore the composite. (Note that though an andeloid is immune to many takes no damage from fire, though an active andeloid is not so im- things, this is not necessarily true of its hosts.) Special immuni- mune (see “Combat”). ties, resistances, and defenses of any one host are shared by all An andeloid without hosts is nearly mindless and has only one other hosts. A composite gains +4 on saves vs. poison. All of the driving purpose—to take over a host. However, an andeloid hosts are simultaneously slain once the hit-point total of the ande- composite is a group personality based on its component parts, loid and its hosts reaches zero. However, the andeloid itself is not directed by the most intelligent being in the composite and modi- slain if not attacked by fire or spells; it is instead rendered dor- fied by the strongest attitudes of the other hosts and by the needs mant for 2d8 turns, after which it re-forms into a 2 Hit Dice ooze of the andeloid itself to survive and grow. A composite of several again and must hunt for new hosts. intelligent beings acts as if governed by a committee. A composite retains its hosts’ attack forms. If a host can make several attacks, it makes one less than normal if that limb has Combat: An active andeloid without a host moves slowly and lies melded to the composite, A host attacks with a +1 bonus to its in wait for a potential host. Anyone touched by the ooze must normal THAC0. Damage done is as normally done by each host. make a save vs. poison to avoid infestation (unconscious victims Special attacks must be directed by the host that possesses that awaken if the save succeeds). A conscious victim can repel or kill ability, but these are lost if the body part with those abilities is the andeloid with flame or with a few spells noted later (they are melded with another creature in the composite. Conversely, immune to all other spells). Once the andeloid succeeds in infest- weaknesses of component hosts are shared by the entire compos- ing a victim, it bonds with the host’s psyche and cannot be driven ite, though a natural ability or defense may cancel a weakness. off, though it can be slain by spells or fire. A host taken over by The following spells have special effects on the andeloid, in ad- an andeloid appears to have been covered with a ½” -thick trans- dition to any beneficial effects to hosts: cure disease causes 3d6 lucent slime; useful tools and weapons are retained, as is clothing points of damage to the andeloid; neutralize poison causes 1d6 (though the latter becomes soaked).

DRAGON 31 Andeloid

points of damage to the andeloid; regeneration causes 2d10 points chaotic-evil and insane races may view melding with an andeloid of damage to the andeloid and forces it to save vs. death magic or as tantamount to becoming a hero of legend. become dormant for 2d8 turns; restoration causes 3d6 points of Since andeloids are driven by their dominant personalities, damage and forces the andeloid to save vs. death magic or be de- they can be either good or evil in nature. However, because of the stroyed. In this way hosts may be rescued from a composite. loathing felt for andeloids by many races, there is a greater ten- Composites cannot fly or swim. Their land movement rates dency for them to be savage monsters instead of benign, helpful equal those of their slowest moving hosts. colonies. Due to this lack of acceptance, composites tend to in- An andeloid’s overriding purpose is to survive and grow. An habit remote regions or follow nomadic lives traveling wildspace intelligent composite always attempts to capture powerful be- (if one host of a composite has spelljamming powers) and crystal ings, if it can do so safely, in order to add them to the composite. spheres, staying in no place for long. Any treasure found is con- The size of a composite is limited by the andeloid’s Hit Dice. verted to easily carried items or cached on remote asteroids or Young andeloids have only 2 Hit Dice, but gain 1 Hit Dice per moons. three months of growth to a maximum of 24 Hit Dice. The total of all hosts’ Hit Dice and levels cannot exceed that of the andeloid Ecology: As long as its hosts are able to feed, the andeloid draws binding them. If a composite tries to “collect” a victim that has sustenance from its hosts’ feeding. An andeloid may survive with- too many Hit Dice to be controlled, all attempts to turn that being out food for a week, converting its hosts’ stores of fat into energy into a host will fail. to provide its hosts’s needs. After a week of such deprivation, the In an effort to improve the composite, the andeloid may decide parasite must begin to convert its hosts’ Hit Dice into food at the to absorb an entire host as food to provide space for an addition. rate of 1 Hit Dice per week, starting with the Hit Dice of its weak- This requires the decision of the controlling ego, and a period of est host. As the Hit Dice are absorbed, the body of the host losing time equal to one week per Hit Die of the host (see “Ecology”). the Hit Dice is absorbed and eliminated from the composite. This intentional absorption results in the melding of the absorbed After the andeloid is forced to consume all of its available personality’s ego, altering the dominant ego accordingly. hosts’ Hit Dice, it becomes dormant a week later, forming spores that can survive for eons without air or sustenance. As many such Habitat/Society: Generally, intelligent races do not tolerate ande- spores are created as the andeloid itself has Hit Dice. loids, which are sought out and destroyed as quickly as possible Andeloids do not reproduce other than by creating spores. An to prevent infestation. However, chaotic species may accept a sin- andeloid newly created from a spore has no memories of any pre- gle composite that has reached its current size limits. Some vious existence. Infernite

CLIMATE/TERRAIN: Fire-based worlds, volcanic vents, dim solid stars FREQUENCY: Rare ORGANIZATION: Kiln or subject citizens ACTIVITY CYCLE: Any DIET: Molten rock or metal, and flam- mable items INTELLIGENCE: Average (8-10) TREASURE: Y ( x 3), V (armor and weapons only) ALIGNMENT: Lawful neutral

NO. APPEARING: 10-100 ARMOR CLASS: 3 MOVEMENT: 9 HIT DICE: 4+3 THAC0: 15 NO. OF ATTACKS: 1or2 DAMAGE/ATTACK: By weapon type (see text), or 2-8/2-8 SPECIAL ATTACKS: Bear-hug flame damage, magma missiles, fireteam advantages, spells possible SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: Nil SIZE: M (6’ tall) MORALE: Elite (14) XP VALUE: 650 (more for magicians and leaders as appropriate)

Infernites are a race of intelligent humanoids inhabiting many level 1-10, Ironically, infernite magicians are well versed in the known fire-based worlds. They are fire-based themselves, and use of cold spells; until they reached wildspace, infernites fought some are proficient in the use of magic and spelljamming craft. In- only each other. Typical spells include affect normal fires, chill fernites are the same size as humans, more powerful but of com- touch, chilling hands (the cold version of burning hands), ice parable intelligence. Socially, they are more rigid, structured, and storm, wall of ice, and cone of cold. All infernite magicians have single-minded of purpose than any humans. an inherent ability to create improved phantasmal force once per day (at their mage level of ability) in addition to all other powers. Combat: To an earth-based creature, a single infernite is a formi- A group of infernites, whether on the ground or in wildspace, dable opponent. It is of great power and skill, and its hot, flaming will be organized into kilns of five infernites each. Kilns are typi- body can roast most creatures. If that were not bad enough, in- cally organized in one of these four fashions: fernites rarely engage in combat in groups of less than five, all of Pike team: Four armed with pikes (1d6 +2d6 points of fire them being highly trained soldiers accustomed to close combat, damage) and one magma thrower. missile fire, and military discipline. Such a military group is Close combat team: Two armed with swords, two magma known as a kiln. throwers, and one magician. An infernite can also throw off chunks of molten rock and Magical team: Three magicians, one magma thrower, and one metal from its own body, each missile causing 2d4 points of dam- using a sword. age at a range equal to that of a thrown dagger (1/2/3); two such Missile team: Four magma throwers and one charged with re- missiles can be hurled per round. However, each time an infernite supply. throws a chunk of itself as a missile weapon, it loses 1 hit point. The pike team is often used in large battles; a few hundred such “Magma throwers” will no longer use their inherent missile weap- teams are organized into a phalanx. Close-combat teams and ons once they fall to 10 hit points or below. magical teams are more frequently used in piracy and boarding Infernite weapons are the same as those commonly found on actions. The missile team is a support team designed to enhance earth-based worlds (except that the metals won’t melt). Most in- any combat situation, the resupplier carrying additional material dividuals have swords that cause 1d8 points of damage plus 2d6 to replenish the other members (see “Ecology”). points of additional flame damage. The members of a kiln are When in their formations, teams provide both a +1 to hit for armed with other weapons, as noted later. each member and a - 1 to their Armor Classes. A team loses these Also, the intense heat of infernite bodies does 2d6 points of benefits if it is reduced to three or fewer members. damage per round to creatures in physical contact with them. Re- Infernites are able to manipulate their fluid bodies to flow alizing this, infernites are known to engage in bear-hugs to kill through cracks and around obstacles. They can pass through any their foes (to-hit roll at +2 required, which can be broken by vic- cracks or holes that are at least 6” across at their normal move- tim if a roll to open doors is made, once per round). ment rate. Also, when body material such as hot coals or lava Cold is especially effective against infernites, doing double the presents itself, infernites have the ability to bond with it and re- normal damage. Even in temperatures that humans consider generate 1 hit point every other round given no interruptions (see comfortable (up to the boiling point of water), infernites suffer “Ecology”). 1d3 points of damage per round. Water causes 1d10 points of damage per gallon poured onto an infernite. Habitat/Society: Fire-based worlds are difficult for earth-based One infernite in six is a magician, able to cast spells as a mage of creatures to imagine. Physically, such a world offers many of the

DRAGON 33 Infernite

same challenges to its inhabitants. For instance, there is no need Ecology: Infernites are beings of molten metal and rock, some- for infernites to wear clothing or construct buildings to protect what akin to fire elementals. Their bodies are rather fluid but them from the elements on their worlds, and they make no terri- maintain a humanoid appearance virtually all the time. There is torial claims because of the flowing of their molten lands. only one sex; reproduction is accomplished through a long proc- Whereas human culture grew diverse in relatively static environ- ess of fission. Each infernite divides itself in a week-long ritual ments, infernite cultures developed very unyielding structures on once every four months. However, reproduction can be highly turbulent, everchanging worlds. accelerated when the community, be it a world, colony, or star- Infernite communities contain 10-100 individuals. One leader ship crew, is either threatened or is preparing for war. In such an is in addition to this number and has maximum hit points, maxi- instance, the community consciousness naturally takes over, mum wizard abilities, and the ability to cast a plane shift spell forcing individuals to seek out sources of body material and begin once per day, taking up to 50 infernites in physical contact with it. reproducing once per day. Since leaders divide their power when Spelljammer crews have the normal number of crew, with the they divide, they will try to avoid reproduction indefinitely. Body ships’ captains being leaders and all crew being organized into material is drawn from the surface of a dim star, the volcanoes of kilns. an earth-based world, the surface of a fire-based world, or from The individual infernite has very little freedom of choice, nor huge kilns stoked by the infernites themselves. The infernites lit- does it expect any. The offspring of each parent take on that par- erally become one with the new body material and force them- ent’s role in society, be it soldier, leader, administrator, or worker. selves to divide more often. This process can continue as long as Leaders enjoy the absolute confidence of those under them. Once there is still a perceived threat to the community or until the body working for a particular leader, an infernite is bound to that material runs out. In a short time, the infernites can create whole leader for life; when that leader dies, its subjects cease taking on armies to perpetuate their race and their ambitions. nourishment and quickly perish as well. Interestingly, infernite In a similar process, infernites can heal damage done to them- leaders nearly always disagree on some point of policy, leading to selves. If there is a source of body material at hand, they can heal ferocious battles between their followers until one leader and all one point of damage every other round by bonding with it. For his followers die—a frequent occurrence that limits their other- instance, in a missile fire team, the missile users stick their hands wise fast-growing population. into a vat of molten material to gain back hit points and continue Infernite leaders and mages have spelljamming capabilities, firing. Fighting infernites on their own worlds is always a costly and leaders sometimes order large metallic spelljamming vessels venture. to be built. The metal of the hulls is forged to withstand the great On their own worlds, infernites tend to eat just about every- temperatures generated both within and without. To a human, thing. On earth-based worlds they can eat anything that nor- a the outside of an infernite ship is as hot as a cookstove, and its in- mally burns: wood, coal, oil, etc., but eating “cold” food brings terior like a volcano’s core (ships in this state are hereafter re- their body temperatures down gradually—those that have been ferred to as “hot,” though infernite crews often complain because forced to live on earth-based worlds for extended periods of time their ships are kept too “cold”). A ship has a single leader; if that eventually cool down and die. Water-based worlds are shunned leader is lost, the ship is left to cool in the icy cold of space. Origi- by infernites, and air-based worlds exhaust their fuel quickly, nally, infernite spelljammer ships used the same designs as were burning them out. used for ships that sailed their molten seas, but they have since adopted common for their spelljamming vessels. Use common ship statistics for their vessels; all statistics apply except “save as” which should be thin metal. Infernite spelljamming ships cause an additional 1d3 points of hull damage when ram- ming, from their intense heat, and will automatically set ablaze any wooden ship or rigging it comes in contact with. The q’nidar (from MC7) are a race of creatures despised and hunted by the in- fernites. When a leader divides (see “Ecology”), it divides its subjects be- tween its offspring. By whatever agreement, one leader then leaves with its subjects, more often than not to travel to another world by spelljamming ships or plane shift. Infernites have colo- nized many known fire-based worlds by traveling through inter- planar gates opened by their leaders, since they cannot cross the Phlogiston (see “Ecology”). They also enjoy such places as vol- canic vents, world cores, hot gaseous worlds, and dim red stars. When encountered, infernites rarely do business with creatures from earth-based worlds. Their pirates often raid in search of hardened metals or magical items that can withstand the heat of their bases. They defend what is theirs tenaciously. Infernites do not venture into the Phlogiston, as the heat from their ships is magnified and the infernites “burn out.” A “hot” in- fernite ship that enters the Flow causes a 100’-radius explosion for 30d6 points of damage to non-fire-based beings (see page 10 of the Concordance of Arcane Space in the SPELLJAMMER™ boxed set). Infernites themselves must save vs. death magic at -4 each round they are in the Flow, or die.

34 JULY 1990 Metagolem

CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Electricity INTELLIGENCE: Very (12) TREASURE: Varies ALIGNMENT: Any

NO. APPEARING: 1 (5% of 2-5) ARMOR CLASS: 6 to -2 MOVEMENT: 3 to 15 HIT DICE: 9 (40 hit points) THAC0: 3 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d10 to 9d10 SPECIAL ATTACKS: Magical spells SPECIAL DEFENSES: Immune to electricity MAGIC RESISTANCE: Nil SIZE: S to M (3-6’ tall) MORALE: Fearless (20) XP VALUE: 12,000 to 16,000

Metagolems are hollow metallic constructs that have been given magical life; they resemble humanlike beings such as humans, elves, dwarves, and gnomes. There are as many varieties of meta- golems as there are metals, ranging from those made of copper to those made of platinum alloys. Like normal golems, metagolems are animated by elemental spirits. However, they are also given considerable intelligence and can speak. Metagolems have no free will, though, and always strive to fulfill the wishes of their crea- or flying a spelljammer ship, chasing down hated enemies, col- tors. The methods of creating metagolems are not widely known, lecting treasure, and so forth. They have no society as such, but but only wizards of 18th level and above can make them. A meta- they do seem to bear a strange fondness for others of their kind. golem has the alignment of its creator and an equivalent Strength Occasionally, several metagolems can be found relaxing together of 15 for purposes of carrying and lifting items. on worlds particularly prone to violent lightning storms. Generally speaking, the more exotic the metal, the better the Often, a metagolem will join a party of adventurers if it is clear metagolem’s armor and speed. Statistics for metagolems made of that doing so will prove beneficial to accomplishing its master’s common metals are given below: goal. Although a metagolem makes a surprisingly amiable com- panion, it is usually mistrusted, for its companions never know Metal AC SJL * Movement Damage when the metagolem’s true instructions will interfere with the Copper 6 1 3 1d10 group’s plans. There have even been reports of metagolems join- Tin 5 1 4 2d10 ing spelljammer crews, then leading mutinies for the purpose of Bronze 4 2 5 3d10 accomplishing their secret goals. Iron 3 264d10 Steel 2 3 7 5d10 Ecology: As with other golems, metagolems can be created only Silver 1 3 8 6d10 by powerful wizards. However, unlike regular golems, metago- Electrum 0 4 9 7d10 lems occasionally require a supply of energy—in the form of Gold -1 4 10 8d10 electricity—in order to continue functioning. Hungry metago- Platinum -2 5 11 9d10 lems are known to insult powerful wizards for the sole purpose of making the mages so angry that they cast lightning bolts at the * Spelljammer levels, for use with major or minor helms. metagolems. Every hit point of damage from electricity powers a metagolem for one week, to a maximum charge of 100 weeks of Combat: Metagolems are quite intelligent and employ sound tac- continuous operation. Without this power, metagolems become tics in battle. Aside from their limited selection of spells, they dormant until given a new charge. never use weapons, preferring to rely on their fists instead. Al- though quite intelligent, they are completely emotionless and can never be swayed from their goals. Metagolems can cast magic missile, web, fly, flaming sphere, fireball, and stinking cloud spells once each per day at the 10th level of ability. They are immune to all Illusion/Phantasm, Enchantment/Charm, and Alteration wizards’ spells, and to all spells in the Charm sphere of priest magic. They are not damaged by any attack involving electricity (such as a lightning bolt spell), instead gaining energy from such attacks (see “Ecology”).

Habitat/Society: Metagolems are magical automatons created by powerful wizards to accomplish certain goals, such as protecting

DRAGON 35 “Forum” welcomes your comments and opinions compressed five or six disks of manuals would players, though, would agree that there should on role-playing games. In the United States and be easily used by any computer user. be limits. Canada, write to: Forum, DRAGON® Magazine, Regarding the removal of the GM: In the Here’s an example from a game I recently P.O. Box 111, Lake Geneva WI 53147 U.S.A. In groups I’ve played in, most of the players didn’t played at a convention in my region. At one Europe, write to: Forum, DRAGON Magazine, want to be the GM, and a game wouldn’t get point, one of the players reached a situation TSR Ltd, 120 Church End, Cherry Hinton, going. A computer will be the GM for you, and a where her character, who was rather impetu- Cambridge CB1 3LB, United Kingdom. We ask game can start right away without having to ous, was likely to do something that she as a that material submitted to “Forum” be either wait for an adventure to be created. player knew would be rather risky. She very neatly written by hand or typed with a fresh In closing, computers are going to be part of rightly did as her character would and had to ribbon and clean keys so we can read and this world, whether you like it or not. Plenty of suffer the consequences Fortunately, all was understand your comments. imagination can be used while playing a good made right, and she was not eliminated from computer RPG. Computers don’t need imagin- the game because of her character’s rash action. In issue #146, the editorial talked about com- ation, but the programs they interpret give it to As the game progressed, one of the players puter RPGs. I personally agree with just about you in the face. suggested a way for my character to accomplish all of the points hit by Roger Moore. However, Dan Howarth our goal immediately. This could have accom- in issue #151, on page 66, Alan Grimes wrote a Holbrook AZ plished only one of two things. Either it would letter that I did not agree with at all. have ended the game before any of the players Mr. Grimes states that there is no role in- According to the AD&D 2nd Edition Players (including myself) wanted it to end, or it would volved in a binary program. Of course there Handbook, any PC who becomes “undead is have put us into a bad situation for which we isn’t! The role involved is through characters automatically an NPC! His goals and ambitions were not yet prepared. Even though it would created by the binary program. Let me give an are utterly opposed to those he held before.” have been something my character might have example. This statement disregards the character who, done, I did not do it and I feel I made the cor- I have owned an IBM clone computer for because of a desire to further his magical rect decision. almost three years. The first program bought by powers, chooses to become a lich. The Mon- Perhaps the most ill-advised example that I my family for me was The Bard’s Tale. In The strous Compendium says that liches “have cast ever saw of someone role-playing his character Bard’s Tale, I created a character, a paladin, aside their places as living beings by choice.” when he should not have happened several named Baxian. Baxian and his gang of other One can’t justify removing the PC status from a years ago, when a player whose character was characters have been my alternate personas, as character who chooses to become undead. an outlaw of evil alignment had his PC kill the Mr. Grimes puts it. Baxian has been my number- Liches are described as undead who “seek to rest of the party and make off with all of the one character even through The Bard’s Tale II. further their own power at all costs.” From this, loot. The tact that his character was an evil He and I have been through countless battles, one can conclude that liches, contrary to the outlaw was not an acceptable explanation, for just like some fighters in an AD&D campaign. statement in the Player’s Handbook, retain their even an evil character will find that he must The interaction that Mr. Grimes fails to see is goals and ambitions after entering the state of cooperate with those around him in order to there. The computer is just the channel that the undeath. The lich’s choice to become undead, survive. This character found a heavy bounty player uses to play the game, just as a DM is also seclude himself from society, and search “for had been placed on his head, and his player a channel for an AD&D game. power in strange planes unknown to even the found that the rest of the regular players re- Mr. Grimes states that the essence of sponta- wisest of sages” can eliminate any fears of losing sented his actions—including those of us who neity is not included in a computer RPG, that the delicate balance of power in the game and were not playing that night-and he soon left everything the computer does is by a program provide some adventures for the higher-level the group. that is given and known. The program is given, characters. To sum it all up, a player should role-play his but not known (at least in the IBM version). The Spectres, wights, and wraiths-all powerful character the best way that he can, except programs are normally written in some assem- forms of undead—do have the power to drain when that role-playing acts to the deterrence of bly language that only someone who can read creatures’ energy. If a character is killed by a the other players’ completion of and enjoyment that assembly language understands How can spectre, wight, or wraith using its energy drain, of the game. you know how to solve the game or know what then he is doomed to become one of the crea- John Patrick Wall the game will be like if you can’t read the pro- tures that killed him. The new undead is now Palatine IL gram language? under the control of the monster or its master. Next, Mr. Grimes mentions the fact that If that was the end of the character, then one My own linguistic gripe with the AD&D game gamers who really enjoy the game will find time could see why the PC would have to become an is the incredible list of pole arms in the [1st to play Where I have lived, few people will take NPC. But that is not the case. The Monstrous Edition] Players Handbook, most of which are the time to play a good D&D® game I have been Compendium explains that “once a character only to be distinguished by which way the hook interested in D&D and AD&D games for about becomes a spectre, recovery is nearly impos- on the end points, while beer is given one entry six years In all that time, I have played just a sible, requiring a special quest.” How can some- under “ale,” Nowhere have I seen an article on few complete adventures. All I have to do is body complete a quest when he is an NPC? Is the rich variety of beers, wines, and spirits that turn to my computer, and I have something that the DM to say, “Okay, your character’s master existed in medieval times. There isn’t even a already has an adventure for me to play, or I was slain, and he has completed his special difference between fish, flesh, and fruit in the can continue an adventure that I stopped to eat quest, sustaining only minor injuries; he is now food listings. Weaponry, on the other hand, is dinner, or whatever. You can’t tell your gaming back under your control”? That does not seem listed at encyclopedic length—hardly a situation friends to pack out to the porch and wait while to be in the spirit of the game. likely to discourage hack-and-grab playing! It you and your family eat dinner can you? While there are obvious cases where PCs who almost gives the impression that the AD&D Mr. Grimes says that he did some quick calcu- become undead must be taken by the Dungeon game is essentially for connoisseurs of obsolete lating to figure out how many Ks of memory Master, not all cases should be treated as such. arms. The presumably “realistic” distinction would be needed to have just three books worth Erik Martella between bill, guisarme, bill-guisarme, halberd, of AD&D manuals on disk. This calculating may Salinas CA and holy water sprinkler, with no guidelines or be correct, but Mr. Grimes left out the element pictures given, only confuses simple folk like of data compression. By compressing the data, Very often when playing RPGs, a player finds myself. those 37 disks could be compressed into just himself in a situation where he has to choose A little effort to make players think about five or six disks An example: SSI’s Pool of Radi- between playing his character as he believes the what their characters are actually eating when ance program needs at least 384K of RAM character would act, or doing what the player’s they open up their “standard rations” might add memory to operate; the program would have own common sense tells him to do. The purist more realism to the game (famous last words: come on about 15 disks, but because of the school of thought would have the player role. “Are you sure beef is supposed to be this compression, it came on three. The then- play no matter what the consequences. Most dark?“) My point: Conan and King Arthur were

36 JULY 1990 bothered about the quality of their pint, as was rules. A good friend of mine never raises PCs is ludicrous to assume that a mage or a thief can the legendary brewer-king Gambrinus. who were below 5th level become as proficient in a weapon as a class Paul Arblaster When I asked my players how they’d feel if I whose very basis is fighting. Leuven, Belgium said there’d be no more raising from the dead— Brian Hicks well, let’s just say I’ve DMed red dragons that Redlands CA This letter is in response to Ahmed Amin’s of were less hostile Give it a try A wise DM knows issue #155. I firmly believe that players should when resurrection is appropriate and will gain Per the “Forum” letter of James R. Collier in be given the opportunity to have their charac- his player’s respect They may even (egad!) issue #152: My (now-defunct) campaign worlds ter’s raised from the dead. The key word is thank you for it! were set in various technological stages depend- opportunity. I am not saying that a character is Maribeth Hass ing on governmental pressures, availability of raised every time he dies. That mentality is Greenfield WI magic to accomplish the same ends, and the what’s responsible for such horrors as 25th-level differing socio-religious viewpoints on inventive- PCs with armor classes of - 12 and + 10 luck Have you ever felt degraded by others for ness. Areas such as Englene, with a repressive blades. What I am saying is this: Give your playing the D&D game? Did you identify with empress and high population of state-backed players a chance. Dying can be a very valuable Shawn DeMers in issue #132 or Michael Drake wizards, kept their technology at Middle Ages lesson and often a spiritual experience, allowing in issue #146? There seems to be a lot of people level (c. A.D. 900-1200), though some oddly for more intense role-playing. who think that the D&D game is in some way anachronistic things would appear in the dock First of all, it is important that players (and harmful. It also seems that the vast majority of areas. At the other end of the scale, the city of their characters) understand and accept the them have never played or have even seen a Triask was positively Renaissance because of its PCs’ own mortality. No PC is going to live for- gaming session and therefore will never know encouragement of invention. The rest of the ever. Just as in the real world, not everyone in a the benefits of gaming. main world fell into various stages between. game world believes death is permanent, and Gamers and nongamers may not be aware of Magic does not have to preclude technology, as near-death experiences can be quite common. the benefits of gaming. There is more than just one imagines even powerful wizards may like The “dead” have been brought back to “life” all entertainment going on here. When you gather an alternative to going out to the garderobe on over the world today and while to us this is a for a gaming session, you find companionship a cold night. result of technology, it is a result of magic in the with fellow gamers. Even it you don’t notice it, My campaign also included high-level conjur- fantasy realm. Raise dead and resurrection are you are being accepted and validated as a hu- ers who were “dimension fishers,” bringing in both high-level spells. Would you deny these man being. This may not seem like a big deal, odd items from other Prime Material planes in spells to your PCs when they reach the appro- but think about it: What would it be like not to search of riches or knowledge. You could have a priate level? If not, then doesn’t it stand to be recognized as a human being? The gaming telephone appear in your wizard’s conjuring reason that there are NPC priests out there session is, in its own way, related to support circle, but even if you know how to use it, you capable of these spells? groups. Gamers can talk to others about prob- wouldn’t necessarily understand the principles The best way to handle it is to deal with each lems and get feedback on their lives. It is an of its operation. Your wizard certainly isn’t case individually. When I am faced with it, I ask escape, just like reading a romance or adven- going to be able to create a telecommunications myself a series of questions. For instance: Is the ture novel, only while gaming you are creating network with one phone. On the other hand, character presently on a quest or mission of a the adventure. Gaming also exercises your math the basic principles of the butane lighter might religious nature? This includes missions for skills and your cognitive processes. be understandable to a patient wizard (some other or their temples, if it benefits a As a gamer (and human being), you are used primitive lamps had the same basic principle), fellow party member’s religion. (This assumes to facing difficult situations, be it passing an but that same wizard isn’t going to be able to the word “voluntarily.“) Has he completed any important test or facing a war clan of . manufacture those devices. such tasks for his church in the past? Is he a Facing others who think of the D&D game as Finally, your mage may conjure a silk scarf out devout follower? If he’s a cleric, has he been a some weird, childish game is a little different of thin air—but did she create it? This is a good one-spreading the word, making neces- but no less difficult. To be better armed against decision for DMs to make individually, but I’ve sary sacrifices, etc.? “Yes” answers to any of these people, it is suggested that you research always ruled that “created” items were taken these questions deserve special considerations the history of your game and ask those who from elsewhere. There’s always room for diver- for the PC. In the case of fighters, consider this: attack you to sit in and observe what really goes sification. The use of bread-mold poultices in A fighter who did not die in battle or a paladin/ on at a gaming session. the Middle Ages was based on superstition and cavalier who did not die honorably may never David Raymond Gawarecki it lasted until Pasteur came along. be “at rest” and could merit a second or even Winona MN Guns are something any wizard group that third chance. Exactly how did the PC die? If it intends to survive is going to oppose; as the was a truly stupid, foolhardy action on his part, I am writing in response to Robert Morrison’s saying goes, guns are the great equalizer. The permanent death may be a far more valuable letter in issue #151’s “Forum” concerning most noble paladin or practiced mage can be lesson. If, however, he was tricked into drinking weapon specialization. Mr. Morrison states that shot down by a near-sighted granny. In fact, my poison by a cunning 8th-level assassin losing weapon specialization unbalances play at higher campaign worlds had crossover characters from that point of constitution may be lesson enough. levels, and that characters naturally become Earth who started an antigun movement be- Now consider the dead PC’s god. If he was a more proficient with weapons. cause guns lead to the sort of progression of worshiper of , he may already be in Weapon specialization is the exclusive use of nastiness that results in nuclear weapons. The , and if so, he probably won’t be coming one weapon and the devotion of one’s life to the thought of some terrorists with nuclear back (just ask Persephone). A follower of Thor use of that weapon. The bonuses given to a weapons should be enough to derail that pro- who was above 4th level may already be in specialized character are a result of the charac- gression. However, technological progression Asgard training for Ragnarok. Still unsure? How ter’s intensive study and practice of that isn’t all interrelated and could go off in quite about a meeting: weapon. He has achieved a greater understand- different directions in a world that has magic. : “Jared of Almar, I understand you wish ing of that weapon than most other characters The above really doesn’t matter too much in to return to your plane. Why?” ever could. any case. With the AD&D 2nd Edition and Jared: “I was having fun! Olympus is a drag.” During that character’s life, he is assumed to SPELLJAMMER rules, such normally interre- Jared will be hailing Charon’s cab any minute practice daily with that weapon When a char- lated fields as biochemistry and physics have now. However, if you replace Zeus with Diony- acter advances in level, all that practice and been repealed. It now becomes questionable if sus, Jared may be home in time for happy hour. training is assumed to have finally made a your “human” character has cell differentiation, If you decide to allow the resurrection, make change significant enough to warrant an in- so it would be entirely possible that steam sure it wasn’t free. Require a sacrifice of money, crease in his bonuses. cannot be used to create pressure (no steam a magical item, or services. For high-level PCs, Other classes can also become more proficient engines, whistling tea kettles, or—since hot how about donating a piece of land and financ- with a weapon. Although they cannot become gases don’t expand—hot air balloons). Even ing a new temple? Or how about finding a long- as skilled with a weapon as a specialized fighter, technology as simple as windmills may fail to lost religious artifact or defeating an evil cult? their advances are taken into account by lower- function, due to campaign variances in friction Finally, as we all like to remind each other, the ing that character’s THACO score. and inertia. Technology and science involve ultimate decision is yours. After all, it may be I’ve looked at the D&D game’s weapon- more decisions for the individual DM. time for a new character, especially in the case mastery system and feel that it is grossly unbal- Gregg Sharp of alignment violators or players who just don’t anced. It allows any character to become as Buckeye AZ understand their characters’ classes fully. You skilled in the use of a weapon as a fighter, which can always put limitations on your resurrecting makes the latter class lose much of its appeal. It

DRAGON 37 38 JULY 1990 by If you have any questions on the games I couldn’t find this information in favorite race] become [my favorite produced by TSR, Inc., “Sage Advice” will the DMG. class], since [several dozen good answer them. In the United States and This information is presented in DMGR2 reasons why this race/class combi- Canada, write to: Sage Advice, DRAGON® The Castle Guide (TSR Product #2114), nation is justified exist]? Magazine, P.O. Box 111, Lake Geneva WI available now. Game logic and game balance require 53147, U.S.A. In Europe, write to: Sage that demihumans have limited character- Advice, DRAGON Magazine, TSR Ltd., 120 Can a wielder (from FR7 class options. According to game logic, Church End, Cherry Hinton, Cambridge Hall of Heroes, pages 49-50) ever halflings don’t become rangers because CB1 3LD, United Kingdom. We are no return to his original class? Can a they aren’t inclined to be. Halflings who longer able to make personal replies; spellfire wielder absorb clerical really like the outdoors and nature be- please send no SASEs with your questions spell energy? If so, is this voluntary come druids. Halflings who are nimble and (old SASEs are being returned with the or involuntary? What happens to good at hiding become thieves; that’s just writers’ guidelines for the magazine spellfire wielders who absorb more the way halflings are. Gnomes who feel enclosed). energy than their limit? How do you roguish become thieves themselves. Those Once again, the sage tours the AD&D® determine if a character can have who tend toward flashy expositions be- 2nd Edition game, with some scenic stops spellfire ability? come illusionists. (Illusionists, by the way, in unusual areas. DMG is the 2nd Edition A character with spellfire powers never have an almost infinite capacity for vivid ’s Guide. actually leaves his original class. However, storytelling and practical jokes, as even a to gain experience in his original class, the quick look at the spells in the illusion/ The description of the troll in the character must refrain from using any phantasm spell school will show.) Monstrous Compendium says that spellfire abilities during an adventure. If Only humans have the ability to become any hit with a “natural” 20 severs a the character does use a spellfire ability, any class they want to be (ability scores limb. Does this apply to attacks all experience earned during that adven- permitting), and they can advance all the against other creatures? If not, why ture goes toward the character’s spellfire way to level 20. That’s what makes hu- does the game have the seventh- level, except for individual experience mans unique. Demihumans have com- level priest spell regenerate? awards for the character’s original class pletely different psychological, physical, Trolls are thin and rubbery, and are (see the DMG, page 48), which are lost. and spiritual makeups from humans; that’s prone to being hacked apart, although Spellfire wielders can absorb magical what makes each demihuman race unique. hacking apart a troll doesn’t do much energy from almost any source: spells of Overall, demihumans are not nearly so good. Unless the DM creates his own all types, breath weapons, gaze attacks, versatile or adaptable as are humans, critical-hit system, it’s not possible to hack and just about anything else. At the 1st because all have special skills and limita- limbs off other creatures in combat. How- level of spellfire ability, absorption is invol- tions derived from their heredity and ever, swords of sharpness, monsters such untary; the character drains any magic culture that simply close some doors to as green slime, crude forms of medieval with which he comes in contact, including them when they seek professions. Game justice, and many other hazards in the useful magical items and healing spells balance requires that each race in the game can lead to the loss of limbs—hence (only rest or nonmagical healing can heal game be equally playable. If demi- the regenerate spell. damage to the character). Absorption is humans—with their infravision, special strictly voluntary at 2nd level and above. resistances, and special abilities—could The Monstrous Compendium, Vol- Exactly what happens if the character freely choose from every character class ume One lists statistics for greater exceeds his limit is unrevealed. I suggest in the game, there wouldn’t be much rakshasas, but gives no experience- that either the character becomes unable reason to play a human character. As I’ve point values for them. to absorb more energy once he reaches said before, the D&D® and AD&D games Greater rakshasas are the Rhuks, Rajahs, the limit and consequentially is affected are games of choices; to get something, and Maharajahs. normally by any magic with which he you’ve got to give up something else. Good comes in contact while “full,” or he ab- players make the right choices most of the One of my players wants to run an sorbs the excess and automatically re- time and know how to capitalize on their ultimist character from POLYHE- leases one level of energy each segment characters’ strengths while finding ways DRON™ Newszine issue #23. This is a (10 times per round), suffering 1-6 hp to circumvent their weaknesses. While powerful class. Is it intended for PC damage each time, until his total energy changing the rules to eliminate character use or just for NPCs? falls back into the “10 x constitution” weaknesses is one way to circumvent Neither. The ultimist is a piece of satire. category. them, it isn’t a clever or heroic one. In this case, the mockery is directed at Spellfire is a variant type of magic cre- players who insist on having characters ated by Ed Greenwood in his novel of the who can do anything and everything. Try same name. Only the DM can decide if a not to laugh too hard if you player asks particular character can have the ability. It about playing an ultimist again. seems likely that only one spellfire wielder can be alive at a time on any given world, When can we expect to see rules and that the ability is hereditary. for psionics in the AD&D 2nd Edi- tion game? Why can’t halflings be rangers? A handbook on psionics is tentatively Halflings can be clerics, and rangers scheduled for release in early 1991. Stay have a few clerical spells. Why can’t tuned for further developments. gnomes be bards? Gnomes are known for their sense of humor and How much does it cost to build a should have access to some kind of castle, tower, or other fortification? jester-type abilities. Why can’t [my

DRAGON 39 Earth isn’t the only world that needs heroes Warpdrive: Warpdrive ships are capable of entering hyperspace and thus attaining FTL speed. Warpdrive ships might be by David Edward Martin limited to STL flight in normal space. Advanced warpdrive: Better warp gener- Role-playing in the MARVEL SUPER Slower Than Light (STL) drives: STL ators enable a starship to travel at speeds HEROES™ game is not restricted to having ships can reach speeds up to that of light. 100 times faster than can be achieved by your heroes battle evil on Earth. Many of If such a ship is intended for interstellar normal warpdrives. the greatest triumphs of the Avengers, the flight, it may be equipped with suspended Teleportation: Instantaneous travel Fantastic Four, and the X-Men have oc- animation chambers or a life-support across the universe for individuals or curred in . Why not take your system capable of sustaining passengers small loads is possible with this power. campaign to the stars, too? for years or centuries. Stargate: A stargate uses a form of tele- But before you can go adventuring into Faster Than Light (FTL) drives: FTL portation. A fixed-location device (the gate) the far-flung reaches of the universe, you ships are capable of exceeding lightspeed, instantaneously teleports an entire space- first need a way to get there. A variety of but they still travel in “realspace.” craft to another stargate. Stargates are means to reach the stars exists, from Advanced FTL drives: Better engines assumed to be rare, being so powerful. personal flight using superpowers to the enable advanced FTL starships to attain The type of stardrive determines its use of external or mechanical means. speeds 10 times faster that normal FTL speed range. The power rank number Some examples of spacefaring methods drives. determines its basic speed value, which is include: then multiplied by the standard modifier for that class of travel. Table 1 shows the basic starship types and their speed for Table 1 the MARVEL SUPER HEROES game. Starship Types and Speeds In the wink of an eye Stargates and teleportation systems and Speed (in multiples of lightspeed) powers enable travelers to instantaneously Rank FTL A-FTL Warp A-Warp cross long distances. Travel time is limited FE 2 20 200 20K by the amount of time it takes to make PR 4 40 400 40K each jump and the number of jumps nec- TY 6 60 600 60K essary to cover the desired distance. Most GD 10 100 1K 100K EX 20 200 2K 200K RM 30 300 3K 300K Table 2 IN 40 400 4K 400K Starship Flight Category AM 50 500 5K 500K MN 75 750 7.5K 750K 1d100 Category UN 100 1K 10K 1M 01-10 STL X 150 1.5K 15K 1.5M 11-25 TRL Y 200 2K 20K 2M 26-45 A-FTL Z 500 5K 50K 5M 46-55 STL/Warp 1000 1K 10K 100K 10M 56-75 FTL/Warp 3000 3 K 30K 300K 30M 76-85 A-FTL/Warp 5000 5K 50K 500K 50M 86-90 STL/A-Warp 91-95 FTL/A-Warp K = 1,000; M = 1,000,000. 96-00 A-FTL/A-Warp MARVEL UNIVERSE™

teleportation systems are designed to Firelord’s cosmic power). ‘This stargate’s Your own starship handle individuals or small loads. They existence is known to the X-Men, X-Factor, The MARVEL SUPER HEROES Advanced may be placed on planetary surfaces or Firelord, Lilandra, Misty Knight, and Jean Set contains the basic procedure for build- built into spacecraft of any sort. Grey’s parents. Although it was last seen ing your own starship. If takes an Stargates are immense portals capable of on the roof of Misty Knight’s apartment, Amazing Reason FEAT to design a star- handling entire starships; these devices the current location of the stargate is drive capable of FTL flight. The Resource often appear to be titanic doors or hoops unknown. Unless the stargate is repro- FEAT is X rank for a basic FTL ship, higher miles across. Objects must be able to phys- grammed, it will send any user to the for a more advanced model. ically pass through a stargate in order to unnamed world within the Shi’ar Empire Sometimes a powerful energy source can “se it. Starships can be moving at sublight that holds the M’Krann Crystal. This bar- be used to modify an STL ship to FTL speed when they “se a stargate, although ren world is normally uninhabited. This speeds. One such example was the “se of the ship must be piloted very accurately. stargate can be reprogrammed by an Thor’s Mjolnir to propel a Quinjet between The Shi’ar are the primary users of star- Incredible Reason FEAT the stars. Such an energy source must be of gates; they maintain a network of them at least Unearthly rank, and the ship to be so through the universe, including one within Natural spacewarps modified must have at least an STL drive. 10 lightdays of Earth. At this time, the The structure of the Marvel Comics’ Starships can also be directly gained by gates are heavily guarded at the Shi’ar universe is riddled with spacewarps. a variety of means, proper and improper. ends. These function as interdimensional tun- Ships may be recovered if abandoned, A portable stargate was left in Manhat- nels that enable any ship capable of FTL stolen from their owners, or rebuilt from tan by Shi’ar agent Davan Shakari. This flight to swiftly cross enormous distances parts scavenged from damaged vessels. stargate is currently powerless and thus in even less time than usual. Earth is near Terrans kidnapped by aliens might over- can only receive travelers. However, it can one of the largest junctions of spacewarps throw their captors and seize the aliens’ be made operational by a power source of in the universe, a crossroads for half the ship for themselves. A starfaring race may at least Shift-X intensity (for example, known starfaring races. This is one of the present a Terran with a starship as a gift reasons why Earth keeps attracting so or reward, such as when Prince Dezan many space travelers. Known warps in- gave a Skrull starship to the Fantastic Table 3 clude several linking Earth with various Four. If all else fails, travelers can always Starship Speed Ranks points in the Andromeda galaxy and one try buying a starship, assuming your PCs to the Kree Empire in the Greater Magel- can find one for sale. 1d100 Speed rank lanic Cloud, a satellite galaxy of our Milky Tables 2-4 can also be used to quickly 01-08 FE way galaxy. generate a starship with a few rolls of the 09-16 PR dice. Table 4 determines the number of 17-24 TY typical humanoids that can be kept alive 25-32 GD Table 4 by the life-support system, allowing at 33-40 EX Starship Passenger Loads least one chair or berth for each potential 41-48 RM passenger. If a cargo ship is desired, sub- 49-56 IN Maximum tract 1-10 crew-beings and multiply the 57-64 AM 1d100 passenger load remaining number of passengers by 200 65-72 MN 01-20 1 lbs. to get the starship’s cargo limit. 73-79 UN 21-60 1-10 80-85 X 61-90 1-100 86-90 Y 91-99 1-1,000 MARVEL SUPER HEROES is a trademark of the 00 Marvel Entertainment Group, Inc. All Marvel charac- 91-94 Z 1-10,000 ters, names, and the distinctive likenesses thereof 95-97 C1000 are trademarks of the Marvel Entertainment group, 98-99 C3000 Inc. ©1990 Marvel Entertainment Group, Inc. All 00 C5000 Rights Reserved.

Loom (Lucasfilm Games) Magic, adventure, and the joys(?) of atomic war

©1990 by Hartley, Patricia, and Kirk Lesser

Before we delve into this month’s re- views, we’d like to define the differences, as we see them, among the games we review. For software gamers, there are four basic genres of entertainment: ani- mated adventures, role-playing simula- tions, arcade/action games, and strategy games. At rare times, you might find a single offering encompassing two of these environments. Animated adventures are graphically rich, musically superior adventures wherein you become the lead (and only major) character on a quest. This game is like a motion picture, an interactive movie that is played out for your enjoyment based upon your decisions at various branches of the adventure.

DRAGON 47 A role-playing simulation differs in that target is illuminated in white, shining light. you must create a party of characters to If the draft was incorrect but still bona accomplish the quest. These simulations fide magic, the target is illuminated with are usually based upon a specific role- reddish light. If you performed an incor- playing system, such as TSR’s AD&D® rect draft, nothing will happen except that game or GDW’s MEGATRAVELLER™ game. Bobbin will acknowledge that it probably You control everything these characters do was not a draft in the first place. and attempt to gain experience for them If your draft is correct, its effect will so that the ultimate goal of the game can occur after the target is illuminated. For be accomplished. example, one of the earliest drafts you Success at an arcade/action game de- learn is that of dyeing. As this draft works pends upon your skills in manipulating a only on wool, you soon note that once the joystick to control your character. These white illumination has ceased, what was games usually require face-to-face con- once plain, white wool is now colored. frontations with enemies, and your sword- Loom (Lucasfilm Games) (Don’t forget that wool can also be found or magic-wielding accuracy depends upon a-hoof!) how well you manipulate the I/O device Little occurs within this engrossing (mouse, joystick, trackball, keyboard, and You can save games in progress, which is adventure that should not be taken note so on). highly recommended. As soon as you have of. Write down what is seen, heard, or The strategy game is designed for those completed a scene to your satisfaction, said. The most minuscule fact could easily who are tacticians. These gamers follow save it! You simply press the F5 key to be overlooked, and that fact might affect historical and futuristic confrontations save, load, or continue play. You may also the adventure 20 scenes down the road. with fanatical attention to detail. Move- select one of three modes of play: Stand- One enjoyable aspect of Loom is that the ment points, individual squad strengths, ard, for regular game play with a little adventure was designed to be won. We choice of weaponry, terrain—all are im- help from on-screen items; Practice, to guarantee that anyone with a modicum of portant in determining how a war is won. learn the mechanics of the game before common sense and delight in fantasy will Many offerings allow players to restruc- starting the adventure “for real”; and win this game. It won’t sit on your soft- ture history itself and usually allow for Expert, which does away with some of the ware shelf gathering dust. hundreds of hours of gaming because of visual assistance. Yes, there is a great deal to learn and a the product’s intricacies. Accompanying the disks is a Dolby great deal to listen to, but the effort is stereo tape that helps you to enjoy the worth the outcome. Not only is Loom adventure by leading you into the world delightful to run, but it is a visual treat as of Loom before you boot the software. well. As with all Lucasfilm Games And you’ll also find a red gel that is the products, the programming that produces game’s copy-protection device. You must the animation, graphics, and sound is all define certain portions of drafts (musical first rate. The AdLib score is also top spells) for specified guild icons, and the notch, and we can only imagine how de- only way these musical icons are readable lightful the Roland MT32 MIDI sound Reviews is through use of the red gel. track must be. Loom follows the life and times of one The secret to the game’s success is the Bobbin Threadware. Bobbin is with the characterization of the hero, Bobbin. He is Computer games’ ratings Guild of Weavers and starts the adventure an extremely likable individual, with a totally inexperienced in the ways of magic. sense of humor as well as a sense of re- X Not recommended Believe us, by the end of the game, he’ll sponsibility. The manner in which you, as * Poor know a great deal! In Loom, sound be- Bobbin, overcome the adventure’s trials ** Fair comes magic. A thread is a combination of requires logical thought. *** Good four musical notes ranging from c to c’. The game also comes with a Book of **** Excellent Each series of threads produces a draft—a Patterns, your personal diary of spellweav- ***** Superb spell. A correct draft produces an effect ing. Two drafts are already completed in upon its target. the book: Opening (e c e d) and Transcen- To cast drafts, Bobbin uses the magic dence (c’ f g c). However, the latter spell is Lucasfilm Games staff of the Elders. You’ll find this staff, not draftable until the end of the game, P.O. Box 10307 called the distaff, on-screen below the after you have acquired knowledge and San Rafael CA 94912 animation window. Below the distaff is skill and have been awarded the 8th note. (415) 662-1902 musical staff notation, with the letters c, d, Oh, we forgot—when you start the game, e, f, g, a, b, and c in the seven sections of all you know are the three notes c, d, and Loom ***** the notation. Each note represents a sec- e. You’ll gain the other notes as you suc- PC/MS-DOS version $59.95 tion of the distaff. cessfully complete various parts of the Brian Moriarty, whose Infocom text You select the target for your magic by adventure. As you learn various drafts, adventures are now classics, wrote Loom. clicking on it with the on-screen cursor. write them down in the Book of Patterns— He wanted to create a fantasy adventure The target becomes identified with both in pencil, as you will probably make mis- that moved away from the stereotypical its picture and its name appearing in the takes in your assumptions. Also, should characters found in the majority of fan- lower-right corner of the screen. You then you start a new game while having saved tasy worlds—orcs, trolls, hobbits, and the activate your draft in one of three ways: an old game, the drafts will be different. like—and he succeeded! One reason Loom click on specific sections of the distaff that For example, Kirk and Hartley played receives our five-star rating is that it has correspond to the musical notes; click on Loom separately. Hartley’s draft for Emp- an original plot and great craftsmanship. the notes found in the notation; or enter tying was: g e e d. Kirks draft was: g f f e. Within Loom, you’ll encounter a variety of the notes via the keyboard. As you can tell, cheating by looking at guilds whose followers specialize in spe- As you play the notes that make up the someone else’s drafts won’t help! cific crafts, such as crystal-makers and draft, your distaff sounds each note while Loom is so good that it retains its five- blacksmiths; there are even shepherds illuminating that section of the distaff. If star rating despite minor technical difficul- who possess no mean skills. you are successful, you see that your ties encountered early in the adventure.

48 JULY 1990 Three of the early animated scenes pro- duced butchered text on the screen. If two lines of text were displayed and Bobbin moved off the right side of the screen, then half of the previous text remained on-screen when the new screen appeared. Incoming, new text was superimposed on the old text, making it hard to read. This was especially true during the first view- ings of the Loom itself. A minor point but one that should be addressed in future releases. We also experienced one game crash that occurred early in the game, when we double-clicked on a target and struck a note key at the same time. How- ever, this crash was the exception, as it did not occur again. Kirk managed to reach the adventure’s conclusion in six hours and Hartley in eight hours, at the Standard level of play. The problem with Loom is that—well, it ends! The adventure is engrossing and exciting, especially as you uncover the means to cast magic in scene after detailed scene. It is extremely disappointing when the story comes to its conclusion. Brian and the creative folk at Lucasfilm Games have managed to create truly memorable characters and, like a good book or fine film, you hate to leave them after spending so many good hours with them close at Gunboat (Accolade) hand. However, be of good cheer. For if you analyze the last few scenes of Loom, you Accolade realize there must be a sequel in the 550 South Winchester Boulevard in the Vietnam combat environment. Hav- works. After all, how many Lucas films San Jose CA 95128 ing served with the Mobile Riverine Force managed successful sequels? And believe (408) 985-1700 in Vietnam in 1968, I know that hostile us, Loom plays far more as an interactive encounters with the VC did not consist of movie on your computer monitor than as Gunboat **** the enemy actually exposing themselves to a software game. We recall that Chaos has PC/MS-DOS version $49.95 our fire by walking directly to the water’s an important feather in its possession, and Gunboat is a river combat simulator that edge from jungle concealment and open- the Pattern can be repaired! All those who puts the gamer into the pilot’s chair of a ing fire on our PBRs with small arms. Most were lost must be reunited with Bobbin Patrol Boat Riverine (PBR). These boats of the time, incoming fire was directed and the Elders. were skillfully employed in Vietnam and from concealed, fortified emplacements This review boils down to the fact that are likewise engaged in difficult missions packing heavy machine-gun and mortar Loom is special. It is highly entertaining in this simulation. As you complete each weaponry. and is so unusual that you must experi- mission, you are promoted and earn A second problem is that a code wheel is ence it. We recommend its purchase. medals. You start out in Vietnam and, needed to enter the actual simulation, and This game was reviewed on a PC/MS- when you earn your second lieutenant’s we found one correct code entry was not DOS AT clone with an EGA board and EGA bar, move on to battle the drug kingpins of recognized by the program. When this monitor plus the AdLib sound board. It is Columbia. Make the grade of lieutenant occurs, you are forced to practice your playable through use of the mouse, joy commander and you’re patrolling the gunnery. Fortunately, a hit of the TAB Key stick, or the keyboard. The PC/MS-DOS Panama Canal Zone. Each mission is well brings you back to the codewheel copy version requires an IBM microcomputer or designed and certain to put you in the protection method, and you can try again. clone or a PS/2 with at least 512K of mem- heat of action. Accolade doesn’t dump you to DOS as ory. The game supports VGA, EGA, CGA, Using the keyboard, the function keys, some games do, requiring that you reboot MCGA, and Tandy 16-color video boards. and the (preferred) joystick, you move the game. Also supported are AdLib and CMS sound through a number of stations aboard your Keep an eye on your damage reports, cards. For those fortunate (and wealthy PBR, including those for the pilot, the keep your joystick powered forward, and enough) to possess the Roland MT32 stern gunner, and the midship gunner. kick the enemy’s butt. Gunboat is an excit- Sound Module or Roland’s LAPC-1 Sound After you have equipped your PBR, these ing and better-than-average combat simu- Card, you’ll need 640K of memory and a stations can be brought into play by sim- lation. It is the first PBR simulation I’ve hard-disk drive. Loom can be upgraded ply pressing their corresponding keyboard seen, and it offers a constant challenge to for $10 to address these advanced MIDI- keys. From the pilot station you can also increase your grade through commanding compatible sound systems. Even though a command your crew to Open or Cease difficult missions. It is worth adding to hard-disk drive is not required, we highly Fire (you don’t have to man the gun em- your software library. recommend it as there are six 5.25” game placements unless you have a good feel for The game requires an IBM PC, XT, AT, disks and the scene access is far faster how the simulation is commanded). You PS/2 or compatible computer supporting when read from the hard disk. An installa- control the spotlights and the ship’s speed, VGA/MCGA, EGA, CGA, Tandy 16-color, or tion program for transferring the files and can identify targets for your gunners. Hercules MGA graphics boards. It sup from the floppy disks to your hard disk is Gunboat is a fine combat simulation. The ports Ad Lib, CMS, Roland MT32 sound included. only historical area I found deficient was boards. The game requires 512K RAM.

DRAGON 49 UBI Soft Entertainment Software (distributed by Electronic Arts) 1820 Gateway Drive San Mateo CA 94404 (415) 571-7171

Iron Lord **** Commodore Amiga version $39.95 Originally developed in France, this fantasy game sports some of the most unusual graphics, animation, and sound yet released in a computer entertainment. Playing this game is like interacting with a motion picture. The change of musical theme and tempo matches your speed as you gallop from town to town. No matter how many times we played this game, the music never interfered with play. You are trying to rouse the inhabitants around your ancestral castle in order to battle the Army of Chaos. Your uncle, Zolphar, usurped the throne from your father in a bloody coup years ago. Now it’s up to you to get revenge and inherit your crown. You can visit seven locations in your attempt to build an army. First is your castle, which serves as your HQ. This is Iron Lord (UBI Soft Entertainment Software) the only area where you can save your game, a point that can become a hin- drance. If you gain influence in an area, you must ride back to your castle at once in order to save the game; should you be killed in the next sequence, you then won’t lose all of your time and effort in reboot- ing. You can declare war from your castle, but only after you build your army. Other areas you can visit ‘include: the Seer’s Cottage (perhaps some magic is available there!); the towns of Chatenay Malabry, Lorando, and Torantek; the Tem- plar Abbey; and the Miller’s Cottage. Some- times you’ll be asked to intercede for someone and right a wrong, such as col- lecting overdue payment for services. You can also engage in a first-rate archery contest, games of chance such as dice, and an arm-wrestling competition to increase your influence. The final battle is awesome. You must assemble your volunteers in an all-out effort to defeat the Army of Chaos. Don’t even think of trying this unless you have at least one regiment of soldiers at your command. You must also keep in mind your troop’s morale. There are two stages to the battle: troop movement and combat itself. If you survive the onslaught, you’ve Welltris (Spectrum HoloByte) still got to get through the Labyrinth and its dangerous surprises before you can battle your evil uncle. Swords and keys can be found on each level. Should you get items from a menu (such as Discuss or ments do not require grabbing a different through a Labyrinth level, you must still Buy). The latter is required for combat. I/O device for special sequences. succeed at an arcade phase that pits you This means that you must drop the mouse Iron Lord is a very good game. It could against monsters who enjoy throwing acid to take up the joystick to parry an attack have been a great game where it not for at you! and to inflict damage on an assassin; the confusing I/O device requirements and Ah, but all is not so perfect. For exam- within three or four slices, you’re mince- the fact that you can only save the game in ple, the game requires that you use both a meat. The game does not simply restart; one location. Despite these drawbacks, mouse and a joystick. The former is re- you must reboot your Amiga with Iron Iron Lord will remain in our active library quired for your character’s activities, such Lord’s disk one in your dh1: drive. This as we forge ahead and try to defeat the as selecting your destinations on the on- seems somewhat awkward, especially as Army of Chaos and that rotten uncle! screen map, walking about, and selecting most action sequences in other entertain-

50 JULY 1990 Spectrum HoloByte New World Computing country, If a country’s people are com- 2061 Challenger Drive P.O. Box 2068 pletely obliterated, that country uses its Alameda CA 94501 Van Nuys CA 91404 final strike. This means the country fires (415) 522-1164 (818) 999-0607 off its entire arsenal of missiles and bombers at countries ranging in order Welltris ***** Nuclear War * * * * ½ from the least favorite nation to the most Macintosh IIx version $39.95 Commodore Amiga version $49.95 respected nation. If someone actually Once again, Alexey Pajitnov has coded a When Balance of Power fails, it’s time becomes the victor, his name is etched into truly marvelous arcade treat. He is known for Nuclear War. In this tongue-in-cheek the game’s hall of fame. for his first work, Tetris, that won major game, one player competes against four Considering the dire nature of the software awards from magazines and world leaders. The object of the game is to game’s subject, some gamers will probably publishers alike. Now Welltris offers the be the only surviving nation on Earth with not like its treatment of war. Then there gamer an even more complex gaming a population of at least one million people. are others who enjoy games like Balance environment. The other leaders are also trying to accom- of Power or Defcon 1, and they will think What a player notices immediately when plish this goal. However, the other leaders this tongue-in-cheek nuclear-war game is a playing the Macintosh version of this game each have a personality flaw that affects real treat. Many gamers will find the hu- are the striking colors in the authentic his strategy. Personalities include a pacifist mor in the comic characterizations of Russian artwork and the strident Russian (Jimmy Farm), a liar (If-icky Dick), and a world leaders to be entertaining. The music (written by the talented folk at Ed warmonger (Ronny Raygun). game is certainly challenging. Bogas Productions). Welltris is a step be- The game is divided into a series of My only criticism is that only one person yond Tetris in that you are given three turns. A divided screen reveals your own can play this game against four computer difficulty levels and five speed settings. nation and the others in the current game. opponents. I would much prefer having Until you believe you have mastered the The screen corners show the world lead- the option of four human competitors game, start at the slowest speed, then, ers and their reactions to you. On each with the computer available to fill any watch and learn how this highly addictive turn, you can readily see how many peo- empty character slots. Otherwise, if a arcade game can drive you up the wall. ple another leader has in his nation. You comic treatment of nuclear war doesn’t In Welltris, random blocky shapes tum- can also tell how other world leaders are offend you, go out and get Nuclear War ble down a 3-D four-walled well. As the reacting to that leader on a scale of 1-100. and irradiate someone. shapes drift toward the bottom of the These reactions are a major force in help- well, you can turn them on their sides and ing you determine your moves. move them around the wall itself. You are Each turn leaves many options available. trying to position the pieces so all fit on First, you can use propaganda against News and new products the first layer of the well. As other pieces another leader in hopes of turning several Accolade released Chris Crawford’s tumble downward, you fit the shapes million of his population to your corner. Balance of the Planet in time for Earth Day together in carefully fitted layers. You can Propaganda doesn’t always work, and you on April 22nd. This game takes a complex request that a shape be previewed by the can actually lose folk instead of gaining issue and, turns it into an engrossing, fun- program before it drops down the well. them. You can also have your population filled simulation with a high degree of This helps you figure a fit for the shape build for a turn in hopes of making mis- accuracy. You are appointed by the United before it actually falls. If you can fit the siles, bombers, warheads, and strategic Nations to the post of High Commissioner pieces so they form a line from one wall to defense systems. The numbers and kinds of the Environment. The powers of the another wall, that line is removed and you of weapons created depends on how many office involve levying taxes on industry can fit more pieces on that level. You’ll people are in your nation. Building for and granting subsidies to worthwhile continue to fit pieces as long as there is more than one turn is called stockpiling, activities. Issues to be grappled with in- room at the bottom of the well. Each suc- and that hurts your relationships with clude acid rain, water pollution, nuclear cessful fit scores points. The higher the other countries. accidents, global warming, consumer speed at which you fit the pieces, the A player can also prepare a missile or goods, and starvation. Points are given for more points are awarded. If you can clear bomber during a turn. During the follow- industrial productivity and the absence of the entire well, you’ll be rich with points! ing turn, you can load nuclear megatonage toxic pollution. The simulation is available This game’s copy protection is quite up to the limit of the missile or bomber for the Macintosh or PC/MS-DOS com- sensible. You are shown a flag of one of payload. Missiles range from the 10- puters at $49.95. the republics within the Soviet Union and megaton capacity Carnage missile to the Broderbund Software (415-492-3200) has are asked either the republic’s name, its 100-megaton capacity Pacifier missile. A released Wolfpack, a detailed graphic area in square miles, or the name of its missile carries its payload to a target and is simulation of World War II naval combat capital city. You leaf through the user’s then lost. The two bombers, the NP-1 (for between German U-boat wolf packs and guide, locate the flag, and type in the Nuclear Postman) and the GR-2 (for Grim Allied convoys. The simulation is for PC/ answer. Reaper), have a 50- and 100-megaton ca- MS-DOS computers at $54.95. Each screen A word of warning to Macintosh II play- pacity respectively and can each attack features 256-color VGA graphics, and the ers: Remove the 32-Bit QuickDraw file several different targets. game fully supports AdLib, Sound Blaster, from your System Folder before you start For defense, the player can set up a and Tandy Sounds. You can choose sides, play. If you don’t, your system will crash. Laser Net Defense System that destroys and the simulation comes with 12 easy-to- The alert is not found within the manual, incoming missiles during that turn. Or understand scenarios of various levels of but a call to Spectrum HoloByte assured there’s the Peacekeeper MegaCannon, difficulty. There is also a detailed mission me that the company is fixing this. which can be utilized to keep any missile construction set so players can create Welltris is certainly the finest arcade or bomber out of striking distance. their own scenarios. game we’ve played so far this year. It will Once you’ve selected an option for the. A second offering from Broderbund is take one heckuva program to top this one current turn, the screen changes to a Prince of Persia, for PC/MS-DOS and Apple as far as its total play-to-dollar ratio, and world overview and the moves ordered IIGS computers. This game has a suspense- we doubt whether many gamers will ever for the turn are then carried out. Random ful plot with a romantic Arabian Nights grow tired of playing Welltris. The chal- events—earthquakes, meltdowns, popula- atmosphere. You combine exploration and lenge, sights, sounds, and constantly tion explosions, 16-ton weights, flying puzzle-solving as a young visitor with changing facets make this game an experi- saucers, and mass defections—bring whom the beautiful Princess, the daughter ence not to be missed. cheers of hope or cries of anguish to any of the Sultan, has fallen in love. The Grand

DRAGON 51 Vizier Jaffar, intent on seizing the throne computers. you will have to double the number of himself in her father’s absence, plans to MicroProse Software (301-771-1151) is ninjas disbelieved to get the same amount marry the Princess. You are thrown into a now marketing Paragon Software’s Mega- of experience. dungeon, and the Princess is given an Traveller 1: The Zhodani Conspiracy, 3. When fighting conjurers with a two- hour to choose between the Grand Vizier based on the role-playing game by Game character party, 50 wolves called up by or death. You escape from the cell and— Designers’ Workshop. Players assume the conjurers are worth 30,848 xp. With a well, there are more than 250 screens in control of five unique characters as they party of six characters, 50 wolves are this adventure. A continuation feature travel to the Spinward Marches on the worth 10,602 xp. allows you to stop playing and then re- frontier of the shattered realm of the Murray Weissman sume at your current level. Imperium. The character-generation sys- Glenside PA Data East USA (408-286-7080) has re- tem provides five military classes and leased North & South, a strategy game for more than 70 talents and abilities. Each Battletech (Infocom) PC/MS-DOS and Atari ST computers at character is controlled separately in real- 1. The best ‘Mech is a modified $39.95, and for Amiga computers at time combat sequences on the ground and Commando. $44.95. You use strategy and skill to guide in space, with more than 30 weapons and 2. The spare parts are in the northeast your troops through famous Civil War weapons skills. MegaTraveller 1 will be corner of the cache. The Phoenix Hawk skirmishes. With four stages of battle, released for PC/MS-DOS computers. lab is in the southeast section of the cache. players are able to control different num- Sierra On-Line (209-683-4468) has re- Andy Ahnn bers of armies and territories, launch leased Codename: Iceman, a fictional but Anaheim CA attacks, and travel from state to state as all-too-real look at the espionage and poli- they confront the challenges on their way tics of a clash between the superpowers. to victory. There are three levels of diffi- Released for PC/MS-DOS computers, it Mechwarrior (Infocom) culty. You can start the conflict in any year costs $59.95. Additional versions will be [C64/128 version:] If you don’t have a from 1861 to 1864. This game includes released soon for the Commodore Amiga, ‘Mech, go to the arena and sign in. In the Indian attacks, storms, and unexpected Apple Macintosh, Atari ST, and NEC 9801 arena, if you cycle through your targets, reinforcements. computers. This Tom Clancy-style techno- you will find one called Enemy Spectator Another Electronic Arts-distributed label thriller is set in the year 2000. Although it in the west wall. Destroy it and go through is , which has re- is an animated adventure game, it offers a the hole in the wall. You’ll have lost your leased Second Front and Waterloo. Second full submarine simulator, and much of the deposit, of course, but you will have Front is one of the most detailed war game takes place underwater. Using a gained a ‘Mech. Although it’s a Locust, it’s games SSI has ever published. It is a keyboard or an optional mouse, you can better than no ‘Mech at all. division-level strategic game that extends work the gauges and steering wheel in the After you find Dr. Tellhim, go exactly in from Berlin in the west to Stalingrad in the sub. An improved parser provides a much the direction he specifies to get to the Star east and covers the entire Russian Front. more life-like feel to the action. League cache. One or two players command over 150 Also from Sierra is Conquests of Came- Gavin Snyder German divisions and over 200 Soviet lot, a King Arthur adventure, for PC/MS- Fort Lauderdale FL divisions, with data available down to DOS computers. You travel from Camelot individual tank, plane, and infantry-squad to the Holy Land in search of the Holy 1. Shoot for the legs of an enemy ‘Mech, level. Pop-up menus and state-of-the-art Grail. The search will test your character’s as your salvage profit will be higher. graphics are used to direct air operations will, faith, and physical prowess. Con- 2. Always leave one ‘Mech (with your such as interdictions, airlifts, and strategic quests of Camelot features combat that crew) on guard at the mission objective. bombings. You can control production brings role-playing elements into this 3-D 3. Try to get missions like guard duty— facilities or let the computer handle pro- animated adventure. The price is $59.95, make the enemy come to you. duction. The price is $59.95 for PC/MS- and a cluebook is coming for $9.95. 4. As the enemy approaches you, move DOS and Amiga computers. Taito (604-984-3344) is releasing several to the side. Most of the time you will be Waterloo enables you to recreate one of new entertainments for the Nintendo ignored. Volley on the enemy as they pass. the greatest military battles of all time. Entertainment System, including Target 5. As your reputation increases, better Static 3-D scenes of the state of the battle Renegade, Wrath of the Black Manta, pilots and gunners will appear. Drop your may be viewed from any position or in any Dungeon Magic, and Indiana Jones and the weakest-skilled gunner/pilot before you direction, and the battle is controlled by Last Crusade. Coming for Game Boy are enter the bar. giving orders to the generals in text form. Flipull and Space Invaders. 6. Learn where the pause key is! The generals interpret orders according to David Waters their nature; an impetuous general will APO NY charge in with everything, while a more Clue corner cautious general will shell the enemy for 1. Traveling to the bar at Lands End will hours. The price is $59.95 for Atari ST, Autoduel (Origin) put you on the path toward tracking down Amiga, and PC/MS-DOS machines. In the final mission, head east when your family’s killers and recovering the Media Technology (301-926-8300) is now coming back from Watertown. Don’t stop chalice. Accept the pirate Grig Griez’s shipping Dragon’s Lair: Escape From at truck stops if you can help it or else mission but feel free to return later to pay Singe’s Castle. Based on the videodisc game you’ll get shot. him back for any acts of treachery. Some- created by Don Bluth, this is the latest Gavin Snyder times the ‘Mech complex will also have sequel in the continuing adventures of Ft. Lauderdale FL visitors that can help you. Dirk the Daring. Princess Daphne has 2. Remember that the clock is running been captured by Singe the Dragon and The Bard’s Tale II (Interplay) even as you try to gather the funds to spirited away to the innnermost recesses 1. To gain a lot of experience points build your lance of ‘Mechs. Select missions of the castle. As Dirk, you must save her quickly, take a party of two medium-level that involve only short trips, unless you from the clutches of the Evil Shapeshifter characters out on their own and seek out believe the payoff is particularly high for a who lurks deep within the catacombs. sorcerers. You will find that if you let longer trip. Only 512K of RAM is required, and the them call up 55 ninjas and you disbelieve 3. A good way to obtain more credits is game can be installed on any Amiga hard- them BEFORE you kill the sorcerers, you to sell your Jennifer at Land’s End, perform disk drive for $69.95; versions are planned will receive 65,280 xp! Griez’s mission, then go to a planet where for the Apple Macintosh and Atari ST 2. If you have a party of four characters, ‘Mechs are cheaper to purchase. If you are

52 JULY 1990 determined to find out the chalice’s loca- use the dust. This will render your entire the vampire in the graveyard isn’t quite tion right away, do not bother to buy a party invisible. Go down the stairway, and the same when you compare the module new ‘Mech. Once you have that informa- you will be immediately confronted by a version to the computer game, so watch tion, you will have enough money to buy a number of guards. Spread your party out. out!—The editors] new ‘Mech. Have your magic-user cast as many Fire- David Rakonitz ball spells as he or she can manage. Then If you are having difficulty getting Menlo Park CA close in with the rest of the party and through the mazes of Valjevo Castle, fol- clean up. Tyranthraxus will confront you low these directions: (SSI) and ask you to make a choice. Vote to 1. Go through the west entrance to the In Sokal Keep, you don’t need to fight attack. Then close in on him immediately mazes. A map to the first maze may be the undead! Translate the dead ’s words and hammer him with no mercy. Enjoy the found under Journal Entry #41. with the translation wheel. Use the middle ensuing experience-point award! 2. Go to the southeast corner of the word on the random undead patrols, the I also have another suggestion; do this maze and save your game here. top word on the groaning spirits, and the each time you start Pool of Radiance. After 3. Turn north and head straight through bottom word on the pale spirits. you load a saved game, and before starting the poisonous thorns. If one of your char- When you enter Podal Plaza, sneak the adventure, remove all characters from acters dies, restart and try again. around. Head toward the center of the the party and then add them back. This 4. Once you are through the thorns, go plaza. When you get to the auction, listen keeps the current statistics of your charac- through the east door. Turn south and go for comments. This will tell what kind of ter in the character pool list. If a character through what seems to be a wall. At the object is for sale. dies, drop him when encamped and save top of the stairs is a secret door. There is also a manual in Menthor’s the game. Restart the game and add the Abel Strong library that you can sell for 25,000 gp. dead character back to your party from Greenville MI Also, keep some Detect Magic spells handy the character pool list. This is a great gift and cast them after a fixed battle; you from the Silicon God himself! That’s it for this month. Again, please might get a surprise! John Martin, Jr. remain considerate of fellow gamers. Tips Christopher Ozols Skiatook OK and hints about games that can save them Eden Prairie MN from doom and devastation might be 1. An easy way to conquer the slums is returned in kind one day! Mail your game (Want to “find” some interesting items?) to hire two heros, find and enter a com- clues to The Lessers, 179 Pebble Place, San First, be certain that one of your charac- bat, then accidentally (oops!) cast a spell Ramon, CA 94583, U.S.A. Until next ters has at least 10 to 15 arrows. Next, (either a Sleep or a Stinking Cloud) on month, game on! have your cleric or magic-user cast a De- them—but don’t target them!. Once down, tect Magic spell. Enter one of the weapon’s kill them; don’t worry if you’re good, the shops in the city. Choose the “View” option heroes were evil. Their plate and two- and view the character with the arrows. handed swords are both + 1. Use this (The arrows should not be readied!) Now, technique to get rid of the trolls and the choose the “Half” option and continue to ogres in the slums as well. Put the heros in split the arrows down into smaller units. front, let them take most of the damage, Even when your character’s backpack can then kill them near the end of the combat. hold no more items, continue to split the 2. In the evil pyramid, to get to the pollu- arrows. Continue to watch your screen tion’s source, go to the first room to the display for a magic object. I have done this right of the entrance and enter (do not many times, and each attempt has resulted throw a rock). The rock-throwing se- in a mysterious item that appears in the quence is as follows: 0 (as above), then go character’s list of items. The object may be to the opposite teleporter and throw three just about anything. Usually I received a rocks before entering, then throw three cursed bag, but on one occasion, a Long again, and then one rock. . . . Sword + 3 and a Broad Sword + 2 ap- 3. A certain fighter in the maze has a peared. Be warned that sometimes, when most interesting long sword. the object appears, it will take the place of Ted Yep another object in your pack. But that’s the Calgary, Alberta chance you take to obtain something worthwhile! (Werner Hager of Boulder Creek, Calif., A. J. Velez claims that he and his friends Josh Bendon Stonington CT and Joe Brigham conquered the game in two weeks flat! Here are his tips.) The captain of the Buccaneer’s Camp is If you find an item on your equipment worth fighting. Memorize a Detect Magic list called Of Displacement Fortress, go to spell for use after the fight! the nearest temple and get Remove Curse Eliminating all the spectres in the grave- cast on that character. Then sell that item yard first will save a lot of trouble later. for a large amount of cash. You’ll notice It pays to help the Nomads. that your character will start regenerating Quicklings can be put to sleep. any damage at 1 hp/round. There are fourteen 8th-level fighters If you are also having a hard time with guarding the Boss. Be prepared! the game, you really should purchase the The Baglione Brothers ™ module, FRC1 Columbia MD Ruins of Adventure, from TSR. It is based on this computer game and offers several Once you have found the stairway en- important clues. But don’t trust everything trance to Tyranthraxus’s lair, use the Dust you read! [In reality, Pool of Radiance was of Disappearance before you enter. En- based upon FRC1, not vice versa. Jim camp outside the entrance, get ready, and Ward, of TSR, Inc., points out that killing

DRAGON 53 54 JULY 1990

I SULMARI It happened one time that the wizard Hath was young and he took the wanderlust. He left the cities and wizards of the north and went where his feet took him. One day he stopped to lunch upon the broad flat rock in the farthest meadow of the Kettry lands, where the first offspring of the first mating of mountain ponies and low- Waiting land horses ran at the heels of their dams. Hath sat licking his fingers and admiring the river valley below him, and a vision seized him between one bite and the next. Hath saw the southlands stretched below, altered in the Woman warp of time. He saw engines of war rolling up from be- yond the south. He saw valiant armies ride forth, to be crushed and scattered by men of strange aspect with strange weapons like no magic he knew. He saw the inva- sion thunder northward to his feet, and just as it would engulf him, the flat rock beneath him opened up and a hundred shining warriors rode forth. He saw a hundred warriors, brave and skillful, with swords of might, keeping all the lands north of Kettry free. Worst of all, he saw himself at the head of these war- riors. When Hath woke and saw the horses peacefully grazing around him, he trembled and he wept. With a By Peni R. Griffin sore heart, he laid aside his wanderlust and set about the task laid on him. At the monster-guarded lake of Ralanan he built an island from huge bones dredged out of the depths by magic. He bargained with the dwarfs, detecting for them lost hoards of dead dragons and glittering veins of un- touched ore. In exchange, they built his battlemented keep and forged armor and weapons finer than any seen before between the mountains and the sea. As they built and labored, he went searching, bringing together the sons of lords and farmers, kings and fishermen, to learn the arts of war and sorcery. All year they dwelt upon the Isle of Bone, learning every art that it would be good to know when the terror came from the south. No stranger set foot upon the isle, but once a week a crofter rowed to the steps below the gate, bringing fruit and bread and meat. For this he was well paid. Hath was training the greatest warriors that the land had seen, and not a king or a general but would spend his asking price to train their sons with him. Each Midsummer they embarked in silken-sailed ships to gather on the crofter’s field and tourney with all com- ers. It had been called the Low Field, but it became the Field of Merry Battles. Those comers who acquitted them- selves well were admitted to the training, while those stu- dents who were beaten were turned away. So famous became these tourneys that men came from the bleakest, farthest northlands and bore strange swords out of the desert south of Griffinvale to compete in them. Men would leave their sweethearts, their wives, their children, and their kings to train a year upon the Isle of Bone. The crofter’s eldest daughter, Sulmari, grew to her full age, witnessing these tourneys and working hard to feed the crowds that came. All women were forbidden to speak to the warriors of the Isle, for Hath feared the soft edge of a woman’s voice against the hard edge of duty—but she Illustrations by Martin Cannon

DRAGON 59 had eyes. A day came on which she noticed one man out serve for action when I might any year have gone among of all of them, one who seemed to her as much better than the tents and tried to steal him from you.” his fellows as the moon is better than the stars—more Hath moaned softly. “You know not what you ask! handsome, more graceful, kinder to his horse, quicker to Think of it—a thousand years or more, maybe! The smile, sweeter to laugh, greater-hearted in victory. Her tongues and ways of men will change; we will be a hun- eyes sought this Balan out wherever he might be, and dred strangers, leaping from sleep to war; and maybe sometimes it seemed his eyes sought hers in return. your Balan will fall before you hear his voice. You are a It was her dear despair and her unhappy pride that he foolish woman. Go home.” was as fine in the fray as any of his peers, and year by “You are a foolish man,” said Sulmari. “Will you re- year he returned to the Isle of Bone. Her father growing main awake here, alone and old? On the day of waking, old, Sulmari assumed the task of carrying provision to the would you be tired from centuries of care, or fresh from Isle. Never could she set foot on it or exchange a word sleep? Yet someone must stay awake, lest sword and ar- with any man there but Hath; but sometimes she heard mor rust, and the hair of your shining warriors grow long Balan’s voice or saw him from afar. On those days she to bind them to their beds. Better me than you, surely, to rowed slowly home, to move silently about her work and polish and clip and clean through the long years?” look carelessly upon the farmers, fishermen, herders—yes, Hath felt his age lying heavy on his bones and consid- and warriors—who came to court her. ered the long, dull years to come. The more he would Year by year, the tournaments went forward. Year by persuade her, the less he wished to face those years him- year, fewer and fewer new warriors were admitted, and self. At length, then, she won him over. And thus it is, more and more contests ended in draws as there came to when we pass the Field of the Flat Rock at twilight, it is a be less and less to choose among the warriors of the Isle of woman’s form we see, looking southward for the war that Bone. will end her waiting. At last, the summer Sulmari was thirty, came a great fray in the Field of Merry Battles. Three days and three II nights it raged; in the end, Hath, drooping with weari- LORD KETTRY ness, called a halt, for it was clear that the hundred men remaining were so evenly matched that not one could gain He was three years old when he first heard the story of the advantage of another. Waiting Woman. His nurse, Adi, liked to take the chil- Hath clapped his hands. The field fell silent. Small boys dren to picnic on the flat rock, and it was a natural tale to ran out with water for the warriors. Sulmari saw Balan tell young Kettry of Kettry and his older sisters as they ate ruffle the hair of the boy who gave him drink, and smile, cold chicken and gathered dandelions. He was seven years and let the boy hold the sword the dwarfs had forged. old before he saw her, however, for the field was the far- Hath was an old man now, his beard the color of thest from the house, and till then he was not allowed to Death’s eyes, but he spoke out fair and strong of his vision roam at evening. It was a warm summer night, and he and the terrible engines from the south and his shining was thinking of other things entirely, urging his pony after warriors. “Here before you now you see those warriors,” his sister Violet as they rode for home and supper. he said, “and if they are not the greatest of the regions She stood on the outward thrust of the rock, looking between the mountains and the sea, it is because their down on the first faint lights of Rosetown on the river superiors are not yet born. Who the invader will be, or below. Her clothes looked gray in the twilight—long, thin when he will come, I know not; but these hundred will clothes, not like the full skirts and lacy bodices women await him beneath the flat rock, though they sleep a thou- usually wore. Kettry turned his head to look at her as he sand years in readiness. We ride at daylight for Kettry. rode behind her, and as he did a rabbit jumped and his Let none hinder us.” pony shied. A hush fell over the Field of Merry Battle. Sulmari’s Kettry cried out once and then had control again. In heart grew cold and still. As the warriors retreated to their that time she had turned, her body arrested in midmotion tents and the crowds murmured, she withdrew to her own as if she had been about to leap off the rock to his assist- room and provisioned herself for a journey. ance. He waved at her. She waved back. Her face was too A great crowd surged after the hundred as they left far away to see, but he felt her eyes follow him as he rode Lake Ralanan forever, and Sulmari was, but one among a after Violet. thousand. The hosts, fell away as the miles passed, and “How long has the Waiting Woman been there?” he only a handful rode onto Kettry lands to see the rock split asked that night as the children sat around the window, apart and the warriors file wordlessly in. With a wave of fresh, clean, and ready for bed. his hand Hath closed the rock, and the people dispersed to “Oh, a thousand years or so, maybe,” said Adi, knit- their own places—all save one. ting beneath the lamp. Sulmari approached Hath as he sat upon the rock, gaz- “Then it must be almost time for the invasion.” ing out over the rolling country of his vision. He knew Violet shuddered. “I hope not!” her, and he bade her sit beside him. Together they gazed “Sit still,” said Saffron, the oldest girl, who was braid- southward, and she told him how her heart was set. ing her little sister’s hair. “It might come along any day “He does not know you,” said Hath. now, but that’s always been true. Hath’s vision didn’t tell “He may,” said Sulmari. “Fifteen years have I waited, him when the invasion would come.” and would wait a thousand more for that bright chance. I “True enough,” said Adi. “It might be another thou- have been patient with your rules, Hath. I have let hope sand years yet.”

60 JULY 1990 “Poor lady,” said Kettry. “What does she eat?” Kettry went about his life, learning his letters, his “Magic,” said Adi. “Don’t you worry about her. She’s sword, and his studbook with the thought of that slim, made her own bed, and it’s her own doing if she don’t lie lone figure under all his other thoughts. When there was a easy.” great baking or he brought home game from river, wood, Kettry found he did worry, though, or at least think of or pasture, he would go round by the flat rock and leave her. By day there was never any trace of her, though the some choice bit there—a pheasant, or a mess of clams, or hands who rode the south pastures assured him she was a napkin of sweet rolls. The next day they would be gone, there without fail at sunset. “She comes out for air then,” but whether she had taken them or left them to the merry said Young Flandru. “I think the sunlight hurts her eyes.” skipping goblins who sometimes held their revels on the “Is she nice?” asked Kettry. rock, he could not tell. “Oh, she’s good, all right. We had a mare, couple years He saw her more as he grew older, but could not gain ago—you’re too little to remember—got loose to foal in speech with her. When she saw him approach purpose- the last winter storm, and Sulmari brought her under the fully, she clambered down the rock and disappeared, leav- rock to save her and the foal. You got no call to fear her.” ing behind only a smell like lightning. This troubled him, “I don’t!” said Kettry scornfully. “I mean—is she nice? for whatever Young Flandru said, it could not be good for Is she friendly?” her to dwell alone and friendless so long. When his moth- Young Flandru laughed. “Now that’s not a word I’d er’s cat kindled, he chose a kitten from the litter and left it ever think in the same thought with her! She never speaks on the rock with a ribbon round its neck, just as the sun to me. She never speaks to anybody, unless she needs to.” declined. He stayed to watch her find it, and the sight of Kettry thought about that. “That’s rude.” her bending to pick it up and hold it to her cheek struck “She can’t afford to go around making friends, just to him with an unexpected blow of happiness. When his watch them get old and die. It’s hard enough on her with- father’s prize bitch whelped, he chose a puppy for her, and out that.” thereafter she did not appear alone upon the rock. “But—doesn’t anybody ever talk to her?” “I don’t know why you think she needs your presents,” “My old man talked to her once. Long, long time ago.” protested Violet. Kettry rode down to the cottage where Old Flandru “Never rebuke a generous heart,” smiled Saffron. spent his days in the sun and found him willing enough to “But he’ll be giving her a horse next!” tell over a tale he had already told many times—yes, and “She doesn’t need a horse,” said Kettry. “She never many others, too, which distracted Kettry from his inter- goes anywhere.” est only during their telling. “Y’see, boy,” said Old Flan- Saffron, as the eldest, was to inherit the land, leaving dru, peering at him through milky eyes, “people’d hardly Violet and Kettry to pursue their interests. Kettry early begun to breed horses back in them days. It wasn’t no showed an aptitude in arms that led his father to seek for thousand years—six, seven hundred, maybe—but that’s him a position in the King’s host. In his early youth, he long enough to breed finer horses than old Hath ever got a place in the capitol in Morenidor, where he found dreamed of.” interest enough and occupation enough that he did not “Our horses,” said Kettry proudly. think of the Waiting Woman for weeks at a time. Only, “Ours, aye. That Sulmari, she’s got eyes in her head when the discontented junior officers spoke slightingly of and brains behind them. Every now and then she’ll wake the chances of war being seen again between the moun- one of the horses and lead it out to trade. I struck a deal tains and the sea, he would remind them of Hath’s vision. with her, back in your granddaddy’s time, when he’d Also, among his friends there numbered a young, studi- given me charge of a string to trade for new blood stock.” ous count possessed of lively sisters and a passion for the Here he went off, tangentially, on a discussion of the finer form and history of language. From him he learned the points of Kettry horses in general and these in his charge shape and accent of the tongue that would have been spo- particularly, what he was trading them for, and what was ken when the Isle of Bone was a great war college and lost or gained in the bloodline because of the deals he Sulmari rowed upon Lake Ralanan. struck. Kettry waited patiently for his subject to return. It was a hot issue among the men of the garrison who “I had to go right past the flat rock at dawn, and she was the best at , or upon horseback, or was waiting for me. Only time I ever saw her come down with a bow. Many contests were held in fact to determine off the rock, or any time but evening. She had a bay geld- the superiority of this one or that one; by candlelight, ing to trade for a dapple gray. Gray was too big and had a many more were held in fancy, in which some champion mean streak; we’d trained him for a war horse. Bay was of the day was compared to some champion of times past. nice—bit coarse—but I couldn’t use the tackle. Would’ve “I would there were some way to try those old heroes!” been laughed off the horse lot. She threw in a couple of complained Selko of Old Woman Creek, who had fought right pretty rings for boot. Your mama’ll have those, I his way out of the ranks and proved his might against all reckon.” comers, nor ever tired of so proving it. “There’s no man “But what was she like?” in the garrison hasn’t yielded to me, and the game grows “Oh—skinny. All those years of living on magic, most stale.” like. She had a good set of hips; I noticed that. Put some “You could try yourself against the heroes under my flat meat on her, she’d be fit to bear any number of kids, or rock,” suggested Kettry. would’ve been if she’d started earlier. She talked funny, Selko snorted. “Against any number of sleeping men, but she had a good hand on a horse.” even you could emerge victor.”

DRAGON 61 “They may awake,” said Kettry. “Sulmari can wake the walls of stone. The fire burned low, without fuel, and horses and trade them for better ones. Why not so with all the furnishings were heavy and old, of unfamiliar pat- men? She wakes him, you fight, and if you win he re- tern and strange shape. There was a bright light in the mains awake, and you sleep till the invasion.” stone ceiling, of a nature Kettry could not fathom. Selko laughed. “No, let them rest and be on hand to Sulmari raised the lid of the iron chest. “You see? If I comfort each other when they wake in a strange time!” desired it, could I not walk as fine as your mother—Lady He went home for Violet’s wedding. With him he Saffron—the queen, even?” The strange light glinted on a brought gifts— silks and jewels and pictures, a horse of the host of precious stones, on coins, on rings and brooches, new strain developed in the high pastures of Titherland, armlets, necklaces, tiaras fine as any worn at court—yet and a bright bird of the Western Isles that he had taught not one stone of it was faceted, and the shapes of the gold to say his mother’s name. One package he carried to the were odd and solid. Some pieces resembled jewelry he had Field of the Flat Rock in the dusk of his first day home. seen in Morenidor: heirlooms of distant generations, Sulmari vanished as he came, but he left the package dwarf-work bought with sums that must be whispered of where he had left so many things, and stole away. for awe. The Waiting Woman shut the lid. “Will you be Next evening he stayed late in Rosetown, among the content now and get about your life?” laughter and music of the wedding, but the night after he “No,” said Kettry. “How can I return to my home and rode out alone. She stood in her accustomed place, aged my garrison, telling this tale, and admitting that I came so dog and cat with her, and he flinched in disappointment at far and left without a sight of the sleepers?” the sight. She wore none of the fine clothes he had bought Sulmari smiled wanly. His heart swelled against his for her. He rode closer. breastbone. “Come, then. But having seen, you must go She turned and saw him—as she always turned and saw home—and no more foolishness.” him—but did not vanish down the south face of the rock. A second tapestry lay against one wall, so faded with His pulse thudding in his throat, he rode till he was at the time he scarce could make out the subject, but it might edge of the rock. She stood still, the dog by her side, the have been the building of the Isle of Bones. Beyond was a cat in pursuit of invisible things upon the stone. She long cavern, deathly cold, where one hundred beds of tossed him his package and he caught it. “You are a sweet stone stretched out of sight. Beside each bed stood a horse boy, Lord Kettry,” she said in a voice that sounded to him in rich caparison of a sort Kettry had never seen before, like water after drought, “but I can accept no more of but he knew the types of horses from the oldest studbooks. you.” The wizard Hath lay on the first bed, in loose clothes of Kettry’s mouth was so dry he almost could not ask: strange cut with big, knuckly hands folded under his gray “Why not?” beard. The others bore weaponed men in mail of glitter- “I think you know why. Are there not many women in ing dwarf work and surcoats of all colors. Weapons and Rosetown and Morenidor who could accept your gifts?” armor were as clean as if used yesterday. The sleepers’ “Why should you alone of all womankind never know hair and beards were neatly trimmed—in a style the court the pleasure of a new dress?” would have found ugly—and nowhere was dust or cob- “It is my choice.” webs or any sign that these men had lain down centuries He recovered his wits then and answered her in the old before. language the count had taught him. “You came late into “Which is Balan?” asked Kettry, and wished that he Hath’s plans, and he perforce provided ill for you. It is no had not. shame if you accept my poor attempt to make it up to Sulmari drew a wavering breath and walked to a man you.” in a surcoat the color of flame. His hair and beard were Sulmari was silent so long he feared he had chosen the dark, his features plain, his hands those of a good work- wrong tongue, but soon she spoke as he had, only more man: large and square and broken nailed. His eyeballs easily, without groping or hesitation. “I am well provided, rolled beneath his lids, and his chest rose and fell evenly. Lord Kettry. Where did you learn that speech? It has been Kettry saw at a glance that the chestnut horse beside him dead these many hundred years.” was the best of the hundred, good Kettry stock from the “Not dead, but sleeping. How are you provided?” time just after the light desert horses were introduced from Her eyes lay on him, and their touch was sweet. The the south. Sulmari bent above Balan’s face, pressed his last of the sunset vanished, the dog scratched, and the cat lips with hers, and covered his workworn hand with her hurled itself upon a rustle in the grass. “Dismount and own before she said to Kettry gently, “Will you go now?” enter, then, if you would see.” So Kettry departed, but he did not sleep that night. He dismounted. She made a short, sharp movement Back in Morenidor, he threw himself into his life. He with one hand. Silently, but with a smell like lightning, the practiced till he defeated Selko three times running, which rock opened along its steep face. Sulmari descended by no man had done before. He attended balls and studied means of steps upon the inner face of the rock. Kettry left tactics; he interested himself in the breeding of more intel- his horse to graze. ligent cats. He had to tell the story of his visit to the Wait- She led him into darkness. They pushed back an ob- ing Woman many times and flattered himself that he did struction like a tapestry and came into a low room. The so with composure. His friends were all courting and mar- dog went at once to the hearthrug, the cat to a cushioned rying, but for him no woman roused any but the most chair. Here were a table, chairs, and a narrow bed, a tall fleeting desire, and his dreams were haunted by sad eyes cupboard and an iron chest. The floor was made of earth, in the dusk.

62 JULY 1990 His friend the count had a sister with whom Kettry rode “I risk much.” But he could not remain hard with her, and walked and danced till the town grew expectant of and the cat aided him by rubbing on his leg. He held out them. One night as they sat together, this Revliri kissed his hands. “What I gave you, I gave freely and never him with a fervor that made him start, and shudder, and asked return.” draw back. The look upon her face made him remorseful. “Very well,” she said, “but when Balan has defeated “I never meant to mislead you,” he stammered. you, you will learn the greatness of your error at such cost “I’m not the misled one!” she interrupted him in tones I would weep to think of it—were I able.” She did not take half anger and half scorn. “Aren’t you ashamed to pine his hands but turned her face southward. “Come rested for one whose heart was lost to you before ever you were and breakfasted, about dawn. This is no time for born? Sulmari is a phantom and a mist behind your eyes.” challenges.” “Sulmari is as real as you, and more!” protested Lord Kettry did not go home but stopped in with the Kettry. hands, who were much surprised and made him welcome. Revliri tossed her head. “When did things begin to be He told none of them his plans but wrote a letter to Saf- real in more or less degree? I think you are afraid, Kettry. fron and his father, sealed it, and gave it into Young Flan- If you want her so, why do you leave her there? No, you dru’s keeping. want love’s shadow and you fear its substance: the woman In the dawn he met Sulmari at the rock, the first time who knows pain and jealousy and age, the woman with he had seen her by daylight: as fair and pale as a candle in whom you might really live and who might really hurt the sun. She said not one word to him but led him be- you!” neath the stone, and they stood one on either side of Ba- “You are a jealous, spiteful woman, and your mouth is lan’s bed. “Are you sure you wish to do this?” she asked. full of lies.” “Don’t be afraid,” said Lord Kettry. “This will be the “You are a feeble, ‘fearful man, and your life is full of end of all your waiting.” lies!” She stalked away from him, and he never saw her Sulmari bent and laid her hand on Balan’s face, saying more. a word in a language even older than her own. That night and the next night, Lord Kettry did not Balan stirred and blinked. Kettry saw his eyes focus on sleep. The third day he applied for leave and rode south- her face, and at the joy that leaped behind them his heart ward alone. He arrived at the Field of the Flat Rock in the stopped. dusk and saw her upon the rock, dark and slim against the “Sulmari,” whispered Balan. “No. It’s another dream.” glare of sunset. Spurring his horse, he called in a thunder- “It is waking, Balan,” she answered, “but only for a ous voice, “Sulmari. little while.” She motioned with her arm as if to fend him off, but she He drew her face down and kissed it—once, twice, stayed. “It would be better if you had not come,” she said. thrice—breaking off the last kiss with a shudder and “And why is that?” he demanded. “Do I turn your thrusting her away as he sat up. “Business first, and all heart from your long faith? Do you fear me?” our lives thereafter. How far is the enemy?” “No,” she said, “ but you are a good, a kind, a gener- “No enemy. Not yet. Only comes a foolish boy, with ous man, and it hurts me that I have hurt you with my dreams he doesn’t understand, who would try his strength faith.” with yours.” “My pain is my own, as yours is yours,” said Kettry, Balan looked at Kettry then for the first time. His face “and why either should continue I cannot say. Wake was open and genial, reflecting back the light of Sulmari’s Balan.” eyes. “Better leave it, son. That’s no life for a young “No! I gave my pledge—” man.” “Nor will you break it. Wake Balan. Tell him I chal- “That is for me to say,” said Kettry. lenge him for his place among the warriors. If I win he Three days and three nights they fought, and men and will be yours, and your children can tend the warriors as women gathered like dreams around the edges of the flat they sleep.” rock. Many times Kettry longed to lay his sword down, “You will not win,” declared Sulmari. “If you thought but he held the look that had passed between Sulmari and you would, you would not challenge him.” Balan in that moment of waking, and grimly fought on. “That’s true enough!” He spoke as quickly as he could, Time and again he would have lost, but arts do not stand mixing old tongue and new. “Your whole life—your whole still, and tricks had been trained into his arm that Balan love—is a snare and an illusion, and I will free you from had no chance of knowing. Time and again these tricks it! He will wake and not know you. If he loved as you forestalled Balan and made him laugh. It was one of these love, could he have gone to sleep, not knowing you would tricks at last, learned from Selko, that sent the heavy an- be here when he wakes? Can his love, that might come to cient sword clattering to the rock and brought Lord Ket- be, compare to mine that is?” try’s point into the hollow of his rival’s throat. “You don’t know him!” Balan blinked three times in surprise. “I yield me, “Nor do you! But you will not believe it till you see the then, unto the better man!” He fell upon his knees, it stranger in his eyes, and then your heart will break! But might be in weariness, or in respect. Lord Kettry did not hearts are strong—your heart more than any—and once care, for the world roared in his ears, and his legs gave freed from your long dream, you’ll see the worth of mine, out beneath him. and it will be our children who carry out your task.” No lack of hands were by to help him up and carry food Her mouth grew thin. “You presume much, my boy!” and drink to his lips, but none of the hands was Sulmari’s,

DRAGON 63 and he cared nothing for them. When he could walk, he Once more Sulmari led him below the rock, where he thrust Saffron aside and went to them. She nourished was bathed and dressed and led to the bed where Balan Balan in little bites and sups on the edge of the flat rock. had lain. He took his place among the shining warriors, The eyes she turned on Lord Kettry were not the eyes that wondering what they would think of him when they woke he had known, for all the sadness of her waiting had gone and found him their companion. out of them. Kettry knelt before her. She laid her cool “Bear greeting to my friends when they awake,” said hand on his cheek. “This is not the end you looked for, Balan. “You are the fittest man I’ve seen to be among and I cannot even tell you I am sorry.” them.” “I knew, when I saw him know you on his waking, that “You honor me too much,” said Kettry, “but I thank that end could not be. He left me only one service I could you.” perform for you.” He turned to Saffron. “Look after these Sulmari said nothing, but the last thing he knew before two.” he slept was the light touch of her mouth upon his mouth, “Of course I will,” said Saffron. “Come home now.” and this he carried into his long, long dream. Kettry shook his head. “I have a duty to perform, and it were best to do it now before I shirk it.” Pulling a “Con” Job So, you really want to run a convention?

by Thomas M. Kane

We wanted to share the thrills of adven- Square one more than three people try to wrangle ture with new people. We wanted to help People go to game conventions to play them out, but if there is only one chairper- gamers meet each other, and we wanted war games, and in some form of karmic son, he might vanish at a critical moment. to propagate the hobby. We also wanted a retribution, convention planning takes The primary role of convention chairpeo- project to justify taking money from the these gamers and subjects them to the ple is to decide what needs to be done and Student Senate, so our Table Gaming Club chaos, boredom, frustration, and bureauc- to make sure that somebody does it on established its not-quite-annual UMF-CON. racy of real war. You already know every- time. Each convention chairperson needs a Soon after that, the Maine Wargamer’s thing you need to have a convention— list of everything that has to be done and Society invited us to co-sponsor its larger games, a place to play those games, and when it must be accomplished. Although MAINE-CON convention, and we gladly people to play them. The difficulty comes these things all seem obvious, they really worked on it, too. In the course of it all, in assembling all this in the right place at can be forgotten. The Table Gaming Club we cleaned up peanut shells, hosted a the right time. Without some central orga- starts work on UMF-CON in September, “Smurf Kill,” and managed business trans- nization, convention organizers will argue then holds the convention during early actions with help from a Hindu economist over trivial matters—and forget to secure spring. Our UMF-CON timetables run as who spoke only a variant of English. If rest rooms. follows: your club can brave dangers like this, you You should probably name two or three 1. Choose a date: Set the date at least will find no project more exciting than people convention chairpersons to direct six months in advance, and make sure it holding a small gaming convention. all activities. Decisions take too long when doesn’t overlap other important dates. 2. Locate a convention site and park and that rest rooms are available. honoraria. However, some authors actively hosts: You cannot hold a convention Find tables, chairs, and as much gaming seek chances to speak at conventions, without a building. Finding one is the most equipment as possible. In an overnight hoping to promote their books. Using a important and often the most expensive convention, you might look for a place well-known name makes your convention and difficult part of running a convention. where gamers can sleep. The owners of sound bigger and might attract a few fans, If you do not know of a good site, try your building may insist that the conven- so if you think you can persuade a well- contacting public buildings like colleges, tion carry insurance. Peter Irce, of known person to offer some sort of game- technical schools, armories, high schools, MAINE-CON, told us that he cannot insure related seminar, then try. You should make community centers, or—for the wealthy— his convention because it is so safe. Since arrangements to pay the hotel and travel hotels. Perhaps you will find a completely there are no known life-threatening disas- fees for your guests if at all possible, and new sort of place to have a convention. If ters at game conventions, insurance com- you should let them know far ahead of a rich friend offers you a country man- panies cannot compile risk statistics. Mr. time if their fees will be covered. sion, grab it. Find a building and be sure Rice avoids this problem by buying insur- After making business arrangements, you can have it before you advertise. ance in the name of his hobby shop. you might look for people who are simply Obviously, it is far easier to run a con- 3. Contact other sponsors: You may helpful. Recruit as many gamers, game vention if the staff already controls a site, want other services to be provided at your clubs, and civic groups as you can. Gaming so look for co-sponsors who own a build- convention, such as food. Some public groups may have special services for con- ing. The most helpful co-sponsors are buildings have contracts with a certain vention planners. Issue #47 of DIPLO- college student organizations. A gaming concessions company like the ARA con- MACY® World mentions a DIPLOMACY club would be , and bureaus in glomerate. If your convention site has Hobby Events Coordinator who assists charge of recreation or general entertain- such an arrangement, you need only con with publicity and provides information ment might also help you. Official univer- tact the official food agency and discuss on nearby game fairs, to prevent competi- sity groups can usually reserve college the convention with them. Otherwise, you tive scheduling. If you are interested in buildings free of charge. College game may still be able to find local merchants this service, write to: David Hood, 604 clubs also provide a staff of able assistants. who would be glad to sell snack food at Tinkerbell Road, Chapel Hill NC 27514, Furthermore, if the game club receives the convention. Usually, local merchants U.S.A. As word of your convention college funding, it will not only have operate independently from the conven- spreads, game companies might ask you to money but the members may be eager to tion staff—they do not pay you, and you distribute advertising material for them. spend it. Many organizations on a fixed do not pay them. You can make similar You should cooperate, because association budget have to use everything they get, bargains with owners of hobby shops, with established companies not only pro- because anything they do not spend will who can sell miniatures, books, and games motes them but lends legitimacy to you. be deducted from the next year’s allot- at the convention. Inviting a store to bring 4. Submit magazine announce- ment. If you cannot find a university spon- its wares not only provides another attrac- ments: Mail these the very day you know sor, hobby shops or local chambers of tion for your gamers but also motivates that there will be a convention. Nearly all commerce may help you locate a conven- the store to promote your convention. of your guests will find your convention tion site. If you want guests of honor, you must through convention listings in magazines. You need more than a building, however. contact them quickly. Celebrities rarely Most magazines take several months to Be sure that your gamers have places to add much to a convention, so avoid paying print convention notices, and you want readers to see your ad in several issues. rands. Most of the problems at the conven- Games and game masters Many periodicals, including DRAGON® tion involve getting people to the right The gamers care little or nothing for Magazine, announce conventions without rooms, so post floor plans of the conven- schedules and convention chairpeople. a charge, while others request a slight fee. tion site and have each game display a sign They come to play games, and they will 5. First mailing: After obtaining the with its name and scenario. The conven- judge you by the quality of your game absolute necessities, most conventions tion chairperson on duty should also keep masters. The best game masters can be distribute their first advertising flyers. A track of how many people register for found by visiting other conventions and flyer should describe the convention as each event. Few GMs want more than playing in their games yourself. Most GMs completely as possible and give an address eight people in one game, so if an event is will be flattered if you invite them to your where interested gamers can write to too popular, some gamers will have to convention. The convention’s staff will preregister. Hobby shops will usually hand make second choices. You will have a far probably also include skilled GMs, and out these flyers. Small numbers of leaflets bigger problem with games which do not they deserve the chance to run games. may be produced with a school ditto ma- attract enough players. The chairperson Once you have picked these favorites, chine, photocopier, or even computer should warn GMs quickly if their event weed out the rest ruthlessly. Myriads of printer, but when you have a large num- has too few players. This gives the un- GMs will beg to run their games as soon as ber of pamphlets, it is worth the money to lucky GM time to enter another event as a they hear of the convention, and a few have them professionally printed. If you player. may be worth inviting, but remember that can get a mailing list of gamers, perhaps Conventions will never make anyone it is always easier to locate new GMs than from another convention or hobby store, rich, but they can boost a club’s budget. to find players for excess events. sent a flyer to everyone on the list. The Both our tiny UMF-CON, in Farmington, Much of the convention’s schedule will post office offers bulk mailing rates to Maine, and the enormous TRI-STATE-CON, be developed by individual game masters. anyone sending over 200 identical pieces, in Cincinnati, Ohio, earn between $2-12 If you have any control over the games if they are sorted by zip code. Ask for with each registration fee and authorize they offer, try to fill roughly half your rules and forms at your post office. sanctioned GMs to charge up to $2 per slots with popular, tried-and-true games 5. Precise planning: After the first game. You may charge a slightly higher fee such as TSR’s AD&D® game. The other mailing, you should have about two for gamers who fail to preregister. How- half should be devoted to exotic events months to wait for responses. During this ever, only a tiny fraction of gamers will and games that the gamers might never time, pick GMs and schedule the conven- preregister, so do not make the penalty get to play except at your convention. tion’s games, choosing rooms for each more than a few dollars. Visitors who do Seminars, workshops, and videotapes can event. Two role-playing games can usually not wish to play should be allowed in free. be fascinating, but they often lose their co-exist in a classroom-size area. Try to This lets nongamers find their children, participants to games. Large conventions find a large room, like a cafeteria, for all spouses, or friends—and watch your sometimes offer an open gaming area board games and miniatures events. Other games. If you can get some novice in- where any gamer may run an unsched- events, such as seminars or live role- playing trigued enough to start playing games, you uled event. Unfortunately, this sometimes games, often need rooms of their own. have not only helped your convention, but drains too many people from official 6. Second mailing: About one month gamers everywhere. games. Furthermore, open gaming attracts before the convention, distribute a second Your gamers can give you more than all the people who never get to GM be- leaflet. At the same time, write preregis- money. Get names and addresses from cause they are just not skilled enough. tration forms. If these are short, include everybody at the convention. A mailing list A convention’s games should not only be them with the second advertisement, but is not only useful for your own advertis- fun to play, they should generate a festive, if this costs too much postage, you can ing, but every game store and convention carnival atmosphere. Encourage the use of reserve preregistration papers for people organizer in your area will cover it. You miniatures and spectacular play aids. For who write to you for more information. can sell the list, bargain with it, or give it example, the Maine Wargamers Society, Each preregistration form should provide away to seal a friendship. which runs MAINE-CON, has redrawn the a complete schedule of events and GMs, You will get more gamers, from more Avalon Hill Game Company’s DIPLOMACY® mention all fees, and warn players how distant places, if your convention lasts board on a huge piece of poster paper, much experience they will need to enjoy several days, but complications multiply decorated it with coats-of-arms for each each event. List any convention rules on many times on the first night. The gamers nation, and substituted realistic figurines these forms and try to provide maps need places to sleep and eat complete for the game’s usual counters. There is showing the way to the convention from meals. If they cannot do these things on something stirring about tables of tanks, some major highway. Do not ignore the the convention site, they must find places hexagon grids, and colorful Napoleonic second mailing just because you have where they can, and then be guided back cuirassiers. Furthermore, they give news- already sent out a first one. Most adver- once games begin again. Fortunately, after paper photographers something to tisers find that one letter only piques the the first night, a convention usually runs photograph—which will attract people to audience’s interest—it takes two to make smoothly again. If your gamers must find your next convention. people respond. their own motels and restaurants, be Try to find some games that gamers may As the convention draws closer, put up careful not to schedule the convention at join at any time, so that when characters posters about it in any available location. the same time as another tourist event. die in role-playing adventures, the players Gamers may see them in pizza shops, You can do nothing kinder for your can still have fun. TRI-STATE-CON, in grocery stores, laundromats, or almost gamers than to provide cheap places to eat Cincinnati, holds a continual ACE OF anywhere else. Write to radio stations and and sleep. If your convention grows large ACES® tournament (by Nova Games) that local television stations, too. They often enough to promise hundreds of gamers, players may enter and leave at will. At provide public service messages for free. some motels and restaurants may offer UMF-CON, we have a room of board Sometimes a local-color story on your you discounts. Until then, a dormitory games from which gamers may choose. convention might result. You can also try would be ideal, and a gymnasium is a good Players may register for the board game to put articles into newspapers, but pur- place for gamers to lay out sleeping bags, room normally, but anyone who pays for chased newspaper ads seldom attract especially if it has rest rooms and showers. another event and loses a character is enough people to be worth the expense. In the summer, you might merely offer an allowed in free. One attendant watches 7. At the convention: A convention open field, where gamers can pitch tents. the whole area and occasionally serves as chairperson should be available through- If you do offer such facilities, be sure that an opponent. out the convention. If possible, he should the gamers understand and will obey any Continued on page 70 have a number of assistants to run er- rules or mandatory “check out” times.

DRAGON 67 68 JULY 1990

Pulling a “Con” Job Since live role-playing works by a sort of speech. The players will enjoy the game Continued from page 67 mob psychology, you want to force every- more if they get a chance to choose their one who might participate into the one characters, but the GM must ensure that Miniatures games can also be used as live event: But note that if even one partic- they look like the people they are sup- “pick-up” events. Each side can have a set ipant becomes tired of live role-playing posed to portray. Each character must of units of used by new arrivals. Unused and behaves disruptively, the whole event have an exciting role in the story—but the troops may be controlled by the Army may be ruined. role must be capable of being altered if no Commander or left as idle reserves. Crea- If you can find some archaic recipes and suitable player can be found. It is almost tive GMs might develop rationalizations a place to cook, a “medieval banquet” impossible to get exactly the right number for this. Certain German generals in Stalin- provides gamers with something to eat or type of participants you want. grad and American commanders in Viet- and a game at the same time. You can During the game, if players do not turn nam were notorious for flying into a certainly charge extra for this sort of their conflicts into an exciting story or battle, meddling with the strategy, then event. Health-food stores may sell primi- cannot move toward any resolution within being airlifted away at crucial (and danger- tive ingredients. A local chapter of the the time allotted, the GM must subtly ous) moments. Society for Creative Anachronism might intervene. He cannot even rely on unex- A gamer who takes a prize home will also give you some assistance. pected NPCs, since each character has to remember your convention fondly. If you It will be easier for live role-players to be a real person. Usually, the only “NPC” offer contests, game companies will often remember who their characters are and will be the GM himself. The GM must provide gift certificates as awards for what they want if you pass out character sense when the conflict reaches its climax winners of tournaments featuring their sheets, like those used in traditional role- and then end the game soon afterward. games. Medium-size publishers, who need playing games. Although it may seem After the game, the GM should conduct a your publicity but can afford to distribute unrealistic for people to carry documents public debriefing. Everybody will want to free products, are usually the most help- reminding them who they are, it is far know what their companions were really ful. Iron Crown Enterprises and Mayfair worse when they need to ask. The charac- planning, and all players like to boast of Games are especially interested in small ter sheets should give the players goals their cunning tricks. conventions. When you give prizes, avoid and also list several potential allies or Costume contests are often popular, but awarding money or doing anything else enemies to help participants meet other have many drawbacks. There is a whole which can be construed as gambling. characters. It will take some time for the subculture of gamers and nongamers who Always be sure to indicate which events players to recognize each other, so encour- specialize in costuming. Unfortunately, offer prizes in your program and to sched- age them to ask necessary questions—in costumes make most nongamers vaguely ule plenty of noncompetitive role-playing character. Instead of saying, “Are you on nervous. The people who portray fantasy adventures. One of role-playing’s biggest my list of secret conspirators?“, players role-playing as a sinister cult can only be attractions is that nobody “loses.” Even in might say “Pardon me—do we share an strengthened by pictures of bearded men something as bloodthirsty as a war game, errand, perhaps?” dressed as druids and brandishing many gamers want the camaraderie of The most common mistake in live role- sculpted Indonesian daggers. It’s best that opposing teams in which the members all playing is in the choice of scenarios. Live you ban weapons and military parapher- live or die together. games are weak where dice-and-paper nalia. It is natural for gamers to try to games are strong—live-action cannot sup- outdo each other’s costumes, and if weap- Live role-playing port swashbuckling quests. There is sel- ons are allowed, a sort of arms race will No other game matches the Intensity of dom enough space for long treks at cause real swords to drive out cardboard live-action adventuring. This is role- conventions, and no safe way to simulate replicas. If anyone is injured, you will get playing with a difference, in which the combat (though the Lazer Tag game may disastrous publicity—and possibly law- players actually do what their characters have made live modern/science-fiction war suits. do and see what they see. Their mutual games more feasible). Instead, live games will to believe crushes all self-conscious- should foster conniving and detective- After the convention ness; players act like adventurers, not work. Choose a setting that makes vio- When the convention is over, make sure actors. Live role-playing requires extensive lence impossible. One of the best that your sponsors will welcome another planning, superb GMs, and the numbers of scenarios, and certainly the most popular, one. Clean the convention site and replace participants which can only be found at tells characters that they are witnesses to anything that has been damaged. Thank conventions. a murder and must uncover the killer the people who participated, and consider Try to place live-action games in a cozy before someone accuses them. Many pre- presenting small gifts to anyone who was area, with dim, flickering lights. In the packaged scenarios with this theme are particularly helpful. When you pick direc- shadowy light, players imagine all the available at hobby and toy shops. tors for your next convention, try to keep vivid details that they cannot actually see. One compromise between pure intrigue at least one of the old chairpeople and The equipment for live role-playing will be and fighting might be to assume that the select one new chair. This way, somebody easy to find. Scraps of bright cloth can players are all disarmed, but each com- will always know what to expect, but you easily become tapestries; figurines, mands henchmen or armies “offstage.” For can eventually train your entire staff to wooden ornaments, and many other items example, they might take the roles of run conventions on their own. can evoke ancient pageantry; and lighting diplomats and government ministers at- If your convention did not attract re- can be provided by flashlights hidden tending their leader as a coup d’etat goes porters, write your own articles on it and inside paper lanterns. All players should on outside. When players order their submit them to local papers. These are receive props to remind them that they forces to fight, they give their orders to a more likely to be printed if you represent are performing as fictional characters. game master who poses as some sort of yourself as an interested citizen, not as a Costumes work well to create this aura, messenger. The GM resolves combat out- convention promoter. Editors especially and they can be very simple. For example, side the room, using standard war-game like stories with interesting black-and- almost any piece of cloth or fur can be- rules. Perhaps he might fire a cap pistol or white photographs. When dealing with come a cape. Note that capes make an create other sound effects. Later, the reporters or writing news articles,, remem- ideal handout for a medieval game, since “messenger” reports the outcome. ber that most newspaper readers are not they are clearly archaic, can be worn by The game master of a live role-playing gamers. Therefore, describe the games as either sex, and hide modern clothing worn game needs an extraordinary skill at ma- simple adventures, easy to play. underneath. Do not schedule more than nipulating crowds. First, he has to intro- Continued on page 78 one live game for a single convention. duce the scenario without a boring

70 JULY 1990 MARVEL

An empath and an apprentice

by Dale A. Donovan

I’m baaaack. The first thing I must do this month is to thank everyone who wrote in with comments and suggestions for the new “MARVEL-Phile.” The amount of mail I received forced me to roll on the Stun table, but I made my roll. Thank you all for your input. You will be seeing some of your suggestions in upcoming months. There are two areas on which I received quite a few questions, so I thought I’d take the time to address them now. Several peo- ple asked why there was no “MARVEL-Phile” in issues #157 or #158, and just how often would the column appear in the future? In May, I decided to take the month off from doing the column, and this column was originally slated to appear in the June issue, but a lack of time on my part and space in the magazine pushed

T HE MARVEL®-PHILE the column back to this issue. I plan for the column to appear bi-monthly, so you can look for another one in issue #161. I also received quite a bit of mail from those who disagreed with some of my ideas on attributes and Powers. The perfect example of this is Captain Britain. The Official Handbook of the MARVEL UNIVERSE®, Update ‘89, stated that Cap was able to press 90 tons. In the game, that qualifies as Unearthly Strength, so that is the rank I gave him. I do use the Handbook as well as the comics themselves for my sources, so I have reasons for assigning the ranks I do. But if you disagree with my decisions on Cap or any character, that’s okay. If you want Cap to only have Incredible Strength in your campaign, go ahead. It is your game, after all. This month, I’ll discuss two of Doctor Strange’s right-hand beings: the empath Topaz, and Doc’s current apprentice, Rintrah.

DRAGON 71 MARVEL

Telepathy: Topaz can perform the Men- into a trance and removed the “dark side” tal Probe Power Stunt as well as normal of her soul. Topaz fainted, but later recov- Telepathy. ered to the point where at least some of Psionic Attack: Topaz possesses this her abilities returned. Glitternight took his power at Incredible rank for range and portion of Topaz’s soul and infused it with intensity. black magical energy from his own body, Empathy: Topaz is also an empath, able then transformed the whole into a beast to read the emotions of others. that would do his bidding. Topaz returned Emotion Control: Topaz can instill or to California with Glitternight’s monster drain emotions from people. Although she trailing her. Upon discovering it, Jack can influence multiple targets (in the same Russell changed into his werewolf shape area she is in), she can work with only one to fight and destroy the beast. emotion at a time. Still later, Glitternight returned and Telekinesis: Topaz is also able to use this transformed Topaz into a winged harpy- power at Incredible range and intensity. like being under his control. Topaz’s true Healing: Topaz can heal damage to her- personality reasserted itself, though, and self and others, using her Psyche score to she returned to her human form. Glit- replace the subject’s Endurance. She can ternight later vanished as a result of a heal any number of subjects once per day. mystical battle with another being. Her abilities are such that she can even Many months later, the demon Mephisto reunite a person’s soul with his body, if the transported Topaz to his dimension and two should become separated. informed her that on her upcoming 21st birthday her powers would reach their peak. She would be so powerful, he told HISTORY: Topaz has no knowledge of her, that she would even be able to de- her parents or even if Topaz is her real stroy Mephisto himself. As Mephisto tried name. Her first memories are of growing to kill her, Topaz gained full control over up as a street urchin in India. When war her powers and unleashed energy that broke out, she was placed in a prison ripped Mephisto apart. camp where she met the sorcerer, Taboo. Mephisto eventually reformed himself It was under Taboo’s tutelage that Topaz and sent his demonic minions after Topaz. discovered her powers, and she subse- They overpowered her and cast a spell quently used them to help Taboo and upon her that would remove the portion herself escape from the camp. of her soul that contained her powers, As Topaz grew to adulthood, she acted were she ever to escape. The demons then as a familiar for Taboo and his sorcery. placed her within bedrock to imprison her They eventually moved to take up resi- physical body. It was here that she spent dence in southern California. At one point, her 21st birthday. Taboo tried to force Jack Russell (the Later, Topaz’s physical body was re- Werewolf; see DRAGON® issue #126, “A leased by an energy outburst from an- MARVEL® Monster-Phile”) to hand over to other of Mephisto’s captives, Franklin Taboo a book of black magic known as the Richards. The now rock-encrusted form of Darkhold (see issue #126, “The MARVEL- Topaz made its way to Earth, where it Phile”). Neither Russell nor his family battled Earth’s Sorcerer Supreme, Doctor possessed the book, and Taboo ordered Strange. Realizing that a human was Topaz to kill Jack Russell. Sensing the trapped within this form, Strange released goodness within Jack, Topaz refused. Topaz and brought her to his home in New TOPAZ™ Taboo then ordered Russell and Topaz out York City, but she was now missing the Empath of his home. empathic portion of her soul, as per the Topaz was soon attacked by Taboo, who demons’ spell. Topaz had trouble control- F TY (6) Health: 42 stole a portion of her soul for arcane ling her own emotions as well, and her A GD (10) purposes. Taboo was killed soon there- sanity suffered. (It is unclear whether the S TY (6) Karma: 90 after, and the missing portion of Topaz’s missing portion of her soul was the same E EX (20) soul returned to her. She subsequently portion that Glitternight stole. There is no R GD (10) Resources: TY (6) moved in with Russell and his family, and clear evidence that Topaz regained the I IN (40) she and Jack fell in love, but neither ever portion that Glitternight stole, even after P IN (40) Popularity: 3 acknowledged the extent of their feelings. Jack Russell destroyed the beast that Glit- It was not long thereafter that Topaz and ternight created with it.) POWERS: Topaz has numerous psychic Russell traveled to Transylvania to visit The alien sorcerer, Urthona, captured powers, the full extent of which are not one of Russell’s relatives, and they came the missing portion of her soul and sought known at this time. She has the potential into conflict with the master vampire to use it and Topaz as part of his scheme to be one of the most powerful psychics himself, Dracula (see issue #126, “The to kill Doctor Strange and become the on Earth, and has demonstrated extraordi- MARVEL-Phile”). Sorcerer Supreme himself. To this end, he nary abilities in times of crisis during her Topaz’s powers began to fade after this, contacted Topaz, showed her what he life. As all of her abilities are psychic, they and she returned to India in an attempt to possessed, and offered to return her soul utilize Topaz’s Incredible Psyche as their restore them. There she encountered a to her if she betrayed Doctor Strange. In Power rank. sorcerer, Doctor Glitternight, who put her her unstable frame of mind, Topaz agreed,

72 JULY 1990 MARVEL

allowing Urthona to transport Strange’s Mastery Level: Disciple of the Order home and all his mystical talismans to School of Magic Urthona’s home planet. There, Urthona took both Topaz and Strange’s servant, Personal Wong, prisoner. Alteration—Appearance: Remarkable Strange, who was wounded in one of (30). Urthona’s attacks, now shared the body of Astral Projection: Good (10). the being known as Rintrah (see below) Shield—Individual: Excellent (20). and journeyed to Urthona’s planet. During the ensuing mystical battle, the bottle Universal containing Topaz’s lost soul was broken, Eldritch Bolts (Bolt of Bedevilment): and Topaz’s powers returned to her in full. Excellent (20). Urthona was defeated, and Strange, Rin- trah, Wong, and Topaz returned to Earth. Dimensional More recently, Topaz traveled to Britain Dimensional Aperture: Excellent (20). and became involved with the mystic Sisters of Glastonbury Tor, the descen- dants of those women who had cared for HISTORY: Rintrah is a sentient, other- King Arthur after his final confrontation dimensional being who is sensitive to the with Modred. The Sisters tried to instruct presence of magical forces and has the Topaz in the use of her great powers. potential to become a powerful sorcerer. Topaz has subsequently returned to New Through unknown circumstances, Rintrah York, the outcome of her instruction un- became the apprentice of the other dimen- known. Whole once more, Topaz con- sional sorcerer known as Enitharmon the tinues to be a staunch ally of Doctor Weaver. It was during this time that Doc- Strange, Wong, and Rintrah. tor Strange first encountered Rintrah. Strange took his magical Cloak of Levita- tion, which had been damaged in battle, to Role-playing Notes: In your campaign, be repaired by Enitharmon. After the Topaz might appear when she is on an errand or mission for Doctor Strange. repairs were made, Enitharmon bade Despite her powers, Strange would not Rintrah to return Strange’s cloak to him, send her on what he considered to be an back on Earth. overly dangerous mission. Topaz is not a Rintrah encountered Strange not long hero in the typical sense; she does not put after Strange’s body had been gravely on a costume and fight villains. She is a wounded by a servant of the alien sor- background character, using her mental cerer, Urthona. Rintrah returned the cloak abilities and her healing to help others and gave his permission for Strange’s (heroes included). She could appear and astral form (as per the spell) to enter his save a dying hero, then ask for his help body. The two consciousnesses now shar- with her mission. ing Rintrah’s body took Strange’s own healing body, borrowed a starship from Reed Richards, and traveled to Urthona’s planet. Here, Rintrah/Strange battled and RINTRAHTM defeated Urthona, thereby releasing his Apprentice captives, Wong and Topaz. They all then returned to Earth. F GD (10) Health: 80 Rintrah subsequently accompanied A GD (10) Strange on a few of his exploits, then S RM (30) Karma: 60 returned to Enitharmon. Recently, how- E RM (30) ever, Rintrah has returned to Earth and One other item of interest is the fact that R GD (10) Resources: PR (4) has asked Strange to take him on as an The Gamer’s Handbook to the MARVEL I EX (20) apprentice. Strange agreed, and Rintrah UNIVERSE, Vol. 6, should be in your stores P RM (30) Popularity: 0 has taken up residence in Strange’s home by the time you read this. Pick it up and in New York City. get lots of new characters and updates of POWERS: At present, Rintrah has the some of your old favorites. ability to perform only a handful of magi- That’s it for now. If you have any com- cal feats. He does qualify as a Disciple of Role-playing Notes: Rintrah would ments or suggestions for this column, send the Order School of Magic, and he has the most likely appear in a campaign accompa- them to: The MARVEL-Phile, DRAGON potential to become a great sorcerer, espe- nied by Doctor Strange or while on a Magazine, P.O. Box 111, Lake Geneva WI cially if he remains a student of the Sor- mission for his mentor. Rintrah is the type 53147, U.S.A. cerer Supreme, Doctor Strange. of being who might well bite off more As with Roma (issue #155), Rintrah’s than he could chew with regard to villains. magical powers are given in a format Somewhat headstrong, he could get him- MARVEL SUPER HEROES is a trademark of the compatible with MHAC9, Realms of Magic. self into a situation where he might need Marvel Entertainment Group, inc. All Marvel charac- If you do not own this supplement, simply help from the heroes. He’s not afraid to ters, names, and the distinctive likenesses thereof are trademarks of the Marvel Entertainment Group, treat each spell as a mystical Power oper- mix it up in melee; his Strength serves him Inc. ©1990 Marvel Entertainment Group, Inc. All ating at the same rank. well in this instance. Rights Reserved.

DRAGON 73 74 JULY 1990 Artwork by Ronald Wilber Many players brought into an AD&D® battle-dancer character is outrageously for every two levels after the 1st. 1st Edition campaign unbeatable. The majority of battle dancers are of will never again accept a game world When creating the tropical territory in neutral-good alignment: morally good without martial arts. After playing a monk which far-traveling PCs can encounter because the survival value of cooperation or a kensai, players see combat without battle dancers, it is suggested that any one has taught them to cherish love and loy- consideration for sophisticated techniques battle-dancer village be part of a confeder- alty; philosophically neutral because, while as stumble-bum affairs. As a result, some ation of three or more such villages, and a hatred for slavery inclines them away DMs use all of the Oriental Adventures that there be several separate confedera- from excessive lawfulness, the discipline character classes in every imagined world tions in the region. If there are cities in the of capoeira equally inclines them away and country, not merely the Kara-Tur area, there could be some urbanized battle from chaos. No battle dancer can be of an setting or its equivalent. However, there is dancers as well. evil alignment, as slavery, woe, and treach- an alternative. Characters can go to a Note that battle dancers can serve both ery are opposed to all of a battle dancer’s wholly different continent having nothing as warriors and spell-casters, but they are beliefs. of an Oriental nature, yet still having not as flexible as the specialized classes Just as monks gain special abilities with martial arts—but martial arts of a unique can be. In a capoeira culture, almost no advances in rank, so do battle dancers nature. A study of real-world history other classes will be found. It is possible acquire abilities relating to the power of yields examples of systematized fighting that a capoeira culture having contact music. They improve in movement speed styles worthy of comparison to the Asian with other parts of the world might find and inherent armor class much as monks methods yet completely independent in its old ways eroding under the influence do, and they inflict increasing amounts of origin. Perhaps the best example comes of the outside world, with some hostility damage (to human-size foes only) with out of Africa, by way of South America. between the generations that practice their fists and feet. Because capoeira dif- During the colonial era, many black either the battle-dancing ways or the fers from any fighting method that most slaves escaped from Portuguese masters in “new” and more specialized ways. characters will have ever seen, its practi- Brazil to form communities hidden in the tioners have a chance to completely sur- jungle. To defend themselves against white Battle dancer statistics prise opponents with their handspringing pursuers or hostile Indians, the former A battle dancer must have a strength of kicks, flying takedowns, and other move- slaves developed a style of fighting based not less than 14, a dexterity not less than ments (see Table 2). Monks, ninja, and on the combat methods of their African 14, a constitution not less than 12, and a sohei have less chance than others of ancestors. This came to be known as combined intelligence and wisdom not less being thus surprised, and no such person capoeira (pronounced cop-WAY-rah), and than 17. Any charisma score is allowable, will be caught off-guard by battle dancers its practitioners are capoeiristas. A new but an individual with charisma lower more than once. NPC class is offered here, based on the than 8 will never rise above 9th level. A The surprise attack against a non-battle capoeiristas (whose art is still practiced battle dancer gains no bonus for excep- dancer foe is rolled for at the start of today) but using the simpler name of bat- tional ability scores, nor can he ever have combat, regardless of which antagonist is tle dancer. a second class. Table 1 shows most of the the aggressor—unless the combat began The most distinctive features of capoeira relevant information on the class’s abili- with a successful surprise attack by the are its highly acrobatic nature (including ties. This class is patterned after the monk non-battle dancer foe. In that case, the handsprings and spinning like a top on of the 1st Edition Players Handbook. battle dancer will get his chance at the one’s head) and the fact that all its tech- Battle dancers have six-sided hit dice, very start of the second round. A success- niques are learned and practiced to with two dice at 1st level. Those of this ful attack for the battle dancer means that music—music that has served to pass along class must be human, and they use the his opponent automatically suffers the the oral traditions of the displaced Afri- combat and saving-throw tables of fight- maximum damage that the battle dancer is cans who devised the system. Regardless ers. Weapons usable by them are axes able to deliver by kick or punch (unless of whether or not battle dancers are con- (hand), blowguns, clubs, daggers, darts, the opponent’s armor class is 4 or. better, ceived of as living anything like the javelins, knives, spears, swords (one- in which case a normal damage roll is fugitive-slave existence of the original handed), and any sort of stick (bo or jo) or made). Thereafter, the battle dancer can capoeiristas, this cultural flavor and a staff. Oil and poison cannot be used as either break off and retreat, or else make strong sense of community solidarity are weapons. One weapon is learned at 1st a regular attack at + 1 to hit probability essential to the class. level (with a new weapon gained every before the opponent can act again. To make a quasi-African zero-level NPC two levels thereafter), and a nonprofi- Battle dancers have many special abili- into a battle dancer, there must be a ca- ciency penalty of - 3 applies to the use of ties. These include the following: poeira circle for his training. This circle unfamiliar weapons. Though they do not They can perform the martial-arts spe- consists of five or more battle dancers use armor, they can use shields, but while cial maneuver Instant Stand automatically, standing in a ring, simultaneously demon- doing so they forfeit the use of their spe- a talent that takes up no special-maneuver strating movements and singing capoeira cial unarmed attacks. Any magical weapon slot and can be performed at any level (see songs, while close at hand are two or or shield can be used by a battle dancer Oriental Adventures, page 104). more other persons (who can; at need, be within the above restrictions, as well as They can each sing, dance, and play 1-2 noncombatant members of their commu- any magical item that can be used by any musical instruments, as per the appropri- nity) playing musical instruments. The character class and (as is described later) ate nonweapon proficiencies, well enough capoeira circle not only provides training certain magical musical instruments. to earn a modest living as an entertainer but can (as will be described later) confer Due to their wilderness life, these char- in a city. on its participants a sort of collective acters must choose their first four non- In brawls involving no weapons, a battle magical-clerical ability. This gives the weapon proficiencies gained at 1st level dancer’s adversary does not gain attack battle dancers’ villages a fighting chance of from the lists in either Oriental Adven- initiative if he charges to attack. Also, survival in a world that ruthlessly de- tures (page 15, under “jungle barbarians,” while brawling, the battle dancer gains a mands the use of spells to deal with some excluding armorer, chanting, dancing, and + 2 bonus to his armor class against un- perils, yet without having any of the famil- music) or the Wilderness Survival Guide armed combatants, thanks to acrobatics. iar spell-casting types present. In this way, (page 12, excluding charioteering, moun- The traditional songs of the capoeira normal PC types are just as strange to the taineering, riding, and cold or desert sur- culture, describing the exploits of gods, battle dancers as the battle dancers are to vival). All proficiencies chosen must be goddesses, and heroes, have beneficial the PCs. At the same time, though their appropriate to the campaign environment. effects on members of this class. Any survival as a group is promoted, no single One new nonweapon proficiency is earned battle dancer hearing these songs sung by

DRAGON 75 a colleague of 6th level or higher will be the passage to 6th level, he must spend a Battle Weapon immune to all fear for the duration of the day having his musical skills examined by dancer’s attacks per singing. a 9th- or higher-level battle dancer. There level melee round The radius in which a battle dancer’s is a 10% chance for every wisdom point of 1-5 1/1 singing or instrument playing has a benefi- the candidate less than 18 that the Music 6-10 3/2 cial effect on others of this class equals 10’ Warrior will have to give an extra 1-8 days 11+ 11+ 2/1 per level of the singer or musician. The of musical coaching before the candidate battle dancer’s voice will carry beyond this is promoted. When armed but shieldless, the character radius, but special abilities such as those The Contra-Master, level 10, acquires an can choose how many of his attacks will listed here are more limited in effect. added point of charisma upon reaching employ his weapon and how many will A 2nd-level battle dancer (Handstander), this rank. He cannot now be surprised employ a foot, fist, or elbow. If an armed while hearing the singing of a 6th- or except by opponent using magical spells or but shieldless battle dancer is fighting higher-level colleague, gains a +2 on sav- powers such as teleportation or ethereal- humanoid foes only, then once in any ing throws against psionic blasts and all ness. Also, any 1st- or 2nd-level battle combat, after two rounds of using only enchantment/charm spells and those dancer who observes a Contra-Master unarmed attacks, the battle dancer can powers involving mental control. serving as a practice sparring-partner for make a feint with his weapon (causing no A 3rd-level Handwalker, hearing ca- a Master (10th-level or above) will enjoy a damage), followed by an unarmed attack poeira songs sung by a 6th-level battle 10% bonus on any experience points he that enjoys a +4 bonus to hit because of dancer, gains the same benefits he would may earn in the following week. the feint, If this sneak attack succeeds, it gain from a chant spell. The chant spell The 11th-level Master of Equilibrium is does double normal damage and can be can work cumulatively with the capoeira immune to all mental attacks (including all followed up with a weapon attack at +2 song after a one-round delay in which the enchantment/charm spells, possessions, to hit against the foe. Monks, ninja, and battle dancer who is singing adapts his and attempts at mind reading, mind con- sohei are less susceptible to this strategy, song to blend with the cleric’s chanting. trol, and psionic assault), as long as he or so the unarmed portion of the above tactic A 4th level Handspringer is immune to another Master is singing. If another battle has a +2 to-hit bonus and does only nor- harpy songs and the bards musical charm. dancer or a noncombatant member of mal damage, while the armed follow-up Also (due to their skills at team actions), if their community has been charmed, hyp- has but a + 1 bonus to hit. two or more 4th- or higher-level battle notized, etc., the Master’s song will act as a Rising in rank: There is less exclusiv- dancers fight side by side, each gets a + 1 dispel magic against this influence. Fur- ity and conflict involved in battle-dancer bonus in armor class. thermore, the Master can know alignment level gains than in those for monks. Up At 5th level, a Headspinner can move of any being heard singing—regardless of through level 9, there is no limit on how silently, hide in shadows, and hear noises such disguising powers as misdirection or many characters may hold each rank. The as a 1st-level thief; these abilities progress aura alteration. only limit on the number of Contra- with rank. Also, if two or three battle The 12th-level Uncle of Masters (a fe- Masters (level 10) is that, in any one ca- dancers of this level or higher team up male holding this rank would be called poeira culture, the number of Masters of against a single opponent (which battle Mother, not Aunt, since these titles derive Equilibrium (level 11) cannot exceed the dancers of good alignment will not do from the matrilineal system of many Afri- number of Contra-Masters, lest a Master unless the necessity is great), one member can cultures) is immune to all death magic be without a Contra-Master sparring part- of this team per round (selected randomly) (including the monk’s quivering palm) as ner to keep him in practice. This is impor- gains an extra attack. long as he or a colleague of Master rank is tant, because a major function of Contra- A 6th-level Rhythm Warrior is able to singing. Also, the Uncle of Masters is able Masters in the capoeira culture is to keep benefit lower-level brethren by his sing- to teach allied non-battle dancers to sing Masters in mental and physical condition. ing, as previously noted; however, he capoeira songs well enough to confer Any Master who fails to work out with a cannot do so while personally engaged in benefits on battle-dancer listeners. Such Contra-Master at least one a week while melee. It is also at 6th level that he be- teaching takes a number of weeks equal to not adventuring will gain only one-half comes able to give qualified zero-level 30 minus the student’s wisdom score. normal experience credit for the next characters the instruction in music and The Great-Uncle (or Grandmother) of adventure he undertakes. A Master who movement that will turn them into 1st- Masters, level 13, gains an overall 25% passes a full year without working out or level battle dancers. Moreover, the magic resistance from sheer will-force as adventuring—not counting the ordinary Rhythm Warrior can handle a magical long as any battle dancer can be heard hunting of common game—will drop a bardic instrument without suffering harm singing or playing a musical instrument. level in rank. and, given 2-7 days to study such an in- Moreover, if any mortal character of evil Thus, if a community has Masters and strument, has a 15% chance of being able alignment uses ESP or telepathy on the Contra-Masters in equal number, any to use it as a bard might. (This chance goes Great-Uncle of Masters, the innate grace- promotion-eligible Contra-Masters will just up another 15% with each level gained, so fulness and beauty of the mind being read have to wait until two or more Music that a 9th-level battle dancer is 60% likely will require the mind-reader to save vs. Warriors climb to Contra-Master rank, to master any musical magic item he ac- spells or change alignment to that of the unless there exists another capoeira com- quires.) Finally, the Rhythm Warrior is Great-Uncle. (Evil extraplanar creatures munity of friendly alignment that has an surprised only on a 1 in 6. reading a Great-Uncle’s mind will not extra Contra-Master available for transfer. The Dancing Warrior, level 7, receives change alignment, but they will temporar- For this reason, many Contra-Masters will chant spell benefits when he hears any ily forget their evil intentions, initiating no take Music Warriors out on frequent ad- music not of a definitely hostile nature. If hostilities for 2-5 rounds.) ventures so that one Music Warrior, rising his fellows are singing, regardless of their Combat skills: When a battle dancer to fill a Contra-Master’s post, will free that levels, the Dancing Warrior gains double ranks high enough to make more than one Contra-Master to seek his own promotion the chant benefit from hearing them. attack per round, the number of attacks to Master. In such a case, the former Mu- The Singing Warrior, level 8, is able to made is the same whether he uses a sic Warrior usually becomes the sparring sing with benefit to all colleagues while he weapon or not. If a shield is also used, no partner of the former Contra-Master who is fighting, and he can be heard even unarmed techniques can be used and the helped him to rise in rank. through a magical silence spell or effect. battle dancer’s number of attacks must be The promotion from Contra-Master to The 9th-level Music Warrior enjoys a referenced on the table at the top of the Master involves combat, but no one is special importance in the capoeira hierar- next column: demoted thereby. In fact, it is not against chy. For a 5th-level battle dancer to make the Master of Equilibrium that the Contra-

76 JULY 1990 Master fights, but against any of these The promotion to Uncle/Mother of Mas- years old, can resume normal activity and combinations of opponents, in order of ters is conducted in a somewhat more work upward in level again). Second, he preference: two fellow Contra-Masters, in monklike fashion. There can be only one can leave the community, accompanied immediate succession; one fellow Contra- active Uncle of Masters in any capoeira only by two or three high-level followers Master, followed by fighting two Singing community. The eligible Master fights the and their families, to found a new settle- Warriors simultaneously after a brief rest; reigning Uncle (as with monkish promo- ment not less than two days’ travel away. or a Singing Warrior and two Dancing tion, the challenger here temporarily Third, he can remain in the old settlement Warriors simultaneously on one day, fol- acquires powers equal to the incumbent). with a similar handful of companions (plus lowed by fighting two Music Warriors in If the challenger loses, he drops in experi- anyone unfit for travel), while the new immediate succession the next day. These ence points to the minimum number for a Uncle of Masters leads the majority of the combats are fought unarmed and to the Master of Equilibrium. If the challenger villagers away to found a new community accompaniment of capoeira music (per- defeats the Uncle of Masters, the loser in some desirable location. formed by Masters where possible) from does not drop in rank, but the defeated The Great-Uncle/Grandmother of Mas- which both sides draw benefit. Damage is Uncle of Master must do one of three ters is like the monkish Grand Master of treated as subdual damage, not killing things, as decided by the victorious new Flowers in that there can be only one damage. Once the would-be Master has Uncle of Masters. First, he can go into holder of this title per region. However, passed the trial by combat, he spends 2-5 semi-retirement, occupied mainly with the highly artistic and fraternal nature of days composing an original capoeira song noncombatant activities like song compos- capoeira makes it feel inappropriate to (a creative opportunity for any DM with ing. (In this case, the defeated Uncle’s decide possession of the top rank merely musical or poetic talent). Upon performing fighting ability will drop one level after a by the outcome of a slugfest. Two alter- this song for the community and teaching year, and another level every six months nate methods of filling the position are it to enough people to use it in a capoeira thereafter; but if and when the successor suggested, both operating on the assump- circle, the character is initiated as a Mas- Uncle goes on to achieve the topmost rank tion that the Great-Uncle holds lifetime ter of Equilibrium. in capoeira, the ex-Uncle, if less than 60 tenure and that a contest for this rank can

Table 1 Battle Dancer Experience and Skills

6-sided Inherent No. of Unarmed Experience Level Title hit dice AC Move attacks damage points 1 Tumbler 2914" 1 1-3 0-2,500 2 Handstander 3915" 1 1-4 2,501-4,750 3 Handwalker 4 8 16" 1 1-6 4,751-9,000 4 Handspringer 5817" 5/4 2-8 9,001-17,500 5 Headspinner 6 7 18" 5/4 2-12 17,501-40,000 6 Rhythm Warrior 7719" 4/3 2-16 40,001-80,000 7 Dancing Warrior 8 6 20" 4/3 4-16 80,001-160,000 8 Singing Warrior 9 6 21" 3/2 3-18 160,001-320,000 9 Music Warrior 10 5 22" 2 2-20 320,001-600,000 10 Contra-Master 11 4 24" 5/2 3-24 600,001-900,000 11 Master of 12 3 25" 3 4-24 900,001-1,200,000 Equilibrium 12 Uncle/Mother 13 2 26" 4 3-20 1,200,001-2,000,000 of Masters 13 Great-Uncle/ 14 1 27" 9/2 4-32 2,000,001+ Grandmother of Masters

Table 2 Surprise Attack Success Probability

vs. non-martial- vs. non-martial- vs. ninja, sohei, vs. ninja, sohei, artist who never artist who has or monk of or monk of Level of saw capoeira seen capoeira same or of higher battle dancer combat before once before lower level level 1 2% 0% 0% 0% 2 5% 0% 0% 0% 3 10% 1% 0% 0% 4 15% 5% 0% 0% 5 25% 10% 1% 0% 6 35% 20% 5% 0% 7 45% 30% 10% 1% 8 55% 40% 15% 5% 9 65% 50% 20% 10% 10 80% 65% 25% 15% 11 90% 75% 30% 20% 12 95% 85% 35% 25% 13 99% 90% 40% 30%

DRAGON 77 occur only when he dies or retires: gardless of the magical bonuses usually can be cast on all in the circle. 1. All candidates are told by their gods in required to hit them. The duration of this With a Master leading, dispel evil, exor- a vision to undertake some quest benefi- power in combat is a number of rounds cise, heal, and tongues spells can be cast. cial to the order of battle dancers as a equal to the experience level of the circle’s Once a year, with an Uncle of Masters whole. The one who best fulfills the mis- leader, plus the number of other battle leading, the circle can invoke the direct sion becomes the Great-Uncle/Grand- dancers who joined in singing over the aid of some powerful creature such as a mother of Masters. As all battle dancers weapon. If not used immediately, the lammasu or baku. With a Great-Uncle of are NPCs, the DM can decide the winner weapon will hold its special power for a Masters, the ceremony can be done twice of this contest with a single die roll. Sim- time equal to the circle leader’s charisma a year. pler yet, just arbitrarily create a character times 12 hours. A circle with a Master who is assumed to have accomplished the leading can empower two weapons per Battle dancers and others quest or will meet the PCs as he is pursu- day; with an Uncle of Masters, a weapon If player characters of non-Oriental ing it. can remain empowered for twice as long types happen upon battle dancers, they 2. All candidates must compose new as usual; and a Great-Uncle of Masters can, should not find these NPCs too terribly capoeira songs, to be judged by the old over his lifetime, permanently empower a astonishing—at least, not if they’ve ever Great-Uncle (if living) or by an assembly of number of weapons equal to his wisdom seen thief-acrobats before. But Oriental all Masters of Equilibrium; the best song score. (The DM can decide whether the Adventure types may be very taken aback earns the promotion. This would be very song-enchanted weapons will work by them—not because of their surprise much in the capoeira spirit. Again, if com- equally well for all wielders or for only attacks or techniques, but because— pressing the process is desirable, one die battle dancers.) realizing battle dancers to be a kind of roll or DM’s fiat would settle the contest. With a Dancing Warrior or above as martial artist—Oriental-type characters leader, the circle can cast (once each per will expect battle dancers to act like deni- The capoeira circle day) a “half-strength” version of cure zens of Kara-Tur . . . and the battle What follows is a typical set of capoeira- disease and neutralize poison spells—that dancers will not do so. circle spell-like powers, which the DM is, the victim’s life will be saved, but he Members of the capoeira culture, even may modify from one confederation or will need time to recuperate. With a ones of lawful alignment, are cheerfully alignment to another: Contra-Master or above as leader, these indifferent to many of an Oriental charac- If the leader of a capoeira circle is of spell effects will be of full clerical quality. ter’s concerns for honor and “face.” In Rhythm Warrior level or above, the songs With a Singing Warrior or above as particular, a samurai’s readiness to commit of that circle can, once a day, render a leader, the circle can cast remove curse seppuku will strike battle dancers as ridicu- nonmagical weapon temporarily able to and control weather. lous, since a man who throws away his damage weapon-resistant monsters. This With a Music Warrior or above as leader, own life is depriving family and friends of weapon will gain no to-hit or damage dispel magic can be cast. his help and protection. And an Oriental bonuses, but it can hurt all monsters re- With a Contra-Master or above, strength character who tries to engage a battle dancer in a psychic duel is likely to achieve no greater result than having the battle dancer ask him, “Are you feeling ill?” Whether visited by “Eastern” or “West- ern” player characters, these “Third World” martial artists should serve to lend color to a far-ranging campaign—and force adventuring parties to stay on their toes, or else land on their backs.

Pulling a “Con” Job Continued from page 70 As a final note, naming conventions is actually a form of poetry. Like the sonnet and haiku, convention names are wonder- ful because of the information which can be expressed within such strict limitations. I personally admire names such as PELI- CON, CON-FUSION, CON-TEMPLATION, and especially GENGHIS-CON. Our Table Gaming Club decided to flatter the Powers That Be and name our convention UMF- CON, for the University of Maine in Far- mington. Function triumphs over form once more. I want to thank Lori Buck, Michael Grif- fen, Elizabeth Mauzy, Michael McDonald, Randy Carsten, Martin Meader, Linda White, Jeannine Petriel, and the rest of the Table Gaming Club for figuring all this out, and Peter Rice’s Maine Wargamers Associ- ation for bringing MAINE-CON to UMF. Thanks also to Lonnie Barnett of TRI- STATE-CON and to Keith Polster of BOARSHEAD MID-SUMMER REVEL for outside advice.

78 JULY 1990 DRAGON 79 Sunrunners, Wolfwalkers, and one-eyed rats

©1990 by John C. Bunnell

ever, when a fearsome troop of invaders SUNRUNNER’S FIRE arrives under the leadership of Cluny the Melanie Rawn Scourge, a huge one-eyed rat whose tail is DAW 0-88677-403-9 $4.95 tipped with a poison-treated steel barb. The third massive book in Melanie Only the restless young Matthias is able to Rawn’s “Dragon Prince” series presents a rouse Redwall to mount a defense, and real problem. Others have noted, cor- only Matthias may be able to track down a rectly, that the Dragon Prince novels are legendary sword which may be instru- obsessed with complexity and are longer mental in Cluny’s defeat. on hand-wringing than they are on adven- Jacques successfully treads a razor-thin ture. But Sunrunner’s Fire accomplishes balance in portraying his animal charac- one feat that almost makes it required ters, treating them all as people while not reading: It transforms one of Rawn’s major losing the flavor of their animal natures. characters from nominal protagonist to Asmodeus the serpent, Basil the hare, and full-fledged villain in completely believable white owl Captain Snow are especially fashion. distinctive, and Jacques’ frenzied charac- The individual in question is the Sunrun- terization of a loft full of sparrows is ner lord Andry, who has spent most of the REDWALL neatly contrasted with the relatively placid first two novels firmly in the camp of High Brian Jacques abbey below. And unlike many writers of Prince Rohan and his twice-mageborn son Avon 0-380-70827-2 $4.50 animal literature, he has a sure grasp of Pol. Sunrunner’s Fire finds Andry becom- One of the two bookstores I visit most his characters’ relative sizes, giving his ing more and more involved in translating often keeps Redwall in the science-fiction/ battles a startlingly authentic feel. a unique scroll of ancient magical lore, and fantasy section; the other has it shelved Perhaps not surprisingly, the one weak increasingly haunted by images of a war- with the children’s books. Either choice is point is the apparent connection between torn future that only he seems able to defensible. Author Brian Jacques has Matthias and a long-ago mouse known as perceive. Andry’s passionate drive to pre- written the sort of novel that can be read Martin the Warrior whose tapestry por- vent his visions from coming true leads either as a memorable bedtime story or as trait hangs in Redwall. The link is vague at him to launch a campaign to wipe out his a wise and adventurous epic with surpris- best, and the riddle-poem that sends Mat- sorcerous opposition—but zeal rises to ing and understated maturity. thias in search of the missing sword relies obscure his judgment, and the sweep Redwall Abbey is a medieval country on an implausible, forced anagram for turns into a deadly pattern of persecution gathering place, home, and cultural center much of its impact. But this single tenuous that may bring about the very disaster for those living for miles around. In Jac- thread isn’t significant enough to unravel Andry originally sought to avoid. ques’ world, it’s quite unremarkable that Jacques’ otherwise extraordinary weaving. The transformation would be more its proprietors are mice, that a badger is Redwall offers one of the best animals-eye compelling if it weren’t buried among at its chief security officer, or that a variety views of a world I’ve seen in quite some least two other major plots. Unfortunately, of other small woodland creatures look to time, and it offers younger readers an Andry’s fall is crowded to one side by Redwall for sanctuary and protection. ideal bridge between Tolkien’s The Hobbit Prince Pol’s assumption of real political That protection is tested severely, how- and the realms of so-called “adult” fantasy. importance and by the intricate under-

80 JULY 1990 cover maneuvering of the Stoneburner Elfquest lore. There’s a vague resonance faction that is the Sunrunners’ rival in with Anne McCaffrey’s tales of Pern, since sorcery. While Andry is hardly the only Asengar also appears to be a lost or aban- well-constructed character in the novel, he doned colony world where humanity is certainly the most distinctive, and it’s coexists with peculiar predators (worlags frustrating to watch him being upstaged and badgerbears) and six-legged riding by events and authorial emphasis. beasts. Thus the dilemma. Rawn’s series can’t be McCaffrey lends a testimonial quote to effectively picked up in midstream, so it’s the novels cover that accurately captures necessary to wade through some 1500 the tone of the tale. Aside from a brief and pages of lush but undistinguished narra- dangerous foray into a trading city, most tive to get the full effect of Andry’s meta- of the tale takes place along the route of a morphosis. (No, I am not exaggerating.) desperate chase in which the roles of That’s entirely too much to ask of any but pursuers and pursued regularly change the most voracious readers, which makes hands. There’s a hair-raising whitewater it impossible to recommend Sunrunner’s rapids sequence, a trek up a sheer cliff, Fire and its predecessors as a whole. But several captures and near-captures, and Rawn’s character-crafting ability is like- the terrain ranges from broad plains to wise too good not to deserve notice in this thick forests to snowbound mountains. case. A DM who could pull the same trick And throughout, woodlore and outdoors- with an NPC would score a spectacular manship are emphasized in a fashion that coup for his campaign. Gamers are there- projects authenticity without lecturing. fore informed—and warned: Read Rawn at But if the novel maintains a solid sense your own risk. of adventure and pace, it leaves an occa- sionally unsettling puzzlement behind. ently typical, because none of the stories Harper’s wide-ranging geography is some- uses more than minimal local color from times difficult to follow, especially without the Pacific Northwest. As far as this vol- an accompanying map, and stretches ume is concerned, the game might as well credibility in a tale that limits its charac- be set in San Francisco or Los Angeles. ters to no better than mounted travel. Her Geography and place names are ade- nomenclature occasionally defies logic; quately researched, but any sense of re- most names seem entirely made up, with gional personality is missing. The two specific exceptions: a Pacific North- phenomenon extends to the art, which west Indian tribal reference (Celilo), and a (except for the stylized Indian-totem “S” of perfectly ordinary 20th-century name the SHADOWRUN game’s logo) highlights (Gunther). And most peculiar is healer- the cyberpunk and fantasy aspects of the heroine Dion’s abrupt comprehension of narrative rather than drawing on North- cellular biology when she finally achieves west traditions and culture. mastery of a long-lost psychic healing On their own merits, the stories range technique. from average to distinctive, with a reason- The inconsistencies, however, aren’t able balance between rapid-fire teamwork enough to cost Wolfwalker its appeal. action and lone-wolf suspense. On balance, Between the familiar-sounding nature lore the better work is in the latter category, balanced against a faraway narrative lilt, with solid contributions from Nyx Smith and an amiably drawn if slightly ragged and Lorelei Shannon concerning a driven cast of adventurers, Tara Harper’s novel is shapechanger and an eccentric “decker” a thoroughly intriguing effort—and a real (Shadowrun’s word for mind-to-mind boon to referees looking for ways to spice computer hackers). Smiths “Striper” is up a wilderness setting, whether in an particularly absorbing, with value for AD&D® game campaign or a low-tech SF anyone looking for a tiger’s-eye view of milieu. lycanthropy, though its entirely appropri-, ate use of Tolkien’s “Uruk-hai” may have INTO THE SHADOWS been unwise. Best of the team-oriented WOLFWALKER Jordan K. Weisman, ed. tales are Michael Stackpole’s “It’s All Done Tara K. Harper FASA 1-55560-118-9 $5.95 With Mirrors,” with solid character inter- Del Rey 0-345-36539-9 $3.95 Two warnings going in: I have had only a play and a spectacular climax, and Ken St. I’ve now lost all opportunity to be first in very brief look at FASA’s SHADOWRUNTM Andre’s “Turtle in the Tower,” which fea- my high school graduating class to have a game on which this anthology is based; tures a better-than-average treatment of novel published—Tara K. Harper has also, the broadly (and increasingly tarot-style fortunetelling. beaten me to it with Wolfwalker. On bal- vaguely) defined realm of cyberpunk SF is The background information is well ance, though, I can’t complain, not about a not one of my major interests. This anthol- presented, with enough to establish the book that smoothly combines familiar ogy, though, caught my eye for two rea- flavor yet not so much as to remove the premises with a convincing knowledge of sons. First, as a native Northwesterner, I’m mystery and tension. Jargon is kept either woodcraft and wilderness. naturally interested in an RPG campaign minimal or intuitive (I had no trouble The clearest parallel is to the Elfquest set in my own metaphorical backyard. figuring out what “Mr. Johnson” meant, cycle, as both that series and Harper’s Second, the anthology is amazingly well for instance). But the book doesn’t quite novel focus on intimate telepathic bonds produced for its price, with 11 crisp full- work as the “braided anthology” described between their protagonists and powerful page illustrations and nine stories packed on the cover copy. Robert Charrette’s wolves. But the wolfwalkers of Asengar into an attractive large-format paperback. opening story works on its own, but not as are human and extremely rare, and the The limited biographical data included a setup for what follows; thereafter, only wolves of Asengar feel a touch less hu- says that one contributor lives in Virginia the Smith and Stackpole entries seem to manized than their counterparts in and another on Long Island. That’s appar- connect successfully.

DRAGON 81 Still, Into the Shadows is a smooth and a mood best described as forgettable. comfort. Dragondoom takes McKiernan crisply executed introduction to the SHA- Again, this isn’t an indictment of Flint’s beyond his previous penchant for rewrit- DOWRUN universe. Gamers curious about work as a whole; all indications from ing Tolkien; now he’s merely writing a the system’s flavor will be well satisfied, Cromm support those who have enjoyed Tolkien pastiche, rather as numerous and the production values make the collec- his heroic fantasy. But I’d guess that those authors have written post-canonical Sher- tion a striking value in its class. fans may find this new tale something of a lock Holmes adventures. disappointment, and horror devotees will That’s a mixed recommendation at best. find better pickings elsewhere. But what McKiernan does right this time is CROMM encouraging enough to be worth noting, Kenneth C. Flint especially to gamers for whom the dra- Doubleday 0-385-26749-5 $19.95 DRAGONDOOM gonlore and the bond between Elyn and (hardcover) Dennis L. McKiernan Thork should provide a wealth of Doubleday 0-385-26750-9 $8.95 Bantam 0-553-28337-5 $4.50 campaign-adaptable material. (trade paper) This book surprised me—not by being I have letters in my files about Kenneth especially good, but by being noticeably BLOODLIST Flint, whose work I hadn’t read since one of better than I expected. Longtime readers P. N. Elrod his early novels rubbed me the wrong way. may recall that Dennis McKiernan’s Iron Ace 0-441-06795-6 $3.50 So when Cromm came along, it seemed only Tower trilogy is near the top of the short Bloodlist may be a vampire novel, but it’s fair to give him a chance to live up to my list of books I actively encourage people by no means a typical vampire novel. It is, correspondents’ accolades. Unfortunately, it not to read (mostly since anyone who’s in fact, a certifiably weird vampire novel. didn’t happen—but keep in mind that this read Tolkien has read them already). Dra- In part it’s a gangster yarn set vaguely in new novel is contemporary horror (or “dark gondoom is still set in McKiernan’s highly 1930s Chicago. In part it’s an apocryphal fantasy”), rather than the Irish mythic his- derivative world of Mithgar, but at last he’s Sherlock Holmes tale. And in part it’s a tory for which Flint is better known, so developed a storyline of his own and has romantic mystery (first in a series, of Cromm’s problems may not be typical of populated it with a couple of the most course), in which newly made vampire Flint’s other work. dangerous dragons this side of Tiamat. Jack Fleming conducts an ongoing Not that the ground is entirely Gamers will find the tale’s focus familiar. personal-ad search for the woman who unfamiliar—Flint draws on Irish lore for A troop of men has decided to seek out transformed him into a member of the the title character, an ancient, apparently and destroy one of the last remaining undead. pre-Celtic creature whose cult practices dragons in Mithgar, thereby acquiring the The vagueness of the period is a product blood sacrifice and whose followers are massive hoard assembled by Sleeth over of several factors. There are no specific pursuing California-born Colin McMahon the decades. But success brings more date references and only a few chronologi- for reasons that Colin himself doesn’t complications than riches, as three sepa. cal cues, most of them subtle. But while completely understand. It seems that Colin rate difficulties arise. Sleeth’s loot proves textual tags point to a date around 1936, is the reincarnation of a Celtic warrior far too massive to transport efficiently. the cynical first-person narration feels 10 who dealt Cromm a crushing defeat many Black Kalgalath, who with Sleeth’s death or 20 years ahead of its time, and the centuries past, and Cromm’s forces are out becomes Mithgar’s last living dragon, has Holmesian element pushes the atmosphere to prevent a repeat performance. his own designs on the treasure as well as two decades in the other direction. The Also caught up in the plot are Gilla De- an eye for revenge. And the dwarves from result is confusing and frustrating, rather cair, an elusive, perhaps immortal wizard whom much of Sleeth’s hoard was stolen as if someone had slipped an early Three who just may be one of the Tuatha de quickly assert their own claim. Stooges short into a series of MTV music Danann; Megan Conroy, the apparent Into this arena of conflict come Elyn, videos. reincarnation of Colin’s predecessor’s one surviving sister of Sleeth’s human de- It should be noted that Sherlock Holmes, true love; and St. Patrick, whose spiritual stroyer, and Thork, sworn to avenge his strictly speaking, doesn’t appear (presum- power is essential to Cromm’s ultimate slain dwarven kin and destroy Kalgalath. ably Elrod ran into copyright difficulties), destruction. Propelled unpredictably by Though adversaries by heritage, the two but the intent is clear. Protagonist Flem- Gilla, events skip back and forth between join forces against the deadly black dragon ing’s sidekick calls himself Charles Escott, waking dreams of Colin’s earlier life and and his minions, and the bulk of the novel emulating a well-known Holmes , and his efforts to prevent Cromm from spread- chronicles their joint quest to find and kill exhibits numerous Holmesian mannerisms ing his reborn cult beyond the bounds of a their common foe. McKiernan sketches remote Irish village. the pair’s uneasy relationship with pre- Yet for all the time-jumping, the narra- cisely understated effectiveness, a wel- tive feels inevitably linear, with no real come first in the Mithgarian cycle. twists or unexpected incidents separating Kalgalath, meanwhile, is plotting and point A from point B. At the same time, watching in formidable fashion. Those the internal logic is hard to unravel com- whose adventuring characters have pletely. Flint’s tale has Cromm, Gilla, and short work of AD&D game dragons are in Patrick all wielding real mystic powers, for a nasty where Kalgalath is con- which makes for puzzling cosmology by cerned. McKiernan gives his fire-drake 20th-century standards. diabolical intelligence, a host of minion Most seriously, though, Cromm suffers and magical aids, and a nearly impregna- from a peculiar schizophrenic blandness. ble fortress. Added to the creature’s enor- The dream sequences are acceptable, if a mous physical might, these accoutrements bit thin, as high fantasy, but not sufficient make Kalgalath nearly invincible. Only to dominate the yarn. The present-day supreme ingenuity and force of will—plus material is darker but just as thin—it a certain amount of magic—allows Elyn doesn’t induce the sort of tension or fear and Thork any hope of success. needed to make the tale work as horror, On the down side, McKiernan’s prose and it’s focused too narrowly on Colin to retains the air of artificial formality that sustain the atmosphere required to make adds distance without quite setting a it work as “dark fantasy.” The various mood, and Mithgar itself remains much elements cancel each other out to produce too close an analog to Middle-earth for

82 JULY 1990 including a penchant for ingenious dis- of the real world with high-stakes tension guises. Escott, in fact, nearly steals the on a cosmic scale. This is one fantasy book from Fleming, whose partial amnesia series that has genuinely grown in scope and lack of local contacts severely limit his and thoughtfulness with each new vol- ability to investigate on his own. ume, rather than falling into an infinite But Elrod’s sharp vampire’s-eye view of loop of recycled plots. Also in this above- the powers of the undead goes a long way average camp are Revolution’s Shore (Ban- to making up for her strange plot and tam, $3.95), second in Alis Rasmussen’s character structuring. We get excellent Highroad trilogy of intricate space adven- treatment of such diverse problems as tures, and The Dark Hand of Magic (Del maintaining a supply of native earth, Rey, $4.95), latest of Barbara Hambly’s crossing water, and the advantages and chronicles of untrained wizard Sun Wolf limits of an intangible mist form, along and his companion the Starhawk. Rasmus- with Fleming’s adjustment to such vulnera- sen continues to bring a refreshingly bilities as silver, sunlight, and the problems literate style to her darkly operatic swash- of maintaining a respectable wardrobe bucklers, while Hambly’s portrayal of (the up-and-coming vampire is much more mercenary warfare remains convincingly durable than his suits, which don’t regen- balanced against the twin enemies of erate after being shot). intrigue and magic. Bloodlist is ultimately more intriguing For some reason, Craig Shaw Gardner’s than satisfying, especially when it’s setting second Cineverse book, Bride of the Slime up the series premise, which seems super- Monster (Ace, $3.95) doesn’t grate on the fluous to the self-contained organized- imagination as much as the first. Perhaps crime puzzle around which the novel it’s because Gardner broadens his satiric revolves. When Elrod is busy with plot scope in this entry, attempting to skewer and character rather than atmosphere, everything from animated cuteness to her writing is tight and effective. Problem oversymbolic art films. But labeling the is, that’s only about two-thirds of the time. novel satire is still being generous, and On balance, though, the tale is intriguing those looking for more intelligent humor enough to be worth a look. (And that won’t find the search difficult. conclusion has nothing to do with the fact “Wildly variable” is the only phrase that that Elrod includes DRAGON® Magazine covers a pair of recent Star Trek entries. editors Roger Moore and Barbara Young The Pandora Principle (Pocket, $4.50) is a among those she acknowledges in her solid, occasionally sparkling book from dedication.) newcomer Carolyn Clowes, whose novel ably fills in much of Saavik’s mixed Vulcan- Recurring roles Romulan background. If she can learn to New novels from both Diane Duane and temper her enthusiasm for italicized dia- Charles de Lint have made recent debuts, log, Clowes should become a first-class which should be more than enough good storyteller before long. But Jean Lorrah’s news for a reader’s bookshelf. Duane’s experience can’t save her “Next Genera- High Wizardry (Delacorte, $14.95) con- tion” novel, Metamorphosis, (Pocket, tinues her lively series about teen spell- $4.95) from a bad case of rampant confu- casters Nita and Kit, shifting the focus to sion. Besides introducing yet another race Nita’s sister Dairine. As usual, there are of unexplained godlike aliens, Lorrah ample quantities of high drama, high ad- utterly undercuts her exploration of Data’s venture, and impish wit (“What did she perennial quest for humanity with a cli- do?” she said. “She went to Mars and left max stolen from prime-time TV soap op- the door open!‘). Computer enthusiasts in eras. Appropriately, this is the only Star particular will enjoy this outing, involving Trek novel to date carrying a disclaimer a laptop wizards manual and a race of that says it doesn’t necessarily reflect the sentient silicon-based beings. “official” Star Trek universe. Drink Down the Moon (Ace, $3.50) finds Last but not least, Dragon Wing (Ban- Charles de Lint back in the realms of tam, $18.95) begins an ambitious new fantasy. Some of the cast returns from his cycle from and Tracy Hick- earlier Jack, the Giant Killer, but equally man. This one is complicated, with com- prominent are two musicians: the human peting schools of subtle magic at work far Johnny Faw and the half-faerie Jemi Pook. beyond the knowledge of most of the De Lint is as good as ever at drawing characters. Two Weis-and-Hickman hall- characters and creating atmosphere, but marks stand out: a distinctive, richly imag- the plot suffers somewhat from a split in ined setting, this time in a fragmented focus and from its resemblance to Emma world of floating asteroid-like lands and Bull’s War for the Oaks. The novel remains aerial trading convoys (inspirations may highly readable, but it’s not de Lint’s best have included James Blaylock and Michael work. Reaves); and a central theme concerned A number of series have new entries to with achieving flexibility within rigid report, the most notable being Sunshaker’s societal structures. Only a very occasional War (Avon, $3.95) from Tom Deitz. The lapse of idiom mars the narrative— latest tale of David Sullivan, the MacTyrie referring to the odd Prince Bane as a “kid” gang, and the intrusion of magical conflict just doesn’t sound right in this carefully into everyday Georgia demonstrates De- constructed milieu. Nonetheless, the Death itz’s ongoing knack for blending the trials Gate cycle is off to an imposing start.

DRAGON 83 Registration: $5/day or $12 for the weekend, preregistered. Write to: QUIN CON V, 3632 Maine St., Quincy IL 62301 (include an SASE); or CONVENTION call: (217) 223-8498. DOVERCON VI, July 14-15 It will be held this year at the University of CALENDAR New Hampshire’s Memorial Union Building (MUB) in Durham, N.H. Activities include an RPGA™ AD&D® tournament and many other gaming events, a film festival, and miniatures * indicates a product produced by a company other than TSR and art competitions. Registration: $15 at the Convention Calendar Policies lnc. Most product names are trademarks owned by the door, or $10 for one day. Dealers and judges are companies publishing those products The use of the name of any product without mention of its trademark status should not welcome. Write to: DOVERCON VI, P.O. Box 753, This column is a service to our readers be construed as a challenge to such status Dover NH 03820. worldwide. Anyone may place a free listing for a game convention here, but the follow- NOTE: Be aware that there are now at least CASTLECON III, July 20-22 ing guidelines must be observed. four SF/fantasy/gaming conventions with very This convention will be held at the Holiday Inn In order to ensure that all convention similar names: ICON, held in Iowa; I-CON, in Bethesda, in Bethesda, Md. Events include SF, listings contain accurate and timely infor- Long Island, N.Y.; I-KHAN, in Colorado Springs, fantasy, gaming, music, costumes, computers, mation, all material should be either typed Colo.; and I-CON, in British Columbia. Other science, and friendship. Registration: $18 until double-spaced or printed legibly on stand- duplicated convention names have been noted June 30; $25 at the door. Write to: FanTek, 1607 ard manuscript paper. The contents of (e.g., DEMICON in Des Moines, Iowa, and Aber- Thomas Rd., Fort Washington MD 20744. each listing must be short and succinct. deen, Md.). Plan carefully! The information given in the listing must CHIMERA, July 20-22 include the following, in this order: ECONOMYCON III, July 6-8 This science-fiction convention will be held in 1. Convention title and dates held; This convention will be held at Alma School in the Hyatt Regency Woodfield in Schaumburg, Ill. 2. Site and location; Mesa, Ariz. Events include AD&D®, BATTLE- Guests of honor are Connie Willis, Howard 3. Guests of honor (if applicable); TECH*, BATTLE FOR MOSCOW*, CIVILIZA- Waldrop, and Gardner Dozois. Other guests 4. Special events offered; TION*, and SUPREMACY* games, with open include Richard Knaak, Fred Pohl, and Barbara 5. Registration fees or attendance re- gaming, Japanimation, World War II micro- G. Young. The seminars are all designed to make quirements; and, armor, and the LOST WORLDS* fantasy-book the reader of SF more than just a consumer, 6. Address(es) and telephone number(s) game. Write to: ECONOMYCON, 2740 S. Alma Registration: $40. Write to: CHIMERA, 1016 where additional information and confirma- School #16, Mesa AZ 85202. Columbian, Oak Park IL 60302. tion can be obtained. Convention flyers, newsletters, and other ARCANACON VIII, July 12-15 I-KHAN, July 20-22 mass-mailed announcements will not be Random Incorporated is again holding this This convention will be held at the Holiday Inn considered for use in this column; we nonprofit convention, at the Collingwood Educa- North in Colorado Springs, Colo. Special guest of prefer to see a cover letter with the an- tion Center in Melbourne, Australia. Events honor will be Andrew J. Offutt. Tournaments nouncement as well. No call-in listings are include AD&D®, CALL OF CTHULHU*, RUNE- include AD&D®, WARHAMMER 40,000*, CAR accepted. Unless stated otherwise, all QUEST*, WARHAMMER 40,000*, and HUNTER WARS*, SKY GALLEONS OF MARS*, and dollar values given for U.S. and Canadian PLANET* games. Write to: ARCANACON VIII, BATTLETECH* games. Other activities include conventions are in U.S. currency. Random Inc., P.O. Box 125, Parkville 3052, NSW, open gaming, a movie room, a pre-1960s movie WARNING: We are not responsible for AUSTRALIA. theme costume contest, a dealers’ room, a incorrect information sent to us by conven- miniatures-painting contest, and our own version tion staff members. Please check your ATLANTICON ‘90, July 13-15 of Highlander: Registration: $15, plus a $1 fee per convention listing carefully! Our wide This convention will be held at the Baltimore event. Write to: Miniatures War gamers Guild, circulation ensures that over a quarter of a Sheraton Inner Harbor Hotel and the Baltimore 2354 S. Academy Blvd., Colorado Springs CO million readers worldwide see each issue. Convention Center. Activities include gaming 80916; or call: Perry Rogers at: (719) 392-2656. Accurate information is your responsibility. and free game demonstrations, game auctions, a Copy deadlines are the last Monday of flea market, 24-hour open gaming areas, and CON-TEST ‘90, July 21 each month, two months prior to the on- discount coupons for all preregistrants. Regis- Sponsored by the Lebanon Area Gamers’ sale date of an issue. Thus, the copy dead- tration: $14 for the weekend prepaid, or $18 at ASSOC., this convention will be held at Kaspar’s line for the December issue is the last the door (one-day passes also available at the Ark, north of Lebanon, Pa. Events include Monday of October. Announcements for door). Write to: ATLANTICON, P.O. Box 15405, AD&D®, CHAMPIONS*, SHADOWRUN, and North American and Pacific conventions Baltimore MD 21220; or call: (301) 574-5066. AXIS AND ALLIES* games. There will also be must be mailed to: Convention Calendar, AD&D®, BATTLETECH*, and CAR WARS* DRAGON® Magazine, P.O. Box 111, Lake COSCON ‘90, July 13-15 tournaments sponsored by the New England Geneva WI 53147, U.S.A. Announcements Sponsored by the Circle of Swords, this gam- Peddler. Other activities include a miniatures for Europe must be posted an additional ing convention will be held at Slippery Rock painting contest, with a $2 entry fee per figure. month before the deadline to: Convention University in Slippery Rock, Pa. Events include Registration: $5 before the convention, $7.50 at Calendar, DRAGON® Magazine, TSR first-run RPGA™ tournaments and events, board the door. Write to: Lebanon Area Gamers’ Limited, 120 Church End, Cherry Hinton, games, a dealers’ area, a flea market, and a Assoc., 806 Cumberland St., Lebanon PA 17042; Cambridge CB1 3LB, United Kingdom. miniatures-painting contest. On-site housing is or call: (717) 274-8706. If a convention listing must be changed available. Registration: $10 until June 30, or $15 because the convention has been can- thereafter. Write to: Circle of Swords, P.O. Box CONJUNCTION, July 27-29 celled, the dates have changed, or incor- 2126, Butler PA 16003; or call: Dave Schnur at: This convention will take place at New Hall rect information has been printed, please (412) 283-1159. College, Cambridge, England. The guest of contact us immediately. Most questions or honor will be Gregory Stafford. Events include changes should be directed to the maga- QUIN CON V, July 13-15 no game tournaments, but there will be panels, zine editors at TSR, Inc., (414) 248-3625 This three-day event will offer RPGs, fantasy a masquerade, films, and a dealers’ area. There (U.S.A.). Questions or changes concerning and historical miniatures, board and card will also be combat demonstrations, live-action TM European conventions should be directed games, and RPGA events. A special tourna- role-playing, PBMs, workshops, and a real ale to TSR Limited, (0223) 212517 (U.K.). ment for the Hemophilia Fund will also take bar. Membership is £12 for those over 18. Write place. The guest of honor will be game and to: CONJUNCTION, 27 Terront Road, London indicates an African convention. module designer Lester Smith. This event will N15 3AA, UNITED KINGDOM; or call: John indicates an Australian convention be held at the Roadway Inn in (Quincy, Ill. Ask Dallman at: 01-802-8723. indicates a Canadian convention. about special rates for convention attendees. indicates a European convention. OKON ‘90, July 27-29 The region’s largest SF convention will be held 84 JULY 1990 at the Camelot Hotel in Tulsa, Okla. Guests of DALLASCON ‘90, August 3-5 Guests of honor include Rick Sternbach, John honor include Hal Clement, Tom Kidd, Mark The southwest’s largest gaming convention Ford, Bjo nimble, and Art Bozlee. Write to: Simmons, David Lee Anderson, and Brad Sinor. will be held at the Le Baron Hotel on Regal Row OMACON, P.O. Box 37851, Omaha NE 68137. Events include AD&D®, CHAMPIONS*, WAR- in Dallas, Tex. Tournaments include AD&D® and HAMMER 40,000*, STAR FLEET BATTLES*, and BATTLETECH* games. Other activities include CAPITOLCON VI, August 4-5 CAR WARS* games. Write to: OKON, PO. Box WARHAMMER*, SHADOWRUN*, CHAMPIONS*, This event will be held at the Sacred Heart- 4229, Tulsa OK. AXIS & ALLIES*, and ROLEMASTER* games, as Griffin High School in Springfield, Ill. Featured well as seminars, an auction, a painting contest, events include board and miniatures war gam- DARCON I, July 28 and a dealers’ room. Send an SASE to: DALLAS- ing, FRPGs, vendors, and a used-game auction. Sponsored by Darkstar Fantasy Concepts, this CON ‘90, P.O. Box 867623, Plano TX 75086. Write to: Bill Wilson, 99 Cottonwood Dr., Cha- convention will be held at the Hillbrow Recrea- tham IL 62623; or call: (217) 483-5797 or (217) tion Center in Johannesburg, South Africa. FAMILYCON I, August 3-5 523-0916. Events include AD&D® and SF games, various This family-oriented convention will be held at tournaments, and a dealers’ room. Registration: the Holiday Inn in Timomium, Md. Activities 1990 GEN CON® Game Fair, August 9-12 R5 per player. Write to: DFC DARCON I, Evan include a dealers’ room, hands-on science pro- Make your plans now to attend the biggest Dempsky, 24 Vincent Rd., Rosettenville-ext, gramming, and SF and fantasy panels for all and best game convention of them all, at the Johannesburg (Tvl), R.S.A., 2197. ages. Write to: FAMILYCON, 3309 Taney Rd., MECCA Convention Center, Milwaukee, Wis. Baltimore MD 21215. We’ve brought in over 10,000 people for two GFR ROLEPLAYER DAYS ‘90, July 28-29 years running! Write to: 1990 GEN CON® Game The Gilde der Fantasyrollenspieler proudly I-CON I, August 3-5 Fair, P.O. Box 756, Lake Geneva WI 53147. presents this convention at the Burgerschaf- Victoria’s first SF convention will be held at thaus, Gorlinger Zentrum 15, Cologne (Koln), the Ramada Inn in Victoria, B.C., Canada. Guests BATTLETECH*: OPERATION GREEN West Germany. Many games will be featured. of honor include Michael G. Coney, Donna Barr, FLAG, August 11-12 Registration: DM 6/day or DM 10/weekend. and Nichelle Nichols. Events include panels, an This mid-Atlantic regional BATTLETECH* Write to: GTR, c/o Bernd Streckman, Bruchstr. art show and auction, videos, gaming, a writers’ convention is the first official FASA-sanctioned 48, 4030 Ratingen 1, West Germany. workshop, art and costuming demonstrations, a tournament to be held at the Central Penn diplomatic reception, a masquerade, two Business School in Summerdale, Pa. Featured PROJECT GENESIS VII, July 29 dances, a dealers’ room, and live theater. Regis- will be a vigorous round-robin and four-person PATCO presents this fantasy gaming convention tration: $30 Canadian ($28 U.S.). Dealers are lance competitions. Open gaming will also be at the Ramada Inn in Fresno, Calif. Tournaments welcome. Write to: I-CON, P.O. Box 30004, 104- available both days. Registration: $8-12, depend- and events include AD&D®, BATTLETECH*, 3995 Quadra St., Victoria, B.C., CANADA V8X ing on the date of registration. Attendance is STAR FLEET BATTLES*, STAR WARS*, and 5E1; or call: (604) 383-1123. limited. Write to: M. Foner’s Games Only Empo- TOON* games, with computer gaming, Japanima- rium, 200 Third St., New Cumberland PA 17070; tion, a miniatures contest, and a swap meet. OMACON X, August 3-5 or call: (717) 774-6676. Registration: $3 before July 13; $5 thereafter. This pro-space, gaming, and comic convention Dealers and judges are welcome! Write to: will be held at the Holiday Inn Central in PATCO, c/o Philip S. Pittz, 5415 E. Washington, Omaha, Neb., and is sponsored by Nebraskans Continued on page 101 Fresno CA 93727; or call: (209) 456-1668. for the Advancement of Space Development.

DRAGON 85 NOTE: The dates in this column have been changed to reflect the on-sale (not shipping) dates for these products. Dragon wall AD&D® campaign with beings the likes of which Empires Trilogy, Book Two have never been seen before! If you love the by Troy Denning SPELLJAMMER™ game, this one is for you! has breached the Dragonwall and NEW PRODUCTS FOR JULY Suggested Retail Price: $9.95/£6.50 now threatens the Oriental land of Shou Lung, Product No.: 2109 PHBR4 The Complete Wizard’s Handbook whose armies are no match for the barbarian horsemen. Shou Lung’s only hope lies with a AD&D® 2nd Edition supplement WGR1 Greyhawk Ruins general who is descended from the barbarians by Rick Swan AD&D® GREYHAWK® accessory themselves! If you thought you had the wizard class by Blake Mobley and Timothy B. Suggested Retail Price: $4.95 figured out, think again! This invaluable refer- Brown Product No.: 8479 ence book expands the realms of the wizard The ruined towers of are an class, with new character kits, ingenious uses open challenge to adventurers (of all levels) First Power Play for common spells, and a vast array of new everywhere! But few who have entered the The Inner Planets Trilogy, Volume One information opening wide the doors for wizards complex of almost 1,000 rooms have returned! by John Miller everywhere. You can take your PCs to their highest levels of This is the first book in a bold new trilogy that Suggested Retail Price: $15.00/£9.95 experience with just this 128-page dungeon. promises to be the best in high-tech SF. This Product No.: 2115 Suggested Retail Price: $15.00/£9.95 trilogy will chronicle the XXVc™ universe and is Product No.: 9292 ™ campaign set tied to a computer game from SSI! Suggested Retail Price: $3.95 AD&D® 2nd Edition boxed set FRA2 The Black Courser Product No.: 3561 by and AD&D® FORGOTTEN REALMSTM Enter the world of Gothic horror and super- accessory GANGBUSTERS™ Role-Playing Game natural suspense with this set, which introduces by Troy Denning 1920s adventure RPG, 2nd Edition an entire line of horror products to terrify your This second adventure in the Horde Trilogy of by Steven E. Schend PCs and their players! The RAVENLOFT™ game modules takes the PCs back to the lands be- This reprint of the popular Roaring Twenties world has rules all its own; once your character tween the western Realms and Kara-Tur as the RPG turns back the clock to the days of Prohibi- enters it, he may never leave—alive. Spice up Horde continues its march eastward! tion, flappers, and machine-gun-toting gangs! your campaign with horror! Suggested Retail Price: $8.95/£5.95 This revised version, in a single 128-page book, Suggested Retail Price: $18.00/£11.95 Product No.: 9290 Product No.: 1053 contains all the rules and many of the adven- tures that made the original game such a hit Hollow World Boxed Set with action, movie, and game buffs! MC6 Monstrous Compendium, Vol. 6: D&D® Boxed Set Suggested Retail Price: $20.00/£12.50 Kara-Tur Appendix by TM Product No.: 7009 AD&D® FORGOTTEN REALMS Unbeknownst to the inhabitants of the Known accessory World, their planet is hollow! The interior ® saga graphic novel, #5 by Rick Swan surface is a wondrous realm of new races and by Roy Thomas The strangest and deadliest monsters of the monsters and they are ready to try life on This volume recounts the last section of Oriental realms are brought together in this the other side—the sunlit surface side! This DRAGONLANCE Chronicles, Volume Two, Drag- volume, ready to be unleashed into your cam- boxed set brings to life all the strange and ons of Winter Night. In it, Sturm faces the paign! Designed to be added to your MC binder, wonderful beings that exist in this new “world,” council of Solamnic Knights and the dragon- this appendix describes the creatures of Kara- as well as new adventures, methods to link the lances fall into the hands of the forces of Good. Tur down to the last talon and fang, all in inner and outer worlds, and maps of this bi- Suggested Retail Price: $8.95/£5.95 AD&D® 2nd Edition game format. zarre new setting. Do not miss this one! Product No.: 8435 Suggested Retail Price: $9.95/£6.50 Suggested Retail Price: $18.00/£11.95 Product No.: 2107 Product No.: 1054 Outbanker TSR™ Books The FORGOTTEN REALMS™ Atlas NEW PRODUCTS FOR by Timothy A. Madden AD&D® FORGOTTEN REALMS™ Patrolling the far perimeters of their star AUGUST accessory system’s gravity well, the outbankers protect by their home colonies from the powerful dread- Legends and Lore The FORGOTTEN REALMSTM campaign setting noughts of the vast, covetous Corporate Hegem- AD&D® 2nd Edition accessory has never looked better. By the author of many ony. This is the story of Outbanker Commander by and Troy Denning fantasy world atlases, this book contains all the Ian S. LlacKenzie. Follow him to the edge of his Updated for the AD&D® 2nd Edition game, maps for the Realms, from the Sword Coast to solar system and beyond! this volume has the details on the deities of 11 the farthest reaches of Kara-Tur. It includes all Suggested Retail Price: $3.95 different cultures. Each entry on a deity de- the maps for 1990 Realms products and re- Product No.: 8214 scribes his avatar, how he interacts with mor- counts every novel published to date. tals, and ways in which that deity can be used in Suggested Retail Price: $15.95/£10.95 a campaign. Both players and DMs will find this Product No.: 8442 Unless otherwise noted: volume invaluable for their campaigns. ® and ™ denote trademarks owned by TSR, Inc. Suggested Retail Price: $20.00/£12.50 25CR1 Mars in the 25th Century ©1990 TSR, Inc. All Rights Reserved. Product No.: 2108 XXVc™ game sourcebook by MARVEL SUPER HEROES and MARVEL UNIVERSE are The most powerful planet in the solar system trademarks of the Marvel Entertainment Group, Inc. All MC7 Monstrous Compendium, Vol. 7: Marvel characters, names, and the distintive likenesses ™ SPELLJAMMER Appendix is vividly described in this accessory for the thereof are trademarks of the Marvel Entertainment Group, AD&D® SPELLJAMMERTM accessory XXVc™ game. Learn about the inhabitants of Inc. ©1990 Marvel Entertainment Group, Inc. All Rights by TSR Staff Mars, human and otherwise, and discover the Reserved. Virtually everyone at TSR had a hand in full power of the organization known as RAM. BUCK ROGERS and XXVc are trademarks used under producing this assortment of creatures, beast- Suggested Retail Price: $9.95/£6.50 license from The Dille Family Trust ©1990 The Dille Family ies, and baddies that inhabit wildspace. Fill your Product No.: 3563 Trust. All Rights Reserved.

86 JULY 1990

88 JULY 1990

We all love tabletop role-playing games, developed to handle a 50-player game. I to see just how few there were. A couple of course; it’s great fun to get together inquired as to how one got involved in this of pages of simple combat rules—with a with a group of friends in heroic guise and pursuit, and was advised that I should try paragraph apiece on pocket-picking, safe- tackle the forces of evil, defeating the to attend the Society for Interactive Litera- cracking, and cheating at cards—seemed enemy’s wretched minions in imaginary ture’s annual convention, which is entirely to be all that were needed. Far more space combat and reaping the rewards of victory devoted to live role-playing games. The was devoted to the history and social for our player characters. But after a few 1989 convention, SILICON IV (from SIL: background of the ship and a passenger years of knocking the heads off orcs and Society for Interactive Literature), was list with short character descriptions. pitching grenades at terrorists, you may only two weeks away, so I would have to There were no rappelling rules, no find you want to try new ways of role- act fast if I wanted to register. thrown-object scatter tables, no fatigue- playing, and the limitations of tabletop There were three simultaneous games modified movement rates, no character role-playing become all too clear. Your scheduled to run at SILICON IV, and obvi- skill rules to speak of—clearly, this game character can interact with the imaginary ously the thing to do was to sign up for one was mainly about social interaction, and world of the game only through the lim- of them. The games were “Escape Velocity: success at character interaction was de- ited window of the game master’s atten- a cyberpunk game that was already full; pendent on the player’s own skill. What a tion. That single person controls what you “Cocabanana,” set in a banana republic radical concept! see, who you talk to, and whether you during a coup d’etat; and “RMS Titanic,” My character’s possessions were defined succeed or fail. You can interact to a lim- being run by the Mage’s Seal GM’s group by a handful of paper coins, pound notes, ited degree with your fellow player char- for the second and final time. “Cocabanana” and checks (for passing bribes and paying acters, but since they also must see the didn’t interest me much, so I signed up for gambling debts), plus several “special world through the focus of the GM, every- “R.M.S. Titanic.” The application form asked ability” and “item” cards. These were one is primarily oriented toward the GM. what sort of character I wanted to play; I 3” x 5” cards that described abilities I And since there’s only one GM, the player requested a “smug, pompous, self-right- possessed (e.g., Ship’s Knowledge—I knew characters must always find a consensus eous, upper-crust aristocrat.” my way around the ship) and objects I and work together, even when their goals In the week before the convention, I got owned (e.g., a naval revolver). These cards are so conflicting that they would prefer a couple of books on the Titanic and read were to be shown to other players at to separate and do their own things. Sorry, up on the ship and its one-and-only voyage appropriate moments to prove that I had players, no can do—splitting the party is in 1912. The first-class passenger list was what I said I had. just too hard to handle in a typical table- studded with some of the most famous At the BALTICON panel, I had gotten the top game. names of the day: English nobility, artists idea that costuming could be fairly impor- So while creating group stories through and writers, and American robber-baron tant at these games, so I had come pre- tabletop role-playing is certainly enjoyable, millionaires. For me, the one character pared with several outfits: a suit with an don’t you wish you could have greater who really stood out was J. Bruce Ismay, old-school tie, a smoking jacket, and best control over your part of the story? Don’t president of White Star Lines and owner of all, a naval officer’s formal jacket. I’d you wish you could make your own deci- of the Titanic, who went along on the picked it up years ago at a used-clothing sions without being constantly steered by maiden voyage to mingle with the aristoc- store for no good reason other than that it the heavy hand of the GM? It can be done. racy and lord it over the officers and had looked cool, and now at last I had a There’s a new way to play role-playing crew. He survived the shipwreck, tried in use for it. I put on a white shirt, black games that’s not simple, but it sure is vain to cover up the mistakes that led to pants, and black bow tie, slipped a (bor- satisfying. This article is all about it. the disaster, and ended by living the rest rowed) pocket watch in one pocket and a I live near Baltimore. Last March I at- of his life in ignominy, a virtual recluse. In (borrowed) hip flask in another, then tended BALTICON, the largest of the an- one night he went from master of the donned my naval jacket. Thus nattily nual Baltimore SF and fantasy conven- largest, most celebrated, and most elabo- attired, I went down to the Game Control tions. I was scanning through the program rate vehicle ever built to scapegoat for two Room to meet the other passengers. guide, looking for something new or inter- angry nations. History’s verdict: serves The hotel had a large open indoor pool esting, and my finger stopped at a panel him right. area, fronted on two sides by two floors of titled “The Future of Interactive Litera- SILICON IV was held in a hotel on the rooms, the upper floors giving out onto ture.” This sounded like it had something northeast side of Philadelphia; on the railed balconies with spiral staircases that to do with role-playing games, so I stayed Friday it began, I left work a couple of led down to poolside. SILICON had rented late Saturday night to attend it. The room hours early and drove on up. I checked in this entire area for the weekend. The was filled with animated and articulate and found some roommates to share ex- Titanic’s Game Control Room was a suite people who all seemed to know each penses with me, then picked up my char- on an upper level; outside “Deck B” was other. They had their own jargon and in- acter packet, a handsome folder with a lined with deck chairs, and we could look jokes, but I gathered that these folks had number of loose-leaf pages inside. I re- down onto “Deck C” below us. There were been running and participating in live treated to my room to read it. Quickly five GMs and about 25 players in the multiplayer role-playing games involving skipping over the rules of the game and game. Each player represented a fictional- as many as 50 to 100 people at a time! the background material on the Titanic, I ized version of an actual Titanic passenger, They’d been putting on these games turned to the character section, where I each with his own goals. mainly at SF conventions, and the games read: “You are J. Bruce Ismay. . . .” I soon found that the game was played seemed to involve more acting and story- Well, this was just too cool for words. I almost exclusively between the players, telling than the usual live-action - had been cast as the master of the Titanic! wherever they happened to be, with only bashing or “assassination” games. These I read on. As Ismay, I had several minor occasional intercession by a GM when live RPGs were written in advance by character goals, but my main object was to something needed to be resolved or ex- teams of GMs who created the basic plot make sure that the Titanic beat the Olym- plained. (In fact, if you needed a GM, you situations, then spent the bulk of their pic’s speed record for transatlantic cross- had to go and find one.) The GMs had set efforts designing complex characters, ing time, as I had a bet with J. P Morgan up the game, but the action was controlled focusing on their motivations and interre- that would enable me to regain the control and directed almost entirely by the play- lationships. Each player assumed the role of White Star Lines from him if I won. ers. Essentially, each player tried to be- of one of these characters and played out (Morgan was supposed to have been on come his character for the duration of the the game following his own judgment. the Titanic’s only voyage, but an illness weekend. Players were on their honor to I was very interested, if only in what kept him in England—more’s the pity.) act only on the knowledge their characters kind of rules mechanics they could have I read the game rules and was surprised would have, and I saw not a single abuse

DRAGON 91 of this trust. When somebody had a ques- goals, arranging business deals, forging onto the boats, and this time Ismay wasn’t tion or wanted to do something compli- alliances, conducting romances, setting up one of them. (Frau Flegheim, the agent of cated, a GM might be called, but just as swindles, and exacting vengeance for our doom, was in the first boat away—she often the players figured out what would crimes past. Some players got so involved drew a revolver and commandeered it.) happen on their own and reported it to in the endless high-stakes poker game in Meanwhile, the GMs went around and the GMs later. the first-class salon that they hardly recruited every member of the convention We players spent Friday night and Satur- seemed to notice the other intrigues that who wasn’t currently active in “Escape day morning discreetly feeling each other swirled about them. Everyone played with Velocity” or “Cocabanana” to be second- out and discovering who was who. At least a gusto that was undiminished by the and third-class passengers on the Titanic. four major subplots were already under- knowledge that we were probably all As the last boats were loading first-class way: a murder mystery, a tangled espio- going to end up in Davy Jones’s locker. women and children on Deck B, the lower- nage case, an art forgery scheme, and On advice of the first officer, the captain class passengers swarmed up the spiral something having to do with Egyptian took a more southerly course than origi- staircases and tried to mob us, but we artifacts and spiritualism that I never quite nally planned to avoid the ice, but we still managed to beat them back and lock the figured out. (“Rubbish!” I sniffed whenever ran over a small “growler” iceberg late gates. I spotted one group circling around the subject came up.) Plus there were Saturday night. This sprung a couple of the back way (through the hotel to the several financial schemes looking for seams in the forward boiler room, and other entrance of the suite), so Major Butt investors (including a scheme of my own), worse, interrupted my game of whist in and I headed them off at the door. As they an out-of-control fire burning in the bot- the salon! But the damage was insignifi- pretended to charge, I fired my cardboard tom of coal bunker No. 6 that I had to cant, really—the pumps were well able to revolver into the air, but Major Butt, keep the passengers from discovering, keep ahead of it—so we went back up to brandishing his 3” x 5” cavalry sabre in some sort of smuggling plot, and a crazed full speed and cleared the ice field within one hand, started mowing them down saboteur hired by J. P. Morgan to slow or a few hours. with the revolver in his other. In the face stop the ship. By Sunday morning, most of the plots of this mayhem, the mob retreated, and The game took place anywhere in the had just about worked themselves out, we locked that gate as well. hotel characters happened to be, in any and some of the players (when out of The ship was listing badly now, and the possible combination of characters, which character) were beginning to think that imaginary foredeck was awash. From up meant that no one person could possibly we might make New York safely, but of on the balcony, those of us left on the ship know everything that was going on. (This course we were doomed from any one of could see the groups of folding chairs out may be the only form of storytelling a number of possible causes. That out-of- by the pool that represented the lifeboats. where this is true.) The GMs occasionally control fire smoldering in the No. 6 coal The seamen left on the ship were working introduced new twists—for example, the bunker could have burst out onto the feverishly to free four more collapsible ghostly apparition prophesying doom that decks, or the sabotaged boilers might have lifeboats from the top of the pilot house. appeared in the corridor during the char- exploded, or the Egyptian curse on the They finally got one afloat, but as we ity art auction, sending all the spiritualists tomb-robbers could have caused the ship started to go down to it, it was mobbed by into a tizzy. (“Rubbish!“) to split open like a ripe melon. As it hap- lower-class passengers. A GM on the bal- Costuming was optional and varied from pened, it was the bombs set in the cargo cony announced that only those players jeans and T-shirt to full Edwardian regalia. hold by the agents of the Kaiser that fi- with a ticket would be considered to be on It wasn’t supposed to make a difference, nally did us in. (Of course, if I, in my char- the collapsible lifeboat—and then she but clearly a player in full costume had a acter as a pompous ass, hadn’t consistently tossed a handful of tickets down onto the psychological advantage over a player diverted all investigations away from the pool deck. Most of us left on B Deck dis- with none. The characters were of three ringleader, Frau Flegheim— “It’s inconceiv- dained to get involved in the resulting main groups: the ship’s officers, including able that she could be involved in this sort melee. (The final ticket was tossed into the Captain E. J. Smith; the high-class aristo- of thing!” —the ship’s officers might have pool, and one player unhesitatingly dove crats, such as the Astors, the Duff- found the bombs in time. But something in after it.) Gordons, the Thayers and Wideners, else would have gotten us.) The last boat was away. First Officer Count Boris Romanoff, and Major Archi- With a rip in the hull that extended Lightoller and Sir Cosmo Duff-Gordon bald Butt, a personal friend of President across four cargo holds, we started taking were building a raft of deck chairs, but Taft; and the lesser lights in first class, on water, but at first we weren’t terribly Major Butt and I decided to jump for it. such as the “unsinkable” Molly Brown, alarmed—we all knew the Titanic was Luck and the frigid water of the North mystery writer Jacques Futrelle, actress unsinkable. It meant my bet with Morgan Atlantic were against us; we drowned. The Dorothy Gibson, cardshark C. H. Rol- was lost, and we’d have to head for Halifax ship went under at last, and the suction maine, and Pinkerton man F. M. Curran. as the closest port, but one must keep pulled down Sir Cosmo’s raft, and they all As J. Bruce Ismay, I was both a member of one’s composure, after all. Then we drowned, too. A few swimmers were the upper crust and privy to the activities started getting panicky reports from be- pulled into lifeboats, but too many got into of the ship’s officers, which I found an lowdecks, so I sent Thomas Andrews, the Collapsible A—it capsized, and more play- excellent arrangement. I got to swank it ship’s designer, down into the holds to ers were lost. Finally, the RMS Carpathia with the Duff-Gordons and still cast the assess the situation. He came back, arrived to pick up the survivors. The quick deciding vote among the officers when shaken, and informed the captain and me and the dead then stood up together and problems came up. Whenever some new that the Titanic was definitely going to solemnly sang “Eternal Father, Strong to horrible calamity befell the vessel, I would sink. Reluctantly, I gave the order to start Save” (“O hear us when we cry to Thee/ have to go and explain it away to the first- lowering the boats. That’s when I “discov- For those in peril on the sea!“). Okay, the class passengers, each time a little less ered” we didn’t have enough boats for ending was a bit of a downer, but what did convincingly than the last. everybody. you expect from a tragedy like the Titanic? It was delightful. When I wasn’t escort- The climax of the game, the sinking, ing the glamorous Frau Antoinette went very rapidly and was magnificently The “Interactive Literature” form of live Flegheim to the Ladies’ High Tea or dinner stage-managed by the GMs, who came to role-playing has its origins back in 1982, at the Captain’s Table, I was ordering the the fore for the final scene. Despite confu- when a Boston SF fan named Walt Freitag Captain to press on at full speed through sion and misdirection, we managed to get started talking about how to do a real- the fog and not be so damned overcau- the boats away with all the women and time, live-action role-playing game. His tious about a few reports of ice floes. The children from first class aboard. Only a friends encouraged him to quit talking other players worked busily at their own few men managed to weasel their way about it and do it, so Freitag contacted the

92 JULY 1990 organizers of the annual BOSKONE SF felt wouldn’t go over so well at a SF oriented. The best games provide plenty of convention and proposed a science-fiction convention—games like “See Jane Run,” opportunity for both styles of play. About role-playing game for a large number of which was set inside a human body, with 50 or 60 different games have been run to players. There was no reply for several the players cast as various organs. There date, many of them based on science fic- months, and Freitag had written it off, are now just under a thousand active tion or fantasy, but others are on virtually when shortly before the convention the players of live role-playing games, and every subject with any dramatic potential. organizers got back in touch with him and most are still found in either Boston or the There have been a couple of Wild West said: So, is that game ready yet? Freitag Baltimore-Washington area, so SILICONS games, a game based on characters from enlisted several of his friends as collabora- are usually held somewhere in between. Shakespeare, another based on Watergate, tors, and they managed to concoct “Re- Playing role-playing games is always a a Weekly Midnight News” game based on kon,” their first live role-playing game, in collaborative process; with live role- tabloid reality, and several historical situa- about three nights. It premiered at playing games, even game mastering is a tions, such as “Golden Horn,” which simu- Boskone in January 1983, for about 30 collaboration. A game for 50 players re- lated politics in the Byzantine Empire. players, most of whom felt it was a big quires the creation of 50 detailed charac- Other games have drawn from the works success. In fact, some players who had ters and a complex web of interrelation- of authors as diverse as H. P. Lovecraft, come up from the Baltimore-Washington ships. This is such a daunting task that Steven Brust, and Dick Francis. I just area were so impressed with “Rekon” that groups of four to eight GMs are usually signed up for “Shogun,” in which I’ll be they asked permission to run their own formed to write a live role-playing game, playing the part of a samurai warlord in version of the game down south. That and each game is usually prepared over a 16th-century Japan. Look out, Toshiro game, “Reklone,” was run at a Washington period of months. The GMs decide how Mifune! convention in the summer of 1983. the characters goals are related, and If you’re interested in trying out live So it went for a couple of years, each which characters can hinder or help each role-playing, and you live on the East game larger than the last. “Rekon 2” was other. It takes a delicate touch; each char- Coast, the odds are good that there will be run in Boston in 1984, “Reklone 2” in acter’s goal must be achievable within the a game at the next SF convention in your Washington. “Rekon 3” was a fantasy game span of a weekend—but not too soon, or area. (Most games at SF conventions hold a for almost 200 players, which introduced the player will feel the game was too easy. few parts open for walk-in players to so many people to the idea of live role- The game must be designed so it will run encourage novices to play.) If you want to playing that by late 1985 new games were pretty much on its own, for if it needs too preregister for a game, or if you live else- popping up all over the place. By 1986, much input from the GMs, the players will where in the country, your best bet is to most SF conventions in the Boston or be frustrated and the GMs will be run subscribe to Metagame, the SIL’s newslet- Baltimore-Washington areas featured live ragged long before the game is over. ter that (among other things) lists an- role-playing games of some sort. Players Playing is not nearly as much work as nouncements of upcoming games—what were drawn from science-fiction fans, game mastering, especially since most they’re about and where and when they’ll gamers, and theater people, with little or games have few actual game mechanics be run. Live role-playing is gradually no crossover with conventional tabletop that the player needs to understand. The spreading west and south, and will proba- role-playing. major skill a player needs is to be able to bly be showing up in your major metro- By this time, the originators of the Re- walk up to a person he doesn’t know and politan area within the next couple of kons had decided that this approach to introduce himself. Playing the game con- years. So get ready—live role-playing is storytelling was a new art form and de- sists mainly of staying in character while coming your way! served its own name. They settled on having a series of conversations with Contact the Society for Interactive Liter- “interactive literature,” a name that has various other players. A player must find ature at: P.O. Box 44-1478, Somerville MA stuck despite its pretentiousness. The most out what he needs to know without giving 02144, U.S.A. Membership dues are $5.00 experienced GMs got together and formed away too many of the player’s own se- per year. Subscriptions to Metagame are the Society for Interactive Literature, or crets, but a player who won’t trade infor- also $5.00 per year, and should be sent to SIL. SIL’s main functions are the exchange mation won’t learn anything, so it doesn’t the above address. Articles or information of information and the sponsorship of pay to be too close mouthed. for Metagame should be sent to: John conventions devoted to live role-playing As in tabletop gaming, some players O’Neil, Metagame Editor, 9 Chauncy St. games. SILICON I was held in 1986 and concentrate on role-playing and being #32, Cambridge MA 02138, U.S.A. featured experimental games that it was theatrical, while others more goal

DRAGON 93 94 JULY 1990 DRAGON 95 96 JULY 1990 DRAGON 97 98 JULY 1990 DRAGON 99 100 JULY 1990 Convention Calendar Continued from page 85 GAME-FEST XI, August 15-19 This 11th-annual convention will be held in historic Old Town in San Diego, Calif. Over 50 gaming events include AD&D® D&D®, AVALON HILL CLASSICS*, BATTLETECH*, CAR WARS*, TMN TURTLES*, WARHAMMER 40,000*, MO- NOPOLY*, and AXIS & ALLIES* games, with painting shows and more. Registration: $20 before August 10 (includes coupon book for on- site purchases), or $30 at the door. Write to: GAME-FEST XI, 3954 Harney St., San Diego CA 92110; or call: (619) 291-1666.

KUBLA KHAN ‘90, August 17-18 Comics Utah presents this convention at the Redwood Multi-Purpose Center in Salt Lake City, Utah. This convention will feature comics, dealers, trading, RPGs, miniatures battles, contests, and prizes. Registration: $7/day or $10 for both days. Write to: Comics Utah, 2985 W. 3500 So., West Valley UT 84119; or call: (801) 966-8581.

ELTANNCON ‘90, August 18-19 This convention will be held at the Henderson Convention Center in Henderson, Nevada. Events include AD&D®, STAR FLEET BATTLES*, BATTLETECH*, CAR WARS*, and CHAMPIONS* games. Registration: $10, which allows the attendee to participate in all events on a first- come, first-served basis. Write to: ELTANNCON ‘90, 860 E. Twain #128, Dept. 456, Las Vegas NV 89109; or call: (702) 733-8626.

CAMALOT II, August 24-26 This will be held at the Sheraton Inn in Hunts- ville, Ala. Sponsored by the Huntsville Area Gamers and Role-players (H.A.G.A.R), this con- vention’s events include a wide variety of RPGs and war games, a video room, an art show, and a costume dance. Registration: $15 until July 10, or $20 at the door. Write to: CAMALOT II, 4931 B Cotton Row Apts., Huntsville AL 35810; or call: Bryan Jones at: (205) 837-9036.

Voidjammers! Continued from page 26 the fighter is self-confident. Peregrin strongly dislikes uncertainty in people and expects his friends to hold their moral and intellectual ground even if they disagree with him. Flatterers do not stay in his company for long, nor do people who try to get him to solve their problems for them. When Peregrin is used in a campaign, he should take the roll of a catalyst. He might tell PCs of an adventuring site he once bypassed, or an interesting area of Astral space he did not stop to thoroughly explore, etc. And he never denies knowledge to anyone who wants to know where githyanki or mind flayers live, if the questioners plan to attack these creatures. Peregrine should not help the PCs out with information or magic. He had to earn everything he has the hard way, and he will make others do the same. 102 JULY 1990 Photography by Mike Bethke and Ral Partha

Heavy armored lance (M-3 Miniatures) Down with dragons, up with tanks!

©1990 by Robert Bigelow

This month, we introduce more histori- D-Day, Pearl Harbor, the Bulge, or Midway. cal miniatures into this review column. By studying historical miniatures games, While I understand that this column is in a you can study the great events of the fantasy gaming magazine, there is much to world. see beyond the thin line that separates the I am not suggesting that anyone stop fantasy miniatures from the historical playing fantasy role-playing games. I’m miniatures venue. In issue #157, GDW’s simply offering an alternative set of games BLUE MAX game was reviewed. This that promise more immediate gains. Many game, like the old DAWN PATROL® game of the people who play GDW’s TWILIGHT from TSR, allows you to be the pilot of a 2000™ system or modern microarmor can World War I wood-and-cloth aircraft; you instantly recognize most military equip- Light recon hovercraft (M-3 Miniatures) must out-think opponents using now- ment shown on TV and know who uses it. obsolete technology. As you play the game, Are those soldiers from the Soviet army or you also relive the beginnings of one of are they actually elite Soviet troops such M-3 Miniatures the major weapons systems of the 20th as airborne? Is the battle being shown a 4233 Mario century: the airplane. In aircraft’s earliest minor disturbance or are they calling on Plymouth MI 48170 days, pilots fired at one another with crack troops to handle it? By knowing the pistols from unarmed aircraft. By the end little things learned in gaming, you watch 1012 Light recon hovercraft * * * * of World War I, synchronized machine the news—your history in the making— 1009 Heavy armored lance * * * * ½ guns and specialized aircraft (scout planes, much more closely. We’ve been getting new releases from fighters, bombers, and transports) were in Try a little history in your gaming. Yes, this company in a steady stream. We’ve wide use. sometimes historical miniatures games also been getting feedback on these vehi- If World War I lies too far in the past for move more slowly than role-playing cles from some readers, and most of the you, look around now at two of the most games, and the multitude of troops is a bit feedback has been good. Many people important periods of the 20th century. boggling as the armies march across the have expressed disagreement with the One of them was World War II, which battlefield, but you can now control many statistics for use with FASA’s BATTLE- affected every nation on the planet and more “characters” than just one. You can TECH® game on the packages. I should started just over 50 years ago. From that lead, you can learn, and you can add to remind you that these are suggested stats. war came such developments as the blitz- your gaming knowledge. If you feel that your stats are better, use krieg, combined arms operations, carrier Check with your hobby shop and in them and send a copy to M-3 Miniatures. warfare, guided missiles, advanced projec- convention listings to see if there will be a The heavy armored lance represents a tile weapons, jet aircraft, and the wide- historical miniatures gaming convention group of four large 80-ton vehicles, each spread and integrated use of tanks—not to near you. Conventions like these have 1” long and 5/8” wide. Each tank rides on mention the invention of the atomic bomb. events ranging from clashes between two sets of twin treads, which themselves In the wake of that war, the political face ancient armies to cavalry charges in the ride on a series of road wheels that are of the world was forever changed. American Civil War. The Historical Minia- partially protected from weapons’ fire by The second of these two great periods is tures Gaming Societies (HMGSs) on the shields. The upper deck of the tank’s hull going on now. In the last five years, we east coast and in the Midwest invite you to shows positions for two light rifles or have seen many dictatorships and repres- attend and see how the other half plays. sive governments fall or be voted out of Now that I’ve enticed some of the role- power. We are at a great historical cross- players, I’ll throw out a challenge to the Reviews roads, one at which there can be either historical gamers reading my column. I grave consequences or a brighter future. challenge you each to introduce two new Miniatures’ product ratings Why the history lecture? You’ll find that people to historical miniatures. Your gam- when you play historical miniatures ing will be all the richer for having new * Poor games, especially on a wide scale or with a opponents and theirs will be richer for ** Below average campaign game, you begin to see just how having new games. Be fair when you intro- *** Average fragile history can be. We would live in a duce them and teach them all that you **** Above average much different world today had things know, for we want more long-term and ***** Excellent gone differently during the battles of effective players.

DRAGON 103 machine guns facing forward and detailed exhaust/heat sinks on the rear. The turret measures 5/16” wide by 3/8” long and has one massive gun; according to the BATTLETECH stats, the gun is an AC 20. In addition to the guns, there are two six- tube missile launchers on the turret, they are given no stats. My personal feel- ing is that they should be LRM 6 types, with one reload in the tube; this would increase their striking power and would make the tank more valuable, but would also raise the weight to 90 tons. These tanks are nice additions to a miniatures armored force. The only drawback is that the treads are not as armored as I would M15 Special with 40-mm gun (GHQ) like them to be. These tanks are definitely worth the $4.75 per package of four. The light recon hovercraft are made to be anything but armored. These 21-ton vehicles are designed to scoot in, locate targets, take fire, and hopefully withdraw to harass from the flanks. The models submitted for review fit in well with this philosophy. Each vehicle is 1 5/8” long by 7/8” wide; the air-cushion skirt takes up three-quarters of the width. The actual body and crew area is only 5/16” wide, 1/4” tall, and 1” long, and looks like a helicop- ter body. The cabin has two large escape hatches and armored front windows. The propulsion motor is mounted above the cabin and is almost as long as the cabin. Two intakes are mounted forward with a single large exhaust to the rear. The differ- Staghound armored car (GHQ) ence of length between the cabin and the total length is taken up by a tail-like boom which ends in two steering rudders, laid using halftracks modified to act as gun prevents the turret from turning a full out in a horizontal I-shape. The SRM 4 platforms. The M-15 was one such vehicle, 360°. You can get four vehicles for $5.50. racks are located on opposite sides of the made up of an M-3 halftrack with cut- UK-34 Staghound has an interesting real- hover skirt, which has ribbed edges. down sides and a full-rotation turret life history. The Staghound started out as a This vehicle will serve a very useful equipped with a 37-mm or 40-mm gun. joint United Kingdom/United States project purpose on the ‘Mech battlefield. Being a This turret could fire at a plane even after to develop a fast-moving, well-armed, and hover vehicle, it can get to some places the aircraft had flown over its target. well-armored scout vehicle. The program quicker than a ‘Mech and can set itself to US-66 from GHQ is representative of one was in its last stages before production ground, providing a good spotter vehicle of these specially built units. The model is when the U.S. suddenly abandoned it for with a low profile. It is also a fair harass- 1/285th scale and designed for use with no apparent reason. The British continued ment vehicle. The vehicle is $4.75 per pack any equipment around 5 mm (1/300th the project, and over 3,000 Staghounds of three. scale). The miniature is 7/8 inch long and were in use by the end of World War II. 5/16” wide. The miniature shows the stand- One variant even sported a tank turret. ard M-3 halftrack complete with a winch The Staghound miniature is molded to GHQ on the front, which was used to pull the conform to the original vehicle standards. 2634 Bryant Avenue South vehicle out of the mud. The cab is covered The miniature is a high-profile, four-wheel Minneapolis MN 55408 by a wrinkled tarp. The back of the vehicle that measures 3/4” long by 7/16” halftrack has a flat area with a raised ring wide. The vehicle mounts an oval turret US-66 Ml5 Special w/40 mm * * * * ½ on which the turret rotates and a tool box with a 37mm gun, and it has a wealth of UK-34 Staghound armored car * * * * * in the rear. The turret is slotted to accept detail. The front clearly shows three light W-54 ACRV I & II artillery a gun; you simply take a gun from the sets and a tow cable. Escape hatches, command vehicles ***** sprue that comes with the vehicle and battery boxes, and extra fuel tanks are all W-50 SA-8 Gecko antiaircraft insert it in the slot in the floor. Add one present, as are the engine maintenance missiles ***** man from the sprue, glue both in, and the covers on the rear and the tow hook on The U.S. Army learned several lessons turret is done. Place the turret on the ring, the lower rear. The turret plainly shows from the Germans in World War II. One of and the vehicle is ready. the riveting on the forward metal plate to the most important was the deadliness of The vehicle comes with a wealth of which the gun is attached. Two hatches attacking aircraft on columns with no detail. Hinges, jerry cans, door handles, are on top of the turret. antiaircraft protection. Several aircraft and wheel details are excellent and not This vehicle would be simple to convert equipped with 20-mm cannons for wing what you would expect on a vehicle this to science-fiction miniatures games, A guns could (and sometimes did) gut entire small. The package also contains extra package of five Staghounds is available for columns that were unlucky enough not to guns and loaders. This set is highly recom- $5.50 and is highly recommended. be equipped with AA. Aircraft could bomb mended for people interested in World W-54 is a modern Soviet ACRV—an Artil- or strafe almost at will. One of the ways War II. The only problem I could find with lery Command and Reconnaissance Vehi- that these attacks were driven off was by this model is that the tool box/ammo box cle. These tracked units act as the forward

104 JULY 1990 systems the Soviet bloc has, as all the The D5A Albatross was a latecomer to radar, rangefinders, missiles, and reloads World War I, making its debut in 1917 are contained on one vehicle. after some earlier models. The D5A had a This GHQ miniature comes in four dif- strengthened body, a bigger engine than ferent pieces with easily followed instruc- previous versions, and dual machine guns. tions. The hull looks surprisingly like a Despite its hardiness, it could not climb as large boat with wheels, measuring 1 1/4” high or stay up as long as most of the long and 7/16” wide. Detail on the vehicle is Allied planes of the period (endurance: 2 good, showing individual tire treads, gas hours; ceiling: 18,700’) filler spout, lights, and blast protectors The SE5A was another 1917 entry into well defined. The Soviet’s practice of using the air-elimination tournaments. This horizontal ribs to strengthen their large British aircraft appears shorter, squared amphibious vehicles is obvious with the off, and more boxlike in comparison with crisp lines present on this model. many German planes. But what it lacked Soviet ACRV (GHQ) The actual missile assembly uses the in size, it made up for by being faster, other three pieces. The triple multifre- having the ability to reach higher alti- quency radar is prominent in front. Then tudes, and having a longer flight time. comes the large tower to which the mis- These were important points as many siles attach, as well as the search radar at British bases were farther from the com- the top. Each piece shows special attention bat zone than were their German counter- to detail, like the bolts on the radar protec- parts, and the speed and extra height tor, ribs on the back of the search radar, allowed them to dive down onto their or the heat dispersal vents on the missile opponents out of the sun (endurance: 2 1/2 launchers. hours; ceiling: 19,000’). It would be easy to convert this unit into The Halberstadt model is actually the science-fiction game campaigns. Simply Halberstadt CV. This photo-recon aircraft use the missiles against VTOL or fighter was introduced in 1918 and flew only for aircraft or use the vehicle as an LRM a limited time before the war ended. Up to carrier. These vehicles come three to the 25% larger than either of the two preced- pack for $5.50. ing aircraft, this one had a crew of two: a pilot and a gunner/observer who manned a machine gun that fired to the rear and C in C sides. This weapon and the forward ma- 8090 University Avenue NE chinegun gave these planes nearly a 360° Fridley MN 55432 firing arc. Though these aircraft were Soviet SA-8 Gecko (GHQ) slow, they could remain in the air longer MS-24 D5A Albatross * * * * ½ (3 1/2 hours) and fly almost as high (16,405’) coordinating posts or the actual command MS-12 SE5A * * * * ½ as British or Allied aircraft. post for groups ranging from a six-gun MS-22 Halberstadt * * * * ½ All three of these aircraft come as qual- battery to a 24-gun battalion. In these When the BLUE MAX board game was ity kits from C in C, having from five to six vehicles, fire missions are written and reviewed in issue #157, information was pieces each. Each plane matches its photo- coordinates are checked. given on how to change it to a miniatures graphs and line drawings, including such The miniature is just over 1” long and game. Now you have some planes to use in details as the stack exhaust on the Halber- 7/16” wide, shaped like a large box on your campaigns. stadt and the upper wing machine gun on tracks. Only the forward track wheels are protected. The front of the vehicle has two armored hatches for the driver and radio- man to view the action, and two more World War I aircraft (C in C) hatches on top for them to escape. En- trances and exits abound on this vehicle, with well done hinges, cables, and connec- tors. The package contains two different versions, type 1 for work behind friendly lines and type 2 for the field. This vehicle is an ideal dual-purpose or crossover item for many science-fiction games, like FASA’s BATTLETECH game or GW’s WARHAMMER™ 40,000 epic 5-mm system. The vehicle is generic in shape and is so rich in detail that it could be a headquarters or commlink vehicle to be proud of. I also recommend this model for anyone from a diorama maker to a dual- period player. These are fairly inexpensive at $5.50 per pack of five. W-50 is a model of Soviet-built antiair- craft missile system, the SA-8b, which has a range of 30 km. The system is in use in Syria, India, Iraq, the Warsaw Pact coun- tries, and, of course, the Soviet Union. The vehicle is amphibious and can fire on the move. It is also one of the few one-vehicle

DRAGON 105 the SE5A. Wing spars are clearly visible on are very well done, with well-defined Figure #2 is bent at the knees and the fuselages. The V-type landing gear is feathers having no flash. The slot for the rocked back to the right side as if avoiding well done but is molded as a single block wings on the back of the pegasus needs to a thrust while aiming a blow. His right rather than with individual struts and be cleaned out and enlarged just a bit for arm is bare from the elbow down except wheels that would crumple the first time the wings to fit; the fit then is good, with for a thick bracelet. In his right hand he you set the aircraft down. The lower easily filled gaps. A mold line runs from grips a jagged scimitar, while on his left wings fit into slots on the bottom of the the tail to the base, which must be clipped, arm he has an arched-door-type metal fuselage; with the exception of the SE5A, and light flash is present on the legs and shield with no rivets. His head is covered horizontal flaps slip into the fuselage as neck. Heavier flash was present on the by a metal helmet with a plume that leaves well. The SE5A requires full tail assembly. rear leg, so some clean-up is involved with only his scowling face and long braided The bad points of these aircraft models this miniature. ponytail uncovered. His shoulders are are few and are more points of personal The pegasus is posed as if launching covered in overlapping plates that are preference. The planes require steady himself into the air. He is about 2” long riveted together. This orc is otherwise hands, a good thick superglue, and proper from tip of nose to the rump and about bare except for a loincloth and a wide, tools to assemble. Assembly is easy to do, 1½” from hoof to top of neck. His mane studded belt with a skull buckle. This but there are no instructions. In addition, ripples on his neck with good detail on the figure shows no flash except by the feet, the peg-to-hole assembly on three of my hair. The tail hangs down and is also well and the only visible mold line runs across models was slightly off or the holes were done—but why is the mane rippling and the shield and the base. too small, requiring the pegs be trimmed the tail straight? The wings stretch 3½” Figure #3 reminds me of a cross be- and held in place while the glue dried. tip to tip. The pegasus is average in size tween a member of the Mongol horde and There are no small strings of flash that and girth for 25-mm scale and is slightly a beach boy. The figure wears sandals, can be clipped with ease, but some care smaller than one of my heavy horses for and his muscular legs are bare to just should be taken not to break delicate 25-mm medieval knights. above the knees. At this point he wears a parts. Finally, the spar and frame detail The rider is an average 25-mm knight pair of cut-offs with no visible pockets or appears only on the tops of the surfaces, with a serious expression. He carries an seams. The pants are held by a very nar- not on the bottoms. This is a shame, as it overly thick spear in his right hand, and row belt with a long dagger hanging from would be nice to see detail on all sides of his left hand is lowered as if holding reins. it. From the waist up, the Mongol appear- these models. The rider wears a full set of plate armor ance begins. He wears a studded leather Individual support spars do not appear with only his face exposed. vest with his chest and stomach exposed. on these models, leaving room for perfec- As a playing piece this is good, but it is On his shoulders rides a furry stole which tionists to personalize. Because these air- not quite a collector’s piece. From stories I goes from arm to arm. On his head is a craft are 1/285th scale, they are slightly have read, the wingspan of a mature pega- leather hood which comes to a point on bigger than the hexes on gaming sheets, sus should be about twice as big and the top and is unsecured in the front. The but they fit in well anyway. They are a body should be fuller. Still, this is a fairly orc’s face is bunched in a sneer. In his good buy at $4.75 per two aircraft, and good miniature for $3.50. right hand he holds a sword, and on his they make good playing or display pieces. left arm is a metal-covered round wooden shield with visible hand and wrist straps. There is some flash by the left foot and on 5938 Carthage Court the front of the left arm. There are no Cincinnati OH 45212 mold lines on this figure. Figure #4 appears to be kneeling, as if RP 11-409 Four orcs * * * * ½ being photographed after making a big Orcs continue to be a favorite target for game kill. Both knees are bent, with one experience-hungry parties, and they are a forward with the foot out and the other longtime favorite of the miniatures com- bent with his weight on the knee. Both panies. Now Ral Partha is working with feet are clad in moccasins or light boots TSR to produce the official line of figures with thin soles. This orc wears a shin for the AD&D® game, and these orcs are a guard on his left leg only. He is also wear- part of that line. The set submitted for ing a tattered suit of chain mail covered by review contains four orcs in different a smock which stretches from his shoul- poses and with different weapons. The ders to mid thigh. The smock is held by a figures are in 25-mm scale and have round wide belt with a short sword hanging bases. from it. His armor is completed by a set of Figure #1 is a very brave, charging orc. overlapping disks in front and a plate on The figure holds an ornate long sword his right shoulder with a spike protruding Pegasus with rider (Grenadier) aloft in his right hand; a round metal from it. On his left arm is a shield which shield hangs on his left arm, complete has no detail on the front but shows signs with rivets on the rim. He holds the shield of wooden slats on the back, as well as Grenadier Models, Inc. close to the ground to protect his left side. wrist and arm straps. There are mold lines P.O. Box 305 Scale armor covers only his front. Under on the shield. In his right hand he holds a Springfield PA 19064 the lower part of the armor and extending long-handled, lopsided, two-bladed axe around the figure is an unidentifiable skin emblazoned with front and back skulls on Grenadier Models UK Ltd. that covers his back from the waist down. the center. The rivets holding the axe head 19 Babage Road His odd helm has jagged spines on the top, onto the handle are clearly visible. He Deeside, Clwyd, Wales and he wears sandals. Muscle detail is wears a helmet with a ridge in front and United Kingdom CH5 2QB present but not as deep as in most Ral three large horns, two on either side and Partha figures. Several areas of light flash one in the center. This orc seems to have a GR716 Pegasus with rider * * * * are present on the figure, and one large satisfied look about him, if that’s possible. The Pegasus is the horse of an adventur- mold mark lies in the right armpit. The I recommend these figures as additions er’s dream. The miniature provided for enraged facial expression is good, with the to your orc squads. They would make review here consists of four parts: the mouth open in a scream. Fangs show up good additions to the orc “sleeve” of 12 horse, its wings, and a rider. The wings well with no flash. figures now available from Ral Partha or

106 JULY 1990 to other single figures. My only reserva- tion is that these figures show a slightly lower standard of quality than Ral Partha normally has, particularly in their shield detail. I hope this is a temporary problem. The price is $4.95 per package.

RP 11-407 Fire giant * * * *½ In issue #155, we reviewed the fire giant from Grenadier. This month we review the fire giant from Ral Partha. The fire giant submitted for review is a 58-mm figure with its left knee bent, pre- paring to take a swing at some unwitting target. His head is covered by a helmet of overlapping scales and comes complete with ear and neck guards. A bushy beard covers his lower face, and he appears to be shouting. His large, hooked nose is deformed, as if it had been broken. The giant’s upper body is protected by a breastplate, under which is more of the scale armor that makes up his helmet. The scale mail is held in place by a wide belt and buckle, with a large dagger the size of a short sword hanging from the belt. His legs are bare from midthigh to his shins, where they are wrapped by his sandal Four orcs (Ral Partha) thongs. His left shoulder is covered by overlapping plates down to his arm, with a RP 20-630 TOG Imperial guard in than most window drapes. Covering this strapped-on wrist guard. His right shoul- ceremonial dress * * * * ½ robe in the back and draping across his der is protected by scale mail with a metal RP 20-631 TOG Senator * * * * ½ front is a formal cape that goes down to bracer on his right wrist. Both hands The interstellar TOG empire, as por- the waist. This cape is held by two clasps clutch a sword that is 38 mm from pom- trayed in FASA’s RENEGADE LEGION® at the shoulders. The guard holds a large mel to tip and has a “blood groove.” games, is beset by rebellion. These two blaster rifle in the ready position. His This figure is excellent, with slightly figures are representative of the tyranni- helmet consists of a bullet-shaped body exaggerated muscle structure and very cal overlords against whom the rebels are with eye slots and two ridges up the back; little flash. The only required assembly fighting. this is surrounded by an outer shell that involves the three spikes that must be The TOG Imperial Guard wears a cer- forms forward-pointing wings above the inserted into the right shoulder guard. emonial dress uniform that consists of a eyes. Also included in this outer mask is a The figure doesn’t seem tall enough to Roman-style tunic (of which only the front breather unit. match the description of the fire giant in is shown), with bare legs from just below The senator figure is slightly smaller. His TSR’s AD&D 2nd Edition Monstrous Com- the bottom of the tunic to the top of his right hand reaches out as if imploring or pendium, but this can be easily over- flexible magnet-type boots. The boots making a point, and his left hand grasps looked. Its price is $4.95. show half of the imperial eagle on the his cloak. On his left arm is a wristwatch. front and thin wiry straps around the legs He wears glasses and has short hair that down to the soles of his feet. Over this he seems to have been cut with a bowl. His Fire giant (Ral Partha) wears a long billowing robe that drapes face is thin and angular. down from his shoulder guards to the tops The senator’s clothing is simple. He has a of his boots. The robe has more pleats traditional thin Roman tunic, secured at

TOG Imperil guard and senator (Ral Partha) the waist by a belt with pouches. His shirt scales, except for the long bony center sleeves show some embroidery, and his section that goes from under the head to arms and legs are covered by a thin the hindquarters along the stomach. The spandex-type material with a zipper. A head does look misplaced and too big for long cape is draped from his shoulders. the neck, but it is in scale according to the These figures can be used in any num- Monstrous Compendium. Even the facial ber of science-fiction role-playing games. features and wide open mouth match that It’s unfortunate that these figures have so books illustration. many modern luxuries, as they would The two pieces join together well, but make very nice crossover historical pieces. you will need filler for the fit to be perfect The price is $1.50 per figure. (on our model, at least). Flash appears by the hindquarters and along the throat. A RP 02-413 Drakonne ***** small mold defect must be trimmed on the Ral Partha’s drakonne is an AD&D game front right leg, which is apparently where dragonne that has assumed another name. the metal is fed in. TSR’s AD&D 2nd Edition Monstrous Com- I highly recommend this miniature even pendium describes a dragonne as being a though you have to do a little bit of work mixture of the most dangerous qualities of to prepare it for painting. It’s a good value a lion and a brass dragon. It has large at $4.50. brass scales, brass-colored eyes, and wiry hair that forms a thick mane. It looks like Everyone remember that the 1990 GEN a giant lion with small wings. CON® game fair will be on August 9-12, at The drakonne comes in two pieces, the the MECCA arena in Milwaukee, Wis. body and the wings, the latter measuring Come over and see how the miniatures 2¼ from tip to tip (the wings are not area has grown. If you want to see me or fully stretched out). The body section discuss any reviews, I will be at the measures a little over 4½” from nose to Friends Hobby Shop booth and will try to tail. The thick tail, covered with scales, is spare the time to talk with you. Till next over 2” long. A ridge of spikes extends month. . . from the back of the head to the tail along the spine. The body looks very feline except that the chest is not quite deep Drakonne (Ral Partha) enough and the entire trunk is covered by

108 JULY 1990