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Wings

Features Issue #244 Volume XXII, No. 7 Warriors of the Wind ...... 22 February 1998 Michael Lambert Learn the tactics of fighting airborne opponents, and add four new flying races to your AD&D® campaign, either as Departments opponents or allies for your PCs. Wyrms of the North ...... 54 No adventurer should ever underestimate the danger of a dragon named “Old Snarl,” unless one’s prepared for “a right bit of Klauth work.” Arcane Lore ...... 70 Robert S. Mullin “Spells of Elemental Air” can take your wizards to new heights. Bazaar of the Bizarre ...... 76 James Wyatt and Steve Berman From the mechanical to the magical, peruse this Xakhun Airship ...... 34 fine selection of “Miracles of Flight.” Ecology of the Sphinx . . . . . 84 The could never aspire to conquer the skies, could Johnathan M. Richards they? Learn the secrets of the Xakhun clan’s plan for A clever wizard applies his knowledge of the conquest of the outer world. four sphinxes to profit from their natural Fiction: “Soulkeeper” ...... 62 animosity. Michaelene Pendleton What wager is worth more than a witch’s entire fortune? Columns

The Wyrm's Turn™ ...... 4 About the Cover D-Mail™ ...... 6 Forum ...... 10 Roger Raupp painted this view of the Xakhun airships for Sage Advice ...... 16 DRAGON® Magazine years ago. Recently, we discovered the Out of Character ...... 20 painting, the drawings, and the sketches in the labrynthine department archives. Unearthed at last, “Xakhun Airship” Bookwyrms ...... 60 forms the center of our “Wings” theme. Conventions ...... 90 DragonMirth ...... 92 Gamer’s Guide ...... 94 Floyd ...... 95 Staff Roleplaying Reviews ...... 100 Re:Views ...... 105 PUBLISHER Pierce Watters — EDITOR Dave Gross ART DIRECTOR Larry Smith — ASSOCIATE EDITOR Chris Perkins Knights of the Dinner Table ...... 107 EDITORIAL ASSISTANT — PRODUCTION MANAGER TSR Previews ...... 108 Roger Mangelson — ADVERTISING DIRECTOR Bob Henning ProFiles ...... 112 ADVERTISING MANAGER Judy Smitha

# DRAGON 244 DRAGON® Magazine (ISSN 0279-6848) is published monthly except November (twice monthly) by TSR, Inc., 1801 Lind Avenue SW., Renton, WA 98055, United States of America. Periodical postage paid at Renton, WA, U.S.A., and additional mailing offices. Postmaster: Send address changes to DRAGON Magazine, P.O. Box 469086, Escondido, CA 92046, U.S.A. USPS 318-790, ISSN 0279- 6848. The postal address for all materials from the United States of America and Canada except subscription orders and change-of-address notices is: DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, U.S.A.; telephone (425) 226-6500; fax (425) 204-5928. Distribution: DRAGON Magazine is available from game and hobby shops throughout the United States, The Best Campaign Canada, the United Kingdom, and through a limited number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distribution to the book trade in the United Kingdom is THE LETTERS continue to arrive, but of the strength of location-based by TSR Ltd. Send orders to: Random House, Inc., Order the first responses to the “Playing encounters. Entry Department, Westminster MD 21157, U.S.A.; tele- phone: (800) 733-3000. Newsstand distribution Favorites” editorial in issue #241 are Another reason AL-QADIM stands throughout the United Kingdom is by Comag Magazine confirming what I hoped was true: out as my favorite is that it achieved a Marketing, Tavistock Road, West Drayton, Middlesex UB7 7QE, United Kingdom; telephone: 0895-444055. Even those who have a clearly general appeal while maintaining an Subscriptions: Subscription rates via periodical- favorite campaign also enjoy other exotic atmosphere. All of my players class mail are as follows: $34.95 in U.S. funds for 13 issues sent to an address in the U.S.; $41.95 in U.S. funds settings. I’m not alone! instantly grasped that the for 13 issues sent to an address in Canada; £34.95 for 13 Much has changed since I wrote was somewhere else, but they had no issues sent to an address within the United Kingdom; £41.95 for 13 Issues sent to an address in Europe; $57.95 that editorial about a year ago. Aside problem adjusting to the new customs in U.S. funds for 13 issues sent by surface mail to any other address. Payment in full must accompany all sub- from the obvious changes in company of Zakhara. We had as much fun in scription orders. Methods of payment include checks or ownership and the location of our conversations over coffee with the money orders made payable to TSR, Inc., or charges to valid MasterCard or VISA credit cards; send subscription offices, we’ve also seen TSR Online sheik after a salt ceremony as we did orders with payments to DRAGON Magazine, P.O. Box move to the web (at www.tsrinc.com), playing out combat with ghuls and 469086, Escondido, CA 92046, USA. In the United Kingdom, methods of payment include cheques or money where it has established both a chat djinn. Saying the right thing to the orders made payable to TSR Ltd., or charges to a valid area and a message board in addition Grandfather of Assassins became just ACCESS or VISA credit card; send subscription orders with payments to TSR Ltd., as per that address above. Prices to the features it had originally. Thus, as thrilling as rolling a natural 20 in are subject to change without prior notice. The issue expi- the topics that inspired that editorial combat. And, face it, a mamluk is way ration of each subscription is printed on the mailing label of each subscriber’s copy of the magazine. Changes of are now at the new location. Visit us cooler than a paladin. address for the delivery of subscription copies must be there sometime, and add your opin- That said, I must confess that I received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. L ADIM ion to the discussions. haven’t run an A -Q adventure for Submissions: All material published in DRAGON I promised to name my favorite well over a year. In that time I’ve Magazine becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior setting once the responses arrived, played in the ®, to publication. DRAGON Magazine welcomes unsolicited sub- and it’s tempting to equivocate and ®, BIRTHRIGHT®, and ® missions of written material and artwork; however, no responsibility for such submissions can be assumed by the name a half-dozen. That would be settings, some of my other favorites. publisher in any event. Any submission accompanied by a more fair and truthful in many ways, Also, I have a soft spot for some of self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. We strongly recommend but it would also be a cop-out. Also, the lesser-played campaigns, notably that prospective authors write for our writers’ guidelines since I wrote that editorial, my first the historical supplements and the before sending an article to us. In the United States and Canada, send a self-addressed, stamped envelope (9½” choice has wavered several times, Masque of the Red Death products. (One long preferred) to Writers’ Guidelines, c/o DRAGON making it all the more tempting to be of my game dreams is to run a time- Magazine, at the above address; include sufficient American postage or International Reply Coupons (IRC) a weenie and not pick just one. But traveling campaign that touches on all with the return envelope. you held up your end of the bargain, of them. Like most folks, I imagine Advertising: For information on placing advertise- ments in DRAGON Magazine, ask for our rate card. All ads so I can’t back down now. many more campaigns than I’ll ever are subject to approval by TSR, Inc. TSR reserves the My favorite is the AL-QADIM® setting. actually run-especially the latest right to reject any ad for any reason. Contact: Bob Henning, DRAGON Magazine, 1801 Lind Avenue S.W., Now, I’ve never run an AL-QADIM player version of my house campaign ... Renton, WA 98055, U.S.A., (425) 204-7262. character, and I’ve DMed only a couple which is, of course, my next favorite. Advertisers and/or agencies of advertisers agree to hold TSR, Inc. harmless from and against any loss or dozen sessions of Arabian Adventures On that note, write me a short expense from any alleged wrongdoing that may arise out (compared with hundreds in the letter describing your own house cam- of the publication of such advertisements. TSR, Inc. has the right to reject or cancel any advertising contract for Realms, Krynn, or Oerth), but the Land paign-whether you’ve actually run it which the advertiser and/or agency of advertiser fails to of Fate still knocks me out more than or have just dreamed it so far. We’ll comply with the business ethics set forth in such contract. DRAGON is a registered trademark of TSR, Inc. any other setting. Why? print the most interesting in “D-Mail,” Registration applied for in the United Kingdom. All rights to the contents of this publication are reserved, and nothing The high production values of the where everyone can see what you’ve may be reproduced from it in whole or in part without first products certainly had something to imagined. obtaining permission in writing from the publisher. Material published in DRAGON® Magazine does not neces- do with it (those gorgeous maps!), as sarily reflect the opinions of TSR, Inc. Therefore, TSR will did the superlative design and editing not be held accountable for opinions or misinformation contained in such material. by and . ® designates registered trademarks owned by TSR, Most of the adventures for the setting Inc. ™ designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the com- were excellent (especially those by panies publishing those products. Use of the name of any and Steve Kurtz), product without mention of trademark status should not be construed as a challenge to such status. focusing on the storytelling emphasis ©1998 TSR, Inc. All Rights Reserved. All TSR charac- of Arabian tales without losing sight ters, character names, and the distinctive likenesses there- of are trademarks owned by TSR, Inc. TSR, Inc. is a sub- sidiary of , Inc.

4 FEBRUARY 1998

destroy original thought, and they bring in hate where none needs to be. There are enough villains in the world to fight; we don’t need to fight among ourselves. Andrea McCormick Harrisburg, PA No Offense Dear DRAGON Magazine, As an avid gamer and reader of Dragon Magazine, I don’t write often enough congratulating you on how well you do. I’m always looking for- ward to the next magazine, and I’m never displeased. In issue #241, Steve Stewart made some comments I wish to address. He seemed somewhat offended by what “Mommy Dearest” (in issue #238) seemed to say. He wrote “A close MANY OF YOUR YOUR LETTERS this month I believe the main reason that examination of the article reveals an address Steve Stewart’s note in issue more women aren’t interested in gam- underlying lack of respect for women #241. The second most popular topic was ing is not because of articles like this in general.” I disagree. If anything, it favorite game settings, in response to the but because of the lack of them. If this shows a hearty and fearful respect for editorial from the same issue. Keep send- article weren’t so silly, a lot of male what mothers seem to be able to do. ing us your opinions on that question, but players would simply keep believing He likened the image to that of the also let us know what you think of this the “fact” that women are good only idyllic June Cleaver, but I don’t issue and what you’d like to see. for mothering the party (“Here, you remember Mrs. Cleaver berating Eddie can play the cleric.“) or for being the Haskal, even at his most annoying, Humor vs. Hatred chainmail bimbo (“Hey baby, wanna brown-nosing times. Dear DRAGON® Magazine, take a tumble with me?“). If the article Also, he states that “[the article] I completely disagree with Steven seemed ridiculous, opinions like that totally ignores the many valuable Stewart’s opinion on Lawrence should seem ridiculous, too. contributions women make in mod- Wenzel’s article on the mother NPC in Most games are based on vaguely ern society.” The first thing to remem- issue #238. I believe Mr. Stewart Medieval cultures. Some gamers and ber is that the AD&D® world is very missed the point. Being a woman and writers like to accentuate the submis- far from modern. Also, if we look at it a gamer for nearly 10 years now, I sive position of Medieval women. historically, women usually were not think I have another valid viewpoint. Women don’t want to play in games considered equal and were the house- The article was poking fun at the where they don’t even have the imper- keepers and tenders. If this were not stereotype of mothers, not at mothers fect rights that they have in this world. so, Joan of Arc would have had a themselves. Humor can be an excel- What gamers and writers need to have much easier time. The AD&D setting, lent weapon against prejudice and truly equal games is to realize that however, is a world for the hatred. By going “over the top,” as it men and women aren’t that different. most part, and women are viewed as were, the article—while being quite Women don’t adventure only for equals, something I wholly applaud. funny—also showed that these views revenge, and men don’t adventure “Mommy Dearest” portrayed humorously that scary tendency moth- ers have to know what we do, where Humor can be we are, and what we think even before we ourselves know. I do not an excellent weapon think it was offensive, but as a son I might be biased. So I forced my own against prejudice and hatred. mother to read the article, and the only thing she said was, “That’s right. And don’t you forget it.” It frightened of women were just stereotypes, not only for power. Each character should me more than a little. the real thing. Being politically correct be an individual. Any kind of stereo- We must remember that AD&D is allows one blindly to decry anything types, chainmail bimbo, the tedious pretty much a free-style game, and the that doesn’t appear to be agreeable to /dwarf hatred, the man-hating DM is free to use, ignore, or edit any- everyone. It doesn’t allow you to see Amazon, the obnoxious paladin (these thing he (or she) wants. So, if “Mommy the subtleties and genuinely think last from David Liepmann’s letter in Dearest” does not meet your delicate about the cause of the stereotypes. issue #241), all harm the game. They standards, change it or throw it out. Personally, it would be something I

6 FEBRUARY 1998 might hint on in roleplaying, but I Mothers (or at least claims that The Living Oerth would not insert any hard rules. Mothers have perfected them), not of Dear Dave, In conclusion, let’s not try so hard women in general. Keep in mind, Hello from one of those disgrun- women that become Mothers (with to find something offensive or con- tled 30-something GREYHAWK® gamers. flicting. It’s a very sad thing that the the capital M) have done so by Two friends and I have been adven- world has lost its ability to laugh for choice. Granted, men cannot become turing since 1982, starting with The fear of offending someone else. Mothers, but I took the proficiencies in Caves of Chaos. We have stuck to the particular to be applicable to any PC Anything, if you break it down into GREYHAWK setting exclusively since the small enough pieces, can be offensive, or NPC who wished to take the time early 90s. My friends and I currently but when you look at it as a whole, it to learn them, male or female. Then live one hour apart, and we can play shows a completely different picture. again, that’s only my interpretation. only three or four weekends per year, Forrest Garwood Oh, and a final note: as far as but the sessions are quite intense, start- Clearbrook, VA females in the roleplaying scene go, ing in the late morning and ending my gaming group is an anomaly of M.O.M Point by Point sometimes before dawn the next day. sorts. We are all college students at an We have been playing three Ratikan Dear DRAGON Magazine, all-women school, so our groups are Highlanders for the past six years, correspondingly made entirely of I am writing in response to a letter and we’ve purchased every GREYHAWK from Steve Stewart about the “Mommy females. Most, if not all, of the charac- product ever printed. Dearest” article in Dragon Magazine ters are also female. One character I really can’t give an explanation recently became a mother, and she #238. Personally, I found the article why GREYHAWK has been our world of hilarious and surprisingly useful. I happens to be the scantily-clad choice, but we love the game. We are would like to go through the main barbarian of the group. All the other overjoyed to hear that TSR will be points of Steve’s letter one by one. characters dress sensibly and wear breathing new life into the setting. One: “[The article shows] an under- armor that actually protects all of their We exhausted the supply of pub- vital organs. When I bought Dragon lying lack of respect for women in lished GREYHAWK adventures long ago general.” I don’t know about you, but Magazine #238 and read it, I immedi- and now simply create our own sce- these abilities, like Berate, Detect Lies, ately distributed the “Mommy narios and throw in the occasional Hindsight, and Power Word: Middle Dearest” article among my players, purchased adventure, which the DM and all of them loved it. Name make me think that Lawrence alters to fit the GREYHAWK setting. The R. Wenzel had great respect for his Diana Wray Ruins of Myth Drannor was awesome, mother. Also, note that the article is Staunton, VA and I am currently working on The intended to create a particular kind of female character, one who not only probably has children but also has I’m a 58-year-old man chosen to become a member of M.O.M. It isn’t meant for female NPCs who wants to grow down in general. Two: “[The article] ignores the many to be Drizzt Do’Urden. valuable contributions women make in modern society.” Yes, it does, that’s true. It doesn’t need to take them into Mothers and the Realms Night Below as well as Dragon account. A member of M.O.M. doesn’t Dear Dave, Mountain. Customizing is a lot of work! have to spend her entire time in the In response to the editorial and the Connor McCleod pursuit of motherly duties, no more “D-Mail” column from issue #241: Bad Littlestown, PA than a fighter has to spend all his time news [for those who think of Realms fighting. (That’d tire you out quickly, fans as young teens]—I’m a 58-year- Kallisto the Bleak wouldn’t it?) After all, modern Mothers old man who wants to grow down to Dear Dave, (and mine has some of those abilities, be Drizzt Do’Urden. My favorite has too) do all the child-rearing stuff, all the Favorite setting? After all the novels, always been one of my own creation. cleaning, the housework, and manage it has to be the FORGOTTEN REALMS® All of the history, magic, and non- to also take college courses and keep a campaign. player characters are at my fingertips. job. Nowhere did the article suggest On the Mother NPC article: Being My players and I have devised an that Mothers do nothing but house- Jewish, I roared with laughter. Tell exciting world named Kallisto the work. What the article does say is that Steve Stewart to quit being politically Bleak just this past August, and so far cooking, cleaning, and child rearing correct and get a sense of humor. My everyone is satisfied. are big jobs, and that Mothers can do sense of humor is second-hand, as I I have tried some of the published them well. obtained it at my local Army-Navy campaign settings in previous years, Three: “The article also sends the store . . . from a bin marked “used and of them I would have to say that message that ‘motherly’ chores are surplus.” the GREYHAWK and RAVENLOFT® settings the exclusive province of women.” I Two issues (#241 and the Annual) at are the ones I like best. Why? see what you mean . . . however, the once-l might have a fit of the vapors! When I first started playing, the article claims these chores and abili- Jeremy A. Michele only published game settings were ties to be the exclusive province of Billings, MT

# DRAGON 244 7 the Empire of the Petal Throne and the ™ setting. “Knights of the they deserve (from “Current Clack” col- World of GREYHAWK. Since my fantasti- Dinner Table” is the best of your comic umn in the same issue, I understand cal leanings were more to the West strips. that GREYHAWK is to receive renewed than the mystical East, I chose the The new kits you create look like attention and, of course, there is the GREYHAWK campaign. Visions of elves, they would be fun to play. Your new line), but I always come , and dwarves still filled my spells are really good. The “I’m a back to the FORGOTTEN REALMS cam- mind. What I liked most about Oerth What?!” article was wonderful, a must paign. My wife, having just started was that the shield devices of the var- for all DMs. Overall, issue #237 was gaming in the last couple years, hasn’t ious lands were printed right on the my favorite of the ones I’ve read. had a lot of exposure to some of the cover, allowing me to show the play- Virgil Linkewich now defunct or often ignored settings. ers just what ’s guardsmen Regina, SK, Canada However, she has had a lot of expo- were wearing on their shields. What I sure to both the DRAGONLANCE and liked least about the world was the Ecology Requests RAVENLOFT settings. Yet her favorite set- profusion of odd gods that didn’t Dear DRAGON Magazine, ting remains the Realms. Our main seem to have any connection to each As a long time fan of your maga- reasons for this preference are the other, or even to know of each other’s zine, I have to say that every issue well developed characters and “exotic existence. since your return has been fantastic! locales” of the Realms. That is not to Only recently have I started running I’ve been extremely impressed by the say that DRAGONLANCE and GREYHAWK games set in the new RAVENLOFT setting. quality of the content. Though most don’t have their share of enjoyable (I bought the original module years all of the articles are quite entertain- characters and locations; it’s just that ago but didn’t see much scope to it.) ing, I find your “Ecology” section the the Realms have our favorites (with The main reason I like it so much is its most useful in actually creating and the exception, of course, of the great similarity to the atmosphere of Call of playing in my campaign. Having that and powerful Fizban). Cthulhu: I am still looking desperately background information on a beast Now, you’re probably wondering for the Masque of the Red Death acces- makes all the difference in the world what we base “our favorites” on. Many sory so I can incorporate my Cthulhu by when, as a DM, you want to roleplay of the personalities of the Realms Gaslight rules with the AD&D game. each NPC to the fullest rather than just have a depth and history that few J.T. Fuqua II doing the old “hack and slash.” campaigns can boast, even their pri- Santa Fe, NM I would like to suggest some crea- mary characters. (The DRAGONLANCE tures that I would very much like to see campaign has notable exceptions in Everyone’s Favorite headlined in your “Ecology” section in a the Heroes of the Lance.) Dear DRAGON Magazine, future issue (the mischievous ; Also the world of the FORGOTTEN While many will tell you only about shape-changing bandits, the spriggan; REALMS seems to be the most thor- their own preferences, I’m going to tell and the evil dwarves, the duergar). oughly explored and detailed of all you about the entire group’s (past and Again I say, “a job well done!” I’ll be the currently existing campaign present) favorite campaigns. renewing my subscription for sure. worlds. There’s a lot more I could say, Greg likes ® setting most. Keith Coon but I’m not trying to write a thesis on He truly is an incomprehensible, cant- Tempe, AZ fantasy characterization. spewing power gamer. Chris and Amy Matosky Logan likes the ® setting. Realms of Character Address Withheld It’s hard to turn it down when your Dear DRAGON® Magazine, thri-kreen gets five attacks a round. I have been reading Dragon Anjun likes DRAGONLANCE® most. Jon Magazine for a long time and have and Zeb just don’t care. often considered writing a letter but What about me? I’ll play anything, never found the time or nerve. but I love the campaign I made myself. * indicates a product produced by a company However, when I saw the subject of other than TSR, Inc. Most product names are Bill Palacek issue #241’s “The Wyrm’s Turn,” I trademarks owned by the companies publishing decided I should finally just go ahead those products. The use of the name of any prod- 14798 Flintlock Road uct without mention of its trademark status should Henderson, NV 89014 and write a letter. not be construed as a challenge to such status. Both my wife and I play AD&D and Ready to Play are both in our mid-twenties. I have Dear DRAGON® Magazine, been playing AD&D for about fifteen years now, and my wife has just started I am fourteen, and I am sorry to Send your letters of comment to say that I have never played the in the last few years. We both “D-Mail,” Dragon® Magazine, 1801 AD&D game. I am reading lots of the agree on our favorite campaign, the Lind Avenue S.W., Renton, WA complete handbooks and other rules FORGOTTEN REALMS setting. However, we 98055, USA. Send email to supplements. I discovered your maga- both disagree with the emerging [email protected]. All material zine when I saw my cousin’s huge pile stereotypes that seem to have risen should be neatly typed or handwrit- of them, and now I take them out up around the fans of AD&D’s major ten. Include your full name and from the local library. settings. I thoroughly enjoyed the mailing address if you expect your I really like “Bazaar of the Bizarre” DRAGONLANCE, RAVENLOFT®, and GREYHAWK letter to be printed, and let us know and “Arcane Lore,” and before issue settings, and I’m thrilled to see them how much if it you'd like printed. #237, I had never even heard of the all once again getting the attention

8 FEBRUARY 1998

2. Employ theatrics. Stand up, or gesture more, or raise your voice a bit; get their attention. If the scene does not involve combat, then let them know it is important by catching their attention. Throwing eggs at them will also regain their attention, but that is not recommended. Use motion to your advantage. People pay more attention to moving objects than to stationary ones, so walk around a bit when you don’t need to roll dice. 3. Declare the immediate passage of time. A common cause of story lag is simple: nothing is happening. Move the story past these moments quickly. The Prepared DM the surrounding terrain, buildings, 4. If the characters don’t know Following are some basic ideas streets or the inside of a building or what to do next, then provide imme- that should aid the novice Dungeon dungeon would be helpful. It saves a diate clues for direction, or simply Master in presenting a campaign lot of paper as well. state the choices. while running the technical aspects of 2. NPC List. Each week, the DM 5. In combat, don’t let rules the game smoothly. should hand out a list of the NPCs that debates slow the action. There’s As inconsequential as it might were encountered in the previous ses- always time to hone expertise in the seem at first, where the players sit rel- sion. For those NPCs who were not rules later. Just never be wrong, OK? It ative to the DM has an effect on the important, don’t list them—or do if you might also help to list all NPCs and success of the game session. I have wish to throw your PCs off track. creatures on one or two sheets to found it most advantageous to have Include the NPC’s name, race, basic make stats easily accessible. It’s no the players sit in a semi-circle, each description, and whatever facts are good for the flow of the game if one facing the DM. A large round table is already known of the individual. has to search around for the details. ideal for this, but a rectangle often 3. Player Character Summary. Treat 6. If all else fails, everyone should results with the player’s facing each this in the same way as above, and shut their books and watch a movie. other instead of the DM. In such a include a basic physical description. Follow the above advice, and case, it might be better to find com- This sheet should not need frequent things should begin to run pretty well. fortable floor space, if circumstances alteration. Dan Cross permit. 4. Player Information on Nearby 337 South Devon Ave Territories. Whatever local news, Wayne, PA, 19087 The number-one threat A Grave Injustice I am writing in response to the to a game is story lag. grave injustice TSR has perpetrated against one of the most interesting monsters in the AD&D® game. The The player characters (PCs) should geographic locations, or sites of inter- death knight has been described in each have something in common est that the party would have knowl- previous TSR texts as “a horrifying with at least two other PCs. Choose edge of should be detailed here. form of lich.” one or two from the guidelines below: Player maps should be included, their It is grossly unfair to fallen paladins 1. Ideology, common beliefs, com- detail in direct proportion to collective everywhere to fail to accord them the mon allegiance, or common patron. character knowledge (though I’m not true power of their undead stature. 3. Membership in a common net- suggesting that the maps reveal any Thus, death knights are entitled to all work, organization, guild, or band. information that a character has kept the basic powers and immunities of 4. Membership in the same family, hidden). liches as described on page 222 of the preferably friends as well. Remember The number-one threat to a game MONSTROUS MANUAL™ book. These the assumption is that these people is story lag. If your players look bored powers include fear in creatures of 5 are working together-or will be-so or are reading a book, chances are HD or fewer, 1d10 hp cold damage by don’t make your commonality a dis- the story is lagging. Some ways to touch, +1 or better weapons to hit advantage through mutual hatred. avoid this are: and immunity to charm, sleep, enfeeble- 5. Friendship. Easy enough. 1. Having the PCs suddenly ment, polymorph, cold, electricity, Before the game begins, the DM attacked. Do this too often, and the insanity, or death spells. Death knights might wish to consider using the players will think either that they are not granted the power to paralyze following tools: made you angry or that you never by touch, since no death knight would 1. Dry-Erase Board. These are ideal prepared. Or, just annihilate their be caught dead without his armor. in situations where a quick sketch of characters for fun, but don’t expect (The armored gauntlets prevent this them ever to play again. power from functioning.)

10 FEBRUARY 1998

Death knights, in life, worked hard and then grant the death knight one was unanimous: return to the trusty, to gain levels and should not be arbi- of the additional powers for every two good old AD&D® system, the game trarily stripped of them upon becom- or three levels beyond. This allows the from which the DRAGONLANCE saga was ing a death knight. Therefore, all DM to create a truly fearsome oppo- born-the game in which everyone death knights should retain the HP, nent for medium- through high-level works as a team, utilizing the strengths THAC0, AC, Saving Throws and magi- parties. There is also justification (but of each character, whether or not he cal items that they possessed in life. not as well supported in Knight of the has three 18s, because each class pos- An examination of the foremost work Black Rose and the DRAGONLANCE novels) sesses abilities that others don’t. on Death Knights to date, Knight of the for death knights to have the follow- Maybe the DRAGONLANCE setting Black Rose, by , reveals ing powers: immunity to fire (see the needed a facelift, but not a total reconstruction. The AD&D system is one of the best roleplaying games around, and I for one will not be Support equal opportunity undeath changing. The phrase “If it isn’t bro- ken, don’t fix it” comes to mind. and give death knights the fearsome Just one more question for all those DRAGONLANCE fans out there. Why is it powers they deserve! that psionics do not exist on Krynn? The Complete states still more powers that death knights camp in Knight of the Black that no psionicists are native to Krynn, are entitled to. First of these powers is Rose and ’s death by fire), and those that do appear are from the shadow walk ability. Usable at will, gate 2/day as a means of transporta- other worlds or ancestors of such peo- this power allows the death knight to tion, and power to control lesser ples. Unsung Heroes, on the other hand, move from shadow to shadow in a undead (see Soth’s entry into the states that no psionicists exist on fashion similar to dimension door, with Tower of High Sorcery.) Krynn and that those who stay there the exception that the death knight Support equal opportunity undeath, longer than one month per level lose may lurk insubstantially in the shad- and give death knights the fearsome their powers permanently. ows as desired. Dematerialization and powers they deserve! Apparently, there is no official rea- rematerialization take a full round. Harry Pratt son for this psionic-draining phenome- This power is used extensively by Lord Normal, IL non. I use psionics in my DRAGONLANCE Soth throughout the DRAGONLANCE® campaign, a byproduct of the passing novels and in Knight of the Black Rose. The SAGA® Saga Continues of the Graygem. The draining came as Lord Soth is always described as pro- Christopher Manning, you’re not a result of the magical explosion at the jecting an aura of cold. This aura coin- alone. I purchased the FIFTH AGE™ end of the second dragon war, affect- cides with the 5’ radius fear aura death boxed set, even though I was some- ing all those not already gifted with knights perpetually generate and has what hesitant about the new card sys- psionics, which incidentally were a no real effect on game play. It does, tem. Being an avid fan of the handful of those who were believed to however, provide further justification DRAGONLANCE setting, I was most disap- possess wild magic. Only their ances- for the lich’s cold touch. pointed at the lack of information pre- tors possess psionic potential, and Other powers used by Lord Soth in sented. One 96-page booklet does not many of them are unaware that such Knight of the Black Rose include Bigby’s paint the picture of the world that is powers exist. As a result, psionicists in clenched fist 1/day (used to pound on Krynn. It cannot be assumed that the Fourth Age are few and far between. Strahd’s castle), Bigby’s crushing hand everyone buying the FIFTH AGE boxed I would welcome others’ thoughts on 1/day (used on the hapless demonic set has access to all the information this subject. tree when Soth is first swallowed by the presented in the Tales of the Lance Chris Reeves mists), and either Melf's minute meteors boxed set, which I believe contains one Rochedale, Australia or meteor swarm (as fits the campaign) of the best worldbooks written. As for 1/day (used when Soth tried to gain the rules, I’m all for focusing on the Role Over, AD&D entry to Strahd’s castle through a horde story aspects of the game and exten- I’m writing in response to of Strahd’s minions.) Also, one uniden- sive character development. Christopher Manning’s letter about tifiable spell is used by Lord Soth to The game mechanics, however, left the SAGA rules. First, I’d like to quote strike at Caradoc. I have used Otiluke’s a lot to be desired. The idea of a class- him: “Maybe I’m just old fashioned, freezing ray 1/day for this effect. less system is the first step to an unbal- but the thought of leaving my dice Also, these additional powers allow anced game, in which one player can bag at home makes me want to be for greater flexibility on the part of the take control. To illustrate this point, a there with it.” If you need your dice to DM. If one considers the MONSTROUS character (with a bit of luck) possessing play a roleplaying game, then you are MANUAL description to be the mini- Ability Codes of A in several abilities not roleplaying, you’re roll playing. mum powers available to a death with moderate scores in each can The SAGA system is trying to get back knight and Lord Soth to have the become a magic-slinging, sword- to the roleplaying roots of AD&D, maximum, then the DM can assign all swinging juggernaut, making other something that many people don’t death knights of 9th level the stan- player feel like extras in a movie. After see anymore. dard powers from the MONSTROUS playing the module that came with the Chris mentions that SAGA lacks the MANUAL (plus the lich power additions) boxed set, the decision from the group detail of AD&D, but that’s the beauty

12 FEBRUARY 1998 of the SAGA system. In AD&D, it’s easy SAGA rules elsewhere, as in the the movie and rock stars of today. If to get bogged down in the numbers RAVENLOFT conversion in DRAGON adventurers become commonplace, of the game, losing the intensity of the Magazine #240, then I find the magic the common people wouldn’t look up moment. One of my favorite AD&D rules better than those in the AD&D to them anymore. Your paladin enters campaigns was when the DM rolled game, hands down. the tavern, and instead of being the everything but saving throws. Instead The SAGA System is simple yet ele- center of attention, the drunks keep of relying on dice, we actually had to gant. It’s a good system to use to drinking, the gamblers continue gam- think to survive. Sure, there were introduce someone to roleplaying or bling, and the bartender thinks to plenty of fights, but instead of having to entertain long-time campaigners. himself, “Another one of your average, to calculate anything, the DM did it all. The important thing to remember is run-of-the-mill paladins” and asks A round involving 12 characters and role over roll. Dice are a necessary evil whether you want an ale. It is depress- more enemies took only one minute. in AD&D as far as I’m concerned, yet ing to walk into a tavern where every- No action lost there! some see them as the end-all and be- one you meet is higher level than you. SAGA takes this one step further, all of RPGs. Any thoughts? The second topic I wish to address allowing the players actually to choose Chris Merritt is the Skills and Powers book. Many what they want to put down. In AD&D, 19756 Friar Street have complained about the super PCs whether you hit or miss when you Woodland Hills, CA 91367 created with the book upsetting the attack is mostly chance, since you’re balance of the game. In my opinion, it rolling dice. The SAGA system allows High-Level Blues is impossible for PCs to get so power- the player to play a low-numbered I agree with the idea of limiting ful that the DM cannot control them. card, showing they believe the task is magic. If it becomes too common, The DM is supreme in his game. If the easy or unimportant, or playing a magic slips from being fantastic to PCs reach a level of power that high-numbered card, meaning they mundane and thus becomes boring. approaches godhood, use gods as need to succeed! Furthermore, the number of NPC their enemies. If the PCs become pow- Then we get to magic. Chris adventurers (especially high-level erful because of the Skills and Powers believes the magic system is a big dis- adventurers) should also be limited. book, create an NPC villain using the appointment. I, on the other hand, There are two reasons for this. rules. Give your villain a Muscle suba- find the magic system in SAGA to be One is the practical or ecological bility of 20. Use low-level “goons” to vastly superior to AD&D magic in reason. High-level adventurers need soften up your PCs before bringing most respects. One of the things that experience points, and the most com- out your major and powerful villains. slows down an adventure most is a mon way to gain experience points is The “Ancient Villains” article (issue spell that no one is exactly sure about, to kill monsters/villains. If you have #238) and the “101 Dirty Tricks” so it has to be looked up in the books. too many adventurers, there won’t be (#239) are really useful. Twenty gob- Instead of having a set spell list that enough monsters/villains to go lins armed with bows and hidden in the mage must adhere to, a mage in around. A useful metaphor is that of ambush can shoot 40 arrows even SAGA can create the spell effect they the carnivores and herbivores of the before the PCs roll for surprise. want on the fly! The power is nearly natural world. There is only about one In my campaign, I gave one of my limitless! I do admit, the durations of carnivore for every thousand or so PCs a special attack that deals out spells are limited, but if you use the herbivores. If too many adventurers 10d8 hp damage and can affect multi- upset the delicate balance, many ple enemies at once. It might be a bit monsters would become extinct. The excessive in most AD&D campaigns, Question of the Month adventurers would work themselves but I can still deal with it. I am think- Which player-character races should out of a job. I realize that as a DM you ing of using werewolves on my PCs, appear in the core rules of an AD&D® could put as many monsters as you because they don’t have any magical game 3rd edition? Which should be want on the world, but then you have weapons. Imagine their screams of relegated to optional rules? another problem. If there are so many horror when the moon rises and monsters in the world, why haven’t their low-level adversaries suddenly The question of the Month isn’t they destroyed the PC civilization become much deadlier. I am also cre- the onIy topic you can discuss in already? The only way in which a ating a monster based on the alien ‘Forum.” Send your opinions on many-monster campaign would work from the Alien movies. How many pal- roleplaying games to “Forum,” is if it were set in a place where there adins would it take to kill an alien DRAGON® Magazine, 1801 Lind Avenue are large expanses of untamed or wild queen? S.W., Renton, WA 98055, USA. Send territory, and the adventurers are Simon Fung email to [email protected]. AlI explorers or pioneers. [email protected] material should be neatly typed or The other reason to limit high-level Coquitlam, B.C. handwritten. You must include your NPCs is that too many of them make Canada full name and mailing address if PCs less special. The PCs are supposed you expect your letter to be printed to be great heroes; they have some- ( we won't print a letter sent anony- thing special about them that drives mously), but we'll withhold your them to fight villains and destroy evil. name if you ask us to do so, and we They walk down the street, and peo- won't print your full address unless ple shout with adoration and fall you request it. down in worship, much as happens to

14 FEBRUARY 1998

cannot be placed on a weapon and set to activate when the weapon strikes a foe. Once cast, a symbol’s triggering conditions cannot be changed. The caster ignores the effects of his own symbols and cannot inadvertently trigger them. When triggered, a symbol affects all creatures within a 60’ radius, except for the caster and any individuals attuned it (see below). If a symbol has a pass phrase, anyone using it by remains immune to that particular rune’s effects so long as the individual remains within 60 feet of the rune. If THIS MONTH’S QUESTIONS, all straight This spell allows the caster to scribe the character leaves the radius and from the mailbag, have the sage delv- any of the potent runes described returns later, he must use the pass ing into the workings of spells and pro- below. phrase again. Once triggered, a sym- ficiencies from the AD&D® game. A symbol has no effect unless the bol remains active until its duration caster places it in plain sight and in a expires; creatures that subsequently Can a character who casts a symbol prominent location. meet an active symbol’s triggering con- spell ever be affected by the symbol? If As a default, a symbol is triggered ditions suffer its effects. so, how does caster avoid setting off whenever a creature does one or more A symbol can be quickly drawn in the symbol when it’s finished? Exactly of the following, as selected by the the air or on some surface, or it can be how do you decide who or what is spell caster: reads, touches, or passes carefully inscribed on a surface. affected when a symbol is triggered? over the rune, looks at the rune, or A quickly drawn symbol has a cast- Exactly how long does a symbol last, passes through a portal bearing the ing time of 3. The only material com- and how long does it keep working rune. ponents required are a small amount once triggered? Is there any way to In this case, “reading” the rune of and phosphorus. The make a symbol permanent? How can means any attempt to study, identify, resulting rune becomes active immedi- a symbol be removed? or fathom its meaning. Throwing a ately. It lasts one turn per caster level The symbol spell is widely misun- cover over a symbol to render it invisi- and glows faintly while it lasts. Symbols derstood and is scheduled for a major ble and inoperative triggers it if it reacts of fear, hopelessness, pain, or persuasion overhaul. Here’s a preview of the to touch. To trigger a symbol, a creature can be used in this manner. revised spell, which works the same must be within 60 feet of the rune. When drawing a symbol quickly, way for both wizards and priests. The The caster can set special triggering the caster can instantly attune any official version will appear in the conditions of his own. These can be as number of creatures to the symbol Wizard’s , Volume IV simple or elaborate as the caster rendering them immune to its effects, (TSR product #2177), which will be desires. Special conditions for trigger- provided the creatures are within 60 released in fall of 1998. ing a symbol can be based on a crea- feet of the rune when it is created and that the caster is aware of their presence. Can a character who A carefully inscribed symbol has a casting time of one turn. The symbol is casts a symbol spell ever inactive when finished and remains so indefinitely until triggered. Once be affected by the symbol? triggered, it becomes active and glow- ing, usually lasting one turn per caster level. Some symbols can burn out ture’s name, identity, or alignment but more quickly. For example, a symbol of Symbol otherwise must be based on observ- death ends when it has slain 80 hit (Conjuration/Summoning) able actions or qualities. Intangibles points worth of creatures, or after one (Geometry) such as level, class, Hit Dice, or hit turn per level of the caster, whichever 7th-level Priest Spell, 8th-level Wizard points don’t qualify. For example, a comes first. The material components Spell symbol can be set to activate when a for a carefully inscribed symbol are Sphere: Guardian lawful good creature approaches, but mercury and phosphorus, plus pow- Range: Touch not when a paladin approaches. dered diamond and opal worth at Components: V, S, M A symbol’s triggering conditions are least 5,000 gp each. Duration: Special always defensive in nature. A touch- When creating a carefully inscribed Casting Time: 3 or 1 turn triggered symbol remains untriggered rune, the caster can specify a password Area of Effect: 60’ radius if an item bearing the symbol is used or phrase that prevents a creature Saving Throw: None or neg. to touch a creature. Likewise, a symbol using it from triggering the symbol.

16 FEBRUARY 1998 The caster also can attune any num- wish spells is used to remove the afflic- unless the symbol’s effect is instanta- ber or creatures to the symbol, but tion. This symbol must be carefully neous (death, spell loss) or the descrip- this can extend the casting time. inscribed. tion specifies another remedy (insanity). Attuning one or two creatures takes Pain: Creatures within the radius suf- The rune itself can be removed with a negligible time. Attuning a small fer wracking pains that reduce Dexterity successful erase spell or by a successful group (up to 10 creatures) takes an scores by two points and impose a dispel magic targeted solely on the rune. hour. Attuning an entire household -4 attack penalty. Both effects last Destruction of the surface where a (up to 25 creatures) takes a day. 2d10 turns. This symbol can be drawn symbol rests destroys the rune but also Attuning larger groups takes propor- quickly or inscribed carefully. triggers its effects. tionately longer, as the DM sees fit. Persuasion: This symbol can be Permanent Symbols: A symbol can Known symbols include: drawn quickly or inscribed carefully. All be rendered permanent with the creatures within the radius must eighth-level Wizard spell permanency Death: One or more creatures with- attempt saving throws vs. spell; there is provided it is carefully inscribed upon in the radius, whose total hit points do a -4 penalty if the rune is carefully a permanent, non-portable surface not exceed 80, are irrevocably slain as inscribed. If the saving throw fails, the such as a wall or door. A permanency though struck by the sixth-level Wizard creature becomes the same alignment spell extends a symbol’s basic duration spell death spell. Creatures of lowest Hit as the caster for 1d20 turns. During this of one turn per caster level indefinite- Dice or levels are slain first. This sym- time, affected creatures become friendly ly. When triggered, a permanent sym- bol must be carefully inscribed. to the caster as though subjected the bol usually glows for about a turn, but Discord: All creatures within the first-level wizard spell charm person. there is no limit to how many times it radius immediately fall into loud Sleep: Creatures within the radius can be triggered. If the symbol can bickering and arguing. Meaningful fall into a catatonic slumber if they affect only a limited number of hit communication is impossible. If the have 8+1 HD or fewer. (Characters are points worth of creatures, the limit affected creatures have different affected if they are 8th level or lower.) applies each round. For example, a alignments, there is a 50% chance Sleeping creatures cannot be awak- permanent symbol of death could slay that they attack each other. Bickering ened for 1d12+4 turns. This symbol 80 hit points worth of creatures every lasts 5d4 rounds; fighting lasts 2d4 must be carefully inscribed. round. rounds. This symbol must be carefully Spell Loss: Any creature within the inscribed on a surface. radius immediately loses 1d4 spells Does the spellcraft proficiency Fear: This symbol can be drawn from memory. The DM should deter- allow a character to identify magical quickly or carefully inscribed. Creatures mine which spells are lost randomly. items? If so, can the character tell within the radius are afflicted by a Creatures with no memorized spells exactly what powers the items has or powerful version of the 4th-level wiz- are unaffected. Creatures who have just whether it’s magical? ard spell fear. If drawn quickly, this some memorized spells, but not No. The spellcraft proficiency is no symbol imposes a -4 penalty to saving enough to satisfy the loss, suffer no substitute for a detect magic or identify throws. If the rune is carefully further effects. This symbol must be spell. Spellcraft gives the character an inscribed, the saving throw penalty carefully inscribed. understanding of spells and magical rises to -8. Stunning: One or more creatures processes. When used to examine an Hopelessness: This symbol can be within the radius, whose total hit points item, it allows a character to identify drawn quickly or carefully inscribed. All do not exceed 160, become stunned “magical or magically endowed con- creatures within the radius must for 3d4 rounds, Stunned creatures drop structs for what they are.” For purposes attempt saving throws vs. spell; there is what they are holding and cannot take of the proficiency, an item must have a -4 penalty if the rune is carefully any meaningful actions. They cannot been created wholly or extensively inscribed. If the saving throw fails, the creature suffers from hopelessness for 3d4 turns and submits to simple demands from foes, such as “surren- Does the spellcraft proficiency allow a der” or “get out”; the effect is similar to the third-level Wizard spell suggestion. If character to identify magic items? no foes are present to make demands, there is a 25% chance that a hopeless creature proves unable to take any communicate, employ spells, use mag- through magic to qualify as a magical action except standing in place. If the ical items, initiate psionic abilities, use construct. Items that have simply creature remains free to act, there is a spell-like powers, fight, or move freely. received enchantments or been 25% chance it retreats from the rune at Movement is limited to one-third the altered through magic don’t qualify. normal speed. In either case, the crea- creature’s current movement rate or a For example, a character with the ture can defend normally if attacked. rate of 3, whichever is less. Attacks spellcraft proficiency could recognize Insanity: One or more creatures against stunned creatures gain a +4 a sword created with Nolzur’s mar- within the radius, whose combined hit bonus. This symbol must be carefully velous pigments or a major creation points do not exceed 120, become inscribed. spell as a magical construct. If the insane and act as though affected by same character found a holy avenger the fourth-level wizard spell confusion. A successful dispel magic removes the sword, however, her spellcraft profi- Insanity lasts until a heal, restoration, or effects of a symbol from a creature ciency could help her determine that

# DRAGON 244 17 the sword was suitable for receiving onto the wild surge roll on the table. to the best available specialization an enchantment, but not whether it What exactly indicates the success or bonus rather then allowing them to actually held and enchantment or failure of the intended spell? accumulate. For example, if an elf what that enchantment might be. Success or (more likely) failure fighter with specialization in the long Other “magical constructs” include depends on the result from Table 2: sword and two slots of bladesong the various wall spells, golems, simu- Wild Surge Results. Any wild surge chooses to use the bladesong attack lacrums, and homonculi. result that includes some manifesta- bonuses, she would gain a +2 attack Items or creatures that have been tion of the original spell effect is a “suc- bonus (from bladesong) and a +2 merely altered by magic, such as by cess.” Such results include #60 (spell damage bonus (from weapon special- an enlarge, polymorph, or shapechange functions; any applicable saving throw ization). The lesser attack bonus of +1 spell, are not “magical constructs.” is not allowed), #61 (spell appears to from weapon specialization is ignored. fail when cast, but occurs 1d4 rounds The bladesinger kit from page 88 is Is it possible for a character with later), #73 (spell is cast; material com- for elf fighter/mages who dedicate the fishing proficiency to cook the fish ponents and memory of spell are their lives to bladesong. The character he has caught, or must the character retained), and #99 (spell has a mini- is assumed to spend three weapon also have the cooking proficiency? mum duration of 1 turn). The “spell” is proficiency slots on a single weapon The rules assume that anyone can whatever effect the character named and the bladesong style, but she gains perform simple culinary tasks such when casting the reckless dweomer. the benefits listed on pages 89-90 and cleaning and cooking fish. Check instead of the ones on page 72. The out the cooking proficiency descrip- I’m having a hard time trying to bladesinger can choose any weapon tion, which states that all characters sort out the differences between the normally available to fighter/mages have rudimentary cooking skills; that bladesong fighting style from page for bladesinging, subject to the limita- means any dolt can drop a fish into a 70 of the Complete Book of Elves and tions noted above. As a multi-classed frying pan and scoop it out again the bladesinger kit from page 88 of character, a bladesinger cannot before it burns to a crisp. A character the same book. Can a bladesinger choose to specialize in a weapon and with the cooking proficiency needn’t learn the bladesong style? If so, what cannot learn any additional style spe- make a proficiency check to perform benefits does she receive? Exactly cializations. (Bladesong counts as the such a mundane task (nor would non- what sort of weapon proficiencies, one style specialization the character proficient characters have to make weapons styles, style specializations, can learn; see CFH, page 62.) any kind of dice roll). Should the party and weapon specializations can a Note that the kit description con- find it necessary to prepare a truly bladesinger learn? Can a bladesinger tains a few errors. The Weapon magnificent meal from the fish (per- or character who knows the blade- Proficiencies section on page 88 haps to persuade the local werebear song style use all the style’s benefits should read: Bonus: None. Required: not to eat them instead), they’d need a at once? What kind of weapons can Proficiency in a one-handed weapon, proficient cook and a successful profi- be used with the style? Can weapons bladesong style specialization (two ciency check. that can be used one- or two-handed slots). Recommended: None. (bastard swords, for example) be The Special Hindrances section on The wizard spell Nahal’s reckless used with the style? page 90 erroneously says that a dweomer from the Tome of Magic has The bladesong style from page 70 bladesinger can never learn more been sowing confusion in my gaming is available to any elf warrior, rogue, than one weapon. This is not the case, group for quite some time. The spell or priest. Non-elves, including half though she suffers at least a -1 attack description says there is a small elves and drow, cannot learn the penalty when wielding a weapon chance for a wizard successfully to style. Bladesong is essentially an other than their primary one; this cast whatever spell she wants and unusual version of single-weapon penalty is cumulative with any non- that a wild surge always occurs. It style specialization (see the Complete proficiency penalty the character also says to add the wizards level Fighter’s Handbook, page 62). The char- might suffer. Further, as a fighter a acter must choose a particular type of bladesinger automatically knows all weapon (not a class of weapons) to four weapon styles from the Complete use with the style, and it must be a Fighter’s Handbook. Need Advice? one-handed weapon. To claim any Send your questions about the benefits from the style, the character games produced by TSR, Inc. to must have one hand free. If the “Sage Advice,” DRAGON® Magazine, bladesinger holds her weapon in two 1801 Lind Avenue S.W., Renton, WA hands, she loses all bladesong bene- Several visitors to the Williams house- 98055. In Europe, write to: “Sage fits. A character can use only one hold report that Skip and his wife, Penny, Advice,” DRAGON Magazine TSR Ltd., bladesong benefit (see CBE, page 72) successfully completed a series of cooking 120 Church End, Cherry Hinton, during a round but can switch proficiency checks and served their guests Cambridge, CB1 3LB, U.K. You may between them from round to round. a sumptuous Thanksgiving feast. also email your questions to Since bladesong is a style special- [email protected]. The sage is ization, the character is free to learn unable to make personal replies. other styles or weapon specializations Please send no SASEs with your if her class allows them. Prudent DMs question. will limit a weapon and style specialist

18 FEBRUARY 1998

1d4 to the d20 roll, while a near impossible accomplishment might require a second d20. Again, this is a great idea that can be used “as is” in AD&D without skipping a beat. Of course this idea could be taken further by applying it to things other than non-weapon proficiencies. Thieving skills are a good example. Thieving skills are expressed as a per- centile score, so you’d start by divid- ing them each by 5, converting them to the 1-20 base scale. A Climb Walls score of 85% would be converted to a 17. Then, with a Climb Walls skill of 17, you’d roll 1d20 and you’d need a 17 or less for an ordinary success, 8 or less for a good one, and 4 or less for an amazing success. A standard cliff wall might be scalable with a situa- tional die modifier of 1d4, but a smoother, nearly vertical fortress wall Steps To Success might require rolling 1d20 + 1d8, while scaling past that overhanging ledge might require 2d20! by Peter D. Adkison Want to add some variety to the morale bonus for bardic singing? Make it a proficiency roll based, for ONE OF THE THINGS I LOVE most 8 to 12 are common, and climbing example, on level plus Charisma. An about roleplaying is tinkering with higher than that makes you pretty ordinary success yields the standard game systems. A time-honored tech- good. I play a fraal psionicist with 16s +1 on attack rolls, while a good suc- nique for doing this is cannibalizing and 17s in five or six psionic skills, and cess might yield a +2, amazing +3. Of cool ideas from other game systems. he seems to hold his own all right. As course, a failure in this situation is still So when I first got my hands on the your character advances in levels, a failure. One of the attractions of this line of ® game rules, part of my there are mechanisms for improving interest was to see if there were cool these skills. So far, sounds just like thinking is the idea of putting as many ideas I could integrate into my AD&D® AD&D non-weapon proficiencies, things as possible under a consistent campaign. I was not disappointed. right? “core mechanic,” so that once you learn how to use the mechanic effec- The heart of the ALTERNITY system— The ALTERNITY system takes the idea the “core mechanic”—will seem famil- one step further by introducing degrees tively, you know how to play most of iar to most AD&D game players. It’s a of success. If you roll lower than or the game. The PLAYERS OPTION™: Skills & skill-check system that functions simi- equal to your ability score, you have Powers book already breaks down var- larly to the AD&D proficiency system, an ordinary success; if you roll lower ious classes into specific skills, essen- with a few improvements. Basically than or equal to half of your ability tially making it easy to turn your you have a skill level in various skills score, you have a good success; and if game into more of a skill-based sys- (like picking pockets, forensics, or you roll less than or equal to one quar- tem. Integrating these two ideas computer weapons systems opera- ter of your score, you’ve achieved an together is probably going to be the subject of my next major tinkering tions), and you roll 1d20 vs. the skill amazing success. The ALTERNITY when you try to use it. Skill levels of mechanic also uses the idea of situa- session! tion modifiers; if there’s something Taking this idea into my AD&D cam- about the situation that makes this paign was a slam dunk. It’s clearly an Have a DM Tip? particular lock harder to pick than improvement, and it’s simple as heck. Share your expertise as a ordinary locks, there’s a penalty to the by writing to: “Out d20 roll. The penalty is simply another of Character,” DRAGON® Magazine, die that must be rolled with the d20 1801 Link Avenue S.W., Renton, WA and added to it before comparing to 98055. In Europe, write to: “Out of the character’s skill to see whether it’s The only thing Peter loves more than character,” DRAGON Magazine, TSR a failure, ordinary success, good suc- tinkering with the AD&D rules is his wife, Ltd., 120 Church End, Cherry Hinton, cess, or amazing success. The stiffer Cathleen, who helps keep Peter from Cambridge, CB1 3LB, U.K. the penalty the game master wants to getting too crazy with the game. You may also email Peter directly assign, the larger the penalty die. A at [email protected]. slightly more difficult task might add

20 FEBRUARY 1998

New Flying Creatures and Their Domain

by Michael Lambert illustrated by David Day

INTELLIGENT FLYING CREATURES are some of the most identified a threat, they use their superior movement skills efficient and deadly opponents that your player characters to attack the enemy when most vulnerable. These flyers (PCs) can face. Flying creatures have many tactical advan- assess which characters pose the greatest threat and strike tages over ground-based characters. Their ability to fly over at them immediately. Spellcasters are targeted first, fol- or around obstructions lets them outmaneuver non-flying lowed by those with missile weapons. If these characters enemies, they can avoid large-scale engagements when are neutralized, the flyers can attack the grounded warriors they wish, they can live in areas inaccessible to non-flying at their leisure. Likewise, intelligent flyers who have magi- enemies, and they can attack while remaining beyond the cal or innate abilities do not move within combat range of range of their opponents’ melee weapons. In short, AD&D® the party without first using whatever defensive spells or PCs are at a severe disadvantage when forced to battle abilities they have. intelligent flying creatures. Flying creatures can attack from many directions at once, In addition, intelligent flying creatures can enhance their including from above. While one group occupies the war- natural advantages. As a matter of evolutionary necessity, riors, a second group can swoop in from above to attack creatures in the AD&D game employ tactics that emphasize spellcasters. Once a spellcaster becomes involved in melee, their natural abilities. Dragons fight differently from giant his impact on the rest of the battle becomes negligible. bats, who fight differently from griffons, who fight differ- Finally, intelligent flying creatures often retreat when the ently from pixies. Members of intelligent flying races fight in tide of battle turns against them. Flying gives them the abil- ways that emphasize their strengths and hide their weak- ity to disengage from a battle and withdraw to safety, nesses The difference between intelligent races and other where they can heal and plan a new attack. natural flyers is that the former can create tools to comple- ment their strengths. Many of these tools take the form of Fighting Flyers magical items designed to counter the types of threats they The advantages that flying races have over ground- face in battle. based enemies are considerable. Unless ground-based forces have magic at their disposal, battles between the two The Advantage of Flight groups quickly become lopsided. Fortunately, most groups PCs have little room for error when facing opponents of AD&D PCs have access to magic, but it takes more than who are more maneuverable, who can choose when and just magic to defeat intelligent flying creatures—it also takes where to fight, and who can withdraw at the first sign of a well-planned and well-executed battle plan. danger. Intelligent flyers also have the advantage of being able to attack from a distance while limiting their exposure The Best Offense . . . to a counterattack. Flying keeps them out of the range of The key to fighting intelligent flying creatures is to fight melee weapons, allowing them to weaken the enemy a defensive battle. Fighting these flyers in their element is before engaging in hand-to-hand combat. Unless the PCs not a good offensive option. Unless the flying PCs have the can also fly, their opponents dictate the terms of battle. strength and numbers to defeat all the attacking creatures, Groundling PCs will not typically be in a position to take the they might find themselves in a hostile air battle with little fight to the enemy; they must react to the offensive moves support. Few events in the AD&D game are more painful of a more mobile foe. than suffering damage while flying; if the Intelligent flying creatures often use sur- damage doesn’t kill the target, the fall usu- prise to their advantage. Once they have ally does. When the mental commands

DRAGON #244 23 controlling the flying cease, gravity the creature fly out of range just The Big Picture once again exerts its influence and a before receiving the telling blow. By Regardless of the tactics that the PC plummets to the ground. if, for concentrating fire, the party increases PCs use to fight flying opponents, their some reason, a device that imparts its chance of eliminating flyers before abilities make them an extremely flying continues to function even after they can retreat to fight another day. effective and challenging enemy. unconsciousness or death, the charac- Down to Flying creatures force players to visu- ter might find himself in the unenvi- alize a three-dimensional battlefield, able position of remaining in the air, Missile fire, regardless of its effec- requiring them to use every ability perhaps to be taken to the victor’s lair tiveness, will not win the battle for the they have to emerge victorious. In as a trophy of war. PCs. Flyers with missile weapons will addition, apart from providing a spe- Since most PCs will not be attacking eventually dominate the battlefield, cific threat to the players, intelligent flying opponents in the sky, choosing a unless the PCs can force them within flying races can have a significant defensible position on the ground range of their warriors’ melee impact on the development of any becomes the most important tactical weapons. The flyers won’t land on campaign world. Their tactical advan- decision. Most attacks by aerial crea- their own, though, since the key to tages over ground-based armies give tures take place in the wilderness, so their success is their airborne mobility. them the ability to control large PCs should look for natural formations Therefore, the players must take amounts of territory, and an aggres- that reduce their vulnerability to actions that put the flying creatures in sive flying race could establish a attacks from multiple directions. a position where they must either powerful empire. Forests, large rock formations, caves, or engage the party in hand-to-hand Here are four new flying races suit- any other natural feature that forces combat or break off the battle. able for use in any AD&D campaign, the flying creatures to attack from one The key to forcing the flyers to land along with the magical items they direction are best suited for a defensive is the PCs’ own mobility. While the fly- have created to make them an even battle. If one of these defensible posi- ers can use their airborne mobility to greater threat to ground-based ene- tions is not in the immediate vicinity, remain outside of melee range, it mies. Of course, their enemies have magic can help to find one (augury, div- doesn’t allow them to hinder the PCs’ created magical items of their own to ination, speak with animals, stone tell), to ability on the ground. The PCs need even the odds, and these are also help the party move to one (phantom not stand and fight whenever they are detailed. Even with these items, steed, haste), or to create one (any wall attacked by flyers with missile though, the advantage in struggles spell, move earth, hallucinatory terrain, weapons-they are free to withdraw between flying and grounded crea- rope trick). from the battle unless the flyer’s land. tures is clearly with the former, so PCs Although they may be constantly Magic and Missiles must be prepared to use every ability harassed as they withdraw, the PCs they have in order to achieve victory. Timing is critical once a defensive can choose a defensible position that The four races detailed in the fol- site has been chosen. Spellcasters is better suited to their abilities. lowing pages can be used as direct with defensive spells available should When traveling, the warrior is opponents of the PCs. As stimulus for cast them as soon as possible. Spells should remain on the outside of the world events, any of the races could be like protection from normal missiles, fog group. If the flyers don’t land to stop involved in a long-running military cloud, wind wall, and invisibility 10’ the PCs’ movement, the players can campaign with global implications. radius can reduce the damage the either find an area where aerial oppo- Alternatively, players might choose to flyers can inflict from a distance. nents can’t attack at all without land- roleplay one of the races, adding a new Spellcasters should use their powerful ing (cave, underwater, thick forest) or dimension to any adventuring group. spells at the beginning of combat simply retreat from the battle. If the rather than save them and not have flyers do land to stop the PCs’ move- the chance to use them at all. If the PC ment, the warriors on the outside of Flying Characters in Your group is large enough, a warrior the group can bring their weapons to Campaign World should keep flying creatures away bear and inflict serious damage on the While they are presented at first in from the spellcasters; regardless of grounded flyers. the same format as the MONSTROUS what is happening to the rest of the Mounted groups have an even COMPENDIUM® entries, the flying races warriors, the bodyguard should not greater mobility advantage. Horses detailed hereafter can make interest- become involved in the general battle are usually faster than flyers, so unless ing PCs, at the discretion of the unless absolutely necessary. the flyers land and force the PC war- Dungeon Master. Individual DMs can In addition to spell attacks, missile riors to fight, the PCs might be able decide whether their campaign world fire is important in the early stages of simply to outrun them. If the flyers contains any of the detailed races, and a battle. Both missile fire and spell land, the PCs might find themselves in which of races can be chosen as play- attacks should be concentrated on a position where they can dominate er characters. Tables 1-5 provide the individual creatures. Wounded flying the battlefield. The warriors have an details necessary to use these races as creatures can easily withdraw from a advantage, facing opponents that are player character races. Table 1 details battle, whereas creatures involved in uncomfortable fighting on the ground. racial ability requirements, Table 2 melee have little chance of retreating Determined resistance might force the details class level limits, Table 3 details and attacking from a different direc- flyers to retreat, and once they do, the thieving ability adjustments, Table 4 tion. With flyers, a character could fire PCs can continue their withdrawal to a details racial ability adjustments and his bow for three rounds, only to see more suitable battlefield.

24 FEBRUARY 1998 Table 1: Ability Requirements Strength Dexterity Constitution Intelligence Wisdom Charisma Ashiera 7/19 3/18 3/18 3/17 3/18 3/18 Fainil 3/17 7/19 3/18 3/18 3/18 3/18 Masgai 6/18 3/18 4/18 6/18 3/17 3/18 Telvar 3/18 6/18 6/19 3/18 3/18 3/18

Table 2: Character Class Limits Warrior Ranger Paladin Priest Druid Wizard Thief Bard Ashiera U — — 5 — — — — — Fainil 7 7 5 — 5 U — Masgai U 9 — — — 4 — — Telvar 9 9 — 7* 6* — 7 7 * Only female Telvar may be priests or druids.

Table 3: Thieving Skill Adjustments Pick Open F/R Move Hide in Detect Climb Read Pockets Locks Traps Silently Shadows Noise Walls Languages Fainil — — — -15% +10% +5% — — — — Telvar +10% +5 +5% — — -20%

Table 5 details the average ages for game, and some of the advantages spellcasters, so the ability to fly must each race. might create imbalance. be used wisely, lest the flying PC Each of the following MONSTROUS In practice, though, the advantages become a too-frequent target. COMPENDIUM entries also includes role- these races have aren’t unbalancing, In addition, DMs have the advan- playing notes for those who wish to due in part to the nature of the AD&D tage of adapting their campaign world use these flying creatures as player game. The game’s emphasis on team- to account for the actions of the party. characters. As with any AD&D race, work in overcoming obstacles If an imbalance is created by allowing these notes are only guidelines, and requires flying characters to work a player to roleplay a flying character, personalities might well differ from together with the group to achieve DMs can adjust opponent actions or individual to individual. In general, shared goals. The abilities that a flying restrict the use of the flying ability. The though, player characters of one of character has, much like the mining idea behind the creation of these new the following races tend to be out- skills of a dwarf or the secret door races is to add some interesting twists siders from their own society, with few detection skills of an elf, should bene- to a campaign world, not to give char- roots to tie them down. Adventurers fit the entire party, not just the indi- acters an unfair advantage. Once the are usually young, with a desire to vidual PC. The social problems these impact of a flying race has been experience more of the world than races encounter, along with their level gauged, DMs can modify the cam- their society allows. Since none of the limitations, help balance their physical paign to ensure that the PCs can use races interact freely with non-flying advantages. their special abilities while still facing races, much of what these adventur- Consequently, refereeing flying appropriately difficult challenges. ers encounter will be new to them. characters is not much more difficult Remember that game balance exists Prior experiences will have been than refereeing any other type of char- to ensure fun, not to limit it. limited to their specific society, with acter. For safety and teamwork rea- Masgai the most sophisticated and sons, flying characters must usually Telvar the most rustic. remain with the other PCs, reducing Table 4: Ability their mobility advantage. They can’t Adjustments DMing Flying Characters strike out on their own without expos- S D C I W Ch Each DM must make the decision ing themselves to danger, making Ashiera +1 -1 — -1 — — as to whether one of these flying them less of a wild card for DMs to Fainil -1 +1 -1 — — — races can be used as a PC race. On the handle. In combat, flying creatures are Masgai +1 — — — -1 — surface, the ability to fly would seem targeted by opposing archers and Telvar -1 — +1 — — — to give flying characters a significant advantage over non-flying characters. Flying characters can go places other Table 5: Age characters can’t, they can avoid cer- Base Age Variable Maximum Age tain types of traps, and they would Ashiera 15 1d4 50 have all the combat advantages Fainil 35 1d6 150 described previously. These abilities Masgai 60 2d6 200 certainly affect how DMs referee a Telvar 15 1d8 75

DRAGON #244 25 Fainil (Night Flyers)

CLIMATE/TERRAIN: Fortress/Subterranean City Combat: The Fainil, like other drow, use hand-held cross- FREQUENCY: Very Rare bows (with drow sleep poison) and swords in combat. ORGANIZATION: Military Group Because they can fly, their preferred method of attack is by ACTIVITY CYCLE: Night ambush or surprise—always at night. Fainil fly quietly to DIET: Herbivore attack, targeting spell-casters with their hand-held cross- INTELLIGENCE: High to Supra (13-18) bows. There are few Fainil wizards, but they can cast their TREASURE: N × 5, Q × 2 spells while flying. Most spells are directed at opposing wiz- ALIGNMENT: Chaotic Evil ards or priests, but when they attack as a small unit, Fainil use spells to protect the most important warriors. NO. APPEARING: 5-15 Fainil are quick and agile in flight, but they do not walk ARMOR CLASS: 4 (flying), 6 (on ground) well and fight awkwardly on the ground. All Fainil attack at MOVEMENT: 3, Fly 12 (B) a -2 penalty when they fight on the ground, and their HIT DICE: 2 Armor Class rises by two. THAC0: 19 Fainil can use the following spells once per day: dancing NO. OF ATTACKS: 1 or 2 lights, faerie fire, and darkness. Fainil above 4th level can use DAMAGE/ATTACK: By weapon know alignment and detect magic once per day. SPECIAL ATTACKS: See below Fainil are immune to electrical attacks, a legacy of their SPECIAL DEFENSES: See below tanar’ri heritage. MAGIC RESISTANCE: 50% The Fainil resemble their drow ancestors, although they SIZE: M (5½’ tall) are slightly taller and usually have some distinguishing MORALE: Elite (14) mark to indicate their tanar’ri ancestry. They all have huge, XP VALUE: 270 bat-like wings and slightly elongated fingers and toes. They wear tight clothing when flying elaborate robes and cloaks The Fainil and Telvar originated on the same world, a when in one of their two fortresses. planet known as Tir. The deadly conflict between the gray elves and drow on Tir occurred shortly after the world was Ecology: Fainil are despoilers of nature, taking what they created. The gray elves drove the drow underground, desire from the world and discarding anything they feel is no where the dark elves plotted their return to the surface for longer useful. They create little, preferring to steal necessities, centuries. One of the questions the drow faced was how to artwork, magical items, and other treasure from "lesser” deal with the Telvar, who were certain to side with the other races. Fainil view all other intelligent creatures as beneath surface races against any invasion from the subterranean them and have no morality to speak of. drow. The Telvar’s mobility could wreak havoc on the loosely Fainil require little food to sustain themselves, another organized tribes the drow planned to use to benefit of their tanar’ri ancestry. They are constantly spearhead their conquest. The drow recognized the need to improving the defensive capabilities of their fortresses and develop a flying contingent of their own, one that would be prefer to use slave labor whenever possible. both loyal and willing to face the Telvar in their own element. Habitat/Society: Fainil society is based around their The Fainil were the result of this strategic necessity. The fortresses of Morvan and Moddan. Other than a few indi- offspring of a selective breeding process between drow and viduals who, for various reasons leave Fainil society (see tanar’ri allies, the Fainil have qualities of both ancestors. “Roleplaying Notes,” below), all Fainil have lodgings within When the drow attacked the surface world, the Fainil were the vast halls of either fortress. They rarely are encountered at the forefront of the greatest drow victories. This military in large numbers beyond two days’ travel from either superiority was proven when the war ended after 50 years fortress. and sunlight returned to Tir. While the rest of the drow were The Fainil have close ties with the drow and other races destroyed or driven underground, the two Fainil fortresses, of the but do not feel comfortable below Morvan and Moddan, withstood repeated assaults. The ground. Most trading is done through intermediaries, and Fainil remain in their isolated strongholds to this day, gain- their access to the surface world gives the Fainil an advan- ing strength and plotting. tage in most transactions. They are a rich and powerful Since the war on Tir, the Fainil have spread slowly to race, strong enough that the human and demi-human races other worlds, although the center of their society remains in cannot drive them from their mountain fortresses. the fortresses of Morvan and Moddan. Life within Morvan and Moddan is full of intrigue and Fainil can be warriors, clerics, thieves, or wizards. Unlike political trickery. Unlike drow society, the Fainil hierarchy is ordinary drow, Fainil males tend toward dominance within not dominated by females. There are equal numbers of Fainil society, although almost all clerics are still female. high-ranking men and women, although strong families still Fainil have infravision to a range of 120 feet and suffer all wield considerable power. the penalties from sunlight as do normal drow. Their tanar’ri ancestry gives them a good base AC, and they do not wear Roleplaying Notes the typical drow mesh armor when flying although many Fainil are universally despised by races who live on the wear it when in one of the two fortresses. They have a base surface world, and they find it difficult to co-exist with any magic resistance of 50%, like the drow, but this resistance other intelligent beings, whom they would prefer to con- does not increase as the Fainil advance in level. quer and enslave. individual Fainil are mistrusted and per- secuted in most regions.

26 FEBRUARY 1998 Fainil who leave their dark fortresses to become adven- turers usually do so for one of two reasons. Either their fam- ily has been disgraced and, to avoid death, they flee into the outside world, or they are perceived to be an alykus. These rare individuals, a result of the imperfect breeding program that created the Fainil, have the ability to become powerful wizards (16th-level limit) but lack the normal Fainil penchant for destruction. The alykus are viewed as threats to Fainil society and are ruthlessly dealt with once they have been identified. A few escape, though, to become out- casts of Fainil society. Fainil are not as long-lived as their drow ancestors, typ- ically living as long as half-elves. They care little for art or entertainment, and it is extremely rare to find one with a sense of humor. Fainil are fanatical in their devotion to the skills required of their class and choose training above all other recreational activities. While they do not trust others easily, Fainil are extremely loyal, particularly to those beside whom they enter battle. Fainil Magical Items Aerial Ward The Fainil fear attack by other flying creatures. They have designed a magical ward that protects their fortresses from aerial assault by any non-drow. The ward is generated by a large crystal located in the central keep of each of the Fainlil’s two mountain fortresses. The power of the aerial ward extends 200 feet in all directions of each fortress. Any flying creature that enters the ward’s effect suffers 2 hp damage and is thrust backward by a gust of wind spell. Any creature with drow ancestry can pass within the circle at will; the circle can also be lowered for up to an hour at a time from within the crystal’s chamber by any wizard of 6th level or higher. The chamber where the crystal is kept also serves as a crypt for the Fainil dead. For every 100 Fainil interred within the crypt, the power of the crystal extends another foot beyond the fortress. XP Value: nil GP Value: nil Fainil Armor Fainil armor is similar to drow mesh armor (+1 to +3), masking the heat signature of the wearer, so infravision cannot detect the wearer. The wearer of the armor can still be viewed normally. The armor loses its enchantment when exposed to sunlight for more than two hours. XP Value: 1,500 (+1) GP Value: 3,000 (+1) 2,500 (+2) 5,000 (+2) 4,000 (+3) 8,000 (+3) Flare Bolts These magical bolts were created by dwarves for use against the night flyers. Fired from heavy crossbows, these bolts have two uses in combat. As a typical missile weapon, a flare bolt gains a +2 bonus to hit and causes quadruple damage against Fainil. The favored use of the flare bolt, though, is to illuminate battlefields where Fainil are attack- ing in force. The bolt is fired into the air and, at the apex of its flight, bursts into bright light, shedding illumination in a circle with a 150’ diameter. Attacks against Fainil within this circle gain a +3 bonus, and any Fainil caught in the area of effect suffer a -3 attack penalty for two hours. XP Value: 300 GP Value: 650

# DRAGON 244 27 Telvar

CLIMATE/TERRAIN: Mountains Telvar have very little magic to support combat opera- FREQUENCY: Rare tions. The priestly magic wielded by the females is used ORGANIZATION: Solitary mainly for divination and healing, although female ACTIVITY CYCLE: Any cleric/fighters are not unknown. Because of this lack of DIET: Omnivore magic, Telvar consistently attack enemy spell-casters until INTELLIGENCE: Medium they are neutralized. If they cannot defeat the spellcasters, TREASURE: M,Q they will withdraw until another opportunity presents itself. ALIGNMENT: Lawful Neutral If possible, and as long as their arrows hold out, Telvar attack ground-based enemies with missile fire. They do not NO. APPEARING: 10-40 engage in melee combat unless absolutely necessary or ARMOR CLASS: 6 when an enemy has been severely weakened. Most Telvar MOVEMENT: 6, Fly 12 (B) wield long thin swords that inflict damage as short swords. HIT DICE: 2 THAC0: 19 Ecology: The Telvar take great pains to live in harmony NO. OF ATTACKS: 2 or by weapon with the natural world. They realize that a balance must be DAMAGE/ATTACK: 1-8 (+2)/1 -8 (+2) or by weapon maintained to ensure the long-term survival of each clan, SPECIAL ATTACKS: None so there is strict adherence to territorial hunting lands and SPECIAL DEFENSES: None no over-hunting within these lands. Travelers who pass MAGIC RESISTANCE: Nil through Telvar lands may do so without fear, provided they SIZE: L (8’ tall) do not upset the balance that the Telvar have maintained MORALE: Fanatic (18) for centuries. XP VALUE: 65 Many races mistake the simple ways of the Telvar for a lack of intelligence. However, when necessary, the Telvar Telvar are aerial barbarians who live in mountainous are capable of developing sophisticated military plans regions far from civilized lands. They live in large clans and requiring complex co-ordination between clans. Those who avoid contact with other races whenever possible. have underestimated Telvar resolve have met with defeat, Telvar are extremely tall, averaging almost 8 feet in demonstrated by the fall of many humanoid bands that height. They are quick and agile but not nearly as strong as have tried to infringe upon Telvar territory. humans or even elves. They have abnormally long fingers and toes, and they can use their feet to grip small objects. Habitat/Society: Telvar are flying barbarians, building no Telvar have large feathered wings that grow from their cities and living off the land. They are fierce warriors, hard- shoulders—pre-dominant colors are brown, gray, and white. ened by generations of subsistence living in harsh climates. Telvar have large, sharply pointed ears, as well as large The Telvar are nomads, traveling in large family groups that eyes with two sets of eyelids. Telvar are usually heavily tat- follow the yearly migrations of various herd animals. tooed, the tattoos signifying important events such as the The heads of every Telvar family meet every two years first hunt, a first kill, and family membership. Telvar dress in to settle disputes, discuss hunting strategies, and-on rare layers of loose-fitting clothing mostly the hides of various occasions-plan war against anyone infringing on their game animals. hunting grounds. Leadership in each Telvar family is deter- Every male in each family is expected to be a proficient mined by combat. Every three years, all warriors in each warrior and hunter; the weak do not usually survive child- family are given the opportunity to challenge the current hood. Women are often trained as hunters and face the head of the family to ritual combat. Each battle lasts until same rigorous training demands as the men. Women who one side concedes defeat. Defeated challengers often leave aren’t hunters either gather food or serve as family priests. the family, either to start their own family or possibly to hire All Telvar religious figures are women. While they cannot themselves out as mercenaries. be the head of a family, they have great authority as spiri- tual and community advisors. Roleplaying Notes Telvar occasionally travel to cities for trade, but they feel For some Telvar, the lure of the civilized world proves uncomfortable when surrounded by multitudes of ground- stronger than family ties. These young, idealistic individuals based races. They are honorable in all their dealings and often leave the clan to find their fortune elsewhere. In addi- take extreme offense at being cheated or lied to. Telvar tion, Telvar warriors who fail in their challenge for clan rarely develop strong relationships with other races, but leadership almost always leave the family for a period of they are staunch allies once they have committed them- years, although many eventually return. selves to an alliance. Of the four flying races detailed here, Telvar are comfortable with large groups and shared the Telvar are the least likely to be encountered as enemies decision-making responsibilities. They can adapt their skill of most bands of PCs. easily to the needs of a large adventuring group, but they Telvar have infravision to a range of 80 feet. prefer not to become involved in pitched battles. They often fulfill the role of scout and missile weapon specialist in a Combat: The Telvar are talented archers, able to fell their party. Telvar love to hunt, and they are masters of hit-and- quarry from great distances while flying overhead. They are run tactics and ambushes. so skilled with the great bow that they gain a +2 bonus to Telvar are used to hardship and the need to push them- damage for each successful bow attack. Telvar can never be selves beyond their supposed physical limits. They expect specialized in melee weapons. similar sacrifices from their companions and have little

28 FEBRUARY 1998 patience for individuals who do not contribute to the com- mon good. Their lack of tact in these situations can lead to tension with other members of an adventuring party. Due to their difficulty in maneuvering in small spaces, Telvar have a great fear of being underground. Telvar Magical Items Hunter Cloaks The best hunter in each Telvar family wears a hunter cIoak, a garment that is magically enhanced to make the wearer virtually invisible to creatures with animal intelli- gence. The wearer makes no sound when flying emits no smells, and absorbs any sound used by animals with echolo- cation. The cloak also gives the wearer invisibility to animals as long as the wearer is in the air; the cloak imparts no spe- cial benefits to wearers who are on the ground. The wearer can attack creatures with animal intelligence without losing the benefits of the cloak, but the cloak has no effect on any creatures with greater than animal intelligence. XP Value: 1,500 GP Value: 3,000 Concussion Arrows The Telvar excel at air-to-air combat. Their skills were put to the test against the Fainil. To aid in these battles, the female clerics of each family created concussion arrows, specifically designed for use against the Fainil. The arrows have a +3 bonus to hit and damage, and a successful hit causes the arrow to explode, creating a shock wave that stuns anyone within 10 feet of the blast who fails a save vs. spells. The stun effect lasts for only one round. XP Value: 300 GP Value: 650 Shield of the Underdark The Fainil’s most powerful item of defense against the Telvar is the shield of the Underdark. The shield of the Underdark is actually a normal appearing buckler and was often carried by an inconspicuous member of a Fainil combat unit. Once a day, by sacrificing all of his hit points but 1, the bearer of the shield can create a magical barrier in a 20’ radius from his body that acts as protection from normal missiles spell and grants 15% magic resistance to everyone within the barrier. This protection lasts for 15 rounds or until the shield bearer is killed or rendered unconscious. XP Value: 4,500 GP Value: 15,000

# DRAGON 244 29 Ashiera

CLIMATE/TERRAIN: Coastal Regions The Ashiera can wrap fog around themselves twice a FREQUENCY: Rare day for five rounds, creating a misty barrier that affords a ORGANIZATION: Community -2 penalty to all missile attacks against them. Large groups ACTIVITY CYCLE: Any of Ashiera use this ability to great psychological effect by DIET: Omnivore approaching enemies as fast-moving storm clouds. INTELLIGENCE: Very Ashiera are highly susceptible to fire, suffering an extra 1 TREASURE: C, 4 hp damage per die of fire damage. ALIGNMENT: Chaotic Neutral Ecology: The Ashiera are the most powerful of all intelli- NO. APPEARING: 10-20 gent aquatic races. They have been known to attack and ARMOR CLASS: 4 occupy the settlements of other races, particularly aquatic MOVEMENT: 6, 6 swim, 6 fly elves. In addition, vessels sailing through their territorial HIT DICE: 6 waters are often raided for supplies and treasure, although the THAC0: 12 Ashiera occasionally welcome trading ships to their settle- NO. OF ATTACKS: 1 ments. The Ashiera often possess treasure that they have sal- DAMAGE/ATTACK: 2-12 vaged from sunken vessels or forgotten underwater cities. SPECIAL ATTACKS: Coldfire The Ashieran diet consists of fish, which they harvest, SPECIAL DEFENSES: Fog cloud and an occasional land animal brought back from a raid. MAGIC RESISTANCE: Nil SIZE: M (5½’ tall) Habitat/Society: The Ashiera are, for the most part, an MORALE: Elite (13-14) aquatic race. They build nothing on land, and their settle- XP VALUE: 975 ments under the sea vary greatly in size. Most settlements are built in shallow waters near uninhabited islands, with The Ashiera are an intelligent race of aquatic vast distances between each settlement. who, in ages past, were greatly affected by Wild Magic. The Because of the distance that separates Ashieran settle- Ashiera’s unconscious manipulation of their home world’s ments, their society is difficult to categorize. Geography natural power dramatically changed their physiology in plays an important role in determining how different settle- only a few generations. Before the Wild Magic lost its ments develop. Settlements near rich natural resources power, the Ashiera had gained the innate ability to fly often develop more sophisticated economic and political through the skies as well as swim in the oceans. While they structures, while Ashiera in harsher climates live as hunters are not good flyers, their ability to exist underwater and in and gatherers. the air make them formidable opponents. The one constant of Ashieran society is its adaptability. The Ashiera are short and stocky. They have gray skin, Ashiera are short-lived. As a race, they place little emphasis small ears and noses, and little body hair. Ashiera have gills on custom and tradition. Ethics, values, and laws change on their necks and slightly webbed fingers and toes. Ridged quickly from generation to generation, and Ashiera are quick layers of gray-blue skin sweep back from their brows. They to embrace new technologies or military concepts. Ashieran wear little clothing, most of it slick and form-fitting. Their fly- society tends toward isolationism. It is rare for any settlement ing ability is innate, and they use a modified swimming to have long-term contact with any other civilized race. motion to propel themselves across the sky. A few Ashiera wear Ashieran armor (see DRAGON® Magazine Annual #1). Roleplaying Notes The fierce territoriality and aggressiveness of the Ashiera The Ashiera are the most likely of the four flying races to usually leads to their complete control over the island join an adventuring band. The ties that bind them to their chains around which they build their settlements. On occa- society are not as strong as those of the other races, and sion, the Ashiera occupy abandoned coastal cities, but they their ability to travel underwater gives them a wide range lack the foresight and interest to establish a land-based of locales to visit. empire. They are easily angered and often lash out at near- Ashiera do not take orders from others well, and they by settlements if they feel they are threatened. often change plans to take advantage of new circumstances. All Ashiera have the ability to generate coldfire 1/day They do not always communicate these changes well, lead- from their fingertips. This special ability manifests itself as ing to misunderstandings and complications with non- an ice storm in the air, causing 2-12 hp damage to any Ashieran companions. In addition, Ashiera do not think twice creatures in a 10’ diameter circle. Underwater, the coldfire about breaking oaths if it is to their benefit. Survival of the ability produces three ice daggers that inflict 1-6 hp dam- fittest is the one overriding philosophy of all Ashieran adven- age on a successful attack roll (one roll per dagger). The turers. range on both coldfire applications is 30 feet. Ashiera hate to be defeated. Thus, they are fierce oppo- nents when the odds are against them. The more dire the Combat: The Ashiera have relatively unsophisticated situation, the more passionate their response. combat tactics. They prefer to swarm attackers both under- Ashiera must immerse themselves in saltwater at least water and in the air, trusting in their superior movement to once every three days, for at least an hour. Ashiera that are escape any losing battle. They use their coldfire ability and unable to immerse themselves lose 3 points of Strength and Ashieran lances (see below) to attack enemies from a dis- Constitution every day past the third day, and they will die tance before closing for melee. within one week of such deprivation.

30 FEBRUARY 1998 Ashieran Magical Items

Sword of Free Action Ashieran warriors must be able to fight both in the air and under the waves. The most powerful warriors among them wield swords of free action. These weapons can be enchanted from +1 to +4 and grant the wielder same ben- efits as a ring of free action. XP Value: 1,500 per “plus” GP Value: 3,000 per “plus” Ashieran Lance Many mid-level Ashieran warriors use a specially enchanted pole arm as their primary weapon of choice. The Ashieran lance is an unwieldy flat-bladed pole arm that suf- fers a -2 penalty to attack and damage when used in melee combat (2-12 hp damage). The bottom of the pole arm appears to have a spear-like point. However, at a men- tal command of the wielder, the spear tip discharges cold energy that causes 1-8 hp damage to a single target with- in 30 feet (save vs. spells for no damage). This ability can be used 6/day and is effective underwater as well as in the air. XP Value: 500 GP Value: 1,000 Coldfire Shield The Ashiera pose a threat to many coastal towns. In response to that danger, certain druids have created shields specifically designed to protect against the Ashieran coldfire ability. Coldfire shields lend a +2 bonus to AC and give the bearer immunity from all cold-based attacks. In addition, the shields are enchanted to absorb energy from the cold- fire attacks of the Ashiera, healing the bearer for 1 hp dam- age for each hp damage absorbed. The bearer can be healed only to his normal maximum hit points. Any addi- tional points of healing are lost. XP Value: 1,000 GP Value: 2,500

# DRAGON 244 31 Masgai

CLIMATE/TERRAIN: Any are always carried out for a very specific purpose. The FREQUENCY: Rare Masgai do not form rigid battle lines or commit themselves ORGANIZATION: Community irrevocably to attack. They usually approach in a loose, flex- ACTIVITY CYCLE: Any ible formation, trying to attack opponents at their weakest DIET: Omnivore points. The front ranks of Masgai attackers usually carry 12’ INTELLIGENCE: High spears that are used to thrust at non-flying warriors, and TREASURE: None secondary ranks are typically armed with both bows and ALIGNMENT: Lawful Neutral short swords. If strongly resisted, the Masgai withdraw, hoping to NO. APPEARING: 10-40 coerce the enemy into breaking ranks and overextending ARMOR CLASS: 2 themselves to counterattack. Once an opponents discipline MOVEMENT: 9, fly 18 (C) has broken down, the Masgai mass to attack isolated HIT DICE: 3 groups, engaging in melee combat only when the battle is THAC0: 18 clearly in their favor. NO. OF ATTACKS: 1 or 2 DAMAGE/ATTACK: By weapon type Ecology: The Masgai are an ambitious, powerful race. They SPECIAL ATTACKS: Nil plan for the long term and are extremely patient in dealing SPECIAL DEFENSES: Nil with other races. Masgai population centers tend to be very MAGIC RESISTANCE: Nil large, and they are a great drain on the natural resources of SIZE: M (6’ tall) the surrounding lands. The Masgai need to expand their MORALE: Fanatic (18) population base due to a short life-span forces them to go XP VALUE: 65 farther and farther afield for food and materials. Their largest empires have actually drawn on the resources of The Masgai are tall and long-limbed insect humanoids. numerous worlds, all connected by sophisticated teleporta- They walk upright on spindly legs, and their thin arms tion portals. extend almost to their knees. The outer surface of their The Masgai jealously guard their magical advances, entire body is covered by a dark chitinous Iayer, acting as which are centered on group benefits rather than individual natural armor plating. Their faces are elongated, with two applications. eyes set wide apart, a prominent jaw, and sharp teeth. Masgai are highly advanced tool makers, and their Habitat/Society: Masgai are builders of the highest order. clothes are mass produced. While the clothing is of high They live in vast cities that are built with magic the Masgai quality, there is very little variety in fashion, so most Masgai have tamed for domestic use. Since they can fly, they have a uniform appearance. The Masgai do not have choose sites that are easily defensible and of little value to wings, as they are distantly related to air elementals and creatures who can’t fly. They use sophisticated agricultural have the innate ability to fly at will. techniques to produce large yields from their fields, and The Masgai are empire builders who are slowly spread- they create immense transportation networks to bring sup- ing their influence from world to world. The Masgai’s capi- plies from outlying regions. tal city of Rig-Veda is hidden on a remote world, its location War is central to the social structure of the Masgai. A mil- jealously guarded by both mundane and magical means. itary hierarchy wields economic and political power, and all The Masgai have developed a systematic approach to citizens are expected to serve at least two years in the their dominion of other worlds. They begin by establishing standing army of each Masgai city. The response of most trading enclaves in the most powerful cities of each world, Masgai warriors to the strain of constant war-making is a entering into trade that give them both financial fierce adherence to a strict code of honor that stresses per- and political power. When they determine the time is right, sonal service to the state above all else. This strict warrior they establish a minor settlement on the edge of the fron- code has led to the establishment of various military orders, tier, helping the indigenous races keep any humanoid, membership in which is the measurement of social status in giant or monster populations at bay. Once they have been the Masgai hierarchy. accepted, they slowly increase the size of their settlement The Masgai wage war as an extension of their political until they can challenge for political, economic and military power; they do not waste resources without the prospect of supremacy. some type of gain. They see conquest as a means to gain The Masgai are perfectly content to wait for centuries for riches and power, planning immense campaigns for the their plans to come to fruition. They prefer to establish con- annexation and consolidation of power. They are ruthless trol without military conquest, but they engage in battle and terrifying in battle. without hesitation whenever necessary. Masgai warriors can advance to an unlimited level as Roleplaying Notes warriors. They have no clerical magic, though, and their Beyond the surface of their strict adherence to a mili- wizards can advance only as far as fourth level. taristic society, most Masgai are individualists at heart. Advancement within Masgai society is often based on per- Combat: The Masgai way of life of has created exem- sonal achievement, and one of the fastest ways to rise to the plary warriors. They are disciplined in battle, responding ranks of the powerful is to be either financially or militarily flawlessly to a hierarchy of commanders and sub-units. successful outside the borders of the empire. Those individ- Attacks are coordinated and well-planned. Their assaults uals able to strike out on their own and make a name for

32 FEBRUARY 1998 themselves are rewarded with a heightened position in Masgai society when they return. Those that fail in the out- side world, though, fail completely. They are never able to regain their position in Masgai society. Masgai are quick to make friends and allies; however, most relationships are viewed as temporary conditions that can swiftly change as circumstances change. Masgai are opportunistic and rarely risk themselves personally without the chance of a significant gain. If they perceive a specific goal as worthwhile, though, they pursue it with all the means at their disposal. Masgai work well with others, and—although arrogant— are quick to grasp and follow orders. They respect power and authority and take pains not to break local laws. When they are given authority themselves, they expect complete obedience and have little patience for dissension and debate. Masgai player characters find that they are not com- pletely trusted by those who they meet in their travels. First, their alien features clearly set them apart from most demi- humankind, unless they have a means of disguising them- selves. Second, most nations are wary of the ambitions of Masgai empires, and often view individual Masgai as advance scouts for possible conquests. Local officials often keep a close eye on the actions of any Masgai once they are identified. Masgai Magical items

Earth Arrows Earth arrows are among the most powerful magical items created by the Masgai for battles against other flying races. Earth arrows have a +2 attack and damage bonus, and any flying creature hit must make a save vs. spells or lose the ability to fly for three hours. These arrows only affect crea- tures not using magical means of flying. Because of their power (hitting a flying creature in flight is deadly), earth arrows will never be found in quantities of more than 1-3. XP Value: 250 GP Value: 750 Cloak of the Masgai The Masgai have developed enchanted cloaks that are quite common among warriors of the race. The cloaks have two special properties, both tied closely to defense against earth arrows. First, the cloak enables the wearer fly 1/day for one turn. Also, if the wearer is already flying and loses consciousness, the cloak immediately levitates the wearer, and then slowly lowers him to the ground. The cloaks do not radiate magic until one of their special properties is acti- vated. All cloaks of the Masgai are extremely well crafted, if not especially unique in design. XP Value: 700 GP Value: 1,500 Iberc’s Ring Iberc’s Ring allows the wearer to fly at twice the normal speed, regardless of whether the flying ability is innate, nat- ural or magical. The ability can only be used once a day, for up to ten turns. For each turn that the ability is used, the wearer suffers 3 hp damage. When using this ability, the wearer gains a -3 Armor Class bonus. XP Value: 1,500 GP Value: 3,000

# DRAGON 244 33 The Elves of the Dusk

by Roger Raupp, with Chris Perkins and Jesse Decker illustrated by Dennis Kauth

THE DWARVES HAD KNOWN about the substance for ages, her unholy prayers for conquest and supremacy for the its mere existence no great surprise. Rather, it was the drow’s Xak’Vandiri clan. She tumbled to the altar, numbed by the uhl. ingenious use of it that was so startling. When she finally rose to her feet, it was with an infernal mission. The dwarves were the first to unearth the mineral that the The spider goddess had appeared to Panque and charged the drow later named uhl (pronounced OO-ul, meaning “vaporous” priestess with a quest. Centermost in this plan was the uhl. It was or “airy”). Superficially similar to umber, uhl’s relative abun- to be employed to carry House Xak’Vandiri aloft and forward on dunce, milkier translucency, and soft consistency spoil its use as a the winds, like some fearsome aerial predator-like young arach- gemstone of any significant value. Before the drow discovered its nids leaving their mothers web. extraordinary qualities, the dwarves usually destroyed uhl veins Panque's vision was to embark the Xak’Vandiri clan on a in order to create tunnels and caverns, taking full advantage of course that would span more than a century and finally result in one of this mineral’s lesser characteristics: common acids vaporize the “Xan Kraban”— the drow windship. Initially the clan matrons uhl completely. greeted Panque’s vision-inspired objectives with skepticism. The The duergar found that uhl made a pleasant incense, and tale relates that she invoked the wrath of Lolth on her critics and their priests would burn small chunks on charcoal embers. Those won their support by demonstrating the buoyant power of vapor- who have tried this for themselves claim that the odor is like that ized uhl by lofting an uhl-filled bladder before their doubting eyes. of copal mixed with burning pitch. The duergar priests attributed Convinced at last of Panque's divine guidance, the matrons set her mystical properties to uhl incense. Besides causing slight eupho- plans as the highest ambition of the clan. The windships would be ria (or nausea), the substance is said to induce prophetic visions built, and the Xak’Vandiri would venture into the open sky, gain- from the duergar's corrupt deities. (Surface-dwelling critics of the ing great wealth and prestige. duergar note that the gray dwarves could probably achieve the Immediately, drow warlords were dispatched into the dwar- same effect by strangling themselves.) ven reaches of the Underdark to ensure a steady supply of uhl. Eventually, the drow learned of uhl from the duergar. The clan Pacts were sealed with the duergar, and regular shipments were Xak’Vandiri had regular contact with the gray dwarves. On one assured. It wasn’t long before uhl stockpile began to mount in the particular occasion, a priestess, one Panque (PAN-kay), took Xak’Vandiri’s subterranean holdings. interest in the spectacular claims of the duergar peddlers. They Meanwhile, artisans were set to the task of engineering claimed to have a rare and powerful new incense. Usually, Panque's Windship. They worked for many years, submitting Panque ignored such base dealings, but this time her curiosity design after design for Panque’s approval. “When you have ful- overpowered her sense of propriety. She purchased a sample of filled Lolths wishes, you shall know. Back to your sites, you the duergar’s orange pebbles, swearing to exact a most unpleas- unworthy slugs!” And so it went. ant revenge if the incense wasn’t all they claimed. The craft could not be a simple bladder filled with uhl vapor, As the legend has it, the censers were lit in though such a device was easy to construct. It had Lolth’s temple. Uhl smoke issued forth. to be a vessel that could ply the winds, not Panque breathed it in deeply, pronouncing merely drift at their mercy.

34 FEBRUARY 1998 The scope of Panque Xak’Vandiri’s As careful as the clan had been, sub- have lost all of the magical abilities of grand scheme would not be limited to the jecting the children to the most intense the drow, except that they retain a invention of a flying ship. A special crew indoctrination, in some of these half- partial (10%) magic resistance as a was required, one that could withstand breeds their mothers nature could not be result of their dark elf heritage. Unlike the sunlight and the elements of the sur- overshadowed. Despite decades of disci- true drow, the Xakhun halfbreeds do face world. Such a crew would not be pline and conditioning—or perhaps not gain additional magic resistance easy to recruit or train. Who among the because of the cruel disdain with which as they advance in level. drow could rise to such a task? And which the “truebloods” treated the halfbreeds—a For special abilities and class level among their allies could they trust with handful defected, rebuking the clan and limits, treat Xakhun halfbreeds in all such a bold charge? freeing into the surface world. Nothing other respects as wood elves. Although they could only grudgingly could have enraged the drow more. Xakhun may be Warriors, Rogues, admit it, and then only among them- These were traitors among their own kin. Wizards, or Priests. Multi-classed selves, the Xak’Vandiri realized that they The matrons dispatched assassins and Xakhun may combine any of the four were confronted by their greatest weak- swore that each and every one of the primary classes. All Xakhun windship- ness, with no reasonable solution in sight. renegades would be hunted down, cap- pers take one of the following kits. At How could they overcome the sun itself? tured, and tortured to death. the DM’s discretion, Xakhun PCs may In time, Panque hit upon an idea that It was one such renegade windshipper adopt other kits or take no kit at all. was, even to the drow themselves, almost who brought this sordid tale of the unthinkable. Xakhun windshippers to the surface folk. Windsailors (Warrior or Rogue) Raiding parties were sent to the sur- Description: Windsailors form the face, their objective to attack a number of It’s all history now. Many folk have bulk of Xan Kraban crews. They are sylvan hamlets and slaughter all of the seen those damnable contraptions trained in the operations of the airship elves, except the young females. The scooting just above the treetops in the and in combat. Xakhun Warriors or drow succeeded in their goal. Five com- night, or high among the clouds in the Rogues may choose the windsailor kit, munities of wood elves succumbed to the day. The cave-crawling drow are bad provided they meet the minimum abil- drow onslaught. To this day, the ruins of enough, but now we have them ity requirements. Windsailors fill the Amon Laur and Taur Galen bear cruel tes- scooting all over the place overhead, highest echelons of Xakhun society, timony to the drow victories. too. House Xak’Vandiri has all but below only the clergy of Lolth and The raiders returned to the Underdark abandoned subterranean life. The first higher-ranking windsailors. with a score of captive wood elves. These halfbreeds have themselves had chil- Physically, windsailors tend to be unfortunates were made the concubines dren, even great grandchildren. You slight and swift. Agility means more of favored lords among the drow, and might as well not call them drow any- than brute strength on the constantly from their unholy unions were spawned more; they're a breed apart. Almost all shifting deck of a Xan Kraban, and halfbreed drow, known as the Xakhun of them are windshippers these days, good windsailors are seldom large. (pronounced za-KOON). except for the ancient among them. Windsailor Warriors form the main Those halfbreeds who proved strong From what the adventurers who have assault force of windships, adept at became the pride of the clan. Those who run into them say, they’re an arrogant both missile and melee combat. were weak found their destinies on the lot, even those who have turned from Windsailor Rogues are experts at altars of the spider goddess. The blood of Lolth to . My advice to you is, dropping to the ground on a cord of their surface-born mothers could be toler- when you see those sails with the big spider silk, looting the villages of the ated only insofar as it helped House red spiders on them, just turn and run. Xan Kraban’s victims before burning Xak’Vandiri achieve its divine mission. The Xakhun the villages to the ground. Either they would learn to lead the drow Role: Windsailors are responsible into the air. or they would be sacrificed on The Xakhun of House Xak’Vandiri for all operations of the Xan Kraban. Lolth's altars. To this day, the Xakhun are part drow, part wood elf, yet When not serving on board a Xan windshippers say, “Sail the winds or stain divorced from each of their parent Kraban, windsailors often lead small the stone,” echoing the aphorisms of their races. Generations of selective breed- Xakhun raiding parties on the surface. cruel trainers. ing have created a type born to serve Their elite status makes most wind- When the hybrid offspring came of age, a specific purpose—to sail the Xan sailors aloof and serious. Outsiders, the drow sent them to the surface world to Kraban. Although others have since even other drow, consider the wind- test their strengths. The drow had no ships managed to steal the Xakhun’s secret, sailors the worst of an already constructed yet, nor did any have experi- none match the skill or devotion of the haughty people. The knowledge that ence flying. They needed to learn about windshippers. To the Xakhun, nothing they were chosen to carry out Lolth’s sailing and the arts of navigation from is more precious than being selected quest makes every member of a Xan those who sailed the surface seas. Already to serve aboard a windship. Xan Kraban’s crew look down on those they had contacts among the mercenary Kraban captains, or skymistresses, who were not so honored. corsairs of the nearby coast. Now they hold the most privileged positions in Requirements: Every Xakhun placed their special youngsters in service their clans. To fly is a young Xakhun’s selected to serve on a Xak Kraban with the pirates, enlisting them to absorb highest aspiration, yet only the most must have a minimum Dexterity of 15. all the knowledge they could. Once their talented are chosen for that duty. In addition, preference is given to education was complete, they were to Unlike full-blooded drow, the those slighter in stature than most. return to the underworld and prepare for Xakhun have no aversion to sunlight Most experienced windsailors are the day of ascent—but not all of them did. or bright illumination. However, they below average height and weight.

# DRAGON 244 35 New Proficiency to Eilistraee for guidance and spells, Windtamer (Wizard) cannot become spidermaidens. Windtamers are mages trained to Pilot Airship Spidermaidens often ascend to cap- integrate their magic with the opera- (1 slot Dexterity -3) tain their own vessels, but the majority tions of a windship. They are the only This proficiency covers all of them know that they can only do so members of the crew not expected to aspects of flying a Xan Kraban. by handling the spiders with skill. participate in the day-to-day operation Characters with this proficiency can All spidermaidens learn to train of the airship. Instead, they serve as serve as competent crewmembers, and handle the giant spider-riggers. navigators and use their magical abili- steer the ship, and know how to However, each must choose whether ties to aid the rest of the crew. maintain the level of uhl gas in the to train leaping sword spiders or drop- Windtamers come from every level of ship. This proficiency does not pro- spiders. Rivalry within the Xakhun Xakhun society; there are simply too vide the benefits of the rope use or most often occurs between those who few who inherit the drow’s magical navigation proficiencies, which are favor the leaping sword spiders and abilities for it to be any other way. also useful to windsailors. those who favor the drop spiders. There is one windtamer aboard a Role: The primary responsibility of windship. Rarely, he will be accompa- Weapon Proficiencies: Required: a spidermaiden is the care of the spi- nied by an apprentice (15% chance). Dagger, short bow (composite). ders on a Xan Kraban. A dedicated Role: Windtamers keep much of Non-weapon Proficiencies: Bonus: spidermaiden who serves Lolth well their magic in reserve in case the ship Pilot airship (see sidebar). Recom- often becomes a skymistress—captain itself is in danger. The Windtamers’ mended: Navigation, rope use, weather of her own airship. In combat, the spi- ability to maneuver a Xan Kraban sense. dermaiden is responsible for coordi- makes them fearsome opponents. Special Benefits: The extensive nating the spiders’ actions with those On board, Windtamers often act as training windsailors receive aboard a of the normal crew. the first mate and helmsman. Xan Kraban negates any penalties they Requirements: Dexterity 15 and Preferred Schools: Alteration, might otherwise receive due to firing Wisdom 15. Enchantment/Charm, Gr. Divination, missiles from an unstable platform. Weapon Proficiencies: Required: Illusion. As part of the final stage of their Dagger, short bow. Barred Schools: Windtamers can training, windsailors learn to move Non-weapon Proficiencies: Bonus: not cast spells from the schools of swiftly along the spidersilk rigging of a Animal handling (spider). Recom- Conjuration/Summoning or Necro- Xan Kraban. Any windsailor moving mended: Pilot airship (see sidebar), mancy, regardless of which schools through familiar rigging moves at half navigation, weather sense, rope use. they choose to specialize in. his movement rate with no penalty. It Special Benefits: Because of their Requirements: Windtamers must takes roughly two hours for a wind- affinity for spiders and devotion to have an Intelligence of 15 or better, sailor to become familiar with the rig- Lolth, skymistresses may move along and like all windsailors, a Dexterity of ging of a new airship. This benefit spider webs at their normal movement at least 15. extends to the webbing used by drop rate in any direction. For this power to Weapon Proficiencies: Required: spiders, allowing crew members to function, the webs must be strong Dagger slip down on unsuspecting prey along enough to support the spidermaiden’s Non-weapon: Proficiencies: Bonus: with the spiders. weight without breaking. Furthermore, Navigation. (Windtamers receive a +1 Special Hindrances: Because of the spidermaidens are completely immune bonus to all Navigation proficiency inherent weight restrictions aboard the to adhesives of all kinds. Web spells, checks.) Required: Pilot airship. Xan Kraban, windsailors may not wear sovereign glue, and other adhesives Special Benefits: Unlike most of anything heavier than leather armor. have no effect on a spidennaiden. the Xakhun, Windtamers have not Although they are allowed to train with At 3rd level, spidermaidens may lost the affinity for magic typical of any weapon permitted to their class, cast a specialized form of speak with their drow heritage. Once per day, a Xhakun windsailors may not carry any animals (spiders only) at will. windtamer may levitate as the normal weapons other than daggers and short Special Hindrances: Spidermaidens drow ability. bows while aboard a Xan Kraban. are linked with the rigger-spider of At 3rd level, windtamers gain the their ship as a wizard is linked with her ability to cast feather fall once per day. Spidermaidens (Priestess) familiar. Although a spidermaiden At 5th level, windtamers gain the These priestesses of Lolth are gains little from this link, should her ability to cast fly on themselves once feared for their ability to command the rigger-spider be killed, she suffers dire per day. spiders that ride on the Xan Kraban. side effects. A rigger-spider that dies At 12th level, windtamers can cast Spidermaidens devote their lives to the due to age always leaves a clutch of wind walk once per day. worship of Lolth, as do other drow eggs, one of which matures into a new Windtamers may move through priestesses. However, instead of lead- rigger. If her rigger-spider dies without the rigging of a Xan Kraban at half ing the rest of the tribe, spidermaidens leaving the proper clutch of eggs, a their movement rate with no penalty. spend their time among the spiders spidermaiden must make a successful Special Hindrances: Windtamers that help on the flying ships. system shock roll or permanently lose spell restrictions are noted above (see Only priestesses of Lolth can be half her hit points. Even if this save Barred Schools). Further, they lack the spidermaidens. Xakhun who abandon succeeds, the spidermaiden loses a ability to cast an additional spell of their faith in Lolth, and those who turn point of Constitution permanently. A each level like other specialist mages. restoration spell counters this loss.

36 FEBRUARY 1998 The Xan Kraban of toadstool timber, loosely woven and lashed together. The ladder, railings, Xakhun Windship Ship's Hull hatches and mechanisms are also con- Length: 185 feet (average) structed out of toadstool timber and Beam: 40 feet (average) The windship’s hull is founded on Size Classification: Very large an immense central beam that runs the lashed together with sinew cable or spider webbing when necessary. Cost: 150,000 gp (sold among entire length of the vessel, emerging at Xakhun only) the prow as the main foremast. This Sails Building Time: 1d2+2 months beam is hewn from a single, immense, Hull/Crippling Points’: 36/36 rigidly straight conifer, a type found For the sails the Xakhun shipwrights borrowed a weave from their human Crew: Maximum: 12 only in certain forests of the surface Average: 8-9 world. The hull’s width and volume are corsair allies. The pirates call this par- ticular canvas their “moonraker” sail Minimum: 6 established by a series of spars lashed Cargo Capacity: 1,800 Ibs. perpendicularly along the central and claim it can catch even the slight- est breeze. The windshippers found the Standard Uhl Supply: 500 Ibs. beam. Their varying length provides 2 material well-suited to their needs and Movement Rate : 18 the hull’s basic fore and aft taper, each 2 learned to manufacture a variant of the Skyworthiness : 9 group supporting the fundamental Pursuit3: 1d6+6 hexagonal shape. These spars are split canvas, enhancing some of its quali- ties. It must be noted that the Xakhun Maneuverability? from the stalks of tall sturdy toadstools With sails and oars: 1d6+6 commonly found in the Underdark. now trade their special sail cloth for handsome fees. The same corsairs With sails only: 1d6+3 They provide a skeletal framing that is from whom the Xakhun derived their With oars only: 1d6+1 light yet very strong. own brand of moonraker sail now Sinew cables or, more rarely, giant 1. The amount of damage that the hull of spider webbing stretches from spar-tip value the windshippers’ canvas more the windship can withstand is determined by than their own. Xakhun sail cloth can, its hull points. Crippling damage, on the other to spar-tip along the length of the hull hand, refers to strikes against a ship’s masts, and around its cross-section. This on rare occasion, be found in coastal rigging and oars and primarily affects maneu- black markets but costs many times verability. See "Chapter 4: Nautical Combat” (Of structural rigging completes the basic Ships and the Sea/ 52-53) for details. dimensions of the windship’s hull and that of regular nautical canvas. 2. See “Chapter 2: Nautical Travel” in OSAS The windship has two square-type for information on movement rates. Even with insures proper rigidity. Over the frame- their oars, windships cannot move without work of spars and cables a membrane main sails that hang from a spliced their sails. The windship’s Skyworthiness rep- yardarm off the forward projecting resents the stability and durability of the ves- is tightly stretched. This membrane is a sel in adverse flying conditions; otherwise, it is patchwork of thousands of finely- main mast, functioning like huge sprit- similar to the Seaworthiness of nautical ships. sails. They gather most of the vessel’s 3. Pursuit represents the windship’s ability scraped hides stitched together and to use its speed to catch seaborne and air- invested with a special sort of pitch. wind. A mizzen sail flies from a mast borne vessels. The ship’s pursuit rating comes This material looks very much like vel- erected amidship on the spine. This into play during the Maneuvering Phase of sail is fitted with battens after an ori- ship-to-ship combat when the distance lum but is far stronger—resisting punc- between the ships is large enough that subtle ture as if it were much thicker leather. ental design. All of the ship’s rigging maneuvers have little meaning. (See makes use of the same sinew cable or “Movement & Combat” for details.) A wind- It does not burn as readily as vellum or ship’s pursuit rating equals 1d6 plus one-third typical sail cloth—again demonstrating spider webbing used throughout the its current movement rate. vessel’s construction. 4. A windship’s maneuverability comes qualities similar to leather. Much of the into play during the Maneuvering Phase of membrane’s resiliency can be attrib- nautical combat. (See “Chapter 4: Nautical Rigging & Oars Combat” in OSAS and the “Movement & uted to the pitch-like medium with Combat” section of this article.) which it is saturated. Macabre rumor A windship’s rigging is maintained has it that the Xakhun strip the hides by one or more specially-trained giant for their windships from the bodies of spiders. These creatures are trained by single windshipper to handle all six of unfortunate surface folk. There is also the Xakhun and can rapidly repair the oars at once. Each oar is linked to a story that the pitch-like coating damage to all parts of the windship— this double-bowed mechanism by around the windship’s membrane is including punctures to the outer mem- means of a pivoting connector. Sinew actually secreted by a rare form of sub- brane—with their adhesive webs. cables or tightly-woven web strands terranean spider cultivated by the When not tightening or replacing the are connected to those pivots that run Xakhun. rigging, the spider-rigger usually through the crew compartment and attaches itself to some discreet por- enable the oarsman to make certain Interior Compartments tion of the hull until needed. adjustments. Each oar can have its The volume within the hull is taken Amidship, along both sides of the paddle set from a vertical position (or up by a crew compartment, travel con- windship, project three oar-like pad- “full chop”) to a horizontal position (or duits (ladder chutes) and the uhl gas dles. These too are manufactured from “no chop”)—in other words, from an hold. The areas frequented by person- toadstool timber. Inside the hull, they effective stroke to an ineffective stroke nel—the crew compartment and ladder are connected to an ingenious cross- and any degree in between. In opera- chutes—are sealed from the gas hold bow mechanism. The opposite ends tion, this allows the solitary windship- by the same membranous material are splayed, bent, lashed and fitted per to direct the force of the oars, in that covers the vessel’s exterior. with spider webbing (or a webbing of conjunction with the rudder and sails, Though enshrouded in membrane, the sail cloth). The crossbow machinery, to assist in maneuvering the windship. inner bulkheads are framed with slats set firmly amidship on the vessel’s cen- The windship’s aft is mounted with tral beam and mizzen mast, allows a tail-vanes, port and starboard, and a

DRAGON #244 37 rudder. All are constructed much like the consequences of entering there spare coils of web-spun rope (or, in the mizzen sail, with canvas and bat- are detailed in area F (page 40). lieu of such finery, ropes of tightly tens, but are more rigid. The rudder Mounted along the windship’s bound hemp). resembles the tail-vanes but is set on a "keel” are landing skids. These, too, To the fore and aft of this compart- vertical, pivoting mast and has a stay are constructed of lightweight toad- ment, the deck is inclined to follow running along its bottom parallel to stool timbers. The flexible nature of the contours of the hull. These areas the hull, whereas the rudders battens the wood allows it to absorb a certain are considered the orlop decks. The stretch into the hull and are firmly amount of impact on landing or con- aft orlop deck is bisected by a gang lashed to the ship’s central beam. The tact with other flying objects. The plank (1). The orlop decks are used by vanes and rudder hold the windship’s skids can easily withstand most nor- resting crew members. Six webbed or lateral course, with the rudder further mal “touch downs,” but they are typi- netted hammocks hang from the complementing the sails and oars in cally the first parts of the ship to crum- wails—three fore, three aft. They are maneuvers. ble when crash damage occurs. strung from bulkhead to bulkhead Decks & Landing Skids when needed. What few belongings Deck Plan the crew members are allowed (and All surfaces aboard the windship General areas of activity aboard a not carried on their persons) are likely that are subject to travel—the crew Xakhun windship are denoted by to be stowed somewhere about the compartment in the lower deck, the letters. Specific details are marked by orlop decks. Booty or captives are quarter deck, poop deck, upper deck numbers. also stowed here, wrapped tightly in and forecastle—are floored with toad- spider webbing. Windships that do stool timber planking woven together A. Lower Deck. This area is set not have spider-riggers also carry with adhesive webbing. Though quite amid the bowels of the ship, along patching kits for sealing punctures in strong for its mass, the planking is what may be considered the keel. If the vessel’s membranes; they are also generally only about half an inch the planks of the deck are pried up, stored here. thick. Large or heavily encumbered the outer membrane of the hull will be Next to the gang plank (1), to the creatures who are not cautious could exposed below. The compartments port side and immediately in front of easily break through the decking and bulkheads are covered and sealed the aft orlop deck, is a ladder (2) that rupture the hull’s membrane. Beneath with membrane, effectively separating allows access to the quarter deck the lower deck, the hull would open to the area from the gas hold that sur- (area B). the outside and below, perhaps drop- rounds it above and around, but not Set centrally amid the deck, fore ping someone through the decking below. Hanging along the bulkheads, and aft of the mizzen post (4), are the and to the ground. Other locations are lashed high near the ceiling, are sacks two uhl vaporizing basins (3,5). These likely to open into the gas hold, and containing the ship’s uhl supply and receptacles are thin copper bowls

38 FEBRUARY 1998 about two feet in diameter. Their rims hook below. This serves as the ves- through it, secured to the aft bulkhead. are set flush to the decking, and sel’s brake and anchor. At the very This block-and-tackle configuration stretched over each bowl is a flexible front of the compartment is an access (11) raises and lowers the gang plank membranous hood that can be drawn portal (9) to the ladder shoot (14) that (1). Two ladders rise from the quarter down over the basins to channel the leads up to the forecastle (area E). deck up into chutes (12,13) that lead to vapors into the gas hold (area F). When the windship is in full flight, the poop deck (area C) and the upper Set fore of the basins is the lever (6) one crew member is normally sta- deck (area D). Generally, when the for “cocking” the oar-driving mecha- tioned in the lower deck compart- windship is under way, this is where nism. On the deck, at the lever’s fully ment-the oarsman. This crewmember the captain is situated. engaged position, is a bowed spring- operates the cocking lever and oar hook that holds the system until the control cables. During the initial phase C. Poop Deck. A ladder chute (12) moment of the oars’ release. The of windship ascent, the whole crew is from the quarter deck (area B) system is actuated by depressing the normally occupied vaporizing the uhl emerges onto this area by means of a spring-hook mechanism. to generate lift. 3’ diameter portal (19) set amid the To either side of the lever, dangling decks forward edge. This rear-most of through sealed outlets in the ceiling, B. Quarter Deck. Overlooking the all the decks is completely open to the are control cables (7) for setting the lower deck, above the aft orlop deck air and enclosed by a 3’ high railing of angle of the oars. There are three to and gang plank and connected to the toadstool timber reinforced with web port and three to starboard—one for crew compartment, lies the quarter strands. Centered amid the aft of the each oar. deck. In the middle, hanging from the poop deck is the tiller (15)— a wooden Just before the fore orlop deck lies ceiling above the very fore of the deck, appendage attached to the rudder a winch mechanism (8). It is wound are eight vent trip cables (10) used to vane (16) and used to swing it from with two hundred feet of web or release the uhl gas and initiate con- side to side. The tiller is held by the sinew cable that runs out through a trolled descent. A pulley is located cen- helmsman (often the first mate), but hole in the decking to a large grapple trally on the ceiling; a line runs there is a rope hitch set on the aft

# D RAGON 244 39 F. Gas Hold. Most of the windship’s volume is reserved for the lift-providing uhl vapor. The only means of access into the gas hold is a two-and-a-half foot slit (26) in the ceiling membrane of the lower deck compartment (area A). This aperture is barely apparent, almost completely blending into the membrane’s patchwork of seams. It is a simple gummed incision, used in emergencies and released only with great care. Once within the gas hold, the ship’s skeletal frame dominates one’s view. The interior portion of the mizzen mast stands amidship, lashed securely to the central beam. Mounted to the central beam and mizzen mast is the oar-driving double-crossbow mecha- nism (27) —a strange puzzle of sliding levers, bow strings, and guide poles. Amidship, along the ceiling of the hold but just below the upper deck, are eight gas vents (28-35), four port and four starboard. These are the valves used to release uhl vapor from the hold. A control line runs from each vent to the trips (10) that hang from railing designed to secure the tiller to E. Forecastle. This deck is mounted the ceiling of the quarter deck (area B). a fixed position. above the prow of the windship, over- Windshippers enter the gas hold Down and aft from the poop deck, looking the main sails. Though smaller only when it is empty or when they’re the tail vanes (17,18) emerge from the than the upper deck (area D) and lack- under the protection of certain spells. underside of the hull. ing a mast, it is in all other respects the An individual who enters the gas hold same. It, too, is exposed to the outer or somehow manages to fall into it D. Upper Deck. The other ladder atmosphere and has the same railing while it is full risks asphyxiation. Each chute (13) from the quarter deck (area with T-pegs and spindles. Aft and cen- round spent in the full hold, an indi- B) opens on to the centermost and ter on the edge of the deck is a toad- vidual must make a successful largest of the outer decks through a 3’ stool timber hatch (22) that covers the Constitution check, with a cumulative diameter portal (20) set amid the aft ladder chute (14) from the lower deck -1 penalty each round, or fail uncon- edge of the deck. This deck is exposed compartment (area A). A number of scious. Once unconscious, the victim to the open air and surrounded by a 3’ control lines are rigged to the main suffers 1 hp damage each round so high railing. Central to the deck and sails from this location. Some of the long as he or she remains in the oxy- slightly forward stands the mizzen lines stretch directly from the main gen-depleted area. Of course, spells mast and its sail (21) like a huge dor- mast to their forecastle anchor-points, and magic items may negate the sal fin. Running up the mast and tied while certain others emerge from asphyxiation. to the deck are support and control below deck through conduits. When lines made of thick spider webbing the main sails are billowed and the Windship Operation (cast by the windship’s spider-rigger), ship is under way, two windshippers The Xakhun windships, or Xan rope, or tightly-wound animal sinew. will be on duty upon the forecastle. Kraban, cannot carry huge payloads Special T-shaped pins are used to fas- The windship’s spider-rigger could also and are too fragile for open warfare, ten the lines to their best advantage. be “stationed” here. but they afford the Xakhun pirates These wooden pegs are inserted Projecting horizontally from the and privateers (and others who would through holes set all along the decks prow is the huge -nose of the follow them) a stealthy means of tra- perimeter, and the railings can be windship—the main mast (23). Some versing the airways beyond the reach removed or placed as needed. thirty-five feet out from the hull, a of most enemies. Above or among the Complimenting these unusual T-pegs lengthy spliced yard arm spans the clouds, a windship can range far and are small spindles set on top of the main mast, suspending the mail sails wide, penetrating border defenses railings. These provide leverage, like (24, 25). Each sail measures approxi- and avoiding sight. pulleys, allowing the sailors to amplify mately 20 feet square. Besides the The routes travelled by the wind- their strength when hauling lines. Two sails’ control lines, many support ships are largely determined by pre- windshippers are usually on duty cables run from the main mast and its vailing wind currents. The Xakhun tending the mizzen sail. yard arm to anchor points all about have spent a great deal of time and the vessel’s prow. effort charting the upper atmosphere

40 FEBRUARY 1998 and are careful to note the character- hold the vessel aloft. Windship trans- cocking lever into its “engaged” posi- istics of unexplored “aerotory.” porting heavier loads require more of tion and hooks it there. He then sets Xakhun navigators have at their dis- the substance. Of course, even greater the plane of each oar for the effective- posal the finest collection of aerial quantities are needed to completely ness of its stroke according to the cap- information available. The Xan fill the hold if it is empty. tain’s orders. With the oars set and Kraban captains (called Skymistresses) Once the uhl has been placed in ready, the captain (standing on the are among the finest pilots. They set the basins, it must be saturated with quarter deck) commands her crew on their courses without the aid of instru- special acidic fluids that the windship- the outer decks via the ladder chutes. mentation, relying on superb recogni- pers commonly carry. The drenching The windshippers tending the mizzen tion of cloud formations, lunar triggers a chemical reaction, dissolv- sail transmit orders to the crew mem- motions, and star positions instead. ing the uhl pellets into a gaseous bers on the forecastle. The captain, or Years of flight have worn a peculiar form. Hoods are immediately drawn her stand-in, has the vital role of tim- pattern upon the travel of windships— around the basins, trapping the gas ing and coordinating the crew’s efforts. a pattern formed by necessity and effi- and channeling it into the windship’s Next to the captain, the most vital ciency. During the day, a windship is hold. When the gas in the hold is “player” in guiding the windship is the piloted high in the atmosphere. As dense enough to counter the weight windship’s spider-rigger. This giant night approaches, the Xakhun allow of the vessel, its crew and its payload, spider follows the commands of the their vessels to drift down as they all begin to rise. spidermaiden and is trained to adjust inevitably lose some of their gas. Just the ship’s rigging-and spin new rig- after darkness fails, they may have Ship Descent ging, where required—at a moment’s drifted down as low as a few hundred Descent is a simple matter of losing notice. It moves swiftly across every feet above the surface. Then they the uhl gas. To a certain extent, this is surface of the vessel, ensuring that the begin to counter their descent by unavoidable. As meticulous as the control lines remain taut, untangled replenishing their gas hold. All Xakhun shipwrights are, there are and secure. through the night, until the last hours always small leaks in a windship’s before dusk, they’ll maintain a healthy membrane. Windshippers are con- Lighting altitude until the threat of morning stantly vigilant in detecting of uhl The Xakhun do not make use of light propels them to initiate ascent. leakage—always attentive to the any sort of artificial lighting. At night, When the breeze is steady, they smallest scent and ready to seal the the ship’s interior is almost pitch dark. sometimes skim just above the tree source, but that only stabilizes a con- During the day, the interior is a murky tops, watchful for the campfires of stant process as new leaks occur. As brownish-gray, as some light filters in would-be victims. However, any truly often as possible, loss of altitude is through the membranes. Xakhun dangerous threat will send them timed to coincide with the inevitable windshippers have 120’ infravision, quickly aloft. The entire course of a loss of gas. When this is simply not enabling them to negotiate the wind- windship’s flight appears as an ongo- possible, the captain may elect to use ship in the darkest conditions. Their ing waveform-up and down, day and the gas hold’s release vents. These lithe, limber forms allow them to night. valves are used sparingly and with maneuver on deck despite the wind- Windships do not carry large extreme care. Any gas released in this ship’s delicate construction, unlike reserves of food, and their supplies manner requires an additional expen- blind clods whose clumsy missteps need replenishing on a regular basis. diture of the ship’s limited uhl supply are likely to destroy bulkheads and With a proper margin of safety, hunters to reestablish proper buoyancy. Only tear membranes. and raiding parties are dispatched with the captain or, failing her presence, the greatest stealth to waylay the the highest-ranking crew member, Ports of Call unsuspecting or bring down game. has command over the release vents. Xan Kraban landing sites tend to Such parties are typically accompanied Unauthorized tampering is dealt with be high altitude, mountainous loca- by leaping sword spiders or drop spi- quickly and severely. Discipline tions or plateaus leveled into precipi- ders trained to hunt and track prey. aboard a Xakhun windship is swift, tous escarpments. These bases are (See “Spider, Xakhun” for details.) The merciless, and attributable to the always positioned along the least Xakhun prefer to take rations and Xakhun’s fearsome efficiency. accessible peaks available. All factors booty over fresh animal kills. Prisoners are surveyed: There must be a high are taken only as space dictates, and Maneuverability degree of privacy, advantageous then only if their capture has a chance A windship is maneuvered through winds, access to subterranean tunnel of yielding some greater reward. the precise choreography of its rudder complexes, and defendable positions. vane, oars, and sails. Each is synchro- Since the Xakhun often enlist the ser- Ship Ascent nized with the others to achieve the vices of duergar miners to excavate Ascent is achieved by vaporizing desired course alteration. The Xakhun uhl deposits, these “ports of call” often uhl into the windship’s gas hold. Uhl windshippers are highly skilled with lie near duergar enclaves. pellets are carefully measured out of the windship’s systems; attempts by Among the more prominent “ports” storage sacks that hang from the untrained crewmen to maneuver the is Khallyntas, a rocky spire honey- bulkheads and placed in the “steam- vessel result in -5 penalties to profi- combed with tunnels that spiral down- ing” basins of the lower deck. ciency checks and success rolls. ward into the Underdark and lead to Approximately five pounds of uhl is In preparation for a maneuver, the vast uhl deposits, all mined by required each day, on average, to oarsman on the lower deck pushes the Xakhun slaves put to task by derro.

# DRAGON 244 41 42 FEBRUARY 1998 Jutting from the mountain’s icy peak for revealing the location of a landing is rated between 1 and 20. An undam- are dozens of landing platforms site to “outsiders” is death. aged Xakhun windship has a base designed expressly for Xakhun wind- Skyworthiness rating of 9. ships. Each is adorned with elaborate Movement & Combat To make a Skyworthiness check, spider emblems and mystical drow Of Ships and the Sea (OSAS) outlines the DM rolls 1d20. If the result is symbology. The adornment of landing the rules governing nautical move- greater than the windship’s current plateaus is never left to the hired help. ment and combat. These same rules Skyworthiness rating, the vessel This is solely the province of highly are applied to aerial combat aboard “founders” and is forced down. If the skilled Xakhun artisans, once the the windships of the Xakhun, with roll is four or more higher than the menial labor has been finished. modifications as noted below. ship’s current Skyworthiness rating, Guarding the spire from gnomish the descent cannot be controlled, and zeppelins and similar incursions is a Sailing Movement and Winds the ship crashes. If a natural 20 is flight of six young white dragons that The speed of a Xakhun windship is rolled, the ship breaks apart in the air, reside on the mountain’s topmost improved or hampered by the prevail- sending hull fragments and crew cas- crags. These ravenous drakes are held ing wind, as determined using Table cading to the ground. in check by Serendrek the Mountain 3: Sailing Movement and Winds in Rules governing the survival of a Lord, a frost giant employed by the OSAS. Thus, a windship moving with a shipwreck are given on page 25 of Xakhun. moderate wind would have two-thirds OSAS. The DM determines whether the The Xakhun’s strategy for conquest of its base movement rate added to its downed windship sinks gradually or and expansion is to secure a web of overall movement, for a new com- crashes, whether it lands on earth or landing plateaus throughout the range bined rate of 30 (18+3=6, 6 × 2=72, water, and how much damage (if any) of their travels. When Xakhun emis- 12+18=30). is suffered by those stranded aboard. saries penetrate new areas, they are To determine the strength of the For every 4 hull points of damage eager to contact local brutes. The ini- prevailing wind, use Table 4: Wind inflicted upon a Xakhun windship, the tial phases of base construction are Strength in OSAS. To determine wind vessel loses one point from its often carried out by slave gangs under direction, refer to Table 5: Wind Skyworthiness rating. When the wind- the whip of task-masters in Xakhun Direction. ship drops to 0 hull points or below, it employ. The slaves are usually human, falls from the sky. The ship hits demihuman, or humanoid. The task- Skyworthiness ground in 1d8 rounds, rolled by the masters are generally ogres, duergar, All nautical vessels in the AD&D® DM. (Obviously, a roll of 1 indicates a trolls or similar thugs eager for Xakhun game possess a Seaworthiness rating rapid fall, likely resulting in the deaths gold. The slaves are always destroyed between 1 and 20. The higher the rat- of all aboard.) Note that this is differ- when construction is completed to pre- ing, the more stable the vessel. The ent from nautical ships of equal size, vent rumor of their endeavors from Xakhun windship uses Skyworthiness which sink in 1d12 rounds. escaping. to measure its ability to remain air- When a Xakhun windship loses The Xakhun keep the locations of borne in adverse conditions. Like the half of its hull points, it must make a their landing sites secret. The penalty Seaworthiness rating, Skyworthiness successful Skyworthiness check or

# DRAGON 244 43 44 FEBRUARY 1998 “drift” in a random direction for 1d10 hours before the spider-rigger and crew can compensate for the damage and regain control of the vessel. Every time a windship loses an additional quarter of its remaining hull points, it must make another Skyworthiness check to avoid further “drifting.” On a Skyworthiness roll of natural 20, the windship is forced down, landing in 1d8 rounds In all other respects, damage to a Xakhun windship is determined the same as with their nautical counter- parts, as explained in the Resolution Phase of “Chapter 4: Nautical Combat” in OSAS (pages 51-53). Ship Combat Rounds Similar to nautical combat, combat rounds aboard a Xakhun windship can be measured in one-minute, 10- minute, or 30-minutes intervals depending on how far apart the com- batants are when the round begins. See Table 1 for details (page 49). With windships, this distance is not necessarily measured on a lateral or horizontal plane given their ability to change altitude. Possible combat maneuvers are listed on Table 13: Maneuverability and Combat (OSAS). Certain maneu- vers become meaningless as the dis- A windship’s spider-rigger is never her crew to rock the windship the fol- tance between vessels increases. deployed in combat; its sole purview lowing round. This maneuver can only is the maintenance of the rigging and be attempted with a full crew comple- Special Close Range Maneuvers ship membrane. However, it can be ment and is usually done is response The Xakhun have perfected five lured away from its primary duties to to enemy boarding. At the beginning unorthodox close-range (0-250 defend the ship’s spidermaiden. of the next round, the ship suddenly yards) combat maneuvers that allow Hurl Egg Sacks: If the Xakhun have keels to one side or the other, spilling them to get the “jump” on their ene- any available cargo space, they will the unwary boarders off the ship while mies: deploy spiders, hurl egg sacks, often carry large 20-lb. sacks of spider the Xakhun crew holds fast. rock the boat, web-lock, and the eggs. These sacks are woven from spi- Enemies who brace themselves for Vengeance of Lolth. der webbing and contain hundreds of this tactic receive a Dexterity check to Deploy Spiders: Each Xakhun writhing hairy spiders (see MONSTROUS avoid slipping and falling. Those windship allied with Lolth carries a MANUALS™, page 326) that eventually caught unaware make their roll at half small complement of attack spiders (in grow into full-sized drop spiders or their Dexterity scores, rounded down. addition to the spider-rigger). A ship leaping sword spiders. The sacks spill If the roll is failed by 4 or more, the may have leaping sword spiders or open onto enemy decks, sending the individual slips off the windship and drop spiders, but never both; the leap- miniscule spiders scurrying. Although falls. Otherwise, the individual is ing spiders are ideal against airborne the baby spiders are only a minor poi- knocked to the deck, is unable to act foes; the drop spiders (paratroopers) sonous threat, they will often find for the remainder of the round, and are better suited against nautical ves- places to hide until they mature in suffers a -4 penalty to initiative the sels and groundlings. These creatures 1d4+1 weeks, at which time they following round. Braced Xakhun are are commanded by the crew’s spider- emerge to feed. (Particularly mean- not required to make Dexterity checks. maiden. (Because the spidermaiden is spirited Xakhun have been known to Web-lock: In lieu of traditional the only member of the crew who can fly over pastures and drop several of grapples, the Xakhun are known to command and control the spiders, this these sacks into the fields, infesting employ web spells and spidersilk lines individual is often closely guarded by the entire area with deadly arachnids to form linkages with enemy vessels. her crewmates and spiders.) A typical that not only wipe out the livestock, The Xakhun and their spider minions Xakhun vessel carries 1d4+1 leaping but the farmers as well.) are able to cross or “slide” down the sword spiders or 1d6+4 drop spiders. Rock the Boat: With a single com- web strands onto ships within board- These count as “artillery” in combat. mand, the Xakhun captain can order ing range. Other species attempting

# DRAGON 244 45 46 FEBRUARY 1998 similar maneuvers are 50% likely to become entangled in the strands (treat as second level Wizard’s web spell). Boarding actions are fully detailed in Chapter 4 of OSAS. Fire and edged weapons are effec- tive means of severing the Xakhun boarding lines, each of which requires 6 hp damage to burn or sever. Blunt and piercing weapons are useless in breaking the resilient strands. Xakhun windships do not tether themselves to nautical ships or other surface fixtures unless absolutely nec- essary. They prefer to use drop lines spun by the spiders to lower boarders onto seaborne vessels or the ground. Vengeance of Lolth: Rather than allow a windship to fall into enemy hands, Xakhun skymistresses have been known to destroy the ship in a spectacular fashion, killing boarders as well as the crew. (The skymistress, meanwhile, teleports to safety.) Opening all of the windship’s gas valves evacuates the uhl from the ship’s hold, but not fast enough for the ship to plummet dramatically. for each additional puncture in the That is why many Xakhun captains Combat Aboard a Windship vicinity. Failure indicates dizziness have a doomspider companion. These Xakhun windshippers are trained resulting in a -1 penalty to hit. A new head-sized spiders are equipped with in the subtleties of windship combat. check is required each turn. A character two internal sacks bloated with non- While aboard the windship, they who fails two consecutive checks falls volatile compounds that explode never throw projectiles of any sort, unconscious and remains so until the when combined. This “gift” from the nor do they chance losing their dag- punctures are sealed or the victim is demoness Lolth is left behind after the gers by making missile attacks of removed from the area, at which point ship’s skymistress escapes, at which them. Xakhun crew members always he or she awakens in 1d4+1 turns. time the doomspider mixes the chem- opt for the most stealthy assaults. Overloading the Ladder Chutes: icals internally and explodes with the They favor hiding, surprising, and The windship’s ladders are designed to force of a delayed blast fireball spell. backstabbing with poisoned daggers. bear only about 150 Ibs. Every 10 Ibs. The safest course of action for any- Accidental Punctures: Sharp pokes, of additional weight placed on a lad- one hoping to procure a Xakhun stray blows or ill-cast spells might rip der has a 1% chance of causing the windship is to make sure the captain’s the thin patchwork of hides that form ladder and its chute to tear away from furry doomspider is thrown off the the windship’s membrane. Melee and its mountings. (Thus, a 220-lb. human ship or lost prior to the vessel’s cap- missile attack rolls of 1 (on a d20) not fighter has a 7% chance of destroying ture. At least one captain has been only miss their intended targets but the ladder, while two 150-lb. individu- known to care enough about her “pet” also result in a membrane puncture. als climbing the ladder at once have a to take it with her, leaving the vessel When a membrane is punctured, all 15% chance of breaking it.) in enemy hands rather than destroy characters within 10 feet must make a When a ladder rips away, the wind- her favored companion. Constitution check with a -1 penalty ship immediately sustains 1d2 hull Boarding Actions See Table 27: Boarding Action Table 1: Ship Combat Rounds Results in OSAS to determine the suc- Distance Time Possible Actions 1 2 2 cess or failure of any boarding attempt 0-250 yards 1 min. Flee, Evade, Close, Ram , Board , Spell , 2 2 by the Xakhun or their enemies. Missile , Artillery 251-1,000 yrds 10 min. Flee, Close, Spell2, Artillery2 Crew Morale & Modifiers 1,001 + yards 30 min. Flee, Close, Spell2 Xakhun crewmembers are treated 1. A windship is too delicate to ram another ship without damaging itself considerably, so ram- as “mariners” with respect to morale ming tactics are avoided except in moments of utter desperation. A ship cannot ram or board its (ML 15). DMs may apply situational opponent unless it first reduces the distance to the target ship to zero. modifiers to their morale checks as 2. Providing the distance between opposing ships when the round begins is not greater than the described in “Chapter 4: Nautical range of the attacker’s artillery, spell, or archery. Xakhun windship “artillery” consists of leaping sword Combat” of OSAS (pages 53-55). spiders and drop spiders.

DRAGON #244 47 48 FEBRUARY 1998 Table 2: Crashing is not too serious. (The windship does Summary of Windship Through the Deck not “pop” like a balloon.) A called shot to the membrane normally results in a Model Components Height of puncture if the attack inflicts at least 1 1. Windship “nose” (fore) Drop (feet) 0-10 11-30 30+ hull point of damage. 2. Horizontal mast 150 Ibs. or less d12 d8 d6 For every 10 hp weapon damage 3. Windship “nose” fixture 151-200 Ibs.d8 d6 d4 inflicted to a single area, the ship loses 4. Primary (fore) hull 201-300 Ibs.d6 d4 * 1 hull point. Most normal arrows inflict 5. Hull fixtures (2) 300+ Ibs. d4 * * 1d6 or 1d8 hp damage—not enough 6. Primary (central-fore) hull to seriously penetrate the resilient 7. Hull fixture * Creature automatically falls through the deck, no roll required. membrane. However, a fighter who 8. Hull fixture plunges his magical long sword 9. Primary (central-aft) hull through the membrane has a chance 10. Primary (aft) hull points damage. The ladder tumbles of creating a serious puncture. 11. Windship “tail” fixture into the gas hold, along with the A puncture in the windship’s mem- 12. Windship “tail” (aft) climbers, who then suffer the effects of brane is handled by the ship’s spider- 13. Vertical mast the noxious gas rupture. There’s also a rigger and/or crew. A spider-rigger can 14. Upper deck platform chance that characters falling from the mobilize and repair a 1 hull point 15. Upper deck plan ladder might crash through the crew puncture using webs and pasty salivic 16. Upper deck platform support compartments ceiling deck, or even fluids in 1d3 rounds; a single crew- 17. Forecastle the outer membrane. The DM may man can do the job in 2d4+1 rounds. 18. Forecastle deck plan adjudicate the results of such a mishap, This hasty mending restores any hull 19. Forecastle deck support perhaps allowing each character to point(s) that were lost as a result of the 20. Aftcastle platform make a Dexterity check to avoid taking puncture. Failure to seal a puncture 21. Aftcastle deck plan damage or—worse—falling off the ship. within 1 turn has a 25% chance of 22. landing skids (2) Crashing Though the Deck: creating a rupture in the membrane, 23. Tail fins (3) Characters who spring from deck to resulting in a loss of 1d3 hull points 24. Tail fin spines (30) deck or drop onto the windship from and forcing a Skyworthiness check. 25. Tail fin fixtures (6) above have a chance of going Rupturing a Windship’s Membrane: 26. Aftcastle deck support through the deck. Falling or leaping Ruptures are more serious than punc- 27. Horizontal mast spar down upon the deck can cause the tures and occur when part of the wind- 28. Horizontal mast spar planking to give way and burst mem- ship’s membrane suffers more than 29. Forward sails (2) branes below. This occurs on a roll of one hull point of damage. Lightning 30. Horizontal mast “loop” 1 on a d4, d6, d8 or d12 (as indicated bolts, ship collisions, and large sharp 31. Short oar braces (12) in Table 2, above). Falling damage is edges result in a rupture if the mem- 32. Oars (12) normally 1d6 hp per deck fallen. The brane sustains 2 hull points or 20 hp 33. Oar paddle ridges (12) DM should decide the effects of such damage to a localized section. 34. Oar paddles (6) damage to the ship, its hull, and its Crew Hits: Anyone attacking the 35. Dorsal sail spines (10) Skyworthiness. windship from a distance using missile 36. Dorsal sail Called Shots Against fire can elect to target specific crew 37. Lower (interior) deck plan* members. The usual penalty for called Xakhun Windships * This deck plan is not part of the model but shots applies (-4 to hit), compounded is included for reference. When confronted by a hostile by adverse conditions and cover. All Xakhun windship, opponents have creatures on the exposed decks of a several options to damage or cripple Xan Kraban are obscured enough by Igniting the Uhl Vapor: In its solid the vessel using called shots. the rigging to warrant a -1 AC bonus and gaseous states, uhl is nonflam- (Otherwise, assume all damage is sub- against attacks from off-ship. mable. It does not ignite like oxygen. tracted from the windship’s total Attacking a Windship’s Rudder, So, while fireball spells will certainly hull/crippling points.) For instance, Oars, Rigging, or Sails: Damage from damage the delicate windship (if not characters with fly spells or pegasus such attacks are subtracted from the with blast damage than with rampant mounts could focus their attacks on the windship’s total crippling points (36). fires), the uhl will not contribute in any windship’s membranous gas hold, thus A called shot to one specific target measurable way to the ship’s ultimate forcing the ship down. Similarly, char- (say, an oar) suffers the usual -4 demise. Uhl vapor has the virtue of acters on the ground might try picking “called shot” attack penalty. However, being lighter than oxygen, which off members of the windship crew. these vital systems can withstand only accounts for its tremendous lift. Puncturing the Membrane: The so much damage. The rudder can sus- taut membrane containing the Xan tain no more than 4 hull points (40 Kraban’s uhl vapor is resilient and spe- hp) damage; each oar can withstand 2 cially treated to resist punctures, rup- hull points (20 hp); each sail can with- tures, and other potentially catastrophic stand 3 hull points (30 hp). Damage to Former DRAGON® Magazine art direc- breaches. Unless an attack destroys a the rigging (even from directed tor Roger Raupp now works as a freelance considerable portion of the membrane attacks) is always deducted from the illustrator from his home in Wisconsin. (as would a disintegrate spell), the effect ship’s remaining crippling points.

DRAGON #244 49 50 FEBRUARY 1998 Spider, Xakhun

Doomspider Drop Spider Spider Rigger Leaping Sword Spider (Large) (Huge) (Giant) (Sword, variant) CLIMATE/TERRAIN: Any non-arctic Any non-arctic Any non-arctic Any non-arctic FREQUENCY: Very rare Rare Very rare Rare ORGANIZATION: Solitary Platoon (pack) Solitary Platoon (pack) ACTIVITY CYCLE: Any Any Any Any DIET: Omnivore Carnivore Omnivore Carnivore INTELLIGENCE: Semi- (2-4) Low (5-7) Average (8-10) Low (5-7) TREASURE: Nil Nil Nil Nil ALIGNMENT: Neutral Chaotic evil Neutral evil Chaotic evil

NO. APPEARING: 1 2-101 2-5 ARMOR CLASS: 8 6 4 3 MOVEMENT: 9, Wb 9 18, Wb 12 12, Wb 12 6, Wb 9 HIT DICE: 1+1 2+2 4+4 3+3 THAC0: 19 19 15 17 NO. OF ATTACKS: 1 1 1 1 + special DAMAGE/ATTACK: 1 1-6 1-8 2-8 (bite) plus 1-10 per leg SPECIAL ATTACKS: Fireball Poison, webs Poison, webs Leap, webs SPECIAL DEFENSES: Nil Nil +4 to saves vs. gas See below MAGIC RESISTANCE: Nil Nil Nil Nil SIZE: S (2’ diameter) M (5’ diameter) L (7’ diameter) M (5’ diameter) MORALE: Average (8) Elite (14) Steady (12) Elite (14) XP VALUE: 270 420 975 1,400

As an extension of their worship of Lolth, the Xakhun Killing a doomspider has the same effect, triggering an revere spiders, for they are all the demoness’ children. Four explosion one round after the creature’s death. types of spiders are most commonly encountered aboard When not commanded to “self-destruct,” the doomspider Xakhun windships. The usual complement for a Xan Kraban is a relatively docile arachnid. It bites only those who attack is as follows: one doomspider (the captain’s “pet”), one it or its mistress. If its mistress is slain, a doomspider usually spider rigger (for maintaining and repairing a ship’s rigging), explodes 1d4 rounds afterward. The trick is to throw it off the and either 1d6+4 drop spiders or 1d4+1 leaping sword spi- ship before the inevitable occurs. ders. For reasons that defy explanation, the drop spiders and sword spiders do not get along and cannot coexist aboard Drop Spider (huge variety) the same vessel without poisoning and dismembering each Drop spiders are web-spinning huge spiders specially other. If there are any spiders aboard a windship, there must trained to launch themselves off the deck and lower them- also be a trained Xakhun spidermaiden to command and selves via web strands onto ships, groundlings, or anything control the sometimes ornery arachnids. else passing beneath the windship. Even if a drop spider’s web strand is severed unexpectedly, the spider can often Doomspider (large variety) (80%) react quickly enough to shoot another strand, reaf- The doomspider (known to foes of the Xakhun as the fixing itself to the Xakhun vessel before the end of the same “Vengeance of Lolth”) is the most innocuous-and perhaps round, so long as it remains within 30 feet of the windship. the most dangerous-arachnid aboard any Xakhun vessel. Moreover, the spider can withstand falls of any distance This furry black spider’s bite inflicts 1 hp damage and is not due to a unique cartilage structure in its legs. Thus, a drop poisonous. However, the creature has a pair of internal spider could fall hundreds of feet and land on the ground sacks each holding about a gallon of non-volatile resin. The without injury. However, for every 100 feet fallen, the drop spider can, at will, relax an internal sphincter that allows the spider must spend one round “stabilizing” itself. During this chemicals to combine, triggering a decidedly volatile reac- period of recovery, the spider cannot attack and suffers a tion that not only consumes the spider but triggers the -4 penalty to Armor Class. equivalent of a delayed blast fireball, inflicting 8d6+8 hp Drop spiders have a thin mesh between their legs that damage to all within 20 feet. The doomspider is intelligent enables them to glide toward designated targets with greater enough to fathom basic commands, but it obeys only its accuracy. They do not plummet uncontrollably, instead spi- chosen mistress (usually the windship captain). Although raling downward, seeking the best place to land and attack. doomspiders await their mistresses’ command before mix- Drop spiders bite their prey, injecting Type D poison. In ing their internal chemicals, at least one Xakhun captain creating these beasts, the Xakhun also tampered with the has been incinerated by her own pet-perhaps the result of venom. Not only does the affected victim suffer damage, but offending Lolth in some fashion. Once the chemicals are the poison causes severe disorientation. Anyone failing a mixed, the explosive process cannot be halted; the explo- save vs. poison succumbs to this “residual effect” immedi- sion occurs the following round-just enough time for the ately, suffering a -2 penalty to attack rolls and saving captain to make good her escape via magic. throws. This effect is not cumulative with multiple bites.

# DRAGON 244 51 Spider, Xakhun

Drop spiders can shoot their webs either to secure a line Habitat/Society: The Xakhun spiders exist to bolster the to climb (or descend) or to entangle a foe. In the latter case, fighting capability of the Xan Krabans. They normally treat the drop spider’s web as that of a large spider, except “reside” in the crew compartment of the windship until that the drop spider’s web is a single strand with a range of called upon to attack nearby ships and enemies. 30 feet. As mentioned previously, drop spiders and leaping sword spiders do not get along and cannot inhabit the same ves- Spider Rigger (giant variety) sel. All spider types are raised with an inbred respect for the Spider riggers are essentially giant spiders that have spider rigger and never conceive of attacking one, even if been trained to maintain and repair the rigging of the Xan the spider rigger attacks it. The doomspider is basically Kraban windships. They are as relentless in this task as ignored by the other spider varieties. normal giant spiders are at devouring prey. The spider rig- Since spiders are sacred to Lolth and the Xakhun, they ger is more intelligent and responsive are well guarded and shepherded. than its brutal kin, however, and it The Xakhun do not mistreat takes enough pride in its their spiders nor dispatch handiwork to attack bitterly them without any thought any foe who deliberately to their retrieval. A Xakhun severs the rigging or other- ship that loses its entire con- wise hampers the maneuver- tingent of spiders (or never ability of the vessel. Since the had one to begin with) has dis- spider rigger plays such an graced itself in the eyes of Lolth important role aboard ship, it is the somehow. Xakhun are uncom- most important member of the fortable serving aboard a vessel Xakhun crew (next to the captain, of course) and is devoid of spiders, believing the ship to be cursed. closely guarded. Spider riggers have the same poisonous bite and Ecology: Lolth created these spiders to serve the drow in web-spinning ability common to all giant spiders. They general as well as the Xakhun specifically. They are there- are immune to the dizzying effects of uhl vapor and receive fore found in drow cities and enclaves among the myriad +4 to their saves vs. other gas-based attacks and spells. other denizens and arachnids, usually at the beck and call of powerful drow priestesses. The chemical sacks of a paralyzed Leaping Sword Spider (sword variety) or held doomspider can be safely removed (although this These are smaller versions of the sword spider (see the process inevitably kills the creature) and then be used to cre- MONSTROUS MANUAL™ tome, page 326). The Xakhun breed ate a powerful, portable explosive. Since the chemicals are them smaller to fit aboard the confined Xakhun windships. individually safe, they can be transported in separate con- Each spider can leap as far as 60 feet horizontally, impaling tainers without fear of miscibility. The sacks and pads of the its prey with up to eight legs. Only one attack roll is made various web-spinning spiders can be used to create potions for the creature. If the attack is successful, the victim is of climbing and slippers of spider climbing, while the legs of the struck by a number of legs based on its size: size S, three sword spiders can be fashioned into ornate long swords legs; size M, four legs, size L, five legs; size H, six legs; size (albeit with no special properties). G, all eight legs. Each leg inflicts 1-10 hp damage. If Lolth believes that a Xakhun captain is mistreating her All upward attacks against the leaping sword spider spiders, the demoness might command the captain’s doom- receive a -4 penalty to the attack roll due to the impaling spider to explode in a manner that leaves the captain dead blades that protect the spider. The leaping spider’s bite is and the majority of the crew alive so that the survivors not poisonous, but it can bite its victim in the same round might consider the cause of their captain’s misfortune. it jabs with its sword-like legs. Of all the Xakhun spiders, leaping sword spiders are the Important Note: most difficult to train. If not treated well by their handlers, Xakhun who have turned their backs on Lolth and have they are known to vent their irritation upon the crew and, become privateers (or player characters) faithful to Eilistraee sometimes, upon the ship itself. Unless the spidermaiden are unable to command or control any of Lolth’s “children.” can regain control with a successful spider handling profi- In fact, spiders of all varieties attack these Xakhun on sight. ciency check, the untenable spiders must be destroyed. Because the outcast Xakhun are hated so fiercely by Lolth’s Although sword spiders are ill-tempered and pose an minions, they cannot benefit from the presence of spider obvious threat to the delicate Xakhun windships, they are riggers, web rigging, reinforced webbing in their windships, inordinately stealthy, always moving carefully about deck and so forth. Instead, they must rely more on conventional without slashing the ship’s rigging. In the rare event a leap- materials such as rope or sinew for the rigging and various ing spider goes berserk, the spider rigger is usually quick to earthly glues and pastes for sealing holes in the ship’s put it down before any serious damage is done. membrane.

52 FEBRUARY 1998

54 FEBRUARY 1998 Old Snarl

by Ed Greenwood illustrated by Storn Cook

THE NASTY BRUTALITY of this huge Velsaert of Baldur’s Gate (the sage Only his unpredictability and great old red wyrm has become a watch- now recognized as an authority on might have kept Klauth from being the word in the Sword Coast North, pass- dragonkind up and down the Sword sort of menace that archmages band ing into common speech in such Coast), describes Klauth as “A grim, together to track down and destroy in expressions as these: “Don’t go near nasty, awestrikingly HUGE old red what is known as a Great Hunt. (Such him early of mornings; he’s apt to be dragon who has slain many rivals in a undertakings have been the fate of a right Klauth until he’s had a mug or career spent on the attack, aggressively several titanic beasts in recent cen- two.” Or, “Blood and bodies every- mauling everyone within reach.” turies, such as the Anglatha of Tulmon, where . . . it looked as though old The sage speculates that Klauth is a magically-altered captive deepspawn Klauth himself had come calling!” Or extremely paranoid, always fearing that disgorged only beholders.) Only the shorter variant (used to describe that other dragons are rising to sur- threats that seem likely to reach out butchery): “Regular Klauth work!” The pass him in power, and striking out at and menace Klauth—principally other habitual facial expression of this those he sees as rivals whenever he dragons-are themselves endangered much-scarred wyrm has won him the judges the time is right. Klauth has by the Old Snarl. popular nickname of “Old Snarl.” also been known to scatter armies, to As his string of triumphs mounts, Klauth is one of the largest and land atop the of a gathered however, Klauth’s reputation becomes most fearsome red dragons ever to horde and roll around (crushing thou- ever darker, and he may soon take wing in Faerûn. He spends his sands at a time), and to swoop down become the subject of the first Great days brooding in grim suspicion or without warning to topple wizards’ Hunt in over eighty years. At least one lashing out at other wyrms. towers with their owners inside. mage of note, Malchor Harpell, has

# DRAGON 244 55 called for Klauth’s destruction after midair struggle above the roofs of before them, witnessed the collapse learning of the dragon’s recent magi- Mirabar. Spectators report that Klauth that slew Narnardinath. It took them cal acquisitions. Klauth’s response seems to have deliberately initiated hours of clambering over the loose was to attack the Tower of Twilight, the conflict to enhance his reputation rubble that buried the mist dragon where the wyrm’s massive bulk across the North. and his hoard to find the way the bat- almost carried him through its defen- Klauth is said to possess the usual tered red dragon had taken to the sive web-like fields of crisscrossing vanity of his kind, though adventurers freedom of open air. lightning bolts before their combined have failed to play upon it to goad Even is a trifle hazy over effects caused his muscles to spasm him into foolish acts; he seems too just how Klauth discovered how to so uncontrollably that his heart fal- wise and controlled to allow pride to use red dragon eggs to make himself tered and he could no longer beat his blind him to perils or lure him into more mighty, but he knows what spell wings to fly. It is reported that Klauth traps. He is also said to allow himself the much-scarred red wyrm employs flung himself to one side, crashed to no true friends nor even, among drag- to do so: a Netherese spell named the ground in the meadow below the ons, acquaintances. His appearance in Thellar’s argauneau, after the mage tower pond, rolled away into the the sky sends most wyrms fleeing for who devised it (an archsorcerer who trees, and clawed himself aloft again, cover as quickly as they can hurl delighted in “bettering” dragons with fleeing before the wizard could send themselves through the air. Thankfully his experiments, over a long career any spells after him. This sort of sud- for the general peace of the North, that produced two-headed dragons den attack and disappearance is typi- such appearances are few. and several more stable subspecies). cal of Klauth’s fighting style. Although The key to Klauth’s character could he prefers to slay any foe he fights, he be said to be his constant anticipation Klauth's Lair is not above deferring the threat they of potential dangers and the forma- Klauth was sorely wounded on the pose by inflicting as much damage as tion of carefully-planned responses. fourth day of Mirtul in the Year of the he can at no cost to himself, then dis- Other wyrms might dream of past glo- Turret, when he was ambushed by appearing before his foe can respond. ries or future triumphs, but Old Snarl two white dragons and a blue dragon Old Snarl isn’t an unremitting spends his time observing, judging working together. The four wyrms destroyer of all he meets, however. He potential rivals, and doing something engaged in a spectacular aerial battle often obeys strange whims that lead about it. He’s not above sneaking that raged across the skies of the him to acts of kindness or aid to crea- near a lair by nightfall and causing a Sword Coast North from the lceflow to tures he doesn’t think can harm him. rockslide to entomb a rival alive-or the Fell Pass. Though Klauth did slay One such recipient of this surprising literally stealing magic from another all three of his attackers and wasted charity was the elven sorceress dragon like a stealthy thief in the no time in seizing the hoard of the Jhanandra, whom Klauth found weep- night. Klauth is said to be accom- vanquished blue dragon Irdrithkryn, ing amid the ruins of an elven village plished in the arts of creeping around he then went into hiding. Elminster she’d reached too late to defend with incredible stealth and silence for explains that according to an awed against a brigand raid. In Jhanandra’s a being so large. young apprentice mage who was arms was the only survivor of the He’s also widely (and Elminster practicing his scrying spells near attack, a dazed infant whose only kin says, correctly) believed to hunt for Neverwinter, Old Snarl came out of dwelt in distant Evereska. The dragon and devour the eggs and hatchlings of that battle with one wing almost torn flew both elves to Evereska cradled in all sorts of dragons—except for red off and a great gaping hole in his side: his talons, “with a gentleness I’d hith- dragon eggs, which Klauth uses in a almost half of his body had been erto known only from my own kind,” secret magical process to increase his frozen solid, shattered, and then Jhanandra reported. She described size, health, and vigor. He seems an struck away. Klauth as having a huge bulk but accomplished master in the art of No one saw just where the crippled graceful, supple movements, as if he tricking dragons out of their lairs (leav- wyrm flew, nor the landing that were a hunting cat. His snout, head, ing offspring or eggs unguarded) so almost slew him. Klauth used all of his and body were all covered in old, he can slip in and snatch away what hoarded and freshly seized magic to wicked-looking scars, where scales he seeks. keep himself alive and to build a lair had been roughly torn away and had On at least one memorable occa- in which to hide away and heal. He never grown back. Volo recorded the sion, he failed in this task and was chose a narrow, winding chasm in the words of the sorceress but scoffed at trapped in a cavern lair by its return- mountains east of Raven Rock, an her story. Elminster, however, sternly ing resident wyrm (the mist dragon unnamed, isolated valley that he filled insists that the tale is true . . . and that Narnardinath, who dwelt in a Sword with sheep, goats, and rothe seized the infant rescued that day is rising Coast shoreline cavern near the from all over the North. There he yet swiftly to greatness—and might soon mouth of the Iceflow). Klauth brought abides among his ready supply of be known to the Realms at large. down its roof to make his escape by food, building his strength and prac- Klauth isn’t known to have shown deliberately ramming several natural ticing his spells, awaiting the day like kindnesses to other dragons. If he stone pillars, shattering them with his when he’ll be powerful enough to has ever mated, no one has taken bulk. The Bright Broadaxe, a band of sally forth as the unquestioned master note of it. Nor does he ever regard red adventurers from Neverwinter who’d of northern dragonkind. she-wyrms with any visible romantic crept into the cavern to explore, That day might never come; Klauth interest, though he did devour one unaware that one dragon laired in the has become a wyrm who sees rising once, in a roaring, cartwheeling cave and another had stolen into it rivals in every other dragon who has

56 FEBRUARY 1998 broken out of its egg—and his para- or lymrith’s desert city On Klauth’s left wing (on an oppo- noia is not soothed by the many mon- would be both dangerous and impru- nents right as the dragon swoops sters and adventurers who enter his dent. He invades the domains of other down): valley to help themselves to the ready dragons only for specific reasons and food. performs the tasks he sets for himself 1. Outermost: wand of frost From these intruders, however, as quickly and as efficiently as possi- 2. Mid-mount: wand of fire Klauth has gained many magical ble. He acts not out of fear but out of 3. Innermost: wand of polymorphing items, among them several wands. By the prudence that has become a foun- working on magic of his own and dation of his character. On Klauth’s right wing (on an employing a key spell stolen from the opponent’s left as the dragon swoops desert dragon lymrith, he has man- The Deeds of Klauth down): aged to mount the wands in his wings Klauth spends most of his waking and establish mental control over time scrying the Realms around him 4. Outermost: wand of paralyzation them so that he can “fire” them as he with his spells. He probably knows 5. Mid-mount: wand of lightning flies. In this way he has surprised and more about the deeds and where- 6. Innermost: wand of flame extin- slain a flying mage and two intruding abouts of surface-world creatures in guishing dragons who were expecting to deal the Sword Coast North than any other with only a red dragon’s breath being alive today. Moreover, Old Snarl The linkages Klauth has estab- weapon and perhaps a spell or two. thinks more about what he sees than lished (by still-secret spells developed The bodies of are most who spy by means of magic; he’s by the old wyrm) enable him to believed to lie where they crashed: in seldom looking for just one thing or employ multiple triptych spells to acti- the depths of the tiny but very deep person, and he has the wits (and expe- vate wands #1, #2, and #4 in unison, Orothryn’s Well, a pond at the heart rience in their use) to assess problems or trigger wands #3, #5, and #6 of Klauth’s little valley. and reason them through without hes- together. Word of “Klauthen Vale” is now itation. Seeing carts being loaded with These triptych spells come from an spreading across the North from the swords in one spot sends him looking original that Klauth stole from the taverns of Mirabar, and adventurers for activity among armorers in all the desert-dwelling dragon lymrith (a may soon become a real headache places to which those carts could logi- magic possibly Netherese in origin, for Klauth. His hoard is of legendary cally be headed. A mustering of forces and presumably named for its cre- size, and folk say (accurately) that in a merchant company compound or ator), which follows hereafter. despite his advancing age, Old Snarl noble villa brings his full attention to According to Cadella Thylight, a priest- still leaves the valley from time to bear upon the purpose of that activity, ess of Mystra interviewed by Volo in time to smite potential rivals and to and the potential results. Waterdeep, a version of this magic search for the hoards of the two white Klauth’s expertise on the activities usable by a human or demi-human dragons he slew in the great battle and behavior of others in the North is would be a spell of at least eighth (Aerihykloarara and Ruuthundrarar, as formidable a weapon as the jets of level. both of whom seem to have used sev- fire and beams of magic that spurt eral resting-caverns but who kept forth from his wings as he swoops Theller’s Argauneau their treasure hidden elsewhere). down on foes . . . almost. It also gives (Alteration, Necromancy) Klauthen Vale isn’t known to have him something quite valuable to bar- Level: 3 any traps or guardians beyond its gain with when dealing with foes he’d Range: Touch famous owner (who is known to lie rather not challenge; Old Snarl is Components: V, S, M sometimes on a ledge high on one of thought to have come to a “live and Duration: Permanent its walls, from whence he can strike at let live” agreement with Alustriel of Casting Time: 1 round intruders on the valley floor). The Vale the Seven in this manner. Area of Effect: Special walls are broken by several natural Saving Throw: Special caves, at least two of which are large Klauth's Magic This spell transforms a fertile red enough for Klauth to shelter in. He Old Snarl is thought to have a gen- dragon egg into life energy and then keeps his hoard in a small, simple net- erous number of magic items and infuses it into a living creature in work of tunnels beneath one cavern. known spells. Although it’s certain he direct contact with the egg during The only entrance to this subter- possesses more wands than his wings casting. The spell fails and is wasted if ranean complex is by lifting a huge usually sport, changing them is a long the dragon egg is infertile, derived slab of stone—a task only creatures as and tiresome matter of linking and from another subspecies than red, or large and as strong as dragons can controlling spells that must be broken more than one living creature (besides easily manage. and then cast anew. From many the caster) is in contact with it when accounts (given by adventurers, mages, spellcasting ends. (The spellcaster can Klauth's Domain and observers Volo judged not to be be the only recipient of the dragon Klauth doesn’t defend or patrol a fabricating or exaggerating too badly), egg energy.) territory the way many dragons do; he a tentative “roster” of the wing-wands A spell recipient who is a red dragon regards himself as free to roam wher- employed by Klauth can be assem- can immediately decide to have the ever he desires on his rare forays out bled. It’s important to remember that energy do one of three things: heal of the Vale. This isn’t to say he doesn’t the wing-wand list given here is quite 5d6 hp damage (of any sort, working recognize that sightseeing over likely to contain one or more errors. against even withering, life energy

DRAGON #244 57 draining, or flesh corrosion); tem- the triptych-caster from casting other its enchantment, fire wildly, or turn its porarily raise the dragon one age cat- spells, triggering other magical items, effects upon its wielder.) egory in powers (this effect lasts for 10 or using other voluntary spell-like Khelben “Blackstaff” Arunsun of hours and can be made cumulative if powers (such as a breath weapon) in Waterdeep has been heard to observe the dragon has access to multiple the same round that the triptych is that any human mage who gained full eggs and argauneau spells); or cause cast. Attempts to do so expend and control over a triptych magic would the instant return of all spells previ- waste the triptych spell. have to be destroyed, along with all ously cast by the dragon, in reverse Ongoing (previously launched) or copies of the spell, “for the safety of order until the dragon’s “roster” of automatic magics can still function Toril, and all creatures in it.” Upon spells is complete. The choice must be without ruining the triptych magic. If hearing of this, Elminster observed, made immediately, is irrevocable, and the caster was already water breath- “We’d better not tell him what my takes effect one round later. ing, he can continue to do so; if he is Queen of Aglarond can do, then.” If the recipient of the life energy is falling and wears a ring of feather a non-red dragon, a weredragon, a falling, it operates normally without Klauth's Fate creature related to dragons (a wyvern, affecting the operation of the triptych. Old Snarl is less likely to die by mis- for example), or is another sort of Magical item effects can continue adventure than most dragons. creature who has assumed dragon- beyond the round in which the triptych Enfeeblement (old age), disease, or a form by any means, the energy activates them if they normally do so, cabal of foes acting together are the instantly heals 4d6 hp of any sort of or are directed to do so. In other dooms most likely to claim him. The damage but can have no other effect. words, use of a triptych can’t cause a last-mentioned cause would probably If the recipient of the life energy is wand to activate once per round for involve a titanic battle; the others any other sort of creature, a saving several rounds thereafter but can might strike silently or might goad throw vs. poison must be made. If it cause it to immediately activate once Klauth into one last grand, suicidal fails, the energy dissipates into the with an effect that lasts beyond the flight of destruction across the North. recipient body, causing 4d6 hp dam- round in which the triptych spell In any case, once word spreads of age and causing the body to convulse awakens it. the passing of Old Snarl, Klauthen uncontrollably (-2 penalty to Armor This spell can never be used to Vale is likely to see a “gold rush” of Class, no deliberate actions possible) allow its caster to evoke multiple mag- adventurers hungry for wealth and for one round. ical effects from the same item if it mages hungry for magic like no other If the saving throw succeeds, the isn’t designed to operate in that man- in the modern North. If even one of spell recipient gains 3d6 hp to offset ner, nor can it be used to compel or these seekers recovers an intact trip- any damage he might be suffering; make possible the simultaneous cast- tych spell, well . . . as Elminster has any excess hit points remain for 10 ing of multiple spells by the triptych- observed, “‘Twill be a mite too late, hours before fading. In any case, a caster or any other being. If the caster then, for the traditional tactic of second saving throw (vs. spell, this of this spell has more than three mag- ‘standing back and looking the other time) must be made. Failure means no ical items available to him when the way.’” further effect, but if it succeeds, one spell is cast, he must deliberately additional hit point is permanently choose and think of the items he gained. desires to control. Note that the trip- tych magic doesn’t identify items to Alaunghaer’s Enchanted him that he may not know possess Ed Greenwood likes to go up to his cot- Triptych magical powers, nor does it make tage in the northern woods and relax with (Alteration, Evocation) clear the functioning and control of a good book atop a lofty rock that looks Level: 5 any unfamiliar magic item; to avoid very much like the battlements of ruined Range: 0 disasters, a triptych is best used with Castle Grimstead in . He was Components: V magical items already familiar to the quite startled one afternoon when Laeral, Duration: 1 round caster. the Lady Mage of Waterdeep, stepped out Casting Time: 1 A triptych is a very complex and of a nearby stone, winked at him, turned Area of Effect: Three magic items delicate piece of magic; even though into a falcon, and flew away. Her appear- Saving Throw: Special it may be perfectly cast, there is ance did help to explain the two piles of This spell allows its caster simulta- always a small chance that one or two paperbacks he’d found when opening up neously to trigger three magical items of the three magical items won’t be the cottage one spring, labeled in flowing that the caster is touching, carrying, or awakened by the spell. Whenever a handwriting: “Utter Trash” and “Garbage, wearing. All of the affected items triptych is cast, roll 1d12. A result of 1 but I Liked Them.” He reports that operate in the same round and can means that such a malfunction has Eiminster always picks “Utter Trash” books direct their effects at different targets occurred; a second die should then be and ignores the other pile. if desired. rolled, with an even number result The triptych spell enables its caster meaning two items did not work, and to precisely aim and control all three an odd number meaning that only items, whatever their usual require- one item failed to respond. (There are ments as to attention, handling, and no known instances of a triptych spell the identity of the user, but prohibits causing a magic item to explode, lose

58 FEBRUARY 1998

know how closely these incarnations will overlap, or what impact they will have on one another. The prologue and epilogue clearly harken to peri- ods described more fully in later nov- els, but many of these bridges are still under construction. The Red Wyvern braces us for things to come but does not entirely prepare us for them. Thankfully, the characters from the period of Deverry’s civil war are rich and memorable. It will be interesting to see what befalls them in other life- times. As a roleplaying resource, The Red Wyvern provides Dungeon Masters The Red Wyvern treacherous mother, Lilli confides in a with a wealth of ideas for running and detailing adventures around “the cas- Katherine Kerr dweomermaster named Nevyn. Nevyn tle siege,” particularly in the BIRTHRIGHT® Bantam Books is a pivotal figure whose invocations $12.95 setting where kingdoms rise and fall At the heart of The Red Wyvern is a turn the tide of battle and whose wis- like the sun. civil war waged in the land of dom provides important insights in the -CHRIS PERKINS Deverry—the same realm featured in darkest moments of the war. Days of Blood and Fire, Days of Air and The war becomes a series of engag- Running with the Demon Darkness, and other Katherine Kerr ing conflicts. When one of Prince Terry Brooks novels. Prince Maryn, the rightful ruler, Maryn’s captains is slain in battle, the Del Rey tries to wring Deverry from the grasp reader feels the anger of his men as $25.95 Terry Brooks new novel, Running of the usurper-king, Burcan the Boar. they watch the enemy display their with the Demon, is a departure from The unfolding conflict provides an captain’s severed head on the castle his popular Shanara series. Running excellent backdrop for the novel’s lav- wall. When Burcan is injured in the with the Demon chronicles a powerful ish characters, among them the villain- battle for Dun Deverry, the reader feels struggle between good and evil set in ous Merodda. Burcan’s conniving sis- sympathy for the wounded villain. the modern world. ter proves a delightful villain. Part There are unpredictable moments Good is embodied by the Word, viper, part Lady Macbeth, Merodda when a character dies, and moments and evil by the Void. The Word is the helps secure her brother’s place on the where a character acts decisively and purpose behind all things; the Void is throne by poisoning his enemies and the reader bears witness to the conse- the equally strong force trying to using her magic to eavesdrop on those quences. Some rather shocking conse- destroy all things. The real world who will inevitably defy him. quences, actually. exists, and runs as it is supposed to, Merodda’s daughter, Lillorigga, flees The war itself is the story’s obvious when the two forces are in balance. Deverry before the war, allying herself highlight. The author moves fluidly The key players in the struggle are with those loyal to Prince Maryn. Lilli’s from one side of the battlefield to the Demons, humans who have given scrying powers are just beginning to other, showing the strain on both sides. themselves wholly to the Void, and manifest themselves. Fearful of her There’s barbarism, noble sacrifice, and the death of innocence within oppos- ing forces. The battle scenes are vis- ceral, engaging, believably violent, and handled with epic flair. The disin- grating shield-walls, the falling bas- tions, the surge of the gate-rams, and the images of flocking red wyvern banners make the siege of Dun Deverry a visual experience. The Dragon Mage series spans sev- eral points throughout Deverry’s history, but in this first novel, making the leap between time frames is diffi- cult. Each time period introduces new characters, and it isn’t always clear that these characters are actually rein- carnations of characters from earlier periods in Deverry’s past. For instance, Merodda is reincarnated as Mallona, and later as Raena, but it’s too early to

60 FEBRUARY 1998 the Knights of the Word, humans cho- As the second son of a king sen to serve the Word. In between embroiled in war, Hadding is fostered these powerful figures lie people like by giants who owe a debt to the boy’s Nest Freemark, people who can use father. Among the giants, Hadding magic and have the potential to do learns something of dark magic, great good or great evil depending on though he himself does not indulge in the choices they make. it so wantonly as his ill-fated compan- John Ross, Knight of the Word, ion, the giantess Hardgreip. travels to Nest’s home town to stop After leaving the giants, Hadding her from being tricked by a Demon meets a one-eyed stranger who proph- into serving the void. The price John esies great deeds in the young man’s must pay for his knightly powers is future. The stranger’s identity is no steep. John Ross can see the future. mystery to those with even a passing He can see how things will turn out if familiarity with Norse mythology, and the Void succeeds in its attempts to he assists his charge in much the same overthrow the balance. John’s visions way Athena guides Odysseus in The of the future heighten the tension Odyssey. Fortunately for those who like throughout the story; John knows that their heroes to achieve their own vic- failing to help Nest keep away from tories, the divine guidance abates long the Demon could mean the end of enough for Hadding to make his own humanity. These two protagonists, conquests, proving his battle-prowess John and Nest, complement each Eckert sets out on a 14th-century and king-craft through his own other well. John’s struggle to prevent quest with his best friends, Sir Brian strength and wisdom. events that have already happened is Neville-Smythe, warrior extraordinaire, mirrored nicely in Nest’s own desire to and Dafydd ap Hywel a mighty archer. learn who her father was. The three are joined by an assortment Running with the Demon combines of magical beings including a friendly strong foreshadowing, realistic char- sea devil and a hobgoblin. acters, and an interesting setting into The adventurers travel to strange an enjoyable read. Although the book lands, including the dangerous suffers from predictability, Brooks fin- Kingdom of Lyonesse. Throughout the ishes the novel exceptionally well, and story, Dickson balances action, armed it is sure to attract many fans. encounters, evil beings, and political -JESSE DECKER intrigue with the wonders of magic— especially when the magician, Sir Jim, The Dragon and doesn’t always know what he is doing. the Gnarly King This is a novel written with tongue Gordon R. Dickson placed lightly in cheek. Some of the Tor $24.95 more delightful scenes occur when The Dragon and the Gnarly King is Eckert and Angela must deal with 14th- the third book in a series that began century behavior. In one such scene, in 1976 with the World Fantasy Jim has problems convincing a servant Award-winning The Dragon and the that a sound beating is not the best way George. This series is a must for any to improve another servants memory. fan of medieval fantasy. The Dragon and the Gnarly King is In the tradition of A Connecticut an enjoyable romp through a world of Anderson’s prose is muscular and Yankee in King Arthur’s Court, Jim Eckert, chivalry and magic. poetic, comfortably echoing the Norse a modern-day American, has been —PIERCE WATTERS bards without sacrificing the clarity transported back in time to feudal demanded by today’s readers. The England-but this is an England where War of the Gods narrative evokes the wintry landscape magic works. Eckert is a novice magi- Poul Anderson of the Danes, while the dialogue is, like cian who is reluctant to use his powers. Tor $22.95 the characters, timeless and larger In The Dragon and the Gnarly King, One of the masters of fantasy and than life. Eckert is now Sir James, Baron de Bois now turns his talents to War of the Gods blends the best of de Malencontri et Riveroak, a knight a retelling of Scandinavian legend. history and mythology. Anderson with his own castle. The wizard Revealing the story of Hadding is no deftly weaves full-blown fantasy with Carolinus, one of only three AAA+ mean feat, for unlike Arthur, the documented chronicle to elevate magicians in the world and Eckert’s Danish king has enjoyed relatively Hadding to his rightful place, firmly mentor, charges Sir James with main- few chronicles. Starting with the few beside Arthur and Beowulf. taining King Edward on the throne written legends that exist, Anderson -DAVE GROSS and with rescuing the baby Robert, a adds liberal doses of revised Norse ward of Eckert and his 20th-century mythology to create the “complete” wife, Angela. legend of Hadding in War of the Gods.

# DRAGON 244 61

I SHOULD HAVE LISTENED to my mother. She told me to marry a farmer and be content with raising children and rutabagas. Or join a convent. Or a brothel. Anything rather than training to be a soulkeeper. She said soulkeeping was a hard and dangerous life with few comforts, low pay, little respect, and not much prospect of living to a comfortable old age. She was right. When I find someone riding as far north as our high-mountain steading, I send Mother a message full of comforting half-truths and outright lies. I assure her that my witch does not take too much from me, nor does she weight me with more than I can bear. I don’t tell her that the witch whose soul I keep is a drunk. A rowdy, roistering, lying, conniving, lecherous, arrogant, gambling drunk, at that. Sithi, sober, is a generous woman, an excellent witch, a good mistress. Sithi, drunk, is a disaster lurking round each corner. Sithi is all those things. I have learned to love her. Sitting hunched over a low table, the sleeves of my new emerald silk tunic sodden with spilled beer, breathing in greasy smoke and the stench of wet wool and bodies that bathed only when caught in the rain, one hand on my cup and the other on my knife, Michaelene snarling at the tavern dregs who thought to lay hands on me, I did not love Sithi. Pendleton Everyone else in the dirty, flea-ridden, stinking riverfront tavern loved Sithi. In the shank end of a cold, drizzling autumn night, when the moon and all the decent sober citizens had gone to bed, Sithi was aflame with dangerous possibilities. Light from the cheap tallow candles caught in her russet hair, spread a nacreous luster over her fair skin, created shadows in the kohl-lined green of her long Pathan eyes, flashed from the golden bangles around her slim ankles, rippled and ran like water from the amber satin that clung to her smooth arms and rounded breasts. Not a man there but would have given every- thing in his purse to have her. Most of the patrons of the Skelly's Tail had already given more than their purses in pursuit of one excite- ment or another. Eyepatches, missing thumbs and teeth and ears, legs carved of wood or bone ivory, hardly a man in the place was whole. Wearing silks and damask brocades, leather and ragged pieces of ringmail and mismatched armor, rough woolens and Artwork by fine linens so grained with filth that the original color was in doubt, bedecked with enough jewels to make a dowager blush, they were just exactly the kind of lowlife scum that Sithi loves. We could have been lying on soft couches, being hand-fed sweetmeats by sloe- eyed nubile boys and girls, drinking frail Thalesian wine from the Ahkim’s own table. Sithi chose instead to spend the evening in the Tail, carousing and gam- bling tantalizing every man there with half-made promises she had no intention of fulfilling. In place of the Ahkim’s palace or the Skelly’s Tail, rather would I have chosen a cozy little inn with good ale, hot stew, a jovial paunchy innkeeper, and a soft bug-free bed where I could lie next to Haaken’s long body and play a game of a different sort. But where

# DRAGON 244 63 the witch or wizard goes, also goes the soulkeeper. shapeshifter? Only an animal, lost in your spell. That is our job. Our trust. Without your soulkeeper, you are nothing.” She So I sat in sullen impatience, trying to keep caught her thumbnail behind her front teeth and Haaken awake enough to guard our backs as he was flicked it at Sithi. supposed to be paid two gold ryals every new moon Stools creaked, onlookers shifted. I edged back from to do, trying to hold on to my temper while Sithi the table. Behind me, I felt Haaken tighten up. Light wagered and lost our hard-earned coin, and trying to trembled on the blades of his axe. The tavernkeeper keep my sense of humor from fraying completely to started gathering up his few pieces of glassware. rags. Mother also said that I take life too seriously. If Sithi hadn’t been quite so drunk, she might have She was probably right about that, as well. settled it right there with fists and teeth and nails. Drusa But I loathe rutabagas, so there you are. was ready, you could see it in her tensed body, her They say everyone loves a winner. Maybe so, but eager eyes. Her guard, a gap-toothed mass of muscle losers love another loser. They can feel better about lacking Haaken’s inches but outweighing him by two their own cramped, twisted lives when they watch stone, was ready, his hands tight on his iron-spiked someone else being shaken and wrung dry. mace as he measured Haaken with a squinty grin. Sithi played to their avid lust, both for her and for Sithi put both hands flat on the table. “Nothing?” the game. Her long fingers caressed the dice cup, she asked sweetly. She wiggled her right thumb, flash- shaking it, rolling the brass rune-marked dice around ing blood red light from a ruby the size of a kite’s its rim, almost spilling them, then tilting the cup egg. “Nothing, you say? Why, then, do I wear the upright until the circle of watchers leaned forward, Ahkim’s jewel? I see no rubies on your hands.” breathless, silently urging her to scatter the dice and “The wheel turns. Everyone gets lucky now and lay another stone on the wall of their lives. Most of then.” them bet against her. They won. “Lucky?” Sithi fairly sputtered the word. “On my I watched, tight-lipped, as Sithi laughed and sparkled bad days, I’m twice the witch you are!” for them, inevitably losing every last copper earned Drusa bared her pointed teeth in something that with Haaken’s blood, my nerves, and her talent. Her might be called a smile. “Prove it.” opponent was a night-skinned witch from the eastern Sithi raised her arms in a sensuous stretch, lifted desert, a tall, lean woman with a shaven skull and her heavy hair off her neck, and let her eyes wander limbs like a leopard: Drusa her name, a water witch around the circle, telling each man there that he was with sharp white teeth and unholy luck with the dice. the one she wanted. As she brought her gaze back to With Sithi’s last losing throw, the entire sum of our Drusa, you could see that she had once lived inside a fortune lay within the circle of Drusa’s long, dark serpents skin. “You think to set me a test? What can arms. Grinning, the water witch ran her fingers you offer to make it worth my while?” through the pile of gold and copper coins. “Luck Drusa’s flat yellow stare was entirely sober. “All didn’t favor you tonight, shapeshifter.” that I have.” Sithi was having trouble focusing, her hands I have no magical talent, but I know truth when I swinging wide of her beer cup and grasping at air. hear it. Every hair on my neck bristled. This was what Her lush, plum-dark lips stretched into a foolish smile. the water witch had been dicing for; all our gold was “Let’s play again.” only the bait she tossed before Sithi. I touched Sithi’s “You have no coin left to wager.” cheek, calling her to look at me. “Sithi,” I murmured, Sithi turned her lambent gaze on me. I shook my “there’s something wrong here. Don’t do this.” head. “No, Sithi. I have just enough to pay for a warm She might have heard me, she may have seen me, bed, and you’re not getting it.” but I might as well have been the wind for all the Sithi’s head tilted upward on her long, white neck. notice Sithi took of me. She answered Drusa with a Above us, his voice coming from the cobwebs of throaty laugh. “All that you have isn’t worth the jewel the low-raftered ceiling, Haaken echoed, “I have noth- on my thumb.” ing, Mistress.” He forbore to mention that Sithi had Eyes heavy-lidded, Drusa looked down her falcon’s just lost his wages. nose at Sithi, her mouth twisting with the bitterness of Drusa laughed. “No luck, no coin, and poor friends. green figs. “Maybe not, but no one can offer more. If A situation not likely to change unless you’re a better you won’t take that bet, then I say it’s because your witch than you are a gambler.” And because she had courage is as weak as puppy-piss. I’d heard you had made them winners, the crowd around us laughed no nerve, shapeshifter, but while I know you to be with her. Drusa jingled Sithi’s lost coin. “I’ll be glad to inept, I’d not believed you a coward as well.” give you lessons in both when I am again in need of Any fly-plagued urchin in the marketplace could money.” have seen through Drusa’s ploy; sober, Sithi would Sithi lost her smile. “I need no lessons in witchery have seen it. But Sithi was not sober. She leaned from an illusionist, water witch.” farther over the rough, scarred table, barely a hand’s Drusa’s breath hissed through her sharp teeth. Her length from the water witch. Each word hissed to a eyes went flat as a desert viper’s. “Illusionist? Maybe stop before the next one began. “You and all your so, but I need no cats-paw to remind me that I am kind tied together in a bundle for pig food couldn’t human. Without your soulkeeper, what are you, set a task I fear to try. You seek to test me? Name it.”

64 FEBRUARY 1998 Haaken and I groaned in harmony at the curl of grew lemons and pomegranates on the same branch, Drusa’s smile. Then I ordered two large bowls of and sprouted venomous black orchids lurking in camel stew and started eating. clumps of gray moss. Blue-eyed birds with rainbow ❖ ❖ ❖ feathers nested and sang siren songs that turned to stone the unwary, whose eroding statues lumped Haaken has a good mind and a brave liver inside here and there throughout the compound. Fountains all that blond hair and bronzed muscle, but he is a spouted water from the mouths of gargoyles and man of the pack-ice fjords, holding his thoughts close. hydras into pools where delicate sun-scaled fish Usually I have no such constraints, but huddled cold flashed among white lotus pads, and reflected shards and wet inside a dark corner of the sigil-carved wall of light from glowing globes that wafted about the around the house of the Sorcerer Ascendant of the grounds. Stables that were themselves palaces shel- local Thaumaturgy Guild, awaiting a certain fate that tered his long-necked horses. An iron-barred seraglio would make death seem a blessing, I loved Sithi so lit- where eunuchs, armed with more than enough tle that I had no heart even to rage at her. weaponry to make up for that which they had lost, The Pantalogue, Drusa wanted. The one Word that guarded long-necked beauties of another kind. would revert any shapeshifter to human form, reverse There, too, was a place I had never wanted to see any spell. Sober, minus her ruby which had gone to a this close—the Chrestomathy of Lost Souls, the zoo skinny beetle of a rockwizard for a Sphere of Defense housing shapeshifters whose soulkeepers had made and a spell to get us inside the House Ascendants seriously bad mistakes, usually involved with being wards, even Sithi should know the hopelessness of killed, while the shapeshifters were in animal form. the task. What use, then, in speaking of it? I pulled They looked at us with their beast eyes, pacing their my hood closer, wishing the rockwizard’s spell hadn’t cages, made restive by our presence. I made a good worked, wishing we were scuttling along the trail to luck sign at them and kissed my serpent amulet. I another city, any other city, and waited for Sithi to don’t often pray to the Cloud Snake, but I said a think up something brilliant that would get us out of couple of fervent words then. I felt their yearning this alive. gazes on our backs as we slipped from shadow to Our only luck in this business was the conserva- rain-washed shadow across the compound to a niche tive, stodgy nature of wizards who have made it to between two windows in the palace walls. the top. Since anyone with a thumbnail’s worth of Above us towered a minaret, its parapet barred sense knows it is suicide to annoy the Sorcerer with filigreed ironwork and ringed with a smoth, slick Ascendant, sometimes he gets lazy, resting on his rep- mosaic depicting the Fall of Stars. Tucking his axe in utation instead of renewing his wards. Raisneev has his belt, Haaken fingered the wall, searching for been the top wand waver for a dozen years now, and climbing holds. After a few attempts, he shook his he is not only a sour old pucker of a man, he is also head. arrogant. That Raisneev declines to vary his habits Sithi nodded. She stroked her neck, rubbing her and hosts the rest of the Guild for a feast on dark of thumb over the blue Sunspider tattoo in the hollow of the moon gave us a chance of getting to the her throat. She looked at the wall, then at me. The Pantalogue during the general revelry. rueful twist of her lips told me I wasn’t going to like Drenched, her hair stringing down her face, Sithi’s this. She dropped her cloak and drew her long dress eyes sparkled with a wicked delight repeated in her over her head. Naked and goose-bumped in the cold grin. There’s no love lost between wizards and witches. rain, Sithi leaned forward, her voice a bare puff of Besting Raisneev could do a lot for a witch’s reputa- breath in my ear as she gave me the Words that tion. Or at least guarantee a memorably spectacular would return her to human form, Words that would funeral. Sithi would happily settle for either one. blessedly leave my mind as soon as they were spo- If I somehow survived her, it would be back to the ken. More Words she said then, an incantation that rutabaga fields for me. No one hires a dead transformed her into a Ligerian Mantis, better than shapeshifter’s soulkeeper. It’s a one-woman job. three stones’ weight of lethal insect. From our quiet corner, we watched the Sorcerers The other seventy pounds of Sithi’s sultry body Guild wizards arriving, each with his grimoire and flowed along with her human soul into me. Haaken familiar, wands held ceremonially in the crooks of caught me as I collapsed under the weight, while their arms, proud in their black satin and jewels, pac- Sithi’s image morphosed into angular green legs, a ing with dignified formality along the paved walkway flat, thin body, and a triangular head with huge from the gate into the golden light of Raisneev’s tiled orange pinpoint-pupilled eyes. Her head flicked to and silk-hung arched and embellished palace. At the look at us, heavy forearms snapped close to her main door, two leopards, chained with gold, were held chest, pincers scissoring open and shut. Haaken and I in trembling check by a lithe yellow-skinned man as held ourselves quiet until Sithi’s mind overrode the their slit-eyed gazes measured and found wanting all mantis’ predatory instincts. When she was in control, who entered. The aroma of roast pig set my mouth to Sithi took Haaken’s climbing rope in one chitinous watering and I heard Haaken’s stomach growl. appendage. She placed her forelegs on the wall and The Sorcerer Ascendant held many treasures inside began to climb, a nightmare silhouetted against the his compound walls. His gardens boasted trees that beauty of the mosaic.

# DRAGON 244 65 Haaken eased me down to rest against his bent entertainment. What arcane devisings, what thau- knee, arching my back to make breathing easier as I maturgical embellishments, what transmundane fan- wheezed under the weight that Sithi had shed to tasies did they create for their pleasure? Surely their become the mantis. The big-boned sturdy frame that I pastimes would blast the eyes from an uninitiate’s had bemoaned as a young girl enabled me to carry head. Part of me feared to look. The other part of me the weight, as well as giving Sithi substance when she that would gaze on Abbadon itself just to know, went larger. But it was never easy. Haaken’s hand looked. rested lightly on my shoulder and he kissed the top of They could have been grain merchants or minor my head, a welcome encouragement while I huffed for princes of a tired dynasty, or any seven of the denizens air, my loose tunic and pants stretched to the seams. of the Skelly’s Tail with more money and less taste. Sithi scritched up the wall, a series of six-legged They sat each with his own chair and table carved and dartings that raised the hair on my neck. At the inlaid with garish jewels to proclaim their status, up to parapet, she delicately climbed over the iron railings their elbows in pig grease, their beards trailing in their and disappeared inside the minaret. From the plates, their hats askew and the sleeves of their robes Chrestomathy, a forlorn howl drifted into the night. rolled up, swilling wine and spilling most of it as they Sithi reappeared on the parapet. Her command waved their golden cups at a sloe-eyed woman with lanced into my mind like heat lightning. Gratefully, I cinnamon lips and hair like the fall of night, as she whispered the Words. undulated her way around the open space in the mid- Folk who say that something was like a weight dle of their gathering in a dance of stomping high- lifted from their backs have no idea of how that arched bare feet, clapping hands and twitching hips to really feels. As Sithi reformed into her human shape, the coiling music of drum and rebec and sistrum. Their the weight was lifted not only from my back, but familiars were aloof, uninvolved with the animal from the rest of me as well. I felt as if I would float appetites of their masters as they prowled, skittered, away without Haaken’s hand holding me down. crawled, or lazed about the room, each to its own Sithi tied off the rope then tossed the end down to nature, furred, feathered, or scaled. us. Haaken took a strain on the rope. I climbed up his In a far corner at the foot of the stairs slept a huge body, found a grip on the knots, and swarmed up the black she-wolf, hairy stomach bulging with food, her tower, Sithi’s clothes slung over my shoulder. While legs twitching in dreams. Sithi grinned and started she dressed, Haaken over-handed his way up to join shucking her clothes again. us. ❖ ❖ ❖ I took a breath, and Sithi laid two fingers across my lips, forestalling any sound. She jerked her head The wolf and Sithi were of a weight so I followed and we followed her, creeping silently down the spi- close on Haaken’s heels as we slunk down the stairs ral steps from the top of the minaret to a doorway and slid behind a line of potted frond palms. Never screened with lace-carved cedar. Golden light shafted one to resist the grandiose gesture, Sithi trotted through the screen’s openwork, while laughter and nonchalantly to the edge of the wizards’ circle and music and the aromas of food and smoldering frank- flopped down on her side, head up and pink tongue incense arose from the open atrium below us. There lolling. Sithi whispered, “Only one guard patrols this level. A youngish wizard, his red beard plaited into a They pay him no mind. Be silent about it.” hundred tiny braids, snapped his fingers and called, Haaken nodded. With one ice-blue eye pressed to “Rahab.” the screen, he said, “I see him.” Sithi went very still. Haaken drew in a sharp Very soon we could hear him as well, hard leather breath, his eyes slanting to the real Rahab, still bootheels clacking with authority as he made his dreaming in her corner. rounds. As he got closer, my stomach drew tighter. “Rahab, come to me.” Sithi loves danger. I get nauseous and tremble a lot. Sithi looked at him, then trotted over and sat at his Haaken just does his job. feet. He dropped the knucklebone he had been chew- When the guard was on top of us, Haaken pushed ing and said, “I still maintain, Great Raisneev, that our open the door, hefted his axe, and as the guard’s daemon spirits have more understanding than we mouth gaped in surprise, punched him solidly in the know. Rahab, here, responds to commands in the abdomen with the axe’s weighted head. The guard arcane as well as the common tongue.” went down with no more than a whuff of expelled Raisneev, Sorcerer Ascendant, had watercress breath, boneless as an eel. Not easy to down a man caught in his beard. His eyes were raisins, his mouth in silence, but Haaken’s skill comes from brain as well a prune. He raised his hoary brows and chuckled. “An as muscle. I could not love a stupid man. While argument always popular with young wizards, my Haaken bound and gagged the guard, I crept to the dear Gibral. With more experience, you’ll realize that balcony railing and in the shadow of a marble they are only dumb beasts. Containers for magic, no column carved with grape leaves, I raised my head to more than that.” peer down on the wizards’ feast. Gibral’s fair skin flushed to match his beard. “I I’d always wondered what transpired when the can prove it, O Raisneev. Attend this demonstration. highest wizards of the land gathered for an evening’s Rahab?”

66 FEBRUARY 1998 Sithi looked at him with her yellow wolf eyes. The rain had stopped. That was a blessing. I knelt Gibral made Signs that left orange trails in the air outside an iron-barred window opening into and said, “Rahab, Stravitiyi podhorts calineris.” Witches Raisneev’s audience chamber, shrinking down to and wizards don’t know each others secret language. escape the wash of light from a glowing globe as it Haaken grunted a word in his own language that floated past. The smell of wet grass, the sounds of the needed no translation, and I drew my dagger. night, each detail was magnified by the fear that I Sithi did nothing. held on a tight leash. Sithi’s plan held no flash of Raisneev chuckled. brilliance, just a reliance on brute force. I had no Gibral’s face got redder and his voice louder. faith that it was going to work. “Rahab, Stravitiyi podhorts calineris!” Though I was expecting it, Haaken’s whisper Stretching aft then fore, Sithi stood. She padded to through the window startled a gasp out of me. “I’m the middle of the circle, turned around a couple of here,” I answered. times, then sat, turning her head over her shoulder He reached one hand through the bars and laid it away from Gibral, looking down and then raising her on my cheek. “Have care. I will come for you.” muzzle to the ceiling. Her wolf mouth stretched into a Sithi’s face appeared beside Haaken’s. “Ready, white-toothed grin. soulkeeper?” Raisneev’s chuckle exploded into a racheting cackle, I grabbed the window bars, fingers clenched, feel- joined by the rest of their company in raucous laugh- ing my life flow out of me as Sithi’s form bulged into ter that swept the circle and bounced to the ceiling over thirteen stone of ugly orange-haired ape. My arches. It went on until Raisneev pounded his cup on hands became sacks of sticks and twigs, my arms and his table and wheezed, “While there may be a ques- legs no more than joint-knotted bone. My guts felt tion as to the understanding of beasts, there can be like they were being drawn out by a hot claw. My no question of your beast’s opinion, Gibral.” lungs screamed for air. My eyes saw the night Gibral was too young to laugh at himself. He flung through a red mist and sounds faded into a hollow out one stiff index finger and hissed, “Rahab, out of buzz in my ears. I felt my heart slow, and slow again. my sight!” From inside the window came little creakings of That command, Sithi obeyed. sound, all I could hear of the smashing of wood and I sucked in a long breath, and Haaken slumped the rending of iron bars as Sithi ravaged Raisneev’s against the wall. Sithi trotted off into the darkness of treasure tabernacle. Little ant voices shouted in alarm Raisneev’s palace. I’d seen enough of wizards’ feasts and a light appeared in the room. Steel rang on steel, and kept my head down while we waited for Sithi to tiny twinkings, as Haaken’s axe struck sparks from return and prayed that the real Rahab would remain the heavy tulwar of a palace guard, come only in chasing deer in some wolfy dreamhaven. time to die on Haaken’s blade. ❖ ❖ ❖ With a final monstrous wrench, Sithi ripped open the tabernacle. She grabbed the golden tablet of the A cold, wet nose touched the back of my arm. Pantalogue, scuttered across the floor on her knuck- “Gods’ curses, Sithi! Don’t do that,” I muttered. She les, and shoved the tablet through the window into reformed with a grin on her lips. “You found it?” my deadened hands. Loosing a guttural roar, she Flicking a glance at the wizards who were falling sprang to Haaken’s side as two more guards skidded into boozy indolence and a monumental round of into the chamber. tale spinning, Sithi nodded. “And it’s not a job for Behind them was the Sorcerer Ascendant, hatless, stealth or cunning. It needs raw strength and brawn.” shoeless, food-stained, his face twisted into a mask of I looked at Haaken. black rage. As Raisneev raised his arms, fingers “No,” Sithi said. “More than Haaken. The twitching lurid green trails, Haaken ripped the Sphere Pantalogue tablet is displayed in Raisneev’s audience of Defense talisman from his neck and threw it down. hall, caged in bars of iron rather than veils of magic. I A flash of coruscating white light burned through my need Haaken, but more do I need the greater part of dimmed sight, and Sithi and Haaken were enclosed in you, soulkeeper.” She was no longer grinning. a shimmering circle that flared as it deflected A serious Sithi scared me white-eyed. “How much, Raisneev’s spear of fire. Sithi?” That circle muted magic, but did nothing against “What can you give me and live?” sharp-edged steel. Haaken was a blur of deadly “Three and a half stone.” motion as he set his axe against the swords of “I need more.” Raisneev’s guards. Sithi has no skill with weapons. As “For what?” an Urang, she needed none. Snarling, she ducked “An Urang. Pound for pound, it’s four times under one guard’s tulwar, grabbed his arm and ripped stronger than even Haaken. I need more weight, soul- it from his shoulder, then threw him across the room. keeper. Five stone.” Back to back, they fought as more guards poured into Could I live at less than half my weight? Sithi knew the room. what she asked. If I died, she might as well be dead. I With little care for his servants, Raisneev threw shrugged and managed a grin. “What’s your plan?” bolts of verdigreed lightning against the shell of the ❖ ❖ ❖ Sphere. The circle held, and two of Raisneev’s guards

# DRAGON 244 67 were crisped to blackened husks. Putting necessity In the clouded darkness of the night I couldn’t see before pride, Raisneev called for help. the Word. Again the panther reached for me. As I Staggering under the effects of too much wine, the jerked back, I dropped the tablet. From the palace other wizards stumbled to Raisneev’s side, took stock came the exultant cries of the wizards, answered by of the situation, and joined the Ascendant’s attack. Fire Haaken’s defiant curses. splashed and sparked in splatterings of green and red, I could feel my life leaking away. I picked up the blue, yellow, orange and violet and purple. Under that tablet, running my fingers over the raised surface of onslaught, the Sphere of Defense began to shrink. the Pantalogue Word. Through fingertips made sensi- I sank to the ground, the tablet clutched to my tive by desperation, the shape of the letters appeared scrawny chest, bedlam in my ears. I felt hollow, emp- in my mind. I wriggled up to the bars and looked into tied of all thought or desire, except to live. If Sithi the panther’s golden eyes. He snarled, white-toothed died, I couldn’t survive long in this state. And if and spitting, whiskers bristling. As he lunged, I said the Haaken died, the rest of my soul would go with him, Pantalogue Word. With his breath hot on my face, he as well as the greater part of my heart. changed. The sorcerers’ fire hissed and crackled through the Where there had been a panther black as dark- window, a raging inferno overlaying Sithi’s snarls and ness itself, soon crouched a long-limbed, slender man Haaken’s warcry. I dragged myself high enough to of the same hue. He held one hand before his face, see the wizards encircling the Sphere of Defense, clos- turning his wrist and regarding his palm with his jaw ing in as it grew smaller and smaller, crowding Sithi slack in wonder. and Haaken closer and closer together. “Help me,” I whispered. The lost souls in the Chrestomathy wailed in their He raised his head and looked around, then animal voices as the turbulence from the sorcerers’ looked at me. “Who are you?” magic set the trees to swaying, bouncing the light “A soulkeeper.” My voice had gone to a ragged globes around like mad fireflies, and lashing the wisp of sound. He leaned closer. “I helped you. Help waters of the pool. From the stables came the splin- me now.” tering of wood and frantic neighing. The charged air He wanted only to run; his body urged him to be stood my hair on end and crawled over my skin like gone, trembling with its eagerness to escape. He slid a million tiny insects. I heard Sithi shriek in pain. The his hands outside the bars and lifted the cage door- yowl of a hunting cat rode the turgid air. latch. When he stepped outside the cage, his chest And I thanked the gods for it. lifted in a long breath. Fumbling the tablet into my belt pouch, I began to “Please, Shapeshifter. I freed you. Help me save my crawl, pulling myself over the slick grass, a feeble witch from the same fate.” scrabbling of emaciated limbs that dragged me He looked down at me. “How?” slowly across the compound to the cages of the “The palace. The wizards are attacking my friends. Chrestomathy. The shapeshifters whined and cried, Free the other shapeshifters and help us.” each in its own particular animal voice. “Attack the wizards? And die? Now?” By the cage of a sleek, long-sinewed panther, black “You don’t have to attack them, just distract them. as the night around us, I came to the end of my thin Get their attention. Give my friends a chance to win rope of strength. He swung from his restless pacing to free.” I poured what was left of my soul into my voice. spring at me, ivory fangs clashing on the bars beside “That’s all I ask.” my head, eager claws slashing scarlet ribbons down His deep answer rumbled in my ears. “You ask a my shoulder. The pain was only a faraway nagging lot, soulkeeper.” murmur as I fumbled the Pantalogue out of my pouch. ❖ ❖ ❖

68 FEBRUARY 1998 Not all the shapeshifters answered his call. Some She had more than we thought. raced for the gates and caused as much pandemonium “I converted everything to coin,” Drusa said, there as did the many who flung their newly human “assuming that you would want to be leaving soon.” bodies into the Sorcerer Ascendant’s palace, shrieking Sithi’s indrawn breath forestalled any answer. I their hatred and lust for vengeance. With the last of hadn’t known there was that much coin in the entire my sight, I saw the wizards’ fire in the Pantalogue city. The faces of a dozen petty kings stared back at chamber sputter and die. With the last of my hearing, us, their profiles frozen for all time in thousands of I heard the shriek of metal being torn from stone gold and copper and silver rounds, glinting and wink- anchorings. ing in the lamplight. I lay curled around emptiness, my mind adrift in a Also reflecting light was the Ahkim’s ruby as it lay dark silent cloud of fuzzy nothing. After an endless in Drusa’s open palm. “I return this to you, as well.” and uncounted time, something lifted me from the Sithi took the ring. Her voice was thin and flat. earth on which I thought I remembered lying, and “The payment seems sufficient.” might have carried me for a while. It didn’t matter, so I began wondering who had bested whom. “One I didn’t think much about it. The dark was comfort- last thing I offer, Shapeshifter.” Drusa’s dark hands able, nothing hurt. Then a spear of yellow fire lanced made the true oath sign in the language of witches. through my mind. I recoiled, seared by that silent “If you will trust me with it, I will return the command. I twisted and shuddered away from it, but Pantalogue to Raisneev on condition that he calls off it pursued me, surrounding me and piercing me with the search for its thieves.” thousands of tiny points of light. Haaken looked at me. We both looked at Sithi. Her ❖ ❖ ❖ fingers moved over the raised letters of the Word as if to remember that which could not be remembered. When my eyes opened, Sithi was grinning down at She looked at Drusa and lrago. Her body shook in a me as I lay within the circle of Haaken’s arms. The silent chuckle. Handing the tablet to Drusa, she said, Pantalogue was clutched firmly to her breast with “Fair enough. You have what you want. I have what I both hands. “Soulkeeper,” she said, “I’m going to want. The wheel is balanced. For now.” make sure you’re well fed from now on. If you Before they left, lrago took both my hands between weighed a half a stone less, we’d both be dead.” his and said, What I owe you cannot be repaid.” “You’re welcome, Sithi.” Though it felt good to be ❖ ❖ ❖ right where I was, I sat up and looked around at a small cluttered room revealed in the pale glow of a On top of being made to look fairly foolish, or at single lamp. It reeked of sour ale and pickled eggs, best gullible, we still had to leave town. Word came that “Where are we?” Raisneev agreed to Drusa’s bargain, and the Pantalogue “In the back room of the Skelly’s Tail, waiting for again resides with the Sorcerer Ascendant. That was the Drusa.” public agreement, at least. Unofficially, every wizard in As if summoned by her name, the water witch the city is still itching to get his hands on the thieves. appeared in the doorway amid the clashing of beaded They don’t much like looking foolish, either. curtains, one long arm firmly around the dark man At least we have enough leather sacks of coin to who had been a panther. His arm lay across her choke Leviathan, and in the underways, our reputa- shoulders, as well, claiming Drusa as his. Seeing them tion will precede us. We shouldn’t lack for work. Sithi together, this whole thing began to make sense to me. has promised no more drunken carousing. And the “Well, Shapeshifter,” Drusa said, “I shall shout your moon will fall from the sky and lions become lapcats. praises from the rooftops for all to hear. You are a Tonight, we sit around a warm fire spiced with witch of surpassing talent. lrago here agrees.” sandalwood, with pedigreed racing camels to carry Sithi stared at them, her hands tightening on the our fine clothes, a wiry servant girl happy to have Pantalogue tablet. She seemed a frozen statue, but to been plucked from the stews of the city cooking our one with eyes to see, she went from triumph to anger food, fine wine in our cups, and the Ahkim’s ruby to dismay to grudging acceptance in the space of a few glinting from my thumb as I rest in the circle of heartbeats. She tossed her hair back and threw a smile Haaken’s arms. Again, I love Sithi. She might get me at them. “And your lrago was the reason for all this?” killed, but at least she saves me from the rutabagas. Drusa rubbed her cheek on his shoulder. “His soul- keeper died. There was no other way.” Sithi laughed and made it sound real. “So it is deathless love that we must blame for having every sorcerer in the city searching for us with ugly and evil After a stint at Clarion West ‘88, Michaelene has sold fiction intentions. So be it. Pay up, water witch. You owe me to Omni, Asimov’s, and Fantasy & Science Fiction, among all that you have.” others. She lives in Moab, Utah where she runs a bead shop Drusa smiled back. She beckoned and two burly, when not dodging mountain bikers patch-eyed men who grunted under the weight of a large wooden chest crowded into the small back room. At Sithi’s nod, Haaken opened the chest.

# DRAGON 244 69 for every 100 feet above that) or miss the cloud cushion altogether and suffer falling damage as usual. Cloud cushion can be negated with a successful dispel magic or similar effect, or by the caster’s silent act of will. Otherwise, it remains in place until its duration expires. The material components for this spell are a fist-sized ball of cotton and a handful of fine sand, both of which are consumed in the casting. Glide (Alteration) Spells of Elemental Air Level: 2 Range: Touch Components: V, S, M Duration: Special by Robert S. Mullin Casting Time: 2 illustrated by Steve Schwartz Area of Effect: 1 creature Saving Throw: None IF YOU USE the specialized wizard rules Cloud Cushion This spell combines certain aspects of the wizard spells feather fall and fly. from the Player’s Handbook, you prob- (Evocation) Like feather fall, this spell allows the ably also use The Complete Wizard’s Level: 1 caster (or another recipient touched by Handbook. If you use that work, you Range: 10’/level the caster) to descend from high alti- probably also employ the Tome of Components: V, S, M tudes at a decreased rate of speed (two Magic and its elemental specialists. In Duration: 1 round/level feet per second, 120 feet per round), that case, you’ll likely use the new Casting Time: 1 though the spell does not reduce the wizard specialist types introduced in Area of Effect: 10’ × 10’ × 5’ recipient’s mass. Like fly, however, glide the PLAYER’s OPTION™: Skills & Powers and Saving Throw: Special enables the recipient to perform direc- Spells & Magic books, if you don’t This spell creates a 5’ thick, 10’ tional changes (maneuverability class already. That’s a lot of wizards, and square mass of billowing, semi-solid A) during the descent, thus providing the compiled spell list for the class as fog that serves as a cushion for falling limited horizontal movement. The a whole is impressive. creatures. The caster may place the recipient can travel a linear distance The complete list (as given in Spells cloud cushion anywhere within the equal to twice the the height from & Magic shows that most of the spell spell’s range, but it must rest on a solid which he began to glide. For example, schools are well represented, with at surface. Once placed, the cloud cushion a recipient gliding from a 100’ cliff least one spell of each spell level. For cannot be moved. The cloud cushion descends at an angle that places him instance, the number of spells that negates the damage inflicted by falls 200 feet away from his starting point each elemental school possesses is of up to 10 feet per level of the caster. upon landing. On the other hand, the nearly identical, suggesting that each Falls of greater distance cause damage recipient could descend 100 feet in one school enjoys equal footing. That to the victim for only the additional direction, make a 180-degree turn, and appearance can be deceiving. distance fallen. For example, a cloud descend the remaining 100 feet so as Considering the many spells from cushion created by a 10th-level wizard to land at the base of his launching other sources, such as back issues of negates all damage from a fall of 100 point. Note, however, that the recipient DRAGON® Magazine, various AD&D® feet or less. However, a victim falling must glide the full distance. If the recip- accessories, and even spells of your 120 feet before landing on the cloud ient wants to land at the base of his own devising, the elemental spells are cushion suffers falling damage for only launching point but has no desire to hardly equal. The Wizard’s Spell the additional 20 feet (2d6 hp damage expose himself via the glide out, turn, Compendium series, once complete, in this case). Note that the actual dis- and glide back routine, he can opt to should show that Elemental Fire pos- tance fallen counts against the 200 perform a spiralling “dive” in order to sesses by far the most spells, followed feet/20d6 maximum falling damage maintain a constant close proximity to by Elemental Earth, then Elemental rule. Therefore, if a victim falls 300 feet his launching point. Under no circum- Water, and finally Elemental Air. before hitting a 10th-level wizard’s stances does the glide spell enable the The following spells bolster the cloud cushion, the victim still suffers recipient to gain altitude, nor can the number of Elemental Air spells cur- only 10d6 hp damage, as any distance recipient increase or decrease the rate rently in print. It doesn’t level the play- greater than 200 feet does not of descent, though certain magical and ing field, of course, but it should draw increase falling damage beyond 20d6. mundane effects (e.g., powerful winds, some much deserved attention to this However, individuals who fall from a windshear spell, etc.) can be factored ignored and often forgotten branch of heights of 300 feet or greater must in, as appropriate to the effect in ques- the elemental disciplines. save vs. death magic (with a -1 penalty tion. In any case, the spell lasts until the

70 FEBRUARY 1998 recipient lands, though he must begin gliding within one round of the spell’s casting or the magic is wasted. Dispel magic does not end the spell prema- turely, but if the glider enters an antimagic shell or dead magic zone, or if a wish or limited wish is used to negate the spell, the recipient immediately plummets to the ground and suffers falling damage as usual. The material component for this spell is a miniature kite, which is con- sumed in the casting. Part Vapors (Alteration) Level: 3 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None By means of this spell, the caster brings into being a narrow path that forces away smoke, fog, mist, and sim- ilar vapors, much like a part water spell divides fluids. The spell creates a sta- tionary path that is 10 feet wide by 10 feet tall and extends away from the caster in the direction he is facing when the spell is cast, to a distance of 10 yards per level. While the duration lasts, nonmagical vapors cannot enter the path, thus eliminating any visibility impairments within the area of effect. Windshear Part vapor sunders vapor-producing other actions may be taken that spells and spell-like effects of third-level (Alteration) round, and the creature automatically (or the equivalent thereof) and below. Level: 4 acts last on the following round. When opposing more powerful vapors Range: 50 yards +10 yards/level Missile weapons that pass into, out (e.g., cloudkill, death fog, green dragon Components: V, S, M of, or through the area of effect suffer breath, etc.), creatures within the area Duration: 1 round/level a -4 penalty to hit but are otherwise of effect receive a +2 bonus to any Casting Time: 3 unaffected. Missile spells and magical applicable saving throws, or -1 hp per Area of Effect: 25’-radius sphere effects that require an actual attack damage die if no save is allowed. Saving Throw: Special roll (e.g., Melf’s acid arrow, etc.) suffer Part vapor also can be used as an This spell enables the caster to this penalty, but not effects that are attack form against vaporous crea- cause a sudden, violent disruption in assumed always to hit (e.g., magic mis- tures (e.g., smoke para-elementals, air currents within the area of effect, sile, fireball, etc.). vampiric mist, beings in gaseous form which the caster may move about Spells and effects that travel along etc.). Any such creature that enters the within the spell’s range at a movement air currents (e.g., gaseous form, stinking area of effect, or is within the area of rate equal to three times his experi- cloud, cloudkill, etc.) suffer a random effect when it forms, suffers 2 hp dam- ence level. Thus, a 7th-level wizard can course change upon entering or exit- age per level of the caster, plus a like move the windshear at a rate of 21. ing the windshear. If such effects are amount for every round it remains in Flying creatures who pass into, out under the directional control of a caster, the area of effect thereafter. of, or through the area of effect must magical item, or the like, control is A successful dispel magic or similar immediately save vs. breath weapon regained at the end of the following power causes the path to collapse pre- or lose control and crash, suffering round (though the course alteration maturely, as does a silent command falling damage (1d6 hp damage per may require the effect once again to from the caster. 10 feet fallen) as usual. If more than break the windshear’s plane in order The material component for this 100 feet separates the flying creature to resume its previous heading). If the spell is a stoppered glass tube of any and the ground (or other surface, as effect is not a controlled force, it con- length containing clean, clear air. applicable), a second saving throw is tinues on its new course as air currents permitted to regain control, but no demand.

# DRAGON 244 71 An improved version of the third- level fly spell, mass flight enables the caster to bestow the ability to fly upon multiple subjects. In addition to him- self, the caster may affect up to one creature per three experience levels. Thus, a 12th-level caster may affect four creatures in addition to himself, five creatures at 15th level, six crea- tures at 18th level, and so forth. Otherwise, this spell operates as a standard fly spell. The material component for mass flight is one wing feather from any bird for each recipient of the spell. Airmantle (Abjuration, Conjuration/Summoning) Level: 6 Range: 0 Components: V, S, M Duration: 1 turn + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard is surrounded by an invisible layer of clean air that moves with him. While it lasts, the airmantle confers several benefits upon the caster, as follows: ❖ The caster is rendered immune to the effects (both harmful and help- ful) of nonmagical gases and gaseous effects (e.g., poison gas traps, smoke, When brought into contact with Note that this spell is not the same methane, etc.), as the airmantle’s magical wind-based effects (e.g., gust as a gust of wind. Although capable of magic continuously replenishes its of wind, whirlwind, etc.), there is a 50% altering the course of flying creatures, oxygen content, effectively filtering chance that the windshear negates the missile weapons, and certain spells, it out such fumes. ❖ other effect. Conversely, there is also does not produce any force of its own. When subjected to gaseous a 50% chance that the windshear is It is simply a disruption in air currents effects of a fantastic nature (e.g., spells negated and absorbed into the new that such creatures and conditions uti- and spell-like effects, breath weapons, effect, increasing the effect’s duration lize for motive force. Therefore, it can- etc.), an airmantle reduces damage by whatever remained of the winds- not be used to extinguish flames, inflicted upon the caster by one-half hear's duration before it was absorbed. move stationary objects or levitating due to the airmantle’s filtering capabili- Against normal winds, the windshear creatures, or the like. ties. If the caster also makes his saving has an equal chance of either increas- The material component for this throw against the effect, the damage is ing or decreasing the wind speed as it spell is a knife constructed entirely of reduced to one-quarter. If the gaseous passes into the spell’s area of effect. glass and worth no less than 100 gp, effect produces a result that is not Finally, when creatures from the which the caster sweeps before him in expressed by hit-point damage (e.g., Elemental Plane of Air—particularly a cutting motion during the spell’s death, petrification, paralyzation, etc.), those creatures composed of wind casting. The glass knife is not con- the caster receives a +4 bonus to the and air (e.g., air elementals, invisible sumed and may be reused. saving throw instead. If the gaseous stalkers, aerial servants, etc.)—pass effect does both, then the airmantle’s into, out of, or through a windshear’s Mass Flight protection applies to both. ❖ area of effect, the sudden disruption (Alteration) The airmantle provides the caster to their own personal air currents is Level: 5 with breathable air in an otherwise sufficient to slow them down for a few Range: Touch hostile atmosphere, such as underwater moments while they “reorganize” Components: V, S, M or the vacuum of space. (Note that, in these patterns. Essentially, they suffer Duration: 1 turn/level + 1d6 turns the ® universe, the airmantle a +4 penalty to the next applicable Casting Time: 5 cannot be fouled due to its filtering initiative roll following contact with Area of Effect: 1 creature/3 levels and replenishing effects.) the windshear. Saving Throw: None Dispel magic has no effect on an airmantle, but a limited wish or more

72 FEBRUARY 1998 powerful spell negates it prematurely, as does the caster’s silent command. The material components for this spell are a lump of charcoal, a small air bladder, and a six-inch length of metal tubing, all of which are con- sumed during the spell’s casting. Wind Conduit (Evocation) Level: 7 Range: 0 Components: V, S Duration: 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: Special When this spell is cast, a temporary conduit is opened that creates a direct link between the caster and the Elemental Plane of Air. The wind con- duit can be used by the caster in one of two ways, determined at the time of casting; once chosen, the method cannot be changed. The first version of the spell enables the caster to manipulate the energy derived from the wind conduit to boost the effectiveness of his air-based spells. Essentially, the caster’s air- based spells perform at maximum potential while the wind conduit remains in effect. Each time a spell is cast, however, the caster must make a save vs. spell (adjustments for magical rendered unconscious, or wills the spell This spell is a highly specialized protections and the like apply, and to end, or it is negated with a limited version of the sixth-level wizard spell Elemental Air wizard specialists receive wish or wish; dispel magic has no effect invisible stalker. The two spells are their usual +2 saving throw bonus). If on a wind conduit. In addition, a wind identical, with differences as follows: the save fails, the wind conduit benefits conduit does not open within an ❖ The death stalker is a special 12- the spell as intended but closes imme- antimagic shell, dead magic zone, or HD variety of invisible stalker that diately thereafter, ending the spell. similar area. If the caster has an active possesses maximum hit points (96). The second version of the spell wind conduit and moves into such and ❖ The only task a death stalker may enables the caster to use the wind con- area, it closes until the caster exits. undertake is one that calls for it to duit’s energy to power spells without (Note: As might be expected, wiz- track down and slay a specific individ- losing them from his mind. When ards have devised versions of this ual determined by the caster at the used in this fashion, however, the spell suited for the three other ele- time of casting. If the death stalker suc- caster must make an unmodified sav- mental disciplines. These spells— ceeds in its mission, it is freed from ser- ing throw vs. spells (Air Elementalists called earth conduit, flame conduit, and vice and immediately returns to its still receive their +2 save bonus) each water conduit, respectively—are identi- home plane. If the death stalker is time a spell is cast. If the save fails, the cal to wind conduit in all ways, save defeated, it reforms exactly 12 hours caster suffers a magical backlash that that each is attuned to its own ele- later at the location where it was “slain” wipes clean all air-based spells from mental plane.) and resumes its mission. The death his mind (including the spell that stalker can reform in this manner one caused the backlash), and the wind Death Stalker time for every three experience levels conduit ends. Lost spells can be (Conjuration/Summoning) the caster possesses. Thus, a death rememorized normally, of course. Level: 8 stalker summoned by an 18th-level In either case, there is a 10% non- Range: 10 yards wizard reforms up to six times if it fails cumulative chance each round that the Components: V, S, M to complete its task. If it is slain after wind conduit closes on its own, causing Duration: Special reforming the final time, the spell ends. no harm to the caster. Otherwise, the Casting Time: 5 rounds Note, however, that this spell poses a wind conduit remains in effect for the Area of Effect: Special slight risk to the caster. Each time the full duration unless the above condi- Saving Throw: None death stalker reforms, there is a 2% tions are met, the caster dies, is

# DRAGON 244 73 elementals, etc.), such creatures are merely slowed while they remain in the spell’s area of effect. If they make a successful saving throw, they are slowed for only one round; otherwise, they remain in the area of effect for 1d4+1 rounds. In any case, creatures and objects completely trapped within a solidify air spell are impervious to physical dam- age, whether by weapon blow, spell, magical item discharge, or the like. Partially-trapped creatures and objects sustain half damage from attacks. In both cases, mental attacks (e.g., psion- ics, charm spells, etc.) are uninhibited by the spell. Solidify air has other uses as well. If placed between the caster and an on-rushing opponent (or opponents), missile weapons, certain spells and magical effects, the spell creates an almost foolproof barrier, especially when used in narrow corridors and passages. Similarly, it can be used to “fill” pits, prevent doors from opening, and the like. DMs might also rule that missile weapons and missile-like spells (e.g., magic missile, Melf’s acid arrow, etc.), magical and mundane effects that flow on air currents (e.g., cloudkill, stink- ing cloud, gaseous breath weapons and traps, etc.), and so forth can be sus- the area of effect before the air solidi- cumulative chance that it breaks free of pended within a solidify air if the timing its bond and immediately returns to fies (the spell still takes effect, in any is precise (i.e., the solidify air takes effect slay the caster, using whatever remains case). If the save fails, however, the at the same time the condition in ques- of its reforming ability to do so (though victim must make a second saving tion enters its area). It should be noted this still occurs at 12-hour intervals). throw, this time against death magic. If that, when the spell expires, a trapped In addition to the material compo- this save fails, the victim is completely missile weapon would fall to the nents of burning incense and a piece encased in solid air and cannot move, ground, as its motive force would be of horn carved into a crescent shape, talk, or even breathe (suffocation rules negated. Other effects are governed by this spell also requires three drops of apply) for the duration of the spell. On their own durations, as appropriate. the caster’s blood and an object (e.g., the other hand, if the death magic Solidify air can be ended prematurely a coin, scrap of cloth, etc.) belonging save is successful, the victim has man- by the casters silent act of will, a suc- to the individual the death stalker aged to free enough of his body to cessful dispel magic or similar effect, or must slay. The object is consumed. breathe and talk, and, at the DM’s dis- upon the casters demise. Otherwise, cretion, perform other actions that do Solidify Air the spell lasts for its full duration. not require complete mobility. Note, The material component for this (Alteration) however, that when used against crea- spell is 1,000 gp diamond cut so as to Level: 9 tures of great size, the spell has limited form a one-inch cube. The diamond Range: 10 yards/level effectiveness. If cast on a dragon, for cube is consumed in the casting. Components: V, S, M example, the spell would trap a single (Note: Solidify air is but one of sev- Duration: 1 round/3 levels appendage at best. The area of effect eral spells used in the manufacture of Casting Time: 1 round is stationary (even if cast straight up; a ring of might, as featured in DRAGON Area of Effect: 10’ cube the solid air is not affected by gravity), Magazine #223.) Saving Throw: Special so the dragon wouldn’t be able to This spell enables the caster to move with any great ability; but unless cause the air within the stationary the spell was centered on its head, the area of effect to become as solid and dragon would be free to use its breath Robert writes: “This one is for Dave, a unyielding as stone. A creature caught weapon, cast spells, and make bite fellow gamer I met at The Reclyning in the area of effect must make a sav- attacks. Also note that, when used Dragon games and comic shop. You ing throw vs. spell. If the save suc- against creatures that are composed wanted more spells for your air elemen- ceeds, the creature manages to exit of air (e.g., invisible stalkers, air talist, so here you go."

74 FEBRUARY 1998

Anklet of Feathers The clasp of this fine silver chain is fashioned in the shape of a feather. When fastened about the ankle, this item allows the wearer to shape- change, up to three times per day, into the form of any normal bird (a songbird, hawk, or vulture would qualify; a roc or giant owl is not “nor- mal”). All of the character’s posses- sions are transformed into part of the bird’s body, but the anklet remains visible as a silver band of an appropri- ate size for the bird-form’s leg. In all other ways, the ability bestowed by the anklet is identical to a druid’s shapechange ability. XP Value: 1,500 GP Value: 8,000 Clasps of Theol Theol of Dimenthos was an inven- tive and cautious priest. He preached the virtues of being prepared for emergencies nearly as often as he promoted the tenets of his faith. Theol prayed and fasted to imbue a gift from a goldsmith, a set of cloak clasps on a chain, with power. His efforts were rewarded, and he made good use of the clasps until he retired from adventuring at a ripe old age and passed the clasps on to an acolyte who soon disappeared while travers- ing a marsh. Since then, the clasps have been sighted in the possession of others, but the priesthood has not yet successfully recovered them. Miracles of Flight The clasps do not function if worn with a cloak. They appear merely ornamental, not even registering as magical to divination. (That is why by James Wyatt and Steve Berman they are often overlooked as valuable treasure.) When the clasps are thrown illustrated by into the air, the enchantment is invoked. Certain materials begin to tear loose and fly about the clasps THE MIRACLE OF FLIGHT has always pixies, a host of fantasy races inhabit until they are magically woven into a held humanity spellbound. The effort- the air. Still, the more common races, less soaring of birds through the sky is the human and demihuman races astonishing, and the way bees remain that found empires and civilizations, aloft defies our understanding of are fundamentally landbound. aerodynamics. Even the silent flap- And then there’s magic. ping of bats has served for centuries A wizard’s fly spell, a broom, carpet, as a reminder of human limitation. or wings of flying, or winged boots can From Daedalus and Icarus with their bestow flight on ordinary human handmade wings to the famous flight beings . . . or dwarves, halflings, or of the Wright brothers, humanity has orcs. Human nature is to tinker and turned to science to overcome the invent—gnomish nature even more constraints of gravity. so. Thus, here follow the fruits of that In an AD&D® campaign, many inventive labor: a collection of items more races possess the ability to fly. both magical and mechanical, each From rock-like gargoyles to elegant designed to re-create the miracle of winged elves, huge dragons to tiny flight.

76 FEBRUARY 1998 special garment. Outside, the clasps Cloud Blend attract leaves from trees (leaving the A rare found in large nearest branches bare) and loose potion bottles, cloud blend is said to feathers. Inside, sheets of parchment have been created by cloud giant and paper and dust are drawn forth. alchemists as part of their efforts to (The summons is strong enough to maintain a floating estate. A flask of pull a scroll from a person’s hands.) If cloud blend is always stoppered, and in an area where no suitable materials one rarely (10%) contains more than a are found, such as in a desert or glac- single dose. ier, the clasps will not work. In a single If ingested, cloud blend tastes heavy round a cloak is fashioned, drifting and sweet. No harm is caused, except down to fall about the clasp’s owner’s that the drinker feels bloated and is shoulders. unable to eat or drink again for a full This cloak seems either scaled or day. feathered with the drawn materials. As Cloud blend is meant to be spilled long as the wearer is not wearing out on a surface, where the milky- metal armor, the cloak grants an addi- looking liquid quickly changes into tional +2 protection to Armor Class. thick wisps. In a single round, the con- The real power in the cloak is that it tents of the bottle form a 20’-radius may be transformed into a set of white cloud. The vapors appear to be feathered wings, allowing the wearer a foot deep. The clouds are magical, to fly at a movement rate of 18 with a as anyone may climb them as if they air-based magic, including elemental maneuverability class of B. were solid. After 2-5 rounds of the spells and the attacks of air elemen- cloak lasts for only six cloud’s formation, they begin to rise tals and djinn. hours, after which time it falls apart. straight up at a rate of 10 feet/round. Cloud chariots are manufactured The clasps may not be used again for A dose of cloud blend lasts for 1d6 primarily on the Elemental Plane of a full day. turns. In the last turn of its duration, Air and are most commonly found XP Value: 1,200 GP Value: 6,000 the cloud begins to break apart. A there and throughout the Outer strong wind cannot destroy the cloud Planes. Cloak of the Swanmay but rather gives it horizontal momen- XP Value: 1,250 GP Value: 8,000 This magical cloak appears as a tum, pushing it along with the gusts. shawl made from white swan feath- There is no other means of steering Courier Shaft ers. It can be used only by females of the created cloud. These enchanted arrows are prized good alignment; any other character XP Value: 300 GP Value: 1,500 by rangers and scouts. Each appears donning the cloak immediately suffers as a normal arrow, though anyone 2d8 hp damage. A good-aligned Cloud Chariot with the bowyer/fletcher proficiency female wearing the cloak of the This magical device is formed out notes that the hawk feathers at swanmay can, at will, cause the cloak of solid cloud—it looks like a the end of its shaft are longer than to transform into a pair of huge, normal war chariot they should be. The arrow tip is oddly swan-like wings, with a formed from ice rounded. Wrapped tightly around the span of about 10 feet. The and surrounded wooden shaft is a thin piece of parch- wings allow the wearer to with a nimbus of ment. The arrow appears nothing fly at a rate of 18 (C), but the water vapor more than the sort to bear a message. flight is very tiring. After that shimmers When a courier shaft is fired from a each turn of flying, the in the sunlight. bow, it immediately transforms itself wearer must make a It levitates a few into an actual hawk with the parch- Constitution check, inches off the ment tied to its talons. The bird flies with failure forcing ground when at straight in the direction of the mes- her to rest for one rest. When a sage’s intended target which can be turn for every turn flying mount (such no more than a 100 miles distant. The spent flying. as a pegasus, hawk will enter through windows or Note that posses- griffon, or hippogriff) is other openings to reach the target. sion of a cloak of the hitched to it, the animal can Once before the individual, the hawk swanmay does not pull the chariot and its riders through vanishes in a puff of feathers, and the transform a character into a swan- the air without suffering any effects of parchment with the message floats may. True swanmays, and other encumbrance. The chariot can carry down. benevolent protectors of nature, are 600 Ibs. of weight. A courier shaft cannot be used in likely to respond well to a character In addition to carrying a rider, the combat. If fired with no message writ- wearing a cloak of the swanmay, how- cloud chariot bestows some magical ten on the parchment, it simply falls to ever, if only because the cloak is a protection. Any riders in the chariot, the ground inches away from the sure sign that the character is good. as well as the mount pulling it, gain a bow. XP Value: 1,000 GP Value: 6,000 +2 bonus to all saving throws against XP Value: 25 GP Value: 250

# DRAGON 244 77 Crown of the Wind Dukes Daedalus’ Wings According to legend, the race Designed to simulate the wings of known as vaati (or wind dukes) once birds, these magical wings are manu- ruled over a vast empire spanning a factured from feathers on a wicker multitude of worlds and planes. In frame, held together by wax. Similar order to rule this empire, they in many respects to wings of flying, appointed nobles of various other Daedalus’ wings strap onto the arms, races as governors and created where they work their enchantment enchanted crowns as symbols of in the wearers muscles and bone office for these governors. These structure, actually becoming part of crowns of the wind dukes are now scat- his body. They allow flight at a speed tered through the planes. of 48, maneuverability class B, and A crown of the wind dukes can be used for any length can be worn only by a of time. Naturally, the person of noble wearer’s hands are blood (which otherwise useless while would include in flight. The wearer can for not more than four hours. At the any blooded remove the wings at will. end of that time, the beast rudely character in They do have one throws its rider (even if from a great the BIRTHRIGHT® significant drawback, height) and returns whence it came. If campaign). Any however: they are the rider assaults the summoned crea- other character plac- very susceptible to ture at any time, the beast defends ing the crown upon heat or fire. They make itself fiercely; otherwise, the sum- his head instantly saving throws as paper moned creature does not attack the suffers 3d6 hp against normal or magical summoner. Should the summoner damage, and fire, with failure indicating either and summoned creature ever meet the crown top- the combustion of the feathers or the again, however, the mount might ples off. The wax melting. In either case, the wings remember its servitude and wish for crown bestows the are rendered useless, and the wearer revenge. following spell-like abilities: dust devil may be in for quite a fall. Should the bridle be used more at will, feather fall at will, and gust of XP Value: 750 GP Value: 2,500 than once a day, the creature called wind three times per day. In addition, forth attacks the summoner and any the wearer can fly at a speed of 12 (B). Darkest Bridle other individuals nearby. The bridle The crown can be knocked off with a A band of mercenaries coerced a can be used only by non-good physical blow, but no amount of wind mage to enchant several bridles of aligned individuals. or other force causes it to fall off its black leather with onyx studs for use XP Value: 500 GP Value: 2,500 wearers head. in their campaign against the elves. The crowns of the wind dukes are They wanted steeds that would not Flying Windmill very strongly aligned with law. Non- only be swifter than any normal ani- Manufactured by the infamous tin- lawful characters must make a saving mal but also ones that could strike ker gnomes of Krynn (the world of the throw vs. paralyzation every month if fear in an enemy’s heart. DRAGONLANCE® saga), the “flying wind- the crown is worn constantly, with When held in hand and cracked mill” is a massive contraption. It does, failure indicating an involuntarily against the possessor’s leg, a darkest in fact, resemble a windmill uprooted alignment shift towards law. Lawful bridle magically summons one of the from the ground and set to flying, characters who wear the crowns following creatures: though it is covered with wings and become more rigid and unbending in rudders intended to aid in navigation. their dedication to law. Roll Creature It stands 30 feet tall, and its square XP Value: 3,000 GP Value: 25,000 1-3 Giant raven base measures 10 feet on a side. It has 4-5 Mobat a door at the bottom and numerous 6 Nightmare windows through which gnomes and 7-8 Wyvern other small object can occasionally be 9-12 Black dragon seen to fall. The flying windmill, incredibly Summoned creatures arrive in 1d6 enough, is capable of flight. It plods turns, and the summoner has no idea through the air at a speed of 6 (E). It which creature has been summoned can hold up to 75 gnomes, or 25 until it arrives. A specialist mage from human-sized creatures. It offers 90% the school of Conjuration/Summoning, cover to archers firing from its win- however, may choose which creature dows. If the PLAYER’S OPTION™ rules for appears. siege warfare (Chapter 8 in Combat & The steed allows itself to be bound Tactics) are in use, the brick walls of by the bridle and serves as a mount the windmill can withstand 25 points

78 FEBRUARY 1998 of structural damage before being to most people, however, Kwalish weapon backfires on an attack roll of destroyed. Gnomes have been known devised another apparatus later in his 1 or 2, causing 1d6 points of damage to jump from windows or the door, life, a creation that he considered a far to anyone inside the apparatus. If the attempting to land on the backs of fly- superior accomplishment. Because of jaws of the dragon head are not open ing opponents, but few other races the dangers inherent in its use, how- when the weapon is fired, the weapon would dare try such a maneuver. ever, the greater apparatus is much less backfires automatically. Also like an The flying windmill is incredibly dif- common than its aquatic counterpart. arquebus, this “breath weapon” inflicts ficult to pilot. Only one character at a The greater apparatus appears sim- cumulative damage if the damage die time (gnome or otherwise) can oper- ilar to the common device when roll is a 10. Roll the die again, adding ate the machine’s controls, and that found: an iron barrel big enough to the result to 10, and continue as long character must make a successful hold two men. While operating, it as the roll is 10. The weapon requires Intelligence check to make the looks like a small dragon. A secret a supply of ammunition and smoke machine cooperate. Each action in catch opens the hatch on one end, to powder, though it reloads automati- combat-changing direction or alti- reveal 11 fevers: cally when the firing level is pushed tude, speeding up or slowing down- back to its original position. The requires a successful check. Failure Lever Effect when Pulled reloading mechanism holds 10 shots usually indicates that the flying wind— 1 Extend/retract legs and at a time. mill does the exact opposite of what tail (must be extended to XP Value: 10,000 GP Value: 50,000 was intended, though the DM is free land or steer) to concoct other mishaps, particularly 2 Uncover/cover forward Horseshoes of the Asperii for very bad rolls. porthole Similar to horseshoes of a zephyr, XP Value: 9,000 GP Value: 45,000 3 Uncover/cover side port- these enchanted horseshoes allow a holes horse to run without touching the 4 Extend/retract head and ground. In the case of horseshoes of the neck asperii, however, the horse gains the 5 Snap jaws (causes 3d6 hp actual ability to fly, moving at great damage to apparatus if speed and maneuverability. The head is not extended) horse’s maximum speed and maneu- 6 Extend/retract wings verability class depends on how much (must be extended to fly) weight it carries, as shown on the 7 Move forward/slow down table below. 8 Steer left/right 9 Ascend/descend Load Max. Man. 10 Open/close hatch Carried Speed Class 11 Fire/reload “breath 0-200 lbs. 48 C weapon” 201-400 lbs. 36 D 401-600 lbs. 24 E The apparatus walks on its legs at Over 600 lbs. unable to fly a movement rate of 6, while it can fly Horseshoes of the asperii are native at the lumbering rate of 9 (E). The to the FORGOTEN REALMS® setting and dragon-like head snaps its jaws, hit- are found only rarely on other worlds. Armor ting any Armor Class on a roll of 16 or XP Value: 3,000 GP Value: 8,500 This suit of plate mail is made of better. (Subtract the targets defensive dark gray iron, making it seem heavy adjustment for Dexterity, but no other and bulky. A full helm, its visor shaped AC adjustments apply.) The bite inflicts to resemble a twisted, grotesque face, 3d6 hp damage on a hit. The appara- accompanies the armor. Its most tus is AC 2, and 100 hp damage will notable feature, however, is the pair destroy a side. Each wing can only of metal wings protruding from the sustain 50 hp before being destroyed, back of the suit. In addition to func- and both wings are required for the tioning as plate mail +1, the armor apparatus to remain airborne. bestows the ability to fly at a rate of The apparatus’ breath weapon is 12 (C). The gauntlets of this armor its most powerful ability—and the bear heavy claws that inflict 1-4 hp most dangerous, potentially, to the damage on a successful hit. The claws apparatus’ user. Pulling on the are not considered magical weapons. eleventh control level actually fires a XP Value: 4,000 GP Value: 24,000 small cannonball from the dragon’s mouth, which acts as an arquebus in Greater Apparatus of Kwalish all respects (Type P, Speed 15, ROF The archmage Kwalish was immor- 1/3, Range 50/150/210, Damage talized because of his invention of the 1d10). The weapon has a THAC0 of apparatus that bears his name, a rare 10, regardless of the skill of the oper- and unusual magical item. Unknown ator. Like an arquebus, the apparatus’

# DRAGON 244 79 Mask of the Aarakocra The ring of the ravenkin bestows a This is a psionic magical item native limited shapechanging ability on its to the DARK SUN® campaign setting and wearer. Once per day, a character rarely found elsewhere. It is a mask wearing the ring can assume an avian made of leather, designed to cover the form similar to the hybrid form of a upper half of the face. Eagle feathers wereraven (described in the RAVENLOFT decorate the mask, and the beak of an ®, Volume eagle is set to cover the wearer’s nose. One): the arms grow long and trans- The musk of the aarakocra has two form into wings, the head becomes powers that mimic psionic sciences: that of a raven, and the body is cov- animal affinity ered with black feathers. In this form, (giant eagle) and the character can clairvoyance. fly at a rate of 24 Three times per (C) and attack with day, the wearer the raven beak, can use animal inflicting 2d6 hp affinity to adopt damage with a suc- against the air as if it were water, one of the cessful attack. while sailed ships rely on winds as attributes of a In addition to usual. The pilot can change the ship’s giant eagle: this transformation, altitude by concentrating, but the ship Armor Class 7, a the wearer of a ring must maintain forward movement in flying movement of the ravenkin can order to ascend or descend. The ship rate of 48 (D), communicate in the can move up or down 1 foot for every claw and beak languages of ravens, yard of forward movement. attacks (THAC0 15; ravenkin, and were- XP Value: 7,500 GP Value: 30,000 #AT 3; Dmg 1-6/ ravens. A cleric or pal- 1-6/2-12), or Hit Dice of 4. adin wearing a ring of the Saddle of the Dragon Steed The wearer must choose one attribute ravenkin gains a +2 bonus when This enormously powerful magical to adopt at a time, and the wearer attempting to turn vampires, and a +1 item is a huge, ornate saddle made of changes physically (growing wings or bonus when turning other undead. leather and steel. When a character claws, for example) to match the It is important to note that, in the places the saddle on a dragon, the crea- attribute. Also three times per day, the RAVENLOFT setting, many of these rings ture is compelled to serve that character wearer can use clairvoyance to see have become cursed over the years. as a mount for as long as the saddle distant objects, as the third-level wiz- Some may actually inflict lycanthropy remains on its back. Note that the sad- ard spell. on the wearer, turning the unfortu- dle offers no assistance in the epic task The mask of the aarakocra has an nate character into an infected wer- of placing it on a dragon’s back in the Intelligence of 13, allowing it to com- eraven. The DM is encouraged to con- first place. Dragons tend to recognize municate its feelings via empathy with sult the RAVENLOFT accessory Forged of the magic of the saddle and resist being its wearer. These masks are of varying Darkness for other curse ideas. bound with all their power. Even when alignment and have ego ratings of 6, XP Value: 1,750 GP Value: 6,500 a dragon is successfully saddled, the which may bring them into conflict riders control over the dragon is not with their wearers (as described for Rudder of the Winds absolute. While the rider is actually magical swords in Appendix 3 of the This enchanted item is a rudder seated in the saddle, the dragon obeys DUNGEON MASTER® Guide). used to steer an oceangoing the character’s commands to the letter XP Value: 1,000 GP Value: vessel. They are constructed (often, in the case of evil dragons, inter- 5,000 for different kinds of ships, preting those commands as deviously from Viking longships as an efreet interpreting the words of a to Renaissance wish). The dragon is prohibited from Ravenkin galleons, and a rud- causing direct or indirect harm to the This magical der constructed for owner of the saddle and must obey a ring is most one kind of vessel command to let the character climb often found in will not function if into the saddle. Otherwise, the dragon the RAVENLOFT® installed in another. is under no obligation to obey other setting, though When the pilot of commands issued when the saddle’s some have been the vessel speaks a owner is not actually mounted. Unlike found in the command word with the subject of a charm monster spell, the GREYHAWK® his hand on the tiller dragon does not regard the rider as a campaign as or helm, the ship trusted ally but rather as a cruel tyrant well. It is a shiny begins slowly to rise into to be overthrown at the earliest possi- silver band set with a large onyx. A the air. The vessel “floats” on the air ble opportunity. sun emblem is carved into the black and moves exactly as it does on Furthermore, if a weak-willed or stone. water, with the same speed and low-level character attempts to com- maneuverability. Oared vessels push mand a dragon through the magic of

80 FEBRUARY 1998 the saddle, the character runs the risk these effects but who can see the rod of instead being dominated by the are chilled by the sight of the symbol. dragon. This is very similar to the con- Against each offensive effect, the flict between intelligent swords and target is entitled to a saving throw ver- weak-willed characters (described in sus rod, staff, or wand. Good-aligned Appendix 3 of the DUNGEON MASTER individuals and creatures cannot Guide). Where dragons and characters wield a skyblight rod. They run the risk are concerned, compare the dragon’s of being cursed simply by attempting Intelligence plus Hit Dice with the to summon its power; unless they Charisma plus level of the character. If make a successful saving throw vs. the dragon’s personality score is higher rod, they are struck blind permanently than the character’s, the dragon may (as per the second-level wizard spell) begin to subtly influence the charac- until such time as powerful curative ter’s actions-or not so subtly, if the magic (a heal or restoration spell) has difference is 5 or more. been cast upon them. XP Value: 10,000 GP Value: 50,000 This rod may not be recharged. When all the charges have been Skyblight Rod expended, the black stones crumble Staff of the Lost Winds So desired are these arcane objects to dust, and the roots wither. Some This staff was crafted by a druid by the denizens of the Underdark, that claim that the remains are useful as who had become so skilled at calling the mere rumor of one being found is material components for vile magic. winds that he sought to bind the gusts enough to incur bloodshed. These XP Value: 3,000 GP Value: 15,000 from the four cardinal directions into rods were fashioned long ago, but none knows their source. The drow claim they are the rod’s creators, but the aboleth whisper of earlier magics. Each rod is slightly different, but all are fashioned from dark roots, with smooth black stones clutched in the tough tendrils. With a skyblight rod in hand, a crea- ture that shuns sunlight can walk the surface world during the day without fear. When held aloft and one charge spent, the skyblight rod summons ravens from all directions. So many of the black birds are called that the sun is blocked out for a one-mile radius, plunging the area below into dark as black as a moonless night. The rod has other abilities. Leveling it at an opponent and expending one charge bestows a curse that causes the foe to suffer a -2 penalty on all saving throws vs. magic. (The effect may be lifted by a remove curse spell). Expending two charges causes a ray of enfeeblement to strike an opponent, but the weakening effects last until the affected individual is magically healed. Expending five charges draws an arcane symbol in the air above the wielder. Anyone within 200 feet look- ing in that direction must make a saving throw or suffer extreme terror. 0-level individuals die of fright, while those at 1st-5th level of ability suffer the effects of a scare spell. Individuals of 6th-9th level suffer the effects of a fear spell. Those of 10th level and higher are hesitant to act against the wielder and lose their action for the round. Even those too distant to suffer

# DRAGON 244 81 a protective device to aid those who South Wind: These gusts are very Elemental Plane of Air will see the traveled the land on foot. The staff warm (about 90 degrees) and protect bearer as a powerful entity and hesi- appears as a normal, gnarled wooden the bearer and all within 20 feet from tate to attack without strong cause. walking stick except that the top has suffering the ill effects of cold climes The staff may only be recharged at four evenly spaced knotholes. When and weather. They restore natural the hands of a high-level druid or air the magic is summoned, the knot- damage caused by cold at the rate of elementalist mage. A lengthy ritual holes open and release the needed 1 hp per turn. They also provide a sav- with the casting of the control weather wind. ing throw bonus of +2 vs. cold-based spell is said to be necessary. Priests and wizards may use the attacks and reduce damage sustained XP Value: 2,500 GP Value: 10,000 staff of lost winds. Each use of the staffs by -1 hp per die. powers drains one charge but lasts a East Wind: These gusts are gentle Whirling Scimitar full hour. No more than one wind may and comforting. The staff holder and The whirling scimitar is an enchanted be summoned at a time. The staff those within 20 feet find themselves blade usually found in the AL-QADIM® bearer and those within a 20’ radius refreshed. Any Strength lost due to setting, but examples have been found are affected by the winds. exertion or magical attacks is regained in other lands and even other worlds North Wind: The gusts that blow at a rate of 1 point per turn. While the as well. While it is most commonly from the staff are cold (about 40 wind blows, the protected individuals found in the form of a scimitar, degrees) and protect the bearer and all may travel and not become fatigued. broadsword and two-handed sword those within 20 feet from suffering the West Wind: These gusts are swift versions have been encountered. ill effects of hot climes and weather. and strong, providing for the staff The whirling scimitar functions as a The winds restore natural damage bearer and those within 20 feet pro- +1 magical weapon. Its enchantment caused by heat at the rate of 1 hp per tection from rain and storm. While the increases to +2 when battling flying turn. This effect also provides a saving wind blows, the protected individuals creatures, and to +3 when used throw bonus of +2 vs. heat- and fire- remain dry and comforted. against creatures native to the based attacks and reduces damage An additional power of the staff is Elemental Plane of Air. Its unique sustained by -1 hp per die. that creatures hailing from the power, however, is its ability to grant flight to the wielder. If the wielder whirls the scimitar over his head for a full round, forsaking all attacks but retaining all normal defensive ability, the weapon weaves a fly spell on the wielder. The character can fly as if under the effect of that spell, with a duration of 5 + 1d6 turns. This ability can be used three times per day. Note that the character must retain hold of the scimitar for the entire dura- tion of the spell to remain aloft. The scimitar does not need to be whirled after the first round, but if the charac- ter drops the weapon while flying the fly spell is immediately canceled. XP Value: 1,500 GP Value: 6,000

Having decided that sleep is for the weak, James has plenty of time to juggle a full-time job, lots of writing, and father- hood. He has a deathly fear of heights. Steve Berman is a terrible acrophobe. He prefers to maintain a close relationship with the ground at ail times. However, his imagination has been known to often take flight.

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one female sphinx, the gynosphinx, Yet there are three male sphinxes: the wicked hawk-headed hieracosphtnx, the bestial ram-headed criosphinx, and the noble androsphinx. “Nature decrees that whenever a gynosphinx mates with either a hawk-head or a ram-head, she will bear a male child resembling its father. It is only through the union of androsphinx and gynosphinx that either of these two sphinxes is born. Without such unions, both the androsphinx and gynosphinx would perish from the world, bringing the hieracosphinx and criosphlnx to extinction soon afterward. “The time has come for you to ful- by Johnathan M. Richards fill the duty you owe to your blood- illustrated by Scott Rosema line, Andrumache. Tomorrow, I will send a female to you. Do not disap- point me.” The flame-sphinx started to THE ROBED FIGURE approached the Great Andrumache snored content- fade from view. edly, enjoying his midday nap. An cave, careful where he placed his feet Just as suddenly, it returned. “Oh, androsphinx, he was leonine in build, lest a loose pebble give him away to and I might just pop in on you myself, the great beast that dwelt inside. Even save for the hawk wings folded upon Andrumache. Do not look for me in this his back and his bearded human face, though he had never stepped foot in form, for I shall be wearing another.” the vicinity before, he knew the cave currently resting on one cheek in gen- Again, it faded from view, and the like the back of his hand, courtesy of tle repose upon his front paws. He small fires that had started at its first was much bigger than a lion, reaching many stealthy visits experienced appearance went out as well, leaving through the senses of a homonculous. a good eight feet tall when standing the puzzled Andrumache and his He stood a moment at the cave’s upon all fours. Like true lions, he lived antelope alone in the silence of the entrance, allowing his vision to adjust in a warm climate and chose to spend dream. to the gloom of the interior, then the hottest part of the afternoon nap- moved quietly inside. He could hear ping in his den. ❖ ❖ ❖ the soft, rhythmic sound of the crea- Currently, Andrumache was enjoy- ture’s breathing just up ahead: good, ing a pleasant dream, reliving a he was asleep. That would make it all glorious kill when he had swooped The next day, the robed figure the easier. down from the sky onto an antelope trekked through the woodlands, stop- Taking a side passage away from that had been entirely unaware of his ping only to wipe his forehead with a the beast, the wizard followed its presence. As he tore pieces of flesh handkerchief and take a long draw crooked, meandering way until he from the antelope’s haunch, his from the waterskin at his belt. As he was certain he was out of the crea- dream took a sudden turn, changing replaced the stopper, he heard a ture’s range of hearing. Ahead was a from a re-enactment of something sound from just ahead. Ah, he fork in the tunnel; he knew that if he that had actually happened to some- thought, right on schedule. took the left branch he would find thing altogether new. Cresting a small rise, he saw a himself in the creature’s treasure A globe of flame streaked across large, leonine creature pushing dirt hoard. He knew, also, that the beast the sky and landed in a fiery confla- with its front paws to cover up a hole.1 had placed several glyphs of warding to gration at Andrumache’s feet. The Its features identified it as a sphinx: protect his treasure, and while it androsphinx could sense the heat of the lion’s body, covered in tawny fur; would be child’s play to move past the the flames, but he felt no pain. A fig- the powerful, brown hawk-like wings, creature’s feeble defenses, he pre- ure took form, coalescing from the with feathers shading to a light, ferred his own intricate plan. Why flames to become similar in shape to creamy tan at the tips. And the crea- steal from one, when there was trea- Andrumache himself, only larger, with ture’s head made perfectly clear its sure from many to be had? The wiz- wings of fire and a mane of flames cir- exact genotype: It was a criosphinx, ard seated himself against the rock cling his ancient face. with curling, spiral horns jutting from wall of the cavern and began the “Andrumache,” the flame-sphinx bel- its curly-haired ram’s head.2 Somehow words to his spell. lowed, “You have yet to mate. I know sensing the robed human’s approach, your reluctance, but think upon this: by the monstrous sphinx spun around to ❖ ❖ ❖ the cruel dictate of fate, there is only face him.

1. Criosphinxes live in warm, woodland treasure in the ground, often having several of keeping track of their buried loot, able to head regions and tend to be wanderers, disdaining caches spread over a considerable amount of directly to the location of a cache they buried pemranent lairs. For this reason, they bury their land. They have a remarkable memory in terms decades before.

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“Ah,” said the criosphinx. It curled The creature narrowed its eyes and The wizard appeared on a hill and its lips up in a parody of a human bent its head so that it could look found himself in the presence of smile, exposing numerous sharp directly at the human. “You know another sphinx. This one had the teeth, seeming somewhat out of place where there’s one to be found?” feathered head of a hawk to match in its ram’s mouth.3 “Yes, as it happens, I do,” replied the his wings, and the body of a lion else- “Hello,” began the wizard. “My wizard. “Only there remains one slight where. It glared at him, but made no name is Ulrubio—” problem . . .” move to attack. “All the same, I think I’ll just call you “Yes?” “Well?” asked the wizard. “Have ‘Dinner.’ It rather simplifies things, “She’s been captured by another you thought it over?” don’t you agree?” sphinx. He looks like you, only not “Yes,” replied the sphinx. “Ah, yes, I see,” said the human. “Of quite so big and he has a bird’s head.” “And?” course. I seem to remember some- “Pshaw!” exclaimed the criosphinx. “I agree to your terms. I will be your thing about sphinxes being man- “Not a problem at all!” Suddenly, a riding mount, and you will provide me eaters. But don‘t you have to ask me thought struck him, and he posed a the location of a mate and half of any a riddle or something first?” question. “There’s just the one of him?”4 treasure we earn together.” “I’m sorry,” replied the criosphinx. “Just the one male, yes, and the “Excellent! My name is Malrubio, You seem to have your sphinxes one female.” whom you may address as ‘Master.’ ” mixed up. The female sphinx is inter- Well then, you’re in luck, human. He reached inside his robe and pulled ested in riddles; I, as a male, am far Simply tell me where they can be out a leather bridle. more interested in dinner. Which is to found, and I’ll be on my way.” “I will do no such thing, nor will I say, ‘you.’ ” He took a few steps toward The wizard gave the sphinx direc- wear that. This is a partnership of the wizard, padding forward in feline tions to an abandoned temple, half- equals.”7 grace, then stopped short. “Unless, of buried in the desert sands, several “Indeed. Well, I’ll have no need of course, you wish to purchase your hours away by air. As the sphinx this, then, will I?” The wizard tossed safe passage?” stretched its wings for flight, the wiz- the bridle on the ground. “You may “By all means,” replied the wizard. ard called out a question of his own. call me Malrubio, then. And what shall “How much do you want?” “How is it that you can speak the I call you?” “How much do you have?” asked language of mankind? I thought you “My name is Warhawk.” the sphinx pleasantly, the glitter of could talk only to others of your kind, “Well, Warhawk, if you won’t wear gold shining behind his eyes. and to animals.” a bridle, perhaps I’ll at least be able to Well, uh, actually, nothing on me “Nonsense! If that were so, how talk you into wearing a set of saddle- at the moment, just now.” could I bargain with such as yourself?5 bags. They will be handy in transport- “What a pity,” exclaimed the sphinx Now enough, I must be off. You may ing your treasure from its current with a sarcastic sigh, and crouched tell others that you had the unique location to your new home on the down, preparing to pounce. “I’ll tell you experience of surviving an encounter lands surrounding my castle estate.” what, though, I’ll give you a head start.” with Great Rameses.”6 “Agreed.” The wizard held up his hand to the As the wizard watched the “Speaking of which, where is your crouching criosphinx. “Wait! A thought criosphinx become a distant speck in treasure presently kept? I ask only occurs to me!” the distant sky, he smiled to himself because it might be a day or two The creature relaxed its muscles and said, “All the same, I think I’ll just before we can transport it, and I’d hate and stood up to its full height, where call you ‘Dullard.’ It rather simplifies to see it uncovered in your absence.” it could look down at the robed figure things, don’t you think?” Then he cast The sphinx gave a quick look over before it. “Yes?” he asked impatiently. a spell and teleported away. to its right, to another hill where its “Perhaps I could direct you to a nest was located?8 “It’s safe enough,” gynosphinx. Would that buy my life?” ❖ ❖ ❖ he responded.

2. A criosphinx is born without horns, but to remain on their own as well (although occa- 7. It is not unknown for a hieracosphinx to they develop rapidly during its first year of life sionally, when searching for a mate, several of join in partnership with powerful evil beings, but and then with increasing slowness thereafter. the beasts will follow each other, each hoping to while they’re willing to serve as flying steeds, they Each year another ridge of new growth appears take the gynosphinx as his own when, and if, she dislike being treated as if they were mere horses. at the base of the horns, and it takes about 12 is ever found). Note that the “No. Appearing” Furthermore, they are contemptuous of those years before the horns start to spiral forwards. A entries in the MONSTROUS MANUAL have inadver- weaker than themselves and will take advantage criosphinx’s horn can be used as an alternate tently been switched between the gynosphinx of any weakness they see in their “masters.” They material component for the shout spell. and criosphinx; gynosphinxes are encountered will remain loyal only as long as they fear their 3. While the criosphinx’s head is that of a singly, while up to four criosphinxes can be master’s power; otherwise, the “master” is likely to herbivorous ram, it has the appetite of a carni- found traveling together looking for a mate. end up as the hieracosphinx’s next meal. vore and the teeth to match. Its sharp teeth are 5. It only makes sense that a criosphinx is 8. Perhaps because of their partial hawk her- used to rip chunks of meat from its prey (after able to speak the Common tongue, as well as the itage, hieracosphinxes prefer to lair in nests. Due which it swallows the pieces whole, but the language of sphinxes and that of the animals, for to their large size, they make their nests on the criosphinx does not use its teeth in combat, pre- it has a higher Intelligence rating than a hiera- ground, often at the base of a large tree, or against ferring instead to rely upon the sharpness and cosphinx, 20% of which can speak Common. a large rock outcropping where they are afforded swiftness of its claws and the powerful butting Also, in the description in the MONSTROUS MANUAL™ some protection from above. Hieracosphinx nests ability of its horned head. tome mention is made of it bargaining with other are simple structures made of broken tree 4. Hieracosphinxes are the only type of beings, a difficult process were it not able to branches, grass, dirt, and occasionally the bones sphinx which commonly band together in any speak the Common language of the region. of their prey. The nest serves no purpose other numbers (they are found in groups of 1-6), pre- 6. It is a common practice for criosphinxes to than providing the hieracosphinx with a place to ferring the “strength in numbers” strategy when add a descriptive adjective to their name: hence, sleep and an area in which to hide its treasure, attacking. Both androsphinxes and gynosphinxes Great Rameses, Bold Necrotiki, Swift Ibericus, and which is often buried underneath the nest site or prefer a solitary existence, and criosphinxes tend so on. simply piled up against the walls of the nest.

86 FEBRUARY 1998 “That’s all I wanted to know,” on the floor near the back of the room “Really, I don’t think that will be replied the wizard. “Shall we go?” was a gynosphinx. The wizard had a necessary. Tell you what, maybe it “Where to?” hard time making out details in the would be best if we just left.” With “Why, to find you a mate, of dim light, but the voice was unmistak- that, the wizard headed for the course. I intend to live up to my part ably female. entrance, but he stopped at the door- of the agreement, after all.” “Who is there?” way and looked back into the dark- “It is only I, Bellrubios, an explorer ness at the gynosphinx. “I don’t see ❖ ❖ ❖ and wanderer, a seeker of fabulous what the problem is, though. You’re treasures.” both sphinxes, aren’t you?” “That’s it below,” said the wizard. “Alas, the treasures here have “He is a hieracosphinx! An abomi- “I don’t see her,” replied Warhawk. already been claimed by me. You nation!” He circled the structure, gradually spi- have traveled in vain. Unless there is “Well, what about a sphinx with a raling down lower, searching eagerly some service you seek from me?” head like a ram?” for any sign of the gynosphinx the The wizard stroked his chin, as if in “They are little better than animals. wizard said lived there. If he’s lied to deep thought. I would as soon mate with a goat as me, thought the sphinx, I will chew him “A magical item you wish me to scru- with a criosphinx.”10 in half. tinize for you, perhaps?” prompted the The wizard peered out the door- The temple building lay half buried sphinx. “A curse you need removed? I way, squinting at the open skies of by an enormous sand dune. It was assure you, I can offer reasonable the desert. “Well, here comes one impossible to judge its size based only rates.” now,” he said. upon the part of the structure that “Actually,” replied the wizard, “there Great Rameses glided down to the was visible. is one thing . . .” desert floor, shrieking a challenge in “Land over there, on the side. We “Yes?” the language of sphinxes to the hiera- don’t want her catching sight of you Well, I understand you sphinxes cosphinx he found guarding the aban- and escaping. I’ll go in and get her to are well-known for your wisdom. doned temple, just as the wizard had come out, and then you can grab her.” Perhaps you could tell me what ails said. “Why don’t I just go in and get her?” my griffon. He seems to be pining for “Vile abomination! Begone from “Because she’s on her home something, but he refuses to speak of here, lest I slit your belly with my keen ground in there! There’s no telling it, and its beginning to affect his per- horns! Flee back to the hills, and leave how many traps she has set up, to formance. Would you be willing to the gynosphinx to your better!” stop amorous swains like yourself come outside and look him over?” “Never!” responded Warhawk. “She from having their way with her.” The gynosphinx’s eyes narrowed was promised to me, and I’ll kill any “What’d you call me?” in suspicion. “Your griffon speaks?” who try to take her from me!” He “Just land.” she asked. flexed his wings and prepared to take Warhawk did as he was told, and “Indeed he does. I’d be happy to to the air, where he knew he would the wizard dismounted. “Now stay introduce you to him.” The wizard have the advantage.11 here, and keep your eyes open! Be stepped to the side and extended his Great Rameses struck at Warhawk ready to take action, but by all means, hand toward the outer doorway of with his head, butting against the hier- don’t come inside the building! It’s far the half-buried temple. acosphinx’s side with his horns. too dangerous.” And with that, the “No need,” replied the sphinx, and Warhawk twisted to the side and bit at wizard walked up to the ancient struc- growled softly to herself under her the criosphinx’s shoulder with his ture and entered it. breath, activating a clairvoyance spell.9 sharp beak. The two wrestled back and Again, he was familiar with the Suddenly she sprang to all fours, mus- forth, trading rakes with curved claws place even though this was his first cles tensed for action and eyes glaring until both were bleeding from many time actually inside; homonculi made with anger. “You fool!” she hissed. wounds. Still they gave no quarter and excellent spies. He let his eyes adjust “That’s no griffon—it’s a hieracosphinx!” spouted vile insults at each other to the gloomy interior, then went “Really?” asked the wizard, feigning between grunts and howls of pain. deeper inside. surprise. “But he swore that he was a “Sparrow!” The roof of the structure was sup- griffon. It looks like we’ve both been “Lamb!” ported by massive marble pillars. The duped! What do you think he wants?” “You know, I feel just terrible about majority of the building consisted of a “Idiot! Keep your voice down! He this,” said the wizard, watching the single huge, open room, with several wants me, of course. I should rip your two males in their life-and-death smaller rooms in the back. Reclining heart out for bringing him here!” struggle. “Who do you think will win?”

9. Gynosphinxes are able to cast the follow- 10. As far as mating goes, the gynosphinx is “Sphinx, Astro”) is not a true sphinx, either. Several ing spells once per day: detect magic, read magic, restricted to the three types of true male clues include the fact that it’s covered in scales, read languages, defect invisibility, locate object, dispel sphinxes: androsphinx, criosphinx, and hiera- has human hands, and its wings are bat-like magic, clairaudience, clairvoyance, remove curse, cosphinx. The so-called “dracosphinx” (see the instead of feathered. Whatever being created and legend lore, and are able to use each of the sym- MONSTROUS COMPENDIUM® Annual, Volume Two, page named these creatures had only a vague under- bols once per week. These spells are part of the 104) is not a true sphinx but is named because its standing of the true sphinxes’ physiognomies. magic inherent in the gynosphinx, and require “winged lion” build gives it the appearance of 11. Although the smallest of the male no material components or spell books. The some type of sphinx. Dracosphinxes, however, sphinxes, the hieracosphinx enjoys the fastest same is true of the androsphinx, who is able to are hybrid creatures, possibly a magical merging airspeed and maneuverability of any sphinx cast spells as if he were a 6th-level priest. The of a red dragon and an androsphinx, but the race (Maneuverability Class C, or D if being used as a androsphinx prefers to use his spells for healing has two separate sexes and is mutually infertile riding mount). Again, this is no doubt due to the and defense and will almost always draw his with the true sphinxes. creature’s hawk-like nature and build. spells from the following spheres: All, Animal, Similarly, the “astrosphinx” (see MONSTROUS Guardian, Healing, and Protection. COMPENDIUM 9: Spelljammer Appendix under

# DRAGON 244 87 The gynosphinx had crept up “And make sure you get everything! I as the creature already was, that was beside the wizard and watched. “In a don‘t want even a copper left behind enough to finish him off, and he one-on-one struggle, the criosphinx this time!” Then he went outside to plopped to the ground with a wet usually wins. It is larger and can inflict watch the progress of the battle. thud. Warhawk stood panting, catch- greater damage with its horns than the ing his breath. hieracosphinx can with its beak.” ❖ ❖ ❖ “Let’s go,” said the wizard, prepar- “Then the criosphinx will win your ing to mount his aerial steed. hand.” In the light of the doorway, he Andrumache paced back and forth “Go?” squawked Warhawk. “I’m not got a better look at his companion. in his cave. He enjoyed his solitude going anywhere but inside to claim She stood a good seven feet tall, with and privacy, and he was loathe to what’s mine.” a human face, neck, shoulders, and give it up. The thought of sharing his "She’s not there anymore! Didn’t breasts. The rest of her body was that cave with a gynosphinx for the years you see her fly off while you two were of a lion, with large wings sprouting it would take to produce a cub12 and fighting over her?” from her shoulders. “Uh, I guess paw,” raise it to maturity sent him into a “What? Why didn’t you stop her?” he amended. state of mild panic. Still, the god in his demanded Warhawk. “Not if I can help it,” she said, and dream was right: as an androsphinx, “How? My spells are mainly lethal. moved past him out the doorway. “I he had the duty13 to perpetuate the I could have killed her, perhaps, but I can escape while they battle, and race. He might not like it, but those didn’t think that was the desired hopefully put enough distance from were the facts of life. Without such result. Still, cheer up, I know where the winner between us for me to sacrifices, the great race of the sphinx she is headed. I, uh, cast a spell of remain free.” would soon perish. location on her. We can catch her if “But where will you go?” asked the A speck in the sky grew closer, and we hurry.” wizard, worry carefully placed in his Andrumache could see the form of a “Very well,” agreed Warhawk. He voice. “Perhaps you could take shelter gynosphinx take shape. Tomorrow, I will bent down so the wizard could climb with Andrumache; he might offer you send a female to you, the sphinx-god had onto his back. “Where is she headed?” protection.” said. As she came to a landing outside he asked as he took to the air. “Who is this Andrumache?” asked his cave entrance, Andrumache let out “To a deserted cave network she the gynosphinx suspiciously, keeping a big sigh of resignation. Maybe the knows about. There’s only one a wary eye on the progress of the bat- years will pass quickly, he hoped, and led entrance and exit, so you’ll be able to tle between her two rival suitors. the female into his cave. trap her in there.” “He’s another sphinx that I know Warhawk found the strength to fly of. Looks kind of like you, but, of ❖ ❖ ❖ a little faster. course, he’s a male.” “Quiet now, or you’ll ruin it!” the “An androsphinx?” shrieked the The homonculous dragged the wizard whispered. “She’s in there, on gynosphinx. Could it really be? Tell portable hole up to his master. the right, probably fast asleep. Off you me where he can be found!” “Finished already?” the wizard asked. go, now.” As the hieracosphinx raced The wizard gave her precise direc- “All right then, in you go.” The con- off down the tunnel to the right, the tions to Andrumache’s cave, and she struct jumped into the hole, and the wizard shook his homonculous out of was off like a shot, all but ignored by wizard refolded it and placed it back the portable hole and set him to work the other two sphinxes fighting over inside his robes. once more. “You know the drill,” he her. Shaking his head, the wizard He returned his attention to the instructed, then waited for what headed back into the temple. From his fighting sphinxes. They were both would happen next. robes he pulled out a portable hole. sorely wounded, yet neither would It wasn’t long in coming. He heard Unfolding it, he reached inside and yield. The insults had stopped, as nei- Andrumache bellow in outrage, “YOU pulled out his homonculous. Handing ther had the breath to waste. The DARE?” There was a squawk or sur- the little creature the hole, he set him gynosphinx had predicted Warhawk’s prise from Warhawk, and then a off on his tasks. “It’s in the room on the defeat, though, so maybe he should vicious roar that sent shivers down left,” he advised. “And mind you, watch take some action. With a mental the wizard’s spine, even as far away out for the symbols.” As the little crea- shrug, he cast a series of magic missiles as he was.14 There came a shriek of ture fluttered off, he called back to it, into the criosphinx's side. As battered terror from Warhawk and another bel-

12. Although androsphinxes don’t particularly androsphinx will go out of its way to see to the save vs. wands or flee for three turns. If the like gynosphinxes—they especially dislike that the safety of the other sphinx sub-races, even the androsphinx roars a second time, everyone with- females are smarter than they are-they are loyal hated hieracosphinxes, when they are attacked in 200 yards must save vs. petrification or be to them until their offspring is grown. The union by other creatures. Hieracosphinxes certainly do paralyzed with fright for 1d4 rounds, and those of an androsphinx and a gynosphinx results in a not share this concern for androsphinxes and will within 30 yards of this louder roar are deafened single cub of either sex. Regardless of the child’s attack an androsphinx if they have sufficient for 2d6 rounds. Further provocation can elicit a sex, it is raised lovingly by both parents. numerical superiority and it appears that they third, even more powerful roar, forcing everyone On the other hand, when a gynosphinx gives might be able to kill him. They see the within 240 yards to save vs. spell or lose 2d4 birth to either a hieracosphinx or a criosphinx, the androsphinx as an enemy that must be points of Strength for 2d4 rounds. In addition, all cub is immediately abandoned and left to fend for destroyed if at all possible; androsphinxes see within 30 yards of the androsphinx during its itself. A gynosphinx will not kill her own offspring, the hieracosphinx as a misguided creature that third roar are knocked over and suffer 2d8 hp even unwanted ones, but she will do nothing to must be led onto the path of goodness by their damage and must save vs. breath weapon to help it to survive. The father takes over the task own example. avoid being stunned for 2d6 rounds, unless they of training the young cub to speak, fly, and hunt. 14. The roar of an androsphinx is terrible, but are over eight feet tall. Stone within 30 yards 13. Duty is one thing an androsphinx takes the creature must be angry in order to use it. The of this final roar will crack unless it saves vs. seriously. As the guardian of the sphinx race, an first roar causes all creatures within 360 yards to crushing blow.

88 FEBRUARY 1998 low from Andrumache, this time even The homonculous returned soon louder. The wizard ran for the cave’s after, dragging the hole. “Excellent,” said Advertisers’ Index entrance. He saw the hieracosphinx the wizard. “You’ve got the shovel?” dart by in a flash of feathers and take The spindly creature stuck its head and ALTERNITY® Game ...... 5 to the air. After peeking down the cor- arm into the hole and pulled out a hand Cyber Warrior ...... 13 ridor to ensure that the androsphinx shovel as big as it was. “Then let’s go,” Dancing Dragon ...... 94 wasn’t within sight, he cast a fireball said the wizard, stuffing the portable Del Rey ...... 11 & 59 spell at the fleeing sphinx before it hole back into his robe. “First you’ve got Discount RPGs ...... 94 moved out of range. Warhawk the criosphinx’s treasure to dig up, then Heroes of Hope ...... OBC exploded in a puff of orange fire and we’ll head over to the hieracosphinx’s Eileens’ Hobbies ...... 94 flames. nest and pick up what he’s collected. Fantazine ...... 94 There was the click of nails on All in all, not a bad day’s work.” He acti- Franklin Mint ...... 15 stone, and the wizard acted quickly, vated a quick spell, and the robed fig- Game Master ...... 94 throwing an illusion of flame around ure teleported away. Cult of the Dragon ...... 83 his head and creating fiery wings from Andrumache and his new mate Interplay ...... IFC-1 his back. Andrumache came into view didn’t notice. They had other things JAKANDOR™ Setting ...... 103 around the curve of the cave tunnel, on their minds. Pro Fantasy ...... 21 saw the wizard, and came to a stop. Ral Partha ...... 75 “My lord,” he said, bowing his head. Reality Simulations ...... 89 “You have done well, Andrumache,” Jakandor ...... 19 said the wizard. “Now return to your Both Johnathan M. Richards and his White Wolf ...... 9 & IBC mate, and do what must be done. I am wife Mary enjoy studying about ancient proud of you, my child.” Egypt and one day hope to see the real The winged creature bowed again, Sphinx in person. In the meantime, they and returned the way he came. The often enjoy a good game of Senet, a wizard let out a long breath—that had board game once played by the been close! Pharaohs, which uses throwing sticks

# DRAGON 244 89 Baron*, Axis & Allies*, Britannia*, Circus Maximus*, Diplomacy*, Hannibal: Carthage vs. Rome*, History of the World*, Kingmaker*, Merchant of *, Rail Baron*, Risk*, Settlers of Catan*, Titan*, Samurai Swords*, UpFront* and WizWar*; collectible card games such as Magic: the Gathering*, Middle Earth: the Wizards*, and Star Wars*; miniatures including Battletech* and Warhammer*. For more information write to PrezCon Inc., P.O. Box 4661, Charlottesville, VA 22905 FEBRUARY Contact: Total Confusion, P.O. Box ’98 CONVENTIONS 403, N. Clemsford, MA 01863. Email: [email protected]. February 26-March 1 IL Winter War XXV Events: RPGA® Network tourna- ments, LIVING CITY™ events, seminars, February 6-8 IL Con of the North board, card, miniature, and non- The Chancellor Hotel, Champaign, February 20-22 MN Network roleplaying. Contact: Winter IL. Events: Magic: Vampire*, AD&D® Radisson Hotel, Downtown St. Paul. Fantasy, P.O. Box 13500, Columbus, game, Call of Cthulhu: , Events: collectable card, roleplaying, OH 43213. Email: [email protected]. Warhammer, GURPS*, LARPs, historical live-action, computer network, and games, miniatures, board games, Star board games. Contact: P.O. Box SheVaCon Fleet Battles*, and more. Contact: 18096, Minneapolis, MN 55418. February 27-March 1 Donald E. McKinney, 304 W. Sherman Email: [email protected]. Website: VA Shenandoah Valley of Virginia. Box 1012, St. Joseph, IL 61873. Email: http://www.real-time.com/-cotn. Guests: C.S. Friedman and Larry [email protected]. Jaxcon ’98 Elmore. Events: art show and sale, 24- DunDraCon February 20-22 FL hour gaming, live-action roleplaying, Vampire. Contact SheVaCon, P.O. Box February 13-16 CA Ramada Inn on Arlington Blvd., 2672, Staunton VA 24402. Email: Marriott Hotel, San Ramon, CA. Jackson, FL. Events: roleplaying, card, [email protected] Events: 150+ convention-sponsored and miniatures games. Other activi- RPGs, seminars on gaming, CCGs and ties: an AD&D tournament, sanc- Coscon ’98 board game tournaments, miniatures tioned Magic tournament, Vampire February 27-March 1 games, SCA rooms with seminars, dis- LARP, dealer’s room, and flea market. PA plays and demos, large dealer room, Registration $20/weekend until Jan. Days Inn Conference Center, Butler, PA. Events: Card, board, miniature, flea market, figure painting contest, 1; afterward $25 for weekend, $15 for and roleplaying games, including video arcade room and lots of open Fri/Sat. Contact: Jaxcon, P.O. Box RPGA Network LIVING CITY™ and Benefit gaming. Registration: $30. Contact: 14218, Jacksonville, FL 32228-4218. DunDraCon, 1145 Talbot Ave., CA Email: [email protected]. events. Other activities: Dealer’s area, new game demonstration, computer 94706. Email: [email protected]. PrezCon room, movies, and guests. Regi- Total Confusion February 26-March 1, 1998 VA stration: $15 before February 15, $20 thereafter and at the door. For more February 19-22 MA Double Tree Inn, Charlottesville, VA. information, send a SASE to: Circle of Ramada Rolling Green Hotel, Events: demos of Legends of the Five Swords, P.O. Box 2126, Butler, PA Andover, MA. Events include role- Rings* and Overpower*; board games 16003. playing, board, and card games. including 1830, Age of Renaissance*, Air

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90 FEBRUARY 1998 MARCH AggieCon XXIX Dudley Bug Ball 1998 CONVENTIONS March 26-29 TX April 18 ❁ Texas A&M University. Guests: Dudley College of Technology, MegaCon ’98 , Kerry O’Quinn, Joe R. Dudley, West Midlands, UK. From March 13-15 FL Lansdale, Thomas Knowles, Darlene 10:00 A.M. to 11:00 P.M. Tournaments Expo Center, Orlando FL. Guests: Bolesney. Events: dealer’s room, art include AD&D West Midlands Open, Julie Bell, John Byrne, Tony Daniel, show, panels, gaming, charity auction, Magic: the Gathering, Call of Cthulhu, Joseph M. Linsner, George Perez, Don Rocky Horror Picture Show, masquerade Chivalry & Sorcery*, TraveIler*, plus many Rosa, William Tucci, Boris Vallejo, Mark ball, costume contest, 24-hour anime others. This is a premier independent Waid, and Steve Bryant. Events: role- room. Contact: Texas A&M University, competitive games convention in the playing, RPGA Network, miniatures MSC Student Programs Box J-1, heart of the UK, is sponsored by the gaming, comic book artists, CCGs, College Station, TX 77844. Email: Black Country Role Playing Society. anime, LARP, comics, and gaming deal- @msc.tamu. edu. Website: Contact: Steve Turner at 94 Laurel ers Room. Other activities: board gam- http://cepheid.tamu.edu/aggiecon. Road, Dudley, West Midlands, UK. ing, fantasy art show and auction. Email [email protected]. Contact: P.O. Box 3120, Winter Park, FL Egyptian Campaign ’98 32790. Email: [email protected]. March 27-29 IL MAY Website: http://www.edgeglobal.com/ Southern Illinois University, CONVENTIONS . Carbondale, IL. Events: RPGA Network events, AD&D game, *, AgamemCon Westward-Ho III Battletech, Warhammer 40K, Empire May 22-24 CA March 14 TX Builder: Diplomacy, Axis & Allies, Magic, Burbank Airport Hilton and Best Western Hotel, Midland TX. , *, and many Convention Center, Burbank, CA. Events: historical, fantasy, science- other board, miniature, card, and role- Guests: David Eagle, Stephen Furst, fiction, miniatures, Magic: the Gathering, playing games. Contact: Egyptian Joshua Cox, Jeffery Willerth, Mark open gaming, dealers area. For more Campaign 1990, c/o S.I.U.C. Strategic Altman, Stephen C. Smith, Richard information write to: Westward-Ho III, Games Society, Office of Student Herd. Events: dealer’s room, P.O. Box 9805, Midland, TX 79708. Development, Third Floor Student parties, art show, masquerade, video Center, Carbondale, IL 62901-4425. room, panels, and more. Contact: Gamer’s Con IV Email [email protected]. Website: Agamemcon, 24161-H Hollyoak, March 20-22 NJ http://www.siu.edu/˜gamesoc. Laguna Hills, CA 92656. Email Four Points Inn, Route 70 East, [email protected]. Cherry Hill, NJ. Events: RPGA Network Con-spiracy 8 events, including first-run LIVING CITY March 28-29 IL JUNE and LIVING DEATH™ tournaments, and a Grace Roper Lounge at Rockford CONVENTIONS LIVING DEATH interactive event. Artist College, Rockford, IL. Events: roleplay- Guest of Honor: Jason Alexander ing, card, board, and possibly minia- Milwaukee Summer Revel Behnke (L5R/Tempest). Other activities: tures games. Registration: $3 at the June 5-7 WI All new “Lords of Gaming” contests, door, or free entrance with last year’s The Inn Towne Hotel, 710 Old World vendors, artists, auction, demonstra- button. Contact: Theresia Conner, Third Street, Milwaukee. Guests: Gary tions, computer gaming and more. Rockford College, Campus Box 120, Gygax, Janet Pack, . Events: Registration: $30 pre-reg; $40 at door 5050 E. State Street, Rockford, IL All first-run roleplaying events, includ- for weekend. All events free. Contact: 61108. Email: [email protected]. ing LIVING CITY and LIVING JUNGLE™ tour- Heleen Durston, c/o Multigenre, Inc., naments, AD&D game, Call of Cthulhu, 2432 Steiner Rd., Lakehurst, NJ 08733- APRIL Boot Hill, Paranoia*, board games, 3437. Email: info@multigenre. com CONVENTIONS miniature events, war games, nonstop or [email protected]. Website: http:// Dawn Patrol, TCGs, and the always www.multigenre.com. Noahcon exciting Wham-A-Thon. Other events: April 17-19 OH Seminars, dealers area, game demon- Midsouthcon 17 Elyria Holiday Inn, Elyria ,OH. Over strations, and strategic breaks for lunch March 20-22 TN 25 hobby dealers. Events include: and dinner. Registration: $20. Contact: Grand Veranda Hotel, Memphis TN. WARHAMMER 40K and AD&D tourna- Bruce Rabe, Summer Revel, P.O. Box Events: gaming, panels, dealer’s room, ments. Contact: Matrix Games and 779, New Munster, WI 53102. video room, masquerade, art show, Diversions, 5384 East Lake Road, auction, filking, and more. Regi- Sheffield Lake, OH 44054. Email: stration: $30 at the door. Contact: [email protected]. Midsouth Science and Fiction * indicates a product produced by a company Conventions, Inc. P.O. Box 11446, other than TSR, Inc. Most product names are Memphis, TN 38111. trademarks owned by the companies publishing those products. The use of the name of any prod- uct without mention of its trademark status should not be construed as a challenge to such status.

DRAGON #244 91 92 FEBRUARY 1998 # DRAGON 244 93 94 FEBRUARY 1998 # DRAGON 244 95 96 FEBRUARY 1998 # DRAGON 244 97 98 FEBRUARY 1998 # DRAGON 244 99 So what is it? It’s smart, intense space opera, as vividly imagined as Vampire though significantly less bleak. It’s what you get when you cross the cyberpunk cynicism of the Shadowrun* game with the off-kilter politics of the PLANESCAPE® setting and the alien weirdness of the old * game. It’s offbeat and one- of-a-kind. And, not incidentally, of all the White Wolf epics to date, it’s the easiest to learn and play. Set in 22nd-century Earth, a planet sandblasted by political turmoil and ecological disasters, Trinity focuses on two opposing groups. First, we have the psions, mentally-enhanced humans who’ve mastered neotics (the To the Stars! science of psionic energy, an elemen- tal force that resonates throughout the universe and unifies all matter). Second, we have the Abberants, a ©1997 Rick Swan group of sociopathic mutants who were defeated in a apocalyptic war some 60 years ago but who are cur- HERE’S SOMETHING INTERESTING. I Trinity* game rently making a comeback. Psions can don’t claim to see every single RPC One 320-page execute all kinds of neat mental tricks, product that hits the market, but I see hardcover book like reading minds and igniting fires. most of ’em. And of all those that White Wolf The Abberants can sprout barbed ten- showed up in my mailbox the past Game Studio $30 tacles and spray acid from the pores few months, well over a third could be Design: Andrew Bates, Ken Cliffe, of their skin. categorized as science fiction. That’s Richard E. Dansky, Greg Fountain, Put ’em together, and you’ve got a about double the number from the Robert Hatch, Chris McDonough, classic clash of good vs. evil, and that’s same time last year. Coincidence? Or Mark Rein-Hagen, Richard Thomas, basically the engine that drives the could it be that because of the prolif- Stephan Wieck, and Fred Yelk game. But because this is a White Wolf eration of Star Trek episodes (four Editing: Ken Cliffe and Gary Goff production-and because White Wolf series = dusk-to-dawn broadcasts) Illustrations: Andrew Bates, Robert takes roleplaying very seriously-play- and all the hype in anticipation of the Dixon, Glenn Fabry, Jeff Holt, Mark ers are not only supposed to beat up Star Wars prequels, publishers know a Jackson, Leif Jones, Matt Milberger, the bad guys, they’re expected to hot trend when they see one? Beats Christopher Moeller, William O’Connor, explore weighty philosophical ques- me. But I know this: for fans of laser John Park, David Seeley, Alex tions. From the introduction: “What is beams and bug-eyed monsters, it’s a Sheikman, Lawrence Snelly, Brian the meaning of life? Why are we great time to be a roleplayer. Snoddy, Griffon Sykes, Richard here? What is our purpose? Can we Thomas, and Joshua Gabriel Timbrook define the soul in terms of subquan- Cover: Richard Thomas tum psionic particles? . . . the psions Expectations have been running could hold the answers.” With its high for Trinity (formerly Aeon, before superpowered antagonists, Trinity is MTV clobbered White Wolf with a law- more reminiscent of, say, the X-Men suit for trademark infringement). than Star Wars. But because of the White Wolf revolutionized horror with brooding, introspective tone that per- their World of Darkness RPGs—includ- meates the text (“As we stand on the ing the Vampire: The Masquerade*, brink of discovery, we also stand on Werewolf: The Apocalypse*, and Wraith: the brink of destruction”), these are X- The Oblivion* games—transforming the Men who probably spend a lot of time genre into a mind-boggling melange on a psychiatrist’s couch. of character-rich narrative and grim- Unlike the morally ambiguous PCs as-a-car-wreck Gothic settings. Could populating the World of Darkness White Wolf do the same for science RPGs, Trinity PCs are good guys, fiction? Well, as it turns out, Trinity through and through. (It’s possible to isn’t Vampire in Outer Space. It isn’t even play ethically challenged characters, part of the World of Darkness. And but you’d be violating the tone of the strictly speaking, it isn’t science fiction. game, and you’d also have to recon- figure the universe.) To generate a PC,

100 FEBRUARY 1998 you begin by choosing an avocation adjudicate an action, the gamemaster menace. Someday, the White Wolf-ers (Scholar, Warrior) and personality first determines which Traits-that is, might turn their attention to genuine archetype (Caregiver, Martyr). Next, which Abilities, Attributes, and psi science fiction. For now, they’ve shown you prioritize three Attribute cate- powers-are relevant. Each Trait is they know how to turn out one heck of gories (Physical, Social, Mental) into rated from one to five dots, depend- a fantasy game. primary, secondary, and tertiary ing on the skill level of the PC. A 10- ranks. You then receive a fixed num- sided die is rolled for each dot of the ber of points to invest in Attributes relevant Traits. Every die that comes and their associated Abilities, based up between 7 and 10 is considered a on their rank (for example, you get success. The more successes, the bet- seven points for primary Attributes, ter the result. If it’s a particularly diffi- five for secondary). Attributes include cult action (say, picking an electronic Perception, Appearance, and Dexterity. lock), the gamemaster might require a Abilities include Athletics, Survival, certain number of successes for com- and Engineering. To round out a PC, pletion of the action (three success to you assign him to an organization pick the lock). Gone are freebie points, called an Order (the Aesculapians, the knowledge rolls, and other unneces- Ministry of Psionic Affairs) that pro- sary complications from the World of vides him with resources and con- Darkness games. It’s a slick, clean sys- tacts. You also give him an arsenal of tem, the best yet from White Wolf. psi powers, which are remarkably sim- I’d guess that Trinity has the poten- ilar to magic spells. Typical psi powers tial for an impressive array of adven- include molding (stretching one’s limbs tures, everything from the exploration like Mr. Fantastic), fursensing (the ability of unknown planets to alien shoot- to see and hear over vast distances), ’em-ups. I say “guess” because it’s and heatburn (which dehydrates living impossible to tell for sure based on the targets). If you don’t dwell too long on sparse amount of campaign material. * power selection, you can cook up a Sure, we get a “Storytelling” chapter, game versatile, three-dimensional PC in but it’s heavy on generalizations (“Your One 256-page about half an hour. choice of location for encounters softcover book The mechanics derive from the should evolve naturally from the tone $30 World of Darkness games, but they’ve you want to evoke in your game”) and Design: Jean Carrieres, Jeff Fortier, been considerably streamlined. To light on plot hooks. The skimpy locale Gene Marcil, Stephane Matis, Martin, descriptions-one page for ; Ouellette, Pierre Ouellette, and Marc barely one page for Uranus, Neptune, Vezina with Ghislain Barbe, Elie and Pluto combined-read like pre- Charest, and Denis Solaro views of sourcebooks, which will pre- Editing: Jean Carrieres, Jimmy Mah, sumably contain a level of detail that Brian Faughnan, and Laurie Mair the Trinity designers were unable (or lllustrations and cover: Ghislain unwilling) to provide. In the meantime, Barbe gamemasters will have to cobble together adventures based on a hand- ful of interesting table scraps: terrorist attacks in Japan (possibly of extrater- restrial origin), eccentric inventions (netlauncher, spider battle harness), and visits from mysterious races (the Qin, meter-long slugs with prehensile tentacles). Evaluation: With these spell-like psionic powers (force barrier, mind bomb) and illogical gizmos (aircraft shaped like giant bugs), there’s no evi- dence that any of the Trinity design team completed so much as a high school physics course. Players who take their science seri- ously would be much better off with the Traveler* game; in fact, they’d be better off with the Star Wars* game. What Trinity offers is high-IQ roleplay- ing in a quasi-mystical future, bristling with political intrigue and supernatural

# DRAGON 244 101 Jovian independent domains competing for Chronicles* resources and power. But both games game have roots in tactical wargames and One 232-page giant robot animation. And both fea- softcover book ture mechanized monstrosities who’d Dream Pod 9 $30 be right at home in the BattleTech* Design: Phillipe Boulle, Jean game-call ’em BattleTech Life I and II. Carrieres, Wunji Lau and Marc Vezina Both are beautiful games, into with Brent Carter, Elie Charest, Laurie which a lot of effort has been invested. Mair, Michael P. O’Shea, and Tyler According to the design team, Heavy Millson-Taylor Gear alone required 40,000 sheets of Editing: Jean Carrieres, Brian paper, 50 black pens, and 2.5 giga- Faughnan, Tyler Millson-Taylor, and bytes of computer space. Truth to tell, Julia Dover the designers worked so hard on Illustrations: Ghislain Barbe, these, I almost feel guilty for not liking Normand Bilodeau, Bobbi Burquel, them more. Jeff Fortier, and Pierre Ouellette I do, however, like the system, one Cover: Ghislain Barbe of the smartest set of universal rules this side of the GURPS* game. Called Silhouette, the system uses 6-sided- The Southern dice to generate quick and sensible Republic results. All skills are rated from a low of Heavy Gear game 0 (little or no aptitude) to 5 (superhu- supplement man aptitude). Actions are assigned One 128-page thresholds of difficulty, ranging from 1 softcover book (effortless) to 12 (near-impossible). Dream Pod 9 $20 When a PC attempts an action, the Design: Brent Carter, Daren gamemaster assigns a threshold and Chicoine, David Cooh, Dave determines the relevant skill. The Corriveau, Eric Garvis, Stephane Matis, player rolls a number of dice equal to and James Cotsios, with Tyler Millson- the skill level. The results are not Taylor and Julia Dover added together. Instead, the highest Editing: Marc Vezina, Jean Carrieres, number rolled on an individual die is Marc Vezina, and Philippe Boulle considered the outcome (if a player Illustrations: Ghislain Barbe, rolls two dice and gets a 2 and a 5, the Normand Bilodeau, Bobbi Burquel, outcome is 5). Every additional 6 adds and Charles-Emmanuel Ouelette 1 to the total (if he gets two 6s, the out- Cover: Ghislain Barbe come is 7). If all of the dice show Is, Mechanical the PC suffers a critical mishap. Actions Catalog with higher thresholds, then, become increasingly difficult to achieve. PCs game supplement with low skill levels are more likely to One 136-page fumble then their high-level counter- softcover book parts. It’s a clever, elegant system, a Dream Pod 9 $23 snap to learn and adjudicate. Design: Marc Vezina with Phillipe Character creation is equally R. Boulle and Tyler Millson-Taylor smooth, involving the purchase of Editing: Jean Carrieres, Marc attributes (Agility, Build, Perception) Vezina, and Tyler Millson-Taylor and skills (Acrobatics, Law, Stealth) Illustrations: Ghislain Barbe, from a pool of character points. Normand Bilodeau, and Bobbi Simple formulas are used to compute Burquel secondary traits (Strength, Stamina, Cover: Ghislain Barbe Health). Creating a PC from scratch Here we have two RPCs that share takes half an hour, tops. My players, not only the same system but also the however, chose to forego the process same concept. True, the concepts are altogether, opting instead to choose superficially different. Heavy Gear their characters from the roster of takes place in the year 6132 on Terra ready-to-go archetypes. The Heavy Nova, a war-torn human colony in a Gear roster includes the Military distant galaxy. Jovian Chronicles, set Instructor, Police Officer, and Test in the 23rd Century, focuses on the Pilot; Jovian Chronicles features the colonization of our own solar system, Bounty Hunter, Security Officer, and where the planets have become Young Ace.

102 FEBRUARY 1998 So far, so good. Then we come to business organization called the the tactical combat rules, and it’s like Coalition for Rightful Environmental hitting a brick wall. A game-within-a- Exploration-the writing is juiceless, as game, the tactical rules rely on hex if the designers had a hard time gen- maps (not included) and miniatures erating much enthusiasm for the pro- When their robots aren’t pounding (not included) to simulate military ject. For instance, here’s an excerpt each other, players may investigate engagements. But it’s more work than from the section on crime and punish- the origins of the Floaters (a race of fun, what with the eight-step combat ment: “Convicts toil as restitution for giant gas-filled jellyfish) or mine round and hard-to-remember mechan- their crimes and serve as a . . . source hydrocarbons from the frozen seas of ics such as “any vehicle that turns of menial labor for government pro- Titan. Floaters aside, there’s nothing more than two hex facings while mov- jects. These projects range from exca- terribly interesting going on here, and ing at top speed requires a Piloting vation and construction for more the game’s ambitions seem awfully Skill roll vs. 3 + terrain MP cost.” brutal criminals to public service for modest compared to the wide-screen Though the rules work as intended, lesser criminals.” Wouldn’t you think a spectacle of Trinity they’re not compelling enough to sci-fi society would punish criminals Like Heavy Gear, Jovian Chronicles make tactical wargamers abandon more imaginatively than that? The aims at players more interested in BattleTech or the Robotech* game. national sport of the Southern hardware than human beings. If Sadly, the tactical rules aren’t the Republic is, er, soccer. (Soccer?) The you’re among the target audience, games’ only problem. The settings for menagerie of Republic creatures you’ll find the Mechanical Catalog to these games are downright dismal. includes the Water Viper (yawn) and be nuts-and-bolts nirvana. Rendered Heavy Gear purports to tell the tale of the Amorous Plant (z-z-z-z . . .). in loving detail, the heavily illustrated the aftermath of the War of the The Jovian Chronicles setting is mar- tome dissects dozens of high-tech Alliance, when Terra Nova was invaded ginally better, if only because it plays vehicles, ranging from missile cruisers by Imperial Earth. But there’s next to out over a broader canvas. The planets and escort carriers to space stations nothing about the history of the war of our solar system, organized as the and cargo haulers. With its striking or the effect on the participants. And United Solar Nations, have been strug- graphics, sharp text, and meticulous don’t expect much about politics, cul- gling to protect their interests from an blueprints, the Mechanical Catalog ture, or economics. Put it this way: the increasingly hostile Earth. War, of rivals the best of FASA’s BattleTech entire “World of Heavy Gear” chapter course, erupts. Robotic soldiers with Technical Readout series. fills only six pages. The five-page names like HA-101 Brimstone and CEA- Evaluation: Other than the lifeless adventure-a pretty good one called 05 Wyvern do most of the fighting. settings, I couldn’t find anything seri- “When All Hell Breaks Loose”—fills in a ously wrong with Heavy Gear or few gaps, but only enough to give a teeny glimpse of the Heavy Gear uni- verse. If I were a cynic, I’d say that Dream Pod 9 intentionally down- played the setting material as an inducement to buy sourcebooks. But if Southern Republic is a repre- sentative example, I suggest thinking twice before you get out your wallet. The book examines “the single most powerful nation on Terra Nova,” a prosperous military state rife with schemers and crooks. Despite some interesting ideas—a sophisticated taxation bureaucracy; a devious pro-

# DRAGON 244 103 Jovian Chronicles. But I couldn’t find the Rising Sun, and TSR’s Glory of Rome. pace, you can experiment with robot much to be excited about either. As I But he’s outdone himself with Reign of PCs. (Die, human scum!) fiddled with the robots, my mind kept Steel, a start-to-finish dazzler that Evaluation: Although intended for drifting, conjuring up questions. Why, ranks as one of roleplaying’s best- the GURPS game, Reign of Steel con- I wondered, didn’t the designers set ever science fiction settings. tains a dead minimum of statistics, both games in the same era? (Then It’s a simple premise. In the 21st making it easy to adapt to other sys- the PCs could shift back and forth century, robots have taken over, treat- tems. (If you’re a GURPS player, how- between games, which would be ing humans with the respect normally ever, I suggest you round up GURPS pretty cool.) Why didn’t they strip out accorded to cold sores. Most humans Robots and GURPS High Tech, both by the tactical rules and put them in a have been wiped out; the rest hide in Pulver, which will increase your enjoy- separate game? (FASA did this with grimy slums or await execution in ment of Reign of Steel exponentially.) BattleTech and the MechWarrior*, in labor camps. Small bands of guerrillas Reign of Steel takes players on a rivet- recognition of the fact that roleplayers —most likely, you and your fellow PCs ing journey through an unforgettable and miniatures enthusiasts are, for the —are all that stands between the setting, loaded with laughs, thrills, and most part, two separate species.) And robots and the total extermination of endless surprises. Roleplaying doesn’t why oh why didn’t they use some of mankind. Pulver milks the premise for get any better. those black pens and gigabytes of all it’s worth, painting a vivid picture computer power to make the settings of a future that’s both unrelentingly Short and Sweet less derivative? A system this good grim and infectiously exciting. Champions: Alliances, by Eric deserves a setting with a little more The world has been divided up into Burnham, Steven S. Long, Steve pizzazz, something like . . . oh, I don’t 18 sovereign territories called Zones, Peterson, and Bruce Harlick. R. know . . . like Reign of Steel maybe? each of which is controlled by a single Talsorian Games, $14. (Information: Dream Pod 9, 5000 Artificial Intelligence computer/robot Alliances details five campaign- Iberville, Suite 332, Montreal, Quebec, (or “zonemind”). The first half of the ready organizations for the Champions: Canada, H2H 2S6.) book describes the zones, any of New Millennium* game, complete with which could serve as a springboard historical summaries and facility for a first-class campaign. In Zone descriptions, along with a number of Denver, the zonemind is replacing its brief but intriguing adventure hooks. damaged circuitry with brain tissue, Among the entries: the Arcadian supplied by involuntary donors. In Academy (a superhero training school), Zone Vancouver, traitorous humans the Guard (a paramilitary outfit spon- called zonegangs lure unwary travel- sored by the Defense Department), and ers into deadly ambushes; the local the Odyssey Research Institute (spe- zonemind pays $50 for each human cializing in robots and time machines). head. And in Zone Berlin, the zone- How well you like Alliances depends mind has unleashed swarms of cyber- on the kind of comic books you favor. netic mosquitoes to torment human If you’re a light-‘n’-easy Legion of Super victims with injections of nerve gas. Heroes kinda guy, Alliances is right up Throughout, the text sparkles with your alley. But if you’re the grim-‘n’- invention. A rogue robot disguised as gritty type, this’ll seem a semi truck roams the interstates of about as interesting as a compendium North America to rescue the dis- of daycare centers. tressed and dispossessed, making it the oddest superhero ever to grace Mediums: Speakers with the Dead, the pages of an RPC. In the jungles of by Justin Achilli, Andrew Bates, Roger Reign of Steel South America, robot scientists tinker Gaudreau. Ed Hall, Robert Martin, GURPS game with a new lifeform called the “Green James A. Moore, Ronni Radner, Tracy supplement Man” that’s half android, half plant. Rysavy, Lisa and John Daigle, and Fred One 128-page Thinking about a dip in the ocean? Yelk. White Wolf Game Studios, $15. softcover book Watch out for the cyberwhales. Guildbook: Pardoners and Puppetteers, Steve Jackson Engaging sections on robot installa- by Elizabeth Ditchburn, Heather Grove, Games $18 tions (slave camps, military citadels) Jackie Cassada, and Nicky Rea. White Design: David Pulver and wilderness hazards (radioactive Wolf Game Studios, $18. Editing: Susan Pinsonneault waste dumps, mutant animals) precede Wraith: The Oblivion has the poten- Illustrations: Dan Smith a too-brief (11 pages) campaign chapter, tial to be the creepiest of the World of Cover: John Zeleznik mostly a collection of scenario outlines. Darkness RPGs, what with all its angst- Every now and then, a sourcebook I would’ve preferred a fully developed ridden undead and dreamstalking comes along that not only knocks my adventure, but those are hard to come sadists (the latter detailed in the terrific socks off but also massages my feet by in GURPS books. Thankfully, the Guildbook: Sandmen.) But the more the and trims my toenails. David Pulver outlines are absolute corkers, packed game strays from its inhuman central has been responsible for more than a with exciting twists (what happens cast, the more mundane it becomes. few sock-knockers, including GURPS when-gulp-the robots decide to colo- Case in point: Mediums, a look at mor- Mecha, West End’s Indiana Jones and nize outer space?). And for a change of tals with the ability to communicate

104 FEBRUARY 1998 Re: Views Date: Thu, 23 Oct 97 22: 14:00 PDT From: lester smith ‹[email protected]> To: DRAGON Magazine ‹[email protected]>

The Power* Game “Bending,” they can psychically extend 256-page, perfect-bound book their natural abilities through the Nexus Transmedia Corp. $24.99 DreamTime itself, to lift objects in the 1 Scarsdale Rd., Don Mills ON real world at a distance, read minds, and Canada M3B 2R2 the like. But with this power comes trou- Website: http://www.thepowerrpg.com ble: the jealous attention of a Mentor, the Design: Quentin Blasingame & Fulvio risk of mutation from excessive psychic Ciano, with James Gadbois, Steven Leve, activity, and the opposition of ‘Benders and Hugh Adam Simpson with other agendas. The setting is fasci- Editing: Lesley Milner nating, full of adventure potential. mechanics as a poor, red-headed step- Cover Art: Sheri Bowers Graphically, the game book is well child. The writing betrays this orientation, Interior Art: Sheri Bowers, David executed, with a strong layout, excellent as well. Whenever the designers speak of Komlos, Adam Smith, and Brian Theriault black-and-white art, and some wonderful the world, their text is exciting and evoca- Imagine that what we perceive as color paintings by Sheri Bowers. The tive. When they speak of game mechan- reality is merely the skim atop a sea of product begins and ends with several ics, it is awkward, confusing, and hesitant, dreams. Deep within the depths of this pages of comic book story, setting the resulting in a muddy mix of rules options “DreamTime,” there dwell vast intelli- mood for the text that resides between. and warnings not to abuse the system. gences with their own agendas. Some- Textually, the game is something of a (Don’t think of a monkey.) Unfortunately, times they contact dreaming humans, mixed bag, though. On the one hand, the the book presents mechanics early and awakening psychic powers within them. world is presented convincingly and world detail late, making for something of These “Mentors” then set those contacted entertainingly. The psychic powers follow a wade to get to the good parts. to tasks, willing or not. Meanwhile, secret a consistent internal logic, for example. Still, taken as a whole, The Power is a government bureaus and clandestine cor- There are plenty of fascinating example literate, entertaining read and a new take porations seek to capture these new Mentors and their “Advocate” groups, on some old themes. The central concept “DreamBenders” for their own ends. with convincing histories of their own. is big enough both to provide plenty of Naturally, conflicts arise-between And the sample adventure provides a adventure possibilities on its own, and to Mentors and their ‘Benders, between psy- great example of the type of plots possi- incorporate pretty much any modem mys- chic agencies and ‘Benders, even ble and works well as a starting point for teries the game master might care to between ‘Benders and ‘Benders. This is new player personas. exploit. The range of possible player char- the world of The Power RPG: a modern The game mechanics are respectable, acters is open-ended, as well. For exam- mix of paranoid conspiracy theory, mysti- but somewhat lacking in polish. While the ple, our playtest group consisted of a cal archetypes, and near magical abilities. character creation system works well, the street punk, an urban landscaper, and an Characters in the game can come from task system is prone to erratic results: a elderly librarian confined to a wheelchair, any walk of life, but all are able to use three-tiered set of ability ratings together all created with equal ease, and all equally psychic powers to some degree. Through create a target number for a d20 roll, playable. “Boosting,” they can psychically increase which tends to be far too random for I’m highly impressed with The Power their natural attributes for a limited period smoothness of play. I suspect that the RPG, and I think you will be too. of time, allowing for great feats of designers expect game masters to “fudge” strength, reasoning, and so on. Through for the purposes of story, in keeping with the current trend of RPGs to treat game with the dearly departed. The book new artifacts (soul lantern, hoodoo In its fourth year of publication, the covers Tarot readings, fortune tellers, doll) and merits (storm warning, Adventure Journal continues to provide even televangelism. It’s well-written friends in high places). But what lingers essential reading for Star Wars enthusi- but incidental to the essence of Wraith. in the mind are the characters: angst asts. Part magazine, part RPG supple- Better by far is Pardoners and junkies, sin eaters, serial killer skin- ment, issue #14 includes Barbara Puppetteers, which spotlights a pair of riders. Creepy stuff. And when it comes Hambly’s short story “Murder in mysterious Guilds: the bad guy to Wraith, the creepier, the better. Slushtime,” profiles of five new aliens, Puppetteers (renegade body jumpers, and Star Wars stats for a warehouse full outcasts of Stygia) and the good guy Star Wars Adventure Journal, of droids. Nothing earth-shattering Pardoners (enemies of darkness, heal- edited by Peter Schweighofer. West here, just solid entertainment. And at ers of the dead). There’s plenty of useful End Games, $12 per copy, $35 for $12 for nearly 300 pages, it’s a bargain campaign material, including several four-issue subscription. to boot.

DRAGON #244 105 Zero* game, by Lester Smith. David Brandon Sturm, Matt Harrop, parody of an RPG, a 32-page joke- Archangel Entertainment, $25. and F.S. Kessler. Event Horizon, $18. book targeted at the Beavis and Butt- In this disturbing, oddball RPG, If I were to list the best new RPGs head crowd (which includes yours players take the roles of Borg-like bio- of 1997, the Hong Kong Action Theatre* truly): To begin, you stop off at Bud’s mechs, individual units of a collective game would be near the top, a brainy Live Bait and Wargaming Emporium consciousness under the thumb of the simulation of Asian cinema that’s and pick up a Flounder Force Secret nasty Queen Zero. The game begins more fun than the films it emulates. Decoder Ring and a bag of 50-sided by liberating the PC biomechs from Film Festival #1 presents 15 top-notch dice. You create a stuper hero by deter- the Queen, then sending them into an adventures, five in each of the game’s mining his Cape Length, Adjusted inhospitable universe. Little by little, three genres (Gunplay, Marital Arts, Gross Income, and Tights Size. Stuper the PCs a sense of their own Bizarre Fantasy). Favorites: “Five Fists abilities include Entangle With Armpit individuality, all the while eluding the of Kung Fu” (bloody revenge against Hair, Urine of Invisibility, and Summon clutches of the Queen, who is none the tyrannical Ching Dynasty) and Breasts. So does Stuper Powers deliver too happy to have them running “Magic Hunter” (featuring the Monkey five bucks worth of laughs? Hey, I’d around loose. Zero boasts a fascinat- King and his supernatural minions). say Summon Breasts is worth a buck ing premise and clutter-free, easy-to- To Live and Die in HK offers a or two all by itself. (Information: master mechanics, but it comes up plethora of new specialties, spells, and Unstoppable Productions, 262 Fifth short on background material. After maneuvers. Unlike many rules expan- Ave., Second Floor, Brooklyn, NY my group completed the introductory sions, this one adds nuance and flavor 11215.) adventure, we were at a loss as to without significantly increasing the what to do next. Guess we’re gonna complexity. Add six exciting mini- have to-sigh-wait for the supple- adventures, you’ve got an essential ments. (Information: Archangel purchase. (Information: Event Horizon, Iowa freelancer and alien enthusiast Entertainment, P.O. Box 481, Lake P.O. Box 1149, Lawrence, KS 66044.) Rick Swan would like to say hi to all his Geneva, WI 53147) bald-headed buddies in Roswell, New Stuper Powers* game, by Ryan Mexico. Film Festival #1, by Gareth-Michael Dunlavey, , Jamal lgle, Carson * indicates a product produced by a company Skarka, John R. Phythyon Jr., David Jones, Stew Noack, Lauren Rabinowitz, other than TSR, Inc. Most product names are Brandon Sturm, Matt Harrop, and Fred Van Lente, and Alan H. Zatkow. trademarks owned by the companies publishing Aaron Rosenberg. Event Horizon, $15. Unstoppable Productions, $5. those products. The use of the name of any prod- uct without mention of its trademark status To Live and Die in HK, by Gareth- First off, I don’t care what the cover should not be construed as a challenge to such Michael Skarka, John R. Phythyon Jr., says, this isn’t a real RPG. Rather, it’s a status.

106 FEBRUARY 1998 # DRAGON 244 107 Servants of Darkness A RAVENLOFT® Adventure By Steve Miller and Kevin Melka The heroes are caught in the mid- dle of a massive hunt, in which both the overzealous cleric conducting the inquisition and the witches he seeks bring terrible darkness to the land. NEW FOR Moonlight Madness The heroes must sort out clues, avoid FEBRUARY An RPGA® Network AD&D traps, and save the innocents from the Adventure mob’s growing fervor. Wizard’s Spell Compendium, By Penny and Skip Williams $13.95/$18.95 CAN Volume 3 The curse of lycanthropy has TSR Product No.: 9541 An AD&D® Accessory struck, and a stalwart band of heroes ISBN: 0-7869-0659-6 must race the moon to find a cure. By TSR Staff The Eve of the Maelstrom Wizard’s Spell Compendium, Volume Obstacles include hordes of angry vil- 3 continues the monumental collec- lagers, a beaming paladin, and a gag- Dragons of a New Age, tion of every official wizard spell for gle of obnoxious pixies. Have a howl- Volume III the AD&D game. Spells were collected ing good time with this classic from By from the Player’s Handbook, Tome of the archives of the RPGA Network. The first epic trilogy of the Fifth Magic, Complete Wizard’s Handbook, $11.95/$15.95 CAN Age-the campaign against the great dragons ruling Krynn—concludes with DRAGONS® Magazine, POLYHEDRON® TSR Product No.: 9568 Magazine, and a wealth of other ISBN: 0-7869-1151-4 victories and courageous sacrifices, AD&D game accessories, adventures, the rise of surprising new heroes, and and supplements. Crucible: The Trial the rebirth of beloved figures from $24.95/$32.95 CAN of Cyric the Mad classic DRAGONLANCE® novels. $5.99/$6.99 TSR Product No.: 2175 A FORGOTTEN REALMS® Novel CAN ISBN: 0-7869-0791-6 By TSR Product No.: 8385 In this long-awaited sequel to ISBN: 0-7869-0749-5 Prince of Lies, Cyric, one of the youngest and most powerful gods in Hellgate Keep the FORGOTTEN REALMS pantheon, has A FORGOTTEN REALMS Setting gone mad. His destructive actions DUNGEON CRAWL™ Adventure have forced the older gods to inter- By Steven E. Schend vene and attempt to bring this insane Deep beneath the rubble of a upstart back into line. Told by Malik once-proud bastion lie treasure, dan- the spy, the unlikeliest of narrators, gers, and a long hidden evil born of this novel is the second sequel to The the Lower Planes! Hellgate Keep har- New York Times best-selling Avatar bors dark secrets and vast wealth for Trilogy. It is time for the greatest trial those daring enough to enter. But the in the history of Faerûn: the judgment treasures within are not free for the of the god of Murder. taking, and one wrong move could $5.99/$6.99 CAN unleash the greatest evil known to TSR Product No.: 8577 the modern North. ISBN: 0-7869-0724-X $9.95/CAN $12.95 TSR Product No.: 9562 ISBN: 0-7869-0786-X

108 FEBRUARY 1998 Cormanthyr: Empire of Elves A FORGOTTEN REALMS ARCANE AGE™ DRAGON® Magazine #245 NEW FOR Campaign Expansion Dwarves MARCH By Steven E. Schend Cover by Matt Wilson In centuries past, the great forest of Shadowborn Cormanthor spread across the entire A RAVENLOFT Novel Heartlands, a seemingly endless This issue is devoted to those By William W. Connors and Carrie expanse of leaf and bough. In those industrious denizens of the under- A. Bebris days, elves ruled supreme in the for- dark, the dwarves. Discover new Shadowborn: The name brings ter- est, and their culture reached its kits, spells, magical items, and ror to the hearts of the undead, for it is zenith. Now, thanks to the ARCANE AGE other great game information to the family that has pledged to reclaim campaign setting and the Cormanthyr add to your own AD&D campaign. the Demiplane of Dread for the forces sourcebook, adventurers can experi- of light. Yet Alexi Shadowborn himself ence the marvel and mystery first- ❖ Heart of the Forge suffers from a curse. Its relentless force hand. In the process, they themselves By Wolfgang Baur dogs his footsteps even as he sets out might play a pivotal role in the mak- The secrets of dwarven crafts- to eradicate the ranks of the undying. ing of modern Realms history. If they manship are revealed at last, with The shadows of the dead might yet survive, they can bring back to the new skills and proficiencies, plus the stop Alexi from stepping into the light. modern Realms many secrets of the mysteries of the hammer chants. $5.99/$6.99 CAN past. TSR Product No.: 8074 $24.95/CAN $32.95 ❖ Mindstalkers ISBN: 0-7869-0766-5 TSR Product No.: 1165 By ISBN: 0-7869-0761-4 Orcs and goblins are the tradi- The Lost Library of Cormanthyr tional enemies of the dwarves, but A FORGOTTEN REALMS Novel, Lost MONSTROUS COMPENDIUM® how do the children of the earth Empires, Book 1 PLANESCAPE® Appendix III combat the loathsome ? By A PLANESCAPE Campaign Here are their secret techniques, The Library of Cormanthyr—was it Accessory complete with new kits, proficien- just a myth or an actual lost piece of By cies, and psionic abilities for your history? An intrepid human explorer The third volume created for the dwarven PCs. sets out to find the truth, but little does PLANESCAPE campaign, this MONSTROUS he realize that precautions were taken COMPENDIUM appendix contains a mul- ❖ Little Rascals by the ancient xenophobic elves to titude of creatures from the Inner By Steve Berman ensure no man might learn their Planes—17 extreme worlds, including Four new Rogue kits for secrets. What began as a research Fire, Earth, Water, Air, Smoke, Ooze, dwarves who want something project soon becomes a race against and more. Select specimens from the more than a pocketful of gold. time, as an undying avenger sets out Astral and Ethereal Planes round out Including the delver, the hoard- to keep the secrets of the elves. the ranks of this new horde. Most are sacker, the scurr, and the tale- $5.99/$6.99 CAN revealed here for the first time ever. bearer. TSR Product No.: 8579 $21.95/$28.95 CAN ISBN: 0-7869-0735-5 TSR Product No.: 2635 ❖ Dwarven Ettiquette ISBN: 0-7869-0751-7 By Christopher Perkins They might seem to be without Wings of Fury it at times, but protocol is most A DRAGONLANCE®: FIFTH AGE™ important to the dwarves. Dramatic Supplement By ❖ Honest & True Wings of Fury provides a wealth of By Troy Denning detail about the mightiest creatures of Cyric the Mad has given his Krynn—the dragons. In the accompa- minion Malik a tight deadline in nying adventure, the epic climax of the which to publish his “true” version Dragons of a New Age adventure of the Time of Troubles. If Ruha has cycle, the heroes gain the aid of pow- her way, Malik will get nothing but erful Good dragons and pit themselves a kill fee. against the great Red Dragon: Malys herself! The heroes’ success or failure Plus “Bazaar of the Bizarre,” determines the future of Krynn. “Arcane Lore,” “Wyrms of the $21.95 U.S./$28.95 CAN North,” “Forum,” “DragonMirth,” TSR Product No.: 9551 “Roleplaying Reviews,” “Sage ISBN: 0-7869-0722-3 Advice,” and more!

$4.95 U.S./$5.95 CAN TSR Product No. 8115-03

DRAGON #244 109 The Doom Brigade The DOUBLE DIAMOND A DRAGONLANCE Novel, The Chaos TRIANGLE SAGA™ Novels War Volume 1 By and AVAILABLE NOW An intrepid group of draconian engineers (whose exploits were depict- Book 1: The Abduction ed in The Dragons of Krynn and The By J. Robert King Dragons at War anthologies) must unite with the dwarves, their despised ene- Book 2: The Paladin mies, when the Chaos War erupts, for By James M. Ward & David Wise without an alliance, doom is assured. $6.99/$8.99 CAN Book 3: The Mercenaries TSR Product No.: 8380P By Ed Greenwood ISBN: 0-7869-0785-1 NEW FOR FEBRUARY NEW FOR APRIL Book 4: Errand of Mercy Kicker Pack 8: Treefolk The Illithiad By Roger Moore A DRAGON DICE® Accessory The paladins sent by Lord An AD&D MONSTROUS ARCANA™ By Bill Olmesdahl Piergeiron have arrived in a king- Accessory The newest race for the DRAGON DICE dom of the Utter East, only to find By Bruce R. Cordell game combines the awesome strength the area beset by menacing fiends. Inside this lavishly illustrated tome, of Earth and the tender mercies of The warriors are welcomed by the readers will find detailed information Water with the Treefolk expansion. king, but he is willing to aid their on mind flayer society, psychology, This race is guaranteed to sway the quest only if they first perform a ser- anatomy, and history. New psionic balance of power on the fragile world vice for him. disciplines round out this “Complete of Esfah. $2.99; CAN $3.99 Guide to the Illithids.” $6.95/$10.95 CAN TSR Product No.: 8637 $19.95/$26.95 CAN TSR Product No.: 1515 ISBN #0-7869-0867-X TSR Product No.: 9569 ISBN: 0-7869-0703-7 ISBN: 0-7869-1206-5 NEW FOR MARCH Relics and Omens: Reunion Tales of the FIFTH AGE® Book 5: An Opportunity An AL-QADIM® Adventure A DRAGONLANCE Anthology for Profit By Jackie Cassada and Nicky Rea Edited by Margaret Weis and By Dave Gross A villain’s greed leads to the The pirate crew hired in The destruction of an entire tribe of desert The Chaos War is over, and the Mercenaries is hot on the trail of the nomads. In this collection of three gods have vanished, taking magic kidnapped bride. Landing on the popular AL-QADIM® tournament adven- with them. New heroes, monsters, and shores of the Utter East, the pirates tures, your heroes try to rescue the face fiendish perils and the mystery remnants of the tribe and convey of their employer’s true identity. them safely to a secret oasis. $2.99; CAN $3.99 $9.95/$12.95 CAN ALTERNITY® Science Fiction TSR Product No.: 8638 TSR Product No.: 9584 Roleplaying Game ISBN #0-7869-0868-8 ISBN: 0-7869-1196-4 Limited Edition Player’s Handbook NEW FOR APRIL Cormyr: A Novel Although the full release of TSR’s A FORGOTTEN REALMS Novel new sf roleplaying game was Book 6: Conspiracy By Ed Greenwood and Jeff Grubb delayed, the company decided to By J. Robert King As Azoun IV lies dying from an do something special for the people As the search continues in the assassin’s ambush, the political and who attended ® 1997. The Utter East for the kidnapped bride magical forces struggle to determine Limited Edition is a full-color, hard- of Waterdeep, the forces of the the country’s future. In the face of cover book containing all the rules Paladins and the Mercenaries con- impending catastrophe, the history of a player needs to create any type of verge. Now, for the first time, the Cormyr and its ruling family unfolds, sf hero. If you want to own a col- dark secret behind the abduction is revealing that the past holds the lector’s item or just get an advanced revealed, and the searchers realize secrets for saving the kingdom’s future. view of the new game, then this is their quest is only half-begun. $6.99/$8.99 CAN the product for you. There are still $2.99: CAN $3.99 TSR Product No.: 8572P some copies left, but they’re going TSR Product No.: 8639 ISBN: 0-7869-0710-X fast and supplies are extremely lim- ISBN #0-7869-0869-6 ited. You can order one by going to the TSR website—www.tsr.com.

110 FEBRUARY 1998 ALTERNITY® Player’s Handbook Hardcover Rules Book DUNGEON® By and Richard Adventure Baker Issue #67 This book contains all the rules nec- essary for creating characters in any Cover by David O. Miller contemporary to far-future science- ❖ Witches Brew fiction setting. Much like the AD&D By Steve Johnson game, ALTERNITY presents information The search for rare ingredients on character creation, weapons and leads the heroes to Woody Glen, a equipment, combat, and more. Which town plagued by a foul witch and future do you want to play? The her goblin minions. What dread Player’s Handbook helps you answer scheme has Morda concocted? An that question. AD&D® adventure for levels 3-5. $29.95/$39.95 CAN TSR Product No.: 2800 ❖ Training Ground ISBN: 0-7869-0728-2 By Rick Maffei quests arise as the new world takes The Netherese wizard Orokoth shape, at once familiar but strangely Evermeet: Island of Elves built his Training Ground to test the different and fantastical. A FORGOTTEN REALMS Novel mettle of apprentices. Are you a $5.99/$6.99 CAN By match for the wizard’s gauntlet of TSR Product No.: 8386 In ancient times, the elven god magical traps? An AD&D FORGOTTEN ISBN: 0-7869-1169-7 Corellon Larenthian defeated Malar REALMS® adventure for levels 5-8. the Beastlord, breeding in Malar an MARVEL SUPER DICE™: AVENGERS™ undying hatred for all things elven. ❖ Falls Run A MARVEL SUPER DICE Game Millennia later, when Evermeet is cre- By James Wyatt By ated as an elven refuge, Malar has his The terror begins on a haunted Slugging it out with KANG THE long-awaited target. Thousands of train, but it doesn’t end there. Visit CONQUEROR and the ABSORBING MAN is years of plotting culminate in the final a town that gives new meaning to part of the everyday routine for conflict, in which the vengeful the phrase “dead of winter.” An Earth’s mightiest heroes, the AVENGERS. Beastlord and his cohorts attack the AD&D RAVENLOFT Masque of the Red This set features a new game, Time’s lsland of Elves. Death adventure for first-level PCs. Tempest, and new battle zones and $21.95/$27.95 CAN battle options. Or add these dice to TSR Product No.: 8578 ❖ Uzaglu of the Underdark your next MARVEL SUPER DICE game. ISBN: 0-7869-0713-4 By Christopher Perkins $8.95/$12.95 CAN An undead myconid king and TSR Product No.: 6921 The Shadow Rift his gruesome minions guard the ISBN: 0-7869-0700-2 A RAVENLOFT® Underdark against intruders. Can Adventure/Accessory you defeat this fungal fiend? An By William W. Connors, Cindi Rice, AD&D adventure for levels 5-10. and John D. Rateliff In the wake of the Grand ❖ The Little People LEGENDS OF THE LANCE™ Conjunction, a gaping, mist-filled hole By Matthew Adkins Issue #1 appeared in the center of Ravenloft: How do you make a leprechaun A DRAGONLANCE® Saga Newsletter the Shadow Rift. Through it comes a cry? Take away all his powers, lock FREE! sorcerer-fiend so powerful that he him in a cage, and threaten to sell All DRAGONLANCE fans will want a enslaved an entire race and drew it him for a warm pair of socks and a copy of this quarterly newsletter. The into his native plane of Shadows. It is tankard of ale. An AD&D SideTrek first issue includes an interview with up to the heroes to prevent this new for character levels 1-2. Margaret Weis and Tracy Hickman, evil from finding its way into the wel- several new articles about the coming arms of the Dark Powers. ❖ Eye of the Storm DRAGONLANCE: FIFTH AGE® setting, $22.95/$29.95 CAN By Lance Hawvermale new information about upcoming TSR Product No.: 1163 Dark clouds are gathering over DRAGONLANCE releases, and other fas- ISBN: 0-7869-1200-6 the village of Lonethistle. An AD&D cinating items exclusive to this pub- SideTrek for character levels 6-8. lication. To receive your free newslet- ter, write to [email protected] $4.95 U.S./$5.95 CAN. or Wizards of the Coast, Customer TSR Product No. 8203-03 Service Department, P.O. Box 707, Unless otherwise noted: ® designates registered trademarks owned Renton, WA 98055. Be sure to by TSR, Inc. include your name and mailing ™ designates trademarks owned by TSR, Inc. © 1998 TSR, Inc. All Rights Reserved. address.

DRAGON #244 111 WHEN ASKED A FEW QUESTIONS for allowed me to travel the world to this 700-word DRAGON® Magazine pro- meet gamers, make a lot of good file, Ed Greenwood sent responses friends, and share my creation with totalling 2,600 words. This enthusi- interested gamers everywhere. In asm marks all the work by the prolific turn, they’ve detailed bits of the set- creator of TSR’s most popular cam- ting that I hadn’t, and have given me paign setting, the FORGOTTEN REALMS. something precious: the ability for Greenwood’s spectacular elabora- ‘my’ Realms to surprise me.” tion of the Realms, which resembles Greenwood, 38, is currently work- Heinrich Schliemann’s obsessive 1870s ing on TSR’s ninth DOUBLE DIAMOND excavation of ancient Troy, started TRIANGLE SAGA™ novel (The Diamond, with stories he wrote as a young boy in with Rob King); the third Elminster the upscale Toronto suburb of Don novel, The Temptation of Elminster; sev- Mills. The “Forgotten Realms” name eral Realms short stories; the Ravens originally came from the notion of a Bluff sourcebook, an RPGA® Network “multiverse” of parallel worlds. Our project; columns for DRAGON® Magazine Earth is one, the Realms another. In and POLYHEDRON® Newszine; conven- Greenwood’s original conception, tion adventures; and Realmslore Earth’s fantastic legends derive from a answers for fans. He lives in apple- fantasy world that we‘ve now lost the growing country on Lake Ontario; he way to-hence, the Forgotten Realms. still works full time at the North York Ed “Concerns over possible lawsuits (kids Community Library, as he has since getting hurt while trying to ‘find a gate’) 1974; and he still has 60 boxes of Greenwood led TSR to de-emphasize this meaning,” Realmslore in his basement. he says. Some more of those 2,600 words: The creator of the FORGOTTEN REALMS® Discovering the D&D® game in “Of my Realms work, I like best campaign setting has run the same 1975, Greenwood really bought into those products that impart some of AD&D® campaign with the same core roleplaying with the first AD&D® game the richness and color of the Realms, group since 1978. releases (1978). He started a Realms such as the novel I wrote with Jeff campaign in Waterdeep—he still plays Grubb, Cormyr; the Volo’s Guides; with the same group today, albeit spo- Seven Sisters; The Code of the Harpers; radically-then started another group City of Splendors; and stuff that lots of known as the Knights of Myth gamers have found useful, such as Drannor in Shadowdale. His players’ Drow of the Underdark and Ruins of thirst for detail made the Realms what Undermountain. I love many areas in it is: “They want it to seem real, and the Realms, but Waterdeep, Cormyr, work on ‘honest jobs’ and personal and the Dales are my personal activities, until the whole thing grows favorites thus far. into far more than a casual campaign. “Keeping my enthusiasm for the Roleplaying always governs over Realms over the years has been easy. rules, and the adventures seem to So many new friends care about it, ask develop themselves.” me constant lore questions, and share Starting in 1979, Greenwood what they’ve done. My most memo- began writing many DRAGON Magazine rable fan experiences include meeting articles that included Realmslore. complete strangers in European game Upon deciding to do AD&D 2nd shops who wanted to drop everything Edition, TSR sought a ready-made to give me personal tours of their campaign setting, more open-ended cities, being asked to name babies, than the epic DRAGONLANCE® setting. and even (gulp!) being asked to father Staff designer Jeff Grubb asked babies. (I’m happily married, and Greenwood, “Do you just make this declined; ‘twas flattering, though!) stuff up as you go, or do you really “I love the Realms, I designed it to have a huge campaign world?” last forever, and although I’ll be sad Greenwood recalls, “I answered ‘yes’ when favorite characters die and to both questions.” things change, I intend to go right on Sending TSR a few dozen card- loving it, for as long as I’m alive. Life is board boxes stuffed with pencil notes a journey, not an episode or two . . . and maps, he sold all rights to the and so is the Realms.” Realms for a token fee. “It didn’t make me rich (no, I don’t own part of TSR, control the Realms, or get royalties on all Realms products), but I’ve never regretted it for a moment. It has

112 FEBRUARY 1998