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Tough Times

It’s the year of a presidential election, and things are tough babes” or “why don’t you just give it away for free.” In the best all over. of all possible worlds we would accommodate all of your No, this is not the beginning of some great contemporary desires, but unfortunately we are neither Aladdin’s genie nor fictive opus that I am writing. It is merely my assessment of the Bill Clinton, and times are tough. way things are. If there is something we can do to make Magazine I’m not going to say that things would be better if we had better for you, let us know. More ® setting, more art, more Democrats in Congress or a Republican in the White more fiction, more really ugly NPCs — none of it is out of the House or a quick demolition of the two-party system. I have . my own opinions on these matters, but this is not the place for Unlike Congress, we are not deadlocked... and we care. them... but still, things are tough all over, and that affects DRAGON® Magazine. (I would also like to take this opportunity to apologize for Paper costs keep rising, mom & pop game shops close, and any inconvenience you might have experienced in obtaining you, the gentle consumer, have fewer dollars to spend than copies of the past few issues of DRAGON Magazine at your local your parents did when they were your age. hobby shop or book store. The distributors/chain retailers with Nobody said life was fair, and there is not much we can do whom we do business have embraced what I consider to be an about it — except for DRAGON Magazine, that is. If you have less unfortunate and ill-advised buying system philosophy called money to spend, then it is up to us to make the magazine even “just-in-time,” whereby they order as few copies up front as pos- more worthwhile. We can’t control the costs of production or sible on all titles, expecting to be able to re-order more inven- the selling price in the market. The only thing that we can con- tory instantaneously when they sell out. Magazine print runs trol is the value of the magazine itself, and that is our objective. are based on initial orders, and since a new issue appears each We want every issue of DRAGON Magazine to sing with month, reorders are usually non-existent. playable materials that you can’t wait to bring to your next We will always try to estimate the print runs with enough Saturday night dungeon crawl. We want you to be wowed by margin to cover your demands, but it is very hard when our color and black and white art the likes of which you can’t find distributors/chain retailers are being short-sighted and conser- elsewhere. These are the direct responsibilities of Editor Dave vative. In the long run you, the consumer, are the one being Gross and Art Director Larry Smith, and both of them are most inconvenienced, and of this I am sorry. Once again, I exceptional at their jobs. never said that life was fair.) We want DRAGON Magazine to be as important to you as The Wall Street Journal is to a businessman. We owe it to you, and in tough times, that’s the least we can do.

But the buck doesn’t stop there. It’s a two-way street. You have to tell us Associate Publisher & what you want, and I don’t mean “lower the price” or “more hot

Publisher Associate Publisher Editor-in-Chief Editor Art director TSR, Inc. Brian Thomsen Pierce Watters Dave Gross Larry W. Smith

Associate editor Associate editor Subscriptions U.S. advertising U.K. correspondent/advertising Anthony J. Bryant Michelle Vuckovich Janet L. Winters Cindy Rick Carolyn Wildman

Printed in the USA

# DRAGON 230 3 June 1996 Volume XXI, No. 1 Issue #230

The Orbs of Dragonkind Roger E. Moore Eight powerful artifacts from the world of Oerth, each as dangerous to the wielder as to the they were designed to control. Page 8 Dragonslayers You’ll need every possible edge to join the ranks of the dragonslayers. Page 18

Dragons of Legend John D. Rateliff From Fafnir to , of literature range from the fearsome to the absurd. Page 24

Fire on the Five Peaks Two of the terrible wyrms of Cerilia are nearly lost to legend. One of them is even more dangerous dead than alive. Page 30

4 JUNE 1996 Columns 3...... The Wyrm’s Turn Tough times and good values. 6 ...... D-Mail Wyrms of the North What’s on your mind. The premier installment of a new series 50 ...... Cons& Pros detailing the most powerful dragons This summer, the hottest gaming is at a con- of the ® setting. vention near you. Page 36 53 ...... Role of Books John C. Bunnell gives us a tip on the best new Arcane Lore: Dragon Dweomers fantasy novels. Robert S. Mullin Terrible new enchantments and powerful 60 ...... RPGA® Network News magical items to make the bravest ’s Everwinking Eye rests in the Network’s dragonslayer tremble. own POLYHEDRON® Newszine Page 42 89 ...... Forum Rogue’s Gallery: , optional rules, and the benefit of role- Heroes of the Highlands playing at an early age. Carrie A. Bebris & Duane Maxwell 93 ...... Sage Advice Four heroes from the BIRTHRIGHT® setting’s dispels confusion about spells, newest campaign expansion. magical items, and optional rules. Page 75 111 ...... Role-playing Reviews Rick Swan takes a look at the newest SF role- DRAGON ™ GAME: playing games. Rise of the Undead 120 ...... The Current Clack Dori Hein & Bill Olmesdahl keeps us up to date on the most The first in a new department! Introducing recent industry news and gossip. the undead, a powerful new force in the battle for control of Esfah. Page 86 Other Material 100 ...... DragonMirth 102 ...... Gamer’s Guide 103 ...... Knights of the Dinner Table 104 ...... Hellbound 108 ...... Floyd 116 ...... TSR Previews

62 Mirta’s God (®: Tales of the Fifth Age) With the passing of the gods of Krynn, what powers might take their place?

# DRAGON 230 5 TSR decided to stop producing cam- The “back to basics” theme is important paigns for this, the original AD&D world. to us, and we’ll continue to cover both the I’m willing to wager there are many old- newest game settings and the old classics. timers out there like me who are look- Our readership includes both long-time play- ing for more articles and more modules ers and newcomers to the game, and we’ll dealing with this great campaign world. do our best to provide something for every Being a veteran of the game since one. We haven’t forgotten the veterans! 1976 (I still have my original white box set), I can proudly say that I’ve run the Worth their weight in gold whole gamut of the D&D® and AD&D Dear DRAGON Magazine, games. I’ve tried my best to keep up I’d like to give a huge “Well done!” to with the game worlds, but I haven’t Gregory Detwiler, Ed Greenwood, Jean been entirely successful. Unfortunately, Rabe, Ed Stark, and Roger E. Moore for there are many modules and acces- their parts in making issue #228 of sories that, due to some reason or other, DRAGON Magazine. I really like their articles. Back to Basics are now out of print. Note that this has Another huge well done to everyone else Dear DRAGON® Magazine, not in any way detracted from my at DRAGON Magazine. Since I have been a subscriber for enjoyment of the game. I’ve come to the I also have an opinion. I think DRAGON over 13 years, it should be apparent that realization that I simply cannot keep up Magazine should have a spell of the I have always enjoyed and gotten my with all the latest releases from TSR, so month in each issue, because everyone money’s worth out of your fine publica- I’ll limit myself to the ones that I can get like spells (except barbarians, of course). tion. When you announced that you the most use out of. Two of these will be If DRAGON Magazine thinks the spell is were changing the format, I’ll admit that DRAGON® Magazine and DUNGEON® cool, most everyone else will, too! my first thoughts were ones of alarm Adventures (the latter of which I have Oh, and I would like to know how I and doubt; however, being a fair-mind- subscribed to since issue #1). can purchase a solid gold d20. (I’ve ed person, I thought the least I could do I’d like to finish this letter by listing enclosed a SASE in case of a positive was give you a chance. I am happy to my personal favorite departments in the response!) report that the new format meets with magazine. “Bazaar of the Bizarre” has Yours truly, my complete approval. In fact, this is the always been very helpful. The “Ecology” Kevin Wayne Jones first time since I began subscribing that I series has also been a real “flesher Gamer for 11 Years! felt the need to write to you, applaud outer” for my campaign. “Rogues your efforts, and make a few comments. Gallery” has saved me several times by We’re lucky to have such talented con- There are many areas I like in the providing me with an interesting NPC I tributors. Two of those you name — Ed and new format. Still, I feel the main reason I can toss to the players on short notice. Roger — are featured in this very issue (Ed welcome it so much is what I perceive as The “Dragon’s Bestiary” is nice, but I sim- with the first in a continuing series). Let us an overall return to AD&D® game basics. ply can’t seem to find the time neces- know what you think of these latest articles. It seems to me that for the last several sary to detail my We feature new spells very often in our years, the focus and direction of the enough to find places for all the new Arcane Lore department Check out this magazine has been somewhat ambigu- critters. Maybe someday! month’s installment for plenty of “spells of ous, kind of plodding along, so to speak. Finally, let me close by saying that, by the month,” which also includes powerful This is just my opinion, of course. I’ve nature, people are resistant to change. new magical items for dragons. We think always been able to get something ben- You can’t please everybody, so don’t try. they’re very cool indeed, eficial out of almost every issue, but the If you keep the majority of your regular A solid gold d20? Now some of us do latest three issues — the new format — readers happy, that should be consid- have quite a collection of dice, but none so have been incredibly useful. ered a job well done. I’m sure you get precious as that. If you find some, we want One of the articles I found to be the your full share of negative input and dibs on borrowing them! most useful was in issue #225, “sour grapes” letters. I thought you might “Campaign Classics: Three Greyhawk like to get a letter from someone who Correction .” I immediately added these to feels like he’s getting his money’s worth In issue #228, the byline for the my own campaign. This brings me to and who will continue to subscribe. article “All in the Family” should be one of he main reasons I wrote this let- John H. Major Brian Hudson, not Bryan Hudson. Our ter. I was extremely disappointed when 17521 N. 85th Lane apologies to Brian for the misspelling. Peoria, AZ 85382

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6 JUNE 1996 Like the BIRTHRIGHT® setting? New Player Dear DRAGON Magazine, Dear DRAGON Magazine, Congratulations! I think your new My name is Deanna. I just started role- look is very striking. Furthermore, the playing, and I also occasionally play the additions to your interior are superb, to ™ CARD game. say the least. I think all of your new fea- I really like the DRAGONLANCE® setting tures make for an even better magazine. and have read many of the books. I Now that all my lavish praise is out of have really been enjoying your maga- the way, I have a few questions. Is this zine, and I love the humorous stuff, like BIRTHRIGHT setting going to be as good as “101 Uses for a Wet Blanket.” I’m enjoy- it looks? Will there be one of those excel- ing the DRAGONLANCE story and can’t wait lent domain sourcebooks for each realm to hear more of what’s happening on on Cerilia? They’re indispensible as a tool Krynn. I was wondering if you could put for me as DM. They are so good that I some more DRAGONLANCE stuff in the don’t even let my players have them. At magazine (like further backgrounds or least not yet. info on the characters). If possible, add Keep up the good work! my address to the letters column so peo- Semper fi! ple can write to me with tips on playing LCPL Guzman Acha or with any information about the 12th Marines DRAGONLANCE world that might be inter- Okinawa, Japan esting. I would really appreciate it. Deanna Boynton Since you asked, yes, we think BIRTHRIGHT General Delivery is every bit as good as it looks. In fact, two of Moonstone, Ontario us (Tony and Dave) are planning to start a Canada On the Cover BIRTHRIGHT campaign soon. L0K 1N0 This month we are pleased to There are no plans for covering every domain on Cerilia with a Player’s Secrets Your wish is our command, Deanna. In present the of the art of R.K. Post on our covers. (It’s sourcebook, but there will be plenty for each addition to the DRAGONLANCE®: FIFTH AGE™ been some time since we offered of the five sections of Cerilia as the cam- story arc this year, look for a preview of the up a new talent on our cover; our paign unfolds. They’re meant for the players new FIFTH AGE game next issue. Once the as much as the DM, so share them! game is released in August you can count contributing artists have kept my Keep an eye on these pages for more on more articles featuring the new heroes files full of great images.) There’s a kind of offbeat sym- information on the campaign setting, and adventures of the DRAGONLANCE setting. including this issue’s “Fire on the Five Peaks” We hope that some of those articles will bolism in assigning a new artist to and “Rogue’s Gallery.” come from readers like you. our 20th Anniversary cover. R.K., a relative newcomer to the field, represents what we feel is a direc- Write to us! tion that many young illustrators are moving toward – a return to If you have a comment, opinion, or question for the editors of the goal of presenting high quality concepts through the use of excel- DRAGON® Magazine, write us a letter. We’d like to hear from you. lent technique and style. In the United States and Canada, send any mail to D-mail, DRAGON That’s a philosophy that works Magazine, 201 Sheridan Springs Road, Lake Geneva, WI 53147 USA. In for R.K. Post, and it works for Europe, send mail to Letters, DRAGON Magazine, TSR Ltd., 120 Church End, DRAGON® Magazine. Cherry Hinton, Cambridge CB1 3LB, United Kingdom. Our e-mail address had changed to [email protected], though you can also still reach us at [email protected]. Use these addresses for article inquiries, changes of address, or letters to D-mail or Forum. Please don’t send full manuscripts or attached files via e-mail; use regular mail for article submissions.

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# DRAGON 230 7 The equalizers by Roger E. Moore Sunset, 8th of Coldeven illustrated by Larry Smith My dearest friend and ally, Johanna, his article can be handed to players in an AD&D® game Your letter of the 5th arrived here in my residence on the CREYHAWK™ campaign as an adventure starter. The time is same night, as no doubt you hoped it would, but I fear I was early spring, in the year 585 CY, at the close of the dining out alone that evening in a vain attempt to calm my Greyhawk Wars. The DM should have access to the From the anxieties over your safety; I did not enter my study until last Ashes boxed set, which sets up the background to the following. night. I regret I was not here to read your words and share in This material takes the form of a letter written upon expen- your grief, as I do now. Please accept my apologies and know sive pages of fine paper and secured in an ivory scroll tube, hur- that I wept long when I read of your poor family’s fate. I riedly buried under a flat rock in a shallow cave only 12 miles remember your two brothers as if they were my own. I curse east of the ruins of Chathold, in Almor (a kingdom recently the beasts who delivered them and all in Chathold to such destroyed during the Greyhawk Wars). The cave floor and walls unspeakable evil. There will be vengeance for this from me, I show evidence of a magical struggle involving fiery and swear this night by Boccob’s brow, a vengeance that will burn rock-deforming spells, with large, inhuman footprints all around even the heart of a fiend. — footprints more fiendish than draconic, however. I must also tell you that I was profoundly distressed to read Obviously, the PCs must somehow discover the letter. It is of the rumors you have heard regarding a white orb said to suggested that the renowned wizard contacts have been seen in the claws of the Great Murderer of Almor, the PCs to search for a missing member of the Circle of Five, Duke Szeffrin. This was news of the worst sort, and your report portly Otto, who is believed to have gone to Almor to search regarding the powers that the orb is said to possess has only for his henchman, the priestess Johanna. Both Otto and fed my nightmare that a true artifact has fallen into the pos- Johanna hailed from Almor’s capital, Chathold, before its total session of our hated enemies. That this orb is held by an destruction. Mordenkainen makes no mention of the orbs of undead wretch such as Szeffrin is ghastly news; between this dragonkind, as he is not yet aware of the problem detailed in and word of your brothers, I have been robbed of my appetite, the letter. and I have scarcely eaten for a day now. I have sent urgent Once the PCs arrive in the vicinity of Chathold, they should word to Mordenkainen through Jallarzi to meet with him, since be able to find (with some effort) a few cowering and brutal- he has resources that I lack, but she returned and said he was ized peasants who recall seeing someone fitting Johanna’s “out,” likely swapping tales with that vile goat of a spell-hurler description several weeks ago. She lived in a cave, one person from Faerun — rot him for delaying Mord in this hour of need! reports. If the PCs explore that cave, they might discover the But I have been tardy as well, and we must as a consequence scroll case, and their real adventure — such as the DM designs handle this matter on our own. it from here — has at last begun. The “white sphere” that you described as “engraved with The portly wizard Otto is described in WGA4 Lives!, myriad serpents or dragons” is very likely one of our world's pages 86 and 87, and in boxed set, Orbs of Dragonkind. You have heard of these, assuredly, but in Greyhawk: Folk, Feuds, and Factions booklet, page 23. His hench- the event that you have made no further study of these arti- man, the priestess Johanna, appears in WGA4 Vecna Lives!, facts, I am attaching a copy of a short paper I wrote on this pages 91 and 92. The sad fate of Almor is outlined subject, which I read before the Eight only four in the From the Ashes boxed set, Atlas of the years past on Midsummer’s Night, 581 CY. At Flanaess booklet, page 27. the time, this information was little more

8 JUNE 1996 than a part of a pet project to catalog The Orbs of Dragonkind a dragon’s attention and make it prey to the three or four dozen families of arti- Magical creations are sometimes whatever powers the user would work on the creature’s mind and will. facts of this great continent of Oerik, but developed in parallel to a surprising now the matter lies at the center of my Oerth, it is well known, has its own degree of similarity. One of the most worst dreads. Orbs of Dragonkind, but their oral and famous cases of such independent con- The information that I impart to you written history is poorly known even to vergence of thought concerns the Orbs must be kept only to yourself for now. the learned. Sages have long suspected of Dragonkind, examples of which have Thanks to my many private connections a connection between these orbs and among the nobility of the central been recorded on no fess than six differ- the long-lost Suel Imperium (Suloise Flanaess, I have had access to records in worlds. While the specifics of each Empire, Empire of the Suel, whatever), archives and libraries where no outsider case vary considerably, with such orbs dead just over ten centuries. I have would normally be welcome, much less covering a wide range in size, composi- recently finished my own investigation left alive once discovered. The general tion, power, number, and purpose, all into this topic, and I now offer you the release of this information would, first, such items were created with the intent results, sparing you my bibliography endanger my treasured connections and, of bestowing upon the user a measure and the harrowing tale of my research second, threaten our whole, bloodied of mastery over dragons. Doubtless, until later this evening, after the fine din- world, as it might motivate any number some such devices have inspired the ner that I have prepared for your diges- of individuals and forces, from greed- creation of others, but certain dragon- tive education. Attend my words: ridden half-heroes down to such affecting orbs seem to have had no In the ancient days of the maturing Abyss-spawned nightmares as sit upon antecedent in their lands — the Dragon Suloise Empire, starting about -2400 CY, the thrones of Dorakaa and Rauxes to Orbs of Ansalon, for example, or the a great series of wars was fought go in search of these orbs and the great Orbs of Draconic Influence of Faerun. between the emperor’s forces and the powers they possess. You and I would be Why this consistent combination of various that populated the in the very snake pit of danger ourselves, orbs and dragon control? What is con- southern Crystalmist Mountains, what since some of my research drew upon fusing to the commoner is obvious to we now call the Hellfurnaces. The materials secured in ruins beneath the anyone who has long studied the mat- emperor, Inzhilem II of the House of Sea of Dust, guarded by intolerant fiends ter. The orb represents an eye, and eye Neheli-Arztin, was a surpassing wizard, who would not appreciate knowing I contact is crucial among all dragons the fifth such among the Suloise to be had been there among their treasures. in establishing communication, domi- known as a Mage of Power. Inzhilem Read, then, and understand my fears. nance, and intent. No other geometric wished to establish mines deep within shape has the power so quickly to arrest the Crystalmists to harvest rare minerals

DM’s Information trol of the orb. If the two sums are equal, tive means possible; this command overrides all normal urges toward The following information on the the user is paralyzed for 2-5 rounds by the struggle for control of his body, and self-preservation. The user does not put orbs of dragonkind is only suggested. Any he can take no other action. After this, down the orb but carries out this com- who uses this material he can drop the orb and move freely. mand one-handed, if possible, or else in a campaign is strongly urged to alter seeks destruction by means such as the particulars to prevent any players If the user’s Intelligence and Wisdom sum is less than the orb’s Intelligence jumping off a cliff, offering himself to an from knowing the actual powers of any oncoming dragon without any attempt device in play. For example, suggestion and Ego sum, the user is immediately at self-defense, injuring himself in a vital or hold could be substituted for charm in possessed by a malign intelligence in the spot with a dagger or axe, etc. some orbs, or different curses could orb. The user is quickly ordered to slay himself using the most rapid and effec- Self-inflicted injuries inflict double maxi- come into play. The Intelligence and Ego mum possible damage and cause the scores may also be adjusted to make user to save vs. system shock (according the orbs more or less powerful; as they to his Constitution score) to avoid dying are very old, the magic empowering immediately. Feebleminded persons are them may have waxed or waned over instantly subjected to this curse. Insane the millennia, or could even have become variable and unpredictable. persons are assumed to have an Intelligence of 50% normal (drop frac- Lastly, it is possible that one or more tions); charmed persons are assumed to orbs have lost their powers entirely; this have a Wisdom of 50% normal (drop would not affect the functioning of any fractions). This power should be played other orb, however. out forcefully to encourage caution An orb of dragonkind can be operated among PCs in dealing with the orbs. only by physically picking it up, and only If a nonhuman creature seizes an intelligent beings, living or undead — not orb, randomly generate the creature’s golems or nonliving constructs — can Intelligence and double it to get the operate them. If the sum of the user’s equivalent of a combined Intelligence Intelligence and Wisdom scores is and Wisdom. Compare the result to the greater than the sum of the orb’s orb’s combined Intelligence and Ego, Intelligence and Ego, the user gains con-

DRAGON #230 9 and crystals for his personal research, powers. These were the first of the Wee Jas herself, who in those early days though he also had a niggling interest in accursed shadow dragons, and they and was of greater aspect and power than throwing back some of the humanoid their servants built a vast network of cav- she is now, and less concerned with and draconic monsters that periodically erns, halls, and tunnels beneath the matters of death than of pure sorcery. raided the eastern provinces of his Crystalmists that exists even to this day. Legend has it that other gods favoring empire and reduced their taxable Even the great Vault of the is said humanity were involved as well, though resources. by some sources once to have been the their names are lost; indeed, some of Imperial armies, even supported by cavern-hall of an elder shadow dragon them may now be dead and forgotten. military wizardry, found themselves hard of this bygone age, some treasures of and legend claim that all these pressed by their opposition. The great which may still lie hidden thereabouts. gods were benevolent, but I have grave families of red dragons throughout the (The gods grant us that these treasures reservations about this. Whatever southern Crystalmists had enslaved Iimit- yet remain undiscovered by the drow!) sources he used, lnzhilem gained suffi- less numbers of brutish humanoids for Facing such evil strength, the army cient knowledge to produce a solution. use as sword-fodder, originally to attack commanders sent word to lnzhilem that The emperor elected to construct a one another’s territories or bring in addi- the issue was in doubt, and they asked limited number of identical artifacts that tional treasures. These armies of for his personal intervention. Angered at would give his forces the ability to con- and goblinkind were now turned upon first that his armies could do no more front and destroy the Fiery Kings. the empire’s soldiers, hurling themselves than hold their own against mere drag- Knowing the great importance that drag- into battle with great ferocity and in ons and orcs, lnzhilem quickly became ons attach to direct eye contact, which numbers that well made up for their lack intrigued by the difficult problem posed among the most paranoid and wicked of of skill or foresight. by the Fiery Kings, as the troublesome them is regarded as a challenge resulting In addition, these dragons were dragons were known in the eastern in an immediate fight to the death, exceedingly skilled at magic; baneful lands. He returned to the capital to rem- lnzhilem set upon the orb as the ideal extraplanar powers supplied them with edy the situation. form for these surpassing devices. Each secret knowledge of spellcasting in Historical references to Inzhilem’s orb would be carried into battle by a return for great sacrifices of wealth. studies are sparse and contradictory. He -trained wizard and used to subdue, Worse yet, certain of those red dragons was not in the habit of recording his assault, or defend against all dragons had undergone sorcerous rituals that thoughts and deeds for posterity’s sake. present, while a group of elite soldiers infused their living bodies with shadow- It is recorded in several places, however, and battle-priests who accompanied the stuff from the Demiplane of Shadow, that Inzhilem called upon and gained wizard would move swiftly to finish off granting them new and devastating the direct assistance of the Suel deity the draconic foes; this group would

then carry out the results. This applies to prey to it. The user may walk at steady affecting only true dragons, but these dragons as well, who are themselves pace at half the normal movement rate powers have a 50% chance of failing subject to self-destruction if they fall vic- (e.g., MV 6 if the user is a human or ) completely before any saving throws tim to an orb. A dragon of Oerik who while using any orb. are checked, as if dragonlike monsters has heard of the orbs of dragonkind — Monsters that can be considered had a 50% magic resistance to those and about 85% of them have — imme- dragonlike or part-dragon (, fire powers. Divine draconic beings also diately attempts to destroy anyone lizards, chimeras, dragon turtles, drag- have a 50% chance of being unaffected using an orb and also tries to hide the onnes, undead dragons like dracoliches, by the powers of these artifacts, but they orb without directly touching it. pseudodragons, half-dragons, etc.) can also gain their true magic resistance roll Anyone who picks up an orb and is be affected by orb powers normally and saving throws afterward — and they able to control it as noted above is will be very, very angry with the orb user. made immediately aware of all the All orbs of dragonkind radiate great orb’s powers, but not its curses, if such evil, specifically neutral evil, and certain exist. The powers of an orb can be used PCs such as should be wary of only while it is held; powers that require their use. Their alignment was masked concentration are broken if the orb is early in the existence of these orbs, but no longer held (not charm, for instance). the long centuries have worn away all The level of all orb-generated spells, such “cloaking” spells now. where applicable, is the 25th. Only one The speak with dragons power is as power may be used at a time, unless per the speak with monsters spell, only the power is listed as “at will” — e.g., for limited to dragons and useable at will. infravision or speaking with dragons — The charm power may be cast once or unless the power provides a con- per turn, up to three times per day, tinual bonus to saving throws or adjusts against any dragon of no more than the the user’s Armor Class. The user cannot age level given (see MONSTROUS MANUAL™ engage in any physical, magical, or tome, page 64). The charm has a range psionic attacks or defenses while hold- of 60’, and the subject must be awake ing the orb, due to the constant con- and aware of the orb user; the subject centration necessary to resist falling will certainly attack the orb user if the

10 JUNE 1996 accompany a regular army, which would fall prey to them, and the evil races of but it was after -2350 CY), but the orbs carry the battle to the dragon’s dragonkind would be wholly extermi- were now of differing sizes and powers, humanoid supporters. This use of an orb nated and cast into myth. each oriented toward the control of with combined forces is important, as a It was calculated that eight orbs dragons of differing ages. The reason for single orb was not meant to be carried would be enough to deal with matters in this alteration has never been made out alone against a many-talented foe the east. According to one record I clear, as it certainly reduced the effec- like a dragon, much less the countless examined, lnzhilem secretly directed the tiveness of these orbs when used in bat- underlings who would soon overwhelm Imperial Congress about the year -2360 tle against dragons of ages older than a lone orb-bearer. This misconception of CY to produce such wizards as would be allowed for by any one orb. the powers and uses of these orbs has necessary to assist him in the mighty This alteration was not the only one likely undone more than one champion enchantments that would have to be made, and certainly some of these alter- who was fortunate enough to gain an cast. Again, history fails to reveal all that ations were performed without the orb yet unfortunate enough to use it followed, but one major event in the fol- knowledge or approval of the emperor unwisely and alone, perishing as a con- lowing years has survived for the telling. or his staff. I conjecture that the Fiery sequence. A smoldering feud within the House of Kings were able to insinuate agents Furthermore, lnzhilem planned that Neheli-Arztin flared into violence in among the wizards involved in the pro- each orb would be useful against every -2354 CY, and lnzhilem II was slain and ject, and without Inzhilem’s ability to sort of evil dragon known, not merely destroyed beyond recovery before the grasp the full scope of the work and against the red and shadow varieties. To struggle had ended. The partial house of oversee the critical details, errors and accomplish this, lnzhilem was forced to Arztin ceased to exist as a result of retal- even curses were worked into many of have his entire collection of caged and iation, and the victorious partial house the final products. It is clearly known, for charmed dragons in the capital gardens of Neheli kept the throne. Ubrond instance, that each Orb of Dragonkind slain by sorcerous means. A portion of Thrideen (“Third-Eye”) became emperor. possesses a malign, innate intelligence the blood, bone, brain, and of each A devoted but unremarkable ruler, that attempts to overwhelm and destroy dragon was captured and imprisoned in Ubrond apparently continued the pro- any user. Furthermore, each orb was each orb, though the orbs themselves ject to produce the orbs and saw it given the power to affect good and neu- were not meant to contain true intelli- through to its finish, but considerable tral dragons as well as evil ones — an gence as such. So strong were the interference took place and the original obvious addition by the fiery kings. enchantments with which lnzhilem plan for the project went inexplicably Once finished, the eight orbs were hoped to fill the orbs that rumors flew awry. Eight orbs were still made (the given names corresponding to the age that every cruel dragon on Oerth would date of their completion has been lost, level of the dragons they were meant to

charm fails to “take.” Evil dragons gain suggestion, hypnotism, etc.). The enraged Orb of the Hatchling no saving throw, neutral dragons save dragons converge on the spot where the Intelligence 9, Ego 9; Diameter 3”. at -4, and good dragons save at -2. The orbs touched, fighting one another if Powers: Speak with dragons at will (as charm has a normal duration based on they do not see creatures of any other above); charm (as above) vs. any dragon the subject’s Intelligence, and the power race they can fight first. This state lasts of very young age (15 years) or less; +1 to may be broken in any of the usual ways, for 10-40 rounds per dragon. all saving throws and Armor Class of as per the spell charm person. No one knows what would happen if user, continuously; clairvoyance eight If two orbs are brought within one three or more orbs were brought to- times per day; infravision, 120’ range, at mile of each other, they function nor- gether or touched together. It is certain will. mally, but each sends out a magical sum- to be a bad thing, however. Curses: Possession (as above). mons that attracts all dragons and drag- Disposition: This orb is — or was, onlike beings within a radius of 100 miles rather — in Rauxes, but it is constantly around each orb. The dragons do not being stolen and recovered by jealous, know what is “calling” to them, but they greedy fiends, liches, wizards, priests, feel impelled to arrive in the vicinity of , animuses, and such, each of the orbs by the quickest means possible. whom believes the orb will somehow This effect is unknown to all in the pre- direct him, her, or it to all the other miss- sent day. ing orbs. Though little word of the orb Worse, if two orbs are touched has leaked to the outside world, posses- together, they cease functioning entirely sion of it is continually but secretly for a full day, except to send out a mag- sought in the total that fills this ical pulse that enrages all dragons and wretched city. Almost no real use of the dragonlike beings within 10 miles if such orb is actually being made, and no one fail to save vs. spells at -4. Charmed yet realizes they are on a (fantastically dragons are freed of their charms at deadly) wild goose chase. once. An enraged dragon gains a +2 The orb that Duke Szeffrin possesses bonus to all attack and damage rolls, is this one; his agents stole it. Tales of its and a +4 bonus to save against all size and powers were exaggerations, mind-affecting spells (charm, hold, fear, but they were close enough to the

DRAGON #230 11 fight. In order from the smallest orb up, a renegade officer, apparently mad, who Wyrmkin, the Orb of the Great Serpent, they were the Orb of the Hatchling, the called himself the King of the Fire Kings. and the most powerful of them all, the Orb of the Wyrmkin, the Orb of the It is apparent that one or more of the Orb of the Eternal Grand Dragon. Dragonette, the Orb of the Dragon, the orbs either fell into enemy hands, was After the Rain of Colorless Fire, the Orb of the Great Serpent, the Orb of the seized as part of a coup, or possessed a historical record is dotted with appear- Firedrake, the Orb of the Elder Wyrm, power or curse that led its user into insan- ances of these orbs, but very rarely is and the Orb of the Eternal Grand ity or rebellion. the exact identity of each orb known for Dragon. When not activated, each orb As best as can be told, only five of the certain. Obviously, most or all of the was a light, solid sphere of purest orbs remained in the hands of the Suel orbs were transported out of the empire white jade, completely and elaborately until the time just before the Rain of before it was burnt into ashes. One orb, carved with the entwined figures of Colorless Fire. I managed to secure sev- a small one said to be the size of a dragons in battle with one another. eral authoritative accounts — from a man’s fist, was held in Rauxes by the None of these orbs could be damaged in source I cannot discuss openly, so I must Overkings in the youthful days of Aerdy, the least by mundane forces, nor could beg your forgiveness — that list these five until it was stolen after two centuries by any beast or animated construct bring as the Orb of the Hatchling, the Orb of unknown thieves. Another, a larger one, them harm. If there were any means the Dragonette, the Orb of the Dragon, was discovered and lost in 311 CY by developed for their destruction, they the Great Firedrake’s Orb, and the Orb of explorers in the Hellfurnaces, though have long been lost. the Elder Worm. Some of you are surely this report is confusing in details. It may be presumed that these orbs aware of the contrary legends that five, Everyone in the Flanaess must know the were delivered to the Suloise armies and not eight, orbs exist on our world, and I tale of the mad Zagig Yragerne, who is brought into combat with the Fiery Kings, believe that this discrepancy resulted said to have taken a large white crystal but there is a break in the historical because three had been lost or fallen ball with him when he left this city one record here. A curious fragment exists into the hands of the enemies of the Suel spring day in 361 CY and returned the that appears to be a message from a in the empire’s last days. I think that the following week with a hoard of treasure provincial lord to the emperor — whose Baklunish held at least one orb, but I such as only a succession of kings would name is not given — asking for the latter’s have as yet found no evidence of this; know, using some of these riches of intervention to “deliver us from those perhaps our resident Kettite, Rary, will course to build . He who hold the stolen Globe.” Considerable investigate and enlighten us! Despite the returned here without the white ball, strife between army commanders is also slight renaming of some of the orbs in however, and never spoke of it nor even noted in some dispatches from the east- late-empire records, I believe the missing acknowledged its existence before or em provinces, with several references to original orbs to have been the Orb of the afterward.

description of the orb of the great ser- morale, and loyalty penalties (-4 is sug- taken out of the empire by survivors of pent to cause Otto reasonable distress. gested) should be assessed against any the rebellion and eventually lost in a Otto and Johanna, however, have run NPCs who work for the user, with all but shipwreck in Jeklea Bay, just south of afoul of several of the factions murder- the most devoted henchmen eventually Port Toli. The wreck has disintegrated, ously competing for the orb, and PCs leaving the user for good. This body but the orb is now in the treasure pile of sent in to rescue them will have their odor can be undone only by using a an old kraken known locally as Slash hands full, risking constant and brutal wish. Eye, which preys now and then on Sea attack and treachery. The chances are Disposition: Stolen by Suloise officers Barons and Scarlet Brotherhood ships. very great of making at least three during an attempted coup in an eastern The kraken knows the orb is magical powerful, life-long enemies of the DM’s province of the old empire, this orb was and evil, but nothing else of it. design from this adventure. Orb of the Dragonette Orb of the Wyrmkin Intelligence 11, Ego 11; Diameter 5”. Intelligence 10, Ego 10; Diameter 4”. Powers: Speak with dragons at will (as Powers: Speak with dragons at will (as above); charm (as above) vs. any dragon above); charm (as above) vs. any dragon of juvenile age (50 years) or less; slow of young age (25 years) or less; dispel once per day; +2 bonus to all saving magic three times per day; detect magic throws and Armor Class, continuously; three times per day; +3 bonus to saving user is immune to fear of any sort, con- throws vs. fire and heat, continuously. tinuously; user can fly twice per day. Curses: Possession (as above). After six Curses: Possession, as above. This item continuous hours of use, the user also was created with a defect that causes the develops a permanent body odor that orb to drain living energy from the user’s repels all mammalian life within a 30’ own body when it is held, making this radius. This odor causes mild nausea in artifact a parasite. One hit point per turn humans, demihumans, and humanoids, is drained away in this manner, though but it does not affect their combat or the user does not notice this loss until defensive abilities. Significant reaction, 50% of his hit points are gone, at which

12 JUNE 1996 I have counted about two dozen other cannot discount the possibility. Time, Orb of the Hatchling confirmed or probable appearances of perhaps, will tell. This, the least of the eight orbs, is the orbs between the fall of the Suloise What do the dragons think of the three inches across and easily fits into a Empire and the present day. The location Orbs of Dragonkind? The dragons hate pouch or pocket. As this orb was used in of only one orb is known for certain to them, of course, as they would hate any- public by the early Aerdy Overkings our cozy group of the Eight: The Orb of thing that would give mastery over upon small captive dragons, its powers the Hatchling is unquestionably held in them to some other race. There is only are clearly established for anyone who Rauxes, as Mordenkainen himself was one tale of a dragon gaining an orb, but researches the matter. able to demonstrate to our satisfaction it is quite fanciful and its information is This orb, like ail of its kind, confers last year. It is almost certainly the same subject to grave doubt. The dragon in upon the one who holds it the ability to orb held by Aerdy’s early overkings, but the tale slays a wicked knight who stole converse openly with any dragons with- we do not know yet where the orb was a magical white ball and attempted to in hearing, both understanding the found, how it was recovered, the uses to control the beast. The dragon then took dragons and being understood by them. which it is being put, or the identity of its the ball into its lair and hid it away from Further, the orb upon command casts a true owner or master. humans forever. I cannot say what charm that affects a single young drag- Unlike the sections of the fabled Rod would happen if an orb was collected by on aged five years or less, of any type or of Seven Parts, the various Orbs of a dragon, whether good or ill would scale color, the spell being so potent Dragonkind have never been reported result from this. Surely, I think, this has that the beast finds it difficult, if not to indicate the presence of any of their happened at least once in the past, but impossible, to resist. Thus the dragon fellow orbs, for which I am sure we can we do not know the truth. may be led into captivity or slain from all be thankful. No spell, not even a You have all been most patient with surprise, if action is swift. Wish, and some say not even a god, will me, and I now arrive at the core of my This orb has a mind of its own whose reveal the location of an orb; you simply lecture. My research has also disclosed thoughts are devoted to wickedness and have to be lucky enough to find one and new information on the actual powers revenge. This is the weakest of all the know it for what it is. They seem to func- of these spheres. I will, as I mentioned orbs, and its mind is weak as well. Still, tion independently of one another, earlier, cover my sources later. For now, the user must have above-average intel- though tales circulate that unexpected here are those powers whose existence ligence and insight to maintain control abilities become manifest when two has been proven beyond doubt, as well over the globe, or else disaster results. orbs are brought into proximity of one as the most reliable information on This was sufficiently and tragically another. I believe most of these stories other potential powers. proven when Overking Erhart I allowed are exaggerations and falsehoods, but I his eldest son to handle the Orb of the

point he feels very tired and looks weak of adult age (200 years) or less; magic inside that is discharged unpredictably. and pale. Each round spent doing noth- missile three times per day; teleport with- Every time that certain powers of this ing but eating and drinking restores one out error twice per day; detect invisibility at orb are activated (e.g., charm, magic mis- hit point. The DM should keep track of will; +2 bonus to all saving throws and sile, teleport without error, or detect invisi- food and water supplies, which should Armor Class, continuously; user is bility), there is a 10% chance that the be depleted at an extraordinary rate. immune to fear or charm of any sort, user is shocked for 6d6 hp electrical Disposition: A Suloise archmage flee- continuously. damage (no saving throw possible); ing the destruction of her homeland tele- Curses: Possession, as above. A flaw in beings within 10’ of the user are struck ported herself and the orb she was the production and enchanting of this for 3d6 hp damage (save for half). The assigned to guard and use to a secret orb causes it to build up a charge user gains no advance warning of an island hideout in the Solnor Ocean. She imminent discharge. waited there for other wizards from her Disposition: This orb was not taken military group to join her, but they had out of the Empire of the Suel before the all perished in the Rain of Colorless Fire. Rain of Colorless Fire. It remained for The archmage further secured the small centuries buried in the ruins of the capi- island, set up a home in a series of sea tal, now referred to as the Forgotten caves, and eventually died peacefully City, until it was found by a group of there, the orb hidden away. The island adventurers from the Hold of the Sea was later surrounded by sahuagin and Princes. The orb managed to destroy used as a waypoint for transoceanic several in the group by possession or flights by bronze dragons. The orb was shock; it was left in a ruined city on the found by the sahuagin, who currently eastern edge of the Sea of Dust by the use it to charm young dragons to per- survivors, who never made it back to form evil deeds, like destroying ships. the Hold. The orb was recovered by another group from the Yeomanry, who Orb of the Dragon recognized it as an orb of dragonkind and Intelligence 12, Ego 12; Diameter 6”. secretly brought it to a town near Powers: Speak with dragons at will (as Loftwick for their own use. above); charm (as above) vs. any dragon The orb’s dangers limited its useful-

DRAGON #230 13 Hatchling in 98 CY; the orb proved too hated to admit to failure. We must pass size of a man’s head (this one would be much for the youth, who evaded his this one by for now and move on. seven inches, so its about right) that father and threw himself over a parapet, could blast enemies with waves of cold dying of his injuries that evening. The Orb of the Dragonette and ice, or turn aside the largest red orb was recovered in an undamaged interestingly, this orb is unmistakably dragon’s breath. A useful item to the state, of course, though it had fallen mentioned several times in ancient Suloise long ago, no doubt! This orb is eighty feet to a stone-paved courtyard. Suloise literature. One wizard was said probably still at large somewhere in the After this, the orb was locked away to have used the orb to fly over the Flanaess, but where, I cannot say. beneath the castle until its theft only fif- countryside and scout for monsters and teen years later. other enemies of the Suel Imperium, Orb of the Firedrake Beyond its ability to charm young which the orb was capable of stunning. All the comments I made about the dragons, this orb appears to confer a low This five-inch orb vanished after the previous orb apply to this one, too. This degree of magical protection on the one Rain of Colorless Fire and may still lie one would be eight inches across, but I using it. It also grants the user the ability beneath the ash of the Sea of Dust. have found no records to distinguish it to see heat sources in darkness out to from the other. I assume from the title forty yards, and it bestows the spell clair- Orb of the Dragon that it is effective against red dragons, voyance at least six times a day, at the This, like the previous orb, vanished but who can say? user’s will. It is thus useful, but hardly a without a trace after the fall of the Suel grand artifact. Imperium and probably still lies buried Orb of the Elder Wyrm there. I discovered little about It, except Nine inches across, this orb was the Orb of the Wyrmkin that it was rarely used thanks to a flaw largest one in the Suel Imperium at the This remains one of the least known in its construction that killed one com- time of its fall, and it had a black reputa- of the eight artifacts of its family. It likely mander who used it. It is six inches in tion. Though it had great powers by all confers the same communication pow- diameter. accounts, and could kill any beast with ers of the next smaller orb but can charm but a word from the user, tales have fil- dragons of slightly older ages. I would Orb of the Great Serpent tered down that the orb was alive in guess that it is four inches across. One of Ah! This might have been the orb some way and demanded blood for its my sources refers to this orb as cursed that Zagig himself used in that great bat- favors. This is very possible, as I have but does not say in what way; the Suel tle in which he won his own dragon’s seen notes that convicted criminals were hated to give away any secrets that an hoard. Several legends and tales about attached to the army unit to which this enemy might use against them, and they the Orbs of Dragonkind refer to one the orb was assigned, but no provisions

ness during the and humanoid wizards in the employ of the Fiery Kings dragon listening immediately attacks the incursions in Sterich and Geoff, but it is of the southern Crystalmists also man- orb user with intent to kill, using breath still being held in a secret place known aged to introduce a “minor” magical flaw. weapons or spells first. only to the survivors of the expedition. Any use of the speak with dragons power A second and more serious flaw exists (They did not tell the government of causes the speaker’s words to change to in this orb, in that anyone using it must their discovery, believing they know vile insults in draconic tongues. There is a save vs. spell (all Wisdom bonuses are best how to use it.) Soon this orb will be 50% chance after each such use that any applicable) once per round to avoid brought out of hiding and used to repel charming any dragon or dragonlike a minor invasion of from the being he sees and forcing that creature Jotens — but what will happen then, no to become his servant. This powerful one can say. compulsion extends to charming good and neutral dragons as well as evil ones. Orb of the Great Serpent To make matters worse, each use of the Intelligence 13, Ego 13; Diameter 7”. charm power of this artifact permanently Powers: Speak with dragons at will (as drains one hit point from the user, and above, but see “Curses”); charm (as these lost hit points cannot be replaced above) vs. any dragon of mature adult except by the use of wishes (one hit point age (400 years) or less; cone of cold returned per wish used). (12d4+12 hp damage) three times per Disposition: Taken out of the Suloise day; true seeing once per day; user is Empire by Baklunish thieves long before immune to all fire and heat attacks, con- the Rain of Colorless Fire, this orb tinuously; user gains +1 Intelligence, passed through many hands over the continuously; protection vs. normal mis- following centuries, generating many of siles, continuously (originally used as the tales now heard of the orbs of drag- protection against humanoid archers). onkind across the Flanaess. After it was Curses: Possession, as above. Evil used by Zagig Yragerne in 361 CY, he

14 JUNE 1996 were sent along for the prisoners beyond Johanna, I have little more to add to a flaw in that it drains power from the food for a few days. Were they executed this missive; the hour is late, and I have user. In this case, the user ages 10d4 by the orb or its user? It is possible. Even much to do. I hope to join you in Almor years each time that the charm, stone to the commanders were loathe to use this by the morrow at dusk. Should you be flesh, or dispel magic powers are used; device in the face of attacks by dragons, discovered by unwholesome forces, you there is no saving throw against this so its evil nature must have been great. must destroy this letter at once and, dare flaw. This may cause the user’s hair to I add, speak to no one of its contents. We turn white, skin to wrinkle, etc. The DM Orb of the Eternal Grand Dragon must immediately seek out our common should determine the normal age to I would love to say that I know some- enemy, the murderous duke, and we which the user would live and keep thing about this orb, but oddly even the must take from him that which he can- careful track of “used up” years. If the Suloise records are sparse about it, and not be allowed to have. If the orb is user ages beyond his allotted years the Suloise loved to brag when they had indeed the size of the duke’s skull, as you thanks to this artifact, he dies and imme- something worth bragging about. There have heard, then it is surely one of the diately becomes a nonplayer-character is a note or two to the effect that this more powerful of the orbs, and with it he wraith (as per the MONSTROUS MANUAL™ largest of all orbs, ten inches across, was could likely break the stalemate that has tome, page 365). The DM controls this kept securely locked away most of the kept poor, crippled Nyrond from total wraith, who never attacks a dragon but time, but this is understandable if it was collapse and ruin. I will warn the rest of always attacks anyone attempting to terribly powerful. It is curious, however, the Five of my intentions, but we cannot seize the orb. that there is no mention of its use during wait for them to act. Let us pray that Disposition: This orb was discovered any battle. Boccob has given us such insight and centuries ago by a shadow dragon in knowledge as we need to bring this crisis tunnels beneath the Hellfurnaces, where ❖❖❖ to a satisfactory close. a Suloise wizard brought it just before And if, as a consequence of our the destruction of the empire. The wiz- This concludes my little look at the actions, grief should befall the Great ard became a lich in time but came into Orbs of Dragonkind, and not a moment Murderer of Almor, Szeffrin, then we conflict with the shadow dragon and too soon, as I believe our dinners should may take home with us the cold cer- lost. The shadow dragon is of great age be ready at last. We will take this topic tainty that your brothers — indeed, our and size, with its own personal army of up again, but first — let us eat! whole ruined nation — have in some unique undead beings (most created small way been avenged. from the bodies of careless drow), and it I remain ever faithfully yours, dear has hidden the orb near its lair in a Johanna, lava-filled crevasse. It fully anticipates Otto that someone will come looking for the orb, and it is prepared for this eventual- ity. At the moment, the orb has no wraith “followers.” dropped it off at a secret location far to fear, continuously; +2 bonus to all sav- the north, in the Land of Black Ice, just to ing throws and Armor Class for every- Orb of the Elder Wyrm make sure no one else would get it in one within 10’ of the orb while it is in Intelligence 16, Ego 16; Diameter 9”. the near future. (He never used it against use; detect magic at will; protection vs. Powers: Speak with dragons at will (as any dragons; he wagered it in a fero- normal missiles, continuously (originally above); charm (as above) vs. any dragon cious poker game on another plane and used as protection against humanoid of very old age (800 years) or less; finger won big.) The arctic location was one of archers). of death twice per day (no saving throw Zagig’s special creations, on a level with Curses: Possession, as above. Like sev- for dragons); teleport without error twice the “ in ” partial plane eral other orbs of this type, this one has per day; minor globe of invulnerability described in modules EX1 Dungeonland twice per day; remove curse by touch and EX2 The Land Beyond the Magic once per day; user immune to all will- Mirror. The Dungeon Master is encour- force spells, as if he had a Wisdom of 22 aged to design an area about 30 miles (see Player’s Handbook); +2 bonus to all in diameter with a climate completely saving throws and Armor Class for every- different from its arctic surroundings. one within 10’ of the orb while it is in Possible themes for this setting include a use; detect magic and detect traps at will. dinosaur-filled “Jurassic Park,” Peter Curses: Possession, as above. This orb Pan’s Never Land, or Frank Baum’s Oz. has some of the worst curses associated Pull out all the stops! with this family of artifacts. To start with, the user must sacrifice a living, sentient Orb of the Firedrake being to the spirit in the orb each night in Intelligence 14, Ego 14; Diameter 8”. order for the orb to function on the fol- Powers: Speak with dragons at will (as lowing day. This difficulty came about above); charm (as above) vs. any dragon without the “help” of the agents of the of old age (600 years) or less; stone to Fiery Kings, as the draconic spirit bound flesh (or reverse) twice per day; dispel to this orb was so powerful that it magic four times per day; user is adjusted the orb’s abilities to suit its dark immune to charm, hold, suggestion, and nature. (Suloise commanders often used

DRAGON #230 15 civilian criminals or captured spies as once found, it is literally murder to keep. behave in all ways as one. (This hap- fodder for this orb.) Further, the user has This orb and those of the hatchling and pened to the Suloise commander who a 10% chance each time that its finger of great serpent are the ones most often called himself the King of the Fiery death power is used of being slain — seen in the history of the Flanaess. Kings.) irrevocably — along with his victim. Disposition: This great orb is no Finally, this orb forms a long-distance Orb of the Eternal Grand Dragon longer even on Oerth. Once meant for magical link to each new user, and it Intelligence 18, Ego 18; Diameter 10”. use against the Fiery Kings themselves, it permanently drains one hit point per Powers: Speak with dragons at will (as became highly unpopular for its devas- day from the last being who made use above); charm (as above) vs. any dragon tating curses and was quickly relegated of any of its powers. This hit-point loss of venerable age (1,000 years) or less; to a heavily guarded storeroom, where continues even if the orb is not used for limited omniscience once per day (player no one disturbed it. Agents of Tiamat, that day, and the loss cannot be may ask DM any question related to the the queen of evil dragonkind, managed replaced even with the use of wishes. campaign; DM may answer fully or in to remove the orb from the Suloise The only way to prevent this loss is part, but must answer truthfully); time Empire long before the Rain of Colorless either to get someone else to become stop once per day; heal once per day; dis- Fire; though warned of the impending the orbs new user (who will then be integrate once per day; major globe of theft, Suloise commanders made no drained from that point on) or to take invulnerability twice per day; user attempt to prevent it or to get the orb the orb back to its resting place in the immune to all will-force spells, as if he back. Sea of Dust. This resting place is an had a Wisdom of 25 (see Player’s Tiamat figured that even she might antimagical room in a buried military Handbook; true seeing four times per day. be vulnerable in some way to an artifact building over a half-mile below the sur- Curses: Possession (but as a perma- this powerful, and this would never do. face of this wasteland; it can be reached nent and complete slave of the spirit of This orb now rests in a secret region on either by teleporting into the air-filled the orb, whether the orb is held or not). the first layer of Baator, A.K.A. the Nine dungeon below the building or by fol- This effect can be removed only by Hells, deep in a dark fortress guarded by lowing a dangerous series of tunnels using a wish. Even merely touching this a small army of red, green, and blue down to the building. The tunnels are orb causes this possession check, making abishai, undead dragon wizard-priests, inhabited by many of the worst mon- it extremely dangerous. poisonous reptiles, and killing traps. sters who call the Sea of Dust their This orb sustains its powers in part Tiamat is not particularly concerned that home. The spirit in the orb makes this by draining magical potential from the mortal heroes will get the orb, but she is information available if the user asks, as user. Touching this orb causes the user deathly afraid that a tanar’ri prince will the spirit would prefer to be left alone in to suffer a -2 penalty on all saving do so, and many have already tried. its resting place to sleep. throws. Worse, all other magical items Unknown to Tiamat, the orb has already Disposition: The most powerful orb the user has on his person when using possessed the abishai commander of left on Oerth itself, this object has been this orb must make immediate, individ- the fortress, and he is laying terrible, taken out of the Sea of Dust and ual saving throws vs. disintegration plane-spanning plans against her. returned to it 19 times in 3,000 years, when any power of the orb is used thanks to its curse. Currently, the orb is (except for the immunity to will-force References deep within a natural tunnel complex spells); failure to save causes the items The information in this article is dug out by monsters who inhabit the to lose all magical power, forever. As a based in part on early descriptions of Sea of Dust. (The user who was trying to minor side effect, the user’s skin slowly the orbs of dragonkind from D&D® take it back to its resting place was killed turns to a bright red over a period of Supplement III, Eldritch Wizardry (Gary on the way.) As powerful as it is, this orb several weeks of using the orb, until he Gygax and , 1976), page 50, is not at all impossible to obtain — but actually glows red in a 5’ radius. and the original Edition AD&D DMG It might be assumed that this orb will (Gary Cygax, 1979), pages 159 and 160. charm dragons older than 1,000 years Several artifacts mentioned in these (wyrm or great wyrm age categories), but works were given strong connections to it will not. Instead, attempting to use this the WORLD OF GREYHAWK® setting, so the orb to charm such a dragon will cause connection was kept for the orbs of drug- the user to be automatically charmed by onkind as well. This material is, of course, the ancient dragon instead, who will easily adaptable to any campaign with understand what is happening and will but a few name changes. Similar magi- use the situation to best advantage. cal devices are named and described in Anyone who uses this orb must make ENCYCLOPEDIA MAGICA™ Volume 2, under a saving throw vs. spells (with all “Orb.” Wisdom bonuses applicable) at the end of each six hours of cumulative use. Failure to make the save causes the user Roger E. Moore is a creative analyst at to change alignment permanently to TSR, Inc. Currently working on a variety of neutral evil. If the user is already neutral projects, he is tickled to have an article in eviI, he is struck with a form of insanity DRAGON Magazine. He also wishes to thank akin to megalomania, in which the user for his sharp eye and quick thinks he is a deity and attempts to response time in checking over this article.

16 JUNE 1996

The most dangerous game by Wolfgang Baur illustrated by Stephen G. Walsh

ost adventurers know that there’s more than one way killing the greatest monsters in exchange for large fees, land, to kill a dragon. This article isn’t about any of the dis- expenses, or even simple glory. Among the mythic heroes we honorable methods, such as stealth, ambush, poison, all know, Saint George falls into the lone warrior category, as and treacherous sorcery. Instead, this survey is about true do Siegfried, Beowulf, and many others. Sometimes profes- heroes: those with the courage to stand toe-to-toe with a rep- sional dragonslayers take on a cause to gain a royal bride or tilian nightmare and strike it down. We’ll get to the dragon- simply to keep their skills honed. Isolated and dangerous as slayer kits in a moment: first, a quick look at the art of dragon- their lives are, few approach the prowess of these most finely- slaying itself. honed of warriors. What are the tricks of the trade? Few dragonslayers share The art of dragonslaying the secrets of their success, but most feel compelled to pass on Many heroes think killing a dragon is the quick and easy their knowledge to an apprentice or successor of some kind, road to fame and fortune. With the dragons revamped for the someone they trust to carry on the tradition with this knowl- AD&D® 2nd Edition game, this isn’t the case: dragons are edge. Even so, a few basic tactics are widely known. For tougher, smarter, and more dangerous than any other mon- instance, most dragonslayers prefer to fight their foes during sters (excluding evil adventurers). The best advice for the poor weather, preferably storms, to minimize the advantage of would-be dragonslayer is simple: keep your shield ready, pro- flight. In addition, dragonslayers never enter a dragon’s lair if tect yourself from its breath as best you can, and if you bring they can avoid it; fighting on a wyrm’s home ground is always a lot of friends, be prepared to lose some of them. more dangerous. Lastly, dragonslayers use weapons and armor If you feel compelled to throw a perfectly good away, especially suited to bringing down large monsters: two-handed at least use the right tools. The two greatest challenges to the swords, great spears, and lances. dragonslayer are bringing the beast to ground (a dragon in the The dragonslayer kits presented here come in four varieties: air is nigh-unstoppable, especially if it is a spellcasting dragon) traditional dragonslayers (Fighters), Black Arrows (Rangers), and getting through its lair’s defenses, which may include ser- Georgians (Paladins) and Dragon Lords (Wizards and Priests). vant creatures, traps, and magical wards. Thieves are not eligible for any of these kits for the simple rea- Not everyone tries amateur dragonslaying, or son that they are not concerned with the sort of dragonslaying as a group activity. A few hardy honorable combat required of the dragon- souls ride across the land, Quixote-like, slayer.

# DRAGON 230 19 Knightly orders rituals rouse the dragon’s natural curios- Dragonslayer Members of the Order of the Falling ity about what manner of creature could Come not between the dragon and his Star in the wizard’s kingdom of Bemmea possibly be stupid enough to make its wrath. are dedicated to the eradication of mon- presence known to a dragon.) — William Shakespeare strous wyrms both within and without Allow no innocent to suffer for King Lear your glory. Never use sentient creatures the borders of the magocracy, and they have been given the tools to carry it out. (or even livestock, in some versions of Dragonslayers are fanatical enemies In my campaign, only members of the the code) as bait for dragons — the risk to of all dragonkind, often as the result of order are eligible to take any of the the innocent is too great. Glory won some tragic incident in their past. dragonslayer kits; you must decide through the death or suffering of others Role: The dragonslayer is often a what’s best for your campaign. is no glory at all. Only a clean kill is wor- knight errant or a specialized merce- The Order of the Rising Serpent is the thy of immortality in song and story. The nary; he is excellent as a lone NPC who Falling Star’s great antithesis. It is a aspect of the code distinguishes honor- may seek PC help for “the big one.” knightly and priestly order dedicated to able dragon-slayers from barbarians and Secondary Skills: Riding. the worship of Ouroboros, the serpent- scoundrels out for quick glory. Weapon Proficiencies: Recommended: god. These black knights seek to pre- Accept no quarter. Dragons are Lance, crossbow, two-handed sword, vent the death of dragons, considering wily, clever talkers; never be drawn into pike. the wyrms to be avatars of their deity. conversation with them. In particular, Nonweapon Proficiencies: Bonus: The Serpent Knights make good sec- never believe their stories of being Dragon lore. ondary for dragonslayers, since enchanted princes, their claims about Nonweapon Proficiencies: Recom- not every adventure can reasonably their enslavement by evil wizards, or mended: Animal trainer, blacksmith, involve dragon-slaying. Though the other obvious lies. Even if a dragon begs armorer, riding, land-based. details of the Order are kept well-hid- for mercy or offers years of faithful ser- Equipment: Field plate armor, body den, in some ways the Order of the vice, keep fighting. Would a dragon shield, jousting shield, large warhorse. Rising Serpent resembles the Cult of the extend you mercy if you asked for it? If Distinctive Appearance: Charred, so, then it is only to toy with you, as a cat Dragon in the FORGOTTEN REALMS® setting. scarred, and marred. The details of these villains are best toys with a wounded sparrow. Special Benefits: Dragonslayers developed by the DM. Dragons that refuse to put up a fight know their foe and gain benefits accord- The Serpents have earned a special are beneath the notice of a true dragon- ingly. Whenever attacking a dragon with place of loathing and contempt in the slayer, who must kill them out of hand. a melee weapon, the dragonslayer’s hearts of the Stars. Members of the Star Remember that no dragon is a true paci- Strength and magical bonuses are dou- order who discover a Serpent hiding fist; they are voracious carnivores and bled for both attack and damage rolls. place are commanded to ride to the near- often kill merely for sport. Showing These benefits apply only to dragons in est stronghold of the Order to raise an mercy to a dragon condemns innocent their true form, not to those who have army to scourge the Serpents back into humans to death. Never forget that assumed human or other shape. the darkness whence they came. dragons will promise anything to save Furthermore, their fanaticism makes themselves, and then they break their it possible for dragonslayers to fight Code of the dragonslayers oaths as quickly as they make them. their foe on even terms. Dragonslayers The Order of the Falling Star and sim- Treat a fallen foe with dignity. can issue a mortal challenge to any ilar institutions have special codes of Never hack up a dragon’s body for meat dragon simply by bellowing their threats behavior governing the manner in which or trophies. Take a token to prove its to the sky; the dragonslayer must fight dragons are to be slain. While the partic- death, but don’t stoop to its level and alone for the challenge to work. Magic ulars may vary, the following four points desecrate the body. Any foe worth chal- resistance provides the dragon with no are central to all such codes. lenging to a death match is worthy of protection; if it fails a saving throw vs. Challenge your foe to honorable respect once it is slain. death magic, it must land and engage combat. Dragonslayers don’t skulk This nicety does not apply to dragon the dragonslayer on the ground. around hoping to backstab a dragon. eggs, which most dragonslayers crush However, cowardly dragons may still choose to fight their foes on home ter- New Nonweapon Proficiency: Dragon Lore rain; a dragon that fails its saving throw against a mortal challenge may still Wisdom –4 retreat to fight in its lair. Dragon lore is the body of knowledge required to make hunting dragons alone Finally, dragonslayers suffer less more than just a suicidal endeavor. With a successful proficiency check, dragon lore damage from dragon’s breath weapons, allows a PC tp evaluate a dragon’s tracks, spoor, and shed scales to learn the both because they can anticipate the dragon’s age category (plus or minus one category). It also automatically teaches a moment when a dragon chooses to use dragon hunter the basic dragon types, how to distinguish similar-looking subtypes, one and because they know the best and the ways to avoid the most common lair traps. countermeasures to avoid harm from each one (grounding, wetting clothes, They shout out their defiance for all to out of hand, preventing the creation of holding one’s breath, and so on). On a hear and thus summon the dragon to another generation of draconic horrors. successful saving throw vs. dragon combat on the ground. (More cynical Ironically, most dragonslayers sincerely breath, dragonslayers suffer only one minds may believe that these calling-out hope to work themselves out of a job. quarter damage. Even a failed result

20 JUNE 1996 means only one half damage to these Nonweapon Proficiencies: Recom- Wealth Options: Black arrows start warriors. mended: Dragon lore, tracking. with 3d6 (×10) gp but automatically Special Hindrances: Dragonslayers Equipment: Long bow or heavy begin the game with a special bow of tend to have short lives, since they are crossbow. their choice, which allows them to add often hunted by dragons whose eggs or Distinctive Appearance: Like all their Strength bonus to damage to young they destroyed. They are some- rangers, black arrows travel light, typi- attack rolls. times considered soldiers of ill omen, since when they fail, a dragon’s wrath Saint George often falls on the nearest village or town. They suffer a -2 modifier to all Besides being the patron saint of England, St. George as a historical figure is murky: he may have lived around AD 315 and served as a Cappadocian officer in reaction checks because of the air of gloomy, unbending fanaticism that sur- the Roman army. He became very popular among soldiers during the Middle Ages, rounds them. though the dragon wasn’t added to his story until the 13th century, when the leg- In addition, a dragonslayers’ squires end of St. George was retold yet again, almost a thousand years after his death. In the early 16th century, Pope Clement VII removed the dragon from the church his- and companions are magically affected by the dragonslayer’s aura. If they enter tory, but it lives on in the popular mind. combat with a dragon at the dragon- slayer’s side, they suffer a -2 penalty to cally wearing studded leather armor, an Georgians AC for the duration of the combat, as the open-faced helm, carrying a a bow. St. George he was for England, dragon furiously seeks to knock them Special Benefits: A black arrow can And before he killed the dragon aside to concentrate on its primary foe — make a called shot against a flying drag- He drunk a pint of English ale the dragonslayer. For this reason, most on’s wing joints, forcing the dragon to Out of an English flagon. dragonslayers work alone. glide and land, usually within a mile or — G.K. Chesterton A dragonslayer may never attack to two of the battlefield, upon a successful The Englishman subdue nor work with those who do. He attack. The attack roll is made normally, is obliged to meet any attempt to do so without the usual called shot penalties, This kit is for those few who with force. Showing mercy to a dragon because of the black arrow’s knowledge feel called upon to smite the greatest under any circumstances results in the of dragon anatomy and his ability to symbols of evil, the chromatic dragons. loss of all kit bonuses and makes the track the wing during a glide or dive, Role: To be a shining example of the former dragonslayer an ordinary fighter rather than when the wing is moving. power of faith over darkness. again. Good-aligned dragons are no Sometimes, of course, injuring a wing Secondary Skills: Groom, armorer. exception to this rule. brings an enraged dragon down in a Weapon Proficiencies: Recommended: Wealth Options: Dragonslayers begin sharp dive directly at the attacker. Lance, two-handed sword. the game with 4d6 (×10) gp, as they are Once per day, a black arrow may Nonweapon Proficiencies: Bonus: usually supported by a town or patron search for weakness while observing a Riding, land-based, religion. for their first dragonslaying efforts. They dragon. If the black arrow passes an Nonweapon Proficiencies: Recom- are expected to spend all their money Intelligence ability check with a -3 mended: Dragon lore, weather sense, and effort hunting dragons, and any penalty, he finds a weakness in the tracking. funds not spent on equipment are lost. dragon’s armor, some little crack or Equipment: Lance, heavy warhorse, missing scale where an arrow or cross- barding, and the best armor he can Black arrow bow bolt can have maximum effect. If afford. “Arrow!” said the bowman. “Black arrow! he finds one, all successful hits inflict Distinctive Appearance: Georgians I have saved you to the last. You have double damage, including a doubling of are primed for mounted combat. Green never failed me, and always I have recov- his Strength bonus (magical and special- leather cloak, metal body shield, halo ered you.” ization bonuses are not doubled). (optional). J.R.R. Tolkien At 9th level, a black arrow can craft Special Benefits: The most powerful one arrow or bolt of dragon-slaying. Each protection that Georgians gain is their time he gains a level thereafter, he can double-strength protection from drag- The black arrow believes that the best craft one more such arrow or bolt. ons, 10’ radius. Dragons suffer a -2 to way to kill a dragon is from a distance. Special Hindrances: Black arrows all attack rolls against the knight and He is a master marksman, able to bring spend so much time training with missile those within the area of effect. In addi- a dragon down with a well-placed shot. weapons that they suffer a -1 penalty to tion, Georgians suffer no damage from Role: These archers wait for a dragon all attack rolls with hurled or melee the breath weapon of evil dragons. to come within bow-range, then shoot weapons. Also, like most rangers, they Furthermore, Georgians can use a at its most vulnerable point. rarely wear armor heavier than chain dragon call once per month, summoning Secondary Skills: Bowyer/fletcher. mail, as these interfere with their aim. a dragon to battle. Unless the dragon Weapon Proficiencies: Bonus: One In addition, not every dragon has a makes a successful morale check, it must additional slot in any bow. Recommended: weak spot. Some elder wyrms are plated leave its lair and fight the knight. Unlike Specialization in a bow, plus normal pro- literally inches deep in scales, gems, and the effects of a dragonslayer kits mortal ficiency in the Dragonslayer kit’s melee metal. If the Intelligence check fails, the challenge, however, this battle need not weapons. black arrow must attack normally. be fought on the ground. Nonweapon Proficiencies: Bonus: Finally, a black arrow may never A Georgians’ special paladin’s Bowyer. attack to subdue a dragon. warhorse is utterly unaffected by dragon

# DRAGON 230 21 fear of any kind. In addition, it is usually more than a single round, they gain a New Spell shielded by its master’s protection from reaction check with a bonus equal to Dragon Mastery dragons ability. their level. If the check is “Cautious” or (Enchantment/Charm) Special Hindrances: Because of their better, the dragon is “Indifferent” instead, Level: Wizard 4, Priest 3 narrow focus, George characters lose attacking only to defend itself. If the Range: 100 yds. the paladin’s protection from evil, pro- check is “Indifferent” or better, the drag- Components V, M tection from disease, and detection of on is “Friendly” instead; in some cases, a Duration: Special evil intent abilities, as well as the ability young dragon may even do a small Casting Time: 4 to turn undead. They are protected only favor for the dragon lord. Some DMs Area of Effect: One creature against dragons. may prefer to role-play this interaction Saving Throw: Special They must abide by all other paladin instead, but keep in mind that dragon A more powerful and specific ver- restrictions, such as tithing and keeping lords know how to appeal to a listening sion of a charm spell, dragon no more than 10 magical items. Because dragon. (Give the player a break if he is mastery allows a wizard or priest to of their special skills, they are rarely asked having trouble getting into the role.) enter a magical battle of wills with the to undertake missions for their order. When fighting to subdue a dragon, affected dragon. The outcome is any- Wealth Options: Like other paladins, dragon lords can use spells to subdue, thing but certain, but the more pow- the Georgian starts the game with 5d4 something not normally possible with erful and charismatic of the two gains (x10) gp. offensive magics. They do this by care- power over the lesser. ful, intimidating placement of damaging Dragon mastery affects all true drag- Dragon lord spells; this form of magical intimidation ons, false dragons, wyrms, linnorms, “No dragon can resist the fascination of is not possible for mages who don’t ded- Oriental dragons, wyverns, drakes, riddling talk, and of wasting time trying icate themselves to it. and draconians. The spell requires a to understand it.” If the path is used in single dragon scale (of an age at least — J.R.R. Tolkien the campaign (see “Paths of Power,” equal to the target dragon’s) and a sil- The Hobbit issue #216), dragon lords automatically ver crucible to burn the scale in. The have access to the Path of the Dragon. If spell has no effect on non-draconic A little like Saint Francis, a little like not, their spell selection is typically from monsters. Ged from Ursula LeGuin’s A Wizard of the Enchantment/Charm and Illusion/ When the spell is cast, both caster , these magic-using are Phantasm schools. Most dragon lords and target must make an immediate the pied pipers of the dragon-slaying learn dragon mastery when they reach Charisma check. The caster subtracts world. In fact, though they master drag- an appropriate level (see sidebar). his level as a spellcaster from the roll, ons, they are more like beastmasters Special Hindrances: Despite their skill and the dragon subtracts its age cate- than monster killers; they tame dragons at taming dragons, a dragon lord can gory (half its hit dice for lesser drag- rather than slay them. They are often never have more than one tame dragon, ons). If the caster rolls lower, he has masters of riddling or rhetoric, able to unless he has tamed a mated pair mastered the dragon and can com- match a dragon’s ability to twist words (dragons are much too territorial ever to mand it to undertake whatever and hypnotize listeners. share close proximity with a competitor actions he likes. (Suicidal actions or Successful dragon lords often use a or a member of another draconic sub- actions requiring the dragon to dis- dragon they have already tamed to sub- race). Attempting to keep two dragons close the location of its hoard immedi- due other dragons. soon results in a death match, often with ately cancel the spell’s effect.) If the Role: To learn all they can of the art plenty of collateral damage. Such drag- dragon rolls lower, it has dominated of taming dragons and to find the tools ons deliberately kept from fighting each the caster, and can likewise command to do it with. other soon waste away, frustrated and him. Secondary Skills: None. enraged by the lack of opportunity to In both cases, the spell lasts as long Weapon Proficiencies: Normal. No destroy a hated rival. as an equivalent charm person spell particular weapon is common to the kit. Dragon lords cannot and do not take would last, according to the loser’s Nonweapon Proficiencies: Bonus: treasure from the hoards of those drag- Intelligence and saving throws. See the Dragon tongue, animal training (drag- ons they tame. If they do so, they imme- description of the charm person spell in ons). Recommended: Dragon lore, riding, diately lose any control they might have the Player’s Handbook for more guide- airborne, animal handling, language, established over that beast. lines on saving throws for this spell. ancient (Auld Wyrmish), language, mod- Wealth Options: Like beastmasters, ern (Dragontongue). dragon lords are generally poor. They Intelligence Check Every Equipment: Staff, prod, or bridle, begin with 1d4 (x10) gp. 3 or less 3 months extra-large cinch strap. 4-6 2 months Distinctive Appearance: Dragon lords 7-9 1 month never wear any part of a dragon (claws, 10-12 3 weeks hide, and so on), but they often decorate 13-14 2 weeks some of their equipment (such as staves Wolfgang Baur has finally accepted the 15-16 1 week or maces) with a draconic theme. sad fact that he’s doomed to live the life of 17 3 days Special Benefits: Dragon lords are Eurotrash. In fact, he revels in it by drinking 18 2 days smooth talkers, usually with a high too much coffee, listening to too much 19 or more 1 day Charisma and a golden voice. If they can Europop, and complaining too much about engage a dragon in conversation for the weather in Seattle.

22 JUNE 1996

by John D. Rateliff illustrated by Albrect Dürer

here he lay, a vast red-golden dragon, fast asleep; a tribute to a great sea-monster and rescued her, setting a trend thrumming came from his jaws and nostrils, and wisps of that the heroes, dragons, and captive maidens of a thousand smoke, but his fires were low in slumber. Beneath him, stories have followed ever since. under all his limbs and his huge coiled tail, and about him on all Belief in dragons was widespread in the Middle Ages. sides stretching away across the unseen floors, lay countless piles of Christendom had Saint George the dragonslayer, a story precious things, gold wrought and unwrought, gems and jewels, imported from Asia Minor. The Welsh took the red dragon as and silver red-stained in the ruddy light. their national symbol (hence Merlin’s prophecy of the red —J.R.R. Tolkien dragon of the British defeating the white dragon of the The Hobbit Saxons). The Norse had the story of Fafnir’s-bane, out- standing both for the distinct personality of the wyrm — the first speaking dragon I know of — and the ambush tactics the No creature is so representative of fantasy as the dragon. hero is forced to employ to slay it. Fafnir, a giant who had The dragon is to fantasy as the is to horror, as the taken on dragon form (the better to guard his great treasure- rocket ship is to , and as the quick-draw sheriff is hoard), was killed when young Sigurd dug a pit in a path fre- to the western. There’s a reason why the world’s most popular quented by the dragon and lay in wait for him. The next time fantasy role-playing game has the word “Dragons” in its name. the dragon passed that way, Sigurd stabbed him without warn- Not the elf, the griffon, the giant, nor the unicorn has such ing from below, showing that courage and shrewdness ranked deep resonance in our culture. higher than fair-play when dealing with such an overwhelming Dragons feature prominently in many of the world’s great foe. For their part, the English, who took St. George as their : the Sumerian creation goddess Tiamat; the “great red patron once they’d settled in Britain and sent the Britons pack- dragon” of Revelations, a seven-headed beast whose coming ing, had the legend of Beowulf — a hero so brave and - signals the end of the world; the guardian of the Golden Fleece; hardy that he insisted on taking on the dragon that was rav- the Midgard Serpent encircling the world who rises to help aging his kingdom in single combat. The importance and sheer destroy the Norse gods on the day of Ragnarok; or the great ferocity of dragons is shown in that Beowulf, who had handily serpent Apep, eternal foe of all the Egyptian gods, who seeks to slain Grendel and Grendel’s mother single-handedly, died in his devour the sun. According to legend, the Greek hero battle with the dragon and would have failed to slay the crea- slew a dragon and sowed its teeth into a field, where they grew ture in turn had he not received timely aid from one of his war- into men who helped him found the great city of riors. Even the greatest warrior, according to Thebes. , another Greek hero, found the Norse and Anglo-Saxon legend, could not princess chained to a rock as expect to face a dragon and survive.

# DRAGON 230 25 “Historical” dragons sion onward have shied away from the Dragons, How much did the people of the time mythical and have substituted “whale,” Reluctant and Otherwise actually believe in their own stories? The “leviathan,” or even “jackal,” but the medieval Latin Bible in use from the When modern fantasy began to modern fantasy author writes about appear in the mid-19th century, there things he or she does not believe could fourth century had perhaps a dozen clear references to dragons haunting the were plenty of examples in myth, leg- exist (that’s what makes it a fantasy), but end, and medieval literature for fanta- determining whether Shakespeare wilderness, lurking in the great sea, and generally laying in wait for the unwary sists to draw from. Considering the believed in his witches or Dante in the wealth of fantasy produced in the last nine circles of Hell is a far murkier mat- like the serpent in the Garden (who him- self became a dragon in some popular 130 years or so, dragons are actually ter. Leslie Kordecki, in her dissertation, 1 rather rare, and good (i.e., impressive) Tradition & Development of the Medieval retellings of the Eden story). Many fan- tasy authors have made the dragons the dragons even more so. Endless retellings English Dragon (University of Toronto, of the legend of St. George need not 1980), noted that early medieval stories first sentient race on his or her world (influenced consciously or unconsciously concern us here; instead, let’s concen- concerning dragons tended to portray trate on some of the more important them as living, breathing creatures, by the historical fact on our world of dinosaurs, no doubt), little realizing that innovators. whereas later stories often reduced One of the most important stories, them to mere symbols that vanished in the most famous creation story agreed with them. widely imitated right down to the pre- a puff of smoke when banished by a sent, was Kenneth Grahame’s “The saint. The overall impression garnered It’s important to note, however, that 4 while the average medieval person cer- Reluctant Dragon” (1898). In this simple from reading the legends — or what sur- story of a dragon who prefers the quiet vives of them, after centuries of attrition tainly believed in the existence of drag- ons, he also probably thought they had life to all that nasty rampaging, kidnap- — is that yes, people did believe in them. ping-of-princesses, and fighting-with- Or, to put it another way, there was died out long ago. Dragons belonged to the legendary past, the age of wonders, knights business, Grahame broke the nothing to prove that dragons didn’t cliche of dragons as mindless, ravening exist, and a good deal of evidence that not the cold hard light of their “modern day.” The occasional discovery of dino- beasts. His dragon prefers to write they did or once had. 2 poetry, and when St. George appears on As C. S. Lewis noted in his wonderful saur bones only provided additional proof, if any were needed beyond the the scene the dragon staunchly refuses overview of the medieval world view, to fight him. The saint, for his part, is well-attested stories of legendary heroes The Discarded Image (1964), medieval spurred on by the townspeople’s lurid people had a great regard for ancient and saints’ lives, that giants and dragons had once roamed the lands in ancient fibs of dragon-depravation. “All this authorities. Much of their culture — sci- 3 evening I’ve been listening . . . to tales of days. Whether any still survived was ence, medicine, theology, philosophy, murder, theft, and wrong; rather too literature, etc. — was inherited directly open to debate: who knew what might lurk in unexplored, far-off corners? In highly colored, perhaps, not always quite from the ancients, the Romans and the convincing, but forming in the main a Tolkien’s words, dragons were “comfort- Greeks (and, later, the Arabs). Those most serious roll of crime.” George is authorities were unanimous in their ably far-off, and therefore legendary,” but he goes on to note that the dragons sadly disappointed to learn that the belief that dragons had once walked the townspeople are betting six-to-four in earth. If there were any doubters, they for their part would hold much the same view of knights: the dragon’s favor. Eventually the two of had only to look in the greatest of all them decide on a sham-fight in which authorities: the Bible itself. “So knights are mythical!” said the George pokes the dragon in a non-vital The verse describing the first living spot, then the “reformed” monster makes younger and less experienced dragons. creatures in Genesis is translated in mod- a speech at the victory banquet — the “We always thought so.” ern Bibles as “great sea monsters,” first “subdued” dragon on record. That “At least they may be getting rare,” “whales,” or something similar. The latter-day imitators of Grahame’s work thought the older and wiser worms; ‘far Hebrew word in question, tannin, can be who preferred sentimentality to adven- and few and no longer to be feared.” translated in several ways. The one cho- ture eventually created the cliche of “Puff sen by St. Jerome, translator of the — J. R. R. Tolkien Farmer Giles of Ham the Magic Dragon” — the dragon as cute Vulgate or Latin Bible, was draco: dragon. and cuddly — is no fault of his. The idea Modern Bibles from the King James ver- of dragons as intelligent, cultured

1. One of those who does so is Edmund neither of which they’d encountered back in 4. Originally a chapter in Grahame’s book Spenser, in Book I of The Faerie Queene. Despite the Angle or Saxony, as orthanc enta geweorc: Dream Days (1898), which along with The the daunting spelling, the climactic battle the cunning work of giants — now long gone Golden Age (1895) seriously attempted to pre- between George and the dragon at the end of but leaving obvious signs behind them. sent childhood as it actually appeared to chil- Book I is well worth a DM’s time as probably Interestingly enough, the great 12th-century dren; The Golden Age in particular is a direct the best retelling of a classic story. Welsh author Geoffrey of Monmouth, who ancestor of Bill Waterson’s Calvin & Hobbes. spun an amazing web of entertaining stories Crahame is best known today as the author of 2. A not-unusual occurrence among the into his own highly entertaining version of The Wind in the Willows. crumbling cliffs of southern England even to British history (apparently inventing most of this day. As a child, Tolkien found a fossil jaw the story of King Arthur as he went along), 5. wrote a very good short which he kept as a petrified piece of dragon also held that the isle of Britain was occupied story, “The George Business,” which, as with bone. by giants before the coming of humans. Both Grahame’s story, retells the St. George and the of these might derive from the well-known Dragon story with an amusingly jaded modern 3. Thus the Anglo-Saxons ascribed won- Biblical reference: “There were giants in the perspective. ders such as paved roads and stone buildings, earth in those days” (Genesis 6:4 [KJv]).

26 JUNE 1996 creatures with whom one could bargain bitter smoke. And to him Alderic shouted, hero, Glorund convinces him to abandon for mutual gain was a gift well worth the “Hath foul dragon ever slain true the people who rely upon him and sends price.5 knight?” And well the dragon knew that him on a fool’s errand, while Smaug The next great dragon-story is Lord this had never been, and he hung his sows the seeds of doubt in Bilbo’s mind Dunsany’s “The Fortress Unvan- head and was silent, for he was glutted that shortly afterward help wreck his quishable, Save for Sacnoth” (1908) — with blood. “Then,” said the knight, “if friendship with the dwarves. People who one of the great epic fantasy adventures thou would’st ever taste maidens blood listen to dragons are apt to fall under of all time. In one 20-page short story, again thou shalt be my trusty steed, and their enchantment (“Smaug had rather Dunsany launched the “sword and sor- if not, by this spear there shall befall thee an overwhelming personality”), and any cery” genre, sending his hero, Leothric, all that the troubadours tell of the dooms spark of greed inside them usually fares on a against an evil sorcerer and of thy breed. into full life. Sometimes this dragon- all his minions: giant spiders, vampires, And the dragon did not open his greed is even contagious, transmitted by succubi, hordes of armed guards, the ravening mouth, nor rush upon the contact with treasure “over whom a sword-wielding sorcerer himself, and not knight, breathing out fire; for well he dragon has long brooded” — as shown in one, not two, but three guardian dragons. knew the fate of those that did these the fate of Thorin Oakenshield and to a Best of all, however, is the preliminary things, but he consented to the terms lesser extent that of Bilbo himself (whose adventure young Leothric undertakes to imposed, and swore to the knight to secret theft of the Arkenstone was a tho- gain the sword whereby the sorcerer’s become his trusty steed. roughly uncharacteristic act). Similarly, defenses can be defeated. Unfortunately, — Lord Dunsany Fafnir’s treasure, the hoard of the the unhappy hero learns that the sword “The Hoard of the Gibbelins” Niebelungs, seems to bring disaster to all currently forms the spine of the great from The Book of Wonder who possess or even lay claim to it, dragon-crocodile Tharagaverug, and that while Beowulf’s grieving countrymen Tharagavergug is invulnerable except for Tolkien’s dragons wisely decline to take any of the drag- one weakness: the only way in which he J.R.R. Tolkien’s contributions to fan- on’s hoard after his death, instead plac- can die is of starvation. Leothric must tasy in general and dragon-lore in par- ing it all on his pyre and burying what fight the dragon for three days and ticular are so great as to place him in a remains in his barrow. nights until the beast finally starves to league of his own. The whole concept of Finally, Tolkien’s dragons are hard to death, keeping out of reach of its great the PC party (specialists of different kill. Smaug destroys Dale and the maw the whole time. Once he has the backgrounds working together toward a Kingdom Under the Mountain, sweeping sword, the rest is easy — merely a matter common goal) derives from Tolkien’s aside all resistance, and that was when of resisting temptation and using his wits “Fellowship of the Rings,” while his own he was, in his own words, “young and — but imagine the average PC’s reaction particular “take” on all the major fantasy tender.” Later in the book we’re given a at being told he must fight a near-invul- races — elves, dwarves, , etc. — vivid description of his attack on the nerable dragon one-on-one until it have become the common currency for mountainside and burning of Lake-Town. starves! a whole generation of successors. He is Had he not been slain by Bard’s expert Dunsany also wrote of other drag- the most imitated fantasist of all time, shot with a special arrow to his one ons, usually lampooning old cliches, as and his masterly portrayal of Smaug, secret vulnerable spot, Tolkien speculat- in “Miss Cubbidge and the Dragon of “the chiefest and greatest of all calami- ed that Sauron might have later manipu- Romance” (1912), where he substituted a ties,” is the standard by which all other lated him into destroying Rivendell.6 politician’s daughter for the traditional fantasy dragons should be judged. Likewise, Glorund destroys the elven city princess and suggested that being Whereas after Grahame the tendency of Nargothrond, effortlessly scattering abducted did her some good. “The had been to treat dragons as witty and and destroying its battle-tried elven war- Hoard of the Gibbelins” (also 1912), one cute, Tolkien restored the sense of them riors, while other dragons help plunder of his best stories, offers a fine example as deadly predators. All of Tolkien’s drag- the great hidden city of Gondolin. For his of how he plays on the cliches at the ons — Smaug from The Hobbit, Glorund part, Chrystophlax shows great reluc- same time that he subverts them, con- from The Silmarillion, the wily but not tance to melee with anyone armed with stantly playing with readers’ expecta- over-bold Chrystophlax Dives from a sword of dragon-slaying like Giles’ tions regarding wicked dragons and Farmer Giles of Ham — are clever, Claudimorax (and no wonder), but when noble -tale knights: unscrupulous, greedy, and exceedingly faced with the possibility of losing his dangerous. They can be bargained with, whole hoard handily massacres the Little [T]here was a dragon . . . who if peasants’ but each is capable of wiping out a small Kingdom’s assembled knighthood, then prayers are heeded deserved to die, not army or good-sized town all by himself. later effortlessly puts a second army to alone because of the number of maidens Anyone who dares to talk with one of flight. It’s possible to slay one of the he cruelly slew, but because he was bad Tolkien’s dragons had better have an Great Worms, but only by careful plan- for the crops; he ravaged the very land escape route planned if he does not want ning and good luck. and was the bane of a dukedom. . . . So to become the creature’s next meal. [Alderic] took horse and spear and Furthermore, Tolkien’s dragons Modern dragons pricked till he met the dragon, and the delight in mischief: rather than kill Turin, After Tolkien, dragons once again dragon came out against him breathing a brave but rash and not overly clever became part-and-parcel of mainstream

6. Unfinished Tales (1980), “The Quest of Candalf’s point of view, telling us how the contrast to Bilbo’s narrative, this bit of “alter- Erebor,” contains a behind-the-scenes look at events appeared to the wizard and the nate Hobbit” lets us learn more about the opening chapter of The Hobbit from dwarves. In addition to offering an amusing Gandalf’s motives and plans.

# DRAGON 230 27 fantasy. Anne McCaffrey used them to in the later books in the series, which disagreement over how best to go give a fantasy flavor to what are essen- are actually prequels to the first book): about it. The classic “St. George” tially science fiction romance novels. approach is to get the beast so mad that Ursula Le Guin broke with the Tolkien Just at that moment, the Princess opened it rushes blindly at you, obligingly tradition by basing Earthsea’s dragons her eyes. She gave a small scream, and exposing its only vulnerable part, the on Oriental rather than European myth. the dragon frowned. inside of the throat, and letting you stick Hickman and Weis’s DRAGONLANCE® “You don’t have to be frightened,” if your lance down it. Tolkien maintained Chronicles picked up on various hints of said. “Really. You’re my Princess now, that it wasn’t as easy as all that, and that the massive destructiveness of solitary and I’m going to fake proper cure of you, killing a dragon required learning its individual dragons and showed how and you can clean my scales and cook most vulnerable spot (usually under- dragons en masse could ravage an entire for me. I believe that’s the standard neath): Glorund, like Fafnir, was slain by continent. Patricia Wrede’s Talking to arrangement.” a hero lying in ambush who stabbed the Dragons (1985) updated fairy-tale motifs — Patricia C. Wrede dragon from below as it passed over his to offer an amusing account of the Talking to Dragons hiding place. Kenneth Morris, in the extreme importance of good manners wonderful Welsh fantasy The Book of and a firm grasp of dragon etiquette Not all dragons appear in dragon- Three Dragons (1930), includes a scene when dealing with such powerful form, and by far the best anthropomor- where the hero and a dragon go at it beings. Gordon R. Dickson made the phic dragon in modern fantasy appears with such gusto that they rip up boul- hero of his novel The Dragon and the in R.A. MacAvoy’s Tea with the Black ders and whale on each other with George (1976) a human whose mind is Dragon (1983). When we first meet him, them, tossing them back and forth. Le transferred into a dragon’s body who Mayland Long is permanently stuck in Guin’s Ged simply cast a spell that then has to come to terms with his new human form, and his slow integration caused the dragons to drop helpless into body’s powers and limitations. The list into the modern human world and cop- the sea and drown — an effective could go on and on. The permutations ing with his new, unfamiliar body make method, but one lacking drama and a in today’s fantasy are endless: from vast fascinating reading. Mr. Long may certain sense of fair-play. We’ve inhuman engines of destruction to cud- appear human, but his mind remains already discussed Dunsany’s ingenious dly little cat-sized pets, dragons are that of a thousand-year-old dragon, giv- approach (starve the creature, if only everywhere. ing him a unique outlook. Better yet, he you can stay alive long enough). The Three particularly interesting drag- reappears in dragon form in one of less scrupulous will find a foolproof ons, all from published in the MacAvoy’s other novels, Raphael (1984) scheme in Will Shetterly’s Cats Have No last 25 years, deserve closer attention. — set some five or six centuries earlier — Lord (1985), but one that requires an Gyld the Dragon, from Patricia A. giving MacAvoy a chance to describe his expendable fool to implement (can you McKillip’s The Forgotten Beast of Eld natural form, with all its elegance, intelli- say “NPC”?) Perhaps the best approach (1974), is an old, old dragon who desires gence, and ferocity. The dragons of these of all is that followed by Tolkien’s com- only to sleep on his hoard; his gold liter- three writers, each so different in their mon-sense Farmer Giles: don’t fight if ally means more than his life to him, yet styles, all have so much personality that you can possibly avoid it, and break off when roused this ancient creature scat- they give an idea of what a creative DM to negotiate at the first reasonable ters armies, sinks ships, and keeps an can do in the way of characterization. opportunity. armed garrison cowering behind their After all, with a lifespan of several city walls in terror. The extreme old age Dragonslayers centuries, why shouldn’t a dragon be of the very powerful wyrm has rarely, if “[T]hey all began discussing dragon-slay- willing to give up its treasure now and ever been more vividly portrayed. The ings historical, dubious, and mythical, and hunt down the thief a half-century or so lesson from Beowulf, The Hobbit, and The the various sorts of stabs and jabs and later? Forgotten Beast of Eld all agree: Let sleep- undercuts, and the dlfferent arts devices ing dragons lie. and stratagems by which they had been At the opposite extreme, Wrede’s accomplished. The general opinion was John D. Ratcliff earned his doctoral Talking to Dragons (the first, and much that catching a dragon napping was not degree with a dissertation on the works of the best, of a four-book series) features as easy as it sounded, and the attempt to Lord Dunsany. He leads a fantasy reading a baby dragon, so young that it has not stick one or prod one asleep was more group known as the Burrahobbits and plays a mean in AD&D® game sessions. chosen a name or even its sex yet. likely to end in disaster than a bold frontal Wrede also offers us a glimpse of drag- attack.” on politics, the young dragon’s grand- — J. R. R. Tolkien mother being the King of Dragons (the The Hobbit title being invariable no matter who’s Trivia Question: currently doing the job). Any DM whose For those of a practical turn of mind Other than the infamous Lord PCs have acquired a dragon egg and who expect that their next encounter Soth of Sithicus, what want to raise their hatchling as pet, with a dragon is likely to be in a role- of the ® setting came , or companion, would find playing game, with said dragon charg- Wrede’s book a valuable resource as ing down upon their characters bent on originally from Krynn, world of well as a good read. Perhaps even more death and destruction, a final word the DRAGONLANCE® campaign? intriguing is Wrede’s revelation of why about dragon-slaying. Fantasy fiction is dragons want princesses in the first full of epic battles between hero or hero- place (a subject dealt with in more detail ine and dragon, but there’s considerable

28 JUNE 1996

by Ed Stark illustrated by David O. Miller

ew and far between are the dragons of Cerilia, the set- against the undead for nearly two days. ting of the AD&D® BIRTHRIGHT® campaign. Solitary and Some say Weyrzak the Thunderer felt the destruction of the immensely powerful, they still hide from the younger mountain, while others believe Ruornil, Vorynn’s champion, races of the continent. (No more than six exist in the fabled summoned her with a powerful binding spell. Whatever the Drachenaur Mountains, the legendary home of dragons.) Even truth, Weyrzak furiously swept out of the north and engaged the life of the youngest of these dragons spans millennia. No Nargest in a battle that lives in legend today. , halfling, or human remembers when one of these crea- When Nargest fell, his flesh burned away from his bones, tures cracked its shell, and the immortal elves heard the last and the flaming disappeared into a great crevice rumors of hatchlings over 500 years ago. beyond the battlefield. Mount Deismaar trembled, and more The youngest known dragon of Cerilia made a name for earthquakes shook the region as the gods prepared to unleash himself in northern Anuire. His is called Zakhur, which means their full might against Azrai. “Guardian” in the old tongue. By far the youngest and most The death of the old gods and the creation of the new is still vibrant of the known dragons, his birth predates the Anuirean a tale told many times from countless perspectives. The Empire itself, and he survived its fall. blooded survived somehow, and the new gods guided them But even Zakhur did not hatch into this world before the back to their homes. But nothing protected Weyrzak from the Battle of Mount Deismaar, some 1,500 years ago. His mother, cataclysm, and she found herself caught in the waves of Weyrzak, laid his egg in the Stonecrown Mountains nearly 17 destruction that obliterated the land-bridge between Aduria centuries ago. (Dragon eggs rest long before they hatch, and Cerilia. though some magic must have kept Zakhur in his shell for cen- Wounded and dying, Weyrzak made her way toward the turies beyond his time.) Stonecrown Mountains and her solitary egg. Her body swelled Those who remember the tales of Weyrzak remember her with the power of the gods but could not contain it. Like a can- most for her part in the legendary Battle of Mount Deismaar. cer, the power devoured her from the inside. When she crash- Azrai, god of evil and darkness, fooled the elves, ignored the landed deep in the Aelvinnwode, she felt her life ebbing. dwarves, and corrupted the Vos, but he bargained with the The pitiable yet terrifying cry of Weyrzak to her infant son dragons. None know now what the god of Shadow offered still echoes through the forest of the Aelvinnwode. Some name those creatures in return for their aid, but few flocked to his it the Call of Weyrzak, while others call it the Lament of Zakhur, banner. Those that did, however, wreaked havoc on Azrai’s and great songs have been sung about it. In answer to the enemies. They protected his undead legions and shadow war- dreadful wail, Zakhur, imprisoned for too long in his egg, burst riors from the priestly magic of the armies of light, and they forth. The power of the cataclysm streamed from his mother’s thrice drove back the vanguard of Haelyn and Anduiras. call, infusing the infant with great energy and causing him to The land quaked with the dragons’ tread, and the very air grow at amazing speed. caught flame in their passing. The armies of Anduiras, the great Still only a hatchling, Zakhur could not fly. He crawled, tower ships of Brenna, and the hunters of Reynir withered before nearly blind, toward the anguished call. The first sound he ever their breath. The dragons’ , a great stone-drake of Aduria heard was the death-scream of his mother, and some say it named Nargest (“Iceblood” in ancient Anuirean), aged his heart far beyond his infant body. What personally destroyed a small mountain where terrors were instilled in his mind then, none Sera’s White Knights had held the line can know.

# DRAGON 230 31 Zakhur eventually found his mother, The spirit of Weyrzak has no need of a spellbook, though he but her body had been transformed. Most bards and storytellers agree must still spend time memorizing the Legend tells that the goddess Nesirie, that Weyrzak, aided by the gods, did not spells Weyrzak teaches him. newly brought to divinity, heard really die but entered a sleep of death Accumulated knowledge. Weyrzak Weyrzak’s scream and tried to help the from which there can be no awakening. was old and wise when she died, and her wyrm, remembering her deeds at the However, in her dreams she can be con- memories lie within the gem. Using her great battle. Nesirie could not heal the tacted by her son, whom she linked to link with Zakhur, she has learned much dragon, so she asked Ruornil and Erik to herself psychically when she imbued more over the years. When holding the ease Weyrzak’s pain — and so they did, him with her last life-energy. Heart, one may ask her questions — no transforming her into the Five Peaks of Zakhur learned much magical knowl- more than three times a day, unless the the Aelvinnwode. edge from the spirit of his mother, and subject is something that might interest When Zakhur found his mother, her even as he protects her resting place, Weyrzak — and receive answers. The pain was gone, but her body was Weyrzak guides and protects Zakhur answers are usually truthful and helpful; changed. The northeasternmost of the from harm. She taught him not to be Weyrzak has been at peace for centuries Five Peaks grew over her head, and the enraged or manipulated by mortal pow- and does not begrudge a mortal her last of the pinnacles, set alone in the ers, and she advises him on matters he knowledge. west, covers the tip of her tail, thrust might otherwise not understand. Zakhur Magic resistance. The Heart pro- upward in the pain of death. has grown wise from her teachings, tected Zakhur from magical harm before The young dragon took his name though he has learned little from out- he could do so himself. Now, it passes its then, when he vowed to guard the side sources. magical resistance on to a wielder. If resting-place of his mother. Slowly and Weyrzak is contacted, she might be per- painstakingly, he moved Weyrzak’s The Heart of the Mountain suaded to protect the bearer of the Heart great hoard to the bosom of the Five Many adventurers believe Zakhur with a portion of her magic resistance. Peaks, hid it, and rested upon it. When Lifesbane guards more than just ancient Too much energy would kill a mortal, he hunted, he watched ever from afar, treasure and his mother’s bones. They however, so the Heart provides only a driving away the elves, orogs, or men claim he guards a greater prize. They 5% magic resistance per level of the who came too close to the treasury. call it the Heart of Weyrzak, the Soul of wielder to a maximum of 50%. Over the centuries, Zakhur the the Dragon, and the Heart of the Monster control. Three times per Guardian — also known as Lifesbane, for Mountain. day, the bearer can cast charm monster at the number of inquisitive creatures he Rumored to be a gem the size of a twice his normal level of ability, regard- has sent to their screaming deaths — has man’s head, the Heart of the Mountain less of whether he could normally cast jealously guarded the Five Peaks. Many holds the ancient soul of Weyrzak. Lying the spell. Weyrzak’s mental and magical creatures live within the shadows of his somewhere in the middle three of the power, channeled through a host, allows mountains, and some even dwell within Five Peaks, it rests apart from the this power to take effect. the Peaks themselves — but none dare dragon’s hoard, in a great cavern lined trespass on the interior of the moun- with white and brown stone — perhaps The Heart of the Mountain may have tains, and the Hoard of Weyrzak the bones and body of Weyrzak herself, other powers as well. It cannot be remains legendary. or maybe just a mineral phenomenon. destroyed by any known means, and its Little is known of Zakhur in the inter- Zakhur watches over the Heart, as value simply as a gemstone is utterly vening years, since he keeps to his does the spirit of Weyrzak herself. But incalculable. home and allows few dwellers within. both might be caught sleeping. The spir- Weyrzak’s Heart bears at least one Many peoples and creatures inhabit the it of Weyrzak awakens less and less fre- curse, however, and perhaps two. The Five Peaks realm now, particularly the quently as the centuries go on, and first should be obvious. Zakhur Eyeless One, said to control all the meb- Zakhur sleeps for years on the bed of Lifesbane will demonstrate the truth to haighl (magical energy) of the realm. If treasure that lies elsewhere in the moun- both his names if anyone steals the gem this is true, the wizard might be mining tains. Still, his link to his mother would or even touches it. The dragon will go the source magic of Weyrzak herself. warn him if any were to disturb the gem on a rampage, burning and killing any- It has been speculated that Zakhur — or so legend tells — and few adventur- one in his way until he retrieves the gem allows the wizard, as well as the tribes of ers could survive his wrath if he caught or is destroyed. His link to his mother’s goblins and orogs, flights of griffons, them violating his mother’s heart. spirit guides him in the direction of the and solitary trolls to dwell in and around Should a miracle occur and a person Heart unerringly, and he will not rest the Five Peaks because they, too, come into contact with the gem, he until it is returned to him. remain territorial. They keep the Rjurik might gain the following abilities: The second curse may or may not be and Anuirean peoples from civilizing the legendary. Once Weyrzak’s Heart leaves area, and they discourage elves from Knowledge of all wizard spells. the Five Peaks, the spirit within might delving into the mysteries surrounding Weyrzak was a mighty spellcaster. grow restless. It could desire a body of its Zakhur and Weyrzak too deeply. Some Before the magic changed, she knew own again, and it might settle for a mor- say Zakhur actually controls several of every wizard spell ever created. Her tal form. Every time the wielder of the these creatures using strange magics knowledge has changed with the times Heart of the Mountain uses it outside the and powers he learned from the spirit of — perhaps as the Eyeless One mines her Five Peaks realm, check to see if his mother. mebhaighl, she mines his knowledge Weyrzak’s spirit attempts to take over his right back. A wizard holding the Heart body. There is a cumulative 1% chance

32 JUNE 1996 of this happening per use of any of the pened a few times over the centuries, magic and coins have slipped out to the Heart’s powers. If Zakhur Lifesbane has but no one knows for certain except world. After all, Zakhur cannot be in somehow been killed, add a base 30% Weyrzak and Zakhur. every cavern at once. chance to the takeover happening. Every so often, Zakhur Lifesbane goes Should the DM roll the necessary per- Using Zakhur Lifesbane in a on a rampage. Many tales tell of heroes centage for Weyrzak to take over a mor- BIRTHRIGHT campaign adventurous enough to quest for tal body, she does so automatically — Engaging a wyrm such as Zakhur Weyrzak’s Hoard and succeeding, caus- nothing can save a human, dwarf, Lifesbane in battle would be probably ing the Guardian to fly out for ven- halfling, or other creature from its pos- the most foolish thing an adventuring geance. If this is true, then a regent might session. Even the “immortal” elves sub- party could do — but it could happen. find his domain beset by the great wyrm mit immediately to Weyrzak’s control. Exploring the Five Peaks in search of the — all because of a hero too greedy for his True awnsheghlien or ehrsheghlien Hoard of Weyrzak or the Heart of the own good, who plundered the hoard might survive. They can make saving Mountain would certainly be nearly as and passed through the kingdom. throws vs. paralyzation (at -8) to resist foolish — but, again, stranger things Preventing Zakhur from laying waste to possession, but Weyrzak never gives up have happened. While Zakhur’s power an entire realm could prove a mighty after the first attempt. Every time the and influence within the Peaks are leg- campaign motivator, and finding the Heart is used thereafter, the same sav- endary, they cannot be as complete as treasure to return it to the beast’s hoard ing throw must be made, or the tales say, or no word of the creature would be the most logical solution. Thunderer possesses the wielder. would ever leak out to the rest of the If Weyrzak possesses a body, it world. begins to age quickly — at a rate of one Some say the Hoard of Weyrzak does year per week. Unless the dragon can not lie in one cavern. Small hoards rest somehow be expelled or convinced to stashed among the Five Peaks, and A TSR staff designer, Ed Stark designs leave, the mortal shell burns out (even some have been found by the goblins products for the BIRTHRIGHT line and writes elves won’t be able to stand this wither- and orogs that dwell there. True, most occasionally for DRAGON® Magazine. He ing forever; most would die after about have paid the ultimate price for their finds himself easily distracted by new a year) and Weyrzak’s spirit returns to foolishness (along with their tribes and games, chat about baseball, and bright, the gem. Some say this has already hap- their neighbors), but some ancient shiny objects.

# DRAGON 230 33 Zakhur Lifesbane, the Guardian

CLIMATE/TERRAIN: The Five Peaks half damage. Nonmagical and magical objects alike must save FREQUENCY: Unique vs. magical fire or be burned, melted, or disintegrated. ORGANIZATION: Solitary When hunting, Zakhur uses his gaze attack to freeze oppo- ACTIVITY CYCLE: Any DIET: Special nents (save vs. paralyzation at -4 or be paralyzed with terror INTELLIGENCE: Genius (17) for 1d3 turns), then he kills and consumes them at his leisure. TREASURE: Hx5 lust like other great wyrms, however, Zakhur can spend an ALIGNMENT: Lawful Neutral entire round exerting his will against a victim caught in his gaze and use the powers of geas, suggestion, or feeblemind on NO. APPEARING: 1 ARMOR CLASS: -5 his foe with no saving throw allowed. MOVEMENT: 9, Fly 30 (B) If Zakhur engages in combat, all enemies within 50’ must HIT DICE: 20 (142 hp) save vs. a fear spell (as described in the MONSTROUS MANUAL tome, THAC0: 1 with a -4 to the roll). Zakhur has learned to mask this ability, NO. OF ATTACKS: 3 or special however, on those rare occasions that he does not want to kill DAMAGE/ATTACK: 1d12+10/1d12+10/2d12+10 SPECIAL ATTACKS: Breath weapon, spells, dive his opponents — though even the bravest hero may feel his SPECIAL DEFENSES: Fear aura, gaze, spells, knees knock at the sight of the great wyrm. invulnerability Because of his great scales and the energies imbued upon MAGIC RESISTANCE: 50% or special him by his mother, Zakhur Lifesbane can ignore a portion of SIZE: G (90’ long) the damage he suffers. Any damage die that rolls a natural “1” MORALE: Fearless (20) at home; Champion (15) away against him is ignored, regardless of modifiers or spell effects. XP VALUE: 28,000 Zakhur shares another great ability with his Cerilian cousins. He can cast wizard spells at the 16th level of ability (or 18th S: 25 D: 14 C: 21 I: 17 W: 15 Ch: 16 when he actually holds the Heart of the Mountain and uses his Gray with gold flecks, smooth scales cover Zakhur Lifesbane’s mother’s energies). Zakhur, however, uses this power only on serpentine body. Protected by sharp layers of decorative hide, rare occasions — his mother has taught him to be discrete with his face and belly resist the puny attacks of mere mortals. Fully his magical energies, lest he anger the gods that have blessed grown, this dragon would make a match for the hardiest of her with peace. Victims of Zakhur’s magic suffer -2 modifiers to Cerilia’s dying breed. Zakhur attacks using his foreclaws and their saving throws (or -4 if he holds the Heart). Zakhur knows bite, or he can execute any of the special attacks described in many spells unknown to human or other spellcasters of Cerilia. the “Dragon” entry of the MONSTROUS MANUAL™ tome. Ecology: More lively than most dragons, Zakhur seldom sleeps for more than a dozen years at a time, and then only Combat: Zakhur’s breath weapon may be the basis for the lightly. He sees his entire purpose in life as protecting the Five flaming death that fills the stories of so many dragon-tales. Peaks (the mountains, not the realm) and subjugating or Lifesbane’s fiery breath can still be seen on occasion, lighting up destroying intruders. Zakhur may be approached by stout the deep passages between the mountains when the heroes seeking wisdom — though he must be contacted care- dragon hunts. Zakhur can use his fiery breath once every six fully. Actually seeking out his lair could be disastrous. Like most rounds, immolating anything within a 50’ long cone that dragons, Zakhur loves treasure (and has accumulated quite a extends at its widest point to 30’. It inflicts 20d6+20 hp damage bit to add to his mother’s legendary hoard over the years), but on anything in the cone, though victims may attempt to save for he will not forgo his personal mission just to acquire more.

34 JUNE 1996

36 JUNE 1996 know him, is clearly more intelligent than most white drag- ons. He uses traps and spells to to render it hamper into English (repair- foes in battle and to strike intruding ing its execrable gram- dragons from a superior position, rather mar along the way), append than employing the more prevalent some AD&D® game-specific infor- “rush-headlong-into-revenge-whatever- mation, and remove certain statements the-cost” behavior of his kind. (“to give the wyrmkin a fighting chance,” Arauthator is larger than most white the Old Mage was overheard to say) so dragons but adept at silent gliding and as to arrive at the words you’ll read here- stealthy movement. He has been known after. to cause rockfalls and even to tear up “Old Adventurers take note: Volo’s work and drop boulders — not just on the didn’t list all active dragons of the North, heads of intruding orcs or humans, but White Death” only those who’ve risen to hold a terri- also to create barriers to seal up rothé tory known and respected by other drag- and other large alpine beasts inside ons. Dracoliches and dead wyrms, how- mountain valleys, so that he can dine by Ed Greenwood ever famous, were omitted. Otherwise, upon them at leisure. Volo would’ve been old indeed before Old White Death is known to patrol illustrated by Storn Cook his wagon-sized chapbook saw print — his domain tirelessly, keeping careful and any issue of DRAGON® Magazine watch over even the most minor hrough the efforts of the intrepid reprinting a respectable portion of it changes. He adjusts his own habits to explorer Volothamp Geddarm would fill a man-length bookshelf all by avoid both the traps of foes and the (more widely known across itself! careless overfeeding that might lead to Faerûn, perhaps, as “that serpent-spitting Alphabetically, the first great dragon the disappearance of a species on which rogue Volo!”), an incomplete but of the present-day North is Arauthator, he likes to dine. In the process, he has nonetheless useful survey of currently “the icy claws that wait at the cold end smashed at least one community of frost active dragon rulers in the Sword Coast of the world.”1 giants (Bulindiful, a cavern-catacomb North region has been compiled, printed, This old white dragon is famous for fortress set in the heart of Mount and energetically sold in chapbook form his great size and savagery. For almost a Halaragh, just west of the mines of on the streets of , Never- century he has defended his dominion Mirabar in the Spine of the World moun- winter, and Silverymoon. One copy fell against many ambitious dragons, tain range), and torn apart a mountain into the hands of Elminster of slaughtering over a score of his own off- peak (Sardin’s Sword, once a lookout , and after many a snort and spring in the process. “Old White Death,” over the upper Surbrin) to destroy the head-shaking over it, he was persuaded as the miners and foresters of the North bugbear hold inside it.

1. As he was described by the sage Myrindas of Port Kir, in Dragons Ye Should Know (1354 DR).

# DRAGON 230 37 Arauthator is far more cunning and nating all possible attackers. These for- opening into the next in a frozen water- patient than most white dragons. “The ays seem to attract remorhaz from the fall of gems that Arauthator occasionally spark of revenge still kindles the fire that vast glacial areas that lie north of the rolls around in, purring in catlike bliss. warms his heart to carry him on through Spine of the World, and Arauthator Lying on his accustomed bed of dia- the centuries,” wrote the sage Amorthas fights an ongoing battle against the ice- monds in the last, lowest cavern, the of Ruathym,2 “but he lets it smolder worms, devouring all of the remorhaz dragon can look up through all of the under dampers of patience and cold cal- he defeats. hoard-caverns. He customarily reaches culation, where other whitewings [white Northern giants and gnomes refer to that bed by slithering down the river of dragons] “would leap to the attack.” No these delvings as the Dragonholes and gems, chuckling in contentment. A verti- one knows why Arauthator is this way, report that they consist of at least six cal shaft large enough to permit proper but it’s clear that the old dragon uses separate tunnel complexes spread over flight allows the old dragon fast ascent this patience to anticipate and prepare a wide area north of the dragon’s lair. from the bottom of this cavern to a for attacks from rival dragons, rising Several observers have also mentioned ledge overhanging the trap-lined hordes, and the remorhaz who roam the that the dragon takes pleasure in slay- approach tunnel. To leave, Arauthator Endless Ice Sea. He also bides his time to ing remorhaz, often hurling the mon- customarily takes wing from the ledge develop new personal-warning spells sters around like rag dolls before killing and glides down the tunnel and out over that alert him of approaching dragons them, or folding his wings and wriggling the frozen lake before beating his wings and magic items. across the ice to meet and fight them in a mighty rush, to soar up the entrance Arauthator is a skilled mimic and can worm to worm. shaft. No servants are known to serve speak the common tongue well enough Arauthator in his lair. to pose as a lost miner or injured Arauthator’s lair prospector. He has long practice in con- Arauthator lairs in the Lonefang, a Arauthator’s domain cealing himself under snow by flapping prow-shaped mountain that rises out of From the Lonefang, Arauthator holds his wings as he burrows into drifts so as the Endless Ice Sea several hundred sway over a dominion that stretches from to lift the snow, which then falls over miles due north of Mithril Hall. Intrepid the Cold Run in the west (although he him again in a pristine blanket. adventurers report that it can be seen doesn’t feed on the inhabitants of lcewind Arauthator often dozes when sleeping in on the horizon by those who reach the Dale, he has several times slain dragons snow, but he never sleeps through the frigid, wind-clawed northern faces of the who tried to raid or settle there) to Mount approach of danger (he can smell most Spine of the World mountains. Although Caumarath in the east (the huge peak at beasts, including humans, for a mile or Arauthator’s home is thought to have a the northern end of the Ice Mountains, more downwind) He has mastered the subterranean back entrance through northwest of Citadel Adbar). The northern patience needed to remain still for days glacial rifts many miles to the northwest boundary of this dragon’s domain is on end, perched on a mountainside or (near the row of rock pinnacles known unknown to men, but the southern extent lying in the snow of a bowl-shaped as the Worldwyrm’s Teeth), the moun- of Arauthator’s rule is marked by the mountain valley. Prey and foes often tain itself has only one visible entrance: Spine of the World range as far east as the don’t notice him until far too late. a vast shaft that cuts into the descend- Fell Pass, where the boundary swings Old White Death holds his own sur- ing northern slope from above and south and east in a great arc to take in all vival as his highest goal, but he is far plunges down to a cavern filled by a the land north of Mithril Hall and the less lazy than most dragons in pursuing frozen lake. Here Arauthator hurls most Citadel of Many Arrows. it. He regards the maintenance of his of his spells at intruders seeking to reach All creatures in this vast, rocky wilder- dominion as crucial to his own strength, the network of caverns at the far end of land (the headwaters of the River though he has chosen not to strike at the lake, where he dwells. Surbrin) exist at Arauthator’s pleasure, the creatures of lcewind Dale. This absti- The lair proper is known to include a unless they keep to the Moonwood or nence may be born of habit; the region bonepit; a cavern crammed with chunks the Coldwood for the white dragon was formerly part of the territory of the of metallic ores; a cluttered central feed- never hunts prey in the trees. With the dragon known to humans as Icingdeath, ing and working cave that is home to rise of civilization centered at Silvery- and the two dragons came to an uneasy some captured magical items; and an moon, the supremacy of Arauthator’s truce, ignoring each other and leaving ancient iron structure that Old White rule over this more southerly area may each other’s territories alone, rather Death uses as a prison for humans and soon be tested. than destroying each other in a battle smaller creatures he intends to devour for rule over the Reghed Glacier. Instead, later. This cage, a curious cylindrical The deeds of Arauthator Arauthator concentrates on carving enclosure divided into several internal The favorite prey of Old White Death ever-deeper tunnels into the Endless Ice chambers, is said by one escaped is full-grown frost giants (rarely available Sea and the rock beneath, devouring all prisoner to look very much like some of these days), closely followed by remor- subterranean creatures he finds (chiefly the gnomish craft built to sail the skies haz and northern deer. Rothé and vari- gnomes) to unearth his own gem and from crystal sphere to sphere. A rising, ous bear species are next on the menu, mineral treasure and protect his realm trap-lined tunnel leads to a descending and other dragons are also favored fare. against attack from below by extermi- series of ice-walled storage caverns, each Arauthator is less fond of the flesh of

2. In Famous Legends and Lore of the North 3. Detailed in the accessory sourcebook 4. Ibid, page 75. (published in 1344 DR). FOR1 , page 76.

38 JUNE 1996 orcs, bugbears, and other goblinkin, but moires hidden in his lair and also to be Arauthator seems especially busy such creatures make up much of his sta- working away patiently at mastering all these days developing new magics and ple diet; without the dragon’s presence, the spells in them. He has obviously seeking wizards’ tombs within his the frequency and numbers of orc transcended the traditional spell-han- domain to increase his personal magical hordes sweeping down through the dling limitations of white dragons that might. He also seems wary of intrusions Sword Coast North would no doubt be keep their verbal-only adaptations to into his territory. Elminster is of the opin- much greater. wizard spells of the first level — but his ion that the old dragon may have wit- Arauthator is known to use an icemelt personal limits are as yet unknown. nessed the opening of a gate from spell both in his glacial delvings and to Old White Death also impressed another plane and been horrified at the transform frozen lakes into temporary watching wizards at the MageFair held realization of how easily unknown foes watering holes. He is careful never to on the western verges of Var the Golden with powerful magic can penetrate his feed or drink in a pattern that foes could several decades ago, by the ease with lair without warning. observe and exploit. The dragon usually which he shouldered the blue wyrm makes one long patrol of a part of his Eltagrathuuloor into the side of Mount Arauthator’s magic domain every day, plus a shorter, similar Gundar (the source of the River Gundar). Old White Death commands a foray, and he usually feeds at least once The blow was powerful enough to cause respectable roster of detection, entrap- a day, upon sighting suitable prey dur- a rockfall that brought most of the top ment, and combat spells, many of them ing the longer patrol. He may sleep atop of that peak down on his rival, burying variants of well-known wizard spells. He a rocky height if tiring when far afield Eltagrathuuloor alive. has also demonstrably developed magi- (once, boldly, atop Berun’s Hill, in Arauthator regards the white dragon cal means of triggering captured the territory of the green dragon Arveiaturace as an acceptable mate from afar, so that he can fire them at Claugiyliamatar), but he prefers to sleep when he feels inclined. He employs a intruders in his lair without touching on his bed of gems in the Lonefang. On sending spell to call her to his lair for dal- them directly. It must be stressed that rare occasions he keeps to his lair for liance, giving her gems from his hoard human knowledge of Arauthator’s three days or more, perfecting a new after each mating but firmly escorting magic is dangerously incomplete. spell. Arauthator employs a wide array her out of his domain to rear any hatch- Thanks to long and diligent observa- of detection and trap spells (most of the lings that may result on her own. In the tions by Felandaert the Farscrying of latter being cold-based) and is reported past, he is known to have mated with Candlekeep, however, we now have by several witnesses to wield spells the gigantic white dragon Ghaulantatra, specifics of two of the dragon’s spells: effective against other dragons (such as the “Old Mother Wyrm” worshiped by wingbind3), and to enjoy freewheeling some orc tribes as a goddess. Arauthator Icemelt aerial clawing and raking battles rather exhibited no remorse when the beholder (Alteration) than dodging among mountain peaks Thaluul destroyed Ghaulantatra and Level: 2 and sniping with his spells. claimed her lair (somewhere in the Range: 90 yds. Arauthator is famous for tearing mountains north of High Gap, between Components: V apart the venerable red dragon the Delimbiyr and the Fallen Lands). Duration: 2 rounds Rathalylaug high above the rooftops of Arauthator’s love of a good fight has Casting Time: 2 (1 for Arauthator) Neverwinter in the Year of the made him respected — and avoided — by Area of Effect: Special (1324 DR), in a spectacular battle at sun- other dragons. Only ambitious, overcon- Saving Throw: None set. The white dragon dove down to fident younglings seek to defeat him, This spell causes solid ice to vaporize, smash apart a tower in triumph. He hap- finding instead their own deaths. dissipating into the surrounding atmos- pened to choose the tower of the sor- Arauthator makes no and phere without fog, water runoff, or heat. ceress Shareera, who was smashed ignores the overtures of other dragons. A cylindrical area 20’ across and 10’ amid the toppling stones, even as the He lusts after treasure of his own finding deep is affected for each round of the blood of the dying Rathalylaug — and and magic of his own creation, and he spell’s existence (the path of vaporiza- his last, vain firetrail spell4 — rained down can’t be lured out of his domain by tion can’t change direction from one on the city. promises of gems or magic. The prospect round to the other), and natural or mag- Wizards also remember Arauthator of a good fight with another dragon ical ice is prevented from forming within for freezing the mage Phaurothlin of the always interests him, but he’s too wise to that area for 2d4 hours thereafter. The Arcane Brotherhood5 solid, then shatter- leave the lands he knows so well just to magic ends whenever there is no more ing the helpless sorcerer against a do battle, since true foes always come to ice to affect. Ice within an organic mass mountainside. It seems that the haughty him eventually. He’s too patient and cal- (such as a frozen body) is unaffected by mage made the mistake of challenging culating to be governed by hatreds, and this spell, even if the body is fully within the white dragon for ownership of a he even seems to admire capable or wily the spell’s area of effect. The caster spellbook unearthed from the ice-cov- foes. Old White Death has saluted chooses the site of initial ice vaporiza- ered grave of a Netherese wizard during adventuring bands he could easily have tion (that is, where the cylinder of empti- mining north of Mirabar. Arauthator is slain, after witnessing a clever ruse or ness begins to form) by vision and act of thought to have a dozen or more gri- bold stratagem on their part. will; it must be visible during casting.

5. This band of evil wizards, based in Luskan, is described in Vole’s Guide to the North, pages 121-125.

# DRAGON 230 39 Arauthator uses this magic primarily spell is triggered whenever any living Arauthator’s fate to dig tunnels through glacial ice in his creature larger than the caster’s eyeball It’s likely Old White Death will die vio- search for treasure, but at least once comes into contact with the dustflake. lently, but he’s begun to seem ageless, used it to flood orcs out of subterranean When this occurs, the frost vortex and certainly too wily to be slain easily tunnels by tapping a meltwater river takes effect. The air in a sphere centered by any rival dragon. It’s rumored he’s under a glacier. (The spell temporarily on the dustmote whirls violently about taken to hiring certain adventurers, via prevented the exposed water from with a harsh hissing noise, then grows sendings, to retrieve the hoards of drag- freezing by its prohibition on the forma- very cold, coating all solid objects within ons he has slain, rather than leaving his tion of ice.) it with thick frost, forcing item saving domain to seize them himself. This seem- throws vs. cold. Living creatures within ingly prudent practice may offer a foe Frost Vortex the vortex suffer 6d6 hp damage and the chance to introduce harmful (per- () must make a Strength check and a haps explosive) magic into the treasure Level: 4 Constitution check. If one check fails, the taken to Arauthator — and certainly Range: 60 yds. creature is slowed to half movement treacherous adventurers could use their Components: V rate for 1d4 rounds; if both checks fail, mission to get closer to Old White Death Duration: Special the creature falls (if on foot) or crashes (if than most humans could ever hope to Casting Time: 8 (1 for Arauthator) flying) due to the spell’s icy coating, suf- do, before launching an attack. Area of Effect: 20’-radius sphere fering an additional 1d4 hp damage (no Saving Throw: ½ saving throw), forcing saving throws vs. This spell creates a tiny dustflake that fall on all fragile items. Once activated, a either races toward a target creature or frost vortex is gone within a round, leav- hangs motionless in a chosen spot, as ing no moisture, ice, nor rushing of air an indefinitely-waiting trap (depending behind. Ed Greenwood is the creator of the on the wording used during casting). Arauthator uses this spell both in FORGOTTEN REALMS campaign, as well as the The moving dustflake requires a suc- combat and as a trap, leaving its waiting author of several bestselling fantasy novels. cessful attack roll (using the dragon’s motes in tempting alcoves and blind Many fans may recognize him more readily unmodified base THAC0) to hit its passages in the walls of its lair. as Elminster the Sage. intended target, but either form of the

40 JUNE 1996

Wizardry for wyrms

by Robert S. Mullin illustrated by Bob Klasnich

The original “Dragon Dweomers” article items around. This section attempts fill that appeared in DRAGON® Magazine issue #218. void, at least in part. Like those in the earlier work, the spells pre- Note: The XP values for these magical sented here fall in the category of dragon items were included for the sake of complete- magic. In short, is the term ness. They are particularly useful in a Council given to spells and magical effects devised by of Wyrms campaign, however, as dragon char- dragons, for dragons; other creatures simply acters in that setting must accumulate experi- cannot use dragon magic or, at best, suffer ence points in order to advance in level. In strange and dangerous side effects when cast- other settings, the XP values can be ignored. ing such spells. Readers interested in a thor- ough examination of the subject should refer Amulet of Supremacy to The Draconomicon (FOR1). Only a handful of these potent devices are In addition to the new spells, an index of believed to exist, for the ability to create draconic spells compiled from DRAGON them is limited to the most powerful dragons, Magazine and other AD&D® game accessories both in age and magical ability. Any dragon has been included at the end of the article. is capable of using these devices, however. An amulet of supremacy is nothing short of Dragon magical items a masterpiece, for it is constructed of the The creation of dragon magical items is a purest metals, the finest jewels and gem- facet of dragon magic that is generally over- stones, and the artistry of a master crafts- looked and, to put it mildly, usually misunder- man. In fact, the jewelry value alone for such stood. We all know about the magical items a device approaches 100,000 gp. To dragons, that are intended to be used against dragons an amulet of supremacy is priceless. (e.g., swords of dragon slaying, potions of dragon When worn, an amulet of supremacy control, scrolls of protection against dragon causes a dragon’s breath weapon, spells, and breath weapons, etc.). We also know that cer- natural spell-like powers to operate at their tain dragon parts can be used to create magi- maximum potential (i.e., maximum damage, cal items (such as dragon hide for magical duration, area of effect, etc.). Saving throws armor and shields). But throughout the AD&D against these effects still apply, however. game, few magical items are assumed to have An amulet of supremacy is strictly a dra- been created by dragons, and fewer still that conic device; if worn by any other species, only dragons can use. The Draconomicon pro- death is immediate, usually taking the form vides a handful of such items, but considering of instantaneous immolation or disintegra- that dragons are prolific spell-users, it seems odd ion, with no saving throw allowed. that there aren’t more draconic magical XP Value: 10,000

42 JUNE 1996 Dragon Fangs Focus objects take many forms but regard by temporarily increasing the This device is a hinged mouthpiece to most often appear as a piece of jewelry quality and value of items in close prox- which are attached several metal fang that the dragon can wear, as the dragon imity to it (i.e., the dragon’s hoard). caps. By placing the device in its mouth must be in contact with the device in A hoardstone always takes the form of and sliding its fangs into the hollow order to use its powers. a flawless gemstone of any type, but it caps, the dragon can use the magic of A focus object allows the dragon to must have a value of at least 5,000 gp. It the dragon fangs. reduce the effective area of its breath functions in a manner quite similar to a Dragon fangs come in two varieties. weapon so that only a single target suf- jewel of flawlessness, but where the jewel The weaker variety bears a permanent fers damage from a direct attack. Thus, affects only gemstones, a hoardstone sharptooth dweomer, the other a perma- cloud- or cone-shaped breath weapons affects all items within its area of effect (a nent razorfangs enchantment. Both ver- become narrow shafts. Breath weapons 50’-radius sphere around the hoardstone), sions duplicate the effects of the spells that already take such a form (e.g., acid, including seemingly worthless items. they carry (see DRAGON Magazine #218 lightning, etc.) cannot be reduced by the All objects within the area increase in for details of both spells), but as long as device. Despite its altered dimensions, value by 25%. In the case of monetary the dragon wears them, the dragon fangs the breath weapon’s damage is not treasure, this is an immediate and obvi- continue to function; they are not diminished, and saving throws against it ous increase. For example, flaws in jew- restricted by casting time, duration, and are not modified for the reduced area. els and gemstones disappear or dimin- so forth. Obviously, focus objects have limited ish, precious metals become purer, works Dragon fangs are difficult to manufac- use among dragons, as such devices are of art become more intricate or vibrant, ture, as they can be used only by the restricted to dragons whose breath and so forth. Magical items, however, do dragon for whom they were created. weapons have a large area of effect. not grow in power, but the materials They adjust in size in order to fit the There are rumors, however, that similar from which they are made increase in dragon’s teeth as it grows older, but devices have been constructed for use quality and value. For example, a carved unless the dragon has an identical twin, by other creatures who possess breath and gem-studded staff becomes more clone, simulacrum, or the like, no other weapons, such as gorgons, certain valuable monetarily (i.e., the gems rise in dragon can use the set of dragon fangs. golems, etc. value, the wood is of greater quality, the XP Value: 500 (sharptooth variety) XP Value: 1,000 carvings more intricate, etc.), but it does XP Value: 1,000 (razorfangs variety) not gain additional charges nor do its Hoardstone effects become more powerful. Items Focus Object A dragon’s status among its peers is that have no monetary value (e.g., a nor- One of the more serious dilemmas a determined by several factors. The mal stone or piece of wood) do not sud- dragon must face when defending its dragon’s personal might is the most denly become so endowed. Instead, the lair from invaders is how to go about obvious one, but its species, age, experi- hoardstone’s influence causes the quality dispatching such opponents without ence, and intellect are important as well. and value of such objects to increase in destroying its hoard. Many dragons rely Perhaps the least considered element, comparison to similar items. For exam- on the hoardguard spell (see DRAGON however, is the value of a dragon’s ple, a worthless chunk of wood remains Magazine #218) to solve the problem, hoard. Often, the value of a dragon’s a worthless chunk of wood, but the but most don’t have access to that spell hoard is just as important to its status as hoardstone’s influence makes it more Therefore, such dragons must resort to any of the other factors. A hoardstone durable by tightening its grain, strength- other methods, like a focus object. facilitates a dragon’s status in this ening and hardening the wood, and so

# D RAGON 230 43 on. The piece of wood might be valuable When compared to the rest of its spell; it may never move more than 10 if sculpted thereafter, but until then, it body, a dragon’s wings are especially sus- yards away from the hoard without remains an ordinary piece of wood. ceptible to grievous, even crippling dam- negating the spell. (Note that a dragon’s Items that are separated from the age. The relatively thin flesh of a dragon’s hoard must be in a single location for the influence of the hoardstone retain their wings is easily ripped by the teeth and purposes of this spell, not secreted in a increased value for a period of time claws of another dragon. Such can number of separate lairs.) Once the spell equal to that they spent in the presence reduce its effectiveness in flight, force it to is cast, the hoard servant polishes jewels of the hoardstone. For example, a gem- land, or — worse yet — cause the dragon and gems, separates and stacks coins, stone that spent a year under the influ- to plummet uncontrollably to the earth. organizes chests and boxes, etc. It is ence of a hoardstone retains its value Because of this potential danger, stronger than a standard unseen ser- increase for one year after being sepa- more and more dragons are making use vant, able to carry 50 Ibs. or push or pull rated from that influence. Once that of wing armor, a pair of “sleeves” com- 100 Ibs. over smooth surfaces. It can also year has passed, the gemstone returns posed of an extremely fine, fibrous, withstand more damage than an unseen to its normal value. metallic fabric (elven chain mail has servant, possessing 15 hit points instead Although a hoardstone radiates nothing on this stuff) that is slipped over of the usual 6. A hoard servant is identical magic, the items it influences do not, the wings for added protection. Wing to an unseen servant with regards to its unless such items are normally magical, armor is virtually weightless and magi- limitations and means of destruction. of course. (If the dragon’s entire hoard cally adjusts to fit the dragon’s wings, This spell is particularly favored by radiated a dweomer, any visiting drag- but it does not hinder the dragon’s metallic and gem dragons, both of ons the hoardstone’s owner was movements or flying ability in any way. whom seem more interested in the attempting to impress would likely real- In fact, the “sleeves” are so formfitting appearance of their hoards than do ize that the hoard’s value was magically that straps and harnesses are unneces- other dragons. enhanced, which would, no doubt, sary to hold them in place. cause the dragon actually to lose status.) Wing armor does not provide any Scale Shift Furthermore, multiple hoardstones bonuses to the dragon’s AC, but it does (Alteration) placed in the same hoard do not cause render the dragon’s wings immune to Level: 1 the hoard’s value to increase any more puncturing and shredding by piercing Range: 0 than if only a single hoardstone were and slashing weapons, as well by claws Components: V present. and teeth. Note, however, that a wing Duration: 1 turn per level Hoardstones, or any facsimile thereof, can still be injured from the concussive Casting Time: 1 can be created only by dragons. The force of such attacks; wing armor simply Area of Effect: Special reason for this has something to do with prevents the actual piercing or tearing of Saving Throw: None the unique relationship between a a dragon’s wings. With this spell, a dragon can change dragon and its hoard. Dragons, more The origin of wing armor is uncertain, the color of its scales to that of another than any other species, are driven by an but dragons have the credit for devising type of dragon. Note, however, that the irresistible need to accumulate treasure, it, as they are one of the few winged color change must be within the drag- an inherited urge they cannot escape. creatures who possess the necessary on’s related group (i.e., chromatic drag- Thus, only they truly understand the magical abilities. ons can change their color only to that of “spirit” of valuable objects, an under- XP Value: 1,000 other chromatic dragons). Thus, a red standing that is necessary to manufac- dragon can change the color of its scales ture a hoardstone. Other creatures may Dragon Spells to green, blue, and so forth, but not to utilize a captured hoardstone, however. gold, silver, emerald, sapphire, etc. (Dwarves, in particular, love them.) Hoard Servant This spell changes only the dragon’s XP Value: 5,000 (Conjuration/Summoning) color, not its physical form. Therefore, if Level: 1 a white dragon changes the color of its Wing Armor Range: 10 yds. scales to black, it retains the form of a When dragons fight, they usually Components: V white dragon. The color change is usu- fight for keeps. Against weaker foes, Duration: 1 hour per level ally enough to fool most observers, they are merciless, rarely allowing their Casting Time: 1 however, for there are few beings who enemies to escape. When faced with Area of Effect: Special can recognize a dragon by its anatomy.. superior opposition, however, they are Saving Throw: None Notable exceptions to this rule are other not quite so fearless, but if pushed into a This spell is the draconic version of dragons and those with the dragon lore corner, they pull out all the stops in the standard unseen servant spell. Since proficiency (described on page 20, in order to ensure their continued exis- the needs of a dragon are far greater this issue’s “Dragonslayers” article). tence. These things are particularly true than those of lesser races (according to While the spell lasts, the dragon may when dragons fight one another, for dragons), a common unseen servant just change colors as it desires, but doing so when two dragons engage in battle, the doesn’t possess the physical strength to in view of others may ruin the deception, wounds they inflict upon each other can fulfill its required tasks. and returning to the dragon’s actual be terrible. (After all, who recognizes a Unlike an unseen servant, a hoard ser- color ends the spell immediately. A suc- dragon’s weaknesses more quickly than vant’s sole purpose is to tend the hoard cessful dispel magic ends the spell prema- another dragon?) And what is a of the casting dragon. In fact, the spell is turely as well. dragon’s greatest physical weakness? cast on the hoard itself, binding the Since the majority of dragons empha- The answer is simple: its wings. hoard servant to it for the duration of the size the superiority of their own particu-

44 JUNE 1996 lar subspecies, this spell is not as popu- magic spells (or that were created with It is rumored that the spell-using races lar among dragonkind as one might dragon magic), weapons of dragon among giantkind have developed a spell think. Often, the spell is used by dragons slaying, potions of dragon control, even an similar to dragonbane. If this is the case, who must rely on guile to assure their Orb of Dragonkind, are noted by the other races may have done so as well. continued survival. Weak or crippled dragon. Likewise, dragonbane detects The spell-using undead seem likely can- dragons are the usual practitioners, as active spells (including dragon magic didates to have done the same, as many deception is a matter of survival and, spells) that produce such effects. spells and magical devices have been therefore, a necessity. Older dragons of The dragon does not learn the exact created to use against undead creatures. this sort often use the spell in conjunc- properties or power of any enchantment tion with the alter breath weapon spell to so noted. For example, a simple sword Scalespray make the ruse even more convincing. +1, +2 vs. dragons appears no more or (Alteration) less dangerous to the dragon than an Level: 3 Dragonbane intelligent sword +5, dragon slayer with Range: 0 () the special purpose power enabling it to Components: V Level: 2 slay dragons with a single stroke. The Duration: Instantaneous Range: 10 yds. per level only thing the caster knows is that both Casting Time: 3 Components: V weapons are more powerful against Area of Effect: 50-yard radius Duration: 1 turn +1 round per level dragons than against other creatures. Saving Throw: ½ Casting Time: 2 In any case, this spell is not a replace- Sleeping on a cold stone floor or Area of Effect: 10-yd. wide path ment for detect magic or identify. Its pri- rolling around on a pile of treasure is Saving Throw: None mary function, and the reason for which rough on the hide. The frequent pokes This highly specialized spell com- it was created, is to use during battle, as and prods from weapons, stalagmites, bines detect magic and identify spells in it allows the dragon to determine and the remains of yesterday’s armored such a way that the dragon caster can whether its foes are using magical items lunch often cause a dragon’s layered determine whether any object within and spells that are especially dangerous scales to become loose and fall off in the spell’s area of effect carries a to dragonkind. This way, the dragon places. And that says nothing for the dweomer specifically related to dragons knows whom to concentrate its attacks coins, gems, and the occasional halfling and dragon magic. Thus, any magical against or whom to avoid if things get thief mashed up in there! Scalespray item capable of discharging dragon sticky. takes advantage of this condition by

# DRAGON 230 45 hurling the loosened scales, gems, coins, protected by the clutch ward and is left of “touch” versions of this spell that bones, and so forth, away from the behind if the spell is later activated. allow the dragon caster to alter the dragon’s body as missile weapons. It is uncertain whether nondragon breath weapons of non-draconic crea- When the spell is cast, all creatures in versions of this spell exist, but it seems tures (like gorgons), as well as those of the area of effect are showered with likely that other egg-laying, spell-casting other dragons. these projectiles, suffering 1d6 hp dam- races would have such a variant. age per age category of the dragon. A Death Matrix saving throw vs. breath weapon reduces Alter Breath Weapon (Evocation, ) the damage by half. (Alteration) Level: 8 This spell does not see as much use Level: 6 Range: 0 as might be expected, since many drag- Range: 0 Components: V ons like the idea of having bits of trea- Components: V Duration: Permanent sure stuck to their hides — it makes them Duration: 1 round/level Casting Time: 1 turn look more impressive. Thus, the spell’s Casting Time: 1 round Area Of Effect: Special usefulness is often outweighed by the Area of Effect: Special Saving Throw: ½ dragon’s own vanity. Saving Throw: None All dragons know that, eventually, With this spell, a dragon causes its they will die. Many dragons, however, Clutch Ward breath weapon to take on the appear- believe that death will come in battle. (Alteration) ance and properties of the breath of Because of this, death matrix was devel- Level: 4 another type of dragon. For dragons oped to serve as the ultimate contin- Range: Touch who possess multiple breath weapon gency against would-be dragon slayers. Components: V forms, only one is changed by the spell. When this spell is cast, an extremely Duration: Special In any case, the spell causes an actual powerful and complex pattern of magi- Casting Time: Special change, not an illusion. Furthermore, the cal energy is woven into the dragon’s Area of Effect: Special amount of damage caused by the lifeforce, and it cannot be negated (or Saving Throw: None altered breath weapon is the same as even detected) by any means short of a This simple yet highly useful spell uti- that of the dragon’s true breath weapon; full wish. Thereafter, the magic lies dor- lizes teleportation magic to protect the only the type, not the power, of breath mant until activated, but it grows in unhatched eggs of the dragon. During weapon is changed. strength as the dragon ages, due to its casting, the dragon handles each egg in For example, a red dragon can use connection with the dragon’s lifeforce. the clutch, the entire process requiring 1 this spell to change its fiery breath Upon the dragon’s demise, the death round of casting time per egg. weapon into a cloud of chlorine gas (as matrix is triggered, causing the dragon’s Thereafter, the spell lies dormant until used by green dragons), but with a dam- corpse to blow apart in an enormous activated. age potential equal to its usual flame explosion that showers a 50-yard radius Upon completion of the spell, no breath weapon. By using this spell, the sphere with gem-encrusted scales, mus- creature other than the casting dragon dragon is able to harm creatures that cle and sinew, bones, claws, fangs, may so much as touch a single egg with- are normally immune or resistant to its innards, and blood — and the raw, unre- in the clutch without triggering its magic. fiery breath (e.g., another red dragon). strained might of the dragon’s breath When the spell is activated, all of the Of course, a creature immune to chlo- weapon. All creatures within the radius eggs immediately teleport without error rine gas or to dragon breath weapons in must immediately save vs. breath (as the spell) to another location known general is still unharmed by the attack. weapon. If the save is successful, the to the dragon, which is determined dur- Alter breath weapon can be ended pre- damage caused by the explosion is ing the spell’s casting. If each egg is sub- maturely with a successful dispel magic reduced by half. Otherwise, the explo- jected to a separate casting of the spell, or similar effect, or by silent will of the sion inflicts an amount of damage equal however, an individual egg can have its dragon. However, the spell does not per- to the breath weapon of the dragon. own destination point (though this is mit the dragon to shift through multiple Worse still, any damage die result of a 1 rarely done). types of breath weapons; once a partic- or 2 is regarded as a 3; thus, the trig- In addition, the casting dragon is ular type of breath weapon is chosen, it gered death matrix of a great red wyrm immediately aware that the spell has cannot be changed, save to revert back inflicts an astounding 84-252 hp dam- been triggered, regardless of distance to the dragon’s true breath weapon, age (24d10+12, counting all rolls of 1 or between the dragon and the eggs ending the spell. Likewise, multiple alter 2 as 3). (including planar boundaries). If the breath weapon spells cannot be in effect Note, however, that since the explo- dragon was asleep at the time, it is at the same time. If a second alter breath sion includes the hurled body parts of instantly awakened and alert. weapon is attempted before the first the dragon and basic concussive force in The duration of the spell is indefinite, expires, both spells are immediately addition to the dragon’s breath weapon, lying dormant until activated. Once acti- negated. immunity to that breath weapon does vated, the spell must be cast anew if the Except that this spell is purely dra- not necessarily provide immunity to eggs are to remain protected. Otherwise, conic, its origins are unknown, even damage. Roughly 1/3 of the total damage nothing short of a limited wish can among dragons. It does see widespread is caused by the breath weapon energy, negate the spell. If an egg hatches prior use, however, suggesting that it is quite so immunities to that breath weapon to the spell’s activation, the newborn old, perhaps even one of the first dra- apply only to to 2/3 of the damage. dragon does not trigger the magic, conic enchantments of its level. In addi- Finally, objects exposed to the blast though the hatchling itself is no longer tion, there have been scattered reports must save vs. disintegration or be

46 JUNE 1996 destroyed. Any creatures or objects Spell Name (Level) Location Cold curtain (8) FOR1 killed or destroyed by the explosion are Calm (1) FOR1 Death matrix (8) DM 230 completely obliterated. Hoard servant (1) DM 230 As noted, only a full wish can remove Pretty — oops! (1) DM 146 DLA2 Dragon Knight module a death matrix. Beyond that, there is only Scale shift (1) DM 230 DM (#) DRAGON Magazine (issue) one method to avoid triggering a death Shadow scry (1) DM 218 FOR1 The Draconomicon matrix, and that is the instantaneous Sharptooth (1) DM 218 annihilation of the dragon. If even so Aerial acceleration (2) DM 218 * Readers will note distinct similarities much as a scale remains of the dragon, Aura of terror (2) DM 218 between both spells that bear this mark, the death matrix is triggered upon its Dragonbane (2) DM 230 though any such likenesses are purely death. (The damage inflicted is consid- Hand (2) FOR1 coincidental. Further, the description of erably lessened if only a fraction of the Slither — hiss! (2) DM 146 blast jewel clearly states that there surely dragon’s body remains. DMs must use Blast jewel* (3) DM 218 are variations of the spell, so one of the their own judgment in modifying the Dragon fall (3) DLA2 spells can be regarded simply as a dif- damage in such cases). Therefore, a Find humanoid familiar (3) FOR1 ferent version of the other. In any case, spell like disintegrate or a magical item Pretty — boom!* (3) DM 146 both spells were included for the sake of such as a sphere of annihilation is neces- Pseudodragon (3) DM 218 completeness. sary to obliterate the dragon instantly Scalespray (3) DM 230 and completely. Without the dragon’s Venomdust (3) FOR1 ** This spell was mistakenly listed as corpse (or a fraction thereof), the death Clutch ward (4) DM 230 a fifth-level spell in the original “Dragon matrix cannot cause an explosion and Firetrail (4) FOR1 Dweomers” article. It should have been simply dissipates in a wave of magical Focus fear (4) DM 218 listed as a sixth-level spell. energy noticeable by creatures in the Hoardguard (4) DM 218 radius as a tingling sensation. It is other- Wingbind (4) FOR1 wise harmless and cannot be absorbed Breathblock (5) FOR1 or harnessed in any way. Razorfangs (5) DM 218 When Robert wrote the original “Dragon Obviously, the level of this spell puts Alter breath weapon (6) DM 230 Dweomers” article for DRAGON Magazine it out of reach for use by most dragons, Shadow dragon** (6) DM 218 #218, he knew there was more to tell. While regardless of age or species. Therefore, Contact (7) FOR1 he has no current plans for a third install- some dragons must rely on scrolls bear- Death door (7) FOR1 ment, reader response could prompt one. ing the spell in order to set up a death matrix. Fortunately for the dragons, they rarely need a second application of the spell, for the use of a wish to remove it is even more unlikely than slaying the dragon in the first place. Nevertheless, as their numbers diminish, more and more dragons are using this spell as a deterrent. Dragon magic spell compilation As noted above, several draconic spells have appeared in previous issues of DRAGON Magazine, as well as in various AD&D® accessories. The following listing is a compilation of those spells, cross- indexed with the references in which they can be found, arranged according to spell level. This listing is almost cer- tainly incomplete, so readers may have to do some research if they wish to expand on what is presented here. Readers must remember, however, that these are dragon magic spells, not stan- dard wizard spells, so they may be employed only by draconic spellcasters. But on the other hand, one must be cer- tain not confuse a standard wizard spell with a dragon magic spell. Just because a spell may involve dragons does not necessarily make it a dragon magic spell.

# DRAGON 230 47

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50 JUNE 1996 Hillcrest Terrace, Evansville, In tered. Andon Unlimited, P.O. City. Events: role-playing, LIVING CITY™ and LIVING JUNGLE™ 47712. Box 1740, Renton, WA card, board, and miniatures tournaments, Virtual Seattle, 98057-1740, or e-mail: games. Other activities: deal- and guest speakers. E-mail: Michicon ’96 [email protected]. ers and a miniatures painting [email protected]. June 28-30 MI contest. Registration: $20 Van Dyke Park Hotel and Camefest preregistered, $25 on site. August Conventions Conference Center, Warren. July 6 IL Skirmishes, 812 N.E. 100 Events: role-playing, card, Holy Innocents Church, Terrace, Kansas City, MO Gamefest XVII board, and miniatures games. . Events: role-playing, 64155. August 6-10 CA Other activities: dealers and card, board, and miniatures Old Towne, San Diego. an auction. Registration: $18 games. Other activities: tour- VII-Khan Events: role-playing, card, preregistered, $20 on site. naments. Registration: $5. July 12-14 CO board, and miniatures Metro Detroit Gamers, P.O. John Kavain, 857 North Holiday Inn North, games. Registration: $20 pre- Box 656, Wyandotte, Ml Hermitage, Chicago, IL 60622 Colorado Springs. Guests: Wil registered, $30 on site. 48192 or e-mail: dolphin2@ McCarthy. Events: role-play- Gamefest, 3954 Harney St., oeonline.com. Dexcon 5 ing, card, board, and minia- San Diego, CA 92110. July 10-14 NJ tures games. Other activities: PolyCon XIV Atrium Park, Somerset. an art show, dealers, panels, Migscon XVII June 28-30 CA Guests: Scott Douglas, Robert and a miniatures painting August 23-25 California Polytechnic, San Wiese, Dori Hein, and Bill contest. Registration: $15 The Royal Connaught Luis Obispo. Events: role-play- Olmesdahl. Events: role-play- preregistered. VII-Khan, 1025 Howard Johnson Plaza Hotel, ing, card, board, and minia- ing, card, board, and minia- Garner St. 10B, Colorado Hamilton, Ontario. Events: tures games. Other activities: tures games. Other activities: Springs, CO 80905, http:// miniature gaming, dealers, tournaments Registration: tournaments. Registration: www.uccs.edu/~dafauson. and a miniatures painting $25 on-site. PolyCon Com- varies. Vinny Salzillo, Double contest. Registration: varies. mittee, University Union Box Exposure, Inc., P.O. Box Dark Con Ill MIGS, P.O. Box 37013, Barton 168, Cal Poly State University, 3594, Grand Central Station, July 19-21 OK Postal Outlet, Hamilton, ON San Luis Obispo, CA 93407, New York, NY 10163. Central Plaza Hotel, L8L 8E9, Canada. or e-mail: polycon@polycon. Oklahoma City. Events: role- punk.net. Hexacon playing, card, board, and Bubonicon 28 July 12-14 AZ miniatures games. Other August 23-25 NM July Conventions Arizona State University activities: tournaments, com- Howard Johnson East, Memorial Union, Tempe. puter gaming, and RPGA Albuquerque. Guests: Dennis Origins Events: role-playing, card, Network events. Darkmore McKiernan, Gordan Garb, and July 4-7 OH board, and miniatures games. Inc., 624 SW 24th, Moore, OK Lisa Scott. Events: role-play- Greater Columbus Conven- Other activities: dealers, tour- 73160. ing, card, board, and minia- tion Center, Columbus. Special naments, an auction, a minia- tures games. Other activities: guests: , Doug tures painting contest, and a Quincon Xl dealers, panels, an art show, Niles, , and Kate computer room. Registration: July 19-21 IL a costume contest, movies, Novak. Events: role-playing, $15 preregistered, $20 on site. The Signature Room in the and more. Registration: $25 card, board, and miniatures Hexacon 6, P.O. Box 62613, Franklin Square, Quincy. on site. NMSF Conference, games. Other activities: tour- Phoenix, AZ 85082-2613. Events: role-playing, card, P.O. Box 37257, Albuquerque, naments, the Magic: the board, miniatures games, NM 87178. Gathering national champi- Skirmishes ’96 RPGA events, demos, and an onship, and an auction. July 12-14 MO auction. Registration: $15/ Dragonflight Registration: $34.95 preregis- Holiday Inn South, Kansas weekend, $5/day. Quincon August 23-25 WA Xl, P.O. Box 3892, Quincy, IL Bellarmine Hall on the 62305-3892. Seattle University Campus, ® Game Fair Seattle. Events: role-playing, Action 2 card, board, and miniatures August 8-11 WI July 20 IA games. Other activities: semi- The Wisconsin Center (MECCA), Milwaukee. Experience Plaza Lanes, Des Moines. nars, an auction, and dealers. the biggest and best game fair in the Western Hemisphere. Events: role-playing, card, Registration: varies. Dragon- board, and miniatures flight, P.O. Box 417, Seattle, GEN CON offers over 1200 gaming events, more than 200 games. Other activities: RPGA WA 98111-0417. exhibitors, celebrity guests including Garret Wang, Stephen R. Donaldson, Walter Koenig, the cast of Mystery Science tournaments. Registration: Theatre 3000, and more! Other activities include an art show, $4. Tammy Jones, 1304 Boyd LA Con Ill games auction, a vast dealers hall, Starbase 1, anime, work- St., Des Moines, IA 50316. August 29-Sept. 3 CA Anaheim Convention cen- shopsm and seminars. Registration: $45/4 day pass preregis- Conline XXII tered, $50 on site, daily rates available. Contact: Sandy ter, Anaheim. Guests: James July 27-28 GEnie White, Roger Corman, and Kinney, GEN CON Game Fair, TSR Inc., 201 Sheridan Springs TSR online roundtable, Road, Lake Geneva, WI 53147. GEnie. RPGA tournaments, Continued on page 58

# DRAGON 230 51

The virtues of Fannon’s tome are instance, is straightforward and shtick- threefold: it’s comprehensive, it’s acces- free. Those who glance into the book sible, and it’s entertaining. The first of looking for some specific bit of informa- these is in some respects the most sig- tion are likely to find themselves still nificant. Like prior encyclopedists reading 20 minutes and 15 pages later. and Rick Swan (whose If there’s a substantial nit to be works he cheerfully acknowledges), picked, it’s in Fannon’s treatment of Fannon devotes considerable attention gaming history. On the plus side, © 1996 John C. Bunnell to a survey of available game products. Fannon’s survey is knowledgeable and But The Fantasy Role-Playing Gamer’s balanced, demonstrating that the roots Bible is much more than a compilation of role-playing’s go back considerably of reviews. Before he discusses or rec- farther than ’s living room. ommends specific products, Fannon But once he reaches the D&D® era, his spends almost two-thirds of the book focus narrows too much; he concen- discussing the concept of role-playing in trates on game companies and design general, the ins and outs of creating and trends while giving only sparse atten- running a gaming campaign, and the tion to evolution on the players’ side of history of the gaming industry. Thus the the cash register. Even within his chosen book is as much a how-to manual as a niche, there’s room to quibble over guide to game systems. It’s a unique emphasis. Arguably, for instance, the combination, and a valuable one. network of talent fostered by Flying As a result, Fannon is writing more Buffalo, Inc. gets less mention than it for novice gamers and those unfamiliar should, and Mark Rein Hagen’s and with the hobby than for veteran players. ’s Ars Magica* is passed While the book is by no means free of over too quickly. Additionally, gamers jargon, Fannon deliberately targets his interested in the industry’s corporate explanations at people who don’t neces- and legal wrangles won’t be enlight- sarily know a d20 from a hood orna- ened here; Fannon doesn’t even men- ment and those who’ve never darkened tion the famous government raid on the doors of a gaming convention. An Steve Jackson Games. extensive glossary supplements the Still, Fannon correctly notes that a full main text, and the book is also liberally history of the gaming industry is beyond peppered with mini-essays on a variety the scope of his Bible, and the material of specific subjects. Although he’s not included is more than adequate as an shy about offering opinions, Fannon introductory sketch. The bottom line is The Fantasy Role-Playing doesn’t present himself as an Ultimate that The Fantasy Role-Playing Gamer’s Gamer’s Bible Authority. Instead, he readily gives credit Bible, for practical purposes, lives up to Sean Patrick Fannon for ideas and examples where credit is its title. Sean Patrick Fannon’s guide- Prima $19.95 due, both in the text and in an extensive book gives readers new to gaming a “The very word is intimidating,” says list of acknowledgements. solid introduction to the hobby, and Sean Patrick Fannon as he discusses the If all this makes the Bible sound like a even experienced gamers will find use- nature of bibles in this books introduc- dull, scholarly volume, think again. On ful advice, entertaining anecdotes, and tion. But that hasn’t stopped him from the contrary, Fannon’s writing style is intelligent reviews within its pages. writing a wide-ranging and thoroughly deliberately amusing and self-referential, There’s room left on the reference shelf cogent volume that provides more infor- with a good deal of the humor at his own for more detailed books on specific mation and advice on gaming than any expense. At the same time, he doesn’t let aspects of gaming, but as a general sur- other single reference book published the comedy get in the way of the con- vey of the field, this volume can’t be on the subject to date. tent; the gaming-history material, for matched.

# DRAGON 230 53 aliens. It’s an utterly fascinating process, made oddly intense by the fact that for much of the book, Ofelia is the only human character onstage, among a species that doesn’t communicate well in human language. Thus we watch as both Ofelia and the People learn about each other by example, conveying by action and behavior what they’re not able to explain in words. In many hands, such a narrative could have been impressively dull. Moon, however, manages to keep the story interesting within its self-imposed limits. There’s a predictable quality to the final part of the novel, once a tradi- tional survey team arrives to look the aliens over, but it doesn’t come at the expense of the characters Moon has already developed. The tale’s moral is made clear at once: the younger, more intellectual scientists initially dismiss Remnant Population Ofelia and her experiences as valueless, Smith’s lead character. “Kevin Bradley,” Elizabeth Moon but they rapidly discover that the People whose real name is Badad, appears to Baen $22.00 think otherwise. Moon delivers the have the role at first. Seemingly an In certain respects, Remnant “respect your elders” and “don’t judge by urbane private investigator specializing Population is about as subtle as a herd appearance” messages with all the tact in supernatural cases, he’s actually an of stampeding elephants. But although of a teacher rapping her students’ agent of a larger occult entity from Elizabeth Moon’s first hardcover novel knuckles with a ruler — yet she stops another plane, in residence on Earth to wears its social agenda on its sleeve, it’s short of actually preaching. check an extraplanar rival’s efforts to also an intriguing first-contact yarn with Remnant Population is a sharply exe- enslave humanity. As the novel opens, dimensions that aren’t at all obvious at cuted first-contact novel, the interaction Badad is accepting a case involving a first glance. The conventional logic of between Ofelia and the People may inter- young man whose disappearance is first contact says that it’s a job best left est gamers for another reason. What connected to that rivalry. to experts. The protagonists of A. C. Moon presents, often in intricate detail, is Before long, the focus has shifted to Crispin’s StarBridge books, for instance, also in many ways a classic role-playing Badad’s half-human son, Evan, and the may be young, but they’re trained situation; the difference between Ofelia’s mystery plot has stalled while we detour extensively in various scientific and approach and that of the so-called into a long explanation of Evan’s pecu- diplomatic disciplines before being sent “experts” parallels the difference between liar and often painful history. We’re bet- into the field. a rich character-driven RPG campaign ter than halfway into the book before Elizabeth Moon, however, suggests and a lively but un-challenging hack-and- events start moving properly again — otherwise. As her story opens, an inter- slash session. That makes Moon’s novel a and by that time, they’re not the same stellar corporation is evacuating one of valuable study guide for those interested events. The original kidnapping case its colony worlds because they’re losing in sharpening their role-playing skills, as has been disposed of, and Evan himself too much money trying to maintain the well as a sophisticated SF tale for more is a target. But just as that plot line starts settlement there. Elderly Ofelia general readers. gaining momentum, a minor earlier Falfurrias, however, would just as soon mystery suddenly resurrects itself, only stay behind, and when the rest of the Eye of the Daemon to give way to a complicated series of colonists (including her son and his wife) Camille Bacon-Smith hostage-takings. Eventually, it turns out depart, she hides and is left all alone in DAW $5.50 that virtually the entire plot has been a the remains of the colony’s small village. From the packaging, you’d expect series of diversions and distractions — But what seems at first to be peaceful Camille Bacon-Smith’s first professionally and that not even Badad’s and rival solitude quickly becomes complicated published novel to be a chilling occult Omage’s masters control all of the and unsettling. First, Ofelia overhears thriller. In fact, Eye of the Daemon is forces in play. the destruction of a new set of would-be turned in a different direction; Bacon- While Bacon-Smith’s character devel- colonists on the village’s abandoned Smith instead attempts to present a opment is more coherent than this mad communications gear, and then the strongly character-driven tale of choices caucus race of a plot, it’s not enough to natives responsible for the deaths turn and sacrifices on a cosmic scale. save the novel all by itself. Badad and up on her own doorstep. Unfortunately, the characters driving her his “cousin,” Lirion, don’t get enough This is where the meat of the novel story appear to be stuck in a traffic circle onstage time to be well-drawn, and begins, as Ofelia —who is neither highly during rush hour. much too little of that shows the extra- educated nor physically imposing — Part of the difficulty is that it takes planar duo interacting with ordinary gradually comes to terms with the awhile to establish just who is Bacon- humanity. And while Evan gets more

54 JUNE 1996 narrative attention, most of his time is ously published: Susan J. Kroupa’s “The spent either in personal reflection or in Healer” and “The Year of Storms” from dealing with supernatural folk of one Judith Berman. Kroupa’s tale well sort or another. There are almost no deserves the Writers of the Future award human characters in the book who it received; it’s a compelling near-future aren’t pawns of one occult faction or account of two individuals whose pow- another, and all the exceptions save one ers are both alike and different, and are either walk-on players or cannon Kroupa captures the Southwestern fodder. atmosphere convincingly. Berman’s is a The result is that the reader has very long, odd story that crosses Northwest little context in which to place Bacon- Coast tribal motifs with a plot reminis- Smith’s characters, Though the setting is cent of the grimmer Grimm’s folktales. nominally present-day Earth, little that “The Year of Storms” is skillfully told, and happens in the novel has anything to do Berman has strong academic credentials with Earth’s mortal inhabitants. And that in Northwest Coast studies, but culturally makes it very hard to be comfortable it comes across as a crossbreed rather with any of the books cast, heroes and than a purely Indian tale. villains alike. The books original entries range Eye of the Daemon’s sole redeeming across the American West and feature is its intriguing cosmology. Southwest for source material. K.D. According to Bacon-Smith, though Wentworth’s “The Turquoise Horse” pre- Badad and Lirion maintain an indepen- sents a straightforward yet vivid mythic dent existence, they’re also components story drawn from Southwestern tradi- of a collective entity known as Ariton. tions, although a present-day element Likewise, their rival Omage is part of the frames the tale. David Niall Wilson, writ- host of Azmod, and there are other ing in a darker vein, dips into history hosts and other minion-daemons active with a story woven around part of the on the non-Earthly plane. Daemons in famous Little Bighorn military disaster. this cosmos are inherently neither good The specific setting of Dianne de Avalle- nor evil; their allegiances tend to shift Arce’s “Range Wars” is less clear (one Ladylord along with those of their hosts. And clue suggests rural California), but the Sasha Miller there are other powers as well, though story is a sly, sharply realized account of Tor $24.95 these are little-known and even less well modern reservation politics countered It isn’t exactly Oriental fantasy, as the understood. by an inspired bit of supernatural trick- realm of Monserria does not precisely If Bacon-Smith had been writing a ery. Avalle-Arce’s tone is down-to-earth duplicate either medieval Japan or gaming supplement, this fascinating yet playful, neatly echoing that of many imperial China. But Sasha Miller’s milieu might be enough to warrant a rec- authentic legends; hers is possibly the Ladylord has the tone and culture of the ommendation. But as part of a novel, it books most successful contribution. mysterious East in its bones, and those isn’t sufficient to counterbalance the The remaining two stories are harder who’ve been waiting too long for a new unsuccessful plotting and self-referential to like. Vol Ranger’s “Blood Brotherhood” novel from Barry Hughart should be characterization. Despite the authors best is the one non-American tale in the more than satisfied with Miller’s tale of efforts, Eye of the Daemon just doesn’t live book, focusing instead on the nomads of high adventure mixed with a host of up to the promise of its riveting cover art. the Mongolian steppes, and though its sensual and political intrigues. crisply told, its unrelievedly stark mood is There are five provinces in Monserria, Vision a bit overpowering. And Charlee Jacobs with five lords to rule them in a strict Dawn Albright and “A Quantum Shaman for Her Time” is hierarchy of rank and tradition. But the Sandra J. Hutchinson, eds. out-and-out weird. The science-fictional dying Third Lord Qai has a problem: he Angelus Press $9.95 premise is clever enough, but Jacob’s has no male heir to succeed him. He Indian legends were an interest of handling of the idea seems uneven and does, however, have a talented daughter mine long before it became politically a trifle forced. — but in order to pass the reins of power correct to say “Native Americans.” When For the most part, though, Vision to her, he must declare Javerri his “son,” word came of an SF/fantasy anthology Quests is an intelligent and well-chosen as women cannot normally inherit titles. devoted to Indian lore, the combination compilation of shamanic tales. It’s also a Even with her father’s blessing, however, was too intriguing not to investigate. For solid debut volume from new small pub- Javerri finds law, custom, and a host of the most part, Vision Quests proves to lisher Angelus Press, and it bodes well eager rivals arrayed against her as she be worth the seeking. Though it’s a slim for the quality of future titles. Gamers attempts to claim her legacy. volume, containing just seven stories whose campaigns make use of tribal For all that Monserria is an invented and a short poem, editors Dawn cultures and shamanic magic should milieu, Miller capably invests it with the Albright and Sandra J. Hutchinson have find the volume well worth acquiring. combination of ornate grace and infi- assembled a challenging and diverse (Those who can’t persuade their local nitely complex bureaucracy characteris- group of tales focusing on the powers booksellers to order the book may con- tic of the Orient. There are shadow-eyed and perils of native shamans. tact Angelus Press at 7 St. Luke’s Road, courtesans, wily military tacticians, ambi- Two of the stories have been previ- Allston, MA 02134.) tious barons, and inscrutable sorcerers,

56 JUNE 1996 all seeking to secure their places in threatening crises from this team may be Monserrian society in the wake of disappointed by the relatively mundane Javerri’s disruption of the old order. At menace of this book. Cons the same time, Miller offers a briskly Also from the Mercedes Lackey brain Continued from page 51 paced tale of high adventure, as Javerri’s trust comes Lammas Night (Baen, $5.99), quest takes her beyond Monserria’s bor- an anthology edited by Josepha Connie Willis. Events: role- playing, card, ders in search of a dragon’s egg. Here Sherman whose stories are all spun off board, and miniatures games. Other the novel departs from Oriental tradition, from one of Lackey’s many song lyrics activities: exhibits and a charity raffle. LA as Miller’s dragons are smaller and more with a lady-or-the-tiger ending. Most of Con III, 4557 Rueda Drive, San Diego, CA reptilian than most, though no less fierce the tales are competently told, and a 92124. and dangerous. Treachery and violence few (notably from Sherman herself, grow more direct in the dragons’ desert Susan Shwartz, Diana Paxson, and Gateway 16 territory, though there are allies to be Elisabeth Waters) are more than that. August 30-Sept. 2 CA found there as well. One strong distinc- But too many simply reprise the ballad’s LA Airport Wyndham Hotel, Los tion between Ladylord and most other plot by rote, giving the collection a . Events: role-playing card, board, recent Oriental fantasy tales is its treat- repetitive quality. and miniatures games. Other activities: ment of spiritual matters. Unlike Barry A generally friendlier anthology is dealers, seminars, and an auction. Hughart, for example, Miller doesn’t Distant Planes (HarperPrism, $12.00), the Registration: $25 preregistered, $30 on extend her narrative to include godly vis- second collection of short stories from site. Strategicon, 333 N. San Fernando itations or travels to heavenly lands. the realms of Magic: the Gathering*. As Blvd., Burbank, CA 91502. That gives Miller’s story a different, more with the novels, this volume generally intimate sense of scale — not a weakness improves on its predecessor; especially Mage Con South XI by any means, but a quality that sets the noteworthy are the comic tales from August 31 -Sept. 2 IA book apart. The book is also quite Jane M. Lindskold and Sonia Orin Lyris. Sioux City Hilton, Sioux City. Events: mature in certain respects; though their (Now I need to find a Granite role-playing, card, board, and miniatures language is mostly oblique, Miller’s char- card in order to read the flavor text...) games. Other activities: tournaments acters are remarkably frank on matters While ’s fans wait for the and an art show. Registration: varies. of sex. next Honor Harrington novel, they’ll do M.A.G.E., P.O. 114, Sioux City, IA 51250. With its diverse catalogue of virtues, well to pick up Heirs of Empire (Baen, a generalization about Ladylord might $5.99). Though nominally third in a sepa- * indicates a product produced by a company seem difficult to reach — but in fact, rate sequence, the book stands alone other than TSR, Inc. that’s not the case. What Sasha Miller quite well as a two-pronged tale, half a delivers throughout the novel is highly spy thriller and half a lively martial Future skilled and meticulous craftsmanship. adventure wherein a group of stranded Conventions Just as Oriental art is often exemplified interstellar warriors must conquer an by fine detail work, Miller’s story con- entire continent in order to call for rescue. ATSea ’97 *Cruise sists of many small elements carefully On the flip side, The Cup of Morning April 5-12 arranged into an elegant whole. Shadows (DAW, $5.99) shouldn’t be tack- ATSea sails from New Orleans on led by readers unfamiliar with Rosemary the Commodore Cruise Line and stops Recurring Roles Edghill’s previous book in her “Twelve in Playa del Carmen, Cozumel, Grand The Silver Gryphon (DAW, $21.95) con- Treasures” cycle — and even those read- Cayman, and Montego Bay. Events: tinues a trend in Mercedes Lackey’s and ers should be warned that this second role-playing, card, board, and minia- Larry Dixon’s “Mage Wars” series; it’s a book in the sequence ends with all man- tures games. Other activities: tourna- smaller, more compact story than either ner of plot threads hanging in mid-air. ments, guest speakers, seminars, a cos- of its predecessors. Second-generation Edghill’s blend of and stark, tume party, an auction, and more. protagonists Silverblade and Tadrith are often bleak characterization is still com- Package prices vary. A deposit of $250 on their way to a remote sentry outpost pelling, but this is clearly a segment of a is due by 11/1/96. There is a 20% dis- when a magical disruption causes them larger tapestry, and its true scope isn’t count off the deposit amount if it is literally to fall out of the sky, stranding yet firmly established. received before 7/1/96. Contact them in a dangerous and unexplored jun- G.O.A.T. (Gamers of Austin ), P.O. gle. Lackey and Dixon tell the tale Box 3116, Austin, TX 78764. smoothly and well, but those used to world- John C. Bunnell lives in an apartment Having a convention? Always enclose a self- where the books outnumber the dust- Send your information to us at: bunnies fifty-to-one. Correspondence addressed, stamped Cons & Pros envelope (SASE) regarding “The Role of Books” may be c/o DRAGON® Magazine when requesting addressed to him at 6663 SW Beaverton- Hillsdale Hwy. #326, Portland, OR 97225- 201 Sheridan Springs Road guidelines or send- Lake Geneva, W, 53147. ing us any corre- 1403. spondence that Please do not send * indicates a product produced by a company requires a reply. other than TSR, Inc. convention notices via e-mail.

58 JUNE 1996

disparate tastes, we receive a wide vari- ety of submission topics. In just the last year, the Newszine has published arti- cles on , Torg*, Everway: : AMAZING ENGINE®, and Shadowrun. Members have been treated to features on the RAVENLOFT® campaign setting, the DRAGON DICE™ game, the BIRTHRIGHT® campaign accessories, and a special sneak preview of the forthcoming DRAGONLANCE®: FIFTH AGE™ role-playing game. by Scott Douglas One favorite subject for members is the Networks exclusive LIVING CITY™ campaign. For almost 10 years, members have written articles describing locations ne of the best benefits of RPGA® age based AD&D® game. He has recently in Bluff. Now the most Network membership is POLYHEDRON® discussed campaigns, as well thoroughly detailed fantasy city ever Newszine. The Newszine is a unique as a magi-technical contemporary Earth developed, the LIVING CITY is the world’s periodical — since its first issue, it game setting. largest on-going AD&D game. Smithies has been written entirely by Network FASA designer Lou Prosperi is another and stables, bakeries and breweries, tav- members. member contributor (class of 1990). A pri- erns, temples, and tattoo parlors, each Many members like to write; some mary developer of FASA’s Earthdawn* mapped and keyed, including literally have developed a reputation for writing game line, Lou has written articles about hundreds of well-detailed non-player well. Ed Greenwood — a 1981 charter the Networks Threads of Legend cam- characters. Such a wealth of material member — has been contributing one of paign for Earthdawn. This month, how- lends itself well to use in tournament the Newszine’s most popular features ever, Lou gives Network readers inside play, or in your home game. for over 10 years. His monthly information about the presidential elec- The Networks other tournament set- “Elminster’s Everwinking Eye” describes tion campaign — in the America of 2056 tings also provide diverse writing (and the travels of a certain Sage of – a presidential campaign featured in reading) opportunities. Based on the Shadowdale. Newszine readers have FASA’s new Super Tuesday accessory for Masque of the Red Death expansion for joined Elminster on trips discovering the the Shadowrun* game. Lou is also one of the RAVENLOFT setting, the LIVING DEATH™ wonders of places like Turmish, the Networks guests of honor at this campaign is across a backdrop of gothic Mulmaster, the Vast, and Maskyr’s Eye. year’s GEN CON® Game Fair. mystery, a place where intelligence and Elminster’ is even now writing about his Eric Boyd, another member who street-savvy are far more penetrating adventures through the Border joined in 1990, has been writing a col- weapons than are stilettos or sabres. The Kingdoms, the region north of the Shan umn for the Newszine since 1994. LIVING JUNGLE™ campaign, set in the in the FORGOTTEN REALMS® setting. “Forgotten Deities” details divine powers FORGOTTEN REALMS plateau of Malatra, is a Roger Moore, who joined the in the FORGOTTEN REALMS campaign. Eric’s low-magic, high adventure setting, Network in 1987, provides helpful hints attention to detail caught the eye of where characters battle for survival to those who have designed their own TSR’s resident Realms guru, . against the forces of nature, fearsome campaign in his “World of Your Own” col- As a result, many of Eric’s descriptions warrior tribes, ferocious jungle predators, umn. A game designer of long experi- appear as part of the popular Faiths and and terrible thunder lizards, or garuda. ence and former DRAGON® Magazine edi- Avatars accessory for the AD&D game. Over the years, hundreds of Network tor, Roger is currently discussing for Many other members have written members have contributed adventures, Newszine readers the possibilities and articles for the Newszine as well. And non-player characters, magical items challenges of developing an Elizabethan- since Network members tend to have and spells, convention announcements, classifieds, art, and photos to their The ROLE PLAYING GAMES ASSOCIATION Network POLYHEDRON Newszine. It’s a periodical that has truly grown up with its reader- The RPGA® Network is a 9,500-member group whose common interest is the advancement of the role-playing hobby. Members write, play, and gamemaster ship. Every time a new member joins, the Network gains a potential new events at conventions and hobby stores across North America and around author. Could that next new contributor the world. While originally founded in 1981 as the AD&D® game fan club, the Network be you? embraces tournament games in over 30 game systems, There’s still a pretty fair interest in the AD&D game, too. For more information about the Network, 201 Sheridan Scott Douglas hasn’t made cappuccino Springs Road, Lake Geneva, WI 53147, or e-mail [email protected]. for anyone in the periodicals department for *indicates a product produced by a company other than TSR, Inc. very nearly a year, so we have nothing good to write about him this month.

60 JUNE 1996

62 JUNE 1996 # DRAGON 230 63 The old cleric was dead. her parents, but they never answered. They had Mirta watched as two of the village men lowered abandoned her as surely as the gods had Krynn. his body — still and frail as a sleeping bird — into the Then the smoke had swirled. A tall form in white shallow grave. The furrow was barely deep enough robes had appeared before her. Strong arms had for its purpose, but the men had been able to dig encircled her, and a gentle voice had soothed her no further into the hard, sun-baked soil with their terror. She had lived with Tanar from that day. wooden shovels. Dull silver waves of heat rose from Until now. the barren plain. The villagers wiped sweating A hot, gritty wind sprang out of nowhere, whip- brows with rough, homespun sleeves. Summer had ping across the plain, stinging eyes and scouring only just come to northern Solamnia, but already flesh. Mirta staggered away from the grave, cover- the weather had grown oppressive. Of them all, ing her face. The two men flung hurried shovelfuls only Mirta did not notice the stifling air. Inside she of dirt into the pit, concealing the white robes forev- felt cold as winter. Tanar had been her only friend. er. The villagers turned away and started back She had no one now. across the plain. They muttered as they went, mak- Silence hung heavily over the plain. No one wept ing no effort to keep Mirta from hearing their for the old priest. No one except for Mirta. She knelt words. beside the grave, smoothing white robes, white “It’s good riddance, I say. Him and all his prattling beard, white hair. One last time she gazed on the about gods.” face of the man who had been her father, in spirit if “The old man was mad. Or a fool. Or both.” not in blood, trying to memorize the gentle features. “Aye, look what all his prayers have gotten us. Behind her, the villagers stared with blank expres- There is no rain. The crops wither in the fields. Fever sions. There were no prayers to speak, no cere- takes our children. Death and dust: those are the monies to perform, no holy rites to observe. Such only gods left. . .” things had died with Tanar. The villagers moved out of earshot, returning to It had been nine years since the flames of Chaos the distant cluster of stone hovels. Mirta sighed. She had swept across the face of Krynn. Nine years since did not know what to think about the gods. But she the gods had abandoned the world they created. did know that Tanar had never stopped believing in Just as the first did three centuries ago, the them. Second Cataclysm had struck without warning. The “Where are the gods, Mirta?” land cracked. The sea boiled. Fire and ash rained The old cleric always asked her the question from the sky. The stars burned to black cinders, and when she least expected it, his faded blue eyes the heavens went dark — only to brighten again as sparkling. Each time she just shook her head. She strange constellations appeared, taking the place of thought it a joke of his. Until one day he answered the old. When a new day finally dawned, those who the question for her. He thrust a crooked finger at had somehow survived crept from their hiding her chest, his bearded mien solemn. “They are here places and gazed upon a world that was. . . different. Mirta. This is where the gods live now. Do you For a time the humans of Krynn wandered, dazed understand me?” and wounded. They called out to their gods, but the But she did not. Everyone knew that if there calls went unanswered. Perhaps, some thought, the really were gods, they would live in the sky. Still, it gods had been driven back by the fires of the Chaos. had been enough for her that Tanar had believed. But if so, then surely they would soon return. In time, Only now he had abandoned her, just like her par- the people began to piece their broken lives back , just like the gods. Without his faith, she felt together. They built anew their temples. Yet still the utterly empty. What did she believe in? Anything? gods were silent. Prayers were dust on the tongues Mirta did not know. She hung her head. The wind of the clerics. The power of healing had fled their tangled her brown hair and snatched at the plain, hands. A few whispered that the gods had sacrificed ash-gray shift she wore. She wished it could just themselves to save Krynn from the fire and shadows blow her away. that had threatened to consume it. But most simply “What’s this? Nowhere to go, Mirta?” believed that the gods had forsaken them. They She jerked her head up at the sound of the sneer- shook their fists at the sky, cursing Paladine and ing voice. He had watched from a distance as they Gilean and . Some even began to claim that buried the cleric. Now he stood before her, a short, there never had been any gods at all. brutish man with a pock-marked face. He was clad Mirta remembered little of the Chaos. What she in rusty, ill-fitting armor, but whatever he styled him- did were fragments: flame, smoke, fear. Lost and self, he was no knight. stumbling through burnt ruins, she had cried out for Mirta gazed past him. She tried to keep the trem-

64 JUNE 1996 bling from her voice. “What do you want, Darthis?” picture on the medallion. Long ago, she had seen a He scratched a black, scraggly beard. His beady similar drawing in one of Tanar’s books. It was a eyes gleamed with dull interest. “I think you know symbol of one of the lost gods. Which of them, she exactly what I want.” did not know. It did not matter. For as she stared at Darthis took a rattling step forward. The armor the medallion, a thrill surged through her. Mirta was mismatched, pilfered from a dozen different knew what she had to do. corpses. A crown marked each of the bracers, while She would search for Tanar’s gods. a death lily was emblazoned upon the dented They could help her. They had to. And maybe, breastplate. The first was a symbol of the legendary just maybe, she could bring back proof that they Knights of Solamnia, the other an emblem of the existed. Then the villagers would have no choice evil Knights of Takhisis. Tanar had told Mirta tales of but to believe. They wouldn’t mock Tanar — or her how the knights light and dark — once mortal ene- — any longer. mies — had banded together in the Chaos War to Resolved, Mirta stood and wiped away her tears. fight for Krynn. However, she knew Darthis cared She slipped the medallion around her neck. Now a nothing for the fallen knights whose armor he wore. new problem cut through her exhilaration. No one He thought the armor made him look dangerous. had seen any signs of the gods since the Second And in so thinking, he became dangerous indeed. Cataclysm. Where was she to look for them? Her Darthis loomed over her. “There’s no one to take gaze rose to the jagged, purple shapes that hovered care of you now, Mirta. You’ve made no friends for on the horizon. The mountains. Of course. Had not yourself by remaining loyal to that idiot cleric. The the gods dwelled in the heavens? Certainly the closer villagers think you’re as mad as he was. Right now she got to the sky, the more chance she had of find- they’re off to burn his house. They’re fools, of ing them. course. A lot of bleating sheep. I’m going to master Without another thought, Mirta set out across the them all.” A leering grin cut across his face. “But a windswept plains to find Tanar’s gods. lord needs a wife. . .” Mirta shivered despite the heat. She turned her back, started to walk away. A rough, dirty hand clamped around her throat She was thirsty. So thirsty. from behind, stopping her. His breath stank. “Walk For hours Mirta walked across the arid plain, but away now, Mirta,” he hissed in her ear. “But you’ll the knife-edged peaks grew no larger. They shim- come begging back to me. And you won’t find me mered and danced on the horizon, until she won- so gentle when you do.” dered if they were simply a trick of light and heat. It With a cry she broke free of his grip and ran had been foolish to leave in such haste, without across the dusty field. His mocking laughter food or water. Still, driven by her need to prove followed her. Tanar right, she struggled on. At last, as the sun “Don’t hold your breath waiting for his precious sank behind her, she reached the jumbled feet of gods to save you, girl. They’re as dead as he is!” the mountains. Following a faint trickling sound, she Mirta ran on, blinded by tears. discovered a thin thread of moisture seeping out of At last she left the laughter behind. She came to a a crack in the rocks. The water was warm and oily, halt, and only then did she realize where she had but she drank as much as she could. Then she run. The old shrine on the edge of the village. Tanar curled up in a crevice and fell asleep as strange, had done what he could to keep up the once holy cold stars appeared in the onyx sky. place. But the stone walls had been cracked by fire, She awoke at dawn, limbs stiff, tongue parched and the roof was in dire need of thatching. Once a and swollen. Craning her neck, she gazed up at the clear spring had bubbled up in a small pool before dark slopes that rose before her. She drank a few the open door, but it had gone dry long ago. All that mouthfuls of the bitter springwater. Then, with a remained were rocks and stinging nettles. Mirta sat deep breath, she began climbing. She had thought it on the front step of the shrine and hugged her knees. would be cooler in the mountains. It was not. What was she to do? Much as she loathed him, Sunlight glanced relentlessly off black stone. Gorges Darthis was right. She had no one to help her now. that had once carried rushing torrents were now A silvery glint among the nettles caught her eye. choked with dust and thorns. Again and again she Mirta reached down, careful not to scratch herself, slipped, slicing shins and palms on razor-sharp and drew out the object. It was a medallion edges. Soon she hardly remembered her reason for attached to a fine silver chain. She rubbed away dirt coming here. Still she climbed, drawn by the beck- and tarnish with the hem of her shift. There was a oning spires that soared above her, until she slipped

# DRAGON 230 65 into a hazy world of pain, and heat, and terrible, ter- At last she lowered her aching arms. Bleak despair rible thirst. descended upon her heart. Of course there was no Mirta blinked. For a long moment she stared answer. The villagers were right. All these years, uncomprehending, then all at once she returned to Tanar had believed in a lie. There were no gods. her senses. She stood on a narrow shoulder of Mirta thought she would weep, but instead bitter stone. Above her rose one final horn of blasted laughter escaped her. She felt weak, dizzy. The air rock. Beyond that was only hard blue sky. Turning was thin so high in the mountains. The blazing sun around, she gazed the way she had come. A gasp crisped her skin. She noticed then a dark hollow in escaped her. The plains were a dull brown sea far the side of the mountain. The mouth of a cave. below. She turned back and gazed again at the final Stumbling over loose rocks, she reached the summit. It was like a , its near vertical shadowed opening and huddled just inside. At least sides a jumble of obsidian shards as sharp as glass. here she could sit out of the sun while she decided She could climb no higher. Yet it seemed that she what to do next. Except that, as she sat knees to stood in the heart of the sky. Surely the gods could chin, she could think of nothing. Her heart felt as see her here. hard as the stones around her. There was nothing Mirta thrust her arms toward the heavens. She left for her. called out those few names she knew. The sounds Suddenly a thought struck Mirta. At first it was were strange on her blistered lips. dreadful, but then a strange, almost comforting res- “Gilean! Kiri-Jolith! Sirrion!” ignation spread over her. Yes, there was only one She closed her eyes, waiting. The wind snatched thing left for her. She would return to the village. at her brown hair and ashen shift. That was all. She would marry Darthis. Much as she hated him, Again she called out the names, and again. She he was all she had. chanted the words. Sang them. Shouted and She almost stood then, almost started back down whispered them in turn. Her voice grew ragged. The the mountain, to journey back across the burnt metallic taste of blood spread across her tongue. Still plains and tell Darthis he could have her hand. she called out. However, just as when she was a Almost. child lost in the smoking ruins, there was no answer. That was when she felt it.

66 JUNE 1996 Mirta froze. It radiated from the blackness of the Ah, but it was a god, was it not? cave behind her. Fear. Fear so thick it pulsated on “What is your name, child?” the voice asked. the dark air like something alive. The reek of it filled “Mirta,” she somehow managed to say. her lungs and paralyzed her mind. A slithering noise “Listen to me, Mirta. I am a generous god. I will hissed against stone. Somehow she turned her head give you that which you crave.” There was a wet, and gazed deeper into the cave. There. Something tearing sound. Then something flew out of the dark- stirred amid the blackness. A single point of crimson ness. It landed with a clink on the stones at Mirta’s light appeared in the dark. feet. She gazed down. It was nearly as long as her “Come closer,” rasped a deep, hideous voice. forearm, curved like a sickle, and as black as obsidi- Mirta’s jaw dropped, but only a low, strangled an. A talon. sound escaped her. She could not move. Fear turned “Here is your proof, Mirta. I give it to you — a her muscles to water. Again came the slithering piece of my own body. When others gaze upon it, noise. The crimson spark lurched nearer. She caught they will know something of that awe you feel now the dim outlines of something in the cave. in my presence. And they will believe. Power will be Something dark. And sinuous. And large. yours.” “Now this is queer sight,” hissed the voice. “A Mirta stared at the talon, then started to bend to human child, sitting on my doorstep. But fortune pick it up. smiles today. So young she is, so sweet.” The voice “Wait!” the voice commanded. “There is one thing became a chalky croon. “Come, my child. You have I require of you in exchange for this gift. You must climbed so far, and in such heat. Come, step into serve me and no other. Take off that foul medallion the coolness of the dark. . .” you wear. It is a symbol of another god. One of the Before she knew what she was doing, Mirta cruel and evil gods who abandoned you.” found herself standing. She nearly took a step into Mirta started to remove the medallion, then halted. the cave. However, just then her hand brushed the The villagers had set fire to Tanar’s house. She had medallion that rested against her throat. Her fingers nothing to remind her of him, of his love. Only this. closed around the cool metal. The dread compul- Her fingers tightened around the cool metal. sion receded a fraction, and she halted on the Anger edged into the voice in the cave. “I am a threshold. generous god, Mirta. But I am a jealous one as well. “What... what are you?” she croaked. Take it off!” An edge of annoyance crept into the vast voice. Mirta hesitated a moment more. Then she tore “What do you think I am?” off the medallion and flung it away. Tanar had Mirta started to shake her head. Then an idea abandoned her. Why should she not do the same? occurred to her. A great, terrible, wondrous idea. She sighed. Now that she had removed the She licked her cracked lips. “Are you...are you a medallion, she did not know why she had struggled god? I’ve come looking for them, you see, to bring with it so. A few last doubts echoed dimly in her back proof to my village.” mind — Had Tanar known of this god? He had never The thing in the cave seemed to hesitate. “Ah, now spoken of a deity with claws — but they quickly fell I understand why you shouted those names,” it silent. Darkness seemed to flow out of the cave and mocked then. “Fool child. You will not find them here.” coil around her. It was cool and smooth as silk, pro- Mirta bowed her head in dejection. “Then I have tecting her from the blistering heat of the sun. failed.” “Now, Mirta, your god hungers,” hissed the voice. The crimson spark brightened, narrowing to a “Bring him an offering. A rabbit or a will do. thin, blood-red slit. “No, human child,” the voice For a start...” thrummed through her. “You have not failed. For I Mirta bowed her head. It was so easy to speak am a god!” the words, and it gave her pleasure to do so. A wave of dread and awe washed over Mirta. “Yes, my lord.” The power of those words drove her to her knees. She dared not doubt them. Nor did she. At last, after a long pause, Mirta found the bravery to speak again. “The others . . . ,” she gasped, “the others in the village said that the gods had abandoned us.” The voice curled out of the cave, almost gentle The creature in the cave laughed softly to itself. now, enfolding her. “I will never abandon you, child.” Jade was its name. Dark, saurian, broken yet alive, The words pierced her heart like arrows. She and seething with evil. bowed her head. How could the voice have known? “Your god hungers. . .”

# D RAGON 230 67 Jade repeated the words with a rumbling chuckle, The god in the dark did not lie. then crunched the last bones of the small animals Power will be yours. the foolish human had brought to him. The green Mirta reached the village just as the fires of dawn dragon grinned in the deep blackness of the cave, broke over the horizon. She had made the trek his one remaining eye glowing with wicked delight. across the blasted plains during the cool of night. He was pleased with the cleverness of his plan. It Before the Second Cataclysm, two moons — one would have been simple to compel the human girl silver, one crimson — would have lit the way for her. to walk into the cave, within easy reach of his jaws. Instead, she had journeyed under the wan light of a The dragonfear he radiated had made her will his single, pale orb. own. However, she would have made but one meal. She strode into the cluster of stone hovels. The Instead, his prudence in sparing her would gain him words of the god in the cave still thrummed in her food for many years to come. ears, and a strange heat surged in her veins when- Like many other green dragons, Jade had not ever she gripped the talisman he had given her. fought in the Chaos War. The Dark Queen, Takhisis, Before she left the mountain, she had used the had favored the blues as mounts for her army of talon to hunt offerings for the god. It had been easy. dark knights. A hiss of hatred escaped Jade’s maw. Strange power radiated from the onyx claw. Once He had not forgotten the arrogant blue dragons he they saw it in her hand, the animals — rabbits, had been forced to serve under during the War of foxes, a small antelope — had not run from her. the Lance long years ago. But the Dark Queen’s Rather, they had stood wide-eyed, quivering, until precious blues had done her little good. The Knights she used the serrated edge to take their lives. She of Takhisis were smashed in the Chaos War. Jade had cut off one of the antelope’s horns and had had laughed when he heard the news, flying high bound the talon to it with sinews. Now it rested at above the land, gloating at the destruction of his her hip like a dark, curved knife. loathsome kin. The villagers were stirring, leaving their ram- His joy had been short lived. For just then the shackle houses to begin the day’s hard labor. They Second Cataclysm had struck. A gout of fire and looked up in shock to see Mirta. No doubt they molten rock had surged up from the ground below. thought she had fled the village after the death of... He had been too slow to avoid it. Searing pain had she searched her mind for the name, could not engulfed him. Fire had blinded one of his beautiful quite grasp it... after the death of the old man. eyes. Gobs of burning stone had torn through his More likely than not they had hoped she would glorious wings, rending them to shreds. He had never return. An orphan, she had always been a plummeted downward, striking the top of this moun- misfit: mocked, disdained, ignored. But she was tain with bone-crushing force. Yet, somehow, he had back. A sharp smile twisted Mirta’s lips. Things were lived. He had crawled into the safe, cool dark of this going to be different now. cave. And here he had dwelled ever since. Had she been able to see herself, she might have Jade’s wounds had healed now. But they had known better why the villagers stared so at her. Fey healed badly. He would never fly again, and he light blazed in her eyes, and she carried herself with could barely hobble more than a few steps on his a haughty, regal bearing, more like a queen in a crippled legs. These last years he had survived by golden gown than a village girl in a rent and dirty eating damp moss that grew on stones deep in the smock. Filled with curiosity and a compulsion they cave, and by clumsily pouncing on and devouring could not name, the villagers laid down their tools whatever small animals — rats, snakes, birds — hap- and followed after her. Mirta did not look back as pened into his lair. It was a meager, ignoble exis- she walked, but she heard their footsteps behind tence for so great a creature as he. her, and the smile on her lips deepened. But all that was going to change. She came to a halt before a small, crack-crazed “I am a god now,” the green chortled. stone structure. The old shrine. Yes, this was the The human girl believed him utterly. She would place where she would show them. As she gazed at do whatever he asked. Offerings she would bring the shrine, she had the feeling that she was forget- him, delicious meat to make him strong. The small ting something — someone? — but whatever it was creatures she had caught were a beginning. But escaped her. Nor did it matter. There were more only a beginning. After all, Jade thought, a great important things to concern herself with. She halted god deserves great sacrifices. . . before the door of the shrine. At her feet was the dry, weed-choked font. Turning, she found herself gazing at fifty dusty, wondering faces. The entire village had come.

68 JUNE 1996 There was a potent moment of silence. At last a “It’s a miracle!” a woman cried. Others picked up man with iron-gray hair cleared his throat. It was the cry, echoing it. One of the villagers fell to his Tragert, one of the village elders. He squinted at her knees, then another, and another. In moments they with suspicious eyes. “What do you want, Mirta?” all knelt before the old shrine, bowing their heads in She laughed. The sound of it shocked them. “Why reverence. not ask the question of yourselves, Tragert? After Mirta pulled the talon from the ground and all, it is you who have followed me here.” stood, staring at the talisman in amazement. She Grumbles of displeasure rose from the crowd. “I had not expected this. Dimly, a part of her won- told you she meant trouble,” someone muttered. dered if someone she had known once might have “She’s as crazy as the old cleric,” said another. questioned this miracle, if he might have suggested Mirta waited for the murmurs to die down. After that the spring would have flowed for anyone who a moment they did, and all eyes were again on her. had bothered to clean it out and dig through the She found she rather liked it. hard crust of sun-baked clay. Then a voice called “For years, we believed that the gods abandoned out, driving the disturbing thoughts from her mind. us,” she spoke in a ringing voice. “Some of you even “Mirta!” It was Tragert, the village elder. A mixture said that the gods were a lie, that they never existed. of fear and ecstasy twisted his wizened visage. But you were wrong. We were all wrong. There is a “Mirta, you speak for the god on the mountain! Tell god after all — a great, wondrous god — and he has us — tell us what we are to do!” not abandoned us.” Mirta’s puzzled look became a smile of satisfac- For a moment everything was quiet. Then, all at tion. She raised her arms, as if casting a benediction once, peals of mocking laughter rang out. The vil- on the people. Her people. They gathered close lagers shook their heads and waved dismissive around her. All except for one man, clad in dark hands at her. Mirta felt her cheeks burning. armor, who stood apart from the others. He “I have been to the mountain!” she tried to speak watched for a moment, a look of disgust on his over the raucous din. “I have seen him!” pock-marked face, then turned and walked away. The villagers only laughed more loudly. It was just Enraptured as she was by the glory of the like before. The scorn, the ridicule, the cruel mirth. moment, Mirta did not notice. But this time she would not stand for it. Mirta gripped the talon-knife and raised it above her head. “Silence!” The effect of that one word was like that of a spell, back when there had been mages on Krynn, before the Chaos, before the moons of magic had Two days later she returned to the mountain, to vanished from the sky, and the wizards with them. tell the god of his new followers, and of the power The villagers gaped in mute fear at the dark talon in of his gift. With her she brought offerings: a brace her hand, awe written across their simple faces. of geese, a joint of mutton, and a small cask of thin Mirta could feel the power radiating from the talon. wine. It was all far more than the villagers could She did not waste it. spare in these harsh times. But Mirta had said that “I spoke with the god on the mountain,” she said, they must favor their new deity, and as she was the her voice low now, yet heard by all. “I felt his prophet of the mountain god — the god who had majesty. And he gave me this talisman, that I might made the spring flow once more — the villagers bring it back to show you that he — and his power agreed. They gave, and gladly. As Mirta had learned — are true.” that day in front of the old shrine, everyone was Now the others gazed at her raptly, expectantly. ready to believe again. Mirta had the feeling that she should do something The bundle of offerings was heavy. By the time — something symbolic to crystallize this moment. she reached the windswept ledge beneath the But what? Before she thought of an answer, instinct obsidian spire, her shoulders throbbed with fire. took over. Kneeling, she plunged the talon into the However, as she approached the cave, once more dusty bottom of the spring. she felt the majesty flowing thickly out of the dark- Water welled forth. ness, and her discomfort was forgotten. Mirta stared in surprise. A gasp rose from the “What have you brought me, Mirta?” spoke the crowd. The flow grew from a trickle to a gush. voice from the blackness. Water, thick and red with silt, filled the small font Mirta forced herself not to tremble as she and spilled over the edge like blood, moistening the approached. She was the prophet of the god, after parched soil. all. “I’ve brought you offerings, my lord.”

# D RAGON 230 69 “Set them down. Deeper in the shadows. There. now to be the eye of the god — flashed brightly. Now step away.” “Tell them,” hissed the great voice, “that the fever Mirta did as she was bade. She bowed her head, strikes the families of those who displease me. Tell so as not to dishonor the god with her gaze. them that to escape the fever, they must make Something dry rasped against stone, and out of the more offerings unto me.” corner of her eye she saw the shadows stir. There Mirta stared into the dark. This answer troubled was a hideous rending sound, followed once more her. The god sounded almost greedy. It seemed to by the rasping noise. Then the darkness was empty her that this was not how the gods had acted in the again. Tentatively, Mirta took a step into the cave. stories told to her by. . . but she could not remember The offerings were gone. Not a scrap or feather who had told her the stories, or exactly what they remained. had been about. Mirta rebuked herself. Who was She peered into the gloom. “My lord. . . my lord is she to question the will of the god? She returned to pleased?” the village and told them his words. There was a pause. Then a single, reverberating Two days later, Tragert was dead. His family had word emanated from the abyss. been hardest hit by the fever. He must have done “More.” something to anger the god, the villagers had rea- Every three days Mirta made the long, grueling soned. Ignoring his sobs and protests, they tied a trek between village and peak. She would journey rope around his neck and hanged him from a tree. there in the coolness of night, then drowse the next Certainly his death would appease the god. day in the shadows of the cave’s mouth before As she stared at the swinging body, doubts rose in starting back down the mountain as twilight drifted Mirta’s chest. This was not what she had intended like ash from the sky. Sometimes as she walked she when she went searching for the gods. But surely it thought she would drop from weariness. But then was for the greater good, she told herself. And it did she would grip the talon-knife at her belt, and she seem that, over the next days, fewer people were would find the strength to go on. struck with fever than before. Her faith renewed, In all her visits to the mountain, she never saw Mirta continued on. the god. He did not leave the cave, and she herself Yet still the doubts nagged her. During the hot could not venture more than a dozen paces into the days high on the mountain, she would sit on the lip dark, even when she gripped the talon-knife. Any of the cave, gazing at the world far below. further, and the awe become fear — thick, choking, Sometimes as she did, the troubling half-memories maddening — and she would be forced to flee into would surface in her mind. She remembered a dif- the light of day outside. ferent voice, one that was gentler than the voice in Back in the village, her life was much changed. the dark. And a white robe. But then she would feel No longer was she scorned and mocked. Now she the darkness stir behind her, reaching out, enfolding was the leader of the village, and the others did as her. Warm, bitter breath caressed her neck, filling she bade them. Under her direction, they cleared her nostrils, her lungs, her mind, and she forgot the weeds away from around the shrine and again what troubled her. repaired the cracked walls. She created a system for “More, Mirta,” he whispered to her. “I require a rationing the gritty water of the spring, so that greater sacrifice.” everyone in the village had their share to drink, and At last she asked the trembling question, even some was even left over to water the parched fields. though she knew and dreaded the answer. There might be a harvest this year, if only a scant “What sort of sacrifice, my lord?” one. Things seemed brighter, if just a bit, and the A man, Mirta. Bring me a man.” villagers thanked the new god for his blessings. Still, not all was well. And as the days passed, the miracle at the spring dimmed in the minds of the people. They wanted more. “My lord,” Mirta said one day as she stood in the mouth of the cave. She drew a deep breath, steeling Darthis skulked in the shadow of a building, her will. “My lord, my people are frightened. A fever watching Mirta with small, envious eyes. rises from the ground at night, It takes the lives of Why, unlike the others, he did not feel the drag- the young and the old. My people wonder what onfear radiated by the talon-knife, even the wizards they are to do.” of old might not have been able to say. Perhaps it There was a long moment of silence. Then the was due to some power in the stolen armor he wore spark of crimson in the dark — which Mirta knew — armor that had once belonged to dragon-riding

70 JUNE 1996 knights. Perhaps it was simply a factor of his dull loose rocks sitting above it. A grin split his and evil mind. Whatever the reason, Darthis felt only pock-marked face. Mirta could fool the villagers, but one emotion when he gazed on Mirta. Hate. not him. He picked up a handful of stones and start- Even as he watched, she gave a command to a ed tossing them into the cave. Laughing wickedly, group of villagers who scurried off like frightened Darthis began to plan all the things he would do mice. when the village — and Mirta — were his. “Mine!” he growled under his breath. “The village His laughter fell short as something burst out of is supposed to be mine!” the shadows of the cave. Fear strangled him, A new emotion crept alongside his jealousy. Lust. pierced his heart. The stones slipped from loose fin- It burned in his blood. She should be his as well. She gers. He stared upward in awe. One last thought should be the one obeying his commands. And she surfaced in his dull, small mind. You’ve wet yourself, would be, if it wasn’t for that blasted god of hers. If Darthis. there even really was a god. Darthis wouldn’t put it Then the massive jaws closed, ending the past the wench to have made the whole thing up for thought in an explosion of crimson. her gain. . . A thought unfurled in his small mind. He stroked his oily beard. What if he were to journey to this mountain of hers? What if he were to discover that this supposed god was a fraud? He could tell the others. Then they would make him their leader. And Mirta ignored the burning in her lungs and kept surely they would give him the deceitful Mirta to do climbing. She had found the armor scattered at the with what he pleased. base of the mountain. It had to be Darthis’s. What it It was not in Darthis’s nature to think something portended she did not know. But it could only be ill. through twice. He knew which mountain Mirta She forced herself on, toward the jagged summit. At claimed the god lived on — she had pointed to the last, gasping, she began to pull herself up over the distant peak often enough. She was to set out for final ledge. the mountain at twilight. That gave him a head start Mirta froze, staring in horror at the grisly scene of several hours. Wearing a nasty grin, Darthis not twenty feet away. slinked out of the village. It had crawled from the cave to feast upon Darthis. He had thought the journey would be easy. Mirta Emerald scales glistened in the sunlight, though in was just a girl, after all, and she made the trek patches they were missing, revealing livid gray flesh every third day. He soon found he was wrong. The beneath. The wings were hideously twisted, trailing westering sun beat down on him with brutal force. leathery shreds of scarred skin. One side of its great, His armor was like a steel oven. Sweat soaked his saurian head was a melted ruin. The other was body and ran stingingly into his eyes. Soon his skin smeared with blood. It grinned, an evil, lopsided blistered, and his tongue swelled in his mouth. Flies expression, as it plunged its snout deeper into the buzzed around him in dark swarms, crawling corpse before it. through chinks in his armor to bite him. He thought This was no god. This was a monster. night would bring relief, but he was wrong again. Mirta clamped a hand to her mouth to keep from The heat of the day rose up from the sun-baked screaming. She turned and fled, half-running, ground to strike him again. half-sliding down the steep slope. Her mind reeled. By the time he reached the foot of the mountain, Everything she had believed was a lie. Everything. Darthis was staggering, dizzy from heat and thirst. With a moan, she collapsed, falling to the sharp He was lucky, though, for he found the place where stones. It felt as if the thing had ripped out her heart bitter water oozed from a crack in the stones and with its bloody claws, not Darthis’s. There were no drank greedily. Necessity finally won out over pride, gods. She was alone. Utterly alone. Mirta thought and he cast off the mismatched armor, stripping the pain of it would kill her. down to his grimy breeches. Cooler now, and Then, through her tears, she saw it. A glint of refreshed by the water, his hatred for Mirta seized bright metal against dark stone. Reaching out a him once more. Darthis started up the side of the trembling hand, her fingers closed around some- mountain. thing cool and smooth. She drew it back, opened He reached the summit at dawn. her hand, stared. It was the medallion she had At first he peered around with trepidation. found by the old shrine, the medallion she had cast Quickly, his courage grew. There was nothing here. off at the dark thing’s bidding. At last, as she gazed Just bare stone and an old cave with a big pile of at it, the memories came flooding back, filling the

# DRAGON 230 71 emptiness inside her with their sweet, aching it tightly forever. The scream of the dragon was cut warmth. short. Silence descended on the summit. “Oh, Tanar,” she whispered. “Forgive me.” The god was dead. A shudder passed through her thin body. Then At last Mirta turned away from the destruction. her trembling ceased. In that moment, Mirta realized She gazed out across the wide plain. A peace filled the truth. Just because someone leaves you doesn’t her. mean they don’t love you. Like her parents. Like the “I understand now, Tanar,” she murmured, grip- gods. Like Tanar. The gentle old cleric had not aban- ping the medallion. doned her. She had abandoned him. Tanar had Everything that had happened in the village — the been with her all along — his words, his love, his spring, the crops, the fever, Tragert’s death — the faith. All she had to do was remember. god hadn’t done those things. She and the villagers Where are the gods, Mirta? His words echoed in had. The power to make good and evil was their her mind. Now, finally, she understood the answer. own, and no one else’s, It did not matter that the She gained her feet, slipping the medallion back gods had left Krynn. Mirta knew that now. The around her neck. Then she started back up the gods, both light and dark, had served simply to mountain. remind mortals of the thing they had, of the things Nothing was left of Darthis save a few smears of they would always have inside them. Love. Hatred. blood on the rocks. The dragon had retreated back Life. Death. And hope. Above all, there was always into the refuge of its cave. But she could feel it hope. there—bloated, evil, gloating in the dark. For one more silent moment, Mirta gazed at the “You brought me a fine sacrifice, Mirta,” rasped world below. Her world. Then she started down the the chalky voice. mountain, to bring a new message to her people. She spoke the words without emotion. “I brought you no sacrifice.” There was a confused pause. “But of course you did,” the voice went on. “Who else sent the man to Mark Anthony has written a number of novels for TSR, me? Do not fear, Mirta. Your god is pleased with the including his latest title, Escape from Undermountain, offering.” and his literary journeys have taken him to the Mirta gripped the talon-knife in her hand. ‘I am DRAGONLANCE®, FORGOTTEN REALMS®: and RAVENLOFT® not afraid,” she said solemnly. “And you are not my settings. With all this world-hopping, Mark recently god.” decided to take up tai chi, in hopes of always knowing “What?” the voice hissed, incredulous. where his center is no matter what world he’s in. “You are a shadow,” Mirta answered. “Nothing

Now the voice seethed with fury. “Foolish human! No one dares insult me so.” The words rose to a shriek. “I will have another sacrifice. And it shall be you!” The darkness stirred. Hobbling on mangled legs, the dragon lurched from the cave, evil blazing in its one crimson eye. Dark spittle ran from its jaws. Terror radiated from the creature in smothering waves. Mirta started to reel backward. Then her fingers brushed the medallion at her throat, and the dragon- fear ran over her like water. With grim calm, she lift- ed the talon-knife and threw. Few weapons have the power to pierce a dragon’s flesh. This one did, for it was of the creature’s own body. The talon-knife plunged into the dragon’s breast, wounding it deeply. The creature threw back its head and let out a shrill, trumpeting cry of agony. It stumbled back, spreading its twisted wings, striking the roof of the cave. The mountain shuddered. Countless tons of loose rock slid down from the spire “Who ordered his rare? above, falling across the mouth of the cave, sealing

72 June 1996

by Carrie A. Bebris

6th-level Rjurik Bard

STRENGTH: 12 DEXTERITY: 17 C ONSTITUTION: 12 INTELLIGENCE: 13 W ISDOM: 14 CHARISMA: 16 AC 6 THAC0 18 HIT POINTS: 28 ALIGNMENT: LN Damage/Attack 1d6 (short sword) or 1d4 (dagger)

Bloodline: Anduiras, minor, 16.

Blood Ability: Resistance (major). Jerryl’s blood ability grants her 50% immunity to wizard spells of the enchantment/charm school, priest spells of the charm sphere, and similar spell-like effects. many clans or the new weaving method developed by the women of Halskapa. Jerryl receives warm welcomes any time Weapon Proficiencies: Dagger, short sword, throwing knife. of year, but especially during winter months, when Rjurik’s frigid weather drives its clans into their longhouses to spend Nonweapon Proficiencies: Ancient history (12), etiquette their time in handiwork, storytelling, and planning for the com- (16), local history (16), musical instruments — bagpipes and lute ing year. (16), reading/writing Rjuven (14), singing (16). Jerryl has earned the trust of many Rjurik jarls and regents but — having taken an oath of neutrality — gives to Equipment: Padded leather armor, ring of protection +2, furs none. Though her gentle and sometimes flirtatious manner has in winter, short sword, dagger, throwing knives, bagpipes, lute, led to speculations linking her romantically with several jarls scroll cases, books. and other eligible bachelors, Jerryl has given her heart to her music alone. She believes that romantic entanglements pose a Spells (3/2): Charm person, phantasmal force, read magic; invis- threat to both her diplomatic and artistic integrity. ibility, whispering wind. At 27, Jerryl has had few years in which to build a reputa- tion, yet she has earned one distinction that has eluded all Bard Abilities: Climb Walls 60%, Detect Noise 40%, Pick other skalds: Jerryl alone has garnered the favorable regard of Pockets 10%, Read Languages 55%. the Siren, one of the awnsheghlien cursed with the essence of the evil god Azrai. Formerly a bard herself, the Siren has lived Description/History: As a bard (or skald, as the Rjurik call in virtual seclusion since shortly after becoming an awnshegh. their bards), Jerryl serves an important function in Rjurik society. It is said that she refused all skalds who sought entry into her Jerryl is at once an entertainer, historian, herald, and negotiator. domain because she could not bear to hear other voices cre- With equal talent, she can sing ballads of epic wars or speak ating music, when hers brought only pain and destruction to its words that bring lasting peace. Though short (she stands only listeners. Yet somehow Jerryl gained an audience with her. No 5’6” tall) and sleight in build, this young woman commands one knows just what the young woman said or sang, but she great respect and wields considerable influence. is now the one skald whose song can charm the Siren. A gifted musician, Jerryl exhibits talent on both the bag- It is also said that Jerryl is the only human on Cerilia who pipes and the lute. Her finest instrument, however, is her own can listen to the Siren’s song without ill effect. Folks speculate voice: Whether singing or merely speaking, Jerryl’s voice cre- as to whether this alleged immunity derives from natural, ates music that all around her crowd nearer to hear. divine, or magical means. Jerryl herself, however, has never Jerryl spends the seasons roaming the Rjurik countryside, confirmed the rumor. generally wintering in one of the Taelshore domains. Her The Siren respects Jerryl’s neutrality and allows her to come arrival in a village or town draws smiles from the faces of and go as other obligations — or her wanderlust — dictate. regent and commoner alike, for they know she brings the lat- Jerryl readily delivers any greetings or messages the Siren may est news, tales, and songs from abroad. Jerryl can discuss with send to other regents, but she reveals nothing else of the time equal authority the increased military training of Stjordvik’s she spends in that mysterious domain.

# DRAGON 230 75 by Carrie A. Bebris

9th-level Rjurik

STRENGTH: 11 DEXTERITY: 12 C ONSTITUTION: 11 INTELLIGENCE: 16 WISDOM: 13 CHARISMA: 8 AC 10 THAC0 18 HIT POINTS: 22 ALIGNMENT: CG Damage/Attack 1d6 (staff)

Bloodline: None.

Weapon Proficiencies: Dagger, staff.

Nonweapon Proficiencies: Ancient history (16), astrology (15), fire-building (12), herbalism (14) read/write Rjuven (17), read/write/speak ancient Rjuven (17), read/write/speak Anuirean (17), spellcraft (14).

Equipment: Cloak, furs in winter, dagger, staff, crystal ball, scrying bowl, rune stones, divining rod, other divination devices. Jorvald for guidance and began his training. Keldric studied Spells (4/3/3/2/1): Change self, detect magic, know bloodline with his mentor until Jorvald’s death 14 years ago, by which strength (Book of Magecraft), know Cerilian origin (BoM); Calder’s time the student had become a master in his own right. That starry sky (BoM), ESP, improved phantasmal force; clairaudience, was 17 years ago. Keldric is now 50. clairvoyance, invisibility 10’ radius; Shaefpaete’s shadowy distinction Among Keldric’s rare visitors is the province ruler himself, (BoM), minor creation; contact other plane. who comes in secret during the cover of night. The jarl believes he can’t afford not to hear Keldric’s words — whatever power Description/History: Keldric lives alone in a cottage at the might grant the seer’s , they are accurate more often edge of a small village in Jankaping. Strange divinitory appara- than not. Keldric keeps the jarl’s confidence, as he does that of tus, bundles of dried herbs hanging from the ceilings, and many all his visitors. The villagers would likely be very surprised to books crowd the cottage. It is a dwelling few enter without trep- learn that nearly every one of them has visited Keldric at one idation; indeed, children of the village dare each other merely time or another, seeking to learn anything from the gender of to walk past it. an unborn child to the results of a contemplated raid. The cottage receives few visitors. The Rjurik people harbor Though Keldric sometimes inadvertently divines information great superstition about wizards (commanders of true magic) not requested, he keeps it to himself. He does so in part out of and seers (practitioners of lesser magic). While they accept as compassion (why tell the parents of a newborn that their child natural their druids’ priestly magic, they consider sorcerers to be will live only a year?) and in part out of self-preservation: servants of the evil god Azrai. Thus, those who seek help from Keldric has been blamed more than once for causing an event Keldric generally do so only in times of stress or crisis. merely by prophesying it. Keldric received his training from Jorvald, the village’s previ- This self-enforced code of silence taxes Keldric’s spirit and ous seer. Jorvald recognized Keldric’s talent when the younger mind. Foreseeing tragedies that he is powerless to prevent in seer was just a boy, telling Keldric’s parents that their child had the lives of his fellow villagers fills him with frustration and has the doom (a Rjurik term akin to “curse”) of second sight. made him reluctant to cultivate close friendships. And so he Keldric’s parents rejected Jorvald’s words and went to great lives alone — physically and emotionally isolated from the com- lengths to shield their son from the old mans influence. munity his gift commands him to serve. Those who have seen As Keldric grew, he too rejected Jorvald’s words as the mut- him recently say that the solitude is beginning to wear on his terings of a madman. As a boy, he told himself that his premo- sanity. Keldric has become increasingly gruff and impatient with nitions and dreams were not prophetic but simply coincidental. his visitors. His ordinary conversation is sometimes as cryptic as By his midteens he hoped that if he ignored the visions they his divinations. And he seems exceptionally nervous when would eventually go away. Finally, at the age of 19, he went to shadows cross his path.

76 JUNE 1996

by Duane Maxwell

7th-level Rjurik Fighter

STRENGTH: 12 DEXTERITY: 15 C ONSTITUTION: 12 INTELLIGENCE: 14 WISDOM: 14 CHARISMA: 15 AC 8 (7 when using single weapon) THAC0 14 (12 with saber +1) HIT POINTS: 44 ALIGNMENT: LN Damage/Attack 1d6+4 (sabre + 1)

Bloodline: Masela, major, 29.

Blood Abilities: Enhanced sense (major), blood history, unreadable thoughts.

Weapon Proficiencies: Saber (specialist), long sword, dagger, longbow, one-handed weapon style (specialist).

Non-weapon Proficiencies: Rjuven (14), swimming (13), sea- manship (17), rope use (16), strategy (12), intrigue (16), speak spent the next 16 years as a wandering sellsword in Anuirean Anuirean (14), read/write (15), Basarji (14). lands. She was a caravan guard, a soldier in the Mhor’s army, and a ship’s captain for the merchant lord -Hadid. She studied Equipment: Maija rarely carries much more than her saber under the swordmaster Maruf al-Saad, and she honed her weapons and some simple outdoor survival gear, as she prefers tactical abilities under Wilfred Raenard, lord marshal of the not to burden herself. She also owns a magical saber +1, which Prince of Avanil. Although she will not discuss it, she was even she calls Retribution, given to her by the Khinasi merchant lord married once, for a brief time. She returned to her ancestral el-Hadid. lands a year ago, when messengers from her father’s clan told her that her father was dying and wished to have her come Description/History: Maija is a slender Rjurik woman of home to her people. They made a sort of peace, and he passed average height. She wears her blond hair very short, for in her on to her the leadership of the clan. Since her return, she has younger days she masqueraded as a young male Rjuvik war- reaffirmed her ties to the ways of her people. Already one of rior. Her cornflower blue eyes mirror her every mood. Maija’s the orog tribes of the Blood Skull Barony has learned to their face shows the effects of years of hard living, both as an adven- cost that she is every bit her father’s daughter. turer in southern lands and in the harsh climate of the north. Despite — or perhaps because of — her years in the south, An unfortunate encounter with the edge of a table in Harry’s Maija has a strong connection both to the people of the Thajarr tavern in Haes left her with a small scar on her chin. Although and the lands they roam. In the short year that she has been she is not an especially beautiful woman, she possesses a self- chief, she has won her people’s respect. They look to her for assurance and lightness of spirit that have drawn the amorous leadership and the defense of their ancient ways. She has suc- attentions of more than one southern nobleman. She dons cessfully fought off orog raids from the Blood Skull Barony and armor only in the most dangerous of circumstances, preferring sent packing an envoy from King Fulgar of Rjuvik, who sought instead to rely on her natural grace and skill with a blade to to make her his bride. Although she seems enigmatic and aloof keep herself out of harm’s way. She is as comfortable in the to those who do not know her, she is a true friend to those she style of clothing worn in Anuire as she is in Rjurik garb. is sworn to protect. As chief of a fairly small clan, she is very Maija is the daughter of Lars Bodenson, a chieftain of the well aware of how tenuous her people’s existence is, so she Thajarr, a tribe that roams of Svinik. Her prefers to avoid open warfare if possible. She has shown, how- mother, Lida, is the daughter of Jarl Ulfgrim of Innsmark. She ever, that she can be a dangerous opponent when crossed. The traces her rather rare bloodline through her mother, who few travelers from other lands whom she and her tribe derived it in turn from her mother. Ever a willful child, she encounter might expect to find some hulking brute acting as fought continually with her father. By the time she was old the chief of the tribe. Instead, they discover that the chief of the enough to decide her own fate, their relationship had deterio- Thajarr is a good deal more wily and erudite than expected. rated enough to cause her to seek her fortunes as far away Maija does not hesitate to use the confusion caused by that dis- from Svinik as she could get; she left for the south at 17. Maija covery to her advantage and to the benefit of her people.

# DRAGON 230 79 by Duane Maxwell

6th-level Rjurik Priest (Druid) of Erik

STRENGTH: 18 DEXTERITY: 10 CONSTITUTION: 15 INTELLIGENCE: 11 W ISDOM: 15 CHARISMA: 11 AC 4 (studded leather, wooden shield +2) THAC0 17 HIT POINTS: 33 ALIGNMENT: CG Damage/Attack 1d6+2 (spear)

Bloodline: None

Special Abilities: As druid, plus the following ranger abilities: Move Silently (70%), Hide in Shadows (56%), and animal empa- thy (save at -3); when enraged, he gains +1 to hit, +3 damage, and +5 hit points, but may not use a shield and may attack only with melee weapons.

Weapon Proficiencies: Club, spear, hand axe.

Non-weapon Proficiencies: Rjuven (11), survival-forests (11), direction sense (16), hunting (14), weather sense (14) fire-build- ing (14)

Equipment: Ulfig carries his magical boar spear, a club, and whatever spell components and survival equipment he needs. The boar spear is a spear +2, called Witch-slayer, which he inher- ited from his mentor. camp. Ulfig knew that the jarl would order him killed, so he ran. Description/History: Ulfig is considered large even among Ulfig fled to the Realm of the White Witch, enemy of Rjurik, the Rjurik. Standing six and a half feet tall, he weighs just over where he hoped his people would not dare to go to exact their 300 pounds. Strangers among the superstitious Rjurik give him vengeance. There, he was taken in by a small tribe living in fear a wide berth as much for his long, shaggy black hair as for his and defiance of the White Witch’s forces. The tribe’s druid size because they fear the dark rages commonly associated guessed the truth of his violent nature and began to teach him with black-haired people. His dark complexion shows the strain how to control it. He told Ulfig that he was blessed with the spir- of his daily existence, and his blue eyes have a look. it of the bear. The bear, he explained, is normally a peacable He wears dark, stained leather and hide armor decorated with animal, but when stung to anger, it can cause terrible destruc- bronze banding. In winter, he often wears a great bearskin. tion. He learned more from the druid about the animals of the Ulfig was born 28 years ago in northern Rjuvik. His black north. When the man died, he took up his responsibilities. He hair was considered an ill omen by the clan’s seers and mid- gave himself the surname Bjornsson to honor both the druid’s wives, but he did little to cause them any concern until he was teachings and to remind himself of his nature. 16. He and the jarl’s son were hunting with some other of the Ulfig is a simple man who bears an unfortunate curse: He is clan’s younger warriors. The jarl’s son, Toorvald, began to taunt prone to berserker rages when injured or when defending Ulfig about his black hair. The other boys joined in. Ulfig tried something important to him (such as one of his clan members). to laugh at first, but as the others escalated the taunts, he He cares a great deal for the people he has come to regard as became angry. When Toorvald poked him with a boarspear his own, and he works hard to help them survive against the and drew blood, something inside Ulfig snapped. He wrenched combined forces of their harsh natural environment and the the spear out of Toorvald’s hand and began to lay about him depredations of the White Witch. Despite this concern, he does with great swings. By the time he mastered himself, his hands not become close to anyone, for he still bears the guilt of the were badly lacerated from grasping the blade end of the spear, death of Toorvald. He is steadfast and loyal, and he shows great and young Toorvald had been beaten to death. The others, courage in the face of any danger. He remains unmarried, for some of them injured by Ulfig’s attack, fled back to the clan’s he fears that he will pass on his curse to his children.

80 JUNE 1996

COMMON UNCOMMON TROOPS TROOPS

Zombie Wight

by Dori Hein & Bill Olmesdahl

Starting this issue, DRAGON® Magazine This ability works especially well with Skeleton Revenant will examine the new races, and the another of the undead’s abilities: undead secrets and strategies behind the armies units are notoriously fierce hand-to-hand battling for control of Esfah, the mythical combatants. Unlike other races in the world of the DRAGON DICE™ game. DRAGON DICE game, the undead have no Populating this setting are races com- missile icons or cavalry units. Instead, the posed of the elements: dwarves of earth undead have three types of melee units and fire, coral elves of air and water, and and two types of magical units. firewalkers of air and fire. But there are , wights, and mummies also other races, those that have been make up the heavy melee troops; skele- corrupted by death: evil lava elves, com- tons, revenants, and death knights are posed of fire and death, and goblins, the light melee troops; and wraiths, corruptions of earth and death. spectres, and are the skirmishers. Wraith Spectre Kicker Pack #3: Undead Legions intro- Their combat skills, combined with sev- duces a new race spawned by death: the eral new special action icons, make vile undead. With their unique powers them the ideal race to recruit if you like and special abilities, the undead may be to bring the fight to your opponent. the most powerful race yet introduced to the struggle for Esfah. This article Deadly spellcasters explores the undead’s special abilities, Not only are the undead formidable their new spells, and tactics you can use fighters, they’re also mighty magicians. to add them to your existing armies. Even though they can cast only , having two levels of magicians in Melee machines their ranks easily compensates. Light Undead follow the same basic rules magic troops consist of ghouls, ghasts, as do the other races in the DRAGON DICE and vampires, while heavy magic troops Ghoul Ghast game, but they have a special ability are composed of apparitions, heucuvas, that makes them unique and powerful. and the fearsome liches. The light magi- This racial ability is stepped damage. cians combine melee and magic skills, Because they are not truly alive, undead and the heavy magicians are everything can often suffer great damage before a DRAGON DICE player dreams of: lots of being destroyed. When an undead unit magical power in a dangerous and com- is “killed,” instead of being sent to the pact package. To counter an opponent dead unit area, it can be traded in for an using that strategy, the undead even undead unit of one health less. (The have the fenhound, a monster ally that replacement unit must come from the can dispel magic. dead unit area; if there are no undead The undead also have a forbidding units there, the die is actually killed.) spellbook. Five new spells are available Apparition Heucuva

86 JUNE 1996 Mummy Death Knight Ghost Vampire Lich

RARE TROOPS

only to the undead, and these are some rolling for saves, each vanish icon them to fight on your terms. of the most powerful yet to be intro- counts as a save, and that unit may It’s no fun without dice: Bury your duced in the game. spell, for immediately move to any other terrain opponent’s dead whenever possible. example, subtracts one from each save or its reserves — vanishing into thin air. Your troops are extremely difficult to kill, roll of the target army. Multiple castings Wither: The last special icon is found and if you bury dead whenever possible, affect multiple armies or increase the only on the mummy. When this icon is soon you’ll have a vast numerical supe- penalty. And Fade lets you choose an rolled during melee, choose a target riority. Never, never bury your own dice. undead unit to become incorporeal. unit. Until the beginning of your next Strength in diversity: For an all- While that unit cannot make melee turn, the target suffers a penalty of -1 to undead army to succeed, you must bring attacks, it also cannot be attacked by all its rolls for each wither icon rolled. On to the table as many different types of missile or melee. This spell can be high- an adjusted result of 0 or lower, it dies. dice as possible. If you have no two- ly useful in an underdog situation. The 10-sided monsters allied with the health dice, your three-health dice can’t The most powerful spell the undead undead also have some unique and take advantage of the stepped damage have available is Haunt If you can roll deadly abilities. The minor death, for special ability. You must also keep some- enough points of black magic, your dead instance, can instantly slay an opponent thing in your dead unit area for this units (regardless of race or number) can of your choice unless it rolls its ID face power to be effective. immediately rise up and attack any army (and only its ID face). This dreaded crea- Fight your fight: Each race has its on the table! You bury any dead units ture also carries the plague, sending a own strengths and weaknesses. You killed by that army’s counter-attack; any target unit back to its army to spread the have no missile capacity and almost no of your units not killed in the counter- deadly disease. movement. In exchange you have pow- attack return to the dead unit area. erful new spells and a melee strength Tactics of the undead second to none. At the start of the Undeadly new powers With all the horrific powers at the dis- game, move your spellcasters to your The undead have several new (and posal of the undead, they do have a reserve area and the rest of your dice to potentially lethal) special action icons, weakness: they are slow movers com- your home terrain. Use magic generated unique to their race. The new icons are pared to the other races. In fact, they in the reserve area to cast protective as follows: can’t even make charges; furthermore, spells on your home army while they Convert: Found on the vampire unit, multiracial armies containing undead move the terrain to the eighth face. the convert icon allows you to choose a cannot charge. Keeping this weakness Once they’ve done that, move the spell- target of less health than the number of in mind, here are some strategies for casters to your home terrain and send convert icons rolled. Unless the target using the undead to best advantage. the rest of your army to the highest ter- saves, it is killed, and an undead of Concentrate on your home terrain: rain on the board. Use spells to soften equal or less health is added to the vam- Pick one that you think won’t help any up any defenders, and melee them out pire’s army from its dead unit area. one else, since your special abilities of the terrain. In no time you’ll have the Scare: Found only on the death aren’t tied to a terrain. Move it quickly second eighth face and the win. knight, if the scare icon is rolled during into either melee or magic. Missile range melee, an equal health value of target does you virtually no good. units (chosen by you) must roll a non-ID Make them come to you: Move your save or immediately flee to their owner’s home terrain to the eighth face, then go Dori Hein is the Creative Director for the reserves. Targets that roll an ID face are stomping. With your magic and melee DRAGON DICE game line and can be reached killed — that is, they die of fright! might (not to mention the stepped dam- at [email protected]. Bill Olmesdahl is both a Vanish: Appropriately enough, this age), you can take anything your oppo- designer and editor involved with TSR‘s icon is found only on the ghost. When nents can dish out, but only if you force collectible dice game.

# DRAGON 230 87

alent of what would be a 21 THAC0 In light of the alarming statistics of under the 2nd Ed. rules (compared to 20 adult illiteracy, I can’t help but wonder — for the cleric and fighter). It is this myste- if those adults were introduced to role- rious “+1” bonus (a vestige of the thank- playing games as children, would they fully extinct repeating 20s on the original be readers now? game matrices) that is confounding I’d like to ask people who think chil- Tobias’ game. dren shouldn’t be introduced to gaming If it bothers you that a 1st-level wizard at young ages whether they’ve seen the or thief can fight as effectively as a 1st- video games and toys and TV program- level warrior (and it bothers me), the eas- ming that are daily bombarding our iest way to rectify the situation is to add kids. Frankly, it scares me. I’d rather my +1 to the rogue and wizard THAC0S up nephews get involved in role-playing to and including the 9th level of ability. games than any other activity (save That will give a fair approximation of the sports). What’s wrong with wanting our Forum welcomes your comments and original combat abilities and return a children to learn to play together opinions on role-playing games. combat edge to the clerics and fighters. instead of against each other? In the United States and Canada, send To be fair to the PCs, the same reasoning Andy Farrell any correspondence to Forum, DRAGON® should be applied to monsters with less Omaha, NE Magazine, 201 Sheridan Springs Road, than 1-1 Hit Dice (see page 75). Lake Geneva, WI 53147 U.S.A. In Europe, Jamie Nossal Five years ago, I was introduced to send mail to Forum, DRAGON Magazine, Houston, TX the AD&D® game and was instantly TSR Ltd., 120 Church End, Cherry Hinton, hooked. Six months later I was DMing Cambridge CB1 3LB, U.K. You can also send When I was a young child (I’m now my own campaign, which crashed and e-mail to [email protected] or to 22), I loved to play games. “Let’s Pretend” burned, by the way. I picked myself up [email protected]. was my favorite. I have an older brother and now I run multiple successful cam- All letters should be neatly typed or hand- (now 30) who, when I was eight, intro- paigns in the ™ setting (my written. You must give us your full name and duced me to the joys of role-playing favorite) and home realms. I’ve also mailing address if you expect your letter to games. I was fascinated by the way you played GURPS* and a futuristic gaming be printed, but we will withhold your name if played this game. It was like none other. system, but I’ve always come back to the you ask us to do so, and we will not print At first I was allowed just to roll the dice AD&D game. your full address unless you request it. for my brother, who was always the DM; Even though TSR has the best system but I listened to what they were doing I’ve seen, there is room for improve- obias Hill makes a very interesting and realized they were playing my ment and I’d like to cover a couple of comment on thief THAC0s in issue favorite game (“Let’s Pretend”), but they those areas. #227. He points out a problem that had a set of rules to go by. What I also The ™ campaign set- nobody else seems to have noticed: soon realized was that the players ting appealed to me in the worst way namely that low-level rogues have sur- worked together, not against each other, because I love dragons. One of my prisingly good THAC0s, especially at 3rd to reach a common goal. I was almost biggest beefs with the set is the flight level, when their fighting ability is sec- instantly hooked to my brother’s dice. proficiency, which you have to spend ond only to a fighter’s (Player’s Handbook, About a year went by, and soon my proficiency slots to acquire. If you don’t, page 91). brother let me read the rule book (from you can’t fly. Now, let me get this What happened here? The original the Basic D&D® game), saying, “You prob- straight: I’m a hatchling dragon who is PHB specifically describes the lightly ably won’t understand most of it, but being raised by all these venerable drag- armed and armored thief as fighting “only slightly more effectively than do magic-users” (page 27). The original . . .if [they] were introduced to role-playing games as DUNGEON MASTER® Guide attack matrices children, would they be readers now? (page 74) bear this out: a 4th-level cleric and a 3rd-level fighter are combat equals (THAC0 18) while a 4th-level thief is on a par with a 1st-level magic-user (THAC0 here you go.” I took that as a challenge ons, yet they never taught me how to 20). Uneven progression at higher levels and dived right into it. I got stumped fly? That’s like saying a human was born results in an identical THAC0 for 9th about two paragraphs into the first page, but never learned to walk. Having to level thieves and clerics, but the clerics but I got out a dictionary and looked up spend slots on combat flight I can under- permanently regain a two-point advan- the problem words and went from there. stand; knowing how to walk and know- tage immediately thereafter. Anyway, I know that because I was ing how to fight as well as a martial The 2nd Edition intent to simplify and introduced the D&D game so early, I artist, for example, are two entirely dif- smooth the progression probably has have this game and my brother to thank ferent things. Still, flight, for a winged something to do with the current prob- for my love of reading and writing. Had creature who is around hundreds of lem, but there is another reason. Look it not been for the many hours of read- beings just like him who can fly, should again at the original attack matrices, and ing those and many other rulebooks, I come naturally. No slots should be spent. you will find that magic-users and don’t think I would have learned to read Another problem with CoW is that thieves start their careers with the equiv- as well as I do today. you need three books to create a

# DRAGON 230 89 character. The information is so spread After comparing the definitions of of it. Yes, this does take time, and you prob- out that you’re bound to miss some- the grey elf in the Complete Book of Elves ably will spend an entire game session, if thing vitally important. This data is very and the definitions of the term “high,” not more, trying to nail this down. disorganized and looks as though it was I’m sure that anyone would come to the In response to Rick Maffei’s letter in just slapped together to meet a quota. same conclusion and ask the question, issue #228, I agree about Skills & Powers, is a cool idea, but the “Why is a grey elf not called a high elf save for the argument about Muscle. rules on doubling a timeline make no and vice versa?” Firstly, the book states that these are still sense and are incomplete. They state The term “grey” means “ash colored, stats and that no statistic may be raised that one month before a chronomancer between light and dark, dull” (Webster’s, above racial maximums. Therefore, the is going to double his time line, a Time 178). It seems the switch could be com- only way a warrior can have a Strength Storm begins. What DM (or PC, for that plete. higher than 18/00 is if he is from the matter) is going to know a month ahead Ed Greenwood, the creator of the ®, DRAGONLANCE®, or BIRTHRIGHT® of time that they’re going to do that? FORGOTTEN REALMS® setting, discovered settings. None! If a character is going to double the same inconsistency. He switched the As to the comment about the warrior his line, it’s probably going to be a split- terms “high” and “grey” when describing with a Strength of 16, I ran into that little second decision made in the heat of the elven sub-races: “Gold elves are also quirk, too. There’s nothing in the rules game-play. Then what happens? Does a called. . . high elves. [They] tend to be about that problem, so I’ve instituted the Storm just appear out of nowhere? And recognized as the most civilized of the following convention. Consult your PHB so this Storm pulls the time wizard into elven subraces and the most aloof from concerning the spell strength. Note that a Temporal Prime — then what happens? humankind. . . .” warrior who has the spell cast on him That’s where he needed to go anyway, “Moon elves are also called silver or and who winds up gaining percentile to double his line, right? What’s to stop grey elves, and are much paler than gold Strength may advance only one score him from doing so now? elves... they tend to tolerate humankind bracket on the chart for each “point” the These rules are incomplete, and even the most of the elven subraces. . . .” (A spell gives him. Take that convention though a DM worth his merit will be Grand Tour of the Realms, page 9, from the and apply it to your dilemma. able to adjust them to work and answer FORGOTTEN REALMS boxed set). If a warrior has a 16 Strength, he can all the questions, doing so now makes The question I have for anyone read- advance only to 18 (no percentile). Now, the book not worth the money paid for ing this column is this: Should the main say that warrior has a Strength of 17. His it. I pay for a set of rules that I have to elven sub-races, the grey and high elves, maximum Muscle score is 18/01. (Look at alter little, if any. have their labels switched, making grey the chart: one step to 18, another to Jeff Crowell elves high elves, and vice versa? 18/01.) I suggest that for purposes of the Address Withheld Peter Heyck actual score, DMs use the lowest allow- Ottowa, Ontario able number in the bracket. A source of great confusion and Example: a paladin I presently play annoyance for me is the AD&D defini- I’ve been gaming a long time. Unlike wound up with a strength of 18/61. By tions and classification for the elven most people who seem to think this is our house rules, he could advance his sub-races. More specifically, the problem important, I can’t really remember when muscle score only to 18/90 until I use a is with the two main sub-races, grey I started, and I’m sorry that I can’t quite wish spell to raise his Strength. elves and high elves. peg it down to one memorable evening Also, I suggest that when a player The Complete book of Elves describes in the wilderness of Washington. But if does this his Muscle or Stamina rise a grey elves as “the most noble and most there is one thing I’ve learned through bracket only if the Strength score itself reclusive of the elves. . . withdrawn from all of it, it’s that we all make mistakes in rises. Remember, the subability can be the world... supercilious and conde- the game. DM and player alike, there’s no more than 2 points away from the scending, full of their own importance. . . always rules discrepancies. “parent” score. haughty, disdaining contact with oth- I have a problem with all the letters Tim Nutting ers. . . least tolerant of other races” (pages that keep appearing in Forum about the Address Withheld 16-17). PLAYER’S OPTION™ rules. For those High elves are described in these among you who don’t seem to get it: It’s terms: “the most open and friendly. . . optional! If you don’t like it, don’t use it! [they] have the most contact with the Get it? non-elven world. . . are very pale. . . their (Probably not.) skin is less a corpse-like pallor than the Anyway, the whole concept behind color of new cream” (page 18). this, if any of you whiners read the fore- It struck me as odd that the charac- word to each book, is that you are sup- teristics and attributes which describe posed to take the parts you like and Trivia Question: the grey and high elves would be better keep them. You’re supposed to toss the suited if they described the other sub- rules you don’t like. That’s the one In the PLANESCAPE® setting, what rare race. I looked up the definition of “high” power of the DM. It’s his choice which planar creatures have the unique in three dictionaries, and this is some of rules are to be used. property of acting as portals to other what I found: “advanced, arrogant, ele- Granted, it is always good to listen to realms? vated, exalted, haughty, lofty, noble, the players and talk about the rules. pompous” (Webster’s Dictionary, 1986, Consider what the players want, what page 190). you want, evaluate what is left, and use

90 JUNE 1996

ment? Or must the player roll a score of 12 on the dice first, then apply the bonus? In most cases, a new character has to meet the ability score requirements for his race before making any racial adjust- ments to Ability Scores. For example, if a player rolls a 10 for a character’s Constitution score and an 18 for the same character’s Charisma score, that character cannot be a dwarf because by Skip Williams Table 7 in the PHB lists a minimum Constitution of 11 for dwarves and limits lf you have any questions on the games tion works as explained in the optional dwarves to 17 in Charisma. The charac- produced by TSR, Inc., “Sage Advice” will rule box. The reference to the caster’s ter can’t be a dwarf even though answer them. In the United States and level in the optional rule box is superflu- dwarves get a +1 Constitution bonus Canada, write to: Sage Advice, DRAGON® ous because caster level has no bearing and a -1 Charisma penalty because the Magazine, 201 Sheridan Springs Road, on the intelligence contacted. player must consult the table before Lake Geneva, WI 51347, U.S.A. In Europe, making any adjustments. The same write to: Sage Advice, Dragon Magazine, When developing new characters for character could become a , how- TSR Ltd., 120 Church End, Cherry Hinton, the AD&D game, do the initial scores ever, and would apply the ability adjust- Cambridge, CB1 3LB, U.K. You can also e- rolled for Ability Scores include the racial ments for gnomes from Table 8. Note mail questions to [email protected]. bonuses? Or is the bonus given after a that at the beginning of play, a dwarf’s We are no longer able to make personal roll meets the minimum? For example, a maximum Constitution score is 19 replies. Please send no SASEs with your minotaur needs a Constitution of 12 as a (18+1) and a dwarf’s maximum question. SASEs are being returned with minimum requirement. Minotaurs also Charisma score is 16 (17-1). copies of the writer’s guidelines. receive a +2 bonus to their Constitution. Unfortunately, not all the expansions This month, the Sage looks at spells, If the player rolls a 10, can he add the to the AD&D game follow the PHB’s magical items, and optional rules for the bonus to meet the minimum require- example. For instance, the Complete AD&D® game. The sage also pauses to explain some of his own recent advice.

Please give me a clarification on the 5th-level wizard spell contact other plane. The optional rule box about aligned planes mentions a correlation between the caster’s level and the max- imum intelligence that he may contact, though the main spell description men- tions nothing about caster level other than the number of questions that may be asked. Are there actually such limits on the contactable intelligence or may the wizard choose to contact whichever intelligence he wishes from the outset? No matter which rule you use, the mind contacted is determined randomly, usually by roiling 1d10. If you use the optional rule, the spell caster picks the plane he contacts. If the caster chooses an , roll 1d8 instead of 1d10. A roll of 1 indicates that caster has con- tacted the equivalent of an Astral intelli- gence. A roll of 8 indicates the caster has contacted a being with an Intelligence score of 25. However, any difference in alignment between the caster and the prevailing alignment on the plane con- tacted (see the PLANESCAPE™ boxed set) reduces the intelligence the caster actu- ally contacts by reducing the die roll (which is always at least “1”). The reduc-

# DRAGON 230 93 Book of Humanoids lists adjusted scores Would you please clarify the use of the lower level she effectively becomes. in its racial ability score tables. (This the feign death spell, particularly with If a priest casts a defensive spell on a explains why Table 12 includes so many regard to its casting time of ½? Does this plane near to her power, then goes to numbers lower than three and higher mean that the caster uses it just prior to another plane farther from her power, than 18.) In this case, the player must an opponents’ attack? Is it so quick that would the spell still be active even make the racial adjustments to the char- the attacker does not realize that the though she effectively dropped several acter’s ability scores and consult the spell was cast? If the spell is cast prior to levels in ability? For instance, a 7th- table. If the character doesn’t meet the an attack does the attack now hit auto- level priest in my party cast magical requirements after the adjustments, the matically? Won’t the attacker become vestment on herself in the Beastlands character’s Ability Scores revert to their suspicious if the caster “drops dead” just prior to entering a portal to the unadjusted values and the player has to after a missed attack? Grey Waste, where she “lost” six levels choose a different race for the character. Technically, a spell’s casting time is of ability. Would the spell still be active added to the caster’s initiative roll to for its duration even though the caster My question pertains to the psioni- determine exactly when the spell takes could no longer cast it? cist power ectoplasmic form. One of the effect. Since the initiative system uses When plane hopping, a spell func- players in our group is rather fond of only whole numbers, the casting time of tions according to the conditions that turning into ectoplasmic form, picking ½ is problematical. In this case, I think prevailed when the spell was cast, unless up objects, sticking them into people, the intent is to allow the caster to cast the local condition is an absolute. A and letting go. He claims this is an the spell pretty much instantaneously. I flame blade, for example, goes out if car- instant kill. Is this valid? Is it an evil act? recommend treating feign death like an ried onto the plane of water, Are there any special saving throws innate ability, but with no initiative mod- where no fire spell works. In your exam- applicable? Also, what are the effects of ifier. An opponent can beat the caster to ple, magical vestment keeps working at sticking objects into objects? the punch, but he can’t disrupt the spell. full power, because the character was No, what you describe isn’t a valid The caster can time the spell so that it functioning at full power when she cast use of the ectoplasmic form power. No, takes effect right after an opponents the spell. See the upcoming Planewalker’s it’s not necessarily evil. No, there are no attack if he wishes. Handbook for more information. special saves. The spell has a verbal component, so A character assuming ectoplasmic an alert opponent might notice the cast- How many volumes will the upcom- form can take along clothing, armor, and ing. An opponent successfully using the ing Wizard’s have? up to 15 Ibs. of equipment he’s carrying. spellcraft proficiency while watching the Will there be similar volumes for priest Weapons, backpacks, magical items, and spellcaster would know the caster used spells? the like don’t automatically come along; a necromantic spell. Other witnesses The current plan is for three volumes they count toward the 15-lb. limit. The might be allowed a slim chance — no of the Wizard’s Spell Compendium, fol- character has to leave any excess equip- better than a check vs. one half lowed by one or two volumes of priest ment behind. Anything the character isn’t Intelligence — and then only if they had spells. I’m sorry I can’t be more exact, holding or carrying when he assumes some reason to suspect a spell. (Feign but there’s just no way to tell exactly how ectoplasmic form doesn’t go along. So death has no somatic or material com- many spells there really are until some- the character cannot assume ectoplasmic ponent, so its not easy to catch.) In any body actually finishes compiling them all. form, walk across a room, pick up a rock, case, combat in the AD&D game always and make that ectoplasmic too. works in the abstract; “misses” might Page 123 of the Complete Druid‘s Anything the character converts into very well actually strike the target (albeit Handbook lists several spells I have ectoplasmic form stays in that form until ineffectually), and some “hits” might not never heard of and that aren’t listed in the character resumes his own normal make contact at all. (Maybe the target the book. Where can I get information form, even if the character drops the pulled a hamstring while avoiding the on spells such as ceremony and precipi- object. Resuming normal form inside a blow.) Any attack that causes the target tation? Also, why are some of the spells’ solid object or inside another creature to drop dead is likely to be interpreted levels changed, like cure light wounds can be harmful, but only to the ecto- as a hit. If a PC made the attack, simply as 2nd-level spell and finger of death as plasmic creature. The solid object or note the attack roll’s result and a 7th-level spell? creature has dibs on the space it occu- announce that the blow connected and Pages 122 and 123 of the Complete pies. At best, the ectoplasmic creature or slew the target. Let the player puzzle out Druid’s Handbook describe druids as they object is displaced a sufficient distance what happened. If an NPC made the appeared in the original AD&D game. so it can materialize without harm. I sug- attack, consider how alert the character That’s why some of the spell levels are gest, however, that the ectoplasmic might be to tricks. Someone very sure of different. The spells you’re asking about character is violently forced through a himself might very well believe he made came from the tome, dimensional rift to the Ethereal plane, a killing blow, while someone familiar now long out of print. Current plans call suffering 3d10 hp damage — with no with the caster’s reputation might for both spells to be included in the chance for a saving throw. Sticking an become suspicious if a famous character upcoming Priest’s Spell Compendium, but ectoplasmic object into something else goes down too easily. Some monstrous that’s subject to change. and materializing is just as nasty as foes might try to drag the “slain” charac- sticking part of the character’s body into ter back to their lairs for snacks. A sword of sharpness has a +1 bonus something; the person responsible for for attack rolls and damage and it sev- making the rift is drawn inside of it and According to the PLANESCAPE rules, ers a limb on a modified roll of 19-21. If suffers damage. the farther a priest is from her power, a sword of sharpness had a +3 magical

94 JUNE 1996 bonus (such as the one carried by round as a turning attempt. (In the hands, arms, and shoulders. Prince Melf Brightflame in the From the PLAYER’S OPTION™ combat system, a turn- Ashes boxed set), how likely is it to ing attempt is a no-move action.) The The Skills & Powers book allows sever a limb? What about a vorpal priest rolls for initiative normally, and priests to spend character points to weapon? Would a +5 the attempt is resolved during the purchase a school of wizard spells and sever necks on rolls of 20-25? priest’s normal place in the initiative use them as priest spells. Does this The DM has two options. First, he can order. There is no entry for turning mean the priest can cast these spells assume that the sword severs a limb on attempts on Table 56 because undead while wearing armor? Can the priest fill any attack roll that totals 19 or more, turning is neither particularly slow nor his bonus spell slots from high Wisdom considering only the sword’s +3 bonus; particularly fast — the priest makes an with these spells? Can the priest spend that is, on an attack roll of 16 or more. unmodified initiative roll unless some extra character points and gain more (Bonuses from Strength specialization, other factor also applies (see Table 55: than one school of wizard spells? race, combat conditions, and so on Standard Modifiers to Initiative). The selected school of wizard spells never apply to the score to sever.) works just like a sphere of priest spells in Alternatively, he can assume the sword Do gauntlets of ogre power affect the all respects. The character can memo- severs a limb on an attack roll of 18 or wearers maximum encumbrance or rize and cast them freely without sacri- higher, just as a normal sword of sharp- ability to open doors? ficing any priest abilities (and the spells ness does. I prefer this option. Gauntlets of ogre power grant the can fill bonus spell slots from high It doesn’t matter which option you wearer 18/00 Strength in the hands, Wisdom). The DM should feel free to choose, so long as you apply it consis- arms, and shoulders. The wearer enjoys limit which schools might be available. tently. In either case, the attack must the benefits of the increased Strength in (A deity of truth might balk at granting a succeed to sever a limb. If the sword combat and most “bend/bars” lift gates cleric or priest illusion spells.) I strongly wielder rolls a 19 and still manages to rolls. The bonus doesn’t apply to feats of recommend that you do not allow any- miss, the sword severs nothing. Note strength that involve the whole body, one to purchase more than one school that the actual number required to sever which generally includes carrying loads of wizard spells for a priest character. varies with the type of opponent. The and opening doors. If you’re using the base number to sever for a regular subabilities from the Skills & Powers In issue #228, you mentioned the sword of sharpness is 18 for a normal book, the gauntlets increase the wearer’s spells that could remove an antimagic opponent, 19 for an opponent larger muscle score only, and then only for shell. What about the spell spellstrike than man size, and 20 for solid metal or actions the character performs with his from the FORGOTTEN REALMS® setting? As stone opponents. If you choose the first option, the numbers would fall to 16, 17, and 18. Non-standard vorpal swords can work the same way. The normal vorpal swords severs the neck on a roll of 17 for a nor- mal opponent, 18 for an opponent larg- er than man size, and 22 for solid metal or stone opponents. If you choose the first option, the numbers for a vorpal sword +5 would fall to 15, 16, and 17.

How do you handle initiative for a priests attempt to turn undead? The rules say a turning attempt counts as an action for the character and takes one round. It also says that the turning effect occurs during the priests turn in the ini- tiative order and that any opposing undead might get to attack the priest before he can make the attempt. I notice that Table 56: Optional Modifiers to Initiative does not include an entry for undead turning. Does this mean the priest always goes last if he attempts undead turning? That could be pretty rough on a lone priest facing a group of undead. A turning attempt counts as the priest’s sole action for the round; the priest cannot move, attack, cast a spell, use a magical item, or take any other significant actions during the same

# DRAGON 230 95 it is, in a sense, a “retroactive” dispel invested in two or three 10’ granite stat- the caster, so it couldn’t be used to crush magic could it remove an antimagic ues. Then, they cast frisky chest on a opponents, and the frisky item moves shell? statue (which weighs in the neighbor- only through open space, so it won’t Yes, but remember that spellstrike hood of 3,000 Ibs.), and the party’s lead smash through barriers. On the other negates only spells and effects created fighter herds it along. Now the party has hand, a group that can talk the DM into (cast) during the round in which the a statue leading the way wherever it letting them get away with using frisky spellstrike is cast or during the previous goes. (They also cast a continual light spell chest as a permanent animate object prob- round. on the statue’s upraised hand so that it ably needn’t worry about little things like doubles as a torch bearer.) With the stat- what the rules say. I enjoyed your response in issue #228 ue in the lead, the party no longer has to If the party took along an extra frisky to the reader who objected to your fear traps, because the statue will trip chest spell, they’d have no need for answer about the frisky chest spell back them as it walks 3-10’ ahead of the spells like ’s floating disk; they need in issue #225. But you didn’t quite han- group. If the statue falls into a pit, no only take any old dungeon door off its dle all his objections. Do you really advo- matter. Someone just hops in after it and hinges and apply frisky chest. The door cate changing the rules in the middle of the statue flies right out again (assuming will galumph along carrying anything the game to restrict player innovation? If the DM isn’t going to do anything to sti- the PCs strap or nail onto it. not, when should a DM introduce a fle player innovation, like require an item Even if the party only used frisky chest weight limit for frisky chest as you sug- save when the statue falls into the pit or to turn a statue into a trap springer, they gested? By the way, is it really impossi- put something in the pit that the PCs still would be getting more mileage out ble to stack one’s slain or paralyzed don’t want to jump into). of this 2nd-level spell that they could get comrades on a Tenser’s floating disk? While the party chases its frisky out of the 6th-level priest spell animate Of course you shouldn’t change the statue through the dungeon, anything object (which has a shorter duration and rules during the game; that’s just com- foolish enough to stand in the party’s produces considerable slower movement mon courtesy. The proper time to intro- way finds a ton and half of crushing rates for large objects) or the 5th-level duce rules changes is sometime after the stone plowing through as the party wizard spell avoidance (which affects only game ends and before the next game charges right in. The party might run objects with volumes of 27 cubic feet or begins. It’s often helpful to write your their ton-and-a-half juggernaut into any less). That alone should set alarm bells rules changes down and keep them door they find, smashing it to flinders. Of ringing in any sensible DM’s head. handy for future reference. By the way, course, the spell description says the stat- the frisky chest spell is due for a major ue avoids getting with 10’ of anyone but overhaul. In addition to a weight limit (100 Ibs. per caster level), an area of effect reduction also is officially in the works, most likely 10 cubic feet (about 2’ x 2’ x 2½’) instead of a 10’ cube. The upcoming Priest’s Spell Compendium will contain the revised spell. Yeah, you can carry bodies on a Tenser’s floating disk, or just about any other objects or creatures you can heap onto the disk (keeping them there might be a separate problem). On the other hand, you can’t use the disk as a weapon or a battering ram. It’s a load carrier, period. You can’t use a disk to bowl over opponents or smash things. A disk just floats around like a blimp, giv- ing no more than a gentle bump when it strikes a creature or object. In any case, I certainly hope everyone who reads this column realizes that the DM’s task is keeping the game under control without being a spoilsport. The reason you ought not to let PCs use frisky chest spells to make their trea- sure walk out of the dungeon is because that kind of thinking eventually leads to all kinds of other “innovations” that could make the DM consider more rewarding games — like solitaire. For instance, let’s say the party discussed in issue #225 took some of the proceeds from their 10’ golden statue and

# D RAGON 230 97

Magic and technology are different, doesn’t “know” a crea- you said in issue #228. However, any ture from an object, sufficiently advanced technology is but the terms of the indistinguishable from magic. What do spell, just like the terms you say to that? of a wish, allow it to I’d say you’ve stumbled across an affect only creatures. excellent illustration of my point. It’s important to “Sufficiently advanced” technology keep the foregoing in becomes indistinguishable from magic mind when deciding because its effects appear so miraculous how a spell functions in that an observer can find no rational an unusual situation. explanation for them. Unlike technology, a Any 20th-century person with a spell acts in a manner grade-school education knows some- suited to its purpose or thing about how a laser works, but if a it does nothing at all. person from a medieval culture finds a Consider the frisky chest laser and discovers that he can toast spell that started this bread with it, he’s apt to think of it as a discussion. The spell is magical bread toaster. He has no idea supposed to keep the laser emits a coherent beam of light intruders’ hands off the caster’s stuff. not like a person living in the techno- through the stimulated emission of radi- Knowing that, it’s no great leap of logic logical world of the late 20th century ation, and, lacking that knowledge, he’s to realize that frisky object is going to would think. not going to discover laser surgery. If move in a contrary fashion when some- someone else comes along and - body starts chasing it around a dungeon. strates other uses for the laser, the In any case, it’s incumbent on players medieval fellow is going to think of the to put themselves in a frame of mind technician as some sort of wizard. suited to the fantasy worlds where their Skip Williams is a game designer and The difference between technology characters live. When playing the AD&D editor at TSR, Inc. He also grows fiery Thai and magic is this: technology depends on game, you need to think like a person peppers at home. Questions can be an understanding of reality. Technology living in a magical world would think, addressed to him at [email protected]. works the way it does because someone has thought through a chain of cause and effect that gives a predictable result. For example, a light bulb lights a room because somebody with an understand- ing of electricity and metallurgy created a situation in which the light bulb must glow brightly when somebody throws the switch. Magic, by contrast, does not take advantage of some clever person’s knowledge of reality, it literally changes reality to suit the user’s taste. In the AD&D game, each spell’s ability to change reality is narrowly defined in the spell description. It’s helpful to think of any magical spell as a minor wish with a predetermined effect. If your character wants light, he casts a light spell, and he gets light — but that’s all he gets. Of course, the character can do some clever things with that light, such as blind somebody by making the light appear on the end of his nose, but no character will ever bake a cake or incu- bate an egg with the waste heat from the light spell as one can with an incan- descent light bulb, because there isn’t any waste heat. Spells often prove to have some curi- ous limitations (at least to 20th-century minds). A magic missile won’t affect objects, only creatures. A magic missile

# D RAGON 230 99 100 JUNE 1996 # DRAGON 230 101 102 JUNE 1996 # DRAGON 230 103 104 JUNE 1996

In 1983 — the year of Return of the Jedi — Ronald Reagan was in the third year of his presidency, Jackson was on his second nose, and had just begun to fiddle with future install- ments of the Star Wars series. In 1996, Bill Clinton is wrapping up his first term, Michael Jackson is on nose number nine, and George Lucas is still fiddling with future installments of the Star Wars series. Lucas may be a genius but when it just lay something like that on me comes to cranking out product — well, Would you hand me another tissue? and, hey. . . I’m trying to stay calm, all the Force ain’t exactly been with him. Sometimes I get on these crying jags, right? Meanwhile, over at West End Games, and I just can’t stop. You gotta under- Okay, okay, I’m fine. Really. I can the design team of the Star Wars RPG stand, the Traveller* game was more wait. I got some other games to keep has been understandably anxious. than just another science-fiction RPG to me busy. During the game’s impressive 10-year me. And it was more than just the best Uh, sorry about the tear stains on run, they’d produced dozens of quality science-fiction RPG. It was my first RPG. your dice bag. supplements. But how long could they It’s true. I was playing Traveller before keep it up? How many times could they the AD&D® game even, and now that’s go to the well — in this case, about six gone well, I guess you never get over The DarkStryder Campaign and a half hours of film — before they Star Wars* game supplement the first one. started coming up with sand? They What’s that? Traveller’s coming Two 96-page softcover books, 52 couldn’t just sit on their hands, waiting back? Don’t toy with me! When? What character and ship cards, one 22’ x 34’ for Lucas to deliver another movie. Nor do you mean, you don’t know! You can’t double-sided poster map, boxed could they expand the mythos in any West End Games $30 significant way, because, according to Role-playing games’ rating Design: Peter Schweighofer, Doug Lucasfilm, that’s a no-no. Not recommended Shuler, Bill Smith, Eric Trautmann, and So they opted for a new approach. Timothy Zahn with Daniel Scott Palter, The result, Darkstryder Campaign, Richard Hawran, Stephen Crane, Paul May be useful marks one of the most dramatic turning Sudlow, Pablo Hidalgo, and Miranda points in the game’s history. For starters, Horner Fair this is the game’s first boxed set (exclud- Editing: Bill Smith and Paul Sudlow with ing the recent Miniatures Battles box), Good , Peter Schweighofer, and making it a big deal by definition. Rather Eric Trautmann than invent their own alter egos, players Excellent Illustrations: Tim Bobko, David Day, are encouraged to assume the roles of The BEST! Terry Pavlet, Brian Schomburg, Philip pregenerated characters. Further, each Tan, David Deltrick, Christopher Moeller, player is encouraged to play several Doug Shuler, and Mike Vilardi characters, all at the same time. Cover: Christopher Moeller

# DRAGON 230 111 But the real departure for Dark- like these in their supplements. I’d like to Stryder is in its tone. Forget your cuddly see them do it again. As a matter of fact, Ewoks, your bumbling droids, your kid- I’d like to see all publishers include them, die show aliens. DarkStryder conjures a as they’re great time-savers for lazy guys harsher, drearier universe, a Star Wars like yours truly. for grown-ups. The premise: despicable The background material spills over bad guy Moff Sarne, an Imperial warlord into the Adventure Book, which begins with unlimited power, has fled the Kahol with an informative overview of the sector capital Kal-Shebbol to wreak Kathol Sector, complete with star maps, havoc on a sizable chunk of the galaxy. planet profiles, and a gallery of villains. With few resources and virtually no The heart of the book, however, is the set information about Sarne’s whereabouts of six adventures, linked to form one long or plans, the PCs board a second-rate campaign. “Omens,” the opener, sends starship and attempt to track him down. the party to the devastated Kolatil system The campaign features villains who where they’re confronted with evidence murder, allies who backstab, and heroes of Sarne’s ruthlessness. “Artifact of Aaris” who die. A haze of despair hangs over involves a dangerous archeological expe- DarkStryder, which is both intriguing dition, which triggers more than the usual and disturbing. It’s like visiting Oz and amount of chaos aboard the FarStar. finding alcoholic Munchkins. Overall, they’re well-staged and easy-to- The Campaign Book covers the back- run adventures, offering a satisfying ground material, opening with a terrific blend of action, problem-solving, and Giant Psychic Insects Timothy Zahn short story that sets up the role-playing. There’s not much in the way from Outer Space situation and establishes a gloomy of logical technology, however; of all the mood. Much of the book is devoted to science-fiction RPGs, Star Wars remains Don’t Look Back game supplement the FarStar, the converted Corellian mili- the most science-less. And don’t expect 96-page softcover book tary ship that serves as the PCs’ trans- Sarne to show up; he may be a major Mind Ventures Games $15 portation. It is, to put it succinctly, a piece player in some future supplement, but Design: Jay Coleman and David of junk. Lights flicker on and off for no not here. Most troubling, the campaign Kosak apparent reason. The sensors suck up doesn’t really go anywhere; its all set-up Editing: Jay Coleman and Richard Van too much power. The ceilings leak. A and no climax; think how you felt at the Ingram sabotaged computer system ensures a end of The Empire Strikes Back. Illustrations: Paul Carrick and Tim steady stream of misfiring weapons, nav- Evaluation: This set looks to be the Gerstmar igational glitches, and malfunctioning first in a long line of DarkStryder prod- Cover: Paul Carrick droids. FarStar is a high-tech obstacle ucts. As such, with its unresolved plot course; a party could engage in a mem- lines and unanswered questions, it feels Giant Psychic Insects From Outer orable campaign just wandering the cor- incomplete. The designers still seem to Space — that’s the second-best title for a ridors. The Locations section, describing be groping for a style, as if they’re not role-playing supplement I’ve ever heard. the FarStar’s every nook and cranny, quite sure how far they can go. (First-best: Bat-Winged Bimbos From Hell, manages to be comprehensive without Consequently, DarkStryder doesn’t for the underappreciated Macho Women overdosing on statistics; conceivably, the plunge Star Wars into darkness; it mere- with Guns* game.) But before you start ship could be used in other RPGs with ly draws the shades a bit. Next time, I swatting psychic insects, first you have to only a few modifications. hope they throw caution to the wind learn a new set of rules — which isn’t as The crew, a source of endless torment and really go for the grit. For now, daunting as it seems. For Don’t Look for the PCs (and endless possibility for the DarkStryder stands as a promising Back is not only pretty good, it’s also gamemaster), is as undependable as the beginning, a rich, involving expansion pretty easy. ship. The cramped conditions and lousy that opens up an RPG on the verge of And pretty funny. Remember the Chill* accommodations make them surly, rusting shut. Let Lucas dawdle. West End and Teenagers From Outer Space* games? obnoxious, and inclined to beat the crap is delivering the goods. Put ‘em together, and you’ve got the out of each other at the slightest provo- general idea. The modern world has cation. Memorable crewfolk include Don’t Look Back* game become a repository for every whacked- Security Officer Gorak Khzam, a former (Second Edition) out faction of the paranormal that ever slave trader; Lieutenant Jessa Davjus, an 208-page softcover book graced the pages of a supermarket Imperial turncoat plagued by dreams of Mind Ventures Games tabloid. Flying saucers roam the sky- black spiders; and Lieutenant “Wing- $22 ways. Vampires stalk the streets. Mad sci- Ripper” (love that name!) Gorjaye, a red- Design: Chuck McGrew with Richard entists use innocent citizens for depraved haired beauty with the charm of a rabid Van Ingram and Jay Coleman experiments funded by the U.S. govern- dog. All key personnel have their own Editing: Jay Coleman, Richard Van ment. And though Elvis hasn’t shown up character cards, featuring evocative color Ingram, and Scott Dillin yet, it’s just a matter of time. portraits and handy statistical summaries. Illustrations: Paul Carrick, Tim The only folks standing between civi- The cards are a nice touch, useful to play- Gerstmar, and Richard Van Ingram lization and anarchy are, of course, the ers and gamemasters alike. In the good Cover: Doug Shuler and Paul Carrick PCs. For the most part, they’re ordinary old days, TSR routinely included cards humans: College Students, Private Eyes,

112 JUNE 1996 and — my favorite — Slackers (who “take faster than you’d think. And for the most second and go straight to Giant Psychic great pride in their ability to do nothing part, the results make sense. But be fore- Insects, which includes a summary of for months, even years, at a time”). warned: it takes a seasoned gamemaster the changes in edition number two Designing a character couldn’t be simpler. to adjudicate the Quality Table. What (there aren’t many). As for Insects itself, I Each player chooses his favorite arche- does it mean, say, when you get an haven’t had so much fun since MTV’s type, then assigns ratings from -4 to +4 Incredibly Successful Perception roll? last Beavis and Butt-head Moron-a-thon — to Fitness, Intelligence, Perception, and You’ll have to figure that out yourself. consider that a hint of what you’re in for. four other Basic Abilities. A character also Combat employs a similar system, (Information: Mind Ventures Games, begins with several Acquired Abilities, but it goes overboard on formulas, mak- PO Box 1032, Starkville, MS 39759.) depending on his archetype; College ing it kind of a pain. For example, to cal- Students receive Biology and Computer culate the amount of damage from a Abilities, Private Eyes receive Stealth and weapon, you determine the action’s Star Wars Surveillance. Additionally, a player Quality Rating, locate the relevant factor Customizable receives a fixed number of points he can from the Damage Scale, multiply them Card* game spend on additional abilities or to together, round the result down, multi- improve abilities his PC already has. ply this result by the relevant Defense Starter deck: 60 cards, rules booklet Finally, the player can invest in Scale factor, round the new result down, Booster pack: 15 cards Advantages (Photographic Memory, then apply the damage. Though it gen- Decipher, Inc. $9.50 (starter) Ambidexterity) by spending “positive” erates acceptable results, a less math- $3 (booster) points, and Disadvantages (Gullible, heavy system would’ve been a better fit Design: Tom Braunlich, Rollie Tesh, Tragically Hip) by spending “negative” with a game this goofy. Ross Campbell, Dan Burns, and Richard points. He acquires as many of these as Which brings us, finally, to Giant Borg he likes, as long as the total expenditure Psychic Insects, one of the nuttiest and equals zero. Advanced players can exper- most entertaining SF adventures I’ve ever iment with supernatural Advantages played. Seven-foot praying mantises from (Heat Vision, Mental Shield) and another planet are using the citizens of Disadvantages (Grotesque Appearance, Erie, Pennsylvania as lab animals. It may Weakness to Sunlight). Despite some bal- be an isolated crisis or — gulp — the pre- ance problems — a Hidden Past, for lude to a full-scale alien invasion. And instance, is considered more of a handi- talk about an opening: the PCs awaken cap than a Missing Limb — the rules gen- in a spaceship, strapped to operating erate versatile, appealing PCs. They’re not tables, with the praying mantises prepar- particularly durable, but that’s okay. Like ing to turn their skulls into pin cushions. goldfish, they tend to die off before you The action never lets up, nor does the become attached to them. And its a snap flood of engaging nonsense: telepaths to find replacements. with a mental range of 10,000 miles, The resolution system relies exclu- microscopic robots that eat electricity, sively on six-sided dice and requires five even a reference to Frank Zappa (by way steps: of Suzy Creamcheese). Laughs abound, 1. The gamemaster decides which of typified by the organization of renegade the character’s abilities is relevant to the scientists called the New England attempted action, then notes the ability Research and Development Company — rating. that’s NERDCo to you. True, chunks of 2. The gamemaster determines a Psychic Insects could’ve used more devel- Difficulty Factor, anywhere from -5 to opment; many important locations +5. receive no more than a few sentences of 3. The ability score is added to the skimpy description. And true, the climax Difficulty Factor, along with any modi- could’ve been stronger; instead of the Alternate Universe fiers for Advantages, Disadvantages, routine horror film finale, this would have and equipment. The total — which we’ll been a good place for a surprise. Elvis, : The Next Generation call the Base Total — equals the number maybe? Customizable Card Game* expansion of dice to be rolled. Evaluation: Don’t Look Back may not Booster pack: 15 cards 4. The player rolls the dice. If the Base be a groundbreaker, but it’s fast-paced, Decipher, Inc. Total was positive, he selects the three clever, and loaded with goodies. The Design: uncredited $3 highest dice. If the Base Total was nega- Encounters Chapter details enough tive, he selects the three lowest dice. cybernetic assassins and brain-sucking Yeah, I know the Star Trek card game 5. The gamemaster compares the aliens to support a year’s worth of sce- has its problems. Yeah, I know it’s tough three-dice total to the Quality Table, narios. The gamemaster section is so putting together a usable deck without which gives a resolution ranging from complete, it even tells you how to investing a fortune. And yeah, I know Horrible Failure to Incredible Success. ensure the comfort of your players that finding an Enterprise card is about as Convoluted? Sort of. But since all (“access to refreshments and rest rooms likely as finding a diamond in a box of actions are resolved in the same way, is essential”). If you own the first edition Cracker Jacks. But I like it anyway. I like the system becomes second nature of Don’t Look Back you can skip the the streamlined rules, the nifty missions,

# DRAGON 230 113 the clever way it simulates all the ele- speeder, Lift Tube), tinker with Device Dark Side, and vice versa; the Utinni ments of a good SF adventure (see cards (Vaporator, Tatooine Utility Belt), Effect, which compels characters to relo- DRAGON® Magazine issue #218 for more). and play Interrupt cards (Radar Scanner, cate to specific sites — make it a chal- So naturally, I had high hopes for the Hyper Escape) to screw up the opposi- lenge to master. And the artwork ought Star Wars card game (no connection, by tion. The first player to deplete the to attract collectors like bloodmobiles the way, to the Star Wars role-playing enemy’s Force — which occurs when the attract vampires. If it’d hit the stores a tame). And why not? Same company. enemy has no cards left in his deck — few years ago, we’d have been doing Same genre. Same designers. wins the game. handsprings. In today’s deck-drenched It even looks the same. In fact, the Granted, it’s as action-packed as a market, however, its just another card best thing about Star Wars is the first- demolition derby. But its also a bit game, eminently playable but nothing to rate presentation, making it one of the clunky. The Force rules, for example, squander the rent money on. Star Trek, few card games worth buying just for involve a rather convoluted “flow” cycle, on the other hand, remains a delight. the graphics. The cards boast clutter-free where cards begin in a Force Pile, then Alternate Universe doesn’t do much to layouts, engaging text, and vivid colors. move to a Used Pile, then to a Reserve expand the rules, but it serves as a good The crisp photographs cover every Deck, then back to the Force Pile. The excuse to revisit a terrific product. memorable image from the films, no attrition rules seem arbitrary and unnec- (Information: Decipher, Inc., PO Box matter how obscure. I, for one, could’ve essarily harsh. A typical game loses 56, Norfolk, VA 23501.) lived without a close-up of the dice steam toward the end, when the out- hanging in the cockpit of the Millennium come becomes all but inevitable. And Short and sweet Falcon. Nor did I need individual cards though its possible for two to play with While we’re on a roll, let’s look at depicting the backs — that’s right, the the 60 cards in a single starter deck, I some more SF. backs — of Obi, Leia, and the Jawas. And wouldn’t count on having much fun. Star Fleet Battles* game (Captain’s in the tradition of the Star Trek card You’ll need a much larger pool — I’d Edition Basic Set), by Stephen V. Cole game, the main characters are conspicu- guess at least 100 Dark Side cards and with a cast of thousands. Task Force ously absent; you can open boosters till 100 Light Siders — to make Star Wars Games, $30. Battleships Module R5, by your fingers go numb without finding a come alive. Stephen V. Cole. Task Force Games, $19. single Han Solo or Chewbacca. Still, I Much better is Alternate Universe, a Captain’s Log 16, edited by Stephen V. had a blast savoring my favorite scenes 122-card Star Trek expansion that intro- Cole. Task Force Games, $15. and characters, especially the great can- duces a new category of cards called As far as I’m concerned, you can’t call tina aliens like the hammer-headed Doorways. When a Doorway is played, it yourself a science-fiction gamer unless Momaw Nadon. opens the Star Trek universe to all sorts of you’re familiar with the Big Three: the If only Star Wars played as good as it alternate realities, parallel timelines, and Star Wars role-playing game, Traveller, looked. But alas, its merely okay. Each illusory experiences. In game terms, it and Star Fleet Battles. Now in its fourth player begins with a 30-card deck — the allows players to deploy specially edition and 17th (!) year, Star Fleet Light Side player using gray cards, the marked Alternate Universe (AU) cards, Battles stands as the definitive starship Dark Side using black — which represents such as Royale Casino (opponents play a combat simulation, a board game so his total Life Force. Location cards are game of blackjack, using Cunning num- intricate, so all-consuming that you arranged in a row, representing, in bers) and Samuel Clemens’ Pocket Watch could spend another 17 years just get- essence, the game board. Players (an action scheduled to occur in the next ting to know it. Though not officially a attempt to control Locations by deploy- turn occurs instead in the current turn). part of the Star Trek universe — this ing Character cards; if you wipe out all Trouble is, Doorway cards seem to be despite the presence of the Federation, enemy personnel from a contested few and far between; I found them in Klingons, and Romulans — SFB does a Location, the Location is yours. only three of eight of my booster packs. remarkable job of turning guys like you Controlled Locations generate Force Rather than fuss with the Doorways, we and me into guys like James T. Kirk and points; the more Force points you gener- threw them out and used an alarm clock. Jean-Luc Picard. The 256-page Basic Set ate, the more cards you can bring into (We set the clock to go off in a random rulebook covers a plethora of options, play. Force points are expended to initi- number of minutes. AU cards could be from photon torpedoes and cloaking ate battles, necessary to clear out enemy played until the alarm rang.) But even devices to ballistic targeting and shuttle- Locations. When a battle is declared, the without the Doorways — for that matter, craft evacuations. The generous selec- combatants activate their Equipment even without the AU cards — the boost- tion of goodies — a huge hex map, 216 cards and fire their Weapon cards. Each ers contain enough bizarre Standard counters, a thick packet of player aids — player draws the top card from his deck, Universe cards to justify their purchase. allows you to stage a mind-boggling then checks the upper corner for the How bizarre, you ask? How about the array of interstellar dogfights and star- Destiny Number. The Destiny Number — Humuhumunukunukuapua’a, an exotic base assaults, with a few space mon- equivalent to a random die-roll — is fish that modifies Cunning and Strength? sters thrown in for good measure. added to the combatants’ Power Values Or Mot’s Advice, which bestows the skill Emphasizing resource allocation and along with other pertinent modifiers. of Barbering? long-range planning, SFB requires tacti- Destroyed cards are discarded. Addition- Evaluation: Star Wars has a lot going cal insight and a knack for bluffing — it’s ally, each player suffers an attrition loss, for it. The interplay between Locations like playing three games of chess and a sacrificing a number of cards equal in and Vehicles imparts an appealing sense hand of poker at the same time. A game value to his opponents Destiny draw. of movement. The imaginative flourishes this complex is not for the faint of heart. After the battle ends, players move their — the Steal option, which allows players But if you do your homework and hang characters with Vehicle cards (Land- to move cards from the Light Side to the in there, you’ll find Star Fleet Battles to

114 JUNE 1996 be an experience without parallel, one where Han Solo reunited with Lando porations compete for interstellar riches. that can easily become an obsession.. Calrissian. Packed with blueprints, anec- Adding to the mix are a mysterious alien Over its lengthy existence, Star Fleet dotes, and campaign ideas, the books a race known as the T’sali and a group Battles has generated a shelf-full of sup- banquet for gamemasters and players space-traveling spell-casters called plements. Where do you start if you’re a alike. Technomancers. The skimpy scenario, all novice? Try Module 5 Starships, Task Aliens, also compatible with the sec- of three pages long, doesn’t give the Force’s biggest seller, which features ond edition, catalogs more than 30 game much of a workout. But I had a background notes and statistics for such extraterrestrial species, complete with ball with the chapter on planet creation, formidable battlecruisers as the Klingon ecology notes, cultural analyses, and which explains how to create your own B11 and the Romulan King Condor. A personality profiles. Forgoing the usual solar system, right down to the last bio- sheet of 108 counters, a 64-page display military and scientific types, it focuses zone and axial tilt. sheet booklet, and 15 scenarios com- instead on the galaxy’s oddballs and (Information: Web Games, 240 plete the package. After that, take a look misfits. Thus, we have the primitive Spicewood Lane, Hendersonville, NC at the Captain’s Log, a long-running pub- Amanin (who roll along the ground like 28791-1343.) lication that’s half magazine, half expan- beach balls), the three-headed sion set. Issue 16 includes nine intriguing Cha’wen’he (nervous, indecisive chatter- BattleTech Record Sheets: 3055 & scenarios, a discussion of emergency boxes), and the belligerent Noehons 3058. FASA Corporation, $18. deceleration, and tips for putting togeth- (gun-toting grasshoppers). It’s a great This massive collection of record er your own SFB newsletter. Master read and a good resource, though it sheets for the Battletech* game covers Module 5 and study a couple of could’ve been better if they hadn’t — all of the robotic monstrosities Captain’s Logs, and you’ll be an expert ahem — left out the adventure hooks. from Technical Readout: 3055 and before you know it. Technical Readout: 3058. If you pair off (Information: Task Force Games, PO Webs Basic System game*, by Keith the ’Mechs in every possible combina- Box 50145, Amarillo, TX 79159-0145.) Bailey. Web Games, $15. Web of Stars, tion, you can stage — let me get my cal- by Keith Bailey. Web Games, $26. culator — 21,740 different battles. Throw Galaxy Guide 2: Yavin and Bespin, by This ambitious RPG, a universal sys- in all the tanks, hovercrafts, and VTOLs, Jonatha Caspian, , tem stressing broad generalities over set- also included here, and the total increas- , and C.J. Tramontana. West ting-specific details, resembles a stripped- es to... well, it increases a whole lot. End Games, $15. Galaxy Guide 12: down GURPS* game. The Basic System Hey, this may be the best value in the Aliens, by C. Robert Carey, Harry L. rulebook presents the fundamentals in history of the hobby! Heckel, Pablo Hidalgo, , and clear prose. Players pick races for their , with Douglas S. Carey, PCs, randomly determine the Prime Peter Schweighofer, and Trevor. J. Attributes (Strength, Agility, Intelligence, Wilson. West End Games, $15. Wisdom, Charm, Constitution, and, Rick Swan, the author of The Complete So you’re a fan of the Star Wars RPG oddly, Voice), then calculate a bunch of Guide to Role-Playing Games (St. Martin’s who’s not up to the rigors of the Secondary Attributes (like Perception and Press), has designed and edited nearly 50 DarkStryder Campaign? Then consider Endurance) based on the Prime ratings. A role-playing products. He is dying to know these outstanding entries from West variable number of Buy Points are used the title of the episode of the Lost in Space End’s popular Galaxy Guide series. Yavin to purchase skills, advantages, and TV show about the talking vegetables. You and Bespin, revised for Second Edition spells. Though derivative — in addition to can write to him at 2620 30th Street, Des Star Wars, details two classic settings GURPS, I detect bits of the AD&D® game Moines, IA 50310. Enclose a self-addressed, from the movies. The Yavin system, fea- (Armor Classes) and the Call of Cthulhu* stamped envelope if you’d like a reply. tured in Star Wars IV: A New Hope, game (percentile dice for skill resolution) * indicates a product produced by a company includes the tropical moon that served — its a credible introduction to a promis- other than TSR, Inc. Most product names are trade- as a Rebel Alliance base. The planet ing series. Web of Stars, world book num- marks owned by the companies publishing those Bespin, introduced in Star Wars V: The ber one, is set in the 22nd Century, a bru- products. The use of the name of any product with- out mention of its trademark status should not be Empire Strikes Buck, is home to Cloud City, tal future where hoards of ruthless cor- construed as a challenge to such status.

# DRAGON 230 115 Halskapa Domain Sourcebook A BIRTHRIGHT accessory by Dan Wenger This is the first Rjurik sourcebook for ruling a domain in the lands of these advanced Viking-like people. Included is detailed information of the geography, political structure, and adventure hooks. $7.95 U.S./$10.00 CAN./£4.99 U.K. TSR Product No.: 3122 ISBN: 0-7869-03961

Baruk-Azhik Domain Sourcebook A BIRTHRIGHT accessory by Anne Brown Baruk-Azhik is a mountain land ruled by dwarves, and no one enters this The Rjurik Highlands domain without fear of their power. This A BIRTHRIGHT® campaign sourcebook is packed with details and Expansion offers new insight on Cerilia’s dwarves by and their unique culture. In the frigid land of Rjurik, $7.95 U.S./$10.00 CAN./£4.99 U.K. subterranean orogs and TSR Product No.: 3120 marauding goblins wage con- ISBN: 0-7869-03767 stant war against human farms and towns. It’s the perfect Undermountain Trilogy I: place for princes and kings of The Lost Level the BIRTHRIGHT campaign. A FORGOTTEN REALMS® $20.00 U.S./$28.00 DUNGEON CRAWL™ adventure CAN./£14.99 U.K. by TSR Product No.: 3121 Another deadly complex has ISBN: 0-7869-03953 been discovered in the ruins of Undermountain. The only entrance to this stone fortress is guarded by beholders. Are your players brave enough and crazy enough to take them on? $7.95 U.S./$10.00 CAN./ £4.99 U.K. TSR Product No.: 9519 ISBN: 0-7869-03996

NEW FOR JUNE PLAYER’S OPTION™: Spells & Magic An AD&D® rule book by Rich Baker included in this 192-page addition to the core rule books are new schools of magic and new spells for both priest and wizard players. A must for serious role- players! $22.00 U.S./$28.00 CAN./£12.99 U.K. TSR Product No.: 2163 ISBN: 0-7869-03945

116 Vilhon Reach Murder in Tarsis Silver Shadows A FORGOTTEN REALMS accessory A DRAGONLANCE® hardcover novel Harpers #13 by Jim Butler by by A long bay surrounded by feuding A military consul in the army of Arilyn Moonblade embarks on a mis- city-states, contains Ansalon is sent to quell an uprising and sion to save a band of forest elves and tribes of Amazons and a waking dragon stumbles upon a conspiracy that will finds that her quest endangers those she lurking in the shadows. It’s a wild and turn the tides of combat but may endan- loves. Will she risk everything to win lawless land, ripe for conquering by ger hundreds of lives. freedom for the forest elves? those who have the strength to keep $18.99 U.S./$23.99 CAN./£10.99 U.K. $5.99 U.S./$6.99 CAN./£4.99 U.K. what they take! TSR Product No.: TSR Product No.: 8566 $15.95 U.S./$19.95 CAN./£9.99 U.K. 8656 ISBN: 0-7869-04984 TSR Product No.: 9520 ISBN: ISBN: 0-7869-04003 0-7869-0500X The Gully Dwarves DRAGONLANCE Lost Histories, Vol. 5 by Dan Parkinson When the gully dwarves get mixed up in the worst sort of trouble, they emerge victorious over the slimiest of villains! $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8373 ISBN: 0-7869-04976

The ’s Contract A BIRTHRIGHT novel by John Bettancourt This is the story of the legendary pirate king Ulrich, who made an unholy pact with The Hag, to free his kingdom from the savage orog and tribes. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 3114 ISBN: 0-7869-04968 Abyssal Warriors BLOOD WARS™ Trilogy #2 DRAGON® Magazine #231 by J. Robert King Aereas rescued his uncle but lost Thieves and Spies DRAGON DICE™ Nina. Now they struggle on opposite Cover by Don Punchatz Kicker Pack #3: Undead sides of an escalating conflict in which Armies of undead make perfect addi- Nina heads an army of evil! The Spying Game by Michael tions to the DRAGON DICE game, and $5.99 U.S./$6.99 CAN./£4.99 U.K. T. Kuciak these horrifying creatures will forever TSR Product No.: 2617 change the structure of power. ISBN: 0-7869-05018 The Master Thief by Karl $6.95 U.S./$10.95 CAN./£4.99 U.K. Garrison TSR Product No.: 1503 Why Spy? by Larry Granato ISBN: 0-7869-04623 DUNGEON ADVENTURES #60 Cover by Jim Holloway Scions of the Desert by Jim Parks TSR Announces Shards of the Day by Randy Maxwell (AD&D Adventure) New Customer Service Lines A free preview disc for the AD&D® Game CD-ROM! TSR, Inc., proudly announces its Nemesis by Christopher new Consumer Services and Store Perkins (PLANESCAPE™ Adventure) Plus “Sage Advice,” “The Role of Locator phone lines. If you have a Books,” “Knights of the brief question about TSR’s products, And more! Dinner Table,” and much! call: 1(414) 248-2902. To find the store nearest you that carries TSR $4.95 U.S./$5.95 CAN./£1.95 U.K. $4.95 U.S./$5.95 CAN./£2.95 U.K. products, call: 1 (800) 384-4TSR TSR Product No. 8200-07 TSR Product No. 8113-07

# DRAGON 230 117 NEW FOR JULY $7.95 U.S./$10.00 CAN./£4.99 U.K. The third quest of Sir Pirvan the TSR Product No.: 9522 Wayward culminates in his rise to the ISBN: 0-7869-04054 status of Knight of the Rose. As more Knights of Solamnia become corrupt, Sir Defilers and Preservers: The Pirvan once again walks the fine line Wizards of Athas between his personal codes of honor A DARK SUN® accessory and duty. by Nicky Rea $5.99 U.S./$6.99 CAN,/£4.99 U.K. This accessory provides new profi- TSR Product No.: 8370 ciencies, character kits, spells, and vital ISBN: 0-7869-05026 information on these two unique wiz- ards of Athas. Also included is the new Cormyr: A Novel storm mage class of wizards. A FORGOTTEN REALMS hardcover $15.95 U.S./$19.95 CAN./£9.99 U.K. by Ed Greenwood & Jeff Grubb TSR Product No.: 2445 When King Azoun IV falls prey to ISBN: 0-7869-0383X assassins, the past holds the clues to events to come in this sweeping histori- Volo’s Guide to cal novel about the land of Cormyr and A FORGOTTEN REALMS accessory its generations of mighty wizards and by Ed Greenwood kings. The Dalelands are home to such $23.99 U.S./$30.99 CAN./£13.99 U.K. notables as Shadowdale, Elminster, the TSR Product No.: 8572 Ruins of Myth Drannor, and the ISBN: 0-7869-05034 Zhentarim. Volo takes us on one of his chatty and amusing tours of the area by of Autumn providing bits of gossip and information A TSR novel as only Volo knows how! by Larry & Robert Elmore SPELLFIRE®: Master the Magic Card $14.95 U.S./$18.95 CAN./£9.50 U.K. Game 4th Edition From the creative mind of fantasy TSR Product No.: 9524 artist Larry Elmore comes this tale of old This 500-card edition combines the ISBN: 0-7869-04062 and new magic working together to best of previous editions, including out- fight an ancient evil. of-print boosters. This edition also pre- Hellbound: The Blood War $5.99 U.S./$6.99 CAN./£4.99 U.K. sents new and more challenging rules A PLANESCAPE™ accessory & adventure TSR Product No.: 8256 designed for both tournament and by Colin McComb & ISBN: 0-7869-05042 family play. This boxed set contains an adventure $9.95 U.S./$14.95 CAN./£6.99 U.K. that plunges the heroes into the Blood TSR Product No.: 1127 Unless otherwise noted: War and reveals shocking information ® designates registered trademarks ISBN: 0-7869-02108 about the fiends, their origins, and their owned by TSR, Inc. I, Tyrant struggle to reign over all things. It also ™ designates trademarks owned by includes a Blood War comic lavishly TSR, Inc. An AD&D MONSTROUS ARCANA™ illustrated by Tony Diterlizzi and Robh accessory ©1995 TSR, Inc. All Rights Reserved. Ruppel. by $25.00 U.S./$32.00 CAN./£15.99 U.K. Beholders wield tremendous magical TSR Product No.: 2621 power and hate even their own kind. I, ISBN: 0-7869-04070 Tyrant explores the realms of these mon- Trivia Questions: sters and covers their culture and the Death Unchained twisted goals and motivations that In the land of Cerilia, the setting of make them the scourge of civilization. A RAVENLOFT® adventure by Lisa Smedman the BIRTHRIGHT™ campaign, which of $18.00 U.S./$23.00 CAN./£10.99 U.K. In this, the first part of an adventure the dreadful awnsheghlien wields the TSR Product No.: 9521 sword known as Knighstopper? ISBN: 0-7869-04046 trilogy, mysterious deaths of famous champions of light, and powerful min- In ™ campaign, Eye of Pain ions of dark in the lands of Dementlieu have reached epidemic scales. The Ebon what are the opposite of Panache An AD&D MONSTROUS ARCANA Fold is behind this grim harvest that Points? adventure may change the realm forever. by Thomas Reid What is the last wizard spell The heroes must venture into an $12.95 U.S./$16.95 CAN./£7.99 U.K. TSR Product No.: 9523 described in the spell appendix to the uncharted, subterranean realm in search Player’s Handbook? of a legendary “eye tyrant,” with only a ISBN: 0-7869-04089 handful of clues and the testimony of a corpse to guide them. The first of a Knights of the Rose beholder trilogy. A DRAGONLANCE novel by Roland Green

118 JUNE 1996 Clack continued from page 120 positions at the company. At its huge 1994, entered the job straight out of Call of Cthulhu* (Pagan Publishing); headquarters, said to have over 600 Yale, where she took a degree in Giovanni Chronicle: The last Supper, for square feet of space per employee, Literature. Vampire* (White Wolf); Strange Aeons, for (WotC) recently TSR’s Barbara Young, longtime editor Cal/ of Cthulhu (Chaosium) opened a tournament center and game of DUNGEON® Adventures and managing Best Supplement: Aztlan, for club. At the April 13 opening the compa- editor of TSR Books for the last year, has Shadowrun (FASA); BIRTHRIGHT®, for the ny held one of 45 qualifying tourna- left the company to study aikido in AD&D game (TSR); Faeries, for Ars ments for WotC’s Magic* game Pro Tour Japan. “Think of it as a strange sort of Magica* (Wizards of the Coast); GURPS circuit, six professional tournaments with mid-life crisis,” she says. She plans to stay Cthulhupunk, for GURPS* and (sort of) prizes totalling over a million dollars. at least six months; her visa lasts a year. Call of Cthulhu (Steve Jackson Games); (Contact: [email protected]) Barb has studied aikido for six years and Houses of Hermes, for Ars Magica (Wizards On the same subject, the publisher of is preparing for her black belt test. of the Coast) the trading-card game magazine Scrye is starting a companion magazine, Mastyr, 1995 Origins Award role- devoted to professional play of the playing nominees Magic game and other trading card Best Role-playing Rules: Changeling*: games. (Contact: [email protected]) The Dreaming (White Wolf); Cyber- The Duelist, WotC’s magazine devoted generation* (R. Talsorian); Everway* Allen Varney’s credits include three to the Magic game, plans to go monthly (Wizards of the Coast); Mage*: The board games, 15 role-playing supplements, in June. The Duelist recently got a new Ascension* 2nd Edition (White Wolf); and four pick-a-path children’s books. His art director and, at this writing, is seek- Species* (West End Games) Horizon: Stronghold of Hope, a MAGE* ing to replace outgoing editor Kathryn Best Adventure: Beyond the Wall, for game supplement (written with Beth Fischi), Haines. Haines, who has edited the Pendragon* (Chaosium); Blades, for appears in June. Send your news to magazine since its inception in February Earthdawn* (FASA); Coming Full Circle, for [email protected].

# DRAGON 230 119 © 1996 Allen Varney

Interplay finds Utter East Trek game designed by the now-defunct Generic Universal RolePlaying System, will Interplay Productions (Irvine, CA) is Fantasimulations design studio. In 1984 be co-written by Pratchett and John M. setting its first licensed AD&D® computer FASA released the Battledroids* board Ford, himself a noted science-fiction and game, BLOOD & MAGIC™, in a “previously game, quickly retitled after a protect fantasy writer (The Dragon Waiting, unexplored area” of the Forgotten from Lucasfilm, which claims rights to Growing Up Weightless), humorist, and Realms called the Utter East. the term “droid” (introduced in the Star avid gamer. Look for GURPS Discworld Nestled between Ulgarth and Wars films). The game became a major next year. (Contact: [email protected]; Zakhara, the Utter East brings new mag- hit, spawning role-playing and computer Web: io.com/sjgames/) ics to the Realms. According to a press versions and even virtual-reality arcade In July SJC releases the Knightmare release, “The greatest of these are the installations. Chess* game, a licensed edition of the Blood Forges, mighty artifacts that con- In other FASA news, the company is decade-old French game Tempete sur jure entire armies.” promoting three related supplements to I’Exchequier (Storm on the Chessboard). Developed by Tachyon Studios the Shadowrun* game that concern the It’s a set of 80 cards, to be used with a presidential election of 2057. In theory, (Oakhurst, CA), BLOOD & MAGIC is the first traditional chess game, that affect the real-time strategy game set in the players can fill out ballots and elect the rules of chess in different ways. One Realms. It debuts this summer for both candidate of their choice. But because of card might make your knight move like the PC and Macintosh. Curiously, the the long lead times that supplements a bishop for one turn; another builds a require, FASA has in fact already decid- game includes exclusive DRAGON MASTER® permanent wall to stop enemy pieces, ed the election’s winner. No, they’re not dice for TSR’s DRAGON DICE™ game, and so on. (Wizards of the Coast had telling. (Contact: [email protected]) though BLOOD & MAGIC has nothing to do planned a similar game, but don’t hold your breath waiting.) with either the tabletop dice game or New licenses Interplay’s upcoming computer version. Gold Rush Games (Elk Grove, CA) has (Web: www.interplay.com) This fall Chameleon Eclectic put out one product (a licensed (Blacksburg, VA), publisher of the Champions* game adventure) and a bliz- FASA/Playmates decision Millennium’s End* and Psychosis* RPGs, zard of press releases. GRG has bought In April of 1993, FASA Corporation releases The Babylon Project* game, an rights to Fantasy Games Unlimited’s old (Chicago) and a spinoff company, Virtual RPG based on the Warner science-fic- Bushido* RPG and plans a new edition — World Entertainment, sued Playmates tion TV series Babylon 5. Set in the years GRG expanded its license from Hero Toys Inc. (La Mirada, CA) for copyright before and during the first season, the Games to do supplements and source- and “trade dress” infringement, interfer- game is being designed by the startup books for the Hero System* game line ence, and unfair competition after company that holds the license, (see last issue) — GRG delays the new Playmates’ introduction of the ExoSquad WireFrame Productions. A press release Bushido* game edition — GRG is doing a toy line prompted a FASA licensee to put says, “Players take the roles of humans licensed RPG based on the excellent the development of a Battletech toy line or aliens in the tense period following American comic-book series Usagi on hold. (Earlier, Playmates had consid- the Earth-Minbari war leading up to the Yojimbo, about a samurai rabbit in a feu- ered and rejected a Battletech license.) emergence of the Shadows and the dal funny-animal Japan. Will we see the On January 22, 1996, in a 109-page Narn-Centauri war.” Series creator J. game by this year’s GEN CON® Game Fair opinion, Reuben Castillo, US District Michael Straczynski will have creative in August? Maybe if GRG can find time Judge for the Northern District of Illinois, approval of the game and support line, in its busy press-release schedule. . . . ruled in Playmates’ favor on all eight which includes The Earthforce Sourcebook (Contact: [email protected]) claims that had not already been dis- in late fall and an Earth Colonies missed on summary judgement. Sourcebook and Game Resource Kit by Notes from the field FASA started circa 1981 as the year’s end. (Contact: [email protected]; Web: Wizards of the Coast (Seattle, WA) has Freedonian Air & Space Administration, skynet.bevc.blacksburg.va.us/cee/) put on indefinite hold the long-planned named for the fictitious country in the Steve Jackson Games (Austin, TX) has role-playing game based on its Magic: Marx Brothers movie “Duck Soup.” acquired gaming rights to the popular The Gathering* trading card game. The FASA’s first releases were ship plans for “Discworld” series of funny-fantasy nov- design team (Wolfgang Baur, Teeuwynn the Traveller* RPG, then a licensed Star els by British writer Terry Pratchett. The Woodruff, ) may find other game book, a supplement for SJG’s Continued on page 119

120 JUNE 1996