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Issue #218 Vol. XX, No. 1 June 1995 SPECIAL ATTRACTIONS

Publisher Tarazin the Gray — L. Richard Baker III TSR, Inc. 10 After a few thousand years, this dragon has learned a Associate Publisher few tricks. Dragon Intrigues — Gregory Detwiler Editor 16 If you thought dragons were tough in combat, wait until they work against you behind the scenes. Associate editor Dragon Dweomers — Robert S. Mullin David Gross 24 Dragons claws, fangs, and breath weapons are potent Fiction editor weapons—and these new spells help make them Barbara G. Young more potent still. You have been warned. Art director Larry W. Smith FICTION Editorial assistant Michelle Vuckovich The Time of Leaving — Ron Collins 91 When does an apprentice become a master? Production staff Tracey Isler Subscriptions REVIEWS Janet L. Winters Eye of the Monitor — David “Zeb” Cook and Paul Murphy U.S. advertising 59 Astounding and a dud raven. Cindy Rick Role-playing Reviews — U.K. correspondent 82 Undaunted, Rick dives into the card game maelstrom. and U.K. advertising Carolyn Wildman From the Forge — Ken Carpenter 112 creatures great and small.

DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, Inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S. funds for 12 Lake Geneva WI 53147, U.S.A.; telephone (414) 248- issues sent to an address in Canada; £21 for 12 issues 3625; fax (414) 248-0389. The postal address for all sent to an address within the United Kingdom; £30 for materials from Europe is: DRAGON Magazine, TSR 12 issues sent to an address in Europe; $50 in U.S. Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 funds for 12 issues sent by surface mail to any other 3LB, United Kingdom; telephone: (0223) 212517 (U.K.), address, or $90 in U.S. funds for 12 issues sent air 44-223-212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR, game and hobby shops throughout the United States, Inc., or charges to valid MasterCard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets. Distribution to the TSR, Inc., P.O. Box 5695, MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to U.S.A.; telephone: (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of Printed in the U.S.A. tion throughout the United Kingdom is by Comag each subscription is printed on the mailing label of

2 JUNE 1995 FEATURES

First Quest — 8 Wherein lies the first sentence ever written about the Realms. The Spice of Life — Thomas Kane 32 Multiple plots add variety to any campaign—and give players more freedom.

The Game Wizards — 39 Presenting a checklist for the first BLOOD WARS™ expansion, and a sample deck to help you conquer the City of Doors.

The ORIGINS™ Ballot — The staff 45 Vote for the world’s best games of 1994.

Magic Resistance, Step by Step — 56 How to resolve the thorny knot of resistance—without losing friends.

The Nature of Evil — Michael T. Kuciak 66 What does it take to make a truly despicable villain? COVER

Rumblings — Michelle Vuckovich This issue's cover painting by Stephen King shows another side of dragons—a 72 Catch up on all the latest news and gaming industry foul dracolich in flight over a barren gossip. wasteland. the issue is our annual tribute to our namesake—everyone's Ecology of the Bird Maiden — Paul Culotta favorite engines of destruction—dragons. 75 Truth and treachery intertwine in this tale from the desert.

Sage Advice — Skip Williams 97 Answering the thorniest and most tangled game questions. DEPARTMENTS

4 Letters 103 Libram X 6 Editorial 106 Dragonmirth 43 Convention Calendar 108 Gamers Guide 46 Forum 124 TSR Previews

each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (201 Sheridan Springs Road, Lake Geneva WI 53147, Advertising: For information on placing advertise- opinions or mis-information contained in such material. U.S.A.) or from TSR Ltd. For a free copy of the current ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, catalog that lists available back issues, write to either ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, inc. Most of the above addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., 201 Sheridan Springs Road, Lake Geneva of any product without mention of trademark status publisher, unless special arrangements to the contrary WI 53147, U.S.A. In Europe, contact: Advertising should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Coordinators, TSR Ltd. ©1995 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. ORIGINS missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise is a trademark owned by the Games Manufacturers event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, Association. addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Second-class postage paid at Lake Geneva, Wis., returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of U.S.A., and additional mailing offices. Postmaster: mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set Send address changes to DRAGON Magazine, TSR, guidelines before sending an article to us. In the forth in such contract. Inc., 201 Sheridan Springs Road, Lake Geneva WI United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc. 53147, U.S.A. USPS 318-790, ISSN 1062-2101. stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All

DRAGON 3 What did you think of this issue? Do you have Well, recently the craze seems to have ebbed; The figures are all new at the time of the a question about an article or have an idea for a not died out entirely, just sort of receded. It has game’s release; five are exclusive to the box, the new feature you’d like to see? In the United now been relegated to a before/after the RPG other five are available separately in blister States and Canada, write to: Letters, DRAGON® pasttime instead of one that takes the place of it. packs. Magazine, 201 Sheridan Springs Rd., Lake This is greatly to my liking, I have to admit. And Geneva WI 53147, U.S.A. In Europe, write to: just as we have our board/ game nights, we Letters, DRAGON Magazine, TSR Ltd., 120 also have our Magic/Jyhad nights. Again, greatly Church End, Cherry Hinton, Cambridge CB1 to my liking. Cthulhu by the Bay 3LB, United Kingdom. If you want your letter to Goodness, I may even think about picking up be published, you must sign it; we will not a deck—but don’t tell my friends I said that! publish anonymous letters. We will withhold J.D. Carriker, Jr. Dear Dragon, your name if you request it. [email protected] In issue #210, you reviewed an “Investigator’s Companion” for the CALL OF CTHULHU* game. It is published by , Inc. I would appre- ciate the address for this company. Critical Hits 1 Critical Hits 2 Matthew King Inverurie, Scotland

Dear Dragon, Dear Dragon, Chaosium is the company responsible for the I thought that the new critical hit chart pub- I just got issue #216, and want to make a few ELRIC*, NEPHILIM*, and PENDRAGON* role- lished in issue #216 was very good, but I have remarks to Michelle Vuckovich. You have my playing games as well as the CALL OF just one small problem with it. I don’t like the complete support—what you said was well CTHULHU game. They can be reached at fact that a human with a long sword cannot balanced, well phrased, and not strident or Chaosium, Inc., 950-A 56th Street, Oakland, CA, possibly decapitate another human. That really extreme in the slightest. I say this because I 94608-3129, USA. makes no sense to me. suspect some people will write in and claim just If this rule cannot be changed before publica- that. tion I have suggestion. Perhaps the players I like “Paths of Power” but am confused by could add all their “to hit” bonuses to their chart one point. On page 44, Table A: Number of Critical Hits 3 roll. This would allow them to reach the “decap- Paths/Level gives low-level characters a higher itation” result normally reserved for larger number of paths than they can have 1st-level weapons and creatures. spells. Why? Dear Dragon, Mortarse While I’m glad to see TSR finally allowing A comment about issue #216’s article about via e-mail AD&D® to have critical hits, I am saddened to see critical hits. What is meant on the Bludgeoning it so badly botched. The method for determin- vs. Humanoids table (as well as elsewhere) when You’re always free to change the rules to suit ing if a critical hit has occurred is good, but a 13 + is rolled? A 12 is “skull crushed, immedi- your preferences. That said, I’d like to pass System I is too simplistic to be much fun, and ate death.” A 13 + is “as 12 above with tripled along the designer, Rick Baker’s, reasoning for the System II lists are horribly over-complicated. damage dice.” What is the use of the 13 +? The this decision. Decapitation is a magical power of It almost makes me wonder if TSR’s aversion to poor sap is already dead with most of his brains vorpal weapons; it detracts from their magic to criticals has led you to design an unworkable oozing out! say that any medium-size weapon can decapi- system. Ed Ogden tate an opponent. In the critical hit system, In the same issue, the blurb on the cover of Zephyrhills, FL doing so requires a two-handed sword, halberd, the Kill Zone box says there are two sets of or other large-size weapon capable of overcom- brand new figures, but Ken Carpenter says that So, basically, what you are asking is, “How ing armor and other protection. Being able to half the figures are new: which is right? dead is he?” Surprisingly the victim of a 13 + strike a two-handed blow is another factor; a Christopher David might not be slain at all. The victim is entitled to generous DM might allow a bastard sword Snoqualmie, Wa a saving throw against all the special effects being used two-handed to inflict critical hits caused by a critical hit (such as “skull crushed”); normally reserved for larger weapons. In answer to your question, low-level wizards if this saving throw is successful, he suffers only have access to several paths to give them a the additional damage. In the case of a 12, that’s range of spells to choose from when selecting double damage; for a 13 +, it’s triple normal their memorized spells each day. Similarly, damage. We’re Calmer under the original spell system, wizards begin with more spells in their spell book than they Now can actually use, for just the same reason. While the official core rules still don’t allow critical hits, the optional system is a labor of Dear Dragon, love by a designer who enjoys criticals more Has anyone but myself noticed that the M:tG than any other TSR staff designer Rich Baker craze seems to have died out some? I mean, in Rest assured, it has undergone rigorous play- our gaming group, until recently, you were hard testing. As for the complicated tables, well, pressed to find someone who would appreciate we’re confident that gamers can handle it. a good role-playing session. It seemed that Certainly the system is no more complicated everyone there was up to their fanny-packs in than any other critical hit system, though some black-border this, and such-and-such land! might contend that’s not saying much.

4 JUNE 1995

Perspective Time

In the past few months, many editorials tor. Thus, fiction and factual adventure Of course, there is always room for in DRAGON® Magazine have been devoted features were cut back in favor of cata- improvement. New graphics and design, to the topic of change. maraning and skiing. The new focus of the new topics, new focuses, all will be taken It’s probably time to put things into magazine would allow many more adver- into consideration as we design the new perspective . . . but first, a little side trip. tising opportunities with big-name ac- and improved magazine, but such altera- Change can be good. counts, thus assuring a healthy profit for tions will not clog the lifeblood that has Change is evolution. all concerned. Unfortunately its reader- always been the magazine—material you The dinosaurs did not evolve in the same ship declined. Long-time Argosy readers want to read and material you want to way mammals did; they didn’t survive. missed the healthy dose of fiction and far- play. Change can be bad. off adventure and weren’t interested in The new editor at the helm is Wolfgang Change can be capricious, even disas- dune-buggying and windsurfing. The Baur. Wolf is an accomplished designer trous. active sports crowd already had maga- and editor with credits too numerous to “So why don’t we take the most popular zines that catered to their interests and mention, and most importantly has a pas- soft drink in America and make it taste saw no need to add another one to the sion for the magazine only possibly more like the competition? After all, ‘new’ pile. (After all, who had time to read maga- equalled by his predecessor in the job, the is where it’s at.” zines when one was busy jet-setting inestimable Roger Moore. “What we really need is a new (insert around the slopes and surfing off Assisting Wolf (and helming the editorial name of your favorite superhero)! Let’s kill Australia?) laurels of DUNGEON® Adventures) will be him and replace him with a new guy! How Argosy died, a victim of nonproductive Dave Gross, whose years of service to the can we lose?” change. It had turned its back on its core RPGA®. Network and POLYHEDRON® New- To answer the previous question: “With audience in favor of one it perceived as zine have more than trained him for the great ease and speed.” more profitable. demanding tasks that lie ahead. I remember a magazine called Argosy. It All of this is a roundabout way of saying Veteran role-players both, they will was one of the pulps catering to adventure that it is not our intention to mutate the transfuse new blood into both publica- fiction, cliffhangers, and heroes of the Doc new and improved DRAGON Magazine tions. Savage ilk. The covers were slightly more into something radically different from its lurid than those of its TSR and AD&D game roots. DRAGON counterparts, even though the raciness Magazine is not Starlog, nor should it within was, at the best, slightly suggestive. become Starlog or PC Gamer. Starlog is a It disappeared with most of the other wonderful magazine of science fiction and pulps but was resurrected in the sixties as fantasy entertainment, while PC Gamer a men’s magazine catering to high adven- does an admirable job of covering the Brian Thomsen ture, tales of the unknown, and other booming electronic market, but neither manly stuff. It was moderately successful, addresses the concerns covered in DRAG- appealing to the Playboy and Esquire ON Magazine. Likewise, Wizards of the crowds, with a bit of True Adventure and Coast and White Wolf and their respective One Step Beyond thrown in. Other maga- publications do not reflect TSR . . . nor zines jumped on the band wagon, and the should they. market soon became crowded. Some DRAGON Magazine has been and always powers that be somewhere determined will be the magazine of fantasy role- that Argosy must change in order to as- playing, AD&D, and TSR. To change into sure a bigger market share, sort of like the some other “soft drink” is to meet the one enjoyed by Sports Illustrated, but for same bitter aftertaste as experienced by the participant rather than for the specta- the drink that was heralded as “the New.”

6 JUNE 1995

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

by Ed Greenwood

Play with Me, She Breathed

The lamps were low as put and also kept us (despite re-reading and she was quite the most beautiful being me into the armor. “Ouch,” I remarked everything several score times) always I’d ever laid eyes on. She loved fantasy and intelligently. hungry for more. laughed heartily at the ungainly nerds she “Belt up,” he ordered gruffly. “If ye I’d been a reader and writer from my found fencing clumsily with homemade weren’t crazed enough to spend entire earliest days, growing up on A. Merritt’s swords around the SF bookstores, quoting days writing fancies about my world for tales, Edgar Rice Burroughs, the Scarlet more fantasy writers than she’d ever read. those TSR folk, ‘keyboard spread’ wouldn’t Pimpernel, and the like, and had even September also saw in them someone to afflict ye quite so prominently and ye tried my hand (in 1967) at writing jaunty play her latest passion with: games of just might still fit into this Three Musketeers/Fafhrd & Grey Mouser- AD&D. And one of those nerds was me. Recalling what befell the last time I last style yarns wherein swordsmen exchange Three of us promised her a “great place got into a suit of armor, took sword in witty repartee as they carve up endless to play” and loaded up a romantic cargo of hand, and sallied forth to battle in the bad guys in the proto-Realms. The first pop, potato chips, and homemade dip (a SCA, an inability to get into armor might sentence in which the Realms came to life? tradition that continues to this day) before not be a bad thing. “Now in all the lands ‘twixt bustling Water- meeting her at the bus and taking her to Whenever I think of getting into armor, deep and the sparkling waves of The Sea (of course) our special spot in the woods. my mind always leaps to that moment in a of Fallen Stars, no men were more loved— She loved it at first glance. sun-dappled ravine in Don Mills, Ontario, and feared—than the stoic swordsman And we loved her. She stepped off the on a fern-strewn, sandy bank of Wilket Durnan, the blustering old rogue Mirt, and bus dragging a huge dunny bag and wear- Creek. My friends and I were wont to take the all-wise, ancient wizard Elminster.” A ing swashbuckling boots and a cloak, and our original, big-board DIPLOMACY* and pretty good summation of the heart of the the moment we were in the woods, she KINGMAKER* games, and our model Realms even today, and not bad for an announced that the trip had been long and soldiers and Donald Featherstone rules to eight-year-old, eh? Once Carter published that she had to go off by herself for a while away glorious weekend afternoons. New Worlds For Old, I was hooked. moment. Gallantly, we showed her the We discussed Middle-earth and the works Things might have gone along just fine if densest bushes, and a few minutes later of Lord Dunsany, Clark Ashton Smith, it hadn’t been for —and for we learned what had been in that bag. Jack Vance, William Morris, and Fritz September. September reappeared in splendid half- Leiber. We argued “what if this happened,” Oh, I bought Chainmail, adding monsters armor, cloak thrown back, leather gaunt- and what hadn’t we been told about what to our knights-and-castles — lets on her wrists. A real longsword lay there, and longed to know more about already, thanks to Featherstone, linked gleamed in her hand. things in Tolkien’s Middle-earth, Love- into an ongoing battle-by-battle history of “Come, play with me,” she breathed craft’s Kadath, and many other fantasy several imaginary kingdoms. And I bought huskily, reaching out her hand. All three worlds—longings that led, eventually, to the original D&D® books, and played a of us stout lads fell over each other (and the Realms. Later we discussed Roger game or two (in 1975, for those keeping our steamed-up glasses) trying to kneel Zelazny as one Amber novel after another score), but although we thought the rules and kiss it. came out and each was devoured. We were a great, nay, fascinating idea, they Needless to say, she was the greatest dreamed of seeing his hard-to-find Dilvish were still just sitting around together we’ve ever known, before stories published in a collection—and of all telling a fantasy story, which is what we’d or since. September believed in acting out all the other classics of fantasy, and, well, of already been doing, without rules. the NPCs, complete with funny voices, man- girls. (More about that in a moment.) Then the original came nerisms, the works. Tears ran down her face at Ballantine was bringing all out . . . and September came to us. On when things grew sad, and she leaped the great English-language back reflection, the quality of this book (quanti- around the clearing in glee when we tried into print, culminating in the splendid guide fying one mythological monster after witty repartee and clever battle-tricks—and called Imaginary Worlds (Ballantine, 1973), another, and adding a lot of neat new ones ended up with slapstick accidents, just like the still required reading for anyone who to boot) and the brilliant Vanceian magic of tales. Best of all, she believed in ending play wants to know what’s what in fantasy. the Player’s Handbook (explaining pre- sessions when we were still hungry for more, These, plus a steady diet of Conan and cisely what spells do) were what made me and she let us excitedly discuss plans and FANTASTIC* magazine (later amalgamated change the Realms from a nebulous place what might lie ahead (and thereby learned with its sister publication, AMAZING® of pretty maps into an AD&D® game what we hoped for, so she could give it to us Stories) kept us wallowing in worlds full of world. But what really got me hooked on next time). She also allowed me to blossom swords, spells, dragons, beautiful prin- the game was September. slowly into our “idea man,” shaping the cesses, crumbling castles, and fell wizards— She came to town to attend university, Continued on page 54 8 JUNE 1995

Meet the eldest dragon of Cerilia

by Rich Baker

Illustration by

The dragons of Cerilia, the setting of any alignment, even the most destruc- Cerilia by centuries, and his exact age the BIRTHRIGHT™ campaign, are a tive and malevolent of the great can only be guessed at. As a young dying race. Once their kind filled the wyrms is still a creature of near- dragon, Tarazin befriended the elven skies above Cerilia, but for millenia infinite patience and deliberation. All scholar Ghaelfyd of the Sielwode some their numbers have declined. Today, dragons are extremely intelligent— centuries before the human exodus, 2,000 years after the coming of hu- they were the first speaking creatures when refugees fled north from the evil mankind to the continent, only six in all the world, after all—and possess of Azrai and his followers. Ghaelfyd dragons are known to exist. No hatch- a great store of racial knowledge and later placed the date of their first meet- lings have appeared in more than 500 lore that shames even the elven ing as more than 1,200 years before years, and as the remaining dragons scholars. This body of dragon lore is the battle of Deismaar (the defining grow older they spend more and more one of the very few reasons that battle of Cerilia’s history, in which the of their time dreaming the days away lesser mortals might ever seek out a powers of good destroyed Azrai, god of in a deep slumber. More than 20 years dragon; from time to time, the advice darkness and corruption, and were have passed since the last time a or aid of a dragon has helped a hero themselves destroyed). If this date is dragon woke and flew. triumph over seemingly invincible accurate, Tarazin is somewhere near Cerilia’s dragons are not divided by foes or accomplish impossible tasks. 3,000 years of age. differences of coloration or size—they However, as they say in the pragmatic Tarazin’s fame begins with the wars are all members of the same species. lands of Brechtür: “Only a fool seeks a of elves and humans for control of The few that remain have withdrawn dragon’s favor.” The minds of dragons Cerilia’s forests, in the centuries imme- to the wildest and most desolate lands, work differently from those of hu- diately following the arrival of the the stark and forbidding Drachenaur mans, elves, or dwarves, and as a race first settlers on Cerilia’s shores. mountains. Once their strongholds they seem capricious and inscrutable. Ghaelfyd’s friends and family had and meeting places could be found Of the two or three dozen dragons suffered greatly at the hands of the throughout these great peaks, but whose names are recorded in Cerilian human armies, and the scholarly now the places of dragons are empty history, Tarazin the Gray is perhaps the sought Tarazin’s aid to turn back the and abandoned. Very few people can most famous. He is known as “the Eld- tide of woodsmen and warriors mov- even guess at the location of the re- est,” and he is the greatest and most ing into the western reaches of the maining dragons’ lairs. powerful of Cerilia’s wyrms. Tarazin Sielwode. Tarazin agreed and attacked While Cerilian dragons may be of predates the human occupation of the settlements and camps of the Elin,

DRAGON 11 the eighth house of the invading hu- wasn’t the only dragon to take part in who took part out of loyalty; his mans. Over a period of a century or this conflict. Several others allowed friendship with Ghaelfyd led him to so, Tarazin made dozens of raids into themselves to be drawn in on one side identify closely with the elven cause. human lands, causing great loss of life or the other, but most were either Despite Tarazin’s efforts, the hu- and property. bribed or simply curious. Tarazin mans continued their inexorable ad- It’s interesting to note that Tarazin seems to have been the only dragon vance, and the dragon tired of attacking homesteads and farmlands. Tarazin His friend Ghaelfyd became angry and embittered, since most of his family ALIGNMENT: Neutral had fallen to human warriors in the ARMOR CLASS: -4 endless wars on the elven borders. MOVEMENT: 9, Fl 30 (C) Eventually, the former scholar joined HIT DICE: 23 (161 hp) the Gheallie Sidhe, the Hunt of the THAC0: 1 Elves, and engaged in a ruthless cam- NO. ATTACKS: 3 + special paign of raiding and murdering hu- DAMAGE: 1d10 + 12/1d10 + 12/2d12 + 12 mans wherever he encountered them. SPECIAL ATTACKS: Breath weapon, spells, dive The noble and compassionate friend SPECIAL DEFENSES: Fear aura, gaze, spells MAGIC RESISTANCE: 60% of Tarazin’s youth became a cold- SIZE: G (80’ body, 120’ wingspan) hearted killer. Weary of conflict, the MORALE: Fearless (19) dragon chose to retreat to his fastness XP VALUE: 30,000 and answer Ghaelfyd’s call no more. For 200 years before the great battle S: 25 D: 9 C: 22 I: 20 W: 17 Ch: 15 of Deismaar, nothing more was re- corded of Tarazin’s deeds. Tarazin’s scales are a dark, rusty gray in color, but age has faded the color along his The awful confrontation of good snout, back, and wings. His belly is protected by thick folds of leathery hide, and his and evil at Mount Deismaar marked coat of iron-hard scales makes him nearly impervious to harm. Tarazin can attack with the next appearance of Tarazin, along his claws and bite, or he can execute one of the special attacks described in the “Drag- on” entry of the Monstrous Manual,™ such as a dive, snatch, wing buffet, or tail lash. with more than a dozen of his fellows. Tarazin’s breath weapon is a foul liquid combining the worst properties of acid and Dragons fought on both sides of the fire; its corrosive power can destroy the finest tempered steel, or even solid stone. great battle. Like the elves, some drag- Tarazin can use his vitriolic breath once every six rounds; it affects a line 60’ long and ons were ensnared by Azrai’s false 5’ wide, inflicting 20d6 +20 hp damage to anyone unfortunate enough to be caught in promises and joined the side of dark- its area of effect. Objects caught in the deadly burning acid must make an item saving ness; others chose to help the folk of throw versus either magical fire or acid, whichever is worse. Cerilia resist the Azrai’s armies that Despite his great power in melee, Tarazin views claw and fang combat as a last re- threatened the land. Ghaelfyd called sort, and he unleashes his breath weapon only if he believes that his life is in immedi- on Tarazin before the battle, and the ate danger. He has many more subtle weapons at his disposal. Tarazin radiates an aura of fear in a 50-yard radius, just as described in the MM, with dragon agreed to aid the elf one last a -4 penalty to the saving throw because of his status as a great wyrm. If a creature time for the sake of their ancient should meet Tarazin’s gaze, it must save vs. spells at a -4 penalty or be paralyzed with friendship. The dragon and elf stood terror for 2d4 turns. If Tarazin spends an entire round exerting his will against the with Azrai’s legions when the day of victim, he can use the powers of geas, suggestion, or feeblemind on the victim with no battle dawned, and Tarazin marched saving throw. The dragon’s golden eyes can capture lesser beings with ease. This is one with the elven host at Deismaar to of Tarazin’s favorite tactics for dealing with heroes or creatures he doesn’t want to fight against the of Cerilia. bother with; a moment’s thought is all it takes to send the most offensive creatures Deismaar marked the last time that away in a blank daze. dragons took the field in battle, and Like most Cerilian dragons, Tarazin is a spellcaster of immense power. He memorizes and casts the full complement of spells commanded by a 17th-level wizard, including nine were destroyed that day. Tarazin polymorph self, power words, and death fog, among many others. In addition, dragon himself killed a much older wyrm magic includes a number of spells and abilities unknown to human sorcery, and the known as Azakadazar, who was de- elder wyrms often experiment with new combinations of spells and effects. As a result, fending the dwarven host of Khurin Tarazin knows a number of unique spells that a PC spellcaster would not know (See Azur. Although he was gravely injured this issue’s “Dragon Dweomers” feature for details). Tarazin relies on his command of by the older dragon in turn, Tarazin magic as his second line of defense against challengers, since he considers magic a went on to slay hundreds of dwarven more elegant weapon than crass physical attacks. Draconic magic allows use of spells warriors with his fearsome breath. To only from the schools of abjuration, alteration, conjuration/summoning, and divination. this day, the folk of Khurin Azur sing Victims of Tarazin’s magic suffer a -4 penalty to their saving throws due to the great of the dragon’s fury. wyrm’s skill and power. Role-playing notes: Tarazin is an extremely intelligent and well-educated opponent At the height of the battle, Ghaelfyd who has seen every trick in the book in his day. He is not a malicious or spiteful crea- and most of the elven host changed ture, but he is very proud and views no other creature in Cerilia as his equal. While he sides and turned on the forces of prefers to avoid confrontations altogether, he generally enters an encounter with a darkness. This surprised Tarazin, and genuine desire to resolve the matter with the minimum amount of force possible. De- he withdrew from the thick of the spite this respect for lesser creatures’ lives, Tarazin is not a fool—if it becomes appar- fight while considering whom to at- ent that death is the only argument a hero will understand, the great wyrm will deal it tack. Ghaelfyd stood and fought, and as quickly and efficiently as possible. He may be slow to anger, but once blood has been died on an ’s spear. Tarazin’s re- shed, Tarazin can become an engine of destruction whose equal does not exist in all of treat cost the life of his friend, but it Cerilia. probably saved the dragon from de-

12 JUNE 1995 struction, for shortly after the elves’ cies toward paranoia, pride, and the wyrms, lured by legends of dragon- change of heart, the great confronta- memory of almost-forgotten feuds gold and magic. By the time Tarazin tion between Azrai and his divine now poisoned the relations between was prepared to resume his role in brethren took place. The mountain- the surviving dragons. Within two draconic society, less than a dozen of side was levelled by the unimaginable centuries of Deismaar, dragon society his race remained. energies of a pantheon’s death. Like ceased to exist, and they became a About 800 years after Deismaar, or the other surviving dragons, Tarazin race of recluses who desired no con- 750 years ago (HC 813), Tarazin again was completely immune to the divine tact with each other. This more than entered recorded history when he explosion that created bloodlines of anything led to the race’s long decline. met the Brecht warlord Eldracht Hoff- power among humans and other sur- Tarazin himself was particularly stugart. Eldracht was a prince of vivors. Dazed, wounded, stunned by ostracized by his fellows, since it was Grevesmühl, one of the few Brecht the death of his elven friend, Tarazin well-known that he had personally nations not under the domination of retreated to his cavern home and did killed another dragon, and an older the Anuirean Empire. He dreamed of not surface again for more than 100 and more important one at that. This creating an empire to rival Anuire, years. did not concern him for many centu- uniting the free Brecht states and then While Deismaar’s effects on the ries, since he was content to rest from waging a war of liberation to free human, demihuman, and humanoid his immense exertions and recover western Brechtür from Anuire. By all cultures of Cerilia are well docu- from the injuries he had sustained. accounts, Eldracht was a man of im- mented elsewhere, very few people During this time, he emerged from his mense energy, magnetism, and vision; realized what Deismaar signified for caverns infrequently to feed. Mean- in fact, he had already overthrown the Cerilia’s dragons. Ages ago, dragons while, the remaining dragons died off Anuirean viceroy of Müden by the had fiercely contended with each one by one. Several destroyed each time he met Tarazin. Eldracht had other for power, wealth, and court- other in the aftermath of Deismaar or scored his successes in the late fall of ship, but in more recent times the in various schemes and plots. At least 813, and as the winter of 814 ap- race had become wiser and slower to two fell victim to rising power of proached, he gained a brief reprieve anger. The ancient contention among those warped by the magical explosion from the wrath of Anuire as the great dragons had resurfaced at Deismaar, at Deismaar; it’s said that Prince Krakennauricht bay froze and heavy and the ghastly loss to the race—more Raesene, the Gorgon, slew the wyrm snow blocked the passes of the than a third of all dragons living at the Raizhadik to claim the dragon’s strong- Kiergard provinces that connect time—reignited the ancient draconic hold of Kal-Saitharak. And mortal Anuire and Brechtür. Eldracht knew rivalries. The natural draconic tenden- heroes slew a handful of the ancient that the spring would bring the return

DRAGON 13 of the Imperial fleets to Brecht waters themselves from human affairs. Since zin’s story 10 years ago. She discov- and fresh armies reinforcing the Anui- he was now one of the oldest dragons ered the dragon’s cave and piqued the rean hold on western Brechtür. Since in Cerilia, Tarazin’s words were taken dragon’s interest by returning a ruby- he saw no way to stop this counter- very seriously, and his persistent ef- bladed dagger that was part of his blow, Eldracht turned to a dragon for forts helped to restore a cool truce missing treasure. In exchange, she aid. among of Cerilia (al- humbly requested one week of con- Prince Eldracht led a small expedi- though many had let their feuds lapse versation with the great wyrm. Tara- tion into the Drachenaur Mountains in through sheer weight of years long zin saw in her an image of the beauty, the heart of winter, seeking Tarazin’s before Tarazin’s return). Regrettably, wit, and grace he had loved in the cavern. Tarazin was one of the older the wyrm Infyrna saw Tarazin’s trav- elves of old, and within a few days surviving dragons, and Eldracht prob- els as an opportunity to ambush him was completely charmed by her com- ably decided that nothing short of the and settle an old score; over the plains pany. Most of the details of this ac- most powerful ally imaginable would of Merasaf, the two fought a spectacu- count come from the works Crisoebyr suffice. By the use of powerful divina- lar duel that ended in Infyrna’s death. composed after this meeting. tions, the prince discovered Tarazin’s On returning to his new stronghold, Unfortunately, the songstress van- lair and led his men into the dragon’s Tarazin entered a long dormancy that ished two years ago and has not been den. Regrettably, Eldracht angered lasted until only 100 years ago. He seen since. It has been suggested that Tarazin in the course of their discus- awoke to find that some human of Tarazin suddenly decided to silence sions, and the dragon killed the prince extraordinary daring and skill had her, that he took her away to his cave and his party. Only a handful of entered his cave and removed various and imprisoned her to sing at his com- squires—those who had remained articles of Tarazin’s treasure, including mand, and also that the dragon took outside watching the party’s horses— unique scrolls and magical items older human form again to travel with her. escaped to carry the tale back to than mankind. Nothing is more insult- Until someone else braves the dragon’s Grevesmühl. Had he lived, Eldracht ing to a dragon than stealing from his den, the truth of the matter will re- might have been able to achieve some lair while he is actually there, and main unknown. great successes against Anuire, which Tarazin’s years of wisdom and pa- was dealing with the resurgence of tience disappeared in a storm of rage. Using Tarazin other conquered peoples at the time. The great wyrm embarked on a wild in a BIRTHRIGHT™ Campaign Eldracht’s heirs carried on a feud rampage throughout northern Cerilia Tarazin is a unique source of an- against the dragon for over 70 years, that lasted for months before calming cient lore and hidden knowledge and Tarazin was challenged no less down enough to consider the situation who could come into play as the than 11 times by various noblemen of rationally. When he recovered his object of a great quest. Dragons re- Grevesmühl who sought to avenge wits, Tarazin returned to his cavern member much that has been their fallen prince. The last of these, a and made preparations to track down forgotten by humankind, and a great stealthy rogue named Witt, seriously and catch the thief. Most notably, he hero may seek out Tarazin to humbly injured the dragon by luring him into used sorcery to alter his shape, taking beg his assistance in such matters. a nearby gorge and triggering a great on a human form to walk the cities Naturally, Tarazin is resentful of any rockfall that came within a hands- and nations of Cerilia in search of his intrusions, and the price he sets on breadth of crushing Tarazin. However, enemy. his information could be quite high. Witt met his end when he came down Tarazin’s travels lasted for several For example, he might demand that to gloat over his stunned foe, thinking years, and at first he had great diffi- a hero locate and return one of his him dead. culty in maintaining his cover. (Basic missing treasures as the price of his Following this last obnoxious intru- human behavior and courtesy took help, or he might send a hero to sion, Tarazin relocated his lair to the some time to learn.) Eventually, he bring him some unusual or valuable extreme northern reaches of the Dra- tracked down a powerful mage named treasure before answering any ques- chenaurs, choosing an icebound peak Beruile in the City of Anuire and de- tions. in the region now called Dra- termined that the wizard had indeed Tarazin is not omnipotent or omni- chenward. After concealing it with the pilfered his hoard. Tarazin destroyed scient, but he is extremely powerful. most powerful spells he knew, the the wizard with draconic magics nev- Any PC party that decides to make a wyrm left Cerilia entirely for 30 years. er before seen in Anuire, but he re- name for itself by taking on the great- He crossed the Sea of Dragons in covered only a handful of the stolen est dragon in Cerilia should be pre- search of the ancestral home of all treasures—Beruile’s companions had pared to face spells, traps, and deceit dragons, the legendary isles at the end scattered to the four winds, carrying of diabolical cleverness before coming of the world. No human knows where the dragon’s treasures with them. within sword’s reach of Tarazin. The they lie or what secrets they hold, but Tarazin never tracked them all down, great dragon is fully aware of just Tarazin later revealed that he had and he still occasionally searches for how dangerous humans and their visited the elders of his race and stud- word of his lost baubles or the thieves’ kind can be, and he rarely underesti- ied under them. When he returned, descendants. mates an opponent. Most heroes will Tarazin sought out the other surviving By now, the reader has undoubtedly get only one shot at Tarazin; if he feels dragons one by one, traveling to their noticed that Tarazin’s career is de- seriously threatened, he’ll use his mag- lairs and strongholds to hold counsel tailed to a remarkable degree for a ic to escape and live to fight another with them. He advised a truce and an dragon. No others are as well known day. From that point on, those charac- end to the rivalries that had divided as he. This is because of the efforts of ters who forced his retreat will have Cerilia’s dragons, and he also encour- a bard named Crisoebyr, a half-elven to watch their backs for a long, long aged the other dragons to distance minstrel who set out to record Tara- time.

14 JUNE 1995

Adding Craftiness to Power by Gregory W. Detwiler

Artwork by Steve Schwartz In the AD&D® game, as in all other folklore and of a few game systems is hoard—by accident. In a totally wild fantasy games, the dragon is a figure the ability to poison water supplies region, it might do so at the first sign of direct attack and overwhelming and wither the landscape by its very of colonization. power. It is a souped-up dinosaur, presence. Now, among the AD&D If the water in the local stream goes whose intelligence—when the DM dragons, only black dragons gain the bad, the typical party of adventurers chooses to display it—is restricted to magical power to corrupt water on will probably regard it as a petty an- clever battle tactics and the elaborate reaching the adult age category. How- noyance and move to another town. guarding and trapping of its lair. But ever, other dragon types can certainly They would certainly consider an dragons in all cultures and most fanta- foul water supplies by shoving in gar- obvious sanitation problem beneath sy tales are described as exceedingly bage, soil, and poisonous plants. If the their dignity, unless they are doing so clever; such creatures would not only dragon finds a deposit of arsenic in his poorly at the adventuring game that defend their nests wisely upon discov- cave, he can really go to work! they are literally starving. Even a land- ery, but would take steps to eliminate The reader is no doubt considering owning player character might not potential threats even before anyone the possibility of the dragon leaving a take much notice at first, especially if knew of its existence. I hope to dem- pool of poisoned water near its lair as the PC is a haughty lord. “The water onstrate here that a sneaky dragon a trap for would-be dragonslayers. in the stream’s bad? Dig a deep well can be a versatile and dangerous Well, the dragon can do this, but I had and stop bothering me, you filthy threat to any party, and certainly something more elaborate and long- peasant!” (The sound of a mailed more entertaining than the old, stereo- term in mind. All dragons prefer pri- gauntlet connecting with a grimy chin typical reptile that only reacts when vacy, particularly if they have lots of can be heard at the end of the “con- the party barges into its lair. treasure to protect. Suppose a dragon versation.”) When even the wells go lives in a wild area upstream from the bad, however, he will have to take Dragon Stealth only human or demihuman settle- action. Given their natural and magical ments in the area; wouldn’t it be Depending on what powers the powers, dragons have a wide variety tempted to poison the river or stream dragon has, it may not be obvious that of attacks at their disposal, some of at a point below its lair (and water sabotage is taking place. After all, a which may be employed without any- supply), forcing those pesky two- mudslide into the river seems inno- one even realizing that there is a drag- leggers to pull out for good? This cent enough, particularly after a on within 100 miles of them. A would considerably reduce the threat heavy rain, and corrupt water in the traditional power of the dragon of of anyone stumbling onto its lair—and wells leaves no clues. If the dragon

DRAGON 17 starts a physical mudslide, it might square at night and dump manmade Assume the enemy is a black drag- even avoid leaving any traces of its poisons in. Even if someone sees him on, lairing in a dismal marsh or presence behind. Perhaps it can hover fleeing the area, how many people will swamp. With its aquatic powers, the while starting the slide, leaving no suspect a dragon as the culprit? If a dragon can wage a guerrilla war tracks on the ground. If the river dragon is known to live nearby, then against any party that dares invade its banks are heavily wooded, a green the villagers may assume that the realm. This is true all the time, of dragon at wyrm stage can pass with- poisoner is an evil or charmed agent, course, but what makes things really out trace three times a day. All mature not the dragon itself. If the villain is sticky in this case is that the PCs won’t oriental dragons can turn invisible at cornered in human form, the town even realize that they are up against a will, and nonoriental dragons with the guard might even try to arrest the dragon until it is too late. Assuming appropriate spell or magical item can suspect. the dragon has been using corrupt do the same. Dragons with weather- Eventually, somebody will go up- water, it must be at least of adult level, control abilities are also prime candi- stream to find out just what is going with bonus Hit Dice, greater size, and dates for this tactic. on. If the initial investigators include AC protection, a more potent breath Some of the gem dragons (the ame- one or more NPCs, the PC lord will weapon, and a greater radius of effect thyst, sapphire, and topaz) have the wait forever for them to come back for its fear aura. Unlike the standard telekinesis; perfect for and report. A squad of low-level men- dragon hunt, your players won’t even hands-off manipulation of the environ- at-arms may follow eventually, with know they will be fighting a dragon ment. Juvenile or older sapphire drag- the same result. Finally, with a reluc- until the very last minute. The advan- ons can cast stone shape three times a tant sigh, the noble PC fighter tempo- tage of surprise can weigh heavily in day, useful for starting avalanches, rarily shelves his plans for a punitive this case. and emerald dragons of venerable age expedition into the Abyss and crankily If the dragon can control other mon- can do the same with animate rock. In heads upstream himself. (“If you want sters, it can destroy or turn back addition, the sonic breath weapons of something done right, you’ve gotta do weaker groups of adventurers while the emerald and sapphire dragons and it yourself. Just can’t get good help still maintaining its anonymity. The the exploding breath weapon of the anymore.”) Surprise! The climactic black dragon, for instance, can sum- amethyst dragon could start rockslides battle of the adventure may be fought mon insects and charm reptiles as it or mudslides. now, though it is just as likely he will gets older, and most oriental dragons If the dragon can take human form, be taken by surprise, falling back to have the scaly command power. If the possibly with the aid of a magical item, re-equip and regroup (and summon dragon turns the local water supply he can stroll right into the town reinforcements) for the final conflict. into a stagnant pool, mosquitos and

18 JUNE 1995 similar insects may swarm the area. magical items could easily be substi- realizes that a dragon can move in Crocodiles will expand into any near- tuted. If it has no magical spells or anywhere it likes, forcing the previous by swamp, so even their attacks won’t items, the dragon might dig up the old inhabitants to flee or die. Predators necessarily tip off the players that this campfire site (assuming the party and monsters wandering about in is anything but a natural disaster. covered it with soil) in the hope of search of food and shelter are more of In the above example, the PC lord finding at least one still-glowing coal. a threat than usual, and they will be was lucky even to have his fortress And if the party really is lax in making blamed for their actions. If someone built in the first place—building a sure its campfires are out, maybe the bothers to talk to a monster prisoner, castle could be much more compli- dragon will have someone to share the using a speak with animals or speak cated if a dragon opposes the project. blame with. with monsters spell, they may find out Assume the king has just granted a PC the truth behind the sudden influx of fighter a large fiefdom on the frontier, Weather & Wildlife dangerous creatures, unless, of a gloomy area with perpetually over- Some would argue that dragons are course, the local druid fell victim to an cast skies to settle and guard. The themselves a form of natural disaster, arranged “accident” beforehand. newly-landed lord chooses to build his but elder dragons can conjure up What works on land works at sea as tower on a small hill with a command- weather that even a great druid would well. Suppose a sea dragon sees the ing view of the surrounding area, have trouble taming. Most oriental party gradually working its way contemptuously ignoring the supersti- dragons have some degree of weather through the area in an underwater tious tales that the hilltop is either control, as does the silver dragon, adventure. After waiting for them to cursed or sacred to some lightning while the bronze dragon can use enter an undersea cave (which can god like Thor, who will punish any weather summoning when it gets old house anything from a sahuagan tribe defilers with a bolt from the blue. enough. (Good dragons, of course, to a mottled worm), the dragon can What’s Really Happening: A blue would only use these tactics against kill one or more big fish and deposit dragon (or a dragon with the lightning evil communities and parties.) The them outside the cave mouth, letting bolt spell) frequently patrols the area blue, brass, and silver dragons can the fresh blood draw every shark for for any signs that someone is planning control winds at a certain age, while miles around. Note that the lung to settle down. When an enterprising the white dragon can use gust of Wang’s scaly command power works PC settler starts building on the hill wind. The white dragon’s freezing fog on fish as well as reptiles. When the (the only natural defensive position in can also seem natural, as does the wall party leaves the cavern, weakened the area), the dragon takes advantage of fog used by it and the silver, and bloody after a hard fight, possibly of the perpetual cloud cover and bronze, and sea dragons (the last be- with victorious foes in hot pursuit, breathes away, quite invisible. Light- ing the oriental lung wang). The li they will blunder right into the middle ning without thunder; how eerie! lung (earth dragon) has the earth- of a feeding frenzy: the end of a per- Attempts to transport materials are quake power, while both the chiang fect day. met with sandstorms: blue dragons lung and tun mi lung (river and ty- Clever dragons may enter symbiotic gain dust devil and control winds phoon dragons, respectively) can cre- relationships with other monsters or powers as they get older. Cursing his ate a tsunami. Hit the PCs with bad animals. For a real-life example, a “bad luck” with the, weather, the PC weather, and they’ll never know small fish known as the clownfish is settler gives up in disgust, particularly whether they’re under attack or not. immune to the poison of sea anemo- if he has a hard time convincing su- Dragons can wreak havoc with the nes, and so lives among their deadly perstitious peasants to settle in the local wildlife. I’ve already mentioned tentacles. When larger fish go after it, area. the black dragon’s powers over insects the anemone simultaneously defends Red dragons (or other fire-breathing and reptiles. The scaly command abili- its “boarder” and catches a meal for monsters with the brains to think of ty of most oriental dragons can give a itself at the same time (the clownfish this tactic) who are not adverse to party endless grief. Since dragons gets some of the anemone’s scraps). It burning down an entire forest to drive naturally scare all wildlife out of an doesn’t take too much imagination to out or destroy a party might try the area, one lurking just out of sight of come up with scenarios where lesser “careless camper” approach. When the an adventuring band could frighten a monsters live with the dragon as delib- party leaves its campsite to continue large group of herd animals into stam- erate decoys to lure weak parties into its travels, the dragon sets that part of peding in the party’s direction—or an ambush, since both monsters bene- the woods on fire. With any luck, the over a farming community’s fields. A fit from the ensuing meal. Since drag- PCs may think the fire was their fault, big enough herd could stomp any but ons can eat virtually anything, because they didn’t take enough care the most fantastically powerful parties perhaps his “agent” would get the in putting out their campfire. If no flat, and peasants living a hand-to- parties’ flesh, while the - animals witnessed the dragon’s mouth existence in the time-honored tents itself with their gems, money, perfidy—and dragons are very good at tradition might have to pull out or die and magical items. eliminating witnesses—the local after a single season of ruined crops. Imagine a black dragon or lung druids, unicorns, dryads, and other A dirty shame those animals just hap- wang coming to such an arrangement forest folk might well think the same pened to choose that direction in with an evil nereid or a kelpie. These thing. which to stampede, isn’t it? siren-style monsters can lure lone men A green dragon with the burning Clever dragons can force predatory into their clutches, perfectly fitting hands spell could pull this stunt as a animals and lesser monsters to roam into the dragon’s plan to pick off the form of revenge on its neighbors; an area, even without commanding party members one at a time. To pro- framing the party would just be a them. Anyone who takes a look at the vide the men with a further spur to bonus. Other fire-producing spells or statistics of AD&D game dragons soon action, both the dragon and its femi-

DRAGON 19 nine aide could appear at the surface oids; not all evil creatures work to- together, with the dragon clutching gether in harmony, after all. Our her with one claw as if dragging her bought nobleman could agitate for a away. This could well prompt even the campaign to “eliminate this threat to most cautious characters to attempt a our borders,” simultaneously removing rescue. An evil and embittered mer- a thorn from his patron’s side. In fact, man or triton who was exiled from his as the main army marches out tribe might do equally well, though to confront the invaders, the dragon the exile’s own kind would be prefer- could attack the ’ lair while red prey over humans. And all this is they’re gone and thoroughly plunder in addition to the tactic of capturing a it. Of course, this means the invaders truly innocent victim and holding her won’t get much loot, but—after all— hostage as bait for heroes. they were marching out primarily to Wilderness adventures have a ten- eliminate a threat; doing a good job is dency to devolve into simple survival a reward in itself. So, although the scenarios, with none of the paranoia- mercenaries may stand around inducement of their urban or dungeon scratching their heads, wondering counterparts. After the party has been how those puny little humanoid wom- hit by one or more dragons who fight en and children could have dragged primarily with “acts of nature,” they off and hidden the one-ton, jewel- will never feel secure in the howling encrusted gold statue of their chief wilderness again. deity before committing mass suicide (“They burned themselves en masse Human Agents inside the cavern complex? How per- All clever dragons will charm, bribe, fectly dreadful!”), no one in a position or threaten human agents into their of authority is going to do anything service. Even worse are the dragons about it. that can assume human form. Of course, since the mercenary life The “human agent” threat usually is so lucrative in fantasy games that takes the form of somebody spying on the dragon itself could sell its services the neighborhood, letting the dragon to the highest bidder. A canny dragon know when dragonslayers are on its that secretly despises its neighbors trail. Said agent may betray both out- could play off one side against the siders and locals into the dragon’s other, taking massive bribes from both clutches. This works, but it doesn’t sides. It could even show up too late, even begin to cover the potential a or not at all, at the final battle, letting dragon has for manipulating human the rivals exterminate each other, or society for its own ends. at least weaken themselves so severely First, consider an extension of the that neither can withstand the drag- bribery business. Many nobles and on’s subsequent attacks. A dragon would-be conquerors need financial who does this had better be thorough backing, and a dragon with a massive in eliminating survivors, so that word treasure hoard certainly fits the bill does not get around. nicely. In return for services ren- Better yet, the dragon could use its dered, the traitor does everything in considerable sabotage abilities to in- his power to discourage exploration of duce two mutually suspicious any sort in the dragon’s territory. communities—dwarves and elves, for “Don’t waste our time and money example—into war. One side would roaming out there in the wilderness, think the other was launching an in- young man. We’ve got plenty of prob- sidious sabotage campaign, the other lems to keep us occupied here in the would think they were facing an un- shire.” If more than one stretch of provoked attack. Again, the dragon wilderness borders the civilized area, simply mops up any survivors and the noble could also actively push for takes all their treasure. exploration in some other direction, Now imagine the fun a dragon in effectively steering all adventuring human form can have. Rather than parties clear of the dragon’s realm. If merely relying on an agent’s second- the dragon leaves everyone alone hand reports, the dragon can strike (perhaps it raids the people in a near- up an acquaintance with the members by area), the would-be adventurers of the party himself and get to know may never overcome the local “iner- all their strengths, weaknesses, and tia” sufficiently to mount an expedi- quirks of personality firsthand. It may tion in the right (or wrong) direction. also discover what magical items they Suppose the dragon is at odds with a have (or at least make some shrewd nearby tribe or kingdom of human- guesses). The dragon may even sell its

20 JUNE 1995 services to the party as a guide, lead- criminals and rowdy adventurers— ing them directly into one death trap they certainly aren’t ready to face a after another. If the “guide” lets him- dragon. Many commoners in ancient self get separated from the party for and medieval times were totally un- even a minute, he can take dragon armed, able to wield only a club, form in secret and fly off, leaving knife, or agricultural implement in an behind an agonized human scream emergency: not something to take on that will make the PCs think their a dragon with. When the dragon has trusty guide has just become one more helped itself to the choicest mer- dragon victim that they must avenge. chants’ goods, it takes its leave by If the battle starts going against the flying over the walls. dragon later, the “guide” might show The “aliens among us” scenario is up after a miraculous escape—and common in science fiction, but not as lead the party astray once more. common in fantasy, dopplegangers A spellcasting dragon can maintain and the like notwithstanding. The his cover a little longer even if the dragon in the marketplace is the ulti- party is suspicious and attacks him. mate “alien infiltrator” scenario, com- After all, an old red dragon can cast bining the plots of Godzilla and spells like fireball and lightning bolt in Invasion of the Body Snatchers. Have human form, and thus can easily de- fun! fend against the party’s attack while posing as a wizard. If he has the ap- Sample Adventures propriate wand as part of his trea- sure, he’ll do even better. He might not 1) The Naughty Nereid be able to weild a wand made for The party is hired by a lakeside humans in his talons, but he could fishing village for a job of middling easily use such a wand while in hu- difficulty. It seems that several of the man form. If the bloody, bruised, and town’s men have been disappearing battered party survives the magical when alone by the shore. A number of barrage, imagine their dismay as the witnesses reported some time ago that spy turns into an ancient red dragon a nereid haunts the shoreline, so it is a right before their eyes! fair bet that she has enticed the men For that matter, a malicious (or away, possibly to their doom. If the merely mischievous) dragon could party is composed mostly of female infiltrate society in human form, then adventurers, they shouldn’t be antici- terrify everyone by suddenly taking pating too many problems. his natural shape again, just for the What the party doesn’t know is this: fun of it? Even a good dragon might A black dragon recently moved into feel like having a bit of fun now and the area and proposed an alliance with then; how many DMs who create holi- the nereid. The nereid in question is days for their specific worlds include of neutral alignment: selfish and vain, a counterpart for April Fools’ Day? An but not maliciously evil. She refused evil dragon would enjoy seeing people the dragon, who does not accept “No!” crushed to death in the panic resulting for an answer. Unfortunately, the cave from the initial shock and the dragon’s mouth to her home is too small for the fear aura. Swarms of fleeing people dragon to enter, and there are no and animals could trample the PCs as dangerous aquatic reptiles in the area they try to get at the dragon, damag- for it to send after her. Anxious about ing them even before they engage it in guarding its hoard, the dragon can’t combat. lie in wait outside her lair for her to For that matter, think of the great emerge—the nereid has a good idea of damage a dragon who can take human what’s going to happen the minute she form can inflict against a city. It can steps outside, and she is staying put. slip in among crowds of visitors, Now the dragon is picking off stray change its form in an open square or men and pinning the blame for their market, and play Godzilla among the disappearance on her. flimsy homes of the citizens after infil- When the PCs arrive at her under- trating past the fortifications. How water cave lair, they notice the skulls many designers of fantasy fortresses of the missing men, which the dragon take that contingency seriously? Since thoughtfully arranged around the the troops and artillery are stationed cave mouth in a decorative design. on the walls looking out, they will be Since not even evil nereids commonly out of position to attack a threat with- display trophies, this might make the in the walls. On the streets, the town PCs suspicious. Further cause for guard mainly deals with low-level suspicion might comes from the fact

DRAGON 21 that the entrance to her otherwise against the kobolds, and must fight at ragged peasant shows up, offering to pristine lair is melted and scarred as if least one battle with the creatures. If betray his fellows for a share of the from acid (the dragon tried to kill the the PCs take any prisoners, interroga- loot. The group agrees, secretly plan- nereid with his breath weapon, but tion reveals the true cause of the inva- ning to kill him later on. Their “guide” his acid didn’t reach nearly far sion and eventually leads the party to leads them right into an ambush, and enough). The party must ask some a confrontation with the dragon, who as the characters turn on the treach- clever questions to figure out what’s is quite adept at hit-and-run attacks. erous fellow, before their eyes he going on, and the courage to act on Any treasure the kobolds salvaged transforms into a pan lung (coiled what they uncover. After all, who was stolen by the dragon, who “just dragon). The ambushers are the drag- would you rather take on, a lone ne- happened along” as the humanoids on’s charmed servants and minions; reid (assuming you can avoid her were fleeing from the apparently un- whether any ambushers are local charm), or a clever black dragon? I related flood. peasants depends on how well-armed thought so. the locals are. In any case, the coiled 3) Evil Is Its Own Reward dragon’s own servants are sufficiently 2) The Cranky Kobolds A group of players believes that a well-equipped to provide a stiff fight. A large underground colony of ko- party of evil PCs is a viable gaming With the dragon itself launching a bolds is both a nuisance and a security group (they may even have written to simultaneous surprise attack from the threat to a neighboring blue dragon “The Forum” about it), and have cre- rear, the party may not even live long (and his treasure), so he has taken ated one. This particular group takes enough to see the error of its ways. steps to eliminate them. The colony is advantage of the Oriental Adventures dug in near a river running through game setting and is out to pillage their Dragon deviousness is an excellent mountainous terrain, and the dragon way to fame and profit. In particular, means to bring new challenge and life has used his strength and breath they have heard that a nearby valley is to your adventures. Combining the weapon to create rockslides that dam the site of a wealthy landowner, and great strength of a dinosaur-sized up the river, diverting its flow to flood so they begin traveling to the moun- opponent with the intelligence of a the kobolds’ burrows. Banished from tains, plundering as they go. As word human foe makes for a deadly enemy their own homes, the kobolds are now of their impending arrival spreads, the indeed, one who is underestimated pushing into human-controlled territo- locals flee into the hills, taking their only at your peril. Tales tell us that ry, looking for a new home and com- treasure with them. dragons should be feared; craftiness ing into conflict with the locals. The Frustrated and angry, the PCs leap guarantees that they will be. PCs are part of an expedition sent at the opportunity offered when a

22 JUNE 1995

24 JUNE 1995 The Magic of Scale and Claw

by Robert S. Mullin

Artwork by Scott Rosema

In the past, DRAGON® Magazine has from the magic of humans and demi- the increased rate, and may slow to a featured several articles that discussed human spellcasters. familiar speed to overcome the spell‘s the subject of (see “Clos- drawbacks. ing Words” for a list). FOR1 The Dra- Although developed by dragons, Aerial acceleration (Alteration) conomicon expanded on the basics of aerial acceleration affects any single Level: 2 Components: V dragon magic by introducing a hand- flying creature touched by the casting Range: Touch CT: 2 ful of new and unique wizard spells dragon (either natural or empowered Dur.: 1 turn + 1/lvl Save: None devised by dragons and for dragons. by magic). However, since dragons eat Area of Effect: One creature This article describes original wizard or scare off most visitors, this spell is spells to use in conjunction with those usually reserved for the dragon. detailed in The . Like the This spell reduces air friction, in- At the DM’s discretion, dragons who spells in that work, the wizard spells creasing a dragon’s flying Movement employ this spell regularly could be that follow are assumed to have been Rate by 50%. Thus, a dragon with a considered expert flyers, even at by and for dragons. A few com- Movement Rate of 24 can fly at 36 for increased rate, and thus may retain ments on the nature and theory of drag- the spell’s duration. While flying at their normal Maneuverability Class on magic are also included, since some this increased speed, however, the and special aerial tactics. This should aspects of these draconic spells (for dragon’s Maneuverability Class drops be the exception, however, and not instance, the heavy reliance on verbal one step, and special aerial maneuvers the rule. components) indicate that some of the (e.g., snatch) are impossible. However, Aerial acceleration cannot be can- basic principles of dragon magic differ the dragon is not required to move at celled by the caster’s (or recipient’s)

DRAGON 25 wishes, but a successful dispel magic, those with up to two more levels or inflicted on any creature, though ob- or a more powerful spell, can force it Hit Dice than the dragon). jects inside the container (and the to end prematurely. The dragon need not concentrate to container itself) must save vs. crushing Dragons typically use this spell be- maintain an aura of terror, and the blow or be destroyed. If the blast fore an aerial battle to increase their caster may engage in other actions as jewel was inside a bag of holding, odds of catching opponents by sur- desired (e.g., combat, using its breath portable hole, or similar magical item prise or, if things go awry, as a way to weapon, or casting additional spells). when the explosion took place, the outdistance pursuers. Of course, in- The dragon can end the spell at will. container is automatically destroyed ventive dragons may find other uses Creatures attempting to disbelieve (but further damage is prevented), and for the spell. the illusion gain a saving throw vs. all other items within it are ejected Nondragon spellcasters may have spells to negate the aura of terror into the Astral plane, if not destroyed converted aerial acceleration to a non- Even if this is successful, however, themselves. The explosion is not fire- dragon format, and versions unrelated normal saving throws against the related, but its magical force is suffi- to dragon magic have been devised dragon’s regular fear aura still apply. cient to shred pouches, sacks, independently by several wizards. Detect magic can indicate the pres- backpacks, saddlebags, and so forth, These spells are of higher level, for ence of an aura of terror, and a suc- even if such items are made of leather the draconic version of aerial accelera- cessful dispel magic can remove it. or other durable fabric. tion depends heavily on a dragon’s This spell is popular among younger, The dragon can trigger the explo- innate ability to visualize flight pat- weaker dragons, though dragons of all sion from any distance, even if thou- terns and air currents. ages and types have been known to sands of miles separate the dragon use it. While nondragon versions of and the gem. If the jewel and the Aura of terror (Illusion/Phantasm) this spell have yet to surface, other dragon are separated by a planar Level: 2 Components: V spellcasting creatures who produce a boundary, or the dragon is slain, how- Range: 0 CT: 2 fear aura (e.g., liches) have shown ever, the spell is immediately canceled, Dur.: 1 turn/lvl Save: Special interest in the aura of terror spell. and the dragon cannot command the Area of Effect: Caster gem to explode. Blast jewel (Evocation, Alteration) The material component is the jewel By using this spell, a dragon en- Level: 3 Components: V,M itself, which is completely destroyed in hances its ability to strike terror in Range: Touch CT: 1 round the explosion. Any remaining shards or creatures subject to its fear aura. See Dur.: Special Save: Special fragments are consumed by the magic the “Dragon, General” entry of the Area of Effect: Special within one round following the explo- Monstrous Manual™ for an overview sion; nothing but dust remains, of the details of dragon fear. By means of this spell, a dragon Dragons use this spell as the prover- When the spell is cast, the dragon traces an invisible glyph on a prized bial “last laugh” against thieves. When weaves an illusion that enhances its gemstone worth at least 500 gp. The the dragon notices that one of its blast image of rage and battle experience: gemstone used as the material compo- jewels is missing, it simply activates multiple battle scars, altered or disfig- nent must be an individual, loose the magic, thus destroying the gem ured features, longer spine-spikes, stone; it cannot be set into a piece of and sending a message to the creature fangs, and talons, and so on. All this jewelry or embedded into a weapon. that had the audacity to take it. makes the dragon seem even more The symbol can only be seen by the The exact origins of this spell are menacing than usual. The illusion dragon who traced it, though a detect unknown, for most believe that all cannot change the dragon’s size or magic will indicate a faint magical spellcasting races employ versions of species, but the spell does make the aura on the affected stone, and detect this spell. In fact, many variants of this dragon seem older. invisibility, true seeing, or similar mag- spell exist among dragonkind alone. Once the spell is cast, the dragon ic will reveal the sigil to the viewer. A gains two age categories for purposes successful dispel magic negates the Focus fear (Alteration) Reversible of determining the range, saving rune before its effects can be acti- Level: 4 Components: V throw, and effect of its fear aura. vated, without harming the jewel it- Range: 0 CT: 4 Young and juvenile dragons gain a fear self. Otherwise, the spell remains Dur.: 1 rnd/lvl Save: Special aura that they would normally not be dormant until the casting dragon de- Area of Effect: Special entitled to; older dragons gain a more cides to activate it. powerful aura. Because of the shift in At the mental command of the drag- Similar in function to the aura of effective age category, saving throws on, the affected gemstone will explode terror spell (q.v.), focus fear increases against the fear aura of dragons of with great force, showering a 20’ the potency of the dragon’s panic and “young adult” age and older suffer a radius spherical area with a hail of fear auras. It is useful for all dragons -2 penalty. Thus, the usually unmodi- shrapnel. All creatures within the area of adult age or older, and it can be fied saving throw for a dragon of old suffer 5d4 hp damage, half that if a used in conjunction with an aura of age becomes a saving throw with a saving throw vs. breath weapon suc- terror. - 2 penalty, a wyrm dragon’s aura ceeds. If the jewel is held or carried By means of this spell, the dragon inflicts a -5 penalty, and so forth. by a creature when the explosion reduces the radius of its fear aura, Furthermore, the enhanced power occurs, no saving throw is allowed. which in turn, focuses the power of of the aura allows the dragon to strike However, if the stone was carried that fear. For every 5 yards the drag- panic into creatures of up to 2 Hit within a chest, metal box, or a similar on reduces its aura, the saving throw Dice and fear into creatures that rigid and sturdy container, the explo- modifier against the dragon fear gains would normally be unaffected (i.e., sion is contained, and no damage is an additional - 1. However, a dragon

26 JUNE 1995 cannot reduce its fear aura to a radius must stop what it is doing and concen- 1 round following the spell’s casting, of less than 15 yards in any case. An trate; it may not engage in other activ- or the magic is wasted. The dragon adult dragon, with a normal fear radi- ities in that round. Otherwise, the breathes this energy (which conforms us of 20 yards and a saving throw dragon is free to cast spells, fight, fly, to the dimensions of the dragon’s usu- modifier of +2, can reduce its fear use its breath weapon, and so on, as al breath weapon) over its hoard, at- radius to 15 yards and change the the spell requires no concentration to tempting to encompass as much of the modifier to +1. Likewise, a great be maintained. The dragon may cancel hoard as possible within the area of wyrm could condense its fear radius the spell at any time. effect. to 15 yards from 50 yards, changing A dispel magic has no effect on either This energy bonds whatever parts its usual -4 save modifier to -11! version of this spell, though spells such of the hoard it touches into a solid The reverse of this spell, extend as wish, limited wish, and the like can mass. The spell does not harm the fear, allows the dragon to enlarge its end the dweomer immediately. hoard in any way, nor does it alter its fear radius to a maximum of 50 yards. Both versions of this spell are fairly appearance or position; the items An extended aura weakens when common among dragons capable of within the hoard remain loose and made larger, with saving throw modi- casting a spell of this level. separate. Instead, the hoardguard fiers changing in an opposite manner magic fills in the spaces between the as that of focus fear The reverse can Hoardguard (Evocation, Abjuration) individual coins, gems, weapons, be used by young adult dragons (if Level: 4 Components: V chests, ingots, and so forth, and holds they possess the required spellcasting Range: 0 CT: 1 round them together as a solid mound of ability), but is useless to a great wyrm. Dur.: 1 hour/lvl Save: None wealth. This invisible bond prevents Both versions of this spell allow the Area of Effect: Special the hoard from being sorted, sepa- dragon such fine control of the fear rated for transport, scattered, or radius that it can alter the dimensions By means of this spell, a dragon can otherwise moved or manipulated as of its fear radius on a round-by-round protect its hoard in such a way as to separate items. Because it has essen- basis. Of course, the aura can only be make theft virtually impossible. tially become one single mass, lifting altered within the parameters of the When the spell is cast, the dragon’s the hoard as a whole is impossible by version employed (i.e., any radius breath weapon temporarily changes. any single creature, except through between the dragon’s normal radius Instead of the usual fire, lightning, powerful magic. and the limits of the appropriate ver- acid, and so on, the breath weapon Dispel magic has no effect on a sion of the spell). To change the radius becomes pure magical energy, which hoard protected by the spell, and an while the spell is in effect, the dragon must be released by the dragon within anti-magic shell frees only as much

DRAGON 27 treasure as fits within its area of ef- fer slightly from those usually encoun- these theories, the first seems the fect. (If freed treasure is not removed tered. Instead of resembling miniature most probable. from the hoard, the hoardguard magic red dragons, the summoned pseudo- reasserts itself as soon as the shell dragons are tiny replicas of the sum- Razorfangs (Alteration) expires or moves away.) A limited moner; that is, a green dragon Level: 5 Components: V wish negates a hoardguard for one conjures green pseudodragons, a blue Range: 0 CT: 5 hour (and if the treasure is not sepa- dragon summons blue ones, and so Dur.: 1 rnd/lvl Save: Special rated in that time, the hoardguard will forth. In addition, the pseudodragons Area of Effect: Special return as above), though a full wish share the alignment of the dragon destroys the spell permanently. who cast the spell. Regardless of align- This spell is a highly improved ver- In addition, a hoard so protected ment, however, the pseudodragons sion of the sharptooth spell (see be- cannot be harmed by physical or mag- serve their summoner with complete low), for both use the same principles ical attacks without first removing the loyalty (even evil pseudodragons can- of operation. This version, of course, hoardguard. Therefore, it is impos- not be forced to serve another crea- is a great deal more dangerous that its sible for intruders to break off pieces ture, nor can they have their loyalty lesser cousin. or sections of the hoard and carry swayed by bribes or promises). Other- When a razorfangs spell is cast, the them away. wise, these pseudodragons conform to dragon’s teeth become exceptionally Treasure added to a hoard already the abilities and characteristics noted hard, strong, and sharp. Due to this protected by this spell does not gain in the Monstrous Manual. alteration, any successful bite attack the spell’s benefits. New treasure re- Once the pseudodragons arrive, inflicts +2 hp damage/age category to quires a hoardguard of its own, they fight on the summoner’s behalf each damage roll. Furthermore, on an though the dragon may include the until they are slain, until the dragon unmodified roll of 19 or 20, the bite new treasure after the first commands them to stop fighting, or severs an opponent’s limb (or other hoardguard’s duration expires and a until the spell’s duration expires. If all extremity, as appropriate), just as if new hoardguard is cast. opponents are slain, the summoner the victim had been struck with a This spell only affects the dragon’s must grant the pseudodragons a por- magical weapon of sharpness. If the hoard. It does not function against tion of the kill. victim fails a saving throw vs. death creatures or the items they possess, If no opponents are available, the magic, his head is severed as if by a unless the dragon acquires the items dragon can assign the pseudodragons vorpal blade. and adds them to its hoard. other tasks (assuming communication is As with the sharptooth spell, razor- This spell typically protects the possible, and they are physically capable fangs is useless to nondragons. dragon’s treasure while it is out hunt- of performing such tasks). In return, the ing for food or seeking treasure. Some dragon must give each pseudodragon a Shadow Scry (Divination) dragons arrange their hoards so that gemstone (before aid is rendered) worth Level: 1 Components: V the entire amount can be warded with at least 50 gp. If no gems are forthcom- Range: Special CT: 1 a single hoardguard spell. Others ing, the summoned dragons immedi- Dur.: 10 rnd. + 1/lvl Save: None make several smaller piles, to use up ately return from whence they came. Area of Effect: Special an invader’s magical powers in repeat- Similarly, the dragon must give each edly negating the spell, and thus mini- surviving pseudodragon a 50-gp gem- By casting this spell, a dragon can mizing the overall treasure loss. stone after a battle with the dragon’s use a shadow within its lair as a form Many dragons cannot use this spell enemies. (If a dragon makes a habit of of scrying device. The chosen shadow due to its level, but all dragons who killing or refusing to pay the pseudodra- must be in the dragon’s line of sight, know of it seek magical items that can gons, the pseudodragons summoned by no more than 10 yards distant. duplicate its effects. subsequent castings may refuse to assist Once the spell is cast, the dragon Nondragons who somehow cast or may simply refuse to answer the may “contact” other shadows within hoardguard (or a derivative thereof) summons.) its lair (only shadows outside the lair instantly contract a form of insanity Dispel magic has no effect on the cannot be reached). DMs must use that combines paranoia with intense pseudodragons called by this spell, but common sense when designating the greed, for which there is no known protection from evil functions normal- extent of the dragon’s lair. For exam- cure, short of exceptionally powerful ly against the summoned creatures. ple, a dragon may claim an entire magic. Because all known specimens of forest as its territory (and may well pseudodragons look like miniature red control such a large amount of ter- Pseudodragon (Conj./Summoning) dragons and are of neutral (good) rain), but its lair should be regarded Level: 3 Components: V alignment, most sages familiar with as the area where the dragon sleeps, Range: 30 yards CT: 3 this spell believe that it either sum- keeps its treasure, and generally feels Dur.: 2 rnds + 1/lvl Save: None mons pseudodragons of variant colors most comfortable and powerful. Using Area of Effect: Special and alignments from an as-yet- this spell, the dragon can see out of undiscovered draconic world, or the the contacted shadows as if the drag- This spell is a draconic version of spell temporarily alters the nature of on were actually standing within the the various monster summoning normal pseudodragons before trans- contacted shadow, regardless of the spells, but rather than calling random porting them to the summoner. Some size or shape of the shadow, or the monsters to aid the dragon, the spell sages even think that the spell simply boundaries of the dragon’s lair. The summons 2-8 pseudodragons within creates the pseudodragons to ensure dragon can see everything within 1-4 rounds. that they conform to the color and sight of the contacted shadow, includ- The summoned pseudodragons dif- alignment of the casting dragon. Of ing the passage of invisible creatures—

28 JUNE 1995 DRAGON 29 all of the dragon’s normal visual Used almost exclusively by shadow round of attacks. While the transfor- capabilities function normally through dragons, this spell allows a dragon to mation takes place, the light-based the shadow scry spell. transform itself into pure “shadow attacks noted above have no effect, As long as the spell remains in ef- matter.” While so transformed, the but other attack forms may be used fect, the dragon can switch shadows dragon retains all of its powers and normally. to inspect different areas, or view the abilities, including spell-use, breath As mentioned earlier, this spell is same area from separate shadows to weapon, and so forth. In dim, shad- used almost exclusively by shadow gain a different vantage point. How- owy areas, a shadow dragon can hide dragons, and if used in conjunction ever, only one shadow can be contact- in shadows with a 90% chance of with the create shadows spell-like ed at a time. Switching from one success, and the dragon is totally invis- ability available to powerful shadow shadow to another occurs instantane- ible in utter darkness (either magical dragons, the combination can be quite ously at the mental command of the or natural). effective, and no doubt, lethal when casting dragon (switching shadows Once in this form (and during the used against opponents. refers to the contacted shadow, not one full round it takes for the dragon Some sages believe that shadow the shadow used as the shadow scry to transform), the dragon is impervi- dragons came into being due to the catalyst). While complete concentra- ous to most attacks, though it is not extended use of this spell by other tion is not required to maintain this entirely invulnerable. Attacks that can dragon types. This theory is not wide- spell, a small amount of attention is harm a shadow dragon include: ly accepted. However, some scholars needed. If the dragon casts another Light-based spells inflict 1d6 hp speculate that if this spell is cast by a spell, moves more than 10 yards away damage per spell level for each round nondragon, the caster might very well from the scry shadow, or no longer a shadow dragon remains in their area be transformed into a variant type of wishes to use the spell, the spell imme- of effect. Thus, a light or a faerie fire shadow permanently. diately ends. spell inflicts 1d6 hp damage per round Like normal scrying magic, shadow of exposure, a continual light inflicts Sharptooth (Alteration) scry is revealed by a detect scrying 3d6, and the light of a prismatic Level: 1 Components: V spell. The contacted shadow radiates a sphere inflicts 9d6 hp damage each Range: 0 CT: 1 faint dweomer, and, once detected, round a shadow dragon remains with- Dur.: 1 rnd/lvl Save: None spells such as dispel magic or screen in its radiance. All other spells will not Area of Effect: Special can be used against it (the former spell harm a shadow dragon unless specifi- negates the shadow scry if cast suc- cally designed to effect shadows or This simple spell is a favorite among cessfully). Detection and location ob- creatures composed of shadow, or dragons who enjoy sinking their teeth scuring magic impedes the spell’s dragonkind in general. (While a into combat. The spell alters the drag- effectiveness just as it impedes all fireball and other fire-based spells do on’s fangs, making them harder and other Divination magic. Eliminating shed some light as a byproduct of the sharper. In melee, this adds + 1/age shadows with bright light or utter heat they produce, they are not con- category to each damage roll on any darkness prevents the spell from sidered light-based for purposes of successful bite attack, for as long as working in the illuminated or dark- this spell.) the spell lasts. ened area, but the dragon caster could Normal weapons do not harm a Dragons also employ sharptooth still view these area from a shadow shadow dragon unless augmented when gnawing apart a tasty but tough just outside such effects. The spell with a light-based spell, in which case meal, such as , armored dwarves, does not allow the dragon to cast oth- damage is inflicted as above, according or knights in plate armor. Other spell- er spells through the link between to the spell used (the weapon itself users have not sought to learn the shadows; it allows vision only. inflicts no damage, nor do bonuses spell simply because most spellcasters Shadow scry was created by a shadow from magic or high Strength scores). lack dragons’ teeth. dragon that wanted to search its lair for An augmented weapon implies the use intruders without risking a physical of a light, continual light, or similar Closing Words search. Other dragons have come to spell that has been placed directly on DMs interested in reading more enjoy this spell as well, for its uses in the weapon. about dragon magic should refer to spying on parties of adventurers. Magical weapons inflict damage equal FOR1 The Draconomicon and the If a nondragon version of this spell to their magical bonus. If augmented DRAGON Magazine articles, “Dragon exists, it has yet to surface, though with a light-based spell, the light damage Magic” (issue #15), “Dragons and Their such a spell would probably have and the magical damage are combined. Deities” (issue #86), “The Cult of the slightly different characteristics (since Strength bonuses and normal weapon Dragon” (issue #110), “Give Dragons a many spell-using creatures don’t have damage are still excluded. Magical Fighting Chance” (issue #134), and lairs). However, shadow scry uses the weapons that normally shed light inflict “Serpents & Sorcery” (also in issue same principles common to other damage as an augmented weapon, as #134). Several general articles about types of scrying magic, and in theory described above. magic could apply to dragon magic, it could be mastered by a nondragon Full sunlight, either magical or natu- but those listed here are the best ex- caster. ral, immediately negates the spell and amples (in this author’s opinion) re- forces the dragon back into its true garding the subject. Perhaps these Shadow Dragon (Alteration) form. The change occurs in a single references will inspire creative DMs to Level: 5 Components: V round, during which time the dragon devise a few of their own dragon Range: 0 CT: 1 round is helpless and can do nothing other dweomers. Dur.: 1 turn/lvl Save: None than suffer through the forced trans- Area of Effect: Special formation. Opponents gain a free

30 JUNE 1995

In a classical Chinese mystery story, at obstacles. Therefore, when players find a not, they must face the consequences of least two or three plots unfold at once. As challenge, they begin devising schemes to that choice. However, the mark of a multi- the story goes on, the hero continues to overcome it. If the opposition is clearly too plot game is that in such a situation, the investigate new crimes, and although strong for them, they quite sensibly at- players and their characters will have a occasionally two incidents prove to be the tempt to retreat, avoiding the situation range of possible decisions and options. work of the same villain, others have no altogether. Nobody can deny that these are Depending on their style, the PCs might: connection at all, forcing the detective to the most intelligent responses to a danger- l attempt to rally an army against the pursue first one case and then another. ous situation. However, when a DM has invaders.

The authors of these mysteries reasoned not planned for these responses, he may l personally raid the camp. that no real-life detective had the luxury of feel that the PCs are “short-circuiting” the l pack their belongings and flee the dealing with only one criminal at a time. adventure. area. This technique of telling several stories at Some DMs respond by disrupting the l ally themselves with the orcs. once is a perfect model for a role-playing PC’s plans, so that it takes the party adven- Again, some of these choices might pro- campaign. ture after adventure after adventure to duce better results than others, but in a Like a Chinese mystery, a fantasy world overcome their opposition. This strategy multi-plot game, the DM should not punish that develops more than one story at a works, but most players find it very frus- any of them simply for being contrary to time offers numerous advantages. First, trating, because it denies them the chance the adventure. The choices are all valid multiple plotlines add to the scope and to make decisions and get results. Games developments in the story. realism of the campaign world, helping are far more satisfying for everybody Multiple plotlines keep the campaign PCs see their place in a complete world, a when the DM allows PCs to accomplish lively by offering changes in mood and world that does not exist merely for them their goals relatively quickly and then pace. They also give the PCs interesting to adventure in it. Second, multiple proceed to new ones. choices about what sort of adventure to plotlines add exciting variety to a game. pursue. A party of thieves, for instance, Finally and most importantly, multiple Plot Problems may choose to pursue city intrigues where plotlines expand the players’ chances to Multi-plot scenarios have hazards. When they feel most at home, while warriors participate in the drama of the game. the DM introduces too many plots too quick- preferring open battle might seek out But first, a definition. In a multi-plot ly, the party can become confused, and bandits in the countryside. Sophisticated game, the PCs may always choose between confusion kills a game. PCs must always role-players, of course, may base these several challenges that potentially lead to have a goal and know what it is. Without decisions on far more subtle reasons, adventures. Usually, this means that the such a goal, players have nothing to plan, relating to the campaign background, the party meets a number of villains and ad- and therefore characters have nothing to do. characters’ personalities and the charac- venture patrons, each of them with their (All gamers must remember adventures ters’ relationship to other people in the own plans and lives. The stories of these where the party was deep in a dungeon or game. In all cases, multiple plots let play- characters may collide, friendships and enemy king’s castle when someone looked at ers pick adventures that appeal to them rivalries may develop between both PCs the DM and asked, “What was our quest and also lets them develop character per- and NPCs, but no single theme dominates supposed to be anyway?”) sonalities by deciding what sort of activity the whole campaign. As the PCs grow To keep multiple plots from being con- their PCs would prefer. stronger, they may become as important to fusing, the DM should allow the party to the story as the prominent NPCs. In time, concentrate on one story thread at a time. Campaign Design the PCs may sponsor younger adventurers Whether the game is multi-plot or single- Designing a multi-plot campaign could themselves. plot, adventures should begin with some- require an enormous amount of work, if When I mention NPCs, I mean any char- one, be it a PC or NPC, choosing some the DM took the time to prepare each and acter able to affect the campaign’s plot. project for the PCs to attempt. As long as every storyline as if it were the whole This includes kings, party henchmen, the party wishes to continue this effort, campaign. However, a DM need not ex- innkeepers and people the party meets the DM should introduce other plotlines pend this much effort. Why prepare mate- during adventures. It also includes mon- only when they affect the main story. rial unless the PCs will encounter it in sters, and, in some games, deities. It does However, when PCs talk with their NPC play? Even in a multi-plot game, the PCs not include cannon fodder, window- acquaintances, they may hear news of can still pursue just one adventure at a dressing NPCs, or the innocent bystanders things that may not seem important at the time. who may be dragged into the PCs’ moment, but that could blossom into fu- Dungeon masters in a multi-plot game schemes, since these characters rarely, if ture adventures. Furthermore, PCs should need two things. First, they require full ever, alter the course of the story. always have the option to switch their details on the opposition that the PCs must focus from one plot to another. tackle on any particular game night. He Making Choices In an ideal game, individual adventures must prepare the game statistics of ene- Excluding Chinese detective stories, of follow a single-plot format, while the over- mies, maps for important areas, role- course, most fiction follows a single plot. all campaign follows many storylines. This playing notes for major NPCs, and the The characters face a central challenge, way, players usually know what they are NPCs’ courses of action. Second, the DM and—though it may take them an entire doing in a particular game session, but must have a feeling for the setting. This novel to reach a conclusion—most major their characters are not trapped in a series includes knowing the game-world’s culture plot elements lead to the final scene when of quests programmed by the DM. PCs and environment, details of everyday life, the characters confront this problem. DMs always have the option of shifting their and sensory details of what characters see and game designers often intend cam- focus, changing the type of adventures and smell and think. It also includes paigns to work the same way. This is not a they undertake and the type of problems sketching out the plots of the multi-plot mistake. A game needs direction, and they solve. game are. When the PCs act, the DM must players need to know who their enemy is. During a multi-plot campaign, PCs can be ready to describe how NPCs respond, However, the DM should not fall into the always choose what adventures they will and when the PCs meet NPCs, the DM trap of planning a game’s plot in advance attempt. Naturally, not all their choices must know what stories the party has or thinking that one challenge will last for will be equally attractive. For example, if stumbled across. the entire campaign. one of the DM’s plot lines involves an In fact, a multi-plot game requires less Players are simply not patient about invasion of orcs about to overrun the PCs’ preparation than a more linear campaign waiting for a plot to unfold. A large part of homeland, the party will almost certainly because it shifts many story decisions to gaming lies in planning ways to overcome choose to address this threat. If they do the PCs. This lifts a great burden from the

DRAGON 33 DM’s shoulders because the DM no longer relationships, of course, affect the party. If To entice the adventurers further, the DM needs to script the entire game. The play- the party’s patron has an enemy, the ad- decides that Lorna has also collected re- ers choose turning points in the storyline, venturers probably share that enemy as ward money. and they often choose the adventure ob- well, even if they have no other reason to The DM puts most of his effort into jectives as well. This is not to say that the quarrel with that foe. As the campaign designing the farms on the outskirts of DM must relinquish all control. NPCs can develops, the party will become aware of Blackbriarton and the who raid have just as much influence over the these relationships and the reasons behind them. The ogre clan has a hill giant leader action as the PCs do, and outside events them. Eventually, the PCs must decide how and few bands of orcish scouts, not to like wars and natural disasters may com- they fit into the game’s many stories. Ad- mention wolves, a beast-tamer, pletely change the course of the campaign. venturers may cling fast to their original and so on. The party finds the ogres However, the DM need not plan all these loyalties, or they may break old connec- tougher than expected and spends a num- events in an artificial way. When he un- tions, ally themselves with former enemies ber of game sessions fighting them. Along derstands his NPCs and their motivations, and try to re-shape their role in the world. the way, the PCs take a liking to Lorna he can choose their actions spontaneously, This is where serious role-playing begins. Gow, and, having taken substantial booty in the same way players role-play their Finally, pick one or two NPCs to start the from the ogres, decide to refuse their characters. PCs on their first adventure. Lavish atten- reward money. The DM still needs to plan. When PCs tion on this opening game, which intro- Meanwhile, the DM develops other actually fight NPCs, the DM should write duces the PCs to the world and allow PCs elements of the campaign. The House down the enemy’s capabilities in advance. to determine where they fit in. The first McAllister falls from power. Angus McAl- This increases the PCs’ sense of accom- adventures also help the DM decide which lister, a sorcerer and patriarch of the plishment, and it can save the DM a lot of parts of the campaign to develop, as the family, dies after a long illness reportedly time and headaches during play—no more players express their preferences. Adven- brought on by traffic with dark spirits. split-second decisions about how the turers will cleave to some NPCs and de- The PCs hear rumors that Angus rose genius-intelligence lich reacts when con- velop rivalries with others, grow from his deathbed in undead form and fronted by hostile PCs. As long as the DM fascinated with some mysteries and by- consumed the McAllister household, turn- has a general idea of what forces NPCs can pass others. The DM can then develop the ing them into undead abominations like muster, he need only plan out the PCs’ parts that generated the most interest, himself. Whatever the truth of these mat- opposition for a particular evening. When saving other plots for the future. ters, the High King orders the McAllister’s the players decide to switch opponents, it Naturally, DMs should not reveal all castle sealed, so that none may enter or will almost always take them at least one their secrets at once. If players wish to leave. The merchants’ guild appoints a game session to extricate themselves from understand the world the DM has created, governor to rule the town in the McAllis- their previous operations and make plans they must look for information. They may ters’ stead. for their new adventure goal. A smart DM gain a great deal of information simply by Once the players have heard some of the will use the time between game sessions to talking with the right NPCs; other secrets rumors, the DM introduces an important prepare the details of the new adventure. may require entire adventures to uncover. NPC into the game. Robert McAllister, the Uncovering this information makes for rightful heir to the barony, escaped the Steps To Establish exciting play. As the party gathers it, the massacre in the castle with some of his Multiple Plots PCs grow more able to make informed personal guards. The horrors Robert saw in The following system works well for decisions about their future. the castle shook his mind, but that isn’t the designing a multi-plot game. First, gener- worst of what he has suffered: His treat- ate the setting where the game will take A Sample Campaign ment after his escape drove him even fur- place and the major events that will domi- As an example of how a multi-plot game ther from the sheltered life he had led. The nate the storyline. When using a published develops, consider the following campaign. merchant-governor, an unscrupulous politi- campaign world, choose a region of the The DM wants to develop a campaign cian named Vincennes, saw the McAllisters map to play in; in a home-brewed cam- around Blackbriarton, a castle village set as an obstacle to guild power and arranged paign, develop an idea of the local climate in a fertile river valley in his campaign for Robert to die in an accident. Robert fled and culture. Second, pick the NPCs likely world. He envisions the village as a town to the woods, taking his loyal followers with to become major villains and adventure of relatively prosperous peasants and free him. He now lives as a bandit, seeking re- patrons. Decide what the NPC’s goals are, farmers, used to living under the feudal venge on those who wronged him. Robert is what general resources they command, rule of the House McAllister. Blackbriarton not yet evil or insane, but he could easily and what they want from the PCs. lies on the edge of the Trollfell Wastes, and lapse into madness. Give all the NPCs backgrounds and moti- raiders from those wild hills present a far At this point, the PCs must make a vations of their own; this is where the more serious threat than the politics of the choice between the three options before multiple plotlines appear. Each has capital far away. However, in the rest of them. The decision they make will affect its own ideas about how the adventurers the kingdom, minor nobles such as the the course of the adventure and their fit into its plans—or how they must be McAllisters are losing their influence to reward. eliminated for its plans to succeed. Some the High King and to the powerful mer- l The McAllister’s castle lies empty of NPCs may be openly hostile. At least one chant guilds. human inhabitants, with all the noble NPC should have a reason to send the PCs Having developed this overall campaign family’s possessions still inside. The party on adventures so that an unmotived party concept, the DM considers the sort of contains several thieves who relish the has something concrete to do while it adventure he wants the PCs to undertake. chance to loot it. In this adventure, the forms its own plans. The other NPCs may The Trollfell Wastes offer an obvious at- PCs discover and their house- begin as neutral figures with their own traction to bold folk such as the PCs. hold are now ghouls and ghasts, with ambitions. If the party interferes with Therefore, as a first challenge for the Angus himself as a spectre. If the players their plans, they become enemies, but if party, the DM develops a band of ogres do not think of exploring the castle them- the adventurers assist them, the neutral who raid the farms on the outskirts of selves, the DM may suggest the idea groups may become allies or patrons. Blackbriarton. The DM designs an NPC to through an NPC. NPCs do not exist in a vacuum. All of send the party against these ogres. He • The PCs could work for Vincennes, them should have relationships with the creates Lorna Gow, a stocky and outspok- since nobody knows of his assassination others. The NPCs may be allies, rivals, en peasant who has single-handedly attempt against Robert. Although few friends, relatives, lovers, former lovers, organized the farmers of Blackbriarton to people like the unctuous merchant lord, bitter enemies, or wary neutrals. These defend themselves against the attackers. no one considers it dishonorable to work

34 JUNE 1995

for him. At the moment, Vincennes needs Robert asks Brian for help against the competent people to deal with Robert’s merchant-lord. The thief agrees to con- bandits. He admires the PCs’ work against sider the matter and departs. As soon as the ogres, and he offers them a substantial the party reaches a safe place for discus- sum of money to work for him. sion, another long debate begins. The

l Finally, the party may talk with Robert more quixotic PCs now wish to attack and learn his side of the story. In this case, Vincennes. Brian and the more roguish they could become bandits themselves, adventurers, however, feel no particular harrying the merchant-lord and his forces. love for Robert or the McAllisters. This could be a mistake, because the Mer- Here, the thief confers with his friends in chants’ Guild can send powerful reinforce- the party, and—to emphasize his point—he ments to Blackbriarton. However, if the stands up and delivers a speech. Brian as- PCs are subtle enough to gain proof of serts that the only NPCs who have really Vincennes’ assassination attempt, they earned his trust or respect are the peasants could charge him with the crime before who followed Lorna Gow. Furthermore, the the High King. The King might then sen- farmers are the true lifeblood of the land, tence Vincennes to death and restore and the people most suited to govern it. Robert to his place over the town. Brian proposes that the party fight against At this point, the DM has not fully de- both Robert and Vincennes to establish a tailed all the forces of the spectre Angus, freehold for the local common folk. Brian Vincennes, or Robert. He will wait until adds that they can finance their revolution the party decides its next move. with funds from the McAllister castle. The PCs make no attempt to contact The rest of the party agrees, and the Robert. The party, however, falls into a campaign enters a new epoch, as the party long argument about whether to investi- carries on a guerilla war to seize control of gate McAllister Keep or to accept Vin- Blackbriarton. First, the DM must decide cennes’ offer of a bounty. Everyone in the how Lorna Gow, who never intended to be party dislikes Vincennes already. However, a rebel, responds. The DM must also decide the mage in the party is convinced that what forces Vincennes has in the area, and Angus McAllister has become a lich, which what he and Robert will do when the party makes the rest of the PCs understandably attacks. As time passes, outside forces may wary about entering the castle. intervene, and the DM may introduce more The party eventually decides to make an conflicting interests (and adventure opportu- exploratory probe into McAllister Keep. nities) from the larger world: the King’s men, Between game sessions, the DM prepares rival guilds, a sorcerer seeking Angus’s details on its interior and inhabitants. secret spellbooks, and others. If the party Among other things, he decides that Ro- establishes its freehold, it must then decide bert McAllister keeps a watch on his fami- how to govern and administer it, while ly fortress. In the next game session, the keeping all the outside forces encountered party goes in prepared for the worst imag- earlier at bay. inable danger and finds the going far easier than it expected. The PCs return Conclusion bearing most of House McAllister’s heir- A campaign based on a single quest tells looms, including the family silverware, a simple tale of a challenge and how the jewels, and signet ring. party overcame it; a campaign based on At this point, the DM considers how the multiple plots tells a tale as complex as the NPCs would respond. Robert McAllister players care to make it. The storyline does not know exactly what the PCs progresses in phases, each one dominated brought out of the castle, but his scouts by a different story, a different peril, and have seen them enter and leave the for- often a different PC. The transitions be- tress. Robert suspects they may have tween these phases often feature dramatic stolen property that rightfully belongs to role-playing, in which the PCs discover a him. However, he also wants to know new fact about their world, and make the exactly what the PCs met inside, and difficult decision to change their loyalties whether they destroyed the spectre An- and their goals. The characters progress. gus. Therefore, Robert sends a messenger Changing times bring out facets of a char- to fire an arrow into the PCs’ camp, re- acters’ personality that even the player did questing a parley. Meanwhile, the DM puts not know existed, as the characters take together statistics for Robert’s band, in on the roles forced on them by circum- case the PCs end up fighting it. stances. The storyline becomes a complex, The party agrees to meet Robert. During multi-layered saga, which each PC may the conversation, Brian, one of the party’s remember a different way. thieves, steps forward and takes charge of Those actually interested in Chinese the discussion. He does not deny that he mystery stories should track down The went to the castle hoping for loot, but he Chinese Gold Murders, by Hans Gulick smoothly assures Robert that the party (published by Harper and Row of New failed to anything of value. On the York, NY in 1961). subject of Angus, he quite truthfully tells Robert that the adventurers failed to de- stroy the undead being. Robert, in turn, tells the party the full story of how Vin- cennes tried to kill him.

36 JUNE 1995

Sigil enters the Blood War

by Steven E. Schend

It’s been two months since the release of the BLOOD WARS™ card game, and the battles are growing fast and furious. But a new beachhead has opened up with the second Escalation Pack: the Blood War has invaded the City of Doors itself! Given the hidden plot of the card game, the Blood Wars have expanded well beyond the original five planes that contained it; soon- er or later, we’d knew it would enter Sigil. Portents of War The heart of the ™ multi- The future holds much turmoil for the verse is poised on the point of a gelugon’s BLOOD WARS card game; the gods arrive spear! in August—Zeus, Lolth, Bast, Ilsensine, and Escalation Pack II: Factols & Factions over 40 other gods will join the ranks of recruits the Factols, leaders of Sigil’s fac- the Warlords of the conflict infernal! Pow- tions, into the BLOOD WARS card game as erful Fates and mighty Legions also join Assault on The Lady’s Ward! its newest Warlords. They work like stand- the fray, bringing the proxies of the gods This 50-card deck, compiled with cards ard Warlords, but they also can gather into game play. All this and more awaits in taken from the Duel-Decks and the first Legions of any alignments into their Battle late summer, so watch for it! two Escalation Packs, is a “theme” deck Hands that belong to their factions. Includ- Once again, though, I’m asking all based on its composition and the infor- ed with the new Warlords are 40 Legion- BLOOD WARS fans and players to let us mation in the text boxes (and the Acolytes that are designated as faction know what they think about the game. Tell PLANESCAPE RPG setting). In a nutshell, members. These Acolytes can stack as us what you like and don’t like about the this deck suggests the following theme: normal Legions (by alignment), but they game. Clue us in about what you’d like to The Xaositects and a number of tanar’ri can also create a six-Legion Battle Hand see in further Escalation Packs. What does battalions have joined forces to conquer when they are all of the same faction. the game need, in your esteemed opinion? The Lady’s Ward of Sigil and remove Other surprises within the Factols & Write to me care of TSR and let me know Sigil’s ruler from power! Factions escalation pack include Portal what’s on your mind. Even though I de- cards (Fate-Spells) that lead from the signed the game and its first three supple- Battlefields (9): Streets of Sigil*, Azza- wards of Sigil to random planes and ments, it’s just as much your game as it is grat, The Lady’s Ward*, Torremor, Armory realms, the Battlefields of Sigil (including mine, and I’d like to ensure that it’s fun for of Sigil*, The City Barracks*, The City all the headquarters of the factions), Fate- everyone. Courts*, The Hive*, The Prison*. Acolyte cards that allow Legions from the Oh, one last thing, you didn’t think I’d Warlords (6): Factol Karan*, Graz’zt, initial set to join the factions of Sigil, and set up this column without a deck sugges- Lord Tenarrus, Marilith Colonel, Molydeus much, much more. tion and a card list, did you? Magistrate, Pazrael.

DRAGON 39 Legions (25): Armanite* (x2), Dretch Cards marked with an asterisk (*) are The “Assault” deck is only one of the (x6), Foxwoman* (x3), Glabrezu (x2), from Escalation Pack II. All others are new types of decks you can construct with Hezrou Desecrater* (x2), Hieracosphinx* from the original set of cards listed in the new Escalation Pack for the BLOOD (x3), Mane* (x5), Vrock (x2) DRAGON® Magazine #215. WARS card game. With future expansions Fates (10): Chaosmen Mark* (x3), planned for the gods and other powers Diplomatic Treachery*, Lower Planar among the planes, the fun—and the Conscription (x2), Monster Summons bloodshed—will never end! (x2), Powers of Evil Intervene, Spirited Troops. BLOOD WARS™ Card Game Factions & Factols Card Distribution

The set contains a total of 134 cards; 15 cards per pack.

Frequency = Common (C); Uncommon (UC); Rare (R); Ultra-Rare (UR); Chase (Ch).

Card Artists = (JB); (ND); Tony DiTerlizzi (TD); (NE); Paul Jaquays (PJ); (DK); Rob Lazzeretti (RL); (RR); Peter Venters (PV)

Battlefields Legions Fates Abbreviations: P = plane; Rm = Realm, New abbreviation: Ac = Acolyte; all of Abbreviations: Ac = Acolyte*, Imi = S = site. these Acolytes are Faction cards. Item, Magical Item*, Ia = Item, Artifact*, O = Orders*, Sp = Spell*, St = Support. Name TypeFreq.Artist Name TypeFreq.Artist Armory of Sigil S UC DK Agathyn Anarchist Ac C PJ Name TypeFreq.Artist Bogles’ Glen S Ch TD Amazon Guardian Ch TD Anarchist Mark Ac Ch TD The City Barracks S UC RL Apothean Archer Ac C TD Astral Searcher St UC TD The City Courts S R NE Aquallorian Sensate Ac C TD Barber Shop Portal Sp R ND The Civic Festhall S R NE Armanite Ch TD Bladeswirl Portal Sp R PV Clerk’s Ward Rm UC RL The Aspirant Ac C PJ Bleaker Mark Ac R TD The Dragon Bar S R DK Beholder Ac C TD Cipher Mark Ac Ch TD The Gatehouse S UC RL Bleak Battalion Ac C PJ Chandlers’ Portal Sp Ch PV The Great Foundry S UC RL The Cynical Wizard Ac C PJ Chaosmen Mark AC Ch TD The Great Gymnasium S UC RL Dabus Ch TD Dagger’s Throw Portal Sp R PV The Greengage S R TD The Defiant Ones Ac C PJ Dead Mark Ac R TD Guildhall & Market Ward Rm UC RL Doppelganger Ac C TD Defier Mark Ac R TD The Hall of Records S R NE Emerald Dragon Diplomatic Treachery Sp Ch NE The Hall of Speakers S UC NE Hatchling Ac R PJ Doomguard Mark Ac R TD Harbinger House S R NE The Entropy League Ac C TD Equipment Disintegration Sp Ch PJ The Hive S UC DK Foxwoman Ac C TD Erosion of Faith Sp Ch PJ Hive Ward Rm UC TD Gladiator of Sigil Ac C TD Factol’s Favor St UC TD The Lady’s Ward Rm UC TD The Glee-Bashers Ac C PJ Foecircle Portal Sp Ch PV Lower Ward Rm UC RL Godsman Warrior Ac C PJ Godsmen Mark Ac R TD The Mortuary S UC ND Guvner Bailiff Ac C TD Golden Web Portal Sp Ch PV The Prison S UC RL Cleric Ac C TD Great Blade of Tasup Ia R PJ The Screaming Falls S Ch TD Hardhead Dwarves Ac C PJ Guvner Mark Ac Ch TD The Shattered Temple S UC RL Hezrou Ch TD Hard Head Mark Ac Ch TD Streets of Sigil P R TD Hieracosphinx Ac R PJ Harp of Stars Ia R PJ Temple of the Abyss S R DK Hill Giant Ac C PJ Heartless Mark Ac Ch TD Hin Archer Ac C TD Hidden Treasure SP Ch TD Warlords Hobgoblin Deader Ac C TD Hope Incarnate St UC TD New abbreviation: Fl = Factol. Inquisitive Ac R PJ Indep Mark Ac Ch TD Judge Arcane Ac C TD Inkwell Portal Sp R PV Name TypeFreq.Artist Larvae Ch TD The Key of Pain Ia Ch/UR PJ Artus R PJ Lizard Man Ac C TD The Mazes SP Ch TD Factol Ambar Fl UC TD Mane Ac C TD Mediator St UC TD Factol Darius Fl UC TD Minor Magistrate Ac C TD Mimir Imi Ch RR Factol Erin Darkflame Fl R TD Moon Dog Ac C JB Moon’s Rose Portal SP Ch TD Factol Hashkar Fl UC TD Ogre Mage Ac C TD Notice of Secundus St UC TD Factol Karan Fl UC PJ Paladin Ac R PJ Portal of Pain Sp Ch PV Factol Lhar Fl UC TD The Perished Ac C PJ Quick Escape Sp R PV Factol Mallin Fl UC TD Rogue Modron Merchant Ac C PJ Ratatosk Glider St UC TD Factol Pentar Fl UC TD Sigil’s Sentries Ac UC PJ Red Death Mark AC Ch TD Factol Rhys Fl UC TD Mage-Thief Ac C TD Rest & Relaxation O Ch TD Factol Rowan Darkwood Fl R TD Treant Ac C TD The Scratcher Sp Ch PJ Factol Sarin Fl UC TD Valhalla’s Finest Ac R NE Sensate Mark Ac Ch TD Factol Skall Fl UC TD Vorkehan Guard Ac C TD Servant Li’s Request Sp Ch TD Factol Terrance Fl UC TD Wemic Shaman Ac R PJ Signer Mark Ac Ch TD Gamakar the Studious R TD Wererat Indep Ac C TD Swords’ Breath Portal Sp R PV Orryx R TD Wererats of Sigil Ch TD Undead Horde Sp Ch NE Perigon R TD Weretiger Ac C TD Under Arrest O UC TD

40 JUNE 1995

BEN CON ’95, June 22-25 CO * indicates a product produced by a company other than TSR, This convention will be held at the Sheraton Inc. Most product names are trademarks owned by the Hotel in Lakewood, Colorado. Guests include Convention Calendar Policies companies publishing those products The use of the name of any product without mention of its trademark status should not . Events include role-playing, This column is a service to our readers be construed as a challenge to such status board, and miniatures games. Other activities worldwide. Anyone may place a free listing include dealers, an art show and a blood drive. for a game convention here, but the follow- Write to: RMBGA, P.O. Box 19232, Boulder CO Important: DRAGON® Magazine no ing guidelines must be observed. 80308. longer publishes phone numbers for conven- In order to ensure that all convention tions. Publishing incorrect numbers is al- listings contain accurate and timely infor- D-DAY, June 22-25 CA ways possible and is a nuisance to both the mation, all material should be either typed This convention will be held at Game Towne caller and those receiving the misdirected double-spaced or printed legibly on stand- in Carlsbad, Calif. This is the 2nd Annual San call. Be certain that any address given is ard manuscript paper. The contents of Diego County Board Game Championships. complete and correct. each listing must be short and succinct. Events include tournaments, miniatures gaming, To ensure that your convention listing The information given in the listing must painting contests, and prizes. Write to: D-DAY, makes it into our files, enclose a self- include the following, in this order: Game Towne, 2933 Roosevelt, Carlsbad CA addressed stamped postcard with your first 1. Convention title and dates held; 92008. convention notice; we will return the card to 2. Site and location; show that your notice was received. You also 3. Guests of honor (if applicable); ARCHON 19, June 23-25 IL might send a second notice one week after 4. Special events offered; This convention will be held at the Collinsville mailing the first. Mail your listing as early as 5. Registration fees or attendance re- Gateway Center and Collinsville Holiday Inn, possible, and always keep us informed of quirements; and, Collinsville, Ill. Guests include Jack Williamson, any changes. Please avoid sending conven- 6. Address(es) where additional informa- Doug Chaffee, Sam Moskowitz, First , tion notices by fax, as this method has not tion and confirmation can be obtained. and A.E. Van Vogt. Events include role-playing, proved to be reliable. Convention flyers, newsletters, and other card, board, and miniatures games. Other mass-mailed announcements will not be activities include tournaments. Registration: considered for use in this column; we CONMAN 003, June 2-4 NH $25. Write to: ARCHON 19, P.O. Box 483, Ches- prefer to see a cover letter with the an- This convention will be held at the Center of terfield MO 63006. nouncement as well. No call-in listings are New Hampshire Holiday Inn in Manchester, NH. accepted. Unless stated otherwise, all Events include role-playing, board, card, and Q-CON II, June 23-25 ❁ dollar values given for U.S. and Canadian miniatures games. Registration: $18 preregis- This convention will be held at the Queen’s conventions are in U.S. currency. tered; $23 on site. Prices vary for individual University Common Rooms, Queen’s University, WARNING: We are not responsible for days. Write to: Jonathan McCosh, 59 Onway Belfast, Northern Ireland. Events include role- incorrect information sent to us by conven- Lake Rd., Raymond NH 03077. playing, board, and miniatures games. Other tion staff members. Please check your activities include tournaments and a raffle. convention listing carefully! Our wide MOBI-CON ’95, June 9-11 AL Write to: The Registration Secretary, Steven circulation ensures that over a quarter of a This convention will be held at the Holiday Rushe, 3 Ulsterville Gardens, Belfast, Co. An- million readers worldwide see each issue. Inn Downtown in Mobile, Ala. Guests include trium, Northern Ireland BT9 7BA. Accurate information is your responsibility. Margaret Weis, , and . Copy deadlines are the last Monday of Events include role-playing, card, board, and KULCON III, June 30-July 2 KS each month, two months prior to the on- miniatures games. Other activities include This convention will be held at the Topeka sale date of an issue. Thus, the copy dead- tournaments, costume contest, art show, auc- Ramada Inn in Topeka Kan. Guests include Steve line for the December issue is the last tion, and dealers. Write to: MOBI-CON, P.O. Box Jackson, , Tom Dowd, Dave Monday of October. Announcements for 161257, Mobile AL 36616. Gross, and others. Events include role-playing, North American and Pacific conventions board, and miniatures games. Other activities must be mailed to: Convention Calendar, STAFFCON ’95, June 11 ❁ include RPGA® events, Japanese animation, DRAGON® Magazine, P.O. Box 111, Lake This convention will be held at Stafford Uni- computer gaming, and a charity raffle. Write to: Geneva WI 53147, U.S.A. Announcements versity in Stafford, England. Events include role- KULCON, 400 Kansas Union, Lawrence KS for Europe must be posted an additional playing, board, and miniatures games. Other 66045. month before the deadline to: Convention activities include tournaments. Write to: Chris Calendar, DRAGON® Magazine, TSR Grice, C/O SU Office, Stafford University, MICHICON GAMEFEST ’95, June 30-July Limited, 120 Church End, Cherry Hinton, Beaconside Site, Stafford England ST16 0AD. 2 MI Cambridge CB1 3LB, United Kingdom. This convention will be held at Van Dyke Park If a convention listing must be changed CONFIGURATION VI, June 16-18 OK Suites Convention Hotel in Warren, Mich. Events because the convention has been can- This convention will be held at the Tulsa Days include role-playing, board, and miniatures celled, the dates have changed, or incor- Inn in Tulsa, Okla. Events include role-playing, games. Write to: MICHICON GAMEFEST, P.O. rect information has been printed, please board, and miniatures games. Other activities Box 656, Wyandotte MI 48192. contact us immediately. Most questions or include RPGA® events and tournaments. Regis- changes should be directed to the maga- tration: $15. Write to: CONFIGURATION VI, 215- VI-KHAN ’95, July 7-9 CO zine editors at TSR, Inc., (414) 248-3625 A OMU Box 304, 900 Asp Avenue, Norman OK This convention will be held at the Holiday (U.S.A.). Questions or changes concerning 73019. Inn North in Colorado Springs, Colo. Special European conventions should be directed guest is Connie Willis. Events include role- to TSR Limited, (0223) 212517 (U.K.). MAGIC: THE GATHERING* TOURNAMENT, playing, board, card, and miniatures games. June 17 OH Other activities include dealers, an art show, ❖ indicates an Australian convention. This tournament will be held at the auction, banquet, a miniatures painting contest, ❉ indicates a Canadian convention. Army National Guard Armory in Wooster Ohio. and a yacht race in the hotel pool (using milk ❁ indicates a European convention. Registration: $4 per event preregistered; $5 on cartons). Registration: $15 preregistered before site. Write to: MAGIC TOURNAMENT, 453 June 30, $20 thereafter. Write to: VI-KHAN, College Avenue, Wooster OH 44691-3326. 1025 Garner St. #10B, Colorado Springs CO 80905.

DRAGON 43 DRAGON CON ’95, July 13-16 GA CORPSE CON II, August 4-6 TX This convention will be held at the Westin This convention will be held at the Howard Peachtree Plaza Hotel, Civic Center, Johnson Shoreline in Corpus Christi, Tex. Events Atlanta, . Over 200 special guests includ- include role-playing, board, and miniatures ing Kevin Anderson, Ben Bova, Harlan Ellison, games. Other activities include dealers, Japani- Margaret Weis, and Timothy Zahn. Events mation, and an auction. Registration: $5 on site. include role-playing, board, card, computer, and Write to: GLCC, 5757 S. Staples #2802, Corpus miniatures games. Other activities include Christi TX 78413. workshops, tournaments, dealers, a costume contest, live music and dancing. Registration: DALLAS GAME EXPO, August 4-6 TX $55 before June 15. Write to: DRAGON CON ’95, This convention will be held at the Ramada P.O. Box 47696, Atlanta GA 30362. Hotel Market Center, Dallas Tex. Events include role-playing, board, and miniatures games. MAGNUM OPUS CON-10, July 13-16 GA Other activities include an auction and a dealers This convention will be held at the Callaway room. Registration: $10 preregistered; $7/day on Gardens Resort in Pine Mountain, Geog. Guests site. Write to: Dallas Game Expo, P.O. Box include: , Chelsea Quinn Yarbro, 824662, Dallas TX 75382-4662. and Bruce Boxleitner. Events include role- playing, board, and miniatures games. Other TOLCON XIII, August 5-6 OH activities include casino night, a masquerade This convention will be held at the Scott Park ball, tournaments, and a banquet. Registration: Campus at the University of Toledo, Ohio. $40 before June 1, $25 for a day pass. Write to: Events include role-playing, board, and minia- MOC-10, P.O. Box 6585, Athens GA 30604. tures games. Other activities include dealers, movies, an auction, and a painting contest. WAR ’95, July 13-16 GA Registration: $8 for the weekend, $5/day. Write This convention is part of the MAGNUM OPUS to: TOLCON XIII, c/o Mind Games, 2115 N. CON-10. Events include a MAGIC: THE GATHER- Reynolds, Toledo OH 43615. ING* card game tournament. Registration: $50 in addition to the registration fee for the host GAMEFEST XVI, August 9-13 CA convention. Write to: National Association of This convention will be held in the historic Professional Gamers, P.O. Box 6585, Athens GA Old Towne in San Diego, Calif. Events include 30604. role-playing, board, and miniatures games. Other activities include trivia, and figure paint- ORIGINS ’95, July 13-16 PA ing. Registration: $20 preregistered until July This convention will be held at the Pennsylva- 31, $30 on site. Write to: GAMEFEST XVI, 3954 nia Convention Center in Philadelphia, Penn. Harney St., San Diego CA 92110. Guests include Margaret Weis, , and Scott Douglas. Events include role-playing, BUBONICON 27, August 11-13 NM board, and miniatures games. Other activities This convention will be held at the Howard include RPGA® events and an auction. Registra- Johnson East in Albuquerque, New Mex. Guests tion: $34.95 preregistered. Write to: Andon include Harry Turtledove and . Unlimited, P.O. Box 1740, Renton WA 98057; or Events include role-playing, board, and minia- e-mail: [email protected]. tures games. Other activities include dealers, an art show, an auction, a dance, a costume con- GRAND GAME CON ’95, July 15-16 MI test, and a genre cereal taste-off. Registration: This convention will be held at the Godfrey $21 preregistered until July 21, $25 on site. Lee Middle School in Grand Rapids, Mich. Write to: BUBONICON 27, New Mexico SF Con- Events include role-playing, board, and minia- ference, P.O. Box 37257, Albuquerque NM tures games. Registration: $8 for one day or $15 87176-7257. for both days. Write to: Leon Gibbons, 13910 Olin Lakes Road, Sparta MI 49345. MIGSCON XVI, August 18-20 ❉ This convention will be held at The Hamilton QUINCON X ’95, July 21-23 IL Ramada Hotel in Hamilton, Ontario, Canada. This convention will be held at the Signature Events include role-playing, board, and minia- Room in Franklin Square in Quincy, Ill. Special tures games. Other activities include a dealers guest is Timothy Bradstreet. Events include role- room. Write to: MIGSCON XVI, P.O. 37013, playing, board, and card games. Other activities Barton Postal Outlet, Hamilton, Ontario, Canada, include an auction. Registration: $12/ weekend. L8L 8E9. On the opposite page you’ll find the final Single day rates vary. Write to: Greg Stille, 1818 ballot for the ORIGINS™ Awards for gam- Hilltop Drive, Quincy IL 62301. RAILCON ’95, August 25-27 CO ing products published in 1994, the gam- This convention will be held at the Sherton ing industry’s highest honor. The vote is CON-DOME ’95, July 28-30 ❁ Hotel West in Lakewood, Col. Activities include open to all gamers everywhere. The staff This convention will be held at Dtu-lyngby, a Puffing Billy tournament. Registration: $30. of DRAGON® Magazine suggests you make Denmark. Events include role-playing, board, Write to: Train Gamers Association, P.O. Box and miniatures games. Other activities include 461072, Aurora CO 80046-1072. a photocopy of the ballot, vote for your dealers and workshops. Write to: Henning favorite games, accessories, supplements, Jorgensen, Stenas 20, DK 2670 Greve, Denmark. DRAGONFLIGHT ’95, August 25-27 WA figures, computer games, board games, This convention will be held at the Bellarmine and so on from 1994, and mail the ballot CONTINUUM IV, July 28-30 IL Hall on the Seattle University campus in Seattle, by the deadline, June 20. There are even This convention will be held at the Ramada Wash. Events include computer, role-playing, spaces for write-in votes if your favorite Hotel in Mt. Vernon, Ill. Guests include John de board, card, and miniatures games. Other 1994 product didn’t make the final ballot. Lancie, , Todd Hamilton, and Phil activities include seminars, an auction, and Congratulations and good luck to all the Farrand. Events include role-playing, board, and dealers. Registration prices vary. Write to: companies with nominated releases. The miniatures games. Other activities include DRAGONFLIGHT ’95, P.O. Box 417, Seattle WA dealers, an auction, art show, contests, and a 98111-0417. awards will be announced at the ORIGINS dance. Registration: $35 until June 28, $40 Game Convention this summer. May the thereafter. Gaming only registration available. best games win! Write to: CONTINUUM IV, 1617 Lyndhurst, Cape Girardeau MO 63701. ORIGINS is a trademark of the Game Manufacturers Association.

44 JUNE 1995 DRAGON 45 “Forum” welcomes your comments and ing two dispensable crew members in have been overrun by large groups of opinions on role-playing games. In the doing so. Pirates aren’t exactly known for kobolds, or experienced severe setbacks United States and Canada, write to: being squeamish when it comes to risking by disciplined hobgoblin crossbow troops. Forum, DRAGON® Magazine, 201 Sheridan the lives of their underlings. A seasoned Even competent adventurers can lose Springs Rd., Lake Geneva WI 53147 U.S.A. scourge of the high seas is more than confidence if their main fighting strength In Europe, write to: Forum, DRAGON likely to test a visitor’s mettle than to sur- is lost to some unfortunate chain of Magazine, TSR Ltd, 120 Church End, render his vessel without a fight. events. Just takes a little luck (good or Cherry Hinton, Cambridge CB1 3LB, Unit- We are not dealing with a superstitious bad), an error of judgement, or a flash of ed Kingdom. We ask that material submit- tribe that have never seen anything more brilliance can turn any encounter on its ted to “Forum” be either neatly written by impressive than a shaman’s trances or his head. No PC or DM can go into a situation hand or typed with a fresh ribbon and limited repertoire of tricks. Pirates will certain of its outcome. clean keys so we can read and understand have faced many dangers far more im- On the other hand, a sufficiently notori- your comments. You must give us your pressive than a blustering buffoon stupid ous individual could instill just the reaction name and full mailing address if you ex- enough to drop in on them without first our mage desired. But in this example, did pect your letter to be printed (we will not displaying some proof of his prowess. the pirates know about the mage before- consider a letter submitted anonymously), Fighting boarding actions, facing the Impe- hand? Had they heard tales of his daring but we will withhold your name if you ask rial Navy’s bolt-throwers, or riding out exploits and terrible power? If they had, us to do so. We will print your complete fierce storms at sea will have hardened a the player might be justified in expecting address if you request it. pirate crew to the point where a levitating the pirates to surrender. This is true re- mage is a laughable threat. Being struck gardless of whether we are dealing with a I just felt I had to respond to Larry dumb with awe might be applicable if the powerful mage or a renowned warrior. If Sonders’ letter in issue #215; it struck a crew were simply unable to believe the the coastal ports abound with rumors of a chord (I almost choked on my breakfast nerve of the fellow! fearless adventurer, dressed just so, armed when I started laughing). As my girlfriend Sheer weight of numbers would be on the in a particular way, who has personally remarked when I read the first paragraph pirates’ side. When you have 40 companions brought pirate crews to justice, then any to her, “He’s better off without that player.” and a tough captain, mob rule, peer- crew might be nervous when someone A person who quits the campaign as a pressure, and fear of your leader’s retribu- answering his description turns up in their result of the DM’s ruling is unnecessary tion are powerful motivators. Some robed midst! On the other hand, a relatively low- baggage. He sounds like an egotistical and character who has dropped onto your deck level crew of 50 pirates might hope to self-centered player, more suited to solo and told you to “surrender or else” comes a make a name for itself which would, in games where he cannot impair the enjoy- poor second. Without any evidence of his turn, instill fear in its potential victims! ment of others. ability to kill and maim in ghastly ways, Larry ironically asks at the end of his I’m sure that the incident was simplified what does a pirate do: obey orders or face letter whether incompetence, cowardice, for the sake of the letter, but precisely how keel-hauling? Perhaps when a dozen com- and stupidity are the exclusive province of does any mage teleport above a ship and rades have been frazzled or turned into low-level folk. There should always be a then levitate safely to the deck? By my inter- parrots, the crew members will reconsider fair share of fools to provide humor, but pretation, only one spell may be cast per their position on the matter. they don’t all have to be low-level—just round. Casting levitate immediately after Finally, does the world in question have look at the real world to see how many arriving at the other end of a teleport spell a background that emphasizes the power high-powered idiots there are! At the same looks pretty dodgy. This cocky mage would of mages? Are they rare and powerful time, high-level heroes and villains all have still have been casting his levitate when he enough to inspire awe? Do tales recount to start somewhere—the next pirate deck- made an abrupt and intimate acquaintance horrific fates that befell those who defied hand you meet could be a Blackbeard with the deck—you can fall a long way the wielders of magic? Or are mages two- waiting to happen! Nigel Espley between spells! Furthermore, the mage a-penny—a threat which a pirate crew West Midlands, UK would have had to teleport onto the vessel might expect to face from time-to-time? It since the spell description states: “a wizard is almost unfortunate that most fantasy This letter is in response to Donald cannot teleport into an area of empty campaigns fall into the latter category. As Haverson’s remarks in issue #216 regard- space—a substantial surface must be there.” a result, players lose any sense of wonder ing the AD&D® . Whichever way you look at it, our mage when magic is used, taking it for granted, I’ve been playing RPGs for 10 years now. shouldn’t have been in this situation in the even becoming blase in the face of en- In that time span I have played fantasy first place! chantments. “Oh, it’s another cloud castle, games that use spell-point or fatigue-based Just how many people in a serious fanta- let’s jump on our brooms of flying and magic. I even created an alternative sy would go around with “I am 11th level” sack the place!” It’s as if the player be- spellcasting system for the AD&D game, tattooed on their forehead or “1st level longed to the former category (magic is a which I abandoned shortly thereafter. It is arrow-fodder” emblazoned across their rare thing to be feared) and suddenly my firm belief that in their abundant chest? From the pirate captain’s point of found himself in a campaign world where wisdom, the designers of AD&D created view, anyone could landed in the midst of casting spells is widely accepted. the best system. Here’s why: his crew, courtesy of a magical item, To answer Mr. Sonders’ last paragraph: First off, with the AD&D system you claiming to be a Wizard of Might. How no rule, written or otherwise, says that know what spells you have and how many does he know how powerful the supposed low-level PCs should always fear high-level times you can cast them. When they are mage was? It seems perfectly logical for ones, or that a high-level PC need not fear gone, they are gone until your wizard gets him to call this arrogant fool’s bluff, risk- low-level characters. High-level groups the necessary sleep. Simple. With a

46 JUNE 1995

fatigue-based system, wizards must keep I am writing in response to Gary Wilson’s track of time to regain lost Strength or letter in issue #216. I have also been play- fatigue points, which to me is monoto- ing AD&D games for about four years. Level of Bard Max # Paths for Bard nous, and must calculate out modifiers for Because the paladin is one of my favorite 1 1 reduced Strength or fatigue. A point or classes, I have faced the same questions 22 fatigue system is alluring to some gamers, during my years of playing and DMing. 32 because a wizard can cast many spells per I read your letter and I think I might be 4 3 day, as long as he doesn’t become fatigued able to help. You said that the paladin is 5 3 or drained. In the games I’ve played, this too generic, but it’s not when you really 6 4 led to wizards with ridiculously high think about it. They don’t just represent a 7 4 Strength or Constitution scores, who could generic “good,” but rather the specific 85 dish out or take large amounts of damage ideals of Lawful Good. In fact, the paladin 9 5 while simultaneously blasting away with should be the epitome of Lawful Good. 10 6 spells. As a player, that’s fun for a minute. If you look at it this way then it might 11 7 As a DM, it’s no fun at all. help to explain your other questions. Al- 12 8 The AD&D system forces a wizard to though a paladin is usually allied with a 13 9 choose spells for the day wisely, and to use government (whether it be a theocracy or 14 10 them wisely. What fun is it to have your not) and may worship a deity, the paladin is 15 11 wizard knock open every locked door the restricted by a higher meaning. The paladin 16 12 party runs into, with minimal cost to should be considered a power of Lawful 17 13 fatigue? What about the thieves and fight- Good. He should not be forced to serve the 18 14 ers in the group—they like to open locked vanities of one authority, even if that au- 19 15 doors as well! A wizard able to cast any thority is divine in nature. Her beliefs in 20 16 spell in his repertoire at will diminishes Lawful Goodness should transcend such other PCs’ interactions in trying situations. ties. Instead, she should be a protector and There is nothing more challenging to a enforcer of all the of the Lawful Good Bards pick up a lot of information in serious role-player than a wizard with alignment. Therefore, a Paladin could never their travels, and so learn many paths. A “useless” spells in a dire situation. In those be chaotic good because chaotic actions and bard may cast from an extraordinarily situations, all the wizard’s cunning and even chaotic thoughts go against the nature high number of paths each day in relation guile shine brightly, and the most memora- of a paladin. to the number of paths they know because ble things occur. I also think it’s important to point out of their generalist natures (they use wiz- Robert Melvin that paladins are alignment extremists. ard’s Table C). PO Box 29 That’s why it’s important for a paladin In addition to this table, bards would Represa, CA 95671 never to do chaotic acts or stray even a make the following adjustments to the little bit from the ideals of lawful good. “basic” rules. 1). Bards cannot skip steps in Kudos to “Paths of Power” by Wolfgang That’s why only the most dedicated can a path (their understanding of magic isn’t Baur and Steve Kurtz in issue #216! This is play paladins properly. If the paladin does as developed as a wizard’s). 2). Bardic just the sort of thing to add mystery and stray from the ideals of lawful good, he “colleges” teach special Bardic paths which variety to the wizard class in the AD&D immediately loses all paladin privileges assure that paths exist that a bard may game, because it means that not every PC and abilities until he atones for his miscon- “master.” These paths all end with 6th level and NPC mage will have the same magical duct. spells and may contain spells not known powers available. More than ever before, You might argue that since the lawful outside of bardic circles. Only “retired” research will be necessary to get a good good alignment has elite warriors, why bards ever engage in any kind of spell handle on one’s enemy. shouldn’t the other alignments have them. research; active bard characters never Speaking of research and information- Well, you’ve come to the right place, be- waste their precious time on such endeav- gathering, it seems that users of path cause DRAGON Magazine printed an arti- ors. Elven minstrel/mages or mages who magic who concentrate on illusions (such cle on paladins (“A Plethora of Paladins” by are sympathetic to bards might well de- as the Path of Deception and the Path of Christopher Wood, issue #106). It featured velop bard spells. 3). Bards may also study Shadows) have the most to lose if their a paladin class for each alignment. For with wizards or wizard guilds to learn precise powers are known. After all, if the example, the Lyan class was the paladin of paths from them. 4). Bards may still learn enemy knows that a certain wizard can’t the lawful neutral alignment. It had com- “rogue” spells, spells which are not tied to really cast fireball or lightning bolt, or pletely different abilities, such as using a a path that they know (if they happen summon animals, monsters, elementals, 1d12 for HD, casting magical or clerical upon one in a book or scroll) . . . however, undead, etc., then any such illusions that spells, and bonuses when fighting chaotic this spell must be memorized when used he casts will be automatic failures. The creatures. Each different alignment had a and is not a part of any path, nor forks party would also be more cautious about paladin class with abilities and hindrances can be taken from it, it cannot be picking its way through his stronghold, corresponding with the alignment. Al- forgotten. It counts against the number of seeing illusion-concealed booby traps on though DRAGON Magazine recommended spells a bard may know, and cast a day. If every stretch of floor (of course, this could them for NPCs only, with some small pre- a bard later learns a path in which that slow them down enough to give the wiz- cautions to maintain campaign balance, spell is included, it is treated as a path ard a chance to get away or rally his garri- these paladins can easily be incorporated spell. son). Leaking information to the into almost any campaign. Bards otherwise follow all rules as set adventuring public that he knows illusion Alex Plocki out for wizards. Two sample paths just for magic at least could be to his advantage. New Kensington, PA bards follow, using spells from The Com- And if he can cast lethal spells like fireball, plete Bard’s Handbook (PHBR8). and leaks information to the effect that he The True Path of the Bard: alter can’t, then parties may stand in the open I was glad to read the “Paths of Power” instrument (1, PHBR8), charm person (1), without taking cover from his magic, article and have incorporated it in my sleep (1), magic mouth (2), Tasha’s uncon- secure in the (mistaken) belief that “there’s campaign, but it suffers from one major trollable hideous laughter (2), improved nothing there.” omission: what about bards? I suggest the magic mouth (3, PHBR8), tongues (3), wall Gregory W. Detwiler following progression for bards, as an of sound (3, PHBR8), shout (4), emotion (4), Williamsburg, PA addition to table A. Leomund’s lamentable belaborment (5),

DRAGON 49 dream (5), mass suggestion (6) stand their position in the “grander to do with what the PCs are doing, only The Performer’s Path: alter instru- scheme of things”? Only a cleric can un- where they’re doing it. ment (1, PHBR8), ventriloquism (1), hypno- derstand this, and it is always his duty to To further my definition, let’s look at the tism (1), sound bubble (1, PHBR8), magic make certain these roughnecks see things fantasy genre. Of the available campaign mouth (2), rope trick (2), alter self (2), his way. Give these clods faith, and they settings for the AD&D game, I consider levitate (2), pyrotechnics (2), water breath- will serve you (and your god). Prove to both the ® setting (there’s that ing (3), minor creation (3), instant audience them who really does the healing. word again) and the ® cam- (3, PHBR8), conjure cabinet (4, PHBR8), As a character class, I see little, if any, paigns dark. They are both bleak, somber advanced illusion (5), legend lore (6) need for expansion, for the class is com- settings. Neither would be on my list of Note that bard paths tend to be spell plete as is. There is no substitute for good top 10 vacation spots. But are they dark? heavy, containing several spells of each role-playing when you feel the stats aren’t A good synonym for darkness in fantasy level. Bard colleges know that their stu- with you. That’s the beauty of this won- is “low fantasy.” Low fantasy is grim, gritty, dents will not have the same access to derful game system: stats and dice do not and action-oriented. Low fantasy fiction spells afforded wizards (“What!” the mas- a character make! Most of all, keep the includes Fritz Leiber’s Fafhrd & The Gray ter mage cried, “I don’t have time to waste faith. Mouser stories, the Thieves’ World anthol- on teaching you dabblers . . .”), and the Floyd Adams III ogies, and Robert E. Howard’s Conan tales. colleges also want to prepare their stu- P.O. Box 579 (Some people would consider some of the dents with enough magic to fork into Elmer NJ 08318 above examples sword & sorcery fiction, other paths as often as they desire, as but that’s splitting hairs.) befits a true “jack of all trades”. Many I was talking with a couple of role- Most horror RPGs are dark—it’s almost colleges exist which provide paths which playing friends, and I would like to share part of the definition. In fact, Chaosium’s are suitable for the different bard kits. one question with other players. Everyone CALL OF CTHULHU* game, can be consid- Steve knows about the 10% bonus experience ered one of the industry’s first dark role- via e-mail for having a 16 or higher in his prime playing games. requisite. Why? What is the point? On the other hand, a mature game has Some friends and I began playing the Why does a fighter with a 16 strength adventures dealing with complex subjects AD&D game way back in 1980, and have get 10% more experience than one with a such as crime and corruption, adult themes enjoyed countless hours of adventure, all 15? Don’t you think it is easier to kill an such as sex or violence, and even social set in my own game world. The AD&D opponent with an attack bonus or a dam- issues such as abortion or conservation. In game is a wonderful diversion and a most age bonus? I think you should get bonuses mature games, these themes permeate splendid way to pass the time. But as a for having a lower prime requisite, be- every aspect of the campaign’s stories, veteran DM (and a lover of clerics), I feel cause it is harder to kill a monster, pick a including the characters themselves, rather compelled to respond to Melody Alder’s pocket, learn spells, or get bonus spells. than being stuck in the background. Ma- comments in issue #210. Many thanks if you can answer this. ture games are defined by their plots. The I must agree with Adam Bickford’s as- CLS Innis actions PCs take are based on the decisions tute evaluation of the cleric. Apart from Collinsville, IL the players make for their characters. In a the statistical standpoint, there are other mature game, the decisions are much more important points to make about the hid- There’s been a lot of talk lately about complex than in other RPGs. The world is den strengths of this superior class. “dark games” or “mature games,” in the not black and white, but filled with an Regardless of alignment, the cleric is the gaming industry. It seems that people are infinite number of shades of gray—just as most capable of dictating the goals and comparing apples and oranges when they in real life. Mature games carry stories that purposes of his faith, especially at higher are throwing these two expressions contain multiple choices, each with multiple level. He can foresee the future of his around, as if they meant one and the same outcomes. Each option carries with it con- religion in whatever realm she chooses to thing. I don’t think they do. Let me define sequences that the PCs must deal with—no adventure in. Indeed, I feel he also must both terms in the context of role-playing wanton looting and pillaging allowed here. do his best to influence the actions of games. (What I’m not talking about when referring other player characters and NPCs. To me, darkness in an RPG refers to the to mature subject matter is hack-‘n’-slash A well-played cleric can shape the events game’s setting. Consider some of the RPGs gaming. Whether you’re playing a berserk of his world to a degree that is almost that have used the word “dark” in their human warrior, an undead being in a blood beyond fantasy. For example, consider a titles or descriptions: the entire subgenre frenzy, or a psychotic killer hopped up on lawful evil high priestess: the next time of “dark future” RPGs (the various cyber- goofballs, don’t think that you’re playing a those soldier boys line up for their dose of punk games are still the best examples), mature game just because there are graph- healing, ask of them, “What have you done Hero Games’ DARK CHAMPIONS* setting, ic levels of violence or sex in your cam- for me lately?” I’m not talking about mere- and GDW’s DARK CONSPIRACY* game, paign. I’m talking about role-playing here, ly relieving the warriors of excess cash, among others. The newest of these, the not indulging in a festival of lust and gore either. A sword-slinger on death’s door DARK CHAMPIONS setting, was released and calling that “mature.”) Simply put, ma- might well be forced to accept a quest in in 1993. (As you can see, dark isn’t exactly ture games require complex decision- change for healing. a new concept.) All these games share a making by the game’s players. On the other hand, a lawful good high grim, often desperate situation, world, or Mature RPGs available now are the Story- priestess may be able to stop a war and campaign environment. However, the teller series from White Wolf, and persuade the powers-that-be to support actions that the PCs take, the kind of mis- Chaosium’s CALL OF CTHULHU, the NEPHI- her temple in return. Even in battle, sions they accept, and the variety of deeds LIM* game, and Atlas Games’ OVER THE priests are formidable, especially with the they perform are all quite similar to the EDGE* RPG. Of these, the Storyteller games nifty chant and prayer spells. I think even actions, missions, and deeds that PCs in merit further discussion. Not only do they ungrateful PCs will sit up and take notice other, “lighter” RPGs take. You can call the deal with mature themes, they also are if they can more easily hit an opponent. mission “a corporate extraction” in a dark written for an older audience. The language During 15 years of gaming, our cleric future game, but how are the mission or artwork in Storyteller game products has shone brilliantly as a mover and goals (and the actions the PCs take to have occasionally ignited some controversy. shaker. At high level, even one withheld achieve those goals) different from the While I’m not sure such language belongs in cure spell can change the world forever! goal of rescuing the princess in the evil any RPG product, it’s not my decision. I’m What’s the sense of risking your neck if wizard’s tower in a light RPG? All that’s not trying to slam these games; I currently unwise, short-sighted PCs don’t under- different is the setting. Dark doesn’t have play in a campaign, in fact. What

50 JUNE 1995

I’m saying is that these games may not be almost drag them along with my pure love the “regular” for the Mayor, merchants, for everybody. for this game. and snobby fighters, such as the cavaliers On the other hand, mature themes can Well, now that you know my life story, or the royal bodyguard, who wouldn’t be dealt with in a more traditional man- let me get down to my problem. I was want to be seen with the “great un- ner. For example, the AL-QADIM®, wondering if anyone can give me tips on washed”. On the other hand, pubs with a PLANESCAPE, DARK SUN, and how a DM becomes a DM. I have played in seedier reputation could become the local RAVENLOFT campaign settings all deal one adventure in my entire life (on thieves’ den, a place to find contacts with with mature issues (we just don’t swear). Prodigy, with no access to any rulebooks) the criminal underworld or to hire thugs Hey, you’re thinking, didn’t he say that the and now I am supposed to become a DM. I and assassins. DARK SUN and RAVENLOFT campaigns am sending out a plea to anyone who has Local buildings could also feature. The (and the CALL OF CTHULHU game, for any idea of what it is like to be a DM. townhall becomes the local seat of power that matter) were dark settings? Yes, I did. What are your favorite house rules, how for the mayor or, if the PCs live in a Can a game be both dark and mature? Yes. you do you make it fun for the players, wealthy city, the court of a baron or even In fact, RPGs that incorporate mature how do you make sure that in the THAC0 the king. Most towns also have a central decision making in a dark setting can lead system they can’t figure out magical item church. This becomes the basis for a tem- to the most intense role-playing possible, pluses just by rolling the dice to hit a ple dedicated to the area’s major deity. and these settings and RPGs are among the monster? How do you make dungeons Other, less central, churches are trans- most successful in the industry. (What creep and crawl? How do you make cities formed into the site of more specialized does that say about us?) bustle? And most importantly, how do you temples, for example, the temple may be It is possible to play a mature game in an teach players how to roleplay their charac- deemed to be in the elf quarter and there- immature fashion (looting and pillaging, as ters?! fore it would be dedicated to a god suit- mentioned above), just as it’s possible to Usually my players are just too embar- able to the surrounding populace. run a mature campaign using almost any rassed to do anything but say, “My charac- Lastly, unusual constructions can be rules system (with the possible exception ter walks up to the man and says, ‘Hi, incorporated. A nearby ruin can become of humorous RPGs). It’s up to you and where’s the temple?’” Then I respond with, part of the locale’s history, as well as a your group, really. I don’t intend to preach “Well, it’s up about two street turns.” They possible site for ghosts that must be laid to about how you should play RPGs. Play the reach the temple and heal (by just saying, rest by adventuring clerics. Clock towers game that’s fun for you; it is your cam- “Are we healed yet?”) and then walk back are perfect for a wizard’s residence (just paign, after all. to the inn. I give them a description of the replace the clock face with a large tele- Stephen Carter inn with it’s patrons and the like, but scope that points to the heavens). Maybe a OH instead of role-playing and buying a drink society has its own meeting hall; in Britain they just say that they get the point. Masonic lodges are relatively common and I would like to tell all you AD&D game DMs who play the FORGOTTEN are easily changed into the base of a secret experts out there about something that is REALMS campaign: I would especially like society, either benevolent or malign, that giving me trouble. You see, I am a player, to know your house rules since they might needs to be investigated at the request of a and have been for about three years (I’m have to do with the actual Realms cam- mysterious stranger. The commonplace only a teen). I fell in love with the game paign. Thanks in advance for giving me can be adapted to fit into a fantasy con- the second I started (as a 1st-level wizard your insights on my problem. text, and with a little further thought your with a 13 intelligence). Then my parents Mike Clair town can be changed to fit a science fic- kicked me off Prodigy (where I played Woodchuck Hollow Lane tion setting. Even elements from the play- over the modem) because I was running Wading River, NY ers’ favorite can be incorporated, up a huge phone bill. I despaired for about Watt Dabney from Jabberwocky or Inigo a year until I started reading some of these When starting a new campaign, Montoya from The Princess Bride have magazines and saw that you didn’t have to players—especially new and inexperienced both appeared in recent adventures in my play over the modem. Unfortunately, players—are often disoriented by their campaign, as have characters from High- when I walked into school and asked characters’ hometown, a place they have lander. around for a gaming group (or club) I supposedly lived in for 16 to 18 years! All these things make a town seem famil- found that no one in Wading River had Even with a briefing and packets of infor- iar and help the players’ integration to even heard of the game. Once again I mation (as suggested by Eric Noah in his role-playing seem less of a shock. As a despaired until I asked some friends if article “Right from the Start,” issue #208) result, players can concentrate more on they knew anyone who played. They the players often aren’t confident when developing their inter-character relation- didn’t, but after I coerced them into play- moving around town. ships, and they can advance in the cam- ing a quick made-up game with me, they To ease them into the process their paign with an idea of where to go for help. started to play themselves. I became the hometown can be loosely modeled on the Philip Crawley DM (I was the only one who knew any- players’ own world. If the players are over Darlington, England thing about the game) and we started to 18 (21 for American readers), they proba- play. Or maybe I should say, tried to play. bly frequent a pub. This pub can easily be I play a campaign, Since I had played on the modem I had converted to a low-beamed tavern, with and my problem is that my players are no idea of what I should do. I went out suitable changes such as the doorman simply invincible. This is partially my and bought the Players’ Handbook and becoming a retired fighter. The barmaid fault, since I handed out a 1d100 hp dam- DUNGEON MASTER® Guide. They helped becomes a good-natured halfling and age sword and some 50% magic resistance greatly, but now I see that they are just regulars become the usual assortment of armor to the party’s fighter. This was not not enough. I have the The Tome of Magic, humans and demihumans, each with too much of a problem, as I simply invent- the MONSTROUS MANUAL™ tome, the quirks that make them familiar yet suffi- ed very strong monsters and later simply FORGOTTEN REALMS® ciently distinct. PCs would also have a took these amazing artifacts away. But the and the FORGOTTEN REALMS Atlas and better idea about who to approach for problem is that the players have found a Player’s Guide. I have PHBR 1, 2, 4, and 5. I information since they already have an way around almost every situation and I am now trying desperately to start a cam- insight into each NPC’s personality and have no logical reason to disallow these paign in this setting. Unfortunately, I am fields of expertise, just as if the PCs had things. just not a DM (yet). I have a little creativity, known them for years. For example, the paladin has acquired a but not enough to get the players to like Other pubs can be involved, those with a powerful mage, whom he has paid vast the game enough to really want to play. I reputation for richer clients may become amounts of money to make potions to

52 JUNE 1995 DRAGON 53 raise all his ability scores to 18. The wiz- ard is having a field day with his wish Play With Me (among many, many folks at spell. When his Strength gets low he Continued from page 8 TSR), and fellow scribes Bob Salvatore and wishes to be as strong as a titan (Strength worlds we played in by probing and asking. ; to the gaming friends I’ve 25) and after aging he wishes to be youn- None of us knew that September would met and made all over the world, from “Un- ger. He has simply wished to ignore the be dead little more than a year later, the cle” Wes, Grant, Leslie, Craig, and Nicole in negative effects of magical spells and cancer that killed her already eating away Australia (and hello to all at Mack Campbell’s items, so he can ignore the wishes spell’s at her, inside. Like all first loves, she’ll live Bookshop in Toowoomba!), to Chris and Leo downsides entirely. And death is hardly forever, laughing, in memory. in Sweden, to Chris and Lisa in Dallas, to meaningful for a party with a cleric who is I still try to DM the way she did, all Steve and Jenny in Peterborough, to Mike resurrecting people every day, with wish- these years later, though I’ve accepted the and Roxy in Pennsylvania, to Erica in Co- es on hand for those who fail survival fact that I’ll never have September’s looks. bourg, to Terry, Steve, Helen, Lori and Doug checks. I’ve tried to hold on to what we had, in Houston, to Alex, Cheryl, and Merle in I would like to know if other DMs have though: love, honor, and friendship. Toronto. The list can go on for pages. You advice or suffer from this themselves. The Love is what the Realms has always been have all made my life brighter, and you are MC monsters are simply too weak for PCs about; not just grand romantic passion, but why I keep on writing instead of being the able to deal out 32d8 hp damage with a simple, decent folk doing kind and noble (richer) doctor or lawyer my folks wanted me single Abi-Dalzim’s horrid wilting or to things for others, up to and including laying to be. stand firm against monsters such as down their lives for their friends. Besides, for me, it’s become a duty: greater mummies casting out creeping As for honor, I still feel—project after someone has to be Elminster . . . and I’ve dooms and death knights weilding swords project—that it’s an honor to share “my” mastered the bawdy banter. of life-stealing. world and dreams with gamers every- And if I sometimes get tears in my eyes I would also like to know if a DM is where. I am, and will always be, grateful when I’m running yet another Realmsplay meant to design his own items and arti- to TSR for doing so, from the pages of session, it’s because something has sent me facts, as I cannot find anything in the rule DRAGON® Magazine #30 onward. back to that sun-dappled fern bower un- books about this subject. After a few false And that leaves us with friendship. The der the trees, and September’s clear voice starts (the infamous 1d100 sword), I have most precious thing the Realms have given calling, “Swords bright!” in farewell, as she designed many spells, items, and monsters me are good and true friends, from Dave, started her walk back to the bus. that have given us all a good session, and Ken, and Tim to Victor, Andrew, John (the I’ll never see her again, but in the was wondering if this was, in fact, an splendid roleplayer), Ian (the first Lore Lord Realms, I can meet her every day. Fare- intended practice! of the Realms), Jim, Anita, and Cathy of my well, September—and well met! Joe Walker stalwart players; to creative folks who’ve United Kingdom shaped the Realms with me: , Steve * indicates a product produced by a company other Schend, Rob King, Karen Boomgraden, and than TSR, Inc.

54 JUNE 1995

Cutting Through the Confusion Magic Resistance, Step by Step

by Skip Williams

If you’re having trouble deciding how magic resistance roll. that are not. For example, an andros- magic resistance ought to work, don’t Creatures can be harmed by a spell phinx’s priest spells are subject to magic worry, you’re in good company. Magic without being directly affected. For exam- resistance, but its roar is not (it’s more like resistance is widely misunderstood, and ple, a continual light a breath weapon than a spell). An aboleth’s has been giving DMs fits since it was intro- spell, harms a elf because drow are enslavement power is subject to magic duced back in the original D&D® game. sensitive to light and suffer considerable resistance, but its mucous cloud is not (the The first version of the game was a set penalties when exposed it. Continual light, cloud is produced in the aboleth’s body). A of three slim booklets in a nondescript however, usually is cast on the area con- cleric’s spells are subject to magic resist- brown box. One of the monsters included taining the drow, making it bright, not on ance, but the character’s undead turning in the set was the balrog, which had a 75% the drow itself. So, the effect is indirect. ability is not (unlike a spell, undead turn- chance to resist spells cast at it. At the ing works only under certain specific time, no other monster in the game had Step Three: Decide what happens to the conditions). that ability and DMs didn’t quite know magic if a magic resistance roll is called what to do with it. Most people treated the for and it succeeds. The result of a suc- Step Two: The chief difficulty here usu- balrog’s magic resistance as a special sav- cessful roll depends on the type of magic ally is deciding whether the effect in ques- ing throw, rolling 1d100 instead of 1d20 to involved. For purposes of magic resist- tion actually works directly on the target. see if a spell cast at a balrog worked or ance, we’ll split magic into just four types. Many effects are not subject to magic not. Of course, this meant that a balrog (See Chapter 9 of the Players Handbook resistance because they are indirect. The that successfully resisted a fireball still for details): easiest way to decide if an effect is direct suffered half damage from the blast. Even- Individually targeted spells, which are or indirect is to consider the school of tually, however, word got out that magic completely negated if the resistance roll magic involved. resistance was something that a creature succeeds. Evocations: These spells are almost enjoyed in addition to a saving throw, and Area-effect spells, which have no effect always subject to magic resistance. If an that successful resistance made the crea- on the resistant creature if the resistance evocation spell inflicts damage, it is either ture immune to the spell. roll succeeds, but are not negated. Other an individually targeted spell or an area These days, the sheer diversity of magic creatures and objects within the area of effect like ice storm, depending on the spell. in the AD&D® game makes adjudicating effect are still subject to the spell. Wall spells are in-place effects. They are magic resistance something of an art, but In-place spells, which collapse and cease subject to magic resistance if they inflict it’s an art anyone can master. to exist if the resistance roll succeeds. damage, entrap, or restrict movement. Permanent spells, which have no effect Enchantments/Charms: These are almost The Steps on the resistant creature if the resistance always subject to magic resistance and are No matter what the circumstances, you roll succeeds, but are not negated. The treated as individually targeted effects can decide how magic resistance works by permanent spell continues to function and unless the spell enchants an object that is following three basic steps: other creatures within the area of effect then employed against a creature—these remain subject to the spell. are indirect spells. An enchanted weapon Step One: Decide if the magical effect There, now you know everything you spell, for example, is never subject to can be subject to magic resistance at all. need to know about magic resistance. magic resistance. Enchantment/charms Only spells and spell-like abilities from that effect several creatures simultane- creatures and magical devices are subject Troubleshooting ously are treated as individually targeted to magic resistance. Breath weapons, gaze Having problems? Here are the difficulties effects, but only the portion targeted at a weapons, special attacks (such as disease, most commonly encountered at each step: resistant creature can be negated. energy drain, or paralysis), magical com- Conjurations/Summonings: These are bat bonuses, and psionics are not. A fear Step One: The most frequent problem almost never subject to magic resistance effect from rod of lordly might is subject here is deciding what is a spell or spell-like unless the spell conjures some form or to magic resistance, because it is a spell- effect and what isn’t. All spells are poten- energy, such as a power word, stun or a like effect. The rods combat bonuses (such tially subject to magic resistance. If the prismatic spray. The former is an individu- as the +2 bonus from the rod’s mace user memorizes it and casts it, it‘s a spell. ally targeted effect, the latter is an area form) are not. Beyond that, anything that works like a effect. Spells that summon creatures are spell is also subject to magic resistance. never subject to magic resistance. A few Step Two: Decide if magic affects the Use your common sense. Does the effect conjurations fall into a gray area. Evard’s resistant creature directly. Magic resist- in question seem spell-like? If so, it proba- black tentacles, for example, can be treat- ance has no effect unless the energy cre- bly is. (Sometimes it pays to get literal. If a ed as a summoned creature (and therefore ated or released by the magic actually goes monster’s description contains a list of not subject to magic resistance) or as an to work on the resistant creature. If the spell-like abilities, then everything in the in-place effect. Pick one and then stick magic acts on anything else (the air, the list is spell-like.) with your choice. ground, the room’s light) and the creature A creature can have some abilities that Abjurations: These are sometimes sub- is affected as a consequence, there is no are subject to magic resistance and some ject to magic resistance. The target crea-

56 JUNE 1995 ture must be harmed, changed, or Step Three: This step usually doesn’t ance succeeds, the creature’s items are restricted in some manner. Perception give people much trouble, but beware of protected, too. Magic resistance can be changes, such as non-detection, don’t individually targeted effects masquerading voluntarily lowered whenever the resist- count. as area effects. Spells such as magic mis- ant creature wishes. Doing so takes some Illusions: These spells are almost never sile, hold person, hold monster, and slow concentration, and cannot be done while subject to magic resistance. Illusions that affect several creatures within a limited the creature takes any action other than inflict a direct attack, such as phantasmal area. Nevertheless, they are individually moving at half normal speed. Once resist- killer or blindness, targeted spells, though a successful resist- ance is lowered, every spell directed at the are exceptions. ance roll still applies only to the portion of creature that round works normally. Alterations: These usually are subject to the spell directed at the resistant creature. Magic resistance works in addition to a magic resistance, especially if they trans- Area effects are not negated by a suc- saving throw, if the resistance roll fails, form the target creature. Alteration spells cessful resistance roll. A baatezu caught in the creature is entitled to a saving throw are not subject to magic resistance if they a lightning bolt while crossing a bridge (if one applies). A creature that has volun- are targeted on a point in space instead of over a bottomless pit can avoid the spell’s tarily lowered its resistance fails its resist- a creature. Transmute rock to mud and effects, but the bridge can’t. ance roll automatically, but it still gains wizard eye change a creature’s surround- Wall spells are in-place effects (unless any saving throw it normally would be ings, not the creature itself, and are never they are permanent); if a resistance roll entitled to. subject to magic resistance. succeeds against a nonpermanent wall, the A special note about wall spells: If (like Divinations: These do not affect crea- whole wall collapses. This can be quite me) you’re uncomfortable with the tures directly and are not subject to magic terrifying for a mage who thought he was thought of magic resistant creatures run- resistance, even though what they reveal safe and sound. ning around collapsing wall spells, I sug- about a creature might be very damaging. gest that you treat all wall spells as Necromancy: Most of these spells alter Miscellaneous Notes permanent effects. Magic resistant crea- the target creature’s life force and are A magic-resistant creature’s own abilities, tures can walk through them if their re- subject to magic resistance. Necromancy spells, and magical items always work sistance rolls succeed, but the wall does spells that summon creatures, such as normally; magic resistance never inter- not collapse. If the resistance roll fails, the summon shadow, or detect creatures, feres with magic that comes from the creature cannot try to penetrate the wall such as detect undead, are not subject to resistant creature. Also, magic resistance again that day. magic resistance. extends to a creature’s items. If its resist-

DRAGON 57

Second-Class Citizen

This month we’re going to look at a pair of Mac games—you know that other com- puter platform. Of course, as Crusty Old (who looks at everything on a Mac) knows, the Mac is a perfectly fine platform that is vastly under-appreciated by the general masses of humanity. Of course, Ken would say this but he’s on vacation this month, so that just leaves Paul and Zeb to be crusty this time. (All right, this is a feeble attempt to prove that we really are broad-minded and liberal and not just oppressive PC snobs.) However, the sad fact for those Mac fans in the world, is that there just aren’t as many games for their machines. Doing a little investigative reporting, I (Zeb) turned and asked Paul, and a bunch o’ other folks (who know more about Macs than human beings with real lives ever want to know) just why there are so few Mac games compared to PC games. Here’s what they said. PCs are evil. There are lots more of them in the world and therefore lots of people available to sell games to. PCs are evil. IBM chose to have an “open architecture” which allowed lots of people to monkey around with everything inside the box, and in the code, and create cus- tomized widgets to make their games just so, which is why it’s impossible to load the same game your friend has on your ma- chine without a degree from PC Univer- sity. PCs are evil. PCs use DOS. DOS is clunky, dumb, and not real complicated. DOS is easier to learn and manipulate than Sys- tem Whatever, which the Apple people don’t want you monkeying with anyway because it’s a “closed architecture.” Enough of this. On with the reviews. Jump Raven A Review by Paul Murphy for Macintosh A Paramount Interactive CD-ROM Cosmology of Kyoto (Yanoelectric) Requirements: Color monitor, CD-ROM drive, 8 MB RAM (6 MB free) Overview loads and loads of firepower. When I Jump Raven is an SF game set in New York Apology opened this baby up, I was really looking Let me just say that I’m in a bad mood. It City, sometime in the next century. You are forward to murdering hordes of mohawk- happens, even to the best of us. When a mercenary. You ride around in a cool, topped bad-guys. The opening sequence you’re in a bad mood, you probably do high-tech hovercraft, armed with a variety was up to specs, too. stuff you regret later, like drive too fast on of neat weaponry. You and your co-pilot the highway, or say something you don’t wander the city, blowing the heck out of Opening Sequence mean to a co-worker. When I’m in a bad evil skinhead eco-terrorists, rescuing pods Let’s get one thing straight, right up front: mood, I tear apart a game I’m reviewing. containing an arkload of genetic material. despite everything you might have heard, I So, I’d like to apologize, right now, to the Sounds interesting, eh? am not automatically against five-minute- creators of Jump Raven. I’m in a bad mood It should be. The premise has everything plus opening sequences to simple arcade and I’m gonna savage your game. I’m sure you might want in a fun, violent game: games, complete with complex story-lines, I’ll feel bad about it tomorrow, if that’s any greasy punk villains, a politically-correct loads of extraneous characters, and really, consolation. cause, a fast car (hover-car, that is), and really expensive animation and special-

DRAGON 59 effects. If done right, they can add a lot to bunch of other info: an ammo status of Brownian motion. You get bored with the game. board and a directional display for finding the laser, and switch to other weapon Jump Raven’s opening sequence was enemies, pods, repair docks, fuel trucks, systems. They all seem to do something, done right. We get to fly around a cool- and so forth. you’re not sure exactly what. The rockets looking Manhattan, see really crass As I said above, this display is basically make a nice “Spang” noise when they hit; advertisements—for Bazooka Hut and pretty and functional. Kudos to the screen- the missiles seem to blow up stuff real Mucus-Off, among others—and generally design guys. good, but have virtually zero accuracy— have a good time. The music is cool, the that is, I haven’t yet figured out where to animation impressive, and the credits are How it Works put the cursor to make them hit. no more than usually offensive. Okay, you’re sitting there in the Bronx, Then there are these jeep-like things, My one objection to the opening se- right? Now what? First, you assign your see? They stay on the ground, and shoot at quence is that we’re not told right up front co-pilot a job or two: weapons (firing the you with machine-guns or something. You how to skip it. You can pound on the Es- guns), navigation (steering the vehicle), shoot back at them with your laser, and cape, Delete or Enter keys all you like, and/or hover (hovering). find to your chagrin that you can’t hit click the mouse-button till you’re blue in So naturally, right at the start, you’re them at all, no matter where you aim. So the face, and nothing happens. Later on, teed-off: the game hasn’t even started yet you switch to rockets, missiles, etc. . . . you learn that you can hit Ctrl-. (control and you’ve got to give up control of an nothing works. and period simultaneously) to get through important system to an NPC. Why? Poor Finally, you remember that the weapons- any annoying sequences, but by then game design is why. The designers system all the way to the right, the bombs, you’ve irretrievably lost five minutes of couldn’t be bothered to design a vehicle is specifically designed for ground targets! your life reading slow-roiling credits. simple enough for you to control in its Phew! So you switch to the bombs to take By the time the game started, I was in a entirety: to fly the damn Raven, you re- out the pesky jeeps. And you can’t hit ‘em bad mood already. quire the assistance of somebody else. for beans. Ever. You blow up dozens of How irritating. bombs, and the jeeps stay there, grinning Briefing Anyway, you look over the choices to see evilly at you. Frustrated some more, you Once you’ve survived the credits, you get what you’re gonna give to the co-pilot. You leave the area and go blow up more flying to enjoy the briefing. A lovable old charac- naturally decide to hold onto weapons guys. ter with some kind of pet rodent on his because blowing up stuff is what you’re Eventually, you zoom around the city, neck tells you what’s up, helps you pick a here for; similarly, you want to hold on to rescuing some pods and blowing up some co-pilot, and introduces you to the Weap- navigation, because driving is fun. So the flying things, both of which give you a ons Lady. co-pilot gets hover. nice cash bonus. But, at the same time, It’s not too bad, really. Once again, the Now you’re ready for combat. You click you’re taking damage. Weapons systems animation’s pretty good (in the faces, only on the lasers icon, because it’s all the way go out, you run out of fuel and ammo, and the eyes and mouth are animated while to the right and you have no idea what so on. A variety of repair-replenishment the rest of the head and torso are still, any of the weapons do anyway, and it’s a vehicles show up, you dock with ‘em, and harking back to the old, innocent days of fine place to start. Eventually, little red get fixed and stuff—if you can afford it. cheap TV animation). The writers had blobs appear on your directional finder, Sooner or later, though, you’ll run out of some fun with this stuff: the characters announcing the impending arrival of bad money before clearing the Bronx of vil- are fairly neat, and the conversations are guys. You zoom toward them, using your lains and rescuing all the pods. Then the fun as well. It all took just a little too long keyboard to turn left and right and go game is over. If you’re on deadline, you for me—but maybe that’s just ‘cuz I was forward. Soon little sprites appear in front restart and try again. If you’re a consumer, already in a bad mood. of you. You put your cursor on ‘em and you take it back to your software store In any case, you’ll eventually get through when you click the mouse-button, green and demand a refund. the briefing, clamber aboard your ma- laser-rays shoot out from your craft. chine, and head off into the Bronx (sorry!) Other Stuff on your first mission. Blowing Up Stuff Reward Screens: How the heck should I Imagine this: You put the cursor on a know? I played this game for two bloody How it Looks stationary sprite ahead of your craft and days and was never able to clear the Jump Raven has a kinda neat-looking press the button. And you miss. Hmmm, Bronx! Maybe the reward screens are interface. you think. Wonder why I missed? So you really cool; you’ll have to ask someone The center of the screen is the pseudo- press the button two or three dozen more else. (Incidentally, this is another graphic three-dimensional display. Your hovercraft times, keeping the cursor firmly on-target. game-design failure: you should always is in the foreground. It is surrounded by a And you still miss. This is unfortunate. You give the customer an easy early victory. futuristic Bronx (sorry!), complete with say a couple of bad words. This sucks him into the game, and tricks tall, good-looking buildings, roads laid out Eventually, through trial and error, you him into putting up with future bad design in a rigid grid pattern, and no garbage at discover that, in order to hit something, decisions . . .) all. Not as accurate as you might like, but you must place your cursor above the Music: Very well done indeed. You’re still functional and attractive. target! Always—even if you’re not moving given four different rock styles to choose The top left corner of the screen con- and your target’s not moving. It’s just like from (excellent decision!); each is good. tains a video monitor, where your co-pilot Robocop after he’s shot up by the entire Well done. and some other characters tell you stuff. police force: your targeting system Installation and Stuff (Remembering that Below that is a panel with three buttons: is always off! I’m working from the Mac here): Not bad. Navigation, Hover, and Weapons. Here you Naturally, you respond by hurling the You’re given three versions of the operat- assign your co-pilot control over one or CD across the room, through a waiting ing system, each of which requires a dif- more systems. open window. Then, remembering that ferent amount of RAM. Thus, you can load The bottom edge of the screen is the you’re on deadline with this stupid review, the version that’ll work best on your ma- weapons display, showing your various you go outside, brush off the CD, and chine. Cool. weapon-systems: laser, rocket, missile, restart. Help: This robot guy gives you assistance bombs, etc. You click on a picture to acti- Meanwhile, all sorts of baddies are am- when you click on the help button. He’s vate that system. bling around the screen, moving toward cool, and he fully explains all of the but- The right side of the screen displays a you, shooting you, moving away in a sort tons and screen areas and stuff. He doesn’t

60 JUNE 1995

provide strategic or tactical assistance, though, so don’t ask him.

Conclusion Jump Raven just ticks me off, see? As a grizzled veteran crusty old game-designer, I’m fully aware of how much time, trou- ble, blood, sweat, toil and tears went into this game. Dozens of highly-skilled folks— programmers, animators, artists, design- ers, musicians, etc.—busted their butts for months and months to make it. Yet it’s a failure. Once again, a computer CD-ROM game fails, because the producers forgot that the most important part of a game is game-play. I don’t care how good a game looks or sounds, how cool the animation and special-effects are, how easy it is to load or save: if it isn’t any fun to play, it’s a failure. So there. Now, if you’ll excuse me, I’m going to go take a couple of aspirin and lie down with an icepack on my head until the next review. See you.

Cosmology of Kyoto Cosmology of Kyoto (Yanoelectric) Reviewed by David “Zeb” Cook Supervised by Dr. Kazuhiko Komatsu, associate professor of anthropology, ture game, you have encounters with The encounters you have are equally Osaka University for Macintosh hideous monsters and vile wizards. In fascinating. There’s not much of a story to Requirements: System 6.07 or later, Quick- Cosmology you learn Buddhist rituals, follow, so you don’t spend a lot of time time 1.5 or later, 4 MB RAM, 13" color tryst with secret lovers, and avoid shape- running from place to place collecting this monitor, CD-ROM, KanjiTalk (optional) changing foxes. In other adventure games cookie to give to that monster. However, you’re an apprentice wizard, a brave hero, you meet a lot of people and see a lot of In the ancient days of Japan, the world or an exceptional person put to the test. In strange things and they’re all true! Well, was more than just the world of night and Cosmology you’re just an ordinary sort of. All the encounters are taken from day or work and rest. It wasn’t enough for person—in fact you don’t even have a the history, folklore, and legend of Kyoto a peasant to rise with the sun and work all name or a bag of special skills. Other in 1,000 AD. At the time, Kyoto was the day or a nobleman to remember all the adventure games boast of their varied capital city of Japan, home of the emperor correct forms of etiquette needed survive locales, creative worlds, full animations, and his court. Life in Kyoto ranged from in the court. These simple rituals were not and rich graphics. Cosmology’s stories, the pinnacle of refined culture to the enough. Safety and success required an taken from history and folklore, are told meanest beggars in the streets. Still, as the intimate understanding of the traditions through cartoon-like characters brought slim booklet makes abundantly clear, a and taboos of the other world—the world to life with the same realism as the anima- major concern of life in Kyoto was dealing of the spirits . . . tions in a Monty Python episode. not just with your next-door neighbor, but Wait a minute! What is this? Does DRAG- In fact, there’s a lot not to like about also with the immense collection of spirits, ON magazine share office space with the Cosmology. The interaction is limited. It’s ghosts, goblins, and demons that wanted Journal of Asian Studies? Did somebody hard to know just what you’re supposed to to inflict harm on the city, its people, or switch the manuscripts? Is some baffled do to “win” the game. Worst of all, the CD- the emperor. Many of the encounters professor about to lecture his Comparative ROM load times are appallingly long retell familiar tales from Japanese folklore, Religions of the Pacific Rim class in “101 (though this is in part the fault of the and it’s fascinating to match your own Ways to Make a Better NPC”? Wouldn’t you machine). In the time it takes to change knowledge against the discoveries you like to be there when he did? screens, you could sometimes brew a cup make. Many of the encounters are com- of coffee. pletely cryptic: What can you make of the Well, sorry, no such luck. Cosmology of So what makes this game so appealing? tea-kettle spirit that suddenly runs into the Kyoto is a Mac title from Japan. Part game, Clear and away, it’s the basic concept. center of the road and buries itself before part history lesson, and part software toy, Cosmology of Kyoto is both a game and a your eyes? Or the swath of demon foot- Cosmology of Kyoto is a unique gaming cultural lesson all at once. Now, as the prints that just as suddenly appear out of experience. Those looking for an adven- designer of Oriental Adventures for the nowhere? Or—and this is truly choice—the ture game unlike any they’ve ever seen AD&D® system, I’ll admit a certain fascina- beautiful woman who lures you into the might want to take a look at this CD-ROM, tion with the Far East, but what other woods only to change into a fox and spray because Cosmology of Kyoto is unlike game says that winning is to attain the you with its . . . well, the screen goes anything else out there. Pure Land of Buddhist belief—a place you yellow at that point. Consider the typical adventure game: In can only reach by dying? Of course, if you Fortunately, you’re not left adrift. The the Typical Adventure Game™, the stand- die with too much karma, you’re just as other part of Cosmology is the Encyclope- ard by which all others are measured, likely to be reappear in one of the Hells dia. Every encounter, every building you your goal is to go out there defeat every- or—my favorite—be reborn as a dog. (The can enter, even every street you can walk thing in sight and not get killed. In Cosmol- screen goes to black and white and about down has place in the Encyclopedia. For ogy your goal is to get killed—over and the only thing you hear is yourself whim- each entry, a snippet of the history, story, over and over again. In the typical adven- pering.) or culture relates to the game, and pro-

62 JUNE 1995

Cosmology of Kyoto (Yanoelectric) vides a picture and links to other topics. counters and background. Indeed, the Wondering about the story behind those ultimate would be to set a campaign in footprints that just appeared? Look it up if Kyoto using the CD-ROM as your game you’re curious. If you are sent to the Hell world. Almost all the material is there— of Hungry Ghosts, you can switch to the the box even includes a street map of Encyclopedia and find out just what tor- ancient Kyoto. tures await you (which you’ll get to see on- So look, forget about winning and ex- screen later) and what kinds of sinners plore. What’s the worst that could happen made their way there. From there you to your character? You die? Reincarnation could learn about the other hells or the does give you a certain freedom after all. concept of reincarnation. Or you could go back to the game. In fact, the Encyclopedia Quick Notes can be used entirely by itself, without ever Marathon: First there was DOOM* and opening the game. The CD-ROM can even it was good. And it was for the PC only. be used for aspiring speakers of Japanese, And there was much sadness. Then there since all the encounters have digitized was MARATHON* and it was for the Mac. speech, all in Japanese. For the rest of us, And there was much joy. MARATHON is Cosmology shows English translations of DOOM for the Mac. Pretty much. Oh, it’s everything that is said. got goofy-looking aliens, and hostages to Cosmology of Kyoto is frustrating, rescue, and takes place on something that flawed, and fascinating. The play is slow looks like a space station, but the same and deliberate, sometimes outright plod- idea is there. Played solo, it just ain’t ding. Through large parts of the game, DOOM, but MARATHON can network up players may feel lost and aimless. Interac- to eight players. And we all know how tion is often limited to watching little easy it is to link Macs together, right? stories unfold. Accessing screens isn’t always logical or easy. Throughout it all, Unless otherwise noted: ® and ™ denote trademarks though, the wonder of the setting and its owned by TSR, Inc. ©1995 TSR, Inc. All Rights Reserved. approach outweighs these irritations. * indicates a product produced by a company other There are too many fascinating things to than TSR, Inc. discover, from haunted houses to backgammon-playing demons. Ultimately, Cosmology of Kyoto is best viewed as less a game and more a soft- What’s your opinion? ware toy, one of those things you plug in What is the future direction of role- and fiddle with. Once you forget about playing games? What problems do you winning and indulge your curiosity, the CD-ROM’s strength truly shines. There are have with your role-playing campaign? too many little discoveries to make. You Turn to this issue’s “Forum” and see what others think—then tell us what could even use it as a resource for your you think! own role-playing game, borrowing en-

64 JUNE 1995

How To Make Villains Really Mean

Morgan and his band of adventurers create a character the group is afraid of, as they catch their breath. strode into the throne room and knelt but despises so much they will still go For instance, I ran a CHAMPIONS* cam- before the wizened king. after him, then you have succeeded in paign with a group of malicious heroes “We have come in answer to your call, making an outstanding villain. known as the Wrecking Crew. They had milord,” Morgan said. “What is this blight some tough fights, but they always your messenger spoke of, and who is Fear stomped the bad guys in the end. It be- behind it?” Fear is a good thing. Fear keeps the came a pattern, and anything predictable The king raised his head and looked players on their toes, makes them wring is in danger of going stale. Morgan in the eye. their hands and worry. Real fear helps One day the heroes ran into a group of “An evil wizard has thrown a curse players suspend their disbelief and iden- villains called Anselum Defilus. Anselum upon the land . . .” he intoned. tify with their characters. Fear makes for Defilus had fewer members than the “Oh, great, another one,” Morgan good roleplay. Wrecking Crew, and the villains were only groaned, rolling his eyes. “What a sur- But fear is elusive in role-playing games. marginally more powerful. However, prise. Oh, well, what’s this one’s name?” It is very hard to instill fear in players through complementary powers and team- sitting around a table with their friends in work, Anselum Defilus smoked the heroes One of the biggest keys to great adven- a well-lit room. Getting players to scream like a cheap cigar. Twice. My players hated ture is a really nasty villain, one that play- and jump is nice, but that is just a part of these villains more than anyone else, ers will go out of their way to confront fear’s potential. Fear is getting players to mostly because they were afraid of being and, with any luck, defeat. In too many worry about what will happen to the beaten again. The Wrecking Crew eventu- games and adventures, however, the vil- characters they value so much, to wonder ally managed to beat Anselum Defilus by lain is nothing but a grocery list of powers how they will ever beat their adversary, or tracking down the individual members and minions, a cardboard cut-out that the to fret when they cannot seem to get out and pounding them when their friends players fight because there is nothing of a sticky situation. weren’t around to help. better to do with their time. Here are some things villains can do to Even in the case of nearly invulnerable To fire the players’ interest and make your players afraid: opponents, the villain must have some imagination, a good villain is in order. This Invulnerability. A good GM makes flaw or secret vulnerability that allows the villain must be vile enough that the play- opponents challenging, but not so tough heroes to beat the villain; if the villain is ers will want to throw a wrench in his that the players cannot defeat them. Indes- truly indestructible, there is no point to plans even if their characters are not tructable villains lead to bored and frus- playing. Even Smaug, the great dragon in getting paid to do so. But how does one go trated players. Every once in a while, The Hobbit, had a chink in his armor. about making an archvillain that the gam- though, the group should meet an adver- High Intelligence and Cleverness. ing group will love to hate? sary who is very tough to beat, or who How many times have you seen a monster The two key tools for making a genu- may be stopped only in a certain way. The or master villain described as a “genius,” inely despicable antagonist are fear and characters may run like rabbits at first, even though all he does is sit in a tower or hate. As a species, we hate what we fear, but just watch them sit down and fiend- dungeon, waiting for the PCs to come and and we fear what we hate. If you can ishly plot their opponent’s demise as soon smash the place up?

DRAGON 67 I’ve seen this happen much too often, snakes (“Snakes. Why did it have to be alone. and it is entirely preventable. How is the snakes?”). Send the party up against the Insanity. Many people are afraid of average GM supposed to run a character snake cult from , or insanity, and for good reason. The insane who is more intelligent than he is? Simple. the Children of Yig in Call of Cthulhu. If are not predictable and don’t always mesh Assume that a genius can figure out al- the PCs are captured, drop them all into a with our expectations. They live in a most exactly what his opponents (the PCs) pit full of venomous snakes, then describe world of their own and play by that are doing at any given time. the experience in excruciating detail. I world’s rules. In fact, it has become a What made Grand Admiral Thrawn of guarantee your herpephobic player won’t cliche for villains to be described as in- Timothy Zahn’s trilogy such a hate any villain more than rotten snake sane. deadly opponent? An uncanny ability to worshippers. Almost all of Batman’s enemies are in- predict and act on the plans of others Another way to play on phobias is to sane; that’s why they go to Arkham Asy- through infallible logic and study of the introduce a villain with the ability to read lum instead of jail. They are dark and art of his opponents’ culture. Zahn wrote minds and generate illusions. Several frightening because their thoughts and Thrawn as a genius so he didn’t have to examples exist in super hero and fantasy actions are unpredictable. Why are the resort to goofy plots and overly- games, but the fear these villains engender Malkavian Kindred of White Wolf’s complicated plans. is often expressed as “temporary damage VAMPIRE* game and the Black Spiral High intelligence can make a party due to system shock” or some other rules- Dancers of the same company’s WERE- jumpy and jittery, always wondering if the heavy cop-out. One would imagine that an WOLF* game so shunned and feared? master vampire has yet again been able to opponent with this power would be Because they are one and all off their guess their plans and lay a trap. Just like feared, but most players laugh at them rockers. invulnerability, though, a genius villain can because they are not played correctly. Homicidal and sadistic impulses are become frustrating if taken too far. When These villains can customize the fear for evidence of insanity, not the disease itself. the players are just about to give up, let every member of the party and spread the Take your players’ crazy opponents to the the villain make a mistake. Even geniuses hate around evenly. By really getting into outer extremes of the wild, the bizarre, slip up. If the PCs are quick to exploit the the role and exploiting the players’ real-life the nonsensical, and the frightening. Re- mistake, their final plan may succeed. insecurities and phobias, you achieve member, the insane follow logic just like Phobias. If the players are afraid of maximum gaming impact. Play it to the anybody else, but it is a twisted, private something in real life, use that fear to your hilt. logic. If the PCs can figure out what the advantage. By this I don’t mean locking Remember to keep it tasteful, though. pattern of their madness is, insanity can people in dark rooms or dumping live Some people have such strong phobias be a useful tool to defeating the villain. spiders on the gaming table. However, that even role-playing against the objects Friends and Power. George Orwell’s villains who embody or play on your play- of their fear is too much. If you know or novels Animal Farm and 1984 are two of ers’ personal fears will strike a chord. find out one of your players has such a the most frightening books I have ever Maybe one of your players has a fear of strong phobia, be mature and leave it read. Political power can, in many ways,

Artwork by Max M. Leon 68 JUNE 1995 be more deadly than magical or physical will have to skulk in shadows and walk on The villains may be numerous and able to power. eggs the whole time they are rushing to shape-change: for instance, the PCs may Let’s say the PCs are part of the special save king and country. One wrong move face a plague of or werewolves. law-and-order task force of a fantasy city. and the jig is up. Whip Up fear through the players’ para- They find out Abdeluh the wizard has Perhaps the party is fighting against the noia. Burn them again and again and committed murder and plotted against the new, totalitarian regime. Or they must again. Hound them and surround them. king of the city-state. The PCs get their stop a very popular political or religious Have the party’s best-laid plans turn into gear together, wander out to the wizard’s figure, a la George Stillwell of Stephen deadly traps as their closest friends (or the secret tower where she lives by herself in King’s Dead Zone. people they thought were their friends) the middle of nowhere, and fix Abdeluh’s With politically powerful opponents, the turn them in. Let the master villain repeat wagon. A nice, clean-cut, black and white stakes are always high. If the party does verbatim, things the PCs said in private. scenario. Whether they win or lose, the not succeed against conventional villains, Rattle the cage, and keep rattling. powers of goodness are on their side. they can always track the bad buys down The Technocracy of White Wolf’s MAGE: Now, let’s just say that instead of Abde- again later for a rematch. With popular, THE ASCENSION* game is a powerful and luh living alone in the middle of the desert high-ranked villains, the PCs get one shot. terrible foe because they can replace with only her familiar to keep her compa- If they miss, the villain can crush them by anyone with a genetically or cybernetically ny, she lives right in the middle of the city picking up the phone. Now that is fear. constructed spy. The PCs, literally, have no that the players are trying to protect. In Paranoia. When the PCs have no one one they can trust except each other, and fact, Abdeluh is the court wizard, and has to trust and nowhere to hide, they have even then maybe not. done many things to make her popular much to fear. They will be afraid when the While they are fighting, the party should with the royalty and city as a whole. Be- enemy has them surrounded and controls hate and fear everyone around them. sides that, she wields huge political power. the situation. The players will fear their When the party finally beats the villains, Without casting any spells, Abdeluh can character’s well-being when they doubt the players should feel the weight of para- defeat the PCs. She can get them fired, the most trustworthy of NPCs. noia lift from their chests. destroy their reputations, send the king’s Why would the PCs fear everybody they Horror Show. Most people know fear own guards or assassins to arrest or poi- meet? Plenty of reasons. The villain may from the usual horror books and movies: son them, confiscate their possessions, have mind control powers. There may be dark nights, strange noises, supernatural imprison their loved ones, and generally a fat reward for the party, and everyone creatures, and so on. In certain sessions make them miserable. wants to cash in. They may be wrongly when everyone is in the right mood, those Why is this frightening? Because as a accused of a heinous crime, as in The tired standbys can actually work, and boy, GM, you have made it absolutely clear Fugitive. The town, country, or world has is it a lot of fun. what will happen to the PCs if Abdeluh been invaded by aliens like those in Just like phobias, use whatever frightens finds out they know her plans, much less Invasion of the Body Snatchers, or by the the players the most. If your players are are plotting to act against her. The party RAVENLOFT® realm’s doppleganger plants. big fans of Clive Barker, throw in bizarre, grotesque villains to your heart’s content. Heinous Crimes. Villains, as a group, escapist entertainment is all about. Let them hunt vampires, Great Cthulhu, or are people who are expected to do very Again, be tasteful and mature about ghosts. Put the party in haunted houses, nasty, despicable things. Things no one playing on your players’ emotions. If a awaken the dead, trot out the psycho would even think of doing. Things that player is upset, hold back on the villainy a killers, juggle severed heads. Do whatever make villains less than human, that make bit. There’s no point in losing friends by floats your boat and has even a slight them a blight on society. driving players away. chance of actually scaring your players a A few times I have played in games Betrayal. There is one, sure-fire, big tiny bit. Go to town and have a blast. In where the villains did nothing terribly gun way to get your gaming group to hate horror, it pays to go overboard with de- wrong. Every once in a while I run across somebody—pull out all stops and betray scription. an adventure where the main bad guy is a them in the most heinous manner possi- All of these things are useful in regular bandit chief or something. Now, what ble. games, but really to scare your players, it player is going to get angry about a guy If the party rescues the damsel in dis- won’t do to sit around a table in a well-lit who steals from merchants? tress, watch their reaction when she impli- room with the TV on in the next room. Make your villains memorable as the cates them in crimes, blames them for Dim the lights, light some candles, play in meanest of mean, the lowest of low. The deaths or failure, or accuses them of being the basement or the attic. Softly play dis- bad guys should torture peasants, burn part of a larger plot all along. If the heroes quieting music. Do whatever you want, crops, spread lies, ruin reputations, re- save a reporter from certain death, let the but try not to ruin the mood by getting too lease plagues, and steal candy from babies. weaselly reporter promptly turn around corny. A little bit of props and stage- Because role-playing is a game, it takes and expose their secret identities for an dressing can go a long way. more to upset the players than it would easy Pulitzer. Make them find out that take in real life. A villain must do some- their mentor is evil and manipulative, and Hate thing very, very bad for the players to has been playing them for fools since the Hate is a strong word, and such a strong care whether he gets his just desserts or beginning of the campaign. emotion can bring people to the furthest, not. There is nothing, nothing, nothing at all most harmful extremes of behavior. Hate Bring it Home. Try naming a player that makes players’ blood boil than a may be a nasty thing, but it can sure make who truly, honestly gets upset when an nicely-crafted betrayal. They will stop at role-playing games a ton of fun. evil wizard curses the land, or steals a nothing to give what they got, to even the As a GM, you must do everything in king’s powerful magical item. Go ahead, score, to serve up a plate of revenge. your power to convince the players to try. Hate and fear are best used in conjunc- hate your villains. Ideally, they should Now, name a player who gets upset tion. A single trait to make the players despise even the most powerful of villains when the wizard casts a curse on their hate or fear the story’s villain will work so much that the PCs will travel to the characters, or steals their most powerful nicely. Blend two or three together with a ends of the earth to thwart him. Make the magical items. A PC who would not blink strong character and you will have a mem- players hate this villain so much they talk an eye to watch an entire city burn down orably despicable villain. Let’s look at some badly about him even when you are not might gnash his teeth at the sight of his examples. playing, so much they draw pictures of own house on fire. Why are Nazis such great villains? Be- him and throw darts at it. They must feel Unless your players are all excellent cause they controlled a totalitarian state strongly enough to be willing to use up all role-players and the whole group is an with a nearly unbeatable military force of their character’s powers, items, favors, order of paladins, no one cares when the and committed unspeakable atrocities in connections, and blood just to bloody the villain does mean stuff to other people. It the name of a racist and insane leader. As villain’s nose once. just gives the PCs an excuse to beat him you can see, the traits mix well. When a truly hated villain is finally up. When the villain’s guns turn to the Try mixing and matching fear and hate defeated, the players feel an incredible gaming group, however, watch the tem- ideas. Greed, arrogance, and insanity? sense of satisfaction. They jump out of peratures rise. If the villain does some- Sounds like Batman’s arch-enemy the their chairs, yell, and high-five. The play- thing vile to the PCs and they still don’t Joker. ers know for a fact they have done them- care, let him keep stealing, bullying, and Bram Stoker’s Dracula is another stand- selves and the gaming world a great harassing them until they do. Be malicious out villain. Dracula was not just a Walla- service by defeating this villain. How many until the group is riled up, then keep chian knight, he was a cruel and despotic evil wizards and orc kings can you say the going. ruler who put both his worst enemies and same about? When the party treks off into the wilder- most loyal followers to the stake by the Here’s how to convince the players to ness or flies off into space after the bad thousands and dined to the sounds of their loathe a villain: guy, they will have a personal reason for tortured screams. Four hundred years Loved Ones. Watch the PCs get seeing the villain brought to justice. later, he traveled to London to kill and steamed when the villain threatens their Personal Hatreds. Always keep in mind possess the women closest to Harker and favorite NPCs. Let the bad guy kidnap what upsets the players in real life, and company. When they struck back, Dracula their children, kill their best friends, en- carve your villains to fit that hated image. If dodged and tricked them every step of the slave their grandparents, or possess the your players are concerned about the envi- way, all the while arrogantly flaunting his mind of dear, old uncle Joe. ronment and ecological destruction, dust off incredible undead power. As icing on the To get the players riled up, though, you the Giant Evil Corporation from any of the cake, the whole story drips with the best have to play the NPCs as real people who cyberpunk games or Pentex from WERE- horror show conventions. Wow, what a everybody genuinely likes or admires. You WOLF: THE APOCALYPSE. villain! cannot just say, “Bob, your character has a Give your villains the exact qualities that Bring out the best in your bad guys by very sweet, old aunt, and Strahd von you know your players hate in other peo- giving them a style and character all their Zarovich just kidnapped her,” and expect ple. Arrogance, racism, sexism, closed- own. Make each adversary distinctive, anybody to really care. Play out scenes mindedness, lying, bullying, selfishness, sinister and easily recognizable, so the PCs where the PCs talk with these people and greed, immaturity, or stupidity can all react strongly whenever the villain or his get to know and like them. Have the NPCs make the PCs really want to get their minions show up. A word, a phrase, an do consistently nice things for the party, hands on that bad guy. Perhaps while their image, a modus operandi — these will bring and help them out in times of trouble. characters are beating up the villain, the flesh and blood to that cardboard cutout, Work up some actual good feelings about players are imagining someone from real and make your next NPC a full-bodied, these imaginary people. Then kill them. life getting their due. If so, you are doing three-dimensional, monstrously evil villain G’wan, it’s fun. your job as a fiendish GM. That is what your players will love to hate.

70 JUNE 1995

the year. The game uses Cards as a supplemental magic system and feature artwork from Brian LeBlanc and Tony DiTerlizzi. Board Enterprises will finally release The Book Of Wishes, a long delayed supplement for the Legend Quest* game system. This is one of the largest spell books ever released for a role-playing game; it adds four new spell classes to the game and contains information on the nature of magic and how it works. The book will be available in July.

Spectrum Holobyte announced that their : The Next Generation “A Final Unity” computer game for PC CD- ROM will be available sometime this sum- mer. The game incorporates full 3-D simulation, five major worlds with eight stars, and approximately 15,000 lines of dialogue spoken by actors, including eight principals from the TV series.

Gold Rush Games has hired Chris Avellone, sometime DRAGON Magazine You can send us news, press releases, release a based on author, as an assistant editor. Chris will be and announcements using the Internet at the best-selling CD-ROM computer game working on The Gamer’s Connection*, a [email protected]. We welcome Wing Commander III, Heart of the quarterly gaming magazine, and will also your comments at Rumblings, DRAGON® Tiger* (which featured , be involved with game design and book Magazine, 201 Sheridan Springs Rd., Lake among others). Designed by Don Perrin, editing. Good luck, Chris! Geneva WI, 53147, U.S.A. the man behind the Star of the Guard- In more magazine news, Steve Jack- ians* card game, and former TSR design- son Games has named as Hear Us Roar! er Jeff Grubb, the game cards feature managing editor. Scott will continue to edit photo-realistic paintings of the computer Pyramid* magazine and supervise the The July issue of DRAGON® Magazine game’s Hollywood stars. The game will be editorial and production staff at the com- will contain a special 60-minute audio CD sold in a single-deck format and will be pany. Scott announced that beginning with filled with sound effects and music to available this summer. Rumor has it that the May/June issue, Pyramid will expand enhance game play. Included are sample Mark Hamill will be Mag Force’s guest at to 96 pages and add more color. The new tracks from four new TSR releases: Mark this year’s GENCON Game Fair. issue will also feature two preview cards of Amber, Savage Baronies, A Player’s from WotC’s newest M:tG* supplement, Primer to the Outlands, and A Light in the Acclaim Comics will publish two new Ice Age*. Games Magazine is entering Belfry. This special edition goes on sale in comics this summer. The first is a M:tG* the world of fantasy game conventions in late June; the CD will also be sent to all comic called Fallen Empires*. The a big way at ORIGINS ‘95 convention in subscribers. comic, written by Jeff Gomez and Kevin Philadelphia on July 13-16. Games will be Maples, incorporates the M:tG* game joining forces with the Live/Wire Con- A conspiracy is afoot to make the X-Files system into the storyline and focuses on ductor Corps, the group that puts on see the light of day as a collectible card the foreshadowing of events found in the the Safe House and Star Trek interac- game, supposedly backed by the big- Fallen Empires *expansion set. tive game events at the Game money boys at trading cards. De- Jeff Gomez is also writing The City Fair, to debut The Maze of Games. This velopment is underway (probably at a top- Knights*, a comic series set in the heart event will turn the entire ORIGINS conven- secret lab). No word on a release date; of New York City’s 1970’s punk scene. The tion hall into a giant maze of complex obviously, the government is covering City Knights is penciled by puzzles and fantasy characters. Players something up. and will feature covers by game industry will search through a multi-level maze to veteran Timothy Bradstreet. find an evil wizard’s treasure. Heartbreaker Hobbies and Games Inc., in conjunction with Target Games Andrew Greenberg, developer and ’s Alter Ego De- in Sweden will be developing a new col- creative engine guiding White Wolfs VAM- sign Group hopes to redefine roleplaying lectible card game based on last year’s hit PIRE: THE MASQUERADE* RPG, an- with a new game system called EVER- The Crow sometime this summer. nounced he is leaving White Wolf to join WAY*. The game promises to introduce They’re also working on a game based on HDI, an Atlanta computer game company. some new concepts to gaming, including the new James Bond film Goldeneye, due HDI is best known for the games Hammer the use of images to guide game play. to be released simultaneously with the of the Gods* and Merchant Prince*. EVERWAY* is set in the mythical worlds film’s premiere this fall. It’s probably just a of legend and fairy tales. Players use “Ri- matter of time until we see the Barney White Wolf will release the fifth and mage” cards to create characters while card game, folks. final volume of the Storyteller series early, gamemasters use them as springboards Heartbreaker is also working with Buc- unlike previous Storyteller games, all of from which to launch adventures. In addi- caneer Games on a new collectible card which premiered at the GEN CON® Game tion to the Rimage cards, the game also game of intergalactic expansion and con- Fair. The Changeling: The uses a Fortune Deck, rather than dice, to quest, tentatively titled Super Nova*. It Dreaming* RPG is due out in June, with determine the fate of the characters. The will be released this summer. gamebooks and a novel to follow later in game is due out this summer. In more card news, Mag Force 7 will *indicates a product produced by a company other 72 JUNE 1995 than TSR, Inc.

h, but it was warm, and Mufti eagerly looked forward to reaching the oasis. It was there that he would replenish his waterskins, refresh himself, and water Mandrake. The sturdy war camel had been pushed hard during this chase. Given the freshness of the trail, it seemed likely that it would end soon with finding the woman and child in the oasis. And it was there that Mufti would have to defeat the genie who had stolen the two females; it seemed unlikely in this heat that they would travel during the day. As Mandrake kept up his steady pace, Mufti pondered the character of his foe. Some genies were known to be cruel and uncaring, but one who stole a noble mer- chant’s wife and child through enchant- ment was certainly to be despised. And the fact that this magical opponent could not be seen meant that it would have to be Mufti’s Two Masters dealt with carefully. But the most grating aspect was the genie’s blatant pride. To leave a note to the husband bragging of the theft had to be the height of vanity. by Paul Culotta Did not the Loregiver teach that the intol- erant who mock those beneath them shall Artwork by choke on their own self-righteousness? This genie apparently felt no guilt about violating Her teachings, and that, above all Level Bird form A C M V HD THAC0 #AT Dmg else, was a threat not only to the family in 2 Parakeet 9 1, Fl 24 1/2 20 11 this matter, but to all inhabitants of the 3 Swallow 8 1, Fl 30 1-1 20 11 land. Yes, Mufti concluded, this genie 4 Parrot 6 1, Fl 30 1+1 19 1 2-4 would have to be destroyed. 5 Falcon 5 1, F1 36 1-1 20 3 1/1/1 Which was why the merchant Suleman 6 Owl 5 1, F1 27 1 19 3 1-2/1-2/1 had sent for a faris, one who would not 7 Eagle, Wild 6 1, F1 30 1+3 18 3 1/2/1-2/l only undertake the mission without fear, 8 Eagle, Giant 7 3, F1 48 4 15 3 1-6/1-6/2-12 but one who would destroy the magical thief and return Afta and her daughter one, you want me fully clad, eh? So be it. All along Mufti had worried about being without any thought of despoilment. Mufti My thirst for water is now quenched. Now ambushed by his invisible opponent, but had volunteered readily along with several my hunger for justice must be satisfied. the genie now giving him the opportunity others of his class, but Suleman had cho- Mufti reached among the bundles se- to get fully protected and armed was sen him—due, no doubt, to Mufti’s greater creted on Mandrake and unlimbered a unsettling. All during this chase, it had not accomplishments and his carefully culti- carefully wrapped heavy package. Untying made the slightest appearance—no obser- vated reputation for purity of heart. the knots, he took out a shirt of fine steel vations, no tracks, nothing. To be sure, Just on the horizon the warrior spotted chain mail and, after a few quick glances everyone Mufti had questioned had seen the dim outline of the oasis. He stopped, all around, he put it on, suspecting that the woman and child, and their tracks mopped the sweat from his brow with the now would be a prime time for the genie were quite visible once he had picked sleeve of his aba, and concentrated. Yes, it to strike. But nothing happened, a little to them up. But no one had seen anyone (or was the oasis, not a mirage. No doubt the his disappointment. Had the genie sudden- thing) with them. Perhaps the genie could genie could see him by now as well, and ly rushed in, it would have discovered that fly and be invisible, an uncomfortable battle would soon be joined. There was no Mufti had grasped a sharp dagger con- thought that caused him to scan the sky as opportunity or need for approaching cealed within the armor and had kept it in well as the ground. subtly. While surprise would have been an his hand the entire time, ready for instant There—up above was a bird of some advantage, in the end either Mufti’s skills use. The warrior sighed. Ah well, the sort lazily circling. Peering intensely, Mufti at fighting blindly would prevail or they genie apparently wanted him to come to finally recognized it, a desert owl up look- would not. Fate would decree the result. the oasis. He pondered the matter some ing for a desert or snake for a mid- Yet one should not tempt Fate sorely, the more. Since the wife and child probably afternoon feast.1 Hmm . . . could it be the warrior reflected, and he commanded would not remember the details of the genie in disguise? Mufti rebuckled his Mandrake to kneel. After dismounting, he fight once the enchantment was lifted, weapons belt nonchalantly, keeping his kept his eyes shifting about for any telltale there was no sense in taking a chance. He head turned just enough to keep the owl signs of an approaching unseen enemy. He reached into one of Mandrake’s bags and in sight, but it made no move toward him. drained what was left in one of his last pulled out a finely crafted bandolier that Perhaps it lived in the oasis and felt dis- waterskins and kept looking. But there he slid over his chest and tightened. In it turbed by the genie’s presence? was nothing that gave any indication of an were three finely honed daggers, each one Certainly the owl would not have been invisible enemy anywhere. No sudden having a sunburst nicely etched into its uncomfortable with Suleman’s wife, Afta. sifting of the sands, no break in the heat blade, and they were joined by the fourth From everything he had heard from the waves, no sound, nothing. Well, oh magical that had been hidden in the chain shirt. farmers in the river valley, she was a

DRAGON 75 kindly lady, a kahina who had stopped mother? And, above all, where was the responded to the quick nudges from his along the way to cure a diseased oxen, genie? Mufti kept one suspicious eye on master and charged left, trampling an- share her water with an overheated the pool. The girl just stared at him. other of the howling, devilish beasts under farmer, and set the broken leg of a boy “Little one, where is your mother?” he his large hooves. As Mandrake turned, who had fallen from an apple tree. She finally asked. Mufti slashed at the one that was jumping had even spent an entire day with a vil- “Off,” was her only reply. up to pull him from the saddle. It fell back, lage, instructing them how to better irri- “Off? Off where? And where is your headless. But there were too many. One of gate their fields.2 So strange that the genie abductor?” the last two jumped up and caught Man- would have allowed her to do so, or per- The girl cocked her head, her eyes look- drake’s neck in its jaws. And the last one haps it was that magical being’s way of ing confused, then asked in return, “Our vaulted up the back of the camel and sneering at any pursuit by allowing such a ab-duc—our what?” knocked Mufti from his saddle. He hit the clear trail. The latter was the more proba- “The one who took you and your mother grass of the oasis with a thud, and there ble reason—otherwise it could have just away. Come, you can trust me, I am here was an incredible burst of pain in his taken the wife and daughter in its arms to take you back to your father,” the war- ankle, and the scimitar fell from his hand. and spirited them all away, Mufti mused. rior replied, looking all around for any Instinctively, he rolled and slashed side- But Suleman’s words of warning still sign of danger. But all he saw was the owl ways with another dagger, but it only remained with the faris. Afta was power- again, fifty paces away sitting upon a nicked the snout of his assailant, which ful in her own right and the magical gar- boulder, busily tearing something apart jumped back with a shriek. Then Mufti ment the genie had placed on her, a veil of and eating its fill. tried to stand, but it was impossible. Some- some sort, could make her a dangerous The girl got to her feet, put her hands thing was wrong with his leg, and he was opponent as well. The upset husband had on her hips, and gave him a piercing look forced to fight on one knee. Breathing been most insistent: above all Mufti must and a surprising scornful rebuke: “You hard, the desert knight quickly surveyed remove the veil and bring it back along mean to take me and Mother back? To my the scene. The one who had knocked him with wife and daughter.3 He had given the wonderful, loving father, who only talks from Mandrake was bleeding from the warrior a potion, one that he said would about how he can’t wait for a few more snout, but was approaching menacingly, put the kahina and her daughter in a deep years until he sells me? If I were you, I no longer laughing but growling. A few stupor. It was necessary, he said, because would leave before Mother comes back, feet away was the beast that Mandrake there was no telling what would happen mercenary! She promised me we would had trampled, but amazingly it was up, or what the desert priestess would say never return! Now you just better go away apparently unhurt. It shook itself, and once the veil was removed. Better to drug before she gets back!” With that, she then moved toward Mufti as well. Thirty them. Mufti had suggested to Suleman that picked up the spear and pointed it threat- paces away his prized war camel was he simply destroy the veil on the premise eningly. thrashing about with the beast’s jaws that destruction of the enchanting item The large war camel snorted and firmly clamped on its neck, and a sicken- would negate the charm, but the fat mer- grumbled—it was not smart to make such ing flow of blood was staining the grass. It chant had replied quickly, “No, just bring it a display to his master—but Mufti kept a was not a good shot but Mufti had to do back. I would give it to the College of tight rein and muttered some words of something, so he threw his blade and just Wizardry for their research and use.4 restraint. Well, the daughter was enchant- as quickly pulled out his last dagger. The Mufti unpacked his steel helmet from ed as well, just as Suleman had suspected, monster on Mandrake was hit in its thigh, another bag and strapped it in place, then and it seemed to be a powerful charm and the blow was enough to make it bark untied the shield carefully secured to since Fatira did not have the dim faraway in pain, which unlocked its jaws. Man- Mandrake’s saddle. His final steps were to look in her eyes that he had witnessed in drake staggered away, but collapsed just a pull out the carefully slung lance, then those who had fallen prey to unscrupulous few feet later. Mufti could see that it was a remount his camel. A few nudges in the sorcerers, priests, and genies. Perhaps the horrible bite, and knew that his camel side got the beast up and trotting toward genie had used two veils, one for the would not last long. But the hyena left him the oasis. Time to get this done and over mother, and the other for this child? alone, and loped over toward Mufti. with. At least the sun was to his back. Still Suddenly the girl screamed in terror, Mufti wondered whether he would there was no sign of the genie; even the dropped her spear, and ran. survive this fight. Three angry hyenas (a owl had flown away. Mufti entered the Mufti’s reflexes, developed from years of little bigger than normal, he noted) faced oasis unopposed. training, immediately kicked in. In one him, and he had not even faced the genie It was a fine place with a clear pool of fluid motion, he jerked Mandrake about, yet! Mufti unsnapped the holder for his sparkling water surrounded by numerous dropped his lance, and pulled one of the ceremonial hatchet and got it in his left date and palm trees, and most of the daggers from the bandolier. With uncanny hand. Then he quickly faked a throw with ground was covered by a nice mat of speed, the dagger went sizzling through the dagger and scrambled on all fours for green grass. There were several piles of the air and buried itself in the wide open a tree as the beasts scattered momentarily. rocks and boulders here and there. Mufti mouth of a large, toothsome, spotted ca- It was enough for him to get there and put had been to this haven three times before nine. It staggered back, choking and gasp- his back to the tree, but the movement in his travels, and it looked as normal and ing, and fell, rolling spastically in the caused pain beyond words in his ankle. as peaceful as before. grass. The three hyenas recovered from the Except for the girl who sat by the pool. Five more of the creatures were running ruse, and approached slowly, laughing She was dressed in a fine aba and sat quickly toward the warrior, shrieking a hellishly, and Mufti did not know whether cooling her feet in the water, her sandals high-pitched racking laughter that re- it was in respect for his ploy or just to beside her. Laying a few feet away was a sounded throughout the oasis. unnerve him. Not that it would take much spear, another aba, a wooden case with a “Run!” Mufti yelled over his shoulder, at this point, he thought. One quick rush handle, and another, slightly larger pair of then added, “Climb a tree!” Then a second en masse would take him out. sandals.5 The girl looked at Mufti as he dagger found its mark, buried to the hilt As if they had been reading his trotted up, and he was taken aback—the in the chest of another of the monsters. thoughts, the largest gave a quick yelp and dark eyes behind the veil showed no sur- The beast stopped, looked down helplessly all three lunged toward the crippled faris. prise, relief, or fear—only a penetrating at the dagger, and collapsed. At the same time, Mufti heard a singing (a curiosity. It must be the daughter, Fatira, Cursedly powerful genie, Mufti thought. woman’s beautiful voice, he thought),6 and he decided—her body was far too un- There was no time for another throw as he raised his last knife to throw. But the shaped and young (about ten years old) to the beasts were upon him, and he pulled dagger never left his hands. Instead the be that of the mother. But where was the the scimitar from its scabbard. Mandrake two palm trees at his back suddenly came

DRAGON 77 to life like writhing snakes, and his arm women quickly gathered their night Mufti looked inside the sack, but did not was knocked aside. Then the warrior clothes, bowed, and left. bother to count the dinars. It did not mat- found himself wrapped tightly by a thick Ah, what a great day this was going to ter. The contract was completed. And now trunk, which wound around his body and be, thought Suleman. His chubby, ringed he could deal with this pig. over his face. What in the name of Kor— fingers reached into the box of sweet- He sat down cross-legged in front of but he thought no more as the breath was meats that was always at his bedside, and Suleman and stated dryly, “I don’t know squeezed out of him and he blacked out. he plopped a few into his mouth. Chewing why you are inquiring about a genie. The last thing he heard was the hyenas thoughtfully, he considered himself lucky. There was none.” shrieking in panic. They were laughing no The story had worked, and the faris was “Hah! I knew it!” the merchant ex- longer. returning with Fatira and Afta in chains, claimed. “Once the genie saw you, Mufti al no less! Oh, how sweet his vengeance Kaban, renowned faris warrior, coming “Are you all right?” would be. Licking his fingers clean, the after him, I knew he would flee! Lucky for Mufti shook his head slowly, groaned, merchant poked his other hand into the him, too. But oh yes, there was a genie, and opened his eyes. box, grabbed another fistful of snacks, and don’t you recall it left a note?” the mer- Kneeling over him was a woman in a then lumbered off to the eating room. May chant added. plain tan aba, her nose and mouth covered as well start with a good breakfast, he Mufti’s voice was cold: “The only luck with the strangest veil he had ever seen. It thought. Then we will receive the faris, involved was that your wife saved my life seemed to be made of light brown feathers get the veil, and pay him off. And finally, from a pack of hyena-men who happened tightly woven together. Her eyes were to top the day off, we will have some real to come to the same oasis where I caught dark and curious just like the girl’s had private quality time underground with his up with her.” been, and Mufti suspected that if the veil beloved (he smiled as his mind lingered on Suleman stopped eating, and looked at were removed, the face would be beauti- that description) wife. The rivers of the faris carefully. “Truly? Well, perhaps ful. Her hands, elegant but strong looking, Zakhara would turn to ice before she ever she did so to defend herself and the child. offered a cup. got close to her veil again. Hmmm. Well, no matter, I am glad you are He grunted his assent and sat up to As his spies had said, the faris arrived a safe, and that you captured her. I see you drink—only to be reminded of his ankle by few hours later, with wife and daughter drugged her as I instructed, and that is a blinding flash of pain. Despite his train- chained securely, their veils removed, and good, too. Well, uh, I am sure the genie left ing he gasped and nearly fainted. looking quite drugged. They were escort- once it saw you. Perhaps Afta will remem- “Here, drink this, it will help the pain,” ed into the courtyard where Suleman was ber something once the potion wears off she said. “It is all I can do until I regain my enjoying his midmorning snack of glazed and will let me know. Here, let me give spells.” duck, honeyed artichoke hearts, and you this as a bonus for your trouble and Breathing shallowly (his chest hurt too!), sweetened coffee. let you be on your way,” he said, taking a Mufti sipped, then gulped from the cup. A “Ah, Mufti al Kaban, exalted faris of the jeweled ring off one of his fingers. sweet taste, far better than he expected. land, I welcome you!” cried the merchant, “No, that’s quite all right, Suleman,” “My thanks,” he croaked, “but why waste not bothering to get up from his comfort- Mufti said, holding up his hand, signaling your potion, lady? Certainly the genie will able, pillowed lair, where he was being refusal. “In a way, I am already on my next kill me for slaying his beasts?” fanned by an attractive, lithe, dark-haired mission.” She looked at him curiously, and started girl. “Come, sit, and enjoy a few delicacies “What?” asked the merchant stupidly. to answer, but then saw there was no I’ve saved for such an occasion. We must “After she saved me, Afta told me the need. The potion had done its work as the share salt and celebrate your success!” most incredible story. She indicated that warrior slumped to the ground unconscious.7 “My thanks, Suleman,” replied Mufti, she was a slave to her husband who had “but I must get to my next mission quickly, power over her by keeping her veil, the Suleman al Fataq stretched, yawned, and and I would just as soon receive my re- one I have just given back to you. She also belched loudly. One of the harem girls ward and be on my way.” said that as long as the veil was parted woke up, wrinkled her nose, and closed “Of course, of course,” cried the mer- from her, the holder became her master. her eyes again, pretending to be asleep. chant enthusiastically, gnawing the last And she said that her current master, you, The other one was not as smart: she turn- morsel of meat from a duck leg, “but re- Suleman, inflicted atrocities upon her and ed over to see what was making bullfrog ally, first let me hear of your success! Did her daughter too unmentionable to name.” noises, and Suleman saw her. you destroy the genie? Where did you find “That is none of your business, faris!” “Do you have something to say, desert them?” roared Suleman, waddling from the couch, blossom?” asked the merchant, grinning Mufti sighed. This was not going to be and shaking his finger. “You agreed to this widely, exposing his crooked teeth from easy. “Very well, you deserve to hear the mission and swore your word to accom- behind his thick lips. story, but first I should like to be paid,” plish it! Nothing can change that! Now, get The woman shook her head vigorously. insisted the faris. out!” No woman in her right mind ever did Suleman chuckled, then choked briefly “That is exactly what I told her, Sul- anything to annoy the mountain of flab on an artichoke heart. Coughing and eman,” replied Mufti soothingly, holding that was master of this house. His jolly laughing, he said, “Really, Mufti, you his hands open while remaining seated. appearance could quickly become a terror sound more like a beggar from the bazaar “Even though she had saved my life, even to whoever offended him, and in these than a holy warrior! But you deserve it as though she nursed me and my wounded circumstances it was best to say nothing. much as I deserve to hear about the story. mount back to health, and regardless of And this morning she was lucky, be- Oh, where is the veil?” the fact that her husband might be cruel cause Suleman was in a good mood. He The faris produced the feathered gar- and inhumane, I advised her that I could roared with laughter as he smacked the ment and handed it over, and Suleman not be broken from my oath.” buttocks of the lady who was trying to took it, stuck it in a pouch, and rubbed his Suleman relaxed a little, and nodded. appear asleep, and howled hysterically as hands with glee as his eyes gleamed trium- “Good. Then we are agreed that what she bounded out of bed with a cry of pain. phantly. Then he pulled a jingling sack happens in a man’s house is his own busi- “Go, both of you, and get Mustafa to from behind a pillow and tossed it to Muf- ness. Well, you may be on your way.” prepare my morning meal and coffee!” he ti. Finally, he cleared his mouth with a “Well, if you please, remain,” the warrior chuckled. “And tell Hassan to make sure swallow of coffee and spit it out over his stated flatly. “You insisted on hearing the the house is clean! Today your mistress shoulder. It splattered right on the feet of story so I shall finish it. I did not believe returns, and I want the place to look pre- the girl with the fan, and she did not her until I put the pieces together. There sentable? He snickered nastily as the two flinch. was no genie, there never was. The note 78 JUNE 1995 was a hoax, similar to the tricks you per- servant, Anwar. What we have gained far could be called upon to return a favor. form on your competitors, and I remem- outweighs the loss. We have needed such a And what a wonderful home Mufti had ber you had me dine with you when we place for some time.” procured. Posing as a faris for five long first talked. It is apparent to me now that The old man brushed aside the docu- years, he had brought in much useful you probably put something into my drink ment, then asked, “But, grandson, what of information. It would be interesting to see or my food to get me to believe such an the woman and her child? Were they how well he would do in the Grand Bazaar incredible tale. Once I had agreed to the really drugged?” of Huzuz posing as a enterprising barber. mission and given my word to complete it, “Yes, grandfather, they were. It was hard As a faris, Mufti had to rely on his brawn you knew that something like this could to convince her to allow it, but by the time and fighting skills. This new role would happen. Thus, you gave me a potion to we had left the oasis, we were firmly require a lot more wits. If he did well, it keep her and her daughter drugged.” agreed that she had to have her freedom would probably be time to consider even “Yes,” grinned Suleman, “but she is my and that I had to fulfill my oath. It was the greater things for him among the Wrath of wife, and an oath is an oath, whether by only way to accomplish our goals without the Old. Yes, with followers such as Mufti, contract or by marriage. We have no fur- both of us losing our honor. I trusted her the future of the Order always would be ther need for your services, faris, so if you fully, and once I convinced her that I was bright with the blood of those who op- please?” and he pointed toward the back a holy warrior and told her of my training, posed it. door that led to the alley. she gave me her trust. Without drugging The Grandfather of Assassins smiled “Of course,” Mufti stated, and he got up her, we might have been discovered by a happily, looked at the deed again, and to leave, but then added, “but I did make sorcerer or hakima hired by the fat one.” reached for a pear. an oath to her as well that you need to “And where did the mother and child know about. I promised her that upon go?” asked the old man. Notes completion of my contract to you that I “Off to the mountains,”8 replied Mufti. 1. The bird maiden is a creature unique would ask that you release her from the “She said that she had to take her daugh- to Zakhara, the . It is always vows of the marriage you have forced ter to receive training in the ways of her female, just like the swanmay living in the upon her by possession of this veil, and I kind. I offered to accompany and guard northern lands of Toril, and in some re- do so now. You know that she is not only a them on their journey, but she refused, as spects quite similar to that creature. creature of the wild, but a caring person I knew she would. Ah, what a wonderfully Like a swanmay, a bird maiden may who ministers to the land and its people. independent creature!” shapechange to bird form. While the form- Her knowledge is great, and her ability to “Independence!” snorted the grandfa- er can transform only into a swan, the render assistance is considerable. Why ther. “If Kor could reveal total knowledge bird maiden can change into a variety of keep her in this gilded cage when her to me, I suspect the Old One would tell me bird forms, depending upon her level. knowledge and learning could be shared that my grandson’s lust for independence, It is important to note that as the bird with the people? Please, Suleman, go to especially being freed from keeping the maiden rises in level, she may elect to take the qadi with her and declare that this garb of a faris, was the real motivation the form for that level or any form of a marriage should be dissolved. She will behind this incident!” lesser level. For example, a 6th-level bird agree readily and it will be done. You will Mufti smiled. “Oh exalted one, I believe maiden could shapechange into an owl or have done a great service to her, yourself, Kor speaks through your lips as he has for any bird form allowed for a 2nd- through and the Land. She will want none of your many years. Yes, being a faris was getting 5th-level bird maiden. property. What say you?” tiresome. Please tell me that I do not have There are other differences between Suleman laughed heartily and long. He to continue.” swanmays and bird maidens. A swanmay fell back on his pillowed couch and it “Hah! You made your own wish come is a ranger while in human form, while a creaked dangerously. Tears came to his true, did you not? The city is still in an bird maiden is a kahina, with all of the eyes and he slapped his fat knees. Then he uproar over the killing of the fat toad and powers of that class (See Arabian Adven- sat up and cried, “You self-righteous don- his six guards by a faris! How could you tures). Another important difference is key! She is mine, I captured her fairly, I pose as one now? Mufti al Kaban will be that swanmays are always good-aligned, married her legally, and that is that! You searched for by mercenaries and bounty while a bird maiden may be of any align- have kept her promise to her. You asked hunters all the way to the Isle of the ment. Most bird maidens (80%) are of me to release her, I refused, and that is the Elephant.” neutral alignment, while 10% are good end of that! Now get out before I summon “Ah, you are wise, grandfather,” cooed and 10% are evil. Whatever the alignment, the mamluks to remove you from the Mufti. it always has a neutral tendency (i.e., city!” “And you are impudent! But,” he added neutral good, true neutral, or neutral evil). “That is your final answer?” asked Mufti with softness in his voice, “you are one of It is rumored that evil bird maidens are gently. “There is nothing I can say or do to our best, and it is indeed time for a able to shapechange into ravens, blood change your mind?” change. I think you should learn to cut hawks, and giant vultures. “No, now go!” shrieked Suleman. hair and trim beards. There are certain 2. Good and neutral bird maidens see ‘Very well,” shrugged the faris, and he people in Huzuz we want to keep track of, themselves as protectors of living things took the bag of money, and turned to those who seem to be, well, unfriendly to and guard against those who would de- leave, leaving the helplessly drugged wife the scholars of Kor’s mosque for reasons spoil the land. Hence, they have a tenden- and daughter standing there. yet to be divined. Are you interested?” cy to help and teach those who respect the And as he did so, his hand slipped inside “Exalted one, I am yours to command,” land. Their protection applies to sentient his aba and removed a dagger from a replied Mufti, bowing. beings as well, in line with the tolerance bandolier. A moment later, he whirled “Very well, go out and talk to Latifa. She extended to all by the teachings of the around, and a dagger with a sunburst on will teach you the ways of the barber and Loregiver. Hence, a bird maiden would the blade hissed through the air of the brief you on your new background and teach irrigation to farmers to help their courtyard. mission. May the knowledge of the Old crops grow, but she would ensure that the One protect you on this, your new life.” system would not harm the lake or river “Tell me, grandson, do you think this “Yes, grandfather,” replied Mufti, bowing life being used as a water source. was all really worth it?” again, and he left the tent. 3. The power of a bird maiden resides in “Yes, grandfather,” replied Mufti. “You The old man laid back on the pillows in a shawl, veil, or other significant object of will find this document in order. It deeds his tent and looked at the deed again. clothing that is made of feathers. This the household and all of the goods of Justice had been done and there would Suleman al Fataq from his widow to our probably be a day when the bird maiden Continued on page 94

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If you haven’t noticed the rise of collect- ible card games . . . well, how are things on Mars, anyway? In the wake of the MAGIC: THE GATHERING* game, card games have been multiplying like promises in a Presidential campaign. A few anxious readers have wondered if the popularity of card games foretells the death of role- playing, since, after all, gamers have only so much money to spend, and they seem to be squandering it all on booster packs. And they wonder if maybe they should be investing a few more dollars themselves, considering the skyrocketing prices of hard-to-get-cards. Well, relax. Role-playing is here to stay. If you need convincing, try counting heads at ©1995 by Rick Swan the next GEN CON® game fair. Card games pose no more threat to RPGs than video games or computer games or dart boards. It’s a big hobby, and there’s room for every- Deal me in: A look at collectible card games one. And if you plan to get rich from the rare MAGIC cards you’ve stashed away in a shoe box, you’d probably be better off with mutual funds. Collectibles whose scarcity is determined by the manufacturers rather than the passage of time have a way of losing their value pretty fast. Just ask collec- tors of 1980s comic books. As to the play value of card games, there are a few gems and a lot of junk—in other words, they’re no different from RPGs. If I were reviewing MAGIC (as did in DRAGON® issue #201), I’d give it maybe five pips, good but not spectacular. Though the trading card concept qualifies as a stroke of genius, the rules themselves are serviceable but hardly revolutionary, indebted not only to games like DUNGEONS & DRAGONS®, but also to the * and RUNEQUEST* games. Then again, it’s easy to pick on pioneers. Someday, I bet the current ver- sion of MAGIC will look as crude as the D&D did in its first incarnation. (Anyone remember those cheesy little pamphlets?) If you’re ODed on MAGIC, consider the alternatives discussed below. All are as engaging as MAGIC and just as easy to learn. Best of all, they won’t bankrupt you. A couple of starter decks and a few booster packs—an investment of $20 or so—will give you all the cards you need to get your feet wet. Two caveats: First, while reading the reviews, keep in Role-playing games' ratings mind that your mix of cards might not be the same as mine. Just because I grumble Not recommended about the lack of Enterprise crewmen in my STAR TREK: THE NEXT GENERATION* Poor, but may be useful game deck doesn’t mean you’ll have the same experience. You might find Captain Fair Picard in your first booster. (Don’t count on it.) Second, though I appreciate a good- Good looking deck, I have next to no interest in cards as collector’s items. I’m aware, of Excellent course, that some players invest vast sums of money for so-called “killer decks” to The best enhance their chances of victory. I like to win as much as the next guy, but the day I shell out a hundred bucks for a Black

82 JUNE 1995 Lotus card for my MAGIC set will coincide Ship card along the Spaceline until it ar- sonnel cards, meaning that Lt. Worf might with the day I sprout wings and fly to the rives at a Mission he wishes to undertake. have to battle himself. Combat involves moon. Besides, I’ve got better things to He flips over the first Dilemma, dispensing little more than a comparison of weapon spend my money on—like role-playing with it if he has right mix of Personnel and and shield ratings: straightforward but not supplements. Equipment. If he fails, he can try again particularly dramatic. And the starships later with a different Ship or a new group seem to be made of Kleenex; if a ship loses STAR TREK: THE NEXT GENERATION* of Personnel. When he resolves all the two battles in the same turn, it’s gone. game Dilemmas associated with a particular But these shortcomings are easy to over- Starter deck: 60 cards, rules booklet Mission, he earns a fixed number of look, considering the loving attention Booster pack: 15 cards points. Players continue launching Ships given to virtually every aspect of the Trek Decipher, Inc. $9.50 (starter), $3 (booster) and attempting Missions until one accumu- universe. Romulan and Klingon ships may Design: Tom Braunlich and Rollie Tesh lates 100 points and wins the game. use cloaking devices to move unseen. Graphic design: Don Burns What distinguishes STAR TREK isn’t just Tricorder cards boost the science aptitude Product management: Ross Campbell and its streamlined game system, but its re- of Engineers. Archvillain Q might pop up Warren Holland markable simulation of the elements of a to erect a force field grid. And chicken- good SF adventure. Say, for instance, the hearted captains may substitute holo- I am not now, nor have I ever been a fan Federation player hears rumors of an graphic characters for flesh-and-blood of the Star Trek: the Next Generation TV ancient civilization site on Barradas III crew members, handy in an environment show. Though I liked the Shatner/Nimoy (represented by the Plunder Site Mission with belligerent natives. original, the sequel struck me as a dreary card). He deploys the U.S.S. Excelsior and Evaluation: Ingenious, gorgeous, and rehash, burdened by recycled plots and a crew of five officers (by playing the addictive, STAR TREK has screwed up my dust-dry characters (you know you’re in corresponding cards from his hand). Once family. Attracted by the nifty graphics, my trouble when the android has more per- the ship is orbiting the planet, he beams three-year-old daughter confiscated the sonality than the humans). My enthusiasm down an away team of three officers, Static Warp Bubble card and refuses to for the game, then, has nothing to do with keeping two officers on board in case of a give it back. At the local game shop, I a series that means about as much to me Romulan attack (a Romulan ship lurks on a caught my wife—a college instructor, a as I Dream of Jeannie. Mission card two spaces away). Alas, the pillar of the community—elbowing aside My wife, on the other hand, is a die-hard officers are attacked by a Minotan bow- 12-year-olds to get her hands on the latest Trek- ster, who inexplicably prefers Pi- man (the first Dilemma card). Fortunately, shipment of boosters. As for me, I’m stay- card’s shiny dome to her own husband’s the away team includes the medical and ing up late to catch reruns of the series— luxurious locks. She spent the better part security officers needed to deal with the how can I sleep when I don’t know what of an afternoon ogling the 300-plus cards bowman (and dispatch the Dilemma). that Masaka thing’s all about? (Uh, anyone acquired for this review, ooh-ing and ahh- Then, representatives of a matriarchal have a Picard they wanna trade?) (Infor- ing over the scenes from her favorite society appear (Dilemma #2) and refuse to mation: Deciper Inc., PO Box 56, Norfolk, episodes. Not me—I barely know Mr. Riker cooperate with the male officers; the VA 23501). from Mr. Rogers. Federation team must return to their But I know a good-looking deck when I outpost to pick up more females (new see it, and this one’s terrific. In addition to Personnel cards). En route, however, they- STAR OF THE GUARDIANS* game a crisp image, each card features a para- ‘re attacked by the Romulans . . . Starter deck: 60 cards, rules folder graph of description, a summary of the Interrupt and Event cards, functioning Booster pack: 15 cards pertinent rules, a set of statistical icons, as subplots, add further complications. Mag Force 7, Inc. $9 (starter), $3 (booster) and an eye-pleasing color field to indicate Events are played as part of a normal Concept: Margaret Weis the affiliation (blue for the Federation, turn. Interrupts may be played at any Design: Don Perrin green for the Romulans, and red for the time, even in the middle of an enemy Art direction: Margaret Weis Klingons). A typical starter deck provides a action. Both types of cards translate inci- good mix of all categories—including Per- dents from the TV series into rule modifi- Long-time role-players will remember sonnel, Outpost, Mission, Ship, and cations. In the series, for instance, Margaret Weis as the co-author (with Equipment—though in four starters I somebody called Masaka “attempted to ) of the first six found only a single familiar face from the transform the U.S.S. Enterprise into an ® novels and one of the Enterprise (Deanna Troi). That’s not a big ancient temple and grounds by rearrang- chief architects of Krynn. She’s also pro- deal in the context of the game, but if ing its matter.” In the game, the Masaka duced a shelf-full of books, including the you’re a die-hard like Mrs. Swan, you may Transformations card requires the oppo- Star of the Guardians series, from which be disappointed. nent to discard his entire hand and draw a this game derives. Unlike the novels, Each player begins by selecting six Mis- new one. If a Klingon dies in an away team which feature a host of imaginative char- sion cards from a deck of 60 cards. Some battle, the Klingon Right of Vengeance acters and doo-dads, the game concen- Missions involve problems on planets (a card doubles the strength of the survivors. trates almost exclusively on combat, That medical emergency on Beta Lankal, a Events and Interrupts move the game may be a letdown for fans of the novels, scoutship rescue on Galorndon Core), along at a breathtaking pace: A male offi- but war garners—especially those dissatis- others describe assignments in deep space cer is suddenly whisked away for a ren- fied with the simplistic space battles of (an investigation of a plasma streamer, a dezvous with his girlfriend, the end of a STAR TREK—should be delighted. study of a time distortion in the Typhone Mission leads to an enemy confrontation, Though few of the cards are suitable for Expanse). After the players arrange the an unexpected encounter sends a ship framing, they’re attractive and user- Mission cards side by side to create a 12- careening to the other end of the galaxy. friendly. Each consists of a colorful illus- card Spaceline, they conceal Dilemma Though the rules contain no serious tration, a block of text, and a some simple cards (a ship-munching Microbiotic Colo- flaws, Mr. Spock might raise an eyebrow icons (stars stand for Bombing Factors, ny, a radioactive relic from the Methar- at the lapses in logic. Some of the Missions humanoid silhouettes for Personality Promellian war) under the Missions they must be undertaken by specific Points). The color field indicates the cate- think their opponents are most likely to affiliations—why can’t the Federation gory (gray for Fate, light blue for Crew). investigate. assist with the fever outbreak on Nahmi IV Each starter deck features a good mix of By deploying cards from his hand, a and why can’t the Romulans hunt for cards, including about 20 Ships, a half- player assembles crews, chooses weapons, artifacts on Barradas III? The basic rules dozen Weapons, and an adequate assort- and launches starships. He then moves a allow opposing sides to use the same Per- ment of everything else. Booster packs add

DRAGON 83 weird, optional stuff like the Space Rota- who’s loaded his deck with killer Artifacts. deployment of assets and the management tion Bomb (an Artifact card that forces an Evaluation: The high rating reflects my of a rather complicated hierarchy of opponent to lose half his ships) and the bias for fast, frill-free combat games. Don’t points. Beginning with nine cards, drawn Dark Matter Creatures (a Fate card that expect a rich universe, a lot of whistles at random, players lay down as much absorbs damage from the Space Rotation and bells, or personalities you can get to Terrain as they can, which generates the Bomb). No one can accuse Weis of lacking know (most of the characters don’t even Economy, Supply, Energy, Ammunition, a sense of humor; one of the Personality have names). But if your idea of a good Research, and Repair points needed to cards bears a striking resemblance to a time is wiping out war machines, welcome power other units and trigger various former editor of this magazine. to paradise. These starships wither like actions. Ships, for example, require Supply Nor can she be accused of verbosity. toy soldiers in a microwave oven, making points to operate. Heavy weapons need Most cards contain only a line or two of STAR OF THE GUARDIANS king of the Ammunition points, Repair points negate rules, some have no text at all. Where stellar shoot-’em-ups. (Information: Mag Ship damage, Research points destroy STAR TREK informs us that the Zibalian Force 7, Inc., PO Box 1106, Williams Bay, monsters. With the right cards (and the Class Transport is a merchant vessel used WI 53191.) right points), players may arm weapons by traders like Kivas Fajo, STAR OF THE and launch combat fleets. Reaction cards, GUARDIANS tells us that the Destroyer GALACTIC EMPIRES* game similar to STAR TREK’s Interrupt cards, Escort belongs to the Frey Class, and that’s Starter deck: 55 cards, rules booklet may be played at any time to transport a it (total words: four). The System cards, Booster pack: 15 cards crew from a wrecked Ship or prevent an representing various planets and outposts, Companion Games $9 (starter), $2.45 enemy doctor from curing wounded allies. aren’t identified at all (total words per (booster) If a player maneuvers past his opponent’s card: one—and that word is “system.“). But Concept, layout, and design: C. Henry defenses, he may assault the enemy Sector the generic approach detracts less than Schulte Headquarters; whoever has the last intact one might think. The absence of descrip- Writing: John M. Hammer and C. Henry Headquarters wins. tive text serves—inadvertently perhaps—to Schulte Once you get a handle on which points focus attention on tactics. In a sense, STAR Art direction: Richard J. Rausch and affect which cards—I had a hard time OF THE GUARDIANS is the card game Edward P. Beard Jr. remembering that Research points get rid equivalent of chess, substituting gatling of monsters—play flows smoothly. The lasers and destroyer escorts for pawns It’s the gas men vs. the crab people for barrage of decisions (do I spend my Econ- and bishops. control of the universe! omy points to activate the Clipper Frigate, Taking the roles of rival warlords, play- Star Wars meets Alice in Wonderland in or use them to patch the hole in the Scout ers compete for galactic dominance by this science-fiction extravaganza featuring Capsule?) keeps both sides focused. The crushing enemy armadas. Each side starts some of the wildest aliens this side of a relationship between power and terrain is with 25 Power Points, representing politi- drive-in movie. The premise: two factions reminiscent of the best features of MAGIC: cal strength. Certain cards generate Influ- representing a United Nations’ worth of THE GATHERING. Special rules, such as ence and Personality Points, spent to races fight to annihilate each other with the Victory Celebration earned when a power special effects. Beginning with six starships, monsters, and natural catastro- player blows up an enemy Headquarters, cards drawn from their decks, players phes. Though the permutations are add an appealing irreverence. deploy System cards (to gain Power endless—and I’ve got the boosters to prove But EMPIRES has a drawback, and it’s a Points), then place as many Ship cards as it—you can play a credible game with a big one. Bookkeeping is a royal pain, not they like in any of five columns (called single deck. GALACTIC EMPIRES ain’t just so much because of the amount (though lanes). Crew, Weapon, Fate, and Damage loopy—it’s cheap, too! it’s excessive) but because of the method. cards boost the combat effectiveness of The stylish cards—a bit better-looking Nearly every variable must be tracked Ships. When maneuvered into the proper than STAR OF THE GUARDIANS, a bit with dice. You don’t roll the dice; you use positions in the various lanes, Ships may worse than STAR TREK—are less notable them as markers. If a Fleet Freighter suf- attack squadrons, fleets, and Systems, with for their graphics than for their staggering fers two points of damage, a die with its successful attacks reducing the enemy’s variety. Along with the expected Ship, four-pip face showing is placed on the Power Points. When a player reduces his Crew, and Equipment cards, we also get card. If the Freighter’s shield suffers dam- rival’s Power Points to zero, he wins. Ability, Hazard, Occurrence, Luck, Reac- age (instead of the vessel itself), the result Despite a couple of fuzzy mechanics (it tion, Monster, Base, and Terrain cards. The must be noted with a different die. Dice took me two games to figure out how to Empire cards alone represent more than a also are used to keep track of Research launch squadrons from planetary bases) half-dozen races, including the Mechad points, the strength of Mechad electromag- and an occasional fudging of physical law (electromagnetic technologists), Vektreans netic fields, and permanent damage (as (with only three ships per lane, this is an (space pirates), Argonians (the gas men), opposed to temporary damage). We’re awfully small cosmos), the simple rules Krebiz (the crab people), and Dragons (big talking a lot of dice here, and none come make for an intense contest. Resource lizards with sharp teeth). My starter deck with the game. management is a constant challenge; a also included a Warp Funnel, Meteor Evaluation: This one’s a tough call. It’s player can never hold more than six cards, Shower, and Phaser Eel. Thanks to the recommended only if (1) you’re willing to and most actions require spending points judicious use of color, the cards are easy to put up with chunks of clunky writing, (2) from a chronically short supply. Nervy identify. A field of mottled blue, for in- you don’t mind keeping track of all the players may try special tactics, such as stance, designates Argonian vessels, while points, and (3) you’ve got one or two bags Running the Flank (which gives a combat Krebiz fleets are a dusty beige. The rule- of dice handy. With the freewheeling bonus to a ship in an outer lane) and book explains the mechanics in detail, and mythology and dizzying variety of options, Weapon Conduit (allowing all friendly a lengthy Q&A section addresses most of you can easily lose yourself in GALACTIC ships in the same lane to combine attack the ambiguities. Still, the editor could’ve EMPIRES’ goofy pleasures—it’s like diving strengths). With careful planning, a player benefited from a few more journalism into a swimming pool of jelly beans. There might be able to pull off a Mind Link, classes, if only to spare us from sentences seem to be no serious problems with the allowing friendly characters to communi- like: “Any additional rules, or rules which mechanics, nor any clear paths to victory. cate telepathically. Though a typical game change when playing a Standard Game or After a week’s worth of games, I still have eats up the better part of an hour, the one of the other playing structures de- no idea which empire has the edge. But outcome usually remains uncertain until fined later are noted within the specific I’ve got my money on the crab people. the last few minutes—presuming, of rules for that playing structure.” (Information: Companion Games, PO Box course, you’re not playing with a wise guy EMPIRES involves both the prudent 392, Stamford, NY 12167.)

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ILLUMINATI: national Community Conspiracy.) Groups are sented by buttons, coins, or glass stones, NEW WORLD ORDER* game also assigned alignments, such as Liberal, not included with the game) that allow the Starter deck: 55 cards, rules booklet Conservative, Violent, and Weird, to indicate controlling player to attack, use special Booster pack: 15 cards their friends and foes. Liberal Hillary, for abilities, or draw additional Plot cards. An $10 (starter), $2.25 instance, is the natural enemy of Conserva- attack may be attempted to either control (booster) tive Nancy. Resource cards, colored violet, or destroy a Group. To destroy a group, Design: Steve Jackson include weapons (Hammer of Thor, Orbital the initiator announces the target, the Graphic design: Derek Pearcy, Jeff Koke, Mind Lasers) and allies (Mercenaries, Loch name of the attacking agent, and which- and Monica Stephens Ness Monster). Blue Plot cards represent ever of the attacking agent’s associates are disasters (Car Bomb, Rain of Frogs) and eligible to lend a hand. The initiator rolls The game that won’t go away, ILLUMI- events (Martial Law, Liberal Agenda). Plots two six-sided dice (not included); if the NATI arrived in 1982 as a deck of low- and Resources modify actions of the Groups; result is equal to or less than the differ- budget cards, then spawned a couple of the Hammer of Thor boosts the power of ence between the Power rating of the expansion sets, mutated into an on-line any Violent Group, the Liberal Agenda in- attackers and the Power of the defender, game, and inspired a GURPS* game sup- creases Hillary’s chance of clobbering Nancy. the attempt succeeds and the target heads plement (an award-winner, no less). Now it Witty writing makes the cards fun to read, for the cemetery. An attack to control returns as a collectible card game. Some- and a dose of cynicism makes ‘em bite; follows a similar procedure, except the roll body’s determined to keep it alive—the anyone who kills Bjorne, the purple Viking must be equal to or less than the differ- Sons of Cthulhu, maybe? dinosaur, earns an extra Plot card “as the ence between the attacker’s Power and the The Sons, along with the Discordian Socie- thanks of a grateful world.” defender’s Resistance. If the attack to ty and the Gnomes of Zurich, are among the A player starts by choosing a conspiracy control succeeds, the Group becomes part secret conspiracies who, according to ILLU- (like the Sons or the Gnomes) and placing of the winner’s Power Structure. MINATI, run the world. Everyone from the corresponding card on the table. He Incoming and outgoing arrows printed Hillary Clinton to Dan Quayle to you and me draws nine cards from his deck to form his on the Group cards show their allegiance are pocket change for these power-mad big hand, then begins building his Power Struc- within the power structure. When a play- shots, not an unreasonable premise if you’ve ture, a web of Groups and Resources con- er takes control of a new Group, he lines ever been jerked around by a personnel trolled by his primary conspiracy. As the up one of its incoming arrows with an office or the IRS. Power Structure grows, so does its strength; outgoing arrow of its new master. Bizarre The cards, twice the size of their 1982 the stronger the Structure, the more formi- organizational chains are not only possible counterparts and infinitely more attractive, dable its attacks. A player wins by eliminat- but likely. Prince Charles and Saddam come in three basic flavors. Group cards, ing all enemy Illuminati, controlling a Hussein might become lackeys of the colored red, represent prey: personalities specified number of Groups, or meeting the phone company. The Moral Minority may (Nancy Reagan; Elvis), places (Vatican City, objectives of a special Goal card. recruit Hillary. Silicon Valley), and entities (Big Media, Inter- Groups generate action tokens (repre- Modifiers, alignments, and Plots make the outcomes of attacks uncertain at best. If one of your cards duplicates a Group controlled by an opposing player, the duplicate acts as a “hidden agent,” granting a + 10 attack bonus. Linked Groups with identical alignments improve their attack strengths by 4. If Bjorne stays healthy, he generates an extra action token for every Media Group under his command. Ever-shifting present endless opportunities for treachery. An Assassina- tion card enables the owner to incinerate any personality on the table. Groups re- quiring too much effort to maintain can be bumped off by their own allies. California giving you trouble? Try a Terrorist Nuke or a Meteor Strike. Better yet, send in Bigfoot. Evaluation: With its pointed satire and subtle tactics, INWO aims squarely at sophisticates; those who find STAR TREK too demanding need not apply. And owing to the unconventional mechanics, even experienced gamers may have trouble at first. (More examples of play, or a Q & A section like the one from GALACTIC EM- PIRES, would’ve helped.) But resolute players who scrutinize the rules and grind their way through a few practice rounds will discover why ILLUMINATI has been so durable. Not only is it an inspired con- cept, it’s an enlightening treatise on the fine art of backstabbing. What more could you ask from a deck of cards?

Short and sweet Encyclopedia Cthulhiana, by Daniel Harms. Chaosium, Inc., $11. Encyclopedia

86 JUNE 1995

Magica, compiled and developed by Slade slogging through a books worth of fight update on the Small Press Association, an (R/T), Henson. TSR, Inc., $25 per volume. scenes and dungeon crawls, I want to be essay titled “Marriage and Gaming,” a These reference books share a diligence dazzled. So bravo to The Deva Spark, a 32- generic time travel scenario, and a meticu- on the part of the researchers that bor- page scenario for the PLANESCAPE™ lously thorough convention list (nearly 80 ders on the superhuman. The Encylopedia setting. The final chapter is a knock-out, a entries). If you miss the glory days of Cthuliana, the more scholarly of the two, sensational blend of surreal characters Space Gamer magazine, or if DRAGON contains an alphabetized listing of nearly and obstacles, building to a climax of sur- Magazine doesn’t come out often enough every entity, cult, and scrap of arcane lore prising impact. The rest of the trip’s noth- to suit your tastes, consider a subscription. pertaining to H.P. Lovecraft’s Cthulhu ing to sneeze at either, though if I see one At two bucks an issue, it’s a steal. (Infor- Mythos published in the past century. more AD&D adventure that starts in a mation: Gold Rush Games, PO Box 2531, Source material includes the fiction of tavern . . . Elk Grove, CA 95759.) Ramsey Campbell, Robert Bloch, and Stephen King, as well as sceanrios from Dangerous Prey, by , Wil- TERROR T.R.A.X.™ game: Track of the the CALL OF CTHULHU* game. Inclusion liam Spencer-Hale, Kevin Hassall, Aaron Werewolf and Track of the Vampire, by of the latter may offend purists, but as Loeb, Andrew Lucas, Geoff McMartin, Flint Dille and Buzz Dixon. TSR, Inc., $15 compiler Daniel Harms notes, “nothing in Bryan Nystul, Mike Nystul, and Chris each. the game is antithetical to the spirit of Pramas. Pariah Press, $15. The audio equivalent of chose-your-own- Lovecraft’s work.” The entries cover every- This solid collection of creeps for the adventure paperbacks, these CDs cast the thing from the origin of the Shining Trape- WHISPERING VAULT* game would be listener as a hard-boiled private eye on the zohedron to the lineage of right at home in CALL OF CTHULHU or trail of supernatural bad guys. A Dirty Hziulquoigmnzhah, capped by a year-by- the drearier realms of the PLANESCAPE™ Harry clone handles the narrative, sound year chronology of the history of the multiverse. So vivid is the writing, the effects and mood music set up the en- Necronomicon. pages practically ooze slime: “Upon enter- counters, and a sweet-voiced computer The Encyclopedia Magica, no less ambi- ing the Flesh, the [Mitel et Abrean]’s fluid sidekick lays out your options. For in- tious, lists all of the AD&D magical items form acquires a muddy viscosity, turning it stance, after stumbling into a den of lycan- from two decades of TSR products—every into a thick puddle that moves with terri- thropes in Pack of the Werewolf, the boxed set, accessory, and magazine article. ble deliberation.” Also looking for trouble sidekick says that you may “flee the shack The entries span three volumes, available are the corpse-like Locust, whose presence (go to track 5)” or “fight the werewolves individually. I’m looking at volume two, causes meat to rot, and the U’Glann, a (track 8)”. Half the fun comes from the decoy dust to phylactery of righteousness three-armed werewolf with an appetite over-the-top performances; at one point, (misspelled on the title page), marveling at for entrails. The book also provides com- we hear a victim on the phone screeching, the diversity. Pick your favorite: hat of plete statistics and a chapter of helpful “You’ve got to help me! I’m changing! I’m stupidity, gloves of the octopus, fountain referee tips (“A bloody death is nasty, but going to rip hearts and lungs open!” Be- of dysentery (yikes!). A must for Dungeon a slow lingering wasting is nastier”). cause both discs feature the same produc- Masters who want to spruce up their What’s WHISPERING VAULT, you ask? tion team, and more or less the same type campaigns, and for every TSR contributor Only one of the smartest, spookiest horror of adventure, you can satisfy your curiosi- who longs to see his masterpiece immor- RPGs that ever clawed its way from a ty by buying either. I lean towards Were- talized in an upscale format. crypt. (Information: Pariah Press Inc., wolf, the one with the lung-ripper. But 5744 W. Irving Park Road, Chicago, IL that might be because of my performance Fianna Tribebook, by Harry Heckel with 60634.) in Vampire, which the sidekick matter-of- Fallon Doherty and John Bridges. White factly evaluated as “pathetic.” Wolf Game Studio, $10. Through the Cracks, by Greg Farshtey, Of all the tribes in the WEREWOLF: THE , , Ron A former newspaper publisher, rock APOCALYPSE* game, the Fianna are Seiden, , and John Terra. West musician, and medical student, Rick Swan among the most intriguing. Lycanthropic End Games, $15. has designed and edited nearly 50 role- bards, they communicate with songs and I’m not the world’s biggest fan of the playing products. You can write to him at have even been known to crack jokes. This * game, but I know a good 2620 30th Street, Des Moines, IA 50310. player’s reference, number four in the SF adventure when it totters by. Shane Enclose a self-addressed envelope if you’d Tribebook series, presents a thorough Lacy Hensley’s slam-bang “Kipling’s Drift” like a reply. history of the Fianna and a nice selection sends the PCs to a remote asteroid for a of new gifts (like warp spasm) but down- rendezvous with virus-infected scavvies. * indicates a product produced by a company other plays the culture. Where’s the music? John Terra’s “Corona Incident” involves than TSR, Inc. Where’s the details about their oral tradi- the investigation of a derelict ship, replete tions and compositional styles? (Any Fian- with twitching corpses and disgusting na symphonies?) And the first-person aliens. Though the remaining scenarios in approach makes for some awkward pas- this anthology aren’t as memorable, sages (“. . . we’re a moody lot. Our pas- they’re well-written and easy to run. sions burn hotter than those of other tribes. Be careful of them, or else they’ll The Gamer’s Connection, edited by Mark govern you and strip you of your senses.”). Arsenault. Gold Rush Games, $8 for a four- Still, designer Harry Heckel keeps the issue subscription, $2 for a sample copy. energy level of the text so intense (“There Published quarterly. is no greater glory than covering your Too many small press publications serve Voice your opinion and claws with their accursed blood”), I half- as repositories for whiny editorials and make it count! expected the book to jump out of my lap amateur hour fiction that wouldn’t pass What issues are most important to the and chase the cat around the room. muster in an eighth grade English class, role-playing hobby? What solutions which is why The Gamer’s Connection have you found for problems in your fa- The Deva Spark, by and comes as a pleasant surprise. The 16-page vorite game? Turn to this issue’s “Fo- J.M. Salsbury. TSR, Inc., $10. tabloid is packed with news, features, and rum” and see what others think—then Nothing aggravates me more than an reviews, intelligently written and edited. tell us what you think! RPG adventure with a flabby climax; after The latest issue, number 22, contains an

88 JUNE 1995

stood quietly in the doorway, awaiting my time. My master sat on the cold balcony in the chill wind and looked across the way, staring with unfocused The Time eyes at the canyon walls. “Davrin?” I finally said. He turned slowly, pulling his blan- ket higher over his shoulder, his fast-graying beard and the few wisps of thin hair at the sides of his head blowing of Leaving faintly in sharp currents of the winter air. His eyes latched onto mine like iron talons, and the corners of his lips twitched slightly upward. “What is it, Garrett?” “You have a visitor,” I replied. He turned back. The canyon’s walls were blood red this time of day, stained so by the last dying rays of the sun as it set behind the castle. For a moment I thought he was going to ignore my comment. But finally, he spoke. “How long have you been apprenticed to me?” I answered, knowing he was fully aware of the span. By Ron Collins “Fifteen years.” “You are no longer a boy.” I cleared my throat. “I am twenty-two, no longer young.” “And your magic is now stronger than mine.” “Yes, Davrin. What is your point?” “Why have you not left to search out your own fortune like the rest of my apprentices?” I looked at him and considered my answer. The contour of his face stood out above the depth of the canyon. The lines chiseled in his cheeks were suddenly deep, like the shadowed crevasses that ran down the cliffs. How do I tell him that I am afraid, that I cannot rely on magic alone? How do I tell him that his strongest student cannot trust himself, that my nerves run unchecked when I think of leaving this castle? “There is more I can learn from you.” “What further lessons do you think I have to give?” Bitter wind whistled over the exposed balcony, filling the momentary silence. “I will know when my time of leaving comes.” “My sons are already raised, Garrett. I cannot be your father.” “I do not expect that.” He nodded slowly but said nothing. “Your visitor waits.” “I’m tired. You handle it.” Using only his middle finger and forefinger, he waved me away. “I think it would be best if you were to look after this caller yourself.” He breathed the mountain air deeply and released the breath through his thin nostrils. “Then, by all means, let us go.” Davrin rose from his chair, leaning upon a gnarled staff that stood half a head’s height above his bony pate. I took his arm and guided him as we walked through the tower room and down the stairs.

I was never apprenticed in the formal manner. That is to say, my parents did not sell me or send me away to learn at the feet of a master of this particular trade. No. In fact, I would not know my parents if they were to an- Illustrations by Dave Kooharian nounce themselves to my face. They left me to die in the

DRAGON 91 streets well before I was old enough to earn my keep, Davrin’s lips closed into a thin line as he moved to while I was still merely a mouth to feed rather than an stand in front of Kenderick. He analyzed our visitor as he item with value for barter. Davrin took me in. He spared walked; I noted the subtle changes in Davrin’s expression my life when I was tired and starving, when I weighed less as he scanned Kenderick’s clothing, deciphered his body than a well-fed dog and wore dirt and lice as my primary language, and listened to his tone of voice. Kenderick coverings. He was my savior. wore a brown riding cloak and highly polished leather He brought me home to his family, and they accepted boots. His hands were clean and unmarked, and the hint me as one of them. Averett and Kile became my brothers. of a golden belt buckle shone from where his cloak was And Lorien, Davrin’s wife, became my mother. Due to unbuttoned. I could tell Davrin came to the same conclu- them, I never again knew the bitter ache of a stomach sion that I had. This man was of noble birth. And if his dried up in hunger. Thanks to them, I never spent an- further study revealed the same answer as mine, Davrin other night huddled in an alleyway, shivering in the rain. would understand why I called for him. But life changes. Averett and Kile grew up and moved “What do you want of me?” Davrin said. onward. And Lorien, too, moved onward, leaving the face “I have recently had a death in the family.” Kenderick’s of this earth to take residence in holier castles. After Lo- voice was sharp, a razor’s edge that made my nerves rien’s passing, Davrin took to spending much of his time twinge as he spoke the word “death.” on the balcony, silently staring into the vastness of the “That is always terrible to hear. You have my condo- open canyon, and withering slowly away. I felt his sorrow lences,” Davrin replied. and I felt the emptiness to his life that she left behind. Kenderick nodded his head in return. “As a result, I Perhaps I remained with him for this reason. Perhaps I have inherited an item that I’m told has some mystic owed him something that I could not repay. But I knew power. But I can find no records that discuss what this better than to think this highly of myself. I remained because power might be.” I was not ready. It was that simple, and that complex. “Ah.” I would have considered my intentions further, but the When Davrin went no further, Kenderick continued. “I visitor who awaited downstairs concerned me. want you to determine this item’s magic and inform me of He was a slight man, this visitor. His hands were thin, how to use it.” his fingers sticking out of the overlarge sleeves of his tight- “Let me see the item.” ly woven riding cloak at awkward angles, like cattails Kenderick reached into a pocket and withdrew a small jutting out of a stagnant pond. I dare say that even a small velvet pouch cinched by a leather drawstring. He untied man, such as I, could manage him well in a bare-handed the pouch and let a small stone tumble out onto his hand. fight. Yet, despite his frame, he carried himself in the way The stone was dull in the mage-light, an opaque blue of a man familiar with power—upright and sure. His several shades darker than a robin’s egg. I couldn’t tell movements were bold and efficient, his language direct. from my angle, but I thought one side of the stone had And, most unsettling of all, there was something cold been carved. about the way his black eyes lit upon me as he spoke that Davrin looked at it in silence for several seconds and drew my breath away, something that brought a tingle to grunted. Then he shook his head. “No,” he said. And he my spine and bade me call my master to handle this case. turned to walk toward the door. I wanted to tell Davrin about him. I wanted to warn “Pardon me?” Kenderick said. him, to make sure he didn’t underestimate this man who “I won’t reveal the magic on your stone. I’m old, Ken- awaited our arrival. But Davrin preferred to draw his own derick, and tired, too. I don’t have the strength to spare conclusions. I would not give him these concerns until he for the magic you request . . .” asked for them —and his lips remained closed throughout I was shocked at this. Davrin had never turned a cus- our walk. tomer away. And this reason was ludicrous. Searching an object for the presence of magic was a simple spell that The visitor rose from the wicker chair as we entered the required little effort. receiving room. It was a small chamber, dimly lit by “. . . but my apprentice is my equal in talent. Perhaps globes of mage-light at each corner. Three chairs and a you can convince him to help you.” waist-high table filled the floor space. Shelves lined two The room was quiet for a moment. I looked at Ken- walls, one set holding rows of leather-bound books, the derick and he at me. His eyebrows knit together and he other containing multicolored powders, rodent parts, and raised his chin slightly, peering down his nose at me. other spell catalysts. “Are you as good as your master says you are?” “Good evening,” Davrin said. His voice was stronger I gave a sidelong glance at Davrin. What was he up to, than it seemed a few minutes before. “I am sorry to have I wondered? Why was he putting me in this position? It kept you waiting for so long. I am an old man, and my was a challenge, obviously. But what was this test’s pass- body does not move as fast as it once did.” ing mark? “I can manage.” “The wait was not overly long for someone who has “Then will you take the task?” already traveled two days.” “It is difficult magic,” I said, using Davrin’s charade to “Any wait is too long for a visitor of mine. I did not buy time. catch your name. What may I call you?” “I have gold enough to make it worth your while.” “Kenderick. Just call me Kenderick,” our visitor I walked around the small table, putting it between replied. Kenderick and myself, and turned to face him. There it

92 JUNE 1995 was, the uneasy hood to his eyes that made me summon convenient justice. I saw the way common people would Davrin to this case in the first place, the sharp stare that follow him, and the bloody results if they didn’t. burned my cheeks and made me want to turn away. These visions were the stone’s doing. And I was afraid. Whatever this man’s story, one thing was sure: If Ken- Now that I had seen the man, could I bring myself to derick had inherited the stone, his relative’s death was not give Kenderick the stone’s power over others? Could I accidental. I glanced at Davrin and saw that his eyes had allow him to see into other’s lives, to steal their dreams narrowed and the lines in his face had deepened. and turn those dreams to his favor? Could I live with “Bring me the stone,” I said. “I will perform your myself if I did? I knew the answers to these questions as I spell.” asked them, but these answers only brought a sharper Kenderick walked to the table, never removing his gaze edge to my anxiety. This was the fear that had brought me from mine. The stone clicked against the polished wood as to call Davrin here in the first place, I realized. He should he laid it down. There, I could see its carving—a frontal be making this decision, not me. He would know how to view of an eyeball thinly etched in the surface. comport himself; I did not. He would handle this tension; I picked the stone up and rolled it between my finger- I could not. tips. It was smooth, even in the area of the etching. I fought the power of these thoughts, and the grotesque I placed it back on the table and went to the shelves, form that Kenderick held within. I fought for my self- searching for three items. I pulled a small jar of powdered control, to avoid giving Kenderick a clue to my findings. owl beak from the top shelf, and another of dried bat eyes. As I withdrew from the stone, the images trickled away, I dropped a pinch of the powder and two of the bat eyes and I concentrated on regular breathing. I moved through into the third item, a shallow clay bowl painted in quad- the powder and the bowl, quieting my heartbeat and rants depicting each elemental power. struggling to overcome the nervous energy that came with Returning to the table, I fished a woven mat out of the knowing I would soon have to confront my fears. drawer and rolled it out. It made a good setting for the Finally, I returned to my normal self, and the spell’s bowl, large enough to catch spillage, but small and plain energy faded. I looked at Kenderick. Even without the enough to ensure the bowl a prominent status. Using both stone’s magic, I could see the writhing darkness in his hands, I smoothed wrinkles from the cloth. pupils. I could hear Kenderick breathing as I picked up the “Well?” he said. stone and held it over the bowl. He bent closer as I I swallowed and shook my head, wondering if my voice dropped the stone into the mix. He smelled of his travels, would waver. “There is no magic on this stone.” and his closeness was bothersome, making me edgy and Kenderick paused for a moment. “None?” reluctant to continue. “None,” I lied again. Davrin, too, seemed to loom closer. He stood at the A sigh of resignation escaped Kenderick’s lips. I perimeter of my sight, watching like a mother bird glanced at my master and saw a thin smile on his face and perched on a nearby tree limb. a glimmer in his eye. I splayed my fingers over the edge of the bowl and fo- cused my thoughts. The bowl’s coarseness seemed to grow I stood quietly in the doorway, awaiting my time. into me, making my fingers take on a ceramic brittleness. Davrin sat on the cold balcony in the chill wind and Then my fingers became the powder, slipping into the looked across the way, staring with unfocused eyes at the wrinkles of the pair of hollowed bat eyes before finding canyon walls. Those walls were dull brown this time of the their way to the stone. It was smooth and cold, perfectly morning, waiting for the sun to rise over the highest formed. crests. I spoke a word of magic. I didn’t know how to proceed. I was here to tell Davrin Heat rose through my arm. Green light flared through that I was prepared to leave, that his work was complete. my fingers, casting sudden shadows across the room, pass- But despite his earlier prodding and my eagerness to make ing through the flesh of my hand to reveal an eerie view of my leaving, I suddenly found the words difficult. bones and ligaments, cartilage and tendons. I drew a slow “Davrin?” I finally said. breath to calm my nerves. This was the light of power, the “We lived here because Lorien loved these cliffs,” he light of magic. But it was a light that only sorcerers such said before I could say more. as Davrin and I could see. I struggled to avoid an outward “They are beautiful,” I replied. “Almost as breath- reaction, and returned my efforts to the magic at hand. As taking as she was.” heat traveled up my arm and crossed my chest, the full He turned and looked at me. His frail body and his power of the stone was unveiled to me. It was intense, shrunken face seemed almost hollow, lifeless. But his eyes almost more than I could bear. flared with a passion sparked by the mention of Lorien’s Raising my gaze, I stared at Kenderick and saw the beauty. black, malignant root of darkness that he held inside him. “She was my life,” he said. It festered there, twisting and churning, glistening like a He turned back to the canyon walls. For a moment I mass of maggots scavenging a corpse. Kenderick’s soul thought he had forgotten about me. opened to me, and I knew his most profound desires. His Thoughts tumbled through my mind, colliding with dreams raged through my mind. Kenderick was a baron, each other and mixing themselves up. My heart pounded soon to rule a fiefdom. I saw his anger. I saw his distaste against my breast. My throat choked. I wanted to talk to for the truth, his preference for quick resolution over in- him. I wanted to tell him what his guidance had meant to

DRAGON 93 me, to thank him for giving me a life. There was so much “When are you leaving?” he asked. I wanted to say. I swallowed and cleared my throat. There was only one But as these words stuck in my throat, a memory answer to this question. My time of leaving would come wedged its way in. I remembered my youthful anticipa- when Davrin’s came, and this was not it. “I am not ready tion as I would wait in the castle for his return from dis- yet.” tant lands, the warm look on his face as he burst through He grimaced. “I have nothing more for you, Garrett. the doorway, and the smell of the woods on his hands and You should go and live your life. Leave an old man in clothes when he greeted me with hugs of the same fervor peace.” as those he had for Averett and Kile. “No, I disagree. There is much more I can learn from What would my life have been without Davrin? Where you.” would I have been without Lorien? Davrin pursed his lips. I gazed at him. His head shook with more than the I walked to his chair and knelt beside him, warming his cold. His lips were dry and creased, showing no signs of cold hand in mine. “I’ll make our breakfast in a moment. having been treated with the oils that Lorien would have But first, tell me about when you first met Lorien.” made him apply. His hair blew about his uncovered head. He sat in silence for a moment, staring at the cliffs. A new thought managed to struggle through my own Then he began to speak. As he described their first meet- selfish concerns. One so disturbing that it caught my ing, the sun crested the far ridge of the canyon. I raised breath and drew me harshly back into reality. my free hand and shielded my eyes, squinting into the Davrin had never been alone before. light of a new day.

Bird Maiden Continued from page 80 transform. All other worldly goods must 8. The place of training for bird maidens object is given to her at the end of her be taken off and guarded by someone else. is said to be a place called the Crown of All initial training. If she ever loses it, she 6. Just as mystics dance, bird maiden Feathers. It is supposedly a great wooden loses all her powers as kahina and shape- kahinas sing, and the verbal components fortress concealed among the clouds in changer until she recovers it. Unscrupu- of their spells are always sung in a sweet, high hills or mountains. There aarakocra lous men have been known to come into warbling voice. They have major access to teach the rituals, duties, and abilities of the possession of a bird maiden’s feath- the spheres of All, Animal, Divination, the bird maidens. It is rumored that a very ered garment, and with the creature help- Elemental, Healing, Plant, and Weather. special genie of enormous power guards less, have forced her into marriage. They have minor access to the spheres of this place and uses powerful illusions to 4. Destruction of the feathered token of Creation, Protection, and Sun. keep it safe from the curious and unsa- the bird maiden always results in the 7. While bird maidens always have the vory. All bird maidens know where this creature’s death with no hope whatsoever nonweapon proficiency options allowed to place is, but no sort of magical compulsion of resurrection. kahinas, one proficiency they always or physical abuse can pry the location 5. When shapechanged, only a bird possess is herbalism due to its connection from them. maiden’s feathered garment and her body with the land they are sworn to protect.

94 JUNE 1995

by Skip Williams

If you have any questions on the games scrolls or like spellbooks? That is, maintenance cost for several levels and produced by TSR, Inc., “Sage Advice” will are they consumed when used or make up the deficit with a higher level answer them. In the United States and are they just another sort of spell slot. For instance, the character from Canada, write to: Sage Advice, DRAGON® spellbook? the previous example might not pay any Magazine, 201 Sheridan Springs Rd., Lake A mageweaver’s spell weavings are like maintenance for his hands of stone power Geneva WI 53147, U.S.A. In Europe, write scrolls in that they can be used only once. until he reaches, say, 11th level. Under the to: Sage Advice, DRAGON Magazine, TSR Unlike scrolls, a spell weaving can be used suggested rule, his hands of stone power Ltd., 120 Church End, Cherry Hinton, only by the mageweaver who originally still would inflict 1d4 +4 hp damage, but if Cambridge CB1 3LB, United Kingdom. We wove it. If the mageweaver loses a spell he sacrificed a 3rd-level spell slot upon are no longer able to make personal re- weaving, he loses the spell it represents. A reaching 11th level the ability would be plies: please send no SASEs with your mageweaver’s spellbook is a huge tapestry properly maintained and would inflict questions (SASEs are being returned with (or set of tapestries) that contains all the 1d4 + 6 hp damage. writer’s guidelines for the magazine). spell patterns that the character knows. I recommend that temporarily increas- This month, “Sage Advice” looks at op- ing an ability score above 18 cost five spell tional expansions to the AD&D® game and Exactly how does a wizard using levels per point of increase. The spell considers a few other questions from the the Mystic of Nog kit (from the CSH) levels should be taken from the slots the mailbag. sacrifice spell levels when maintain- character normally has available for cast- ing the hands of stone power? I ing spells and are not lost permanently. Wizards using the ghul lord kit understand that the character must The increase lasts one day or until the from the Complete Sha’ir’s Handbook devote one spell level to the power character rests and studies spells again. have an ability called manipulation, each time he advances a level, but which inflicts temporary damage on the kit description says that spells The movement rates for a clock- the user. What is temporary damage? have to be expended in whole spell work mage’s mechanical devices Also, there is a reference to a process units, you can’t spend part of a 3rd- (from the CSH) seem to be a little called “leaching” that allows the char- level spell to get a power that costs short. Why would anyone bother acter to use magical items to avoid only one or two spell levels. So, with a device that only moves a the hit point loss, but leaching is nev- only a 1st level spell slot can be couple of inches each round? er explained. used to maintain hands of stone. In this case, the term “inches” is an The damage a ghul lord suffers from a What happens to a Mystic of Nog erroneous reference to the original AD&D manipulation comes from the negative en- when he gains a level and does not game, which used scale inches to measure ergy the character uses to power the manip- also gain a 1st-level spell slot? Also, ranges and movement rates. Just substi- ulation. It is temporary only insofar as it can the kit description mentions that an tute “points of movement” for “inches” and be healed by rest or spells—the character ability score can be raised higher everything will be fine. For example, for a does not lose hit points permanently. than 18 temporarily. How long does cost of 50 gp, a mechanical can be given Leaching is a complete mystery to me, the temporary increase last and the ability to walk at a rate of 2. If the but here’s a suggestion: Defensive items, how does the character pay for it? clockwork mage wants a mechanical that such as rings of protection, cloaks or If a Mystic of Nog character doesn’t have walks at a rate of 12, the cost is 300 gp. protection, and bracers of defense, can a 1st-level spell slot available to spend on block the damage. Each of an item’s plus- maintaining the hands of stone power, he Are the two language proficien- ses stops one point of damage; bracers of can’t maintain the power and suffers the cies (languages, modern and lan- defense have one effective plus for each consequences (1d6 points of damage to the guages, ancient) affected by the point of armor class improvement they character every time he uses hands of character’s Intelligence score? bestow beyond armor class 10, so, for stone). Players who choose this power for How do you use the Number of example, bracers of defense AC 4 count as their characters should plan ahead and Languages column from Table 4 in +6 items. A ghul lord carrying several make sure that sufficient 1st level spell the PHB, and how does that affect defensive items can choose which one to slots are available. If the DM is feeling the language proficiencies? leach during any particular manipulation. kind, the PC may use the power at a lower Most proficiencies require a check If the manipulation is particularly power- level if the maintenance cost can’t be paid. against a relevant ability score if the DM ful, the ghul lord can leach multiple items For example, an 8th-level Mystic of Nog decides there is a chance of failure. Speak- to block all the damage. A leached magical inflicts 1d4 +4 hp damage with hands of ing a language can require a check against item becomes nonmagical for 1d4 melee stone (1d4 + half the character’s level, the PC’s unmodified Intelligence score (see rounds no matter how much damage it rounded up). If the character advances to PHB, Table 37). Deciding whether a profi- blocked. Each time an item is leached, it 9th level, he could inflict 1d4 + 5 hp dam- ciency requires a success roll always is a must save vs. magical fire or be destroyed age. If the character cannot maintain the judgment call on the DM’s part. In the case in a wave of negative energy. power, the DM might allow him to inflict of a language, no check is required when 1d4 + 4 hp damage with no damage to native speakers are conversing. If the Are the weavings used by mage- himself. If the DM was feeling really kind, circumstances are difficult, such as when weavers, also from the CSH, like he might allow the character to delay the a non-native speaker first hears an unfa- DRAGON 97 miliar dialect or a character has to do schools.) Also, “Sage Advice” suggested last some fast talking in a non-native language, month that it’s okay to add enchant an the DM might call for a success roll to item to the evocation/invocation school. determine whether the speaker stumbles You can use the same logic to put perma- over a phrase or otherwise misspeaks. A nency into the evocation/invocation school, success roll might also be required when a too, but that’s beginning to stretch things a non-native speaker tries to get vital infor- bit. mation out of a native speaker who is excited or distracted (did he say run to the One of my players has recently back or the runt is back?). discovered the svirfneblin from the The Number of Languages column from Complete Book of Gnomes and Half- Table 4 indicates how many different lings. The svirfneblin can be accu- languages a character can learn. For exam- rately described as having ple, a character with a 12 Intelligence incredible powers and virtually no cannot learn more than three different limitations. Is it reasonable to im- languages. pose the same sort of light penalties on svirfneblin as drow get? According to The Book of Artifacts Sure it is. You might want to give (page 124), a wizard needs a perma- svirfneblin some form of agoraphobia (fear nency spell and an enchant an item of open spaces) instead. If they don’t have a spell to create a permanent magical substantial roof over their heads, they suffer item. Because the permanency spell a -2 penalty to Dexterity scores and attack is 8th level, a wizard with an Intelli- rolls, and opponents get a +2 bonus to gence score of 15 or less cannot saving throws when resisting spells cast by learn it (see PHB, Table 4) and can- the afflicted drow). The PLAYER’S OPTION™: not make permanent magical items. Skills & Powers book offers a more limited Is that right? Also, if the wizard selection of powers for svirfneblin player were a half-elf, the character would characters (who have let their wanderlust have to have a 19 Intelligence or he and thirst for adventure interfere with their could not reach 16th level, which is racial abilities). the first level in which a wizard can learn an 8th level spell. Right? Fi- Where can I find basic game statis- nally, if the wizard is an abjurer, tics for the various weapons and invoker, or necromancer, the char- armor described in Encyclopedia acter cannot make permanent magi- Magica? cal items because one of the two Check out the Arms and Equipment required spells falls in the charac- Guide (TSR Product #2123) or the ter’s opposition schools. (Abjurers PLAYER’S OPTION: Combat & Tactics book cannot learn permanency, an altera- (TSR Product #2149). tion; and invokers and necroman- cers cannot learn enchant an item, In a campaign where individual an enchantment/charm.) experience point awards are used, You are almost right on all three counts. can a character get an award for Yes, a wizard needs both an enchant an using an spell-like racial ability, item and a permanency spell to create a such as the drow’s dancing lights permanent magical item. effect? What about psionic wild Yes, a wizard must be at least 16th level talents? Can a character get an indi- to learn and cast permanency, which is an vidual award for using those? 8th-level spell available only to wizards If you’re talking about experience grant- with Intelligence scores of 16 or higher ed from DMG Table 33: Common Individ- and access to the alteration school. (En- ual Awards, the answer is yes. If the chant an item is a 6th-level enchantment/ player is clever, it makes no difference charm spell, which requires a 12th-level exactly what the character did, the charac- caster with an Intelligence score of 12 or ter gets the award. For example, if a play- more.) er with a drow character uses the drow’s Yes, a half-elf wizard needs an Intelli- dancing lights ability to convince a group gence score of 19 or more to reach 16th of monsters that reinforcements are com- level (if the campaign is using the Exceed- ing, thus making the monsters flee from a ing Level Limits optional rule). situation where the party was in dire But no rule says a character who is peril, then the player is entitled to a re- creating a magical item has to cast all the ward in the form of a few extra experi- required spells himself. The character can ence points for his character. get another character to cast the spells for If you’re talking about experience grant- him, read the spells from scrolls, or use a ed from DMG Table 34: Individual Class wish to duplicate a spell’s effects. Remem- Awards, the answer is no. The character ber that any wizard can read wizard spells must use a class-specific ability to get the from scrolls, even spells from a specialist’s extra experience, not a magical item, profi- opposition schools. (This a special property ciency, or racial ability. of magical scrolls and an important excep- tion to the general rule that prevents Does the 6th-level wizard spell specialists from employing magical items invulnerability to magical weapons that produce effects from their opposition (from the Complete Wizard’s Hand-

98 JUNE 1995 book) also grant immunity to non- magical weapons (like the 5th-level invulnerability to normal weapons spell in the same book)? No, but a wizard can have both spells running at the same time.

Why have the names of some of the planes of existence changed? They haven’t. What has happened is that the PLANESCAPE™ setting has revealed what beings who actually live on each planes call their planes. The AD&D game has adopted these “true” names in most cases. For example, the plane that people who live on the Prime Material Plane call the Plane of Concordant Opposition is actually called The Outlands by the people who live there. The plane always has been called The Outlands, but until recently very few people on the Prime Material knew that.

What’s the chant, berk? I have compiled a list of about three dozen creatures that are listed on page 128 of the PLANESCAPE™ MC Appendix but that I can’t find anywhere. Okay, here’s your list with the TSR product numbers in which they appear:

Abyss Ant 2145 Abyss Bat 2603 Achaierai 2607 Adamantite Dragon 2118 Astral Dragon 2105 Astral Dreadnought 2613 Azer 2145 Chronolily 9294 Diakk 2016 Fetch 2105 Fire Minion 1050 Fire Shadow 2105 Fire Tail 2125 Flame Spirit 2116 Gingwatzim 9292 Gk’lok-lok 9294 Hollyphant 2613 Khargha 2132 Kodragon 2105 Mortai 2118 Noctral 2118 Phantom Stalker 2132 Retriever 2132 Shocker 2132 Simpathetic 2125 Terithran 2132 Tshala 2125 Vaporighu 2118 Wind Walker 2145 Xag-Ya 2016 Xeg-Yi 2016 Zoveri 2607

Here are the titles that go with the num- bers: 1050 , 2016 Mon- ster Manual II, 2105 DRAGONLANCE® MC Appendix, 2116 Kara-Tur MC Appendix, 2118 Outer Planes MC Appendix, 2125 FORGOTTEN REALMS® MC Appendix, 2132 ® MC Appendix, 2145 ® Annual

DRAGON 99 Volume One, 2603 Planes of Chaos, 2607 creature larger than a man is 21-23. I there is a brilliant magical flash and a Planes of Law, 2613 PIANESCAPE MC contend that the sword can’t sever cloud of smoke. When the smoke clears, Appendix II, 9292 ® Ruins, the heads of creatures more than 12’ there’s the opponent’s head lying on the 9294 Dragon’s Rest. Some creatures are tall. I don’t think that a 3’ sword ground; the sword might not even be included in more than one product; in ought to be able to slice the head off a bloodstained. And there’s nothing wrong these cases I have included only the most creature with a neck 10’ thick. with that if that is the kind of game you recent listing. Technically, your players are right. The want to run. phrase “larger than man-sized” in the item I suggest, however, that you allow vorpal How many hit dice does a lich have? description refers to any creature bigger blades to sever any opponent’s neck only I find the hit dice listings for the vari- than a normal human, not just size Large when there is a reasonable chance that a ous types of liches in the creatures. This kind of usage is common blow from the sword could touch the RAVENLOFT™ setting very confusing. throughout the game. For example, most opponent’s neck at some time during the If the lich was a spellcaster in life, it has weapons have two damage ratings, one for melee round. For example, if a character 11 hit dice, plus one point for each charac- small or man-sized opponents and one for hacks at the tip of a sleeping dragon’s tail, ter level it has beyond 11th. For example, larger opponents. In this case, “small or the creature’s head is many feet away, and an 18th level lich has 11 + 7 hit dice. If the man-sized” refers to size Tiny, Small, and there is no chance to sever its neck. On lich was a psionicist, it has 9 hit dice, plus Man-sized creatures; “larger” refers to size the other hand, if the dragon is trying to one point for each level beyond 9. Large, Huge, and Gargantuan creatures. bite the character wielding the vorpal Nevertheless, you are free to employ blade its neck is within reach at least some The item description for a vorpal whatever house rules you think are rea- of the time. Remember that combat in the blade says the sword can sever the sonable. For example, if one reads the AD&D game is abstract; a vorpal blade head of a larger-than-man-sized oppo- rules literally, a character armed with a doesn’t necessarily cleave off a creature’s nent on a modified roll of 21-23. Now, vorpal blade and standing in a pit could head in a single blow. The character might in the MONSTROUS MANUAL™ tome behead a storm giant standing on the floor strike the target’s neck several times dur- there is a size category for creatures outside the pit—even if all the character ing the course of the round. Or perhaps called “larger than man-sized,” cover- could reach was the giant’s big toe. Does the sword does strike off a head with a ing creatures 7’-12’ tall. The players that seem silly or illogical? I think so. On single swipe—there’s nothing that says that in my game were very annoyed when the other hand, magic does not have to be a vorpal blade can’t temporarily grow to I ruled that their vorpal blade could reasonable or logical. an enormous length to get the job done or not sever the heads of huge or gar- Magic is fantastic and can bring about all that it can’t emit a plane of magical force gantuan opponents such as dragons. kinds of effects without any logical physi- that does the really heavy duty cutting. My players argue that the sword can cal causes—a spell that can turn a griffon sever any creature’s head, and that into a goldfish isn’t at all logical. It may be the number to sever the head of any that when a vorpal blade severs a neck

100 JUNE 1995 DRAGON 101

104 JUNE 1995 DRAGON 105 106 JUNE 1995 DRAGON 107 108 JUNE 1995

110 JUNE 1995

Beasts of the Imagination

©1995 by Ken Carpenter

Photography by Don Witmer Painting by Ken Carpenter, Alexander Bond, and Mickey Leach

As you can see, this vignette depicts a mother Pegasus pushing her young child out of the nest for its first flight. Being no fool, the colt is resisting. Think of the vertigo you’d get from the view from a pegasi’s nest! Detail is incredible, from nest to wings. The proportions of the pegasi are near perfect, with slim limbs and the head of an Arabian horse. Again, “cute” is the key word here. Have a wife or girlfriend? Even many of us gamers have mothers! Any of them would treasure this piece, as will most collectors and painters. If you haven’t picked this one up, you may be jeopardizing your relationship with the women in your life! (Ouch! Yes dear, you can have it when I’m finished painting!). Grenadier Models, Inc. P.O. Box 305 Springfield, PA 19064 Voice: (800) 843-2015 Fax: (610) 623-5780 Mail Order: Yes Catalog: $3.00

#3146 Pegacorn FANTASY LEGENDS* line Sculptor: Sandra L. Garrity Scale: 25mm Cost: $4.00 Technical: 8 Artistic: 8 Value: 9 A wonderful combination of two mytho- logical creatures, the pegacorn (unisus?) displays a lot of life and action, making it fairly leap off the stand. Cast in three pieces, slight traces of the old lines remain along the legs. Assembly is quick and easy, though a small amount of putty is recommended. you might also Thunderbolt Mountain want to adjust the positioning of the Miniatures There’s a minute parting line along the wings, to emphasize the figure’s motion. 656 E. McMillan colt’s right side and a little flash between The greatest detail is in the wings, which , OH 45206-1991 the mother’s rear legs, but if you can find have incredibly well-rendered feathers. Voice: (800) 235-3908 Fax: (800) 235-3908 another technical flaw, you’ve got a better The mane and tail of the legendary mount Mail Order: Yes Catalog: S.A.S.E. (2 microscope than mine. The pieces fit very are also full and flowing. Proportions are stamps) well; the only problem is where to position very good, and the figure’s muscle defini- the pair. The photo on the back of the tion gives great painting results. The base #1039 Empty Nest blister shows you where Thunderbolt put is blank, allowing you to add your own Vignette series them, but you can place them nearly any- embellishments or remove the animal Sculptor: Tom Meier where around the nest, with a little work. from the base for addition to a diorama. Scale: 25mm Cost: $11.95 Technical: 9 Artistic: 10 Value: 9 Possibly the cutest figure of all time, this Explanation of Ratings piece was among the fastest moving fig- 1 Slag, a good doorstop 6 Good, definitely worth your perusal ures premiered at last year’s GEN CON 2 Poor, for die-hards only 7 Great, have you seen this yet? Game Fair! (Though my wife was twisting 3 Well below average, needs work 8 Excellent, you have to see this! my arm behind my back as I wrote the 4 Below average, but salvageable 9 Incredible, where can I get one? opening sentence, that doesn’t make it any 5 Standard, average quality 10 No mortal hands produced this! less true.)

112 JUNE 1995 Lance & Laser Models, Inc. P.O. Box 14491 Columbus, OH 43214 Voice: (614) 291-3703 Fax: (614) 294-5424 Mail Order: Yes Catalog: $1.00

#P-010 Griffin #5-002 Gnashings PENDRAGON/FIFTH CYCLE* lines Sculptors: S. Lortz/S.L. Garrity Scale: 25mm Cost: $7.50/$5.50 Technical: 8 Artistic: 8 Value: 7 Part of L&L’s licensed PENDRAGON* line, the griffin is a masterpiece. Though simpler, the gnashings from the FIFTH CYCLE* role-playing game are also won- derfully done. With hardly a parting line to note, both blisters are very well cast. Bare traces can be found on the gnashings and even less on the griffin. Attaching the wings to the griffin requires putty, and you might want to play with the position of the wings a bit, but the fit is pretty good. Crisp detail and excellent proportions are the griffin’s eye catchers. Though there isn’t much life to the pose, the sculpting is impeccable. Its wings are unbelievable, from shoulder to wing tip. The gnashings, in three poses, have a lot of action in their stances. The detail is simpler than the griffin, but is well done and will contribute to a great paint job. Each box contains two of these critters Accents, such as belts, pouches, head- (one shown). Cast in resin, each warbeast bands, and additional weapons are present comes in three pieces. A bit of excess in profusion. material will need to be trimmed away from the rider. Other preparation work Grendel Productions Ltd. includes sanding and washing in warm, 80 Jane Street soapy water, but the fit is very good. Little Edinburgh EH6 5HG epoxy is required, but you may want to Distributed in the U.S. by pin the pieces for added strength. Heartbreaker Hobbies & Despite their obviously ominous mien, Games the best word to describe these brutes is 1260 E. Woodland Ave. “cute.” There, I said it. The beasts look like Springfield, PA 19064 escapees from the gone-but-not-forgotten Voice: (610) 544-9052 Fax: (610) 544-9052 TV show Dinosaurs (“I’m the baby, gotta Mail Order: Yes Catalog: Free love me!”). Does that disqualify it for table- top use? No way! Most miniatures players #F0033 Black Orc Warbeasts (2) enjoy, or even require, that their armies Grendel* imported include pieces built for entertainment and Sculptor: Kev Adams visual impact over optical nastiness. Cer- Scale: 25mm Cost: $24.95 tainly role-players don’t mind the person- Technical: 7 Artistic: 8 Value: 6 ality built into a figure like this. As a showpiece, the centerpiece in a The detail is crisp and omnipresent, diorama or on the table top, the black orc from the rough, craggy hide to the snarl- warbeasts will impress and entertain. ing black orc rider to the skull dangling Though the warbeast lacks rules for fanta- howdah. The price is pretty reasonable for sy miniatures games, creating stats and such huge, finely crafted pieces. They are rules for such a creature can be quite even a better deal in Europe, where there entertaining in itself. aren’t as many middlemen.

DRAGON 113 RAFM Company, Inc. From the deepest fathoms of Bob Murch’s legs, making for what would be an inter- 20 Parkhill Road E. imagination come elemental dragons. esting gait. The relatively smooth belly Cambridge, Ont. Canada N1R 1P2 The dragons, both technically superior, armor, while cracked and lined, is in stark Voice: (519) 623-4832 Fax: (519) 623-2795 have negligible parting lines. Unfortu- contrast to the heavy, earthen hide of the Mail Order: Yes Catalog: $4.00 nately, both of the humanoids in the set, beast. The dragon’s summoner is a worker the air dragon rider and the earth dragon of natural magic, wearing only a loin cloth, #2015 Elemental Dragons, summoner, have noticeable mold shifts. cloak, and hat. He wields a wand to sup- Earth and Air Both can be corrected, however, with time plement his magical arts. Sculptor: Bob Murch and patience (files wouldn’t hurt, either). Smooth, flowing grace is the main char- Scale: 25mm Cost: $23.50 Assembly is required, as are pins and acteristic of the air dragon. An apparition Technical: 6 Artistic: 8 Value: 7 epoxy. of wind and mist, this dragon curls up When you think you’ve seen just about The earth dragon is a wonder of rough, from its base element and stands poised every possible variation of a dragon, you rocky, spined skin. This chunky, flightless for attack. The detail is very good, and the need to take a look at this RAFM boxed set, creation has long forelegs and short hind sharply sectioned wings add something to the foreign appeal of the figure. The air dragon’s rider is a thin-limbed creature with batlike ears and a polearm, and mounting him will require some work. This fine set provides another view of one of man’s favorite magical creatures. The listed price is for no-lead alloy.

#3609 Armored Cyclops Sculptor: Stephen Koo Scale: 25mm Cost: $6.50 Technical: 6 Artistic: 8 Value: 6 Standing twice as tall as a typical human- oid figure, this fantastic brute is bound to draw more than a casual glance from your friends and players. The cyclops has slight mold lines that will clean away with some careful file work. Strange as mythology made the cyclops, this guy is stranger still. With rugged, angular features, thick musculature, and heavy, spiked armor, Mr. Monovision isn’t the fur-clad, club-wielding barbarian that we’ve come to expect. That’s right, this guy carries a sword. Detail is very good, and he should paint up well. Price is for no-lead alloy.

114 JUNE 1995

Grim Reaper Casting Alternative Armies Clifton Industrial Center three pieces, the wyvern requires glue and Unit 6, Parkway Court Mill Rd. & N. Sycamore Ave. epoxy for assembly. Glaisdale Parkway Clifton Heights, PA 19018 The wyvern has one foot perched on a Nottingham, England NG8 4GN Voice: (610) 544-9052 Fax: (610) 544-9052 rock and has spread its wings, as if issuing Voice: (0602) 287809 Fax: (0602) 287480 Mail Order: Yes Catalog: Free a challenge. With one push of its mighty Distributed in the U.S. by leg, it could leap to the air and take wing. The Armory #1070 Wyvern Head and facial detail are very good, as is 1101 Greenwood Road Nasteez* line the back. The inside of the wings and the Baltimore, MD 21208 Sculptor: Cliff Linton belly of the beast are simple but will paint Voice: (410) 602-8000 Fax: (410) 602-8140 Scale: 25mm Cost: $5.25 up well with some shading. Mail Order: Yes Catalog: $5.00 Technical: 8 Artistic: 7 Value: 6 The detail of the figure is good, and it Nearly flawless casting, Grim Reaper’s will make a great gaming or collecting #DW3 Spined Wyvern specialty, has produced a figure that re- piece. Price is for lead alloy, pewter will be Sculptor: Staff quires few strokes of the file. Coming in slightly higher. Scale: 25mm Cost: $13.99 Technical: 5 Artistic: 8 Value: 5 Alternative Armies’ version of the mythi- cal wyvern, the sinister cousin to the dragon, will rattle the nerves of a charac- ter or two. This nasty comes in five pieces. The parting lines along the front and back of the piece are noticeable, though not major. However, the lines do go through detail on the belly and legs. Also, some flash mars the webbed spines of his back. Be careful not to mistake the webbed spine itself for flash or you’ll take a great look off the figure. None of these problems will be difficult to correct, though it will require an investment of time. Assembly will require putty to fill in a couple of small gaps. The wings and head of this wyvern are what really caught my eye. The wings are uncharacteristically detailed and the head is so evil and insidious, it’s frightening (I think I had her for 10th-grade English). The only minus on the artistic end was the ungainly stance; the rest was suitably impressive.

116 JUNE 1995

put them on the table in metal. An incredi- Detail is very good, and there is a lot of life , Inc. ble line to date, these figures certainly in their pose. 5938 Carthage Court continue that tradition. Kirin, goody-goods that they are, are a Cincinnati, OH 45212-1197 The kirin is near perfect, with only a happy and powerful lot. This figure is as Voice: (800) 543-0272 Fax: (513) 631-0028 trace of parting line between the legs. The capricious as they come. Romping happily, Mail Order: Yes Catalog: $4.00 wemic had more noticeable parting lines, the Kirin bears a huge grin. Detail is phe- and even then only between the legs and nomenal, including its scaled sides, furred #11-494 Wemic along the arms. head, and flowing mane and tail. The #11-495 Kirin The wemic, a race that’s been around detail makes this a painter’s trial by fire, so AD&D® series since Monster Manual II, are a tribal race get out your golds, whites, and grays, and Sculptors: J. Johnson/R. Kerr of lion centaur nomads. These figures do let’s see what you can do. Scale: 25mm Cost: $6.50/$4.95 an excellent job of capturing the race: its Technical: 8 Artistic: 9 Value: 7 cat-like grace, the feline proportions in the As always, you can write with your You’ve used these creatures from TSR’s lower body, and a humanoid torso with comments and suggestions to: From the Forge, compendiums before, now you can finally faces mixing human and lion features. P.O. Box 9, Murrieta, CA 92562.

118 JUNE 1995

floorplans, showing their exteriors, purposes, Thay and Rashemen, and touches on the Simbul’s and inhabitants. Several adventure hooks are nation of Aglarond. Within are detailed maps and included for each castle. three booklets of never-before-released informa- $12.95 U.S./$16.95 CAN./£7.99 U.K. tion on the Red Wizards and other rulers. TSR Product No.: 9479 $25.00 U.S./$32.00 CAN./£15.99 U.K. ISBN: 0-7869-01454 TSR Product No.: 1121 ISBN: 0-7869-0139X NEW PRODUCTS FOR JUNE BlRTHRIGHT™ Boxed Set An AD&D game campaign setting The Factol’s Manifesto by Baker & McComb A PLANESCAPE™ accessory Encyclopedia Magica™ Volume III Experience the thrill of playing rulers of legend, An AD&D® game accessory by Beach, Hein, Salsbury, and others commanding mighty armies, and wielding the A must-have guide to all 15 factions charac- by Dale “slade” Henson The third volume in the series that details power of entire kingdoms! TSR’s newest campaign ters can join, presented firsthand by the faction every magical item ever created for the AD&D® world lets you play warriors, priests, and rogues leaders themselves! Includes guidelines on game. This 416-page volume is a must-buy for descended from royal bloodlines. But be prepared faction interaction, proficiencies, magic, equip- to battle enemies who are just as powerful, and all magic aficionados! ment, and more. millenia-old Abominations that will stop at nothing $20.00 U.S./$26.00 CAN./£11.99 U.K. $25.00 U.S./$32.00 CAN./£15.99 U.K. to steal your kingly power. Contains three books, TSR Product No.: 2611 TSR Product No.: 2157 two poster-sized maps, and much more! ISBN: 0-7869-01411 ISBN: 0-7869-02892 $30.00 U.S./$42.00 CAN./£21.50 U.K. TSR Product No.: 3100 Mark of Amber A Light in the Belfry ISBN: 0-7869-01438 A ™ audio CD adventure A RAVENLOFT® audio CD adventure by Jeff Grubb & by William W. Connors & Dori Hein Welcome to Tegeron House, the home of the Blood Enemies: Abominations of Cerilia The Amberville family of eccentric wizards and wicked lord Morgoroth, where only the heroes A BIRTHRIGHT™ accessory their sinister castle await you, in the first interac- can shatter the house’s curse. The first interac- by slade with Steven Schend tive audio CD adventure set in . The digital- tive audio CD adventure for the RAVENLOFT® A guide to the most dangerous creatures on ly recorded audio CD comes with a 64-page setting combines a chilling plot with shrieks, the face of Cerilia: the awnsheghlien! With 128 booklet, playing aid, and poster-size map. screams, and sounds to curdle your blood. pages of monstrous dictators and wandering $18.00 U.S./$26.00 CAN./£12.99 U.K. nightmares, this appendix should strike fear TSR Product No.: 2513 $15.00 U.S./$22.00 CAN./£11.99 U.K. into the hearts of all blooded rulers from the ISBN: 0-7869-01403 TSR Product No.: 9494 Sea of Storms to the Isle of the Serpent! ISBN: 0-7869-01330 $18.00 U.S./$23.00 CAN./£10.99 U.K. Beyond the Prisim Pentad TSR Product No.: 3101 A DARK SUN® accessory and adventure NEW PRODUCTS FOR JULY ISBN: 0-7869-02841 by Bill Slavicsek Gathered here are extensive details on all the Player’s Option™ Rulebook: The Endier Domain Pack events and characters revealed in the Prism Combat & Tactics A BIRTHRIGHT™ accessory Pentad novels that altered Athasian history. This An AD&D® game fundamental reference by Colin McComb 32-page accessory helps players and DMs incor- by L. Richard Baker III & Skip Williams The land of Endier is yours to mold and shape as porate the changes into their campaign. All the optional combat rules any gamer could you will! Inside you’ll find everything you need to $6.95 U.S./$8.95 CAN./£4.50 U.K. want are collected in this hardbound 192-page know about Endier, including maps, a complete TSR Product No.: 2441 book. Inside you’ll find supplemental rules, an description of the land and its history, the work- ISBN: 0-7869-03082 improved tactical combat system, extensive infor- ings of the government, and information on its mation on armor and weapons, and alternate rules people. for unarmed martial arts, monster tactics, terrain $6.95 U.S./$8.95 CAN./£4.50 U.K. A DRAGONLANCE® novel effects, fighting vehicles, and combat-style options. TSR Product No.: 3105 by Linda P. Baker $20.00 U.S./$26.00 CAN./£11.99 U.K. ISBN: 0-7869-02868 Volume Two in the Lost Histories Series is the TSR Product No.: 2149 story of the high ogres, forerunners of the high ISBN: 0-7869-00962 The Roesone Domain Pack ogre race. For the first time we learn how a A BIRTHRIGHT™ accessory legendary race fell from the grace of their gods. Thief’s Challenge II by L. Richard Baker III $4.95 U.S./$5.95 CAN./£4.99 U.K. An AD&D® game adventure Here lies the barony of Roesone, a growing TSR Product No.: 8364 by Terry Amthor kingdom on the southern coast of Anuire in the ISBN: 0-7869-01381 Just two people can play this adventure spe- land of Cerilia. It’s up to you, as the ruler of cifically designed for one thief player and the Roesone, to keep this land intact against enemies Cloak of Shadows DM. With minor adjustments, it can also be who wish to claim your lands. Through your by Ed Greenwood used for groups of 2-3 players. In this adven- guidance and command, Roesone will become a The Time of Troubles continues and Elmin- ture, your thief wakes up on a ship full of dead power in Cerilia . . . or fall to adversaries! ster’s role in the Avatar crisis is further re- men, and has no idea how he got there. Things $6.95 U.S./$8.95 CAN./£4.50 U.K. vealed. As the Shadowmasters slaughter and can only get worse when the ship hits the rocks! TSR Product No.: 3104 manipulate their way to prominence in Faerun, $6.95 U.S./$8.95 CAN./£4.50 U.K. ISBN: 0-7869-02841 it’s up to the heroes to stop them. TSR Product No.: 9478 $4.95 U.S./$5.95 CAN./£4.99 U.K. ISBN: 0-7869-01357 Spellbound: TSR Product No.: 8559 Thay, Rashemen, and Aglarond ISBN: 0-7869-03015 Castle Sites A FORGOTTEN REALMS campaign An AD&D® game accessory expansion Unless otherwise noted: by Sam Witt & Kevin Melka by ® designates registered trademarks owned by TSR, Inc. This 96-page accessory offers detailed castle This campaign expansion sheds new light on ™ designates trademarks owned by TSR, Inc. ©1995 TSR, Inc. All Rights Reserved. 120 JUNE 1995