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Issue #l87 The Wild and Unforgiving Lands Vol. XVII, No. 6 9 What's the largest "dungeon" of them all? The great November 1992 outdoors, of course. Publisher 10 The Wild, Wild Wilderness — David Howery James M. Ward Rhinos, rattlesnakes, and realistic tactics of the Editor animal world. Roger E. Moore Deadlier Dinosaurs — David Howery Associate editor 14 What’s Dilophosaurus got that Tyrannosaurus Dale A. Donovan doesn’t? You don’t want to find out in person! Fiction editor Bazaar of the Bizarre — Matt Posner Barbara G. Young 20 Druids need a boost - and here are the magical Editorial assistant devices to do it. Wolfgang H. Baur The Ecology of the Dakon — Nick Parenti Art director 24 The “shabby apes” of the ® tome get a Larry W. Smith facelift for the AD&D® 2nd Edition game. Production staff Gaye O’Keefe Tracey Zamagne FICTION Dawn K. Murin Dragon Scales — fiction by Eric Tanafon Subscriptions 52 What hero did they call for when a dozen knights had Janet L. Winters failed? A wandering bard, of course. U.S. advertising Cindy Rick REVIEWS U.K. correspondent The Role of Computers — Hartley, Kirk, and Patricia and U.K. advertising 59 Wendy Mottaz Lesser Ultima goes to the underworld, and more gaming delights. Role-playing Reviews — 88 Can you mix dwarves, elves, and cybertechnology? FASA’s SHADOWRUN* game says you can.

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

2 NOVEMBER 1992 The Role of Books — John C. Bunnell 98 A look at the things you didn’t learn about Columbus Day. Through the Looking Glass — Robert Bigelow 112 Looking for the perfect gift? Try something in miniature, from dungeons to dragons. FEATURES Arcane Lore — Richard A. Hunt 32 Earth, air, , and water—an elementalist’s playground for new spells.

The Voyage of the Princess Ark — Bruce A. Heard 41 How much food can create food create? Questions and answers for the D&D® game. The Lonely Harpist and the Lady — Ed 48 Greenwood Two half-elves to watch out for in the ® campaign. The MARVEL®-Phile — Steven E. Schend 71 Some spider-foes are very unpleasant indeed: Marvel’s Deathweb™ takes a bow.

The Dragon’s Bestiary — Malcolm Bowers and Spike Y. 76 Jones This month: the aptly named kruel and the laziest (and most successful) feline carnivore.

Troubleshooting Your Game — Tanith Tyrr COVER 82 How can you make your game fun when the players are Cover artist John C. Luck lived up to fighting among themselves? Some tips for all game his name. His work appeared in our masters. office only weeks ago, just as we were trying to find the right painting to The Game Wizards — Thomas M. Reid grace our issue on the wilderness in games—perfect timing for the 95 A first-timer’s view of the largest game convention of all perfect piece. time. DEPARTMENTS 4 Letters 67 Convention Calendar 6 Editorial 102 Dragonmirth 29 Sage Advice 104 Twilight Empire 45 Forum 108 Gamers Guide 47 TSR Previews

the mailing label of each subscriber’s copy of the stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All magazine. Changes of address for the delivery of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, subscription copies must be received at least six address; include sufficient American postage or and nothing may be reproduced from it in whole or in weeks prior to the effective date of the change in order International Reply Coupons with the return envelope. part without first obtaining permission in writing from 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 (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147, U.S.A. In Europe, contact: should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. ©1992 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva, Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U.S.A., and additional mailing offices. Postmaster: addressed, stamped envelope of sufficient size will be inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine, TSR, returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., PO. Box 111, Lake Geneva WI 53147, U.S.A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790, ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc.

DRAGON 3 What did you think of this issue? Do you have a about an article or have an idea for a new feature you’d like to see? In the United States and Canada, write to: Letters, DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147, U.S.A. In Europe, write to: Letters, DRAGON Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 3LB, United Kingdom,

Cartoon kids!

Dear Dragon, I have not been a very active gamer in the last few years, although I still enjoy TSR’s books and this magazine. I recently found myself discus- sing cancelled cartoon shows with a friend and discovered that I am one of many individuals who miss the old Saturday morning DUNGEONS & DRAGONS® cartoon show. Are there any plans to revive this series or at least release it for home video? Omar Vega Tallahassee FL

The DUNGEONS & DRAGONS cartoon show is now available for home video from Best Film & Gaye and Diesel—light-fingered barmaid and Video, 108 New South Road, Hicksville NY 11801 oblivious (phone: 516-931-6969). Write or call for more information and a catalog. Jack Nicholson —NOT! Wild dice, part III

Dear Dragon, Dear Dragon, I am writing to offer some criticism for your While reading “The Wild, Wild World of Dice” magazine. The cover on issue #184 was appall- (issue #182), I found that a problem I thought ing. It’s not bad enough that the B&W painting only my groups ever had was actually a seem- was ugly, but it is blatantly an elfin characteriza- ingly common problem. I also discovered that tion of Jack Nicholson. There is no way the art the author missed some dice problems that editors could have mistaken this, and I won’t be poor, abused DMs often have with their players, surprised if some lawsuit were to be filed For instance, both groups I have played with against DRAGON Magazine and the artist. love to make irritating crystal pyramids and Scott Fuller temples with their dice. My players especially Lodi CA like stacking the dice as high as they can go, and higher. Eventually, someone will breathe in the Everyone else who wrote or commented on wrong direction, then the group is under the that cover actually liked it, but you were not the table searching for fallen dice. My best advice only one to think the elf shown losing his money for this problem is to stop the towers before pouch was actually a famous actor. Another they start. As for the pyramids, they are rela- writer (Rob Cooke, of Media, Pa.) asked if the tively harmless as long as the builder doesn’t get characters were modelled on people from the too attached to them and won’t let you have TV show Cheers, with the elf being Frazier your dice back! Crane, the barmaid Rebecca Howe, and the I can live with these quirks, since every group hooded figure probably Sam, Norm, or Cliff. has some strangeness in it, but I can’t stand the Alas! Alack! The models for the cover a way one of my players enjoys sucking on the ® were actually TSR employees! We present a REALMS novel, Wyvern’s Spur, and Diesel dice! He prefers the red crystal d20s (he must sample photo of “barmaid” Gaye O’Keefe, from appears as Finder Wyvernspur on the cover of think they taste better than the others), al- Typesetting, and “elf” David “Diesel” LaForce, Song of the Saurials, another FORGOTTEN though he also likes the orange d12s. He puts the graphics artist and cartographer who does REALMS novel (he was mistaken there for Sean one in his mouth, and when I need the particu- ® most of the maps for DUNGEON Adventures; Connery). Other employees have lent their lar die he is sucking on, he spits it up and puts it they are shown in poses that were not used in images or names to TSR products of all kinds in my hand! It takes all of the fun out of the the final painting by TSR artist (because of a short haircut I once had, Jeff game when you have to roll slobber-soaked dice This isn’t the first time that TSR employees Grubb inserted “Roger Moore’s Barber Shop” on that leave trails of saliva as they roll. He even have doubled as artists’ models. Gaye, for in- the city map for a MARVEL SUPER HEROES™ accidentally swallowed one of my dice once! (I stance, portrayed the “bard” Olive game). These in-jokes are everywhere, but they Ruskettle on the cover of a FORGOTTEN are hard to catch. Good luck finding more! Continued on page 7

4 NOVEMBER 1992

A nation of heroes

The following letter was received at the with my parents. All of my role-playing games wouldn’t believe. Nothing can replace them or DRAGON® Magazine offices at the begin- are gone (TSR, , Games the characters I lost (Including a 22nd-level ning of September: Workshop, etc.), with my comics, my clothes, paladin I played for seven years!). and everything I have been playing since I was I ask that you please put an ad in DRAGON Dear sirs: 13 back in ’83. I kid you not when I say I had a Magazine asking gamers to contribute to the couple thousand dollars worth of games, supple- Red Cross and any other hurricane relief chari- As you may already know, Florida has been ments, and comics. D&D® materials were the ties they might hear about. Miami is in bad hit by one of the most destructive hurricanes bulk of my huge collection. Since I was intro- shape, and we need all the help we can get. ever. Over 200,000 people are homeless. I am duced to role-playing through the D&D game, Thanks for reading this letter I know that now also homeless; I lived in a trailer that was the books I lost had a sentimental value you devastated, so for the time being I am staying gamers are thoughtful individuals, a cut above the rest. Any help will be greatly appreciated. Thanks again Martin Fernandez 5505 NW 7th St, Apt. 411 W Miami FL 33126

As this letter shows, some of the people who were hurt by Hurricane Andrew are gamers, like you and I, and they lost not only their games but homes, clothing, food, and jobs—and they are not alone. The typhoon that struck American Samoa last year and the hurricanes that ravaged Florida, Louisiana, Guam, and Hawaii this year—piled on with the numerous other calamities of recent times—have strained the Disaster Relief Fund of the American Red Cross to its limits. I spoke by phone with a representative of the Red Cross in , Jeff Seider, who asked every- one wishing to donate money by check to please note on the check that the money is to be used for the Disaster Relief Fund. The disasters in American Samoa and Guam each cost the Red Cross $10 million, and Hurricane Andrew cost at least $60 million. Contributions are desperately needed to cover these catastrophes—and Mother Nature, like some arbitrary cosmic game master, cannot be counted upon to give us a break before the next “adven- ture” is upon us. The heroes in role-playing games never rest when danger is upon them—they fight on and triumph. We, the players, can fight back, too. If you want to make a donation to the American Red Cross by phone, you can call this number toll-free: 1-800-842- 2200. You can pay by credit card or by receiving a pledge package in the mail. I urge you to do this today—I just did it myself. Life is not a game. We are a nation of heroes, and together we will pull through any misfortune.

6 NOVEMBER 1992 Letters products, but it is described in the D&D® game’s Continued from page 4 AC9 (page 74) and in the Holy buckshot didn’t ask him to retrieve it for me, and I don’t D&D module M2 Vengeance of Alphaks (page think he would have, anyway.) All the same, I’ve 30). I hope this helps. sprinkler learned to just let him eat the dice, as long as Linda Young there are plenty of spares. Eugene OR Dear Dragon, John Drescher In issue #184, in “Sage Advice,” there seems to be Mechanicsburg PA Brandy Uhl, of Cheswick, Pa., and Adam M. a great deal of confusion as to what defines a Weisbaum, of West Hills, Calif., also suggested “morning star” or a “flail.” I, too, have seen these Thank you for sharing your letter with us, card #722 as the source of the “pegasaur” men- two incorrectly identified in print. What I am which I happened to be inputting into the tioned by John, as did and Tim writing about, however, is the “holy water sprin- computer about the time I was ready to go to Beach of TSR, Inc. (Travis Mattera, of Richmond, kler,” which is unlike either of these weapons. lunch. I’m not hungry at all now. R.I., found a pegataur picture in an RPGA™ The “holy water sprinkler” was a duo-purpose For a similar tale of woe, see “Letters” in issue Network ad in issue #179.) The pegataur of the weapon. It resembled a shortened mace, al- #184, page 30 (“Wild dice revisited”). D&D game seems to have made a into though the bludgeoning end had five or seven the AD&D system during the creation of the holes drilled into it lengthwise. (The drilled 1991 cards. My suggestion that “pegasaurs” holes actually made it look like a sprinkler.) The were pegasus-saurians was taken for a run by holes would be filled with powder and shot, Gaming Godzilla Brandy, who suggested crossbreeding the pega- basically making the weapon a kind of medieval sus with many sorts of dinosaurs (Pegatyranno- sawed-off shotgun. Once the shot was fired, the Dear Dragon, saurus rex was mentioned specifically) to make weapon could be used as a mace. I just woke up Saturday afternoon and heard a complete line of pegasaurs, so the original Kelley Gillespie the sounds of a Japanese monster movie ema- typo would be expanded. This wouldn’t be the Gautier MS nating from my roommate’s room. I wandered first time it has been done; I heard from inside in to check it out. Lo and behold, there was sources at TSR that the thoul, the infamous Making up the AD&D game statistics for this Gamara, spinning across the sky with flame crossbreed of ghoul, hobgoblin, and troll from weapon would not be difficult. Imagine a small jetting out of his shell. Then it struck me: Let’s the D&D game, was originally a typo that was army armed with them, firing behind shields have the Godzilla monsters in the AD&D® game! quickly seized upon and expanded by game before charging with their “maces.” I hope that So, here I am, furiously penning this to you in designers in this company’s early days. lots of DUNGEON MASTERS™ use them! hopes that I’ll see them in your next issue. How about it? These movies are cult classics, and it seems to me that a majority of players would get a humongous kick (no pun intended) out of running into one of these Oriental monstrosi- Abdominal error ties. Imagine your PCs witnessing or being involved in a virtual Clash of the Radioactive Dear Dragon, Titans—Godzilla, Godzuki, King Kong, Gamara, I have found a mistake in one article in issue Mothra, even Inframan! How about it? #185, and I have a question about another. Scott Starkey Under “Jalath’gak” (in “Mastered, Yet Untamed”), Phoenix AZ Timothy Brown says that the three sections of an insect’s body are “head, body, and thorax.” Look up “Gargantua” in the AD&D 1st Edition This should read “head, thorax, and abdomen” volume (page 120) or in the (or the equivalent names). The wings and legs of Kara-Tur appendix to the Monstrous Compendi- an insect are connect to the thorax, the middle um, and see if these mega-monsters answer section. The abdomen stores food. In the wa- your prayers. (Personally, I’d make them a lot troach, the chamber corresponds to the tougher, like giving the reptilian guys AC –10 thorax. The legs are connected there, as the with maximum hit points and immunity to picture (but not the text) clearly shows. As with electrical attacks, and I’d further detail their the jalath’gak, food is stored in the abdomen. castle-stomping, city-smashing, and gargantua- My other comment concerns ’s wrestling abilities, but that’s a matter of taste. “Magic in the Evening.” I can see the aspects of The reptilian gargantua could also be given a the two spelldream spells that involve invoca- LOOKING FOR fiery breath double the size of a red dragon’s, tion and illusion/phantasm, but don’t these two and the humanoid gargantua should be able to spells primarily use abjuration magic for dispel- MORE GAMERS? climb any structure to fight off hoards of flying ling? This looks like someone repeated the carpets, etc.). You can, of course, use the tarras- schools for the dream spell rather than thinking que, the roc, the kraken, and other “normal” about what school(s) spelldream should be. You may think you’d have to tra- monsters to terrify characters. The meeting of the real “Game Wizards” in vel to another planet to find a My only other suggestion regarding these “Magic in the Evening” was an intriguing idea. game convention. Finding friends monsters is to use the statistics for sprites Will Ed Greenwood do more articles like this one? seems to expect him to do so. who are also gamers can be a (minus flying and all magical abilities but one) to problem, too. Put your scoutsuit generate the two miniature girls required to Tim Emrick sing the summon insectoid gargantua spell. Normal IL away and turn to the Convention Calendar in this magazine. There Your editor was very embarrassed to have the may be a game convention closer “thorax-abdomen” error see print, since he once “Pegasaurs” made straight As in high-school biology class, to your home than you’d think — particularly in identifying animal and plant and conventions are a great place found! parts. to find friends who share your in- Simply add “abjuration” to the schools for the terests. Whether you like board- Dear Dragon, spelldream spells. games, role-playing games, We received your issue #185 today. On page 4 Finally, yes, you might very well see more is a letter from John Cannon about a “pegasaur.” meetings between the mages in the future, but miniature , or just I believe he is actually referring to a pegataur, we’ll keep the secrets of those to ourselves for browsing around, a game conven- the pegasus-centaur creature on card 722 in now. tion can be all you’ve hoped for. TSR’s 1991 AD&D™ trading-cards set. There is Plan to attend one soon. also a full-page picture of a pegataur as a page divider in the , volume 2. I do not believe it appears in other AD&D

DRAGON 7

10 NOVEMBER 1992 by David Howery Artwork by Lissanne Lake The AD&D® game includes statistics for source of information. For many predators surprise bonuses of the races many mundane animals: lions, elephants, and prey, the sense of smell is supreme; (, duergar, svirfneblin, etc.) should etc. While a few of these creatures have deer and canines have a sense of smell so not apply against animals, since the latter special attacks, most are assumed to sim- keen as to be unimaginable to humans. In rely on more than just vision. Cut off from ply wade into combat with claws and teeth addition to knowing what kind of animal their sense of sight, humans and demi- bared, fighting to the death. This is far left a scent trail, an animal can often de- humans are extremely vulnerable in the from realistic and denies the beasts their termine the first animal’s sex and size, and dark; animals, which rely on several sens- best tactics. This article presents some of even know how long ago it passed by. The es, would be less so. the tactical combat methods used by ani- hearing of many animals, canines in par- Critical hits: This is similar to the “called mals in the real world, expressed in ticular, extends into ranges far greater shot” from the Complete Fighter’s Hand- AD&D 2nd Edition rules. than humans. Human vision is actually book, which allows a strike against a spe- Before going into details about tactics, good compared to that of animals, but cific body part. However, this is an three general features of real-world ani- some creatures surpass us here, too. Ea- instinctive attack for animals, not a mals must be discussed: gles and other birds of prey have very learned one. A critical hit is any successful Strength: Not only are many real animals keen sight, while cats are famed for their attack that occurs on an attack roll that is larger than humans, nearly all are strong- night vision. Mammals often have two or four or more higher than the number er, pound for pound. For a number of more of these keen senses; combined with needed to hit, or on a natural 19-20 in any biological reasons, humans have juvenile their instincts, these mammals receive a case. Critical hits have specific functions, muscle characteristics, even in adulthood; great deal of information from their sur- as noted in the tactics section. animals do not. Thus, a lion that weighs roundings every second. around twice a man’s weight has 10 times Because of these senses, I recommend Tactics an average man’s strength. The strength that the surprise rules be adjusted. Wild These nine tactics are used only by packed into a tiger, bull, or bear is im- animals should be surprised less often animals with certain innate weaponry. As mense. In terms of what they can carry, than humans and all their kin. In the usual, the DM™ must determine if a partic- some animals are stronger than fantasy- AD&D 2nd Edition game, penalize charac- ular animal can use a special attack, as game ogres and even some giants. This ters approaching a beast with superior circumstances dictate. principle can even be seen in small ani- eyesight, hearing, or smell by –2 in their Biting bonus: Many animals have a claw/ mals like the house cat, which can leap chances to surprise their prey for each claw/bite attack routine. Roll the claw comparatively great distances; in relative uprated sense the prey possesses, to a attacks first. If both are successful, the terms, humans cannot match the cat’s maximum penalty of –4. In the AD&D 1st bite attack gains a +2 to hit. In real life, strength. Edition game, animals and animal-like claw attacks serve to give a secure grip for Senses: While the sharpness of senses monsters (e.g., pegasi, unicorns, and blink the bite. varies among species, many animals have dogs) are surprised on a roll of 1 on 1d10; Bite and retreat: Two very different one or more senses that far surpass those those with two or more powerful senses animals use this tactic: poisonous snakes of men. Sight is not always their main are surprised on a 1 on 1d20. The special and sabre-tooth tigers (Smilodons). Even

DRAGON 11 the giant versions of the poisonous snakes done on the run, slowing briefly to make rhinoceroses are too small to swallow humans whole, so the attack, and the animal continues to Trampling: MC1-3: herd animals (all), there is no reason for them to fight to the run after the attack, successful or not. A dinosaurs (all of size L or larger), ele- death. A poisonous snake’s usual tactic is critical hit (the animal may use only its phants (all), horses (all), Pleistocene ani- to deliver one bite, then retreat to a dark bite attack) means that the animal has mals (Baluchitherium, titanothere, wooly hole or brush, where they wait to see if gotten a solid hold on its prey and inflicts rhino); MC4: stags (all); MM: bulls, giant the venom works. automatic bite damage every round as the goats, hippopotami, Irish deer, giant rams, Sabre-tooth tigers have been featured in animal runs off with the victim in its rhinoceroses (all) fantasy novels for years, and the AD&D mouth. game version is given hefty damage rang- Strangling: Many predatory mammals do Conclusion es. The reality is less exciting. Sabre-tooth not kill by mauling their prey to death. The use of these tactics can turn an cats probably ignored small, fast prey, Instead, they instinctively try to get a ordinary animal into a much more danger- concentrating on large, slow creatures. choking hold on the victim’s neck, shutting ous opponent. For example, a lion can leap These cats did not leap on these animals down the air, blood, and nerve pathways. onto a player character (possibly stunning and maul them to death. Instead, each In game terms, a critical hit on a bite at- him), use its claws to gain a possible bonus used its swordlike fangs to inflict a single tack means that the animal has gotten a on the bite, use its bite to possibly gain a pair of deep wounds in an unreachable choke hold on the victim’s neck, inflicting strangling hold, and still use its normal area, such as the rump. The cat then automatic maximum bite damage each raking rear-claws attack. A buffalo can moved away and let the animal bleed to round the choke hold is maintained. This charge, gore, toss, and trample. Hyenas death. For game purposes, assume that a tactic cannot be used against characters are deadly to low-level , thanks to critical hit inflicts a bite attack too deep to with full helms, plate mail, plate armor; or the former’s snatch-and-run tactic. heal on its own; the wound then bleeds similar protections, as the neck is too well At the DM’s option, animal-like monsters for 1d6 hp damage every round until protected. may use some of these tactics. For exam- bound or magically healed. Tossing: Large animals with horns often ple, a hell hound is so much like a dog that Charge: Several large animals are capa- have a charge attack. Some of these ani- it could use the strangling hold. The DM ble of charging and ramming an opponent, mals are capable of tossing characters into will have to judge each case. Even mun- as noted in their descriptions. This is the air. If these animals make a critical hit dane animals cannot use these tactics all devastating when used against humans, on the charge, use these tossing rules the time, depending on the circumstances but it is rarely treated as more than a instead of the charge rules given above. (e.g., a halfling tied to a log cannot be range of damage. On a successful charge The victim is thrown 1d6 +4 feet into the taken on a snatch-and-run attack). How- attack, the victim will be thrown 1d6 +4 air and must save vs. paralyzation at a –2 ever, these tactics make mundane animals feet, requiring a save vs. paralyzation to or be stunned for 2-5 rounds. a much greater hazard. These most com- avoid being stunned for 1-3 rounds. Some Trampling: Many creatures are capable mon of monsters have spent eons learning animals are capable of tossing an oppo- of trampling humans, as noted in their instinctive attacks, and should be allowed nent on the charge (see following), but this descriptions. While this is a damaging full use of them. occurs only on a critical hit on the charge. attack, it is also a potentially immobilizing Drowning: This is a tactic used by croco- one, due to blows to the kidneys or lungs. diles. These reptiles seize prey from am- In game terms, there is a 2% chance per Bibliography bush, attempting to get a firm hold with hit die of the animal that the victim is There are hundreds of books available its jaws. On a critical hit, the crocodile’s stunned for 1-3 rounds with each success- on the lives of wild animals. The list below jaws are firmly clamped on the victim. The ful trampling attack. gives those books that are useful in de- croc then drags the victim underwater. scribing how animals attack, and their Once there, the victim lasts only a few Who does what interactions with man. rounds before drowning (see the Player’s The following gives the animals that are Handbook, page 122; the character is capable of using the tactics given herein. Burton, Dr. Maurice, and Robert Burton assumed to be exerting himself). Others The AD&D game source for each animal is (ed.); The International Wildlife Ency- may attempt to pull the victim free, but given: MC = volume of the Monstrous clopedia (20 volumes). Marshall Cavend- this requires at least 10 points of strength Compendium; MM = AD&D 1st Edition ish Corp.: New York, 1969. for every hit die of the crocodile. If the . Caras, Roger A. Dangerous to Man. Chilton croc feels the prey being dragged away, it Biting bonus: MC1-3: bears (all); great Books: Philadelphia, 1964. shakes the victim vigorously, requiring cats (all), eagles (all), hawks (all), owls (all); Hellman, Hal. Defense Mechanisms. Holt, each puller to make a dexterity check or MM: apes (gorillas) Rinehart, and Winston: New York, lose his grip; the shaking inflicts double Bite and retreat: MC1-3: sabre-tooth 1969. bite damage to the victim in that round. If tigers (see Cats, Great—Smilodon), snakes Jenkinson, Michael. Beasts Beyond the the victim is successfully pulled for two (all poisonous), centipedes (all), spiders (all) Fire. E.P. Dutton: New York, 1980. consecutive rounds, the crocodile gives up Charge: MC1-3: herd animals (all horned: Milne, Lorus J. and Margery. The Senses and releases its prey. antelope, buffalo, cattle, sheep), dinosaurs of Animals and Men. Atheneum: New Leaping/Dropping: Many predators (all horned: Monoclonius, Styracosaurus, York, 1948. attack their prey from ambush, closing the Triceratops), Pleistocene animals (wooly Ricciuti, Edward R. Killer Animals. Walker distance by dropping on the prey from rhino, titanothere); MM: bulls, giant goats, and Co.: New York, 1976. above or leaping. What the rules ignore is Irish deer, rhinoceroses Street, Phillip. Animal Weapons. Taplinger the impact of a heavy animal on an up- Drowning: crocodiles (all) Publishing Co.: New York, 1971. right human frame. If the animal hits with Leaping/Dropping: MC1-3: great cats both claws or makes a critical hit, the (all), dinosaurs (Deinonychus), dogs (all), In addition, Gregory Detwiler’s article victim is knocked prone and must save vs. hyenas (all), wolves (all) “By Tooth and Claw,” from DRAGON® issue paralyzation or be stunned for 1-3 rounds. Snatch and run: MC1-3: dogs (all), hye- #116, gives a good discussion of the dan- Snatch and run: This tactic is used by nas (all), wolves (all) gers of mundane animals and a history of fast, stout predators. It can only be used Strangling: MC1-3: bears (all), great cats famous real-world man-eaters. The article against small and light prey, including (all but Smilodon), dogs (all), hyenas (all), gives no real game rules, but it shows gnomes and halflings. The maximum prey wolves (all) what mundane animals are capable of weight allowed for this attack is 25 lbs. Tossing: MC1-3: herd animals (buffalo, doing. per hit die of the predator. This attack is cattle), dinosaurs (all horned); MM: bulls,

12 NOVEMBER 1992

Deadlier Dinosaurs

by David Howery Artwork by Bob Walters

Horribly wonderful things to do to your Jurassic encounters

One of the cleverest science-fiction nov- dinosaurs, most of which appear in MC3, is that simple. There are too many differ- els to come on the scene in recent years is the FORGOTTEN REALMS® supplement to ences between reptiles and dinosaurs for Jurassic Park, by Michael Crichton. The the Monstrous Compendium. This article that neat theory. Some of these differences novel tells the story of a wealthy eccentric is particularly appropriate to the include: who funds a genetic-research lab that FORGOTTEN REALMS setting, which has Stance— Look at a picture of a or succeeds in cloning dinosaurs from an- the land of Chult, a “lost world” with thriv- alligator. Note that its legs project out cient DNA traces. The methods of obtain- ing populations of dinosaurs. horizontally from the body, giving it a ing the DNA are particularly clever. Of The general descriptions of the dino- squatting stance. Dinosaurs, however, had course, the recreated dinosaurs escape saurs in the Monstrous Compendium are legs that projected vertically down from confinement, and the poor humans are somewhat flawed. First, not all dinosaurs their bodies, so they stood more like birds forced to battle rampaging multiton behe- are immensely stupid. Some took very and elephants, not lizards. moths for their lives. good care of their young in communal Body temperature— It is very likely that The most outstanding features of Crich- nesting sites. Sauropods, such as Bronto- some dinosaurs were warm-blooded, not ton’s dinosaurs are that they are not the saurus, did not live in swamps and lakes; cold-blooded like reptiles. Several were clumsy gallumphing beasts of common they roamed dry ground near open for- built for achieving levels of speed and perception. They are as varied as modern ests, much like giraffes. The same is true activity that are impossible for a cold- creatures, having the aspects of birds, of the duckbill dinosaurs. blooded reptile; carnosaurs like Deinony- great cats, and vipers—and being believ- chus show this feature very well. able, too. Body covering— Fossil evidence shows This new look can be applied to the that dinosaurs had grainy skin with a dinosaurs of AD&D® game worlds. This The nature of the beasts pebblelike texture, rather than the scales article gives some various options that can Officially, dinosaurs are classified as of modern reptiles. A number of ptero- be applied to the AD&D game statistics for reptiles, but few paleontologists believe it saurs actually had hair, while a few coelur-

DRAGON 15 osaurs may have had feathers; these latter high intelligence. While none are likely to small, light dinosaurs. Of course, as in the dinosaurs were probably the ancestors of be as smart as humans, they could ap- case of the cheetah, such speeds can be the birds. proach the levels of the higher mammals. maintained for only 2-3 rounds. Deinony- As a final note, it should be pointed out In Jurassic Park, a vicious carnivore called chus is much larger than Velociraptor and that some animals commonly thought to Velociraptor has the intelligence of a chim- can sprint at MV 35 for only two rounds. be dinosaurs were actually reptiles. Ple- panzee. This, combined with its long and Even larger carnosaurs such as Allosaurus siosaurs and ichthyosaurs were sea- dexterous claws, gave it the capacity to and Megalosaurus can manage a one- dwelling reptiles, and pterodactyls were open doors and devise cunning ambushes round sprint at MV 25-30. Of course, the flying reptiles. (Velociraptors were the main villains in the largest dinosaurs are too bulky to move at novel). very high speeds, but it is likely that all Intelligence This is close to what scientists believe could outrun humans for a short distance. It is unclear as to why some creatures was true for dinosaurs. Velociraptor was a Rhinos and elephants can do this, but only develop higher intelligence than others, member of the dromaeosaur family, a for a minute or two. Even squat and bulky and what features give this intelligence to group of carnosaurs that included Dein- crocodiles can move blindingly fast for a these creatures. In general, the most intel- onychus from MC3. This and closely re- short time. ligent creatures have a high ratio of brain lated groups had the largest brain-to-body One note on movement: Dinosaurs did weight in relation to total body weight, ratio of the dinosaurs, and so are likely to not waddle like crocodiles, but moved This is not a complete test, since some have been the most intelligent. Most dro- upright like birds or elephants. Many were whales have a higher ratio than humans, maeosaurs could have been at least as probably graceful in movement. Their tails even though humans are far more intelli- intelligent as lions or leopards, making did not drag on the ground, but were held gent. It is also unknown why such dissimi- canny hunters. Other dinosaurs may have out level in the air behind them. lar creatures as primates and dolphins had complex social behaviors similar to develop high intelligence. Parrots are far those of mammals; in particular, herd Coloring more intelligent than other birds, for no dinosaurs may have behaved like modern Modern animals have a wide range of obvious reason, Even the lowly octopus is cattle or deer, colors, from iridescent snakes to striped fairly intelligent, compared to other inver- cats; it is likely that dinosaurs had a simi- tebrates, but it has no obvious features Speed lar range. The very largest of dinosaurs that account for its brain power. The modern cheetah is the fastest land were probably dull gray and brown, like The DM can make his dinosaurs smarter animal, reaching speeds of up to 60 MPH. modern pachyderms and crocodiles. The than their brain size warrants, since no In Jurassic Park, Velociraptor was similar- smaller ones could have had any range of one knows exactly what it is that allows ly speedy. This is not unreasonable for coloring. Some of the dinosaurs in Jurassic Park were spotted like cheetahs and striped like tigers, perfectly reasonable patterns for small carnivores. These color patterns are not for show; they help the animal blend into its surroundings. Her- bivores that lived in herds may have been striped like zebras or spotted like giraffes. Other dinosaurs may have had the bright colors of modern lizards and snakes, While coloring is not a game statistic, it can be used by a DM to sow confusion among the PCs. Imagine a group of PCs who see a flash of orange hide with black stripes. They may think it is a tiger moving in the trees, when it is actually a Deinony- chus closing in, with several of its pack nearby.

Poison One of the ingenious characteristics of the dinosaurs in Jurassic Park was the poisonous bite of two species. Poisonous dinosaurs are not farfetched; dinosaurs are related to both reptiles and mammals. There are a number of poisonous reptiles, and a primitive mammal, the solendon, also has a mildly poisonous bite. Large dinosaurs with powerful jaws are not likely to be poisonous; the most likely candidates are those with weak jaws or small size. Small coelurosaurs and weak- jawed dilophosaurs are the poisonous dinosaurs in Jurassic Park. The DM can include others with similar characteristics,

Senses While reptiles generally have poor sens- es, there is no reason that dinosaurs must be the same. For all that is known, some may have had very keen senses. Carni- are likely to have had good senses of vision and smell in order to track prey. Dilophosaurus larger than that of Tyrannosaurus rex. Large herbivores may have poor vision (This is an addition to the information The total length of Kronosaurus was 42’, but an excellent sense of smell, like mod- given on this dinosaur in the Monstrous but the body was massive and thick, not ern rhinos. Compendium). This carnivore was a carno- elongated as in Plesiosaurus. This beast A unique sense among some poisonous saur with a pair of semicircular bony looked much like a crocodile with flippers. snakes is that of sensing heat. Through crests on the top of its skull. Armed with It fed on large fish and squid. Creatures special “pits” near their eyes, a variety of tiny claws and weak jaws, Dilophosaurus up to man-size will be swallowed whole on snakes called pit vipers are able to judge seems to be a poor predator. However, this a roll of four or more over what it needs how close a warm-blooded animal is to it. carnosaur has poison glands in its jaws; a to hit. Since they are closely related to reptiles, bitten victim must save vs. poison or take some small carnivorous dinosaurs may 10 hp/round damage for 2-8 rounds (a Shonisaurus have had similar abilities. successful save results in the loss of only 5 This was the giant of the ichthyosaur hp/round for 1-4 rounds). Dilophosaurus family, a group of marine reptiles that New monsters can also spit this poison up to 20’, but this resembled long-snouted dolphins with Several new dinosaurs and their rela- lessens its effectiveness. Failure to save vertical tail fins like a fish’s Shonisaurus tives are presented here in AD&D game against this spitting attack causes 5 hp/ had a huge guppy-shaped body with pow- statistics. Included is Velociraptor, the round damage for 2-8 rounds to the victim erful elongated jaws; overall, Shonisaurus main villain in Jurassic Park, and an up- (2 hp/round for 1-4 rounds if the save is was 49’ long. Oddly, the front and rear date on Dilophosaurus. made) and blindness if a second save vs. pairs of paddles were of equal length—an breath weapons is failed. If the poison is unusual feature in aquatic vertebrates. Deinosuchus washed off, the damage stops at once, but The jaws of Shonisaurus are too narrow to This is a huge crocodile, nearly 50’ long, this must occur within two rounds. In any swallow man-sized prey whole, although that was a contemporary of the last dino- event, the blindness lasts for 2-5 hours. smaller-than-man-size creatures will be saurs. The skull of this beast was 6’ long. Dilophosaurus prefers to attack by first swallowed whole on a roll of two or more Like modern species, Deinosuchus lived spitting poison, then mauling the blinded over the number needed to hit. The bite along lakes and rivers. It fed on small victim. It hunts in small groups of 1d6 +3 does great damage. dinosaurs, possibly of up to duckbill size, adults. attacking from ambush. It could make a tail swipe against up to four man-sized Kronosaurus opponents to its rear for 3d10 hp damage. This was the largest of the plesiosaur Deinosuchus can move at a sprint of 20, family, but it looked little like its relatives. but for only one round; it does this out of Kronosaurus had a short, thick neck and a ambush, giving it a –1 bonus on surprise huge flat skull similar to that of a croco- rolls. dile. At 9’ long, Kronosaurus’s skull was

DRAGON 17 Velociraptor MV 45 for three rounds, then must rest at at +2 to hit. This dinosaur is as intelligent This vicious carnivore is deadly. A a maximum speed of 20. Velociraptor as an ape, and it uses this cunning in hunt- smaller relative of Deinonychus, Velocirap- holds nothing back when it attacks. It uses ing to set up feints, lures, and surrounding tor also lives in packs and hunts with great its bite, both front paws, and a ripping tactics (it excels at ambushes, giving it a cunning. They move with blinding speed; sickle claw on each back leg. If both front –2 modifier to surprise prey). like a cheetah, Velociraptor can travel at paws hit the victim, the rear claws strike

New Dinosaurs’ Statistics Table

Deinosuchus Kronosaurus Shonisaurus Velociraptor CLIMATE/TERRAIN: Subtropical/tropical, Subtropical/tropical, Subtropical/tropical, Subtropical/tropical, freshwater any water any water any land FREQUENCY Rare Rare Rare Uncommon ORGANIZATION: Solitary Solitary Solitary Pack ACTIVITY CYCLE: Day Day Day Night DIET: Carnivore Carnivore Carnivore Carnivore INTELLIGENCE: Animal (1) Animal (1) Animal (1) Low (6) TREASURE: Nil Nil Nil Nil ALIGNMENT: Neutral Neutral Neutral Neutral NO. APPEARING: 1-3 1-2 1-2 1d6 +10 ARMOR CLASS: 4 7 7 6 MOVEMENT: 12, Sw 15 (20 sprint) SW15 SW 15 20 (45 sprint) HIT DICE: 17 17 18 3 + 3 THAC0: 5 5 5 16 NO. OF ATTACKS: 1 bite or 1 tail 1 bite 1 bite 2 foreclaws, 1 bite, swipe 2 rear claws DAMAGE/ATTACK: 6d8 or 3d10 7d8 5d8 1-2/1-2/1-6/2-8/2-8 SPECIAL ATTACKS: Ambush Swallow whole Swallow whole Ambush SPECIAL DEFENCE: Nil Nil Nil Nil MAGIC RESISTANCE: Nil Nil Nil Nil SIZE: G (49’) G (42’) G (49’) M (6’ tall) MORALE: Elite (14) Champion (16) Elite (13) Fanatic (18) XP VALUE: 10,000 11,000 12,000 270

18 NOVEMBER 1992

Magic of earth and wood: equipping the AD&D® 2nd Edition game druid

by Matt Posner Artwork by Karen L. Wann 20 NOVEMBER 1992 The AD&D® 2nd Edition DUNGEON friendship and mammal control as druidic these items can be manufactured by MASTER™ Guide contains only two magi- items. My reason comes from the Player’s druids of sufficient level using procedures cal items specifically intended for druids. Handbook, page 37. Speaking of druids, it like those detailed in the DMG. The staff of slinging and the staff of the says, “Their greatest concern is for the woodlands function properly only in the continuation of the orderly and proper Amulets of transformation hands of what one I cycles of nature—birth, growth, death, These amulets are carved from oak bark knew called a “dirt priest.” Being the play- and rebirth. . . . Only when the cycle and and are hung around the neck by cords of er of a druid myself, I eventually got a balance are disrupted does the druid woven mistletoe. Each amulet enables the staff of the woodlands when my druid was becomes concerned.” druid to transform into a specific animal, 9th level, but I found myself dissatisfied. Suppose a druid uses one of these rings which might be a mammal, bird, reptile, Everything it could do, my character could to animal friends or servitors to amphibian, fish, or insect. This transfor- do himself, with the exception of animat- follow and protect him. These animals are mation is like the transformation ability ing a tree and making it fight to the death removed from their ordinary activities, druids acquire at 7th level, except that it for him. That’s not something my druid often from their very habitats, and bent to does not heal hit-point damage and the wants to do all the time, since he respects the druids purpose. Their place in the druid using such an amulet radiates faint the natural sanctity of the woods. Why cycle of nature has been left unfilled, and alteration magic when transformed. To aren’t there more magical items to en- the cycle has been disrupted. This is not activate an amulet, a druid must be wear- hance the power of druid characters? what a druid wants to do. The druids ing it and must speak a command word. There are, of course, plenty of magical enable him to function in a natural Only one amulet may be worn at a time, items a druid can use. Besides magical setting and empower nature to defend and the druid must change back to human spears and scimitars, magical leather ar- itself more so that to wield nature as a form before using the 7th-level transfor- mor, and the generic items anyone can use weapon for his own ends. Remember that mation ability. A druid may use each amu- (like rings of protection), some magical the druids own animal friendship spell let he possesses once per day. items are particularly suited to the powers (PHB, page 198) “functions only if the Amulets of transformation are generally and character of the druid subclass. Rings caster actually wishes to be the animals found in group of two to five. Mammal of elemental command, which give a low- friend. If the caster has ulterior motives, and bird forms are common; the other level druid a taste of hierophantic powers, the animal always senses them” and resists forms are rare, as are the forms of ani- are a prime example, but there are also the spell. Animal friendship gains the mals larger than a black bear or smaller lesser rings, such as those of water breath- companionship of animals, not their slav- than a . Note that two druids who use ing and water walking; staves of swarming ish obedience. the same amulet on different occasions insects and thunder and lightning and Described here are some magical tools will look identical once transformed. The wands of earth and stone and flame extin- and objects that suit and enhance druidic amulet allows transformation into a partic- guishing. These are natural items for a powers without disturbing the cycle of ular creature recognizable by druids, druid to possess, but they aren’t the same nature at all. All of these items are effec- rangers, and members of the same crea- as magical plate mail and swords are to a tive only in a druid’s hands, except as ture species. When the transformation fighter, a staff of the magi to a wizard, or noted. If they require command words, occurs, the animal form is visibly as gauntlets of dexterity to a thief. the words are in the secret language of healthy as the druids form was before the I’d like to discount the rings of animal the druids. Except where noted otherwise, transformation. If the druid is killed in DRAGON 21 animal form, he reverts to his original at any time. The druid radiates strong within one-half mile of here”), or specific shape and the amulet crumbles into dust. alteration magic while in elemental form. (“Cut only ripe blackberries the size of the XP Value: 350 each Finally, each of these rings gives the ball of my thumb or larger, and always wearer the power to cast a certain spell leave half the blackberries on every Claws of the bear once per day. The ring of the earth hiero- bush”). This minor magical item consists of a set phant enables the wearer to cast stone This item is usually created by high-level of supple gauntlets which, upon mental shape at the 17th level of ability; the ring druids to reward beneficial services per- command, extrude sharp, enchanted bear of the fire hierophant enables the wearer formed by lesser members of the circle. To claws (the gauntlets save vs. attacks as soft to cast flame walk at 18th level; the ring of possess one is a symbol of status among metal). The druid wearing these gauntlets the water hierophant enables the wearer other druids. has two attacks per round in melee com- to cast water walk at 19th level; and the XP Value: 1,300 bat. The gloves are +1 weapons, and each ring of the air hierophant enables the inflicts 1d3 +2 hp damage per strike. wearer to cast air walk at the 20th level. Square-meal seeds Additionally, a druid using these claws XP Value: 4,000 each These magical seeds usually come in a may climb trees with no chance of falling packet of 10d10 seeds. When planted in at and may climb irregular stone surfaces Ring of the little people least 1” of dirt and commanded in the such as mountains and mortared walls as This ring is usually made to seal a bond druids’ language to grow, a seed grows in a thief with a base 75% success rate, modi- of friendship between a druidic circle and one turn into a 3’-tall tree with 1d4 +5 fied by race and dexterity. the faerie folk of the forest it protects. Its mango-sized fruits. Each fruit is sufficient XP Value: 500 manufacture requires the cooperation of to nourish one human, demihuman, or six representatives from at least two kinds humanoid for one day. The stalk and Mistletoe wand of faerie creatures. The wearer is immune leaves of the plant are sufficient to nour- This wand is created by druids who to the spells and innate powers of all syl- ish as many horses or mules as there were expect to spend extended periods of time van and faerie creatures, including ato- fruits. There is a 5% chance that each away from their native grove. When man- mies, bookas, brownies, buckawn, dryads, fruit grown will cure either 6d4 hp dam- ufactured, such a wand has exactly 80 korred, leprechauns, nixies, nymphs, age or one magical or nonmagical disease charges (if found, it has 80 –2d20 pixies, pseudodragons, quicklings, satyrs, (50% chance of either, if curative ability is charges). The wand transforms into a sprites, sylphs, and will-o-wisps. The wear- indicated). The druid who grew the plant shillelagh (as the first-level spell) at no er can also speak and understand two to is able to recognize such fruits. expenditure of charges. For one charge five additional languages (to be determined Square-meal seeds grow in any weather per round, the druid may use it to cast by the DM™) of the creatures listed above. conditions. They must be planted one at a any one of these spells: invisibility to ani- Once a day, the druid may cast on himself, time, a process requiring one round, mals, locate animals or plants, detect in the same round, the spells reduce and though a number can be invoked at once if snares and pits, and pass without trace improved invisibility. Reduction is to a simultaneously buried. If a plant growth (wielder only). The most important power height of 6” -24”, which may be modified spell is cast on one before it is invoked, the of the wand, however, is its use as a substi- within that range after the spell’s casting plant grows the maximum number of tute for greater mistletoe. Any spell that by a round of concentration. The com- fruits, but is not otherwise affected. The requires mistletoe as a material compo- bined spells last for a maximum of six plant, once grown, is not unusually hardy; nent may be cast with this wand as the turns; the druid may cancel them at any adverse weather conditions that would kill component instead (one charge is expend- time. other plants will destroy it. The tree dies ed if the wand is used this way). To do so, XP Value: 4,000 (and its substance becomes decayed and the druid grasps the wand and speaks a useless) in 1d4 +2 days. Its fruit cannot be command word; these actions do not delay Sickle of the harvest stored or preserved for more than one day. the casting of the spell (there is no initia- This sickle is a +2 weapon and has a Neither the seeds nor the plants radiate tive penalty to use this wand). The wand limited dancing ability, functioning as a magic, though any druid will recognize cannot be recharged. If the wand is buried dancing sword in the DMG, except that it them for what they are. A dispel magic cast in the grove where it was made after its dances for only two rounds and retains its at a packet of seeds will destroy 10d10 of charges have been depleted, the amount +2 bonus for both. It is a +4 weapon them. Neither the seeds nor the plants are of mistletoe available for harvest from that against all plant creatures of nonneutral sentient, and they are not affected by dru- grove during the next full moon will be alignment. idic spells other than plant growth. twice the normal amount. The real power of this sickle is as a XP Value: 10 per seed XP Value: 1,500 harvesting tool. When given a command word, it animates and flies through the air, Wooden armor of the east Rings of the hierophants harvesting edible plants in the area desig- This armor closely resembles banded There are only four of these powerful nated by the druids mental command. For mail, except that it is made from strips of rings known to exist, one of each type. example, it can harvest one-half acre of highly flexible wood treated and enchant- Their creation requires the efforts of a corn or wheat per turn, continuing to do ed to be no more cumbersome than leath- hierophant druid capable of entering the so indefinitely unless it is willed to stop, er armor. It offers protection equivalent to elemental plane that corresponds to the completes its task, moves a mile away chain mail +1 (AC 4). In addition to its powers of the ring. Each of these rings from the druid who commanded it, or is protective value, this armor is silent and enable a druid to speak and understand the physically or magically attacked. In any of can be concealed beneath normal clothing. language of the corresponding elemental these cases, the sickle immediately returns For these reasons, it is highly prized. Un- plane, and once a week the wearer may to the druids hand, arriving within one like the other items here, this item may be polymorph himself into the form of an round unless physically obstructed or worn by characters others than druids. elemental of the associated type. In elemen- destroyed. To obstruct it physically re- Clerics and fighters may wear it to full tal form, the druid retains his normal hit quires that it be completely enclosed in an effect; thieves may wear it, but may not points, but in all other senses is a 12-HD object of stone or metal; it slips free of any perform thieving skills in it other than elemental. This transformation otherwise living grasp and hacks its way through 3” picking locks and listening at doors. The functions as the druids 7th-level shape of wood in one round. armor does not include a helm, but it is change ability, including the healing of lost The commands given to the sickle by its sometimes found along with a wooden hit points. This transformation lasts for a wielder can be general (“Cut down every shield +1 of medium size. maximum of six turns and can be reversed stalk of grain and every piece of ripe fruit XP Value: 750

22 NOVEMBER 1992

24 NOVEMBER 1992 by Nick Parenti

Remember the dakon? An old race made new for the AD&D® game

Many of the creatures cataloged in the A brief synopsis of the creature’s statis- A shabby, intelligent ape with a reason- AD&D® 1st Edition game’s tomes are no tics follows, fleshed out for both editions able grasp of the common tongue, a dakon longer utilized, their gaming potential now of the AD&D game, with the two para- never attacks except in self-defense or to unnoticed. This is disappointing, since graphs that originally described it (edited recover treasure stolen from it. When it many of them diverge from the basic slightly): attacks, it does so with a +2 bonus to hit Tolkien-style races and monsters in both Dakon (1st Edition): FRQ uncommon; because of its strength and the sharpness appearance and characteristics. #APP 6-60; AC 5; MV 6”; HD 1 + 1; %LAIR of its claws, using each clawed hand to The following expanded description of 50%; TT E; #AT 2; Dmg 1-10/1-10; SA nil; inflict 1-10 hit points of damage. the FIEND FOLIO® tome’s dakon (a mon- SD nil; MR standard; INT average; SZ M; The dakon is usually a light brown color ster not found in the FIEND FOLIO appen- PSI nil; LVL/XP I/20 +2 per hp. with green eyes and black hands. It is dix to the AD&D 2nd Edition Monstrous Dakon (2nd Edition): C/T Tropical/ found in all locations except near large Compendium) is provided as an example of jungle; FRQ uncommon; ORG tribal; AC- expanses of water. It is normally on good what can be accomplished with limited TIVE day; DIET omnivore; INT average; terms with lawful humans and demi- resources (its original description was only TREAS E (community); AL LN; #APP 6-60 humans, though it has learned to distrust two paragraphs long). By choosing new (village); AC 5; MV 6; HD 1 + 1; THAC0 19; the motives of humanoids and so will not behavioral, cultural, and regional themes, I #AT 2; Dmg 1-10/1-10; SA missile); SD nil; communicate with them. constructed a more colorful and useful MR nil; SZ M; ML 11-12; XP 35 (more for creature. multilevel warriors and spellcasters).

DRAGON 25 The revised dakon than 1,000. Children and young adults level warrior in the community. In the jungles of tropical continents live make up 40% of any community; adult Competitions for the title of ghana are the gorilla-like dakons, who are seldom females constitute 35%, and the remaining held in each community about every five seen elsewhere. These advanced primates 25% are adult males. Mated couples never years, or sooner as the result of an exist- are powerful and proud, and they guard have more than two children at one time ing ghana’s death, cowardice, or failure to their culture with the same fierceness and usually remain together for life. Da- carry out his duties. The competition, with which they guard their young. kons have character classes among their open only to males, includes a ritual show Highly social beings, dakons can be more powerful members; of the males, of strength and fierceness through a visual found living in villages, towns, and even one in 10 is a warrior of level 1-6 (1st-level display that always includes bared teeth, cities. They build their homes in the larg- warriors start with maximum hit points). cries, chest-pounding, and excessive est of trees but are equally able to con- Each dakon community has a dominant arm-flailing. In the end, the most impres- struct their thatched houses on stilts. male called the ghana, or war chief. sive and persistent competitor is left stand- Climbing is no problem, as all dakon can His duties include leading the adult males ing as his former peers skulk nearby, climb trees and rough surfaces in calm, of his group in the defense of their com- submissively avoiding eye contact with unhurried circumstances; even in tense, munity and carrying out the policies and their new leader. Occasionally, two individ- combative situations, they have a 99% commands of the region’s kaya maghan uals prove worthy; in this event, the com- chance to avoid falling. Unaccustomed to (“king of the gold”). A ghana may choose munity splits. The senior ghana remains in using stone for building, their communi- his mate and gets first pick of any commu- the old community while the junior ghana ties are surrounded with wooden pali- nal property, including food. The most leads his followers to settle a new commu- sades for protection. powerful ghanas compete to become the nity. In the past, such incidents in the A dakon village has under 100 residents. kaya maghan when the latter position is competition for kaya maghan have lead to Towns have populations ranging from 100 vacant because of forced retirement or brief periods of . to 500, and cities rarely are home to more death. The ghana is always the highest- The kaya maghan is named so because his office gives him ownership of all gold mines worked by his people. He keeps whatever amount of gold he wishes and distributes the rest as gifts to his most loyal retainers, ghanas, and warriors. The dakon love gold and spare no expense in adorning themselves in gold jewelry. The mines are run by local ghana and worked by dakon criminals and slaves. Slaves are taken from the many other races found in the jungles near the dakon, such as gnolls, banderlog, kobolds, humans, elves, , and tasloi. Although dakons tend to dominate and look down upon the banderlog (the ba- boonlike folk from the 1st Edition Monster Manual II), the banderlog view the dakon as kin and have been known to fight alongside them against the brutal, evil, and often mad yuan-ti, qullan, tasloi, and gnolls. Part of this may be due to the da- kons’ possession of a form of beast- mastery over other primates; they are known to keep monkeys, gibbons, chimps, and gorillas as pets and guard animals. Although harder to train, carnivorous apes are also maintained in much the same way that other races keep war dogs. In fact, any nonhuman primates may be

Table 1 Dakon Ability Scores

Ability Min. * Max. * Strength 15 (12) 18/00 (18) Intelligence 3 13 Wisdom 3 18 Dexterity 8 18 Constitution 12 18 Charisma 3 18**

* Scores in parentheses are for female dakon. ** This applies to dakons only; the maximum charisma score to a non- dakon is 12.

26 NOVEMBER 1992 subject to a dakon’s innate animal friend- among males, while females prefer neck- If he survives, he gains the knowledge to ship ability, which functions like the cleric laces, nose rings, and earrings. pen spells, which may be written on spell but without the use of a holy symbol. Possessing little skill as blacksmiths, parchmentlike tree bark with berry inks. A dakon need only approach a primate their weapons and tools are made of Scrolls may be manufactured only by 7th- with an intelligence of at least 1 (animal) wood, stone, ivory, and bone. A dakon war level sakirs; they cannot make potions or and at most 7 (low), then spend one hour club is known as a knobkerrie and may be other magical items. speaking to and physically touching the elaborately shaped and carved. Wooden Occasionally during these hermitages, prospective follower. The primate has a shields covered with colorfully painted initiates discover that tempting powers 1% chance per hit point it possesses of leather are common, as are helmets made can be learned from fiends. Those who resisting the dakon’s wishes; only full, from the skulls of past opponents (AC 3 to seek this arcane knowledge become zaras unwounded hit-point totals are considered head at best). Dakons do not use armor, as (witch doctors). Zaras remain hermits, and here. If the primate resists the dakon’s they consider it cowardly. They sometimes most maintain their alignments, though influence, it will leave peacefully. Other- ride trained elephants into battle; each with great difficulty. A few zaras who seek wise, it follows the dakon and becomes its elephant is ridden by a mahout armed power too quickly or in too great a quanti- petlike associate, able to learn whatever with a club and a warrior armed with one ty often become the servants of their tricks it can be taught. Dakon care well for or more missile weapons (including rocks). demonic teachers. Eventually, their align- their primate followers but, because of the During wartime, a logical ghana leads ments change to chaotic evil; in extreme problems in caring and feeding for them, most of the adult males of his community cases, they become possessed. Zaras may usually avoid having many “helpers.” into battle. A few adult males are left make scrolls at their highest level, too. Dakon prefer the company of their own behind with the old and adolescent to Dakons are active traders. Dakon mer- kind. They have good relations with other defend their homes. Females are expected chants travel, often on elephants, in large, intelligent apes, such as the grommams to protect and care for the children and armed . Merchandise is carried from MC7, the first ® ap- are ferocious if threatened. Females al- by the elephants or on the heads of cara- pendix to the Monstrous Compendium. ways attempt escape with their young van members. Trained gorillas and carniv- They tolerate the presence of banderlog before resorting to violence. orous apes are employed as guards and and other primatelike or monkeylike be- Drum towers in each dakon community assist in foraging for food. These caravans ings, such as the hadozee from MC7. Hu- are used to pass news, report disasters, bring the fruits of the dakons’ mines (gold, mans, demihumans, and needlemen are coordinate relief, and make public an- silver, gems, and diamonds), as well as regarded neutrally; humanoids and giants nouncements from ghana of the kaya exporting ivory and slaves to other com- are greeted with antipathy (and threats of maghan. During battles, the signal drums munities in exchange for metallic mining attack); qullan, tasloi, and yuan-ti are of the dakon can be heard directing the tools, finished jewelry, fabrics, rugs, and hated and attacked on sight. action and making reports. Dakons also any other richly colorful items considered Dakon are almost exclusively traders imitate animal noises, howling to commu- exotic by the dakons. and hunter/gatherers. They practice agri- nicate over long distances. All dakon know Dakon justice is quick and harsh. Al- culture on a small scale by cultivating plots at least a few drum signals and howl-calls. though there is no death penalty, a ghana for individual needs. The males hunt on Aside from speaking their own language or sakir who tries a suspected criminal has foot or elephant-back using spears, jave- (which is based in large part on hoots, several options as he is both judge and lins, blow guns, or clubs, gaining bonuses grunts, finger and hand gestures, and jury. Punishments include banishment, in melee for their 18/91 strengths (+2 to body postures), most dakons are capable slavery, public service, mine labor, and hit, +5 to damage; all other lifting and of limited communication with apes and corporal punishments. All punishments door-opening abilities apply). These weap- know other racial languages common in are accompanied by the permanent re- ons are the same ones they use in war; their area. Most dakon are at least able to moval of a hand-wide strip of fur down they use their sharp claws only when they understand the common tongue if the the individual’s back, the mark of a crimi- have no other weapons handy. (Dakons conversation is kept simple, but very few nal. Due to the great shame this causes, have never learned wrestling.) One or two are fluent in it. crime is rare among dakons. Marked crim- carnivorous apes are often used to track, Dakon religion is based on the existence inals often flee, sometimes becoming ban- flush, and retrieve game. Females and of a spirit world where fiends and their dits to raid and steal for a living. Crimes in children are organized into foraging par- ancestors’ spirits live. The spirits, which dakon society include theft, murder, adul- ties with armed male escorts. The escorts are lawful neutral and equal at most to tery, cowardice in battle, destruction of check and maintain the community’s traps demigods, influence the material world community property, and failure to obey while the foragers comb the jungle in through magic and possession. Dakon the kaya maghan. Local ghanas add to this search of food and natural medicines. shamans are known as sakirs and perform list, often including the failure to obey the All the food gathered, as with most community service with the powers they ghana or a sakir. other property except for gold, is commu- receive from their ancestors. Each com- nity owned. The local ghana chooses what munity has a 25% chance of having a sakir Dakons are offered for use as intriguing is his; the rest is divided equally among of level 2-7, who will have 1-3 initiates nonplayer characters for game campaigns the populace. Occasionally an individual’s living with him and his family. Before an in tropical areas. The tables with this bravery in battle or prowess in hunting initiate can acquire the title and power of article offer information on converting earns him extra rewards, usually in the a sakir, he must survive a year as a hermit them into an NPC race with character form of gold jewelry. Bracers, arm bands, with no shelter but the jungle’s trees. His classes; their use as player characters is anklets, and head pieces predominate task is to commune with the spirit world. left up to the players and DM™.

Table 2 Dakon Class Statistics

Class HD Max. level Weapons Armor? Shield? Poison? Warrior (fighter) d10 10 spear, javelin, blow gun, dagger, knobkerrie (club) helmet only Yes no Sakir (priest) d8 7 blow gun, knobkerrie (club) helmet only Yes Yes Zara (priest/wizard) d8/d4 7/4 as per sakir no no Yes

DRAGON 27 TSR trademarks owned by TSR, Inc All rights reserved. by

If you have any questions on the games also might allow a character to pick up an psionic powers, except insofar as the produced by TSR, Inc., “Sage Advice” will extra devotion either inside or outside the character’s experience points are divided answer them. In the United States and primary discipline, but I don’t recommend equally among all the character’s classes. Canada, write to: Sage Advice, DRAGON® that you allow characters to acquire extra A multiclassed character with a wild Magazine, P.O. Box 111, Lake Geneva WI sciences or disciplines this way. Likewise, talent gets four PSPs for every level gained 53147, U.S.A. In Europe, write to: Sage it’s probably okay to let characters wish in each class. Multiclassed characters do Advice, DRAGON Magazine, TSR Ltd., 120 for a wild talent, though stern referees not divide new PSPs between classes as Church End, Cherry Hinton, Cambridge will make such characters roll to test for they do with hit points. CB1 3LB, United Kingdom. We are no wild talents when making the wish. DMs longer able to make personal replies; who do this should feel free to chuckle Can a psionicist using the Deto- please send no SASEs with your questions evilly if the percentile roll is low enough to nate science choose not to attack (SASEs are being returned with writer’s have revealed a wild talent without wish- friendly creatures within 10’ of the guidelines for the magazine). ing and should feel free to apply the nor- detonation so that they don’t take The sage ponders more psychic conun- mal consequences if the roll is 97 or damage? In other words, can a drums this month. Unless otherwise higher. I do not recommend that you allow psionicist detonate an ogre’s club, stated, all page references refer to the characters with wild talents to wish for but choose not to damage a fighter ® AD&D Complete . additional powers, but it should be okay to in melee with the ogre? let them wish for more PSPs. The Detonate description on page 38 Of course, characters can attempt to certainly seems to imply that the psionicist Can a wish be used to enhance a exceed these limits, but when they do so can decide which creatures within the 10’ character’s psionic abilities or to the DM should either declare that the wish detonation radius will be attacked. It is acquire psionic abilities? Or does does not work, or should impose some possible that the detonation will damage the fact that a wish is magical and sort of penalty on the character. “Okay, nothing—except the object that is psionics is not prevent this? Hurd the Magnificent, you can have the detonated—if the user declines to attack Although the DM™ has final say on any Mass Domination science. Of course, you creatures that might be in the radius. wish, there is no game reason that a char- are now a 5th-level human psionicist, not a acter cannot use one to gain or augment l0th-level elven wizard!” Can the Soften devotion be used psionic abilities. A wish changes “reality” As always, game-logic and game balance against a character employing the and can accomplish all manner of things reasons exist for these limitations. From Body Weaponry devotion? Are the that lesser magics cannot. the standpoint of game logic, the mortal effects of the Soften devotion per- All this however, begs a whole raft of brain can harbor only so many psychic manent? How large an object can be other questions, such as how much psi- powers before it turns to mush. High-level Softened? Can a Softened object be onics can be gained, and what kind. psionicists can command a wide variety of repaired? The “best” way to use a wish to increase powers only by virtue of long experience According to the Body Weaponry de- a character’s psionic powers is to improve and training. In terms of game balance, scription on page 57, an arm converted the character’s ability scores (DMG, page wishes should be introduced into a cam- into a weapon actually becomes wood or 11), which in turn can improve some or all paign only to let the players make minor metal or both. The DM has the final say, the character’s power scores. Increasing adjustments to their characters’ fates. If but I suggest that the arm/weapon be the character’s wisdom score also will the DM allows characters to use wishes to subject to all effects that can alter or de- increase the character’s inherent potential get cheap power, the challenge and fun of stroy the material including the Soften (CPH, page 13). Generous referees will adventuring quickly wear off. devotion, rust monsters, warp wood make such an increase retroactive. A wish spells, and so on. also might allow a character to increase At what level does a multiclassed Since Soften has a maintenance cost, his total PSPs, from two to 10 points. A character with psionics get his Softening lasts only while the power is wish certainly could allow a character to powers? maintained. Note that if the DM is willing “forget” one discipline, science, devotion, A multiclassed psionicist gains new to spend the time, you could stage a psy- or defense mode and replace it with a psionic powers and PSPs each time he chic contest between the two characters, power more to the character’s liking. If gains a level as a psionicist. The charac- with the Body Weaponry user striving to wishes are very rare in your campaign, it ter’s other class or classes do not affect his maintain the weapon while the attacker

DRAGON 29 tries to Soften it. This is playing fast and here. For example, while a character Meta- loose with the psychic contest rules (see Can a character using the Meta- morphosed into a werewolf cannot shift pages 22-24), but it fits with the spirit of morphosis science move at the new shapes (and thus avoid further system the game. form’s movement rate? Does the shock rolls) and is not immune to normal As the description says, Soften can affect user have any senses when Meta- weapons, a character Metamorphosed into objects that weigh 10 lbs. or less. The DM morphosed into an inanimate ob- a brick is immune to normal fire simply might allow characters to Soften small ject? If not, can the user change into because bricks don’t burn. pieces of larger objects, but I don’t recom- an object that is equipped with The power’s description goes out of its mend it. sense organs? Can the user physi- way to say that the user can change into cally turn into a powerful creature anything, so I’d be inclined to let PCs go What are the statistics for the ani- such as a margoyle or hatchling wild when picking forms into which they mals listed for the Animal Affinity dragon? Can the user turn into can Metamorphose. Nevertheless, some science? something fanciful such as an ani- limitations are in order, or PCs will abuse Statistics can be found in the various mated chair? the power. I suggest that you assume that Monstrous Compendium volumes, as fol- I suggest you treat Metamorphosis as a simple forms, such as bricks, have no lows, MC1: bull (cattle or buffalo subtypes slightly altered version of the polymorph senses except a faint sense of touch and in the herd animal entry), boar (any of the self spell (see PHB, page 161); unlike a pain. A character Metamorphosed into a three subtypes will do, but I suggest the polymorphing spellcaster, the Metamor- brick cannot see, taste, hear, or smell. He wild boar), elephant (I suggest the African phosis user is limited to forms that have can feel vibrations, however—even faint elephant subtype), grizzly bear (brown the same mass as his own body, and he ones from a man-sized creature walking bear subtype), lion (great cat entry), pan- must make a system shock roll when he nearby—and he knows when somebody ther (leopard subtype in the great cat changes form. However, the Metamorpho- tries to break him. The DM could allow entry), rattlesnake (normal poisonous sis user is not limited to the forms of crea- the character to turn into a brick with snake subtype in the snake entry), giant tures, and can maintain an assumed form eyes, ears, and nose so the character could scorpion (scorpion entry), tiger (great cat so long as he has PSPs to maintain the get more sensory input, but enemies will entry), percheron (draft horse subtype in power. The Metamorphosis user gets the more easily the character. That char- the horse entry), and wolf. MC2: ape, assumed form’s movement rate and armor acter also will have some vulnerabilities a barracuda, crocodile (common crocodile class, along with its physical attacks. He normal brick might not, such as suscepti- subtype), giant eagle (eagle entry) falcon does not get special abilities such as gaze bility to stinking cloud spells and harpy (small hawk subtype in the hawk entry), weapons, breath weapons, weapon immu- songs. Likewise, a character Metamor- griffon, peregrine falcon (large hawk nities, and so on. On the other hand, the phosed into a walking chair would have subtype in the hawk entry), and shark character does gain certain vulnerabilities visible joints and muscles. (any version of the common shark sub- and immunities that are intrinsic to the type). MC4: stag (wild stag subtype). assumed form. Common sense must rule

30 NOVEMBER 1992 DRAGON 31 by Richard A. Hunt

Artwork by Tom Baxa

The Tome of Magic introduced the con- The above wing types all impart addi- cept of a new specialist mage, the elemen- tional advantages other than flying move- talist, to the AD&D® 2nd Edition game. ment and advanced maneuverability. The However, there are only one to three rules for these abilities are as follows: elemental spells of each level in each of the four elemental spell lists in Appendix 1 Dart: The creature may, after spending of the Tome of Magic, with fewer at the one round hovering, completely change higher levels (seventh and above). The direction and move at one-and-a-half times spells described here are meant to make its normal flying speed for the next round the prospect of playing an elemental wiz- (round fractions up). This ability may not ard more attractive. Such wizards are be used more frequently than every three more versatile, both as PCs and as NPCs rounds and may be used only from a hovering position. Obviously, the Hover ability is needed for this ability to work. Elemental air spells Dive: If the winged creature dives for more than 100’, its speed is double its Wings (Alteration) normal flying speed. At the end of the Level: 7 Components: V, S dive, the creature may use its natural Range: 30 yds. +10 CT: 3 abilities (claws, bite, sting, etc.) or weapon yds./lvl. attacks at a +2 attack bonus and at double Duration: 3 trns./lvl. Save: Neg. normal damage. Common sense should Area of Effect: One creature prevail in all cases where natural abilities This spell allows the caster to gift a may not be effective. The DM™ may also creature otherwise unable to fly with a wish to modify the chances to hit further pair of usable wings. The wings always for different situations (cover, conceal- sprout from the creature’s back, and the ment, size, etc.). spell imparts the creature with the natural Flutter: This ability is always active for ability and know-how to use them. The this wing type. The creature moves in target creature must have a clearly defin- such an erratic fashion that opponents able back for the spell to take effect. The trying to strike receive a –2 penalty on wings are always comparable to the size of attack rolls. Fortunately, the winged crea- the creature. The creature cannot have ture knows exactly what it’s doing and is wings already; only one casting of this able to move and attack normally. spell is effective on a creature at any time, Hover: The creature may hover in place although wings from a spell previously for one round and change direction com- cast may be replaced by a new wing type. pletely in the next round. This also allows The caster must choose the desired wing the creature some versatility in perform- type from the following: ing tasks such as retrieving or placing stationary objects, attacking slow-moving Butterfly: MV 24 (MC: C); flutter aerial targets, or surveying the ground Dragon: MV 30 (MC: C); wing buffet below. The creature may attack normally Dragonfly: MV 36 (MC: B); hover, dart while hovering as well. Eagle: MV 48 (MC: D); dive Wing buffet: The creature may use its Hummingbird: MV 36 (MC: A); hover wings to buffet opponents with a short burst of air. No damage is ever done, al- Once the spell has been cast, the subject though opponents within 5’ are knocked creature must pass a system-shock roll. prone upon failing a dexterity check with Failure indicates that its body has rejected a +2 on the 1d20 roll. This ability has no the wings, which fail to appear. However, effect on creatures of a size larger than the creature is otherwise unharmed. Un- that of the winged creature. The creature willing creatures also receive a saving using this ability must be on the ground throw vs. spell as well as a system-shock and cannot be flying, and it cannot other- roll. This spell has no effect on poly- wise attack. morphed creatures. Finally, those affected by a wings spell are subject to all the appli- The wings vanish at the end of the spell’s rules of aerial combat (DMG, pages duration. However, airborne creatures are 77-78). affected for 1d2 rounds by a feather fall 32 NOVEMBER 1992 Elementary, of course—additional spells for elemental wizards

spell. This is a small safeguard built into Winds continually buffet and whip all the spell that allows, in such cases where targets in the area of effect, tossing them the caster is affected, for time to cast a through the air in various random new spell in order to maintain flight, select directions. In order to simulate the the best place for a landing, or make other swirling of wind in the area of effect, roll preparations for the fall. Once the feather 1d8 for the compass direction (1 = N, fall wears off, a nonflying creature then 2 = NE, 3 = E, etc.) and 1d6 x 10 for the plummets to the ground, taking normal distance in yards that each target is flung falling damage (DMG, page 72). through the air. However, the effects of the winds on all aerial targets are variable Airball (Evocation) according to the victims’ sizes. Level: 8 Components: V,S,M Small targets of 2 HD or less take 2-16 Range: 0 CT: 3 hp damage per round and are hurled Duration: Instant. Save: None twice the usual distance; attacking, Area of Effect: 10’-diam. sphere defending, and normal movement are When this spell is cast, a boulder-sized impossible. Man-sized targets are buffeted sphere of air under incredible pressure is as per normal rules, taking l-8 hp damage created within a 100’ radius of the caster. per round, but otherwise move at If cast in the air, the ball (which weighs half-speed and attack at –4 to hit. about 5 lbs.) immediately falls toward the Larger-than-man-sized creatures have ground. If it has fallen 20’ or more, the their movement reduced by one-third, but ball breaks into eight separate blasts of they aren’t buffeted about and take no wind upon striking the ground, each equal damage; larger beasts are unaffected. to a gust of wind spell in all respects Creatures composed of air (air elementals, (winds of 30 MPH) and each blowing in one aerial servants, etc.) are also completely of eight compass directions from the point unaffected by the winds created by the of impact (N, NE, E, etc.). In addition, the spell. The DM may deem that other winds stir up all local dust and dirt for 1d4 creatures with considerable power over rounds, limiting all vision to 10’ in their the air are likewise totally unaffected. areas of effect (if the airball lands on Spells that generate gaseous effects, such water, the spray blast has the same effect). as cloudkill, are immediately disrupted by The ball is a stormy blue in color and casting windwar. cannot be moved, if it fails to burst, once it Lightning also strikes out at selected touches the ground. The ball is stationary living targets in the area of effect: 1d4 and permanent until broken. The sphere single lightning bolts affect randomly is AC 6; any damage will penetrate its selected targets every 1d6 rounds as per sensitive surface and set it off, although the spell lightning bolt. The bolts do 3d6 touching or pushing on it won’t do so. hp damage to one target each, and a The material component for this spell is saving throw for half damage is applicable. an open area of air from which to draw Targets should be selected randomly by the compressed air for the sphere. The the DM. minimum area of air necessary is one In addition, thunderclaps sound every million cubic feet (an area 100’ x 100’ x time the lightning bolts strike. All targets 100’). Note that a vacuum is not created by in the air must save vs. paralyzation or be the casting of this spell. stunned for one round by the deafening thunder. Those affected are stunned and Windwar (Invocation/Evocation) unable to act for the round. Flying Level: 9 Components: V,S creatures with less than 8 HD also must Range: 0 CT: 9 make a second save vs. paralyzation to Duration: 1 trn. +3 Save: Special remain aloft, otherwise plummeting to rnds./lvl. earth. Area of Effect: l-mile-radius sphere The heavy, swirling rains in the area also This spell brings forth a powerful reduce visibility to one-half but cause no tempest of thunder, lightning, wind, and damage, except to those creatures affected rain that may damage multiple targets in by water. (As a general rule, such aerial combat with the caster. The primary creatures take 1d6 hp damage per round effect of the spell is its turbulent winds. in the area of effect.)

DRAGON 33 The caster must be airborne for the Elemental earth spells spells or hired help are needed to clean up spell to work, and it will cease to function the debris). The chance for a collapse also if its area of effect ever contacts the Stone sleep (Enchantment/Charm) increases to 10% per 5’ section unless the ground. The caster himself is never Level: 2 Components: V,S,M area is supported or braced. affected by the spell, save for the Range: 30 yds. CT: 2 If used in combat, the spell is slightly reduction in visibility, and any mount he Duration: 2d4 +1 Save: Neg. more effective against creatures of earth may be riding is likewise unaffected. The rnds. and rock than dig, causing 5d6 hp damage. spell follows the caster wherever he flies Area of Effect: One creature A successful save vs. spells also reduces and continues to affect all other targets in When this spell is cast, the mage forces the damage to half. The caster is required the area regardless of his wishes. one creature made of earth and stone, as to attack with the spell for two well as any from the elemental plane of consecutive rounds before any damage is Earth, into a state of dormancy. The caster done, due to the slow speed of the spells uses a tuning fork to create a deep, drilling effect. resonating tone over which he speaks the The material components of this spell verbal components. Once the spell has are a twisted bar of iron or steel and 500 taken effect, the creature simply stops in gp worth of diamond chips. These are its tracks, moving and attacking no expended in the casting. further. The creature is still aware of everything around it, but has been momentarily soothed by the tone of the Elemental fire spells tuning fork. The caster may only move at half normal movement while Searing serpent concentrating and must keep the tuning (Conjuration/Summoning) fork pointed toward the affected creature. Level: 3 Components: V,S Attacks made against the creature break Range: 30 yds. CT: 2 the spell, and it may then resume moving Duration: 2 rnds. +1 and attacking as normal if this happens. rd./lvl. Save: Special This spell may affect such creatures as Area of Effect: Special earth elementals, clay and stone golems, Use of this spell conjures a serpent galeb duhr, mud men, sandlings, and . composed of writhing flame from the The DM may rule that other creatures elemental plane of Fire. The serpent related to the earth or having power over appears anywhere within the spells range it (such as basilisks, stone giants, medusae, and may be moved at a rate of 15 if and rust monsters) are affected as well. concentration is maintained and as long as The material components required for the serpent remains in the spell’s range. the spell are a platinum tuning fork of at The serpent may also strike targets using least 500 gp value and of the finest the caster’s THAC0, causing 1d8 hp fire craftsmanship, and a smooth stone on damage per successful strike. The serpent which to strike it. The tuning fork may be also sets fire to flammable items that its reused. body contacts (wooden floor, bed, carpets, etc.), requiring a save vs. normal fire for Stone drill (Invocation/Evocation) every round of contact. For every Level: 5 Components: V,S,M additional round after the first that an Range: 30 yds. CT: 4 item is fully exposed to the serpent’s Duration: 1 rd./lvl. Save: Special flame, a –1 penalty is applied to the save, Area of Effect: 5’-diam. cylindrical tunnel to a maximum of –3. Items on a target, The stone drill spell is a directed form of such as clothing, are also required to make the dig spell. This spell allows the caster to an item saving throw. This spell may not bore tunnels through both hard and soft be cast underwater and is easily rock, although it may not be used to move extinguished by as little as a quart of earth, sand, mud, or softer materials, water (a successful attack must be made which will collapse. The spell drills against the serpent, using the mage’s through stone at a rate of only 1’ per armor class, for the water to extinguish round and removes about 20 cubic feet of the serpent). material per round. The removed material is crushed into fine gravel as well. Tunnels Flame chase (Evocation) may be drilled horizontally or vertically, Level: 7 Components: V,S,M but a pit, similar to one made by the dig Range: 30 yds. +10 CT: 3 spell, still has a 5% chance per 5’ section yds./lvl. of collapsing in on itself. Duration: 2 rnds. +1 Save: ½ The spell does not drill fast enough to rd./lvl. allow pits to be dug in front of creatures Area of Effect: Special moving toward the caster. However, Upon casting this spell, the wizard creatures within 10’ of the drilling area causes several paths of flame to form on will be pelted by gravel and stones cast the ground. The flame paths begin to out by the magical drill, causing 2d4 hp pursue all opponents in the area in order damage. A save vs. spells for half damage to engulf each of them in a column of is applicable, however, and creatures of flames. The spell creates one 3’-wide path earth and rock are unaffected. As with of flame for every two levels of experience dig, tunneling is possible with stone drill attained by the caster, to a maximum of six as long as there is enough space available paths. The paths begin 3’ from the caster for the removed material to pile up (other and travel straight toward any opponents

34 NOVEMBER 1992 on the ground that the mage is aware of flames that causes 3d6 hp fire damage maintains its spherical shape until released and who are in range of the spell. The immediately and 1d6 hp damage per by the caster or until the end of the spell’s flame paths travel at a movement rate of round for the remaining duration of the duration. 24 and can travel across any horizontal spell. The flame path and column The temperature of the sphere is always surfaces except water, snow, ice, and continues to follow burning victims until that of the surrounding air (temperatures other wet surfaces. The fire does not the spell ends, is dispelled, or until victims must be above freezing and below boiling) require combustible material such as cross any of the surfaces mentioned and may not be altered except through wood, grass, or weeds; it may travel over above. Items engulfed in the column as normal means. The sphere may be bare outdoor or indoor surfaces. well as in the flame’s path must also save thrown, but its accuracy is very poor (30’ When the path catches its target, the vs. magical fire each round or be range, –2 to hit) and it does no damage to victim will be engulfed in a column of destroyed. Flame paths are able to climb non-fiery creatures. The sphere may be vertical surfaces of less than 45 degrees, used to put out fires covering up to four as long as the surface is wide enough to square feet per pint. The orb also does accommodate the flame path’s width (a 1d4 hp damage per gallon (eight pints) to rope, for example, is not wide enough.) any fire-based creatures (fire elementals, Flame paths never pursue inanimate salamanders, etc.). The caster may not objects, but they can pursue nonliving or make a called shot (DMG, page 58) with undead ones. the sphere, and liquids may not be used to Victims able to outdistance the pursuing blind opponents. flames or who manage to move across wet This spell may be used to supply the surfaces without being affected by a caster with small amounts of fresh column of flames are in for a big surprise. drinking water, ink (nonmagical), clothing If a victim is within 10’ of the end-point of dye, fruit juice, cider, soup, or any other the path after the flames have moved for known nonflammable liquid that causes no the round, and if the flames are unable to damage to normal creatures (thus close the distance due to the victim’s excluding acids and poisons); the DM™ and superior speed or an obstruction, the player may be fairly creative here. The flames that normally form the column will spell has an absolute limit of four leap to the victim instead. This flame blast gallons—a sphere the size of a small beach causes double-normal flame-column ball. A liquid orb of one gallon or more damage (6d6 hp) in a single round. The must be thrown with both hands. path is considered to have expended all of its power and ceases to exist. Items and Shark bolt (Invocation/Evocation) victims alike caught by the flame blast Level: 2 Components: V,S,M save vs. spells at a –2 penalty. Range: 50 yds. +10 CT: 5 A player using this spell may roll yds./lvl. separate initiatives for each flame path to Duration: 2 rnds./lvl. Save: ½ determine when it will move during the Area of Effect: One target/bolt round. The flame blast mentioned above Use of this spell creates one or more (but not the paths movement) always bolts of water, each the size and shape of a occurs last in the round after all attacks small shark (size S). Once the spell is cast, and movements have been made. As noted each shark bolt “swims” directly from the above, the flame paths move straight caster’s hand through the air or water to toward victims. Unintended victims caught bite the indicated target. The bolt moves at in flame’s way are burned for 1d6 hp a rate of 24 and strikes targets as a 6 HD damage (save applicable) and only for as monster, doing 2d4 hp bite damage per long as they remain in the path. Finally, bolt. Each bolt continues to pursue its any incidental fires caused by the spell are designated target until striking or until considered nonmagical for the purpose of traveling beyond the range of the spell. saving throws and may not be dispelled. Concentration is unnecessary; the bolts Croplands, dry forest, grasslands, and pursue targets as long as the targets were similar areas may burn uncontrollably. visible to the caster at the spell’s casting The material components for this spell and do not go invisible, teleport, or are a small pouch filled equally with similarly escape by mundane or magical sulphur and coal dust, a live caterpillar, means. and a live firefly. Material components are The bolt may be attacked and reduced in expended. strength. The bolt is AC 4; if successfully struck by a physical weapon of any sort, it loses some of its volume, causing it to Elemental water spells attack as a smaller shark. The bolt still pursues its target, but it strikes only as a Liquid orb (Conjuration/Summoning) 3-HD shark doing 1d4 hp damage if struck Level: 1 Components: V,S once. Each bolt dissipates if struck a Range: 0 CT: 2 second time. Normal initiative is checked, Duration: 1 trn. +1 Save: None with a different initiative for each bolt. rd./lvl. The spell creates a number of bolts Area of Effect: One pint/level equal to half the level of the caster When the spell is cast, an orb of (rounded down), to a maximum of 10. The nonflammable liquid comes into existence necessary material components for the in the caster’s palm and is held by the spell are a pinch of salt, three whole mage through a magical increase in the sharks teeth, and a dram of water. The sphere’s surface tension. The liquid ink of a squid or octopus is also used to

36 NOVEMBER 1992 DRAGON 37 add coloration to each of the bolts. The underwater are improved for all in the Power word, liquefy ink component may be omitted for area of effect. The spell first creates the Level: 9 Components: V underwater casting, making each bolt same conditions provided by a water Range: 5 yds./2 lvls. CT: 1 effectively invisible (AC 0). breathing spell, except that everyone in Duration: Perm. Save: Neg. the spell's area is affected individually for Area of Effect: 10’-radius Steam blast (Evocation) the spell's duration. Additionally, Upon casting this powerful spell, one or Level: 3 Components: V,S,M underwater movement, vision, and combat more creatures in the affected area are Range: 0 CT: 3 abilities are all better than normal (see instantly turned to water if they fail saves Duration: 1 rd./2 lvls. Save: ½ below). vs. spells. The spell affects creatures of Area of Effect: Special The spell further empowers the caster any type as per power word, kill, and it The steam blast spell creates a billowing to propel the sphere through the water at liquefies one creature with up to 60 hp, or cloud of scalding water vapor. The blast a movement rate of 24. Characters may two or more with 10 or fewer hp, up to a forms a cone 40’ long that is 10’ wide at its continue to move within the sphere, but maximum of 120 hp. The option to liquefy terminus. The scalding vapors immediately may not leave its confines while it is one or more creatures, the spell range, cause 1d6 hp damage per level of the moving or they may risk being left behind and area of effect must all be stated before caster (to a maximum of 10d6). Besides to drown (see below). The sphere’s casting. The current hit points of all this damage, the steam also causes heat movement never causes turbulence of any creatures are also used in calculations. and water damage to exposed items, kind or any significant displacement of If the spell is cast underwater, the requiring a saving throw vs. normal fire to water outside the sphere. It otherwise volume of all creatures liquefied causes no determine if they are harmed. Items in the leaves all free-floating creatures and displacement and the liquid disperses in possession of those victims making a objects undisturbed. The power to move following rounds. The estimated volume of successful saving throw for half damage the sphere may never be used to harm all creatures acts as normal fluid, possibly are unaffected. other creatures, and its area cannot filling dungeon areas, soaking into the All air-breathing creatures are blinded contact any part of the ocean floor ground, running downhill, or filling empty for as long as they remain in the vapor (including coral reefs or ship wrecks), or it containers nearby (fountains or pools). and for 1d2+1 rounds after leaving its will cease to move entirely until the caster Creatures affected are forever slain and, area. Those inside the vapor area must levitates the sphere above such surfaces. unlike the power word, kill spell, cannot save vs. breath weapon or pass out for The full concentration of the caster is be restored except by a wish or an act of 3d4 rounds from choking. Those who pass required to move the sphere, but it will the gods. out continue to take 1 hp drowning float if concentration is broken. damage every round until revived or Concentration for the purpose of removed from the area of the vapor. movement may be broken and resumed as The vapor surges forward from the often as desired during the duration of the open arms of the caster and fills the entire spell. area of effect immediately. The spell Vision inside the sphere is also improved causes half damage to elemental creatures according to available light and depth. The composed of water or air such as water spell enhances available natural light and elementals, water weirds, air elementals, doubles normal visual range, as outlined in and aerial servants. A successful save from the rules for underwater vision (DMG, such creatures reduces the damage to only page 79). For instance, vision at a depth of one-quarter. No damage is caused against 30’ in a freshwater lake is normally creatures composed of mists or fog, such reduced to only 30’; deep delve increases as crystalmists, crimson deaths, and visual range to 60’ in this case. Of course, vampiric mists. Creatures not otherwise the spell is ineffective at depths dominated resistant or immune to heat or water take by total darkness. The spell does, however, full damage. make the lighting of torches, lanterns, Characters protected by spells and candles, and other standard light sources magical items that give some resistance to possible underwater. The normal effective heat (resist fire, ring of fire resistance, range and burning time for fiery light etc.) receive a +2 bonus to any saving sources are reduced by half. Each torch or throw and reduce damage as detailed in lantern lit reduces the duration of each item or spell description. Spells that available air in the sphere by 5% per light give protection from nonmagical weather source (round down). conditions (such as endure heat) impart no Lastly, the spell reduces the added protection from this spell. disadvantages of standard underwater It's a small world This spell functions in underwater combat by one-half (+2 to initiative, -2 after all conditions, although the steam dissipates attack penalties). Spells are still restricted What are the latest releases in minia- immediately after the spell is cast. The by the normal rules of underwater ture figures and scenery? What rules material components of this spell are two combat. are best for tabletop war games? Turn tea leaves and a pinch of wet, powdered Leaving the spells’ area of effect to “Through the Looking Glass” in this sulfur or a drop of mist dragon spittle. immediately ends all benefits the spell issue and see! provided. Deep delve (Alteration) The material components for this spell Level: 8 Components: V,S,M are a reed or piece of straw, a conch shell, Range: 0 CT: 2 rnds. a sliver of wood from a sunken ship, and Duration: 4d6 Save: None two eyes from any sea creature. The hrs. +1 hr./lvl. components are mixed in the shell, and Area of Effect: 15’-radius sphere only it may be reused. Use of this spell causes major changes in the underwater environment around the caster and his companions. Through these changes, traveling and fighting conditions 38 NOVEMBER 1992

up with a rules supplement with all these neat “optional” rules, many of our cus- tomers would begin to incorporate them into their games as a matter of principle— without always knowing the circum- stances of their creation. We meant these optional rules to remain optional.

Who are the two guys illustrated on page 148? They are two fellows from the artist’s campaign.

The cultures that you have introduced these past few months, detailing the Sind Desert and lands to the west, have opened new opportunities for expansion, both in unexplored regions and new character classes. However, I wish there was just one map of these regions instead of many different maps located throughout the various issues of DRAGON® Magazine. At one point, TSR introduced Trail Maps of the Eastern and Western Countries of the “Known World,” and it would be ex- tremely convenient if you were to con- tinue with this idea for the northern lands of Essuria, Denagoth, and Wendar (as introduced in X11 Saga of the Shadow Lord) and the Heldann Freeholds. A map of the far west, including Sind, Hule, and the others you’ve introduced also would by Bruce A. Heard be valuable. However, I believe you wrote at one This series chronicles the adventures of What is the base damage for Striking? point that TSR had no future plans to an Alphatian explorer and his crew as The checklist on page 111 says it is 0 while make any more Trail Maps, but was con- they journey across the D&D® Known the mastery chart on page 112 says 1 templating putting out a boxed edition of World collecting questions and queries on point. the Princess Ark. If this should ever see the D&D game and delivering them to our Base damage for Striking should be 0 print, will it include a large-scale map of offices. Presented here are answers to points. these regions? Or might it simply have some of your latest letters. Unless stated reproductions of the smaller maps printed otherwise, page and chapter numbers For a game that is supposed to be simpler in DRAGON Magazine? refer to the D&D game’s Rules Cyclopedia. than the AD&D® game, the D&D game sure We’re still hoping to get the Princess Ark is getting complicated. The Gazetteers and boxed set out by the summer of 1993. If The monster description lists 0-level the Dawn of the Emperors boxed set have a our plans hold together, there should be “Normal Humans.” Where are the “Normal lot of great optional rules, yet they are di- two neat deck plans of the Princess Ark Demihumans?” Would a normal elf know vided among 17 different booklets. Are there for use with 25 mm figures, and two geo- any spells? any plans to take all these tidbits and put graphic hex maps. The poster maps should That goes back to the prehistory of the them into one sourcebook? cover Sind and the Serpent Peninsula, at D&D game! The term “normal” was used No. These are optional rules that often the rate of 24 miles per hex. These are from the point of view of the human ma- should be limited to the settings described large regions, and two maps are barely jority, those wimpy, short-lived guys who in their campaign accessories. If we came enough to cover them. constitute most of the population on Mys- tara. “Level-enhanced” adventurers are an exception among humans (or at least they Clerics and the Create Food Spell Table should be). Demihumans are, after all, fantastic creatures. They simply don’t Cleric level Men/spell Max. men Cleric level Men/spell Max. men qualify as “normal” in that context. So, 10 36 36 23 192 960 there are no 0-level demihumans. 11 48 96 24 204 1020 12 60 120 25 216 1080 Is the create food table on page 125 of 13 72 144 26 228 1368 the Rules Cyclopedia wrong? 14 84 152 27 240 1440 Yes—it is wrong. It seems the original 15 96 288 28 252 1764 material from the older Master Set rules 16 108 432 29 264 1848 was incorrect and the error was repro- 17 120 480 30 276 1932 duced in the Rules Cyclopedia. The de- 18 132 528 31 288 2304 scription for the create food spell indicates 19 144 576 32 300 2400 that a 10th-level cleric creates food for 36 20 156 624 33 312 2496 people. For every extra level, add another 21 168 840 34 324 2596 12 people (not 36 more). For everyone’s 22 180 900 35 336 3024 convenience, see the revised table here 36 348 3132

DRAGON 41 , from Slagovich to the pages in the boxed And they believed it, the fools.” tip of the ’s Head Peninsula, would set). Fortunately, the larger the game I’m sorry, there are no Imperial gnomes have to be covered in another product. supplement, the better bang for the buck. yet, but someday somewhere, we’ll have a There is too much information there to fit Sales and cost demographics vary for true gnomish kingdom. in the Princess Ark set. We also would different product types. need at least three poster-sized mapsheets Can shadow-elf shamans wear armor, or to cover that region, including a big chunk Where do the mystics fit in? I was in- are they restricted to wearing white of Hule, at the rate of 8 miles per hex. trigued to find their inclusion in the Rules robes? Also remember that the Princess Ark Cyclopedia. As far as I can tell, there has Acolytes can wear only white clothes material was written for the AC 1000 era. been no mention of them in any of the and nothing else. Beyond that, we could New material will have to stretch up to AC Gazetteers. Perhaps you could include assume armor to be acceptable as long as 1010 after Wrath of the Immortal’s great some more information about them in a it does not prevent the shaman from wear- war. Many things can happen between future column or product. ing robes over it. That would imply leath- now and then, none of which was ever These are rather arcane fellows who er, scale, or chain mail armor to be detailed in Wrath or in the Poor Wizard’s never did fit quite right in a medieval acceptable. Other types of armor are just Almanac (which should hit the shelves setting. This probably explains why most too bulky to qualify. sometime this month). Rules or back- authors “omitted” them in their settings. It ground material originally presented in would not be too difficult to create a se- The D&D Rules Cyclopedia states that DRAGON Magazine also could benefit cret order of mystics spreading through continual light spells may be cast at a from further development or redesign. the Known World. There could be several creature’s eyes to blind them. What if the Conveniently, that extra 10-year span gives spots where they would originate— creature has several eyes, some with spe- us a lot of freedom to “fix problems.” All Ochalea would be my first guess. I remem- cial abilities like the beholder’s? that depends upon your suggestions and ber a certain Tibetan-style setting in Ooh—sneaky! In general, a light spell criticism about the material that I wrote ’s Mounts, in the village of will blind a victim upon failing its saving originally. Don’t be shy—if you feel strong- Lhamsa. Also, don’t forget the infamous throw vs. spells. Follow that rule to keep ly about something, now’s the time to let mystic tortles in the Free City of Dunwick. the game fast and simple—in theory. us know! Critical letters don’t end up in a See “The Voyage of the Princess Ark” The trick is to cast the spell at the eyes dungeon. They do get our attention. Like- episode #26 in DRAGON issue #179. to be blinded. If the caster cannot see wise, if you liked something in particular, some of the eyes, then those eyes aren’t please tell us so we don’t drop it from the What happened to the gnomes? There is blinded by the spell (roll at random to see boxed set! a pocketful of them in Karameikos and how many of the beholders eyes were few more on floating islands. Many have turned toward the caster at the time the I do have a small complaint—the amount disappeared in the depths of the Soderf- spell is cast). Fortunately, one saving throw of text contained in the supplements jord Jarldoms. They must be somewhere. is sufficient for all the eyestalks facing the seems to be decreasing dramatically. In Do they have a kingdom like the dwarves? caster. Blinded eyes talks are inoperative. GAZ14, HWR1, and HWR2, the margins, The reason gnomes aren’t as important Unfortunately, the beholder has that headers, and footers have been huge, in the D&D game as they are in the AD&D annoying, antimagical central eye. It usu- effectively cutting about 15 lines off each game is that they never were offered as ally faces the first opponent to begin spell- page. Also, I find it hard to understand player characters in the standard rules. casting. Tough luck there, since the caster how a tiny 32-page module costs $5.95 Otherwise, there is no reason they could has to see the eye to blind it. This implies while DRAGON Magazine, which has 120 not have a kingdom of their own (after all, he must be standing before the beholder pages, only costs $3.50. I realize DRAGON we’ve seen kingdoms of lupins, rakastas, and thus, is within its antimagical ray! Magazine has a significantly larger circula- araneas, lizard-gator-chameleon-cay-men, It’s possible to blind a number of eye- tion, but I would be willing to sacrifice the and finally phanatons—so far). Rad knows stalks pointed in a different direction than flimsy cardboard cover and better quality what else will follow! I do remember, the beholder’s antimagical eye. That eye paper of the supplements for more infor- however, a certain Kingdom of Dorfin IV simply cannot be blinded. Frankly, if the mation. I hope the forthcoming D&D™ Episode #1 of this column, in issue #153, best you have to throw at a beholder is a novel will provide a solution to this prob- had something to do with this topic. Here’s mere light spell, perhaps your wisest lem, as it could present an entire module a reminder, straight from Haldemar’s course of action would be to run! as an appendix to the overall story. mouth: The decision to reduce the amount of “About this Dorfin Empire: It was a joke What if an invisible creature were to text in our game products originally came from a certain gnomish king, the inventor eat or drink? Is the spell broken, does from our upper management as a measure of wondrous but totally useless contrap- the meal remain visible, or does it turn to help keep production costs at a reason- tions who went by the name of King Dor- invisible? able level. Sorry—if you feel this is unac- fin IV! His kingdom is nothing but the Assume that any ingested or carried ceptable, perhaps the best thing to do is to workshop of a few hundred gnomes in the matter also becomes invisible. Eating or send a note to our VP of Marketing. Also, hills of Karameikos. One of his favorite picking up objects does not break the please bear in mind that products occa- pastimes was to send loyal followers past spell. The moment a held object is let go sionally undergo unfortunate development the Sind Desert. There, they would pose as (tossed, dropped, or laid down) it becomes problems affecting their final contents. plenipotentiaries of the imaginary “Empire visible again. DRAGON Magazine is a different story of Dorfin IV.” They would then hire local Besides wonderful distribution, it also people to return some sealed message How are dominion holders supposed to benefits from lucrative advertising and back to the real King Dorfin. These stay out of debt? The cost of advisors, convenient subscriptions ensuring a full strange messengers, obviously from a officials, tithes, and taxes far outweigh the year of sales. There’s also one large print distant place, seemed to make quite an income of dominions, as presented in run for a magazine with few returns. That impression on local Karameikan Barons Chapter 12. makes a big difference! Game products do when bringing the gnomish king the pho- You’re absolutely correct. When domin- not benefit from any of this. You also ny but nevertheless pompous greetings ion rules were originally written some should realize the minimum cost to pro- from his “imperial cousin in the west.” The seven years ago, the intent was that duce a supplement can be stiff (compare messages hinted at the outrageous size of rulers—PC rulers, that is—must continue $5.95 for a 32-page module to $10.95 for a the bogus empire. Imagine something to go adventuring in order to stay solvent. 96-page accessory, and $20.00 for 224+ twice the size of Alphatia. What nonsense! It’s not historical, it’s not realistic, but it’s 42 NOVEMBER 1992 meant to keep the campaign going and magistrates, a reeve and his provosts, Wizard (INT x 5) per level encourage PCs to seek a high-stakes life of wardens and spies, and a stronghold that Elf*** (INT x 6) per level dangers and mysteries. There are some befits your rank. This is realistic and his- ways to modify the system to match the torical. As the land grows more civilized, * Includes goblin types and lizardkin. cost of necessary retainers. law and order become easier to enforce, ** Includes dwarves, halflings, lupins, Have a seat, this will take a while. so there will be a lesser need for military rakastas, tortles. First, realize this: No peasant could force. *** Includes araneas. possibly generate income for his ruler in Obviously, the salaries of other special- monthly fistfuls of gold (not counting his ists would have to remain in line with that The salaries listed for stronghold retain- own food and upkeep). At that rate, he monetary system. A 500-gp-per-month ers are those of a petty baron. To be thor- wouldn’t remain a peasant for very long! If animal trainer is impractical. In a minor ough, remember that civilian salaries and you wanted to put together a system al- dominion, he’d earn no more than 5 gp a the pay of high-ranking army officers lowing your dominion to become financial- month. All these figures should be adapted might have to go up as the dominion ruler ly independent, you’d have to examine to local realities. Remember these num- gains in rank, land, and wealth. Use the what is a realistic monetary base for com- bers were used in the rules to handle PC following formula: Viscount +10%, Count moners: the population could generate rulers coming back from their epic adven- +20%, Marquis +40%, Duke +60%, monthly taxes at the rate of a few silver tures with gold and jewels by the cartful. Archduke x 2, minor King (or up to coins per “statistical” inhabitant. Here’s a Here’s a sample chart of “lesser salaries” 500,000 subjects) x 4, greater King (or up chart that could help you estimate how (see the original chart in the Rules Cyclo- to 3 million subjects) x 6, Emperor (or much taxes inhabitants can generate: pedia, page 133). It assumes your native over 3 million subjects) x 10, etc. footman is paid 1 gp a month: Now the trick is to have enough popula- Average tax tion per hex in order to pay those hateful Territory type income “Cheapened” retainer costs taxes. So your next job is to find out a Cities 5 sp a month per Alchemist 50 gp per month (+ realistic level of population based upon the inhabitant cost of potion work) terrain, vegetation, climate, and whether Large towns 4 sp a month per Armorer* 5 gp +1 gp per skill the land is suburban (near a town), rural, inhabitant level above 9 borderland, or wilderness. Check your local Towns/Suburban 3 sp a month per Engineer** 25 gp +5 gp per atlas for comparable population densities inhabitant skill level above 9 per square mile. For simplicity’s sake, as- Villages/Rural 1 sp a month per Mage & magist (INT x 5) per level sume medieval population to be a tenth of inhabitant Sage & seneschal (INT + WIS + CHA) modern- day populations (and I am being Borderlands 5 cp a month per x 10 gp optimistic there!) Knowing that your stand- inhabitant Seaman: ard 8-mile hex covers approximately 56 sq. Wilderness 0 cp a month per Rower 1 sp (or nil if convict) miles, and a basic family includes about five inhabitant Sailor 1 gp (if native; 2 gp if people, you can now figure how many mercenary) families there are to a hex. These are abstract statistics, implying Navigator 25 gp + 5 gp per Another important factor should be kept that a typical borderland family of five skill level above 9 in mind when planning for urban develop- generates as an average 25 cp in taxes Captain (INT + WIS + CHA) ment: Always try to keep a balance be- each month. That’s okay since, essentially, x 10 gp tween urban and rural population. You we’re dealing only with demographics. SPY INT per level & per need a minimum 80% rural population to Based upon that, let’s assume it takes mission support urban centers and other popula- about 10 people to support one average, * Includes animal trainer, artillerist, tions that do not produce food (like armies). 1st-level light foot soldier. Further, assume bailiff chamberlain, equerry, herald, Should you end up with more than 20% that equivalent mercenaries are paid twice lesser magistrate, marshal, provost, sher- nonrural population, food prices will cata- that amount. So, should you decide your iff, and warden. pult sky-high, people will starve in your typical peasant can get you 1 sp a month ** Includes castellan, chaplain, guard towns, riots and revolts might occur, and in taxes, then a native, human light foot- captain, magistrate, reeve, and chief finally those people who are still around man would be paid 1 gp a month, and an steward. will eventually leave for better lands. So, if equivalent mercenary would earn 2 gp per urban populations mushroom in your month. The salaries listed above are for Level-0 kingdom, you may need more fertile land Note that you have to provide native stronghold retainers. The military are a very soon. That’s probably a good sign that soldiers with all their equipment and train different story (refer to the Mercenary the time for conquests has come! them. Mercenaries are already equipped Table on page 133). Mercenaries are 1st- Finally, find out what other resources and most are seasoned warriors. With the level troops. At 2nd level and higher, a not linked to peasants and feudal service above, you should now realize two impor- mercenary’s pay becomes: Base Pay x might produce cash (like bridge and gate tant facts: level x 5. For example, a 2nd-level elven tolls, merchant taxes on imports, port 1. Dominions in rich, settled areas are mercenary archer would cost 10 x 2 x 5 duties, salt taxes, taxes on money-lenders, infinitely more attractive than those in inhos- = 100 gp (half that for a non-mercenary fines charged by dutiful magistrates, re- pitable borderlands or in the wilderness. native). Level-0 military should get one- turns on mineral and precious stone With the latter don’t bother with taxes—go quarter the mercenary rates, and peasant mines, war booty, taxes on adventurers’ after the local dragon instead. It’s quick, levies no more than 2-3 sp a month (cheap booty, etc.). To keep that simple, assume lucrative, and more entertaining! maybe, but, look at the bright side—troops this adds another 30% to your total domin- 2. As population increases, so does your do not pay taxes!) Should stronghold re- ion income. overhead! Now that you have all those tainers also have a character class with This is, of course, not a comprehensive nice people to rule, you need many more specific levels, use instead the following system, but it should put you on the track retainers to help you run the nation and rates, whichever is more expensive: to establishing mechanics that you find maintain a lifestyle that is appropriate to more suitable to your style of gaming. your status. Both are expensive. This has Humanoid*: INT per level (or HD) the effect of diverting a growing amount Thief (INT x 2) per level of tax income that you used to spend on Fighter** (INT x 3) per level troops, to be spent instead on a sheriff and Cleric (INT x 4) per level

DRAGON 43

“Forum” welcomes your comments and opinions After reading Jim Shamlin’s article, “Keeping promote the worship of their gods in the proc- on role-playing games. In the United States and the Party Going,” in DRAGON issue #177, I feel ess, so much the better. Canada, write to: Forum, DRAGON® Magazine, compelled to respond. Although the way the Given that, individual motivations for the P.O. Box 111, Lake Geneva WI 53147, U.S.A. In article dealt with giving PC parties a reason to characters are not hard to find. Seagin and Europe, write to: Forum, DRAGON Magazine, adventure together was very interesting, it was Halfjammir might want to demonstrate by their TSR Ltd, 120 Church End, Cherry Hinton, ultimately misguided. The various rationales he bravery the “superiority” of their beliefs, while Cambridge CB1 3LB, United Kingdom. We ask gives are perhaps plausible in theory. However, Hewitt might find it prudent to get out of town that material submitted to “Forum” be either in practice they would become too much of a for a while before pulling that bank job (espe- neatly written by hand or typed with a fresh straightjacket, interfering with a party’s free- cially if he’s been so successful at his profession ribbon and clean keys so we can read and dom of choice and channeling its activities into a that everyone is taking exceptional precautions). understand your comments. predetermined path. The wizard Demlar might want to try out some Part of the problem seems to be a lack of new spells or experiment with new uses for old I currently participate in a large AD&D® game understanding of the dynamics of interpersonal spells; besides, even if they don’t keep spell group. Lately, a new topic of discussion has relationships. Any group that works together books, the bugbears might have collected a arisen among the players. There are those closely for a significant length of time will form scroll or two. Thrack probably just wants to kill players who believe that a good role-player is certain bonds. This may be as simple as familiar- something. By going beyond the stereotypes, one who gives no regard to the rules, only the ity, becoming “used” to each other, so that when you not only create well-rounded and believable role-playing aspects of the game. These players one of the group is absent he is missed—not characters and open a world of new options for believe that their characters have no knowledge because the person is well-liked, but because both the PCs and the DM™, you also can create of anything that pertains to the rules; in other the group is accustomed to his presence. Re- parties for the long term. words, just because a creature is large, their gardless of what draws a party together in the An example from my own campaign might be characters would not pull out their long swords, first place, and how the PCs might initially feel helpful here. Back in my campaign’s early days, but rather they would continue to fight with about each other, continued close contact often 10-11 years ago, the party included an elf and daggers. allows them to get along better than might be several dwarves. Now, just because elves dislike On the other side at the battle map are the expected, if only because they develop a toler- dwarves as a race does not mean that all elves players who believe that the rules should be ance for each other. hate all dwarves. Each character is an individual evenly interspersed with the role-playing. These A good analogy for an adventuring party can and must be played as such. So it came about people feel that the rules are the “facts of life” be found in the world of professional sports. that Rain Mist (a lawful-neutral elven fighter/ to their characters. These laws govern the way Consider the typical sports team (the sport mage/thief), although he never got along with things are in the campaign; therefore, the doesn’t matter), which consists of people from a two of the dwarven party members, grew to be players try to create role-playing explanations wide variety of backgrounds, often with little in great friends with Grumman (a chaotic-neutral for the rules. common other than their sport. Yet they can dwarven fighter). It all happened during the I would like some input on what the rest of and do learn to work as a team, for each knows game, not because the players were great the readers think. Are you a conservative (rules- that the team’s success is his success. The play- friends (they weren’t) but because of the actions oriented) or a liberal (role-playing oriented) ers may not like all their teammates, and they of the characters as they were role-played. So gamer? might not socialize together away from their strong was the bond of friendship between Dorian Loeffler sport, but once the game begins they all work these two very disparate characters that Rain Longwood FL for the same goal. A successful adventuring Mist risked the wrath of his father (a powerful party emulates this kind of behavior. elven noble) by having Grumman as the “best After several years of GMing, I have come to The key to binding a party together in a game man” at his wedding. Many of the elves were the conclusion that the most difficult part of the is role-playing. I am not referring to what all too shocked and scandalized that a dwarf would be GM’s job comes before the players even start the often passes for role-playing, which is the blind given such an honor. For Rain Mist, however, it game, and that is party background. adoption of stereotypes as illustrated by the was worth the ridicule to have his friend beside For example, in Iron Crown Enterprises’s introduction to Mr. Shamlin’s article. Each him at such an important moment in his life. MERP* system are so many races that it is character there is portrayed as bland and Because of this, elves and dwarves in my world almost impossible to have a group of players locked into an archetypal pattern of thought. were a little friendlier than usual for some time. choose races that will make up a logical party. Granted, this is done for illustrative purposes, The point of this letter is not to denigrate Jim How, for example, is the GM supposed to ex- but the application of even a modicum of Shamlin or his article, which was thought- plain how a Sindar elf, a dwarf, a Dunedain, a thought can unearth reasons for each of the provoking and well-written. What I am trying to half-orc, and a corsair managed to start adven- hypothetical party to save the village from the say is that he took the wrong approach to turing together? bugbears. The most important reason can be explaining a part of a game system that has left Limiting the races available to players is found in the article’s first line, in which the some people puzzled. (I have seen more than unfair and leads to poor campaigns, with some party is described as “adventure-seeking.” As one article—in other magazines, of course— players annoyed with player characters incom- adventurers, their first thought should be for heaping scorn upon the games because the patible to their personalities and their interests. the danger and excitement of facing the un- writers find the typical party hard to swallow; Have you ever tried making an elf fanatic play a known. They are not primarily in it for the as I hope I have demonstrated above, this is dwarf? money; if so, Hewitt the thief should indeed stay spurious criticism.) Rather than trying to force a In all the GM guides I have read (admittedly in town and rob the bank, not risk his life party into one of the niches he has described, not more than about five), I have not seen a fighting monsters in the wild. They also are not which limits the players’ options and is too single solution to this problem. If anyone has a in it primarily to further the cause of any deity, restrictive for the long term, it is better to let good idea, I would be very glad to hear it, as for if that were the case, the priest Merlor the actions of the PCs’ form the rationale for poor party background planning can get a should be creating converts to the worship of party unity. If the players are role-playing well, campaign off to a very bad start. Athena, Halfjammir should be seeking enemies portraying their characters as individuals and Laurence Davison of Thor to smite, and so on. Remember, they are not stereotypes, the reasons for them to stick Twickenham, Middlesex, U.K. adventurers. If they can amass huge profits and together will develop in the course of play. The

DRAGON 45 PCs may not hang out together between adven- DM. This option was something unavailable to tures, and they may not even like each other all the fighter/cleric, so it would help balance that much, but when the unknown beckons and things out. Again, the AD&D 2nd Edition game adventure is in the offing, they will seek each struck in the name of fairness and equality! other out and go forth together. Knowing that the book on dwarves was coming Michael A. Lavoie out soon, we waited-much to my unforeseen Nashua NH dismay. When we got the book, we found out that not I am writing in response to recent letters only did our fighter/cleric get a kit as well, but concerning crossbow damage. Like Mr. Vernon the obvious choice of the Champion kit would in DRAGON issue #179, I too would like to see allow him to gain a specialization. Ouch! The an upgrade in the damage caused by missile cleric’s player wasn’t happy. This made me take weapons. Sir Ralph Payne-Gallwey’s book, The a good look at single- vs. multiclassed options. Crossbow, states the pull of a heavy crossbow is The results took me by surprise: It is nearly said to have been 1,200 lbs., compared to the pointless to play a single-classed character. The 50-100 lbs. pull of a longbow. It seems to me only thing lost is one level and level limits. How, that the crossbow must have been a weapon of might you ask? Take my own campaign’s dwar- awesome power. Excavated burial pits of sol- ven cleric and dwarven fighter/cleric. Assuming diers killed in the Battle of Wisby in 1361 show they are both single-classed clerics out of the some skulls that crossbow bolts had entered, Player’s Handbook, each of them receives the passed right through, and come out the other same thing: turning, spells, THAC0, followers, DOOR side. Under the present AD&D system, a zero- etc. Add to the fighter/cleric all the abilities of a level soldier with an average of 6 hp can’t be fighter, improved THAC0, followers, weapon killed by a heavy quarrel (maximum damage 5 proficiencies, and weapon-style choice from the TO hp). Complete Fighter’s Handbook. What about all I have adopted the Revised Missile Table as the racial restrictions on multiclassed charac- suggested by Mr. Vernon in issue #179 in my ters? They apply to the dwarven priest as well. own campaign, and I find it to be much more The bonuses and disadvantages of choosing a DOOR realistic and playable. particular race balance each other out very Russell Dewhurst well. In most cases, this includes level limits as Blackburn, Lancaster, U.K. well, so not only is the single-classed cleric left FANTASY behind in almost every aspect, but he’s sup- Recently, TSR, Inc., published its sixth “com- posed to be limited like the fighter/cleric, too. OUR LATEST LISTS plete” players reference supplement. It was the Some DMs don’t play this rule, however, so it Complete Book of Dwarves. I awaited its pub- could help the balance somewhat. READY NOW! SEND lishing with anxious excitement, for I knew the How do you solve this problem? A kit can decisions made in this supplement could change solve the problem. Not one from the Complete 30P IN STAMPS FOR my attitude on the whole game. Instead, I found Book of Priests, though- use a tough one, like a topic that I feel is worth bringing to the atten- one from the Complete Fighter’s or Thief’s YOUR OWN COPY.... tion of this magazine’s readers. Handbook. This system would work out won- 20 PAGES 1500+ ITEMS Let me begin by explaining what it is that I’m derfully. talking about: multiclassed kits. What I enjoy What about the specialty priests from MINIMAL P+P ON more than anything about the AD&D 2nd FORGOTTEN REALMS® Adventures book? For MAIL ORDERS **** Edition game is the sense of equality between every special power that a priest has, there is an classes. As a DM, I know that my players look equal weakness in almost every case. Some for one thing in their characters: power. (Sure, priests are weaker than the cleric out of the GURPS S/B 13-50 they’ve got great character conceptions: “My Player’s Handbook. In the Complete Priest’s 13-99 character was born to become evil” or “He was Handbook, it states on page 94, “On the chart of CHILL H/B mean to rule this side of the world.”) So, I was the Player’s Handbook, page 44, showing the SFB BASIC 2l-99 greatly relieved to see that there was a degree possible multiclass combinations, substitute the of equality between the character classes in the word ‘priest’ wherever you see ‘cleric.’ ” There- VOODOO 6-99 AD&D 2nd Edition game. Now, my players can fore, any priest you can play, I can play better! RIFTS 12-99 play the classes that appeal to them when we On top of all this, now they want to give the start a campaign, instead of the toughest classes fighter/cleric a kit and specialization! CTHULHU V 12-99 available. Don’t get me wrong-my players are What about other classes? The problem with 8-99 excellent in combat and even role-playing (if the thief/fighter and single-classed thief is identi- GREY MTS. they have to). It’s that they know the rules well cal. All these abilities are gained by the fighter/ ARS MAGICA III 14-99 enough that they often will play the toughest thief; higher hit points, better THAC0 (very character possible. In the original AD&D game, important to a thief), armor, weapon proficien- CHAMPION S/B 13-99 barbarians, bow specialization, and paladin- cies, weapon choice, etc. The thief single-class is VAMPIRE 11-99 cavaliers were played on a regular basis. Who’s made totally pointless. going to play the cleric? Then came the revision, Then there’s the fighter/mage, where the LORD OF RINGS l0-99 bringing with it a measure of equality-except same thing happens. What about specialty 8-99 in this case. wizards? Sure, they get some cool bonuses, but B/TECH 3055 In my party now are two dwarves: a cleric of they lose spheres because of it, another even , and a fighter/cleric of Clanggedin. trade that could make the multiclassed mage PHONE 061-8343972 Both are extraordinarily powerful for a normal more powerful in the long run! game, but that’s usual in my campaigns. Every- What about all these classes in comparison OR FAX 061-8317459 thing was as going pretty well when the player with the fighter class? Here, I found another YOUR ENQUIRIES of the cleric suddenly exclaims how completely inconsistency. The fighter is allowed specializa- unfair the campaign was to him. I asked why, tion, a bonus of great power given with abso- OPEN 6 DAYS and he pointed out to me how the fighter/cleric lutely no drawbacks but the price of one had everything he had plus a ton more because weapon proficiency. It can still be said that the VISA/ACCESS/ ETC. of the latter’s ability as a fighter. He was right! I powers given to a multiclassed character by his was dismayed. I didn’t know what to do until I other class far outweigh the benefits of speciali- THE NEW FORCE TN realized that the cleric was eligible for a kit. Ah- zation. Even the single-classed fighters need a ha! (The issue of the low power of the priest kits kit to put them on par with the powerful multi- R.P.G. MAIL ORDER I will leave for another day.) Now the cleric classed characters. could gain a few extra nonweapon proficiencies, 209 DEANSGATE M3. maybe an extra ability or two, and even a cou- Continued on page 57 ple of hindrances for me to play with as the

46 NOVEMBER 1992 NEW PRODUCTS FOR solar system—a system quite unlike that of any HWQ1 The Milenian Scepter NOVEMBER other AD&D® game world—with the map that is D&D® game HOLLOW WORLD ® module included. by Anthony Herring boxed set $10.95 U.S./$13.50 CAN./£6.99 U.K. The nation is in turmoil. The emperor has died, AD&D® game ® set TSR Product No.: 9374 and his heirs are coming to take over the Imperi- by & William W. al Scepter. Civil war threatens to topple the Connors HR4 A Mighty Fortress Campaign Source- empire. This stand-alone module is compatible This boxed set contains five books, each book with the The Milenian Empire accessory and has containing a wealth of material designed to AD&Da game accessory links to the Wrath of the Immortals boxed set. ® make your RAVENLOFT adventures more by $9.95 U.S./$11.95 CAN./£5.99 U.K. terrifying than ever. 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DRAGON 47 Mintiper Moonsilver Male half-elf 12th-level bard

ARMOR CLASS: –1 (dexterity bonus and bracers of defense AC 3; armor rarely worn, but leather armor) MOVE: 12 HIT POINTS: 69 NO. OF ATTACKS: 1 ATTACK BONUSES: +1 for strength bo- nus; +3 with hurled missiles (strength and dexterity bonuses) DAMAGE/ATTACK: By weapon type (+1 for strength bonus) SPECIAL ABILITIES: Special saving throw (see text), hear noise 70%; climb walls 84%; pick pockets 70%; read languages 51%; standard bardic abilities, 60’ infravision, chances of locating secret & concealed doors MAGIC RESISTANCE: 30% resistant to sleep and charm, see possessions for immunities ALIGNMENT: Chaotic neutral (good ten- dencies) PSIONIC ABILITY: Nil SPECIAL ABILITIES: Spells: 3-1st (usually read magic, sleep, affect normal fires), 3-2nd (summon swarm, fog cloud, Melf’s acid arrow), 3-3rd (dispel magic, fly, wind wall), 2-4th (charm monster, ice ) PROFICIENCIES: Weapon: long sword, dart, dagger, sling, bastard sword: nonweapon: direction sense, endur- ance, foraging, musical instrument (lute, harp, recorder), swimming, weather sense LANGUAGES KNOWN: Common, elven, halfling, Runetongue (see text)

S: 17 D: 18 C: 18 I: 15 W: 17 CH: 15

AGE: 47 SIZE: M HT: 6’2” WT: 182 lbs. HAIR: Black EYES: Blue

POSSESSIONS: silver bastard sword +2, two long swords, leather armor; decanter of endless water, a throwing knife in either boot; nonmagical harp, lute, and re- corder; 1-6 potions of healing, cloak of elvenkind, greenstone amulet (immune to chaos, forget, geas, hold, charm; detailed in FR4 ) TREASURE: 1-10 cp, 1-20 sp, 1-10 ep, 5-50 gp, 1-6 pp + 10% possibility of gems; DM™ should determine types and sizes (is also said to have hidden The Gray Book of Mysteries, a spell book of some power) 48 NOVEMBER 1992 any are the heroes and heroines who’ve wandered the lands of the FORGOTTEN REALMS setting or glory. If your campaign’s player characters roam the Sword Coast North, they may encounter the roguish duo detailed here. Your heroes should tread carefully, as these two can be as dangerous as they can be helpful.

A duo that wanders the wilds of the FORGOTTEN REALMS® setting by Ed Greenwood Artwork by Kevin Ward

DRAGON 49 Mintiper Moonsilver is a famous travel- stowed on others, but very rarely; its from the Khytor’s camp—three of his ler in the FORGOTTEN REALMS lands of creation may require the death of the daughters, taken by Tassoram as hostages. the Sword Coast North. He is the only man spellsinger. Mintiper is not aware that he Their journey through the wastes and to have stormed the ghoul-hold of Hellgate bears this magic, and he cannot confer it ruins of the Fallen Lands along the Des- Keep and lived to tell the tale. His band, (even temporarily) upon another. ert’s Edge was long and hard; two of the the Moonlight Men, once plundered the After he had laid Alyniria to rest in a girls and Tassoram died, one by one. One treasure vaults of Luskan, and their de- secret place, Mintiper came to the cities of day Mintiper found himself staggering fense of Turnstone Pass against an orcish the Sword Coast. An embittered and de- through the Far Forests trailing blood, horde has become part of the legends of spairing man, he took to thievery. His having just wrestled with and slain an the North. exploits soon won him fame; his fearless with his dagger, the last of the Little is known of Mintiper’s heritage or recklessness carried him on to feats others Khytor’s daughters on his back. early life. Mirt “the Moneylender” of dared not try. While plundering the tower They both survived somehow, and lived believes that Mintiper’s father of Iniarv the Manyhanded, he was con- together for a time under the care and was a Waterdhavian, and that his mother fronted by the great mage—and slew him. teachings of the druids of the Tall Trees. was a moon elf of Ardeepforest, but readi- The cities of Amn and Tethyr came to Mintiper sang to Noura, the last of the ly admits that this is unconfirmed and know Mintiper well, and he rose rapidly in Khytor’s daughters, the ballads the druids could well be wrong. It is known that wealth and reputation. Briefly becoming taught him, and made up songs describing Mintiper was on his own at an early age, the companion of the evil sorcerer Mor- his own adventures. making a living in the North by his wits laug, he was forced to flee from increasing After “a handful of years” (in the North, and the skill of his sword and his songs. pressure (both fell magic and hired killers) this term means five seasons), Noura went Successful in treasure-hunting among sent by some of his victims, the wealthy insane, and no one Mintiper could find the ruins of the North and astute in taking satraps of Calimshan. Seizing a Calishite knew why or how to stop it. After her companions, Mintiper assembled one of merchant ship in Port Kir, Mintiper sailed slow, quivering death, a heartbroken the finest adventuring bands seen in the to the pirate isle of Skaug. There he took Mintiper took his lute and harp and went North since the days when Mirt of Water- ship with the “Coast Wolf,” Kesmer Red- wandering again. Having lost all fear of deep was “the Merciless.” Mintiper’s Moon- Eyed. A storm soon wrecked Kesmer’s death, Mintiper was often seen strolling light Men roamed the North for eight ship, which broke up on the rocks. One casually through the depths of dungeons, splendid seasons before heroically defend- pirate survived the wreck, thrown far or sitting and harping while blithely ignor- ing Silverymoon and Everlund at Run- from the rigging and clear of the rocks. He ing nearby or banshees. stone Pass. Only six of Mintiper’s band swears that a great flame rose on the deck It was Mintiper who destroyed the Ghost survived that bloody victory, but in about Mintiper, flaring up and consuming of Berun’s Hill and gave a Calishite mer- Everlund they say that the patrols counted Kesmer and his crew—and when it died chant six rubies the size of grapes in ex- well over four hundred orc heads when away, Mintiper was gone. change for a slave girl. The slave girl, they were building pyres to burn the Questioned about this, Mintiper once Asilther, is a sometime companion of his; fallen. said that he had escaped the wreck by he bought her, nursed her back to health, Mintiper plunged south into the High means of a green gem given to him “long and freed her, but they became lovers and Forest and traversed its length (one of the ago” by his mother, Maralen. It teleported friends, and often travel together. few living men to do so). It is not known him to the headlands of the Purple Hills, Mintiper has blue eyes that grow very whether his fellow survivors perished consuming itself and the pirates in doing dark when he is angry, or shine luminous- during the journey or turned aside to so. The origin of the gem, if it did indeed ly when he is excited or delighted. An old leave the wood, but it is certain that Minti- exist, is unknown. burn scar runs diagonally across the back per was alone when he met with and Mintiper moved south to Myratma, of his right hand. In the Sword Coast joined the Wood-Riders of Turlang. The where he made a living for a time as a North, Mintiper is known as a seasoned Wood-Riders were a band of human ad- guide taking adventurers through the adventurer who’s “been around”— venturers who took only the name of the ruins and subterranean cities of the long- survived a surprisingly long time walking age-old treant leader and his woods, raid- vanished Mourativi Teshu Mir, the “first in danger, finding his way almost every- ing merchant-caravans and other brigands kingdom.” Growing weary of the trade, he where, and surviving tragedy after trag- in the rolling grasslands near Secomber, later wandered north and east towards edy. He’s known as “The Lonely Harpist,” and using the fringes of the Forest to hide the High Forest. Joining a mercenary band and accorded respect. Few elves, humans, from pursuers. along the way, Mintiper was swept into or half-elves in the North would knowing- On one occasion, the Wood-Riders en- skirmishes between Amn-sponsored mer- ly attack him; most fear that he has some countered a small adventuring band. Its cenaries and “dervish” tribes raiding cara- sort of unrevealed magic that has saved leader, a woman of unusual height and van trade that passed near Anauroch. him so far, and may use to strike down strange magic, tried to fight them all even Along the edge of the Great Desert, the those who attack him. after wounded by three sword blows. Her Company of the Striking Hawk (Mintiper’s bravery and beauty caught Mintiper’s eye, new-found comrades) and the Company of Asilther Graelor and he rescued her, deserting the Wood- the Blue Broadaxe battled the nomads, Female half -elf Riders to do so. until they found the camp of the desert 6th-level thief So it was that Mintiper met the dying chieftain Khytor Moramu near the Battle spellsinger, Alyniria. From her he learned of Bones, fell upon it, and were attacked ARMOR CLASS: –2 (dexterity bonus and the ancient Runetongue. From Alyniria he from all sides by desperate tribesmen. The bracers of defense AC 2; no armor gained the mark by which he can now be battle was long and fast-moving, on horse- rarely worn, but owns leather armor) identified: the silver mark of her lips, and pony-back among the hills; it was MOVE: 12 burned indelibly into his left shoulder, almost a season before three wounded HIT POINTS: 36 when she died in his arms. In doing this, veterans brought word back to Amn that NO. OF ATTACKS: 1 she spent her fading life-force in a special Moramu had been slain and his riders ATTACK BONUSES: +2 with hurled mis- bless magic, laid upon Mintiper. This spe- destroyed, but only they had survived to siles (dexterity bonus) cial dweomer is permanent (perhaps even bring back the tale. DAMAGE/ATTACK: By weapon type beyond Mintiper’s death): Once every 99 Mintiper and his sword-partner in the SPECIAL ABILITIES: 60’ infravision, turns, if Mintiper fails a saving throw, a Company, Tassoram, escaped northward chances of locating secret & concealed second saving throw is instantly allowed. from the battle, both wounded, but with doors, pick pockets 66%; open locks This “spellsinger’s luck” has been be- the only loot brought back by any man 51%; find/remove traps 39%; move

50 NOVEMBER 1992 silently 56%; hide in shadows 51%; hair, boots, belt, and so on. On the trail, one of the islands offshore, somewhere off hear noise 41%; climb walls 95%; read her pack usually contains a crowbar, peas- the Sword Coast (exactly which one, sur- languages 26% ant garb, 200’ of black silken cord, and viving inquirers have not seen fit to re- MAGIC RESISTANCE: 30% resistant to first-aid supplies. Her belt weapons are a veal). Shammagar has vowed revenge on sleep and charm, but see possessions long sword and four darts. Asilther, but since one of the Lords of for immunities Asilther is said to have contacts with the Waterdeep (Mirt “the Moneylender”) ALIGNMENT: Chaotic neutral (good ten- and to work with the learned Shammagar’s truename from the dencies) Harpers (or at least Alustriel, the High pre-eminent sage Elminster and gave it to PSIONIC ABILITY: Nil Lady of Silverymoon). She rarely retains Asilther, she has been able to defy the PROFICIENCIES: weapon: long sword, what she steals, either giving it away or great dragon at their one direct confronta- dart, dagger; using it for some cause (in truth, she tion since her theft. It is said in the taverns nonweapon: Blind-fighting, disguise, swim- caches small amounts here and there— of the North that she made peace with the ming temple rooftops in Waterdeep and Silvery- dragon by promising to restore its hoard, LANGUAGES KNOWN: Common, elven, moon, for instance, or beneath certain twofold, bit by bit, over the years. dwarven, gnomish, halfling, goblin, trees in the forests of the North—for This is the reason some say, why orcish emergency use, and gives the rest to the Asilther recently seized a Luskan ship, Harpers). running home heavily-laden with treasure S: 14 D: 18 C: 17 Asilther is also known to undertake looted from Ruathym, forcing its crew into I: 16 W: 16 CH: 17 quiet missions for the Harpers, such as row-boats or early graves. She piloted the guiding or protecting certain persons, ship alone, or so the tale goes, to the drag- AGE: 22 SIZE: M shadowing or kidnapping others, and on’s isle, and ran it onto a beach there, HT: 5’6” WT. 100 lbs. slaying slaves or agents of Luskan or the alerting the dragon by singing to it after HAIR: Silver-blonde EYES: Green Zhentarim. She delights in setting slaves dark on the night of her landfall and then free by raiding slave-caravans, and is escaping on her carpet of flying. POSSESSIONS: One pouch dust of disap- known to have a taste for good wine and Asilther and Mintiper have been known pearance, two potions of invisibility, 1-4 gaudy apparel, often making off with to turn up unexpectedly to aid each other potions of healing, one potion of flying, Calishite slave-silks for later wear at par- if either is alone and in peril. They may greenstone amulet (confers Mind Blank ties in Waterdeep. possess some magical or other (telepathic?) protection plus immunity to geas, hold, Asilther is famous for her theft of almost means of communication, able to pass on charm, etc., detailed in FB4 The Magis- the entire hoard of the black dragon urgent need and present location. Certain- ter), gauntlets of ogre power, carpet of Shammagar, who used to lair in the moun- ly, those who work against one of this pair flying. tains north of Waterdeep—and has since of companions can soon expect to face the TREASURE: 1-6 cp, 1-20 sp, 1-10 ep, 10-100 moved every last coin of its treasure to other. gp, 1-20 pp, 1-20 gems (DM’s choice of types and sizes), black pearl necklace (19 100-gp pearls)

Asilther was purchased from Calishite slavery by Mintiper Moonsilver, tended until she was healthy (she had been under- fed and beaten), and then freed. Born in the forests of Tethyr, she does not remem- ber her kin and has no friends in the world except Mintiper, with whom she often travels. She delights in stealing from Calishites and slavers of other nationali- ties, and prefers woodlands to cities. Soft- spoken and beautiful, Asilther is often courted by men she meets, but she prefers Mintiper’s company, and has surprised several overly amorous mercenaries with her agility and fighting prowess. She will usually be encountered walking in the wilderness areas with Mintiper, whom she will aid and fiercely defend (as she sees it, she owes her life to him). If they are sore- pressed, she will attempt to escape on her carpet of flying with Mintiper. (She will flee alone only if she believes she can rescue Mintiper later; if necessary, will lay down her life for him.) Asilther customarily dresses in tight- fitting black leather breeches and high boots (each with a sheathed dagger hidden inside it), a black half-cloak, and a black half-mask. (She often wears black gowns— set off with silver jewelry—to formal occa- sions when visiting cities such as Silverymoon, Everlund, Neverwinter, and Waterdeep.) Her belt is a silken cord that she can use as a garotte, and her lockpicks and other thief tools are concealed in her

DRAGON 51

t. George’s Day had come round again, and the village of Hurdelburg put on its bravest colors. The people dressed in their Sunday best. A few Dragon actually bathed for the occasion, though the elders clucked and shook their heads. The villagers and their visitors (many arrived each spring, to make a pilgrimage or place a wager) lined the crooked streets, craning their Scales necks impatiently, as vendors of wine and sweetmeats went to and fro. At last the procession of knights came into view. Their armor shone like the sun, and scrubbed faces beamed from beneath lifted visors as they waved to the villagers. King’s sons, every one of them, and none a day over twenty. The crowd cheered as the knights rode past. A beautiful maiden offered a bouquet to the , a seventh son of a seventh son. He lifted the flowers on the tip of his lance, ostentatiously inhaling their fragrance, and called by Eric Tanafon back to her, “I’ll see you tonight!” The onlookers raised a last, ragged cheer as the proces- sion vanished in a cloud of dust. Then they dispersed to their homes, leaving only the maiden, Amalinda, gazing longingly after the knights. Later that afternoon, the dragon’s hissing roar filled the whole valley. Soon after, it stilled. People exchanged hope- ful glances. They gathered again in the main square. But soon, one of the knight’s horses returned, riderless, smell- ing of singed hair. Then another. Thirteen knights had set out. Thirteen horses came back. Night fell. The villagers gathered at Hurdelburg’s best tavern, the Tin Ear. They discussed the latest failure with a resigned air. The innkeeper, Johann, a fat man with a handlebar moustache, showed better cheer than his cus- tomers. He had insisted that the knights pay in advance.

In her cave in the foothills, several miles off, the dragon too felt melancholy. She arranged the empty suits of armor against a wall and studied them with lamplike eyes. No new ones in this batch. She buried them in the main ca- vern with the bones, kicking dirt over with her hind legs like a large dog. Then she withdrew to the smaller, inner cave that housed her collection. She never tired of looking at the armor she’d saved from years past. Strange, she thought, that these creatures had both an internal skeleton and an exoskeleton. She knew of no others that did. And such variety in their outer shells! They didn’t seem to evolve from year to year, ex- actly, but they did change. Some were smooth and silvery, others bumpy or covered with spikes. A few of the older ones were splotched with rust. The creatures’ behavior, too, filled her with wonder. Why, every spring, did a batch of them show up at her cave, just when she was beginning to feel hungry? She knew of lemmings, and suspected that humans suffered from a similar compulsion to periodically hurl themselves to certain doom. Overpopulation, perhaps. Dragons, she thought, handled the matter much more sensibly. Only Illustrations by Bob Lessl one egg in a hundred hatched; and the adults spread

DRAGON 53 themselves far and wide—one to a mountain, at most. you really had any faith in the knights, you’re worse off A belch rose to her throat, interrupting her reverie. She than I thought. In seven years, have they ever managed had made a heavy meal that day. She crawled hastily to even to dent the dragon’s scales?” the entrance of the cavern and opened her mouth, igniting “No . . .” the sky. “Well, there you are. Good riddance to ’em. If you ask me, it was the wrong approach. When you want a dragon “We’ve got to do something about this!” Rudolf Ton- to cooperate, you don’t wave a sword at it. That gets their ner, Hurdelburg’s mayor, banged his stein down like a temper up, every time. What we need is someone who can gavel. charm the dragon.” Four men, the pillars of village society, were gathered The men looked up hopefully. “What are you suggest- around the hearth at the Tin Ear, a fire more cheerful ing?” Tonner asked. than the dragon’s to warm them. Spieler, chief of the con- “Not my own services, to be sure!” Hilda batted her stabulary, scowled. “It’s a breakdown of law and order!” eyelashes. “My mother knew a spell or two; my only secret “Hurdelburg’s become a laughingstock,” agreed Vergil potion is the one you’re drinking. But remember that Kampf, schoolmaster of the village’s only school, which at story that came out of Hamlin, in my grandmother’s present boasted seven pupils. time—the one about a piper who rid the town of rats?” “Worst of all, gentlemen,” pronounced the merchant “Of course!” Kampf exclaimed, smacking his forehead. Geltfager, “it’s bad for business!” He emptied his tan- “‘Music hath charms to soothe the savage beast,’ or some- kard, wiped foam from his lips, and signalled for another. thing like that. And in the old myths, Orpheus made even “It’s gotten so I can’t go to guild meetings any more,” trees dance to his lute.” he continued. “You should hear them. ‘Hurdelburg—oh, “Gentlemen, it could work,” pronounced Geltfager yes. Very quaint. Charming medieval atmosphere. But solemnly. really, a dragon? That’s carrying period restoration a shade “I think I know a man who would do. A minstrel from too far. No, no, I will put my money in Welstade, where the capital. I met him at a court function last spring,” they have just built a new clock tower.’” Tonner said briskly. He raised his stein to Hilda. “Hur- “And we may be losing one of the only things that does delburg is in your debt. How can we repay you?” attract business,” observed Kampf. “To wit, our St. Hilda stroked her chin thoughtfully. “Why don’t we George’s Day celebration.” wait and see what you have to pay me back with.” “I knew we’d run out of kings’ sons at some point,” Mayor Tonner remarked gloomily. As an artist, Alain the minstrel was always willing to try “The knights are beginning to balk. No one ever com- new things, to experiment. It didn’t particularly matter ing back, and that sort of thing.” The schoolmaster that he didn’t believe in dragons. He didn’t believe in blinked apologetically behind his thick spectacles. noble kings or enchanted maidens, either, but he sang “They’re saying that true knighthood may have more to about them. They were his stock in trade. And for the do with clean living than flashy deeds of derring-do. Com- payment that Hurdelburg had offered, he would have munity service, carrying food baskets to elderly widows. been willing to sing a duet with a mermaid or play a one- They also point out that the dragon hasn’t eaten any night stand in a fairy hill. Ropes woven of gold are strong maidens yet—at least, as far as we can tell.” enough to suspend almost any amount of disbelief. “Wasn’t the disappearance of Kristina, the baker’s Still, as he awakened in his room upstairs at the Tin daughter, linked to the dragon?” Spieler asked, furrowing Ear, he felt a twinge of unease. There were, after all, those his brow. knights who had never returned. They rose up in his “Dragon! More likely a dragoon,” Tonner snorted. mind’s eye, awkward, clanking ghosts haloed with drag- “So the knights are off the hook,” Kampf concluded on’s fire, their foretaste of Hell. But the morning was glumly. “They say they won’t be back next year.” sunny, and warm, leaf-scented air drifted in through his “I’ll be the first to go broke,” predicted Tonner. “The window. He soon forgot his fears. His mind was busy with rest of you will follow, soon enough. We’ll all have to professional considerations. move to the capital, where there are no dragons—unless What to play for the dragon-hunt? Something like you count the Empress.” “Greensleeves,” to put the beast in a nostalgic and pre- “And Hurdelburg will become a ghost town,” Geltfager sumably gentle mood? A funeral dirge for the hundreds of said mournfully. knights that had vanished down the dragon’s maw? Or a A new voice interrupted the melancholy conversation. lively, cheerful march—Alain striding before, the beast “Some of us aren’t ghosts yet. What are the lot of you following, until he led it into some mountain lake to doing with such long faces? I won’t have it, not in my quench its fire? tavern. God gave us drink to make us glad.” Alain grinned, shaking his head. He’d just have to Hilda Broomfast, chief barmaid at the Tin Ear—and decide on the spur of the moment. Luckily, he’d always the fifth, most indispensable, pillar of Hurdelburg been good at improvising. society—stood over them with arms akimbo. She was He got up, stretching luxuriously. “Frederick!” he comfortably rounded and comfortably middle-aged. shouted. Though her hair was streaked with gray, her shrewd, hon- His apprentice scrambled to his feet with a grunt, rub- est face showed few lines. bing his eyes. She glanced from one man to the next. “Come, now. If “The sun is up,” the minstrel told him. “No time to

54 NOVEMBER 1992 waste! I’m told dragons are sluggish in the early morning. knights swear eternal love, and is a maiden still. Cold blood, you know.” “Master . . .” Frederick’s face was anguished. “What “She’s a carrion crow, I tell you!” said Frederick hotly, about breakfast?” as they kicked up dust on the path winding up the moun- Alain shook his head firmly. “Dragons, my lad, have tain’s lower slopes. this in common with life’s other distasteful tasks: They are “I’d trade her for any caged parakeet in the capital,” best faced on an empty stomach.” his master said dreamily. Alain dressed in leisurely fashion, having sent Frederick “She smelled our death. That’s why she came, with downstairs to inquire as to their way. When the youth flowers to lay on our graves!” returned, he bade him take up the great harp. Alain him- “No more, Frederick. The subject is closed.” Alain self would carry the lute, having no wish to appear hunch- smelled the flowers once more, then handed them to his backed, especially before the crowds of townspeople that apprentice. He glanced around. would be seeing him off. The sun had climbed halfway up the sky, but the forest They clambered down the stairs, finding that the inn around them was strangely silent. The minstrel frowned. was waking up. Cheerful smells drifted in from the When had the sounds of birdsong, the chatter of squirrels, kitchen, and a few early drinkers were already deep into ceased? The dragon no longer seemed so mythical. “We their morning mugs. Frederick halted, with a plaintive must be getting close,” he murmured. look at Alain, but the minstrel motioned him on. Frederick, too, fell silent, ceasing his curses as they en- “Master! Even a condemned man is not refused a last tered the circle of stillness that surrounded the dragon’s breakfast!” cavern. There was not so much a sense of desolation here, “Ah, but you are not condemned, Frederick,” Alain thought Alain, as one of hushed respect. Most of the trees said lightly. “You are about to become famous, and rich as remained intact, although some showed scorch marks on well. Wave to the crowds, now, and look cheerful!” their trunks, or had a branch or two burned away. Even But no crowds awaited them. Alain looked up and there, one didn’t get the feeling of wanton destruction. This down the street in disbelief. Sunlight against stained walls, might be simply the way the dragon marked its territory. a fly buzzing here and there, a dog nosing around the “So,” Alain said to himself, “this increasingly probable cobblestones. That was all, until Hilda appeared at the dragon is perhaps not wholly a ravening beast. It might, side door of the inn, waving a handkerchief. Alain waved after all, respond to music. Though it can’t be used to back. hearing much in that line, with all the songbirds staying “So much for fame,” he muttered. “Ah, well, Fre- away.” derick, off we go like thieves in the morning.” As if in answer to his thought, a flight of ravens settled At the outskirts of town, one person waited for them. down on a tree beside the path and began to croak. Fre- Amalinda, eyes modestly downcast, stood there smiling derick made the sign of the cross with a shaking hand. shyly and offering a bunch of forget-me-nots. She wore a “Death birds, sir!” flowing white dress, looking like a bride who had been left “Give me back that lute!” snapped the minstrel. “I’ll behind by the rest of the wedding party. need it soon. Steady yourself, man!” Alain swaggered up to her. “For me, my pretty maid- A few hundred yards further on, and up, they emerged en?” he asked. into a large clearing, and the cavern of the dragon was She nodded. “For luck, my lord. For your safe return.” before them. Nothing grew near the entrance. Packed dirt He accepted the bouquet, handing the lute to Frederick. showed the faint prints of monstrous claws. The rocks “They smell so sweet, my fair one, that almost they rival around the cavern’s mouth had been worn smooth by the your own perfume. How came you to know when we would passage of the dragon’s body. Alain gazed for a long time, set out? The rest of the town seems . . . uninformed.” trying to memorize every detail. This would make a ballad “I always know when someone is going to the dragon,” that would live long beyond his own time. If he survived. she answered. Her voice was breathy as the lower notes of He walked forward a few paces while Frederick hung a flute. “I have the second sight. It runs in my family.” back, casting desperate glances the sky and the forest “Sir!” Frederick began to hop from one foot to another. behind. Alain cleared his throat, adjusted the tuning pegs, “Silence, lout!” Alain turned a withering glance on his and began to play a song he’d learned in Spain. He sang servant. “What, in such a hurry now to be gone? Stand in a sweet tenor about the sadness of the last of the Moors, still so you don’t put my harp out of tune with your St. leaving behind the beautiful Spanish countryside and the Vitus’ dance.” palaces they had built there. He turned back to Amalinda. “Your pardon, fairest. I To Frederick it seemed that the sun stood still, in rapt will carry your favor with me, come what may. Here and attention, as Alain played. A few songbirds flew into the now I swear eternal fealty to you, my love, my Muse.” clearing and perched, twittering, in nearby trees, wonder- He dropped to one knee, kissing her outstretched hand. ing either at the song itself or the effrontery of the man Then he rose, dusting his breeches carefully, and took his who played it. leave of Amalinda with a last melting glance. Frederick The dragon answered. A loud snort came from inside followed in his wake, cursing softly and with a total lack of the cavern, as if the beast had been rudely awakened. imagination. Then came the grinding, clashing noise of a body covered Amalinda smiled as she walked back to town, the sort of with brazen scales dragging itself toward the entrance. smile possible only for a maiden who has heard scores of Alain played on, dispatching a last hasty prayer, which

DRAGON 55 fluttered away into the sky with the departing songbirds. Then he played and, once again, the world held its The dragon’s head appeared at the cavern’s mouth, for breath to hear. The retuned lute sounded like a cat and a all the world like a fair maiden showing herself on the bullfrog fighting to the death. Alain’s instrument sobbed, balcony in response to a serenade. It blinked in the bright wrangled, croaked painfully, screamed in discordance like sunlight. Then it saw Alain, and its eyes—big as dinner a choir of the damned. plates—snapped wide open. It edged forward until its And the dragon cocked her head to listen. Then the forelegs emerged, and lay resting its head on them, look- beast lay down, looked closely at the minstrel and, politely ing thoughtful. keeping her flames in check, answered. The dragon was not particularly hungry, and she didn’t Cracked bells, small animals being tortured, a grand think that the man looked very threatening. He was some piano being pushed down a flight of stairs. Alain listened sort of novel, de-shelled variety too. But what was that carefully. He made some minor adjustments to the tuning awful noise he was making? pegs. Then he played again, a similar phrase, sounding Alain could not help but feel this was the finest hour of like a small, nasal echo of the dragon’s voice. his career. Here he stood, flawlessly managing the com- They stayed there throughout the whole afternoon. The plex chord changes Montellos had taught him in Granada, ravens flew over them croaking gleefully in celebration of while a live dragon, wisps of smoke curling from its nos- dissonance, while the songbirds huddled together, far trils, lay enchanted before him. away in a different part of the forest. A sound behind him made him turn his head, though his fingers didn’t cease to weave their tapestry of sound. There was, in fact, a crowd waiting when Alain walked He was just in time to see the harp bobbing up and down back into town, singed but victorious. Amalinda had seen on Frederick’s back as the youth took to his heels. Alain to that; she had known of his return even before Frederick shrugged inwardly. Better to die alone than in such com- reappeared at the inn, babbling about dragon fire. pany as that, if die he must. Amalinda’s image drifted That night the village feasted. Tanner and Geltfager, gently through his mind. who had kept the news of Alain’s arrival quiet (not want- He finished the song with a flourish. The dragon gazed ing to bear the blame for another failure), spared no ex- at him with an unfathomable expression in its yellow eyes. pense now. The roasts, cakes, and wine were of the finest Alain, greatly daring, doffed his hat and bowed. quality, and there was barrel after barrel of dark Hur- The dragon coughed. Flame filled the clearing. He had delburg beer. to jump backwards, feeling his face blister with heat. He Vergil Kampf and an unusually jovial Spieler propped beat at his smoldering doublet. each other up in a corner, shouting bawdy songs. Hilda “All right, Master Dragon! You didn’t like that, we’ll Broomfast was more quietly elated. Tanner was feeling try another!” he cried. Surprisingly, he felt no impulse to expansive, and her reward had been enough gold marks to follow Frederick. Alain had always known himself to be a set her up in business for herself. She sat smiling, thinking vain person, but it seemed that in certain circumstances, of putting her feet up while someone else fetched mugs out vanity might appear as, or even magically become, cour- to the customers. age. He would re-enchant the dragon, or die trying and Frederick sulked upstairs. He had counted on cadging let someone else write the ballad. free drinks with tales of his narrow escape, but Alain’s He began a lively folk tune from the Black Forest. After success had ruined his story. a few bars, the dragon growled. A hot wind slammed into The minstrel kept Amalinda close by his side. At one the minstrel’s face. He stopped short in confusion. The point he had Tonner call for silence, and stood up with her dragon hauled its full length from the cavern, revealing a to announce their wedding. All congratulated him and the whiplike tail, thick as a man’s thigh, sweeping restlessly blushing Amalinda, and fell to even more furious merry- back and forth. making. Having at the same time lost a dragon and The earth shook under Alain’s feet. He considered gained a bard, a new age had dawned for the village. flight—bravery had its limits—but knew it was useless. “But how did you know how to talk to the monster?” The dragon could incinerate him before he’d gone ten Tonner asked, much later. The fire had sunk to glowing paces. coals, and most of the villagers, unused to celebrations, The ravens had followed him up, he saw now, and had long since gone to bed. watched from the surrounding trees like a dark jury. Wait- Alain shrugged modestly. “It was easy, really. I noticed ing to finish what’s left of my carcass, he thought. The air that the dragon tolerated ravens near her home, while the filled with their croaking calls, wiping any memory of sweet singers fled from her. This led me to think that song from his mind. dragons have an aesthetic different from our own, which I The dragon raised its head momentarily, listening. strove to satisfy.” He paused to pluck a few notes on his Alain gasped as a wild idea came to him. ruined lute, and the listeners winced. The dragon began to circle him, head lowered, gnash- “But I was surprised to find,” the minstrel went on, ing its rows of knifelike teeth. Alain worked quickly, re- “that dragons actually speak a language of pure tones, tuning the lute’s strings. Some of them, loosened, flapped discordant as it might be to our ears. Incidentally, this and buzzed in tones almost too low to hear. He tightened supports those legends about their having come from out others until they emitted a continual high hum without of the East. The language of Cathay, I’m told, uses tones even being touched. One string broke with a forlorn in this fashion. I’m still working on the fine points, twang, stinging his cheek. though the dragon and I have reached a basic understand-

56 NOVEMBER 1992 ing. But then, there will be plenty of time to get to know The mayor opened his mouth, but made no sound. dragon speech better.” Alain nodded. “Exactly. Every merchant in town will “Plenty of . . . ?” Tonner started. “What do you mean? profit. We’ll have visitors from all over the Empire. And it Our agreement was that you would charm the dragon will be good for the dragon, as well. They’re solitary crea- away from Hurdelburg forever! ” tures, but she’s grown lonely over the centuries. She Hilda gave the mayor a scandalized look. “And why wants to learn more about us—now that she knows we’re would the beast leave her home? She’s lived here longer not dumb beasts.” than any of us!” “Why don’t you give us that ballad you’ve been com- “True,” Alain nodded. “And I’ve only learned how to posing?” suggested Amalinda, innocently. “The one with speak with the dragon, not how to command her. But we the refrain in the dragon’s tongue?” did strike a bargain.” The mayor, a good politician, knew when to cut his “What bargain?” asked Tonner, helplessly. losses. “Don’t touch the lute!” he cried. “I decree that it “She has agreed to waive the yearly tribute of will hang on the wall of the inn from now on, as a re- knights—” A choking sound escaped Spieler. Alain smiled minder of this historic day. And now raise your glasses graciously. “Yes, it took some diplomacy. I can see why once more, my friends. To the dragon—and to our good you wanted someone from the capital for this undertak- fortune! ” ing. She has agreed, as I say, to accept other sustenance, Away deep in the night, the dragon heard their merry- which the villagers will supply—a matter of two or three making and roared in answer, flame streaking the sky like cows a month, no more. To make things easier on every- a falling star. Then, content, she went back to the task of one, she will take up residence in the town square.” gathering her hundred eggs for the move into town.

Forum AD&D game for the past six years: alignment. realize the impracticality of this. To convert Continued from page 46 The alignments are all easily understood except someone would be hard enough, but those that This leaves two arguments against for lawful good. we fought in the temple were assassins and evil multiclassed characters: splitting up the Recently, my gaming group started a new priests. Conversion is impossible, pure and experience points (XPs) between two classes, AD&D 2nd Edition campaign. I rolled up a simple. Justice must be carried out to be and level limits. The XPs issue appears to be an paladin. Everything was fine and dandy until we effective. When one breaks a law, one must pay equalizer to the untrained eye, but a little did some adventuring in an evil temple. The the price. My character’s actions were good scrutiny shows us that, in AD&D 2nd Edition trouble began when we were fighting some evil because he was eradicating evil and making the games, XP ranges double from level to level acolytes and assassins. My DM uses the “Death's world a better place. Therefore, a character with half the XP of Door” rule for NPCs and monsters. After From everything that I have been able to read another will be only one level lower-a small combat, while the evil humans moaned as they on the subject, lawful good has been defined as price to pay for nearly double the power! Levels bled to death, my DM asked, “What do you do?” the greatest good for the greatest number, while fall behind only when there is a constant rate My response was the one I thought most minimizing harm. This is taken from John given for XP, around name level in the old game. appropriate. With sword held high, I had my Stuart Mill. I see this philosophy more as neutral By name level, however, very few new abilities paladin recite, “Because of the blasphemy and good. If I followed this interpretation of lawful are gained by any class. It actually helps to evil you have done, in the name of my church good, I would have surely been right. serve as another equalizer, for about the time a and temple, I send you where you belong!” With I will never believe that to play a lawful-good single-classed character would reach 20th-level these words of justice, he then quickly finished character one must play stupidly. I hope (recommended for ending a long-running them off. My DM looked at me queerly and said someone who has a good grasp on alignment campaign), the multiclassed character will have (after my character had done this several times), can help me understand how to play a reached its level limit. Now I ask, what kind of “If you continue to do this, your paladin’s lawful-good character. By creating some limit is that? powers will be revoked.” What next followed discussion on this topic, one can perhaps Two other quick points I’d like to bring up on was a somewhat heated discussion that led to analyze people’s enjoyment of role-playing and this topic are that: 1) XP bonuses can be given him saying, “Your paladin should have bound provide a greater insight into the AD&D game’s for both classes in a multiclassed combination, their wounds and brought them back to a complexities. therefore effectively doubling the XP bonus for temple to convert them!’ This I found to be Nicholas Abruzzo the multiclassed character; and 2) level limits ridiculous. Mind you, the party was in a Glendale Heights IL are used to equate racial types, not multiclassed dungeon, not part of an army. If an army were options. with us, we would have easily taken prisoners. The quick solution to this is to allow kits, on a Not only was what he asked impractical, I found * indicates a product produced by a company other par with those in the Complete Fighter’s it to be chaotic. By dragging around prisoners, than TSR, Inc. Most product names are trademarks Handbook and perhaps a little less powerful for the party would have to worry about feeding owned by the companies publishing those products. fighters, to single-class characters only. A brief them, be at a disadvantage in combat, and very The use of the name of any product without mention view of the kits shows that three bonus well risk the prisoners escaping and eventually of its trademark status should not be construed as a nonweapon proficiencies and one small power attacking the party again. We were 1st-level challenge to such status. should be given strictly as a bonus, and any characters in an evil temple. Had I played the other powers given would have equated way my DM wanted, my paladin surely would hindrances to balance them. I hope to hear from have died. many people on this issue, am I right or wrong? I justified my actions as being both lawful and That’s for you to decide. good. They were lawful because my paladin was Andy Shockney carrying out the justice of his church. In the Here it comes! Ashland OH Middle Ages, when someone was thought of as a witch, the church and royalty did not try to Wondering what TSR is about to do I write this letter in the hope that serious convert them-they burned them. When one role-players can shed some light on the thing considers the possibility of conversion, one will next? Turn to “TSR Previews” in this that has caused me the most trouble in the issue and find out!

DRAGON 57

A-Train (Maxis)

Drive the A-Train right into the Abyss

KnightLine after we review the finished version of $19.99 to $49.99. Look for more than 30 Taking two months away from the this exciting fantasy role-playing game new games to be added to the Lynx library column has allowed us to catch up with (FRPG). within the next six months. many of the games we have received—well, Turbo Technologies has reduced the sort of. There are far too many entertain- price of their TurboGrafx-16 Entertain- H.E.L.P. ments that we simply haven’t had the time ment System to $69.99. If you want this Sam Carter of Montara, Calif., is request- to study too closely. However, we’ve looked unit packaged with both Bonk’s Revenge ing assistance with the following: “I des- over many games and present our opinions and Keith Courage, the price is $99.99. perately need help with Dungeon Master on this crop of offerings. This is yet another sign that gaming is from FTL Games. I have attached the We’ve had the opportunity to look over a becoming more affordable! Also, Atari has Power Gem to the Firestaff, and now I am pre-release version of Sir-Tech Software’s announced that software for the Atari trapped with the Dark Lord. What do I do Wizardry: Crusaders of the Dark Savant, Lynx system will now range in price from now?” and we are impressed. The game’s inter- Han Lim of St. Louis, Mo., needs some face has immensely improved, and the Computer games’ ratings assistance with Leather Goddesses of new creatures you will confront are quite Phobos from Infocom. “How do I keep the impressive. In order to be successful, X Not recommended ion beam on the Martian canal from killing you’re going to have to learn how best to * Poor me? What does the message on the dead increase your adventuring party’s abilities ** Fair Martian say? Is there a way to get to the right away. Ensure that you have at least a *** Good orphanage? What do I do in Cleveland?” couple of Dracons in your group—they **** Excellent Do you recall the request for help from have a breath that is dangerous to your ***** Superb Kyle Erickson regarding Beyond Zork? enemies! Other hints will be forthcoming Lynn Folsom of Fort Worth, Tex., has come DRAGON 59 to the rescue. “You don’t need to use the bubble mirrors—yet! You might want to reflect upon their use, though, to see if you can shed some light on where and when they should be used. You must ob- tain the Crocodile’s Tear in order to com- plete the game, but you can’t get it by yourself. All the humans (?) stay in their respective places, though. The minx and the pterodactyl, though friendly and mo- bile, don’t seem to be able to help in this situation. So if you can’t get a friend to help, how about using an enemy? Look around the forest for a heavy (to balance your weight) and slow (to give you time to work) enemy. You might even have to make an enemy. You can’t use the Fountain of Youth on the butterfly. The Fountain of Youth is only useful in preserving the current status or age of anything im- A-Train (Maxis) mersed in it. You will have to find another way to ‘turn back the clock’ on the butter- In A-Train, it’s up to you to lay your Tycoon, the odds are you’ll enjoy this fly. You don’t have to open the treasure railroad tracks, build your railroad sta- simulation as well. Although not quite as chest yourself. There are two creatures in tions, and manage the construction materi- good as the MicroProse offering, it does the game who are eager to do so. Always als that start piling up at your stations. add some additional features that present ask the old woman in the Magick Shoppe With a unique interface consisting of pop- a different railroad-building simulation. about every magical item you pick up. Just up menus all over the screen, you control We reviewed the game using VGA graphics because the Potion of Strength is clear in every aspect of your empire. Building your and Roland MT-32 sound options. one game doesn’t mean it won’t be cloudy rail network and scheduling your passen- in the next.” Thanks for your timely in- ger and freight trains is nothing—wait BattleToads ***** sights, Lynn. until you have to purchase the land to TradeWest And then we have Nasri Hajj of Urbana, further cement your hold in your develop- Nintendo Entertainment System Ill., who comes to the rescue of two people ing neighborhood. You’ll have to decide We heard so much good press about this needing help. Their questions were pub- where to place apartments and factories, cartridge that we finally had to look at it lished in DRAGON® issue #181 and were when to lease buildings, when to purchase ourselves. The commotion is well- from John Swendsen and Bryan Schroeder and sell stock, and when to borrow money deserved, because BattleToads is probably regarding Battletech: The Crescent Hawk’s from the bank! the best action game we’ve seen in a long Revenge. “The keys are used to trigger the A-Train’s manual contains a complete time for the NES. By becoming Rash or self-destruct system in Base Cochise. To do tutorial that should have you and up run- Zitz, you embark on a rescue mission to this, you must first use a plasma coupler ning with 20 minutes of practice. The save your fellow Battletoad, Pimple, from on the Base’s generator. This allows you to reference section is also well written. The the evil Dark Queen. open the doors to go to the four key slots overhead perspective and the resulting The game requires you to jump, ride, After destroying Base Cochise, you can angular lay of the land can sometimes play and scale your way through several stages walk around until you run out of ammo havoc when you’re trying to lay curved of intense action. The animation and and have to kill random encounters with track to reach a new area of development. sound are superb. The cartoonesque melee weapons. Or, you can reset the Thank heavens you can remove track methods employed by the Toads as they game (using the ‘setup’ command you used mistakes—but at a cost! get rid of enemies (swinging a huge fist or when creating game disks) and start from If you don’t manage your finances well, tossing attackers into one another) are the beginning. The Nightmare creature is the game simply quits on you. We didn’t hilarious. In no way, however, does that practically impossible to destroy, so don’t particularly care for this ending. When mean BattleToads is easy. This game re- bother—just walk on by it. There are three you’re running at full speed, managing quires you to put in many hours to master ranks higher than Command Cadet. After several trains, trying to check your stock it. Thankfully, you can enlist the aid of winning the game three times, I managed market reports and other income, and another human player to defeat the Evil to get to Lieutenant (one higher than Com- suddenly the game ends, you wonder Queen. mand Cadet). The Grazer Bat Fetish is (I what you did wrong so that you can pre- We usually are not fans of action games, believe) a joke. There is one paragraph vent that from happening again. Unless but BattleToads is truly exceptional. If you about it in the book, but it is most likely a you have been keeping a close eye on your like knocking heads, BattleToads is a game fake.” balance sheet, you’ll find yourself either for your pad. returning to a saved game or starting over. A-Train is quite a complex simulation The Four Crystals of Trazere *** Reviews and is well coded. If you enjoyed Railroad Mindscape, PC/MS-DOS This role-playing game from Mindscape A-Train **** is a decent effort. Evil has arisen in Tra- Maxis, PC/MS-DOS zere, and it’s up to four stalwart adventur- Apparently, this railroad simulation is ers to take on this scourge. You lead a number one in Japan. Developed initially band that consists of a barbarian, an assas- by Artoink, Maxis co-partnered and assist- sin, a troubadour, and a runemaster. The ed in rewriting this game for the U.S. character-creation system is somewhat market. Both companies have done a fine limited. Statistics for strength, intelligence, job. However, we continue to prefer Mi- speed, dexterity, constitution, and hit croProse’s Railroad Tycoon because it has A-Train (Maxis) points are predetermined. You select an more of a personal feel to it. icon that represents the four elements that

60 NOVEMBER 1992 amount of hit points the character has left while the color of the skulls reflects the amount of remaining luck. Once combat is over, the characters are free to pick up any gold or other items left behind. The Four Crystals of Trazere is not a bad game. The magic system is fun, and the game is quite simple to learn. We didn’t enjoy the limited character creation or the isometric perspective for the dungeon. It is sometimes difficult to have the charac- ter move to the desired place or perform the required action, which led to frustra- tion. Combat can get confusing. The Four Crystals is by no means an original game, but if you’re looking for a role-playing game that doesn’t take up too much space on your computer, or looking for that rare CGA-supported game, then this might be a good adventure to purchase.

King’s Bounty *** New World Computing, PC/MS-DOS This strategy fantasy game has been out for some time in PC/MS-DOS format. It has been ported to the Macintosh, but some of Ultima Underworld (Origin) the Macintosh user-interface design com- determine the characters’ scores. For points of luck run out, the character is mandments have been overlooked. One instance, clicking on the fire icon raises quite dead. Offering prayers gives points such “rule” states that Command-S means dexterity, speed, and intelligence, but of luck back to that character. Save your game. Not so in King’s Bounty— depletes armor class, hit points, strength, Dungeons are where most of the action you must access the File Menu and select and constitution. You can select any combi- takes place. The screen switches to an the Save command in order for your game nation of the four elements, isometric perspective of the dungeon, to save to its current game file name. When starting the adventure, you have similar to the interface used by Populous Also, when you try to “Save As,” giving an overhead view of the land of Trazere. and Powermonger. By using the mouse, your current game a new name, you re- You simply click on the location you wish you move the characters by clicking on ceive a dialog box that asks you to specify to travel to, and your party moves to that floor tiles. Other actions that can be taken where you want your game to be saved. If locale, represented as a banner. The cycle include opening or shutting chests or you are playing as we do, from the King’s of day and night is shown as a sun and doors, taking items, pushing levers or Bounty game folder, this is a good place to moon moving across the sky. Other ban- buttons, and looking at specific items or save your game. Unfortunately, the pro- ners show either friendly or evil forces places. Players also can access individual gram writes your “Save As” game to the moving around Trazere. Images on the characters and equip them with new items first-level hierarchy of your storage media. banners either identify the keep the good by clicking on the equip icon and selecting The only reason we found our saved forces came from, or the strength of the the item to be equipped. games was that the program crashed evil band represented by the banner. If The best part of the game is the magic twice and we had to start over, causing us you run into an “evil banner,” you may system. The player must mix runes and to look in the base directory in order to hide—but sometimes you’re forced to ingredients together to form spells. Com- find our game folder. Lo and behold, there battle for your life. As time progresses, the plex spells also can be created by mixing were our three “Save As” games! keeps won’t be able to hold out all the evil more than one director rune and one The copy-protection method is a little forces on their own and you’re required to effector rune. Unfortunately, the runemas- frustrating. You must enter a word the give them money to replenish their forces. ter does not start off with all the runes, program is looking for from your game Entering a keep switches you to a graph- but must find the person who can give manual. Miscount by a word or a line, and ic menu screen. You can visit the locals of him these symbols of magical power. you find yourself looking at your game the keep by pressing the appropriate key. Combat is in real time with the isometric icon from your game folder. There is no Taverns may hold information—for a perspective. When encountering the ene- second or third chance for you to re-enter price, of course. Smithies contain weapon- my, you only need to click on the charac- the password and play—you’re booted out ry and armor, while artificers sell you ter’s readied weapon to have him attack. right away! items with magical or useful properties. Characters also have special abilities that Despite these problems, we liked this The apothecary allows a runemaster to can help them in the heat of battle. The game. It requires some strategy as you stock up on magical ingredients. Guilds are barbarian can go into a berserker rage work your way across four continents places where you can train to move up to that allows him to inflict amazing amounts looking for the Sceptre of Order before the next ability level. Finally, the temple is of damage on the enemy. The troubadour time runs out. Only one hex in one of the a place where one can be resurrected, can play songs that aid the party in vari- four continents has this game-winning healing potions purchased, or prayers and ous ways (a la The Bard’s Tale). The assas- item. Should you manage to have captured donations left. sin can hide and backstab an enemy. The the villain Arech Dragonbreath, a Sceptre In Trazere, the death system is unique. runemaster can cast spells as above. Search command takes one day—without Each character has a set number of hit Damage inflicted on characters is shown his capture, each Sceptre Search takes 10 points. When that value reaches zero, the in the bottom left hand corner of the days, and there’s no guarantee you’re character doesn’t die. Instead, a point of screen. A portrait of each character is looking in the correct area! luck is deducted from an original allot- displayed, and whenever a person takes With castles to capture and villains to ment of six luck points. The character is damage, that amount of damage is re- locate, you’re going to be extremely busy given a new lease on life, but when all six vealed on that character. Skulls show the You may decide to become a knight (best

DRAGON 61 and magics to use, King’s Bounty holds we’ve ever played is quite an understate- promise for excitement and adventure. ment. Imagine a world of virtual reality, However, with commands that do not where you become one with the subscribe to Macintosh human-interface computer-generated world around you. guidelines, we hesitate to recommend its No, Abyss doesn’t embrace all your senses, purchase. The game’s options are B&W, but there are times you’ll swear you’re in 16-, or 256-color mode; 1MB RAM for the dungeon trying to find the villain who B&W, under System 7.0, 2MB of RAM. kidnapped Aerial, the daughter of Baron Almric. You’ve been accused of the crime— Super Space Invaders ** after all, you were in her room when the Domark/Accolade, PC/MS-DOS guards broke through the door—and have It was the game that launched the video been tossed into the Great Stygian Abyss Ultima Underworld (Origin) , one of the classic shoot-’em-up to locate the true abductor. You’ll find games of all time. It has now received a yourself in an enormous adventure that starting troops, limited magic, slow ad- facelift and is ready for your home com- will determine the fate of Britannia. vancement rate), a paladin (high starting puter. It is Super Space Invaders. Abyss offers fantastic auto-mapping that gold, has magic abilities), or a sorceress What’s so special about shooting aliens allows you to make your own note entries (weakest in leadership but strongest in that attack you in a scroll down the screen on the map itself. The magic system re- magic), a barbarian (the best leader, but in neat rows? Well, this version has a few volves around the use of runestones that, weak magic skills). As you try to recruit new tricks up its sleeve. First, the aliens when their letter combinations are com- troops wherever you go, you must decide got smart and don’t travel down the bined in the correct sequence, enable you what factors to spend money on—without screen in neat little rows anymore. They to cast many helpful spells. The combat a boat rental, for example, it’s highly might rotate around the screen or move in system is real-time—you arm yourself by doubtful you’ll get very far, but that costs other patterns. The invaders might not clicking on the Fight icon and draw back 500 gold pieces a week. blow up from your fire but might expand, to strike your opponent. You can tilt your Using a point-and-click interface, five taking several more hits to destroy. The view down, up, or remain at eye level. The panels on the right side of the screen alien craft that flies across the top of the former is perfect for striking those nasty show you which villain you are currently screen not only gives you points, but it attackers who are smaller than yourself, under contract to capture, whether you might award you with a special weapon to while an upward view can alert you to the have the equipment necessary to manage a help you eliminate these nasties. Forget presence of flying beasties intent upon castle (where villains are captured), about hiding behind a bunker—that’s been your destruction. By keeping an eye on whether you have spell-casting ability, and eliminated and is replaced with shields the level of the vitality and mana flasks on- the puzzle map. The latter is a small repre- that can protect your ship from certain screen, you can see when you need to rest sentation of 25 map pieces you need to doom, but just for a few seconds. There is and regain those attributes. Should your win the game. Lastly, you can see how even a bonus stage where you have to vitality reach zero, you’re dead. (By the much gold you are carrying. You also can save cows from being taken captive by way, find the Silver Sapling on the first view your army at any time to learn its dairy-hungry space creatures. level, plant its seed, and you’ll find you’ll strength, efficiency in battle, morale, and Updated with VGA graphics and sound recover a lost life!) Mana measures the weekly maintenance cost. Always be on board support, Super Space Invaders is a amount of magical energy you possess. the lookout for treasure chests—some greatly enhanced version of the original You can save or recall a saved game any contain money that you may keep or dis- arcade game. Unfortunately, it’s still out- time you wish during your adventure. tribute to the peasants to increase your dated because there are so many faster There are four saved-game slots. You can leadership; others contain magic scrolls or and better shoot-’em-up games on the converse with most of the characters in reasons for the king to increase your market. The idea of shooting aliens that the game. It is highly advisable that you do weekly wage. attack in a specific pattern gets boring so, instead of automatically assuming You can find allies, cast spells, and fight after a while. Although those special weap- they’re evil. “Talk first, strike later” is a battles. There is a lot of solid gaming in ons add a little original spark to the game, good strategy. There are also all manner of this offering that would have garnered it a they aren’t enough to bring it out of the things to be found by looking around, like higher rating had it not suffered from mediocre category. For those who still weapons and armor, runestones, potions, occasional crashing. This occurred when want to remember the good old days with food, and secret doors. You must also entering Command-P while viewing the an added taste of the new, Super Space learn the mantras that allow you to in- map and the army icon. Up comes the Invaders is for you. We reviewed this crease specific abilities at the Shrines miniature map puzzle. Click Cancel or Exit game using VGA graphics and SoundBlas- located throughout the Abyss. Should you and the screen indicates that a resource ter options. find yourself slowing down a bit, try using error has occurred and the player is a room as an area to collect found booty. It dumped out of the program. Ultima Underworld: The Stygian makes no sense to bog yourself down with With a variety of interesting creatures Abyss ****** items you won’t need. Origin, PC/MS-DOS All interaction with the game is point- Ultima Underworld: The Stygian Abyss and-click (if you have a mouse) or uses the (Abyss) is another entry into the world of keyboard. The icons are well designed, computer entertainments. As is becoming and you should have no problem running quite evident, most FRPGs can now be the adventure. With duration, targeted, classified as single-character adventures or and area spells at your command, you can as quests involving a party of characters. find yourself rebalancing the scales of Abyss is one of the former, and it breaks fairness throughout your adventure. new ground in graphics, animation, scroll- The release version has a bug that ing, and sound presentation. To put it causes your inventory to disappear if you mildly, Abyss will leave you quite dissatis- store more than seven items within a fied with other adventure games. We gave container (such as a bag, backpack, and this game six stars on our normal five-star the like). There is a patch available on Ultima Underworld (Origin) system. such information services as CompuServe To say this is the best dungeon game that fixes this bug for you. Just download

62 NOVEMBER 1992 the patch, place it in the same subdirec- shelves along the southern wall. To solve tered by a crystal green hammer. Search tory as the game, and run it. From that the bonus: First, remove all items from the the lower room on the map with all the point on, you’ll find your game behaves shelves. Second, place the stone medallion illusory walls. correctly. on the eastern shelf. Third, place the stone 4. Save all the polished shields. What is truly amazing is the smooth, dagger on the center shelf. Finally, put the 5. Unless they are original members of constant scrolling afforded you as you stone holy symbol on the western shelf. your party, don’t divide the scrolls move throughout the three-dimensional (Note: The items that need to be placed on amongst the party. dungeon. You’ll run, walk, and turn, all in the shelves activate the portals on the 6. Don’t kill yourself at Khelben’s real time. The walls glide by as you run. north wall.) Three scrolls appear, one on request. You’ll fall, learn how to jump, and look for each shelf, and they provide additional 7. To advance a level of any member of oddities in the normal construction of game clues. your party, dispel the left face twice. Enter walls. You’ll feel as though you are inside Level 9: On the wall of the gem-to- the room that will be revealed. the Great Stygian Abyss. This adventure jewelled-key exchange room is the inscrip- 8. Use the sticky paper to keep the flying will leave you wondering how other game tion: “It is written, the key lies on the rings stationary. entertainments can ever stack up against other side.” Throw a dagger or key at the 9. The two coins you find must be made the new standards Abyss sets for single- wall to reveal a secret room. In the room into one. Search the room where you find character adventure games. This is an are three orbs of power. the shrunken giant. adventure that PC/MS-DOS gamers have to A general clue: Watch your characters’ 10. Dispel the two magic triangles. purchase right away for their systems, as experience points closely. Save the game 11. Before facing Dran, cast all prepara- long as they have the hardware and mem- just before your characters are ready to tory spells, then give everyone weapons, ory needed to run the program. This game advance. If they gain only a few hit points even your mages. Magic is useless against requires a 386 or 486 system with at least for advancing, load the game from the last him. 2MB of RAM plus an expanded memory save game, and try again. 12. The key to defeating Dran is dodg- manager, a hard drive, and a VGA graphics Captain Alan T. Statham ing, then striking. card. Music and sound effects require a Fort Benning GA Tim Bryant combination of Roland, AdLib, Sound Fremont CA Blaster, or other compatible sound board. Eye of the Beholder II (SSI, all computers) Frederik Pohl’s Gateway (Legend, Clue corner 1. In order to open the door in the room PC/MS-DOS) with the nine pressure plates, form an X. 1. In order to go on a mission, you must Eye of the Beholder (SSI, all computers) 2. To please the six greedy mouths, be get a blue badge. To get this badge, make Here are the solutions for seven of the sure you have: rotten food, a cursed weap- certain you attend a ship-handling class at special quests: on, a mantis statue, a potion, a red gem, 1500 hours (3:00 P.M.). It is held in Room Level 1: Place a dagger on the shelf after and five rocks. T20 on Level Tanya. You must wait until removing the Armor and Bless scrolls. 3. The crystal green door can be shat- 1500 hours. Then, read Hector’s lecture Remove the dagger and notice that it has changed shape. Your new dagger destroys any monsters on the first level with a single hit. Level 2: There are four dagger inscrip- tions on the walls in this level. Press a dagger into each and receive food and a potion of extra healing. Level 3: First, place the four blue gems into the left eye of the face inscriptions in the alcoves. After the four gems are placed, the eye color changes and secret passages are revealed. Removing the left gem from all the faces completes the . Your party receives potions of giant strength and extra healing. Level 4: Enter the level via the north ladder on level 3. After dealing with Taghor the wounded dwarf, “push” the “retreating” wall until the dwarven key is found. Exit the area to the north, then immediately travel east until you see a chain set in the wall. Pulling the chain completes this quest, and your party re- ceives extra XP. Level 5: In the dwarven hall, find the pantry. Place at least six food packages on the pantry shelf to complete the quest. Use the smaller food packages, because this special quest converts them into larger food packages. Level 6: Place the eggs in the “nest.” There are 10 eggs. Throwing one of the eggs against the back wall reveals a secret room. In the room is a +5 halberd! Level 7: Go to the room where there are many portal entrances. There are three

DRAGON 63 and you’ll get your badge. The next morn- Fellowship funds. Be wary, as there are Ultima Underworld: The Stygian ing, this badge gets you past the agent and drakes and dragons in large number, Abyss (Origin, PC/MS- DOS) the sentry at the hangar entrance. Afterward, return with the chest to Batlin 1. Offer the insane one on level three 2. At the secretary’s desk in the Corpora- and you will be inducted. some food for the Taper of Sacrifice. tion Offices is a magazine you need. To get 5. In Moonglow, get the orrery from 2. Continuously flatter the this publication, you need the rose from Nelson (you’ll need Addom’s crystal). In king, Vernix. the hydroponics tray at Central Park. Give New Maginica, visit Alagner and talk to 3. Don’t throw out worn weapons, as the rose to the secretary! Boris and Magenta to retrieve the locket, they can be used to batter down doors for 3. Maintenance robots can be very help- In Empath Abbey, be careful—one of the which you don’t have a key. Either that, or ful, especially if you want to take a gun monks is a fake. attain fifth level and cast Ex Ylem. from the armory. Don’t forget, though, 6. To visit Skara Brae, go to the ferry 4. “Click” is no, and “sseth” is yes. Try that these robots dump found trash two dock and cast Seance (you can’t talk to the “bica” when greeting a lizardman. hours later. Ferryman without it). Travel to Skara Brae 5. On the fourth level, there is a knight Courtesy of Accolade and speak with all the ghosts. To save the known as Meredith who can improve your town, you must first take the music box bowmanship. Might and Magic III (New World Com- from the smithy and show it to Rowena. 6. Also on the fourth level, a troll who puting, PC/MS-DOS) Then her husband can make the Soul guards a small treasure chamber might be 1. Use the Mass Distortion spell to kill a Cage. Get a mandrak potion from Madame interested in one of the red gems you Dragon Lord—it divides his hit points by Mordra and take it, a red potion, and a found. two. black potion to Caine the alchemist. He’ll 7. The Talisman on level six is the Book 2. When you give an Ultimate Power give you instructions on how to mix them. of Honesty, located in the northeast sec- Orb to a king, he awards you with one At midnight, trap Horance the Liche in the tion in a key-shaped room near flowing million experience points. It doesn’t matter Cage and use the potion on him. He’ll water. Look high for this one. how many orbs you give him, he gives you revert to ghost form and tell you how to The Lessers only one million. put the ghosts of the town to rest. Last, 3. When you see the holographic face, you may wish to collect the three magic Battletech: The Crescent Hawk’s type in the numbers of your destiny. axes from Skara Brae (two at the Dark Inception (Infocom, PC/MS-DOS) Sam Carter Tower, one in a house). 1. The correct code to activate the Hy- Ontara CA 7. To speak with the Time Lord, you perpulse is as follows: Achernar, Kathil, must take the following steps: Get a smoke Ryerson, Summer, Skye, Benjamin, Pesht. Ultima VII: The Black Gate (Origin, bomb from Taylor; use it to get honey 2. If you would like a powerful ’Mech PC/MS-DOS) from Bee Cave; visit the emps at 54N, 7E, that doesn’t have a heat problem, try this. 1. At the start of the game, quickly com- and then go visit Ben the logger (who lives Salvage a Locust from a battle and modify plete your investigation in Trinsic. Then, just SW of Iolo’s Hut); get a whistle from it twice. This gives you a ’Mech with a head for Britain. On the way through the emps, and use it at Wisp Castle (46N, movement rate of 7/11, a new engine to Paws, you’ll learn of a theft. Feridwyn’s 13W); visit Alagner and ask for his note- repair any engine hits, three medium son Garitt is the culprit, but he will at- book (you’ll need to visit Caine at Skara lasers, and two small lasers. This ’Mech tempt to frame Tobias. Talk to Morfin a Brae before Alagner gives you the key to has never generated enough heat to cause second time to find out why. In Britain, be the storeroom where he keeps the note- a problem, even while running and firing sure to pick up both Shamino (at Amber’s book); stack the crates in the storeroom to all five lasers. house) and Sentri (at his training hall). access the second floor and pick up the 3. Modify your Commando only once. Both are good additions to the party. Con- magic bow and arrows while you are This gives you three medium lasers and a sider joining the Fellowship, then run the there; return to Wisp Castle, speak with missile launcher. If you modify it again, errands for Miranda and Lord British Xorinia, then teleport to the Time Lord you replace the missiles with small lasers (both of which take you to Cove). To play using the wisp’s instructions. and start generating enough heat to cause Chuckles’ “game,” speak one-syllable 8. You may also include Tseramed of a shutdown. words. Also, “borrow” the Virtue Stones Yew or Katrina of New Maginica in your Wayne Brown from the Royal Museum. adventuring band. Ambrosia and the cad- Memphis TN 2. In Cove, visit Nastassia and pick up delite are at 74N, 187E; there is also a Jaana. Lord Heather will happily sign the magical helm, sword, a ring of protection, That’s all for this month. For the next bill from Miranda and Rudyom can lecture and a ring of invisibility on the island. two or three columns, we’ll publish more on blackrock. In Minoc, complete Batlin’s North of Cove is a cyclops’ cave with magi- short reviews to cover the huge number orders by visiting Lady Elynor and ask cal leggings, a magical shield, a ring of of games now available. Don’t forget— Julia to join the group. You’ll discover two regeneration, and a lightning wand. There those letters helping all the other gamers more murders while in town, both at is a magical carpet inside the dungeon with their quests are important, so please William’s mill. You may wish to visit the Despise. Inside a dead cat next to Nastas- mail them to us at: The Clue Corner, c/o Minoc Mines as well. There are many vials sia’s house in Cove is a dead , and inside The Lessers, 521 Czerny Street, Tracy CA of snake venom there that may be stolen the rat is a ring of regeneration. There is a 95376. When you help others, you help for several hundred gold pieces. Borrow- talking horse in the Deep Forest, a talking yourself as others will respond when you ing a scroll from Karl may be useful in mouse in the castle of Lord British, and a are in need of game advice. Until next deflating Owen’s ego. talking unicorn in Destard. Take the month, game on! 3. Your next journey should be to Jhe- moongates to the Sphere Generator in lom, in the Valorian Isles. To help save Despise in the following order: red, blue, Sprellic, offer to be his champion and then blue, red. Lastly, if you are in search of What’s your opinion? have Kliftin sew a new Honor Flag so as to weapons for your characters, you may avoid combat with the warriors of the talk to farmer Mack about aliens and learn What is the future direction of role- Library of Scars. Dupre is in town and will of his hoe of destruction, and search the playing games? What problems do you join your group. Also, there is a cave that caves south of Serpent’s hold for the key have with your role-playing campaign? you may wish to investigate southwest to Sir Richter’s army of magic. Turn to this issue’s “Forum” and see of Jhelom. Don Isakk what others think—then tell us what 4. To join the Fellowship, you need to Seattle WA you think! journey to Destard and find a chest of 64 NOVEMBER 1992

BATTLECON ’92, Nov. 14-15 CA This convention will be held at the Fabulous Inn on Hotel Circle in San Diego, Calif. Events include games and tournaments based on World War II. Registration: $10/weekend preregistered or $6/day; $15/weekend or $8/day at the door. Dealers are welcome. Write to: Dan Huffman, c/o Trags Distributing, 3023 Hancock St., Suite C, San Diego CA 92110; or call: (619) 688-1156.

FALL TOURNEY ’92, Nov. 14 NY * indicates a product produced by a company other than TSR, This convention will be held at the State Inc. Most product names are trademarks owned by the University of New York at Buffalo, Amherst Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not campus. Events include two rounds of the ® This column is a service to our readers be construed as a challenge to such status. AD&D 2nd Edition game, with prizes. Registra- worldwide. Anyone may place a free listing tion: $3. All registration money goes toward the GAME FAIR XV, Nov. 13-15 IL tournament prizes. Write to: SARPA, 350 Stu- for a game convention here, but the follow- This convention will be held at the Illinois dent Union, SUNY at Buffalo, Buffalo NY 14260. ing guidelines must be observed. Central College main campus in East Peoria, Ill. In order to ensure that all convention Events include role-playing, board, and minia- listings contain accurate and timely infor- PENTACON VIII, Nov. 14-15 IN tures games, with dealers, an auction, and open This convention will be held at the Grand mation, all material should be either typed gaming. Registration: $5/weekend; $3/day. Write double-spaced or printed legibly on stand- Wayne Center in Fort Wayne, Ind. Events in- to: GAME FAIR XV, P.O. Box 308, Groveland IL clude role-playing, computer, board, and minia- ard manuscript paper. The contents of 61535; or call (evenings): (309) 387-6233. each listing must be short and succinct. tures games, with miniatures-painting and The information given in the listing must costume contests, door prizes, and a flea mar- HEROES CON II, Nov. 13-15 NC ket. Registration: $10 preregistered. Write to: include the following, in this order: This convention will be held at the Charlotte 1. Convention title and dates held; Steve & Linda Smith, 835 Himes, Huntington IN Apparel Center in Charlotte, N.C. Guests include or call: (219) 356-4209. 2. Site and location; , Joe Jusko, and Susie “Flaxen” 46750; 3. Guests of honor (if applicable); Owens. Activities include a costume contest, an 4. Special events offered; PROVOCATION ’92, Nov. 14-15 art auction and contest, panels, seminars, and This convention has been canceled. 5. Registration fees or attendance re- gaming. Registration: $7/day. Write to: HEROES quirements; and, CON, P.O. Box 9181, Charlotte NC 28299; or call: DALLASCON ’92, Nov. 20-22 TX 6. Address(es) and telephone number(s) (704) 376-5766. where additional information and confirma- This convention will be held at the Le Baron tion can be obtained. Hotel in Dallas, Tex. Events include over 200 Convention flyers, newsletters, and other role-playing, board, and miniatures events, with mass-mailed announcements will not be dealers’ room, movies, seminars, and an auction. considered for use in this column; we Write to: DALLASCON, P.O. Box 867623, Plano prefer to see a cover letter with the an- TX 75086. nouncement as well. No call-in listings are accepted. Unless stated otherwise, all dollar values given for U.S. and Canadian conventions are in U.S. currency. WARNING: We are not responsible for incorrect information sent to us by conven- tion staff members. Please check your convention listing carefully! Our wide circulation ensures that over a quarter of a million readers worldwide see each issue. Accurate information is your responsibility. Copy deadlines are the last Monday of each month, two months prior to the on- sale date of an issue. Thus, the copy dead- line for the December issue is the last Monday of October. Announcements for North American and Pacific conventions must be mailed to: Convention Calendar, DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147, U.S.A. Announcements for Europe must be posted an additional month before the deadline to: Convention Calendar, DRAGON® Magazine, TSR Limited, 120 Church End, Cherry Hinton, Cambridge CB1 3LB, United Kingdom. If a convention listing must be changed because the convention has been can- celled, the dates have changed, or incor- rect information has been printed, please contact us immediately. Most questions or changes should be directed to the maga- zine editors at TSR, Inc., (414) 248-3625 (U.S.A.). Questions or changes concerning European conventions should be directed to TSR Limited, (0223) 212517 (U.K.).

indicates an Australian convention. indicates a Canadian convention. indicates a European convention.

DRAGON 67 SAGA I, Nov. 20-22 LA GOBBLECON ’92, Nov. 28 PA CONSTITUTION ’93, Jan. 29-31 VA This convention will be held at the Airport This convention will be held at the Wind Gap This convention will be held at the Quality Sheraton Inn in Metairie, La. Events include Fire Hall in Wind Gap, Pa. Events include role- Hotel in Arlington, Va. Guests include Jay Tum- gaming, a scavenger hunt, costume and minia- playing and miniatures games, demos, and melson. Activities include RPGA™ Network tures contests, videos, and a dealers’ room. RPGA™ Network games. Other activities include events and role-playing games. Registration: Registration: $15 at the door. Call Wargames & prizes for top players and a dealers’ area. Food $10/preregistered or $15/at the door. Preregis- Fantasy at: (504) 734-1953; or Richard Wilson: will be available on-site. Registration: $7 before tration is strongly recommended. Write to: (504) 835-6505. Nov. 16; $10 thereafter. Event tickets are $1 CONSTITUTION, 1737 Seaton St. NW, Washing each. Send a long SASE to: GOBBLECON, c/o 118 ton DC 20009; or call James at: (202) 986-7904. GROUND ZERO, Nov. 21-22 MD S. Broadway, Wind Gap PA 18091; or call Mike: This convention will be held at the Holiday (215) 863-5178. No collect calls, please. PANDEMONIUM 10, Jan. 30-31 Inn-Chesapeake House in Aberdeen, Md. Events This convention will be held at the Ryerson include role-playing, board, and miniatures CONCOCTION ’92, Dec. 4-6 NJ Hub Cafeteria in Toronto, Ontario. Activities games, with dealers and a game auction. Regis- This convention will be held at the Quality Inn include over 100 events, two auctions, dealers, tration: $12 at the door. Write to: GROUND in Atlantic City, N.J. Events include RPGA™ plus RPGA™ Network games. Prizes will be ZERO, c/o The Strategic Castle, 114 N. Toll Gate Network events, with other role-playing, board, awarded to tournament winners. Write to: Rd., Bel Air MD 21014; or call: (410) 638-2400. and miniatures games; a game auction; and PANDEMONIUM, c/o 17b Wales Ave., Toronto dealers. Registration: $17/weekend preregis- ON, CANADA M5T 152; or call: (416) 597-1934. WARPCON ’92, Nov. 21-22 MI tered; $20/weekend at the door. Write to: CON- This convention will be held in Sangren Hall COCTION ’92, P.O. Box 222, Oceanville NJ 08231; on the campus of Western Michigan University or call: (609) 272-1157. Important: To ensure that your convention in Kalamazoo, Mich. Events include role-playing listing makes it into our files, enclose a and miniatures games, with a miniatures contest GAMEFEST ’92 PART III, Dec. 4-6 IL self-addressed stamped postcard with your and a movie room. Dealers and GMs are wel- This convention will be held at Friends Hobby first convention notice, which we will return come. Registration: $5/weekend or $3/day. Write Shop in Waukegan, Ill. Events include minia- to notify you that your notice was received. to: Western Area Role-players, Fuance 2040, tures, role-playing, and board games. Write to: You might also send a second notice one Mailbox #47, W. Michigan Univ., Kalamazoo MI Friends Hobby, 1411 Washington, Waukegan IL week after mailing the first. Mail your listing 49008; or call Jeff: (616) 387-9783. 60085; or call: (708) 336-0790. as early as possible, and always keep us informed of any changes. Please avoid COCOACON ’92, Nov. 27-29 PA PALACON ’92, Dec. 28-30 KY sending convention notices by fax, as this This convention will be held at the Harrisburg This convention will be held at the Laser Chase method has not proved to be reliable. Marriott in Harrisburg, Pa. Events include in Louisville, Ky. Events include role-playing, board, RPGA™ Network events, with role-playing and and miniatures games, with prizes, vendors, and miniatures games, a miniatures-painting contest, open gaming. Registration: $20. Write to: The a dealers’ area, and open gaming. Registration: Paladin Group, 721 N. Hite Ave. #3, Louisville KY $13/weekend at the door. Single-day rates vary. 40206; or call: (502) 893-8953. Write to: COCOACON, 210 S. Grant St., Palmyra PA 17078; or call evenings: (717) 838-9502.

68 NOVEMBER 1992

by Stephen E. Schend HE MARVEL®-PHILE

TM Along came the spiders

The Avengers West Coast have not had a moment’s rest since returning from Opera- tion: Galactic Storm, due to this nasty bunch—Deathweb! Despite their previous- ly unknown status, this trio managed to stalemate eight Avengers (yes, everyone’s favorite arachnid, Spider-Man, was also on hand for this case). This should give you the idea that Deathweb’s not a group to be ignored or taken lightly. ANTRO™ F EX(20) Health: 120 A RM(30) S IN(40) : 22 E RM(30) R TY(6) Resources: EX (20) I TY(6) P GD(10) Popularity: –10

KNOWN POWERS: Arachnid Armor: All evidence seems to suggest that Antro’s powers are derived from his armor. Though all its abilities may not have been exhibited, the armor is equipped with these known abilities: —Acid jets: With a range of three areas, Antro can “spit” Remarkable (30) strength acid from the mandibles on his helmet. —Body armor: Antro’s armor provides him with Remarkable (30) protection from physical and Force attacks and gives Excel- lent (20) protection from energy attacks. —Teleportation “Trapdoor effect”: Antro is able to generate Amazing (50) rank teleportation fields with his armor that can cover up to one entire area, teleport- ing everything within that area to a men- tally chosen location within 20 areas. He also can choose to isolate his “trapdoors” around himself or a single target, teleport- ing the target to desired locations. —Wall-crawling: Antro’s armor contains microsuction pads on the hands and feet, allowing him to stick to vertical surfaces with Excellent (20) ability. —Web-shooting: Antro’s wrist cannons shoot webbing to a range of three areas; Color by Stephen Sullivan DRAGON 71 the webbing has Excellent (20) material durance ranks need a Yellow result; and the initiative, but is content to wait for strength and sticks to targets and surfaces those with Endurance ranks below Re- orders and directions from his allies and with an Excellent (20) strength adhesive. markable require a Red result to avoid employers. He has a brutal fighting style, paralysis and death in 1d4 +2 rounds. more like a barroom brawler than a train- TALENTS: None revealed. ed fighter. TALENTS: Martial Arts A and B, As with the others, Therak is employ- ROLE-PLAYING NOTES: Leadership. able as a part of Deathweb, but he can be Given the amazing abilities of his armor, altered slightly within game campaigns. Antro is rather arrogant and overconfi- ROLE-PLAYING NOTES: Given his similarities to Wonder Man’s dent in combat. However, he loses control Arachne is a woman with an attitude. powers (ionic energy), Therak could be set of a situation (and his temper) quickly if She is focused on her targets, shows no up as a henchman for Baron Zemo II, bested and is quick to blame others for his remorse in killing, and enjoys taunting her having been changed along with to mistakes. He’s the perfect bully—tough enemies and prolonging their suffering. become one of the newest Masters of Evil and brave when he has the upper hand, Cool but vicious, she’s the unofficial field or something similar. (There’s no proof, but quick to lose his nerve when the battle leader of Deathweb. but the Baron could have easily designed starts to turn. This Chinese-American the rest of Deathweb’s equipment, given supervillain and the rest of Deathweb THERAK™ his penchant for technology and mayhem. seem to operate on a freelance basis, and F EX(20) Health: 176 Besides, both Barons Zemo liked nothing as such are available for hire by the arch- A TY(6) more than to frustrate the Avengers, no nemesis of any given MARVEL SUPER S MN(75) Karma: 18 matter what coast they were on!) HEROES™ (MSH) game heroes. E MN(75) R TY(6) Resources: EX(20) HISTORY: ARACHNE™ I TY(6) Soon after the announcement by New F RM(30) Health: 80 P TY(6) Popularity: –10 York’s Globe-Recorder newspaper that A EX(20) they would expose one of the presidential S GD(10) Karma: 26 KNOWN POWERS: candidates as having ties with organized E EX(20) Hybrid form: Of all the members of crime, people began to show up dead. R TY(6) Resources: EX (20) Deathweb, Therak is the most spiderlike. Henry Drummond, the lawyer for the I GD(10) His body is covered in a chitinous cara- Globe, was murdered in his west coast P GD(10) Popularity: –10 pace that resembles the shell-like skin of office; his neck was broken, and he was some spiders; his eight limbs (two legs, six stuck to the wall with what appeared to be KNOWN POWERS: arms) have also changed to less human a spider’s web. The next day, just as a None; Arachne’s abilities seem to be proportions, with the arms ending in four- press conference to reveal the candidate’s equipment-oriented or derived from tal- digit grasping claws and his feet growing name was starting, Walt Weston, the pa- ents such as martial arts. two toe claws for grip and stability. per’s source of the information, died from Therak’s head has also become spiderlike, an injection of poisonous spider-venom EQUIPMENT: and his eyes glow an opaque red that hints into his neck. Peter Parker was present at Arm spikes: Arachne wears an Excellent at his powers being ionic in nature. the conference, having been flown out to (20) material-strength arm spike on each Therak’s powerful body provides him with the west coast to follow up on the story. arm that is connected to supplemental the following powers: The Liberty Party’s presidential nomina- cartridges to provide the following effects: —Additional limbs (arms): Therak has six tion convention was heavily attended due Venom injections: Arachne’s spikes can arms capable of attacking opponents, to the furor over the murders, and the deliver direct injections of poisonous ven- though he cannot attack more than two Avengers West Coast were on hand for om into a victim’s body. Her venom injec- targets at once. Separate attacks (and added protection for the candidate, one tions are of Incredible (40) intensity and separate damage) are not rolled, but Michael Galvan. As Galvan took the podi- can kill anyone in three to six (1d4 +2) Therak’s Fighting score increases by +1CS um, the lights went out. After a minor rounds who fails an Endurance FEAT roll. for each arm beyond one for an attack on fracas with Spider-Man, the Avengers Those victims with Amazing or greater a character (to a maximum of Incredible). came into conflict with Deathweb. Despite Endurance need a green Endurance FEAT Therak’s altered body structure only al- being outnumbered two-to-one, Deathweb roll; those with Endurance ranks of In- lows a maximum of four arms to be used fought ferociously and managed to injure credible need a Yellow result; and those against one target. If two targets are at- both the U.S. Agent and Hawkeye seri- with Endurance ranks below Incredible tacked at once, Therak’s Fighting score has ously. With the impromptu appearance of need a Red result to take only 10 points of a maximum of Excellent for either attack. Rachel, Spider-Woman’s daughter, damage. Failure indicates death in the time —Body armor: Therak’s chitinous cover- Deathweb kidnapped her as a hostage and noted unless other measures are taken ing provides Amazing (50) protection from made good their escape. (healing powers, antidote, etc.). The ven- physical or Force attacks and Incredible In order to find her daughter, Spider- om causes severe swelling of the tissues at (40) protection from energy attacks. Woman got in touch with Mike Clemson, the injection point. her government contact. Clemson work- Venom webs: Arachne also can shoot TALENTS: None revealed. ing in secret with a mysterious power venom-coated webbing up to two areas group known as the Conclave, was secret- away. The web venom is a paralytic agent ROLE-PLAYING NOTES ly in league with the Manipulator and of Remarkable (30) rank that can kill by Therak only whispers when he speaks: Deathweb. When Spider-Woman found paralyzing all the victim’s muscles if the due to the radical changes in his body Clemson, she also found Deathweb and victim fails an Endurance FEAT roll (heart structure, it may be too difficult or too the Manipulator. Spider-Man followed her and respiratory failure are the causes of painful for him to speak in a normal voice. to this location, but found himself in a death). Those victims with Endurance What little he has said indicates he is a fight for his life—Spider-Woman was ranks of Incredible or greater need a very bitter, angry person who takes out forced to attack him to save Rachel as the Green result; those with Remarkable En- his pain on others. He is not one to take girl was Arachne’s hostage.

72 NOVEMBER 1992

Deathweb fled the warehouse where the stage and under guard by the Avengers, The MARVEL-Phile’s Marvel characters and the distinctive names and likenesses thereof are trademarks of Marvel two arachnid-based heroes were fighting he called for an end to the “fear and Entertainment Group. Inc. and are used with permission. as the place was about to explode. Mike lawless terror we witnessed here tonight: Copyright ©1992 Marvel Entertainment Group, Inc. All Rights Reserved. Clemson also escaped, vowing vengeance then called for the immediate execution of on Spider-Woman before disappearing into Deathweb. Lambert even went so far as to the night. Spider-Man and Spider-Woman order the Avengers to “be the Avengers escaped from the rubble of the warehouse you are in name and let swift justice be and freed Rachel, who was left locked up done to these butchers!” Despite his claim in a trailer park. They arrived at the Lib- that he wasn’t afraid of Deathweb, Lam- erty Party’s convention that night in time bert faltered when Arachne told the to turn Rachel over to her father, Larry crowd that their orders were to kill Carpenter, and to see Deathweb teleport Galvan and anyone else in the way but onto the stage and murder Galvan. The they were strictly told not to hurt Lam- disguised Avengers, not showing them- bert. Lambert’s nervous, cagey response selves until Rachel was safe, quickly dis- provided all the answers the crowd need- patched Deathweb. While the Manipulator ed. Despite his denial, Lambert’s appear- made his getaway, he encountered Rachel ance of guilt buried him politically. and Carpenter; seeking to prevent the Deathweb’s current status is unknown, girl’s kidnapping, Larry resisted the Ma- but it is assumed they are currently being nipulator and was killed by the villain. held for trial on at least three counts of Spider-Woman stopped the Manipulator murder. Therak should be held in the from taking Rachel, but he escaped. Vault, and Arachne’s and Antro’s equip- Does your computer Inside the Hollywood Bowl at the con- ment most likely has been confiscated by ever byte back? vention, Galvan’s running mate, the unas- the authorities. The Manipulator is cur- suming and unknown Wilson Lambert, rently at large, as are the Conclave and To learn more about the hottest fantasy took the podium and began to talk to the Mike Clemson. Whether they will be seen and science-fiction computer games, crowd of “law and order,” using Galvan’s anytime soon depends on turn to “The Role of Computers” in this minutes-old murder to accentuate his or your MSH campaign Judge! issue! points. With Deathweb still tied up on

74 NOVEMBER 1992 DRAGON 75 Artwork by Tom Baxa

The wilderness isn’t as nice as it used to be

In this issue, we present two monsters of the laziest and deadliest of carnivores, that we hope will make every campaign a is a creation of Spike Y. Jones, once from less safe place to be. The kruels, a race of Canada and now from the country imme- unpleasant little fellows with distressing diately south of the Great White North. senses of humor, were created by Malcolm Enjoy! Bowers of New Zealand. The pardal, one

76 Kruel

CLIMATE/TERRAIN: Temperate/Forests, hills, rural FREQUENCY: Rare ORGANIZATION: Group

ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Very TREASURE: W x ½ ALIGNMENT: Chaotic evil (neutral)

NO. APPEARING: 2-5 ARMOR CLASS: 4 MOVEMENT: 15 HIT DICE: 1+8 THAC0: 19 NO. OF ATTACKS: 2

DAMAGE/ATTACK: ld4 +4/1d4 (see text) SPECIAL ATTACKS: Missiles, set fires SPECIAL DEFENSES: Resist fire, evade blows, minor spells

MAGIC RESISTANCE: 10% SIZE: M (5’ tall) MORALE: Steady (11) XP VALUE: 270

These creatures were once good sylvan folk, but some great evil blighted their race and gained them their new name. They re- portedly still have dealings with pixies and some wood elves, and it is known that they do not wantonly destroy woodlands over much too quickly. They often use their magical abilities to with their powers, so perhaps some traces of their original na- frighten or attack passing travelers, especially the seemingly ture remain. Even so, kruels are now undoubtedly evil and helpless. A captive is sometimes taken for torture; victims are spiteful monsters in most respects, and they cause much suffer- not always killed, but few recover completely from the experi- ing in rural communities. They speak Common and a smatter- ence. Kruels roam far from their lairs in search of an evening’s ing of woodland tongues. “entertainment.” Like most faerie-kin, they are unpredictable Kruels appear as sharp-featured elves from the waist up, with and may consistently raid a distant farm, ignoring one close at long bony fingers, large cowlike ears, and eyes that are (except hand. for the pupil) startlingly blood-red. Their legs are birdlike and Their preferred lairs are woodland caves, always difficult to green scaled. They prefer bright green, lilac, and garb, find, where they keep their treasure in individual caches. They also wearing tall hats, each set off with a red feather. live in small groups that split up or change members with other groups of kruels on a random basis. Mating is infrequent and Combat: Kruels fight only the apparently weak, preferring to results in a clutch of eggs that take a few weeks (and a fair harass more powerful opponents from a distance. Any pebble amount of heat) to hatch, whereupon the young kruels grow to they hurl becomes magically empowered for that round, burn- adulthood within a year or two. There is a 20% chance that a ing like a red-hot coal. They can throw two pebbles a round at group will have a pyrolisk as a pet, as they get along well with +2 to hit, at a range of 40 yards (no range penalties apply). The such creatures. This and their form may indicate some distant stones cause 1-4 hp damage if they hit. The stones will ignite kinship between the two species. combustibles (item saving throws vs. normal fire are required) but cease burning themselves after one round. Ecology: Kruels prey on others. They steal produce and live- Kruels can use the spell flame at will, and they enter stock from farms and goods from travelers when they can, melee with this spell and a dagger, striking once per round with otherwise hunting small animals and gathering nuts and berries each with no penalty. They are quick, agile, and unpredictable in the forest. It is thought they trade with unscrupulous crea- in combat; if they win initiative, they have a 30% chance that tures for the things they cannot plunder. They enjoy finery but round to evade each blow struck at them that would have produce nothing of worth themselves. otherwise hit, regardless of the attacker’s roll. Farmers and villagers in regions frequented by these crea- Kruels can cast both and alter self twice per day at the tures would be overjoyed if adventurers sought out and slew 1st level of magic use, but since their eyes retain their distinc- kruels for body parts that were vital components in some spell tive coloration in any form, the latter power is commonly used or potion, but so far no use has been found for them. for escape (flying or swimming) rather than disguise. They nat- urally resist fire as the spell, and they are intelligent enough to take advantage of this in combat if the situation permits.

Habitat/Society: Kruels usually dwell on the fringes of civili- zation, where they prey on farmers and their cattle, occasional- ly firing a hayrick or barn. Kruels would never destroy a whole year’s crops or burn down an entire village—the fun would be

©1992 TSR, Inc. All Rights Reserved. DRAGON 77 78 NOVEMBER 1992 Pardal

CLIMATE/TERRAIN: Tropical/Jungles, forests, and grasslands FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Carnivorous INTELLIGENCE: Semi- (4)

TREASURE TYPE: Nil ALIGNMENT: Neutral

NO. APPEARING: l-2 ARMOR CLASS: 6 MOVE: 12

HIT DICE: 4+2 THAC0: 16 NO. OF ATTACKS: 3

DAMAGE/ATTACK: 1-4/1-4/1-6 SPECIAL ATTACKS: Hypnotism SPECIAL DEFENSES: Immune to visual illusions and controlling spells

MAGIC RESISTANCE: Nil SIZE: M (5’-6’ long, excluding tail) MORALE: Irregular (6-7) XP VALUE: 650

The laziest of the great cats, and also one of the most successful because of its magical method of attack, is the pardal. Of about the same size and build as a jaguar, its claws and teeth are dal’s chosen victim cannot be freed from this spell without the smaller and less prominent, and its coloration is exactly the op- intervention of dispel magic or stronger spells. posite of that animal; smoothly black all over with a rich speck- Conversely, the violence of the pardal’s attack on its victim re- ling of tan or orange spots. leases all other nearby creatures from its hypnotic pattern. Oth- er effects, such as loud sounds or flashes of light, the Combat: The pardal is neither an accomplished , nor a appearance of a larger predator, or the wounding of animals powerful fighter able to take down prey by the strength of its besides the one chosen as prey (all of which could occur natu- limbs. On the hunt, it behaves as if success were a foregone rally or at the intervention of adventurers) will also break the conclusion—as if it had no fear that the prey would flee, fight hypnotic effect of the pardal’s spots. While creatures with an back, or in any way make the life of the pardal difficult. Intelligence of 2 or higher are likely to learn to avoid an ap- When it is hungry, it merely wanders about looking for any proaching pardal no matter how inoffensive it appears, the suitable game; a group of monkeys or pigs will do, but some- memory of a pardal attack rapidly fades in the minds of crea- times so will other predators like wild dogs or wolves. Then, tures with animal Intelligence (INT 1), so that it can usually prey without any pretense of stealth, it ambles towards the prey in a on the same herd within a few weeks of a previous attack. nonthreatening manner that the victims are likely to interpret As a result of the ease with which it gets it meals, the pardal is as disinterest. As the pardal’s muscles needn’t be as finely tuned found to be exceptionally weak for its size if forced into combat. as those of a normal predator, it tends to look less threatening It is physically weaker than other great cats and cannot employ than most; with its belly hanging loosely beneath it, it may even its hind claws to rake prey. Given a choice, the pardal flees from appear to have fed recently when it is actually at its hungriest, persistent attackers, not being used to resistance from those it especially when viewed by the more stupid herbivores. hunts. Moreover, its hypnotic powers operate only when it is If it can get within 30’ of its prey, any creatures within that hungry, so attacking a sated pardal is an even easier proposition. range who look at the pardal, even at a glance, notice that the Not only does the pardal employ hypnotic effects offensively, spots on the pardal’s fur are not fixed—they flow over the black but it is also immune to outside illusions and charms. Hold, background in such as way as to produce a hypnotic pattern charm, and hypnotism- based spells have no effect whatsoever spell effect on all who fail a save vs. spells. This effect lasts for 2- on pardals, and it is totally immune to visual illusions such as 5 rounds or until something drastically changes the situation phantasmal force. Spells that target illusions at other senses within the group of hypnotized creatures. have better effects. Instead of being immune to improved phan- Once a suitable group stands fascinated by the spell, the par- tasmal force spells, a pardal saves against them at +6; it saves at da1 selects a single target, usually the best eating of the lot, then +4 against spectral force spells, and it has no defenses against advances to stare it straight in the face. To one already affected any illusions having no visual component at all, suffering a –2 by the first spell, the pardal’s golden eyes seem to spin crazily in penalty on its saves against these spells. their black sockets, an effect that causes the prey to be trans- fixed as by a hold monster spell, unless the victim makes a save Habitat/Society: Just as the jaguar does, the pardal spends vs. spells (no penalties or bonuses apply). The holding power of much of its time among the branches of trees; unlike its cousin, its eyes is stronger than the hypnotic effect of its fur, and causes most of this time is spent napping, with relaxation only occa- a victim to stay rooted to the spot even as the pardal kills and sionally interrupted by the need to hunt for prey (and that re- devours it. As with the wizardly versions of this spell, the par- quires little effort itself). A pardal is not territorial and will let

©1992 TSR, Inc. All Rights Reserved. DRAGON 79 other predators, including others of its own kind, share its Unfortunately for those trying to make a profit from selling range unless there is not game enough for two (in which case it pardal parts, the holding powers of its eyes are lost immediately will either kill the interloper when next it gets hungry, or simply upon its death, nor can the mere wearing of a pardal hide robe leave to find more suitable accommodations). confer magical benefits on the wearer. The hide is still quite Pardals are solitary animals, seeking the company of their valuable to mages, who are likely to pay up to 2,000 gp for one kind only to mate. The lair of a female (50% of the population) in perfect condition as the primary component of a robe of scin- sometimes has a single cub resident, but as they mate only rare- tillating colors, or of other magical items endowed with hypno- ly the lair will be solely inhabited 75% of the time. A young par- tizing powers. dal takes two years to mature, and during that time it can only A live pardal might be worth up to 4,000 gp, as a creature use the hypnotic tricks of an adult inexpertly (all victims’ saves immune to most of the standard ways of capturing live animals are made at +4), but as a single adult pardal can hunt as easily (such as charm monster or hold monster spells) is rarely seen in for two as for one, this is not a major drawback for the cub. zoos or menageries. Because of their laziness, adults can also be tamed rather easily, to the same extent as a house cat (assuming Ecology: Pardals are at the top of the food chain in the areas that the trainer is immune to their magical powers). However, they inhabit, as even other predators fall prey to their special they cannot be fully domesticated or trained to attack on com- powers. Unlike other great cats, the population of pardals does mand; they can become an interesting ornament in a wizard’s not increase and decrease along with that of game around it; lair, but they would serve little purpose carried along with a only a marked drop in all game in a region would threaten their group of adventurers. food supply, so the pressure to exploit times of bounty is not strong in them. ©1992 TSR, Inc. All Rights Reserved.

80 NOVEMBER 1992

by Tanith Tyrr Artwork by Scott Rosema Constructive ways to deal with disruptive role-players

“Dungeon Master, may I play my 30th- Another problem that a DM often faces the outset about what you will not tolerate level berserker-necromancer-assassin-high is the player whose character disrupts a in your game. priest? His scores are all 20s except for his party. This player may put the rest of the charisma, which is only 19, and his party at risk through carelessness. His Setting your limits strength, which is 25. He gets nine attacks character might periodically decide to No matter how much a player nags, do every three rounds because he’s ambidex- wander off alone down a dark hall with- not allow yourself to be cajoled, persuad- trous. He wields Stormbringer in his right out checking adequately for traps or other ed, or bullied into allowing an unbalanced hand, in his left hand, and he has hazards, and may end up triggering a character into your game. Put a ceiling on two wands of Orcus. . . .” device that floods the entire dungeon. He character score totals. This will vary in may frequently argue with the rest of the different games, but for the AD&D and If you have run AD&D® or other fantasy group, slowing down play. Worst of all, D&D® games’ six-characteristic system, I role-playing games (FRPGs) for any length your problem player may have a penchant recommend that you allow a character’s of time, this litany probably sounds famil- for starting fights within the party or for combined scores to be no more than 85 in iar. Almost every DUNGEON MASTER™ killing off other PCs. a beginning game and 100 in a more has encountered the player whose charac- How does a good DM deal with these advanced game. Count additional strength ters all belong in the Legends & Lore tome problems without spoiling the fun for the from 18/01 to 18/00 at 1 point per addi- rather than in the campaign. rest of the group? This article examines tional /20 or fraction thereof. Thus, an Even otherwise reasonable players can why these situations occur and what can 18/01 strength counts for 19 points, not eventually succumb to the Monty Haul be done to alleviate them. 18, and 18/00 strength counts for 23 Syndrome and end up with less-than- points towards the total. balanced characters. Most FRPGs are Problem players Don’t be afraid to take powerful magical structured in such a way that one of a Players who want to run characters items away from your PCs. Items that are character’s primary goals in the game is to with higher ability scores and more primarily used as crutches rather than as gain treasure and magical items. Even if firepower than the average dragon are a creative role-playing aids should definitely be you keep these rewards to a minimum, fairly common nuisance. Rather than excised. If your players can always blast they eventually pile up, since it is easier attempting to deal with them during the their way out of any challenge with sheer for a DM™ to bestow treasure than it is to game itself and creating unwelcome inter- firepower rather than having to save them- take it away. After enough of these profit- ruptions for your other players, take a selves with their problem-solving skills, no able ventures, your players’ characters good look at a player’s character sheets one, least of all the DM, is going to have any may have a lot more firepower than you before you accept them. It is more con- fun. However, minor magicks and one-shot are comfortable with. structive to be firm with your players at items like potions and scrolls that must be

DRAGON 83 applied intelligently to be effective can defin- to keep pace with their players, at least for itely enhance a game. Leave your PCs awhile. The problem with this is that "You're an idiot," Natik the Clever enough of these to help them survive in unless you are very strict about doling out groaned. "You don't know what's on the your campaign, but not enough for them to treasure, your games eventually begin to other side. Let the mage deal with it!" use carelessly or casually. resemble a nuclear escalation scenario. As Dael bristled ominously at the thief's If players absolutely insist on coming your PCs gain more firepower, so does the words, hefting his warhammer in his into your game with more magical items opposition. This can get pretty ridiculous thick, meaty hands. than you really want them to have, there after awhile, with gods and major fiends "Peace, Kerathai the elf-mage said are many things you can do to make the showing up regularly on your common calmly. "Friend Dael, your great possession of these items a lot more trou- encounters table. strength would be honorable used if ble than they’re worth. I can’t possibly list A large part of my enjoyment of an FRPG you would climb that tree yonder to them all in a short article, but here are a is the ability to suspend disbelief and enter give us a better view of what lies about. few ideas. whole-heartedly into the fantasy world, Perhaps you might spy a mightier foe Does one of your PCs have a magical behaving for awhile as if elves and goblins for you to smash with you hammer, item that originally belonged to a god, actually existed and could cast spells and and I will give the matter of the door demigod, or fiend? Perhaps he, she, or it wield swords. A super-high-powered game, more thought." wants the item back and will stop at noth- with PCs battling gods and fiends at every Grumpy but appeased, the giant ing to get it. Alternatively, send your PCs turn, definitely challenges my ability to barbarian wandered off to scout, while through a trapped corridor that triggers a suspend disbelief and removes much of my Natik breathed a sigh of relief and magnitude of nastiness in direct propor- enjoyment of the game. Kerathai turned his full concentration tion to the amount of magic it detects on Where’s the happy medium? I have to the runes caved into the stone. the party. found that the best solution is effective If there is a sentient or semi-sentient role-playing—on the part of the DM. Your item around, a DM can have no end of fun players must feel that their characters are It takes some exemplary role-players to with it. That sword, staff, or amulet may important people, at least in comparison solve a conflict this neatly, but most have its own secret agenda that it is not with the majority of the NPCs and crea- groups of characters eventually reach sharing with the party, and it may go to tures that they encounter. In fact, the some accommodation. Encourage your any lengths to accomplish these goals. This majority of the people and creatures that players to negotiate among themselves in particular scenario is limited only by your they encounter should actually be less character to add to the role-playing creativity, and if it is handled correctly, it powerful than the party. The average atmosphere. can give your PCs perpetual nightmares innkeeper should treat the adventurers If there are characters in the party who and a permanent phobia of magical items. deferentially, the average beggar should are likely to be diametrically opposed to Don’t forget to demand saving throws grovel, and the average woodlands crea- one another, such as the magic-using elf for each and every magical item carried ture should run like a spooked bunny and the magic-hating barbarian, you may when a character survives a conflagration, from a bunch of people stomping noisily want to gently suggest that players choose a fall from any height, or even a bout of around in armor. Even most larger crea- different, more compatible characters to hand-to-hand combat. PCs will eventually tures, whether natural or magical, know adventure together. lose at least a few items that way, and this that there is easier dinner to be had than a If the reason for the conflict lies with process can be made tedious enough that group of armed adventurers. Chances are, your players rather than their characters, your players may eventually get the hint. many more of them will turn tail and run there is no simple solution. A fair number rather than stay to fight. of players delight in plots, secret intrigues, Keeping players happy Unfortunately, most DMs prefer to gloss backstabbing, and party infighting, no Once you have gotten the PCs pared over such amusing and ego-feeding encount- matter which characters they are playing. down to a reasonable level, you are left ers in favor of more “exciting” ones. The In a party where the rest of the players with the task of keeping them happy with player’s reaction to this is to perceive the prefer to run an “up-front” trusting game, what they have. The desire to play super- entire campaign world as one in which his a player who likes to backstab is an obvi- powerful characters frequently stems character is not particularly heroic or signifi- ous problem. However, if your entire from the player’s power . After cant, if every single person or creature that player group enjoys intrigue and decep- all, what player does not want a character is encountered is a serious challenge. Your tion within the party as part of their role- who is looked up to by the common folk as players will feel much better about their playing enjoyment, there is no reason for a mighty warrior, mage, or priest? There characters if you occasionally let them inter- a DM to limit their fun. are few vicarious thrills in playing a char- act realistically with normal, zero-level hu- Other conflicts between players can be acter who is merely Joe or Jane Average. mans who will treat the party like the heros harder to resolve, especially if personal What many gamers are looking for is the and adventurers that they are. feeling are involved. When two players, thrill of role-playing an important, power- as opposed to two characters, get into an ful person—a hero. Unfortunately, many Infighting argument, the DM cannot always step in. players’ idea of a powerful hero can be Conflict within the party is another What I have found to be the best course of somewhat unrealistic at best. common headache for game referees. action in these cases is to ask both players Characters of low level in a world where Several situations can lead to party con- to leave the room temporarily so that they the typical encounter is an adult dragon flict. One of the most common is a conflict can discuss the issue between themselves. are obviously out of place. Your players between characters, which is often fairly They are encouraged to return when they will feel powerless and ineffective in this easy to resolve and can actually be used to have solved their problem. In the mean- campaign, and they will derive very little add more of a role-playing flavor to the time, the players who have not been mak- enjoyment from the game before their game, as in the following example: ing trouble can have a larger share of characters are killed. Likewise, characters your attention. of high level who storm small farming If a player consistently wants his charac- villages by raining fireballs down from Dael stubbornly shook his shaggy- ter to go in a different direction than the their flying citadels are not going to enjoy maned head, his huge arms crossed in rest of the party, or to perform an action themselves for very long, either. front of his stocky, fur-clad body. "I that the rest of the party does not agree The obvious solution would seem to be trust no magic," he growled. "I will on, this can also be a problem. In some to set high-level challenges for high-level smash through the tomb's door." cases, this player’s independent action may characters. Some DMs are creative enough actually be a beneficial one. Other times,

84 NOVEMBER 1992

his judgment may be dead wrong, and the if he was ignored or that he didn’t have a less powerful and well-equipped than the results may endanger the entire party. chance to fully participate. original one, as a further incentive to the Although this particular problem may Character death is one of the most com- player to keep his starting character alive cause you an inordinate number of head- mon of problems that slow down a game. in the first place. Experience points, like aches, it is one that you must let your In an adventure that you know will have a treasure, are naturally not transferrable players solve on their own. Unless you high mortality rate, each player can be between a player’s characters. have an unusual group, one or possibly requested to submit three characters that Another problem is that some of your two players who have shown their skill at they would enjoy running. Two of these players will be louder or more assertive problem-solving should eventually be characters are held in reserve, to be intro- than others; if you allow it, they may turn recognized and listened to by the group. duced to the party should the first one your campaign into a solo adventure. The players who have been around when meet an untimely end. This way, the death Encourage quieter players to speak up, these more experienced or intuitive of a character does not necessarily mean and set up a system that requires input gamers have proved their good judgment the end of that player’s participation in the from each player in turn rather than will tend to agree with them. Newer play- game. allowing the players with the loudest ers may still argue, but eventually the The drawback to this solution is that it voices and most outgoing personalities to majority of your players will know who is encourages carelessness, because players take more actions than anyone else. usually right about something and who is are not penalized no matter what they usually wrong. In time, most of your play- have their characters do. The best way to So that everyone concerned can derive ers will be willing to go along with the offset this is to insist that the new charac- maximum enjoyment from your game, majority, who in turn are going along with ter be introduced in a logical fashion, deal with your “problem players” as quick- the players whose judgment they trust. If which might well take a few days of game ly as possible. The point is to get on with a single player persists in arguing, he will time and perhaps an hour or so of real the game and to devote as little of your eventually be dealt with by the group. time. The real time delay is frustrating precious time as possible to troubleshoot- enough to discourage suicidal strategies ing. Try to anticipate and deal with any Keeping it going and is also reasonable enough that a play- potential problems during the set-up of The most important part of trouble- er whose character has died a “legitimate” your game, before the session begins. shooting your games is making sure that death should not complain. Since players When your game is running smoothly, everything is running at a smooth and should not be allowed to benefit in any with time for input from each player, it is comfortable pace. Ideally, each player way from the deaths of their characters, always an enjoyable one. If problems and should go home with the feeling that he encourage the party to distribute the conflicts during the game are limited to received an equal share of the action and belongings of the first character before the ones that were written into your ad- of your attention. This isn’t always possi- that player’s next character enters the venture, you can consider yourself a truly ble, but you should at least take pains to scene. In addition, a player’s second and successful game master. insure that no player goes home feeling as third characters should be made much

86 NOVEMBER 1992

©1992 by Allen Varney

Cybergaming in review ( with trolls and elves), part 2

88 NOVEMBER 1992 Illustrators: Jeff Laubenstein, Joel Biske, I applaud this flexibility and wish more The next “cyberpunk” game had been Jim Nelson, Janet Aulisio, Dana game systems endorsed the idea. (My own [the SHADOWRUN* game] by FASA Knutson, , Mike Nielsen, SHADOWRUN GM should like this, too. I Corporation. The mechanics of this Earl Geier, Dan Smith, Steve Venters, remember the plaintive way he said, “It’s game were fine, but the scenario was and Duane Loose too hard to kill people!“) rendered moronic by lame fantasy The second edition also tinkers with elements like orcs, dwarves, trolls, “Friday morning, we stacked 200 copies magic and integrates the rules from the magicians, and dragons—all highly on the table just before the dealers’ room Grimoire supplement. Dowd made many opened,” said FASA executive Sam Lewis at smaller changes and streamlined the rules ideologically incorrect, according to the ® hard-edge, high-tech standards of cy- the 1992 /ORIGINS™ Game Fair. organization. And the second edition at berpunk science fiction. No true cyber- “The doors opened at 10, and this wall of last introduces an index! When I told my punk fan could play this game without people raced down our aisle toward our fellow players this, they gasped in relief, vomiting. table. They were running, shouting. Twen- as though burdens had been lifted from —Bruce Sterling, “The Cyberpunk Bust” ty seconds after the room opened, they their shoulders. were three deep around our table, shout- Influence: The SHADOWRUN game ing, waving money, taking four and five interests me not only for its rules and well- I’m sure we all thank Bruce Sterling for copies at a time from the stack, which we elaborated game background, but for its sharing that with us. As one of the found- quickly pulled back behind the table. We effect on the role-playing field. For instance, ers of “the Movement” of cyberpunk sci- sold all 200 copies in 12 minutes.” the first edition’s stylish, art-heavy graphic ence fiction, Sterling has judged, with The new, second edition of the approach raised the bar for every other insight and sardonic humor, the doctrinal SHADOWRUN game sold all 500 hand- company that wants its products to look purity of many works. I count myself bound copies that FASA was able to bring, sharp. More importantly, the SHADOWRUN among his devotees. But, so far as I recall, and could easily have sold triple that. I game assured the ascendancy of campaign I never once threw up during a SHADOW- didn’t get one; I barely got to flip the pages background over rules, a trend that shows RUN game. of the sole display copy. I have read only continued growth. Does this confession put me beyond draft text posted on Scorpia’s Gaming From the hobby’s earliest days, most Sterling’s pale? After long thought, I be- Roundtable on the GEnie computer net- RPGs have emphasized either rules or lieve not. Thought, in fact, is the key. work. My fellow reviewer Rick Swan will world. As early as 1975, you could buy Movement writing began with fresh think- try to discuss the game at length in a later either the original D&D® game rules (no ing, and its best writers (in contrast to column; for now, here’s a brief preview. detailed world background at that time) or many “sci-fiberpunk” imitators) are big Once over lightly: The original 1989 the old EMPIRE OF THE PETAL THRONE* thinkers. They think hard—some say design has undergone less revision than game, a forgettable rules system (at least, dangerous—thoughts about techno-culture the second (or later) editions of other I’ve forgotten it) based on M. A. R. Barker’s shock, the global village, chaotic processes, games. The central premise, “Where Man fascinating and immensely detailed world mind-machine interfaces, malleable defini- Meets Magic and Machine,” of course of Tekumel. In the late 1970s and early tions of humanity and ethics, and (I nearly remains unchanged: In A.D. 2011, a long ’80s we had, on one hand, dozens or hun- forgot) sex, drugs, and rock ’n’ roll. Natu- natural cycle ends, as predicted by the dreds of rules systems with absent or rally, Sterling would hope that works ancient Mayan calendar, and magic re- incidental settings; on the other, we had a based on Movement ideas show the same turns to a world beset by social collapse lot of bad games based on media licenses, thoughtfulness. and transformed by high technology. Now, as well as “generic” worlds or background But good role-playing adventures, in my in 2053 (three years later than the first supplements like Columbia Games’ HARN* view, have nothing to do with this kind of edition’s campaign time), an epidemic has line and the excellent Flying Buffalo City- thinking. They have different priorities: wiped out the Orient, India, and other book series. To my mind, only the RUNE- social interaction, clear goals for player areas that FASA’s designers evidently didn’t QUEST* game, in its first couple of characters, conflict, and a colorful and well- want to worry about. North America has editions, handled both rules and developed setting where players can feel at been balkanized into several smaller na- world superbly. home (if not at ease). Movement-style big tions, a common feature of many near- In the last six or eight years, the two thinking doesn’t help an adventure run future games. Computer hackers, or extremes have gradually met. In that time, faster or smoother, and it may leave slow “deckers,” mentally travel the Matrix, a with the market apparently near satura- players struggling with info burn. unified world information network. tion for new rules designs (at least those If you want to think, read the authentic The returning magic works in both a unaccompanied by a major advertising works of the Movement or of the larger Native American shamanic tradition and in push), a neat world background has be- “ culture” that subsumed it— a more wizardly “hermetic” fashion. It has come the chief ornament of most new that trendy samizdat world of Mondo 2000 transformed one-tenth of humanity into games, even those with respectable me- and bOING-bOING magazines, Mark Paul- elves, dwarves, orks, and trolls. (Let’s see: chanics. Then, too, publishers’ newfound ine videos, the Well, RE/Search Publica- Amerind totem magic, working by a Ma- cross-marketing savvy has led them to tions, the Loompanics and Amok yan calendar, creates western European create games with “high-concept” back- catalogues, the Beyond Cyberpunk hyper- mythical races—okay, got it.) With all its grounds suitable for licensing. TSR made text stack, and the rest. marketing hooks, like gun-toting wizards the beachheads here, but FASA—and in If you want to play, however, forget all and corporate dragons and elven deckers, particular, the SHADOWRUN game— that and go for FASA’s SHADOWRUN it’s no wonder the SHADOWRUN game showed that smaller companies could win game. phenomenon inspires gamers to frenzy. big at it. I wonder what the second edition The new edition’s principal changes come will show? in the combat rules, which sets all weapons’ SHADOWRUN* second-edition staging to 2 and revises firing rates, initia- SHADOWRUN sourcebooks game tive, ballistic armor values, and dice pool What a stack! More than a lot of RPGs, 296-page hardcover book rules. Now the game master can set the but like any game that capitalizes on its FASA $30 game’s lethality level either to the current campaign background, the SHADOWRUN Design: Tom Dowd; first-edition design by mode, where characters in armored jackets game leans hard on its supplements. These Bob Charrette, Paul Hume, and Tom can shrug off submachine-gun blasts, or to achieve uniformly high quality through Dowd a deadlier style where even heavily ar- terrific covers and packaging, dense and Cover: mored characters must exercise prudence. meaty text, and style—lots of style.

DRAGON 89 Most game lines have style they haven’t published adventures. For this reason, if graphics, represents this hobby’s state of even used yet, and that’s no compliment. no other, first-edition players need Paul the art. ’s title novella SHADOWRUN supplements use every style Hume’s The Grimoire, subtitled “The Man- (or, as FASA’s back-cover copy carefully trick there is, and they occasionally go ual of Practical Thaumaturgy, 14th Edi- explains for the hard-of-thinking, his overboard. For instance, take the early tion, 2050” (128 pages, $12). “novella-length fiction piece”) artfully Street Samurai Catalog equipment supple- The books scope amazes me. On every conveys the visionary landscapes of cyber- ment (116 pages, $12). The book is nomi- page, you find neat new ideas, always space in a tense and surprising story set nally a pirated on-line copy of the Ares presented with a shrewd sense of playabil- entirely in the Matrix. And, in his “Hacker Arms/Wiremasters 2050 catalog of weap- ity in the campaign. Physical adepts, meta- House” catalog, author Tom Dowd offers ons, armor, accessories, cyberware, a magic, artificing rules (creation of spell dozens of visual motifs for programs that couple of motorcycles, and the essential foci), elemental spell effects, sewer alliga- are basically identical in game terms; these Firepower ammunition (page 35) that tor totem spirits, provocative “Ordeal” eight pages win me over. For example, instantly became the default ammo in my rules for initiation into magic, metaplanar page 75: “Friendly Puppy is a particularly playing group. geography (a classier, more Jungian ap- annoying reveal program. . . . it creates a Author Tom Dowd pioneered a creative proach than conventional AD&D® game small, horribly cute puppy that follows the conceit for the Catalog: The deckers who planes), “watcher” spirits you can summon target [decker] around, yapping wildly for read the pirated text annotate it with the to follow and insult a victim, free spirits attention. Gives you the shivers just think- real skinny, rumors, or anecdotes that with True Names, toxic and insect sha- ing about it.” serve as adventure ideas. This lovely no- mans (ick!), magical groups like the Sister- Yes, the visuals make the game—but the tion combined atmosphere, campaign hood of Ariadne and Mitsuhama Research concept breaks it. How many players have depth, and readability, and it quickly be- Unit 12—all of these should provoke ideas ruefully told me that SHADOWRUN game came a SHADOWRUN game standard. But for mage PCs and GMs alike. play halts when the decker comes online? the recent ShadowTech equipment book I admire The Grimoire’s magic rules a lot For the next 15 minutes, everyone else (120 pages, $15), written as straight rules for their flavor, range, and integrity. How- watches dully as the GM runs the decker addressed to the player, also includes this ever, their learning curve strikes me as through the Matrix. Dowd says the decker “on-line” kibitzing. In a word: Huh? Real- steep, their upper reaches open mainly to problem is no different from any other life game and campaign world threaten to power gamers who study the subject as character going one-on-one with the GM to become indistinguishable in the SHADOW- closely as real mages would. Still, few (for instance) contact an informant. I dis- RUN game style. Careful, gang. works treat game magic with such authen- agree. As a decker, your entire conception, The essentials: Those two equipment ticity, such awareness of the roles magic your reason for existence, inherently books, Street Samurai Catalog and Sha- has played in society from ancient times to divorces you from the party. You’re a solo dowTech, belong in any SHADOWRUN the present—and the future. act, supreme in one inaccessible environ- game player’s library. The Catalog’s goods Character books: These offer new ment and worthless elsewhere. It’s a bad figure prominently in many of the pub- rules and detailed explorations of one or character conception for social role- lished adventures, and its extensive illus- more character types, such as The Gri- playing. The dry, complicated rules in trations, samurai archetypes, and moire for mages. “Rigger“ PCs, the ones Virtual Realities don’t help, either; few of cyberware rules enhance every campaign. equipped with jacks to drive vehicles them provoke adventure ideas as The Though it lists fewer of the weapons mentally, also get a supplement, The Rig- Grimoire does. Friendly Puppies aside, this players crave, ShadowTech gives better ger Black Book, as do PC journalists (Sha- book glorifies and enlarges the game’s value for the money. It offers many dowbeat); I have not seen these. One that I greatest weakness. advanced gadgets: like the su- do have at hand is the decker book, Virtu- Location books: Any GM interested in prathyroid gland and tailored phero- al Realities (157 pages, $15). more than a couple of one-shot SHADOW- mones; bone lacing, cranial cyberdecks William Gibson created cyberspace in his RUN adventures inevitably needs one or (price: up to five million nuyen), and other 1984 novel Neuromancer In other hands, more supplements describing its unique cyberware; genetech like monoclonal and especially in role-playing games, it has campaign world. I have heard of many antibodies and aging reversal; a Chemistry become both a defining element and a campaigns that use the game’s world back- section with ACTH, DMSO, cyanide, atro- travesty of the sub-genre. As a decker, you ground without its rules, but never the pine, blood substitute, and ruthenium mentally enter the computer network other way around. The backgrounds polymers for camouflage suits; compli- called the Matrix. Here, you infiltrate sheer scope makes GM improvisation cated new rules for bioware and nasty computer systems, depicted in cyberspace without supplements difficult; fortunately, rules for drug addiction; and an important as pyramids, monoliths, and the like. Con- the support line’s quality also renders it reference section on the SHADOWRUN fronting another hacker or the dreaded IC unnecessary. worlds legal system. (Intrusion Countermeasures), you see a The early Seattle Sourcebook (178 pages Many games publish “must-have” equip- vivid attacking image, created either in with fold-out map, $15) expands spectacu- ment books. Again, the SHADOWRUN your own software or by the network. You larly on the skimpy material included in game surpasses the others with style. and your opponent fight using various the SHADOWRUN rulebook. Author Boy F. ShadowTech author Karl Wu impressively software tricks, dramatized by software as Peterson takes a global view of its city, rationalizes all these gadgets with plausi- blows, dodges, flame clouds, etc. It’s like unlike the superb Night City Sourcebook ble science—human biology, chemistry, the movies Tron and Lawnmower Man. for R. Talsorian’s CYBERPUNK* game genetics, materials science, and computer I like the cyberspace combat in the (reviewed in DRAGON® issue #185). engineering. He’s a real polymath. His SHADOWRUN game (and in R. Talsorian’s Where the R. Talsorian book concentrates imagination lifts this book out of the ordi- CYBERPUNK* game), but a nagging con- on great numbers of individual places and nary ranks. science reminds me that it makes no sense. their immediate game purposes, the Seat- For all the quality and breadth of the If a Black IC program wants to kill you, tle book describes a suburb at a time, its nonmagical supplements, many players neither of you would waste processor time individual details merging into an overall would call magic the essential feature of animating the image of a black-clad samu- cyberpunk attitude. The two books com- the SHADOWRUN game. I suspect you can rai or chrome dragon. You would sacrifice plement each other nicely, and both de- run a fine SHADOWRUN campaign with- pretty visuals so you could act faster. scribe their cities in detail unprecedented out much magic, though I have never On the other hand, pretty visuals make outside of fantasy RPGs. heard of one. The campaign material for good gaming, as Virtual Realities recog- The Night City Sourcebook also tries to claims everyday magic is rare, but sha- nizes. Its Fuchi Incorporated Matrix Tour, cover some of the territory FASA traverses dowrunners encounter it routinely in the with pages of glossy color computer in Sprawl Sites, an unusually useful Swiss

90 NOVEMBER 1992 army knife of a supplement: maps, generic The name, the name—ah, I remember, it The adventures strike various tones, from encounter charts, NPCs, campaign was Total Eclipse. No, wait, sorry, it was tongue-in-cheek humor at Baron Mun- background—they’re all here in com- Bottled Demon. Hold it, I’m wrong, it was chmaussen’s Bavarian castle to jungle pressed instant form. Need a magic-related Queen Euphoria . . . I think. adventure in Amazonia (including a stupid encounter for local color in Seattle’s Bar- Boy, I must be really forgetful. It couldn’t encounter with Jivaro headhunters— rens? Here’s half a dozen. Suppose your possibly be that many of the SHADOW- here’s one reason why Bruce Sterling PCs, wanting to infiltrate an enemy strong- RUN game adventures to date have been sneers at this stuff!). The treat of the book, hold, do what my group once did: steal a formulaic and dull. Paul Hume’s “Counterstroke,” transcends fire truck, get the decker to set off a fire Two adventures that I do remember the rest by its memorable characters: the alarm inside the stronghold, and roll in vividly are The Universal Brotherhood and jovial torturer Doctor What and the lisping with sirens blaring. You’ll need a fire- Harlequin. The Universal Brotherhood (90- troll, Iggy. Harlequin’s ending may mystify station map in a hurry, and behold, here it page sourcebook and 55-page adventure, players and GM alike, but all should recog- is. (The group later pulled the same stunt a $12), by and Christopher nize that they’ve been through a heck of second time. Then the fire-station commis- Kubasik, starts with a mission to recover a an adventure. sioner put out a contract on them.) necklace. It leads to the national self-help Evaluations: Of the published I am no fan of either random-encounter organization called the Universal Brother- SHADOWRUN adventures I’ve seen, Uni- tables or maps, but when you need them, hood. Then the adventure gets weird and versal Brotherhood and Harlequin largely Sprawl Sites presents them with spooky. Again, as with the sourcebooks, achieve ambitious goals. Both present imagination and without pretension. style makes the difference here. Findley logistical challenges to even an experi- FASA also offers location books for other contributes a huge, brilliantly written enced GM. The other adventures—ehh! areas—the London Sourcebook and The novella (excuse me, “novella-length fiction File and forget. Neo-Anarchist’s Guide to North America. I piece”), an epistolary account of a re- have not yet seen these. porter’s investigation of the Brotherhood. Short & sweet Evaluation: If you’re just starting to The PCs find this clue-filled printout dur- Lands of Dr. Doom boxed set, by Scott play the SHADOWRUN game, you need ing the adventure. Davis, , and Anthony Her- not only the basic rules but also, practical- Here, once again, style overcomes com- ring (TSR, $20). I can’t remember the last ly speaking, the two excellent equipment mon sense. You’re running the game for MARVEL SUPER HEROES™ supplement I books, Street Samurai Catalog and Sha- your players, their characters find this could find much to say about, either pro dowTech. Deckers can use the Virtual thing, then you have to stop for a week or con. This latest big box, all about Realities sourcebook, though I would while everybody reads it. And you thought Marvel’s noble but villainous genius, Dr. hardly call it essential. Those running decker runs slowed things down! In cer- Doom, continues that generic tradition mages, either PCs or NPCs, definitely need tain respects, The Universal Brotherhood with 40 pages of summaries of comic The Grimoire (but wait for the upcoming is the best-presented adventure I’ve ever stories about Doom, 50 pages of gadgets second edition, compatible with the new seen, but it pushes too far beyond the he’s used in these stories, and a rundown rules; this is the only first-edition supple- envelope for practical purposes. (Note also of his homeland of Latveria that ranges ment FASA plans to revise). that the cover gives away the big surprise from dishwater-dull to weird. (Do you The game backgrounds intricacy re- of the adventure. If you do run this, keep believe that every student at Latveria’s wards those who undertake a full cam- it under wraps—literally.) university gets an android roommate who paign. For this I strongly recommend Harlequin (151 pages, $12) is by Tom rats on him to the staff supervisor?) In 192 Sprawl Sites and the Seattle Sourcebook. Dowd, Ken St. Andre, John Faughnan, W. pages, no one ever gets around to talking G. Armintrout, Jerry Epperson, Paul R. about how to use Dr. Doom in game ad- SHADOWRUN adventures Hume, Lester W. Smith, and James L. ventures. Oddly, the 32-page scenario book There’s this one SHADOWRUN Long. This campaign, designed as episodic hardly includes Doom at all; his Dooms- scenario—can’t recall the name—well, installments interspersed among other man robots steal the show. The set also here’s the plot. An anonymous “Mr. John- adventures, casts the PCs as pawns in a describes other Balkan lands of the son” recruits the shadowrunner PCs for a vendetta between two ancient nemeses. MARVEL UNIVERSE™: Symkaria (home of brief, “strictly routine” mission. The PCs The shadowrunners travel to Bavaria, to the mercenaries of Silver Sable Interna- take the mission, calamity strikes, there’s a Amazonia (i.e., Brazil), and even to exotic tional) and Transia (home of the High firefight, and they barely escape the rou- Columbia, Missouri, always taking some- Evolutionary and the Cthulhoid cult of the tine mission in time to collect their check. thing and leaving something else and Darkhold). I’m glad to see role-playing However, the mission offended a major never understanding why. notes for the major characters, and the criminal bigwig, who hires one incredibly The killer here is that the GM doesn’t maps of Dr. Doom’s castle and Doomstadt competent super-assassin to dispatch the understand why either! “The GM knows look nice. If you want 40 pages of sum- PCs. Though this human tank has a only enough of the story line to inter- maries of Dr. Doom’s adventures, you’ll lengthy resume and is presumably smarter weave a number of adventures,” Tom probably like those 40 pages. Boy, I wish I than a lump of mud, he nonetheless Dowd writes on page 146. “Future game knew what to say about these things. . . . charges straight at the PCs through the products will be based on hidden elements front door of their home base. They drill of Harlequin. . . . GMs are not the only Blood Brothers 2, by various authors him and search the body, which holds ones who might read an adventure book (Chaosium, $18.95). WHAT is the dread clues pointing to Mr. Bigwig. like Harlequin, so we don’t want to give secret of Count Karlenstein in his (dum-da- Somewhere in here, the PC decker de- away any surprises.” Gee, thanks. Dowd DUM!) Chateau of Blood? WHY are repul- cides to infiltrate Bigwig’s computer sys- tells me audience reaction to this has been sive aliens French-kissing Gidget and Moon tem, finding clues galore while the other positive, or at least understanding. Not Dog at the beach? WHO is the mysterious players take a pizza break and watch a here! I want to know everything. Appar- Drifter in the Eastwood Saloon in 1870s ball game. ently the SHADOWRUN novels will clear Yellow Flats? Fifteen designers answer two Then the PCs go to Puyallup. Many of up the mystery about the time you read of these and other pressing questions in the world’s criminal masterminds seem to this; we all just sit on our hands until then. this second collection of B-movie scenarios live in Puyallup, an otherwise unremarka- That quibble aside, Harlequin achieves for Chaosium’s CALL OF CTHULHU* ble Seattle suburb of 2050—zoning, may- striking effects through its component game. This sequel offers one-evening be? The PCs infiltrate Bigwig’s stronghold, sections’ cumulative power. The first mo- features in nine different genres like Splat- stop a major ritual before it destroys Seat- ment that the team realizes the connection ter, Post-Holocaust Cannibal Zombie, Killer tle, and kill everybody. End of adventure. between disparate scenarios is magical. Clown, and, of course, Detached Body

DRAGON 91 Parts. Major points for originality go to Geoff Gillan’s Nightmare in Silence (a val- iant attempt at a completely silent role- playing scenario) and to Marcus Rowland’s tribute to Mexican wrestling films, El Tigre, y la Piramede de Destruccion. Tick- et stubs, insightful sidebars, and hilarious coming attractions help set the tone of camp horror, as do the complete lyrics to “An Alien Kicked Sand in My Face.” Cue the theremin! Famous Game Designer Trading Cards: Pack #1: Members of the GAMA Hall of Fame (Flying Buffalo, $.75). For this year’s GEN CON/ORIGINS game fair, Rick Loomis of Flying Buffalo assembled this fun zi- plock bag of low-budget 2½” x 3½” cards with photos, bibliodata, and quotations from seven industry greats: , James Dunnigan (the Johann Sebastian Bach of war games), Steve Jack- son, Loomis himself, Marc Miller, Re- dmond Simonsen, and Greg Stafford. “We don’t expect to make any money on these cards; we’re doing it mostly so we can show our parents that we really are ‘fa- mous,’” Loomis writes. “This first batch was selected by taking the first seven who sent me a photo!” Here is one more honor to which the rest of us can aspire.

In memoriam: Curtis M. Scott

On his way to the 1992 GEN CON®/ ORIGINS™ game fair, game designer Curtis M. Scott died in a car accident. Curtis, a talented and conscientious designer, wrote TSR’s Complete Space- farer’s Manual and FR12 Horde Cam- paign, wrote the Conan and Humanx sourcebooks for Steve Jackson Games’ GURPS* game, and co-wrote the new Cyber Hero for Hero Games. For sev- eral years, he and his wife, Mary, orga- nized the splendid annual Coastcon gaming and science-fiction convention in Biloxi, Miss. I admired Curtis’s unusual wit, decen- cy, and enormous drive. He had recent- ly been accepted to a prestigious computer-science program at Carnegie- Mellon University, and he had taken on a major project for TSR’s DARK SUN™ campaign world. Those who enjoyed Curtis Scott’s work may make contributions to the trust fund set up by Mary for their son. Contributions should be sent to: Phyllis Lewis Carnegie Mellon University School of Computer Science Pittsburg PA 15213 Please make your check payable to Phillip Scott. —Allen Varney

ORIGINS is a trademark owned by the Game Manu- facturers Association.

* indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention 92 NOVEMBER 1992 of its trademark status should not be construed as a challenge to such status. DRAGON 93

Through the eyes of a first-timer

by Thomas M. Reid

I finally made it to my first GEN CON®/ (It’s only ten or fifteen minutes away, guys. ORIGINS™ game fair. I’ve been gaming for Honest.) Half an hour later, we were in the more than a decade and I always wanted industrial section of town. (Steve, are you to go to one, but I never seemed to have sure you remember where this place is?) the time (or money). This year, I got there. Ten minutes after that, we were asking for I made it to the granddaddy of all gaming directions. We finally got there and the conventions. food was great. During dinner, we talked I’ve been working at TSR since right about why Andria spent part of the day after last year’s game fair, so I’ve had a hooting like an owl (demos again), more whole year to listen to everybody else great movie lines, whether anybody felt here tell me all about what the GEN CON like going to the Safe House after dinner, game fair was going to be like. (You’ve and whether we should take a cab back to never been to the game fair?! Oooh! This is the hotel. (We did.) going to be great! Hey, guys, Thomas has After dinner, a couple of us went back never been to a GEN CON game fair!) Plus, over to the convention hall to check out I got to sit in on a whole bunch of meet- the open gaming. There were people ings to decide exactly what my responsibil- running AL-QADIM™ game demos, and everywhere, with a lot of them looking ities were going to be. Imagine the entire within 30 seconds of the doors opening to like they’d been there for 12 hours or Product Research and Development De- the public, our table was surrounded by more (which they probably had) and ap- partment (that’s all the game designers and gamers. I have never seen so many people pearing badly in need of propping up editors) crammed into one conference in one place wanting me to run an AD&D® (several were sprawled face down in their room, trying to decide who is going to run game for them. Actually, my partner Jeff dice, asleep). There was one group of the XXVc™ game demo. Scary. Grubb ran the first two demos, while I people who had taken over a corner of a Even with all this buildup, I still had my grabbed miniatures, passed out character hallway, an area about the size of a three- socks knocked off when Thursday morn- sheets, and tried to keep from ing finally rolled around. If you read beating our gong to a pulp on the first day. Roger Moore’s editorial in DRAGON® Mag- Jeff was a hard act to follow, but I did all azine issue #186, then you already know right for my first time. It’s really lost in a about THE CASTLE. I stood and stared at blur of dice-rolling and miniature-moving. it with a huge grin on my face for ten I heard toward the end of the convention minutes. It was that awesome. I ended up that the running joke at the sales booth was that as soon as the gong sounded, they all knew that in half an hour there would be a rush on AL-QADIM products. Checking into the hotel Thursday after- noon was an adventure itself. I found out that I was going to be sharing a king-sized bed with my roommate, Rich Baker, in- stead of getting a double bed to myself as I had expected. This also happened to quite a few of my coworkers and reminded us of a great line from the film Planes, Trains, and Automobiles. (“Those aren’t pillows!”) As everyone at TSR had warned me, the elevator was chock full most of the time with tired, sweaty people who really want- ed to get to their rooms. (“If you knew you had to get off on the third floor, why did you get in first? Better yet, why didn’t you take the stairs?!”) On Thursday evening, Steve Winter invited me to go eat some “really great Mexican food” with him and some other TSR folks. Being from Texas and loving Mexican food, I jumped at the chance. Along with Dori “The Barbarian” Watry and , we took off walking.

DRAGON 95 car garage, and had miniature World War great memories with them afterward. I’ve II ships arrayed across the floor, Inverted got plenty of great memories of this GEN foam-rubber pyramids made great smoke CON game fair, and I’m glad to have such plumes. It looked like one turn took about great friends and coworkers with which an hour to complete, which is probably to share them. Thanks. I also want to why everyone had their shoes off. I don’t thank all of you out there who came to the think I’ve ever seen so many people as 25th GEN CON/ORIGINS game fair, because dedicated to gaming before, but I guess it was all of us packed together in one the 25th GEN CON/ORIGINS game fair was convention hall that made this party what the place for it. it was. Perhaps the best way to sum it up Friday was much the same. The woman is to quote the sign posted near the end of who walked around the TSR castle with the weekend. It said something like, “Slot her belly-dancer’s costume was very inter- 14B: Storm the TSR castle. Acetone provid- ed, other equipment optional.”

a bunch of my coworkers. We headed to the Sezchuan place across the street from the hotel, where I ended up at one end of the table and Jerry and David (my Indian apolis friends) were at the other. I spent the evening talking to about why he takes martial arts classes and the finer points of game editing while Jerry kept the rest of the group in stitches with his tale of how a moose once stole a neigh- bor’s wooden swingset. (It’s true.) David Wise (of TSR, not the David from Indian- apolis) ordered something from the menu esting (do you think that’s going to stay on called “Chicken with Lava Sauce,” which, her hips?). I got sick of overpriced hot when it finally arrived about an hour later, ORIGINS is a trademark of the Game Manu- dogs and pizza slices quickly, but there is consisted of one whole chicken neatly facturers’ Assoc. something compelling about buying the impaled on a stake and smothered in some stuff anyway (maybe my boss’s threats sort of reddish sauce that was burning XXVc is a trademark owned by The Dille about being late for my next demo). My mightily. I had no idea there was volcanic Family Trust and used with permission. wife Teresa and Rich’s wife Kim drove up activity in Sezchuan China. to Milwaukee that afternoon after they got Sunday finally rolled around, and I was * indicates a product produced by a company other off work, and we all decided to go some- dragging my feet a bit. Fortunately, I had than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. where for dinner where we could relax to do only some seminars, and then I The use of the name of any product without mention and get away from gaming for awhile. The would graduate from my first GEN CON of its trademark status should not be construed as a group at the next table talked about their game fair. This was by no means a cinch, challenge to such status. game tournament for an hour and a half however. My final seminar was “Stump the while we ate and tried to ignore them. Game Lizards,” with Jeff “House Name” The TSR party on Friday night was a lot Grubb, Steve “Old Man” Winter, David of fun, although the food ran out before “Zeb” Cook, Rich Baker, and . most of us even got there. (Who was that My favorite question was the one about licking dip up off the carpet?) As more and the fighter and the gnome who are more people came in, the conversations trapped in a dungeon with no equipment, got louder and louder, until at one point I and the fighter is forced to pick up the stopped and realized that we were all gnome and use him like a club. The ques- shouting at the top of our lungs. I did get tion was, “How much damage would that in on one conversation with Steve Winter cause?” In response, Zeb wanted to know, and , who told us a story “To whom?” replied, “Is he about how his car got broken into while using the gnome one-handed or two- he had left it for 15 minutes in front of handed?” After four days of convention- some condos in . ing, this was quite funny. After the Saturday was a rough day for me and seminar, I saw a lot of people to whom I demos. All the old hands around here had to say goodbye. My good friend Sam were smart enough to get me to run AL- won first place in some CALL OF QADIM demos all day long. (Thanks, Jeff CTHULHU* tournament, and was proudly and Andria. If I never hear another story toting around his lucite-encased “brain” about a magical bowl, it will be too soon.) trophy. Way to go, Sam. Some guy in an orc mask traded me a GEN At last, however, it was over. On my way CON game fair 25th Anniversary collector home (my wife drove), I considered all I card for a handful of colored stones, and had experienced at my first GEN CON then looked at me like I was supposed to game fair. I decided that the game fair is be excited by this. The clincher though, not something that you can remember as was when I almost walked out of the place an event, but rather as a series of specta- with the red fez that we all wore for the cles. It’s not just about gaming, although demos still on my head. that’s certainly the foundation. No, the Saturday night, some friends from Indi- GEN CON game fair is about getting to- anapolis finally caught up with me, and we gether with people that you like and hav- decided that we’d all go out to dinner with ing a good time, and then sharing a lot of 96 NOVEMBER 1992

©1992 by John C. Bunnell

Knights, from chivalric to Jedi

THE FOREVER KING Molly Cochran and Warren Murphy Tor 0-312-85227-4 $21.95 The Arthurian legends have been so well mined by fantasy novelists that finding a fresh approach to the material counts for a great deal in any new attempt. Unfortu- nately, that’s the only virtue The Forever King can claim for itself. The novel’s strik- ing premise is badly overbalanced by a cast of characters who are all marching to different drummers, and whose assorted magical powers are neither consistent nor convincing. First there’s Hal Woczniak, ex-FBI agent, who wins a trip to London that leads him into more danger than he ever faced dur- ing his former career. Then there’s his benefactor, who proves to be none other than Merlin of legend, who is keeping an eye on both Hal and 10-year-old Arthur Blessing. Arthur, though he doesn’t know it, is the reincarnation of King Arthur himself. That wouldn’t ordinarily be dan- gerous, but an accident has brought the Holy Grail itself into Arthur’s hands, and its prior possessor, Saladin, will go to any length to get the cup back. Saladin has been made effectively immortal through the Grails power, and he is not inclined to share the privilege. Part of the problem with The Forever King is that authors Molly Cochran and Warren Murphy can’t decide which of these four characters is the real protago- nist. Though Arthur is catalyst and key- stone to the plot, he’s also mostly a bystander and pawn. Hal takes the lead in 98 NOVEMBER 1992 the present-day action, but when the novel all portrayed with care and skill. of the Empire’s most dangerous assets into makes one of its frequent forays back in The overall tone of the story, though, is an ally of the Republic. Luke Skywalker is time, he’s left behind in favor of Merlin another matter. Will is a likeable enough being pursued by Imperial forces—and and Saladin. Merlin, meanwhile, refuses to protagonist, despite his preoccupation driven to an obscure world where a mys- take the firm hand in modern events that with the death-prophecy. The trouble is terious Jedi master plans to convert him to he does in the past, and Saladin’s role is that he’s an honorable young knight with- the dark side of the Force. Meanwhile, too narrowly defined to give him any out a living role model. Few if any of the political intrigues from within the New chance to steal center stage. novel’s adult characters are remotely Republic’s government threaten to tear it The Forever King lacks a coherent vision trustworthy—and those with some shred apart just as the remnants of the Empire of the Arthurian legend. All the pieces are of honor are either killed in action, under launch a devastating military offensive. there, but it’s as if Cochran and Murphy the thumbs of less scrupulous masters, or Zahn balances his plots and subplots have assembled them from a dozen differ- otherwise out of the picture by the end of with smooth efficiency and a style that ent jigsaw puzzles. Merlin’s magical the book. The reality of the world Doyle echoes the crisp, larger-than-life quality of powers wax and wane in no discernible and Macdonald have created simply the films. He also successfully captures the pattern, and both Merlin and Saladin are doesn’t match Will’s chivalric ideals, to the movies’ mix of high-powered spacefaring quite reasonably mystified at the abilities extent that Will doesn’t fit into it. technology and wild, untamed planet- of witch-girl Nimue. Arthur’s reincarna- As a result, it’s hard to be entirely happy scapes, so that his new characters and tion is never explained, and the late ap- with the novel’s conclusion, for while Will cultures mesh seamlessly with the familiar pearance of Excalibur is barely an does manage to defeat the ogre and come figures of Luke, Leia, Han, and their afterthought. There’s no sense of internal to terms with his destiny, his political surroundings. consistency in the authors’ choices, and problems are far less convincingly solved. By contrast, the we meet in the novel represents neither a historically There’s no assurance that his new masters ’s and ’s novel is minded nor a wholly magical view of won’t prove just as duplicitous as those unlike any we’ve seen before in comics, matters Arthurian. who branded him a traitor, and there’s film, or television. Abbey and Asprin have If Cochran and Murphy had stuck to every reason to greet their offers with made their Catwoman a scruffy, domestic- writing a modern-day sequel to the origi- wary caution. The ending calls desperately minded who’s utterly at odds both nal King Arthur tales, The Forever King for a sequel, yet the book otherwise gives with Michelle Pfeiffer’s explosive cinematic might have been an appealing novel. In- every indication of standing alone. villainess and the supremely dangerous stead, it’s an illustration of what can go Make no mistake: Knight’s Wyrd is a huntress usually seen in the comics. Only wrong when a world, whether literary or generally well-crafted adventure that the name and costume are the same; this game-based, doesn’t have a well-defined treats its fantasy with a great deal of com- is the Catwoman turned into Mary Tyler set of ground rules behind it. mon sense. It’s well worth reading despite Moore, and she’s not the better for it. its contradictory worldview—or even What’s more startling is that Catwoman KNIGHT’S WYRD because of it. A look at what sets Will isn’t even the focus of the novel’s plot. Debra Doyle and James D. Odosson apart from the world around him That honor goes to a peculiar street crimi- Macdonald may help gamers do a better job of fitting nal called the Tiger, who’s the connecting HBJ/Jane Yolen Books their own characters into someone else’s link between schemes involving a major 0-15-200764-4 $16.95 . drug transaction and a stolen icon. The Knight’s Wyrd has most of the ingredi- Tiger’s mysterious employer is ’s ents of a solid tale of chivalric adventure: a CATWOMAN: TIGER HUNT latest target, and only when Catwoman well-drawn hero, a varied corps of human Lynn Abbey and Robert Asprin discovers a cache of feline trophies in and magical adversaries, and a plot laced Warner 0-446-36043-0 $4.99 Tiger’s living quarters does she become with well-crafted riddles. Yet it’s a book involved in the unfolding confrontation. that is frustratingly hard to enjoy despite DARK FORCE RISING The book is a fairly credible, moderately its strengths. Authors Debra Doyle and Timothy Zahn intricate thriller. It just isn’t Catwoman’s James Macdonald succeed too well in Bantam Spectra 0-553-08574-3 $18.50 book, despite the title and packaging. infusing their narrative with the black You can hardly turn around in a book- To be fair, the blame really doesn’t be- mood with which Will Odosson greets the store’s SF section these days without run- long to Abbey and Asprin. Rather, it can news that he’s scheduled to meet death ning into a new novel or series spun off be traced back to DC Comics, which has within a year of his knighting. from a movie or television property. As done a spectacularly inept job of coordi- Wills first reaction is to seek out the this kind of book grows more and more nating the literary appearances of its young woman he’s been pledged to marry, common, it’s correspondingly harder to various Bat-characters. The cover design so that he can release her from a vow to a generalize about the category—but at the of this novel utterly fails to connect it with doomed man. The task proves more com- same time, it’s getting easier to establish the previous series of Batman novels pub- plex than expected when it turns out that standards by which to measure the suc- lished by Warner over the last year or Isobel’s father has promised her to three cess of particular licensed-universe two. Then there are the “Further Adven- different men, and that both he and Isobel projects. tures” Bat-anthologies published by Ban- are pawns in a deadly political game in Dark Force Rising, second in Timothy tam, which have done a better job of being which honor is a vanishingly rare com- Zahn’s trilogy of Star Wars novels, is one consistent with each other—but which modity. Will must not only dodge death of the standard-setters. Zahn has thor- likewise don’t share a common editorial from treacherous nobility, but also from a oughly absorbed the ambience and charac- vision with the assorted Warner novels. strangely unkillable ogre and the carnivo- ter of the Star Wars universe, and it’s This is no way to manage a super hero’s rous mermaids who guard its secret. reflected in his on-target characterizations (or supervillain’s) career. When they’re focusing on the magical and confident use of detail. (According to Again, Catwoman: Tiger Hunt isn’t really elements of the story, Doyle and Mac- one interview, Zahn received and read a bad book, though it’s really a Batman donald do very well. Their versions of the much of the material published by West story and it’s not the equal of Timothy standard creatures of myth are vibrant End Games for its STAR WARS: The RPG* Zahn’s efforts. It’s merely the victim of and distinctive, especially the aforemen- before beginning work on the books.) inept management, and the chief distinc- tioned mermaids, the ogre, and an unusual As the book opens, there are problems tion between the two novels is that Dark dragon with a fondness for riddles. There on three fronts. Leia and Chewbacca are Force Rising should be a great deal easier are also a wealth of ghosts, a dangerous in the middle of a delicate undercover to find. bridge troll, and an elusive wizard-woman, diplomatic mission, attempting to turn one

DRAGON 99 THE CROWN OF COLUMBUS fully rewrites history for the sake of sev- Elsewhere in the Department of Contin- Louise Erdrich & Michael Dorris eral very good stories. We start on a uing Series, Doris Egan adds mystery to HarperPaperbacks wickedly satiric note, with Harry Turtle- the mix of romance, magic, and SF in the 0-06-109957-0 $5.99 dove’s version of an environmental impact world of Guilt Edged Ivory (DAW, $4.99). statement by a committee advising Queen This time, Theodora and Ran are drawn WHAT MIGHT HAVE BEEN: Isabella against bankrolling the Columbus into a high-society murder investigation ALTERNATE AMERICAS expedition. In some tales, the native Amer- that involves a family fortune, a loan- edited by Gregory Benford and icans resist European influence (most sharking business, and a cursed ring. Egan Martin H. Greenberg notably Sheila Finch’s “If There Be Cause”), continues to weave clever plots into a Bantam Spectra 0-553-29007-X $4.99 while in others, they’ve been influenced striking background, and if her characters long before Columbus’s day, as in L. Spra- are a bit on the stubborn side, they’re also YESTERDAY WE SAW MERMAIDS gue de Camp’s tale of a Chinese ambassa- notable for their decidedly believable Esther M. Friesner dor’s adventures in the New World. quirks. Tor 0-312-85352-1 $16.95 There’s humor, in Esther Friesner’s color- Mind Games (Archway, $2.99) is easily The five-hundredth anniversary of ful tale of Aztec ambassadors brought one of the current Tom Swift’s strangest Christopher Columbus’s “discovery” of back to Europe, Robert Silverberg’s chron- adventures to date, featuring a virtual- America has prompted a startling amount icle of a hunt for the Fountain of Youth, reality device and a role-playing game with of fiction that commemorates the event in and Brad Linaweaver’s recasting of Colum- some clever design touches. The plotting one fashion or another. What’s even more bus’ voyage as a Saturday-afternoon serial. this time out is sharp and intelligent, even remarkable is the diversity of approaches Some of the history-rewriting is more if it is mostly an excuse to write Tom into a to the subject. Esther Friesner contributes weird than successful; James Morrow’s space-opera adventure complete with ray an exotic, unusual fantasy. Editors Gregory “Isabel of Castile Answers Her Mail” imag- guns. Though the moral is a touch heavy- Benford and Martin Greenberg have com- ines Columbus sailing through a time-warp handed, this is a solid addition to the se- piled a collection of stories whose authors into modern New York Harbor, and “Let ries, and one that gamers should find of have radically rewritten the history books. Time Shape” from George Zebrowski is an particular interest. Louise Erdrich and Michael Dorris have experiment that just doesn’t quite work. Quality is also uniformly high in The taken some of the genuine history and By and large though, the anthology is a Grafters: Blessings and Curses (Ace, $4.50), extended it to create a modern novel of solid, diverse collection that prospective second in the series of early American intrigue and rediscovery. world-builders should find both enjoyable fantasy anthologies edited by Christopher At least that’s what The Crown of Co- and inspirational. Stasheff and . There are fewer lumbus tries to be. It’s not billed as any Then there’s Yesterday We Saw Mer- formula romances in this volume, and a sort of genre fiction (unless you count maids, which is a very odd novel indeed. greater variety of settings. Especially nota- “bestseller” as a genre), and the authors’ It’s been a long time since Esther Friesner ble are Ru Emerson’s “Ironsides and Cot- credentials are largely in academic fiction, stretched her stylistic muscles this far, and tonseed Oil,” set largely aboard a U.S. Navy nonfiction, and poetry. While there are this book is a major departure from her ship in 1812, and Jody Lynn Nye’s “Miss elements of romance, suspense, and high recent series of funny modern-day fanta- Crafter’s School for Girls,” concerning a adventure in the book, along with a dose sies. The title is a phrase taken from Co- rebellious young woman and the results of of literary seriousness, Erdrich and Dorris lumbus’ own journals, but the ship whose her meddling in her father’s affairs. Other are strikingly unsuccessful in blending voyage Friesner chronicles is not one of solid contributions come from Robert them into a coherent whole. his three. Rather, it is a small vessel whose Sheckley, Morris G. McGee, and Morgan The books premise is that Columbus, on passengers include a genie, a gypsy, a Llywelyn, and there are no real misfires in one of his voyages to the Indies, left be- monk, and a group of nuns whose voyage the collection at all. hind a mysterious and presumably valu- will take them to a New World stranger Witchcraft is the theme of L. J. Smith’s able crown—and if found, the crown and more magical than any of them new series, and The Initiation (Harper- could help legitimize Native American expect. Paperbacks, $3.99) begins the Secret Circle claims to sovereignty over large chunks of Friesner writes the tale in a simple yet trilogy on a brisk, ambitious note. The the New World. Erdrich and Dorris do a oblique style that aptly conveys both its setting is the small town of New Salem, skillful, seamless job of integrating their historical character and its immediacy. At Massachusetts, and Smith retains her speculations with authentic history, but the same time, she gives her story a rich knack for presenting believable young the story they build on this foundation is atmosphere and a pace that is both delib- people confronting highly improbable remarkable for its dullness. erate and breathless. Though it’s a short magical events. The cast is a little crowd- One problem is that neither anthropolo- book, it’s not one to be read too quickly; ed, but no doubt the ranks will be thinned gist Vivian Twostar or poet Roger Williams rather, the novel should be savored like a as the series progresses. are remotely believable characters. Vivian fine wine, with a flavor that reveals more For a more rigorous look at the Salem is portrayed as a skilled anthropologist of itself with every sip. Yesterday We Saw witch trials, consider A Break with Chari- and careful researcher, and Roger as an Mermaids is a strange and lyrical voyage ty (HBJ/Gulliver, $16.95), a brand-new intelligent, careful writer. Yet neither gives on a course set 10 degrees to the left of novel from Ann Rinaldi that features real the other credit for their abilities, and reality that somehow manages to arrive at historical characters and solid research in both are absurdly naive when it comes to the heart of the human imagination. a quiet, memorable narrative that gives a dealing with the unsavory owner of a key decidedly nonmystical explanation for document in the search. A second difficul- Recurring roles what happened in 1692.) ty is that Erdrich and Dorris try too hard Terry Pratchett’s latest Discworld novel to make the novel all things to all readers. brings back Death, possibly his most in- * indicates a product produced by a company other The plot is too thinly stretched to maintain triguing character, for a tale of two kinds than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. a decent level of suspense, Vivian and of harvests. Reaper Man (Roc, $4.99) isn’t The use of the name of any product without mention Roger’s romance is drawn out too long quite the equal of the earlier Mort, but it’s of its trademark status should not be construed as a (and rehashed too much, when the book easily one of the best of the Discworld challenge to such status. switches viewpoints), and the authors yarns. As usual, Pratchett’s wit emphasizes insist on including long contemplations of cleverness as well as slapstick, and also as Roger’s poetry that stop the story dead in usual, he’s one of the few humorists in its tracks. fantasy whose tales have a layer of sub- Alternate Americas, by contrast, cheer- stance underneath the comedy.

100 NOVEMBER 1992

102 NOVEMBER 1992 By Joseph T. Pillsbury DRAGON 103 104 NOVEMBER 1992 DRAGON 105 106 NOVEMBER 1992

108 NOVEMBER 1992 DRAGON 109 110 NOVEMBER 1992

©1992 by Robert Bigelow Photos by Mike Bethke

line of 25-mm vehicles based on epic-scale models now available to the public. These models are made of polyurethane resin, cast in hand-made molds. Each model is hand-poured, and all masters are sculpted from the Epic vehicle in production and are approved by before production. This miniature is cast on an oval base measuring 5¾” long by 3 5/8” wide, and it shows a Termite subterranean military vehicle emerging from the ground. The exposed hull is 5½” long by 2½” wide at the widest point. The drill tip has slightly bent fins for digging, cylindrical rotating flanges for carrying the dirt back, and cogs for smashing the dirt to the side and behind the vehicle. The main body has an iris-type hatch with a steel frame and engraved plate detail. There are ports for exhaust and a brass framing just under the digging assembly. The base is covered with piles of material that represents dug- up earth. The figure is of good quality, with pits visible only under the bottom of the dig- ging assembly. These pits occur because of air bubbles that frequently appear in resin castings. The only other obvious flaws are three spaces where the ground holes are (part 1) filled in. This model is a valuable addition to a WARHAMMER 40,000 game, even if only This is the first of three holiday shop- WARHAMMER 40,000* game has long had half the vehicle is visible. Note that Epicast ping columns for miniatures’ buyers, and an advantage over large-scale WAR- USA is presently a one-family operation, so as there are so many figures to review, HAMMER 40,000 scenarios in terms of the there may be some delay in receiving your we’re going to move right to them after number of miniature vehicles available for orders. The Termite’s cost is $20 each plus thanking the following people for their the game. This imbalance has added to the postage, which is high but not unreasona- assistance in painting figures: Fred Hicks appeal of the smaller scale and restricted ble for a hand-poured piece. I recommend Jr.—Dream Dragon Immortal Combat, the use of some tactics outlined in White this piece, which can be used with other Man-at-Arms, Swordmaster, Wood Elf Dwarf magazine. The Termite crawler is game systems. This kit also includes WAR- Marksman; Chris Osburn—Medium Omni the first in a new line designed for use by HAMMER 40,000 rules statistics for the ’Mechs; Ron Walton—Termite Crawler, Elf fans of 25-mm scale. vehicle. Mage, Chaos Doomguard, Mounted Lord Epicast USA has forged an agreement of Chaos, Barbarian. with Games Workshop UK to produce a Viking Reviews Miniatures’ product ratings 1727 Theresa Ln. Powhatan VA 23139 Epicast USA * Poor 1495 Quail Valley Run ** Below average FM86 Mounted Lord of Chaos ***½ Oakley CA 94561-3425 *** Average Viking Forge’s submissions for this month **** Above average include a Mounted Lord of Chaos and a Termite Crawler ****½ ***** Excellent Chaos Doomguard. Both figures are 25-mm The epic scale for Games Workshop’s scale and made of flexible lead. Each has a

112 NOVEMBER 1992 rough-edged oval base with some detailing and ground cover visible at the base of the steed. The bases are barely large enough to support the figures. The Lord of Chaos is a four-piece kit consisting of the steed, the knight, a skull- shaped shield, and a banner. The banner is attached to a lance and has a chaos symbol embossed on the surface, a rope tassel, and a ball at the end. The shield and lance have no flash and no visible mold lines. The steed is rearing up in an attack pose. It is fully barded, with a cloth over chain mail covering all parts of the horse except its legs, mane, tail, and mouth. The open mouth shows teeth and tongue; the eyes are exposed through slits in the mail, and a faceplate covers the fore- head. Flash at the horse’s nostrils required work to remove and make the nostrils match. The bit and reins are clearly seen. The saddle appears to be almost Asian, with a high front, a higher padded back, and tassels around the base. No cinch strap is visible, but that could be under the chain mail. The cloth covering billows as if the horse were moving into a breeze; a straggly flat tail streams out behind. The rear legs have flash and lead de- posits between them that require care to remove. Our review model’s front legs were also held to the body by an unex- very tall human. His boots go over the The Death Rider Hologram appears to plained lead mass that was probably a knees, and a chain coat drops to the top of have Marvel Comics' Ghost rider as its channel for lead when it was molded. The the boots. His breastplate is molded to inspiration. The figure is a skeletal biker horse is fine, though it appears to be head- resemble a demon’s head, complete with dressed in ragged clothes with a high heavy because of the chain, and the body nose ring and shoulder boards as horns. collar. His rib cage is visible, with well- is not thick enough for this sort of heavy His arms are covered with scale mail, and done spacing on the bones and a clear war horse. he wears padded gloves. The shield is view of his lower spine. His head is a bare The knight wears a basic set of chain meant to be an agonized face, but it did skull; individual teeth are noticeable, but mail covered in different areas with add- not fill when it was molded and is cut off the nostrils and ear holes are solid. His ons. He has floppy boots with tassels, and at the mouth. His right hand clutches a eyes are two small glass gems. the stirrups and spurs are clearly visible. sword. The helmet looks like a skull with a The bike is a large-motor trail bike. The His legs are covered by splinted mail with horn and a mane. Both legs are spindly engine detail is well defined and includes a skull-faced plates protecting the knees. His and have mold lines that are difficult to gas tank and a chain that stretches to a hands are protected by gauntlets set to remove. A number of mold lines are rear sprocket. This bike has a handlebar hold the shield and lance (the horse must present on the body. assembly made of bone. The crossbar and be guided by telepathy). The upper body is This figure is not a good value at $2.40 wheel assembly is a skull with deep-set protected by a breastplate and back-plate, each. I’ve seen both this figure and the eyes and teeth; the lower jaw forms the with a chaos symbol embossed on the rear. mounted lord at conventions, and those front-wheel forks. The tires have treads, The sword on the left had flash and is specimens were of higher quality than my and all shocks are shown complete with molded at the bottom of the scabbard in samples. Remember that these figures fit springs, even though they are simplified. such a way that it is slightly curved. The the larger miniature scales. The base is an oval with a rough road front of the armor has lightning bolts on surface. The background for the bike each side, rivets in the center area, and consists of a rock pile, long grass, and a skull-shaped shoulder protectors. The Black Dragon Pewter picket fence protecting a tombstone that helmet has small holes in the front, in 2700 Range Rd. says “Rest In Peace 1956,” suggesting a addition to the vision and nasal slots, and North Bellmore NY 11710 biking death. it is topped by scimitar-like horns and a The hologram is supported by an an- headless implike creature. I had to clear H6516 Death Rider Hologram ***** cient oak tree, complete with eyes and a away some metal to get the horns away There have been reports from readers mouth. The tree is flat with deep bark from the head. This figure is oversized at about receiving late mail (or no mail) to detail. Its upper limbs form a support for 30 mm. queries sent to Black Dragon Pewter. The the metal-framed hologram and three bats. This figure will require work and care- crew from Black Dragon is on the road at The hologram is a well-done, deep-set ful painting; it is not recommended for medieval fairs throughout the U.S. They picture of a human skull. We had a little beginners. The figure has possibilities as a have the personnel to screen mail, but trouble keeping the hologram in focus, but large-scale cavalry leader, but at $5 per kit, there are lapses when everyone is on the when it was slightly tilted it came in sharp. it is overpriced. road. They promise to do the best they This piece should have a dark background can to respond to queries and improve the to highlight it. FM90 Chaos Doomguard *** quality of their service. They ask you to This is an excellent figure and would The Doomguard figure scales out at 31 please bear with them. Note the change of make a great gift for either a biker or mm to the eyes, which in 25-mm scale address above; this is the home of a mem- Ghost Rider fan. It is recommended even makes him either an ogre in disguise or a ber of the company. with its $80 price tag.

DRAGON 113 1035 The Winner ****½ toast. A high hairline and a ponytail de- “The Winner” is a small piece that note either a fantasy or a late 18th-century should lighten the hearts of dragon lovers style figure. He wears a long open coat everywhere. It shows a dragon roughly 50 with long sleeves and no buttons; his shirt mm from head to tail. The young dragon strains to stay closed across a stomach that has a small, clearly defined spinal ridge hangs over his belt. His right hand and relatively smooth skin. His left foreleg clutches a jug, and the left swings a mug is bandaged heavily and in a sling. His high overhead. The pants are baggy, with right paw clutches a long sword with a large tear in the left knee. His shoes have runes on the blade. His mouth is open as if large buckles, another trademark of the bragging, and his right eye is swollen shut. 18th century. His wings are spread 50 mm wide, with This figure has only a couple of draw- leathery folds and a crossed set bandage backs. The base is not as finished as fig- on the right wing. Muscle detail is simple. ures now on the market, and the bottom The circular base is 28 mm across with a has two large stubs from pouring. You slightly contoured, raised area in the cen- must remove these stubs while being ter that supports a multifaceted circular careful not to bend the soft base (this crystal. The dragon’s left foot rests on an same feature is noticeable on the other empty helmet sitting on the ground. figures from this company). There is also There are no mold lines or unsightly “thread flash” from breather holes in the marks from the buffing and cleaning. This is mold, but this is easily fixed. a well-done figure and a good stocking stuff- er that’s highly recommended at only $15. Elf with Scorpion **** This elf figure stands at 26 mm, slightly tall for an elf in most 25-mm fantasy game Soldiers and Swords systems. He is armed with what is re- 25 Fayette St. ferred to as a scorpion-type polearm in the Binghamton NY 13901 title. The weapon measures 55 mm in length and has a head with a variety of We welcome a new company to our cutting edges and barbs. The pole ends in ranks: Soldier and Swords, a relatively a small ball-like object with a hook firmly new figure company with a wide variety in place; you must take care or you will of 25-mm figures. The figures are made of break it when you remove the flash from soft lead and are blister-packed without pole to base. The figure wears studded foam. They feature a full range of fantasy leather armor with a wide studded belt. and historical pieces, including several His legs are covered by high open boots crossover figures. Everything considered, and tights. Studded bracers stretch down all these figures are a great bargain at his arms. The figure is unarmed except for $1.25 each and are highly recommended. the polearm, and he wears no helmet. The face is high cheeked and angular T006 Drunkard ****½ with plain features and slightly slanted The Drunkard is one of these crossover eyes. Eyebrows and a good nose compli- pieces. The figure is of a man of undeter- ment the pointed ears. His hair is pulled mined age. His face is slack with staring back and bound behind his head. The eyes, his mouth open to propose another posture is that of one starting to set

114 NOVEMBER 1992 against a charge or carefully walking. Mold lines are minimal and need little cleaning. This elf could easily pass as a dark elf to go with TSR’s Menzoberranzan boxed set.

R005 Man-at-Arms (2) **** This soldier is armed with a simple glaive, which appeared in Europe after the 12th century and existed for many years in a variety of forms. This glaive is edged on one side and is just over 48 mm long. The man’s chain mail stretches from neck to knee and is covered by a jerkin, his legs protected by metal-jointed leggings. Judg- ing from the spurs on his boots, he’s prob- ably part of a dismounted cavalry group. He has a kite-shaped shield strapped to his belt, with the belt crossing over his chest. Another belt supports a long sword on his left hip. His hands are protected by gaunt- lets, and his head by chain mail covered with a bullet helmet. His face has a serious look to it. This figure is itching to get into a fight. This figure had a sprue running from the weapon's end to its base. There was also a small mold line on the inside of the leg that was difficult to remove. leathery wings (a separate part) are angled There is a female fighter with high boots, for attack. A barbed spear is in his right long scale-mail armor cinched at the waist hand, and his shield is solidly on his left by a chain belt, a bracelet on her left Thunderbolt Mountain arm. This shield also acts as the base for wrist, and a bracer on her right forearm. Miniatures the attacking angel. She holds a long sword in her right hand. 656 East McMillan The angel strikes down on the demon Her face has an expression of surprise as Cincinnati OH 43206-1991 with a long spear and protects himself she sees the treasure; her hair falls to her with a circular shield. He also wears shin shoulders from under her crested helmet. Thunderbolt Mountain and knee protectors, except that his have She is advancing through the door, which Miniatures a peg on one knee that fits into the hole on she must duck under. 70 Harcourt St. the demon’s shield. A toga-type outfit is Backing her up is a male fighter armed Newark, Nottingham covered by a hinged breastplate with a with a long sword in his right hand and a UNITED KINGDOM NG 241 R4 sun symbol. Well-done feathery wings are dagger in his left. High boots, cloth pants joined at the middle, but are easily sepa- bracers, and chain mail covered by light 1026 Immortal Combat ****½ rated and curved. Feather detail is excel- plate make up his dress. He carries a wa- The first thing you need to do with this lent with individual veins visible. Muscle ter jug on his left side and has a knife kit is to ignore the illustration on the back detail on arms and legs is excellent. scabbard on his right. His head is covered of the box. There is no tower piece in this This is highly recommended to anyone by a basinet with chain. kit, and this is the first small kit that I have who wants an inexpensive, easy-to- Last but not least is a bald mage who has seen with a different view of its contents. assemble kit that will make a nice piece. his hands in the air, preparing a spell. He The second step is to sit back and enjoy Listed at $11.95, it is a fairly good buy. wears a long robe with wide bell sleeves the simplicity of this kit. and high soft boots. His waist is encircled The kit consists of seven different parts 1028 Death’s Door ***** by a rope belt that also supports a wand made of soft lead. The base is a 52-mm Deaths Door is to complexity what Im- case and a packet with spell components circle that needs to have the flash taken mortal Combat is to simplicity. This is a on each side. Dropping from under his off the sides. The top surface is flat except complete diorama piece scaled to 25 mm wide turtleneck shirt is a chain and pen- for a rocky precipice; this base should that not only has a load of nice figures but dant. He also wears a long cape with a probably have the surface covered in a is full of sight gags as well. The finished hood that no fashion-conscious mage can thin layer of cotton, to represent clouds, piece consists of 10 individual castings. The be without. Wrinkles are evident as he after the rocks are painted. Another part largest of these pieces is the base, a 62-mm furrows his brow. No mold lines or flash is the upper point of the mountain and has circle with a large block floor intersected detract from these figures. a demon molded to its side. Take the time by a wall. One side of the circle is plain What awaits them on the other side of to let the glue dry completely on the sum- while the other side has the remains of the wall is a very smart ogre. This ogre mit before going on. several bones, a couple of broken weapons, stands just under 7’ in scale and is over 15 The demon has ankle and knee guards, and a large treasure chest filled with coins, mm wide at the shoulders. His arms and scale mail, a breastplate, a shield, gaunt- jewels, and other items. The wall section is legs are bare, except for a spiked bracelet, lets, and a helmet with nasal and cheek a two-sided stone wall with torch holders and armpit hair is visible. Muscle detail is guards, The breastplate is a series of piec- and a doorway with hinges on one side and slightly exaggerated. He wears fur under es joined together by some sort of twine a plain wall on the treasure side. Set into scale mail and light plate on his chest; his and includes a pennant fastener. His face the floor are four sets of peg holes to an- back is bare except for two studded straps is pinched and angular, and he seems to chor the figures. and an over-the-shoulder strap that sup- have fangs. He has a look of concentrated On the side of the wall with the torch ports a load of booty. A shaggy mane of hate at his attacker, and you can almost holders is a small adventuring party, all of hair falls from the top of his flat head to see a sheen on his bare flesh. Even the whom have obviously seen the treasure. mid-back. His left arm can hold any one of

DRAGON 115 the three ogre-sized weapons included gloves and a cape held by two clasps and a with this set. small length of chain. The ogre’s features are extremely dis- This set is highly recommended for torted, but how normal can a tusked jaw anyone who runs role-playing adventures look when it is trying to hold back a in fantasy cities. The price is $3 each. laugh? His head is cocked with a wide smile as he slowly opens the door with his TORG-015 Elf Mage **** right hand and prepares to batter anyone This elf mage for ’ entering with the weapon in his left hand. TORG* system is supposed to be scaled at This kit is recommended for anyone 25 mm but stands 28 mm to the eyes. The whose characters have ever been battered figure is made of lead and stands on a in a dungeon. You may have to do some thick oval base. It wears a long ornate bending to get the figures to fit just right. I robe with elaborate hems embroidered intend to make my figures removable and with circles. He also wears a jerkin that make bases so I can use them elsewhere as laces together in front over the robe and needed. This is highly recommended at appears to be almost quilted in texture. $11.95 per set. High shoulder ridges allow the billowing sleeves easy movement and a high collar surrounds his neck. A scabbard with Lance and Laser Model, Inc. runes and sword, centered in the front, P.O.Box 14491 hangs from a knit belt. No spell- Columbus OH 43214 component pouches are visible. Both hands are gloved; the right is raised in the P-008 Mounted Knight ***** The Pendragon series of figures con- tinues to provide us with figures that can be used in a “gentle” or adventurous set- ting. This mounted knight comes as a three-piece assembly: a base, a steed, and a valiant knight. All are made of lead and scaled for 25 mm. The base is a simple oval with three holes for the pegs in the steed’s hooves. Little flash was noted on this miniature. The steed is a simple light war horse with a minimum of tack, but the tack present is slightly ornate. Equine features are well done, and the bit is visible. The reins and saddle straps have a small design embossed on them. The saddle is a simple English design, complete with fringed blankets dropping below the horses’ belly (this is the one area that I have any prob- lem with, as it could have been done as two separate blanket ends rather than a block to make the model look better). The horse’s position is almost a canter. The knight is a mounted version of the knight shown in this column in DRAGON® issue #185. Differences include riding

116 NOVEMBER 1992 air as if to throw a spell, and the left hand holds an ornate staff made of twisted wood. Braids and tassels abound. An ob- ject that looks like a gem tops the staff. The elf mage’s angular face shows his anger as he casts a spell. The only reason this figure got only four stars is due to the amount of shallow detail that can easily disappear when the figure is primed and painted. This highly recom- mended character could be a cleric as easily as a mage. It’s a good value at $1.85 each.

RAFM Co. 20 Parkhill Rd. East Cambridge, Ontario CANADA N1R 1P2

2007 Dream Dragon **** The miniature is a four-piece lead kit that requires some work. The creature is 255 mm long, nose to tail, and each wing is 140 mm long, making this a huge dragon in 25-mm scale. The dragon's bases are molded onto the body and are supposed to support the body, to keep it standing from only two points. The dragon is purpose- fully not totally formed in the miniature, The game references for figures seen and is a creature of pebbly skin and mist. here can be found in the sourcebooks Bree The skull is totally fleshed out, with upper and the Barrow Downs and Mouths of the and lower jaws full of sharp teeth. A row Entwash, for ICE’s MIDDLE-EARTH ROLE of sharp spines cover most of the length of PLAYING* game. the creature, and four rows of ridges There are a number of similarities in extend along the body. There are frequent these figures. All come finished to some holes where the dragon was not fully degree, with primer on the main figure formed, and the long serpentine shape but no primer on any glue-on parts. All looks strange. figures have rectangular stands with tex- The Dream Dragon has no analog in tured tops and beveled sides. All figures AD&D® game realms, except through the are scaled at 25 mm and made of soft lead. use of illusion spells by mages. The box All are recommended either as playing back for the dragon explains how these pieces for those who play ICE’s MIDDLE- dragons occupy the land of sleep and EARTH ROLE PLAYING game or as collect- nightmares, but may be harnessed by ibles for those who enjoy Tolkien’s those strong enough to overcome them. It Middle-earth novels. brings up some interesting ideas for dream-attacks, yes? M255 Lesser Barrow Lord ****½ This dragon has a few problems. You This figure represents the body of a long- must spend some time cleaning off small dead noble now controlled by a wight. The trails from the molds breather holes. It miniature comes in two pieces: the main takes time to assemble this miniature, as it body, and the left hand clutching a sword. is extremely wobbly and you must glue The figure is 45 mm high and combines the the pieces so they will rock the least twists of a formless snake with the solidity amount. My solution was to bend the right of the dead. A long, voluminous robe cov- front leg out slightly, after cutting it from ers the figure, and strings of pearls or the body, to form a tripod—making the beads cinch the waist and encircle its miniature slightly more steady. You may throat. The face is a skull; the head is also have to do some filling. wrapped in a hood topped by a crown. This This is highly recommended even with figure is close to being paint-ready after the work needed, and it is usable with any you glue and prime the sword arm. There fantasy game. The boxed set is $18. are no visible mold lines or flash on this model. This figure has potential for being used in a variety of games as a lich figure three parts: the main body and two arms. Mithril Miniatures Ltd. rising up to strike. The only soft spot on These arms must be primed after they are Macroom, Co. Cork this figure is the $2.95 price tag. glued to the body. The figure is over 40 mm IRELAND high even in a slightly hunched position. M254 Mewlip ****½ The skin is warty and stringy on the back, Ed Wimble/Prince August The mewlip inhabits the swamps of the being mostly smooth but peeling in the Miniatures USA Marsh of Tode. These creatures are fero- front. The head appears to have an elon- The Byrne Building, Lincoln & Morgan cious meat-eaters who attack travelers and gated skull with skin stretched tightly over Streets other beings unfortunate enough to have it. There is a slight mold line on the left Phoenixville PA 19460 business in the swamp. The figure comes in shoulder where the skin is rolled up like

DRAGON 117 vest. His head is bare. The figure is defin- itely obese with a pudgy face. His ears stand out slightly from his head, and his features are too bloated for wrinkles. He has a short crewcut and no other visible hair. This character is recommended as a bouncer for a local tavern or as a charac- ter in FASA’s SHADOWRUN* game or other dark-future setting, as his look is definitely modern. The cost is $1.69 each.

C1043d Swordmaster ***** The Swordmaster looks like he is ready to get away from teaching and go adven- turing. His boots reach to mid-thigh, the fronts protected by small shields and protectors mounted on leather and strapped over the boots. His thighs, back, and arms are all bare except for a studded bracer on his right arm. His chest is cov- ered in some parts by an elaborate breast- plate that exposes as much chest as it protects. In his right hand is a long sword with a kind of hook, while in his left he holds a wicked short sword with the equivalent of two blades. His face includes a small moustache. His features are those of a person in his late 30s who is confident that he can best all comers. Eye and mouth detail are very good, as are the wrinkles. His helmet is strangely shaped and has small shields on it that match the shin and knee guards. He also has cheek protectors. The figure is well recommended in a town setting as a weapons master for fighters to learn from, and in a campaign needing heavy-duty fighters. It sells for $1.69 each.

Grenadier Models Inc. P.O. Box 305 Springfield PA 19064 Grenadier Models UK Ltd 25 Babage Rd. Deeside, Clwyd, Wales the sleeve on a T-shirt. This figure looks like other game systems. They are slightly UNITED KINGDOM CH5 2QB a cross between an undead giant zombie overpriced at $3.49 per pack of two. and a walking , and it could be used as 5618 Goblin Leader **** a variety of undead or weird swamp troll. This goblin is scaled for the larger not- Again, the major hang-up is the price: Wargames Inc. quite-25-mm scale of about 28-30 mm, and $4.25. Box 278 it stands 21 mm straight up. The lead Triadelphia WV 26059 miniature is mounted on a thick oval base M252 Pukel Men ****½ with no texture. The pukel men are guardian statues on Both of these pieces are from the Metal The miniature wears tights and flexible certain Middle-earth highways. While Magic fantasy line and share some similari- pointed slippers. His left leg has a long, these statues are usually seen sitting, it is ties. Both are scaled for 25 mm and are narrow gash along the mold line where it rumored that some may walk if needed. made of lead. They are mounted on circu- looks like it didn’t quite fill. His upper The figures come two per pack, one lar bases that fit neatly into square plastic body is clothed in chain mail with a tat- walking and the other in its normal guard bases that are included. These square tered, sleeveless shirt over that. This shirt position—sitting cross-legged in a state of bases make the figures more stable. is cinched by a thin rope belt that also meditation. The figures are not terribly supports a knife or short sword in its impressive at only 23 mm high, no larger C1045f Adventurer ****½ scabbard. His left arm supports a wooden than the average adventurer. The figures The adventurer is either very successful shield that had to be cleaned, and his right are clearly humanoid but are very simply or is just starting out. He stands 25 mm to hand holds a polearm almost exactly like and almost stylishly done, with muscle the eyes and is at the ready with a long our earlier Man-at-Arms, except this groups being separated and hair being sword in his right hand and his left polearm has tassels. Both fists are gloved. blocked and carved. Their hands are clenched into a fist. The figure wears The face is typically goblinish, with a crude but would make effective blunt shoes, a pair of pants held up by a narrow pointed chin and an expression that looks weapons. These figures could be used as belt and buckle, a shirt with long sleeves like he’s just bitten into a lemon. His hair is stone golems or as a wizards guardians in and plain cuffs, and a stitched thigh-length straggly, and he has a topknot.

118 NOVEMBER 1992 This is definitely a leader figure and is highly recommended for larger-scale games, although it is too big for 25-mm scale. It is recommended even at its $1.75 price.

5616 Barbarian Bodyguard ****½ The Barbarian Bodyguard is 28 mm to the eyes and not proportioned in 25 mm. The figure is mounted on a thick oval base that is nontextured. The figure is typically barbarian except for his chain-mail shirt. His high boots are covered with fur. His arms and legs are bare and have well-done muscle detail, with easily cleaned mold lines on the legs. Both wrists have bracers. A large shield with a single studded spike is strapped onto his back. He wears a thin studded belt with a sheathed short sword on the left side. Both hands grip the han- dle of a huge, double-bladed axe. A snarl is captured on his face. His head is coverer bend (don’t drop it!) The rat wears saddle- by a spiked helmet, and his hair falls to his bags and has a wide belt slung under its shoulders. This is highly recommended as stomach. Piled on top of the saddlebags the commander of a unit of two-handed are a number of other bags and pouches weapon users or in the bodyguard func- hanging from strings, ropes, and straps, tion, even at $1.75 each. spread evenly on all sides just like on a pack mule. This figure is recommended 5614 Wood Elf Marksman ***** for anyone running skaven armies (in This elf is nice in its simplicity. The GW’s fantasy WARHAMMER* game) or figure is 25 mm tall, very close for elves in wererats (in TSR’s AD&D game). It is high- the larger gaming scale, and mounted on a ly recommended at $2 each. thick oval base. The figure is made of lead. The elf wears tights and low, comfort- WW4 Bogey Officer **** able boots. A simple cloth surcoat with no This is definitely part of a caricature fringes is cinched by a thin belt that an- line. These Bogeys are an early space- chors a shield, a short sword and sheath, faring group that leans heavily toward and a pouch. A quiver of arrows is fascism; any resemblance to another well- strapped to his back. Bracelets adorn both known SF miniatures race must be purely arms. His left hand holds a bow, and his coincidental. These figures are propor- right is held as if he just released an ar- tioned to the larger gaming scale, even row. Around his neck is a bone necklace. though they are only 23 mm to the eyes. His face is very elvish with the hair The figure’s facial features, including the MORE GAMERS? straight back and block-cut, starting from large ears, appear to be a cross between a a widow’s peak. His eyes are slightly slant- movie Gremlin and an orc. His legs are You may think you’d have to tra- ed and both pointed ears show; the left covered by pants and jackboots, and he vel to another planet to find a ear has an earring. The facial expression is wears a large double-breasted coat com- game convention. Finding friends one of concentration. plete with wide lapels and long sleeves. In who are also gamers can be a This figure is highly recommended for his right hand is a revolver, and his left problem, too. Put your scoutsuit use as a wood-elf leader for a bow unit hand bears the badge of his leadership: an away and turn to the Convention despite its $1.75 price. iron gauntlet. His belt supports a round Calendar in this magazine. There disk, and he has a jet pack or oxygen tank may be a game convention closer and shoulder pads strapped on his back. to your home than you’d think — Fortress Figures This piece comes with two heads: one and conventions are a great place P.O. Box 66 uncovered and laughing hysterically, and Jonesboro IN 46938 one with a cigar stub and officer’s cap. to find friends who share your in- The cap has an eagle and goggles and terests. Whether you like board- XL-13 Pack Rat **** almost brings to mind a comparison with games, role-playing games, Everyone knows a pack rat, and here is Rommel’s hat. Both heads have big, wide- miniature wargames, or just the perfect stocking-stuffer for the one spread, pointed ears, with bugged eyes browsing around, a game conven- you know. This giant rat measures just and tusks in the lower jaw. The heads are tion can be all you’ve hoped for. over 60 mm from nose to hairless tail. The interchangeable and could lead to some Plan to attend one soon. figure sits on a thin, rectangular lead base interesting scenery around an Imperial with no texture. The figure is a giant in campfire in a WARHAMMER 40,000 game. 25-mm scale, looking like a cross between This is well recommended at $1.50 each. a Norwegian and a brown. Short, stubbly hair covers its body, and a pair of sharp That’s all for this month. If you want to teeth show in the mouth. Each of the legs contact me, you can do so at: Friend’s * indicates a product produced by a company other has a small flaw that comes from the lead Hobby Shop, 1411 Washington St., Wauke- than TSR, Inc. Most product names are trademarks gan IL 60085, U.S.A., or by phone at: (708) owned by the companies publishing those products. not getting into that part of the mold or The use of the name of any product without mention from developing an air bubble. The tail is 336-0790, 2 P.M.-10 P.M. MWThF and 10 of its trademark status should not be construed as a segmented and has a weak spot at the A.M.-5 P.M. S&S. challenge to such status.

DRAGON 119