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Issue #206 SPECIAL ATTRACTIONS Vol. XIX, No. 1 Come soar with dragons June 1994 9 Fly high on the wings of our namesake. Publisher Dragons: More Than Just Couch Potatoes TSR, Inc. 10 — Thomas Reid Associate Publisher These mighty beasts should do more than lounge on their hoards. Editor-in-Chief The Dragon Project: Cerulean Glory Oversees 16 Tides — Sandy Petersen Associate editor Meet the RUNEQUEST* dragon who wants to be Dale A. Donovan human. Fiction editor Part Dragon, All Hero — Roger E. Moore Barbara G. Young 22 Half-dragon PCs, from the setting Editorial assistant to all the worlds beyond. Wolfgang H. Baur

Art director Larry W. Smith FICTION

Production Defiance — Tracey Isler 92 There is more than one way to defeat a dragon.

Subscriptions Janet L. Winters REVIEWS U.S. advertising Cindy Rick Eye of the Monitor — Sandy Petersen 59 Why are there no antique computer games?

Role-playing Reviews — Rick Swan 82 Spice up your spellcasters with these magical supplements.

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O. 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, PO. 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 subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR, game and hobby shops throughout the United States, Inc., or charges to valid Mastercard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets. Distribution to the TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to Printed in the U.S.A. U.S.A.; telephone: (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of

2 JUNE 1994 Through the Looking Glass — Ken Carpenter 112 Apply Ken’s painting advice to your miniatures. FEATURES Gunnar Thorson — Manui & Adams 32 A graphic miniseries debuts this issue from the creators of “Yamara,” with artwork by Ken Widing. Campaign Journal: ® — 34 Sail with the Sea Barons. Fiend Knights and Dark Artifacts — Carl Sargent 42 PCs should avoid these magical relics of the Great Kingdom.

Better Than Ever — The staff 62 Learn more about the 1994 ® Game Fair’s special guests.

“Karameikos, Ho!” — 65 Make the acquaintance of Joshuan Gallidox. The Dragon’s Bestiary — Spike Y. Jones 71 These new faeries will amuse and bemuse your campaign’s PCs. COVER ’s Notebook — & Gary Williams ’s “Lillehammer Dragons” (as coined by our own Wolf Baur) 76 You really don’t want to meet Tashara of the Seven Skulls. typifies the majestic presence of our favorite creature. The beauty “I’d Like to Thank the Academy. . .” of that stark, frozen vista is enough to 79 Vote for your favorite 1993 games, magazines, and melt even an editor’s heart. accessories. DEPARTMENTS 4 Letters 88 Sage Advice 6 Editorial 103 Libram X 8 106 Dragonmirth 48 Forum 108 Gamers Guide 52 Convention Calendar 120 TSR Previews

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (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. ©1994 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., P.O. 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 The first thing to do, Jeremy, is to find some a question about an article or have an idea for a Where to start? folks (friends, siblings, parents, etc.) to play new feature you’d like to see? In the United with. Role-playing games (RPGs) are group States and Canada, write to: Letters, DRAGON® endeavors, and it’s always easier to “get into” a Magazine, P.O. Box 111, Lake Geneva WI 53147, Dear Dragon, new activity with others who are interested, U.S.A. In Europe, write to: Letters, DRAGON I am a new role-playing gamer, and I would too. Some RPGs can get expensive, so gathering Magazine, TSR Ltd., 120 Church End, Cherry like to know how to get started in a relatively several people who share your interest to chip Hinton, Cambridge CB1 3LB, United Kingdom. inexpensive way I’d love to get into role-playing in on purchases can defray the costs, too. games, but I don’t know what most of this stuff As far as TSR fantasy RPGs are concerned, I means. Can you make any suggestions? (I am can recommend two products. If you or your interested in giant .) family have an audio CD player; the new FIRST Jeremy M. Price QUEST™ game is terrific. It contains an audio No address given CD that introduces both basic role-playing and the AD&D® game. If you don’t have access to a Quite a collection! CD player, pick up the Classic D&D® game. A newly revised version should be on the shelves by the time you read this. Either of these products will get you (and your group) up and running. Since you stated interest in giant robots, I must mention FASA’s BATTLETECH* board game. The latest version has basic rules for newcomers like you, Jeremy, It’s not an RPG in- and-of itself (though FASA does produce the MECHWARRIOR* RPG rules, set in the BATTLE- TECH universe), but I think you’ll enjoy it. Other RPGs you might want to examine include the STAR WARS* game from , the TOON* game published by Steve Jackson Games, and the ® CLIFFHANGERS™ game from TSR. If there is a gaming or hobby store near your home, you also could try to find old copies of the - BUSTERS* or the MARVEL SUPER HEROES games. I hope that helps Jeremy, and welcome to the hobby!

A letter to a friend

Dear Dragon, Dear Dragon, I've been an avid reader since I purchased On behalf of everyone you mention, Ian, I There is a bond shared by the people in a DRAGON® issue #32 in a small store in Sacra- sincerely thank you. I am hard pressed to think gaming group. They work together, solve prob- mento, Calif., nearly 14 years ago. (I was 11 at of higher praise for the magazine. DRAGON lems together, slay villains together, and gener- the time.) I began subscribing with issue #54, Magazine is a group effort in the truest sense of ally waste time together. Through all the and have been a subscriber ever since. the words. Without all the gamers, writers, and adventures, the circle of players grows closer, Though I've been silent all these years, I'd like artists who send in their ideas, there would be to take a few minutes and say "thanks" to no DRAGON Magazine. the friendships binding. Recently, our circle was tragically broken. It is everyone at TSR, all the writers, and all the Ian included the photo you see here of his always a shock when a friend is lost unexpect- artists who have contributed to the magazine DRAGON Magazine collection (from issue #1) edly. But accidents happen and they take good over the years. DRAGON Magazine has always through #198—a complete collection at the time been more than a few dollars' worth of enter- he wrote the letter.) I am impressed. (My collec- people away from those who love them. Through all the heartache, I was able finally to tainment; it's been a source of ideas, which are tion only goes back to issue #50.) From talking learn why RPGs are so important to so many priceless. to collectors over the years, I know that gather- Ian McAfee ing a complete collection of DRAGON issues is people. Redmond WA an achievement. Congratulations, Ian! Continued on page 20

4 JUNE 1994

Why we play

hobbies are “negative work." In theory, walking a staircase requires the same amount of exertion regardless of whether you’re going up or down the stairs. But, gravity helps you go down the stairs by constantly pulling you in that direction. Climbing stairs is work, descending them is negative work. The enjoyment of a hobby activity is like gravity helping you down the stairs. Playing role-playing games requires many of the same abilities that reading does; like reading, playing RPGs is fantastic mental exercise. The opportunity to flex those intellectual and imaginative muscles is a primary attraction of these games. As RPG players, we enjoy the experience of escaping into the game world and filling that world with the products of our imaginations. Escaping into that make-believe world is another aspect of a hobby that Webster’s definition obliquely refers to. The dictionary states that a hobby is “outside one’s regular occupation." Broadening this, a hobby allows one to escape the workaday world. When engaged in a hobby, a person forgets the stresses and problems of the Like many players of role-playing games, or faculties one enjoys using." This day, the concerns that we all must deal I’ve often been faced with the somewhat definition separates some relaxation with. What better way is there to escape daunting prospect of attempting to explain activities from actual hobbies. Some forms the humdrum world than by creating an exactly why I play these games, why I of relaxation, such as zoning out in front entirely new and different world of action chose role-playing games (or RPGs) as a of the TV, do not engage skills or faculties. and adventure? Some people derive the hobby. I’ve addressed this topic with They are effortless. Even if you aren’t same escapist joy that an RPG provides varying degrees of success over my years paying attention, the TV drones merrily from watching a good movie or TV show, as an RPG player. I think I’ll attempt again, on without you. Reading, on the other reading a good book, or going on a vacation with your indulgence. hand, requires effort. Reading engages (a literal escape from one’s normal life). I Let’s first try to define what a hobby is. skills and faculties: the intellectual skill of guess hobbies are little mental vacations. According to the Webster’s New Collegiate assembling symbols on paper into One essential aspect of any escapist fare, Dictionary (©1981) on my desk, the word coherent ideas (which, by the way, you are be it a TV show, comic book, novel, or hobby is defined as “a pursuit outside doing right now), and the imaginative 1930s movie serial, is a clash of daring one’s regular occupation engaged in for faculty of filling in the details of the ideas heroes and dastardly villains. In RPGs, the relaxation." What I am trying to do in this you just intellectualized. If you look up players actually portray the heroes column is discuss some of the attractions from what you’re reading, those processes (through the means of their game of our hobby—a hobby that, according to come to a screeching halt. Reading characters) locked in a titanic struggle estimates, up to 10 million people around requires conscious effort. against the forces of evil. Few other media the world have tried at some time. I’m not Okay, hobbies require effort. allow this intimacy with the heroes. The arrogant enough to assume that I can Recreational sports, playing guitar, hobby of reading, while a terrific way to mention every possible reason for playing reading, painting, writing poetry, and spend time, allows you only to view the RPGs, but I’ll try to cover some common playing RPGs all require exertion. The actions of the characters, although I ground. exertion takes different forms, but it’s imagine most readers place themselves Let’s return to the word “hobby." I define there nevertheless. Since we enjoy the into the role of the hero while reading a the word as “an activity that one takes activity, we don’t mind the exertion. To good escapist story. RPGs allow the part in for pleasure and that engages skills (very broadly) borrow a physics concept, Continued on page 20 6 JUNE 1994

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

“You mean fighters can’t use wands?”

by

I had the good fortune to be born, Heroes supplement. (This was to be the My early failures did little to dim my raised, and introduced to gaming in Lake first in a long series of game products enthusiasm for gaming, and one afternoon Geneva, Wis.—the birthplace of the D&D® from Jim.) Later that summer, I attended Ernie Gygax (son of the D&D game’s co- game. In a few short years, I met and my first GEN CON Game Fair. There were creator, ) approached me and gamed with just about all the people who less than a dozen events on the schedule, asked if I’d like to try another new game. were important to the D&D game’s devel- some of them held on the grass in the Ernie and I had been in the first grade opment and who became involved in cre- Horticultural Hall’s open courtyard. together and we hadn’t exactly gotten ating the AD&D® game. The following autumn, another class- along, but my gaming zeal erased any I cannot remember my first character, mate and fellow Game Fair attendee, Mar- doubts I had. Ernie and I soon were but I recall my first brush with the gaming cus Kurowski, began enthusiastically swashbuckling our way through Warriors hobby. Late in August, 1973, the local telling me about a brand new game pro- of Mars, a set of TSR rules based on Edgar paper ran a front-page photograph of duced right in Lake Geneva, the Rice Burroughs’ Barsoom books, which are several people standing around a table DUNGEONS & DRAGONS® game. After best described as Tarzan on Mars, with covered with little plastic tanks, trees, and being regaled with tales of moonlight “radium” guns and flying ships mixed in. I hills. The accompanying story described battles against , subterranean treasure had never read the books, but I was quick what went on at the GEN CON® Game Fair, quests where undead monsters lurked in to do so. Warriors of Mars was destined to which was a tiny little event back then. the shadows, and similar feats of derring- be short lived, mostly because Burroughs’ The entire site, Lake Geneva’s Horticultur- do, I resolved to try the game as soon as estate stepped in and gave TSR its first al Hall, could fit comfortably in the cur- possible. Marcus and I began stealing lesson in copyright law—the 1970s were rent convention’s exhibit hall—walls, roof, spare moments to play; I was a lone (and still a time of innocence for the gaming and all. unnamed) hero armed with a halberd and industry. At the time, the only board games I had a torch and Marcus was the DM. Marcus Before long, I felt ready to become a ever played were Clue, Monopoly, Check- had a set of rules, but no dice—he just referee. I quickly sketched out a series of ers, Chess, Battleship and the usual assort- decided what happened as we went along. crude dungeons for the D&D game and ment of childhood staples like Candyland (At the time, I didn’t find that remarkable). stocked them with monsters, mounds of and Mouse Trap. I was very much in- Later, I joined my high schools gaming gold, and magical items stacked up like trigued by the little tanks, but the first club, where I played a series of wizards cordwood. After 20 minutes in one of my week of 8th grade loomed before me and who died swift deaths while I learned the games, every character was decked out they soon dropped out of mind. Almost a basics of the game. No one told me it was with enchanted swords, wands, and other year later, I spied a classmate peering at a prudent to cast spells from behind the magical goodies. The games were silly, map crudely drawn in pencil on a scrap of party’s first rank, and I had to find out the uncontrolled, and occasionally deadly, but notebook paper. The map showed the hard way that aren’t affected by we had a great time. WWII-era military defenses of a fictional sleep spells. Survival in our group was After hearing about my crude attempts country, which the fellow was defending particularly difficult, because we hadn’t to run D&D games, Ernie invited me to his against a series of determined assaults by quite grasped the concept of hit points. house, where his father ran games for columns of tanks. Several other students Instead of rolling hit points once and re- several of the locals. Gary’s approach to and I listened with rapt attention as my cording them on the character sheet, the the game was, not surprisingly, considera- classmate, Don Arndt, described a minia- DM secretly rolled everyone’s hit points bly more sophisticated than what I was ture tank battle that culminated with a before each game and kept them secret; accustomed to. Soon, I was a regular visi- tank smashing through an abandoned nor were we told how much damage a tor to Gary’s house, where we often house to evade and confound the enemy. monster had inflicted on a character. watched professional football games and Don was later to lend his name to a fa- Several referees at my high school ran debated the properties of fireballs during mous artifact, the invulnerable coat of games. The best ones were run by upper- commercials. Arnd, because of his utter terror at the classmen such as Joe Fischer, who created My new understanding of the game lead mere thought taking any damage to his the original ranger class for the D&D to a complete overhaul of my AD&D cam- character during a D&D game. At the game. Freshmen, and especially freshmen paign, which I still run occasionally. Two time, however, the D&D game had not yet who were gaming neophytes like me, were of the original players, Ernie Gygax and appeared on the scene. not entirely welcome in the established Dave Conant, still have active characters, The following summer, I took part in a campaigns and my characters kept drop- though I’ve lost touch with the rest of my massive CHAINMAIL game in Don’s base- ping like flies. It was not until the club’s original group. ment. Among the notables present were faculty advisor, Jim Erdman, began run- Rob Kuntz and , who were soon ning a game that I had any luck keeping a to co-author the Gods, Demi-Gods, and character alive.

8 JUNE 1994

Using these awesome creatures as long-term campaign foes

by Thomas Reid

Artwork by

Dragons are some of the most powerful The dragon of the AD&D® 1st Edition creatures in fantasy gaming; so much so, in was beefed up for the 2nd Edition game. In fact, that their very name is an integral terms of raw combat power, few creatures part of the moniker, ADVANCED match up to a full-grown dragon. This, DUNGEONS & DRAGONS® role-playing however, is not what makes a dragon truly game. They are the namesake of this very terrible to confront. Dragons are intelli- magazine. Yet too often I hear gamers com- gent. Dragons are cunning. Dragons are plain that dragons are too easy to kill and often brighter than the most potent wiz- not a challenge, or that they simply do not ards or the rulers of powerful nations. fit in with the “theme” of their campaigns. Worse, they know they are smarter. (Re- My response is, “Then stop thinking of member, dragons can live for over 1,000 them as couch potatoes.” years—try to imagine how much knowl- edge and insight a dragon would gather lowers or chooses to do the dirty work and sets about immediately to find the over that length of time.) Why, then, do itself, its schemes will be carefully planned artifact and either destroy it or hide it we so often see their roles in our cam- and meticulously carried out. Sometimes, safely away from those who would use it paigns reduced to nothing more than these operations will take years. The drag- against her. For that matter, the rumor passive piles of hit points with low armor on will not mind; its lifespan is such that it could be about something as small as a classes and a few spells, waiting to be can afford to be patient. potion of dragon control. The item might attacked and killed in their lairs? If a dragon chooses to have others do not even really be around; if the dragon With all that cunning in a dragon’s favor, the actual work while it stays in the back- thinks that such an item is nearby, then it it seems odd to me that they want to do ground, then it is a relatively simple mat- will take great pains to prevent the item nothing more than lie around on their ter to build what I call the nesting from being used against it. treasure, far from civilization. I would go adventure. This type of campaign adven- Another possibility is that a dragon absolutely nuts if I spent most of the year ture introduces the PCs to the lowest level simply wants to see what it can get away lounging in my bed. An intelligent, cun- or layer of an organization (in this case, with. Maybe a dragon is the foundation of ning mind can’t help but need to be stimu- the dragon’s). As the characters accom- a particular thieves’ guild. The dragon lated. If you doubt this, then why do you plish their tasks and disrupt the NPCs of might simply be curious about humanity suppose we spend so much time playing that particular layer, peeling it away, they and walks among it disguised as an adven- role-playing games? This same tenet discover other, more powerful agents turer. In that case, it wouldn’t even have to should hold true for dragons now and belonging to the next layer, who in turn be evil, but instead is simply at odds with then. After all, they don’t even have a answer to others, and so on. Only after a the PCs over a treasure hoard or political television in their cave. long and complicated series of events, position. Perhaps it has a personal vendet- There are those of you out there who adventures, investigations, and sidetracks ta against some individual or group and is would argue that this does not conform to do the characters get to the root of the creating a very elaborate plan of retribu- the dogma laid down in the problem, the dragon itself. Even then, tion. The possibilities are numerous, and Monstrous Manual, which state that drag- there will be minions to fight and several require a bit of planning, but they make ons generally find human civilization to be false trails that mislead them before the the dragon a much more formidable foe. petty and beneath them. For your benefit, PCs actually confront the dragon itself. I simply direct your attention to the char- This is all well and good, but it still A vendetta acter Drizzt Do’Urden, the with a makes the supposition that the dragon is Let’s set up an example using the vendet- good heart in the ® content to sit idly by while other individ- ta idea. First, we need to come up with a . He is a prime example of uals get in on the action. Suppose, instead, background story about who wronged the what sorts of interesting things can hap- that the dragon wishes to get directly dragon initially. Then, we must come up pen when the mold is broken. Not all involved? Then it must somehow interact with an idea for the dragon to use in seek- dragons have to come from the same with humans without being recognized. ing the revenge. While we’re at it, we need cookie-cutter template. In fact, it’s a ridicu- What better way to hide among humans to create the means for the dragon to lous assumption that they are all the same. than to become one? This is easily done accomplish all this. Finally, we need to Each dragon is a unique personality, as with a few carefully selected spells. It is a determine how the player characters can varied and as interesting as your favorite fairly simple matter for a dragon to dis- be worked into the scenario, and what group of player characters. guise itself as a human or demihuman they can do within it. Once we break the boundaries a little, it using a polymorph self spell, and deter Long ago, a band of knights was adven- is logical to assume that at least a few others from discovering its true identity turing in the mountains on the fringe of dragons would want to meddle in the through the use of various spells such as their small and peaceful kingdom, when it affairs of humans, if for no other reason non-detection, undetectable alignment, came upon and slew a mated pair of drag- than the sheer joy of getting away with it. and so forth. To further supplement these ons. The two had one male offspring that Besides, if they plan it right, they could disguising powers, magical items can come managed to escape. Vowing revenge, this come away from the whole ordeal a tad into play, especially for those dragons that young dragon flew off to grieve and grow richer. In order to do this effectively, do not otherwise have the abilities to cast powerful. He spent many years collecting though, a dragon must find ways to oper- the necessary spells. The reliable wand of treasure and learning what he could about ate in civilized areas without allowing polymorphing has obvious uses, while a humans and their nature. He also studied others to recognize the machinations’ dragon that also has a hat of disguise magic, gaining many spells and items. He source. could play the part of many people in a never forgot, however, the ruthless mur- scheme. An amulet of proof against detec- der of his parents. Finally, when he was tion and location also could be very handy old and wise enough, he returned to the Long-term foes for obscuring a dragon’s real identity. place where his parents had died. It has been my experience that the most In the AD&D game’s DRAGON We now have a decent background story formidable opponents to characters, as MOUNTAIN™ adventure, which I had the to work with, explaining what initially well as the most satisfying to players, is privilege of editing, this was exactly how happened to the dragon. I leave it up to the long-term NPC adversary. Powerful the main adversary, a female red dragon you to flesh out the various people, places, and clever NPCs are always at the root of named Infyrana, kept tabs on her domain. and groups in this story. For now, we need player-character problems, popping up in She would walk among her subjects dis- to move on and develop our dragon’s the middle of some crisis to taunt the PCs, guised as one of them, just to see how nefarious scheme of revenge. cause them grief, and then slip away no loyal they really were. When adventurers When he had grown in power sufficiently matter how hard the characters try to trespassed, she would insinuate herself to seek his retribution, the dragon returned catch them. Furthermore, these NPCs into their group as a practically helpless to the kingdom. Using a combination of irritate the players to no end, so much so prisoner of her servitors. In both cases, spells and magical items to disguise himself that the players want nothing more for she used spells and cunning to great effect as various humans, the dragon managed to their characters than to be able to catch in passing herself off as someone else. assume three different alter-egos: one of the and exact revenge upon the hated villain. In essence, then, a whole campaign can king’s advisors, a leader in the order of the To tie all this together, dragons can make be based around a dragon that has its knights, and a leader of an underground great long-term NPC adversaries, especial- claws in many pies and is the driving force rebellion in the kingdom. By carefully ma- ly if the PCs do not know that the villain is in the background of several adventures. nipulating events from these three positions a dragon, at least initially. Whether the Perhaps a dragon has gotten word that an while never revealing who he really was, the dragon uses a few loyal or charmed fol- orb of dragonkind has been discovered, dragon turned the kingdom in upon itself. 12 JUNE 1994

First, as the king’s advisor, he learned a the kingdom at a bad time. Either way, does the complaint that dragons don’t fit great deal about the political factions their adventures can revolve around re- into the theme of a campaign really hold within the court, including who was popu- solving all the strife in the kingdom, per- water. If you want a dragon in your cam- lar and who was not among the knightly haps putting right what the dragon has paign, there is a way to work one in with- order. He then began a subtle campaign done. If they are successful enough, the out worrying about the PCs having to against the knights, making them unpopu- dragon might now include them on its list confront one directly. In fact, this new lar with the people and persuading the of lifelong enemies, continuing to pop up type of dragon activity suggests some king to begin passing legislation against in other scenarios to torment and irritate other more unusual scenarios. What about them. While playing the part of the - them before attempting to carry out their a world where there is a completely secret ly leader that he had cultivated, the drag- utter annihilation. society of dragons, all working in concert? on began to oppose the king more and You could argue that the above situation They might be trying to overthrow hu- more vehemently, while secretly planning could just as easily be done with a power- manity, or there might be multiple leagues a coup. As the secret leader of the under- ful , rather than a dragon, but that of dragons, vying with one another for ground rebellion, the dragon pretended to storyline line can get stale. How many power. How about a world where dragons “meet” with the knightly leader (actually times has there a been a mad, plotting do dominate, and act as the ruling class his other alter-ego), tying the two groups wizard standing behind the throne, whis- over other species, like humans? Now that together by convincing the knightly order pering in the king’s ear? Imagine how you see where this is going, the possibili- to attempt a coup and the underground overwhelming it would feel for players of ties aren’t just numerous, they are limited group to support it. Then, using his knowl- mid-level PCs to realize that they are up only by your imagination. edge of the entire situation and his guise against one of the most fearsome crea- It seems a shame to reduce a creature as as advisor to “expose” the coup to the tures of legend. They have made them- magnificent and powerful as a dragon to king, the dragon effectively framed the selves an enemy for life, and they never nothing more than a punching bag and entire order of the knighthood for treason know when he’ll rear his draconic head treasure dispenser for player characters. and started a civil . As a result of the again to trouble them. There’s so much more to them than that. dragon’s machinations, the kingdom was Remember, if we as humans are smart and near to collapse and the knightly order all Conclusion clever enough to create such interesting but dissolved. The dragon had its revenge. The above shows just one example of things as fantasy gaming worlds, with all Now, we plant the PCs in the middle of how to take the dragon from being a mere their endless variations and colorful back- this situation. They might be members of “monster” to becoming a worthy adver- grounds, then that dwell any of the involved groups, such as royal sary for the characters over the course of within those worlds should certainly be courtiers, citizens dissatisfied with the a long campaign. The other benefit of smart and clever enough to be a dominant king’s rule, or renegade knights of the doing this is that a dragon can now have a force there. banned order. They also could be indepen- niche in virtually any type of campaign, in dent adventurers who have wandered into any setting where they exist. No longer

14 JUNE 1994

Cerulean Glory Oversees Tides

by Sandy Petersen

Artwork by Stephen Schwartz

Five centuries ago, during the Dragonkill War, one of the many dragons that de- scended upon the hapless human armies was the entity named Cerulean Glory Over- sees Tides. Henceforth, we shall refer to this being as simply Cerulean Glory, though the dragon itself never abbreviates his name, nor does he ever use pronouns such as “I” or “me”. Instead, he uses his full name at all times when referring to himself (e.g., “Cerulean Glory Oversees Tides hum- bly requests your indulgence.“) Natives of the region have puzzled for many years over Cerulean Glory’s nature. Is he an immature true dragon? Or a per- manent dream dragon, formed from the id and spilled blood or seed of some sleeping true dragon? Is he a highly-evolved dra- gonewt that has retained contact with the world for dark purposes of his own? One scholar has written a work purporting to demonstrate that Cerulean Glory does not exist at all. Those people who dwell in the area near Cerulean Glory’s lair have no doubts at all about the dragon’s existence and nature. Unlike most dragons, content to sleep and dream of past and tri- umphs, Cerulean Glory has remained awake and active. He dwells on the sea- coast, from whence he makes periodic forays that devastate the countryside. These forays are rare—sometimes the monster remains quiescent for fifty years at a time—but when they occur, the local folk are impoverished.

History Cerulean Glory has been an invincible monster for hundreds of years. No one knows that at the Dawn of the First Age, he was just an ordinary human rice farmer

16 JUNE 1994 for the RUNEQUEST* game

named Fang Leei. He lived in the lands of on Pass to battle the apostate humans who the East, in Kralorela, and worshiped the were trying to exterminate the last vestiges Dragon Gods, as is still done today in his of the dragonewts. When the battle was homeland. One day, he was fortunate over, not one human in 1000 had survived. enough to save the daughter of the Emper- Some dragons had been slain as well, but or from a serious accident. As a reward, humanity knew who had won the war. the Emperor granted that after Fang Leei’s Dragon Pass was unoccupied by humans death, he would be reincarnated as an im- for many years. mortal dragon-like creature. After his rein- Cerulean Glory remained awake, wan- carnation, Fang Leei became one of the dering through the newly altered world, Emperor’s bodyguards. until he made his way to his current home After several decades as a bodyguard in (which is up to the game master). the Imperial Household, Fang Leei realized that he had no future among humankind, Goals and left human lands. From there, he en- Cerulean Glory has been a monster for tered into the service of the Inhuman King, many centuries now. His form has meta- lord of all dragonewts. During this time, he morphosed many times, and he has studied evolved in mind and body, gaining won- the teachings of many philosophers, kings, drous magical powers and using the dra- and dragons. Now, after thousands of gonewt’s metamorphic powers to change years, he realizes all his philosophy and his shape to better suit his condition. Dur- effort has not made him happy or content. ing this period, his name was permanently In fact, he looks back to the days when he changed to Cerulean Glory Oversees Tides. was an impoverished rice farmer in Kra- Eventually, Cerulean Glory (formerly lorela, and remembers his wife, his daugh- Fang Leei) became dissatisfied with the ter, his cat, and his pig with painful tears. dragonewt teachings and doctrines, and During his lengthy wanderings, the drag- left once again, this time seeking out a true ons, dragonewts, and emperors he has dragon. He met the Mottled Dragon of the lived with have no understanding or sym- Homeward Ocean, and became his devoted pathy with his longings. servant for five centuries. In return, the No doubt but what Cerulean Glory re- Mottled Dragon taught Cerulean Glory members his days as a human through many secrets, and transformed his body rose-colored glasses. Still, the joys of hard- even more, into its current state. Once the ship and seeking contentment through five centuries were up, Cerulean crawled service to loved ones now seem desirable into a grotto and meditated there on the to him, far better than the sterile medita- nature of the cosmos. There he stayed, tions and philosophies professed by the ignoring wars, cosmic disasters, and the loveless dragonewts and their kin. deeds of mortals, until 1100, the year of Cerulean Glory wants to go back. He the Dragonkill War. wants to shed his dragon form and be a At that time, Cerulean Glory, along with human once more. His belief is that he many other dragons of the universe, was must do so in the same way he became a rudely awakened and summoned to Drag- dragon-by studying and acting like the being he is trying to emulate. and generally trying to be a pal. It has been many centuries, and Cerulean Of course, the results are ludicrous. Glory has forgotten almost everything about Cerulean Glory is no longer even remotely being human. When he encounters adven- human, and his personality is little-suited turers willing to talk with him, he will tag to companionship. He should alternate along, trying to learn as much as possible between draconic actions and attempts at from them, and trying in a rather pathetic humanity. For instance, when trying to be way to emulate them, trying to clutch a human, he may insist that he be given an knife and fork in his gigantic claws, roaring equal share of loot “the same as everyone out the same songs as the adventurers sing, else“. On the other hand, during one of his

Cerulean Glory Oversees Tides RUNEQUEST game statistics

STR 120 CON 390 SIZ 82 INT 14 POW 80 DEX 12 APP 20 Move: 4 crawling/24 flying Fatigue Pts.: 510 Hit Pts.: 236 Magic Pts.: 80 Armor: 30 pt. scales

Hit Location Table Location Melee Missile Armor/hp Tail 01-02 01 30/59 RH leg 03-04 02 30/79 LH leg 05-06 03 30/79 Abdomen 07-08 04-08 30/95 Chest 09-10 09-14 30/95 R wing 11-12 15 30/59 L wing 13-14 16 30/59 RF leg 15-16 17 30/79 LF leg 17-18 18 30/79 Head 19-20 19-20 30/79

Weapon SR Attk% Damage Tail lash 4 20 6d6 Bite 7 90 12d6 Claw 10 50 12d6 spit 10 Auto. As per undine (see below) Acid spray 10 Auto. 1d6 Potency (see below) Magic sparkles 10 Auto. Dispels magic (see below)

Notes: Each combat round, Cerulean Glory gets a tail lash, a bite, and two simultane- ous claw attacks. Special attacks: Cerulean Glory has three special attacks, but can use only one per melee round. He normally uses at least one of these attacks every round in additional to normal attacks. First, Cerulean Glory can choose to spit out an undine with a size of 1 cubic meter per magic point the dragon spends. Normally, he uses at least 10 magic points, to make nice big . This undine maintains its physical form and continues attacking for ten minutes, after which it dissolves unless Cerulean Glory spends an additional magic point to maintain its existence (only one point is needed to maintain the undine, no matter what size it is). Second, Cerulean Glory can breathe a fine spray of acid by spending 10 fatigue points. The spray covers a cone 60 meters long and 20 meters wide at the end. The acid has an intensity of 1d6, which affects every hit location of every creature in its path. The spray damages armor first, and only after all armor in a given location is dissolved will it attack flesh. Third and last, Cerulean Glory can emit magic sparkles from its scales by spending hit points. These sparkles strike a specific creature targeted by Cerulean Glory, and cancel out every spell that the target has on him, his person, and his weapons. Add up the total Intensity of sorcery spells, the magic-point cost of any spirit spells, and double the point cost of any divine spells. The dragon loses 1d6 hit points for every 10 points or fraction thereof that are dispelled. For instance, if Cerulean Glory used magic sparkles against someone who had a 5- intensity Resist Damage spell (sorcery), a 4-point Bladesharp on his sword (spirit), and a 3-point spell (divine), the total points to be dispelled would total 5 + 4 + (3 x 2) =15. Hence, Cerulean Glory would lost 2d6 hit points. The magic sparkles cannot cancel out a creature’s natural ability (such as a Jack O’Bear’s Harmonize), and Cerulean Glory loses no magic points in the attempt. Healing: For each 10 SIZ points of animal or human flesh that Cerulean Glory eats, it heals one hit point of damage. This power will not heal Cerulean Glory beyond his normal hit-point total, but can be handy if he has engaged in combat recently. Cerulean Glory cannot be healed by eating vegetable matter of any type, including .

18 JUNE 1994 DRAGON 19 frequent relapses, he will succumb to dragon’s greed, and insist on keeping all the treasure for himself alone. Once he Letters Editorial takes it, he flies off to his secret mountain Continued from page 4 Continued from page 6 lair and stashes it away. The next day, he may feel regrets about taking all the trea- Our friends name is not important. Besides, hobbyist not only to take the role of a sure, but he won’t bring it back. “What’s there was more to our friend than a name could character in the unfolding story, but even convey. Our friend was someone who enjoyed past is past." to create the character from scratch. life. You couldn’t help being caught up in his Why are people attracted to heroic In general, the game master should enthusiasm for whatever project he was work- realize that Cerulean Glory is an extremely characters, even to the point of playing ing on. Comic books with his friends as models, them in RPGs? The answer to that combat-effective creature, and thus must stories with his buddies as the characters, and exert herself to make the monster’s pres- fantasy heroes who look strangely like the crew question could fill a lot more space than I ence unpleasant for the adventuring party. of a certain starship were a normal part of life have here, but I’ll take a brief shot at it. For instance, Cerulean Glory insists on with our friend. The real world is very complex. (Now eating all the food the party has. As a We still play every week, but a lot of the heart there’s an understatement.) RPG worlds, dragon, he eats a lot, and doesn’t intend to has gone out of the group. The absence of our for all their detail and wonder, are drawn friend is felt by all. In parting, let me say this: in black-and-white. Simply put, there are go hungry for long. The game you’re playing isn’t important; it’s the Also, Cerulean Glory always refuses to good guys (the players’ characters), there camaraderie that counts. Perhaps others can are bad guys (villains, sorcerers, giant help the party defend itself against attack- learn this lesson without having to lose a friend. monsters, vampires, etc.), and it’s the good ing monsters, if the monsters are even Name withheld by request remotely humanoid, such as giants, dark guys’ job to whack the bad guys around trolls, or even manticores (human faces), until they stop being bad guys. The real because that would be “betraying his world, by contrast, is full of an infinite nature”. In addition, do not forget that GM advice number of shades of gray. Is the person Cerulean Glory is also trying to remember who cut you off on the freeway really a the less-than-noble traits of being human, vile menace to the entire community? Dear Dragon, Probably not. He's likely someone who just such as cowardice. He is likely to scream This letter is in response to the editorial in and run away when attacked by any very wasn’t paying enough attention to what he issue #202. As we all know, good GMs occasion- was doing. Few people in the real world tough monster, because he is trying to ape ally ignore dice rolls, especially when a PC the fear and panic that true humans suf- would die if the dice were followed. This is all always know, with certainty, the best fer, though he no longer feels these emo- well and good, but if you do it too often the course of action to take. In contrast, few tions as a dragon. players will come to rely upon the GM saving RPG characters are wracked with doubt, It is unlikely that Cerulean Glory will their PCs’ necks every time the characters get in self-pity, or guilt. RPG players know that stay with an adventuring party for long. over their heads. This can lead to problems their characters are doing the right thing when the time comes that the GM does not save An adventure or two, and he is off to by tracking down that bad guy and giving the PCs’ collective bacon. There is a solution to him the whacking he deserves. The return to the life of a marauding monster this, however. once more. Of course, a week, month, or certainty that what your character is I use a system in which each PC receives a doing is right is a very comfortable feeling. year later he may come seeking out the certain number of points (depending on the PC’s adventurers again, once more to pal race). When a PC has a run-in with the Grim That feeling is another attraction of RPGs. around with his old friends, and make Reaper, the player can spend one of these Camaraderie is a pretty straightforward their lives miserable again. points, and the fatal blow misses, the poison attraction of RPGs, and is the most dart misfires, the 16-ton block doesn't fall, etc. If important. People get together with others Description the PC has no more points, then it’s time to pay who share their interests to spend time, the piper. The number of points I allocate is as Cerulean Glory is a quite peculiar-looking tell jokes, eat junk food, and play a game. follows: Humans ld4; elves ld4 - 1; dwarves In this sense, there are two types of RPG creature, with large tattered wings and a 1d3; 1d4; gnomes 1d4 -1; and half- thin, spindly body and legs. His head some- players. One type of player socializes with elves 1d4. friends in order to play the game. The what resembles that of a huge sea-horse, Don Harris though it has large liquid eyes and tiny, Palmer PA other type plays the game in order to mosaic-like scales. The body surface of socialize with friends. This helps explain Cerulean Glory is as smooth as marble, and Many RPGs use systems similar to the one why some players are very serious about mottled with an appealing blue and gold. His above to help PCs survive. I like such systems their game night, and why some are just tail is long and mobile, prehensile with a myself, in that the characters often attempt as content to trade bad puns for the sensitive coiled tip. His four limbs look al- more daring or heroic deeds if they know evening. In any case, all RPG players most insect-like in a thin jointed style, but there’s a mechanic to fall back on if their acts of should be able to get together and have derring-do don’t work out quite the way they the feet at the end of the limbs are not fun for a few hours. That’s the final planned. And hey, daring and heroism should be attraction—spending time with people you insect-like at all—they are rather bird-like a big part of any RPG! claws with vast curling talons springing like. Rather than expanding this point any forth from the delicate-looking fingers. further, I instead direct you to this issue’s Cerulean Glory is almost 25 meters (80’) BUCK ROGERS is a trademark owned by The Dille “Letters” column, specifically “A letter to a from head to tail, though his silhouette is Family Trust and used with permission. friend.” I hope this helps those of you who have no more solid than that of a crane-fly. always found it difficult to explain exactly When his wings are fully unrolled, they * indicates a product produced by a company other than TSR, Inc. why you play RPGs. The next time someone span over 30 meters (100’) from tip to tip, asks you, “So, why do you play those games with long ribbons and loops of tissue. The anyway?” you can tell him. If you still have wings appear to be almost more decora- trouble putting your reasons into words, tive than functional, and are highly color- just hand the person this magazine, open to ful, closely resembling the pattern of a monarch butterfly, with orange cells sur- this page. rounded by black highlighting.

* RUNEQUEST is a trademark owned by The Avalon Hill Game Company.

20 JUNE 1994

In the beginning, there were only hu- whether to bring this information into mans and a handful of demihumans as their campaigns, of course, but guidelines player-character races in TSR’s AD&D® for its sensible use are presented. game. Sure, there were unofficial PC races in the pages of DRAGON® Magazine, and Fantasy genetics added some demi- Some basic restrictions should be laid human races, but that wasn’t enough. Play- down regarding half-dragons. There are ers wanted to step into the role-playing important exceptions to these rules, but shoes of every being there was. for the most part they should be taken as Then the ®, ®, basic fantasy “truths.” and ® campaigns appeared, First, only male dragons and female hu- and we had things like , half-giants, mans or demihumans can create half- and xixchil PCs running around. (Xixchil? dragon children; female dragons cannot be Look ‘em up.) Then came The Complete impregnated by male humans or demi- Book of Humanoids, and everything from humans, and beings other than humans or aarakocra to wemics was ready for players demihumans cannot bear a dragon’s chil- to play. You could almost forget that hu- dren. (An exception occurs with the Orien- mans were even around. tal dragons, as detailed later.) Demihumans Yet the richness of the AD&D fantasy include elves, half-elves, dwarves, gnomes, universe was hardly touched. With the halflings, kender, and similar humanlike release of TSR’s Council of Wyrms boxed races (including drow). This category does adventure in June, the frontiers of role- not include giants, ogres, orcs, half-orcs, playing are expanded yet again, this time half-ogres, , centaurs, and other by a huge margin. In this most fantastic of “nonhuman” races; for now, we’ll assume all campaign settings, players can now be- that these races are not fertile with drag- come the mightiest of creatures—dragons. ons, or that dragons won’t have anything Dragons! But there’s more. Players using to do with them. Council of Wyrms also can become half- Second, only those dragons with the in- dragons, the grown offspring of the union nate power to polymorph themselves into of certain metallic dragons and their demi- human or demihuman shape can inter- human vassals. The boxed set provides breed with the latter while in the latter’s many details on the statistics and role- form. playing of these rare, unusual beings, but Third, interbreeding is not possible while the topic begs for more elaboration. Can a dragon is using a normal polymorph self there be half-dragons in other campaigns? spell, so a red dragon or shadow dragon If so, how are they played, and what are with a fourth-level spell slot could not im- they like? pregnate a human or demihuman female. This article provides an expanded look at Fourth, some dragons that might have half-dragons from other TSR campaign the power to create half-dragon offspring worlds. Dungeon Masters must decide simply have no interest in doing so, and actively avoid it. These are most commonly dragons who have little or no interest in humanity or have strong prejudices against humans, demihumans, or mammals in gen- eral, greatly preferring the company of other dragons alone. (This point allows us to eliminate the half-platinum, half- adamantite, half-radiant, and other poten- tially over-powerful types—not a bad thing, as these admittedly make little sense in a carefully considered campaign. Imagine Zeus falling desperately in love with an overly intelligent hamster and wanting the fuzzy little rodent to bear his children. One must draw the line somewhere!) Council of Wyrms provides the rules for generating half-dragons in the Io's Blood campaign, and these rules are generally followed here. However, not all dragons on all worlds are alike, as you will see-and Half-dragon characters, there are more sorts of dragons than just for the Council of gold, silver, and bronze. As noted above, we also open up the world of half-dragon/ Wyrms setting half-human offspring. and beyond General notes by Roger E. Moore Much of what follows applies to half- dragon offspring whose dragon parents Artwork by were a metallic type. The material is based on the principles set forth in the Council of Wyrms boxed set. The children of Oriental dragons, however, are much different in nature and receive much different treat- ment. Half-dragons are subjected to considera- ble prejudice in many lands on many worlds, making the majority of them exiles and outsiders. The idea of creatures as different as dragons and demihumans (or dragons and humans) having offspring is considered repugnant by most individuals present, whatever draconic languages that Interbreeding between dragons and two- of any species, even within the Council of parent knows may be learned, and the legged mortals is thus not unheard of Wyrms setting. For example, half-dragons human or demihuman parent’s native here, though it will provoke anything from have no official place in the Council of tongues also may be picked up. (The outrage to sighs, pained looks, and a cer- Wyrms setting itself, even though this is Krynnish half-silver, detailed later, will tain rolling of eyes. Half-dragon offspring where they are most commonly found, never start out knowing a dragon’s lan- who survive to adulthood encounter few and most half-dragons find themselves guage, as the once-dragon parent lost the social stigmas in enlightened areas, which cast out of the societies of either parent. ability to speak those tongues upon trans- unfortunately are few in the postwar Even among those dragons who willingly formation.) Note the bonus languages Flanaess. Most half-dragons will in time engage in intimate relations with human picked up by river spirit folk, the half- congregate in , which or demihuman mates, producing half- dragon offspring of certain Oriental drag- has become a haven for them. Indeed, in dragon young is basically unacceptable. A ons, as shown in the section “Half-dragon Greyhawk, being the descendant of a dragon may truly love a mate, but dragon roster." dragon gives weight to a half-dragon’s societies of almost any land find the idea Beyond these generalities, half-dragons social and political status as the dragon of creating half-dragons intolerable. Thus, of various AD&D game worlds have few parent is assumed to be available to per- half-dragon young are quite rare. things in common. A short look at each form a favor or two or to offer advice, Half-dragon infants take the physical world follows, with appropriate notes and regardless of whether this is actually true. form of their human or demihuman par- comments. A few half-dragon individuals appear in ent. Few physical features identify a new- the histories of the Flanaess and its na- born babe as a half-dragon, though there GREYHAWK® campaign tions. Rumors sometimes pass that one are telltale signs that a careful observer Oerth is a more cosmopolitan setting member of the Circle of Eight had dragon could not miss. (Fear of discovery thus than many, its peoples long accustomed to ancestors in his family tree. Still, because leads most mothers to leave home, never magical displays and unusual beings in they look so different, half-dragons tend to to return, to seek a secure wilderness area their midst. Individual power, both physi- be loners and have very few associates to give birth—often the lair of the dragon cal and magical, is respected and sought; (and fewer still trusted friends). parent.) The half-dragon newborn usually the people of the Flanaess are on the Of the dragon types mentioned in the has eyes or hair that are the color of the whole practical, calculating, materialistic, Council of Wyrms set, only the gold and dragon parent’s scales, such as gold, silver, and prone to looking out for their own silver dragons of Oerth can interbreed or bronze. interests first. This dark flavor has pro- with humans and demihumans. Bronze As they reach adulthood, half-dragons moted a certain freedom from bias among dragons of Oerth cannot assume human grow tall and lean, no matter what human its peoples, especially in the City of or demihuman form, being restricted to or demihuman blood mixes with their Greyhawk. One wag has commented that taking the shapes of higher mammals only. draconic heritage. The dragon heritage a stranger can be as strange as he wants, Half-gold and half-silver: The basic then begins to develop, overwhelming so long as he obeys the rules of the game. statistics for these races are as described “lesser” genes. During adolescence, dra- gonlike powers manifest themselves. Half-Dragon Characteristics (These are called “discretionary abilities” (Male/Female) in AD&D game terms, as they are chosen by the player during the character’s pro- Table 1: Height (Inches) gression.) These abilities become stronger Race Base Modifier and more pronounced with time and use, Half-Gold 78/72 2d8 until a half-dragon grows to full power. Half-Silver 76/70 2d6 Physical changes accompany the appear- Half-Bronze 74/68 2d4 ance of these abilities, eventually meta- Half-Silver, K. * * morphosing the youth into a beautiful and Half-Chiang Lung** 56/51 2d4 2d4 unique being—but the beauty is an alien Half-Shen Lung** 56/51 one, not entirely along human or demi- Half-Greyhawk 66/64 1d6 human standards. Half-Steel 66/64 1d6 A mature half-dragon looks like a very Deep Dragon 56/60 2d4 tall, slender humanoid with elflike fea- Half-Iron 76/72 2d8 tures: a thin frame, lean muscles, long limbs, and pointed ears. It does not matter *Use the statistics from the Player's Handbook, page 24, for human, half-elf, or elf, which human or demihuman stock runs whichever form the PC's mother took. through the half-dragon’s blood. Skin has **As per 5' average size for river spirit folk. the look and texture of normal flesh, though with the pigmentation of the dra- conic parent (golden, silvery, or bronze- Table 3: Age Range (Years) tinged, for example). The half-dragon’s Race Max. Mid./Old/Ven. hair is luxurious and thick, of a deeper or Half-gold 300+5d10 150/200/300 richer shade of the flesh’s color. The - Half-Silver 250+3d20 125/167/250 gers are long and thin, with nails like Half-Bronze 200+4d10 100/133/200 talons. Yet the true mark of dragon heri- Half-Silver, K. * * tage is in the , which has a remarkably Half-Chiang Lung 125+3d20 62/83/125 reptilian appearance: snakelike eyes, elon- Half-Shen Lung 125+3d20 62/83/125 gated features, and a hint of horns pro- Half-Greyhawk 170+4d8 85/115/170 truding from above the temples. Half- Half-Steel 170+4d8 85/115/170 dragons have no wings, no tails, and no Deep Dragon 100/115 2d4 scales. Half-Iron 400+3d10 200/267/400 Half-dragons do not automatically learn any language except for those taught by *Use the statistics from the Player's Handbook, page 24, for human, half-elf, or elf, whichever form the PC's mother took. their parents. If the dragon parent is

24 JUNE 1994 in Council of Wyrms. The half-gold type is still prone to carry causes. More insular memories; evil forces would be only too extremely rare, only two being known in than the peoples of most worlds, Krynnish happy to strike back at a silver dragon, in the last 500 years (and they were twins). folk are slow to trust outsiders and do not whatever form, through the dragon’s The half-silver is better known; one is mingle well with those who are not like loved ones. The mortal lover eventually rumored to operate alone in the domains them. This caution easily crosses over into might even reject the transformed partner of Iuz as a ranger, acting as a combination prejudice, and half-dragons here cannot for any number of reasons, leaving the spy, saboteur, and guerilla fighter. Three expect easy acceptance, if they win any former dragon devastated and alone—and are rumored to live in the City of degree of acceptance at all. perhaps with a child. (It must be added Greyhawk, but little is known about them. Of all the dragons of the world of that this last possibility has never yet Half-Greyhawk: A unique dragon type Krynn, only two sorts have the power to happened, thankfully.) found only on Oerth is the so-called assume human or demihuman shape—gold Most devastating of all, however, is the Greyhawk dragon, which appears to be and silver dragons. (Bronze dragons here, almost universal opposition that Krynnish related (probably by some common ances- as on Greyhawk’s Oerth, can assume only natives—and dragons—have for any hint tor) to the steel dragon of the the forms of mammals.) Of these two, only of intimate relations between dragon and FORGOTTEN REALMS® setting. The drag- silver dragons enjoy taking the smaller nondragon. The discovery that a loving on, described in the GREYHAWK shape. Indeed, unlike the disdainful gold partner is actually a silver dragon has ® appendix dragons who hold themselves largely apart been known to destroy a relationship, and and GREYHAWK Adventures hardbound, from the affairs of two-legged beings, even an accepting human or elven partner loves human and demihuman company, silver dragons love human and elven com- will face horror, rage, and pity from oth- living out much of its life in cities, particu- pany. Legends are told of Huma and the ers of his kind who learn of the situation. larly the City of Greyhawk for which it silver dragon who loved him, and of Half-silver: There have never been any was named. The Greyhawk dragon is said Silvara and the elf-lord Gilthanis, who Krynnish stories, from any source, of any to be almost as likely to have a nondragon vanished from the world before the Coun- offspring resulting from the union of a consort as a dragon one, which has given cil of Whitestone and were never heard silver dragon and a human or demihuman. the city a slightly seedy reputation among from again. (The few tragic romances known to legend knowledgeable travelers. This preference Tragedy, however, inevitably scars any involved a human or elven male.) There has also given the city about a dozen half- loving relationship between mortal and are rumors, however, that a silver dragon Greyhawks at any particular time, nearly dragon. Without transformation (ex- who loves a mortal can be given the all of whom find gainful with plained later), a dragon will far outlive its chance to forever remain in mortal form, their draconic parents. partner, and the couple will bear no chil- as a special gift from the dragon-god Pala- dren. With transformation, the dragon dine. Such was said to be the choice that DRAGONLANCE® campaign loses almost all traces of its old identity Huma’s lover faced, though she turned it Generally speaking, residents of the and must confront the rapidly closing down so that Huma could find the dragon- continent of Ansalon are idealists, for good specter of death that faces all humans and lances and fight the evil dragons of the or evil. Their cousins on the continent of demihumans. Worse, the enemies of good world. Taladas are more practical and earthy, but dragons are many and have long Any Krynnish silver dragon who mates with a human or demihuman of the oppo- site sex will not be able to conceive chil- Table 2: Weight (Pounds) dren. However, a silver dragon who is Race Base Modifier transformed by Paladine into a mortal will Half-Gold 180/170 4d8 Half-Silver be able to have children normally. Such 160/130 3d8 transformations are almost unheard of, Half-Bronze 150/120 3d8 and no examples are known of it. These Half-Silver, K. * * 90/70 3d6 transformations, into human, half-elven, Half-Chiang Lung or elven form, would be done solely for 90/70 3d6 Half-Shen Lung the love of a mortal human, elf, or half-elf, Half-Greyhawk 2d6 130/120 invariably of good alignment, who stands Half-Steel 130/120 2d6 Deep Dragon 2d4 out as an admired champion of Good. 100/115 The child of such a union always ap- 170/150 4d8 Half-Iron pears to have the normal characteristics of its mother, whether she was originally a *Use the statistics from the Player's Handbook, page 24, for human, half-elf, or elf, whichever form the PC's mother took. human, half-elf, or elf (or was transformed into one). The child’s silver irises and hair are not particularly remarkable to most passersby, as some elven races have the Table 4: Skill Racial Adjustments same features. However, the child will Skill H-Gd H-Sv H-Bz H-Gk H-St DD H-In show a lifelong aptitude at understanding Pick pockets -5% — +5% +5 +5 -5 -5 anything said to it, in any language. Even Open locks +5% -5% — -5 -5 -5 +5 if spoken to in a foreign tongue, the child — F/R traps +5% -5% -5 -5 +5 +5 has a 75% chance of making its answer Move silently -10% — +10% — — +10 — clearly known. Additionally, the offspring Hide/shadows — +5% +10% — — +10 — can reach considerable levels of ability in Detect noise +10% -5% — +5 +5 — — whatever character class it adopts, per- Climb walls -10% -5% — — — +5 -10 haps less than a human could do but often Read languages +5% — — +15 +15 -10 — better than a normal elf or half-elf. Other than this, the Krynnish half-silver Half-chiang lung and half-shen lung cannot become thieves, and so have no has-no particular legacy, except for the thieving-ability modifiers. Those who become bushi have normal chances for purse- undoubtedly shocking discovery that one cutting, pick-pocketing, and so forth, though half-chiang lung avoid doing so if at all of its parents was once a dragon. This possible. Krynnish half-silvers use whatever racial bonuses are appropriate to their moment could be the one that casts the appearance (human, elven, or half-elven).

DRAGON 25 character out into the world as an adven- Drow-dragon (half-deep): The evil bear or father children by them. Both are turer, seeking to learn more about its deep dragons of the Realms’ river dragons: the chiang lung and the parent’s lost dragon heritage while trying have only one two-legged ally: the drow. shen lung. Their half-human offspring are to keep the same knowledge a secret from One can hardly imagine the potential for river spirit folk, detailed in the Oriental potentially hostile strangers. Unfortu- evil of which the progeny of a deep drag- Adventures volume and Kara-Tur appen- nately, the character’s acceptance into on and a drow would be capable, and this dix to the MONSTROUS COMPENDIUM silver dragon society is hardly guaranteed. outcome is indeed the case in nearly all supplement. River spirit folk are easily “drow-dragons,” as they are called. Only accepted into their human parents’ clans FORGOTTEN REALMS® campaign two have been known to recorded history; or families, though they also must obey The people of the Realms are almost as one was slain in its youth by jealous drow any directives, summons, or requests from cosmopolitan as those of Oerth, but less rivals, but the other gained considerable their dragon parents without question or inclined to self-centeredness. They are power and may yet live somewhere in the delay. They are also subject to mood often idealistic as well, but still prone to Underdark. It is speculated that a drow- swings based on the condition of their mind their own business and avoid prying dragon could become disenchanted with home rivers, as outlined in the two refer- into the lives of strangers, who are gener- its life underground and become a seeker ences named above. ally accepted and treated well but with of good, but the chances of this are re- Half-chiang lung: These are the most some reserve (at least in good societies). A garded are minuscule. common half-dragons of Kara-Tur, but half-dragon, however, will face prejudice half-shen lung run a close second. The in some areas because of its strange Kara-Tur campaign daughters of the officious chiang lung find appearance. Because of the unusual powers and humans fascinating, and often they as- A confusing element thrown into the status of the Oriental dragons of the sume human form and attempt to marry discussion of half-dragons in the Realms is Realms, they and their offspring are treat- men who have caught their fancy. These the issue of weredragons, a unique local ed here separately from the “western” daughters’ fathers, however, are far from race described in DRAGON® issue #134 dragons of that land and other worlds. It pleased at such liaisons, and might order and the FORGOTTEN REALMS adventure, should be noted that thanks to spelljam- their daughters (even the married ones) to FA1 Halls of the High King. This race is ming, Oriental dragons are well estab- return to their river homes forever. It is interfertile with both dragons and hu- lished on a variety of worlds in many not unusual for such prohibitions to arrive mans, but it is not (yet) suitable for presen- . Still, all that is said about too late to prevent the birth of children, tation as a player character in the AD&D the half-dragons of Kara-Tur applies to however, and after a joint upbringing by game, so we will skip further discussion of similar beings elsewhere. dragon and human clans these youths are it here. Certain types of Oriental dragons of free to go adventuring if they wish. Aside from the usual gold, silver, and Kara-Tur are well known to take human Such adventurers are invariably warrior bronze dragons (the latter of which can lovers at times, either by design or whim. types, particularly samurai and kensai assume human or demihuman form in the (Elves and other “western” demihumans because of their high social standing and Realms), a few other dragon types are are little known in Kara-Tur, and Oriental martial excellence. The grown offspring of present that can (and sometimes do) inter- dragons are not particularly interested in chiang lung and humans are known (and breed with two-legged folk. Oriental demihumans such as korobokuru sometimes feared) for their pursuit of Half -gold, half-silver, half -bronze: or hengeyokai.) Highly respected royal perfection, honor, and duty. Some eventu- These are all found in the Realms, though families and the lowest peasant clans are ally lead their human parents’ clans, an they cannot possibly be called common or equally likely to have dragons as ancestors event that the allies of those clans cele- even “rare." Even Elminster is pressed to (possibly the same dragon), though such brate and the enemies of those clans re- name more than two dozen of them an event is still quite rare. This doesn’t gard with great concern, if not terror. known from the last thousand years of prevent some exaggerated boasts and It does happen, if a chiang lung male is Realms history, and some of these (who outright falsehoods from being handed without a partner, that he might be at- led less-than-exemplary lives) are suspect- down through the generations by un- tracted to a human female of exceptional ed of fabricating their “draconic” parent- knowing descendants. Human ancestors beauty or talent. This is very rare, how- age to cover darker origins or to gain a who were known to be the consorts of ever, as male chiang lung try very hard to certain notoriety or respect from peers. dragons have a special notoriety in family discourage interbreeding of any kind. In Half-steel: The steel dragon of the histories, and are accredited with extraor- any event, river spirit folk born of chiang Realms, called the dragon by dinary beauty, leadership, rightful behav- lung and humans are quite welcome in some because it is most often found in that ior, marvelous clothing, or other such either society, and many is the chiang lung city, appears related to the Greyhawk qualities. To be the partner of a dragon, elder who looks upon the achievements of dragon through a rather recent common under almost any circumstances, is often a his spirit folk grandchild with pride. ancestor. The steel dragon (described in badge of honor. Half-shen lung: Nearly all that is said the FORGOTTEN REALMS supplement The reasons for such general acceptance above about half-chiang lung is true of the ) shares many of the charac- are not hard to fathom. The half-dragon half-shen lung, who are also river spirit teristics and behaviors of the Greyhawk offspring of Oriental dragons, known as folk. Most of those who go adventuring dragon. As would be expected, there are spirit folk, are quite beautiful by human are chaotic but honorable bushi who do also about a dozen or so half-steels in standards. (Obviously, different laws of not care to submit themselves to a Waterdeep, loosely associated as a little- genetics apply to Oriental dragons than plethora of laws. It is also the case that known group calling itself The Conflu- apply to their western cousins.) The ap- male and female shen lung are equally ence. Members of The Confluence are pearance and mysterious natures of spirit attracted to opposite-sex human partners. supported by patrons who are usually folk make them intensely attractive. Fur- their parents, either dragon, human, or thermore, Oriental dragons are a central Dragons from other worlds demihuman. Half-steels travel in magical part of the much-revered Celestial Bu- It is difficult to say much about the wide disguises or, at minimum, in all-covering reaucracy of Kara-Tur, and any positive variety of dragons across the many crystal robes to avoid drawing attention. They are association with them is widely sought, spheres and Outer Planes, regarding any often called upon to undertake missions particularly by those whose livelihoods fall half-human offspring they might have. for their patrons, and they themselves under the sway of particular dragons in About all that can be said is that the singu- might hire novice adventurers to perform the Bureaucracy. lar dragon types, such as the platinum certain missions, though without revealing Two types of Oriental dragons are dragon (variously known as Bahamut or their true natures. known to take human lovers, and either Paladine) and the two adamantite dragons 26 JUNE 1994 of the Twin Paradises, is that they are too in The Complete Fighter’s Handbook (pag- Not all communities display fear and concerned with dragons to bother much es 31-32); the bushi and kensai kits were hatred toward exiles, but most do. Those with humans. unofficially updated for the AD&D 2nd that allow them rarely make them feel Only one type of dragon in is Edition game in DRAGON issue #189, in welcome, but they use the half-dragons to known to be able to naturally assume “The Other Orientals” (pages 28 and 30, their best advantage, such as to perform human or demihuman form: the radiant respectively). If this issue is not available, special missions (item recovery/theft, or celestial dragon. However, this dragon the DM can create similar kits using the spying, diplomatic go-between, etc.). While despises mammalian beings like humans material from the no exile enjoys being used, most will take and demihumans, at best regarding them volume. on this kind of work in lieu of stealing or as intelligent rivals for territory. There are Krynnish half-silvers, because of the remaining alone. a few cases of radiant dragons being unusual nature of their campaign set-up, Weapon proficiencies: An exile usu- friendly to humankind, but these are can become members of the Holy Order of ally selects weapons much different from isolated cases, and the dragons could not Stars (if clerics) or the Orders of High the traditional weapons (if any) of its non- possibly imagine taking a human as a Sorcery (if wizards). Details on these vari- dragon parent. Easily concealed weapons, mate. (Remember what was said earlier ant classes are found in the Tales of the such as daggers, saps, short swords, darts, about Zeus and the hamster.) Lance boxed set (World Book of Ansalon, and slings are common. Large weapons Other types of dragons may exist on pages 80-96). common to nobility or regular armies, other worlds, however, that could inter- Two new half-dragon kits were given in such as lances, polearms, or two-handed breed with humans and demihumans. the Council of Wyrms rules. They are swords are very rarely used. Readers with access to DRAGON issue repeated here, adapted for use in other Nonweapon proficiencies: Bonus— #170 will note the article on ferrous drag- AD&D game campaigns. survival. Required- none. Recommended, ons, and in particular the iron dragon, general— direction sense, fire-building, which can assume human shape and Exile kit fishing, weather sense. Recommended, seems to like humans a lot. This type is The exile is a half-dragon who was cast warrior— endurance, hunting, running. used here as an example of what a half- out of the community into which he was Recommended, rogue— juggling. dragon with nontraditional parentage born. His mother’s relationship with a Equipment: An exile can use any would be like. dragon was kept secret from all neighbors, weapons, armor, and equipment suitable out of justified fear of their reaction. Early to his class. Down to details in life, evidence mounted that hinted at Special benefits: Exiles receive one The AD&D game mechanics for playing the young half-dragon’s mixed heritage. additional nonweapon proficiency slot to half-dragons are generally like the ones The half-dragon thus begins adventuring fill when they are first created. Those who given in the Council of Wyrms boxed set. after banishment from his homeland. have thieving skills also receive an addi- All ability scores are obtained using any of Forced to fend for himself, he becomes a tional 15 discretionary skill points to dis- the character-creation methods described self-reliant wanderer seeking a place to tribute at creation. in the ® Guide, then call his own, though shunned by many. Special hindrances: Because of the applying the appropriate ability-score Settings: The exile is appropriate to the universal dislike of half-dragons-and modifiers (given here in the section on Council of Wyrms, GREYHAWK, and especially exiles—members of this kit each type of half-dragon). FORGOTTEN REALMS campaigns. No receive a -3 penalty to encounter reac- Half-dragons use character-class Hit Dice child of an Oriental dragon has ever been tions when dealing with NPCs. Addition- and all standard rules for playing human known to be an exile, though bizarre ally, it is very unlikely that the exile will or demihuman characters. Character circumstances might cause this. A Krynn- have learned to speak any dragon lan- classes available to half-dragons are listed ish half-silver would be raised as a normal guage. in the section “Half-dragon roster." Half- human or demihuman child, and also Wealth options: Exiles start play ex- dragons of any type cannot become multi- would avoid this fate. tremely poor. They receive only 3d6 gp classed or dual-classed. They may have Requirements: Any half-dragon can with which to purchase equipment, but at one class only. Tables 1-4 offer basic infor- be an exile, though members of the kit are the DM’s option might have some items mation on the appearance and thieving usually thieves who had to steal to stay they managed to scavenge or steal earlier skills of various types of half-dragons alive. Exiles are typically of neutral or in life. discussed here. chaotic alignment. Half-dragons do not have to use kits, but Role: Exiles wander the world. They Ward kit kits are recommended for adding flavor to fear the repercussions that come with The ward is a half-dragon who has a the PCs. Kits require use of the proficiency being a recognizable half-dragon, for such wealthy patron—usually the half-dragon’s rules outlined in the Player’s Handbook beings are generally loathed by both sides dragon parent, but possibly a government and in Chapter Two of the Council of of their genetic heritage. Sometimes the body, guild, criminal organization, or non- Wyrms boxed set’s Book One: Rules. A fear is held at bay by hope, for exiles dragon patron. This patron provides the half-dragon PC can use any kit allowed to desperately wish for a community to ac- ward with wealth, a place to live, and tasks its class and to its human or demihuman cept them. Many also carry deep hatred to perform. Some patrons provide assistance parent’s race (including kits from the for those who banished them and for the without ever revealing themselves; others Complete Handbook series), except the dragons (and humans or demihumans) are known to the wards, but the relationship dragon-rider kit from Council of Wyrms who produced them. Exiles have few or no is kept secret from others. A dragon patron and any kit involving the slaying or harm- trusted friends, and they are usually cold provides help either because it is responsible ing of dragons. A number of kits from The and aloof, often consumed with bitterness for the half-dragon’s birth or because it Complete Book of Humanoids also are though they secretly hope for acceptance. wants to use the half-dragon as a tool. Non- available: (Warrior) Sellsword, Wilderness A half-dragon exile never stays in one dragon patrons have their own reasons for Protector; (Wizard) Hedge Wizard, Hu- place too long, for eventually his true nature employing the half-dragon, but none do it manoid Scholar, Outlaw Mage; (Priest) is revealed. Then trouble starts, and he out of charity. Oracle, War Priest, Wandering Mystic; prefers leaving on his own before being Settings: The ward is appropriate for (Rogue) Scavenger, Tramp. banished again. Most exiles perform odd the Council of Wyrms, GREYHAWK, and The offspring of Oriental dragons, river jobs, carry news from location to location, FORGOTTEN REALMS settings. This is a spirit folk, almost never use these kits. steal, and do anything else it takes to survive common kit for half-dragons with silver, Instead, they use kits reflecting their Ori- in the netherworld between dragon and Greyhawk, or steel dragon parents, espe- ental culture. The samurai kit was detailed humans or demihumans. cially those living in large cities like DRAGON 27 Greyhawk or Waterdeep. It is not known As a starting character, the half-dragon PC various AD&D game worlds. Ability-score to be used by the children of Oriental has all the racial abilities of his demi- modifiers are used when half-dragon charac- dragons or by a Krynnish half-silver, who human parent (as detailed in the Player’s ters are generated. Alignment tendencies do would be raised as a normal human or Handbook or other appropriate refer- not have to be strictly followed for PCs, but demihuman child. ence), though the character of course most half-dragons of each type have leanings Requirements: Nil. looks like a half-dragon as previously toward the alignments given. Role: When a ward is openly accepted described. Half-dragons with human par- Half-dragons can exceed the level limits by her patrons, she has a place in the ents start with no racial abilities. for the allowable classes listed here if they patron’s clan or organization, if any. She is As half-dragons increase in level, the have high prime requisite scores (as pre- tolerated by the dragon’s allies and subor- metamorphosis lurking within them be- sented in the DMG, page 15). What specific dinates for work purposes but might be gins to manifest. Half-dragons at this point class or kit they belong to does not matter. shunned socially. Some wards are helped are treated differently, depending on Discretionary and fixed abilities available in secret; these wander from place to whether they have human or demihuman to each half-dragon type are listed below. place, though they do so with better re- parents. Note: This material does not apply Note again that not all these abilities are sources than exiles. to Krynnish half-silvers of to the offspring available to half-dragon/half-demihuman Many wards live well. Often, all their of Oriental dragons. characters, as each such character usually patrons ask for in return is the same type At 2nd, 4th, and 6th level, the player of receives only three discretionary abilities of service their other servants provide; the a half-dragon PC with a demihuman par- and two fixed abilities, no matter what half-dragon is not so much “used” as sim- ent can choose one of the draconic discre- level of advancement is achieved. The ply employed. tionary abilities listed in the section children of Oriental dragons and trans- Weapon proficiencies: A ward can “Half-dragon roster” and add it to her formed Krynnish silver dragons, however, select any weapon available for her class. character sheet. To balance this, the char- gain all the fixed abilities listed from the Nonweapon proficiencies: Bonus— acter must lose one demihuman racial start of play. etiquette. Required— none. Recommended, ability; this ability has been superseded general— artistic ability, dancing, riding and replaced by one of draconic origin, Setting abbreviations (land-based), seamanship, swimming. Rec- showing the character’s inevitable shift CW: Council of Wyrms boxed set ommended, priest— history, engi- toward dragonkind as her body matures. GH: GREYHAWK campaign (Flanaess conti- neering, healing, reading/writing. For example, a 2nd-level half-bronze nent, Oerth) Recommended, warrior— endurance, half-elf is about to take the water breath- FR: FORGOTTEN REALMS campaign hunting, running. Recommended, rogue— ing draconic ability. This replaces the (Western lands, Toril) appraising, gem cutting, juggling, musical character’s elven 60’ infravision. A DM KT: FORGOTTEN REALMS campaign instrument. Recommended, wizard— should decide beforehand if the player (Kara-Tur, Toril) spellcraft. gets to choose which ability is replaced, or DL: DRAGONLANCE campaign (Ansalon Equipment: A ward can use any weap- if the decision is made through random continent, Krynn) ons, armor, and equipment suitable to her selection by player or DM. OC: Other AD&D campaign class. Fixed abilities come into play here, too, Special benefits: Wards have access to but they are not chosen and occur regard- Half-Gold the wealth and knowledge of their pa- less of other factors. At 5th level, all half- Worlds: CW, GH, FR. trons. This does not mean that they are dragons with demihuman parents gain the Appearance: Normal half-dragon with provided with unlimited funds and sup- ability to use their talonlike nails as claw dark brown-gold hair, golden irises, pale plies, but they receive aid when they most weapons. At 7th level, they reach their full gold skin. need it, seldom more than once per year. physical maturity and stop metamorphos- Ability-score modifiers: +2 Strength, -2 Patrons also are likely to provide tips and ing. While still obviously humanoid, they Wisdom, +1 Charisma. quests leading to considerable rewards. are also obviously related to dragonkind. Ability-score ranges: Str 7/20, Dex 4/18, Special hindrances: Because of the At 7th level, they gain the ability to use Con 6/18, Int 3/18, Wis 3/18, Cha 6/18. universal distaste often exhibited toward their half-dragon breath weapon. Each of Starting age: 14 + 1d4 years. half-dragons, members of this kit receive a these fixed abilities must replace one Alignment tendency: Lawful good. -1 penalty to encounter reactions when demihuman racial ability, just as happens Allowable classes: Cleric (10), fighter dealing with NPCs. Some wards are kept with discretionary abilities. (11), ranger (10), mage (14), thief (9). on a figurative short leash by their pa- A half-dragon with a human parent has Discretionary abilities: Water breathing trons, who don’t wish the half-dragons to no innate racial abilities. The discretionary (at will); speak with animals (at will); bless gain too much freedom and perhaps strike and fixed abilities are received as de- (twice per day); detect lie (twice per day); out on their own. scribed above, but without the loss of any sleep (twice per day); dragon fear (three Wealth options: Wards start play with other ability. Furthermore, discretionary times per day); immune to fire; immune to 5d6 x 10 gold pieces to purchase equip- abilities continue to be received by the gas; 90’ infravision. ment. At the DM’s option, some of this half-dragon at even-numbered levels be- Fixed abilities: Claw attacks (1d6/1d6); amount might be in the form of equip- yond the 6th, as the half-dragon/half- breath weapon (spray of fire 10’ long, ment, such as weapons, armor, or other human character becomes increasingly damage 3d6, usable twice per day). materials. dragonlike with age. The receiving of discretionary abilities ends only when Half-Silver Discretionary/fixed abilities either the half-dragon has reached its Worlds: CW, GH, FR. As half-dragon characters mature and maximum level within its character class, Appearance: Normal half-dragon with gain levels, they slowly become more like and thus cannot progress further and silver-white hair, silver irises, very pale their dragon parents. These changes are receive new abilities, or when no further gray-white skin. reflected in the receiving of new abilities abilities remain for it to take. A half- Ability-score modifiers: +1 Strength, +1 and powers as certain levels are reached. dragon/half-human character is likely to Constitution, -1 Intelligence. Two types of new abilities are involved be more powerful in the long run than a Ability-score ranges: Str 6/19, Dex 5/19, here: discretionary and fixed. half-dragon/half-demihuman character. Con 5/18, Int 3/18, Wis 3/18, Cha 5/18. Players, with their DM’s permission, Starting age: 14 + 1d4 years. should decide which race (human, elf, Half-dragon roster Alignment tendency: Lawful good. , , , kender, half-elf, The following material presents all the Allowable classes: Cleric (14), fighter etc.) is mixed with their draconic heritage. major types of half-dragons known in the (10), ranger (12), mage (11), thief (14). 28 JUNE 1994

Discretionary abilities: Feather fall (once rate (12); breathe air and water equally well; Ability-score modifiers: +2 Intelligence, per day); wall of fog (once per day); cloud bonus languages (fishes, Celestial Court, +1 Strength, -1 Dexterity. walk (one hour per level per day); dragon trade language, spirit folk); +1 bonus to Ability-score ranges: Str 4/18, Dex 3/18, fear (twice per day); immune to cold; 90’ saving throws vs. all water-related spells, Con 4/18, Int 8/19, Wis 3/18, Cha 6/18. infravision. wands, staves, rods, and miscellaneous Starting age: 14 + 1d4 years. Fixed abilities: Claw attacks (1d4/1d4); magical items; -1 penalty to saving throws Alignment tendency: Lawful neutral, breath weapon (spray of cold 8’ long, vs. fire-based attacks; can lower water (as lawful good. damage 4d4, usable twice per day). the spell) once per day by 10’, for five Allowable classes: Cleric (6), fighter (11), rounds; 120’ infravision; all wounds and specialist wizard-diviner (15), mage (14), Half-Bronze diseases cured by bathing in home river. ranger (9), thief (14). Worlds: CW, FR. Discretionary abilities: Cast detect lie Appearance: Normal half-dragon with Half-Shen Lung (twice per day); cast charm person (twice dark metallic-brown hair bronze irises, Worlds: KT. per day); use dragon fear (once per day); warm bronze (light to medium brown) skin. Appearance: Normal human body, 25% magic resistance; ability to use any Ability-score modifiers: +1 Strength, +1 though of great beauty, with light golden magical item meant for mages/wizards; 60’ Dexterity, +1 Wisdom. or pale yellow skin, black hair, blue or infravision. Ability-score ranges: Str 5/18, Dex 6/20, green irises (as per river spirit folk). Fixed abilities: Claw attacks (1d3/1d3); Con 4/18, Int 3/18, Wis 4/18, Cha 4/18. Ability-score modifiers: Nil. breath weapon (spray of poisonous gas Starting age: 14 + 1d4 years. Ability-score ranges: Str 6/18, Dex 12/18, forming 10’-square cube in front of char- Alignment tendency: Lawful good. Con 6/14, Int 12/18, Wis 9/18, Cha 14/18. acter, -4 save vs. poison or must feign Allowable classes: Cleric (9), fighter (14), Starting age: 15 + 1d6 years. death for 2d10 turns as per the spell, ranger (14), mage (8), specialist wizard— Alignment tendency: Chaotic neutral, usable twice per day). illusionist (9), thief (11). chaotic good, neutral good. Discretionary abilities: Water breathing Allowable classes: Fighter (unlimited Drow-Dragon (at will); speak with animals (at will); cre- with bushi, kensai, or samurai kit), fighter Worlds: FR. ate food and water (twice per day); ESP (12 with other kit). Appearance: Normal half-dragon, with (once per day); dragon fear (once per day); Discretionary abilities: Nil. black hair, bright red eyes, and deep ma- immune to electricity; 60’ infravision. Fixed abilities: Swim at normal move- roon skin. Fixed abilities: Claw attacks (1d4/1d4); ment rate (12); breathe air and water Ability-score modifiers: +2 Dexterity, breath weapon (bolt of lightning 8’ long, equally well; bonus languages (fishes, -2 Wisdom. damage 3d4, usable twice per day). Celestial Court, trade language, spirit folk); Ability-score ranges: Str 6/18, Dex 8/20, +1 bonus to saving throws vs. all water- Con 4/18, Int 5/18, Wis 3/16, Cha 3/16. Half-Silver, Krynnish related spells, wands, staves, rods, and Starting age: 14 + 1d4 years. Worlds: DL. miscellaneous magical items; -1 penalty Alignment tendency: Chaotic evil. Appearance: Normal human, half-elven, to saving throws vs. fire-based attacks; can Allowable classes: Cleric (12), fighter or elven body (as per mother’s race) with lower water (as the spell) once per day by (12), mage (15), thief (16). silver hair and silver irises. 10’, for five rounds; 120’ infravision; all Discretionary abilities: Use detect magic Ability-score modifiers: +1 to all rolls wounds and diseases cured by bathing in (at will); cast true seeing (twice per day); for human, half-elven, or elven ability home river. immune to charm, sleep, hold magic; use scores. dragon fear (once per day); +4 bonus to Ability-score ranges: As per mother’s Half-Greyhawk saves vs. and -1 on each die of damage race. Worlds: GH. from heat/fire/cold/ice spells; regenerate 1 Starting age (regardless of parentage or Appearance: Normal half-dragon, with hp/turn; 120' infravision. appearance): 15 + 1d6. dark gray hair, steel-gray irises, and light Fixed abilities: Claw attacks (1d3/1d3), Alignment tendency: Lawful good. gray skin. breath weapon (spray of flesh-corrosive Allowable classes (regardless of parent- Ability-score modifiers: +2 Intelligence, gas 5’ long, damage 3d4, usable twice per age or appearance): Cleric-Holy Orders +1 Strength, -1 Dexterity. day). (14), fighter (15), ranger (17), specialist Ability score ranges: Str 4/18, Dex 3/18, wizard-High Sorcery (17), thief (14). Con 4/18, Int 8/19, Wis 3/18, Cha 6/18. Half-Iron Discretionary abilities: Nil. Starting age: 14 + 1d4 years. Worlds: OC. Fixed abilities: Ability to understand any Alignment tendency: Lawful neutral, Appearance: Normal half-dragon, with intelligent communication within 5’ radius lawful good. black hair, dark gray eyes, and medium- and to communicate in previously un- Allowable classes: Cleric (8), fighter (10), gray or ash-black skin. known languages with 75% accuracy. specialist wizard-enchanter (15), mage Ability-score modifiers: +2 Strength, +2 (14), ranger (10), thief (14). Constitution, -2 Intelligence, -2 Wisdom. Half-Chiang Lung Discretionary abilities: Cast Ability-score ranges: Str 12/20, Dex 3/18, Worlds: KT. (twice per day); cast friends (once per Con 12/20, Int 3/18, Wis 3/18, Cha 3/18. Appearance: Normal human body, day); use dragon fear (once per day); +4 Starting age: 14 + 1d4 years. though of great beauty, with light golden bonus to saves vs. 1st-level wizard spells; Alignment tendency: Lawful neutral. or pale yellow skin, black hair, blue or +4 bonus to saves vs. poison; 60’ infra- Allowable classes: Cleric (9), fighter (15), green irises (as per river spirit folk). . mage (8), ranger (13), thief (14). Ability-score modifiers: Nil. Fixed abilities: Claw attacks (1d3/1d3); Discretionary abilities: Immune to all Ability-score ranges: Str 6/18, Dex 12/18, breath weapon (spray of poisonous gas heat/fire attacks and spells; use dragon Con 6/14, Int 12/18, Wis 9/18, Cha 14/18. forming 10’-square cube in front of char- fear (once per day); cast heat metal (twice Starting age: 15 + 1d6 years. acter, -2 save vs. poison or die, usable per day); cast stone shape (twice per day); Alignment tendency: Lawful neutral, twice per day). 90’ infravision. lawful good, neutral good. Fixed abilities: Claw attacks (1d6/1d6), Allowable classes: Fighter (unlimited Half-Steel breath weapon (spray of sparks 10’ long, with bushi, kensai, or samurai kit), fighter Worlds: FR. damage 3d6, usable twice per day). (12 with other kit). Appearance: Normal half-dragon, with Discretionary abilities: Nil. dark gray hair, light gray skin, and two- Fixed abilities: Swim at normal movement color eyes (one silver, one dark gray). 30 JUNE 1994

32 JUNE 1994 DRAGON 33 34 JUNE 1994 The Sea Barons

by Carl Sargent

Cartography by Dave Sutherland

Compiled by

This is the second in a short series of Brotherhood has sent its spies and agents gian lands offer a soft target and the Bar- articles for the WORLD OF GREYHAWK® to Asperdi and Oakenheart. They have ons raid there, but apart from the setting. (The first appeared in DRAGON® been rebuffed, but the Barons all fear that occasional foray into Hepmonaland to loot issue #204.) These pieces were originally a naval invasion might be mounted against that vast land’s spices, ivory, and furs, the written for the Ivid the Undying accessory, them from the Lordship of the Isles. Then Barons’ current exploits are very limited. and together they constitute a survey of there are the new elven lands of Len- Arras and the other Barons want to keep the high and low points of the most dan- dore—a complete unknown. Though no their ships close to home for protection; gerous "kingdom” of Oerth—the decaying threat seems to come from them, the the younger men want to sail the blue seas remains of Aerdy, the Great Kingdom. Barons cannot learn what is happening and bounty, freed This installment examines the wild ro- behind the magical barriers there, and this as they now are from rulership by Rauxes. vers of Spindrift Sound, and the powerful makes them insecure. Finally, Arras is well aware that there ships, magic, and treasures hidden in their always has been rivalry between the Bar- secluded coves and island strongholds. Divided lands ons themselves, especially between Asper- Also in this issue is the article, “Fiend Pop.: 45,000 (plus 8,000 on Leastisle) di and Oakenheart. He must be sure that Knights and Dark Artifacts,” which details Capital: Asperdi (pop. 7,750) he can count on the support of his fellows, several items of dark magic and the dan- Ruler: Lord High Admiral Basmajian Arras rather than assassination by poison or gerous fiend knight. Cost Multiplier: 110% of PH cost dagger (the weapon he used to eliminate the previous lord high admiral). The islands of the Sea Barons were The divisions among the Sea Barons among the last to be settled by the Oeri- heighten their insecurity. Most seriously, Trade and bounty dians, and many smaller islands are still Leastisle fell to pirates and buccaneers at The isles are fertile and beautiful; the largely unsettled. The settlers are largely a the end of the Greyhawk Wars. Most of climate is warm and mild, and while mix of Oeridians and the Flan. The over- these freebooters were fleeing the eastern grains and livestock do not fare well here, king’s imperial charter established the isles coastal cities of Aerdy, but they brought the natural riches of the islands are con- as four Baronies: Asperd Isle, Oakenisle, enough mercenaries and seapower to sack siderable. Bananas, galda fruit, plantains, Fairisle, and Leastisle. Patrolling the coasts Vernport. They now sail widely, attacking and figs grow in abundance. Rock iguanas of the Great Kingdom from Bellport far to any target that looks soft enough, from are as common here as are rats in Rauxes, the south, much of the Great Kingdom’s North Province to Hepmonaland. They and unlike those vermin, their tails make naval power was concentrated here, and have not raided the other isles of the excellent eating, marinated and roasted. the position of Lord High Admiral was Barons after one abortive attack against Wild goats clamber the cliffs and are hunt- determined by the outcome of a naval Port Elder. The Sea Barons lack the will to ed for their meat. Some islanders even tell battle fought between the baronies. As- strike against the 8,000 or so ne’er-do- the visitor that the seagulls here taste perd Isle won that battle, and Asperdi has wells on Leastisle, because they fear that better, less fishy and tough, than any- become the largest town and center of the men and ships they might lose in such where else. But with the abundant seafood power in these isles. an action would leave them vulnerable to available, few eat the birds. Clams (espe- Militarily, the Sea Barons simply stayed other enemies. cially the giant clams of Fairisle’s coasts), out of the Greyhawk Wars. With war far The other division is one of politics and large striped tuna-like fish, and small squid to the west, and Rauxes many hundreds of temperament. Arras favors an alliance, or are the staple seafoods. miles away, the old Lord High Admiral at least a truce, with the barbarians and These goods are in demand by the hun- Sencho Foy decided that the threats of the Ratik. He argues that this would remove gry cities of Aerdy, but the isles have northern barbarians were too dangerous the greatest threat to the Sea Barons, and further resources. Oakenisle is named to risk the isles’ fleets in battles far from leave them better able to handle the oth- after a unique species of fine oak that home. Dispatching navies to Relmor Bay to ers. However, the Barons of the other isles flourishes in saline soil and sea breezes, fight Nyrond would be suicidal, especially do not agree. They point out that such an and the superb wood it yields is excellent since the overthrow of the Lordship of the agreement might not go down well with for ship construction. The oaks grow very Isles left the southern waters of the Aerdi the eastern Aerdi cities with which the Sea slowly, however, so the wood is in short Sea more dangerous than ever. Barons trade. supply and thus commands very high The old admiral suffered one of those In the case of Rel Astra, they might get prices. sudden deaths so common among Aerdy away with it since barbarians rarely raid Fairisle has many small wooded pockets rulers, and his successor is a stern and that far south. However, the Five of Ro- that contain spice bushes, plants, and hard man, Basmajian Arras, who has the land and the ruler of Ountsy would cer- herbs much in demand by alchemists and support of the barons of the two remain- tainly react badly, and the Sea Barons herbalists. The strange Tar Hill of Asperd ing isles, Fairisle and Oakenisle. All are could ill afford to lose those trade links. Isle yields a thick, resinous tar of excellent aware that they are faced with increased The temperamental division is with the adhesive and waterproofing qualities; threats and unknowns. The northern younger sea captains and young bucks of when treated with an ammoniac solution barbarians, no longer at war on land, have the baronies, who are more aggressive it becomes as hard as steel, and thus has a more time and resources to spend raiding and believe that, with their seapower still range of obvious uses. The Sea Barons are the Solnor Ocean. While coastal cities intact, the Barons should be more enthusi- rich men from their trade, and as a result offer good targets, so do the wealthy lands astic about raiding and piracy (not to they can afford the mercenary garrisons of the Barons. To the south, the Scarlet mention retaking Leastisle). The old Mede- that secure their towns and forts. Those DRAGON 35 mercenaries are part of the imports the are not too unhappy with their lot. In any some fear that someone, or something, is Sea Barons take in return for their goods, event, the lives of many serfs are eased by organizing and directing the creatures. but they also take metal weapons and the fact the Barons and their liegemen often Since their numbers and home lairs are armor for their defense (since the isles have slaves in their households, save in unknown, people are increasingly anxious. have no ore deposits), worked utensils, Oakenisle. These slaves are humans taken The waters and coastlines of the isles coinage (from Rel Astra), and also stone from Hepmonaland for the most part. Thus, are not without their dangers. Strong for construction. Barons do not make excessive demands of cross-currents can send a small vessel with their serfs. an inexperienced captain or fishing crew Ruling the isles many miles out to sea, with generally Each Baron administers his isle as his Dangers of the isles northern currents flowing up from the personal fief. Interestingly, house affilia- Apart from barbarian raids, the isles of warmer southern waters. Whirlpools or tions count for little here; the separation the Barons have their own hazards. Poi- tsunami are, however, very rare events, of the Sea Barons from the mainland has sonous snakes are common on most of the and gale-force winds and massive down- divided them from their Houses in the islands, and the deserted Serpent Isle is pours are not too common. However, most remainder of the Great Kingdom, and they infested with them. In the coastal waters, people recall the three-day storm of 578 now regard their blood relatives and loyal the nastiest hazards (and an excellent CY, which some laughingly called “Hurri- liegemen as an extended family. Most of discouragement to diving for pearls or cane Ivid.” the relatives have been in the service of large clams) are the great rainbow-hued the Barons and their ancestors for genera- moray eels. Their bites are vicious, and Asperd Isle tions. Captaincy of sea vessels usually the eels do not release a victim from their Largest of the islands, Asperd Isle has passes from father to son (or, rarely, to a jaws even when slain. However, the island- been the dominant power of the Sea Bar- daughter) unless the offspring is conspicu- ers take a symbolic revenge on this enemy ons since Baron Asperd won that fateful ously unsuited to it. In this event, talented by their tradition of roasting morays over naval battle centuries ago. Arras has three newcomers may gain a command if they charcoal fires during Brewfest and feast- ocean-going galleons here, and a main fleet prove themselves as mates. ing on their flesh—an acquired taste, to of 12 coasters (with a seaworthiness of If the Barons show more indulgence and put it mildly. 70%). The isle’s fishing fleet of some 15 kindness to their immediate liegemen and Sahuagin are the major sentient menace vessels almost always stays within two retainers than many other nobles do, they of the coastal waters. They do not orga- miles of shore. do not do so in the case of the common folk. nize themselves for more than opportunis- By informal understanding with the Most people here are serfs, their bodies and tic attacks on small fishing boats, but eastern Free Cities, visiting Aerdi vessels lands owned by the Baron, and they are every year a score or more lives are lost to only come to Asperdi through Ironport. subject to his wishes. Given the relative these predatory creatures. In the past two Most trade is conducted by the Barons’ richness and ease of life here (taxes and years, the sahuagin have grown bolder ships traveling west, but sometimes a tithes are low by Aerdi standards), people and even attacked a coaster recently, and Winethan vessel or one from Roland will travel here. Visitors may disembark only if Any town of seagoing folk has a rowdy for Arras, since it encourages his younger they are personally known to the Naval quality, with violence not far from the sur- captains to do precisely what he doesn’t Phalanx of Asperdi, if they have been face. Asperdi is no exception. Arras’ Naval want them to do, namely to set off on invited by the Baron or a liegeman, or if Phalanx act both as a city watch and as great voyages of discovery far east across they buy a visiting permit from the pha- judge and jury in the case of offenses; this is the Solnor. lanx. This costs 150 gp, a price that dis- a place of summary justice. The city prison Finally, Asperdi is home to a small matri- courages most visitors. The permit is greatly feared, since it is dilapidated and archal group whose origins are in the purchaser also must be tattooed with the vermin-infested; in hot weather death from bloodlines of the Rhennee, the bargegoers design of an iguana’s head on his left disease and infection is commonplace. For of the central Flanaess. How they came forearm—relatively few casual travelers this reason, Asperdi doesn’t attract many here is lost in the mists of time, but this venture here. At least, if they do, they thieves. The forbidding crenellated tower community has been here for so long than don’t land in Ironport. overlooking the town is too visible a re- no one really cares any more. With their minder of where thieves die if they are mixture of soothsaying, divinations, her- Asperdi detected in their nefarious activities. balism, and a few curses when it suits Asperdi is a walled town, set back from The main factions of Asperdi are the them, the women are much respected by the coast, built of a hard reddish-brown artisans’ guilds and the priesthood of the superstitious men of the islands. One stone taken from a long-exhausted quarry Procan. Together with the commanders of of the women, known as the rhenata, is to the east. The capital of the isles is bus- the city watch—Arras’ galleon captains— always asked to give her blessings to any tling and lively, with several large markets they form an advisory council to the Bar- vessel on its maiden voyage, and usually to and a strong line of armorers and iron- on. The council also includes the wizard any ship about to leave port for longer workers in addition to the more predicta- Livensten, a true eccentric who often than a week. This precaution is always ble naval artisans. The townsfolk, and the turns up for meetings in partial states of doubled by asking for the blessings of a islanders generally, favor the combination undress because he has forgotten to put priest of Procan, of course, so the cost of of loose pantaloons and a baggy, wide- on all his clothes. Livensten’s passion, setting sail can be quite high at times. sleeved cotton blouse, though those of however, is inventions and tinkerings. The Blessings are not given gratis. primarily Flan blood still use face-painting new astrolabe he has just invented—and as an additional decoration. Bright colors his almanacs showing how to compute Ironport are popular, so on a sunny day Asperdi is a latitude and distances from the position of The only natural harbor along the rocky vivid sight, with its literally colorful people sun and moons—is receiving considerable shoreline of Asperd Isle, Ironport is a walking in of the ornately- approval from the galleon captains. These magnificent sight. The stone walls and decorated city walls. Most townsfolk carry aids have helped the Sea Barons become cathedral to Procan built facing the bay long, heavy, curved daggers, equivalent to true ocean-goers, in contrast to their tradi- are massive, nearly 100’ high, with incred- short swords for the purposes of damage, tional role as coastal defenders. ible decorations: arabesques, symbols of weapon speed, etc. This new freedom is a mixed blessing Procan, stone anchors adorning the bases

DRAGON 37 of the walls, and the symbols of ropes and there are no settlements of even village 80th year, and what keeps him alive is chains strung along below the battlements. size, only the wooden huts of foragers and looking forward to the day when the Atop the very center is a 20’ statue of trappers. captain of his pride and joy sails back into Procan himself, a forbidding and truly Baron Jamzeen of Oakenisle is old now, Oakenheart and tells him the wonders and impressive sight. having ruled this island for more than half strangeness of the lands he has found Ironport is not large—only some 2,000 a century. His triplet sons create perma- across the endless azure miles of the folk live within the town. But it has a nent problems, both for their old father Solnor Ocean. grandeur and sternness to its architecture, and between themselves. The three are More mundanely, Oakenisle is almost a and its people are likewise thrifty, prag- constantly trying to outdo themselves with sealed city. Visitors are not admitted with- matic, and (it must be said) relatively hu- feats of derring-do against barbarians, and out good reason (trade or otherwise), and morless souls. The naval quarter is walled it is a major surprise that they are all still the harborguards are not easily bribed. off from the rest of the city so that drunk- alive. They certainly know more about the is feared here, en sailors do not offend the sense of pro- bottom of empty rum bottles than they do since the assassination of two of the town’s priety of the rest of the town. about naval warfare. The young and reck- finest young sea captains six months ago is less are in the ascendant here, for Jam- widely believed to have been because of Tar Hill zeen increasingly lacks the will to bring their agents. Tar Hill is a dangerous place; far more his fractious descendants to heel. dangerous than all but a very few people Because of Oakenisle’s impenetrability Fairisle know. Its surface appearance is strange and wildness, sahuagin and other mon- Named for its rolling, fertile hills and the enough, for below the slopes of the 500’ sters prowl the coasts more often than white sand beaches of the northwestern peak lie many pits of resinous tar which they do the other islands. While Jamzeen coastline, Fairisle is more relaxed and are excavated for their special bounty. The has a bounty of 50 gp per sahuagin head informal than the other towns of the isles. thick, gluey tar pits are littered with the brought to him, the crafty creatures are Baron Pamdarn is but 22 years old, and he bones of huge animals, dinosaurs and the making inroads. Oakenisle is said to have does not have the sense of discipline and like, and some folk frighten rebellious or several old ruins scattered among its vine- duty of the older Barons. However, he is naughty children with tales of how the infested rocky lands, all invested with not rash or reckless, and since this island terrible great lizards that still lie far below many rumors and legends. Few bother to is closest to the pirates of Leastisle, Pam- the hill, trapped alive in tar, will come and investigate, but the paladin Karistyne of darn makes sure that his fleet of 10 feast on their flesh if they don’t stop be- the Cairn Hills traveled here incognito two coasters and three galleons is always on having badly. years past and looted the treasure-trove of the alert. Pamdarn has hired three mages What very few know is that, below the an unknown wizard on the east coast. of Winetha (see DRAGON issue #204 for a hill, there is indeed a hidden terror; the What she retrieved, she has not revealed. description of Winetha and its ruler) to Cauldron of Night itself. Arras is the only (Karistyne is further detailed in DRAGON® travel on his galleons, having an arsenal of one on the isles who knows of this, and Magazine issues #191 & 195). fire-based spells at the ready to assault any the entrance to the Cauldron—fully 600’ Jamzeen is generally a staunch ally of pirate vessel he sees. below ground and accessed through wind- Arras, but the one bone of contention Fairisle also is famous for the colony of ing and dangerous mineshafts. It is pro- between them is slavery. While Jamzeen is large wild apes in its northeastern wood- tected with very powerful glyphs and as evil as any of the Sea Barons, he has a land. These creatures are not by-and-large other warding spells. Nevertheless, Arras particular distaste for slavery and berates aggressive, but they are hunted for their maintains a mercenary force of 100 well- Arras often on this score. Slavery is out- furs by the islanders, who use blowpipes armed and equipped warriors, with his lawed on Oakenisle, which is not to say and nets to avoid ruining the valuable fur. most trusted adjutant in command, osten- that its captains do not take slaves and sell Also, the island has some Suloise ruins on sibly to guard the tar pits (which yield them in Asperdi when the opportunity its southern tip, near Cape Rarn, although much money for him). Of course, they also arises. they are avoided by island folk. Too many ensure no one enters the shafts leading to tales tell of the terrors of the Isle of Ser- the Cauldron of Night. In truth, anyone Oakenheart pents for the islanders to risk venturing unprepared to do so would meet a swift Oakenheart is the one natural harbor on there. and grisly end, either fried alive by de- the island. Though the city has stone walls tonating glyphs or consumed by the mon- and great bronze-coated harbor gates Port Elder sters that prowl the shafts, among which (magically protected both against corro- Baron Pamdarn’s youth shows itself in xorn and earth are perhaps the sion from salt and wind, and fire-based the lax application of laws in Port Elder. If least dangerous. attacks), much of the city is built from the a traveler seeks the riotous, swashbuck- wood of the great oaks for which the ling seaport of the isles, this is it. Port Oakenisle island is famous. Elder is a free and open port, though Oakenisle is a riot of vegetation, not just Oakenheart has a more swashbuckling anyone with Suel features is carefully the strange ancient oaks that give the atmosphere than Asperdi, and in particu- watched by the naval militia, known as the island its name, but thorny palm trees, lar it has the great shipyards of Walfren- Black and Golds on account of their uni- hard-barked dwarf figs, and many succu- den, the master shipwright of the forms. The Lordship of the Isles, and its lents and scrub bushes. Travel across land island—and the best in all Aerdy, it should Suel masters of the Scarlet Brotherhood, is difficult; all movement rates are cut in be said. Walfrenden’s vessels are excellent are too close for comfort here. half. The island also is alive with small designs ( +10% to all seaworthiness rat- Pamdarn’s Admiral of the Squadrons, lizards and snakes, rodents and vermin, ings). His latest is a heavy caravel that the Yendrenn Harquil, is a dashing and charis- fruit-eating birds, and a wide variety of younger captains of the city’s 17-vessel matic figure about town. His galleon, the insects. The most dangerous are the giant fleet (five galleons, 12 coasters) look upon Seawolf, bears Harquil’s own symbol (a dragonflies of the damper, eastern half of with real yearning. Starflier, the first of seawolf, unsurprisingly) on its sails rather the island, land which is almost perma- these new caravels, lies in harbor awaiting than the sea serpent that almost all other nently shrouded in mist during the spring an inspired captain and devoted crew Sea Barons’ vessels display. With his and fall. ready to sail forever across the eastern sallow-faced mage Rhennen aboard to give This is a wild, untamed island, despite horizons, the triangular sails allowing far aid with airy water; telekinesis, and other centuries of human occupation. The land more freedom for the vessel to sail against such spells, Harquil specializes in the is almost infertile if vegetation is burned prevailing winds than the larger square- discovery and looting of sunken wrecks, and cleared. Away from Oakenheart itself, rigged galleons. Walfrenden is nearing his several of which lie south of Fairisle and 38 JUNE 1994 on the eastern seaboards of all the islands. them well alone. aquatic race of -like creatures or sea Harquil is always eager to learn of such Leastisle is dangerous not just because sprites, not nixies or their kin, on the east- wrecks, if a diviner, bard, or sage knows of the desperation, evil, and the unpredict- ern shore of Oakenisle. These little folk are of any—and Harquil shares the booty ability of its folk but because this is surely extremely elusive, but seem to be spying on recovered with his source. Though cha- where the Scarlet Brotherhood, acting the island and sometimes acting as sentinels otic, he always keeps his word in such through Duxchan, could secure a base on or guards. What they are watching for, or dealings, and his recent recovery of nearly the southern flank of the Sea Barons. It watching over, is a mystery. 40,000 gp worth of pearls and ingots of seems certain that they will do so before precious metal from the hulk of a Dux- long. The Barons chan ship sunk in 515 CY has brought him Lord High Admiral Basmajian fame. The Isle of Serpents Arras: 13th-level fighter (S 18/00, D 17, I Port Elder’s city walls are being This small isle was never settled by the 16). AC -2 (chain mail +4), hp 85, AL LE. strengthened, given the threats to the Oeridians because of the extraordinary Arras is 40 years old, with coppery fair south. From somewhere—no one is sure number of poisonous snakes and reptiles hair and brown-green eyes. He lacks true quite where—Pamdarn has managed to inhabiting its lush uplands. The isle is hard stature at 5’ 8”, and is not a charismatic import a half-dozen stone giants who are to reach in any event, with sheer chalky man, but his intelligence is high and he busy at work. Since no one on the islands cliffs rising 250’ or more in some places. applies it capably to the problems of ruler- speaks stone giant (save for Rhennen), and Sea serpents are often seen around the ship. His natural Strength rating is 16; his the stone giants don’t converse in Com- island, and nagas have been reported by gauntlets of ogre power are one of his two mon, many wild tales are flying around, the handful of travelers who braved the most prized magical items, the other being some saying that they are fiends in giant islands hazards. a ring of swimming. Arras is extremely form and that Pamdarn has sold his soul Such travelers also tell of a set of sunken sensitive to the fact he can’t naturally to some Lord of the Hells or the Abyss. caves in the center of the island, and jade swim. The high admiral also wears a ring Few worry about such matters, however; statues of a Suloise snake goddess that of free action and a richly bejewelled long since the repulse of the pirate raids on the stand guard at the entrance. The statues sword +3. city some years ago, people feel more are said to animate and attack anyone who Arras lives richly and well. He takes a secure behind strengthened city walls and is not a pureblood Suel female, so the cut from virtually every deal in Asperdi, don’t much care who builds them so long depths of the caves have not been ex- since he grants merchant licenses, and as they get built. plored. they are only given if he gets a kickback. However, a small 6"-tall jade figurine of He is content with his lot, and he seeks to Leastisle the goddess was taken by a distant ances- preserve his own strength. Arras doesn’t Captured and sacked by seamen fleeing tor of Pamdarn of Fairisle. He owns it still, want the Sea Barons involved in anyone the wars to the west, Leastisle is now an though it is kept securely locked away else’s troubles, and this finds favor in Rel anarchic free-for-all. Half its population because of the curse it is said to bear. One Astra in particular, since the protection of lives in the ruins of Vernport, with spas- sage has speculated that the goddess may the Barons’ coasters is not really needed modic and ineffective attempts made from be an aspect of Wee Jas, but the strangely there. time to time to rebuild the town. About a alien facial features of the goddess, with Baron Jamzeen: 10th-level fighter third of the islands folk are indigenous, slanted almond eyes, and short-cropped (S 7, D 6, C 6, I 16, W 16). AC 3 (chain mail many of them slaves of the invaders, who hair do not resemble the usual portrayals +3), hp 66, AL NE. Once a titan among have become little more than pirates now. of that sinister power. Here is a mystery men, Jamzeen has been slowly reduced by The booty taken from Vernport has mostly still waiting to be explored, providing the age, he is 77. Lean as a rake, the stooping been spent, and the half-dozen vessels (all adventurer brings with him priests able to figure of the 6’ Baron is still impressive, coasters and cogs) in the harbor are in neutralize poison. for he has a full head of crisp white hair need of repair. The pirates here lack any and his gray eyes still express vigilance leadership since Petreden of Torquann, a Around the isles and intelligence. Jamzeen was a notorious minor prince who masterminded the sack Pirates, barbarians, the Duxchan fleets, rake in his youth, and still is; his triplet of Vernport, was slain in a drunken brawl and sahuagin are offshore menaces to the sons Jamair, Jaqiran, and Nandain are but last Ready’reat. Sea Barons. However, other races and 19 years old. Jamzeen has had a succes- Vernport, and the scattered small settle- creatures lurk in the waters around the sion of “wives” in his long life. Other off- ments of the island, are a den of evil cut- coasts. Seawolves have been reported spring have left the isles, seeking their throats and scum. Many people of real some 50 miles north of Asperd Isle, fortunes elsewhere, or are dead, often at power live here, warriors, thieves, and though they have not yet entered the the hands of jealous siblings. mages alike—for this is one of best places coastal waters. They seem organized, or Jamzeen always has been happy to be to hide from enemies one has made on the familial, since they are always seen in Number Two. It made for an easier life. continent. Somewhere on the island a groups of a half-dozen or so. Rumors say But now the old man’s grip is faltering; priest of Nerull must be hiding in the they are somehow bound to the site of perhaps the death of Sencho Foy, a friend overgrown huts or eastern sea caves, for their sunken ship, said to have been bear- for half a century and a man with whom sea zombies have been observed on the ing mages seeking seabed sites akin to the he had a long-shared past, has drained him southern coasts. That puts great fear into Cauldron of Night. No one knows for sure, of some of his will. He doesn’t resent Arras people here, who tend to respond by but several old salts have noted that Har- for killing Sencho; such things happen, drowning it in rum and samberra, a bitter, quil has not sought the wreck as he usu- and Jamzeen is philosophical about these dry spirit fermented from the juices of ally would if hearing of such a lost vessel. matters given his alignment. He supports succulent plants. The Sea Barons almost never encounter Arras, whose conservative policy is one he Leastisle is a great place to get one’s sea elves now. In the past, the adventur- fully agrees with, though he has differ- throat cut, but a vessel from Rel Astra or ous members of sea-elf tribes would some- ences with him concerning barbarians and even Ountsy will hazard it once in a while, times trade and barter with the Barons on slavery. But Jamzeen grows tired, less especially to fish for the huge and tender a fairly ad hoc basis, but they have not willing to attend to the everyday practicali- sea clams that throng the western coast- appeared in Asperdi for several years. The ties of governing his island, and it may line. Such vessels always bring a mage elves are said to have retreated to the well be that one of his sons will do the with them, if only to announce their arriv- waters around the transformed Lendore time-honored thing and arrange his fa- al with a fireball or similar show of Isles. ther’s burial rites (and those of his own strength, warning the pirates to leave Lastly, there are persistent tales of an siblings) before the realization of their 40 JUNE 1994 imminent demise has occurred to them. sion so that he is now the master Livensten: 11th-level mage (I 18). AC 7 shipwright of the barons. (ring of protection + 3), hp 27, AL NE. All his life, Walfrenden has longed to set Livensten is 5’ 5”, slim of build with dark sail under the starry night skies and head brown hair and hazel eyes. Unprepossess- forever eastward. He is a freedom-loving ing of appearance, the 56-year-old mage spirit, and he chafed at having to patrol neglects himself to the point of periodi- and protect the Aerdy coastline. His cara- cally suffering eczema through not bath- vel design delights him, for the vessels ing properly. Standing next to him in hot combination of seaworthiness and small weather is not a pleasant experience. size, allowing it to navigate close to coast- Livensten is obsessed with researching lines and up estuaries, is perfect for ocean- instruments and devices connected with going and the exploration of new lands. time and travel. He has a library of lore on Secretly, Walfrenden longs to take the first such matters of startling breadth, includ- voyage on Starflier himself, so he can end ing sacred works of deities like Labelas his days under the stars with a chart of and Lendor. He constantly fiddles in his new lands explored in his hands. He has laboratory with new ways of measuring received a down payment for the caravel and recording. His astrolabe is one of his from Pamdarn, and a condition of delivery more successful inventions, and his folding is that Walfrenden is allowed to travel on boat is a greatly prized item-he hires it to the vessel. captains in return for very large security Walfrenden knows the history of the deposits. Livensten has Arras’ support and eastern Aerdi lands well. He has met virtu patronage, so he does not have to worry ally everyone of any power in the isles about earning a living as such. over the years, and he has the finest set of Baron Pamdarn: 9th-level fighter maps and charts of the coastline any (S 17, C 17, I 15, Ch 16). AC 6 (ring of where. He has a set of seaman’s tales more protection +4), hp 80, AL NE. Pamdarn is varied and outrageous than anyone’s, but young and inexperienced in rulership, but he narrates them with panache and a real he is learning fast. He, like Jamzeen, dis- love of storytelling. Sea captains who, as likes slavery, because somewhere inside children, sat on his knee and thrilled to him a youthful love of freedom resents it, tales of savage Hepmonaland or the orcs but he keeps quiet about this to Arras. of the Pomarj (Walfrenden has sailed all of Pamdarn knows that he has a certain the Azure Sea), are every bit as ready now amount of leeway in the court of the lord to bring the old man a tankard of ale and high admiral, and he doesn’t push his luck; hear the same tales again. he uses the tolerance he gets to allow his Yendrenn Harquil: 11th-level fighter captains greater freedom to sail the oceans (S 17, D 17, I 16, Ch 17). AC 2 (ring of than those of the other Barons. Pamdarn is protection +5), hp 80, AL CN. Harquil relatively impoverished, since he has been may be only 25 years old, but he has com- saving funds to purchase the caravel manded the Seawolf for seven years, and Starflier and has also bought instruments his men regard him as the finest captain of Livensten’s devising. on all the seas of Oerth. A distant cousin Pamdarn is 6’ l”, well-built, with very of Pamdarn, he lost his own father a year fair hair and blue eyes. Some mutter that before the young Baron, and thus the two there is Suel blood in his veins (actually, he have a shared experience and a strong has more Flan blood than anything else). bond. Harquil is handsome, fair of skin His father died a year ago, and Pamdarn is and hair, 6’ 3”, and always well-groomed, just emerging from mourning. The compa- with his silk blouse unbuttoned to the ny of his friend Harquil has done much to navel. He is vain, but his vanity is not cheer him. excessive. Nonetheless, Pamdarn is no pleasant Harquil strongly loves freedom. He also soul. He is ambitious and unscrupulous. If has a real feel for history. He loves old he has some idealism, he is also quite maritime maps and charts; even if they unconcerned about how he achieves his are inaccurate, he enjoys taking in their ends. Because of his lack of monies, he sense of history, bygone days, and the recently had an Ountsy merchant exe- sailors who drew them. He regularly begs cuted on a trumped-up charge of sedition Walfrenden for copies of his maps, and no and arson, confiscating his vessel and little of Harquil’s gold has gone to the old goods in the bargain. Arras forced him to shipwright in payment for such charts. return the vessel and most of the money, Harquil also studies the myths and leg- but this episode illustrates Pamdarn’s ends of the islands, and has an encyclope- personality quite clearly. dic knowledge of them. If a traveler Walfrenden: 7th-level fighter (S 7, C 7, wishes to know about the hidden and I 16, W 18). AC 10, hp 29, AL CE. Walfren- secret places of the islands, the captain den is 78, 5’ 5”, wholly bald with gray will determine if they hail from the south- eyes and a notable tremor these days. Still, ern lands where the Scarlet Brotherhood the old captain has a hungry energy with- may have spies and agents. If they are in him. Maimed by a seawolf’s claw many from somewhere else, the captain is ready years ago, so that his left leg is almost to share an ale or a jigger of rum with useless and he walks with a heavy staff, them and talk of the islands’ secrets long Walfrenden took to the design and build- into the night. ing of ships. He rose swiftly in his profes- 42 JUNE 1994 The malachite throne richly deserves its Malachite throne rooms with direct access to the eight pe- nickname as the “Fiend-seeing Throne”— The malachite throne is one of a number ripheral towers. This allows them to keep Aerdy has closer connections to the Abyss of magical artifacts possessed by the over- watch over the magical monster guards and to the Nine Hells (Baator to those king and those serving him. Such malign therein. There are some 30 of these with the ™ setting) magics are either crafted with the aid of mages, of levels 7-14, and they have a fair than any other land of Greyhawk except fiends, or have been revealed to the over- number of defensive items including rings the lands of Iuz the Evil. The throne that king and his mages through the guidance of protection, cloaks of displacement, the Naelax overkings have ascended was of baatezu. It rests in the Palace of the bracers of defense, and more. The mages crafted between 443 and 446 CY from a Overking, a huge magical building at the are exceptionally well-equipped with of- great crystal chunk found in the Cauldron center of Rauxes. Even getting anywhere fensive magical items, notably wands. of Night. The throne itself, fashioned by near it would be a feat in itself, given the They are under the command of Karoolck, mages and priests, has many magical formidable forces in the palace compound. and many of them make few bones about properties, including the ability to provide Only the highest-level PCs could hope to not liking this at all. Those who could a gate to the Hells. enter the palace and survive; the Throne’s teleport to escape do not do so for fear Since Prince Ivid himself was an accom- guardians are listed below. that they would be pursued by fiends and plished mage who conversed with fiends The palace was built using magical mor- invisible stalkers or because there is sim- and considered long and hard how to deal tar between all the stonework, eliminating ply nowhere they know well enough, or with them (and use them for his own all forms of magical scrying and move- would feel secure at, to flee to. ends), when he ascended to the throne it ment from the outside. Likewise, it is The malachite throne itself rests within was a perfect match. A complex of immune to fire, acid, or electrical attacks. Ivid’s throne room, an enormous 40-yard intrigues has spread out, with the Surrounding the vast circular palace are diameter circular chamber with the great hunched madman on his throne firmly eight circular guard towers, each 130’ throne set into the north wall. The throne ensconced in the center. Almost all his high (some 20’ higher than the palace casts an invisible globe of invulnerability plans depend on fiendish magic. itself). Barbazu and spinagon guards occu- on the overking seated on it and grants The arch-fiend Baalzephon has supplied py the top levels of these towers, and elite him true seeing. Once per week, if the many items of malign magic to Ivid the bowmen take up the middle floors. Sepa- correct command word is uttered, the Undying, the Emperor of the Malachite rate staircases lead to the upper rooms, so throne can open a gate to Avernus, the Throne, and to his supporters, including at ground level charmed monsters with uppermost of the Nine Hells. But the mala- the dreaded fiend knights. The items of special magical attacks are kept penned, chite throne provides no protection, the latter are dealt with first. including basilisks, medusae, catoblepases, against any being entering through that and chimeras. The doors to each tower gate, and there is a 5% chance per use of Fiend armor can be magically opened from within the bringing insanity to the person opening Worn by more than a dozen command- palace and the monsters unleashed to the gate. ing officers of the Companion Guard and a wreak havoc on intruders storming the Ivid himself wears lurid ceremonial handful of military leaders outside of palace. robes at all times—sometimes purple and Rauxes, these sets of armor were forged in The palace houses many people and blue, other times red and gold, or black, hellish fires. Chain mail and plate mail chambers other than those of the royals, yellow, and rust. The colors depend on his versions are known to exist, though both of course. The great chancelleries and mood, with the more dismal tones signal- are wearable only by creatures of LE or treasure houses are found here. The trea- ling that he is in a very foul mood. Of late, NE alignments. Others donning the armor sury is largely empty, save for sealed he has taken to wearing a full-face white suffer 1d4 points of burning damage per chambers containing icons and relics of lacquered mask to hide a psoriatic skin round, double this if they are of good ancient civilizations that have great value condition that his wasting disease brings. alignment. Fiend armors are worn by in normal times but which are almost He always bears his symbols of office, powerful warriors in the service of evil worthless to the overking now. The trea- though their weight makes him stooped: masters aligned with baatezu. sury is heavily magically warded and has the Staff of Naelax (a staff of thunder and Fiend armor is usually of +2 or +3 many golem guards. lightning), the Orb of Rax (a brooch of enchantment. It confers the same resist- Patriarch-General Pyrannden of Hextor shielding that regenerates 20 hp of defen- ances to attack modes that all baatezu has chambers here and maintains a royal sive value per day), and the Crown of possess: half-damage from gas and cold shrine to Hextor, disused since the procla- Aerdy (a helm of brilliance). attacks, and immunity to fire, contact mation of the faith of Baalzy. Minor cer- Ivid also has the remnants of the royal poison, and nonmagical iron weapons. The emonial magical items, along with hordes family here, save for his second son, wearer also gains magic resistance equal of juju zombies, can be found therein. Ivid Prince Konshandin, who has fled to De- to 2% per experience level and becomes provides private rooms for generals and laric. Almost all the surviving royal princes immune to magical alignment change. senior officers of his armies, a war-room have been slain and resurrected as ani- Finally, the wearer can animate dead once with great magical maps of the Flanaess, muses. They are regularly administered a a week as an 8th-level priest. and such. complex alkaloid preparation by Hextor’s The new spymaster of the Aerdy, the priests, that has the effect of dulling their Fiend circlet half-elven mage-thief Inshalzen, also cow- minds and keeping them loyal to the over- A fiend circlet is given only to a spell- ers in his offices here. He has no idea of king (or at least being incapable of rousing caster who has made a formal pact of where his juniors are, since his predeces- themselves to strike against him). Ivid has service to a baatezu lord (one of the Dark sor was executed and he simply has been had many of them executed as traitors, of Eight), and therefore are very rare indeed. expected to know everything without course. The wearer gains a -2 AC bonus if not being told. He is desperate to escape, but wearing armor, and the resistances to being only a 6th-level mage he lacks spells Spear of sorrow attack forms and magical alignment such as teleport to enable him to do this. The powers of darkness have long been change as per fiend armor above. In addi- The Court of Essence is still a majestic providers of foul magics and even artifacts tion, the following powers each can be chamber, but now is used solely for Ivid to to the royal line of Aerdy, though exactly cast from a fiend circlet, three times a drag forced “confessions” out of people he who serves whom in the long run is open week: advanced illusion, animate dead, imagines to be traitors to the crown. to question. The gifts of evil often turn in charm person, infravision, know align- The combat mages of the overking de- on themselves. ment, suggestion. serve special mention; they have chambers A typical example is the spear of sorrow, and laboratories on many second-floor held by General Kalreth at the keep called DRAGON 43 Permanence. Kalreth owns a magical than complete fealty to Ivid as treason, In campaign play, it will be an onerous artifact of such power that most wizards and he is uncompromising and brutal. task to prevent the spear from locating would rather face a rampaging tarrasque Kalreth’s character has been changed any such places or beings, or to destroy than challenge the lord of the castle. irrevocably by his ownership of the spear the weapon. The spear of sorrow is a barbed, of sorrow. This artifact has the following fauchard-like weapon, some seven feet in magical properties: confers a base AC -4 Cauldron of Night length, made entirely of black stone. Its (to which no magical bonuses can be add- The second wild card of the royal house exact origins are uncertain, but some say ed), immunity to cold-based attacks and and the Fiend Knights of Aerdy is their that it was crafted in the Cauldron of illusion/phantasm spells below fifth level, control of deposits of rare magical ores in Night from whence the malachite throne regeneration of 1 hp/round during com- Oerth’s crust. The dweomerstones and itself came (the Cauldron of Night is de- bat, and the ability to use the following related magical gems around the Nyr Dyv scribed below). Karoolck gave it to Kalreth powers once a day each at 18th level of (see luz the Evil) are one example, but in the hope of warping him to his own magic use: cone of cold, ice storm, Oti- Oeridian mages and priests are unequalled will, given the magical control powers of luke’s freezing sphere, sink. The artifact is in tracking down fragments of magical the malign thing. But Kalreth was not NE and only can be used by a NE warrior meteorites, stones, or crystals—some overcome by it or its curse. He was, how- of at least 13th level. magically shaped by the divine might of ever, aware of the potential of the spear The spear will attempt to control any new powers and avatars when they still walked and realized what a poisoned gift Karoolck user up to three times; in game terms, the Oerth’s lands. had given him. user must roll 10d10 below the total of his In some places, such as the Causeway of If Karoolck had not shortly taken up his level, Wisdom, and Constitution to resist Fiends, whole blocks of such ores could be role as Ivid’s favored wizard, Kalreth control. If this roll succeeds three times, extracted and enchanted. The most fell would have slain him. Details of the spear however, the spear does not attempt control and dire of these magical deposits, of are given below. again. However, it has powers of mental course, is the Cauldron of Night from General Kalreth: Animus with abilities insinuation, tormenting its owner with night- whence the malachite throne itself was of 15th-level fighter (Str 18/00, Dex 17). mares of fiends, destructions, and fates worse crafted. AC -6, hp 100, AL NE. Kalreth is only 5’ than death in stark and barren lands and Though some mages trembled at dealing 9” tail, but he is massively muscled and dungeons of torment the dreamer cannot with such evils, the combat mages of the powerful of stature. His brown curly hair place. It is a cursed weapon, of course, but Oeridians were only too ready to use any is cut short, and he has a very lined fore- only a priest or wizard of 18th or higher level source of power if they felt they could head above the thick, bushy eyebrows that can free the owner from the spear’s effects. contain and channel it. That the darker dominate his face. Kalreth is a general of The special purpose of the spear, which energies might escape that control over a the Companion Guard, and he hunted may lie dormant for many years, is to period of decades or longer was a long- down Osson in Medegia and razed much locate and revivify temples and sleeping term possibility that mages in the service of that land. He regards anything other guardians devoted to the god . of aggressive generals did not bother too much about. The Cauldron lies hidden in the hinter- lands of the Isles of the Sea Barons, under- neath Tar Hill. Deep below the earth, it is a great natural amphitheater of ebony stone, with a central depression 50’ across and seemingly endlessly deep, for it is filled with a magical darkness no scrying spell can penetrate. Radiating intense evil, the Cauldron is almost a sentient thing. Mages of great power who have come seeking stone for making artifacts have had the very marrow in their bones fro- zen and their bodies shattered into dust here, while others of much lesser attain- ments have been able to take one of the spine-like stalactites of the Cauldron by simply reaching out and breaking it off. The Cauldron almost seems to choose who it will allow to harvest its dark riches and craft them into works of evil power. Yet, those mages who take something from the Cauldron always pay a heavy price for it, driven insane by their own creations or dragged off screaming by some gloating fiend, to endure untold horrors in the Abyss. Anything powerful enough to cre- ate artifacts is too powerful for the wise to tamper with. The DM may craft additional artifacts as he wishes, using the ones described here as a benchmark. Other artifacts should not be overpowering, however, and they will only be held by rulers, priests, or mages of great power. See The Book of Artifacts for tips on successful artifact design.

44 JUNE 1994

Fiend Knight DRAGON® #206

©1994 TSR, Inc. All Rights Reserved.

ORGANIZATION: Group ACTIVITY CYCLE: Constant (do not need rest) DIET: None INTELLIGENCE: Very (11-12), rarely higher TREASURE: Nil ALIGNMENT: Any evil NO. APPEARING: Variable ARMOR CLASS: 10 (unarmored), see below MOVEMENT: 12, 24 mounted HIT DICE: 4d10 to 10d10 + THAC0: Variable DAMAGE/ATTACK: By weapon type +3 or better SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Immune to sleep, charm, hold spells and illusion/phantasm spells below fourth level MAGIC RESISTANCE: Nil SIZE: M (6’+) MORALE: Fearless (20) XP VALUE: Variable

The Fiend Knights of Doom are an elite squad of warriors cre- ated from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mind- lessly loyal to the overking.

Combat: Fiend knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th-level fighter would become a 5-HD fiend knight. Nearly all fiend Ecology: Fiend knights are not undead, and have none of knights are 10th level or below, with three exceptions—leaders their weaknesses: they cannot be turned, harmed by holy wa- of 11, 12, and 15 HD. These three leaders, and some dozen oth- ter, and so on. They are simply wholly controlled humans loyal ers, wear fiend plate mail +3. Others are 5% per level likely to to Ivid, created by a precursor of the malign rituals that wear magical plate mail (roll 1d10: 1-8 plate mail +1, 9 plate brought the animus to Oerth. The unfeeling, “programmed" na- mail +2, 10 plate mail +3), else nonmagical plate mail. Fiend ture of the fiend knights, make them feared by all. Even Ivid’s knights always employ two-handed weapons, usually two- other troops hate and fear them, and loathe having to serve handed swords, and composite long bows. Again, they are 5% with them. per level likely to have magical weapons (use the table above, independently for each weapon type). Leaders are always armed with magical weapons, and the 11 + HD leaders all pos- sess powerful ones: a two-handed sword of cold +3 and a two- handed sword +3, giant slayer. The fiend knights have high ability scores. All possess Strengths of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.

Habitat/Society: The current composition of the fiend knights, in addition to their leaders, is approximately 80 cavalry, 20 of whom ride undead steeds, the other 60 riding normal heavy warhorses. Treat the undead steeds as heavy warhorses with immunity to sleep, charm and hold spells. These troops have heavy lances, again with a 5% chance per level for a magi- cal lance, and they employ footman’s flails in addition to two- handed weapons. The 120 heavy infantry each carry a long spear and a variety of polearms in addition to other weaponry. They have a 2% chance per level for a magical polearm. As currently organized, the fiend knights wear gold visors and bear a heraldic emblem etched on their armor over the heart. For cavalry, the emblem is a tan horse, and for infantry, it is a bronze baboon. The infantry are known as “The Howlers,” for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.

46 JUNE 1994

"Forum” welcomes your comments and could have this character thrown in prison (twelve-player, two-judge) CHAMPIONS* opinions on role-playing games, In the for disturbing the peace in one of your campaign. It began primarily as role- United States and Canada, write to: Fo- campaign towns, which would leave the playing, but gradually degraded into a rum, DRAGON® Magazine, P.O. Box 111, other characters free to adventure with- hack-and-slash campaign. There were two Lake Geneva WI 53147 U.S.A. In Europe, out him for a while. That would teach him reasons. One, the two most dominant write to: Forum, DRAGON Magazine, TSR to think before he attacks. Create a sub- players had participated only in hack-and- Ltd, 120 Church End, Cherry Hinton, plot to the game in which the only way he slash gaming, and were therefore unable Cambridge CB1 3LB, United Kingdom. We can survive a certain situation is by doing to participate in the role-playing “action.” ask that material submitted to “Forum” be some clever role-playing and interacting Two, “power-gaming” was allowed (power- either neatly written by hand or typed with NPCs. Such a situation might include gaming makes hack-and-slash significantly with a fresh ribbon and clean keys so we the suggestion above about being locked in easier on characters; they butcher the can read and understand your comments. a jail cell with no weapons. If the charac- opponents). We will print your complete address if you ter talks to the guard outside the door, he 2. This year I have begun my own cam- request it. might discover that the man is sympa- paign in a comic, fantasy setting. While it thetic to his cause, and may let him out— began as a basically hack-and-slash cam- This letter is in response to the “Forum” but only if he does some role-playing and paign, it has evolved into a role-playing letter in DRAGON issue #199, in which a artfully persuades this NPC to do so. campaign (probably because one of my DM asked for help in dealing with a player Chances are, once he gets a taste of how players is an actor, and the other two are who completely rejected role-playing and much fun it is to role-play, he’ll want to do poets) in two sessions (we have yet to opted instead for a “hack-and-slash” style it more often. complete the first adventure). of play that is hurting the game and alien- You did mention the character’s align- 3. Sometimes characters are made for ating the other players. ment, but it seems that he is playing a hack-and-slash gaming. I know that I’ve To the unnamed DM: you say that you chaotic one, since he chooses to kill NPCs had them. One of my super heroes, named have no objections to this since you enjoy instead of talk to them. Chaotic characters Inertia, could do nothing but fight and this style of play but that the other players have a way of getting themselves killed, crush things; even though I tried to play in the group are the ones affected. If that especially when they rush in with swords him as a well-rounded character, he still is so, why not let them deal with it, since it drawn before carefully evaluating a situa- could only fight and crush things. Another is their problem? Their PCs could teach tion. Make sure that the consequences of character, a fighter called Luzrek, went this character a lesson by withdrawing this character’s actions are appropriate to berserk anytime he got close to anything from a fight and leaving him to “hack-and- his behavior. After all, if you kill every new. One of my friends has a character slash” alone, perhaps getting him killed! cleric who wants to be paid for healing, that kills anything that lives indoors, no Their characters could betray this loutish eventually you are going to make some matter what. (Listen closely, I think this is clod by paying a local mage to cast some enemies. Get creative. the only advice I give.) nasty spell on him. They don’t need to Finally, I would suggest that you get hold Try offering to trade some combat profi- worry about hurting his feelings, because of the AD&D® game’s DMGR1 Campaign ciencies for noncombat proficiencies, or after all, they would only be role-playing Sourcebook and Catacomb Guide. It is full even giving him some (although you will how they think their characters would of great tips for the DM about how to deal have to give the other characters the same react to this uninteresting “hacker” char- with different personality types in gaming, treatment) so that he will be able to inter- acter. They could approach the player and how to make sure that everyone gets act successfully with NPCs and PCs with- outside of the game and tell him that they the most out of each game. Don’t just sit out killing them. are frustrated with his playing style and back and ignore this guy, letting him de- 4. Sometimes it is impossible not to role- ask him (nicely) to change. There are stroy the fun of the game. You are the DM, play. Put the character in a position where many options open to them other than after all, and you have a responsibility to he has no choice. During the summer a ignoring him, which is what you say they the other players and to yourself not to group killed a blue wyrm using 4th- and have been doing. allow one player to ruin the game. 5th-level characters. (It was the same On the other hand, since you seem to Kathryn Bernstein wyrm that killed their 12th- and 13th-level want to take the problem upon yourself Milwaukee WI hackers and slashers.) First, they flattered and deal with it in your own way, then try it (dragons are vain). Then, they offered it a different approach. You say that you To the nameless “Forum” writer in all their treasure (rather foolish since it spoke with him outside the game and he issue #199: included all their weapons and armor). It resisted your options for how he could While it has been a while since I have then got very nice, thinking that it had change. Why not do something within the judged a campaign in the FORGOTTEN some new lackeys. After two or three game? Since the other players are working REALMS® setting, I can say with reason- missions for it (and three experience hard at role-playing and interacting with able assurance that either your campaign levels), they drugged the fish that they had NPCs, grant them experience points for will fix itself or end. You have to be willing caught (the dragon always eats fresh doing this well, then point out to him that to play (pardon the pun) it through. These food). The dwarf tasted it, told the dragon he has earned no such points since he are several of my experiences: it was fine (it is very hard to poison a attacks most of the NPCs. Perhaps you 1. Last year I was a player in a large dwarf with a 17 Constitution score). The 48 JUNE 1994 dragon ate the fish and passed out. course of action, were constantly watch- no puzzles to solve, with a steady stream No name or address given ing their backs against the skulking assas- of randomly placed monsters and trea- sin, who, it seemed, would always start sures and an unhelpful NPC fighter who I would like to respond to the letter in the fight, always run to the back to the charged into every battle before he knew DRAGON issue #199 about the DM who is party when it got nasty, and always what he was fighting. It was great. It re- having a problem with a player who pre- pushed his way past the others when the minded me of some of my first dungeons fers to play hack-and-slash rather than monsters were killed to get the treasure. when I didn’t know a DM was allowed to joining the others in “role-playing.” As time went on, I restricted his choices of prepare in advance for a game session. I I think the best thing to do, though you classes and he played the fighter. (Thank simply rolled the dice to see what kind of may not think so, is to tell that player to you very much for leaving the assassin monsters and treasures were found in a leave the group. Explain to him that his class out of the 2nd Edition game.) Disneyland of dark underground rooms. style of play is disruptive to the others and His attention span for planning, analyz- The solo session lasted less than two that you would like him to leave until he ing options, and gathering information hours, but I kept getting strange and dirty can play a character that is not so violent. from my carefully created NPCs and cryp- looks from him. This sounds harsh, but when you are tic clues grew incredibly short with the “That was a lame dungeon,” he said, dealing with players that have minds of inclusion of several new friends into my when I asked how he liked it. Well, the their own and they continue to play char- last campaign. I had always thought that conversation went back and forth with me acters that play this way, the best thing his playing style was his problem, until, trying to explain that this was the way the you can do is dismiss them. after his last character (the only fighter other players and I saw his playing style. I Another option you can try is every time type in the party) was killed because he tried to explain that the work I do during he does something that steps out of line got bored when the other PCs were chat- the time between our game sessions was with his character’s alignment, have a ting with an important NPC, and ran off to being wasted if the fighter just wanted an deity, or avatar, appear and talk to the be ambushed by a . I noticed that he assortment of silly, random monsters, and character. If nothing else, the character consistently put the others in a bad situa- a Monty Haul romp. may be taken to the deity’s plane to serve tion by his actions. Often, this can be That experience did not completely the deity until the PC learns better man- entertaining and we get a good laugh after change his gaming style. I would have ners. This takes that character out of the the fighter impulsively does something been very naive to think that it would. I game for a while and allows the player to self-destructive. did not want to degrade his enjoyment of create another character, hopefully with The other players really didn’t think it the AD&D game in general, just open his an alignment and attitude that is better for was so funny, though. Their fun was seri- eyes to what his actions were costing the the group. ously diminished. One player openly others in the group. I think he might be a Another option is to have the others in snapped at him. I sometimes get the feel- little more aware of how the others glean your group take the hack-and-slash player ing that the spell-casters were memorizing enjoyment from my complicated NPCs, aside and talk to him. If he still refuses to spells such as silence 15’ radius and hold traps, and plots, and will be a bit more listen, then have the others play charac- person to be cast on the fighter in critical patient. He has been making some prog- ters that will not take this kind of attitude situations. The other players made at- ress. and have him, the hack-and-slasher, con- tempts to get into the background material Be patient and talk with your players. victed of the violent crime he seems to that I had worked out, and had fun fitting They have a variety of opinions on what commit constantly in the game. Again, this into my campaign world. While the fighter makes a good game session, so try to ac- will take that character out of the game decided his birth place (“some mountain commodate them. Also, it does a player a for a while. cave”), race (a half-) and social standing world of good to know what the other The main thing to remember is that this (a half-orc!) and played the same character, players think about the game, what they is your game and if a player is disrupting he had played ever since we first played like and don’t like about the campaign. the game-play for others, then he should the game some ten years ago. After all, even the fighter’s player wants to be dealt with. Sometimes we all have to do Suddenly, I was just as frustrated as my have a good time with his friends, playing things that are unpleasant, but they need friends. their favorite game. As DM, let them know to be done. The first thing I did was begin to tailor what you want, too. You’re the one work- B. J. Tomkins some encounters to his temperament. I ing on a whole world of possibilities. If No address given informed the other players, but not the you do, I believe the vast majority of play- fighter, of this change. Most game situa- ers will respond . . . eventually. I would like to respond to the anony- tions remained the same, replete with Lee J. Ballard mous letter in DRAGON issue #199 con- local history, politics, internal consistency, Tigard OR cerning a certain type of uncooperative and interesting plot twists and stages, but player. a number of encounters would be simple I have had similar conflicts (the old hack- slugfests specifically designed for the and-slash vs. role-players and problem- fighter. No NPC background would be solving players in the same group) with included, just an ugly opponent who at- one particular player. I have had this prob- tacked the party without reason or natural lem in every one of my six or seven AD&D survival instincts. In other words, I sent campaigns I have run since 1983. This monsters at the party who acted just as his player, when originally introduced to the characters did. game, insisted on playing an assassin. At His comments ranged from something first this was okay, as I was new to the like, “What a stupid monster," to “Well, game, and, quite frankly, the role seemed that was fun," and “Where’s the gold?” to fit. But almost every game session Afterward, I asked him what kind of en- would end with a PC free-for-all when the counter or plot he would like to see me Give us the word! assassin would see to it that he was de- create for the next session. What do you think of this magazine? serving of the most choice bits of any He and I got together one afternoon and What do you like best or want to see treasure. The “good” PCs who thought I gave him exactly what I thought he want- changed most? What do you want to through all the dangerous traps, talked ed: an ultra-simple, randomly-designed see next? Turn to “Letters” and see dungeon with a very small number of their way around the evil warlord, and what others think, then write to us, too! fought only when it seemed to be the best tricks and traps, no plot, nothing to learn, 50 JUNE 1994

filking, dealers, and gaming. Registration: $25. * indicates a product produced by a company other than TSR, Write to: CON*TRETEMPS 8, P.O. Box 4071, Inc. Most product names are trademarks owned by the Convention Calendar Policies companies publishing those products. The use of the name of Omaha NE 68104-9998. any product without mention of its trademark status should not This column is a service to our readers be construed as a challenge to such status. WYVERCON ‘94, June 17-19 WA worldwide. Anyone may place a free listing This convention will be held at the Skagit for a game convention here, but the follow- County Fairgrounds in Mt. Vernon Wa. Events ing guidelines must be observed. Important: DRAGON® Magazine no include role-playing, board, and miniatures longer publishes phone numbers for conven- In order to ensure that all convention games. Other activities include a costume con- tions. Publishing incorrect numbers is al- listings contain accurate and timely infor- test, dealers, and a miniatures contest. Registra- ways possible and is a nuisance to both the mation, all material should be either typed tion: $20. Daily rates available. Make checks caller and those receiving the misdirected double-spaced or printed legibly on stand- payable to SVGA. Write to: WYVERCON ‘94, P.O. call. Be certain that any address given is ard manuscript paper. The contents of Box 2325, Mt. Vernon WA 98273. complete and correct. each listing must be short and succinct. The information given in the listing must To ensure that your convention listing CAPITALCON X, June 18-19 IL makes it into our files, enclose a self- include the following, in this order: This convention will be held at the Prairie addressed stamped postcard with your first 1. Convention title and dates held; Capital Convention Center in Springfield, Ill. convention notice; we will return the card to 2. Site and location; Events include role-playing, board, and minia- show that your notice was received. You also 3. Guests of honor (if applicable); tures games. Other activities include a might send a second notice one week after 4. Special events offered; miniatures-painting contest, an auction, and 5. Registration fees or attendance re- mailing the first. Mail your listing as early as door prizes. Registration: $10. Write to: John possible, and always keep us informed of quirements; and, Holtz, 400 E. Jefferson St., Springfield IL 62701. 6. Address(es) where additional informa- any changes. Please avoid sending conven- tion notices by fax, as this method has not tion and confirmation can be obtained. ARCHON 18, June 24-26 IL Convention flyers, newsletters, and other proved to be reliable. This convention will be held at the Gateway mass-mailed announcements will not be Center in Collinsville, Ill. Guests include Jack considered for use in this column; we FANFAIRE ‘94, June 9-12 SC Chalker and Martha Soukup. Events include prefer to see a cover letter with the an- This convention will be held at the Holiday Inn role-playing, board, and miniatures games. nouncement as well. No call-in listings are in Greenville S.C. Guests include Ardath Mayhar, Other activities include dealers, , accepted. Unless stated otherwise, all Holly Lisle, and Ruth Thompson. Events include videos, and gaming. Registration: $22. Write to: dollar values given for U.S. and Canadian role-playing, board, and miniatures games. Other ARCHON 18, P.O. Box 483, Chesterfield MO conventions are in U.S. currency. activities include an art show and auction, prizes, 63006-0483. WARNING: We are not responsible for contests, and a charity auction. Registration: $20 incorrect information sent to us by conven- before April 30; $25 thereafter. Single-day rates DALLAS GAME EXPO ‘94, June 24-26 TX tion staff members. Please check your $10 on site. Write to: Fanfaire Prod., P.O. Box 1801 This convention will be held at the LeBaron convention listing carefully! Our wide Greenville SC 29602-1801. Hotel in Dallas, Tex. Events include role-playing, circulation ensures that over a quarter of a board, and miniatures games. Other activities million readers worldwide see each issue. CAMELOT VI, June 10-12 AL include dealers. Registration: $10 preregistered; Accurate information is your responsibility. This convention will be held at the Radisson $15/weekend or $5/day on site. Write to: DALLAS Copy deadlines are the last Monday of Suite Hotel in Huntsville, Ala. Guests include GAME EXPO, P.O. Box 824662, Dallas TX 75382. each month, two months prior to the on- and R. A. Salvatore. Events sale date of an issue. Thus, the copy dead- include role-playing, board, and miniatures NEW ORLEANS SF&F FESTIVAL line for the December issue is the last games. Other activities include a banquet. June 24-26 LA Monday of October. Announcements for Registration: $25. Write to: CAMELOT VI, P.O. This SF&F convention will be held at the New North American and Pacific conventions Box 14223, Huntsville AL 35815. Orleans Airport Hilton in Kenner, La. Guests must be mailed to: Convention Calendar, include C. J. Cherryh, George Alec Effinger, and DRAGON® Magazine, P.O. Box 111, Lake RECONN ‘94, June 11-12 CT John Steakley. Other activities include panels, Geneva WI 53147, U.S.A. Announcements This convention will be held at the Ramada movies and videos, dealers, and 24-hour gaming. for Europe must be posted an additional Plaza Hotel in Stamford, Conn. Events include Registration: $25 on site. Write to: NEW OR- month before the deadline to: Convention role-playing, board, and miniatures games. LEANS SF&F FESTIVAL, P.O. Box 791089, New Calendar, DRAGON® Magazine, TSR Other activities include dealers and a video Orleans LA 70179-1089. Limited, 120 Church End, Cherry Hinton, room. Write to: Gaming Guild, c/o Jim Wiley, Cambridge CB1 3LB, United Kingdom. 100 Hoyt St. 2C, Stamford CT 06905. SKIRMISHES ‘94, June 24-26 MO If a convention listing must be changed This gaming convention will be held at the because the convention has been can- SAGA ‘94, June 11-13 Americana Hotel in Kansas City, Mo. Events celled, the dates have changed, or incor- This convention will be held at Glebe high include role-playing, board, war, and miniatures rect information has been printed, please school in Sydney. Guests include Ed Greenwood, games. Other activities include miniatures- contact us immediately. Most questions or Events include role-playing, board, and minia- painting contests and dealers. Registration: $25. changes should be directed to the maga- tures games. Other activities include freeforms. Write to: SKIRMISHES, c/o 812 N.E. Terr., Kansas zine editors at TSR, Inc., (414) 248-3625 Write to: SAGA, c/o Dennis, P.O. Box 881 Bur- City MO 64155. (U.S.A.). Questions or changes concerning wood, NSW 2134 AUSTRALIA. European conventions should be directed LEGENDS-ROME ‘94, June 25-26 GA to TSR Limited, (0223) 212517 (U.K.). CON*TRETEMPS 8, June 17-19 NE This convention will be held at the Riverbend This convention will be held at the Ramada Mall in Rome, Ga. Events include role-playing, indicates an Australian convention. Inn in Omaha, Nebr. Guests include board, and miniatures games. Other activities indicates a Canadian convention. Bailey, Nick Smith, and Roger Tener. Events include dealers. Registration: $2. Write to: indicates a European convention. include role-playing, board, and miniatures Legends Entertainment Group, 514 Broad St., games. Other activities include panels, videos, Rome GA 30161. 52 JUNE 1994 PAXCON ‘94, Juue 25-26 MD include scores of role-playing, board, and minia- THOMAS COLLEGE MICRO-CON This convention will be held at the Best West- tures games. Write to: ORIGINS ‘94, P.O. Box July 9 GA ern Maryland Inn in Laurel, Md. Events include 3100, Kent OH 44240. This convention will be held on the Thomas role-playing, board, and miniatures games. College campus in Thomasville, Ga. Events Other activities include RPGA™ tournaments POLARISCON 3, July 8-10 MN include role-playing, board, and miniatures and dealers. Registration: $12 preregistered; $15 This convention will be held at the Thunder- games. Other activities include dealers, videos, on site. Write to: Chesapeake Games, P.O. Box bird Hotel and Convention Center in Minneapo- and open gaming. Write to: MICRO-CON, c/o 13607, Silver Spring MD 20911-3607. lis, Minn. Events include role-playing, board, Michael Taylor, 123 Greenleaf Lane, Thomasville and miniatures games. Other activities include GA 31792. PHENOMENON ‘94 seminars, demos, videos, dealers, an art show, June 25-27 and a masquerade. Registration: $25. Write to: DRAGON CON ‘94, July 15-17 GA This convention will be held at Karabar high POLARISCON 3, c/o Time, Space, & Fantasy, This convention will be held at the Westin school in Queanbeyan. Guests include Ed Green- Inc., P.O. Box 8908, Lake St. Station, Minneapolis Peachtree Plaza Hotel in Atlanta, Ga. Guests wood. Events include role-playing, board, and MN 55408. include Barbara G. Young, , Kris- miniatures games. Other activities include tine Kathryn Rusch, and Clyde Caldwell. Events freeforms. Write to: PHENOMENON, P.O. Box V-KHAN, July 8-10 CO include role-playing, board, and miniatures 308, Belconnen ACT 2616 AUSTRALIA. This convention will be held at the Holiday games. Other activities include panels, seminars, Inn North in Colorado Springs, Colo. Guests demos, computer games, movies, and comics WAR!ZONE SOUTH ‘94, July 1-4 FL include Andrew J. Offutt. Events include role- programming. Registration: $45. Write to: This convention will be held at the Sheraton playing, board, and miniatures games. Other DRAGON CON ‘94, P.O. Box 47696, Atlanta GA I.T.T in Ft. Myers, Fla. Events include role- activities include dealers, a miniatures-painting 30362-0696. playing, board, and miniatures games, Other contest, plus an art show and auction. Registra- activities include dealers, a flea market, an tion: $15 before June 30; $20 thereafter. Write NONCON ‘94, July 15-17 auction, and open gaming. Registration: $19/ to: V-KHAN, 695 South 8th St. #55, Colorado This convention will be held at the Queens- weekend or $7/day on site. Write to: WAR!ZONE Springs CO 80905. land University of Technology in Brisbane. SOUTH, c/o Wolf Entertainment, P.O. Box 1256, Guests include Ed Greenwood. Events include DeLand FL 32721-1256. WINDSOR GAMEFEST XII, July 8-10 role-playing, board, and miniatures games. This convention will be held at the University Other activities include freeforms. Write to: ARCANACON XII, July 7-10 of Windsor in Windsor, Ontario. Events include NONCON, P.O. Box 328, Carina, Qld, 4152 AUS- This convention will be held at the Col- role-playing, board, and miniatures games. TRALIA. lingwood Education Centre in Melbourne. Registration: $11 (U.S.)/weekend or $6/day. Guests include Ed Greenwood. Events include Write to: Windsor Board and Role-playing Soc., QUINCON IX, July 15-17 IL role-playing, board, and miniatures games. c/o University of Windsor, 401 Sunset Ave., This convention will be held at the Signature Other activities include freeforms. Write to: Windsor, Ontario, CANADA N9B 3P4. Room at Franklin Square in Quincy, Ill. Events ARCANACON, P.O. Box 125, Parkville, Vic, 3052 include role-playing, board, and miniatures AUSTRALIA. LEGENDS-KNOXVILLE ‘94, July 9 TN games. Other activities include RPGA™ events This convention will be held at the Holiday and special guests. Registration: $12/weekend or ORIGINS ‘94, July 7-10 CA Inn-Northwest in Knoxville, Tenn. Events in- $5/day. Send an SASE: QUINCON IX, c/o Mark This convention will be held at the McEnery clude role-playing, board, and miniatures Hoskins, 1181 Pratt St., Barry IL 62312. Convention Center in San Jose, Calif. Guests games. Other activities include dealers. Registra- include Larry Niven and Steven Barnes. Events tion: $2. Write to: Legends Entertainment Group, 514 Broad St., Rome GA 30161. GOBBLECON 3, July 16 PA activities include dealers. Registration: $2. Write test. Registration: $20 before June 30; $25 This convention will be held at the Easton Inn to: Legends Entertainment Group, 514 Broad St., thereafter. Send an SASE to: Harford Adventure in Easton, Pa. Events include role-playing, Rome GA 30161. Soc., c/o The Strategic Castle, 114 N. Toll Gate board, and miniatures games. Other activities Rd., Bel Air MD 21014. include dealers, a games raffle, contests, and UMF-CON XIV, August 1-3 ME door prizes. Registration: $8 before July 10; $10 This convention will be held at the University OMEGACON 2, Aug. 26-28 FL thereafter. Send a long SASE to: Mike Griffith, of Maine-Farmington in Farmington, Maine. This convention will be held at the Howard 118 S. Broadway, Wind Gap PA 18091. Events include role-playing, board, and minia- Johnson Universal Tower in Orlando, Fla. Events tures games. Registration: $8 preregistered; $12 include role-playing, board, and miniatures GRAND GAME CON ‘94, July 16-17 MI on site. Single-day rates vary. Write to: Table games. Other activities include an artists’ work- This convention will be held at American Gaming Club, 5 South St., UMF, Farmington ME shop, dealers, videos, and door prizes. Registra- Legion Post #179 in Grand Rapids, Mich. Events 04938; or e-mail: [email protected] (be tion: $5 preregistered; $10 on site. Send an include role-playing, board, and miniatures sure to include your mailing address). SASE to: John Martello, OMEGACON 2, 3415 games. Other activities include RPGA™ events. Silverwood Dr., Pine Hills FL 32808-2847. Registration: $12/weekend or $6/day preregis- GAMEFEST XV, Aug. 10-14 CA tered; $7/day on site. Write to: John Edelman, This convention will be held at Old Towne in GEN CON® Game Fair 1994 31 Carlton SE, Grand Rapids MI 49506. San Diego, Cal. Events include role-playing, Join over 20,000 gamers in Mil- board, and miniatures games. Other activities waukee, Wis., Aug. 18-21, 1994. ARCEECON ‘94, July 23 IL include trivia and figure-painting contests. This is the world’s largest multi- This convention will be held at Leisure Hours Registration: $20 before July 30; $30 on site. media game fair featuring four days R/C Raceway in Joliet, Ill. Events include role- Write to: GAMEFEST, 3954 Harney St., San of games and events. The game fair playing, board, and miniatures games. Other Diego CA 92110. activities include demos, a silent auction, and includes computer, military, role- Japanimation. Registration: $5, game fees: $2. BUBONICON ‘94, Aug. 26-28 NM playing, strategy, miniatures, virtual Write to: Leisure Hours Hobbies, 2872 Plainfield This convention will be held at the Howard reality, video, arcade, and board Rd., Joliet IL 60435. Johnson East in Albuquerque, N.M. Guests games—over 1,000 events in all. include Mike Stackpole, , and The GEN CON® Game Fair also CON-DOME ‘94, July 29-31 . Events include role-playing, features a million-dollar art show, This convention will be held at the Danish board, and miniatures games. Other activities dozens of celebrities, a costume Technical University Lyngby. Events include include panels, an art show, readings, films, and contest, guests John de role-playing, board, and miniatures games. a masquerade. Registration: $21 before Aug. 10; Lancie and Majel Barrett, comic- Other activities include a painting workshop. $25 on site. Write to: NMSF Conference, P.O. book/SF writer Peter David, Japani- Registration: 80 Danish kroner. Write to: CON- Box 37257, Albuquerque NM 87176. DOME, c/o Mark Denninger, Kollegiebakken 1- mation, a 200-booth exhibit hall, and C212, DK-2800 Lyngby, DENMARK. DEMICON 5, Aug. 26-28 MD $10,000 in prize giveaways. This convention will be held at the Sheraton For information, send an SASE to: LEGENDS-NASHVILLE ‘94, July 30 TN Conference Hotel in Towson, Md. Events include GEN CON® Game Fair, P.O. Box 756, This convention will be held at the Shoney’s role-playing, board, and miniatures games. Lake Geneva WI 53147 U.S.A. Inn in Nashville, Tenn. Events include role- Other activities include seminars, a games playing, board, and miniatures games. Other auction, dealers, and a painted-miniature con- GEN CON is a registered trademark owned by TSR, Inc. ©1994 TSR, Inc. All rights Reserved.

Elderly computer games?

Computer and video games have the shortest lifespans of any entertainment form yet invented. To this day, we watch plays written hundreds or even thousands of years ago. (Anyone who’s seen a play by Aeschylus, Shakespeare, or Moliere raise a hand.) We still watch and enjoy movies filmed three-quarters of a century ago (or even earlier). Reruns of TV shows that were cancelled almost thirty years ago are still popular (Gilligan’s Island, the original Star Trek). Even in the realm of board games, old standbys still are popular— MONOPOLY*, CLUE*, and RISK* are as fun now as they ever were. Role-playing games are pretty new, but the first one ever published is still going strong, as the continued existence ©1994 by Sandy Petersen of the very magazine this column is ap- pearing in. No other RPG has done as well the AD&D® game, but there are several role-playing games out there that are over a decade old. But there are no elderly computer games. The reason behind this is that computers become obsolete very quickly. Once a com- puter is gone, the games designed for it vanish, too. In addition, computer games, more than other entertainment forms, are highly limited by the medium. Until about three years ago, computer games were limited to only 16 colors. A little before that, games were restricted to what could be fit onto a floppy disk—hard drives were virtually unknown. Ten years before that games used ASCII characters to display their activities. The advent of cartridge-based systems ( & Nintendo) has made it possible for games to become “classics”. Since the technology supporting a Super Nintendo drive does not change over the years, a game that was good several years ago is still good today. Hence, games like Zelda, Sonic the Hedgehog, or Super Mario have managed to make their way into the realm of popular mythology. It’s not clear yet whether the Mario Brothers will survive another two or three decades, but if they do, it would appear at computer and video games may fi- Reviews is nice to see some of them finally making nally have made their way into art. their way across the ocean. , if my LUFIA *** sources are accurate, is actually the sixth Super Nintendo in a series of adventures. Computer games’ ratings As you travel across the countryside, or This is a new role-playing game by Taito. through one of the dismal caverns or X Not recommended It is very similar to II, and if gloomy towers scattered across the world, * Poor you liked that earlier game, as I did, you’ll wandering monsters occasionally appear ** Fair probably like this one. If not, avoid Lufia as the world fades into obscurity behind. *** Good like the Black Death. It has all the flaws of The monsters stand before you, and you **** Excellent Final Fantasy, and is, alas, short on some are placed into a formal duel with your ***** Superb of the virtues. characters at the bottom of the screen and There are many such games in Japan. It the monsters at the top. Alongside each of DRAGON 57 your characters is a status bar giving you their hit points, magic points, etc. Just like Final Fantasy II, Lufia seems to follow the principle of “delayed gratification." Your various characters activate during their “turn,” based on their agility, and you choose what you wish them to do; attack, use an item, defend (increased defensive ability), or cast a spell. But the character won’t usually perform his action until much later in the combat, but occasionally if he is fast enough, and his action not too difficult, he’ll do it right away. The mon- sters politely wait for you to take your Lufia (Taito) turn, which is nice. The combat system isn’t really all that great, and the anima- of translation from Japanese to English. game to move on to the next stage. Also, tion for the monsters is very simple. They The manual tells you what you’re sup- sometimes taking an action causes some- don’t even have special attack animations posed to do early on in the game, and is thing to change elsewhere in a tower or for the monsters—they just the mon- pretty good, though I spotted a number of cave. If you seem to be at a dead end, look sters and then flicker their image back mistakes in both it and the quick chart around the place some more. and forth to simulate an attack. I guess provided with the game. Unlike some they were trying to save money on art or, games of this ilk, Lufia goes to some effort ISLE OF THE DEAD more defensibly, on chip space. to prevent you from going somewhere IBM & compatibles There’s nothing wrong with the graph- you’re not supposed to travel yet. It is so Design: A. Sean Glaspell ics, but there’s nothing particularly re- hard to explore “illegal” areas that I was Programming: Bruce J. Mack, Bryan markable about them either. I didn’t see very proud on the two or three occasions I Kolsch one thing that amazed me. The music was actually managed it. Art: Myk Friedman fine, with a non-repetitive, wallpaper-jazz The game was plenty long, almost too sound. much so. Eventually it decayed into an I like sleazy horror movies a lot. That The game has a rather amazing opening endless series of wandering monsters, said, I naturally like zombie movies (the sequence. You play the four ancient heroes dusty dungeons, and mysterious treasure essence of the genre). Isle of the Dead is who originally destroyed the dread Sinis- chests. The game stayed pretty balanced based on those movies. You are the lone trals of Doom Island. You must quest until near the end, when I was able to beat survivor of a plane wreck on a mysterious around Doom Island, fighting megafrogs almost every monster I met (though every tropical island, which unfortunately teems and worse monsters until you encounter once in a while I was still bested, so I with zombies under the control of an evil the Sinistrals themselves. Then you must guess I wasn’t so tough after all). mad scientist. With this as the premise, I fight and destroy them. Since you don’t Up to three games can be saved at a was all set to enjoy this game. I was hop- know how to manage your warriors yet, time, but you can only save at a town. ing for a bloody, action-packed, free-for-all it’s a pretty hard fight. With luck and skill, with tons of gore and fun. Boy, was I ultimately you’re able to win, at which Game tips wrong. time a fixed sequence shows two of your 1. Heal your characters whenever one of This is an action/adventure game that heroes dying heroically (is there any other them is at less than half full strength. requires a fairly fast computer. Its many way?) while the other two escape. The Doing otherwise risks death. failings are slightly mitigated if you have a time then switches to 90 years later, and 2. When you meet a Mimic or Redcore, sound card. you get (at last) to see your own character attack it at all costs, expending all your The game initially resembles other 3-D as a little boy. Then the time switches to energies to kill the darn thing before it action spectaculars such as Wolfenstein nine years later, when you’re a Knight of flees, regardless of its companions. Killing 3-D, Blake Stone, and Ken’s Labyrinth. But Alekia, and you get to start on your game. one of these monsters provides you with it is much less competently done. For As the game progresses, you pick up an enormous amount of experience points, example, the blocks used for some walls your various followers, one of whom well worth the trouble taken. don’t even tile properly, so that they visi- rapidly becomes your girlfriend (there’s no 3. When you’re slain, you lose half the bly repeat in an irritating fashion. You can provision for running a female character money you’re carrying. It’s best to invest it see gaps in other walls, revealing blank as your own). Further occasional cut- in goodies, than to carry it around as hard white screen beyond. Pretty pathetic. The scenes show your characters interacting, cash. 3-D movement is reasonably fast (it better sometimes productively, sometimes just 4. If you’re not sure what to do next, just be, with the compromises they were will- playing jokes on one another. The jokes try leaving the town you’re in and travel- ing to accept in the art), and you wander are pretty lame—perhaps this is the result ing onward. Sometimes this stimulates the over the landscape picking up goodies and 58 JUNE 1994 ARCHON ULTRA * like most other games in this genre, in keen death animations, different for each IBM & compatibles SSI which you automatically snag anything zombie. useful you walk over, in Isle of the Dead, The place this game really chews is in Design: Jon Freeman, Paul Reiche you must choose to pick up an object by the game play. The zombies are incredibly Programming: Anne Westfall, Fred Ford tapping the space bar when near it. You deadly. In practice, what this means is that Graphics: George Barr, Jon Freeman, can store objects for future use, which is in order to kill them, you have to stand in Douglas Herring, Mark Johnson, Karen rather nice. a corner with your back to a wall while Mangum, Paul Reiche, John Xu, Bill On occasion, you wander into a scene they line up and come at you one on one Yates that is not 3-D. Here, all you can do is turn and you shoot or chop them down. If you back and forth, using the mouse to click try freewheeling through them in the The single-star rating above may be on objects you want to grab. At the start, traditional exciting zombie-movie fashion, judged by some as overly harsh, but I was for example, you must enter the burning you’re an immediate hors-d’oeuvre. Simply extremely disappointed by this game. plane and get the wire clippers and the put, fighting the zombies is dull, hard Several years ago, the original Archon machete—without the machete, you stand work. Sigh. What’s the point of a game like came out on various old-style machines absolutely no chance of survival. this if the basic activity is simply not fun? (the original Atari, for example). It was There are a few features of the game Another major problem is that when pretty fun. I had hopes that the new ver- that are far from obvious, but most of the you clear out an area, then leave the area sion, Archon Ultra, would be fun, too. tidbits you can pick up simply by play. You ever-so-briefly, and then return, all the Archon Ultra was done by the original can save and load the game in a dandy monsters of the previous area have been designers of Archon. It has all the flaws of fashion, and I recommend that you do this resuscitated and are ready to fight you that original game, but does not have any very often. again. This means that you’ve got to fight of the originality and little of the fun. The game art is done in an interesting your way through places you’ve already Archon Ultra superficially resembles cartoonesque fashion. This helps mitigate proven your ability to conquer again and chess, but instead of rooks, bishops, and some of the horror of using flesh-eating again. I suppose the designers did this to knights, your units are unicorns, shape- zombies as your antagonists, and actually make the island a little harder to beat. It shifters, trolls, valkyries, and other fantasy looks pretty good, except for a few zom- does make it a lot harder to beat, but beings. One side represents Light, the bies that are simply drawn too poorly. unfortunately, it makes it a lot more tedi- other Dark. The board is divided into Still, the basic theory here was a good one. ous, too. I wish designers would learn that squares, some pale, some dark. Creatures Each time you are killed, an exciting and it’s not fun to keep doing the same stuff of Light are boosted on light squares, and violent death animation occurs, after over and over, Creatures of Dark receive similar benefits which the evil mad doctor cackles with Avoid Isle of the Dead even if you’re a on dark squares. As the game progresses, glee. Even if you just quit out of the game zombie buff. I was, and it didn’t do me any some of the squares gradually change to go back to DOS, you get a violent death good. from light to dark and back again. Power

DRAGON 59 points scattered over the board act as had spent more effort looking at the state- that they won’t shoot. This was unfair in a targets for both sides to aim for. The chief of-the-art, perhaps Archon Ultra would be puzzle, because you can be killed in unit of each side is a magician (Wizard for worth buying. a situation where it wasn’t really your the White, Sorceress for the Dark) who That said, there is still one situation in fault. You had to run across that open can cast spells to benefit each’s forces. which I would recommend this game: if space, and your death was just bad luck. When you move one of your units onto you have a modem. This game does sup- Still, it’s a minor cavil in an otherwise fun an opposing square, you switch to a close- port modem play, and that’s a blessing. It little game. up view of that square (complete with lava doesn’t improve the graphics or interface Heartlight looked a lot like a game I saw pools and other terrain), and the two units any, but at least your opponent suffers some years back on the Macintosh, Lepre- engage in combat mano a mano. from the same drawbacks you do. chaun. In this game, you must pick up But with this promising foundation—an If you really, really liked Archon, and hearts, and shove bombs, bricks, and undoubtedly excellent concept on which you own a modem, I recommend this balloons around. The game is totally logic- to build—the game falls down in almost game, but not otherwise. based, with no randomness at all. In every respect thereafter. The graphics are theory, you could solve each problem disastrously inadequate, and look like EPIC PUZZLE PACK * * * simply by looking at the game for a long something from six years ago. The inter- IBM Epic Megagames & Xland time, then moving your little elf face you must use to control your units is Design: Janusz Pelc properly. The game has a peculiar flaw clumsy and frustrating. Feedback received Support: Maciej Miasik, Pawel Wyrzycki, that stymied me for a long time—when it during combat and play is far from clear, Marek Kubowicz starts out, you are presented with puzzle and the computer’s AI is an annoying number 70 (out of 70), which is nigh- combination of the predictable and dull, This is a collection of three different impossible to solve. There is no indication yet hard to beat (because the computer games: Robbo, Heartlight, and Electro. given of how to get to another puzzle (like, does not suffer from human failings dur- They are pretty fun, though each is very say, the first). You must hold down the ing the melee combats). different. space bar and press the right or left I disliked this game a lot, and so did Robbo is a simple little puzzle game in key to move the screen sideways to an- everyone I showed it to. I think what went which you must maneuver a around other puzzle. I was stumped for an embar- wrong was that the original designers got simple mazes, avoiding monsters, shooting rassingly long time before I blundered together and thought that, since the origi- bombs, and finding bolts. It was fun and upon this little undocumented tidbit. nal Archon did so well, they could quickly easy to get into. Sometimes arcade skills In Electro, you play a gun-toting su- hack out a second version, little improved, are required, as you must outrun pursuers pertrooper who battles robotic nasties. It’s and have an instant success. This game is or dodge cannon shots. The only flaw in rather like Duke Nukem and other games clear testimony to the fact that the stand- this game as a puzzle was the fact the of that ilk. If you liked those, you’ll like ards of computer games have improved cannons fire their shots randomly, so you Electro. during the last decade. If the designers must sometimes just make a move hoping * indicates a product produced by a company other than TSR, Inc.

60 JUNE 1994

Don’t miss the 1994 GEN CON® Game Fair Better Than Ever

Once upon a time, at a GEN CON Game Science-Fiction Saturday Fiction Saturday organizer, Sue Weinlein, Fair long, long ago, the most sophisticated After getting off to a spectacular start at that another Star Trek star is joining the electronic device to be found was a wall last year’s Game Fair, Science-Fiction Satur- Game Fair’s guest list. Carel Struycken, socket, and the names on the guest list day returns this year with an even larger who plays Lwaxana Troi’s manservant, Mr. were known only to the small group of lineup of special guests and activities. Homn (and the butler, Lurch, in the two people who enjoyed role-playing games. Among the headliners are John de Lan- Addams Family movies), also will be ap- Times have changed. Boy, have times cie (“Q”) and Majel Barrett ("Lwaxana pearing. changed. . . . Troi”), two of the recurring guest stars on Another famous science-fiction guest The 1994 GEN CON Game Fair will be both Star Trek: The Next Generation and will be Timothy Zahn, an award- filled to overflowing with high-tech gam- Star Trek: Deep Space Nine. winning writer with a trilogy of best- ing equipment and high-profile celebrities Majel Barrett has been part of the Star selling Star Wars novels to his credit, from the worlds of and Trek phenomenon from the very start. She including The Last Command. Tim also comics as well as the realm of gaming. The portrayed Number One in the first pilot will do an autograph session and a Q&A show runs from August 18-21 at the episode of the original series and was later seminar on Saturday, as well as taking part MECCA Convention Center in Milwaukee, seen on a regular basis as Nurse Chapel. in other special events. Wis.—and it's not too late to register in Now she plays the unpredictable Lwaxana Most of the activity associated with advance. (See the end of this article for Troi on the two spinoff series—and has Science-Fiction Saturday will take place in details on how to get your own pre- also served as the voice of the computer and around the section of the MECCA registration booklet.) on all three shows. She was married for Exhibit Hall known as Starbase 1. Among more than 20 years to Star Trek creator the attractions will be the Alien Archives, Gene Roddenberry, who died in 1991. a mini-museum packed with SF film props John de Lancie John de Lancie has appeared in several and other memorabilia, and the Klingon recent films (including The Fisher King, Jail ‘n’ Bail, a popular charity event that The Hand that Rocks the Cradle, and Bad raised nearly $2,000 in donations last year. Influence), but has reached new heights of Other Science-Fiction Saturday gaming popularity for his portrayal of the omnipo- events and seminars are detailed in the tent and troublesome bad guy known only pre-registration booklet. as Q. Both he and Ms. Barrett will sign autographs on Saturday afternoon, and Super-Hero Sunday each of them will conduct separate If any act could possibly follow Science- question-and-answer sessions. Fiction Saturday, it’s Super-Hero Sunday, We’ve just received word from Science- when the world of comics takes center

Peter David Plan to attend the GEN CON® Game Fair now

stage. The extra-special guest is Peter interactive experience, check out Cap- is June 30th, so there’s no time to waste. David, the author of hundreds of comic Com’s new four-player arcade game, Send your name and address to GEN CON books including work on The Incredible D&D® Tower of Doom game. Or, if you Game Fair, P.O. Box 756, Lake Geneva WI Hulk, Spider-Man 2099, Atlantis Chroni- prefer a “simple” human-vs.-computer 53147, or phone (414) 248-3625, ext. 424 to cles, and . Recently he has added matchup, you can sit down and try dozens put in your request—and we’ll see you in to his fame with many Star Trek novels, of computer games, video games, and August! the most recent of which is Q Squared. arcade games, including many of the new- Famous names from the world of comic est releases as well as a wide selection of art will also be on hand for Super-Hero old favorites. Sunday, including , Phil Foglio, , and literally dozens of Guests galore other artists and writers. If you can’t find Aside from the special guests highlighted one of your favorites among this group. . . above, the roster of celebrities who plan to well, you just don’t have enough favorites. attend the Game Fair includes more than The convention also features a host of three dozen other “stars of the show” scheduled game events, seminars, and ranging from game designers to popular workshops on comics and super-hero authors to famous illustrators to topflight gaming, many of which take place earlier military experts—and that’s just a prelimi- than Sunday. If comics and crimefighters nary list, which is sure to grow by the are up your alley, you’ll find plenty of time the show gets under way. Space events to take up your time on all four doesn’t permit us to list all their names, days of the Game Fair. but a complete collection of all the celebri- ties can be found in the pre-registration Games on the edge booklet. As the technology of gaming moves forward, the GEN CON Game Fair stays on Other attractions the cutting edge. Many of the top manu- The largest feature of the Game Fair, as facturers of interactive electronic games always, is the Great Exhibit Hall which is and virtual-reality simulators will bring the worlds biggest game, comic, book, and their equipment and their knowhow to the hobby store. Hundreds of companies will convention. You can strap on a virtual have displays in the 75,000-square-foot helmet and step into Suki Cyberium’s VR exhibit area, showing and selling every ring to compete against other opponents, type of game product you can imagine. . . Majel Barrett experience the explosive action of the If it’s not for sale in the Great Exhibit BattleTech ‘mechwarrior combat simulator, Hall, chances are you can pick it up at the and try out the Dactyl Nightmare VR com- Game Fair’s Auction, where for 35 hours petition over three days you can bid on out-of- If on-line gaming is your forte, you can print goodies, one-of-a-kind relics, and sign up for MPG-Net’s 50-player Kingdom newer products that their owners are of Drakkar game. For a different kind of willing to part with for a fraction of their actual price. Another longstanding Game Fair tradi- Timothy Zahn tion is the Fantasy Art Show, which keeps getting better with age. Many of the most famous artists in the field will have their best work on display, and many of the pieces being shown also will be for sale, either as originals or as prints. Also back for return engagements are special activities such as the Game Fair’s Masquerade, offering prizes for the best costumes in 10 categories, and the TSR Model Shop, featuring a model construc- tion contest jointly sponsored by TSR and Revell-Monogram. It’s a cliche, but it’s true: There truly is something for everyone at the Game Fair.

Register now To have the best chance of signing up for all the events you want to take part in, write or call today for your free Game Fair pre-registration booklet, which includes 116 pages of information about the con- vention. The deadline for pre-registration

DRAGON 63

The Black Eagle Barony Karameikos, Ho! by Jeff Grubb Cartography by John Knecht

The visitor D&D® game world, which dates back to the who thinks they rule. An agent in the field. The visitor sat in my office chair, glanc- dawn of gaming history and has been richly Someone who knows the backwaters and ing about as if appraising my belongings detailed in the Gazetteer series and alma- darker side. It’s all too easy to think of Kara- for possible later resale. He was short and nacs, and brought it up to date in the AD&D meikos as this high-faluting, white-knight dumpling shaped, with a child-like face game system. Not only that, we’ve included kind of fantasy kingdom, what with good and bare, fur-covered feet that swung ten an audio CD adventure by TSR editor Thom- King Stefan and all that. There’s danger in inches off the floor. as Reid, playable by long-time gamers as well Karameikos as well, from the streets of A halfling. It had to be a halfling. as newcomers whose first experience with Mirros (that’s old Specularum) to the vaults Still, I tried to put the best face on it, the game was through the FIRST QUEST™ of Fort Doom. . . ." “How can I help you, Mr. . . ." game. There’s a 128-page adventure book, a “Halag,” said I, “After they kicked out the “Gallidox," chirped the small creature, 32-page adventure book, the audio CD, two Black Eagle Baron, they renamed it Halag." “Joshuan Gallidox. You can call me full-sized maps, character cards. . . ." The halfling harrumphed again, “The Joshuan, or even Josh." He beamed a che- The halfling waved his hands at me, barony is now called Halag, but the castle rubic smile, “I’m here about Karameikos." “Enough with the product promotion al- of the Black Eagle Baron, and the town “Ah, you mean the new campaign setting ready," he harrumphed, “I’m talking about beneath it will always be known as Fort for the AD&D® game," I replied, warming to the real Karameikos—the down and dirty. Doom. And I know all about the fall of the discussion, “We have taken the original From someone who knows who rules and Fort Doom, because I was there!’

DRAGON 65 I raised an eyebrow, and the halfling long as the Black Eagle Baron could con- troops. Ludwig’s nonhuman armies and nodded towards my computer, “You write, vince his liege that these were mere ru- mercenaries were unaware of the attack I’ll tell you about it.” mors and exaggerations, his seat was on the Fort until it was too late. Presented below is what he told me. secure. On those occasions when Stefan During the assault, the Karameikan Statistics and other gaming information visited the Black Eagle Barony, he was met army was placed on a full defensive alert. can be found after the narrative. by smiling, happy villagers. He did not The Riverfork Guard Battalion of the 5th know about the hostages kept by Von Division (“Fury in the West”) was ordered Ludwig Von Hendriks Hendriks to assure his people’s coopera- to prevent any halfling movement north of The trouble (for Halag at least) came tion. Von Hendriks continued to oppress the joining of Cruth and Magos river. with Stefan Karameikos’ cousin. The Em- his people, and, more importantly to this Similarly, the Radlebb Guard Battalion of pire of had claimed the territory story, allowed his nonhuman troops to the 5th Division (“Baator’s Jailers”) of Karameikos over a century ago, and raid the neighboring nation of the half- advanced as far of Luln. This force, com- about forty years back a Thyatian noble- lings regularly. manded by the Karameikan Minister of man (who would become Good King Ste- War, General Zandra Sulanov, was fan) traded his family lands in the empire The halflings' war charged with preventing any further for this frontier territory. Now, Stefan was The land to the west of Karameikos was halfling incursions east of the Black Eagle a good man, but showed bad judgment in occupied by a small humanoid race that Barony, aiding refugees, and preventing choosing some of his friends, particularly humans call halflings, but among them- the flight of the Baron’s nonhuman troops a cousin named Ludwig Von Hendriks, selves are known as the Hin. The continual into central Karameikos. While Baator’s who was to become the Black Eagle Baron. raiding by the Black Eagle’s nonhuman Jailers did not enter Fort Doom, they did Von Hendriks was enfiefed with a large troops created great suffering among the acquit themselves well against a unit of barony in western Karameikos, near the hin along the Karameikos borders, but orcs under gnoll leadership (“Rakash’s borders of the halfling nation of the Five their complaints (led by their ambassador, Reavers”) who, upon hearing of Fort Shires, centered on the existing town of Jenkin Flintfoot) fell on deaf ears. King Doom’s fall, attempted to capture Luln as a Halag. Von Hendriks took the title of “The Stefan was unwilling to believe that his new base. Black Eagle” (based on his family coat-of- cousin was the evil varlet that others made Fort Doom was breached and partially arms) and the new domain became known him out to be. burned. Ludwig was captured by the as the Black Eagle Barony. In desperation, a group of halfling ad- halfling forces and immediately shipped The town of Halag was renamed Fort venturers kidnaped his majesty, rolling back to for trial (though he Doom after the large fortification that Von him up in a rug and unceremoniously later escaped). Bargle the Infamous fled in Hendriks erected there. In theory, this carrying him to the Black Eagle Barony for the face of the invasion, abandoning his hulking edifice of stone situated atop a an impromptu (and unannounced) tour. master. The Iron Ring fled to smaller bases cliff was to serve as protection from half- Confronted with the plight of his people, they had set up inside the barony. The ling pirates. (The narrator made a digres- and the enormity of Von Hendriks’ treach- human mercenaries, seeing which way the sion this point into the nature of halfling ery, the King broke all ties with his cousin. wind was blowing, laid down their arms in pirates being smarter than any human- Stefan was still unwilling to split his exchange for safe passage out of the bar- built pile of stone, but we’ll pass on this country by civil war. This was when Am- ony. The bands of , orcs, hobgob- for now.) In reality, Fort Doom was used bassador Flintfoot stepped forward and lins, and gnolls fought when they had to, as Von Hendriks’ power base to oppress volunteered the services of the halfling fled when they could, and many are still the native population. armies of the Five Shires. The hin people surviving (in reduced circumstances) in And oppress them he did. Von Hendriks had more than enough reason to wish to western Karameikos. reduced the townspeople to the status of capture and punish Ludwig Von Hendriks serfs, unable to trade or even leave their for his genocidal tendencies, and a foreign Fort Doom today land without baronial permission. To en- incursion had the potential for removing King Stefan has appointed a Castellan to force his laws and collect exorbitant taxes the evil Black Eagle without excessive loss oversee the Barony until such a time that a to fund his plans, Von Hendriks brought in of loyal Karameikan Life. worthy candidate appears. The Castellan is mercenary units and encouraged hostile The halfling assault was a two-pronged one Milo Korrigan, the nephew of Alexius nonhuman tribes to enter his service. affair. A large force of light skirmishers Korrigan, who is another cousin (though a Units of orcs, , and goblins soon circled through the Achelos woods and more pleasant one) of King Stefan. Milo appeared in the Black Eagle’s “special descended on the Barony from the north, has proved to be a diligent and caring service." He also encouraged a criminal with the intention of drawing off the bulk of individual, but is overwhelmed by the size organization of slavers and assassins, the the Black Eagle’s troops. Meanwhile, the bulk of the task presented him. * Iron Ring, to operate in the barony. Lastly, of the halfling troops landed to the south, The Black Eagle’s removal has done little Von Hendriks took into his service an brought by the very halfling pirates Fort to alleviate the suffering of the people, extremely mad and extremely evil Kara- Doom was built to withstand. With the bulk who are now embattled and raided by the meikan wizard, one Bargle the Infamous, of the barony’s armed forces chasing very nonhuman troops that used to “pro- who used the Ludwig’s captives for his shadows along the shores of the Blight tect” them. The Iron Ring is still in opera- own bizarre experiments. The Black Ea- Swamp, the Black Eagle was unprepared for tion, and there are regular rumors that gle’s eventual goal was independence from an assault from another direction. Bargle the Infamous has been seen on the the rest of Karameikos, or wresting the Ludwig could have withstood the attack, borders of the Blight Swamp. The people entire kingdom away from Stefan. had he the support of the villagers. How- have the hope of a better tomorrow, but Throughout this, Von Hendriks was ever, with the halfling invasion, a popular their present is unpleasant indeed. careful to avoid censure by Stefan or uprising, encouraged by such Ludwig- investigation by his agents. Rumors hating humans such as Yolanda and Lady The halfling his narration and abounded as to his iron-fisted rule, but as Sascia of Luln, cut off Fort Doom from its looked quite pleased. I read back what I 66 JUNE 1994 had typed and he nodded in approval. session of the keep, and, after an attack Ludwig, the native religion, the Church of I sighed, “Bargle the Infamous, the Iron from the basement crypts by undead Traladara, resurfaced in Halag. It current- Ring, nonhuman tribes—it looks like the creatures, ordered any entrances discov- ly maintains a small church made from a Black Eag- the Barony of Halag is truly in ered into the lower crypts and caves converted warehouse, and has a staff of need of adventurers to set things right.” sealed. He intends to have these areas six—a bishop, two assistant priests, and “Exactly my point," said the halfling. cleaned out eventually, but by individuals three full-time warriors. The bishop is a “Exactly.” more used to risk than him. There are human female named Calianna, and is a * Note to potential DMs: The Black Eagle continual rumors circulating about other 7th-level priest. The two assistants are Barony is a potential fief for higher-level entrances to the mazework carved within each 4th level, and the warriors are all 3rd characters, and is available for use by the Duumtor, as well as lost treasures (and level, dressed in chain mail, and carry them. Milo Korrigan gladly will turn over escaped prisoners or evil minions) still swords. the reins (and the reign) of this trouble- down there. Calianna is a devoted priest who believes some piece of property to anyone who will Freedom Palisade: This is a new her first duty is to the community, and to take them. construction, built since the war, keeps the “outlanders” second. Currently, she is nonhuman tribes no longer in Von Hen- trying to locate certain holy relics of the The town drik’s service at bay. The palisade is a former temple of Traladara which Ludwig The town of Fort Doom is a good-sized temporary measure until a true fortifica- seized, and which were not recovered in town of some 10,000 people, with another tion wall can be afforded. The Palisade is the war. 5,000 or so scattered through small ham- 15’ high and made of shaved oak poles. A The Once-Great Gulp: Another public lets and villages throughout the barony. thin walkway 2’ wide is located 10' up on house of Halag, this one only opens its The town is clustered around the base of a the side. Wooden gates to the east and doors after dark, and has a reputation in basalt cliff know as Duumtor in an old west allow carts to pass into and out of the town as a dangerous place. It has a quiet, dwarven tongue, a hard, rocky spur that town, and there is a smaller postern door smoky, and dark public room, and a large towers some 150’ above the surrounding in the south for foot traffic. There are no number of back rooms used for “private land. There had been a number of castles towers. business.” The Gulp is reputed to be a and forts built on the cliff-top over the The Rising Mist: The Rising Mist is the front for the Iron Ring, and whether it is centuries, and there are legends of under- local “Adventurers Bar,” the place where true or not, agents of the Ring often use ground passages, secret lairs, and lost most of the wandering swordsmen and the place for meetings with new clients. tombs within its rocky fastness. Duumtor’s wizards seeking employment or adventure The owner of the Gulp is unknown, but pale gray cliffs face south and west, but hang out. Before the war, this tavern was the evening bar-keep is a large, powerful- there is a winding road from the east that the headquarters of smugglers who evad- looking man called Omak the Silent. Omak leads to the top and Fort Doom itself. ed Ludwig’s iron rule, and the ground does not speak, and scars along his neck Fort Doom: The largest complex of beneath it is said to be honeycombed with indicate that he lost this capacity as a structures ever built on Duumtor, the old passages. The current tavern keeper is result of an unsuccessful hanging. He asks fortification was erected with the purpose a recent arrival, however, and denies questions of his customers by a handful of (or rather, the excuse) of protecting the knowing anything about it. The well-thumbed cards. village of Halag and the nation of Kara- tavernkeeper and owner is one Kermin Finster’s Goods: Some of the human meikos from western invasions and raids. Dilandrov, a 4th-level warrior who had villagers supported Ludwig’s reign of In reality, it was used as a power base for served in Luln during the war. The Mist is terror, and most of these found some- Ludwig to impose his will on the town. also a popular watering with the where else to live after the rebellion. One Fort Doom consisted of a 20’ deep moat, halfling population, since Kermin has who remained was Ivan Finster, the keep- a nearly circular curtain wall, 15’ high, instituted a “Half-sized, Half-price” policy er of Halag’s only “general store.” Finster dominated by a pair of massive 30’ tall on his drinks. The Mist offers no rooms has most items needed for successful towers on the southern flank. The towers for rent, but is surrounded on three sides farming and adventuring, and what he frame an impressive, skull-faced gate- by boarding houses that do a good busi- does not have he can order from the capi- house, heavily defended and decorated ness in adventurers and merchants. tal at a “modest surcharge” (double price). with the shield of the Von Hendriks family Fisherman’s Hall: The bulk of Halag’s Lean, oily, and avaricious, Finster fawns on the gate lintel. Within the walls were a population survive by fishing the nearby over newcomers (well, over newcomers’ well-furnished keep for the baron, bar- gulf, bringing in shad, mackerel, and tuna money sacks). He is universally hated by racks for Ludwig’s personal from its rich waters. As a result, the Fish- the other villagers. guards, a 40’ tower used by the wizard erman’s Hall is the largest building in the Five Shires Consulate: This is the Bargle the Infamous, and a gaol, used to town of Halag, dominated by a great cen- official representation for the Five Shires keep hostages (to ensure cooperation from tral vault with an arched roof. The hall in town, and is usually used as a hin hang- the villagers) and suspected terrorists was used as troop quarters by Ludwig, but out by the rising number of halflings who (anyone who disagreed with Baron). now has returned to its original purpose have emigrated to Halag after the war. During the Halfling’s War, the hin ig- as meeting place, dance hall, and, in the Rumors state that the consulate is the nored the barricaded gatehouse and in- winter time, a gathering spot to repair the headquarters for a new thieves’ guild, stead used a magical device (believed to be fishing nets. dominated by halflings. The consulate a horn of blasting) against the eastern Old Public Gallows: Situated outside denies this, pointing out that for thieves to wall, reducing it to rubble. The main keep the Fisherman’s Hall, the public gallows exist, there has to be something worth was looted but left fairly intact, but the was at one time framed by stocks and stealing. barracks, Bargle’s Tower, and gaol were impaling poles. All these have been de- Duum Beach: A broad, sandy beach on razed to the ground (the last after all the stroyed after the war, but nothing has the Gulf of Halag, Duum Beach is used by hostages and terrorists were freed). been built on the site yet. the town’s fishermen, who pull their Castellan Milo Korrigan has taken pos- New Temple: With the overthrow of shallow-drafted boats up on the sands in DRAGON 67 the evening. It is located about a mile from zation when wounded in this fashion. silence in combat. They use talc on their the village proper. Guards are posted in The Iron Ring is a brutal organization faces and arms to make themselves look the evening to prevent nonhuman raids of that makes it profits through assassination ghostlike, and believe themselves invulner- the boats, and there is discussion of erect- and slavery, and as such is actively sought able when in this state. ing another palisade around the beach by agents of the Karameikan government, Bargles’ Bughears: One of the most area, and building a true dock. which approve of neither activity. Most of organized nonhuman units remaining The beach is fairly well-sheltered, and the slaves taken by the Iron Ring are after the fall of the Black Eagle, these some merchant craft moor in its deeper shipped to other lands that tolerate or bugbears often recruit or impress other waters, sending supplies in on smaller encourage human slaves, including the small tribes into service. They venerate boats. Most merchants using Halag as a Broken Lands and the Shadow Elf king- Bargle’s memory, and claim the wizard will port have Ierendi and Five Shires registry, dom of Aengmor. The bulk are shipped to return to lead them back to greatness. as larger and more prosperous craft by- the nearby Empire of Thyatis. (The evil mage’s current location is un- pass Halag and sail directly for Mirros. Until the Halfling’s War, Fort Doom was known.) The Child in Darkness: Another a terminus for Iron Ring slave wagons. tavern, this one run by Igon and Egon These wagons are often disguised as com- Trakador, twin brothers, one of whom had mon carters carrying barrels. In one spec- fled into exile, the other captured and tacular case, the Iron Ring wagon was imprisoned by Ludwig’s forces. Both are disguised as a traveling magician’s show. serious, angry young men, and dedicate a Once at Fort Doom, slaves would be bun- large part of their activity to tracking dled onto ships and sent to buyers else- down and reuniting families separated by where. In exchange for their cooperation, the Black Eagle’s rule. The Child has the Ludwig and Bargle would get first choice support of a number of powerful Kara- of unusual or interesting prisoners. meikans, including the famous entertainer With the fall of the Black Eagle, the Iron Yolanda of Luln. Adventurers seeking Ring has lost an important outlet. They are ready (if not always profitable) employ- currently examining ways to re-institute ment should know that the Brothers Tra- their influence in the Halag area, while at kador have more leads and rumors than the same time seeking out new ventures in they can handle. Mirros and Threshold. Ostler’s Yards: This was the site of more barracks for Ludwig’s troops, and all Nonhuman tribes that remains of those structures are a few In the wake of the war, most nonhuman burned-out husks. It is now used to quar- military groups have broken down to ter horses and (there are no small bands under one leader or another, stables inside the palisade walls). The but some larger organizations survive. ostler is a man named “Lanky” Nibbs, a These organizations survive as several LOOKING FOR tall, thin, talkative, merry man of middle bands of 100 members or more. All sur- age who claims to hail from City. vive by raiding small hamlets and caravans MORE GAMERS? Nibbs is a hopeless gossip, and often gets passing through the area. The make-up his information almost correct. and symbols of these tribes are as follows: You may think you’d have to tra- Osaga the Boatman: The Osaga family The Blood Reavers: The Blood Reav- vel to another planet to find a are the best boat builders in the barony, and ers are orcs with gnoll leaders, and are the game convention. Finding friends there are craft over 100 years old built by remains of Rashak’s Reavers after their who are also gamers can be a the family still in service. Most of the family disastrous assault on Luln. Their symbol is problem, too. Put your scoutsuit fled the Black Eagle, but Osaga the Elder a blood-red skull, and the orcs paint their away and turn to the Convention remained. He seeks his grandson to carry on faces red before a raid. Calendar in this magazine. There the business, but no luck so far. The Night Seekers: These are may be a game convention closer Militia Bell: Erected on the site of (and archers originally employed by Ludwig as made of the metal from) a bronze statue of hunters and assassins, and are accompa- to your home than you’d think — Baron Hendriks, this bell is rung in times nied on their hunts with large, black war and conventions are a great place of emergency, to mobilize the population dogs. Despite local legends, the Night to find friends who share your in- in the face of fire, nonhuman attack, or Seekers do not ride their dogs as mounts, terests. Whether you like board- other dire event. There is a similar bell but rather use them to track and herd games, role-playing games, (with a lower tone) on Duum Beach. their prey. The Night Seekers dress in miniature , or just black, and have no official symbol. browsing around, a game conven- The Iron Ring The Pit Fiends: Despite the name, tion can be all you’ve hoped for. The Iron Ring is a criminal organization these are hobgoblins with delusions of Plan to attend one soon. with agents throughout Karameikos, and grandeur. Their symbol is a pit fiend with was, until recently, operated under the blood dripping from its claws, and their watchful eye of Baron Ludwig. Built upon leaders wear full-face masks in the shape small groups known as cells, with ultimate of a pit fiends head. ruler is unknown to the general public. The White Death: One of the odder Stomping out one cell of the Iron Ring groups that found service with Ludwig, does not destroy the organization, and the the White Death is a mystic society of surviving members can rebuild the organi- goblins and orcs who have taken a vow of 68 JUNE 1994

The good, the bad, and the clumsy

by Spike Y. Jones

Artwork by Chris Farris

Faeries come in all shapes, sizes, and temperaments, but because of the almost alien thought processes and motivations of the members of the faerie world, there is often disagreement when it comes to deciding which faeries should be classed as harmful and which as harmless. In some cases, however, there is a consensus. The following represent three types of faerie creatures: the good, the bad, and the clumsy.

DRAGON 71 Bramble DRAGON® #206

©1994 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Subarctic to temperate/Grasslands, hills, and prairies FREQUENCY: Rare ORGANIZATION: Nomadic band ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Very (11-12) TREASURE TYPE: O, Q ALIGNMENT: Neutral Evil NO. APPEARING: 2d8 ARMOR CLASS: 2 (8 without armor) MOVE: 3 HIT DICE: 2 hp THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d8 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: Minor spell use MAGIC RESISTANCE: 5% SIZE. T (3” tall) MORALE: Steady (12) XP VALUE: 65 (175 with poison)

So tiny that they might not appear dangerous, brambles are among the most aggressive and vicious of all faeries. Although currently breeding true, rumor has it that the first brambles were individual outcasts from “polite” faerie society (their size, name, and fixation with pointy things makes the Gorse their likely ancestor; see “Dragon’s Bestiary” in DRAGON® issue #180). Brambles look like tiny, dried-out people, with dark, wrinkled skin, long, pointed finger- and toe-nails, ears that come to points much sharp- er than those of elves, and sticking out of their backs are a brace of spines that look like they should support miniature dragon-wings, but which are unadorned. Still, most of these features are usually hidden by One in ten brambles (not necessarily the same brambles that possess the the plate-mail armor that they wear under normal circumstances, and poisoned spines) can cast a special anti-flying spell once per day, which, even the wing-spines that come out of holes in the armor’s backplate can causes any one Small flying creature within 10’ to be magically ground- easily be mistaken as longer versions of the artificial spines covering the ed (whether the creature flew as a result of magic or natural ability) for rest of the bramble’s armor. a period of 6d6 rounds (unless a save vs. spells is made, in which case no effects are felt). While this can be used in hunting, brambles especially Combat: The spine-covered armor of a bramble is both its best defense like to cast anti-flying on , sprites, and other faerie creatures, so and its strongest attack. The armor provides AC 2 protection, and the that they can have the cruel fun of chasing them through the woods on barbs on its surface prevent other creatures from coming too close to the ground. the wearer; any animal that attempts to bite or eat a bramble suffers an automatic 1d6 damage, as would any humanoid trying to pick up a Habitat/Society: Brambles are nomadic creatures, constantly on the bramble with bare hands. Attackers wearing armor get to make a save, move searching for food and fights. When they rest, it is in camps hid- attempting to roll above the AC value of the armor covering their hands den in thorny bushes and other natural protection, with their mounts (Dexterity and shield bonuses do not apply) on 1d12 to avoid injury. posted as guards. As with other faerie creatures, bramble infants are In order to turn the armor into an offensive weapon, a bramble mere- never seen, but when a band grows too large, it splits in half with the ly has to hurl himself against a target, rolling attack and damage normal- two groups heading off in opposite directions. ly. When faced with opponents close to its own height (1’ or less), a Brambles sometimes will pick up small amounts of easily-transported bramble will attempt to wrestle, causing 1d6 points damage per round treasure that they use to bribe other creatures into manufacturing their in addition to any damage as a result of the wrestling (see Player’s Hand- special armor for them. Despite their small size, brambles are su- book, pages 97-98). premely confident, even when dealing with humans and other “giants." One bramble in ten has another weapon to use in combat; poison. The They would think nothing of challenging a “giant” to a wrestling match, wing-spines of these brambles secrete a strong poison that causes a pain- especially as they would have no intention of honoring any bets they ful burning sensation ( -2 on attack and damage rolls for 2d10 rounds, might place on the fight. They speak their own language, as well as the with additional doses having cumulative effects) on anyone hit by them languages of most other faerie creatures. Their knowledge of elvish is (either as an attack or automatically as a result of picking up the bram- slim, but it should suffice to make business deals with, and to offer chal- ble) unless they make a save vs. poison with a -3 penalty, in which case lenges to those forest-dwelling “giants." the effects and duration are both halved. As these brambles are perfect- ly willing to use this poison on dissenting members of their own bands, Ecology: There are few ways in which a bramble can benefit another they are generally the leaders in any bramble group. creature. The average bramble doesn’t have enough meat on its bones Finally, and most strangely, brambles are often found riding a peculiar to make a good meal for anything larger than an , and those with selection of animals. It is not uncommon to come upon a band of bram- poisonous spines are also discomforting to eat as their flesh has the same bles riding a collection of porcupines, hedgehogs, al-mi’rajs, and other effects on the eater as their poison. creatures, looking like bizarre -knights as they search for food and A poisonous bramble’s spines could be drained by a hunter to make fights They control their mounts with a charm mount spell that each blade poison but one bramble would only provide enough poison for a can cast once per day. When so mounted, brambles also carry barbed single arrowhead or dart; it would take ten or more poisonous brambles spears (that do 1d6 damage on a hit) that they use as lances. (Statistics to provide enough of the substance to coat a long sword. The armor for these creatures can be found in individual monster listings, under they wear is often beautiful in a dangerous way, and some collector the “Mammal, Small” entry in MONSTROUS COMPENDIUM® 2 or in the might pay 2d8 x 10 gp for an complete, unoccupied suit. Monstrous Manual.) The final special ability of brambles is one that makes them especially dangerous to flying prey such as small birds and flying faerie creatures.

72 JUNE 1994 Dobie DRAGON #206

©1994 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Temperate rural FREQUENCY: Rare ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Herbivore INTELLIGENCE: Average (8) TREASURE TYPE: Nil ALIGNMENT: Neutral Good NO. APPEARING: 2d4 ARMOR CLASS: 5 (9) MOVE: 9 HIT DICE: 1/2 THAC0: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: Spells SPECIAL DEFENSES: Save as 9th-level priest MAGIC RESISTANCE: As above SIZE: Tiny (2’ tall) MORALE: Average (8-10) XP VALUE: 120

Dobies are small humanoids, similar in appearance to their cousins, brownies. They live peaceful, reclusive lives, and when they encounter humans or other civilized creatures, they try to be helpful neighbors to these “big folk," with mixed results. Dobies resemble small elves, with brown eyes and hair, and work-a- day clothing to match. Their features are generally plain; they have ears that are only slightly pointed (as opposed to the extreme points of brownies), their faces are more reminiscent of tired farmers than bright-eyed children, and while they move with a free gait, no one would describe them as nimble. In fact, the image ones gets of them is more in line with “country bumpkin” than “mischievous faerie." While they converse among themselves in the language of brownies, and they almost always botch the favors they try to perform. If they all dobies also know the Common tongue, and that of at least one other milk the farmer’s cows, they forget to close the barn door afterwards, faerie creature (such as sprite or pixie). allowing the cows to wander afield. If they rescue the wayward cows, they are likely to break fences and trample gardens as they lead the Combat: Dobies are inoffensive creatures, and if threatened, prefer to cattle back to the farm, etc. If their “landlord” knows that dobies are the walk or sneak away than to fight. Still, they are very protective of their cause of the accidents, and berates them about it, the dobies will miscon- big-folk neighbors, and will fight to defend them and their property strue the criticism as a complaint about the amount of work done, and against all comers. they will redouble their efforts to make good on their debt. While one The drab colors of their tough clothing combines with their size and cannot fault their intentions, if it weren’t for the times that their fum- activity level to help them hide in any natural setting, giving them an bling accidentally works for the benefit of dobie’s landlord, one could effective AC of 5 outdoors, or in a building furnished in natural materi- almost consider them a curse, instead of a blessing. als. In strange environments, a dobie’s armor class goes down to 9. One of the few times that a dobie’s fumbling becomes a blessing is In combat, a dobie prefers to cast the wizard spells confuse languages when thieves, brigands, or other hostile beings (including wild animals) (the reverse of comprehend languages), grease, forget, fumble and appear on the property. Dobies are protective of their adopted families, of enfeeblement (once per day each at the minimum level to cast each and will try to defend the goods and lives of their landlords against at- spell) to confound and confuse opponents. A dobie also can use a tool, tack, especially if the farmer isn’t there to defend it himself. The scene such as a hoe or hammer, as a makeshift weapon doing 1d2 points dam- after a typical fight with a dobie family will be a jumbled mess of broken age on a hit. If they come across a real weapon, such as a dagger or short furniture, smashed crockery, and the like, but at least the lives and ma- sword their inexperience means that they still only do 1d3 damage on jor goods of the farmer will have been safeguarded. hits. Although their features and size varies, female and young dobies all Unlike brownies few dobies ever take the step of becoming “house fight and cast spells with the same skill, so the figure given for Number dobies," actually living in the big folks’ home and performing services for Appearing includes women and children. them on a daily basis. This is not because they don’t want to be close to Unlike some other faeries who can see through illusions, dobies are their neighbors, but because the inadvertent damage they do is likely to particularly gullible, and they suffer a -3 penalty on saving throws ver- convince the family they adopt that their house is haunted by some pol- sus illusions and charms. tergeist, forcing them either to take drastic measures to remove the do- bie, or even making them move away from the area, which would spell Habitat/Society: Small families of dobies live in crude cottages made doom for the dobies living off their land. On the other hand, it is difficult of twigs and thatch hidden in the thickets at the corner of a farmer’s to offend a dobie enough to make him leave “his” farm; they are as obliv- fields. If there are more than four dobies on one farmer’s property, they ious to insults as they are to the proper workings of a big folk family and will be split into two or more households at the corners of the fields. farm. Like brownies, they glean food from the fields of farmers after the har- vest, but they are far from efficient, and the end result of their gleanings Ecology: Dobies live on the margins of civilization, neither helping the won’t be the perfectly clean fields of their cousins, but something more environment nor hurting it in any major way. They are strict vegetari- akin to the natural habits of birds and rodents. ans, but they are unable to cultivate land of their own; it must first be As good creatures, dobies feel obligated to pay for the food they glean plowed and seeded by “big folk," after which they do their part to care and the land they live on, and they offer payment in deed, such as tem- for the growing plants. porarily guarding treasure or doing household chores. Because of their reclusive nature, the dobie won’t ask what sort of chores need doing, and normally will perform his favors at night or when there’s nobody around to see him, but his labors seldom go unnoticed. Unfortunately, their desire to be helpful usually outstrips their ability,

DRAGON 73 Faerie Fiddler DRAGON #206

CLIMATE/TERRAIN: Any inhabited by other faeries FREQUENCY: uncommon ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Nil INTELLIGENCE: Average (10) TREASURE TYPE: Nil ALIGNMENT: Neutral Good NO. APPEARING: 1 ARMOR CLASS: 0 MOVE: 12 HIT DICE: 1 THACO: 20 NO. OF ATTACKS: 0 DAMAGE/ATTACK: Nil SPECIAL ATTACKS: Fiddling SPECIAL DEFENSES: Immune to enchantment/charm magic MAGIC RESISTANCE: 25% SIZE: T (2’ tall) MORALE: Elite (15) XP VALUE: 270

The faerie fiddler is a strange icon of faerie society. Always found in a community of faeries, there is never more than one faerie fiddler per community. The faerie fiddler’s motivations are to protect other mem- bers of the society and to make the world more pleasant, according to its understanding of the term. In appearance, faerie fiddlers are among the most human-looking of faeries. They resemble nothing so much as old, diminutive human males (there are no female fiddlers), dressed in somber, archaic clothes (such as a battered black top hat and tails), and playing a most exquisite, tiny fiddle. For all of their aged appearance, they are always in apparent good spirits, and while so skinny that it is a wonder they can keep the front and back of their coats apart, they are apparently spry and lively. will pass in the outside world, and as the fatigue-banishing effects of the tune make one capable of dancing for a long time (i.e., if a human under Combat: Faerie fiddlers never begin a fight, but they are quite able to the effects of this magical tune has danced for four hours, four years defend themselves and others if one breaks out. The fiddler’s primary will have passed in the real world when he returns to his home, proba- defense is his high armor class, the result of its constant, capering dance bly to find it long-sold after his “mysterious disappearance”). Again, a and small size. As a faerie creature, the fiddler is naturally resistant to saving throw vs. spells will negate all effects of the spell, but the hearer most forms of magic, and considering the nature of its magics, it isn’t must consciously desire to resist or receive no saving throw at all. surprising to find that they are completely immune to the effects of all This time stop tune can be played only once per month, on the night of spells from the enchantment/charm school. a full moon, and as mortal offenses against faeries can happen at any The faerie fiddler has the ability to play a number of magical tunes on time of the month, a fiddler who wants to use this spell on an offender at his fiddle, both for enjoyment and in combat. The least of these magical some other time of the month will have to lure him back to the faerie tunes is one that prevents hearers from experiencing hunger, thirst, or circle. The common method to achieve this is for the fiddler to pretend fatigue while dancing, a tune that is woven through the melodies of com- that he failed to notice the offense, and then to invite the offender back mon dancing songs to provide dance music for faeries and the non- to the circle a few days hence for a celebration that promises to be a faeries they invite into their circles. As this spells effects can be felt only once-in-a-lifetime experience for the mortal invitee. Other ruses will be while the hearer is dancing, it will provide benefits only in combat if the tailored to the personality of the offender, such as “accidentally” letting hearer has the Dancing nonweapon proficiency and thus can alter the slip the fact that a precious faerie treasure will be on display during the steps of the dance to allow fighting at the same time. Coincidentally, all full moon if the offender is a thief, or challenging the offender to return faeries in a community with a faerie fiddler will have the equivalent of (“You wouldn’t dare come back here and do that again on the night of the this proficiency, which means that they will spin and whirl as if dancing full moon!“) if he is a belligerent sort. when in combat, and they will never tire from their efforts. A saving throw vs. spells will negate the effects of this tune, but only if the hearer Habitat/Society: Faerie fiddlers have no society of their own, as they specifically wants to resist its charms. are never seen with others of their type. They dwell among communi- If the fiddler or his friends are threatened with physical harm by any ties of faerie creatures, and provide a number of services for them, most outsider, he can change his tune to target one person per round with an especially fiddling at their convocations, parties, and gatherings. Natu- Otto’s irresistible dance spell having a range of 30 feet, with saving rally, they speak the languages of every type of faerie folk, and those of throw vs. spells negating the tune’s effects. As the irresistible dance only any nearby human or demihuman community. lasts five rounds, the fiddler may have to renew the spell if he faces large numbers of opponents. The fiddler will use this spell to assist his Ecology: The fiddle of a faerie fiddler isn’t magical (all its effects are the faerie friends when they fight intruders, to cover the escape of those natural magic of the fiddler being channeled through the instrument), who are unable or unwilling to fight, and to cover his own escape when but it still has a resale value of 3d20 gp for its fine quality and miniature he finds it necessary to leave the field. Because of the fiddler’s courage, size. he is willing to lay down his life if it will allow other faerie-folk to escape, so he will depart only after all other faeries are secure. The most powerful tune that a faerie fiddler can play is used on some- one who offends faerie sensibilities without overtly attacking the faer- ies, such as someone who refuses to dance with them, who claims not to believe in their very existence, or especially someone who tries to cheat a faerie in some way. This tune has the same fatigue-banishing effects of the first tune, but combines with it a powerful time-distorting effect, like an exaggerated time stop spell. For every hour spent dancing, a year

74 JUNE 1994

Tashara of the Seven Skulls

by Ed Greenwood Artwork by Gary Williams

This sigil and items belonged to Tashara skull that retained all of its wits and magic, the seven skulls burst apart from the of the Seven Skulls; I’ve evidently stum- was hopelessly in love with her, and that magic that suddenly flowed into it, and the bled upon one of her abodes or storage she could control if need be. This she other six were hurled helplessly across caches—long plundered, whatever it was. continued until she had seven skulls of Faerun, howling as they were scattered Tashara’s tale is one that bears record- magical might serving her. This seems to from their “love.” ing, lest all knowledge of such hidden the maximum she could control, or per- I believe these six skulls still survive; things be lost with me, in times to come. haps she wearied of the seductions, or ran what I’ve been able to learn of them is as Tashara was a beautiful woman, and also out of mages who could teach her any- follows: a grasping and ambitious one. She mas- thing and were likely to be receptive to One inhabits Skull Gorge, where it has tered small magics early in life, and used her. Time has taken the truth from us, as gathered many powerful monsters and her looks and glib tongue to carry her into well as losing the names of all but one of magical items around it. It can hurl spells the hearts and trust of men who should the Seven Skulls: Alisker Lathundown of through a scrying artifact that also can have known better. At first she simply Nuel. (Nuel is a town on the shores of The project a giant image of itself, so that the slew them while they slept, taking what Lake of Steam that is now lost.) Just which spells emanate from the giant skull. magical items they possessed; when she of the skulls he became is unknown. One inhabits the ruins of Myth Rhynn had enough of these to pay for tutoring Tashara had seven undead mage-skulls (an overgrown ruin in the depths of The and still defend herself against treachery, that were devoted to her, vied for her Forest of Tethir), where it studies and she took up with mages, and learned what affections, and cast spells at her command. amasses magic in a shattered tower. It they could teach her before killing them She could go into battle ringed by these lures adventurers to it by magically-sent and going on to the next. spell-hurling undead, and always slept visions and rumors of rich treasure, to This was long ago, just after Myth Dran- within a floating, ever-watchful ring of gain their magic. nor’s fall, and Tashara seems to have come them. It is said she mastered spells that One roams Thay, stirring up revolt from what is now Chessenta, or lands to allowed her to drain the life-force of folk against the Red Wizards, manipulating one the south of there. and feed it into the skulls—but this may be Red Wizard against another and trying to Tashara was brilliant at magecraft; she only legend born of fear-fed rumors. destroy one whenever possible. Over the had the rare knack of being able to com- So armed, Tashara set out to work her years, it has succeeded twice, and has bine the enchantments of others into more will upon the Realms. She fought the Red adopted many magical guises in its work. powerful spells that hung together by Wizards of Thay to a standstill, destroying It loves the spice of danger, and has be- themselves. Her power grew with great three of them. She smashed an enclave of come a legend among the Red Wizards, dispatch, until she mastered a means Phaerimm, and destroyed The Ring of who call it “Old Thun, the Doom of Wiz- (doubtless by practicing on talentless Eyes, a beholder cabal that ruled what is ards.” Some folk in Thay—even, it is whis- farmers and later minor magelings, who now eastern Amn, herding the humans pered, some Red Wizards—have begun to ultimately became servants and guardians and wemics who dwelt there like cattle to worship it in secret. of her various abodes—and may survive be the eye tyrants’ food and slave- One wanders Faerun, aiding adventur- still, in remote places around Faerun) of workers. ers. It delights in helping the underdog, creating undead that retained their wits, It seemed none could stand against spreading chaos and destruction, and yet were under her control. Tashara. So in the end, of course, she grew helping beautiful females who resemble Tashara perfected this undeath in the too bold. It was her wont to wrest magical Tashara. form of a flying, disembodied skull accom- items and spell knowledge from those she One is trying to found a kingdom of panied by animated skeletal hands—the defeated. She decided to ransack The High undead centered in the remote, ruined former able to speak and cast spells, and House of Wizardry, a temple dedicated to northern city of Ascore. It controls the the latter able to gesture and carry small, Azuth that stood in what is now Tunland. undead by means of new spells it has light items.1 Overmatched in battle, the high priest developed. Then she set about seducing the most called on Azuth for aid, and The High One One stays hidden in various human powerful mages she could find, going far heard. He appeared, strode through all the guises, possessing and then taking the afield in Faerun to places where none had spells Tashara hurled at him, and em- shape of powerful rulers. It is adroit, but heard of her. braced her. tales of this or that king or satrap being in She succeeded with uncanny skill, be- Screaming, she burned to ashes in his two places at once (one the controlled coming consort and apprentice to one arms, her will and her soul were sucked being, the other a guise assumed by the archmage after another. When each was into him, as the energies of all her items, skull) betray its activities from time to hopelessly in love with her, she “discov- spells, and contingency magics raged like time. It loves power and intrigue, and is ered” a means of lichdom and helped them wildfire around the temple. thought to be in Amn, working behind the to attain it—always ending up with a flying The building was thrown down, one of Continued on page 100 76 JUNE 1994

Turn the page and you’ll find the final ballot for the ORIGINS™ Awards for gaming products published in 1993. The vote is open to all gamers everywhere. The staff of DRAGON® Magazine suggests you make a photocopy of the ballot, vote for your favorite gaming rules, accessories, supplements, figures, computer games, board games, and so on from 1993, and mail the ballot by the listed deadline. There even are spaces for write-in votes if a favorite 1993 product of yours didn’t make the final ballot. Congratulations and good luck to all the companies with products nominated. May the best games win!

ORIGINS IS a trademark of the Game Manufacturers’ Association.

©1994 by Rick Swan

Photography by Charles Kohl

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82 JUNE 1994 Bland spellcasters? Spice them up with magic supplements

It seems perfectly reasonable to me that they’re woefully underdeveloped, with dix. Intriguing new rules tell how to de- spinach makes Popeye strong enough to little in the way of background notes or sign magical items that can learn skills, juggle dump trucks. I don’t need any fancy role-playing tips. I’m willing to take the how to make a PC’s body function like a explanations. I can see what happens with designer’s word that a mage can be a Bard, talisman, and how to perform the rituals my own eyes—spinach causes atomic but how about explaining the connection necessary to attain lichdom. A lengthy turbines to swell up inside his muscles. between magic and music? The Personali- treatise on laboratories describes unusual The sun gives his powers? ty Trait assignments seem arbitrary. Why equipment (such as Terren’s Blanket, a Sounds good to me. Peter Parker can does an Astronomer receive a Dedicated transparent cloth that protects the wearer crawl up walls because a radioactive spi- +3 and the Alchemist a Curious +2? Is a from explosions), and tells how to create der bit him? Of course. Count Dracula can mage who studies the stars more devoted homunculi (don’t forget the badger spittle). live forever if he drinks enough blood? Say and less curious than a mage who mixes An overview of manuscript preparation no more. potions? The designers also skimp on the recommends the best inks, binding, and I feel the same way about magic supple- Skill and Knowledge descriptions. The script styles. Despite a tendency toward ments for role-playing games. Spare me Astronomy Knowledge includes “the abili- overcomplication—it takes almost a full the causes; just give me the effects. You ty to predict how the movement of the page to explain how to determine a char- can save the long-winded essays about stars affects the lives of people upon Myth- acter’s age—the material is well-conceived how magic really works. I don’t care about ic Europe . . ." Exactly how does the As- and thoughtfully presented. the physical composition of a fireball. I just tronomer pull that off? It doesn’t say. Evaluation: The Wizard’s Grimoire is want to know how many bad guys I can The spell lists comprise hundreds of new so tied to the ARS MAGICA game’s com- incinerate at the same time. Formulaic and Ritual castings, with names plex magic system that it’s all but useless Bring on the spells! as whimsical as they are evocative: vio- for other games. The mechanics defy lence of the longly calmed beast (which smooth translation; I don’t know what The Wizard’s Grimoire soothes anxious animals), eve of the wiz- AD&D® game players could do with in- ARS MAGICA* game supplement ard’s swamp, (hard ground turns to mush), structions like: “An Intellego Corporem 176-page softcover book and absent mind of snapped fingers (the Lab Total of 30 + is required for you to White Wolf Game Studio $18 victim forgets the next action he intended make your potion, and two pawns of raw Design: Jarmo Ahosola, Shannon Appel, to perform). A set of Faerie spells, availa- vis must be spent for every five years of John Carey, David Chart, Ken Cliffe, ble here for the first time, enables any your current age.” But for fans of the Michael D. Dunn, Kevin Hassall, Geof- mage with the Faerie Magic Ability to game, all this vis- ness should be music to frey Hopcraft, Mark Keavney, Chris- create animal-like servitors and temporari- the ears; they’ll find the Grimoire to be an tophe Lefebvre, David I? Martin, Marc ly increase the rating of Faerie auras. A indispensable source of ideas. Philipp Messner, Max Rible, Rachel paragraph of background information The Grimoire has the potential to be a Thomas, and Julian Wiffen accompanies each spell. We’re told, for classic, but not without an overhaul. If the Development: Ken Cliffe instance, that absent mind was invented book makes it to a Second Edition, I hope a Editing: Alara Rogers by Tuska of Tremere to mess up the mem- ruthless editor sifts the junk from the Illustrations: Jeff Menges, Thomas Darrell ories of townsfolk who accused her of gems. It takes a lot of determination to Midgette, David O. Miller, Joshua Ga- witchcraft. The background paragraphs work through the spell list when you keep briel Timbrook, Bryon Wackwitz, and not only add texture, they also may inspire stumbling over so many entries that are Allan Williams adventures. Who knows? Maybe Tuska is a underdeveloped, insignificant, or just plain Cover: witch. dumb. It’s enough to make your lips turn Though the sheer number of spells blue. Note that (see If you think swords are for wussies and seems impressive, a closer look reveals below) recently acquired all rights to the you've never met a magic wand you didn't there’s less than meets than eye. Many are ARS MAGICA system. like, then I urge you to run, not walk, to minor variants of standard effects, applica- your nearest game store and pick up a ble in only the most specific of circum- The Compleat Alchemist copy of the ARS MAGICA game. A star- stances. Heating the frigid hall does just (Second Edition) tlingly original treatment of a familiar that—it warms up a dining room. Fisher- 71-page softcover book topic, the ARS MAGICA system focuses man’s wooden island conjures a rowboat. Wizards of the Coast $11 exclusively on magic-users, casting them If this is all it takes to invent an ARS MAGI- Design: Cathleen Adkinson, Anthony Pry- as daredevil pseudo-scientists tinkering CA spell, I could ‘em out all day. How or, and Beverly Marshall Saling (First with forces they can barely control. With about create wagon? Create pencil? Create Edition design by Stephan Michael its state-of-the-art PCs and unique magic blender? Others are stupifyingly trivial. Sechi and Steven Cordovano) system, the ARS MAGICA game is wizardly Cook’s special cuts meat into thin slices. Development: James E. Hays, Jr. role-playing at its finest. Tears of the crocodile makes the victim Editing: Beverly Marshall Saling The folks at White Wolf claim that after weep. Hairless hound causes an animal’s Illustrations: Daniel Frazier, Daniel Gelon, the rule book itself, The Wizard’s Grimoire fur to fall out. All too often we’re short- Jeff Menges, Christopher Rush, and “is the most important supplement in the changed about the game effects. Maybe Andi Rusu ARS MAGICA line." While that’s an over- tears of the crocodile blurs the victim’s Cover: Jesper Myrfors statement—a lot of us have managed to vision or makes him depressed, but you’d struggle along just fine without it—it certain- never know it from the description: “This If you’re familiar with TSR’s Complete ly makes the game more interesting. spell brings tears to a person’s eyes, creat- Handbook line (The Complete Fighters Unfortunately, the material that players ing the appearance that the target is cry- Handbook, The Complete Bard’s Hand- are likely to turn to first—the character ing or has recently been.” The Grimoire book, and so on), then you’re familiar with templates and spells—is also the most also features what may be the lamest spell the concept of kits as collections of skills, disappointing. The ten new templates of all time, lips of the sky. It turns the benefits, and limitations that define arche- include Alchemist, Astronomer, Bard, victim’s lips blue. types associated with a particular charac- Diplomat, and Teacher. Each comes with The best material is tucked away in the ter class. The Compleat Alchemist is statistics, a spell roster, and a portrait, but chapter on magic theory and the appen- essentially a single kit, albeit an immense DRAGON 83 one, focusing on the medieval chemist short as a rule book and role-playing with the Magical Aptitude advantage. who employs both scientific and supernat- guide, it makes an excellent reference. Among the system’s features: ural techniques to concoct magical elixirs. Drawing on historical sources, the book Anyone can learn spells, as long as they Not affiliated with a particular system, the describes alchemical processes in meticu- meet the statistical requirements. material can be adapted to any RPG. lous detail and includes voluminous lists of *Qualified characters can learn any type Based on the original Bard Games re- supplies. The ingredient lists contain more of magic they like. A typical mage might lease from 1982, the book addresses what than 200 plant, animal, and mineral sub- know Fire, Animal, Illusion, and Necro- the designers consider to be “a glaring gap stances, each with its identifying feature, mantic spells, drawn from any of the in the make-up of most Fantasy Role- cost per ounce, and magical properties. system’s 21 colleges (analogous to the Playing systems and campaigns.” Of The candlewick plant, for instance, has AD&D game’s schools). course, there‘s a reason other RPGs ha- green stalks, grows in graveyards, and *Spells have no components, verbal, ven’t given much attention to the grants courage; an ounce will set you back material, or otherwise. Jackson assumes alchemist—he isn’t all that interesting. He 1,250 gold pieces. hair makes that whatever substances mages need to prefers blackboards to battlefields, test you invisible, powdered satyr’s pipe makes work their magic are always available. In tubes to treasure chests. While his buddies you fall asleep. The Processes chapter other words, mages can get on with the are out dungeon crawling, I get the im- offers formulas and techniques for al- business of spell-casting and not worry pression he’d just as soon be in bed with a chemical concoctions, complete with com- about scrounging up bat wings and toad book. This is not exactly the stuff of epic ponents, preparation times, and the sweat. adventure. all-important chances of explosion. Plague *Most magical items serve as spell depos- Still, if you’re got an opening for an powder, pacifism dust, and ghoul venom itories, giving mages access to spells they alchemist in your campaign, The Compleat are among the dozens of possibilities. don’t know. Basically, a physical object—a Alchemist does a good job of getting him Don’t worry about the formulas falling gem, a ring, a weapon—holds a particular off the ground. Intended as a universal into the wrong hands; unless your little spell until somebody decides to use it. supplement, the book keeps statistics and brother has access to an alchemy lab and a *The GURPS system considers magic to references as general as possible. Key dram of contrary vine, the odds of him be just another set of skills. Characters attributes include Strength, Intelligence, whipping up an actual batch of plague learn spells more or less the same way as Dexterity, and Health, which the designers powder are remote. they do skills, acquiring them in accord- correctly assume that most RPGs use in Evaluation: I can’t picture fist fights ance to their IQ ratings. (In GURPS-speak, some form. Attributes are rated by adjec- breaking out around the game table over spells are Mental/Hard or Mental/Very tives instead of numbers; a Low attribute who gets to be the alchemist. He doesn’t Hard skills). Most spells have prerequisites, is considered to be in the lowest 25% of its have much to do, and the rules encourage ranging from a minimum Dexterity score possible range, a High attribute in the him to stay home (when out in the world, to the knowledge of a related spell at skill highest 25%. he earns half the number of experience level 12 or higher. But to accommodate everything from points as other characters). However, To resolve a spell, the player throws AD&D game to the TUNNELS & TROLLS* referees should find The Compleat Alche- three dice and compares the result to the game, the rules have to be vague. Conse- mist to be an invaluable resource for applicable skill level. If the roll is less than quently, I’m not always sure what they adding color to their campaigns and creat- or equal to the level, the spell succeeds. mean. An Expert skill rating, for instance, ing oddball treasure items. Ghoul venom, Each spell belongs to one of eight classes, is supposedly held by the top 20% of the anyone? such as Blocking, Area, Missile, or Infor- characters in the game world. How do you mation. A skill roll may be modified by the figure out who’s in the top 20% in your GURPS Magic spell’s class. A Missile spell roll requires AD&D campaign? Fifth-level wizards? (Second Edition) two rolls; one to see if the spell works, the Tenth level? If you’re using a level-based GURPS* game supplement other to determine if it hits the target. The system, you’re supposed to give alchemists 128-page softcover book referee makes an Information spell roll in the same combat skills and hit points as Steve Jackson Games $17 secret, so he can lie to the player about other magic-using characters, but which Design: Steve Jackson the quality of the information if the roll is ones? Mages? Clerics? Unless he has com- Additional material: Marc Janssen, Walter really bad. For any type of spell, a roll of bat training, an alchemist doesn’t know Milliken, S. John Ross, Steffan O’Sul- 18 means disaster; the Critical Spell Fail- how to use a shield. Why not? Though it’s livan, W. Dow Rieder, Brett Slocum, and ure Table determines if the spell produces implied that alchemists are wizards, Daniel U. Thibault a useless flash of light or if a vengeful there’s not much about spell-casting. May- Illustrations: Dan Smith with C. Bradford demon appears to attack the caster. be you don’t have to modify your magic Gorby, Dan Panosian, George Webber, For GURPS veterans, spell-casting system to make it compatible with The and Charlie Wiedman couldn’t be easier, as it derives from a set Compleat Alchemist, but that’s just a Cover: Kirk Reinert of mechanics they already know. The guess. sophisticated system accommodates mages More troubling than the vague rules is Steve Jackson has more good ideas be- of all persuasions, allowing them to cus- the virtual absence of role-playing materi- fore breakfast than most designers have tomize their spell arsenals just about any al. There’s little about the alchemist’s per- all week, which is why it’s always a treat way they like. Dice-tossing takes a back sonality, no meaningful adventure hooks, to see a GURPS book with his by-line. seat to role-playing, meaning that referees no compelling reasons why alchemists GURPS Magic has all of Jackson’s can spend more time with their story line would be more fun to play than, say, a hallmarks—a sound foundation, elegant and less with the rule book. priest or a paladin. The suggestions for rules, imaginative flourishes by the car- For players wanting more detail, Jackson operating laboratories and finding men- load, and flawless writing. It’s required offers several sections of optional rules. In tors consist mostly of number-laden game reading not just for GURPS players, but worlds where magic is inherent rather mechanics. (“Fairly poor or average mas- for anyone who wants to see what goes than learned, characters may be born with ters will have a single-story building with into a first-rate magic system. spell-like abilities called knacks. Knacks 400-2,000 square feet of space and equip- GURPS Magic builds on the magic rules function automatically when the user ment appropriate to their status.“) It’d take introduced in the Basic Set; the world- touches the victim, requiring no prerequi- a real-life alchemist to transform these specific material has been teleported to sites or special rituals. Experienced play- characters from cardboard to fresh and other volumes (particularly GURPS Fanta- ers may want to experiment with blood. sy). Magic draws from mysterious energy improvised spells, where any effect a But while The Compleat Alchemist falls called , manipulated by characters mage can dream up can be created sponta- 84 JUNE 1994 neously. Rune magic enables mages to make a cubic foot of stone appear. Big deal! mation (becoming a “spirit of the land”) inscribe scrolls with symbols that produce Earth, Air, Fire, and Water (EAFW) when he reaches 20th level. A templar supernatural effects when properly read. changes all that. A top-to-bottom touch-up, draws magic from the planes, The alchemy chapter, with its logical and the book expands the cleric’s role by add- but must funnel his request through a concise suggestions for creating elixirs, ing a host of new goals, duties, and abili- sorcerer-king rather than contact the beats The Compleat Alchemist at its own ties. In short, EAFW transforms the stodgy entities directly. At seven and six pages game. DARK SUN cleric into the setting’s most respectively, the and templar chap- With more than 400 entries, the spell intriguing character. It turns out those ters seem like afterthoughts; these guys lists are satisfyingly complete. In addition Earth clerics can do a lot more than play deserve their own volumes. to the expected fireball, telepathy, and with rocks. A strong selection of new spells rounds invisibility spells, the lists include many As detailed in the DARK SUN rules, out the book. Speak with water enables appealing originals. Curse missile allows a Athasian clerics don’t worship gods. In- the caster to strike up a conversation with mage to throw a pain or strike blind spell stead, they receive spells from the four a pond. Oil spray causes fountains of like a baseball. A mage casting shape dark- elemental planes. EAFW clarifies the flammable oil to spurt from the ground. ness can mold shadows as if they were premise, explaining that clerics form pacts Perhaps the strangest is channel stench, made of clay. A few duds muddy the wa- with elemental entities who demand abso- where the caster expels a cone of noxious ter. Repair arrow isn’t much different lute devotion and obedience. A Water vapor to gag his victims. That’s right— from the repair spell, while mollusk con- cleric may be compelled to protect certain magical bad breath! trol is as trite as it sounds. It’s an excellent water sources. A Fire cleric may be re- Evaluation: Earth, Air, Fire, and Water collection, well-balanced and clearly ex- quired to reforest burned-out woodlands, is so stuffed with ideas that it may take a plained overall. but only so his lord can have the pleasure while for referees to figure out which Evaluation: Jackson made a few design of setting fire to them again. To curry material best suits their campaigns. With choices that may not be to everyone’s favor with his elemental patron, a cleric all their granted powers, high-level clerics liking. In order to pack in as many spells may save a piece of land from a defiler’s may find the encounters in a typical ad- as possible, he occasionally skimps on magic by absorbing the damage himself venture a bit too easy. The deck seems descriptions. For example, sense emotion (the land remains unharmed, but the cleric stacked against the Water cleric; he has to “lets the caster know what emotions the suffers one hit point of damage for every empty his canteen to recharge his spells, a subject is feeling at the moment.” But level of the spell he absorbs). The patron tough requirement considering the chron- we’re not told how the emotions are per- expresses his appreciation by nudging him ic water shortage in Athas. Still, for play- ceived. (Does the referee tell the caster towards the next level (the character earns ers who’ve thus far avoided Athasian that the victim’s angry, or does he describe 100 experience points for every lost hit clerics, EAFW is a revelation. It’s spoiled the victim’s thoughts and let the caster point). me—I don’t see how a credible DARK SUN come to his own conclusions?) Nor does he Most clerics fill one of four roles in the campaign could be run without it. dictate how much detail the spell provides. campaign world, serving as Wanderers (Can the caster tell the difference between (wilderness advocates of the underprivi- Short and sweet angry and furious?) The magical-item rules leged), Guardians of the Shrine (protectors Creatures of the Night, by Scott Paul make it difficult to create off-the-wall of sacred edifices), Priests of the Cities Maykrantz. Steve Jackson Games, $17. oddities favored by AD&D mages, like the (urban dwellers, friends of the common ® Monstrous Compendium® portable hole and bag of beans. Also, the man), or Shamans (mysterious primitives). Appendix II: Children of the Night, by small amount of new material—a system Each has his own responsibilities and William W. Connors. TSR, Inc., $11. Thy- for limiting the power of wizards, flow specialties. An Earth Wanderer may spend stram’s Collectanea, by Stephan Michael charts that show the prerequisites for his days teaching agricultural techniques Sechi. Wizards of the Coast, $15. Role- spells from all colleges—barely justifies a to nomads. An Air may function players seem to have an insatiable appetite second edition; owners of the first edition as an astrologer, witch doctor, and medi- for monsters. The sound you hear is that can put their money away. These are cine man. A cleric’s race also affects his of publishers scraping the bottom of the nitpicks though, irrelevant to the overall role; mul clerics tend to work with Air barrel for new ones. Creatures of the impact. A dazzling performance by a entities, thri-kreen priests are mostly Night, a GURPS supplement, offers brine- virtuoso designer, GURPS Magic is a Shamans and Wanderers, working with furies, corpse kissers, and river wretches. knock-out. any elemental powers but Fire. Children of the Night adds living brains, EAFW shifts into high gear when clerics bardic liches, and half-golems to the reach 20th level. Such clerics have two RAVENLOFT roster. Thystram’s Collecta- Earth, Air, Fire, and Water options: they may continue to advance in nea, for the TALISLANTA* game, serves ADVANCED DUNGEONS & DRAGONS® level, or they may become elementals. up axe-heads, bog devils, and tundra game supplement for the DARK SUN® Either choice moves the game in radical beasts. They’re all interesting, but I bet if I setting new directions. Clerics who continue to read you the descriptions, you’d be hard- One 96-page book advance gain access to the powerful pressed to tell which monsters belonged to TSR, Inc. $11 Sphere of the Cosmos. They also tap into which system. Maybe the best way to Design: the para-elemental planes of Silt, Sun, evaluate these collections is to price them Editing: Doug Stewart Rain, and Magma, which grant mind- out. GURPS creatures go for about 25 Illustrations: Tom Baxa and Brom boggling abilities. A Rain cleric can control cents each, while RAVENLOFT entities sell Cover: Brom lightning bolts; a Sun cleric can gate in for about twice that much (though it beams of pure sunlight. Clerics who be- should be pointed out that some of the As far as I’m concerned, cleric charac- come elementals say good-bye to their RAVENLOFT entries fill four pages). A ters got the shaft in the original DARK humanity, relocating to the inner planes dollar will buy you about nine TALISLAN- SUN set. Wizards could become flashy where they spend their days walking on TA* monsters—there’s the bargain. preservers and defilers. Fighters got to clouds and dodging fire geysers. operate siege towers and command arm- Two chapters briefly address and When the Cat’s Away, by Catherine ies. Meanwhile, clerics were saddled with templars. A druid forms a pact with the DeMott, James L. Walker, and Rick Loomis. frustrating weapon and spell restrictions. elemental powers, much the same as a Flying Buffalo, Inc., $9. If you think soli- Their special powers didn’t amount to cleric, though he’s denied the cleric’s taire scenarios only come packaged in much, either. If an Earth cleric managed to granted powers. He also must choose cheesy multi-path paperbacks, have I got make it to 7th level, he learned how to between humanity and elemental transfor- news for you. For years, Flying Buffalo has DRAGON 85 been publishing classy solo books for their of thugs and assassins. The adventure cli- a solitaire adventure by ace designer Ken TUNNELS & TROLLS* game, nearly all of maxes with a showdown against an army of Rolston, and an enlightening interview them terrific. The latest (volume 24) is one feral flesh-eaters in a grim industrial com- with novelist Timothy Zahn. The produc- of the finest. The title adventure sends a plex. Nystul balances the chills with chuck- tion values are impressive, the writing top wizard’s apprentice on a memorable ex- les, and his rollicking plot should leave even of the line. A must-read for STAR WAR- cursion through his master’s sanctuary. in the most jaded SHADOWRUN-ners gasp- riors. (Subscription information: West End Sorcerer Solitaire challenges the player to ing for breath. Games, RR 3, Box 2345, Honesdale PA solve the riddle of the mysterious Vaning 18431-9560.) Manor. Best of the bunch is Solo for the Leaves from the Inn of the Last Home, Intellectually Challenged, which casts the edited by and Tracy Hick- CREDO* game, by Chris V. Gidlow. player as a shepherd who discovers a man. TSR, Inc., $19. First published in Chaosium Inc., $15. Tired of the same old dragon’s lair in the side of a mountain. If 1987, this delightful collection of religions? Why not invent your own? In the shepherd remains with his flock DRAGONLANCE® essays, legends, and this addictive card game, players arrange (choice #2) instead of exploring the lair recipes (!) perfectly captures the tale Articles of Faith and Firm Beliefs on their (choice #3), the designer reprimands him: ambiance of the original novel trilogy. Doctrine Layouts, then beef up their “No, no, no. This is an adventure for stu- Astinus of Palanthas discusses the creation flocks by refuting, proselytizing, and per- pid people. People who make intelligent of Krynn, Bertrem explains the difference secuting their fellow evangelists. The first choices are not allowed to play this between kender and gully dwarves, and player to acquire 11,000,000 followers or adventure.” Lord Gunthar shares his notes on dragon nail down 117 votes in the Council wins tactics. A short story by Weis and Hickman the game. Considering the meager Eyewitness, by Mike Nystul. FASA Corpo- sheds light on the first meeting of Flint, components—four paper display sheets, ration, $10. The last batch of SHADOWRUN* Tanis, and the other DRAGONLANCE® two eight-page booklets, a few flimsy card game adventures have struck me as so companions. As for the recipes, - decks—this is way overpriced. But there’s formulaic that I’ve had a hard time remem- strike’s Soup tastes like a beefy minestro- no denying the play value. Heavenly! bering which ones I’ve already read. But ne, bland but filling. Also, I’d substitute Eyewitness stands out, thanks to the satirical melted baking chocolate for the powdered Rick Swan has designed and edited nearly subtext added to the usual mix of fantasy cocoa in the Nuitari cookies. 50 role-playing products. You can contact and . A preppie investment bro- him at 2620 30th St., Des Moines IA 50310. ker stumbles on the corporate ladder when Star Wars Adventure Journal, edited by Enclose a self-addressed stamped envelope he’s goblinized by his own genes. He then Peter Schweighofer. West End Games, $12 if you’d like a response. phases out his company’s human employees single issue, $35 four-issue subscription. and replaces them with ghouls (insert your The first issue of this ambitious magazine own joke here). To untangle the mess, the devoted to the STAR WARS* game features * indicates a product produced by a company other player characters must navigate a gauntlet a scenario set on the water world of Spira, than TSR, Inc.

86 JUNE 1994

by Skip Williams

If you have any questions on the games ter who correctly guesses the trap’s work- 10 wishes to improve the ability score one produced by TSR, Inc., “Sage Advice” will ings could have some chance to break it point if it is higher than 16 but less than answer them. In the United States and (by bending the , wedging the blade, 20. If the ability score is 21 or higher it Canada, write to: Sage Advice, DRAGON® etc.). It is best to decide the chance for takes 20 wishes to increase the score one Magazine, P.O. Box 111, Lake Geneva WI success ahead of time; thieves with the point (see DMG, pages 11-12). 53147, U.S.A. In Europe, write to: Sage remove-traps skill should get a substaneial If you still feel the enhance spell is a Advice, DRAGON Magazine, TSR Ltd., 120 bonus. It is also fine to salt your dungeons problem, don’t let your PCs have the Church End, Cherry Hinton, Cambridge with a few traps that can be foiled only by spell—you don’t have to use a spell in your CB1 3LB, United Kingdom. We are no thieves or utter destruction. (No matter campaign just because it appears in a rule longer able to make personal replies; how flexible a poison needle is, it won’t book. please send no SASEs with your questions work after the mage has blown the door it (SASEs are being returned with writer’s guards to flinders with a lightning bolt.) The descriptions for , quasits, guidelines for the magazine). and pseudodragons in the This month, the sage looks at spells in How long does an undead creature MONSTROUS COMPENDIUM® say the AD&D® game. stay away from a party after being that these creatures can become turned by a priest? . Funnily enough, the find Why does a priest’s locate object In the original AD&D game, a turned familiar spell doesn’t mention them. spell last eight hours when the wiz- undead creature stayed away for 24 hours Are these creatures among the “ani- ard’s version lasts only one round minus the minimum score needed to turn, mals” the DM can substitute from per level? so 6th-level priest would turn away a the standard list, or is the You’ve found an error. Both versions of ghast for 14 hours. This formula works in MONSTROUS COMPENDIUM errone- the spell have the same duration: one the current game as well. ously referring to the find familiar round per caster level. Note that the spell’s spell from the original AD&D game? reverse, obscure object, lasts eight hours What’s to prevent players from Yes, quasits, pseudodragons, and imps for both wizards and priests. This correc- using the enhance spell from Leg- can become familiars in the AD&D 2nd tion is official, and will be included in the ends & Lore to circumvent the lim- Edition game. Note that imps will serve upcoming AD&D Players’ Screens and in its on using wishes to increase only lawful evil characters and some neu- future reprints of the Player's Handbook. ability scores? Wishes cannot raise tral evil characters; quasits will serve only ability scores over 16, but enhance chaotic evil characters and some neutral Is there in error in Table 5 in the can raise a score to 22. The wizard evil characters; pseudodragons will serve PH (page 17)? Priests with Wisdom casting enhance loses a few points only good characters. In any case, the scores of 19 or higher wind up with of Constitution, but wishes can be chance to get such exotic familiars as these more bonus 4th level spells than used to restore the loss. Isn’t the should be very small, perhaps only on a bonus 3rd level spells. enhance spell overpowered? roll of a “1” or after the character casting Yes, there is an error. Wisdom 19 grants There’s nothing in the rules to prevent the find familiar spell has taken extra a bonus first and a bonus third-level spell, PCs from doing what you’ve described. steps to locate and attract the creature. not a first and a fourth-level spell. This is Note that this spell is intended for NPCs; an official correction. most campaigns don’t have wizard PCs of I’m having trouble with the spell 16th level or higher running around. No descriptions in the Player’s Hand- Is there any way for a non-thief matter how powerful the PCs are, most book. Many spells have saving character to disarm a trap? If a NPC wizards are not going to cast this throws such as: Neg., None, ½, and group of PCs encounters a trap and spell for the PCs. The enhance spell-caster Special. What do these terms mean? knows where it is, can they avoid it is going to need at least two—and possibly “Neg.” means the spell has no effect at all by triggering it from a safe distance, five or more— wishes to recover lost Con- if the subject makes a saving throw (check or does the party thief have to locate stitution points from each spell. If the PCs out page 129 of the PH for more details). and disarm it? in your game have access to that many “None” means the spell has no saving Assuming that the party already knows wishes, you should be glad that the worst throw; barring magic resistance and other where a trap is, the thief find-traps ability thing you have to deal with is PCs running special protections, the spell always works is already pretty much irrelevant. There is around with ability scores of 22. Even if on the subject. “½” means the spell works no hard and fast rule for non-thieves the PCs are using this spell themselves, the at half strength if the subject makes a disarming traps by triggering them. First, one-week rest period required after each saving throw; damage-inflicting spells such the DM has to decide if a trap can be enhance spell and the three years of magi- as fireball generally have this kind of disarmed at all. There’s not much anybody cal aging for each wish spell should put saving throw. “Special” means that the can do with a 10-foot pit. Then there are the kibosh on the whole deal sooner or saving throw is unusual in some way and traps such as tripwires, that can be trig- later. Even if you’ve done something silly, not easily summarized. The type of saving gered safely as long as the character mess- such as let the PCs circumvent the magical throw might vary according to the condi- ing with it has enough reach to stay out of aging, a few evil NPCs and monsters show- tions under which the spell is cast, or the the way (or course, the trap might be ing up whenever an enhance spell goes off saving throw might depend on the type of loaded with multiple shots). Then there while the party wizard is incapacitated subject, a specific action on the subject’s are traps that non-thieves might be able to should persuade the PCs to find a new part, or an ability check. Whenever you disarm, such as poison needles in locks, scam. Note also that wishes can raise an see a “Special” saving throw look in the scything blades, and the like. Any charac- ability score higher than 16; it just takes spell description for the details. 88 JUNE 1994 Is there any way to remove the such, creatures with 20 + Intelligence Is casting an animate dead spell an acid from a Melf’s acid arrow before scores are immune to it. Such creatures evil act? Does casting this spell force the spell duration expires? Can a also are immune to spells such as mirror good or neutral characters to spell-caster cast spells while taking image, blindness. This does not, however, change alignment? acid damage from the spell? mean that these creatures automatically Casting an animate dead spell once in The acid can be washed off, magically see every invisible creature in the AD&D awhile is not going to force a character to dispelled, or removed in other ways at the universe. Naturally invisible creatures change alignment. The descriptions of DM’s discretion (such as hastily removing such as invisible stalkers, aerial servants, both the wizard and priest versions of the the victim’s armor or clothing). and pixies are still hidden from supra- spell make it clear, however, that casting As “Sage Advice” has pointed out before, genius creatures. The DM also might rule animate dead is not a good act and also say continuing damage from any source usu- that magical invisibility bestowed by items that only evil characters use the spell ally prevents spell casting, though the DM such as dust of disappearance, cloaks of regularly. In short, characters who consist- might allow the caster to make an initia- elvenkind, and maybe even rings of invisi- ently show disrespect for the dead by tive roll to ignore the damage and cast a bility also work in the face of supra-genius animating their remains are either evil or spell anyway, see DRAGON® issue #198 for intelligence by virtue of the magical power destined to become evil, but anyone can the particulars. invested in them memorize and use an occasional animate When a character becomes invisible, all dead spell. Are liches immune to harm spells? her equipment becomes invisible with her I think so, because harm is a disease The character could read a scroll, how- If a forget spell affects a spell- and undead creatures aren’t subject ever by putting down the scroll and allow caster who is in the middle of cast- to disease. ing it to become visible (see the invisibility ing a spell, is the spell ruined? Yes, liches are immune, but not because spell description in the PH, page 142). The There’s nothing in the spell description harm is a disease (it’s not). Heal, harm, and character can pick up the visible scroll and that implies a forget spell disrupts ongoing all the various cure wounds spells and read it normally, and can make the scroll actions, but it’s not unreasonable to as- their reverses are ineffective against unliv- invisible again by tucking it into her cloth- sume that it can. Casting a spell is a com- ing, incorporeal, or extra-planar creatures. ing. I strongly suggest that you assume plex and exacting mental process and if a nonmagical invisibility detection merely spell-caster suddenly forgets when and When fighter/mages are casting reveals an invisible creature’s outline and why he began the process his concentra- spells that requires touching the position. The viewer has a good idea of the tion could be broken. The DM can decide target (making an attack roll), can creature’s size and shape, and the viewer that any failed save against a forget spell they use their fighter THACOs? knows exactly where the creature is—well disrupts a spell in process, or the DM can There’s nothing mysterious or magical enough to attack the creature with spells require the victim to make a Intelligence about touching a creature to deliver a and to make physical attacks without the check to correctly asses the situation and spell, the caster completes the spell, then usual -4 penalty. complete the spell. Note that the forget touches the target. A multi-classed caster is allowed to use the best available THACO.

Page 120 of the Dungeon Master Guide says an invisible character is invisible to everyone, including himself. Page 83 of The Complete Wizard’s Handbook says invisibility is an illusion and the invisible char- acter can always see himself be- cause he disbelieves the illusion. Which book is correct? If invisibility is an illusion, do beings with Intelli- gence scores of 20 or higher auto- matically see invisible creatures because they are immune to first- and second-level illusions? Can an invisible spell-caster cast a spell from a scroll, or is the scroll also invisible because it is on the charac- ter’s person? If a creature makes a successful save to notice an invisi- ble creature, does it actually see creature well enough to know what it looks like or does it just have a very good idea of where the invisi- ble creature is? The DMG is correct. Generally, the most recently published material takes prece- dence over older material, but in this case the Complete Wizard’s Handbook is wrong. Note that not all Illusion/Phantasm spells can be disbelieved. Spells that have no saving throw, or that are negated by a normal saving throw, such as invisibility, hypnotic pattern, and mirror image, do not use the disbelief procedures. The invisibility spell is an illusion; as DRAGON 89 spell victim still will not remember why he inflict? with casting time; the two processes are started the spell or what he was going to Ah yes, there it is, right on pages 61-62 related, but separate. When memorizing a do with it. of . Now you know why I ask spell, the caster is painstakingly building readers to include page numbers when patterns of mental energy within his brain Do the attack and damage bonuses submitting questions. I recommend one so that he can subsequently cast the spell. from a prayer spell apply to magical point of damage each round for every 20 Casting the spell releases the stored en- attacks such as magic missile or regenerating creatures, rounded up. For ergy. Find familiar can be a real bear to fireball? example, three creatures inflict one point cast, but it still is a fairly simple bit of Yes, all attack and damage rolls are af- of damage each round, and 23 creatures magic that does not require a whole lot of fected; however, a spell-caster must be inflict two points a round. wizardly brain power. Power word, kill, within the prayer’s area of effect to get the on the other hand, is one of the most bonus. If the caster is standing outside the Can an invisible wizard create an complex magics in the AD&D universe. area of effect and casting a spell into it (as illusion and use it to attack an Casting it is a fairly simple matter, but it might very well be the case with a fireball opponent without breaking her requires a lot of preparation. or lightning bolt) there is no damage bo- invisibility? nus, though the spell’s targets still suffer Directing an illusion to attack a creature The Complete Book of Psionics the saving throw penalty. is an attack and breaks the caster’s invisi- says no can penetrate bility. The same holds true for any other an Otiluke’s resilient sphere. Does Can wizard characters in the magical effects that cannot act without this include psionic ? DRAGONLANCE® setting become direction from the spell-caster such as Not necessarily. Teleportation of any specialist wizards? unseen servants, and the various Bigby’s kind can be construed as bypassing barri- No; the three orders of High Sorcery hand effects. Note that independent crea- ers, not penetrating them. On the other take the place of specialist wizards. Rene- tures that obey the caster, such as golems, hand, strong physical or magical energies gades, however, can be specialists. attack on their own and do not break can interfere with teleportation of all another creature’s invisibility. kinds. I suggest that you allow teleports to Thanks for answering my ques- work if the blocking spell is fifth-level or tion about defiling regeneration (for Why do wizards have to spend 10 less. Otiluke’s resilient sphere is a fourth- the DARK SUN® setting) in issue minutes memorizing a find familiar level spell, and thus probably not strong #201. However, you misunderstood spell that takes up to 24 hours to enough to prevent teleporting, but your my question (or I didn’t make it very cast and also spend one and one-half DM has the final say. clear, sorry); 30th-level druids pro- tedious hours memorizing a power tect their guarded lands by absorb- word, kill that can be cast by utter- Can undead creatures be raised, ing defiling damage. How much ing a single word? resurrected, or reincarnated? damage does defiling regeneration Memorization time has nothing to do Yes, provided that the creature is corpo- real (a body has to be present for these spells to work) and the creature hasn’t been dead longer than the spell allows. Raise dead, for example, works only on bodies that have been dead for one day per caster level (or less). Check the individ- ual monster descriptions for any special effects these spells might have.

Pantheon of the Month These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Norse pantheon in Legends & Lore: Odin: Major: War, Time, Thought: Minor: Wards. Frigga: Major: Law; Minor: Time. Thor: Major: Time; Minor: Wards. Sif: Major: Time; Minor: Wards. Aegir: Major: Chaos; Minor: Time. Baldur: Major: Thought; Minor: Time. Bragi: Major: Thought; Minor: Travelers. Forseti: Major: Law; Minor: Thought. Frey: Major: Time; Minor: Wards. Freya: Major: Chaos; Minor: Time. Heimdall: Major: Wards; Minor: Law. Hel: Major: Time; Minor: Numbers. Idun: Major: Time; Minor: Travelers. Loki: Major: Chaos; Minor: Time. Tyr: Major: Law; Minor: Wards. Norns: These deities have no priests. Thyrm: Major: None; Minor: War, Wards, Time. Surtr: Major: None; Minor: War, Wards, Time.

90 JUNE 1994

92 JUNE 1994 uth! Ruth! Are you home? Where are you?” The boy’s call easily penetrated the wooden walls of the henhouse. Inside, Defiance Ruth picked up the last egg from the straw and peered through a crack in the wall. Paulus, the boy who lived on the next farm, was leaning over the stone wall of her gar- den, his eyes searching the yard as he called her name. She smiled at his agitation. He probably had some new wonder to show her. Last week, it had been the frog with the red dots on its shoulders; the week before, he had found a rusted gauntlet from some ancient battle. “Ru-uth!” His voice cracked, skidding into a higher register. Three times in the past week, he’d shown her what he claimed were the first few bristles of a moustache. by Lisa Smedman Ruth had been too kind to wipe away the smudge of farm- yard dust. Paulus was a gawky boy, all legs and elbows, with wheat-yellow hair. Small for his age, and with a face that was a little too narrow to ever be handsome. Even so, he might have made a good match for her Nicletta. And he had been kind and patient with her younger daughter Sashann. Ruth’s eyes grew moist as she thought of her daughters. She wiped away the tears with a clean corner of her apron, taking care not to spill the eggs it held. She was just about to place the last egg on top of them and open the door when Paulus called out once more. “Ruth!” His cry was more anxious than before. “It’s the dragon! She’s landed on the village common and we’re to go see her. They’re changing the quotas!” The egg shattered in Ruth’s hand. Warm, sticky liquid trickled through her clenched fingers. She wiped them on her apron, then pushed open the door of the chicken house and stepped outside. Brown and white hens scurried out of her way as she crossed the garden to Paulus, who had clambered to the top of the stone wall that surrounded her yard. She came to a stop a few paces from him. “The dragon?” she asked, her voice tight. “Here?” Paulus’s head bobbed in a nod. His eyes were wide. Like many of the villagers, he’d seen the dragon only at a distance as she winged her way through the clouds, high overhead. Attacks on farms were a rarity, now that the quotas were in place. Ruth shivered. There hadn’t been an attack since . . . She tore her mind away from the thought. “Do we all have to go?” He nodded a second time. “I’ll go with you, Ruth. You don’t have to be afraid.” Tentatively, he held out his hand. In less serious circumstances, Ruth would have smiled. She was twice Paulus’s weight, and stood head and shoul- ders taller. Her arms were wide and muscular with the work of clearing stones from her small garden plot; she’d done the work of a man since her husband was killed in the wars nearly eight years ago. Although she was still in her early thirties, her dark hair was already starting to grey. She’d cut it short, like an old woman’s. With so few men left after the battles of the woodlands, there was no point in trying to look young. She’d let her clothes run to seed, too, patching them instead of buying new ones. And Illustrations by Peter Clarke she’d named each of her thirty-three hens and spoiled them, even to the point of letting them run into her house

DRAGON 93 on occasion. It was no wonder the villagers took one look root crops still left in her pantry, and her garden just sprout- at her and muttered “Crazy Ruth” under their breaths. ed, Ruth would have no fresh food and no eggs to trade for And now here was Paulus, gallantly offering to support six weeks. It would mean lean, hungry days. and comfort her on the village green. It was a sure way for She narrowed her eyes and stared at Townmeister him to be mocked by the other boys. Stannish. There would be no hungry times for his family. “That’s all right, Paulus,” she answered. “I’ll be fine.” Rumor had it he pilfered a portion of everything offered He smiled briefly with obvious relief, and slid from the the dragon. wall. In another moment he was loping across the fields Someone else must have been thinking the same for home. “I’ll see you there, then!” he called back over thoughts. A man called out from near the front of the his shoulder. “When we meet the dragon.” crowd. “Triple the quotas?” he said, outrage plain in his Ruth tried to answer, but could only manage a wave. voice. “Has the dragon herself demanded this, or is it “When we meet . . .” Her teeth clenched back the rest of your idea?” the words. “The dragon demanded it, of course,” Stannish an- swered. “But only until her brood has hatched. Then we Ruth stayed well to the rear of the crowd of villagers who will be back to our usual quotas.” had gathered on the common. More than five hundred Ruth didn’t believe it for a second. When the eggs people—all of the adults of the village and a few of the hatched, there would be four or five new dragons to feed. children, hands firmly gripped by their parents—had The quotas would be small at first, but as the dragons gathered on the grassy pasture. They stood in the cool grew . . . And this was only the dragon’s first clutch of spring sun, whispering to each other in subdued voices, eggs. How many more dragons would there be to feed in keeping a wide space between themselves and the huge the years to come? beast that lay with folded wings, watching them with glit- “And if we refuse?” another man asked. tering, metal-hard eyes. A faint reek of the monster’s Ruth leaned around to see who had spoken. It was sulphurous breath carried on the breeze. Bretin, Paulus’s father. He struggled forward on his The dragon was immense—from snout to tail-tip per- crutch, an empty pant leg flapping around the ruined haps forty paces long. Her scales were a burnished red- stump of his left leg. gold, her curving claws ivory white. A long forked tongue The dragon moved her head now. Hissing a flickering flickered in and out of her mouth as she tested the air like yellow flame, she narrowed her eyes and stared Bretin a snake. Otherwise she was motionless; her gaze slid down. Stannish took Bretin’s arm and tried to force him across the crowd so slowly the beast’s eyes seemed barely back to the safety of the crowd. He gave it up when he to move. saw he would have to push Bretin over to get him to Ruth could bear to look only briefly at the creature. Delib- move. Releasing Bretin’s arm and putting on a grave erately, she stepped behind one of the larger men, hiding in expression, he instead addressed the villagers. “We have his shadow. If the dragon were to look directly at her . . . no choice. If we don’t feed the dragon, she’ll kill us all, as Someone patted her arm lightly. Just a touch, a mur- soon as her eggs are hatched.” mured, “This must be difficult for you,” and the hand was “Instead of just giving in to the dragon’s every de- gone. Around Ruth, there were half-whispers of sympathy. mand, we could defend ourselves.” Bretin said. His voice “ . . . so tragic . . .” was pitched low, but the anger in it carried. The dragon “It would drive anyone mad . . .” flared her nostrils and glared at him. “ . . . right before her own eyes . . .” “Defend ourselves?” Stannish’s laugh carried an air of “They were such lovely girls. . . .” superiority. “And who would lead the fight? You?” He Then the crowd fell still as the townmeister stepped to looked pointedly at Bretin’s crutch. the fore. Raising clasped hands in greeting, he nodded to Ruth balled her hands up into fists. Why didn’t the others the crowd. Ruth’s lip curled. The townmeister was a self- speak up, support Bretin? Why did they just shuffle about with important strutter with oily black hair and a too-wide downcast eyes? smile. The people were foolish to have chosen him as their Stannish stood gloating, the dragon looming large on leader. He pointed at the dragon behind them. the common ground behind him. “I think the villagers “The dragon has called for an increase in the quotas,” agree with me,” he said. “The quotas will be tripled.” Townmeister Stannish told the crowd. “In five days, she will retire to her cave in the mountains to lay her first When Ruth heard the frightened squawk of a chicken for clutch of eggs. While she is sitting on her nest, she will the second time, she set aside her sewing. Opening the require extra food to build up her heat. We must carry it door, she peered outside. It was difficult to see; the glow up to her lair. Normally her mate would serve her during from the lantern inside her home cast only a feeble gleam that time, but he is dead. So from five days hence until out the open door. Instead she listened and let her eyes the second new moon has risen, quotas will be tripled.” adjust to the night. There was a moment’s angry silence as the townsfolk A fluttering noise came from inside the henhouse. Ruth calculated the cost. To Ruth, it would be immense. Every reached for the iron poker she kept beside the door. A rat adult, regardless of their craft or wealth, normally had a or weasel had probably gnawed its way inside and was quota of one basket of food per day. Usually, it was meat—a attacking the hens. Gathering up her skirts in one hand, fresh cut of beef or lamb, a slab of uncured pork. In Ruth’s holding the poker like a club, she strode out toward the case it was eggs. Tripling the quota would mean giving up shack where the chickens were closed in at night. every egg her chickens produced. With only a few wrinkled She was reaching for the handle when the door burst

94 JUNE 1994 open. Out charged three boys, tumbling over each other in stones, nearly as high as her waist. Around it she had their haste to escape. “Run! It’s Crazy Ruth!” they cried. planted bright yellow daisies and pale white snowdrops. Startled, Ruth froze with the poker half-raised. It was The latter were blooming, their heads dipped like tiny all the time the boys needed to scramble into the garden people in prayer. that adjoined the henhouse and begin a mad dash to the Ruth pushed the blade of her shovel into the ground edge of the yard. But when she saw what the boys held in and began digging a hole. If the villagers saw her here, their arms, she flew into angry pursuit. burying one of her chickens beside the monument she had “Put those hens down!” she screamed, running across built to her two daughters, they would have even more the field after them, heedless of the danger of twisting her reason to call her crazy. ankle in the dark. The frightened cackles of the birds as There had been nothing left of her daughters to bury they struggled in the boys’ arms drove Ruth on. She had after the dragon attack. recognized one of the boys, and knowing the identity of Sashann, eight years old at the time, had been crouch- the thief infuriated her. The other boys might be hungry, ing on this spot, offering a piece of lettuce to a wild rabbit. thanks to the tripled quotas, but Townmeister Stannish’s The creatures plagued Ruth’s vegetable garden, but she son had no need to steal from her. never had the heart to kill them. Ruth was working in a The thieves were younger and more agile than Ruth. far corner of the field while her older daughter, more disci- Two of them reached the low stone wall that enclosed her plined than Sashann, was carefully hoeing nearby. garden. They dropped the birds they carried and scram- Without warning, the dragon swooped out of a cloudy bled to the top as the hens fluttered away. The third boy, sky and plucked little Sashann up from the field. Nicletta Stannish’s son, held on to his bird and had to climb one- rushed to her sister’s aid, swinging her hoe like a sword. handed. He was halfway up the wall when Ruth caught She had her father’s dark ringlets and his unflinching up to him. Smacking his leg as hard as she could with the spirit. But her brave efforts had only annoyed the dragon. poker, she was pleased to hear him grunt with pain. The Swallowing Sashann whole before the younger girl could boy fell down the other side of the wall, dropping the even scream, the monster turned on Nicletta and grabbed chicken. her in its powerful jaws. As the boys disappeared into the night, Ruth climbed Ruth heard Nicletta’s bones crunching. She ran toward the stone wall herself. Then she knelt to search for the the monster, screaming and holding the hoe over her head third hen. She’d smooth its feathers, cuddle it under her in a futile gesture of defiance. But before she was even arms until it was quiet, then round up the other two. She close, the dragon spread her wings and soared into the felt for it in the dark. But instead of a fluttering bird, her sky. She vanished into the clouds, leaving a streak of sooty hands found a limp body. Sometime during the theft, the vapor in her wake. Stannish boy had broken the hen’s neck. Ruth had stood in the empty field, alone and uncom- The anger drained out of Ruth. In its place came grief. prehending. It was not the first time the dragon had eaten She carried the hen back to her home and stepped inside into human flesh, but Ruth had never dreamed the monster the light. It was Mrs. Cluck, a bandy-legged red that Ruth would strike at her family. Yet in a few brief moments, the had picked out twelve years ago, when she was a young dragon had torn away everything Ruth had loved most bride starting her own farm with her new husband and baby. dearly. Both of her daughters had vanished as suddenly as The old hen hadn’t produced more than an egg a week in if they had never been. recent years, but she had been Ruth’s favorite. Allowed to The next day, the quota system was established, and roam free since Ruth’s husband had been killed in the wars Ruth built the cairn. (he said a chicken’s place was in the henhouse, not in the She placed the box containing Mrs. Cluck into the hole yard), Mrs. Cluck had tagged along beside Ruth as she did in the earth, then plucked a daisy and laid it gently upon her gardening, pecking at the threads that hung down from the lid. Another death caused by the dragon. After sprin- the hem of Ruth’s dress, mistaking them for worms. The old kling a handful of soil on the box, she rose and shovelled hen had liked the soft feathers of her throat stroked and had the rest of the dirt back into the hole. A shadow fell across always been the first out of the henhouse each morning. Now the tiny grave as she finished tamping it in place. she lay limp as a rag in Ruth’s arms, her bright eyes already “You look awful, Ruth.” Paulus regarded her with the glazed with death. blunt stare of the young. “I thought you didn’t like to Ruth didn’t sleep that night. She rounded up the other come out to this field. What are you doing?” two chickens that the boys had attempted to steal, then Ruth had to wipe away fresh tears before she could shooed the other chickens that had escaped back into the answer. “I’m burying Mrs. Cluck.” henhouse. After rigging an old cow bell on the shack wall “Did she die?” Paulus started to lean against the cairn, so that it would clatter if the door were opened again, she then seemed to think better of it. Instead he thrust his went into her house and sat beside the body of her dead hands into his pockets. hen, letting the tears spill. She stroked the hen’s throat “Her neck was broken.” Ruth answered. “Tim Stann- one last time, then found a hammer, a few old nails and ish killed her. He was trying to steal her last night. There some boards, and built a box to bury it in. were two other boys as well, but I didn’t get a good look When the sun came up, Ruth trudged out to the back at them. It was dark.” field. She’d let it go fallow these past two years. It was still Paulus’s fists clenched. His eyes blazed. “It was probably full of stones; she had never completed the task of clearing Jolim and Marc. They’re always running around with Tim, them. The last rocks she had lifted from the soil had been picking fights with the littler kids. If I was bigger . . .” those she had used to build the cairn. It was a tidy pile of The sight of the boy’s sudden anger brought back pain-

DRAGON 95 ful memories. Nicletta had been like this, always flying to knight. “But we’re a poor village,” he said. “We couldn’t . . .” the defense of anyone she thought had been wronged. “There’s no need for payment,” Julius answered. “I’ve “We don’t know for certain that it was them,” she cau- made it my life’s work to rid the world of these demon- tioned Paulus. “And you’re only asking for trouble if you spawn. A dragon killed my sister and her husband, years take on the Stannish family.” ago. I’ve sworn to kill as many dragons as I can find, to “I don’t care,” he replied petulantly. “I can handle even the score.” He looked around at the townsfolk. “All I myself.” He began to walk away, stiff with anger. require is food and lodging for the few days I stay here. “Paulus?” And the assistance of any of you brave and strong enough The boy paused. to wield a spear.” “Why are you over here so early? Isn’t this the day He looked around, assessing the villagers. “Now is the your father takes the wagon into town?” time to strike,” he urged. “While a dragon’s sitting on her Paulus muttered something into his chest and Ruth had to nest, she won’t leave her lair. Dragons like to keep their ask him to repeat it. He answered in a louder voice. “He eggs in sight at all times. If they can’t see the eggs, they can’t. We had to kill the horse yesterday. For the quota. I assume something has happened to them. So she won’t came over to ask you for some eggs for breakfast.” pursue us if we’re forced to retreat. We can keep going “Ah.” Ruth could hear his stomach growling. “They back, attacking over and over again.” take them all, for the quota. But I can always say that Julius paused. “After the dragon is dead, if you wish to something disturbed the chickens last night, and that some give me something to see me through to the next kill, I’d of them didn’t lay this morning. So come and get your appreciate it. If not, so be it.” He glanced down at Paulus. eggs. I was just about to collect them.” “Perhaps your family could put me up for the first night?” “What’s this? Who is this man?” Townmeister Stannish The knight rode into town on the eighth day of the tripled shoved his way through the crowd that had gathered in the quotas. He was a broad-shouldered man on a heavy war square. “You, sir!” he said, addressing the knight. “What is horse. Both man and animal were clad in shining plate your business here?” Fists on his hips, he stood panting, mail armor that was brightly polished, yet dented enough trying to catch his breath after running from the meeting that it was clearly not just for show. A battered great hall. As Julius repeated his explanation, Stannish glared at shield, its face painted with a stylized green cross, hung him with undisguised distaste. When the knight had fin- across his back. The visor of his helmet was up, revealing ished, he shook his head curtly. “We have trouble enough a stern face with a drooping brown moustache. His horse’s here without strangers coming in to stir things up.” iron shoes rang on the cobblestone street as he rode the Stannish turned to face the crowd. Smoothing his oily animal up to the fountain-fed trough in the town square. hair with one hand, he let his eyes sweep the townsfolk. “I Slackening the reins to let the war horse drink, he survey- speak on behalf of us all when I say that any attack on the ed the people with cold blue eyes. dragon would only bring increased suffering to this town. “I have heard that you have a dragon problem in these Imagine the dragon’s rage, imagine how violent her re- parts,” he said. His voice was deep and heroic. Ruth, who venge would be, if this alleged dragonslayer mounted an had come to town to trade her wedding dress for food, unsuccessful attack on her. Why . . .” watched him from the shade of a shopfront. Like the other Stannish’s gaze fell upon Ruth. Before she could duck townsfolk, she regarded the knight with wide eyes. He into the shop, he strode over and grabbed her wrist. Yank- looked so strong, so well fed. Clearly he was a man who ing her out into the square, he gestured at her with his killed dragons, rather than knuckling under to their de- free hand. “Do you remember the way it was before we mands. The town had not seen the likes of him in years. established the quotas? Do you want your own children to What few warriors it had produced were long since dead, die as a result of a stranger’s actions?” or had returned from battle crippled like Paulus’s father. Ruth tried to twist away from Stannish, but his grip “Get the townmeister!” someone shouted. A boy scur- was firm upon her wrist. “Don’t,” she whispered. Tears ried from the square in the direction of the meeting hall. welled in her eyes and spilled down onto her cheeks. But Everyone else stood rooted to the spot, whispering among now the townsfolk were murmuring in agreement with themselves. Stannish. “Well?” the knight asked, his eyes starting to show his The townmeister’s voice boomed out. “Remember little impatience. “Do you have a problem with a dragon or don’t Sashann and Nicletta. Do you want their deaths to be in you? If you’re not in need of the services of Julius Dra- vain?” gonslayer, I’ll ride on elsewhere.” He gathered up his reins, An angry murmur swept the crowd. jerking the horse’s head out of the public watering trough. “Please . . .” Ruth begged. “Wait!” Pushing his way between two villagers, Paulus “Now just a moment,” the knight growled, leaning for- ran into the square. One side of his face bore a sickly ward on his saddle. “The only one to die will be the dragon. yellowish purple bruise, but his eyes were bright. He I know these creatures. They’re at their most vulnerable stopped a few paces away from the knight. “Do you really when nesting. If you miss this opportunity to strike, you may kill dragons?” never get another chance to defend yourselves.” The man fixed his cold eyes upon Paulus. Ruth expect- “Defend ourselves? What need? The quota protects ed the boy to back up a step, so intense was the knight’s us!” Stannish shouted. “Without it we would all have gaze. But Paulus stood firm. Slowly, the knight answered. been dragon fodder years ago!” He glared at the knight. “As many as I can.” “The answer is no; we will not help you in any way.” Paulus glanced down at the ground, then back at the Several heads nodded in agreement.

96 JUNE 1994 “Pah!” Julius spat in the dust and jerked the head of “Paulus!” Ruth grabbed the boy’s shoulders and shook his horse around. “I won’t waste my breath talking to them. “Paulus, no!” Somewhere behind her, she heard sheep. Keep feeding the dragon, then. Take the food from Bretin groan. His crutch clattered to the ground as he fell your children’s plates and watch them starve. But I’ve got onto his knee and grabbed frantically for his son’s hand. a dragon to kill.” The healer simply stood, shaking her head. “He’s gone,” At last Stannish released Ruth’s arm. Whirling to follow she whispered. the knight, he puffed out his chest with self-importance. “I Ruth’s pain wrapped around her like a cold blanket, forbid it!” the townmeister said, his voice strangled with muffling the words. Sashann, Nicletta, and now Paulus. anger. “You will not go near the dragon’s lair.” How many more children would have to die before some- “I will,” Julius said, “with or without your permis- thing was done? She wept until every tear had been wrung sion.” With a shout, he spurred his horse into motion. from her body, then blindly stumbled home. Metal-shod hooves clanged as the horse carried him up the cobblestone street. Ruth, still wiping the tears from Ruth trudged through the dark forest that cloaked the her eyes, caught a glimpse of Paulus running behind the sides of the mountain. From the last vantage point, she knight. She heard his father call out to him to stop, but on had looked down on the village, so tiny from this height. crutches Bretin could not hope to catch the boy. Pounding But now the trees closed around her, shutting off the light. after the rider, Paulus rounded a corner and disappeared At this altitude there was a faint dusting of snow on the from sight. ground, even though it was already spring. The climb had taken the better part of the day. She’d They carried Paulus home the next day, on the back of the had to set off well after dawn, when the villagers carrying knight’s shield. He lay on his father’s straw-stuffed mat- the dragon’s daily quota were already well along on the tress, with only a light sheet drawn partially over him trail. Then she’d had to wait, hidden in the bushes beside despite the spring chill. His arms and chest were covered the trail, until they had passed her on their way back in blisters and peeling, blackened skin. His hair and eye- down the mountain. Now it was almost dusk. brows had been burned away, and his face was so swollen Ahead, the trees thinned out and she could see a rocky Ruth could not see his eyes. A healing woman was gently cliff face. At its center, opening onto a broad ledge, was a sponging his burns, but still a reek of sulphur clung to dark cave mouth. Several empty baskets littered the him. Paulus lay perfectly still, making little weeping nois- ground in front of it. The dragon had already devoured es whenever the healer touched him. Bretin sat on a stool, her daily meal. Ruth hesitated. Perhaps she should just clutching his crutch so tightly that his hands were white. turn around and leave. It had been eleven days since the “Paulus!” Ruth fell to her knees beside the bed. She dragon had laid her eggs. It might already be too late for barely recognized the boy. Her stomach twisted in horror what Ruth had in mind. at the sight of his blackened face. If he lived, Paulus A rumbling, deep inside the cave, made Ruth pause at would be horribly scarred. “Oh, Paulus,” she said softly. the edge of the forest. She clutched the branch of a pine The boy’s lips opened a crack. “Ru—?” His hand tree as her knees began to wobble. A faint trace of smoke inched across the bed toward her, then stopped. Paulus emerged from the cave, curling in slow spirals up the cliff whimpered in pain. Slowly, he struggled to get the words face. A blackened spot on the ground, not yet washed out. “The dragon killed Julius. I saw it.” away by two days of rain, marked the spot where the “Stupid boy!” Bretin struggled up from his stool. knight had fallen. Globs of melted metal lay nearby. There “Why did you follow him?” He smashed a hand against hadn’t been enough left of his body to carry down the the wall, startling the healing woman. “It was a man’s mountain. The villagers had found only part of his horse; job. If only I still had my leg . . .” Eventually his anger the dragon had left half of it for a later meal. gave way to heaving sobs. The sun was starting to sink toward the horizon. Ruth Ruth clenched her fists to keep her hands from shaking. had only a short period of daylight left. If she was going to She looked at Paulus. Another child, lost to the dragon. enter the dragon’s lair, it had to be soon. In the dark, she When would it end? Leaning closer, she fought back her would not be able to see what she was doing. She stepped revulsion and whispered into what was left of the boy’s forward, her pulse pounding in her throat. Forcing herself ear. “You stay alive, Paulus. For Ruth. Don’t you worry to walk right up to the entrance to the cave, she swung her about those burns. They’ll heal, and you’ll see again.” It pack from her shoulders and called out into the inky dark- was a bald lie, but the boy needed something to cling to. ness of the cavern. “I need you to protect me and my chickens. You’re the “Hello!” Her voice was no more than a squeak. Swallow- only real friend I have.” ing hard, she tried again. “Hello, dragon!” It sounded silly, “I wanted to avenge Nicletta,” he whispered. “Like the but Ruth didn’t know how else to address the monster. knight avenging his sister. But I’m just a boy.” “Who comes?” The answer came from deep within the “And I’m just a crazy farm woman,” Ruth answered. cave, a rumbling growl. Something stirred in the darkness. “With nothing left to lose if you die.” Ruth closed her eyes and trembled as a huge shape slithered She reached out again to stroke his cheek and felt the and scratched its way to the entrance. She concentrated on soft sigh of his breath. She leaned closer, thinking he was her ragged breathing, forcing herself to stand her ground. trying to say something else, then saw how still Paulus had “It’s me, Ruth,” she answered at last. “This morning I suddenly become. His eyes were fixed on the ceiling, open was hungry and ate the eggs I should have saved for you. and unblinking. Although his cheek was still warm, the Then I realized my mistake. I didn’t want you to be angry life had slipped from his fragile body. at me, so I brought the quota myself.”

DRAGON 97 “What did you bring?” the dragon when she settled upon them. Each was uncom- A hot gust of sulphurous-smelling air stirred Ruth’s fortably hot, like a loaf pulled fresh from the oven. hair. Opening her eyes, she found herself face to face with “Well?” the dragon asked. “What sex are they?” the dragon. The creature’s eyes were each the size of “I have to test their weight,” Ruth answered. “But first, I Ruth’s head, and each long white tooth was as long as a have to look inside one of the eggs to see what stage they are human hand. Only her neck and head had emerged from at.” She pulled on woolen mitts to protect her hands from the the cave; the rest of her scaly body all but filled the open- heat, then bent over an egg. The dragon laid a clawed talon ing. Her skin radiated an uncomfortable heat, and her over it, preventing Ruth from picking it up. breath was fetid with dead flesh. Ruth fought down the “Look inside?” the monster asked. “I will not allow bile that rose in her throat. you to break the shell.” “A lamb,” she whispered. “Freshly killed.” “There’s no need to do that.” Ruth shook her head. “I Opening her pack, she pulled out the carcass. She’d simply hold the egg up to a light and look through it. If traded the last of her furniture for it yesterday. Like many you would be so kind as to breathe a little fire?” of the villagers, she was reduced to selling her possessions The dragon was still suspicious, but released the egg to meet the quota and still feed herself. The alternative and allowed Ruth to lift it. The egg proved as heavy as a was to kill her chickens or to move away and abandon her stone. Then the monster hissed, and a bright yellow flame farm, as some had already done. sprang from her parted lips. Quickly, Ruth held the egg The dragon sniffed the lamb. “Good meat,” she said. up and peered through it. She sighed with relief. Inside With a snap, her jaws closed around the body. Snapping it the egg, a tiny dragon had started to form. But the yolk cleanly in two, she swallowed the front half, then belched and the white of the egg were still distinct. a gout of flame. “But maybe I’ll eat you, too. You also Now came the most difficult part. But if dragons as- missed your quota yesterday.” The monster gave Ruth a sumed their eggs were no longer safe when they could not wicked smile. “There were no eggs.” see them, the reverse should also be true. As long as Ruth “Please don’t eat me!” Ruth said, trembling. “I’ll kept the eggs in sight and didn’t crack their shells, the make it up to you. How would you like to know whether monster might believe them to be in no danger. your young will be male or female before they have even Smiling nervously as the dragon let the flame die out, hatched?” Ruth began shaking the egg from side to side. She moved Ruth held her breath, waiting for the dragon’s reply. it slowly at first, then with sharp jerks. All the while, she She could only hope that dragons shared the same curiosi- kept talking. “I think“— she shook it again—“ it’s heavy ty that human mothers did about their unborn offspring. enough for a male, but there’s a certain lightness at one This was a young dragon, sitting on her first clutch of end. I have to allow for the difference in size between eggs, after all. It was Ruth’s only chance. hen’s eggs and yours.” She gave it another shake. “Yes, it “How can you tell?” the dragon asked at last. seems to be . . .” “By the weight of the egg.” The dragon touched a claw to Ruth’s arm. “Enough,” The dragon snorted a puff of soot through her nostrils, the monster said. “What is it?” her disbelief clear. Ruth set the egg down, waving her hands at her sides to “It’s true!” Ruth insisted. “I’ve used the technique all my cool them. Even with the mittens, the heat of the egg had life, to sort chicken eggs. A farmer doesn’t want too many been intense. “A male,” she answered, trying to put con- males to hatch; if you get too many roosters, they fight viction in her voice. She reached for the next egg. “Now among themselves, and you only need one or two as studs. this one looks lighter but . . .” She shook it gently, then But you want all the females to hatch and grow into hens.” jerked it suddenly to one side. “Perhaps . . .” The dragon ate the remainder of the lamb. Blood- One by one, Ruth repeated the procedure, pretending tinged saliva drooled from her mouth, and the bones to weigh the eggs. Stalling, saying she wanted to be abso- ground and snapped in her jaws. She regarded Ruth with lutely certain, she shook some of the eggs a second time. one glittering, metallic eye for several long moments. But at last her hands and arms were red and starting to Then she gestured with her head. “Come then,” she said. blister from the heat. The mitts that had protected her “Tell me what my children will be.” hands were charred, and the air was thick with the smell Ruth’s legs quivered like those of a newborn colt as she of singed wool. Outside, the light was failing as dusk fell. stepped into the dragon’s lair. If she had been able to eat “Now I’m certain,” she told the dragon. “Three males, anything that day, she would have lost the contents of her two females. You’ll see that I’m right when they hatch. stomach at the combined smells of acrid smoke and rotten But don’t expect . . .” She hesitated then, as if unwilling meat that filled the cave. Instead she concentrated on to say something. feeling her way along in the dim light. The floor was lit- The dragon leaned forward in anticipation. “Yes?” tered with broken bones and piles of putrid flesh that had “Well, it’s just that . . .” Ruth shrugged. “The eggs felt fallen like crumbs from the dragon’s wide mouth. a bit light to me. I think your estimation of when they will The eggs were near the back of the cavern, nested on a hatch might be a bit off. I’d say it’s going to be later than layer of fine grey sand. The dragon curled protectively you expect.” around them. Carefully, Ruth reached out and touched “Later?” The dragon hissed impatiently. Smoke curled one of the eggs. There were five of them, each about the from her nostrils. But Ruth knew she had won when she size of a large cooking pot and oval in shape. They were saw the doubt in the monster’s eyes. red, flecked with metallic glints of gold. The shells were “I’d say they’ll be at least four weeks late. Maybe leathery but strong. They had to be, to bear the weight of more.” Slowly, she backed toward the door. “Now if you’ll

98 JUNE 1994 excuse me, I have to get back to my farm. I’ll send you three nice baskets of eggs in the morning.” “And another man?” “What?” Ruth had been about to dash out of the cave, but the dragon’s words stopped her cold. “What do you mean, ‘another man’?” “Another. Like the one Stannish sent me.” Ruth stared in disbelief. “Stannish told you the knight was on his way here?” The dragon nodded. “He warned me to protect my eggs. He said I could eat anyone who brought a weapon near the nest. The knight threatened me, so I ate him.” Ruth trembled and had to lay a hand on the hot stone of the cave to hold herself up. Julius might have killed the monster, but thanks to Stannish, the dragon had been forewarned and ready for him. He’d never had a chance. And Paulus, watching, had been caught in the trap. The dragon regarded her with slitted eyes. Her tongue flickered across her lips, and her mouth opened in a fang- filled smile. For one horrible moment, Ruth thought her own trick had been discovered. She braced herself, ready to meet her death in the monster’s grinding jaws. But instead the dragon settled upon her eggs. “Go,” she said. Ruth turned and fled back down the trail.

Townmeister Stannish sputtered with anger as he con- fronted the villagers who had gathered at Ruth’s home. His hair was in disarray, and his shirt had come untucked from his breeches. Behind him trailed several dozen more villagers. Their cheeks were hollow from lack of food and they were as ragged as Ruth now. All they had left was their land; everything of value had been sold to the profi- teers who had flocked to the town, lured by the prospect of trading meat to the desperate villagers at high prices. “You can’t just refuse to contribute!” Stannish said, his cheeks pink with anger. “It’s bad enough that the village has had trouble meeting its quota in recent days without you lot stopping altogether. The dragon’s eggs are about to hatch. As soon as they do, she will—” “The dragon will not attack,” Ruth cut in. The firm- ness of her voice surprised even herself. In recent days, she had learned the fine art of persuasion. “She will not leave her nest until her eggs hatch, and I have seen to it that they will never hatch. If we stop feeding her now, she will be too weak to attack by the time she discovers the trick I played on her.” Stannish wrinkled his nose. “What trick? Is this an- other of your crazy fancies, Ruth?” Ruth held out her arms for the villagers to see. Her hands were covered in weeping blisters. “I visited the dragon in her lair yesterday,” she told them. She waited until those who were hearing her story for the first time stopped murmuring before continuing. “I told her I could determine what sex her hatchlings would be by testing the weight of her eggs. I shook the eggs, breaking up the yolk and the white and mix- ing them together. Because the eggs appear whole and intact, the dragon doesn’t suspect anything. She’s sitting on a nest of dead eggs that will never hatch.” “Impossible!” Stannish snapped. “It’s too simple a trick. The dragon must have realized—” “Then why hasn’t she attacked us?” Ruth snapped back. “Explain that, if you can, Stannish.”

DRAGON 99 “Townmeister Stannish,” he corrected her. ating themselves further by informing the dragon about Bretin stepped forward now. He had been one of the the true condition of her eggs.” first people Ruth had encountered after returning from She took a deep breath, then continued. “As for the the dragon’s lair, and the old warrior had believed her dragon, we’ll stop feeding her and tell her the food in the story. When others questioned it, he had lent the weight of village has simply run out. We’ll keep a watch outside the his former status in the village, using it to gradually con- cavern, and as soon as the dragon shows signs of leaving vince them. Now he pushed himself up to his full height the nest, we’ll attack. But it should be some time before on his crutch and confronted Stannish eye to eye. she abandons the eggs, especially if she thinks there’s still “There’s another thing we’d like you to explain, town- a chance they’ll hatch. By the time she’s ready to leave the meister.” The sarcastic emphasis Bretin placed on the title nest, the dragon should be weak enough that even a few was there for everyone to hear. “Why is your family so warriors can dispatch her.” plump and healthy, while the rest of us are reduced to skin Stannish had been shuffling nervously as Ruth spoke. and bone by the quota?” Bretin jerked up the edge of his As she finished, he tried to run. There was a brief scuffle, shirt, revealing the ribs that stood out against the skin of and dozens of clasping hands held him back. The villagers his chest. He let the shirt drop. “Weren’t you worried were smiling openly now, hope shining in their eyes at the about angering the dragon when you held back a share of prospect of at last being out from under the yoke of the our quota for yourself? Or perhaps you had worked out an dragon. arrangement with the dragon not to eat your family. You “Ruth!” someone in the crowd shouted. “Ruth should made sure to keep in her favor by warning the monster be our townmeister!” The cry was taken up by several that the knight was on his way.” voices. The villagers behind Stannish were muttering with Ruth smiled and shook her head. “No”’ she answered. anger now. Gradually, they formed a circle around him. “I have chickens to care for and a farm to tend.” She drew Beside the townmeister, Bretin raised his crutch like a her neighbor in front of her. “I think Bretin should lead club. All of the color left Stannish’s face. you. He’ll be the one leading the attack on the dragon, “Bretin, wait.” Ruth laid a hand on the old warrior’s after all. And the plan to ruin the eggs was his idea.” arm. “There’s a better way.” She turned to the villagers Startled, Bretin looked at Ruth. His mouth opened as if and raised her voice. “My suggestion is this. The food he were about to protest. But the cheers of the villagers and property in the Stannish home should be distributed drowned him out. among the people of the village. Stannish and his family Ruth nodded at him. Her neighbor had never owned a should be confined to their home until we have dealt with chicken in his life and didn’t know a thing about eggs. But the dragon, just in case they have any ideas about ingrati- he’d make a fine townmeister, all the same.

Elminster’s Notebook Continued from page 76 scenes there. Although it recently helped to bring about revolution in Tethyr, it now fears such activities; they hamper its con- trol and influence over a land. The remnants of the Seven Skulls bear watching—and it’s high time I spoke with Azuth, to be certain that Tashara is gone forever.

‘These undead vary, but all are AC 2, MV Fl 16 (A), and have 6 + 6 HD. They retain their intelligence (though some of the skulls have gone insane), and can wield all magical items they could in life, including rings, amulets, and the like that are worn—if they retain digits, for some of these undead have lost their hands over the years. None can be turned or dis- pelled, and all are immune to mind- affecting magics and psionics, and to all spells of third level or less.

100 JUNE 1994

DRAGON 103 104 JUNE 1994 DRAGON 105 106 JUNE 1994 By Barbara Manui & Chris Adams DRAGON 107 108 JUNE 1994 DRAGON 109 110 JUNE 1994

©1994 by Ken Carpenter

Black &White Photography by Don Witmer Color Photography courtesy of Grenadier Models and

So you read through my column in only take a beating when you wash and DRAGON® issue #204 and got all excited, drybrush the large areas anyway. right? You went straight out to prep 20 The next step is the wash. The purpose figures and have been waiting for this of a wash is to deepen the shadows and issue. You’re even sitting at your painting add depth to the area. To create a wash, table right now, going through this choose a darker shade of the color over column, giggling with excitement. Well, which you will be washing, then dilute it probably not, but it paints an entertaining with water. picture (for me, anyway). Example: Over medium gray, wash with In Aprils column, I discussed prepping dark gray or black. A solution of 70% metal figures and this time I’ll talk about (about three parts water to one part paint) some basic painting techniques. Let’s as- water is a weak wash, 60-65% (about two sume you’re working with acrylics, since parts water to one part paint) water is a that’s pretty much the standard for 25-mm medium wash and using less water creates figures. Base coating, washing, drybrush- a strong wash. I recommend a medium ing (also called highlighting) and detailing wash for novices, because it allows you to are the most common stages of miniatures see the results immediately without over- painting. While base coating isn’t really a bearing the original color. technique, it is still the most basic stage of When applying the wash, use a larger painting and is important to the success of brush than you do for the actual painting. later steps. This depends upon the size of the figure When you are about to start painting, you’re working with. On most 25-mm take one more good look at the figure. figures you can wash with a round #1 This gives you one last chance to catch brush, or a #0 if you want to play it safe. any parting lines or unnoticed gaps before Let the brush soak up a small amount of you compound the error by painting over the solution and then lightly go over the it. It also gives you the opportunity to plan area to be washed. The diluted paint will the colors you want to use. Never start run into the low spots, cracks, and angles, painting a figure before you decide how deepening their color. Make sure you go The highs you want it to turn out, or it’ll look like it over the whole area being washed or the dressed in the dark. areas you missed will have a lighter hue. Base coating is painting the larger areas This could be tough to correct later in the and lows of of the figure with the colors you chose painting process. earlier. This includes flesh, boots, cape, Now you’re ready for drybrushing, so miniatures painting armor, etc. It’s important to paint the called because of the state the brush is in entire area; be sure to get every nook, when you do this. The purpose of dry- cranny, and edge. You don’t need to paint brushing is to lighten the coloring of the the smaller areas at this point, they would miniature’s raised areas, adding highlights and giving it a more life-like appearance. I recommend a flat brush for large areas, Miniatures' product ratings usually 1/8” or 1/4”. Small areas will re- quire smaller brushes and you can’t often * Poor ** get smaller flat sizes. Below average When drybrushing you need to get a *** Average small amount of paint on the tip of your **** Above average brush, this time using a lighter shade of ***** Excellent the color being highlighted, then wipe it

112 JUNE 1994 off with a paper towel or paint rag. Example: Over the medium gray you washed earlier, drybrush with light gray. You can test the strength of the brush by wiping it on a white paper towel to see how much is coming off the brush. Only a trace of the color should be visible. When you’re satisfied with the strength, lightly brush over the highlight area. This should be done like you’re using a duster, back and forth in a sweeping motion. Gradually the area will lighten, as the pigments come off the brush and adhere to the ridges and high spots of the target area. The drawback of drybrushing is that it destroys your brushes over time, so set aside a few brushes for this use. I haven’t space to cover detailing in depth; it’s worth a column of its own. However, if you practice the steps above, detailing will become a natural extension of the skills mentioned here—detailing is base coating, washing, and drybrushing on a much smaller scale. While it all sounds so simple when you read it, these techniques will require a great deal of practice. Don’t use your favorite miniature when you decide to do this for the first time. The first few at- tempts may not make you terribly happy, resin, usually looking like a rough edge or mold-release stuff before you begin to but you will see an improvement with a small tear where the detail ends. Minor work with it (see the Feathered Serpent each miniature. After just four or five lines appear along the edges of the wings above). If you’re looking for a great piece figures, you’ll probably be pleased with and along some parts of the body. There of work, this is it. the results. really aren’t many and a hobby knife For a piece of this size there are remark- ought to correct them pretty easily. ably few parting lines or blemishes, With dragons being the focus of this Assembly isn’t difficult, though you will though the wings will need some filing to anniversary issue, I’ve included some of need to do some filing here and there. Use clean up the choppy resin mold lines. the most impressive beasts that lurk in the epoxy putty to fill in the few gaps that are Assembly requires work, forethought, and dark recesses of your local hobby shop left; at the base of the wings, at the vari- skill since there are so many pieces. just waiting to be loosed on a party of ous body joints and in the area of the jaw. Where the pieces fit is just as important as unsuspecting characters. Dragons are, Carefully sculpt the putty to look like the how well they fit, because of the dragons’ after all, a cornerstone of sword-and- surrounding area, so it all blends together interactive pose when complete. sorcery fantasy and are a favorite creature when you have finished. On a detailed You can’t assemble the whole piece and of legend. Few things inspire the same figure like this, the sculpting is the hardest then paint, you just won’t have room or feeling of overwhelming awe and wonder part. the angle to do it. You should prime all the as a dragon. This serpent is very impressive, with its pieces separately, then paint as you get 7 + ” wingspan and a height of over 8”. certain areas assembled. For example, look The detail is excellent with realistic, lay- at the mouth with the arm in it; if you Reviews ered feathers and a gracefully curved attach the two pieces that make the head body. His head has a wide, flat, serpentine (upper and lower halves), you can’t paint Ral Partha Enterprises, Inc. look and highly detailed features. This the mouth very well. I would paint the 5938 Carthage Ct. figure is a great Eastern dragon and fits mouth first, assemble the head (using Cincinnati OH 45212 very well into the SHADOWRUN world or putty at the back of the jaw) and then Voice: (800) 543-0272 Fax: (513) 631-0028 any campaign that uses more than the paint the rest of it. Pay attention to how Mail Order: Yes Catalog: $4.00 “traditional” dragon. the pieces fit and decide how best to paint Because of the level of detail present, this them before you begin assembly. #10-861 The Feathered Serpent figure will paint very well. As you can see I also would like to applaud Ral Partha’s SHADOWRUN* series from the photo, this is a good figure to show assembly instructions. While there is Sculptor: Jim Johnson the results of washing and drybrushing. nothing out of the ordinary about the Scale: 25 mm cost: $25.95 instructions, aside from being in English #10-452 The Conflict (unlike my VCR instructions), the After- One of Ral Partha’s new Partha Plastics Sculptor: Dave Summers word gives tips on shaping and fitting the products, the Feathered Serpent is entirely Scale: 25 mm Cost: $49.95 plastic pieces by using heat. This should resin, except for the large, Ralidium (pew- prove a great help to any modelers that ter) base. The figure comes in eight pieces. This has to be one of the most ambitious are just now getting exposed to plastics. Since it’s done in resin be sure to clean pieces done in a long time. The time and Youngsters should not try this unsuper- the pieces with warm, soapy water to get effort involved to get these two large vised, though. all the mold-release gunk off. While this is dragons to interact so well must have been The detail and design of each dragon is a suggested step for metal figures, it’s a quite difficult. The set comes in 22 pieces, unique, furthering the contrast within the requirement for resin and plastic pieces. of which the wings and base are resin diorama. The dragons are great examples Parting lines work a bit differently in (Partha Plastic). Clean the resin of the of western dragons and are well designed,

DRAGON 113 in good shape but the pants he tucks into Grenadier Models, Inc. them have a frayed hole in the left knee. P.O. Box 305 There are a myriad of other details such Springfield PA 19064 as sacks, pouches, armbands, straps, loin Voice: (800) 843-2015 Fax: (215) 583-9425 cloth, and all manner of intricacies. Mail Order: Yes Catalog: $3.00 #1826 War Dragon #1507 Future Savages WARLORDS* line FUTURE WARRIORS* series Sculptor: Julie Guthrie detailed, and crafted. I could go on, but Sculptor: Mark Copplestone Scale: 15 mm Cost: $6.50 what good would that do? Look at the Scale: 25 mm Cost: $4.00 picture! Grenadier’s 15-mm miniatures WAR- Looking like they just stepped out of a LORDS game gets even more firepower #61-003 Cleric With Mace Mad Max movie, these figures are a clever with this mounted War Dragon by Julie Ral Partha Imports series mix of neanderthal and high-tech. Copples- Guthrie. Julie sculpted a number of Grena- Sculptor: Dennis Mize tone is a great sculptor and the FUTURE dier’s popular “Dragon of the Month” Scale: 25 mm Cost: $2.15 WARRIORS line has all the earmarks of a miniatures and her expertise shows on premium series. this figure. A must have for anyone who plays in a There are a few minor mold lines on the The War Dragon comes in five pieces, medieval fantasy role-playing game, this figures. “Tophat” has parting lines along not including the two-piece plastic base, figure has a lot of character. The models the front of his left leg and over his right and assembles easily. There are a few pose is realistic and gives the cleric a feel- shoulder, while the stout crossbowman mold lines, though all are minor and a ing of motion. has a small line between his left arm and little filing will be required to get the fit A slight mold line can be traced up both body as well as traces along his right side. just right. Though this figure has very sides and across the shoulders, but that’s the These will remove easily with needle files. minor seams at the assembly joints, all only technical flaw and it’s easily corrected. Looking first at the hefty bowman, you assembled models should have the joints The line does run through a little detail have to appreciate the detail of the figure blended with epoxy so the figure looks like along his right arm, but it’s easy to get to (every time you look at it, you see some it’s all one piece. Mounting the rider re- with a needle file or hobby knife. The base is new detail). Aside from the mohawk, his quires a little filing, but the Grenadier textured like dirt or fine gravel. head is clean-shaven and ornamented with metal is soft and easy to work with. The flow of the robes and mantle down goggles, earrings and a nose-ring that Detail is excellent on the dragon—from his back is great. His armor, partial plate trails a chain to his right ear. He is short the rough scales to the softer, leathery filled in with scale mail over the abdomen and very fat, which is accentuated by the belly and wings. Facial details on the drag- and chain mail at the shoulder joints, is fact he’s not wearing much in the way of on are exceptional and the rider is very well sculpted with sharp lines and angles. clothing. good, especially when you consider the Detailed shoulder and knee guards add to Other details include a fur mantle, scale. The assembled piece has a life-like the already impressive armor. homemade crossbow and sword, a broken pose, making a graceful turn in mid-wing Our hero isn’t the most handsome of child’s doll hung around his thick neck, beat. men, but that adds personality to the and a belt hung with all sorts of pouches, figure in my book. His brows are fur- holsters, and gizmos. On the back of his rowed and he appears angry or unhappy belt is strapped a keyboard with display. (Citadel/Marauder Miniatures) about something (which might explain the His fur-lined, heavy boots are starting to 3431-C Benson Ave. raised mace). A long dirk hangs in its show wear, as evidenced by the exposure Baltimore MD 21227 scabbard behind his shield, where the of his toes. Voice: (410) 644-5699 Fax: (410) 242-1839 bottom of a shoulder-slung bag also is The other figure has shaved the right Mail Order: Yes Catalog: Free visible. side of his head while long hair escapes from under the left brim of his beaten and #9051 Boneripper abused tophat. “Tophat” wears goggles, WARHAMMER* line earrings in his right ear, and some sort of Sculptors: Michael Perry & Jes Goodwin high-tech panel as a breast plate. He car- Scale: 28 mm Cost: $9.99 ries a four barreled, homemade arquebus and has a heavy short sword strapped to Boneripper is the mutant, Rat Ogre his back. His calf-high, steel-toed boots are bodyguard to Thanquol, a special charac-

114 JUNE 1994 Both figures have numerous details that add life and flavor-badges of honor, gre- nades, pouches, cross-hatched leg armor, etc. The facial detail of the figures is ex- ceptional, one in mid-howl with furrowed brow and flared nostrils, the other snarl- ing disdain as he brings his bolt pistol to bear on the enemy. They also have the new backpacks, which include a periscope-like appendage rising over the model’s left shoulders.

#0152 Dark Millennium WARHAMMER 40K supplement Sculptor: Andy Chambers Scale: 28 mm Cost: $34.99

Dark Millennium is a supplement for the WARHAMMER 40K game, so it isn’t play- able unless you have the game. The box is packed with 60 psyker powers, 10 vehicle cards, a deck of 36 Warp cards plus all sorts of counters and power templates. There is also a book with rules for using all of the above. Without trying to recap the whole book, pose. His head also can rotate left or right, the new rules cover psykers, Strategy to suit whatever pose is chosen. The shoul- cards, vehicle squadrons, support-weapon der is set to one position, but that can batteries, and include more victory-point change too, with some delicate filing and tables. The psykers are broken down by epoxy to fill in any gap. races or training to determine what Boneripper is highly detailed with patch- powers are available to specific charac- es of fur, heavy muscle structure, spiked ters. The system is very similar to the shoulder guard and a spiked. . . some- magic system used for the WARHAMMER thing in his right hand. He wears a neck FANTASY BATTLES* game, which makes chain from which hangs a huge, round them very compatible for mixing games. pendant, his tail ends in a spiked ball, and Strategy cards, a new addition for the his belt holds a number of metal rings. WARHAMMER 40K game, allow a certain Additional details include a brand of the randomness beyond that inherent in the skaven symbol on his right shoulder, brac- roll of the die. These cards allow changes er on right wrist, and chains criss-crossing to set-up, combat results, or even allow his body, presumably to hold his shoulder players to bring back a dead squad as guard on. reinforcements. While I enjoy the concept, and some of the cards work very well in #9053 Space Wolf Scout Sergeants play, a couple of the cards are powerful WARHAMMER 40K* line enough to destroy game balance so you Sculptor: Jes Goodwin might want to pull them all out before you Scale: 28 mm Cost: $6.99 play. Still more support for the Space Wolves The rules for squadrons and batteries chapter, these scout sergeants add more are simple but add a lot to play by pre- character and detail to their command. venting players from covering the board Both figures have slight mold lines visi- with “detached’ vehicles and support ble on legs, arms, and shoulders. Clean up weapons. By putting the vehicles in squad- should be easy, using needle files and rons, or support weapons in batteries, the knife. game approximates real-world tactics but The first sergeant, with his power sword still allows enough freedom that players raised high overhead, wears a wolf pelt don’t feel restricted. ter available to Skaven army generals in over modified armor and carries a drum- The artwork in the book is great—with the WARHAMMER miniatures battle game. fed bolter with shoulder strap hanging numerous color photos and B&W illustra- Boneripper comes in four pieces plus a loosely. His hair is shaved up the sides and tions. An attractive layout puts all the 40-mm plastic base. There are minor mold hangs in long braids from about the ears. rules in easy-to-find chapters, so players lines on each piece, but some careful filing The claw-like scars in his scalp are evi- can reference the material during play. should take care of them. His torso has a dence of his devotion to the chapter and Overall, the rules work well and the moderate mold line under the upper right his open mouth shows elongated canine psyker powers blend well into the game. arm (Does that sound funny to anyone teeth. Psykers will have a big impact on the besides me?) and some moderate flash at The second sergeant carries a game, so be prepared—a couple of tricky the end of the claws. Files and a hobby chainsword, bolt pistol, and has a sword psykers can throw a wrench into the best knife will solve those. hung on his belt. Embellishments include of plans. I can think of a dozen nasty ways Where the torso and lower body con- the Imperial emblem on his chest, wolf to use my Warphead orc psyker. nect, the joint is a ball and socket giving teeth hanging from armor, grenades. and the modeler a great deal of flexibility in belt pouches.

DRAGON 115 animal skull, while his thick belt with skull buckle holds a pouch. His feet are wrapped in cloth or leather. The other pose has a skull emblem on his shield and belt buckle. Both figures have good facial detail, warts and all. The pack comes with 10 figures, five in each pose, and will fit easily into any fantasy miniatures game, not to mention the po- tential in fantasy role-playing games.

#345 Death’s Head Nethermancer EARTHDAWN* line Sculptor: Scale: 25 mm Cost: $4.95

These Nethermancers, for FASA’s EARTHDAWN RPG, are well designed and detailed for use with any fantasy setting. The blister contains two different figures, both in dramatic poses. The parting lines on these figures are nearly undetectable, so prepping will be a breeze. Some of the detail is pretty fine, so be careful with the primer—a little too thick and you might lose some detail. Nethermancer #1, carrying a staff with horned skull, is covered with all manner of tassels, bones, symbols, and pouch. The detail is excellent, especially when you note the embellished staff and the lapel of his robe. His lapel is one of the places you might lose detail when priming or paint- ing, due to the fine (as in really, really small) pattern. Nethermancer #2 has a similar level of detail, but the detail presents itself as neck jewelry, sashes, pouches, and chains. His long, fur vest is quite good and should paint up very well. Between his nose and mouth crawls a worm (9 out of 10 dentists recommend well, maybe not). Each figure has undead facial features, as they should, while the rest of their body appears well muscled and propor- tioned. In addition to use as a netherman- cer, these could find good use as a lich or any number of specialized undead crea- tures (wraith, wight, etc).

Thunderbolt Mountain Miniatures 656 E. McMillan Cincinnati OH 45206-1991 Heartbreaker Hobbies & the lines are negligible and clean off quick- Voice: (800) 235-3908 Fax: n/a Games ly. The figures come with 20-mm plastic Mail Order: Yes Catalog: Yes 19 E. Central Ave. bases, the standard for the WARHAMMER (enclose 2 stamps) Paoli PA 19301 and ® systems (25 mm/28 Voice: (215) 544-9052 Fax: (215) 544-9052 mm as opposed to the popular 15 mm) and #3020 The Lady Of The Lake Mail Order: Yes Catalog: Free a number of other fantasy games. I do Le Morte D’Arthur series have one question, however. Though they Sculptor: Tom Meier #416 Goblin Swordsmen are called Goblin Swordsmen, they all Scale: 25 mm Cost: $6.95 Generic Fantasy Army Pack have meat cleavers—isn’t that going to Sculptor: Tim Prow tick-off some union? I almost don’t need to write anything for Scale: 28 mm Cost: $12.50 These figures are quite good and should this figure-seeing is believing. However, fit well into any fantasy army. One pose since I’d get a good talking to if I didn’t, I’ll Heartbreaker’s new generic miniatures holds his mighty cleaver and target shield go ahead and write something. for fantasy armies give enthusiasts an aloft, howling his defiance to the heavens I would usually say something about a inexpensive way to fill in their army with (a goblin would figure this to be reasona- parting line right in here . . . hmmm . . . is not-so-generic figures. bly safe—after all, the heavens are pretty that?, no. . . . I guess I could say that the There are minor mold lines along the far away from a goblin). Around his neck figures come with separate bases, which arms, weapons, shields, and legs, though is a chain hung with teeth and a small fit quite well, for both mounted and foot.

116 JUNE 1994 As for detail, there really isn’t enough space so I’ll be selective. Her hair and tiara are . . . while the cloak and gown are . . . not to mention the horse’s mane and har- ness, which is . . . (Adjectives can be placed into the previous sentence in any order and with any frequency you’d like.) Both the foot and mounted Lady of the Lake, sitting astride her horse, share the same qualities in feature, dress, and detail. The tack and harness of the horse is detailed with shells and leaves, to fit with the nature of its rider. The horse’s tail is a little flat, but that is the only conceivable drawback to the pack. Tom Meier retains his crown.

#3027 Dwarf, Page, & Trumpeters Le Morte D’Arthur series Sculptor: Tom Meier Scale: 25 mm Cost: $6.95

This four-figure set will provide great setting figures for court events, festivals, a royal entourage, etc. While the trumpeter figures are more limited in their usage, the page and dwarf can fill any number of gaming roles, from bar patrons to charac- ters to town folk. At the small end of each trumpet there was a bit of heavy flash, from a large vent. Don’t try to twist it off, as you might with other such flash, because the end of the trumpet is thin and could break. Use a hobby knife and file to clean the area up. It’s not tough, just be careful not to mar the face. There are minor mold lines along the left side and along the instrument of the two trumpeter figures. The hat also has a faint trace of parting line. The dwarf has virtually no visible parting lines. A mild parting line runs up the page’s right arm and side, across his head and down the inside of his left arm and left leg. Use only needle files for most of these areas. Bobinium, the alloy T-Bolt uses, is very hard and difficult to work with when using a knife. You will want to use the tip of a hobby knife to stroke through the hair, cleaning off the traces of parting line there. A little work is required to mount the trumpeters and dwarf on their bases, as the posts on their feet don’t quite fit into the holes, but the page fits perfectly. As you might expect, the page is dressed rather plainly, but isn’t lacking in detail or facial expression. His hose, slippers, and tunic should all paint up nicely, while his life-like facial features will prove an excel- lent challenge for any painter. The trum- peters and dwarf are more ornately clothed in detailed tabards. The trumpet- ers’ stance, flared sleeves, feathered hats, and bannered trumpets are all well done. The dwarfs hooded, fringed mantle and tunic are excellent, as are his necklace and facial expression. Painting will be a challenge as you de- cide upon the heraldry to use for the

DRAGON 117 trumpet banners and the coloring to use on the dwarf, who could be a visiting dignitary or a fool. Global Games 1666 St. Clair Ave. W Toronto, Ontario CANADA M6N 1H8 Voice: (416) 652-3255 Fax: (416) 656-2235 Mail Order: No

#1740 Mark II Assault Fiend LEGIONS OF STEEL* line Sculptor: Jeff Wilhelm Scale: 25 mm Cost: $8.95

Assembled from four pieces, this figure, designed by Wes Johnson and sculpted by Jeff Wilhelm, supports Global Games’ miniatures LEGIONS OF STEEL game. The Mark II Assault fiend adds yet another terror to the growing arsenal available to this game’s players. As with any larger figure, there are parting lines. Most of the lines are simple, if time consuming, to remove. Parting lines are found down the back of the body and across the chest, along both arms, and the length of the weapon’s haft. Another runs along the tail. Assembly is simple, but dry fit the right leg to the body before you glue. Some bending or filing may be required to get both the leg and base to fit just right.

118 JUNE 1994 The result is a figure to strike fear into Pick of the Litter even Behemoth XRS equipped commandos. This litter this month has such incredi- The sleek design of the head makes the ble pieces in it that choosing one or two is figure look fast, which it is in the game. really tough. Certainly all the dragons are Though there appears to be musculature, huge and impressive pieces, but the Fu- the machine forces only have a humanoid ture Savages figures are so creative and appearance for psychological reasons, unique, while The Lady of the Lake minia- don’t they? ture is such an elegant, almost perfect The detail is very good. The legs have piece. Then there’s Boneripper, which is a exposed fiber bundles (machine muscle), modeler’s delight, or Goblin Swordsmen, a as do the abdomen, back, and arms. The great value for fantasy miniature gamers. ridged back and segmented tail, complete And what about Cleric with Mace? Sound- with bladed tip, add a sinister feel to the ing pretty wishy-washy, aren’t I? Fiend. His fleshless, almost grinning ex- Okay, we’re going to do this (gulp). Ral pression would unsettle the most veteran Partha’s Conflict has to be the pick for UNE forces. modelers, it’s such an incredible piece and Global has said that they intended to use such a tremendous challenge to assemble some of the best sculptors in the industry and paint. The Conflict will truly be any to support this game, and so far they hobbyist’s pride and joy when completed. have—starting with Tom Meier, Dave Sum- For the gamer, with a more functional mers, and Jeff Wilhelm, to name a few. purpose in mind, the choice can’t really be It’ll be interesting to watch their line prog- narrowed to fewer than two—and that’s ress, and see who they have work on it. It hard enough. They are Grenadier’s Future should also be noted that RAFM casts their Savages, which is too great a blister pack Bewildered in the figures and has done an excellent job to to miss out on, and T-Bolt’s Lady of the wilderness? date. Lake (saw that coming a mile away, didn’t you) because it’s such a finely crafted Got a question about one of TSR’s role- piece. playing games? Turn to “Sage Advice” Until next time, good gaming. to find out the answers!

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DRAGON 119 NEW PRODUCTS FOR JUNE NEW PRODUCTS FOR JULY

The Classic DUNGEONS & DRAGONS® MONSTROUS COMPENDIUM®: game PLANESCAPE™ Appendix by TSR staff An AD&D® game PLANESCAPE The ever-popular best-seller returns— accessory updated, streamlined, and repackaged in a by convenient size that will fit on any shelf. The From the vast that is the planes ideal entry into fantasy role-playing, this game comes this 128-page collection of creatures has simple rules and exciting adventures! integral to the PLANESCAPE setting. This ap- $20.00 U.S./$28.00 CAN. pendix also complies the best planar monsters £14.99 U.K. including VAT from a variety of old and out-of-print sources. TSR Product No.: 1106 $18.00 U.S./$23.00 CAN./£10.99 U.K. TSR Product No.: 2602 Council of Wyrms setting An AD&D® game boxed set by An AD&D® game DARK SUN® accessory For the first time in the history of the AD&D® by L. Richard Baker III game, dragons are available as player charac- This 96-page book contains new psionic ters. This boxed set details a complete campaign powers and rules for DARK SUN players and setting where dragon PCs rule the roost. Includ- DMs alike. It features dozens of new powers, a ed are: three 64-page books, 12 cards, and three psionics combat system and rules for playing Coming next month. . . poster maps. those masters of the mental arts: psionicists. DRAGON® Magazine #207 $25.00 U.S./$32.00 CAN. $12.95 U.S./$16.95 CAN./£7.99 U.K. Cover art by Dan Frazier £17.99 U.K. including VAT TSR Product No.: 2431 This issue’s theme is Magical Items and TSR Product No.: 1107 includes: Deck of Encounters, Set 2 * A collection of ordinary objects to make PHBR12 The Complete Paladin’s An AD&D® game accessory treasure extraordinary. Handbook by Bittner, Morris, Riegel, and Prusa * A “Bazaar of the Bizarre” featuring An AD&D® game accessory Over 400 all-new and exciting encounters with legendary Celtic magical items. by Rick Swan monsters or NPCs are ready for the DM to use— * A hoard of treasures mundane and This 128-page books details paladin proficien- with just the flip of a card. magical—treasures that all take the form of cies, personalities, combat rules, equipment, and $20.00 U.S./$28.00 CAN./£14.99 U.K. paper! several paladin kits. Give the ultimate warriors TSR Product No.: 9443 Plus all our regular columns and features the attention they deserve with this valuable such as “Sage Advice," “Forum," and “Conven- accessory. Player’s Gaming Screens tion Calendar," and another ™ $18.00 U.S./$23.00 CAN./£10.99 U.K. AD&D® game accessories article from Jeff Grubb. TSR Product No.: 2147 by TSR staff $3.95 U.S./$4.95 CAN./£1.95 U.K. At last, gaming screens for players too. The TSR Product No.: 8111-07 The Eternal Boundary Fighter’s, Wizard’s, Thief’s, and Priest’s Screens An AD&D® game PLANESCAPE™ speed up play by making the most frequently DUNGEON® Adventures #48 adventure used character information instantly accessible. Cover art by Peter Clarke by L. Richard Baker III Each screen is for sale separately. * “To Bite the Moon” (AD&D® game; levels Welcome to the Cage, berk. There’s trouble in $6.95. U.S./$8.95 CAN./£4.50 U.K. 9-12) by Lisa Smedman. Sigil’s Hive, and your PLANESCAPE PCs are just * “The Oracle at Sumbar” (AD&D; 3-6) by the cutters to handle it. This 32-page adventure The Chaos Curse Paul Culotta. is the first to support the PLANESCAPE setting. The Cleric Quintet, Book Five * “The Sleeping Dragon” (An AD&D Coun- Just buy it, berk. by R. A. Salvatore cil of Wyrms adventure; 6-8) by Bill “Spell $9.95 U.S./$11.95 CAN./£5.99 U.K. In the exciting conclusion to the series, Cad- my name right” Slavicsek. TSR Product No.: 2601 derly finds his life shattered upon his return to * “Melody” (AD&D; 6-8) by Leonard & the Edificant Library. The life of his companion, Ann Wilson. Revised RAVENLOFT® setting Danica, hangs in the balance as Cadderly strives * “Them Apples” (D&D® game; 1-3) by An AD&D® game RAVENLOFT® to end the chaos curse. Christopher Perkins boxed set $4.95 U.S./$5.95 CAN./£4.99 U.K. * The adventure index of DUNGEON by TSR staff TSR Product No.: 8544 issues #37-48; over 60 adventures arranged A complete revision and expansion to the and accessible. original Realm of Terror box, this set includes $3.95 U.S./$4.95 CAN./£1.95 U.K. elements of the set as well. This TSR Product No.: 8198-07 new set is the definitive RAVENLOFT® product, and includes background, adventure ideas, Unless otherwise noted: Tarokka cards, and new domains. ® designates registered trademarks owned by TSR, $30.00 U.S./$42.00 CAN. Inc. £21.50 U.K. including VAT ™ designates trademarks owned by TSR, Inc. TSR Product No.: 1108 ©1994 TSR, Inc. All Rights Reserved. 120 JUNE 1994