Mystery & Suspense

ctober traditionally ushers in a horror-themed issue of Naturally, we also present several of our regular depart- DRAGON® Magazine but this year we’re taking a slightly ments and columns. Let us know what you think of all of them different approach to what has sometimes become an all- by dropping us a note. As you might notice by the structure of undead monster review. While charging through catacombs to this issue, we’re moving the furniture around somewhat, and hack at ghouls and zombies has a certain visceral appeal, now is a great time to tell us what you’d like to see soon. Note slowly creeping up a squeaky staircase is what makes real ter- our new postal and email addresses in this month’s “D-Mail.” ror possible. With this thought in mind, we present a more sub- tle array of October articles this year. Goodbyes & Hellos In our lead feature, we present a rich survey of Medieval After leaving Wisconsin, we bid a fond farewell to Michelle and other historical period detective fiction. This is the sort of Vuckovich, who plans a return to college for her Master’s article I like to call an “idea-generator,”since it creates many degree. We won’t say goodbye to Lizz Baldwin, since she has starting points for your own adventure ideas. For 101 more moved only about 10 feet away to join the TSR book depart- ideas on starting your own mystery plotline, see this issue’s ment as assistant editor. “Dungeon Mastery” column, which makes a fine companion Upon arriving in our new offices here in Renton, WA, we’ve piece to “The Murder Medieval.” added a few new members to our team. Our new editorial Next we examine a thieves’ guild allied with the shadiest assistant is , an eight-year veteran of the AD&D church in Cerilia. These Quick Fingers don’t flinch from the more game and GURPs* . Also joining the magazine staff is brutal methods of most thieves’ guilds, but they prove that a former English teacher Chris Perkins, better known to readers secret can be more dangerous than a knife. Located in the of DUNGEON® Adventures as that magazine’s most prolific BIRTHRIGHT® “Ela’s Quickfingers Guild” could contributor, now its editor. appear in most any AD&D® game setting. Along with Chris and Jesse, much of the staff of If you like a plot-based adventure or, like me, want any has come to our assistance. We’re delighted to count among excuse to break out the old Tarokka deck, check out “Saga of our extended family Wendy Noritake, Bob Henning, Sharon the Mists.” Even if you never play anything but the AD&D Whiting, Denise Stewart, and especially Judy Smitha, who might game, the card mechanics offer a new and illuminating view just know everything after all. They and everyone at Wizards of of the moral and supernatural laws of . the Coast have made us feel at home in our new lair. Explore the final resting place of the divine dead in “Mysteries of the .” Perfect for fans of the ® setting, this article also works just fine for any AD&D game planewalkers.

Dave Gross

Publisher Editor Associate Editor Art Director Pierce Watters Dave Gross Chris Perkins Larry Smith Advertising Manager Editorial Assistant Advertising Director Subscriptions Manager Jesse Decker Bob Henning Judy Smitha Sharon Whiting

Printed in the USA

DRAGON #240 3 October 1997 Volume XXII, No. 3 Issue #240

The Murder Medieval Detective fiction throughout the ages can inspire many a mystery for AD&D® game sleuths. Page 18

Mysterious Cities James Wyatt The Red Death spreads its subtle fingers farther across the glob of Gothic Earth. New source material for any 1890s horror campaign. Page 28

Goddess of Shadows, Guild of Thieves Sue Weinlien Cook and slade Ela’s Quick Fingers Guild: a new church and thieves’ guild or players of the BIRTHRIGHT® campaign or any AD&D world. Page 38

Saga of the Mists Matthew L. Martin Use the story-driven SAGA™ System to drive the mysteries in your RAVENLOFT® campaign. Page 48

Mysteries of the Dead Gods Care to visit the graveyard of the gods? A new mystery for planar travelers to explore. Page 56

4 OCTOBER 1997 Ecology of the 3 ...... The Wyrm’s Turn™ Nymph A slight departure from our usual October Johnathan M. Richards programming. The Monster Hunters learn a harsh 6 ...... D-Mail™ lesson after their past hunt. Your kind words and corrections, and a few Page 70 words about dungeon crawls. Wyrms of the North 8 ...... Forum Dice vs. cards, plus the continuing debates on magic and multi-classed human PCs. Gaulauntyr the thief dragon is a subtle schemer. 12 ...... Page 76 Sage Advice The answers to your questions about rogues and magic. Dungeon Mastery Steve Berman 96 ...... Cons & Pros™ More than one hundred little Coming soon to a convention center near you. mysteries for the DM to develop. Page 82 108 ...... Role-Playing Reviews Rick Swan surveys some of the best horror Bazaar of the supplements of the past year. 120 ...... The Current Clack™ Bizarre The latest on the game industry, including the Brian P. Hudson Origins convention and the ® Game Fair. Need a hand? How about a leg? Page 88

Other Material

98 ...... of the Dinner Table 100 ...... DragonMirth 102 ...... Gamer’s Guide 104 ...... Floyd 116 ...... TSR Previews

62 True Power Ron Collins At what price does the become a master?

DRAGON #240 5 to agree with Steve Shawler’s comments a lot of depth and detail. Playing through made in DRAGON Magazine #237: noth- the Randal Morn modules, I was ing beats a good dungeon crawl. They impressed at how the designers worked are what keep both DMs’ and players’ to test the characters in every way possi- skills sharp and hungry for more adven- ble. With the new proficiencies and kits, tures. I also agree that there is a short- the characters can do much more than age of products that feature this type of just cast spells and swing their swords. adventure, which was what it all There is room for every type of module, revolved around in the beginning. though, and a reviewer shouldn’t be I agree also with Steve that Mr. allowed to influence the future of the Swan’s review (of Undermountain: The game. Lost Level, in issue #234) was a little less Keep up the great work! The amount than on the mark, as we “adult” and of detail and realism that you offer to “veteran” gamers can attest, and these the game is greatly appreciated. two letters are proof of that. We design David Aquadro and make our own modules featuring Bratt, UT the dungeon crawl. Other gaming styles are fine if that is what you want to play, For the Dogs lf you have a comment, opinion, or but campaigns such as the BIRTHRIGHT®, Dear DRAGON Magazine, question for the staff of DRAGON® Magazine, RAVENLOFT®, and ® settings are Your article “Man’s Best Friend” (in write us a letter. We’d love to hear from you. not the same as the original AD&D® issue #237) raised some hackles in my In the and Canada, send crawl, in which you find the bad guys household, so I felt compelled to com- letters to “D-Mail,” DRAGON Magazine, through clues, traps, and puzzles, then ment on a few canine inaccuracies. It is 1801 Lind Avenue S.W., Renton, WA 98055, try to clobber them in the hack-n-slash dangerous to tread on the toes of dog U.S.A. You can also send email to us at style of combat. It just is not the same! lovers’ views of breeds and training. [email protected]. After 12 years of crawling in and Since my husband is a veterinarian and Please use regular mail for change of around dungeons, l—and also Steve and I have been involved in dog obedience address notices or subscription orders. Send his crew—must be doing something right training for 10 years, I hope I can speak them to: DRAGON Magazine, P.O. Box to keep the game going. with. some competence. 459086, Escondido, CA 92046-9107. Well that is my two copper pieces on As far as breeds are concerned, I the subject. High fives to Steve and his cringe at the notion of putting the Saint crew-our crawlers are with you. Bernard in the dog category. Several Welcome Back Long live the crawl! giant breeds—including the Great Dear DRAGON Magazine, Ed Bradshaw Pyrenees, New Foundland, Saint I was shocked to have finally House Springs, MO Bernard, and Anatolia—are guardian received issue #237 about six months dogs. These are bred to help and protect after the last one-and was very glad to . . . Or Not To Crawl helpless individuals, such as people lost see it. I had received my first subscrip- Dear DRAGON Magazine, on mountains, drowning victims, and tion issue in October. Wow! I thought my subscription had lambs. Don’t expect a lot of help from The first things I read are “Floyd,” been lost. What a great surprise to receive these breeds in a fight unless someone “Knights of the Dinner Table,” and “Sage issue #237! The new format is really they‘ve been trained to protect is down Advice.” I think many fans will find issue good, but I do miss “Forum.” It is always and helpless. Even then, they’re likely #237’s “Knights of the Dinner Table” strip nice to hear people go into detail on their just to stand over the victim and growl. very appropriate for the magazine’s thoughts. Please keep the issues theme- If you want a killer, get a pit bull, a disappearance and reinstatement. Thank related and general, so most everyone Rottweiler, or a Chow Chow. Bull dogs of you for returning, and welcome back! can use them. I don’t want to lose half my all kinds are not companion dogs. They Kendra McEvoy subscription to issues devoted to specific were bred to fight. Pit Bulls, Boston Bulls, Topeka, KS settings, unless of course the majority English Bulls, Boxers—these are the fight- would go to the ® setting! ing breeds. They’re hard-headed to train To Crawl . . . Steve Shawler asked about dungeon but great in a brawl. Dear DRAGON Magazine, crawls. They are fun, but I have to admit Poodles are a very misunderstood I too have been DMing for a long that I just started playing after an eight- breed. Poodles were originally hunting time, going on 12 years now, and I have year layoff, and the game has developed dogs. The Poodle clips were originated

DRAGON® Magazine (ISSN 0279-6848) is published monthly Order Entry Department, Westminster MD 21157, U.S.A.; tele- DRAGON Magazine, P.O. Box 469107, Escondido, CA 92046-9107. except January, February, March, April, May, and June (twice phone: (800) 733-3000. Newsstand distribution throughout In the United Kingdom, methods of payment include cheques monthly in November) by TSR, Inc., 1801 Lind Avenue S.W., the United Kingdom is by Comag Magazine Marketing, or money orders made payable to DRAGON Magazine, or charges Renton, WA 98055, United States of America. The postal Tavistock Road, West Drayton, Middlesex UB7 7QE, United to a valid ACCESS or VISA credit card; send subscription orders address for all materials from the United States of America and Kingdom; telephone: 0895-444055. with payments to DRAGON Magazine Subscriptions Dept., P.O. Box Canada except subscription orders and change-of-address Subscriptions: Subscription rates via periodical-class mail are 504, Leicester, LE16 0AD. Prices are subject to change without notices is: DRAGON Magazine, 1801 Lind Avenue S.W., Renton, WA as follows: $34.95 in U.S. funds for 13 issues sent to an address prior notice. The issue explanation of each subscription is 98055, U.S.A.; telephone (245) 226-6500; fax (425) 204-5928. in the U.S., $41.95 in U.S. funds for 13 issues sent to an address printed on the mailing label of each subscriber’s copy of the Distribution: DRAGON Magazine is available from game and in Canada; £34.95 for 13, issues sent to an address within the magazine. Changes of address for the delivery of subscription hobby shops throughout the United States, Canada, the United United Kingdom; £41.95 for 13 issues sent to an address in copies must be received at least six weeks prior to the effective Kingdom, and through a limited number of other overseas , $57.95 in U.S. funds for 13 issues sent by surface mail date of the change in order to assure uninterrupted delivery. outlets. Distribution to the book trade in the United States is by to any other address. Payment in full must accompany all sub- Submissions: All material published in DRAGON Magazine Random House, Inc., and in Canada by Random House of scription orders. Methods of payment include checks or money becomes the exclusive property of the publisher, unless special Canada, Ltd. Distribution to the book trade in the United orders made payable to DRAGON Magazine or charges to valid arrangements to the contrary are made prior to publication. Kingdom is by TSR Ltd. Send orders to: Random House, Inc., MasterCard or VISA credit cards; send subscription orders to DRAGON Magazine welcomes unsolicited submissions of written

6 OCTOBER 1997 because of the problem of burrs and advanced level. Water skills is an mats in the dog’s curly coat, due to their extremely variable skill. Some dogs love active outdoor life. the water and seek it out—usually I have trouble calling Dalmatians retrievers like the water. Some dogs companions also. They were bred to run hate the water, and no amount of train- alongside fine coaches and look flashy— ing can cause them to enjoy entering a canine accessory, if you will. As a the water and swimming. result, they are very good at running Finally, strength and size do not around, and that’s about it. When 101 necessarily dictate a dog’s confidence Dalmatians came out, there were several and aggressiveness. The saying “It’s not articles in our local paper by breeders the size of the dog in the fight but the warning that Dalmatians are not for size of the fight in the dog” was coined everyone, being bad around children, for a reason. hard to train, and high strung. Margaret Lundock I would tend to put breeds such as the Lowell, FL Pekinese, Papillion, Pug, and Pomeranian into the companion category. As an Errata AD&D player, I would not have my char- points out two errors in acter take any of them on an adventure. the “Lupins of ” article from As far as training is concerned, I can’t issue #237: imagine working with any dog for 2-3 Wee Folk cannot be rangers. The line hours per day. The standard training listing the levels for wee folks, starting time is around 15-30 minutes. If you’re with rangers, was printed one column in a big hurry, you can have maybe two too far to the left. In other words, there sessions a day. The only time I’ve heard should be no number (zero) in the col- On the Cover of training sessions going longer is in umn for Rangers, 15L should go under serious agility or shutsen training—and Wizards, 15 under cleric, 9M under Mark Nelson, our cover artist, your PC had better have animal training Druids, 13 under Thieves, and 6 under has been turning out exemplary and animal handling proficiency for that. Bards. work for me for the past seven The actual tricks or skills a dog can Mongrels should not be paladins— years. His association with TSR, be taught were covered well in the arti- there should be no number (zero) in the Inc. goes back about twice as cle, with maybe a couple of exceptions. column for Paladin; the “U” should be long, though, as Mark was one of Alarm is not an advanced skill. Dogs located in the Rangers column, the 12 the original freelance illustrators instinctively bark when they sense an under Wizards, the 15 under Clerics, the for the company. intruder or even a friend approaching. 13 under Druids, the next 13 under the Working with Mark always It’s definitely a beginning-level skill. Thieves, and the 9 under the Bards. includes a fair amount of (good Silence, on the other hand, is very diffi- natured) ribbing about his ability cult to teach: I would put it at an at times to meet deadlines. During the academic season, Mark teaches at Northern Illinois We’re Still Moving! University, where he nurtures Please do not send email to the former addresses at America Online. Instead, such notable talents as Tom Baxa, address your email to these new addresses, as appropriate, for DRAGON Magazine TSR’s own R.K. Post, and current and DUNGEON® Adventures. Please send only article queries via email, never full student Mike Sutfin, whose work manuscripts unless specifically requested. graces two articles in this issue.

“D-Mail,” “Forum,” questions, change of address and convention notices (Jesse Decker) [email protected] “Sage Advice” questions (Skip Williams) [email protected] DUNGEON Adventures queries (Chris Perkins) [email protected] DRAGON Magazine queries (Dave Gross) [email protected]

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DRAGON #240 7 Multi-Classed Humans Weak Wizards? I am responding to Alexander I have a few comments about the Fontenot’s letter in DRAGON Magazine “Forum” letter about wizards by Wayne #238. I think he touched on an impor- Rossi (in issue #236). I would have to tant point as to why humans can’t multi- agree with him, although “weak” is not a class and that is their limited life span. term I would use for wizards. By the time they learned enough even On the other hand, many DMs make to begin their career, they would be mid- up their own spells or make higher-level dle aged or close to it; and if level spells at lower levels, as with dwarves. advancement is balanced and time kept You don’t need to be a genius to work in the game, then the multi-classed your way up to a higher level, although human would be old by the mid levels. I many exceptions exist. Take Raistlin don’t think most human characters Majere, second most powerful mage in would pick the advantages of being all of Krynn, surpassed only by his multi-classed over the advantages of nephew, Palin. Of course, Raistlin was a Forum welcomes your comments and concentrating on a single class and liv- genius to begin with, outsmarting even opinions on role-playing games. ing to reach high levels. I do however the great Fistandantilus. He learned In the United States and Canada, send disagree with two things he mentions in many spells apprentices were not meant any correspondence to “Forum,” DRAGON® his letter: that such a thing as a to learn. On yet the third hand, Gurrand Magazine, 1801 Lind Avenue S.W., Renton, paladin/bard could exist is laughable to DiThon was a bumbling fool before he WA 98055, USA. You can also send email to say the least. I generally stick with the became the Sixth Sentinal of the [email protected]. core rules in my games and I don’t own Bastion. So, don’t get me wrong. We ask that all material be neatly typed the various handbooks or know what “Genius” is not necessarily the word to or handwritten. You must give us your full they contain, but if they allow such describe a mage. name and mailing address if you expect things as paladin/bards, then I am very Greg Gartland your letter to be printed (we will not consider glad I didn’t buy them. 824 Piedmont Circle a letter sent anonymously), but we will with- The other point I disagree with is his Naperville, IL 60565 hold your name if you ask us to do so, and statement that paladins don’t have to be we will not print your full address unless you lawful good. Paladins are, always have Dead Again and Again request if. been, and always will be lawful good. It I’d like to comment on Kevin McMahon’s letter in issue #238’s “Forum.” I feel that it’s not enough Maybe I’m just old fashioned, simply to make bringing a character back from the dead hard to encourage but the thought of leaving my dice bag players to think twice before putting a character into a potentially deadly situa- at home makes me want tion that most people wouldn’t go into. It’s far too easy simply to roll up a new to be there with it. character when the old one dies. Part of player recklessness comes from not caring about the character. Far SAGA™ System vs. is a requirement of the class and if it’s too many PCs are simply two- the AD&D® Game not met, then the character is not a pal- dimensional constructs, and the player adin. Non-lawful-good deities might will not care if the character dies. To I have decided to start my own dis- have knightly orders that are not lawful make the player care about the charac- cussion about the new ® good, but please don’t call them pal- ter, make him or her write a background SAGA system. I prefer the old AD&D sys- adins. In my own campaign a lawful (preferably an extensive one) for the tem to the new SAGA rules. Maybe I’m neutral deity has an order of special character. This will acquaint the player just old fashioned, but the thought of knights who are granted a few unique with the character rather well and make leaving my dice bag at home makes me powers and a super-strict code of honor. the PC easier to roleplay— and the player want to be there with it. This card sys- They work for their deity’s cause and less likely to risk the life of the character. tem does not allow the detail that AD&D are known throughout the land as tem- A beloved character will not be risked so gamers are used to having. plars. The paladin class is a special class, easily as a flat, lifeless one. I agree that Now, I’m not saying that the SAGA sys- and it takes a special player to play a PCs are not pawns and should not be tem is all bad. It could be a good intro- paladin well. I don’t feel a paladin would sacrificed. “Knowing” a PC is the best duction to RPGs for novices. The magic ever multi-class as that would mean she way to avoid that. system is a big disappointment, in my was no longer totally committed to her Wayne S. Rossi opinion. I am wondering what the rest deity and therefore no longer a paladin. 86 Powell Place Road of the roleplaying world thinks of the Just my two coppers! Tabernacle, NJ 08088 new diceless roleplaying system. Mike Wilson Christopher Manning 4515 Hemlock 247 Hauser Avenue Wichita KS 67216 Yardville, NJ 08620

8 OCTOBER 1997

More on Magic Looking at it this way, if we are taking th Having just re-read the “Forum” sec- FORGOTTEN REALMS® setting as an exam- tion in issue #234, I’d like to throw my pie, the number of powerful mages is penny’s worth into the debate about easily justifiable—the Realms are vast. magic in the AD&D game. This continu- Proportionality and the law of averages ing saga of magic-rich vs. magic-dead dictate that an AD&D world of that size campaign settings is irrelevant and with a global population of several bil- counter-productive. lion would spawn more than a few arch- This is the principle under which I DM magi. Also, if you’re of the opinion that my own campaign (a customized version magic should be rare and wondrous, have a chew on this: of the DRAGONLANCE setting). Nowhere in my campaign is this more telling than in Think about what you might have in the magic system. in it, there are three your house: television, stereo, electric distinct forms of magic: elemental magic, lights, mass-produced books, refrigera- life magic, and power words and true name tor, home computer, etc. These things magic. These are represented by a we take for granted. To a medieval civi- plethora of spellcasters: wizards (High lization, even a match would be consid- Sorcerers and Royal Warlocks), priests, ered amazing. Now, in a world where paladins, rangers, earthmagi (druids and wizards and priests can hurl fireballs and elementalists), shamans and psychics other assorted magical spells in a highly (psionics are treated as the use of one’s conspicuous manner, and various crea- inherent life magic). tures with grotesque magical abilities In addition to the new spellcasting roam the land openly, couldn’t magic be character classes I created, I changed all taken for granted in the same way that the existing ones because I was unhappy we view technology? Looking at it this with their scope. Wizards receive eight way, could be likened to our spells (seven first-level and one secnd- own Bill Gates of Microsoft. Obviously, level) at first level; priests need not “mem- Mr. Gates can’t cause someone to com- orize” spells each day (they pray for bust spontaneously; neither can he divine intervention on the spot); paladins wander the multiverse at will, but the follow specific faiths (gaining the spheres parallel holds when you think of what of influence and alignment restrictions of computer software makes possible. if that faith—this also gives rise to anti-pal- magic existed on earth as it does in adins and neutral paladins); and rangers AD&D game worlds, would technology gain access to the weather and travelers have developed as it has? spheres of influence. Finally, unhappy The DM should feel free to make with the priests’ spheres of influence whatever he wishes of his campaign, listed in DRAGONLANCE Adventures and Tales and magic-rich and -dead campaigns of the , I re-worked them for all the have equal merit. Magic can be used in gods of Krynn. This has had the net effect a magic-dead campaign to create awe of making all the spellcasting classes and wonder. However, if this is the only more potent. It is balanced by the limita- thing you can think of to achieve that tions placed on each class in terms of goal, then you must have a think about spell availability. Now, at this point, the storylines you employ in your cam- game-balance freaks will be tearing their paign. Even having awesomely powerful hair out and constructing voodoo dolls in wizards and readily visible gods does my image. Don’t forget that if PCs have not reveal the whys and wherefores of all this extra power, so do NPCs. Also, cre- mortal existence. What is more won- ative DMing can easily turn spellcasting drous than the secrets of creation? I use ability into as much of a disadvantage as my campaign to pose the questions I it is an advantage. This has illustrated my ask myself to my players. This does not point on DM autonomy. Now to my hinge upon how many wizards are pre- second point. sent in my campaign world. Besides, in a in answer particularly to Lucas Ashlar game where magic is possible, players Lee, PCs and the villains they struggle tend to become blasé about it, irrespec- against are exceptional characters. They tive of the level of magic within the are not the run-of-the-mill citizenry. game world. (Don’t forget that the average ability Phil Page score is only 9, which precludes most “Lancia,” Weely Road people from the powerful character Great Bentley, Colchester, Essex classes.) For every adventurer, there are United Kingdom, CO7 8PE hundreds of 0-level commoners.

10 OCTOBER 1997

might be large enough to affect multiple creatures, but if the range is 0 the spell always must be centered on the caster. Perhaps the statistics for the find familiar spell should read: Range: 0; Area of Effect: 1 creature within a radius of 1 mile per caster level.

Your recent attention to frisky chest and similar spells has suggested a pos- sible flaw in the ’s floating disc spell to me: What sort of surface do you recommend for the floor that the disk needs to be above? It would seem to be by incredibly easy for someone simply to throw a weighted rock across a chasm Send your AD&D® game questions to whether they can work for someone and use the disk to ferry people across “Sage Advice,” 1801 Lind Avenue S.W., other than the caster, find familiar without causing the disk to disappear Renton, WA 98055. You may also send being one of them. Can find familiar be due to the lack of floor, simply by using questions by email to [email protected]. The cast for someone other than the caster a thick rope. This would seem to reduce sage is far too busy to send personal replies, (such as a master wizard on behalf of an the use of telekinesis or fly as a lot of the so if you enclose an SASE, you’ll receive a apprentice)? What if the spell recipient effects that these are commonly used copy of the writers’ guidelines. is not a spellcaster (or at least not a wiz- for are superseded by the increased The Sage takes a brief look at abilities for ard spellcaster)? What kind of benefits duration of the disk and the fact that it AD&D game rogues before delving into the (if any) would he or she receive? And can be used on inanimate objects such game particulars of various magical effects. what about other spells, such as the as burning flasks of oil, as long as they animal companion spell? The descrip- are within the spell range. Images of The Complete Bard’s Handbook lists tion infers that the spell is for the caster, hoards of low-level mages arriving in thief/gypsy-bard as an allowable multi- but the information in the “statistics” town sitting on disks, and of sneaky class combination. What thief skills do portion says that the area of affect is mages getting the disks to carry cal- these characters have, and how do you the creature summoned. Which takes trops and acid into dangerous areas calculate the skill scores? If two skills precedence? The text of the description and then causing the disk to disappear are the same, do you just use the or the stats? by causing it to rise more than three higher one? A find familiar spell allows the caster feet from the ground come to mind. A thief/gypsy-bard would have the to summon a familiar and bind the crea- If you want to restrict abuse of eight basic thief skills from Table 26 in ture to himself. The caster cannot assign Tenser’s floating disc heavily, you can sim- the Player’s Handbook (PHB). To deter- the familiar to anyone else. ply rule that the disc winks out unless mine the base score for each skill, com- Neither a spell’s statistics nor its the surface beneath it is capable of sup- pare Table 26 in the PHB to Table 7 in description “take precedence” when try- porting a normal human walking at a the Complete Bards Handbook; take the ing to decide whether a spell can be cast normal pace. This rules out not only higher of the two base scores if both on another’s behalf. One must use com- ropes but also water, quicksand, lava, tables show the same skill. Give the mon sense. In most cases, the spell’s and all sorts of surfaces the caster might thief/gypsy-bard 40 discretionary points description is far more useful than its encounter while using the spell. For to round out his skills, then adjust all statistics because the text tells you what most campaigns, however, a more rea- skills for race, Dexterity, and kit. As the the spell does. For example, dispel magic sonable ruling might require a surface character increases in level, add further cancels other magic within its area of that could conceivably support the discretionary points as the character effect. It makes no difference who casts empty disc itself assuming it were a earns them. That is, the character adds the spell. On the other hand, charm physical object. Tightropes would still be 30 points each time he gains a level as person makes the recipient loyal to the out, but water (at least calm water), mud, a thief and 15 points each time he gains caster. A character might wish to charm quicksand, and the like would be okay. a level as a bard. someone on another character’s behalf, As a method for scattering items on but the recipient feels loyal to the caster, the ground, a Tenser’s floating disc would Thieves can speak Thieves Cant. Do not to some third person the caster be useful in some cases, but not in oth- they gain it without spending any profi- designates. ers. The caster himself, for example, ciency or intelligence slots, or do they Sometimes, however, a spell’s statis- could strew caltrops much more effi- have to spend a slot? tics can settle the issue pretty well. Any ciently than the disc could because the No, it’s free. spell with a range of “touch” can be cast disc would drop the whole load in the for another’s benefit. On the other hand, same small (about three feet wide) area. Some spells listed in the PHB and a spell with a range of “0” always affects Anyone encountering the resulting pile DRAGON® Magazine are capable of being the caster, and any powers the spell of caltrops probably would see them (and are supposed to be) cast for grants cannot be transferred elsewhere and easily avoid them. persons other than the caster. Others no matter what the spell’s description Flaming oil won’t work particularly are somewhat ambiguous as to might imply; the spell’s area of effect well with the disc either. One flask of oil

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makes a puddle three feet wide (see A couple of nights ago, some friends number that may be animated at one Table 45 in the ® Guide), and I were playing a game in the casting or the total number that the which is exactly the width of the disc. RAVENLOFT® setting, and we faced a zom- mage can have animated at one time? The disc is slightly concave, so it should bie lord. This monster has an aura that The wizard gains the priest version of carry the oil along without sloshing. A can cause several different effects, one animate dead as a third-level spell. If the second flask, however, would overflow of them being weakness (as per spell). wizard also has access to the wizardly the disc—it’s slightly concave. Further, The problem was we couldn’t find a school of , he also can learn lighting the oil and moving it into posi- weakness spell in any book we own. Is animate dead as a fifth-level spell. The tion will cause only minimal damage to this ability a printing error, or do we limits given in the spell descriptions are whatever happens to be underneath just not have the book it’s in? for each casting of the spell, not for the when the disc vanishes—very little will In this case, treat weakness as a total number of creatures the character actually be under the disc, as it never reversed casting of the 2nd-level wizard can have animated at once. (DMs usual- floats more than three feet off the spell strength. Not that strength is not nor- ly find various clever ways of making ground. Also, remember that a direct hit mally reversible; it just provides an easy- players regret collecting too many ani- from burning oil inflicts 2d6 hp damage to-use game mechanic. mated allies for their characters). Finally, both the priest and wizard versions of the spell use total hit dice of the animat- Will a stoneskin spell protect the ed creatures to determine how many creatures one spell can animate. In both recipient from the effects of cases, the caster can animate one hit die worth of skeletons or zombies per caster non-spell critical hits? level. The description for the priest ver- sion implies that priests can animate one zombie per caster level, but that’s an on the first round. If a party fills a disc Will a stoneskin spell protect the error. Both versions of the spell work just with oil, lights it, then drops it some- recipient from the effects of non-spell as described under the wizard version. where, the best they should get is a critical hits? splash hit (1d3 hp damage). Since the oil Yes. If the spell negates the basic What would a dragon do if affected is splashing, I’d make every creature damage from a hit, it negates any addi- by the fourth-level priest spell inverted within five feet of the point of impact tional physical effects involving cuts, ethics? Would the dragon freely hand attempt a saving throw vs. paralysis to pokes, or impact from that hit. Touch- out its treasure, slaughtering those who avoid the damage. It’s possible that a delivered spells are not negated, nor are donated to the hoard, or merely permit tiny creature—or an immobilized one- magical effects, such as the electrical adventurers to rob it blind? could suffer a direct hit, but if the party damage from a javelin of lightning A dragon under the effects of an lights the oil before moving the disc, (though the 1d6 hp physical damage inverted ethics spell would temporarily then the damage still should be only from the javelin is). Stoneskin never lose its desire to hoard treasure and 1d6. If the party dumps the oil from the negates damage that does not involve probably would become less jealous of disc, then lights it, they could inflict the cutting, piercing, or striking. Damage what it had. Unlike the shopkeeper used full 2d6 hp damage, provided the target from a flask of burning oil or damage as an example in the spell description, a is small enough and slow enough to be from acid harms creatures protected by dragon wouldn’t allow people just to under the disc when it vanishes. stoneskin. take treasure from its horde, because it’s The disc could carry quite a lot of acid not in the habit of letting treasure leave or holy water, say five vials worth. Still, What happens when the recipient of the hoard. On the other hand, an invert- the disc floats only three feet off the a stoneskin spell also uses a fire shield ed ethics spell also would temporarily ground and moves at a fairly poky spell? How much damage would an transform an evil dragon from a suspi- movement rate of 6. Again, the best the assailant suffer if the stoneskin spell cious, haughty, and violent creature into party can hope for is a splash. In this negated all the damage from his a trusting, humble, and mild one. The case, I’d recommend a saving throw vs. attack? transformation might just allow a party paralyzation for every creature within If the stoneskin spell negates the dam- to exchange a few pleasantries with the five feet of the point of impact, with fail- age from a blow, the attacker who deliv- dragon and hit the road with their skins ure resulting in 1d3 splash hits (1 hp ered the blow suffers no damage at all. still intact. If anyone was foolish enough damage each). Of course, an immobile Note that the fire shield spell still makes to take an item from the hoard while the creature caught under the disc would the recipient more susceptible to certain dragon wasn’t itself is most likely in for suffer five hits (2d4 hp damage each). forms of attacks (see spell description). a heap of trouble when the spell wears All the foregoing might seem stingy, off and the dragon comes looking for its but there may very well be cases where The PLAYER’s OPTION™: Spells & Magic missing trinkets. the party is better off forcing the opposi- book allows wizards to choose priest tion to attempt saving throws rather than spell spheres as schools. If a wizard The description of the delayed magic trying to score missile hits, and there’s no chooses the priest sphere of necro- missile spell seems to contradict itself. chance of the containers failing to break. mancy as a school of magic, does he First, it says “The missile causes 1d6 hp Also, opponents with no room to move receive animate dead as a third-level damage for every three levels of the out of the disc’s way would just be spell or a fifth-level one? Also, is the caster.” The next paragraph, however, splashed, no saving throws. limit of hit dice that can be animated the says that “the initial impact deals 1d6

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hp damage to the target.” What detect evil magic and dispel evil magic. Likewise, magically created or animated amount of damage does the first blow What, exactly, is evil magic? Is any creatures, such as zombies and golems, actually cause? Also, please clarify the magic cast by an evil character “evil?” cannot simply be dispelled. line, “the staggered attacks prevent a Does that mean that if my character targeted spellcaster from concentrat- encounters a long sword +1, he can The description for the sixth-level ing on a spell.” Does the continued destroy the sword if an evil wizard cre- wizard spell death spell gives a chart attack interfere with spellcasting even ated it? What about other types of which indicates that the maximum if the target makes his or her save and spells? The inquisitor’s dispel evil magic number of hit dice for affected creatures takes no damage? ability has a base success chance of is 8+3. Can we assume from the forego- No contradiction. The spell deals 1d6 100% making it very potent indeed. ing that characters and NPCs of 9th level hp damage per three levels of the caster, In this case “evil magic” is any magic and higher are totally unaffected by the but no more than 1d6 hp damage each cast by an evil creature. However, the death spell? Does the death ray of a round. Although the description in the magic must be a spell or spell-like ability beholder have the same limitation on hit Wizard’s , Volume 1 lists still operating. For example, an inquisitor dice (understanding that it only affects the duration as 1 round per caster level, cannot detect or dispel a cure light wounds just one creature per round, assuming the spell ends out when it delivers its full spell an evil character has cast because the beholder can keep using the eye that allotment of damage or when its duration the magic is only fleeting; only its effects produces the death ray)? expires, whichever comes first. If the tar- are permanent. Nor could an inquisitor Level equals hit dice in this case, so get is a spellcaster, any spell he attempts dispel a flesh fo stone spell an evil creature characters of 9th level or higher needn’t is ruined if he fails his saving throw dur- has cast. (Exactly which spells have fear death spells. Technically, the beholder ing a round when delayed magic missile is instantaneous durations but permanent eye ability duplicates a death spell in effect, but the spell works if the target effects is subject to some debate, and any except that it affects only one creature makes his saving throw (provided noth- listing of such spells can vary from cam- at a time, just as you point out. If you’re ing else distracts him). paign to campaign.) The inquisitor could following the rules to the letter, that means a beholder’s death ray slays Can a priest resurrect a character creatures of 8+3 hit dice or less without a saving throw. Such creatures cannot be raised or resurrected (see the open- even if his head is missing? ing lines of the spell description). I have always preferred to treat the beholder Can a priest resurrect a character detect and dispel an evil caster’s charm death ray as a ranged slay living effect even if his head is missing? person or curse spell, however. (reverse of the fifth-level priest spell raise I’d say a priest would have a hard Certain spells, such as permanency, dead), which allows a saving throw vs. time casting any spells at all without his quest, and geas either cannot be dis- death magic but also inflicts 2d8+1 hp head, much less less dead or resurrection. pelled at all or can be dispelled only by damage if the saving throw succeeds. If the spell recipient is missing his head, characters of higher level than the origi- raise dead won’t help, but resurrection nal caster-check the individual spell works fine. descriptions to be sure. Magical items don’t qualify, as they Skip Williams has been killing player I am playing an inquisitor paladin are not spells or spell-like effects. characters with kindness since 1975 in a from The Complete Paladin’s Handbook. However, if an evil creature uses a mag- campaign world of his own devising and in My question pertains to two of the kit’s ical item to create a spell-like effect, an convention scenarios too numerous to special benefits, namely the ability to inquisitor can detect and dispel it. count.

16 OCTOBER 1997

ired of dragon-bashing? Try a mystery for a change of pace. Since the early 1990s, the number of Medieval mystery stories has been growing steadily. Collectively, they are an excellent source of interesting characters and intriguing plots. A certain amount of brainwork for the players can make a pleasant change from more typical AD&D® game adventur- ing fare. The fictional sleuths. can make fascinating models for player characters. Thus, this brief survey of the literature. No organized attempt will be made to suggest how to integrate these into a gaming session. (The DM might introduce some campaign-specific ways to greatly reduce the effectiveness of such divination magics as speak with dead. Also steps should be taken to discourage the easy revivification of NPC victims—a device such as the Morganti in Steven Brust’s Vlad Taltos books, weapons that inflict a true and final death, raise the dramatic tension of the situation considerably). Instead, this article will look at some short story collections, individual books, and series that describe the adventures of some of the more famous medieval sleuths of fiction. Who Goes There? The original medieval sleuth is Ellis Peters’ monk and A Short Guide to herbalist, Brother . The series runs over 20 books and has been made into a series of televised dramas starring Derek Medieval Mystery Fiction Jacobi. The most prolific writer in the field is probably Paul C. Doherty, with several series and a number of independent books. Umberto Eco has written the most widely known by Jon Pickens medieval mystery, The Name of the Rose, which has been made into a visually striking movie starring Sean Connery as the illustrated by Tom Baxa Franciscan clergyman William of Baskerville. The case for cler- ical investigations of murder is well put by Prior Geoffrey in the The alchemist/herbalist knows the heal properties of herbs, second chapter of Through the Valley of Death by E.M.A. Allison: can prepare healing draughts and set bones, and can recog- “So, I will put to you my case. Primus, we know not who did the nize the symptoms of disease and poisoning. Brother Cadfael deed. Secundus, if we did know, the malefactor would more is the herbalist at his abbey; C.L. Grace’s sleuth Kathryn likely confess. Tertius, unless he confesses, his soul will be lost. Swinbrooke is a physician in Canterbury; Candace Robb’s Quartus, we are men of God, and in his service it is our Welsh ex-soldier, Owen Archer, received some such training province to save souls in peril. Ergo, I put it to you that in order while recovering from a wound, to become an apprentice to save this soul, we must seek him out.” apothecary in the first book of that series. While Cadfael and William of Baskerville are members of the The lawyer-clerk sleuth is usually in the employ of a great clergy, this is not the only model for the medieval sleuth. Our noble or even royalty. Thus, he prowls a fertile field for political first step, then, is a brief look at the types of medieval sleuths. and international intrigue, assassination plots, tangled diploma- There follows, in order of historical chronology, a brief charac- cy, and the uncovering of the official corruption in high places. ter-by-character description of the principal fictional detectives. As with the religious sleuth, the lawyer-clerk is literate, intelli- A special section then introduces some sleuths from related gent, and a keen observer. Examples are P.C. Doherty’s Hugh periods of interest to roleplayers. Finally, our short survey con- Corbett, Gervase Bret of Edward Marston’s Domesday series, cludes with a bibliographical list of stories and series of interest and Ian Morson’s William Falconer, a regent master at Oxford. to the reader. The traveling rogue often comes from a somewhat later period: Tudor London, for example. Usually from the lower Archetypes classes of society, or at best a gentleman rake and adventurer, So far, several main models for the medieval detective have a rogue has the freedom to wander into almost any area and appeared: the monk or nun sleuth, the alchemist/herbalist, the be virtually invisible to the powerful. He also rubs shoulders lawyer/clerk, and the traveling rogue. Some medieval sleuths with the dregs of society, which can serve as the basis for a of fiction combine these. host of investigations. Kate Sedley’s wandering peddler Roger The first category, clergy, includes William of Baskerville, Chapman is a forerunner of the type (however, he has few Brother Cadfael, Brother Athelstan, and nun-sleuths such as Sister rogue-like traits other than his profession, and clerical novitiate Fidelma, Catherine LeVendeur, and Sister Frevisse. A clerical back- training as well!). Michael Clyne’s Richard Shallot, and the trav- ground might provide skills in reading, writing and possibly num- eling players of Edward Marston’s stories of the ex-sailor bers. In a historical campaign, knowledge of Latin may help to Nicholas Bracewell are typical of the type. break language barriers for a traveling sleuth. Other, non-clerical Finally, other historical mysteries may be of interest to those sleuths might have some church education in their using specific campaign settings. These include mysteries set in background, such as Kate Sedley’s peddler, Roger ancient Egypt, Rome, China, Japan, Renaissance Chapman. Europe, and Elizabethan England.

D RAGON #240 19 The following section identifies some In The Wolves of Suvernake, an infor- Catherine LeVendeur of the more prominent medieval series mant has sent word of an irregularity in (France 1130s) sleuths, presented in order of historical the affairs of the Abbey of Bedwyn. Sharan Newman’s heroine is an chronology. Before the commission arrives, he is example of a medieval nun-sleuth. The found slain, apparently by a huge wolf. young Catherine is a brilliant scholar Medieval Sleuths The two sleuths find a complex tangle of and novice at the Convent of the Sister Fidelma land fraud, forgery, ancient religion, old Paraclete. The abbess there is the fabled (Northumbria, 660s) hates, and murder. Heloise, of the famous pair of lovers, Peter Tremayne’s work is set consider- One central theme of these stories is Abelard and Heloise. ably earlier than most other medieval the clash of Norman and Saxon cultures In Death Comes as Epiphany, a manu- mysteries. Dark Age Ireland was a center in a much-conquered land. The author, script copied at the convent for the of learning and culture, early Christian Edward Marson, has also written a series Abbot Suger, prelate of France, has been before later councils of Rome imposed set in the Elizabethan period (see “Other subtly altered. Worse, rumors abound their modern strictures on the priesthood. Periods...”). that it contains sacrilegious passages, Equality of the sexes here was without and that it will be used in Church dis- precedent or equal in Western civiliza- Brother Cadfael putes to condemn Abelard. To save tion. Sister Fidelma, a young talented (England, 1130s) Abelard, her abbess, and her order, the priest, is both literate and legally trained. The foremost of all medieval sleuths 18-year-old Catherine must leave the The setting of the first of the Sister was created by Ellis Peters. Brother convent, go to the church library at St. Fidelma novels, Absolution by Death, is a Cadfael is an ex-crusader, now in his late Denis, examine the text, and bring an council that will decide the course of the fifties and retired to the Abbey of St. end to the plot. early Church in northern Britain. Under a Peter and St. Paul near , on Her mission is urgent and secret; fur- cloud of dire omens, the patriarchal fac- the Welsh border. Half-Welsh himself, ther, for her safety, Catherine must leave tion of Rome passionately opposes the Brother Cadfael serves as the abbey’s the convent in apparent disgrace, local Celtic , which argues its case herbalist and healer. returning to a wrathful family. In Paris, with equal passion. When the leading Cadfael’s England is torn by civil war. she meets Edgar, a young apprentice speaker for the Celtic faction is found The series starts in 1138. King Steven stonemason, who is much more than he slain, the turmoil comes dangerously has seized the crown from Queen Maud, seems. The young man, to whom she is close to triggering a civil war. Sister leaving the country in turmoil and fami- much attracted, is destined to play a Fidelma is teamed with a brilliant young lies divided. In the series timeline, the crucial role in the resolution of her first monk of the Roman faction, Brother stories follow the seasons of the year, dangerous mission. Eadulf, and they must overcome their starting in Spring 1138 with A Morbid differences to carry the investigation to Taste For Bones. William Falconer a successful conclusion. In this story, an ambitious English (Oxford University 1260s) In addition to the novels, short stories prelate, anxious for the Abbey to William Falconer is a regent master at featuring Sister Fidelma can be found in acquire the relics of a saint of its own, Oxford during the reign of Henry Ill. An Great Irish Detective Stories, in The leads an expedition into Wales to recov- amateur sleuth, he has an active, inquir- Mammoth Book of Historical Whodunnits, er the remains of St. Winifred, an early ing mind trained in Aristotelian logic. and in some issues of Ellery Queen’s martyr. Cadfael goes because he speaks England, at this time, is a place of Mystery Magazine. the language. Naturally, the locals don’t divided loyalties, as the baronial faction want to lose their saint. When the local under Simon de Montfort challenges the Ralph Delchard/ Gervase Bret lord most opposed to the embassy is authority of the king. A complex net- (Domesday series; England 1080s) murdered, things start to get ugly. work of political has placed the Ralph Delchard is a Norman warrior; The later plots are equally intriguing. university in authority over the town, his friend Gervase Bret is a lawyer- clerk of In One Corpse Too Many, in the summer even though among the faculty there is Saxon origin. Their mysteries are set at the of 1138, Shrewsbury is taken in the war widespread support for the barons. time of the Norman conquest and pacifi- and the defending garrison is executed. Further, the townspeople resent the uni- cation of England in the late 11th Century. However, a count of the bodies reveals versity and relations between them tend They are part of the Kings commission: an extra corpse; someone has hidden a to explode into riot. Following the inventory of the country’s private act of murder in the general tide In Falconer’s Crusade, a student newly resources recorded in The Domesday of war. arrived from the country, Thomas Book ordered by William the Conqueror, The series is driven by a number of Symon, stumbles across a murder. He they investigate fraud, theft, and other dramatic tensions: the laws of God and barely escapes death at the hands of an crimes revealed by the assessments. the laws of men, the contrasting cultures enraged mob of townspeople. This Delchard, a hard-bitten, experienced war- of England and Wales, the sanctuary of draws Falconer into the case. He soon lord in his prime, leads the royal commis- monastic life against the tumult of civil finds himself searching for the murderer sion and commands the escort, while his war. The perils and passions of young and also for a mysterious book that younger friend Gervase applies his talents lovers caught in these events, assisted seems to be at the center of a tangled to the legal end of the business and draws by the wisdom and experience of web of violence, heresy, magic, and out Saxon locals who won’t talk to a Cadfael, provide another continuing sudden death. Norman lord. Their partnership is both theme. (Tales don’t get much better than cunningly crafted and effective. these.)

20 OCTOBER 1997 Hugh Corbett ailing apothecary, one John Wilton, and Historical AD&D® Campaign (England 1280s) his wife Lucie. Finding work as their Sourcebook Series apprentice, he finds himself falling in P.C. Doherty is perhaps the most The following AD&D game cam- prolific of the medieval mystery writers. love with Lucie even as he realizes she is a strong suspect in the deaths. As the paign sourcebooks are useful to those His principal character, Hugh Corbett, is who wish to play in an historical mys- a Chancery clerk, reporting to Robert pieces of the puzzle are painstakingly unearthed by a reluctant agent some- tery campaign. Burnell, Bishop of Bath and Chancellor #9322 HR1, Vikings. David “Zeb” of England in the reign of Edward I. what out of his depth, true justice lies remains in doubt to the final chapter. Cook. TSR, Inc. 1991. Bereft of both wife and child in a plague, #9323 HR2, Charlemagne’s Paladins. Hugh has no life other than his work. Ken Rolston. TSR, Inc. 1992. A fine example of the lawyer-clerk as Brother Athelstan (England 1370s) #9376 HR3, Celts. Graeme Davis. sleuth, Hugh’s keen powers of observa- TSR, Inc. 1992. Paul Harding’s young Dominican friar, tion and tenacity in carrying out his #I9370 HR4, A Mighty Fortress. Steve assignments take him into the seamier Brother Athelstan, operates after the reign Winter. TSR, Inc. 1992. side of medieval London life and poli- of Edward III, in the regency of John #9425 HR5, . Gaunt (about the same time as Owen tics. While many of his investigations David Pulver. TSR, Inc. 1993. are domestic intrigues, the Hundred Archer but in old London town rather #9408 Age of Heroes. [Classical Years War is also raging. than in York). Appointed scribner and Greece] Nicky Rea. TSR, Inc. 1994. In Satan in St. Mary’s, a member of the clerk to the coroner of London, Sir John #9469 The Crusades. Steve Kurtz. Goldsmith’s Guild is found hanged in the Cranston, the quiet and thoughtful TSR, Inc. 1994. church of St. Mary Le Bow. Is it a suicide, Brother Athelstan is a marked contrast to or are more sinister forces at work? the Falstaffian Cranston, who drinks too deadly poison untraceable. Now the Step-by-step, Hugh interviews those who much, speaks too coarsely, and observes angry clan has come to St. Frideswides, knew the dead man, piecing together much more than those around him credit. unwilling to wait for justice, and pressur- the details of a hidden plot of murder, In The Nightingale Gallery, a master ing the royal warden, who would be con- assassination, rebellion, and revenge. goldsmith is apparently poisoned by a tent with the easy solution. Yet secret His work is deadly dangerous, for Hugh servant who later hangs himself. The undercurrents of intrigue flow here; there soon becomes known to the Pentacle, a death is too neat, and too small a thing are far too many suspects, and the priory shadowy cult whose existence is all but to merit the attention of John Gaunt, itself is not above suspicion. It is up to unprovable and whose members wish Duke of Lancaster and regent for young Sister Frevisse to put matters right before to remain unknown. King Richard. From London Bridge to time runs out. P.C. Doherty has also written several Newgate prison, Brother Athelstan and mysteries based on Chaucer’s Canterbury Sir John Cranston find themselves on the Roger Chapman Tales, as well other single books set in the trail of a secret and deadly conspiracy. (England 1450s) medieval period, especially during the Wars of the Roses (1455-1485). Under Sister Frevisse Kate Sedley’s engaging character the pseudonyms of C.L. Grace and Paul (England, 1400s) Roger Chapman is an itinerant peddler. Before he became a peddler, Roger was a Harding, he has created new series as Margaret Frazer has written a series novice at a monastery, which he left for well (see Brother Athelstan, 1370s and of books detailing the adventures of a the freedom of the open road. A large Kathryn Swinbrooke, 1480s). nun- sleuth, Sister Frevisse. She lives at youth, with more forthright honesty than the priory of St. Frideswides during the Owen Archer reign of the pious, weak, and mentally experience, Chapman’s uncanny powers (England, 1370s) unbalanced Henry VI. Though a mature of observation are supplemented by flashes of premonition and second sight. Candace Robb’s sleuth, Owen Archer, woman, Frevisse is by no means old. The series finds him embroiled in the was a Welsh captain of archers during She is also relentlessly sensible, quietly affairs of the mighty during the Wars of the Hundred Years War. Half-blinded in taking a no-nonsense approach to the Roses. the service of his lord, Henry Duke of whatever task falls to hand. Roger has no great skill with horses or Lancaster, and unwilling to have his In The Novice’s Tale, the task concerns a weapons of war, though he can hold his injury put others at risk, Owen has young novice, Thomasine. Shy, but with a own with a stout cudgel if the need a retired from military life while still in his dedication bordering on fanaticism, the rises. His gaining experience in the ways prime, though he has remained an novice is but a few weeks short of her of his world is a major theme of the agent for his liege. final vows. Then, the novice’s loud and series. Interestingly, Chapman’s tales are In The Apothecary Rose, following the obnoxious aunt descends upon the narrated in first person, as an older man death of the Duke of Lancaster, Owen priory. After declaring the girl would be recounting the adventures of his youth. takes service with John Thoresby, Lord better off in an arranged marriage (which, In the second book, The Plymouth Chancellor of England and Archbishop of incidently, would cement the aunt’s own Cloak, Chapman must accompany and York. The Chancellor’s ward, Sir Oswald heirs’ claim to the family lands) the aunt guard a most unpleasant fellow. Enter Fitzwilliam, has died mysteriously in has a seizure and dies raving, almost cer- Philip Underdown, rake, ex-ship captain, York. Owen Archer is sent there to dis- tainly poisoned. Thomasine brought the slaver, and spy. The mission is of vital cover the circumstances. He finds that fatal cup. A second poisoning follows, importance, with a hostile fleet hovering there has been not one death, but two, after which Thomasine pours out the off England’s shore. Yet at every turn, his and that the mystery centers around an cup’s remaining contents, rendering the charge’s past confronts them. Are they

DRAGON #240 21 Best PHBR Kits for Sleuthing While a character with any kit might do a bit of sleuthing, the kits listed here are closest to the major fictional detectives. Key: F-Fighter, T=Thief, Pr=Priest/Cleric, M=Mage/Wizard, Bd=Bard, Rn=Ranger, Pa=Paladin Kit Class Source Page Peasant Hero F 2110 Complete Fighter’s Handbook 29 Investigator T 2111 Complete Thief‘s Handbook 37 Pacifist Priest Pr 2113 Complete Priest’s Handbook 104 Scholar Priest Pr 2113 Complete Priest’s Handbook 108 Academician M 2115 Complete Wizard’s Handbook 35 Diplomat T 2124 Complete Book of Dwarves 67 Bd 2127 Complete Bard’s Handbook 18 Skald Bd 2127 Complete Bard’s Handbook 47 Gnome Professor Bd 2127 Complete Bard’s Handbook 58 Herbalist Pr 2131 Complete Book of Elves 83 Stalker Gnome F/T 2134 Complete Book of Gnomes & 53 Sheriff F 2134 Complete Book of Gnomes & Halflings 99 Healer Pr 2134 Complete Book of Gnomes & Halflings 118 Hedge Wizard M 2135 Complete Book of Humanoids 74 Humanoid Scholar M 2135 Complete Book of Humanoids 75 Shadow T 2135 Complete Book of Humanoids 87 Justifier Rn 2136 Complete Ranger’s Handbook 63 Stalker Ranger Rn 2136 Complete Ranger’s Handbook 73 Inquisitor Pa 2147 Complete Paladin’s Handbook 57 Medician Pa 2147 Complete Paladin’s Handbook 58 Advisor Druid Dr 2150 Complete Druid’s Handbook 25 pursued by Lancastrian assassins? Do Kathryn has been receiving mysterious . . . Other Sleuths Yorkist agents stalk them as well, in the blackmail letters from someone who Lord Meren belief that Philip is a double agent? Is the knows more about her past than she (Ancient Egypt) bellicose sailor who dogs their trail only does. Can she save the lives of her In this time, the insanity of the what he seems? Roger the Chapman friends? Can she save her own? must untangle the knots of this intrigue Pharoah Ahkenaten, who would have with only his native wits, honesty, and TSR Fantasy Mysteries cast down the gods themselves, is just five years past. Tutankhamen, the boy courage, which, fortunately for him and In 1996, TSR Inc. launched a series of god-king, has ascended to rule the us, are considerable. murder mysteries set in its popular fan- mightiest empire of ancient times. The tasy worlds: the FORGOTTEN REALMS®, and young king is surrounded by enemies Kathryn Swinbrooke DRAGONLANCE® settings. For the curious, within and without: Nubian and (England 1480s) these books are also listed in the Bedouin raiders, the rapacious Hittite bibliography. Kathryn Swinbrooke is a physician/ empire, a disaffected priesthood, a hos- herbalist in Canterbury at the end of the Other Periods . . . tile and scheming queen. The noble Wars of the Roses. Trained by her father, Lord Meren is the Eyes and Ears of the she works in the Worthgate Ward of that These mysteries, besides being of Pharoah, sworn to stand between the town. She lives there with Thomasina, general interest, are especially useful to boy-king and all enemies. her housekeeper, and Agnes, a young those playing or running a campaign in In Murder in the Place of Anubis, the scullery maid. Kathryn is haunted by a similar setting. Ancient Egypt is the set- body of a chief scribe is found in a holy ting for the Lord Meren stories. Those ghosts from her past. For example, on his place, slain with a sacrificial dagger—a using the Glory of Rome setting will find deathbed, her father confessed that he double desecration. The scribe was the stories of Marcus Didius Falco, Decius poisoned her brutal husband, though the hated by all who knew him: his family a Caecilius Metellus, and Gordianus the latter’s body was never found. nest of vipers, his concubine a lying Finder full of relevant detail. Likewise, In the first adventure, A Shrine of wanton. And yet, are there deeper those using the Kara-Tur™ setting should Murders, pilgrims to the shrine of Thomas threads to be followed? The crime must take a look at the stories of Judge Dee, Beckett are being mysteriously poisoned, be solved, and quickly, for the jealous Magistrate Pao, and Sano Ichiro. with mocking doggerel nailed to the door priesthood would use any means to Those using the Renaissance setting, A of the shrine. It is the work of an undermine the young Pharoah and Mighty Fortress —or the ™ setting- unknown serial killer, likely a physician. regain their lost power. The series serves might find especially useful the stories of The key to the deaths lies somewhere in up a unique blend of investigation and Nicholas Bracewell, Sigismondo, Matthew the works of Chaucer. Approached by the high policy. The sleuth’s role as a highly and Joan Stock, and Richard Shallot. town council as the only physician who is placed minister creates a narrow line Finally, and not to be forgotten, are the not a man (and thus not suspect), Kathryn between the search for truth and the dic- is joined by Colum Murtagh, a rough Irish Mammoth Book anthologies by Mike tates of expedience. mercenary in the service of the king, who Ashley which have a plethora of stories has dark secrets of his own. Meanwhile, from different historical periods.

22 OCTOBER 1997 Gordianus the Finder at the Temple of Saturn. It is a deadly dull Rome to fill the Imperial coffers. To say (Rome, 80s-70s B.C.) job—until he finds a cache of illegal more would spoil the fun for the uniniti- Steven Saylor has given us the most weapons stored in an unused chamber. ated. Overall, the historical detail is top- darkly poetic of the Roman detective The trail leads to conspiracy, multiple notch and the characters very well done. series (q.v., the Marcus Falco and SPQR murder, and a plot to overthrow the series). Here, the Rome of Gordianus, tee- Republic itself. Cicero is the premier con- Judge Dee tering in 80 B.C. between the ailing sul, considered by many patricians to be (China 7th Century) Republic and despotism of the Caesars, is an outsider and despised by them for that. The city itself is divided between The cases of the celebrated Judge a very grim place indeed. Gordianus, a Dee, a Chinese magistrate in T’ang professional “finder,” sees the seamy patricians, the new nobility, and the plebes, factionalized into hostile camps China are a combination of novels and underbelly of the Roman civilization at short stories, much in the manner of first hand. The crimes are starkly heinous. supporting different Circus Maximus rac- Sherlock Holmes stories. The first book, Roman Blood, finds ing teams, and corrupted by the intrigues Most of these books by Robert Van Gordianus working for a young, callow, of rich men like Crassus, arch-conserva- Gulik contain additional information on country-bumpkin lawyer, one Cicero tives like Cato, ambitious social climbers the sources of the stories, the differences (yes, that Cicero), who is defending a man like Julius Caesar, and vain military com- between Chinese and Western law, and accused of one of the most horrific manders like Pompey. Decius knows that the differences between Chinese crime crimes in Roman culture, patricide. If con- for a revolutionary conspiracy to succeed, stories and Western mysteries. These victed, the accused will be flayed by it must have powerful secret backers- highly interesting notations help to scourge, then sewn into a skin along and such knowledge can be mortally establish the proper context and atmos- with a dog, a rooster, a snake, and a dangerous. The period detail is well exe- phere for the cases. monkey, and the whole thrown into the cuted, and a glossary of Roman terms is Judge Dee is a powerful and successful Tiber River, to be carried living to the sea. provided. The political intrigue is excel- magistrate in the Imperial bureaucracy. In Carefully threading his way between the lent, and DMs should note especially the his late 50s, he is responsible for main- caprious, the greedy, and the powerful, effective use of supporting character taining civil order. The very model of a Gordianus tries to bring the true culprit to connections such as Titus Annio Milo great and enlightened man, Judge Dee is what justice is possible in the dark and (chapter II) and the physician Asklepiodes often faced with complex and baffling corrupt society of Rome. “My Rome, (chapter VII), who appear briefly but cases, which he must solve within the Cicero. A Rome that breeds in shadow, have key roles in the action. confines of the authority of his position. that moves at night, that breathes the For example, while torture is an accepted very air of vice without the disguises of Marcus Didius Falco method to gain a confession in this set- politics or wealth. After all, that’s why (Rome 80 A.D.) ting, its order is subject to Imperial review. you’ve called me here, isn’t it? To take Lindsey Davis was the first to trans- If the review finds the torture unjust, the you into that world, or to enter it myself plant the traditional “gumshoe” detec- judge who ordered its use is subjected to and bring back to you whatever it is tive novel to ancient Rome. Her first per- it in turn! Thus, Judge Dee must walk a you’re seeking. That’s what I can offer son narrator, one Marcus Didius Falco, is fine line, balancing law and penalty, you, if you’re seeking the truth.” a most likable hero. Late of the Roman authority and responsibility, all while serv- army, and scraping out a fairly miser- ing the Imperial Bureaucracy. This series, able living in the heart of Rome, world- written earlier than the other books cov- Decius Caecilius Metellus weary Marcus Falco does it for the ered here, is a fascinating look into a very (Rome 70s-60s B.C.) money, and not very much of that, different world. The SPQR Mysteries offers another With the patronage (mostly verbal) of detective of ancient Rome. Decius the bluff and hearty Emperor Vespasian, Caecilius Metellus the Younger, created the dubious Falco tries to eke out a liv- Sigismondo by , is a low-rank- ing as a “public informer.” He conducts (Renaissance Italy) ing official in Rome at the time of his investigations while balancing a pre- Elizabeth Eyre has taken Italy in the Pompey and Julius Caesar. As the scion carious love-life and dealing as best he Renaissance as the hunting ground for of a poor branch of a large and noble can with raucous relatives, irritating her unusual detective, Sigismondo. family, his hopes for political advance- neighbors, a bug-ridden apartment over Shorn bald and black-caped, Sigismondo ment are uncertain at best—for the a public laundry, and other joys of cuts a singular figure. He belongs to no Roman Republic is dying. Indeed, Decius ancient metropolitan living. political faction but is his own man—a Metellus desires not advancement, but Not only is Falco a keen observer of mercenary soldier and courtier. A master stability. Yet, he cannot resist trying to clues, Roman politics, and the human of disguise when he wishes to be, and untangle plots that cross his path. (He condition, but his acerbic wit is put to armed with a Machiavellian mind of the has a gift for snooping.) The series good use skewering the overly officious, first order, Sigismondo negotiates the follows his career in the rough-and-tum- the bureaucratically small-minded, and treacherous politics and labyrinthine ble world of Roman politics. Like Marcus the just plain obnoxious populi around intrigues of princes and power brokers, Falco, Decius Metellus is a keen critic of him, much to the reader’s delight. accompanied by his half-witted servant his society, but his point of view is decid- In The Silver Pigs, a murder leads Falco Benno and the small dog Biondello. edly that of the traditional elite. to a plot that threatens to destroy the In Death of the Duchess, Sigismondo In The Catiline Conspiracy, Decius is a economy of the . The investigates the kidnapping of a young minor official early in his career, the “pigs” of the title are actually bars of sil- noblewoman. This has occurred a mere quaestor in charge of the treasury located ver mined in England and transported to week before the maiden’s marriage was

DRAGON #240 23 to have ended a Montague-Capulet- Shallot himself tells these stories from however: What man drowns, then style feud. However before the inquiry the ripe old age of 93! He breaks into his climbs back into his own boat? The dead can be brought to a conclusion, the wife narrative from time to time to comment ’s young heiress, a ward of Queen of Duke Rocco, who has ordered peace on earlier or later events, or to chide his Bess, is soon to be wed and moved to between the houses, is most foully mur- recorder, an unworldly churchman, for Castle Thorncombe. Thus, Matthew and dered. A hapless dupe, scion of the the latter’s impatience at his digressions. Joan have but 30 days to solve a mys- second feuding family, now lies in the All in all, these are saucy tales, outra- tery that is nearly a year old. Operating ducal dungeon. As the duchess’s own geously told. undercover as the new steward and dwarf flees, and the mystery of the housekeeper of the estate, they arrive at missing maiden continues, Sigismondo Nicholas Bracewell the forbidding castle. The servants are observes—and hunts. Time is running (Elizabethan England) sullen and secretive, the local gentry out, for the Duke is beset by hidden ene- As the stage manager of a troupe of grasping and unpleasant, and the old mies within and known enemies with- traveling Shakespearean players whose steward and housekeeper try to work out. Failure to maintain the illusion of patron is Lord Westfield, the burly, ex- them ill at every turn. And then they find justice, even at the cost of the execution sailor-turned-stage-manager Nicholas the headless maid in their closet . . . of an innocent, will bring disorder, riot, Bracewell finds more than his share of and invasion. And the whisper in the mystery. Well able to take care of himself Ichiro Sano street is that the Duke himself ordered in a brawl, Nicholas is the “book holder” (Japan, 1690s) the death of the Duchess . . . for the company, the only person with a In the time of the Tokugawa regime, complete text of a play (the actors have the old samurai ways are changing. The Roger Shallot only their own parts, as a precaution Shogun has imposed strict order on the (Tudor England) against plagiarism and theft). Although unruly daimyos. Laura Joh Rowland’s Roger Shallot is a most excellent he is not a “sharer” in the company, hero, young lchiro Sano, of no promi- rogue, and his adventures, written by Nicholas is vital to its smooth operation. nent family, is fortunate enough to have P.C. Doherty under the pseudonym He often comes between the egotistical received an appointment as a yoriki, a Michael Clynes, are a racy romp through principal actors, their perpetually gloomy senior officer of police in the city of Edo. the world of King Henry VIII, with a landlord (keeper of the Queen’s Head Trained in the ways and steeped in the “hero” reminiscent of Harry Flashman of tavern, where the troupe is based), traditions of the warrior caste, the inex- the Flashman books by George rabidly anti-theater Puritans, and the var- perienced Sano must find his own way MacDonald Frazier. In brief, Shallot is an ious cutthroats, thieves, murderers, and in learning the unfamiliar skills of the unregenerate rogue, secretary and com- professional rivals who cross their path. investigator. Further, while serving a panion to Benjamin Daunbey, nephew The first story, The Queen’s Head, is set bureaucracy more concerned with expe- of Cardinal Thomas Wolsey, Archbishop in 1588, at the time of the Spanish dience than truth, he must find both jus- of York and Chancellor of England. A Armada. The tale begins with the death of tice and personal harmony. low-born skulker with “the fastest legs in a hot-headed actor in a seemingly mean- In Shinju, lchiro Sano is assigned to Christendom,” Shallot plays a cowardly ingless brawl; Nicholas promises the investigate a lovers’ ritual suicide, a dou- Watson to Daunbey’s Holmes, while dying man that he will find the killer. As a ble drowning. The suicide does not ring regaling the reader with some of the series of accidents, bad luck, and rob- true. Nettled by evidence uncovered by most unbelievable and scurrilous tidbits beries follow the troupe, his suspicions of the disgraced Doctor Ito, Sano cannot of gossip of his time (such as the lines a a wider conspiracy grow. This series has abandon the case, even in the face of certain Bard cribbed from him—without much period detail and well captures the the direct orders of his superior. Instead, so much as a proper attribution!). atmosphere, the hurly-burly, and the what he discovers is beyond belief, and In The White Rose Murders, it is 1518, ephemeral nature of living theater. mortally dangerous as well. With time about five years after the Battle of running out, and with the obstacles in Flodden, where the English broke the Matthew and Joan Stock his path seemingly insurmountable, army of Scotland and slew King James (Elizabethan England) Sano is caught up in a headlong rush of IV. Yet the ghosts of Flodden linger. The solidly middle-class clothier and events that could cost him more than Margaret, Queen of Scats, who married county constable Matthew Stock and his life itself, or lead him to a most unex- Gavin Douglas, Earl of Angus, far too practical wife Joan make a formidable pected fate. The insoluble opposites of soon after the king’s death to be team. In this entertaining series of duty and desire, conformity and self- seemly, later fled from him to England, Elizabethan mysteries crafted by expression, dominate this most unusual leaving a regency and two children in Lawrence Tourney, the pair of sleuths series set in a most alien culture. her wake. Now she wishes to go back. live in Chelmsford, though many of the Assigned to ease her return, Roger stories take place in London. Matthew’s Shallot and Benjamin Daunbey find dogged persistence and steady patience themselves drawn into a macabre dance plays off well against his wife’s curiosity The bibliography for this article cites of intrigue and sudden death. Not one and occasional psychic “glimmerings.” hardback publication where possible. but two locked-room murders, a mad In Old Saxon Blood, the pair are called Many of these series have been carried Scot, a cryptic poem, journeys to before Queen Elizabeth, in recognition by more than one publisher, and many Scotland and Paris, and more than one of their previous service (in The have been published in paperback edi- assassination attempt lie on their path Bartholomew Fair Murders). A knight, Sir tions. The latter include Avon, Ballentine, to the truth. And even then it may not John Challoner of Thorncombe, has died Berkley Prime Crime, St. Martin’s Press, be over . . . by misadventure. It could be murder, and others.

24 OCTOBER 1997 Select Bibliography Frazer, Margaret (pseud. Mary Pulver 6. The Virgin in the Ice (1983) Short Story Collection’s and Gail Bacon), Publisher: Berkley 7. The Sanctuary Sparrow (1983) Ashley, Michael. Classical Whodunnits. Prime Crime 8. The Devils Novice (1984) Carroll & Graf. 1996. SISTER FREVISSE (1400s) 9. Dead Mans Ransom (1985) 1. The Novice’s Tale (1993) -. The Mammoth Book of Historical 10. The Pilgrim of Hate (1984) Whodunnits. Carroll & Graf. 1993. 2. The Servant’s Tale (1993) 11. An Excellent Mystery (1985) -. The Mammoth Book of Historical 3. The Outlaws Tale (1994) 12. The Raven in the Foregate (1986) 4. The Bishops Tale (1994) Detectives. Carroll & Graf. 1993. These 13. The Rose Rent (1986) 5. The Boy’s Tale (1995) are well-chosen, with great background 14. The Hermit of Eyton Forest (1988) information. The latter two are available 6. The Murderer’s Tale (1996) 15. The Confession of Brother Haluin (1989) 7. The Prioress’s Tale (forthcoming) 16. The Heretics Apprentice (1990) as a boxed set. Haining, Peter. Great lrish Detective Grace, C.L. (pseud. P.C. Doherty), 17. The Potters Field (1990) Stories. Souvenir Press. 1993. Publisher: St. Martin’s Press 18. The Summer of the Dunes (1991) 19. (1993) Hutchings, Janet. Once Upon a Crime. KATHRYN SWINBROOKE (England 1480s) St. Martin’s Press. 1994. 1. A Shrine of Murders (1993) 20. Brother Cadfuel‘s Penance (1994) -. Once Upon a Crime //. St. Martin’s 2. The Eye of God (1994) OTHER The Benediction of Brother Cadfael. Press. 1996. 3. The Merchant of Death (1995) Fawcett-Crest, 1992. Omnibus version of Mathieson, Theodore. The Great 4. The Book of Shadows (1996) Detectives. Simon & Schuster. 1960. Short the first two books. Harding Paul T. (pseud. P.C. Doherty), stories featuring historical figures as A number of the Cadfael stories have Publisher: William Morrow (paperbacks detectives: Leonardo da Vinci, Cervantes, been made for television, starring Derek by Avon) Jacobi as Brother Cadfael. The most and so on. Most have appeared in Ellery BROTHER ATHELSTAN (London 1370s) Queens Mystery Magazine. extensive audio book series is that of 1. The Nightingale Gallery (19 91) Recorded Books, read by Patrick Tull. 2. The Red Slayer (1992) (A.K.A. The Single Books Robb, Candace M., Publishers: St. Allison, E.M.A. Through the Valley of House of the Red Slayer) 3. Murder Most Holy Martin’s Press. Death. Garden City. 1983. OWEN ARCHER (England 1370s) Crowley, Duane. Riddle Me a Murder. 4. The Anger of God 5. By Murders Bright Light 1. The Apothecary Rose (1993) Blue Boar Press. 1986. 2. The Lady Chapel (1994) Eco, Umberto. The Name of the Rose. Marston, Edward, Publisher: St. 3. The Nuns Tale (1995) Warner Books. 1986. Made into a 1986 Martin’s Press. 4. The Kings Bishop (1996) movie starring Sean Connery. Domesday series RALPH DELCHARD/ Sedley, Kate (pseud. Brenda Clarke), Penman, Sharon Kay. The Queens GERVASE BRET (England 1080s) Publisher: St. Martin’s Press. Man: a medieval mystery. Holt. 1996. This 1. The Wolves of Savernake (1993) might be the first of a new series. 2. The Ravens of Blackwater (1994) ROGER CHAPMAN (England 1450s) 1. Death and the Chapman (1992) Unsworth, Barry. Morality Play. N.A. 3. of Archenfield (1995) Talese. 1995. 4. The Lions of the North (1996) 2. The Plymouth Cloak (1993) 3. The Weavers Tale (1994) Series Morson, Ian, Publisher: St. Martin’s 4. The Holy Innocent (1995) Doherty, Paul C. (A.K.A. C.L. Grace, Paul Press. 5. The Eve of St. Hyacinth (1995) T. Harding, and Michael Clynes) WILLIAM FALCONER (Oxford 1260s) The author also writes historical nov- HUGH CORBETT (1280s London), 1. Falconer's Crusude (1994) els set in the Medieval period under the Publisher: St. Martin’s Press. 2. Falconer's Judgement (1995) name Brenda Honeyman. 3. Falconer and the Face of God (1996) 1. Satan in St. Mary’s (1986) Tremayne, Peter (pseud. Peter 2. The Crown in Darkness (1988) Newman, Sharan, Publisher: Tor Books. Berresford Ellis), Publisher: St. Martin’s 3. Spy in Chancery (1988) CATHERINE LEVENDEUR (France, 1130s) Press. 4. The Angel of Death (1990) 1. Death Comes us Epiphany (1994) SISTER FIDELMA (Northumbria 660s) 5. The Prince of Darkness (1993) 2. The Devils Door (1995) 1. Absolution by Murder (1994) 6. Murder Wears a Cowl (1994) 3. The Wandering Arm (1995) 2. Shroud for the Archbishop (1995) 7. TheAssassin of the Greenwood (1994) 4. Strong us Death (1996) 3. Suffer Little Children (forthcoming) 8. Song of a Dark Angel (1995) Peters, Ellis, (pseud. ) Sister Fidelma short stories also 9. Satan’s Fire (1996) appear in Great Irish Detective Stories by CHAUCER TALES Publisher: W. Morrow through 1986 (Mysterious Press after 1987). Peter Haining and The Mammoth Book of 1. An Ancient Evil (Knights Tale. 1995) Historical Whodunnits by Michael Ashley. 2. A Tapestry of Murders (Lawyers Tale. BROTHER CADFAEL (England 1130s) 1996) Prequel TSR Fantasy Mysteries HISTORICAL MYSTERIES 0. A Rare Benedictine (1989) Murder in Cormyr. . 1996. Death of a King (Edward II. 1988) Main Series Murder in Tarsis. John Maddox The Whyte Hurt (Wars of the Roses. 1. A Morbid Taste for Bones (1977) Roberts. 1996: 1988) 2. One Corpse Too Many (1979) Murder in Halruaa. Richard Meyers. 1996. The Serpent Amongst the Lilies (Joan of 3. Monkshood (1981) Arc. 1990) 4. St. Peter’s Fair (1981) The Fate of Princes (Richard Ill. 1991) 5. The Leper of St. Giles (1981)

DRAGON #240 25 Other Period Books Eyre, Elizabeth (pseud. Jill Staynes 3. Low Treason (Dutton, ’82) Single Books and Margaret Storey) (Renaissance Italy), 4. Familiar Spirits (1984) Buckley, Fiona (Tudor England). To Publisher: Harcourt, Brace, & Jovanovich 5. Old Saxon Blood (1988) Shield the Queen. Scribner (forthcoming). through 1994, then St. Martin’s Press. 6. Knave’s Templar (1991) Comber, Leon (12th Century China). SIGISMONDO 7. Witness of Bones (1992) The Strange Cases of Magistrate Pao. Tuttle, 1. Death of the Duchess (1992) 8. Frobisher’s Savage (1994) 2. Curtains for the Cardinal (1993) 1964. Van Gulik, Robert (China, 7th 3. Poison for the Prince (1994) Cooney, Eleanor and Daniel Altieri Century), Publisher: Harper to 1962, 4. Bravo for the Bride (1995) (7th Century China). Deception. Avon then Scribner from 1964 (others as 5. Axe for an Abbot (1996) 1993. noted). 6. Dirge for a Doge (1997) Davidson, Diane (16th Century). JUDGE DEE Feversham. Crown Publishing. 1969. Marston, Edward (Elizabethan 1. The Chinese Bell Murders (1959) Based on an actual murder and the play England), Publisher: St. Martin’s Press. 2. The Chinese Lake Murders (1960) Arden of Feversham. NICHOLAS BRACEWELL 3. The Chinese Gold Murders (1961) Doody, Margaret (Ancient Greece). 1. The Queens Head (1989) 4. The Chinese Maze Murders (1962) Aristotle, Detective. Harper & Row. 1978. 2. The Merry Devils (1990) 5. The Chinese Nail Murders (1962) Hambly, Barbara (Ancient Rome). The 3. The Trip to Jerusalem (1990) THE CELEBRATED CASES OF JUDGE DEE Quirinal Hill Affair St. Martin’s Press. 1983. 4. The Nine Giants (1991) (Dover 1976; A.K.A. DEE GOONG AN, Arno (A.K.A. Search the Seven Hills. Ballentine. 5. The Mad Courtesan (1992) 1976) 1987). 6. The Silent Woman (1994) 1. The Emperors Pearl (1964) Haney, Lauren (Ancient Egypt). The 7. The Roaring Boy (1995) 2. The Willow Pattern (1965) Right Hand of Amon. Avon (forthcoming). 8. The Laughing Hangman (1996) 3. The Phantom of the Temple (1966) 4. The Monkey and the Tiger (1967) Uncollected Short Stories Roberts, John Maddox (Rome, 70s- 60s B.C.), Publisher: Avon. 5. Murder in Canton (1967) Lloyd, Allen (A.K.A. Keith Heller). “Judge 6. The Red Pavilion (1968) SPQR SERIES Ti” stories. Set in 7th Century China, “Ti” 1. SPQR (1990) 7. The Haunted Monastery (1969) is an alternative spelling of “Dee” (see 2. The Catilina Conspiracy (1991) 8. The Laquer Screen (1970) Robert Van Gulik, below). Currently, 3. The Sacrilege (1992 9. Necklace and Calabash (1971) these stories are uncollected. 4. Temple of the Muses (1992) 10. Poets and Murder (1972) A.K.A. The Pierce, J.F. A series of short stories fea- 5. Saturnalia (1993) Fox-Magic Murders, (Panther 1973) turing William Shakespeare as a detec- 11. Judge Dee at Work (1973) tive that has appeared thus far in Ellery Robinson, Lynda S. (Ancient Egypt), A made-for-television movie of The Queens Mystery Magazine. A story also Publisher: Ballantine. Haunted Monastery titled “Judge Dee and appears in The Mammoth Book of LORD MEREN the Monastery Murders” was aired in Historical Detectives. 1. Murder in the Place of Anubis (1994) 1974, starring Khigh Alx Dhiegh (with 2. Murder at the God’s Gate (1995) Mako, James Wong, and Keye Luke). Series 3. Murder at the Feast of Rejoicing (1996) Many of the Judge Dee books have Clynes, Michael (A.K.A. P.C. Doherty) 4. Eater of Souls (1997) been re-issued in paperback (starting in (Tudor England, 1500s) Publisher: St. Rowland, Laura Joh (Japan 1690s), 1992) by the University of Chicago Martin’s Press (those published by O. Publisher: Villiard. Press; the first of these (Judge Dee at Penzler are marked*). SANO ICHIRO Work) has a chronology of Judge Dee ROGER SHALLOT 1. Shinju (1994) cases. 1. The White Rose Murders (1993) 2. Bundori (1996) 2. The Poisoned Chalice (1994)* 3. The Way of a Traitor (forthcoming) 3. The Grail Murders (1993)* 4. A Brood of Vipers (1996) Saylor, Steven, Publisher: St. Martin’s 5. The Gallows Murders (1996) Press. Jon Pickens likes books and history, as GORDIANUS THE FINDER (Rome 80s-70s well as historical miniatures gaming. He has Davis, Lindsey (Rome 69-80 A.D.) B.C.) done yeoman service in ferreting out Publisher: Crown Books to 1994, then 1. Roman Blood (1991) Mysterious Press. resource materials for various TSR products, 2. Arms of Nemesis (1992) and notably for the and MARCUS DIDIUS FALCO 3. Catilina’s Riddle (1993) AL-QADIM settings. He wishes to thank Jean 1. The Silver Pigs (1989) 4. The Venus Throw (1995) 2. Shadows in Bronze (1990) Rabe, John Rateliff and Roger West for their 5. Murder on the Appian Way (1996) suggestions and support. 3. Venus in Copper (1991) 6. House of the Vestals (forthcoming) 4. The Iron Hand of Mars (1993) 5. Poseidon’s Gold (1994) Tourney, Leonard (Elizabethan 6. Last Act in Palmyra (1996) England), Publisher: St. Martin’s Press, Some of these have been produced except as noted. by Recorded Books, read by Donal CONSTABLE/CLOTHIER MATTHEW STOCK Donelly. 1. The Bartholomew Fair Murders(1986) 2. The Player’s Boy is Dead (Harper& Row, ‘80)

26 OCTOBER 1997

Beyond the Atlas of Gothic Earth

by James Wyatt illustrated by Brad McDevitt

he Masque of the Red Death RAVENLOFT® campaign expansion The city of Chicago was laid out around the rebuilt Fort describes the world of Gothic Earth—a world very much like Dearborn beginning around 1830, when the digging of the Erie our own in the 1890s but tainted with the power of a super- Canal brought increased trade and growth to the Midwest. The natural evil known as the Red Death. “An Atlas of Gothic Earth” great fire of 1871 ravaged the prosperous city, but from the in the main rulebook provides summary descriptions of some ashes grew one of the great industrial and cultural centers of of the major or most interesting cities of Gothic Earth, from North America. Atlanta and Alexandria to Vancouver and Vienna. Each city’s On May 4, 1886, a labor demonstration in Haymarket history is outlined, and the mysterious “” of the Square in Chicago erupted into violence. After a bomb exploded city or region is provided as well. in the crowded square, 11 people were killed and over 100 The following pages expand “An Atlas of Gothic Earth” by wounded in the ensuing violence. Four anarchist leaders were describing 11 additional cities in the same format. Gothic Earth hanged as a result of their part in the riots. adventurers may explore Chicago during the World’s The 1890s were an exciting decade in Chicago. The estab- Columbian Exposition of 1893 or battle opium dealers in Hong lishment of the Chicago Symphony Orchestra (1891), the Kong. The power of the Red Death extends wherever humanity University of Chicago (opened 1892), and the Field Museum of is found, and even into the unexplored regions of the poles. Natural History (1894) demonstrate both the cultural and the Adventure awaits! economic growth in that period. The strike of Pullman Car Company workers in Chicago in 1894 had far-reaching effects, North America including a railroad strike in the west. Several cities of North America (Canada and the United The World’s Columbian Exposition, celebrating the 400th States of America) are described in the Masque of the Red Death anniversary of Columbus’ arrival in the New World, was held rulebook. Atlanta, Boston, New Orleans, San Francisco, and from May 1 to October 30, 1893. The Exposition brought over Vancouver represent a variety of cultural regions within North 27 million people from 47 nations through its gates and had a America. The addition of Chicago, Montreal, and Sitka (Alaska) profound impact on American architecture. The World’s fills in some of the gaps, providing unique adventure opportu- of Religions, held during the Exposition, provided nities and more mysteries to explore. ordinary Americans with their first opportunity to hear mem- bers of other religions explain their own faiths. The ferris wheel Chicago also made its debut on the Midway Plaisance at the Exposition, Located at the southern tip of Lake , Chicago is and the hootchy-kootchy dancer “Little Egypt” gained notoriety. growing to be one of the major industrial and business centers Forbidden Lore: The anarchist leaders who were hanged of North America. With the Erie Canal having opened trade following the Haymarket Square riot in 1886. They were, in fact, from the East Coast to the Midwest, Chicago has been growing no mere political revolutionaries, but in fact agents of the qabal rapidly for over half a century. known as the Six-Fingered Hand (described in detail in The Gothic History: The origins of the city of Chicago can be traced back Earth Gazetteer). The qabal is still active in Chicago, despite this to a trading post established in the 1770s between the Illinois setback. The local leader is a chaotic evil 6th-level adept (qabal- River and Lake Michigan. Fort Dearborn was established on the ist) named Mark Travers, a scheming genius who lives in a con- site in 1803, and it was the site of a battle between stant state of frustration over the “lunatic morons” U.S. soldiers and Shawnee troops fighting on the hat make up his cell of the qabal. Travers’ most British side during the War of 1812. prized possession is an enchanted stone

28 OCTOBER 1997 dagger made by the Illinois Indians who dwelt in the area before the arrival of Europeans. The dagger, which Travers calls Spiritrender has a +1 enchantment, but it lends a +3 bonus when battling “spirit creatures” (including noncorporeal undead, ethereal beings, rakshasas, fiends, and the like). In addition, wounds inflicted by the dagger cannot be healed by non-magical means. Restless ghosts of Shawnee and U.S. soldiers are said to haunt the area of old Fort Dearborn, while lingering reports of “fire spirits” of some sort persist in the wake of the great fire. Rumors are also circulating of a mysterious creature dis- covered in the wilderness of (depending on the source of the tale) the American Southwest, the jungles of the Amazon River basin, or the savannahs of Africa, and subsequently locked in the base- ment of the new Field Museum of Natural History. (At the DM’s option, this creature could be any suitable monster listed on the inside back cover of The Gothic Earth Gazetteer, or the rumors could be red herrings concealing a more insidious evil that lurks in the museum.) The most interesting Forbidden Lore concerning Chicago surrounds the Columbian Exposition. The Exposition, as mentioned, brought people from 47 seaport that boasts a truly international finding their victims among the human world nations to Chicago, and undoubt- flavor, with citizens of both British and refuse that fill any large seaport. The edly it brought minions of the Red Death French origin mingling with the world’s leader of this lycanthopic pack is a huge as well. All sorts of shape-shifters and sailors and laborers. man (a greater seawoif) by the name of illusionists might be discovered milling History: The site of Montreal was vis- Arthur Copleston, standing nearly 7’ tall, through the crowds on the Midway ited by the French explorers Cartier with muscles befitting his bestial nature. Plaisance or sitting unobtrusively near (1535) and Champlain (1603) before it A half-dozen greater seawolves, all the back at one of the Exposition’s was settled by Europeans in 1642 as a equally imposing in human form, follow nearly 6,000 addresses. These minions center of the French North American fur Copleston, and three times that many of evil could include dopplegangers, trade. The town was fortified in 1725 but lesser seawolves fill out the pack. The lycanthropes and antherions, rakshasas, was nevertheless captured by the British creatures wander freely along the length vampyres, paka, kizoku, perhaps even a in 1760 during the French and Indian of the city, staying near the seaway and lich—as well as evil human qabalists and War, which ended with Britain’s control operating in smaller groups to avoid ordinary criminals. of Canada in 1763. The fort was briefly undue attention from the authorities. The main organizer of the World’s held by colonial forces during the War of They have no fixed lair or meeting place, Parliament of Religions, a congregation- Independence in 1775, but it soon functioning as a loose criminal network alist minister named John Henry returned to British Canadian control. whose sole activity is murder. Barrows, is rumored to be a member of Thanks to its location along the St. The bustling trade that brings so Die Wächtern. It is also whispered that Lawrence river (with easy access to the many sailors to Montreal also attracts he is using the pretext of the Parliament Atlantic) and the Canadian Northern rail- minions of the Red Death from around to gather qabal leaders from around the way, Montreal grew to be the largest city the world, and there are even tales of a world. If this is true, it could be the in the new Canadian Federation by 1867. long-running feud between the (mostly largest assembly of qabals since Merlin’s Forbidden Lore: Montreal’s seaport is British-born) seawolves and a Parisian time. Certainly such a gathering would haunted by rumors of disappearances clan of wererats in the city’s sewers. attract the attention of the most power- and grisly murders, thought by some ful minions of the Red Death, possibly investigators to be the work of a large Sitka even a fiend. pack of seawolves (MONSTROUS MANUAL™ Situated on an island in the far south- Montréal tome, p. 232). These creatures haunt the east of Alaska, one of the thousand or shanties and warehouses along the St. so islands that constitute the Alexander Montreal, located on an island in the Lawrence, sometimes stealing aboard Archipelago, Sitka is the capital of the middle of the St. Lawrence River, is ships on foggy nights, at other times territory of Alaska. Canada’s largest city. It is a thriving

DRAGON #240 29 History: The city of Sitka was founded holds elements of mystery. Some specu- plantation owners rose in revolt and as St. Archangel Michael in 1799 by late that shamans or spirits of the Tlingit replaced the Empire with a federal repub- Alexander Baranov (1746-1819), a trader people are still waging the ancient war lic. This republic is quite new during the who led the Russian colonies in North against the European colonizers of this decade of adventures on Gothic Earth. America. Sitka offered both abundant sacred land. Forbidden lore: Rio de Janeiro is per- timber for shipbuilding and a conve- In fact, much of the trouble that occurs haps best known for Carnival—the nient location for trade to the east in Sitka is the work of an odem (see extensive celebration leading up to Lent, (Hawaii and Asia) and the south the RAVENLOFT ® lasting at least three days in theory but (California). Unfortunately, Sitka was Appendix III). In life, this evil undead spirit in practice often much longer. Evolving also the ancestral home of the Tlingit was a Russian woman named Praskovia out of a tradition of merrymaking and Indians. After negotiating with the Voronov. Voronov was murdered by U.S. prank-playing during the nights prior to Tlingits for the right to build a small soldiers shortly after the colony passed Ash Wednesday, in 1840 the obser- wooden fort in the area, Baranov into American hands, and her husband vance was transformed when the Italian moved his cadre of Russian and Aleut drowned in the bay while trying to gain wife of a Rio hotel owner sent out invi- fur traders to the island. The Tlingits, help from a docked French vessel. tations to an elaborate masked ball. angry with the expansion of Baranov’s Praskovia continues stirring up trouble Within a few years, the masked ball was activities, burned down the fort in 1802. not just for revenge but also to feed on the fashion for Carnival celebration. Baranov was away during the attack, the emotions of hatred and fear that her Still, Carnival is the occasion for rau- but he returned two years later with mil- actions generate. cous festivity and noisy revelry. Though itary strength, driving the Tlingits to the Carnival is frequently condemned by other side of the island and rebuilding South America church leaders as a time for promiscuity his fort (now called New Archangel) and Buenos Aires and Lima are described and abandon, one suspects that these trading operations. During the following in “An Atlas of Gothic Earth.” The addi- ecclesiastics actually have little idea to years, the town boomed, supporting not tion of Rio de Janeiro introduces PCs to what depths of depravity the celebration only the fur and shipbuilding trades but one of the most colorful cities in the often sinks. This is a time when the peo- also salmon and ice, which was shipped world. ple of Rio (and those who come to Rio to a lucrative market in San Francisco. from around the world to join in the cel- In 1867, the Secretary of State of the Rio de Janeiro ebration) are most vulnerable—not just United States, William H. Seward, negoti- Located in the southeast of Brazil on to pickpockets and thugs, but to the ated the purchase of Alaska from . an excellent harbor, Rio de Janeiro is monstrous evil of the Red Death. Most Americans could not fathom why surrounded by majestic mountains and The powerful emotions that fill the Alaska should be worth anything at all, beautiful beaches. The city is the capital streets of Rio during carnival every year and the acquisition of Alaska was of the newly-formed Republic of Brazil. have, over time, created a number of known as “Seward’s Folly.” Sitka was the History: The site of Rio de Janeiro feyrs (MONSTROUS MANUAL tome, p. 116), site of the ceremony transferring control was visited by Portuguese explorers in mostly of the short-lived ordinary vari- of Alaska from Russia to the United January of 1502, which gave the place ety. However, with the ever-increasing States on October 18, 1867, and it its name: “January River.” French traders intensity of the celebration and the remained the capital of Alaska through in search of brazilwood formed a colony increasing power of the Red Death in the 19th century. there in 1555, which was expelled by the area, the more powerful great feyrs The years following the transfer were the Portuguese in 1567 after many have appeared among the revelers all marked by brutality. United States sol- bloody battles. The Brazilian governor, too often. These creatures wreak chaos diers, perhaps resentful of being con- Mem de Sá, built a medieval-style castle and mayhem in the festive atmosphere, signed to “Seward’s Icebox,” lashed out in somewhat inland of the French colony’s often unchallenged unless a powerful violence against the remaining Russians location, and Rio de Janeiro was born. mystic or adept arrives to confront the as well as the native Tlingits. When the Rio became the capital of the evil creature. Tlingits responded to this violence with Portuguese colony of Brazil in 1763. As in any place where large numbers violence, the soldiers burned entire vil- When Napoleon invaded Portugal in of unsuspecting humans gather, min- lages of the natives. Part of the problem 1807-1808, the Portuguese king John I ions of the Red Death move subtly was the U.S. governments refusal to insti- fled to Rio, making this Brazilian city the among them to feed. Any creature capa- tute any kind of local government in capital of the Portuguese Empire. When ble of assuming human guise, including Alaska beyond the troops holding the Napoleon was defeated, King John all those mentioned in the Forbidden land. Alaska was not granted the status returned to Portugal, leaving his son, Lore entry for Chicago, above, might be of a territory until 1884, when gold was Pedro I, as the vassal-king of the colony. found during Carnival in Rio. In addition, discovered near Juneau. During this period, Brazil’s coffee pro- necromancers practice their black arts in Forbidden Lore: Several mysterious duction helped to make Rio de Janeiro a and near the city, so even common events have occurred in and around wealthy and well-populated city. undead such as skeletons and zombies Sitka since the arrival of Europeans. The In 1822, Pedro I demanded and may threaten revelers at times. For inspi- desecration of the Cathedral of St. received a constitution for an indepen- ration in creating such necromancers Michael shortly after the U.S. took dent Brazilian Empire, making Brazil the (suitable for use in such regions as Haiti possession, commonly attributed to U.S. only South American country to win its or Jamaica as well as Rio), the DM soldiers or Tlingits, might have had independence peacefully. It was not until should consult the entry under “Human, darker origins. Likewise, the fire that Pedro II (reigned 1831-1889) abolished Voodan (Chicken Bone)” in the RAVENLOFT destroyed “Baranov’s Castle” in 1894 slavery that war arrived in Brazil, as Monstrous Compendium Appendix II.

30 OCTOBER 1997 Africa Menelik without realizing he had arrived. a base during his campaign to unify the Parts of the north and south of Africa There were no streets and only a handful of warring factions of Ethiopia under his are described in “An Atlas of Gothic Earth.” stone buildings. The capital had sprung into rule, with help from Italy. A treaty signed The rest of the continent, during the life ten years earlier from the sprawling camp in 1889 made Ethiopia a protectorate of 1890s, is involved in a mad scramble for sites of Menelik’s rases [princes]. It was now Italy, but dispute over this relationship dominion among the colonial European like 100 African villages thrown together: led to an Italian invasion in 1895-96. powers. This imperialist drive began 10,000 mud huts sprawling below the south- Ethiopia forced the Italians back at the around 1880, with increased worldwide ern rim of the Shoan tableland in a green val- decisive battle of Aduwa in 1896. trade and the rapid growth of industry ley dotted with flowering mimosa trees and Though surrounded by growing colo- creating a need for more natural gashed with rust-red streams. The heart of nial powers-the Italians in Eritrea and resources. Britain took control of Egypt in the capital was a great open bazaar swarm- Italian Somalia, British in the British East 1882 but could not solidify its hold over ing with white-cloaked traders and their Africa and British Somalia, and the the Sudan until 1898. The west African donkeys. There were no public buildings French in tiny French Somalia (the Sudan empire of Samory was not crushed by the other than five conical, thatched churches- remained independent until 1898)— French until 1898; the Sultanate of Sokoto Raphael, Mary, Trinity Oriel, and St. George- Ethiopia retained a tight hold on its inde- in Northern Nigeria did not fall to the modem reminders that Ethiopia had been a pendence until the 20th century. British until 1903. Of these capsules of Christian kingdom since the fourth century. Addis Ababa, young as it is, is the resistance to European domination, per- There was also the Adderach, a huge, gabled center of a unique African culture and haps the greatest and certainly the banqueting hall, and a group of incongru- the heir to 19 centuries of rich history. longest-lasting is Ethiopia. (For more infor- ously Indian pavilions, designed by a Swiss The Ethiopian Coptic Church preserves mation on the process of African colo- engineer. These formed Meneliks palace in ancient Christian traditions dating back, nization, as well as associated Forbidden the heart of the imperial compound, guarded according to legend, to the Ethiopian Lore, consult The Gothic Earth Gazetteer, by a pair of mangy lions in a cage, symbols of eunuch converted to Christianity by the pages 24-25.) the Emperor’s biblical style as Lion of Judah. apostle Philip. (Thomas Pakenham, The Scramble for Forbidden Lore: Ethiopia, situated so Addis Ababa Africa: The White Man’s Conquest of the close to Egypt, shares that nation’s her- Dark Continent from 1876- 1912 [New York: itage of both great evil and powerful Thomas Pakenham, in The Scramble Random House, 1991], p. 475.) resistance to that evil. Remaining inde for Africa, offers this description of History: Addis Ababa is a new city, pendent of European colonial powers, Ethiopia’s capital: founded in 1887 to be the capital of the Ethiopia still harbors adepts who trace A European traveler could ride into Addis empire of Ethiopia (also known as their practice of the necromantic arts Ababa, the “New Flower“ founded by Abyssinia). Emperor Menelik II used it as back to the sorcerers of Egypt. However,

DRAGON #240 31 capital of the Duchy of Württemburg. It became an important industrial center in the late nineteenth century, with both textile and engineering industries. Forbidden Lore: The dense, dark pine forests that cover the mountains of the Black Forest are said to be home to ail sorts of creatures, from mountain loup-garou to the trolls of Grimm’s “fairy tales.” Tiny villages that surround and even invade the forest most often fall prey to these monsters, but even metro- politan Stuttgart has seen its share of such horrors. Not all of the Red Death’s minions are subtle, and even lumbering ogres sometimes pillage a small village or a house on the outskirts of a large city and escape unharmed. In addition to these creatures, the Black Forest region is known for its clock- and toy-making industries. A 7th- level adept residing in Stuttgart, one Jan Kneisel, has developed a technique for imbuing his clockwork creations with spell-casting abilities. These complex devices are controlled by Kneisel, and his purposes are not always lofty. Examples these “mechanicals” include: ❖ A small silver bird, with an AC of 3 and 3 HD (16 hp), that hops about with a MV of 3 but can fly magically at a rate Ethiopia is also home to a great many since destroyed) in the 16th century. Lord of 18 (B). In addition to its flight, the bird benevolent souls who seek to combat Belachew, as he is called, is thought to can use wizard eye, clairaudience, detect the power of the Red Death. It is believed be living by his followers, and he main- invisibility, ESP, detect magic, and detect that several agents of the Lost Kingdom tains their loyalty by promising them the undead on its masters behalf. qabal (see The Gothic Earth Gazetteer secrets of his longevity. As a very old ❖ A comical-seeming dog made of operate in and around Addis Ababa. , Belachew has 11+1 HD (69 hp), wood and fur, AC 7, HD 2 (9 hp), that Addis Ababa is also home to a unique and he retains the spellcasting ability of waddles on stiff legs at a movement rate cult of mystics known as the Enochites. a 9th-level mystic. Belachew can create of 6. The dogs bark is quite fearsome, Deriving their theosophical doctrines and command undead, and undead min- acting as a shout spell cast at 7th level. from the ancient writing known as the ions under his control are turned as if ❖ A large insect-shaped creation of apocalypse of Enoch (written between they were Belachew himself. steel and gems, AC 0, HD 6 (34 hp). This the 2nd century B.C. and the 1st century tick-like thing scurries quickly on its six A.D.), the Enochites are dedicated to Europe long legs (MV 15), and its bite acts as a achieving physical immortality and Some of the most important cities in vampiric touch spell. divine revelation. Though their objec- Europe-London, Paris, Rome, Vienna, as Other “mechanicals” can be devised tives are not evil in themselves, the well as Dublin and Bucharest—are by the DM, using (but freely bending) the Enochites have fallen thoroughly under described in A Guide to Gothic Earth. guidelines in The Complete Sha’ir’s the sway of the Red Death in their mysti- Germany and Spain are represented Handbook. The automata described in the cal devotion. Members of are all here with Stuttgart and Seville. Monstrous Compendium Annual Volume mystics (no kit), averaging 1st-3rd level. Two could be adapted into creations of They have a special affinity for necro- Stuttgart Jan Kneisel as well. mantic magic and learn that sphere early Distinguished primarily by its location in their careers, sometimes at the near the Black Forest, Stuttgart is an old Seville expense of gaining major access to the German city in the process of being Located in the south of Spain, along sphere of All. Some members of the cult, reborn into an important industrial center. the Guadalquivir River, Seville is an particularly those of lower level, are History: The city of Stuttgart was important city with a rich past. good-intentioned and relatively harm- chartered in the 13th century, located on History: While the inland regions of less, but those who have progressed into the Neckar River near the mountain Spain were settled by Ibero-Celts, the the circles of the initiated are uniformly range known as the Black Forest. It was southern coast was colonized by bent toward evil. In fact, the leader of the not an important city during the wars Phoenician sailors in the 8th century B.C. Enochites is an Ethiopian vampire, and politicking of medieval and The Phoenician city of Gades (modern created by a Portuguese vampire (long Napoleonic Europe, though it was the Cádiz), located on the coast, became an

32 OCTOBER 1997 important outpost of the empire of hounding anyone who touches the power in the region until Babylon was Carthage, but the expansion of Rome tomb-infesting objects carried by the sacked by the Hittite kingdom of Turkey in led to conflict between these two great interlopers and generally making their 1595 B.C. Assyria arose as an empire Mediterranean powers. Gades was cap- lives miserable. These creatures can around 1380 B.C., succeeded by Babylonia tured by the Romans in the Punic War in merge themselves with any nonliving and then, in 550 B.C., Persia. By 525 B.C. 206 B.C. and soon was overshadowed by object, so long as it is not already imbued the Persian empire reached from Egypt to the Roman city of Hispalis upriver. with intelligence or a spirit (as an intelli- the frontiers of India, but it too was In the early 8th century A.D., Seville gent sword or a golem). Magical items destroyed by Alexander the Great in the (as Hispalis was now called) was con- receive a saving throw to avoid being mid-4th century B.C. The Parthian empire quered by the Muslim Umayyad infested by an imp, with a base save of 14, grew into the vacuum left by Alexander’s Caliphate, and it was the seat of an inde- modified by one for every plus or power death, holding Mesopotamia against the pendent emirate between 1023 and of the item. Weapons used to strike at the expansion of Rome, but it was itself 1091. A long, drawn-out campaign imps may be infested too, but their base replaced by a new Persian dynasty, the brought Christianity back to power in saving throw number is 10. Infested items Sasanians, in 224 A.D. Spain by the mid-13th century, and the do not radiate magic (unless they are This Persian empire was overrun by last Muslim kingdom in Western Europe, magical in themselves) and are generally the religio-political movement of Islam Granada, was annexed into Spain in indistinguishable from their previous in the 7th century A.D. After the expan- 1492. Seville held a monopoly on trade appearance—that is, until the imp begins sionism of the Umayyad caliphs, the with the Spanish territories in the New to make its presence known. Chaos imps Abbasid dynasty after 750 settled in to a World until 1718, bringing the city to can alter the physical appearance and more peaceful period of cultural and heights of prosperity. properties of their host objects at will, intellectual development. The new Forbidden Lore: In 1478, Ferdinand maintaining roughly the same mass, and Abbasid capital was Baghdad, the center and Isabella, with their confessor Tomás can also speak from within the object. of the Muslim world. de Torquemada, instituted the Spanish Chaos Imp: INT Average; AL CN; AC Baghdad fell to a Mongol invasion in Inquisition, which tortured and killed 3; MV 12; HD 3; THAC0 17; #AT 1; Dmg 1258. A new golden age of Persia began countless people as heretics or insincere Nil; SA Chaos; SZ T (2’ tall); ML Fearless under the Safavid dynasty, established converts. The Inquisition was not abol- (19); XP 175; Planes of Chaos Monstrous by lsmail Safavi in 1501. The Safavids ished in Spain until 1820, and its ghosts Supplement/10. promoted the Shi’ite branch of the still haunt Spain. Islamic faith. However, Baghdad and the Christopher Columbus, the Italian Western Asia surrounding region were annexed by the who opened North and South America Western Asia includes not only Ottoman Suleiman the Magnificent in to Spanish conquest, died penniless in Turkey and Russia, represented in “An 1534; the Ottomans practiced Sunni Spain in 1508. His tomb lies in Seville’s Atlas of Gothic Earth” by Constantinople Islam. Baghdad remains a provincial cap- great Gothic cathedral, which was built and Saint Petersburg, but also the region ital in the Ottoman Empire to this day. between 1401 and 1519. Though he is known as the Middle or Near East- Forbidden Lore: Legend holds that almost certainly not among the restless Persia, Arabia, and the lands of the Sargon, the founder of the first dead, it is equally certain that some lin- Ottoman Empire. Baghdad is one of the Mesopotamian nation, was a sorcerer of gering curse hovers around his grave. most vital and interesting cities of this tremendous power. His ancestry was The Colombina library in Seville con- richly diverse and historic region. Akkadian, but it is said that he studied tains some of Columbus’ manuscripts. magic with an Egyptian necromancer. The Researchers and qabalists have lately Baghdad search for his capital, Agade, is one of the been poring over these manuscripts Part of the sprawling Ottoman puzzles of contemporary archeology—but searching for some hidden clue about a Empire, the city of Baghdad is located archeologists searching for the city, and powerful evil on the island of Hispaniola, along the Tigris River northwest of the Sargon’s tomb in particular, have a ten- where Columbus served as governor (to Persian Gulf. The splendid city is heir to dency to meet with disaster. Some qabal his humiliation) between 1498 and 1500. the ancient civilizations of Mesopotamia members whisper that Sargon still stands The mysterious evil on Hispaniola is and a cultural center of the Islamic world. guard over the lands he ruled over four also the source of the curse on Columbus’ History: When lmhotep brought the thousand years ago. He is a mighty lich grave: an ancient aboriginal that Red Death into the world around 2700 (MONSTROUS MANUAL tome, page 222—see was awakened during Columbus’ ill-fated B.C., the region known as Mesopotamia, also Van Richten’s Guide to the Lich), sus- time as governor of a colony on that “the land between the rivers,” was a scat- taining himself through three millennia of island. The opening of the ancient chief- tered collection of Sumerian city-states. unlife through rituals and sheer force of tain’s tomb brought doom upon Baghdad did not rise to importance until will. Perhaps the most terrible rumors Columbus and the whole colony, a curse the 8th century A.D., but it was heir to the whispered about Sargon, however, are that drove Columbus into ruin and lingers history of the ancient empires of those that claim Sultan Abdul Hamid II, around his tomb even after 400 years. Sumeria, Assyria, Babylon, and Persia. ruler of the Ottoman Empire, is a mere The curse manifested itself in the appear- Sargon (2371-16 B.C.) was the first to puppet of this enormously powerful lich. ance of chaos imps (see the Planes of unite the Sumerian city-states into one The massacres of Armenians ordered by Chaos Monstrous Supplement) infesting empire, ruling from his capital at Agade. A this “Red Sultan,” as he is called, in equipment throughout the colony, succession of kingdoms followed Sargon’s 1894-96, are said to be part of the spreading chaos and entropy. Some of empire, climaxing in the unified empire of mighty lich’s never-ending quest for these perverse creatures remain in the the Babylonian Hammurabi (1792-50 greater magical and political power. area of Columbus’ tomb—2d6 of them B.C.), which remained the major political

DRAGON #240 33 South Asia the mastery of psychic powers (see on the mainland across from Hong Kong South Asia (present-day Pakistan, “Psychic Proficiencies,” in DRAGON island, were leased from China by the India, and Bangladesh) was in the 1890s Magazine #212 for suggestions on inte- British in 1898 for a period of 100 years. a bubbling cauldron of mixing cultures. grating psychic powers into Masque of Forbidden Lore: The opium trade still British colonists and Indian natives, the Red Death campaigns). A secret soci- thrives in Hong Kong bringing incalcula- expatriate Theosophists and colonial ety of Masters (Mahatmas) dwelling ble fortunes to Britain and British mer- Anglicans from Europe with native somewhere in Tibet supposedly moni- chants. British motives for pursuing this Hindus, Muslims, Sikhs, and Parsis—the tors the spiritual progress of each indi- trade are not entirely financial, however. occult, ancient religions, and modern vidual. This society and its several splin- Apparently, there is something living in politics seethe in volatile combination. ter groups certainly qualify as qabals, Hong Kong which has a vested interest The English East India Company con- though how their goals and methods in poisoning the minds and bodies of as trolled most of India by the early 19th cen- relate to the Red Death is unclear. many Chinese (and Europeans) as possi- ble. Some say it is a monstrous creature tury. After 1858, the British government Far East took control from the trading company that feeds on the brains of humans, and and began building roads and railways By the 1890s, trade with the great that opium transforms the human brain that helped the economy of India boom. Asian powers was a fact of life, and, as in into a rare delicacy for this beast. Others Africa, the European powers competed say it is a master of mental powers which Madras to establish footholds in these lands. The finds drugged humans vastly easier to bend to its will. Whether this creature is Madras, in southeast India, is capital empires of China and Japan have longer histories than the European nations, and a mind flayer (MONSTROUS MANUAL tome, of Madras Tamilnad) province and a cultures fully as elaborate and diverse. page 251), a psionic lich (RAVENLOFT main port in India. The region is popu- MONSTROUS COMPENDIUM Appendix III), or lated by the Dravidian people, a distinct HongKong something far worse, it is in a position of race and culture who speak languages great power in Hong Kong, with enor- not related to the Indo-Iranian tongues The British colony of Hong Kong is mous financial and political resources to (including Hindi and other Sanskrit the most important mercantile city in support it. descendants) used in northern India. China-at least as far as the European world is concerned. Hong Kong consists The Tamils, in particular, are known for Tokyo their religious poetry. of an island just off the southern coast of History:The southern part of the China (Hong Kong proper), the tiny The imperial capital of Japan, Tokyo is Indian subcontinent was colonized by Kowloon peninsula, and the much larger located on the island of Honshu, the the Portuguese in the 16th century, and New Territories on the mainland. largest of Japan’s four main islands. by the Dutch, French, and British in the History: The modern history of Hong Though its history dates back to the 12th 17th century. By the mid-18th century, Kong begins with the Opium War, that century, it is in many ways a very modem the British East India Company had resulted from China’s attempt to keep city, being the capital of a new govern- established its monopoly, controlling the the British from importing opium from ment bent on the modernization of Japan. tea, rice, and cotton trade of the area. India. When the Chinese Commissioner History:Tokyo was founded as the The city of Madras was founded by the Lin destroyed stores of British opium in city of Edo (or Yedo) in the 12th century, British in 1639. From its East India Canton in 1839. Britain responded by and became the center of the Tokugawa Company roots, it has remained an declaring war and soundly defeating shogunate in 1603. While the emperor important port, exporting metals, tobacco, China by 1842. The Treaty of Nanking, of Japan retained titular authority, true machinery, and chemicals for the British which ended the Opium War, granted power rested in the hands of leyasu, the Empire. Hong Kong island to Britain, as well as shogun, who united the warring Forbidden Lore: Of course, the rak- giving Britain a large sum of money for daimyos under his authority and mili- shasas of India thrive in the bustling the seized opium and opening five tary strength. The families of the metropolis of Madras. A more insidious Chinese cities to unrestricted British trade daimyos were held at the shogun’s court occult force resides there as well, (and granting foreign citizens in these in Edo as potential hostages if a daimyo however. The Theosophical Society, cities immunity to Chinese law). A second proved disloyal to the shogun. founded in New York in 1875 by Madame Opium War (called the War), from After 200 years of peace under the Helena Petrovna Blavatsky (1831-91) and 1856-60, involved France as well and Tokugawa shoguns, internal tensions Colonel H.S. Olcott (1832-1907), moved resulted in the opening of more Chinese and external pressures combined to its headquarters to Madras in 1877 There, sports as well as the cession of the bring Japan into the modern age. Unrest Olcott continues in the leadership of the Kowloon peninsula to the British. among both the peasantry and the society since the death of Blavatsky. In the 1890s, China is caught in a samurai whose wealth and prestige were The Society teaches meditation and fierce tension between forces of modern- diminished by the development of a mysticism, drawing heavily on Hindu ization, including the European presence, money economy was a serious enough and Buddhist beliefs and practices, and and more conservative, traditional forces problem. In addition, the European and promotes cooperation and fellowship (most notably the Chinese gentry and American powers were pressuring Japan among all people by its teaching that all the empress Tzu-hsi. Hong Kong, of to open itself to foreign trade. A period of religions are versions of one universal course, represents the course of modern- intrigue ended in 1868 with the over- truth that is available only to the enlight- ization. Besides being a British colony throw of the shogunate and the estab- ened. Blavatsky herself was a clairvoy- and a major trade port, it also boasts a lishment of a new imperial government. ant, and the Society continues to teach small British railway (running to Canton). Emperor Mutsuhito moved his capital The New Territories, a larger region from Kyoto (where it had remained

34 OCTOBER 1997 through the period of the shogunate) to has begun the modernization (and arrivals from Europe, America, and colo- Edo, which he renamed Tokyo (“the east- Westernization) of Japan in full force. nial lands hunt as well—creatures such ern capital”). The emperor took the name The feudal structure of daimyos, samu- as werebeasts, dopplegangers, and rak- Meiji (“enlightened government”), which rai landholders, and landless peasants shasas. It should be noted that the tales has become the theme of his reign. has been abolished, and the agricultural of Tokyo often speak of vampiric cats, Under the reign of “enlightened gov- laborers now own the land they work though whether these are unique crea- ernment,” the emperor’s administration (albeit with heavy taxes). A Western- tures or simply Oriental in style parliament was established in polymorphed guise is unclear. Sources 1889, education is progressing rapidly, Tokyo is also said to be haunted. The Barraclough, Geoffrey, ed. The Times and economic development is booming. family members of at least one rebellious Concise Atlas of World History. The first railroad line was opened in daimyo were executed by the shogun in Bridgwater, William, editor-in-chief. 1872; four universities were founded in medieval Edo, and their restless spirits The Columbia-Viking Desk Encyclopedia. Tokyo between 1867 and 1883. Japan are said to still haunt the modern city, Coye, Molly Joel, Jon Livingston, still struggles to overcome the lingering hurting or killing those who abandon the and Jean Highland. China Yesterday effects of unequal trade agreements traditional ways. Foreigners are often and Today. with the Western powers negotiated in their peculiar targets. These ghosts may Davidson, Basil. Africa in History. the 1850s, and only in the wake of the be considered as standard spectres, The Encyclopaedia Brittanica. Sino-Japanese War of 1894-95 did wraiths, or ghosts, or else constructed The Guiness Encyclopedia. these inequalities begin to be removed. using the guidelines in Van Richten’s Hinnels, John R., ed. The Penguin Forbidden Lore: Japan has a rich Guide to Ghosts, at the DM’s option. Dictionary of Religions. mythological tradition and at least its Mitchener, James. Alaska. share of horrific creatures haunting its Pakenham, Thomas. The Scramble lands. The bustling city of Tokyo is for Africa: The White Man’s Conquest of haunted by ancient horrors such as ori- the Dark Continent from 1876 to 1912. ental vampires, kizoku, hebi-no-onna, James Wyatt has only been to one of the Unterman, Alan. Dictionary of Jewish and akikage from the RAVENLOFT cities described in this article, and he had no Lore & Legend. MONSTROUS COMPENDIUM Appendix Ill, as supernatural experiences there. Most of the Washington, Peter. Madame well as buso, gaki, oni, and other crea- Forbidden Lore he faces in daily life involves Blavatsky’s Baboon: A History of the tures from the Kara-Tur Monstrous the mysteries of infant psychology and Mystics, Mediums, and Misfits Who Compendium appendix. Alongside these the arcane secrets of Microsoft operating Brought Spiritualism to America. native Japanese monsters, newer systems.

36 OCTOBER 1997

Éla’s Quick Fingers Temple and Guild

by and slade illustrated by Bob Klasnich

veryone knows that rogues can liven up a campaign. The Éla’s church has a greater presence in Brechtür than in any other player characters never quite know what to expect other nation of Cerilia. As described in the BIRTHRIGHT accessory when a member of the local thieves guild joins the party. Havens of the Great Bay, the Brechts are not a highly religious But what happens when the thieves guild in question is also people. Instead, they prefer to dwell on more practical, every- secretly linked to a powerful temple? day matters. The fact that the Brechts are, by and large, a race Dungeon Masters can expect some interesting results when of guilders and merchants makes Éla a perfect choice for citi- they link the worship of a god or goddess of thieves to the zens who have no qualms about straying from the straight- local Criminal network in their campaigns. One such combina- and-narrow in order to turn a profit. Many who pledge their tion thrives in the BIRTHRIGHT® campaign setting, in which support to her church and guild, in fact, often rise to the envi- thieves and other denizens of the night worship Éla, goddess able ranks of guildmaster in Müden. Guildmasters, in turn, of shadow. In Muden, a cosmopolitan, trade-oriented domain, enjoy more political clout than any other sector of the popula- in the land of Brechtür, the predominant thieving brotherhood tion, so it’s easy to see how many of the domain’s positions of walks hand in hand with a legitimate church to form the guild power are held by high-ranking members of Éla’s Quick Fingers and temple known as Éla’s Quick Fingers. church and guild. Every member of the Quick Fingers knows This article offers some background on this cooperative that those who control the money control the domain. organization, which DMs can adapt to their own campaigns. Plenty of information is provided for PCs wishing to join either The Church guild or temple. The temple of Éla is the only visible portion of Éla’s Quick Fingers at work in Müden. This group of devotees worships the The Sister of Thieves Goddess of Night and the Sister of Thieves. It is not a dogma- Éla, better known throughout the land of Cerilia as Eloéle, is heavy faith, but it has several layers of beliefs. On the surface, a Chaotic Neutral (Evil) goddess of the night, the sister of the faithful praise this goddess of shadows for her control over thieves. While not a cruel goddess, Éla is deceitful, selfish, and the passages between Cerilia and the Shadow World, hoping manipulative. Considering this last trait, it should be no surprise their attentions will convince the goddess to stay the insidious that this goddess tends to involve herself in Cerilia’s current doorways between the worlds. However, the true but unstated events more than most deities. Legends say that one cannot motivation behind most of this adulation is quite different: whisper a secret without her divine ears catching every word. Worshippers acknowledge Éla’s influence over thieves and Rogues across the continent seek the favor of this rogues and offer her obeisance to stave off subtle goddess, who prefers trickery over vio- misfortunes in their own lives and business lence. dealings.

DRAGON #240 39 Church Membership Éla’s Quick Fingers Holdings To become a priest or priestess of Éla, Province (Level) Temple Holding Guild Holding a player character needs a Wisdom score Allesrecht (6/1) (1) (1) of 9 and a Dexterity score of 12. Any Cohrtab (7/0) (2) - - chaotic-aligned character who meets Golbrag (6/1) (2) these requirements may join the priest- Hauptrehr (7/0) (4) (3) hood by applying at one of Éla’s temples; Wesbralen (7/0) (4) (2) promising candidates who appear before the keepers of one of the shrines are The strictest devotees of Éla-her know who she is, issuing her orders directed to the temples in either Saarmen priests and clerics—earn a darker doc- through mysterious contacts who don’t or Brechlen. Applicants are brought to a trine. Éla’s teachings instruct them in know her name. No one is ever allowed special chamber within the temple that is lying as an art form. Violence has its direct eye contact with her. Even those subject to several permanent darkness, 15’ place in helping one achieve one’s who are aware of the guild—including its radius spells. There, they must navigate goals, they are taught, but one should members—have no idea that Genevieve the Maze of Night, a labyrinth fraught learn to savor the pleasures of finding merely serves as an intermediary for the with traps and other hazards designed to more subtle solutions to dilemmas, such organization’s true regent: Éla’s high weed out those who fail to offer proper as thievery and deceit. priestess, Fulda Spiritwalker. respect to the Goddess of Night’s pre- Müden sees more money change ferred environment. hands daily than almost any other realm Quick Fingers Membership After a short training period to in Cerilia. Failing to placate the Sister of Membership prerequisites and duties instruct the candidate in the ways of Éla, Thieves could mean bankruptcy for a for Éla’s Quick Fingers guild differ from the character can take his or her vows negligent guilder—a fate worse than those for Éla’s church. Very few individu- of fealty and secrecy and become death for many merchant masters. als belong to both, as Fulda seeks to priests of the faith. However, new mem- Therefore, the most respectable (and minimize the risk of exposing her con- bers of the clergy are not taught the successful) guilders and merchants- nection with the thieves guild. The DM is secret of the church’s connection to the including those who regularly worship strongly discouraged from letting PCs Quick Fingers guild until after they have Neira, goddess of the sea, Müden’s other join both organizations, even multi- risen one experience level while a mem- major faith—never fail to leave offerings classed or dual-class priest/thieves. Only ber of the priesthood. at the temple of Éla. This widespread in the rarest of circumstances, such as a Daggers, darts, crossbows, slings, and practice allows Éla’s church to bring in regent designated Fulda’s chosen heir, short swords are permitted to members more money than its guild in some would such an allowance be made. of the clergy, as is leather armor, but not provinces. The goddess’s temple hold- Members of the two groups do share shields. In addition, priests of Éla gain ings, found only in the most cosmopoli- a few commonalities. All Quick Fingers the special abilities of a thief of half their tan areas of Müden (see the holding members, both of the church and the own level (rounded up), as well as chart sidebar on this page), are ably guild, must have the disguise proficiency. infravision to 30 feet. They can cast guided by Fulda Spiritwalker (FhIf Pr6 Members gain the appraising proficiency darkness, 15’ radius once a day as a Éla; Ma, major, 32). as a bonus at 5th level. Those of either granted power and can command organization who perform their duties to undead. Priests of Éla receive the reli- The Guild the satisfaction of the goddess report- gion (Éla) nonweapon proficiency as a Éla’s entire temple organization is edly are rewarded with a sign of her bonus at 1st level and may select other actually owned by the goddess’s power- favor: In the night, their weapons thief nonweapon proficiencies as if they ful but secret guildwork. Éla’s Quick (usually daggers or similar small blades) were thieves. (See The Book of Priestcraft Fingers controls the illegal commerce of mysteriously turn black, supposedly for more details on these abilities.) Priests of Éla can cast spells from the Müden and specializes in illicit business through the goddess’s divine interven- opportunities not available through the tion. These night blades carry several tem- Animal and Chaos spheres (see Tome of domain’s legal channels. What this porary enchantments that work only at Magic), as well as Charm, Divination, and Sun as major spheres. Such priests also means is that Éla’s Quick Fingers is a night. They allow their wielders a 20 per- front for stolen goods, a black market for cent chance to hide in shadows (or have minor access to the All, Healing, illegal or banned material such as prod- increase a thief’s Hide in Shadows ability and Necromantic spheres. Éla’s Quick ucts most members of society consider by 20 percent). In addition, a night blade Fingers priests all favor illusion and dis- guise spells to aid their subtle trickery. indecent, and a vehicle for conducting carries a +1 bonus to attack rolls and businesses around activities likewise damage, and it is impervious to normal They also favor the following spells introduced in The Book of Priestcraft: circle considered immoral. While other local means of destruction (nonmagical fire, guilds are aware of Éla’s organization, breakage, etc.). The enchantments and of secrets, imbue with blood ability (third- level spells); magical tithe, consecrate relic they can do nothing about it, for it pro- black color last for only 1d8 weeks, vides services for which the folk of although the DM may increase the night (realm spells); and daythief (quest spell). Müden seem willing enough to pay. blade’s enchantment by 1d8 more weeks The priests of Éla’s Quick Fingers are entrusted with a special spell that allows The guild is managed by a most if he or she deems that the character has secretive individual named Genevieve used the magical in a fashion them to enforce strict codes of secrecy upon guild members and others who Streicher (F½e; F5/T5; AZ, major, 18). This that has further pleased the Goddess of half- doesn’t permit the public to the Night. may have stumbled onto something Fulda considers “sensitive information.”

40 OCTOBER 1997 Code of Secrecy The spells material component is a toward deceit in all negotiations and (Enchantment/Charm) piece of animal tongue. business practices. It allows most agitate Sphere: Charm and espionage actions to succeed auto- Level: 5 matically, pursuant to the DM’s Range: Touch Éla’s priests, once they have achieved approval; this spell does not allow PCs Components: V, S, M a level of experience while servants of to assassinate the Gorgon, for example! Duration: Varies the church, also have at their disposal a The DM should feel free to assess Casting time: 1 round spell that offers them some useful skills: bonuses to agitate and espionage Area of effect: One creature actions where it seems inappropriate to Saving throw: Neg. Éla's Blessings allow them automatic success. In order to safeguard some of the (Enchantment/Charm) Dishonest dealings also gives diplomacy best-kept secrets of the Quick Fingers Sphere: Charm actions a +4 bonus and improves guild guild and church, its priests make it Level: 3 holdings two levels for collection pur- physically impossible for a target crea- Range: 0 poses in affected provinces. Law ture to speak of a specific subject forbid- Components: V, S, M enforcement officials and anyone else den by the spell. A successful casting Duration: 1 hour/level who intentionally tries to foil some crim- prevents any communication whatso- Casting time: 1 round inal activity (for no personal gain) must ever about the forbidden topic: speech, Area of effect: Caster make a saving throw vs. spell to writing, hand signals, painting or other Saving throw: N/A determine whether their crime-fighting symbology, etc. Should the affected Once a priest has spent enough time attempt succeeds. creature attempt to break the secret, he in the faith of Éla’s Quick Fingers, he or Priests may affect one province at 5th or she ends up talking about (or com- she learns that the church embraces level, two at 7th, three at 9th, etc. municating in another manner) a com- some of the thieving habits of the pletely unrelated matter: the menu at denizens of the night, whom the god- lunch, his or her opinion of the mayor’s dess protects. This spell gives the priest Customs & Duties recent speech, and so on, as the DM the special thieving skills of a thief of his of the Priesthood or her level for its duration. For example, decides. Not only can the target not Most members of Éla’s priesthood a 5th-level priest, after casting this spell, reveal the secret, he or she cannot even clothe themselves in the style they speak of the forbidden topic. gains the base thieving skill scores (PP 15%, OL 10%, F/RT 5%, MS 10%, HS 5%, believe the goddess herself favors when During the casting, the priest exhorts she walks the land: Loose clothing and the target creature to remain silent about DN 15%, CW 60%, RL 0%), plus racial, capes of dark colors that allow their a certain fact. It’s in the caster’s best inter- armor, and Dexterity adjustments and wearers to fade into the background or ests to be as specific as possible, for the the 180 discretionary points the priest would have as a 5th-level thief. The shadowy corners. (Of course, they wear more general the forbidden topic is, the finer-quality clothing for rituals.) At their shorter the spell’s duration. For example, priest can allocate the points differently ceremony of ordination, they earn the consider the various degrees of secrecy: each time the spell is cast, but players privilege of carrying a black dagger, the ❖ “A guild called are encouraged to adopt a standard set A General Secret: symbol of the goddess. At the DM’s dis- Éla’s Quick Fingers exists in Müden.” of scores for their character when under cretion, high-ranking priests of Éla’s Duration: 1 day/caster level. the effect of this spell, to speed play. The Quick Fingers may wear vestments of ❖ “Éla’s Quick normal restrictions to point allocation A Specific Secret: defense, a magical item introduced in The Fingers guild works in conjunction with described for the thief class in the Book of Priestcraft. the temple of Éla.” Duration: 1 Player’s Handbook apply. The priest can cast this enchantment Éla’s clergy takes care of her temples week/caster level. and her far-flung shrines and partici- ❖ “Fulda only on himself or herself. Its material A Very Specific Secret: pates in the thrice-weekly public services component is the symbol of Éla. Spiritwalker leads both Éla’s Quick in honor of their patron goddess (as well Fingers guild and the temple of Éla.” as the rites held daily one hour after Duration: 1 month/caster level. dusk for Quick Fingers guild members). ❖ An Explicit Secret: “Behind a If a PC of at least 5th level becomes the regent of Éla’s Quick Fingers faith (or Perhaps these priests’ most important plaque of a black dagger in the east hall duty, however, is the least visible one. of the Basilica’s basement level lies a founds a new arm of the church outside Müden), the PC can cast the following Fulda Spiritwalker has instructed her secret door that will open up onto a clergy members to keep accounts of the staircase leading down into the Quick reversed version of the honest dealings realm spell: assets of everyone of import in the Fingers guild’s headquarters if one communities they serve. The priests of speaks the password correctly.” Éla make it their business to know the Duration: 1 year/caster level. Dishonest Dealings Spheres: Charm, Law financial status of all members of vari- Each secret to be enforced requires a ous local guilds and all political players. separate spellcasting. Regency: 3/province level Req’d holding: 3 It’s important for them to know every- This spell can be cast only upon body’s business, Fulda says—especially intelligent targets (i.e., those with an Character level: 5 Gold: 2 GB the financial side of their affairs—so they Intelligence of at least 3). Wisdom can determine whether donors to the bonuses apply to the target creature’s Duration: 1 domain turn +1 month/level temple have given sufficiently of their saving throw. This realm spell creates a charm effect that guides citizens of affected provinces wealth to insure success in their future

DRAGON #240 41 ventures. The records are kept in a vast “Quick Fingers Adventures” sidebar, can Fingers operative will have watched the repository in the temples of Brechlen provide adventure opportunities for PC long enough to determine whether and Saarmen. priests of Éla’s Quick Fingers who find he or she has the proper skills and To assist in this venture, Éla’s priest- the call of wealth too strong to resist. character for the guild’s needs. If the PC hood commands the power of the fol- More than one priest has been known passes this discreet inspection, the guild lowing enchantment, a more special- to accompany a group of acquaintances member follows up his warning with an ized version of the charm person or from the Quick Fingers guild on “unoffi- invitation for the character to meet “a mammal spell: cial” missions to relieve wealthy citizens friend of mine” at a guild-run establish- of particularly fine items. Of course, the ment: a tavern, a shop, but never the Éla’s Accounts church frowns on such behavior—unless temple. At that meeting, the PC is (Enchantment/Charm) it receives at least half of the item’s offered a circumspect invitation and told Sphere: Animal value in tithe, of course. the bounds of permitted behavior. The Level: 2 As Éla’s guild activity increases PC is also given a hint of what might Range: Touch throughout the domain of Müden, exist- happen should he or she choose to go Components: V, S ing shrines to the goddess will become beyond those bounds. Duration: 1 hour temples, and new shrines and temples The guild continues watching new Casting time: 5 will appear in other provinces—perhaps members for a few weeks or months— Area of effect: 1 person even in neighboring realms. This growth until they have proven themselves trust- Saving throw: Special potential offers a blooded PC Quick worthy. At first, PCs might think that, in When the time comes for Éla’s church Fingers priest an opportunity to become exchange for their hefty annual dues to update its financial records, her a regent of a new branch of the faith. (100 gp), all they receive in return is per- priests must each take a turn visiting Anyone taking up regency of a holding mission to practice their own con game local merchants and other business folk, within Müden must serve as a vassal to or mode of thievery. Bit by bit, however, usually in pairs. While the subject is con- Fulda Spiritwalker, the high priestess, members learn more information about versing with one of the priests, the other offering at least a quarter of all GB gen- the group they have joined. It can take can casually approach and cast Éla's erated each domain turn to the temple in years before PCs begin to understand accounts. When the priests then ask the Brechlen. Those who expand the faith to the scope of the Quick Fingers guild, but charmed subject for details of his cur- other realms, however, operate beyond eventually they learn that the paltry 100 rent financial situation, the victim is Fulda’s sphere of influence at present gp (plus a percentage of earned income) magically compelled to recount his and need offer her no such fealty. is nothing compared to the kind of properties, income, and holdings to the wealth one can earn as a member of the best of his knowledge. The caster can Guild Membership Quick Fingers. Some of the things PCs ask to see various items the subject Unlike PCs seeking to join Éla’s Quick can learn: mentions in particular, allowing the Fingers faith, those wishing to become ❖ The guild’s membership numbers other priest to use his appraising profi- members of the guild of the Sister of are not widely known, but most mem- ciency to calculate the objects approxi- Thieves need meet no specific ability bers are given to believe that 75 percent mate value. The subject finds himself score requirements nor face weapons or of its members are street-level workers unable and unwilling to lie or withhold other restrictions. The wide range of (beggars, pickpockets, etc.). Another 20 information requested specifically. duties the guild oversees means that the percent are mid-level operatives, who When the priests depart, the subject organization needs members of all tal- perform enforcement duties and operate has no memory of having divulged ents and abilities. the guild’s black market efforts (see next these details, only that he or she had a That’s the good news. The bad news page). The final 5 percent are the elite of conversation with a couple of priests is that joining the guild is no easy matter, the Quick Fingers: the most specialized from the Quick Fingers temple. The spell for the organization does not openly of its members and the “bosses” of its does not affect the subjects attitude acknowledge its existence. PCs might many ongoing projects. These elite toward the caster in any way (though conceivably find out about the guild after receive their orders straight from the top. the church usually sends representatives listening to the word on the street in ❖ PCs generally have a guild assign- who have a good rapport with the sub- Saarmen or Brechlen. However, no mem- ment at all times, whether a specific mis- ject), nor does it give the caster control ber of the guild will acknowledge its exis- sion or merely orders to continue in his over the subject beyond the compulsion tence to a PC seeking to join. If the char- or her normal line of criminal activity. to reveal his or her financial secrets. acter visits one of Éla’s temples or More unusual members, like couriers or Only other priests of Éla’s Quick shrines seeing guild membership, he or assassins, can enjoy some “off time” Fingers can attempt a saving throw she receives the same response; espe- between assignments and might need to against this spell. If successful, the save cially difficult customers will be ushered keep a normal job to help pay the bills or negates the spell’s effects, and the sub- off the premises. stave off suspicion. ject knows that a fellow priest has PCs can’t find the guild. However, the ❖ A PC must check in monthly with attempted to charm him. It is considered guild can find them, once its had an his superior (at the beginning, the inappropriate to cast this spell on com- opportunity to see them in action. Those “friend” who recruited the PC) at a desig- rades of the faith, however, unless who practice any type of illegal activity nated meeting place or, after he or she under orders from a superior. without guild sanction soon receive a has spent some time with the guild (i.e., visit from a representative, who explains gone up one level while a member) at that such conduct isn’t allowed. Even the local headquarters. At these meet- Accounting calls, as described in the before this contact, however, the Quick ings, the member discusses his recent

42 OCTOBER 1997 activities on the guild’s behalf, hands over the guild’s cut of his or her profits (50%) or receives pay for a recent “job,” and is expected to mention anything out of the ordinary he or she might have witnessed lately. After one missed appointment, the errant guild member is reminded that if you don’t come to the guild, the guild comes to you (see “Behavior Modification,” below). ❖ The guild can offer its members a number of “deals,” such as a discounted rate of interest on loans (see below), the best mission training available for those chosen to undertake special jobs (offers PCs a bonus of +10 percentage points to thieving skills appropriate to the mission for the duration of the job only), gifts of equipment or cash bonuses for those who surpass their superiors’ expecta- tions, and so on. In addition, if a member in good standing is caught performing illegal guild duties through unforesee- able circumstances, the Quick Fingers network ensures that the member goes free or at least receives the minimum sentencing. Important guild figures can even count on their comrades breaking them out of jail, if the need arises. ❖ No one can reveal the guilds secrets and get away with it. On the first meeting with his or her superior in the guild, a character meets a priest of Éla as ❖ Behavior Modification: One can ❖ Loans: The Quick Fingers guild is a well and has a taste of the code of silence hire the guild to “convince” a target to good source for a fast pocketful of coins. spell described earlier, just so the charac- think or act a certain way through the A surcharge of 50 percent per month (20 ter sees firsthand the power of his or her power of suggestion (read: threats) at a percent for guild members) is added until new organization. cost of 100 gp per level of the target the client pays the balance. If the bor- ❖ Once you join, you’re a member (minimum 100 gp cost). The guild rower doesn’t make payments sufficient for life. The guild has been known to doubles the price for council members, to chip away at the original amount of extend leaves of absence to exemplary multiplies it by five for a mayor or equiv- the loan within three months, refer to members under unusual circumstances, alent, and increases it by a factor of ten “behavior modification.” After four and a but on the whole, there’s no leaving the for a regents lieutenant. The price of half months, the guild sends out its bone- Quick Fingers. PCs allowed to leave behavior modification for a regent is breakers. After six months, refer to “elim- Müden are subjected to the code of 10,000 gp per level. The fee must be ination services.” All the negligent bor- silence spell. Members who attempt to paid whether the modification attempt rower’s possessions are then processed escape the guild’s sphere of influence succeeds or not. through “resale fronts” (see next page). without permission, however, are hunted ❖ Bonebreaking: Any kind of bodily ❖ Black Market: The “black market down by multi- or dual-classed fighter- harm against a target is considered part is a pretty loose category. Without get- thieves (two experience levels higher of this service. Once the “job” is done, ting too explicit, this arm of the Quick than the highest-level renegade mem- immediate medical attention and the Fingers guild buys and sells anything ber) and quietly “removed.” immobilization of a limb is generally illegal and immoral (except stolen necessary. If the target bribes the bone- goods, covered in “resale fronts”). Guild Services breakers, the severity of the harm can Objects, creatures, humanoids, food, The guild offers a bewildering array be lessened to, say, only a weeks med- and information all can be bought and of duties for its members, from messen- ical care. The price of this service is dou- sold to the guild through this depart- gers and fences to more straightforward ble that of behavior modification. ment. Characters should expect to pay thieves. Below is a small sampling of the ❖ Elimination Services: This service five times the price listed in the Player’s types of duties player characters might involves one simple fact: death. The Handbook for the goods in question. For receive as part of the Quick Fingers guild’s assassins will take bribes from living creatures, the purchaser must pay operation. The DM might also use these the target to employ a painless method. at least 1 gp per . “services” as a way to bring a party of Murder, being an expensive business, is ❖ Resale Fronts: This service sells PCs into contact with the guild for the three times the price of the behavior products of questionable ownership at first time. modification. prices that range from 0 to 45 percent

DRAGON #240 43 Quick Fingers Adventures number of thieves faithful to the goddess In the two years since Project Stake The following examples are only a accompany them, planning to make con- and Dagger infiltrated the awnshegh’s sampling of the Quick Fingers’ ongoing tact with a guild member trying to realm, the team has succeeded in creat- concerns. DMs should feel free to adapt strengthen the Quick Fingers’ holding in ing dissension in the Vampire’s popula- them to suit their own campaigns or to that province. As it turns out, the guild tion, but their presence has been seen use the information from the Havens of member has been arrested for peddling and felt. The awnshegh knows they the Great Bay accessory to extrapolate stolen goods, a crime he didn’t commit- came from Müden, and he seeks other ideas. These ideas suit both situa- but which the subject of the call did! If the revenge through his experiments tions in which the PCs are working for PCs don’t break the guild member out of designed to tap in to the subliminal the Quick Fingers cooperative and jail and expose the truth, the guild may aspects of the Shadow World. These those in which they work against it. lose its foothold in the province entirely. insidious attacks have also caused him, ironically, to meet with the Swordhawk Project Stake and Dagger to discuss plans to nullify the threat A Family Affair Melisande Reaversbane, captain of from Müden. Éla’s Quick Fingers’ guildmaster has Müden’s Royal Fleet, fears that the learned that Brecht Seelundkaufen is Count of the realm has concentrated far Turf Wars running illegal logging operations in the too little on the actions of the Vampire, Brutal Vos criminals are moving in on domain of Treucht southwest of Müden. whose domain lies west of Müden. the territory belonging to Entractengild, The loggers have engaged in this activity Rumors of the awnshegh’s involvement a group of thieves working the highways without the knowledge of the guildmas- with the Swordhawk of Massenmarch, of Allesrecht, Cohrtab, and Golbrag for ter or the bureau lieutenants. Should Müden’s longtime enemy, have led her the Quick Fingers organization. Its illu- they be caught in the act, a political con- to believe that the two have formed a sionist leader, Kirsten Windhaufen (FBr; frontation could break out between pact to conquer Brechtür and share its W4; CN) tells the guild that these indis- Müden and Treucht. The loggers’ illegal spoils. She believes the awnsheghlien criminate murderers commit the most guild actions bring in about 2 GB per too dangerous to ignore—therefore, she unsavory crimes in the name of theft domain turn of pure profit—“pure” in that has taken matters into her own hands. and asks for assistance in quashing the loggers pay no taxes or guild shares. With the help of Éla’s Quick Fingers them. This small clan of thugs, which Right now, Fulda Spiritwalker is still guild, she has specially trained seven fled to Müden from the realm of Rzhlev pondering what action the Quick warriors under a program Melisande to the north, actually serves a Vos war- Fingers should take. Should she seek a calls Project Stake and Dagger. Once priest of Belenik, who is trying to estab- share of the cut in exchange for silence? her team of swordsmen, assassins, lish a temple foothold in Müden. Should she just ignore the activity out of thieves, and propaganda artists was her commitment to staying out of the shaped to perfection, they were Shadows affairs of her uncle, who runs the Brecht unleashed onto an unsuspecting A rift leading to the Shadow World Seelundkaufen? Or, should she report Vampire’s Hold. Meanwhile, the Quick opens suddenly in the province of the logging to the authorities to avoid a Fingers guild did its part to spread the Ubalmulen, and undead pour into Cerilia. possibly explosive situation when the word that the Vampire was collecting Éla, more interested than other deities in government of Treucht finds out about an army of darkness—a mob of crea- interfering in the affairs of mortals, tells the illegal operation? tures of shadow and myth to avenge the PCs in a vision that the creatures seek every wrong ever committed against to destroy Genevieve Streicher, the half- Accounting Call him, be it fact or fiction. During this elf leader of the Quick Fingers guild. The A pair of PC priests of Éla are sent to apocalypse, the story goes, nightmares goddess will not close the shadowy pas- Allesrecht on an “accounting call” will become tangible, and reality will be sage until the PCs learn why. (described elsewhere in this article). A distorted to horrific hallucinations.

(5d10 - 5) of the Player’s Handbook price. simply join the guild. Thereafter, the Quick Fingers at Work Guild members under the guise of legiti- continuing offender becomes subject to The church’s center of power lies in mate merchants and storekeepers will the “bonebreaking” services described Brechlen, Müden’s capital city in the buy property no questions asked—unless above (starting with fingers and toes). province of Wesbralen. There, Fulda it’s irrefutably property stolen from the It should be noted that Éla’s priests Spiritwalker conducts services in the guild itself (then see “Bonebreaking”). keep accounts of the assets of Quick Grotto of the Evening Star, the largest Fingers guild members as well as those temple complex devoted to the goddess of other local guilds and organizations. in all of Cerilia. This magnificent struc- Should the priests ever discover a Quick ture is built atop natural hot springs and Conducting the above underground Fingers guild member who has swindled conceals a grand cave complex with activities without belonging to the guild the guild or temple in any way, they tunnels that lead to many secret locales. will create one “friendly” confrontational immediately report the news to Fulda. (For more details on the worship of Éla reminder between a character and a She makes certain that such perpetra- in Brechlen, see Eloéle’s section in The Quick Fingers guild member. The erring tors are lauded for their ingenuity at Book of Priestcraft.) PC should consider this meeting a very deceiving the deceivers—then finds a However, the combined church and strong warning to either cease and suitable punishment. If Éla favors the guild enjoy their greatest sway in the desist all illicit activities immediately, or victim, she’ll find a way to save him.

44 OCTOBER 1997 province of Hauptrehr, home of Saarmen—the domain’s second largest city and its major outgoing port. Saarmen’s temple, the Basilica of Éla’s Suppression of Shadows, is the largest synagogue in Saarmen. According to Éla’s clergy, its name evokes the god- dess’s ability to control the Shadow World. Services are held for the general public three times a week, but daily for the clergy themselves, as well as mem- bers of the Quick Fingers guild. The temple’s holdings in smaller provinces consist only of small shrines to the goddess, where the faithful may come to pray or leave offerings. These shrines are administered by low-ranking priests; this can be an excellent assign- ment for low-level PC priests of Éla who are not attached to either of Müden’s large cities. City-dwellers notice plenty of move- ment in and around Éla’s two major temples at all times—day or night. Some people think “funny business” goes on there, while others believe the church is involved in some sort of underground business dealings. If only they knew that the Quick Fingers guild operates from out of those very temples! The guild’s headquarters lie hidden away in the deepest sublevels beneath the temples, behind numerous secret doors and Usually such misuse of power is not to Müden from wards. These headquarters serve as brought to the publics view—except outside its borders, administrative centers, meeting places, when it aids one special interest group such as neighboring and treasuries (not as barracks for guild to do so. For example, the Brecht awnsheglien and the pirate king of members). So great is the skill of Quick Seelundkaufen guild recently informed Grabentod to the north. Despite the Fingers guild members that no connec- the public of the passage of a law that counts predilection toward law and tion between Éla’s temple and criminal would allow the sale of stolen goods 90 order, the guild network has managed to activity has ever been proven. days after the property was reported remain just outside of his attentions. The internal politics of local govern- missing. The law allegedly was thrown And the church of Éla has managed ing councils can be messy at times- into the council by representatives from to remain above suspicion, for the most especially with Éla’s Quick Fingers in Éla’s Quick Fingers guild, and 8,000 gp part. After all, the more tithes Müdenites attendance. For instance, of the 41 mem- were “donated” to 27 other council donate, the less likely they are to be bers of the Saarmen council, five serve members to purchase one days use of robbed—what more proof of the god- the greedy needs of ha’s Quick Fingers their signet rings. That day, the council dess’s power could one want? asks guild (even though anyone would be passed the law 32 votes to 3 (including Fulda Spiritwalker. (Of course, its easier hard pressed to determine which five six absentees or no votes). Of course, to have people give you money than it they are, for no one admits to being in those 27 council members were either is to steal it.) Even the poor of the realm league with the secret group), while on vacation or home with a case of the remain strong supporters of the church, another three envoys represent Éla’s flu and denied voting or renting their for they find that even their meager con- Suppression of Shadows. The situation is rings to other council members to make tributions keep them fairly safe from the much the same in Brechlen (basically, the all-important voting stamps. denizens of the night. True, the Quick each temple and guild has one represen- Count Richard Talbehr (MBr; F4; Br, Fingers do tend to target wealthy tative per point of holding strength). major, 30), official regent of Müden, citizens more than the lower classes, but These delegates, like those represent- knows that the existence of the Quick not due to any feeling of charity—they ing other special interest groups, have a Fingers guild is more than just idle specu- go where the money is. great deal of power in local councils. lation, although he has no idea of its con- They have been known to “buy” votes nection to the high priestess of the local Quick Fingers Allies and even purchase voting rights by rent- temple. The count disapproves of the Eight known bands of thieves and ing a council members signet ring for a guild’s presence, but his chief ally, murderers work in Müden. Éla’s Quick day and using it to stamp official docu- Melisande Reaversbane (FBr; F9; Br, minor Fingers church and guild has contacts ments that serve their own purposes. 19) keeps his attention focused on threats with most of them and receives a small

DRAGON #240 45 cut from the profits in return for the trav- In addition to these bands, Éla’s Quick ❖ The Brecht Seelundkaufen, the el vouchers of merchant houses. PCs Fingers enjoy good relations with various most powerful guild in Müden, consists might find themselves sent to offer leading citizens of Müden, including: of several bureaus that each specialize in instructions to one of these groups, train ❖ Elsa Darindorf (FBr; W3; Br, minor, a particular profession. A small sampling them for a new assignment, or lead the 24), daughter of one of Saarmen’s lead- of the bureaus include the Blacksmiths’ group in a mission vital to the guild. ing businessmen, enjoys her life of priv- Weld, the Butchers’ Block, the Dock- ❖ The Commercial Recreants (a ilege. Often, this erstwhile mage’s new- hands’ Quay, the Lightsmithies’ Weld, the dozen Brecht fighters of 1st and 2nd found (and rich) friends in Brechlen ask Lumberjacks Board, the Miners’ Well, the level) are a bit totalitarian and violent her to deliver small packages or mes- Ranchers’ Stall, the Sailors’ Jaunt, the with their victims. They tend to over- sages to protect themselves from pos- Shippers’ Dispatch, and the Shipwrights’ react and hurt (or even kill) people when sible indictment or jail time. She happily Founding, to name only a few. Together, they believe they’ve been provoked. delivers all of them, and so far, she’s they pose a great force throughout Luckily their realm of influence is small, never been arrested or even approached Müden, for all bureaus are willing to polluting only the provinces of Nodarch by the constabulary (almost as though strike against an employer or business and Ruelshegh. the authorities consider her too foolish that treats a single bureau unjustly. Such ❖ The Quick Fingers have given to be guilty of any crime). These pack- solidarity can easily run a target out of Entractengild (20 Brecht thieves of 2nd ages, of course, are part of the Quick business. and 3rd level, led by a 4th-level illusion- Fingers illicit courier network. The DM The guild, whose main interests lie in ist) exclusive rights to work the high- might choose to make a PC an unwitting the lumber and shipping industry, is con- ways of the provinces of Allesrecht, accessory to the Quick Fingers in much trolled by Theofold (MHIf; T9; Mu, minor, Cohrtab, and Golbrag. the same way Elsa is. 18), a lieutenant to the Count of Müden. ❖ The Highwaymen (more than two ❖ Melisande Reaversbane, men- This old halfling knows of the existence dozen Brecht and Khinasi fighters of 2nd tioned earlier, is Captain of Müden’s of Éla’s Quick Fingers guild and despises level on the average), a vicious mass of Royal Fleet and a lieutenant to the its activities. He has said, however, that murderers, prowl the provinces of count. She is well loved in the bayshore he’s willing to leave the guild alone, as Cohrtab, Golbrag, Trestahlen, and provinces and well feared by Müden’s long as the Quick Fingers do not prey Wesbralen. enemies for her military know-how. She upon the Seelundkaufen’s bureaus. ❖ Kliegclan (a handful of Brecht maintains ties with the Quick Fingers Theofold even attends services at the thieves of 3rd level on the average) is an guild in order to finance the training of temples of Éla every now and then, and almost unknown group that robs mer- candidates for secret military projects he is very proud of his niece, Fulda chant trains in secret when they stop for (see Project Stake and Dagger in the Spiritwalker, for attaining the post of the evening. This gang runs in the “Quick Fingers Adventures” sidebar). This high priestess. He has no inkling of her Allesrecht and Wesbralen provinces and training involved such behaviors as involvement with the hated Quick in the neighboring domain of Treucht. sneaking about in the shadows, ways to Fingers guild—and Fulda intends to keep ❖ The Journeymen (about a dozen lacerate the neck so the victim can’t it that way. Brecht bards of 4th level) work in the scream, and ways to break into a house ❖ Stefen Negus (MBr; W3), the silent provinces of Marchbehr, Ruelshegh, and silently without leaving a trace. mayor of Saarmen, remembers what its Ubalmulen, as well as in the Banshegh’s However, if the captain harbors assassi- like to be “one of the little guys,” and he domain and the realm of Rhuelgard. nation plans, she has not offered the has vowed to protect the rights of the They’re known for enticing wealthy trav- guild any details. individual over the interests of those who elers with their songs and stories before own businesses. Since he entered office, making off with their valuables. Foes of the Guild and Temple several business owners have found ❖ The Road Wolves (15 Rjurik fighters Not surprisingly, the Quick Fingers themselves working hard labor in prisons and thieves of about 2nd level) work have few public enemies, as those who in the Hauptrehr province. Idle tongues in with some success in Hauptrehr, vocalize their discontent with either Saarmen speculate as to how long it will Kostwode, and Nodarch provinces. temple or guild have the habit of disap- be before a consortium of local business- ❖ Robengild (30 halfling and Brecht pearing. In general, Éla’s faith opposes men hires the Quick Fingers guild to do thieves of 4th level or higher) is the rich- the activities of the churches of Haelyn, the mayor in. The one thing that may est and most influential band in Müden. god of noble war; Avani, goddess of the have saved him until now is that he Working Hauptrehr, Kostwode, sun and reason; and Laerme, goddess of rarely makes it into the public eye. Marchbehr, and places in the domain of fire, beauty, and art. However, none of Berhagen, they’re known for their these churches maintain a presence in patience, calm manners, and polite Müden (perhaps that fact explains itself). demands. Some merchants and other A number of guilds and public figures frequent travelers consider it a point of do attempt to foil the activities of the pride to be robbed by Robengild. Quick Fingers from time to time, how- Sue Weinlein Cook and slade would like ❖ The Toll Trolls (about a half-dozen ever, and a PC guild member might be to extend special thanks to Duane Maxwell, goblins) work the Trestahlen and assigned to surveillance duty involving Monte Cook, and Ed Starkfor their input on Ubalmulen provinces with little prosperity. one of them (or be hunted by their this article. agents). These enemies include:

46 O CTOBER1997

Using the SAGA™ System in the RAVENLOFT® Setting

by Matthew L. Martin illustrated by

lthough the SAGA™ System was created for the new era of representing things beyond the physical realm of being, corre- the DRAGONLANCE®: FIFTH AGE™ campaign setting, with a little spond to the respective Mental abilities of Intellect and work, it can be translated to any campaign world. Here is one Essence. such conversion, bringing the SAGA rules into the RAVENLOFT® Each suit in the Tarokka deck has an opposing suit, based on setting. The mysterious Demiplane of Dread differs greatly the nature of the archetypes. The two opposing pairs are from the war-torn realms of Krynn, and the changes necessary Swords and Stars (physical might as opposed to magical power), to fit the SAGA rules to the RAVENLOFT atmosphere are both sub- and Coins and Glyphs (materialism vs. spirituality). These oppo- tle and startling. The conversion is worthwhile, because the sition suits come into play mostly during character creation (see SAGA System’s emphasis on plot and character perfectly match- the section on Ability Codes below), but they may also be rele- es the mood and style of a RAVENLOFT campaign. vant during play. You need the SAGA System rules to make use of this article. These four suits are treated as normal SAGA System cards for A deck of Tarokka cards, available in the Forbidden Lore and purposes of action resolution. Most exceptions are noted Ravenloft Campaign Setting boxed sets, is also useful. Other below, but if a conflict arises between the cards and the core RAVENLOFT and DRAGONLANCE supplements can be helpful but are SAGA rules, the Narrator should resolve it using the guidelines not essential. given here and in the SAGA rules. It's all in the Cards The Lesser Deck’s suits have nine numbered cards, just as the DRAGONLANCE cards, but the Tarokka cards also include a You can use the standard FIFTH AGE deck in a RAVENLOFT SAGA tenth card, referred to as the Master card. This card represents game; if you want to use it, simply incorporate the changes the basic archetype of the corresponding suit. Though not made here for Reason and Spirit, and the new rules for magic numbered, it has a value of 9. and miscellaneous elements. The characters featured on the The fifth suit is the suit of Crowns, also known as the High FIFTH AGE deck, however, belong to the history and legends of Deck. This suit, like the FIFTH AGE deck’s Suit of Dragons, repre- Ktynn. The Tarokka deck of the is far better suited to sents powers and forces beyond mortal knowledge. Though the flavor of the Dark Domains. This mysterious deck of cards, Crown cards show no numeric value, each has a value of 6 found in the Forbidden Lore campaign expansion set or the during character creation and in play. When a High Deck card RAVENLOFT Campaign Setting revised boxed set, is similar to the is played for important actions, however, archetype-based res- deck used in the FIFTH AGE game, but there are some differ- olution methods are better, since these cards are important ences to consider when using these cards with the SAGA rules. symbols of the powers and concepts behind Ravenloft. The Tarokka deck contains five suits. The first four suits, col- Character Creation lectively known as the Lesser Deck, are divided into two groups of two suits each. The Mortal cards are those of the When building a SAGA System hero in the RAVENLOFT setting, Swords and Coins suits, which represent things of the material the player should draw eight cards from the Tarokka and assign world and are tied to the Physical abilities of Physique and them to the hero’s ability scores and other attributes. The rest of Coordination, respectively. The Mystery cards, the process also differs somewhat from FIFTH AGE encompassing the Stars and Glyphs suits and character generation.

DRAGON #240 49 Reputation and Wealth Table 1: Tarokka Card Attributes These two abilities remain the same. Characters are often more homogenous Swords than usual in these two categories Number Description Alignment Nature/Demeanor because of the presence of Crown Master The Warrior None Violent and Powerful cards. If the Narrator finds this factor 1 The Avenger Chaotic Good Courageous and Vengeful disruptive, adjust these scores slightly. Pious and Honorable 2 The Paladin Lawful Good Players may also wish to change such 3 The Soldier Neutral Good Motivated and Hopeful 4 The Mercenary Lawful Neutral Professional and Greedy scores to fit in with their character con- 5 The Myrmidon Neutral Mysterious and Independent ception, with the Narrator’s approval. 6 The Berserker Chaotic Neutral Rash and Bloodthirsty 7 The Hooded Man Neutral Evil Commanding and Bigoted Nature and Demeanor 8 The Dictator Lawful Evil Oppressive and Commanding Nature or Demeanor descriptions do 9 The Torturer Chaotic Evil Sadistic and Selfish not appear on the Tarokka cards. For these elements, refer to Table 1, which Coins lists the Tarokka cards’ alignment, suit, Master The Rogue None Enigmatic and Greedy and descriptive characteristics, This 1 The Swashbuckler Chaotic Good Altruistic and Dramatic method is identical to that used in the 2 The Philanthropist Lawful Good Generous and Prudent original SAGA rules and is recommended 3 The Trader Neutral Good Scrupulous and Precise for new players or for those who enjoy Taciturn and Conniving 4 The Merchant Lawful Neutral “playing what they are dealt.” 5 The Guildsman Neutral Cooperative and Prudent 6 The Beggar Chaotic Neutral Bitter and Careless The second option is to allow players 7 The Thief Neutral Evil Greedy and Cunning to discard two cards from their hand 8 The Tax Collector Lawful Evil Harsh and Corrupt and choose whatever cards from the list 9 The Miser Chaotic Evil Greedy and Obsessive they consider appropriate to the hero. This works best for players with a strong Stars character concept. Master The Wizard None Mystical and Rational In either case, consider more than just 1 The Transmuter Chaotic Good Inquisitive and Aloof the Nature and Demeanor listings when 2 The Diviner Lawful Good Helpful and Wise assigning cards. A card’s alignment, suit, 3 The Enchanter Neutral Good Hopeful and Diligent and general interpretation all help flesh 4 The Abjurer Lawful Neutral Careful and Methodical out a character. Combining some of 5 The Elementalist Neutral Patient and Controlling these various elements leads to a Nature 6 The Invoker Chaotic Neutral Rash and Inquisitive 7 The Illusionist Neutral Evil Deceptive and Manipulative or Demeanor customized to the hero. 8 The Necromancer Lawful Evil Obsessive and Scheming Example: The Necromancer (8 of Stars) 9 The Conjurer Chaotic Evil Arrogant and Power-Hungry has an alignment of Lawful Evil, is described as “Obsessive and Scheming,” and represents Glyphs obsession with unnatural powers, a use of Master The Priest None Devout and Passionate natural gifts for supernatural or malevolent 1 The Monk Chaotic Good Resourceful and Independent ends, and often a connection with the 2 The Missionary Lawful Good Fervent and Outspoken undead. It makes a good Nature card for 3 The Healer Neutral Good Compassionate and Gentle , whose obsession with 4 The Shepherd Lawful Neutral Loyal and Vigilant Tatyana, combined with his fear of death, led 5 The Druid Neutral Reclusive and Nature-Loving him to embrace the curse of vampirism. If the 6 The Anarchist Chaotic Neutral Frenzied and Pious alignment is ignored and the “Obsessive” 7 The Charlatan Neutral Evil Friendly and Deceitful element is played up, the card also works well 8 The Bishop Lawful Evil Controlling and Rigid 9 The Traitor Chaotic Evil Treacherous and Hateful in representing a hero who spends his life studying undead in order to wipe their foul Crowns kind from the land. Similarly The Monk, the ❖ The Artifact Neutral Arrogant and Materialistic Chaotic Good card of the Suit of Glyphs with ❖ The Beast Chaotic Evil Violent and Rash the attributes “Resourceful and Independent” ❖ The Broken One Neutral Evil Emotionless and Melancholy works perfectly for a cloistered hermit in a ❖ The Lawful Evil Malevolent and Power-Hungry lonely cave or a wandering pilgrim in search ❖ The Donjon Lawful Evil Rigid and Isolated of enlightenment. ❖ The Esper Neutral Contemplative and Disciplined ❖ The Ghost Neutral Evil Nostalgic and Mysterious Ability Scores ❖ The Hangman Lawful Neutral Harsh and Inquisitive As stated above, heroes and charac- ❖ The Horseman Chaotic Evil Cruel and Destructive ters in a RAVENLOFT SAGA game use only ❖ The Innocent Lawful Good Naive and Pure ❖ The Marionette Lawful Evil Meek and Submissive the four related ability categories from ❖ The Mists Chaotic Neutral Enigmatic and Unpredictable the core rules—Physique, Coordination, ❖ The Raven Neutral Good Wise and Benevolent Intellect, and Essence. Narrators and ❖ The Temptress Chaotic Evil Seductive and Amoral players who wish to use all eight abili- ties may do so, but such a system will

50 OCTOBER 1997 prove redundant and complex, due to point, as stated under the core SAGA the situation. If the Master of Swords the limited number of suits and the rules for humans. (the Warrior) were to come up when resulting overlap in terms of trump cards Elves, dwarves, and half-elves are reading for a character’s reaction, a vio- and other bonuses. easily converted, and gnomes can be lent or hostile response might be called treated as tinker or thinker gnomes, for, while the Master of Stars (The Ability Codes depending on the desires of the Wizard) might indicate a more curious, The assignment of ability codes Narrator and the player. intellectual, or mysterious reaction. under RAVENLOFT SAGA rules is more suit- The only major race in Ravenloft that The Crown cards, meanwhile, have no specific than in a DRAGONLANCE game. If a is not present on Krynn is halfling. This explicit alignment, so Table 1 gives a sug- card from the suit corresponding to the problem is easily fixed, for while role- gested alignment for each card. The ability is used, then just as in the core playing a halfling is vastly different from power of these cards derives primarily SAGA rules, the hero has an ability code playing a , the mechanics for from the symbols they use and the forces of A. If the card comes from the other kender work well for halflings. they represent, so add an archetype- half of the card group (any Mortal card based element to the reading if possible. for either of the Physical abilities, or any Event Resolution Example 1: A hero tries to raise a mob of Mystery card for the two Mental abili- The event resolution rules for peasants for a revolt against a baron. The ties), the code is a B. Cards from the RAVENLOFT SAGA campaigns are almost Narrator asks for an action, and the hero other group that are not part of the suit identical to those used in the core SAGA plays the One of Swords (the Avenger). opposing the ability grant ability codes rules, but the Tarokka deck introduces a However, the Narrator is looking primarily at of C, while those cards that are part of few new wrinkles into the mechanics. the aura of the card. While the card’s value is the opposing suit give codes of D. If a low, its alignment is Chaotic Good, and rais- hero assigns a Crown card to any ability, Card Auras ing a revolutionary mob is a chaotic action. the ability has a code of X. Like the FIFTH AGE cards, the Tarokka Therefore, while the action total is low, the The definitions of each code value are cards are aligned with Good, Neutrality, aura matches the action, and the hero finds also changed slightly. For the Physical or Evil. The cards in the Tarokka deck are himself leading a group of farmers and mer- abilities, each code encompasses the two split along these lines in the same fash- chants against the corrupt nobleman. codes in the original SAGA rules. Thus, a ion as those in the FIFTH AGE deck. Cards Example 2: A group of heroes spends the hero with an A code in Physique can use with values of 1, 2 and 3 are good, while night at Castle Ravenloft, “guests” of Count any melee weapon and wear any type of the neutral cards cover values 4, 5, and Strahd von Zarovich. To determine what armor, while a hero who has a D in 6, and the 7, 8, and 9 cards represent happens during the night, the Narrator draws Coordination can only use light or very darkness and evil. However, the Tarokka a card from the Tarokka deck. The card light missile weapons and shields. Mental cards include a second axis of Law, comes up a 1 (Chaotic Good), and the abilities function under an “either/or” sys- Neutrality, or Chaos. Cards with values of Narrator decides that one of the heroes suf- tem. For all Intellect and Essence codes 2, 4, and 8 are considered lawful, while fers from insomnia and notices a mysterious up through and including C, the hero suf- chaos favors those cards with values of whitefigure out of his window late at night. If fers the negative effects of a low code in 1, 6, and 9, and the 3, 5, and 7 cards are the card had been a 2 (Lawful Good), the one of the two abilities chosen by the neutral regarding those two forces. whole group may have been awakened by player. Codes of A or B, require the hero These two elements combine to give howling wolves in time to notice the shape. to pick one benefit from the two codes most cards auras corresponding to one An 8 (Lawful Evil) might mean that a vampire contained in the new ability. Additionally, of the nine alignments of the AD&D® slave drained a slight, almost imperceptible an A code allows the hero to split the game. Full alignments for all cards amount of blood from each hero, while a 7 code, gaining the B benefits from both appear on Table 1, including suggested (Neutral Evil) would mean that she supped such codes. Heroes who choose magical alignments for the High Deck cards. on only two or three of the heroes. If The powers receive three schools or spheres If an action is better characterized Temptress is drawn, the results would match with a B code or its equivalent under a along the lines of law and chaos, that a Chaotic Evil draw, but considering the split A code, and those with A codes have side of the card’s alignment should be archetype, the vampire might awaken the access to five groups of magic. For exam- read instead of the good or evil aspect. In hero and try to charm him into submission. ple, a character with an A code in Essence addition, the Law and Chaos elements could choose to have great leadership can be used to add to a traditional align- Trumps and Mishaps abilities, five spheres of miracles, or both ment reading. Lawful cards indicate that The reduction of suits in the Tarokka good leadership skills and three spheres. an event affects the entire group of deck causes some difficulties for trump heroes, while Chaotic cards mean that card rules. Using the FIFTH AGE deck, any Character Races only a single hero is affected, and Neutral card has a 1-in-9 chance of being a For the most part, Ravenloft’s native cards limit things to part of the group. trump or mishap card. However, if suits heroes are humans who follow the A special note must be made regard- are the only element taken into account description of the civilized humans in ing Master cards and the cards of the when using trump or mishap rules with the FIFTH AGE rulebook. The description High Deck. The Master cards have no the Tarokka deck, the situation changes of barbaric humans suits heroes with a alignment; their aura is assumed to be remarkably. Any given card has approx- rural background, or nomadic groups identical to the suit, encompassing all imately a 2-in-11 chance of being trump like the Abber nomads that wander the elements of the suit’s ability and arche- for an action, while nearly 25% of the Nightmare Lands. The Narrator can type. If such a card comes up during an cards will carry the risk of a mishap. decide whether to allow a human char- aura reading, the Narrator should con- Unaltered, spectacular successes and acter to increase a chosen ability by 1 sider the typical influence of the suit on drastic failures become the norm, which

DRAGON #240 51 sorcerers and mystics of Krynn, and they Table 2: Extended Spell school of Enchantment to twist and can learn more such fields of magic. reshape the mind. Duration Similarly, they are not constrained by Conjuration: This school is used for This table provides the spell point cost the duration limits currently imposed on magically transporting an item or being and difficulty modifiers for creating Krynnish spellcasters; Table 2 provides across great distances, ranging from spells with a duration beyond those the details. Note that all permanent summoning a sword from across the given in the core SAGA rules. spells have an escape clause that allows room to conjuring a fiend from the the spell to be negated through a sim- Lower Planes. Note that this school can Duration Difficulty ple, non-magical action, such as being bring things from other worlds into Instant 1 kissed by a princess, confessing one’s Ravenloft, but it is not useable for 1 minute 2 sins, carrying a rose beneath a cursed escape. Any creature that is called by a 15 minutes 3 archway, or the like. conjuration spell but does not wish to 30 minutes 4 Magic in Ravenloft is divided into two come can use their Intellect score to 1 hour 5 fields. Wizardry is the art developed resist the magic. Also, though this 4 hours 6 through study of arcane lore and forgot- sphere can cross many barriers, it can- 8 hours 7 ten tomes, and closely mirrors Krynnish not breach the wall between life and 1 day 8 sorcery, although it’s much broader than death, so resurrection and undead cre- 3 days 9 that art. Miracles resemble mysticism to ation are beyond the limits of this school 1 week 10 a degree, and those who use them claim When summoning matter or items, 2 weeks 11 that their powers are granted by divine this school can often overlap with the 1 month 12 beings, although in Ravenloft the truth is school of Invocation, so restrictions 3 months 13 unknown and perhaps best left that must be made regarding the specific 6 months 14 way. The schools of wizardry are tied to uses of the two schools. When casting a 1 year 15 the Intellect ability, while priests, druids, conjuration spell, the spellcaster must Permanent* 20 and other miracle users receive power either specify the exact item being con- * When weaving a permanent spell, a non-mag- based on their Essence scores. jured or risk a “blind” summoning. ical escape clause must be included that will, if Summoning creatures should be han- triggered, negate the spell. Wizardry dled in the same way; the conjurer must Wizardry is divided into nine schools, either speak the true name of the does not suit Ravenloft’s mood at all. To one for each card in the suit of Stars, desired creature or be forced to pull a balance the scales, only cards with the excluding the Master card (The Wizard). random being from the targeted realm values 1-5 and the Master card of the These nine schools are identical to the into his presence. The latter attempts are suit should be considered trump. The AD&D schools of wizardry. The school of very dangerous, for the Mists are rarely Master’s trump bonus derives from its elementalism is detailed in the Tome of kind in choosing what to let through the intense tie to the suit’s archetype, while Magic, while the other eight are covered gates opened by this school. the other cards receive the trump bonus in the Player’s Handbook (PHB). Brief Divination: This school of magic is due to their alignment-cards of Lawful, descriptions of the nine schools are pro- used for revealing information. A hero Good or Neutral auras represent charac- vided here for convenience. using this school can read minds, view ter types that are more selfless and coop- Abjuration: This school deals in pro- distant lands, detect magic, or uncover erative than the characters represented tection from physical, mental, and mag- long-forgotten lore. Ravenloft masks all by Chaotic or Evil cards. For mishaps, use ical dangers. It specializes in creating attempts to discover evil or to glimpse The Darklord, The Temptress, The barriers, driving away threats, and dis- the future, though, and divination spells Horseman, The Beast, The Marionette, rupting magical effects, as well as ban- of all types usually go awry when the and The Donjon, six of the darkest and ishing summoned or enchanted crea- caster attempts to pierce sealed domain most sinister cards in the suit. tures. Although it offers no protection borders or to see through the Mists. against the powers of the land, it proves Elementalism: An elementalist is Magic in the Mists very useful when facing the horrors that capable of manipulating the elements of Ravenloft’s magic is quite different walk the Realm of Terror. Air, Earth, Fire, and Water in a fashion from that of the Fifth Age of Krynn, Alteration: This school deals with similar to the elemental schools of the reflecting different sources of power. transforming objects or beings into some- core SAGA rules, creating, detecting, mov- While Krynnish magic is now primal and thing else. The difficulty of the spell ing, reshaping, or destroying them at will. elemental, the spells of Ravenloft are depends on the degree of the transfor- This may appear to grant this school subtle and indirect. Conjuring balls of mation. Changing silver into gold is only more flexibility than its counterparts, but fire or walls of stone is uncommon; a slight challenge, while transforming the elements are usually rather blunt and magic tends to be more along the lines lead into gold is much more difficult, and obvious. In addition, there will come of laying and lifting curses, controlling turning water to gold is all but impossible. times when no pure elements are useful thoughts or dreams, and conjuring or This school can be used to turn a human or even available for casting, and unlike banishing fiends and undead. into a goblin, or to force a doppelganger the DRAGONLANCE schools, this school can- Due to these differences and the into shifting shape. In addition, this not affect “quasi-elements” such as light- nature of the setting, Ravenloft’s spell- school can be used to grant extra bene- ning, ice, or metal. casters use schools and spheres that dif- fits or hindrances to heroes, characters or Enchantment: This is the school of fer considerably from those used by the items. Note that this school covers only the mind. Enchanters are capable of physical changes, and a wizard needs the reshaping emotions, reading thoughts,

52 OCTOBER 1997 and even creating or destroying memo- Necromancy: The darkest school of Sphere of the Priest: This sphere cov- ries. The minds of some creatures are wizardry, this foul art blurs the borders ers basic priestly duties, such as bless- immune to this school, though, and in between life and death. Necromancers ings, confession, creation and divination other cases, enchanters wish that they channel negative energy to drain life or magic, and the like. Any spell that deals never crossed the mental threshold of abilities, and can raise the dead in a pale with spiritual matters, or that covers Ravenloft’s darkest horrors. mockery of life. Creating undead is a what could be considered the essential Illusion: While enchanters affect the strenuous task, and it becomes even duties of a priest, falls under the aus- mind, illusionists deal in fooling the more difficult if the necromancer desires pices of this sphere. This sphere is rec- senses, causing people to see or hear to create a powerful creature. All ommended for all priests. Sample Spells: things that do not really exist. The undead-creating magic is treated as bless, atonement, light, create food and power of belief allows an illusionists resisted magic, with the resistance value water, detect magic, true seeing, commune. spells to cause illusory effects, some- the total of the creation’s intended Sphere of the Monk: The monastic times even wounding their victims. Physique and Essence scores. emphasis on physical and spiritual disci- While illusion magic is often detected pline allows characters using this sphere due to the absence of details that mark Miracles to increase their abilities. Like the mystic a thing as real, in some cases, the Like wizardry, miracles are divided spheres of channeling and meditation in illusionist is so skilled that even the wis- into one sphere for each card in the suit the core SAGA rules, one spell must be est and most intelligent have difficulty of Glyphs, corresponding to the varying used for each specific ability or effect. telling where the illusion ends and natures and duties of Ravenloft’s clergy. The effects of this sphere are not limited reality takes over. However, these spheres do not match up to the monk but can be used on any Invocation: One of the most raw and with the priestly spheres of the AD&D character. This sphere can also increase powerful schools of magic, Invocation game. Therefore, in addition to the brief skills other than the four basic abilities, deals with the creation of raw matter or descriptions, a brief list of possible spell such as a hero’s resistance to magic or energy. This school can create potent effects has been included for each the damage that a character inflicts in effects, but the objects or forces that it sphere. Many of these are priest spells combat. Sample Spells: increase strength, brings into being are raw and unshaped. from the PHB, while others are wizard increase speed, magic resistance. Alteration magic will be useful for invok- spells, psionic abilities, or similar powers. Sphere of the Missionary: This ers who wish to shape their created In all cases, these are examples of what sphere represents the missionary, the materials into more sophisticated the sphere can do, and do not represent crusader, and all priests who would use objects or forces. the only possibilities available to a priest: their power to strike against evil.

DRAGON #240 53 Although no spell in Ravenloft can other spells—the charlatan pays spell Fear, Horror, and Madness detect malicious intent, these spells points for duration, range, and the like, Ideally, these events should be han- allow the user to dispel “evil” magic and but pays for only one point of effect. dled by roleplaying. However, if the strike down the undead, fiends, and sim- This school can mimic any school or Narrator must deal with players whose ilar monstrosities. Like the Sphere of the sphere, even those that the charlatan is heroes refuse to react appropriately to Priest, the definition of evil depends unable to use, but only those spells that horrifying situations, he may call for an upon the caster’s religion. Sample Spells: directly affect intelligent beings. The Essence action (usually of average or dispel magic, remove curse, dispel evil, holy spell looks and feels real, but the effects challenging difficulty). Typical situations word. are phantasmal and transitory—a fact that call for a fear check include a con- Sphere of the Healer: Wielders of this that is revealed when the spell’s dura- frontation with a being of incredible sphere are masters of healing wounds, tion expires. A hero “healed” of a 1-card power, while horror checks are used in diseases, and similar afflictions. The wound by a charlatan feels no pain, and the face of atrocities or violations of the most powerful magic of this sphere can the wound appears healed, but the hero natural order, such as an encounter with undo supernatural afflictions such as the falls unconscious with one card left in undead creatures or dark magic. rotting touch of the mummy or the vile the player’s hand. Similarly, someone Madness checks work for mental probes disease of lycanthropy. A few of the who believes he has been enchanted of the foulest creatures, or other cases most powerful healers may, at grave but has been affected by a spell of this where the victim is forced to come face risk and the Narrator’s discretion, be sphere feels powerless to resist the cast- to face with pure evil or chaos on a men- able to raise the dead. Sample Spells: er’s will, but could actually shake off the tal or spiritual level. Failure causes one of cure wounds, cure disease, neutralize poi- orders with no effort. Sample Spells: the results listed in the Ravenloft rules, son, restoration, regeneration, raise dead. change self charm person, undetectable lie, while a mishap may cause two or more Sphere of the Shepherd: While the suggestion, mind read. penalties, or even a result typically asso- Missionary takes an active role in the Sphere of the Bishop: This is the ciated with the next level of danger. fight against evil, those who wield the sphere of those who demand order and Sphere of the Shepherd are more pas- loyalty. While sometimes used by good Ravenloft Powers Checks sive, choosing to defend themselves and and noble priests, it is more often the Only passionate evil or dark magic their flock from danger. The spells of this trademark sphere of the inquisitor and attracts the attention of the mysterious sphere are capable of granting physical, others who value blind and unquestion- forces that control Ravenloft. Accidents magical, and spiritual defense to the ing obedience above all else. This that have evil effects are ignored, as are priest or those under his protection. sphere can allow a caster to protect him- most “gray areas,” such as white lies or Sample Spells: Protectionfrom evil, remove self or his allies from other magical con- justifiable killings. fear shield, anti-magic shell, binding. trols, or to keep them from succumbing If the Narrator feels that a powers Sphere of the Druid: Plants, animals, to temptation, but it is also useful to check is necessary, he or she should weather, sunlight, and the elements force fanatical loyalty and punish ‘dis- decide on a card appropriate to the themselves fall under the dominion of obedience’. It also includes necromantic action. Many of the evil-aligned cards druidic spellcasters. This sphere is not as affects, for in the view of this sphere, the work well, as do several of the cards offensive or blatantly powerful as the bishop’s dominion covers the living and from the High Deck. The Darklord makes wizardry school of elementalism, but the dead alike. Sample Spells: mind read, a good default card. Lesser Deck cards druids are more flexible and inclined to hold person, suggestion, domination, inflict can be chosen based on their alignments work with nature, rather than to domi- pain, animate dead, control undead. and descriptions, and some guidelines nate it. Sample Spells: charm mammal, Sphere of the Traitor: The most vile for using the High Deck are given in the sticks to snakes, sunray, flame blade, lower and hated of all Ravenloft’s miraculous sidebar Crown Cards and Powers water, commune with nature, spheres, evil priests use the sphere of Checks. After deciding, the Narrator Sphere of the Anarchist: Clerics of the Traitor to undo all that their benevo- should draw 1-5 cards from the deck, anarchy value chaos and instability. This lent brethren have worked to create. based on the severity of the action. sphere deals with transformation and This sphere is associated with many Narrators with access to the “Oaths of instability, and while it can be used for forms of wrongdoing, ranging from sim- Evil” book of the Forbidden Lore expan- creation, it more often finds expression in ple wounds and diseases to curses or sion or the Realm of Terror book in the destruction, as the spells of an anarchist insanity. This sphere also allows evil Ravenloft Campaign Setting can use the can break down any ordered thing, such priests to conjure fiends into Ravenloft, table for powers checks provided in as a buildings foundation, a sane mind, for such an action is one of the worst those supplements, drawing one card for or even the boundaries between the betrayals that a cleric can ever commit every 2% chance of failure. If these worlds. Many anarchist spells are unpre- against humanity. Sample Spells: cause products are not available for reference, dictable. The caster can specify the inten- wounds, cause disease, poison, curse, sug- then the following guidelines work sity and the general nature of the effect, gestion, mindshatter, summon fiend. appropriately. One card is sufficient for but the specifics of the spell are often ran- acts that only cause minor harm to oth- dom or determined by the Narrator. Stuff of Shadows: ers, such as spreading malicious rumors Sample Spells: earthquake, confusion, poly- Miscellaneous Elements of or beating a peasant. Two or three cards morph, transmutation, disintegrate, gate. should be drawn for cases like stealing Ravenloft & the SAGA System Sphere of the Charlatan: Those who everything a poor family owns, setting wield this sphere specialize in deceit and A few other game elements are com- up a friend to be imprisoned or flogged espionage, gathering information and monplace in Ravenloft but are not cov- for the hero’s own crimes, or breaking a sowing mistrust. This sphere also mimics ered in the FIFTH AGE rulebook

54 OCTOBER 1997 minor vow. Four and five-card draws Crown Cards as the experiments of the vampire ‘psy- should be used for the most foul acts, and Powers Checks where the hero causes severe harm and chiatrist’ Dr. Dominiani. Dredging up secrets or suffering to innocents or friends, or While the alignment and descriptions The Ghost: betraying all that he believes in for self- of the cards of the Lesser Deck make it knowledge from a character’s past for ish gain. The Acts of Ultimate Darkness simpIe to determine which of them to injury or blackmail, or acting on wrongs that should be long forgotten. may require up to 10 or 20 draws for a use in Powers Checks, the High Deck is given act, or the Narrator may skip the more enigmatic. Here is a list of the The Hangman: Making false accu- draw and assign the results of failure. For crimes that each Crown card would fit: sations or otherwise tampering with spellcasting, draw one card for every 5 the machinery of justice (as opposed to law, which can be altogether different spell points used. If any one of the cards The Artifact: Theft of valued objects, drawn matches the card selected by the often those necessary to survive or to in Ravenloft). Narrator, the hero has failed a powers complete an important act. The Horseman: Acts of malicious destruction, usually committed in cold check and suffers the appropriate results. The Beast: Acts born of passion and Example 1: A cabal approaches a anger, usually connected to a hero’s blood (The Beast should be used for clerical hero for permission to use the shrine ‘bestial side.’ more passionate crimes). Any act intended to under his protection for a fiend-summoning The Broken One: Sins causing heart- The Innocent: ritual. Although this is a severe violation of his break or mental anguish. destroy kindness or innocence. orders principles, the cabals promises of The Darklord: Sins committed in the The Marionette: Manipulating and gold and magic convince the priest to leave quest for power, especially power of an controlling a character through evil means or for dark ends. the shrine unlocked that night. Such a evil nature. blatant dereliction of duty is cause for a pow- The Donjon: Harsh imprisonment or The Mists: Abduction or kidnapping. ers check. The Narrator decides that the Nine forced isolation, ranging from know- The Raven: Spreading false wisdom of Glyphs (The Traitor) is the most appropri- ingly keeping an innocent man in or silencing sources of wisdom, truth, ate for this failing, then draws three cards prison for 40 years to a father who and vital knowledge. from the Tarokka deck. The Nine of Glyphs refuses to let his daughter marry. The Temptress: Convincing another person to evil for pleasure, riches, or turns up as the second card. The Narrator The Esper: Intentionally causing decides that the priest, who has not failed any insanity or psychological trauma, such other gains. previous powers checks, cannot detect any magic cast in his presence. Unfortunately for it in almost all cases despite travail must ing the rest over directly. For example, a our young cleric, all holy symbols he carries succeed at a challenging Essence action, derringer is a very light weapon and become dull and tarnished in the space of a while those who merely hold to such a inflicts 7 points of damage, while a shot- few days, and any vestments he wears fade faith’s teachings fairly often find such an gun, a medium weapon, causes 21 points. to an unsettling shade of gray. action daunting. For atheists and those Spellcasting rules change slightly to Example 2: A wizard hero has been who simply pay lip service to the faith, suit the low-magic environs of Gothic studying the school of Enchantment and meanwhile, the action is impossible. The Earth. First of all, spellcasting codes for recently bound half a dozen townsfolk to his undead creature uses its Essence score Mental abilities fall back to their original will. While this act by itself was too “gray” to to resist a turning attempt, and the Saga versions— A B code grants access to excite a powers check, the situation changed action’s difficulty increases by one step one school or sphere, while someone when the enchanter began tormenting his for those without a physical holy symbol with an A code is capable of mastering victims “to test the limits of the spell.” For focusing their faith (daunting for true three fields of magic. In addition, casting most magic-related powers checks, the believers, desperate for those of average time costs are increased by one—it costs appropriate card is usually the card of the faith, and impossible for unbelievers). 6 points to cast a spell instantly, while school or sphere; in this case, that would be an hour-long ritual adds 2 points to the The Three of Stars (The Enchanter). Looking The Red Death and Saga Rules spell’s cost and difficulty. Finally, all spell- over the sidebar on Crown cards, though, the The SAGA rules also work well in the casting in the Masque campaign setting Narrator decides that since this is a crime of shadowed realms of Gothic Earth. The requires a Powers Check. To speed play, manipulation, The Marionette is most fitting. guidelines given here suffice for most wait until the end of the session, then The spell cost 22 spell points, so five cards changes, but firearms and magic choose the check card and draw one are drawn. Luckily for the wizard, none of deserve special mention. card for every 10 spell points used by a the cards matches the chosen card. Even To convert guns from Masque of the Red hero during the game. Spells used for passed powers checks have their conse- Death to SAGA System, calculate the dam- evil or selfish purposes should be quences, though, so that night the wizard age by taking the minimum and maxi- checked both during the game and in dreams of being a marionette himself; with a mum possible damage (assuming no re- the post-game “point pool.” truly wicked puppeteer pulling the strings. rolls) for a given gun under AD&D rules and adding them together. This yields Turning Undead high damage figures, reflecting the dan- Heroes of pure heart and passionate ger of firearms, but remember that no Matthew Martin would like to thank spirit may be able to repel the undead of ability scores are added to this damage. A Jeremy Biwer and Christopher Butler for Ravenloft through use of a holy object. weapon’s weight category can be found playtesting and proofreading these rules, The difficulty of such an action is based by taking its AD&D size category, moving David Goehrig for inspiration and guidance, on the hero’s faith. Characters who have the smallest weapons into very light and and the members of the Ravenloft Mailing chosen a good religion and who follow the largest into very heavy, and convert- List for their advice and support.

DRAGON #240 55 by Monte Cook illustrated by Michael Sutfin

eep in the void that is the Astral Plane, beyond the outer githyanki fortress-cities, deeper than the psurlon strongholds, and more distant than the secret berbalang covens, there lie the dead gods. These massive beings are often called “husks,” because that is really all they are: mere shells of their former selves. When one refers to a dead god of the Astral, what’s really meant is the god’s corpse—or as near as a power can come to having a corpse. When a god dies—as rare event as that is—its power fades away. All that is left of it is the idea of its existence. Each power has a focus, like war, nature, famine, or motherhood. This focus or idea becomes the remainder of its essence, which then appears on the Astral Plane, a place where all thoughts, emotions, and ideas eventually end up. On the Astral, the power’s essence takes the form of a large mass of rock- or a rock-like substance. The mass (or, as it’s sometimes called, the “rocky island”) vaguely resembles the most commonly perceived appearance of the power. Powers can take many shapes and have no true bodies as such, but almost all have an appearance that their worshippers can relate to and depict in art. This is the appearance that the rocky island takes. The features are usu- ally so indistinct, however, that only extremely close examination, including entering the memory aura (see below), can identify the power. The following information is useful in creating continuing adventures after playing through Dead Gods, a mammoth PLANESCAPE® adventure out this month. Dead Gods isn’t necessary to use the information in this article, but the two complement each other well. Traveling to the Astral Plane Adventurers who wish to travel to the Astral Plane to explore the dead gods have a number of options. The first and most obvious is the astral spell. Both wiz- ards and priests can cast this spell, which allows an entire group of charac- ters to travel into the Astral Plane. DMs are encouraged to read through that spell carefully to be aware of the requirements and restrictions that it places upon the travelers and what they can bring with them.

56 OCTOBER 1997 One interesting note about the astral duty upon himself willingly, after spend- Betita Khab spell is the phenomenon of the silver cord. ing much time in the Astral and seeing Proxy of the Guardian When the spell is cast, those affected by it the desecration of the corpses. of the Dead Gods gain astral bodies that leave their nor- No matter what the reason, however, mal, physical bodies. The silver cord is a Anubis has become something wholly Anubis has no more specialty magical link that ties the two bodies different. No longer a power but certainly priests. It is thought that those few still together. It is visible only on the Astral not a mortal, the Guardian of the Dead worshipping him draw their power Plane, and even there it is difficult to see, Gods is a mysterious being unique in the from Anubis’s old pantheon or some as it extends away like a wispy tether multiverse. Chant is, it sits upon a huge how from the dead gods themselves, from the astral-traveler and fades from throne among the god-isles and records In any event, they are clerics, not spe view after only 10-20 feet. the events that occur on or to the dead cialty priests. The Guardian of the Dead But the astral spell is a high-level spell, gods. Gods also does not have an avatar. It is probably not accessible to most adven- Now, as Guardian of the Dead Gods, what it is—but its still far beyond any turers unless they have a powerful wiz- Anubis watches over its charges and power measurable by mortals. ard or priest as an ally. An alternative keeps them from being harmed, exploited The only real vestige of Anubis’s mode of transportation accessible to or desecrated. ‘Course, it’s possible that former divine status is its proxy. Betita anyone is a planar portal. These magical its duty is much more than that. Perhaps Khab served Anubis while it was still doorways lead from plane to plane and it’s something to do with the nature of part of the Egyptian Pantheon, and he can be found leading to the Astral Plane. and its eternal rest on the serves it in its new role as well. Betita The portal’s advantage over the astral Astral Plane. More than likely, such monitors the god-isles and those that spell is not just its ease of use but also things are far beyond the grasp of mor- live on or around them. All he that there are no restrictions as to what tal minds. For example, the githyanki observes he reports to his master. sorts of equipment the travelers can take build fortresses on the dead god Occasionally, he is sent on a specific with them. The drawback is that portals corpses, and most of the time the mission to observe or even to inter- are difficult to find, and the key that Guardian doesn’t seem to care. At other vene. When someone commits an act activates them must then also be found times, even touching a particular corpse on a dead god that the Guardian (see the PLANESCAPE campaign setting, at a particular time draws its ire. judges as improper, Betita is often sent Planewalker’s Handbook, or “A Handful of In any event, the presence of the to deal with the offender. Keys” in DRAGON Magazine Annual #1 for Guardian of the Dead Gods is not one Betita is known to the githyanki, more information about portals). that an explorer can overlook. There’s and he has their respect. Despite their Lastly, a number of magical items, always a chance that a basher’s activities differences in alignment, they will not including the cubic gate, the amulet of the conflict with the Guardian’s mysterious harm or cross him. planes, and a staff of the magi, can poten- motives. What the Guardian allows and Betita Khab, human male, M14: AC tially bring a group of PCs to the Astral what disturbs it isn’t always clear. If an 5 (Dexterity and ring); MV 12; hp 31; Plane. explorer does run afoul of the Guardian, THAC0 16 (13 with staff); #AT 1; Dmg most likely its through its proxy, Betita 1d6+3 (staff of striking); MR 30%; SZ Anubis Khab (see sidebar). Otherwise, it means a M (6’3” tall); ML Fearless (20); AL LG. Before a blood’s going to talk about direct confrontation with the former Notes: Betita’s magic resistance is a poking around the corpses of dead power-a situation so dangerous that a gift from Anubis. gods, he’s got to think about the dan- basher’s only hope is fast talking and S 14, D 17, C 13, I 18, W 16, Ch 15. gers. One of the greatest potential dan- luck. Needless to say, the Guardian can- Personality: Noble and just but gers is the Guardian of the Dead Gods, a not be harmed by mortal attacks and can severe being that was once a power itself. Its destroy with a thought. Special Equipment: Staff of striking name was Anubis. If such dire circumstances occur, (22 charges), ring of protection +2, ring Anubis was a power belonging to the assume that Anubis can destroy one of chameleon power, gem of insight, robe Egyptian pantheon. Then he was a character each round (generous DMs of eyes power devoted to escorting the spirits of will allow a PC a saving throw vs. death Spells (5/5/5/4/4/2/1): alarm, color dead mortals to their final rest. Now it at -6). Canny bashers’ll try to escape, in spray, comprehend languages, magic watches over dead powers. Why the which case the Guardian will most likely missile, shield; blur, detect evil, ESP, know change? Good question. (80% of the time) allow the offenders to alignment, strength; dispel magic, fireball, Fact is, no one knows the dark of the go. Its duty is to defend and guard, not hold person, nondetection, suggestion; tale, or at least not all of it. One version to chase intruders down. Should it fol- emotion, fire shield, polymorph self wall says that another power named Osirus low, the Guardian of the Dead Gods can of fire; feeblemind, dismissal, telekinesis, took over Anubis’ portfolio as the warden travel anywhere in the Astral in the wall of force; chain lightning, true seeing; of the dead, and that Anubis began to space of one round. It never leaves the spell turning. die. As he faded into the Astral Plane, Astral Plane. something-either the living gods afraid Luckily, the Guardian ignores mortals Conditions on a God Isle of what happens when they die, or the most (95%) of the time, unless they Most folks call the corpses of dead already dead powers, aware of his intru- attempt to do something particularly gods god isles. Though “space” is a diffi- sion on some level and needing assis- heinous, such as completely destroying cult concept to cope with in the Astral tance-empowered him and charged him the body of a dead god or something Plane, most of the god isles are fairly with the protection of the fallen gods. equally foolish—in which case Anubis’s close together, and sometimes an Another tale says that Anubis took the intervention is almost guaranteed. explorer can just see one or two while

DRAGON #240 57 standing on a third. Most of the time, 90-91 Surrounded by impenetra- tion. As these events vary from power to however, they’re not quite that close ble, permanent darkness power, the DM is left to determine the together. 92-93 One school of magic is exact affects of these auras. Most simply These rocky husks are generally twice as potent as usual bestow some of the god’s memories to 1d100 × 50 feet long and about a quar- with respect to range, anyone coming near, but others take on ter that distance wide. Further, each god duration, area of effect, a more tangible effects—even so much isle has an area of influence of about and damage as conjuring up physical representations one-tenth of the length surrounding it. 94-95 Random monsters are of people, monsters, places, and events Within this area, the unique conditions generated from the dead from the deity’s past. of the individual god, as opposed to god’s flesh Energy fields vary in size. Some (10%) those of the Astral Plane, hold sway. 96-97 Roll again twice ignoring surround the entire corpse to a distance Some conditions within this area can results above 95 of 10d10 × 5’, while others (80%) exist in be very strange, yet others can be tan- 98-99 Roll again three times a 10d10’ radius somewhere on the body. talizingly familiar. Unlike most areas in ignoring results above 95 The remainder pass over the body as the Astral Plane, many (40%) of the god 00 DM’s Option waves of energy, moving at a rate of isles have local gravity. Gravity is usually Exploring a Dead God 1d100’ per round. focused at the dead god’s center, so a The duration of the fields can also basher can walk around all sides of the Aside from the guardian, there are vary. A few are only microseconds in isle as if it were a tiny planet all to itself. other hazards to exploring the dead duration (10%), while others (85%) last Rarely (10%), though, the gravity works gods. Still there are those who do it-for for 6d12 hours, with the remaining fields on only one side of the god, with a body there are surprisingly large rewards to being permanent. “falling off” if he goes over the edge. be found. Energy fields are distinguished pri- Another aspect distinguishing the god Since the husks are the bodies of marily by effect. They affect anyone isles from the rest of the Astral is that a fallen powers, energy, matter, and even within them in these ways: few (5%) have a field around them in living things on or around them are of a 1d100 Result which time passes normally. Some (10%) sort unlike those found anywhere else 01-30 No effect have other unique conditions: in the multiverse. Some are valuable; 31-55 Memory aura (see above) 1d100 Result others are downright deadly. 56-60 Inflicts 3d6 hp electrical 01-30 Extremely hot (50%) or When determining what can be found damage (save vs. spell for Extremely cold (50%) when a dead god is explored, use the fol- half damage) 31-40 Surface obscured by cloud lowing table. The DM should make 1d4 61-63 Inorganic materials must cover rolls for any particular god isle. save successfully or be dis- 41-45 Surrounded by clouds of integrated poisonous gas Dead God Encounter Table 64-66 Inflicts a random type of 46-55 Terrestrial-like storms (rain, 1d100 Result insanity (save vs. spell to snow, etc.) move over the 01-65 Nothing avoid) surface 66-75 Githyanki party (2d8 indi- 67-68 Causes confusion for 1d10 56-60 Reverse gravity field forces viduals) rounds objects away from the 76-80 Githyanki fortress (10d10 × 69-70 Acts as a heat metal spell for surface 5 individuals) as long as metal remains 61-70 One school of magic is 81-89 Planar explorers/adventur- within the field useless ers (1d12 individuals) 71-72 Restores any memories 71-73 All magic is useless 90-93 Other Astral creature (DM’s ever lost (through spells, 74-75 Psionics are useless option—see Guide to the magical attacks, encounters 76-77 Magical items lose all Astral Plane or choose) with the River Styx, etc.) power (30% chance of per- 94-95 Mysterious energy field 73-74 Permanently alters the color manent loss) 96-97 Mysterious mineral of everything within (black 78-80 Time flows twice as quickly 98 Mysterious plant to white, red to green, blue (50%) or time flows twice 99 Mysterious liquid to orange, yellow to purple as slowly (50%) 00 Godquake and vice versa) 81-83 One material (wood, metal, 75-76 Dispels all magic within as cloth, etc.) is 100 times as Mysterious Energy Fields a 20th level caster heavy as normal Many dead gods radiate mental or 77-78 Heals all wounds com- 84-85 Certain actions DM’s physical energies unknown anywhere pletely (works once) choice, based on the nature else. These energies often play over the 79-80 Drains all memory (save of the god) are impossible god-isle in waves or flashes. Other times, vs. spell to avoid) or result in a 6d6 electrical they exist as steady, limited-radius fields. 81-82 Reverses alignment for attack (no save) One such energy field that most dead 1d4days 86-87 Newcomers are immediately gods exhibit is that of the memory aura. 83-84 Forces beings to re-live teleported to a specific area These are residual memories that were their most harrowing 88-89 Characters of a specific possessed by the power. Some are moment, paralyzing them alignment are teleported to inconsequential and meaningless, while with fear for 1d4 hours another spot on Astral others reveal a great deal of informa- 85 Permanently feebleminds

58 OCTOBER 1997 anyone failing a saving throw vs. spell 86 Permanently drains away all emotions 87 Permanently adds one point of Strength, Constitu- tion, or Dexterity (works once) 88-89 Temporarily adds one point of Strength, Constitu- tion, or Dexterity (lasts 2d6 days) 90 Permanently adds one point of Intelligence or Wisdom (works once) 91-92 Temporarily adds one point of Intelligence or Wisdom (lasts 2d6 days) 93 Acts as a death spell, but anyone not slain is filled with power enough to make a wish 94 Permanently drains away all psionic powers 95 Bestows a psionic ability (treat as a wild talent) 96-98 Roll twice again, ignoring results over 95 99 Roll three times again, ignoring results over 95 00 DM Option Mysterious Minerals DM should be very careful in how avail- abilities); worth 10 gp per able he or she makes these substances. pound The substance that composes the 91 A material that can be body of a dead god is usually described 1d100 Result formed into a golem for as “rocky,” but it isn’t truly stone. Instead, 01-50 Normal stone or metal ore half the cost and time nor- it is a unique substance that possesses 51-70 Precious stones or metals mally required (50% stone/ qualities similar to common terrestrial (use the Gem Table in 40% clay/10% iron) (worth minerals. This substance, in itself, is an Appendix 1 of the Dungeon ten times as much as interesting curiosity worth a fair bit of Master® Guide if gems normal) jink (1d6 gp per pound) in a Sigilian (50%) or, if metals (50%), 92 A material that can be trade market. determine which type: formed into a double- Of much greater interest, however, copper (30%)/silver (30%)/ strength golem (50% are the rarer minerals that sometimes gold (30%)/platinum (10%); stone/40% clay/10% iron) exist within the corpses of powers. Rich assume that there exists (worth 100 times as much deposits of diamonds, emeralds, silver, 10d100 gp worth of the as normal) gold and other valuable minerals aren’t metal, no matter which 93 A material that absorbs uncommon. Further, an explorer occa- psionic energy, up to 200 sionally comes upon a small quantity of type) 71-80 Mineral is twice as durable PSPs per pound (worth some wholly unique stone or metal. as normal (and thus twice 1,000 gp per pound) These usually have some special prop- as hard to extract) and 94 A material that absorbs erty that makes them valuable. worth three times as much magical energy. Up to 20 Unlike some of the mysterious ener- 81-85 A metal that can be used spell levels per pound gies, liquids or plants, most of the min- to easily forge weapons or (worth 1,000 gp per pound) erals found on dead gods pose little armor of +1 enchantment 95 Roll again, but mineral is threat to an explorer. On the other hand, (worth 10 gp per pound) tainted so that anyone extracting them is a lengthy process and 86-90 A metal that can be used within 10’ must make a is more likely to attract the attention of to forge weapons or armor saving throw each day or nearby monsters, and even the Guardian of -1 enchantment, but fall prey to a rotting disease itself. which are virtually weight- that is fatal in 1d4 weeks Note: The mysterious minerals are less (treat as no armor 96-97 Roll twice again, ignoring always found in tiny quantities—usually for spell casting or thief results over 95 only a few pounds of ore at a time. The

DRAGON #240 59 98-99 Roll three times again, is visible only to elves 71-78 Poison (save vs. poison or ignoring results over 95 (30%), humans (10%), die if drunk) 00 DM Option dwarves (10%), halflings 79-83 Disease-ridden (save vs. (5%), gnomes (5%), fiends- poison or become infected) Mysterious Plants including (5%), 84-89 Acid (inflicts 1d6 hp dam- Thriving amid the strange energies bariaur (5%), githzerai age per round if touched) and nourished by the rare soils, a few (5%), or other (25%) 90 Sentient liquid (treat as a dead gods have unusual plants growing 87-88 Produces an odor that minor water elemental) on their bodies. The growths on god drives away fiends 25% of 91 Equal to a random potion isles range from green, leafy plants the time 92 Water that never vaporizes (including trees and shrubs), flowering 89-90 Can be powdered and no matter what the tem- vegetation, and even various types of mixed with a normal perature fungi. They can also include completely poison to enable it to affect 93 Water that never freezes unique plants, never seen anywhere fiends no matter what the tem- else in the multiverse. 91-92 Possesses intelligence and perature When a plant is found that has great wisdom, is able to 94 Thick syrupy liquid that effects produced by ingesting, imbibing speak telepathically, and dries and hardens into a or in any way consuming it, enough is has a Neutral alignment fire-proof coating found to produce 1d10 doses or uses. 93-94 Restores all memorized 95 Molten mineral (use the 1d100 Result spells if eaten mysterious mineral table, 01-40 Normal plant 95 Can be powdered and above) 41-50 Normal plant with one mixed with godsblood (see 96-97 Godsblood (see above) innocuous unusual quality below) to double the num- 98-99 Roll twice, ignoring results (odd color, glows brightly, ber of doses available above 97 strange odor, hums musi- 96-98 Roll twice, ignoring results 00 DM Option cally, etc.) over 95 51-60 Has the affect of a random 99 Roll three times, ignoring Godquake potion if eaten results over 95 A “godquake” is a period when the 61-70 Poisonous (save vs. poison 00 DM Option dead god stirs. All of them experience or die if eaten), but if boiled these shudders from time to time, with water makes a ran- Mysterious Liquids although they are rare. Treat this effect dom potion Bubbling up from the heart of a god as a normal earthquake, with after- 71-72 Produces a mind-control- isle, the purest waters and the vilest biles shocks occurring for 1d4 days after- ling odor that forces any- lie in pools on some dead gods. Many of ward. After a godquake, however, there one within 15’ who fails a these liquids are dangerous, but a few is a 20% chance for an encounter with saving throw vs. spell to have beneficial effects. an energy field or mysterious mineral, insist on remaining on the Planewalkers frequently come to the and a 10% chance for an encounter with dead god permanently god isles specifically hunting for a sub- a mysterious liquid, as these things are 73-74 Can be spun into fibers that stance called godsblood. This rare, valu- often brought up or produced by the can be woven into cloth able syrup is the very essence of divine stirring. which acts as virtually life and can be used to heal any wound, weightless leather armor cure any disease, and even restore life. Adventures (treat as wearing no armor Any character so much as touching this The dead gods of the Astral Plane in regard to spellcasting substance is healed up to his maximum suggest their own adventures. Player and thief’s abilities) number of hit points, is free of disease, characters, when hearing of the valu- 75-76 Causes euphoria if eaten or poison, curses, insanities, etc. Even scars able resources to be found there, will smoked like tobacco (save disappear, and lost tissue (like severed often travel there on their own with no vs. poison or become limbs) grows back in 1d6 turns. Dead further motivation. Beside general addicted—addicts die a characters are restored to life. Only one exploration, however, there are other slow rotting death over the dose of this extraordinary liquid is ever scenarios that the DM can incorporate course of 3d4 months found at one time—and only a canny using the fallen powers. unless a cure disease spell is blood can think of how to transport it cast upon them) without touching (and therefore con- Sacrilegious Sabotage 77-78 Can move and attack as a suming) it. The Athar is a faction dedicated to choke creeper Most other mysterious liquids are the opposition of the powers and those 79-80 Can move and attack as a found in amounts consisting of 1d12 that worship them. They have a citadel violet fungus doses, when applicable. in the Astral Plane, among and over- 81-82 Poisonous to touch looking the god isles, for they believe 83-84 Secretes a fluid that can be 1d100 Result the dead powers to be proof that there used to make ink for any 01-60 Water (Stagnant 70%/ is nothing “divine” about the known protection scroll Fresh 30%) “divinities.” 85-86 Secretes a fluid that can be 61-65 Milk (Sour 80%/Fresh 20%) Most of the Athar know to leave the used to make an ink which 66-70 Blood/bile/etc. dead gods alone, however, for they

60 OCTOBER 1997 have a healthy respect for the power of the Guardian. A few, however, are will- ing to pay handsomely to daredevils and thrillseekers willing to commit minor acts of “vandalism” upon the fallen bodies of the powers. These acts include marring the outer surfaces, chip- ping away substantial portions, and even painting anti-power slogans upon the bodies. ‘Course, those barmy enough to carry out such acts risk the wrath of the Guardian, his proxy, and those who still might revere the fallen gods. Interested adventurers should speak with Dimal Huves (Pl/male human/F6/ Athar/CN), a minor official in the Athar’s Athar Citadel. The Astral Advisor Among the githyanki there are indi- viduals known as hr’a’cknir that are able to perceive and identify the strange energies found among the dead gods. An aged planar explorer named Faris Essil (Pr/female half-elf/F6, W5/Free League/NC) is in need of a hr’a’cknir, and she’s willing to pay some younger adventurers to find one. Faris has come upon a particular energy field on the body of a dead god that seems to knit wounds and stop god-isles to find a safe spot and then and his undying gratitude if they’ll help bleeding. However, those who spend watch over things while his home is built. him rid his deity of these beasts. much time within the field sometimes Not only must the PCs contend with Unfortunately, the viggs are surpris- run screaming out of it, their minds the normal hazards of exploring the ingly intelligent and crafty. They soon snapped like twigs. She knows that only dead gods but they must also deal with organize themselves and form a strong a hr’a’cknir can truly identify what’s the githyanki again. This time, though, resistance to the exterminating charac- going on and why the field is sometimes the Astral warriors are on the offensive- ters. The creatures use their incredible dangerous. they don’t twig to the idea of some burrowing capabilities to cause the The PCs, should they accept this outsider calling kip in their terri- ground under characters to collapse, mission, must explore the god isles for a tory. Raids by the gith warriors are hoping to trap or kill them. The viggs githyanki settlement that has an experi- numerous, as are some magical traps enjoy swarming over fallen characters. enced hr’a’cknir willing to help them. that the githyanki have set to ward Viggs (123): AC 6; MV 18, Br 6; HD Since the githyanki are very insular and away trespassers. 1+2; hp 8 each; THAC0 19; #AT 1; Dmg unfriendly (not to mention evil), this is a 1d4; SA burrowing under foes; SW pure task for a group of good negotiators as water inflicts 1d8 hp damage; SZ S (1‘-2’ well as those who can protect them- The Last Pilgrimage Endryt Fallow (Pr/male human/C10- diameter); ML Steady (12); Int Low (5-7); selves against githyanki psionics, magic, no spells—/LG), the last worshipper of a AL NE; XP 65. and other attacks. power named Graessomar, has come to Notes: When the viggs burrow under The energy field in question is 20’ in the Astral Plane to pay his last respects a foe, there is a 1 in 4 chance that the diameter and is layered so that the outer to his fallen deity. He needs help in find- ground under the victim collapses inflict- four feet produce a healing effect (heal- ing the dead god and protection on his ing 1d6 hp falling damage. ing 1d8 hp to anyone within), but the journey. He’s never been off the Prime inner 12’ have a negative effect on any Material Plane and is woefully ignorant minds within, causing them to go hope- of the ways of the Astral. lessly insane (save vs. spells to avoid). Worse, once Graessomar is found, Endryt discovers that his power has been Monte Cook is neither dead nor a god, Home on the Strange overrun by horrible parasites that feed and working for TSR is bringing him closer A barmy old basher named Barvac on the corpses of gods. These creatures, to one of those states. Poite (Pl/male tiefling/F8/Bleak Cabal/ called Viggs, are numerous and nasty- N) has decided that he wants to live on and Endryt wants them destroyed. He’ll a dead god. He’s looking for able-bodied offer his escorts a handsome payment planewalkers willing to explore the

DRAGON #240 61 62 OCTOBER 1997 eldrin, the, time has come for you to develop your true power.” Attruic-eb spoke in a low, coarse voice. A bronze brazier smol- dered at the center of the table, its embers simmering, reeking sourly and casting an eerie pale on Attruic-eb’s wrinkled face and graying beard. Teldrin forced his heart to calm and hoped the smile he felt rising to his lips was not too visible. His gaze met that of Attruic-eb. Despite his age, the elder wizard’s eyes glittered. “I am honored, Lord Superior.” “I’m sure honor has nothing to do with it,” Attruic-eb replied. “For months I have watched you place barriers in your opposition’s path, deliberately impeding my other apprentices and using their failures as stepping stones for your own advance- Ron Collins ment.” He paused. “It has been . . . entertaining.” “It was you who taught me the advantages of proper preparation, Lord Superior.” “Apparently I have taught you well.” An awkward silence hung for several moments during which Teldrin could hear only the hiss of burning embers. He stood before Attruic-eb’s throne-like chair and stared at his own feet. This was it. Three years of work was about to pay off. “How do I do that, Lord Superior? How do I develop my true power?” “Do not be coy with me, mageling. I am aware you have spent considerable time studying the order’s bylaws. You understand there is only so much power in this world. In order to claim your own, another’s must be freed.” “What is your will, Lord Superior? For I am also aware that only a master can cast the spell that triggers my talent. You hold the key to my progress. What duty am I to be assigned before you will make me a wizard?” Attruic-eb tilted his head back and stared down his nose at Teldrin. “I have discovered the where- abouts of a ring of power. If you bring it to me, I Artwork by Michael Sutfin will grant you status.” “What is this ring?” The Lord Superior smirked. “Some magics are too strong to be tampered with by one of your experience. Suffice to say its retrieval will ensure you a healthy start toward your mastery.” “Where is it?” Attruic-eb brought his hands together and rested his chin upon his fingertips. “On the hand of a Lectodinian mage.” Teldrin contemplated this situation for a moment. Lectodinian activity was always at odds with Koradictine, but direct confrontation was

D RAGON #240 63 to be avoided — wars between the Orders were The ring on Raevyn’s finger grew warm. She often bloody. “So I must steal it.” turned her gaze away from the volume she was “Obtain it however you will. But I seriously doubt reading and stared at her hand. you can take it while the mage lives.” Someone is asking about us, my dear. Teldrin peered into Attruic-eb’s eyes, trying to dis- The voice was familiar, gentle and seductive, cern a hint of humor but finding none. “Surely, you with a silent edge that should have warned of do not mean that my task includes killing a man.” danger back when it was not too late but instead “Of course not,” Attruic-eb replied, enunciating had lured her deeper into its clutches. each word with sharpness normally reserved for “Yes,” she said out loud. berating poor performance. “The Lectodinian mage Excellent . . . it has been too long since we last had a who wears this ring is a woman named Raevyn.” caller. “Such an action will surely spark a war.” Raevyn stood up and walked to a floor-length “Is this actually what concerns you, Teldrin? Or mirror. She brushed hair from her cheeks and are you merely hiding a fear of killing?” stared into the hollow pits of her own eyes. Teldrin thought on this. He let his stare wander Familiar anxiety washed over her — fresh longing to the brazier and lose itself in the embers that lay mixed with dread. Her stomach churned with an smoldering there. He would steal for power, there odd mix of questions. Was he a good man? Would was no doubt about that. He would cheat, maim, she drain him slowly, watching him wither as his lie — whatever it took. And he would kill. He was life seeped away? Would she take him quickly and surprised at this realization, at how easily the see the morbid shock on his face? Did he have decision had come. There really was no decision. family? It had always been there — the fact that he How long could she continue like this? would take another’s life to lift himself to a position Don’t get sentimental again. of power, to dominate a piece of the world. It had “Be quiet, please. I need to be alone.” been there since his father had governed his home- But, Raevyn. You will never be alone. I am yours, and town of Twillen, proving himself to be weak and I am always here for you. Together, you and I are unwilling to take advantage of his position, wasting invincible — a perfect pair bonded for eternity, just as the opportunity to wrest control for himself when it you always dreamed. was there for the taking. Raevyn’s jaw clenched. Yes, she had always “Obviously, I will require aid to defeat an been afraid of being alone. established sorceress.” Raevyn sighed and stared deeper into the mirror. Attruic-eb nodded. “Place your dagger on the Men’s faces flashed at her. Ten. Fifty. A hundred. table.” Who could remember after centuries? Kayelwyn, Teldrin did. The blade had been his father’s, an pure and powerful — she had nearly smothered in offering from the leader of a neighboring village. his intense energy. Fraydon, who had almost lived He almost grimaced, remembering how his father through their encounter. Danlim, the Prince from refused to use the blade to broaden his control. Tawntor who had stolen her heart, but who had How sweet, he thought, that a symbol of his suffered more from her curse than any of the father’s weakness would serve to establish Teldrin’s others. Everyone she touched was dead by her own true power. hand. Attruic-eb’s fingers shook slightly as he held It was tiring this life. And trying. She might live them over the blade. He spoke a few words of forever. She performed any magic she desired. But magic, and his fingertips glowed. A luminescent what good was immortality if all she could see pink mist enveloped the dagger, bringing a gleam were faces of men she had killed? What good was to its edge. unlimited ability when there was no one to share it Finally, Attruic-eb looked at Teldrin. “The dagger with, when she chose to live in a hollowed-out will thwart magical protections. It should provide cave just to keep her sanity? you entrance to Raevyn’s lair. Use it well.” She gazed forlornly around the room. “I am ready, Lord Superior. I will let nothing stand Candlelight flickered, illuminating velvet-covered between me and the power that is rightfully mine.” furniture and marble sculpture. A flowing fountain Attruic-eb sat back in his chair. “I never doubted gurgled in the distant corner. Paintings of open you would.” landscapes adorned the walls, lifeless in the dim shadows. Raevyn thought about the man who would soon arrive. She wondered what his dreams were, and

64 OCTOBER1997 she was saddened to know he would never Varga grunted, a sarcastic sound — almost a achieve them. Perhaps he wouldn’t come. Perhaps laugh. “You are a fool if you think a simple piece of he could resist temptation. But Raevyn knew better enchanted steel will protect you from Raevyn.” than to put credence to these hopes. The ring Teldrin said nothing, merely increased pressure would find a way to provide for her. upon the blade. Blood beaded at the weapon’s It always did. edge, and a thin dark line ran down Varga’s neck. Varga’s voice dropped to a whisper. “She lives in the mountains, halfway up the north face of Hammond’s Peak. Look for three rocks that sit atop Teldrin stood in the midnight shadows of a each other, and follow the mountain up another moonless night, tucked into the darkest corner of a hundred paces. But, I’m serious. There’s nothing but back alley, waiting for a man named Varga, a death with this sorceress.” small-time thief and big-time snitch. If anyone Teldrin grinned. The home of a feared sorceress knew where Raevyn’s hideaway could be found, it should have a grander entranceway. This would be would be someone like this. easier than he thought. “I am no schoolboy,” The night air was cool and wet. Teldrin leaned Teldrin said with more confidence than necessary. against a decrepit tavern made of mudbrick and He pulled the dagger away from Varga as he rough lumber. A coarse scent leaked through released him, pushing him farther into the alley’s cracks in the walls, seeping into the streets to be shadows. carried off by a slow breeze. Inside were addicts Varga collected himself and peered through the and gamblers, men who smelled of garbage and darkness, as if studying Teldrin’s face. “You are a spoke their guttural language in whispers that fool. Raevyn has lived in these parts for as long as sounded like scampering through sewer drains. most can remember. She comes to town now and Teldrin despised them. They had no vision. They then. And every time she comes, men die. Listen to were weak and despicable, the lowest form of life. me. You’re best served leaving Raevyn alone. She He had been in Daggertooth for three long days. devours souls. She’ll use what you give her, and It was a small town, a prospecting city built on she’ll take what you don’t.” mountain gold and filled with pickpockets and Teldrin merely nodded his head and turned to murderers, all of them spineless, afraid to talk walk away. Suddenly, he stopped and craned his about a lone sorceress. Teldrin touched the pom- neck toward Varga. “Thank you for the advice. I’ll mel of his dagger and smiled. Before he could steal remember it when I rule this land.” the ring, he had to know Raevyn’s exact location. He spat, then continued up the road. What money apparently could not buy, the blade would surely discover. Varga stepped out of the tavern. He was short All that Raevyn ever really wanted was to be and thin, scrawny, with greasy hair pulled back by loved. At least that’s what she had thought when a knotted headband. He walked down the alley she was a child. toward Teldrin’s position, swaying slightly with each But that was before magic entered her life, stride. before she felt electric energy dance along her Teldrin waited. Once Varga passed him, Teldrin arms and before she brought a flower to life. That stepped forward and wrapped his arm around was before the ring. Varga’s chest. The thief struggled for a moment but It had promised to fulfill her dreams. calmed considerably when Teldrin held his dagger And it did. Once she slipped it on her finger, she against his neck. “We need to talk,” Teldrin said, became the person she always wanted to be. “and I won’t take no for an answer.” Awkward as a girl, Raevyn grew beautiful as she Varga hesitated, considering the situation. “Then I aged. Shy at first, she began to draw men without won’t give it,” he replied at last. His breath was fetid. effort. These men would stay with her for varying “I’m looking for a woman.” periods of time — weeks, or even months. But ‘Aren’t we all,” Varga snorted. eventually she would become bored with them, or “Where can I find Raevyn?” they would slip away. As each relationship flour- “You’re talking to the wrong man.” ished, the ring fed her with sorcerous power that Teldrin applied more pressure to the dagger, was stronger than any before. drawing a thin line upon Varga’s neck. This blade As her stature grew, she drew more attention. carries my magic, Varga. I would enjoy testing its And with each champion, her sorcery became even edge this evening.” greater.

DRAGON #240 65 She should have known where the power was With a final shake of the head, Teldrin began coming from. Perhaps, somewhere inside her mind, walking, progressing unheeded until he came to a she had known but was afraid to face the truth. door. Once she finally understood that her growing powers came at the expense of these men, that they were left hollow and lifeless — eventually Raevyn sat on her couch and stared into the dying — once she understood this horror, it was too water-filled bowl on the table before her, watching late. Like a haggard drunkard who curses life’s as the young man climbed the path to her door. unfair evils as he buys another tankard, Raevyn He draws nearer, my love. Are we prepared? was addicted, willing to do anything. What would this one bring? Would he be sweet Suddenly, she realized she was nothing more and tender? Or would he be primal and instinc- than a slave and would be for the rest of her life. tive — like so many of the others, direct and bold in his questioning but limited in his ability to under- stand the answers? The ring grew warm on her finger and blazed in Teldrin slipped the pack off his shoulder. It had Raevyn’s mind. It tugged and pulled at her soul. taken him a full day to get here, standing Fresh blood. Energy. It is ours. Take it. let it flow through before three rocks lying one atop another. you. He wants you, Raevyn, Iike all the rest. It is right His muscles ached. His lungs screamed for a full that he be ours. breath. Walking in high altitude was taking its toll. Raevyn struggled against these urges only briefly. A thin sheen of sweat covered his forehead, bring- She had tried to fight them before, but found the ing a cool sting from the mountain air. He looked effort futile. The ring always won, and the more she over his shoulder and watched the sun edge closer fought, the greater sorrow she felt later. to the horizon. The thin air carried the heavy aroma of fresh pine — and another odor also, one that perhaps Teldrin paused before the door. It was carved only Teldrin could sense. Power. Energy. It was from oak and inset with silver sigils and oddly here, ready for the taking. asymmetrical glyphs. His muscles quivered as he Rested, Teldrin hefted his pack to his shoulder. pressed against the door, his throat suddenly dry. He breathed deeply and strode farther up the Power was behind this door — his power. He mountain. sensed this in a fashion that he could never He came upon an opening, a simple cave more describe, an aura that hung invisibly in the air, a than anything else. His hand brushed against the surety that this was his destiny. pommel of his father’s dagger, and he stopped to Gripping his dagger, Teldrin pushed gently. The withdraw it. The blade glowed pink. Holding the door moved. Swirling fragrances filled his senses. weapon before him, he entered, walking softly. The Jasmine, patchouli, clover, persimmon — the odors air was damp and smelled of mildew. After a few came and went, but there was no breeze as he steps the cavern grew dark, and the dagger’s thin slipped through the doorway. light was all that lit his way. “You won’t need the blade,” a feminine voice said. The walls were rough-hewn, scarred by the picks Teldrin looked toward the voice. Raevyn lay and chisels that had gouged out the cave. The floor seductively on her couch, her long hair falling sloped upward and curved back upon itself, darkly, black with subtle highlights of reddish making a slowly spiraling helix. There was no brown. Her face was smooth, with gently curving sound. Teldrin moved as if in a dream. The walls cheekbones and full lips. She wore a dark dress, became smooth and unblemished, a texture that midnight blue with silver lace at the waist and no craftsman could achieve alone. high-collared throat. He paused. At first, Teldrin thought she was beautiful. Then What power could carve these walls? How he stared into her eyes. There was pain and would he manage to steal such power from its darkness in them, anxiety and internal struggle, a wielder? His heart pounded, the cave’s stillness harsh reality that burned through him. making the rush of blood throb in his ears. He He straightened. “Perhaps I won’t,” he said, shook his head to clear these thoughts. Self-doubt annoyed at having lost the element of surprise so would ruin his quest. He would be victorious. He early in the encounter. Teldrin slipped the dagger had to. There was no other possibility. into its sheath but kept his hand in close proximity.

66 OCTOBER 1997 Raevyn’s lips quivered. Energy crackled in the As he drew closer to the doorway, the air grew space between them. charged and thick. The floor was cold against his Suddenly she was standing before him, so close bare feet. His muscles ached and his head her breath moistened his face. Her smell engulfed throbbed. But the exertion had cleared his him, fresh and vital, the smell of a mountain water- thoughts. He clenched the dagger and pressed his fall. She leaned forward and their lips met. Soft. back against the wall outside the doorway. Velvet. Raevyn’s voice rose and fell in cadence, singing Her power scorched his mouth. Her kiss tasted almost, but not quite. The light inside the room tangy and wicked, dangerous. Energy and emotions varied in intensity with her melody. Teldrin edged mixed inside his mind, flowing through his body, closer and peered into the room. seeping outward as if the force of Raevyn’s kiss Raevyn stood with her back to him, her arms pulled upon them. By the time he realized his hands outstretched and her head tilted slightly upward. could no longer reach his dagger he no longer cared. She was dressed in flowing aqua that whirled gently about her, floating on an arcane breeze. Her hair hung freely, twisting and turning on the same breeze. Raevyn stood over her visitor as he slept. His The ring on her finger pulsed gold. face was slim, its muscles relaxed in slumber. She Teldrin slipped quietly into the room. Here, raw ran a finger along his cheek. It was smooth and energy was almost a separate presence. Thick and tender. How long would he last? How long before sharp, Teldrin nearly choked on it. He looked at his this cheek would be cold and stiff? How long dagger and saw that it, too, pulsed, joining in the before she would take him to the burying place in flow of sorcerous power and shedding a pink light the heart of the mountain? that combined with that of the ring to create flash- Raevyn grew warm and her thoughts jumbled. ing orange rays. Come, my love, while his energy rages. It is time to The ring. prepare new magics. It commanded all of his attention. Nothing else Raevyn nodded her head silently and turned in the room existed. Nothing else mattered. Teldrin away. stepped closer, moving as if in a trance. This was his power. It was proper that it be his. He shifted the dagger in his hand. Another step Teldrin awoke to find himself on a large down and the ring would be his. mattress covered in thin silk sheets of blue and pink. He gazed around the room, peering through half-lidded eyes that felt swollen and bloated. A single tallow candle sputtered from a stand across Raevyn floated on the astral breeze. The ring the room. His robe was thrown across a chair. His was a presence here. It ran a hand over her shoul- dagger lay on the ground. He tried to remember der and kissed her, leaving her lips tingling with why he was here. He tried to remember where raw energy. Its heat warmed her, flowing into her, here was. But his mind was hazy, his thoughts traveling through her skin and into her body. hollow and slow to come. His head hurt. It had been months since they had fed. She He slid off the bed and was surprised to see he ached for more but the ring toyed with her, with- was naked. Then he remembered Raevyn, the bed, holding most of the energy, letting it waft in the air and sensations he had never thought possible. He around her while she digested the few droplets it remembered the ring. allowed to pass through. The last thought brought some reason to his Even as her heart pounded and adrenaline senses. He ambled to his robes and slipped into carried her further into trance-state, even as her them. He slid his dagger into his belt and looked muscles quivered and soaked in warmth, even as around. Darkness and confusion limited his ability her mind begged for more, Raevyn hated herself. It to see far, but a door-shaped area of blackness was like this every time. She could not control it, stood out across the room. and she was afraid. Yet despite her fear, and despite He went to it, and soon found himself peering the knowledge of the energy’s source, something in down a long hall. Golden light came from an open Raevyn did not want to break free — could never doorway. Teldrin thought he heard a voice, lyrical bring herself to part with the ring. and steady. But it was so soft, and so thin, he couldn’t be sure.

D RAGON#240 67 Teldrin slashed, slicing through Raevyn’s ring “You belong to my superior,” Teldrin said aloud. finger and her small finger. The room grew “If I do not give it to him, I cannot become a suddenly dark, and Raevyn’s scream filled the air. mage.” Attruic-eb? it is not appropriate that he should be your superior. indeed, he is nothing. We shall be his superior. I, too, am a master, Teldrin. I can grant your Pain shot through Raevyn’s entire being, stab- wizardry. Wear me, and we will hunt down Attruic-eb. bing and exploding in every direction at once. His power will serve to bring you what is properly yours. Synapses fired. Her nerves ran with pain like Teldrin held the ring between his fingers and molten steel. Emptiness — a hollow vacuum like thumb. she had never felt before. You are special, Teldrin. I will make you more so. You Her muscles would not respond, and Raevyn will be held in awe by your people. And why shouldn’t could not catch herself. She fell, screaming, voice you be? You will control anything you desire. echoing inside her head, reverberating along astral He studied the ring, feeling its warmth, letting it lines. spread through his fingers and up his arms. In his Then, mercifully, everything went black. mind, Teldrin saw his father, and he saw Attruic-eb. It was everything he ever wanted. He hardly felt himself slip the ring onto his finger. True power was his. Teldrin heard Raevyn slump to the ground, and the metallic sound of a coin rolling on the stone floor. Then silence, nothing but his own breathing. His dagger glowed dimly in the darkness, revealing Raevyn breathed deeply, soaking in the clean Raevyn’s body, two fingers missing from one hand. mountain air for the first time in as long as she Oddly, there was no blood, and both stumps were could remember. The sky was littered with a healed over. blanket of stars, each twinkling as if to welcome The ring lay in a corner of the room, a band of her. Cricketsong filled her ears. gold with jade inlay. Teldrin walked to it and picked She flexed her fingers, still unused to her missing it up. It was warm. He put it in his pocket and digits. A smile crossed her face. It was worth it. moved to examine Raevyn. Raevyn had once been able to move this moun- He knelt over her. She was alive, her breathing tain if she so desired. She had been able to fly. She shallow but regular. Teldrin hefted his dagger; it had made powerful men weep at her feet. But now glinted in the darkness, urging him on. But killing a that power was gone, and she walked down the Lectodinian would surely result in a mage war, and mountain. Teldrin had studied enough history to know that She was free. Free to make her own choices. younger wizards were always the first to die in Free to live her life in her own fashion. Free to battles between the Orders, the stronger gathering show people who she really was and to choose power from the weaker in preparation for major who that person might be. conflicts. She finally had true power. Teldrin already had his quarry. He stood, sheathed his dagger, and left the room.

Teldrin returned to the clearing where three Ron Collins lives in Columbus, Indiana. His fiction has rocks were formed atop one another. It was dark appeared in DRAGON Magazine and Marion Zimmer and cold. His breath floated around his head like a Bradley’s Fantasy Magazine, among others. His future wreath. publications include stories in original anthologies I can give you strength, Teldrin. I can make you the The Return of the Dinosaurs and 365 Scary Stories man your father never was. The voice was soft and — A Horror a Day. seductive. Teldrin looked around before realizing it came from inside his own head. He reached into his pocket and pulled out the ring. It glowed blue-green in the darkness. I will give you strength — and power. Power greater than you have dreamed.

68 O CTOBER1997

reelix pounded the gavel three times on the table and said those magical words of power, the words that silenced the conversations of those around him and brought all eyes facing his way. These were quite easily his ten favorite words in all the languages known to man: “This meeting of the Monster Hunters Association is hereby opened.” Satisfied that his colleagues were giv- ing him their undivided attention, Dreelix continued. “Tonight Zantoullios will debrief us on the results of our little forest expedition. Grindle will report the status of our current funds and will be collecting dues from those of you who failed to pay last month. Let me remind you all, here and now, about the ten- percent late fee! Finally, Willowquisp has come across a formula for a potion of longevity; he’ll describe the necessary ingredients, and we’ll start planning a Hunt accordingly.” Suddenly, the door to the meeting- hall swung open, and into the room stepped a beautiful young woman. “Mister President,” she said in a husky by Johnathan M. Richards voice, closing the door behind her, “I illustrated by David Kooharian have a point of order: I seek admission into your illustrious organization.” Dreelix, irritated by the interruption her junior. As she stared at the newcom- She couldn’t finish her sentence. of his meeting, was further annoyed to er, she wore an expression of distaste Immediately, Grindle the Coin-Counter see that he was no longer the center of usually mastered only by spinsterly head leapt to his feet, blurting out “I’ll sponsor attention; all eyes were upon the young librarians when confronting a young her!” He wasn’t the only one to rise to woman. Scowling, he opened his mouth patron with several overdue books. the occasion. With a scraping of chairs, to rebuke her, but then he got a good Realizing his mouth was still hanging both Zantoullios and Buntleby jumped look at her himself. open, Dreelix snapped it shut and swal- up as well, voicing their willingness to By the gods, she was beautiful! Dreelix lowed, his throat suddenly dry. He had serve as sponsor, the former bumping was never one to let his emotions run lost control. How had this happened? his table as he did so, knocking over his wild, but he felt his heart actually skip a Blast it all, he was in charge here! drink. beat as he looked upon her. Brown hair “Look here, Miss . . . ?” he managed to “Well, it appears that we have no flowed-no, cascaded-over her shoul- blurt out, before realizing he didn’t shortage of sponsors,” admitted Dreelix. ders, framing the most angelic face he’d know her name. “But what about a monster? Do you ever seen. Large brown eyes, slightly “Azurielle,” the young woman supplied. have information on a specific monster almond-shaped and not a little mysteri- “Azurielle, thank you. There is a cer- useful to the Association?” ous, managed to project sensuality, aloof- tain protocol about these things. First of “I do indeed,” replied Azurielle. “I ness, and mystique all at the same time. all, to gain admittance, you must be able have detailed information on the Her lips, her radiant skin, her sleek figure, to provide information on a specific nymph.” her—were they? yes!—dimpled cheeks.... creature that can be used in the fash- Dreelix smiled. “You’re a little late, I’m Dreelix’s eyes didn’t know where to focus ioning of magical spells, items, and the afraid. We only just last week returned as he tried to absorb the totality of this like. There is the matter of the admit- from a successful nymph Hunt. In fact, intense creature. tance fee, of course, and you must be Zantoullios was just about to brief us all A small hmmph! caught Dreelix’s sponsored by a current member. Until on the results.” attention, dragging him from his reverie. you can provide those ...” “Perhaps I might listen in, then?” It was the Conjurer Ablasta, sitting at his “I believe I have the entrance fee asked Azurielle. “My knowledge is quite right, who was frowning in jealousy at right here,” the young woman replied, considerable; I might be able to add to the young woman. Lady Ablasta enjoyed reaching to untie a small sack from her your list of useful nymph by-products.” the position of being the only female belt. Dreelix couldn’t help but notice “By all means,” replied Dreelix with a member of the Monster Hunters how the simple movement accentuated smile. Association, and she apparently didn’t the curves of her body, and he swal- Looking upon Azurielle, Buntleby think much of sharing the role with a gor- lowed hard again. “As for a sponsor, per- thought it seemed almost as if she was geous young woman at least thirty years haps one of you kind gentlemen ...” even more beautiful than when she first

DRAGON #240 71 entered the meeting hall. He was fortu- “But how did you approach her unde- “I’d estimate enough hair for a good nate enough to have an empty chair tected?” asked Azurielle. “Surely the dozen or so sleeping potions, ” replied next to him, and with a grand flourish nymph would have seen you stumbling Dreelix. “I haven’t begun distilling the and a beaming smile he ushered her into up to her, wearing gauze blindfolds and tears into philters of love yet, but I’d guess it. As she took a seat, he detected a scent waving your arms about in the air?” we should have enough for at least four, like wild flowers about her. “Not so,” replied Zantoullios. “It was maybe five. I’ll keep you posted.” “Now then, Zantoullios, if you’re quite only necessary for us to get Grindle “Well, Azurielle, as you can see, I’d finished there ...?” Dreelix asked with a within striking distance. While the rest of say that we did our homework on the raised eyebrow. us stayed well out of sight, Grindle poly- nymph. Thank you, Zantoullios, you Zantoullios had a sopping wet cloth morphed himself into a mole. Thus, he may step down.” Returning his gaze to napkin in his hand, with which he had was able to walk right up to her — the young woman seated by Buntleby, been mopping up his spilled drink. nymphs often pet forest creatures that Dreelix asked, “Is there anything you’d “Certainly,” he replied, dropping the approach, and she certainly wasn’t care to add? napkin on the table and approaching going to suspect a mole of being a man “There certainly is,” replied Azurielle, the lectern on Dreelix’s left. just because he kept his eyes closed. standing up and approaching the Zantoullios cleared his throat, looked “Once Grindle felt the nymph stroking lectern. All eyes were upon her as she at Azurielle, smiled, and began his brief- his mole-pelt, it was simplicity itself to walked, including those of Zantoullios, ing. “Last week, after hearing of the pres- cancel the spell and overpower her. who nearly tripped over his chair as he ence of a nymph in the forest nearby, When Grindle called out that he had the attempted to take his seat. three of us went out in search of her. We nymph, the rest of us approached, and as “First of all, your study and research had, of course, studied up a bit on the he held her steady, it was easy enough of the nymph seems a bit one-sided: it magical abilities of nymphs and pretty for us to cut off a few locks of her hair- seems you bothered to study only how much knew what to expect.” useful in the production of sleeping to capture and use a nymph to your “If I may ask, what magical abilities potions³—and coax a few tears out of her.” own benefit. And, I must say, even that were you aware of, and how did you plan “Oh? And how did you manage that?” list is not all-inclusive. I know of at least on counteracting them?” asked Azurielle. asked the young woman. one other use to which you can put “First of all, it is well known that even “It was simple, really, she was very those locks of nymph’s hair.”4 a glimpse of a nymph can cause blind- obliging. In fact, she began leaking tears “By all means, let’s hear more!” said ness.¹ We countered that by wearing as we began cutting her hair—something Dreelix, always eager to learn of more black gauze blindfolds. These allowed about diminishing her beauty, I think. ways to plunder magical creatures of us to make out figures around us, but Dreelix kept the tears flowing by their properties. He nodded to the not in any detail. Thus, the nymph describing what would happen if she Conjurer Ablasta, who began her spell of appeared as no more than a silhouette tried to escape—you know, burning recording. Instantly, a feather quill poised and could cause our vision no harm.” down the forest, stomping on baby bun- itself over a book of blank pages, ready “Very clever,” commented Azurielle. nies, that sort of thing. He’s really very to copy down the words that would lead “Next, we knew nymphs can cast the good at it, you know.” the Monster Hunters Association into dimension door spell once per day.2 Not “I have always had the gift of elo- new avenues of exploitation. wishing her to escape so easily, we quence,” admitted Dreelix. “Before I take up those matters, I assigned Grindle the task of keeping her At his seat next to the beautiful new- would like to say a few words in general in one place. As you can well see, comer, Buntleby frowned. A quick look about the nymph,” said Azurielle. Dreelix Grindle easily weighs more than a at his friend Willowquisp the Zoophile, rather grumpily agreed; he was eager to dimension door spell can transport; once seated across the room from him, con- get to the important facts, but found it he got his arms around her, she was firmed that neither man thought much hard to say “no” to such a beauty. unable to teleport away.” of their leader’s tactics. Apparently, nei- Besides, he could always just daydream Looking at Grindle, Azurielle could ther did Azurielle, for Buntleby thought through the boring parts. indeed see how the man’s weight would he could sense repressed anger building “Nymphs are not normal, flesh-and- prevent the use of the spell. Sensing her beneath the calm exterior of her lovely blood creatures of the ordinary world. eyes upon him, Grindle beamed, flexed, young face. They are spirits of nature, the physical and added “It’s all muscle,” a statement “How much did we acquire?” asked embodiments of loveliness. They appear belied by the folds of flesh wobbling Old Gumphrey, the oldest of the Monster as perfectly formed human or elven under his upper arm. Hunters and a sage of well renown. women; there are no male nymphs. Nor,

1. Not only men but also women are susceptible ’s favorite pastimes. For their part, nymphs are 3. A sleeping potion made from—among other to being blinded by looking at a nymph, as are fond of because of their musical ability — things—a lock of nymph’s hair will cause imbibers to demihumans of either sex. Furthermore, one need nymphs greatly enjoy music and dancing. It should save vs. poison at-2 or fall into a deep sleep last- not look directly at a nymph in order to be blinded: be noted that nymphs are immune to the magical ing 2d4 hours. viewing one through a scrying device like a crystal effects of a satyr’s piping. ball or reflecting pool has the same effect. The image 4. If the nymphs hair is enchanted, woven into a of a nymph in a simple mirror can cause blindness; 2. Although the MONSTROUS MANUAL™ tome indi- cloth and sewn into a garment, the wearer adds 1 to even seeing a nymph’s reflection in a pool of water cates that nymphs can cast dimension door spells, it his or her Charisma. Creating such a garment requires can do the job (although a saving throw at +4 is does not state at what level the spell is cast. Treat the use of an enchant an item spell but no further probably in order due the distortion caused by rip- nymphs as 12th-level wizards when casting dimen- spells—the Charisma boost is powered by the magic ples on the water). sion door; this value gives them a spell range of 360 from the nymphs hair and works as long as the gar- Perhaps because satyrs are thought to be linked yards. This range is comparable to the distance ment is worn. At least 20 strands of hair from a sin- to dryads (who in turn are nature spirits), they can dryads (who are able to use dimension door to tele- gle nymph are required to create such a garment. The gaze upon a nymph with no danger of losing their port back to their trees, and to whom nymphs are types of such magical vestments are many, but pop- sight. In fact, chasing wood nymphs is one of a closely related) will stray from their tree homes, ular ones include robes, capes, and shirts or blouses.

72 OCTOBER 1997 I should say, need there be, for nymphs do not reproduce as you understand it. Wherever there is a place of exceptional natural beauty, there you will find a nymph. They are, I suppose you would say, ‘spontaneously generated’ by the beauty of the natural world. Similarly, when a place of great beauty is marred, when an ancient grove of trees is chopped down for firewood, or an ocean grotto is used as a dumping-ground for waste, then the nymph inhabiting that place fades away and dies. “Nymphs, being nature spirits, need not eat, sleep, or even breathe.5 They will not fight, seeking instead to flee from danger by using their dimension door abil- ity and by use of druidical magic.6 “Since they are so closely tied to with the forces of nature, nymphs are not creatures to be trifled with. True, they disdain physical combat, but that does not make them powerless. Nature’s way is not always the gale force of a hurri- cane; often it is the stealthy, patient encroachment of a tiny plant growing between the cracks of a rock.” Dreelix cleared his throat to interrupt with a question, but the young woman cut him off at once. “In a minute,” snapped Azurielle, which gave Dreelix pause: he was not used to being spoken to in that fashion. Before he could open his mouth to as any assembled in the room had ever Looking around the room, Buntleby object, though, the young woman had seen or could ever hope to see. The rib- took a quick damage assessment. Over continued. bon, now in the form of a hat, slipped half of their ranks had gone blind, from “Nymphs despise evil and will often from her fingers to the floor. the looks of it. Dreelix, remarkably, was go to great lengths to defeat it. And I The results were instantaneous. Old unaffected—perhaps because he doesn’t must say, Dreelix,” and here she looked Gumphrey the sage cried out in rapture,7 place as great a value on beauty as he at the President of the Monster Hunters his nearly-toothless mouth held droop- does on personal power, thought Association with a look of intense per- ing open as tears streamed down his Buntleby. sonal hatred, “I am not pleased with this face from eyes that saw no more. Lady But Azurielle was not finished with Association of yours.” Ablasta, jealous enough at Azurielle’s the Association yet. While Buntleby was Buntleby saw in his mind what was human disguise, could not handle this scanning the room to see who had sur- about to happen next and tried to shout next step up in beauty, and her vision vived the visual onslaught, the young out a warning, but he was a fraction of shut itself down almost as a defense nymph had been loosening her robes. a second too late. He got out the words mechanism. No one can be that beautiful! As her single garment slid to the floor, “She’s a—” before everything went crazy. she thought to herself as her world went Buntleby had a quick glimpse out of the The young woman removed a ribbon black. Willowquisp, eyes bugging out corner of his eye, felt his heart explode from her hair, and immediately her fea- from their sockets, fell over backward in in his chest, and fell over backward in tures altered. Like a serpent sloughing his chair and sat staring sightlessly up at shock. off a skin to reveal its glistening new the ceiling. He felt his head crash against the scales, Azurielle’s human features were “—nymph,” ended Buntleby quietly, hardwood floor and thought to himself cast off and replaced with those of a for it was too late, and the damage was that this was a good thing. I can’t be dead nymph-as perfect a physical specimen done. if my head hurts, he reasoned.

5. Indeed, nymphs are immune to the sleep spell Manual book before it) states that nymphs “can 7. Those blinded by a nymph are often caught and similar magic, as well as to spells altering the abil- employ druidical priest spells at 7th ability level,” up in a magical, rapturous condition in which the ity to breathe (such as water breathing). Nymphs are then errs on the number of spells available to brain becomes overloaded by the beauty it has just occasionally found underwater in places of exception- nymphs. Like normal 7th-level druids, nymphs can beheld and is unable to process any other inputs. al beauty, and they are not discomfited by the lack of cast three 1st, three 2nd, two 3rd, and one 4th level This state lasts anywhere from 2-20 minutes, dur- air or the pressure exerted by the waters of the deep. spell each day. Unlike human druids, however, they ing which time the victim is completely unaware of do not require material components for their spells, his surroundings. A successful saving throw vs. par- 6. The MONSTROUS MANUAL® tome (and both the and their magical nature also gives them a 50% alyzation indicates that the victim’s mind is strong MONSTROUS COMPENDIUM® and 1st-Edition Monster resistance to all magic. enough to avoid entering such a state.

DRAGON #240 73 “You care only for your own selfish “True, there are those who are in it my most treasured memories; I just desires,” continued Azurielle. “It matters just for the greed, and I’m sure Dreelix hope that your unearthly beauty hasn’t not who is hurt in the process, so long as himself heads that list. But that’s not true spoiled the appeal of the women I shall you collect your precious magical items. of all of us. Willowquisp and I enjoy encounter hereafter.” You took your nymph’s hair all right, learning about the creatures around us; “Let us hope not,” replied the nymph, Dreelix. I ask you, was it worth the price?” my friend and mentor Spontayne shares picking up her hat from the floor and Dreelix, however, didn’t answer. He our views. And, greed or no, this placing it on her head. Instantly, her fea- stood staring straight ahead, as in Association does have its uses: the red tures altered to those of the lovely young shock, and then slowly, slowly, started dragon armor worn by Sir Parnifax, woman who had entered the meeting- tipping over to his right, landing in a Paladin of the Order of the Bleeding hall and caused such a disturbance, such heap on the floor. His eyes remained Rose, was fashioned from the hide of a a short time ago. The hat resumed its wide open, but he saw nothing, for he wyrm we slew for its blood, and that previous form of a hair ribbon. was stone cold dead. armor has saved his life on many an “A hat of disguise,” remarked Buntleby Cautiously, Buntleby rose to his feet. occasion. Zantoullios, when he isn’t with appreciation. He dared a quick look around. blowing up his lab in untested experi- “Yes, a gift from an admirer.”9 Azurielle Zantoullios lay slumped over at his table, ments, does sometimes come up with approached the Conjurer Ablasta, staring his face in the wine-soaked napkin he something new; just last month, he straight ahead at nothing. Grabbing the had used to clean up his spill. Several increased the efficacy of a potion of heal- feather quill even now writing down others lay dead on the floor, including ing by altering the amount of powdered every word spoken, the nymph broke it mighty Grindle. In the middle of the cir- troll’s blood used, and his troglodyte in half and tossed it to the floor. Then cle of tables stood Azurielle, wrapping bladder tests proved conclusively—” she approached Buntleby, and whis- her robe back around her and tying it in “All right,” conceded the nymph. “I see pered in his ear. place. “It is done,” was all she had to say. your point. I must admit, I acted impul- “Off the record, I’d like you to do me “Indeed it is,” remarked Buntleby. “But sively. Perhaps I should go.” a favor, if you would.” was it necessary?” “Perhaps that would be for the best,” Buntleby beamed. “Certainly.” “Necessary?” shrieked the nymph, run- agreed Buntleby quietly. “But before you “See to it that your Association does ning her hand through her hair, exposing do, I want to say that on behalf of the not bother me again. It is for their own several different lengths, where it had Monster Hunters Association, I’m sorry good; I have alerted Moonsilver of their been haphazardly hacked away. “They for what was done to you. I’m afraid deeds, and he will be keeping a watch assaulted me! They threatened me! They that’s the only apology you’ll get; out for them.” cut my hair!”8 Dreelix won’t likely have much to say “Moonsilver?” “And you are no less beautiful because on the subject.” “The unicorn who guards that part of of it. Azurielle, I agree with you, what Azurielle’s eyes narrowed. “You’ll the forest.”10 they did was wrong and it shames me to have him returned from death?” “Of course, Azurielle. But then, on sec- be associated with their actions, but your “Yes, I’m afraid I must. It’s the right ond thought, I don’t think I’d better vengeance was equally wrong. You killed thing to do. Besides,” Buntleby added mention Moonsilver specifically. You the three that did you harm, but at the with a chuckle, “the money will come never know, Dreelix might want to try same time you killed several people who out of the Association’s coffers. After some experiments with a unicorn horn.” had nothing to do with it, as well as blind- paying to have everyone here raised or Azurielle nodded toward the broken ing quite a few innocent bystanders.” their sight restored, we’ll be close to quill on the floor. “I thought as much.” “Think nothing of it,” piped up broke. And that is a much better “Still, I’ll make sure that they don’t Willowquisp from his perch on his over- revenge on Dreelix than just killing him.” trouble you further.” turned chair on the floor. “It was well He gave her a quick wink. “This will get “You’re a dear.” She blew him a kiss, worth the blindness to see such beauty him even madder.” said a single word in her own musical just once in my lifetime.” Azurielle smiled a sweet smile. “You language, and disappeared. Azurielle stared at her surroundings are a remarkable man,” she noted. “I as if seeing them for the first time. notice that you’re the only one able to “Perhaps you are right,” she admitted. face me in my true form. Not many can “But nature can be very unforgiving at do so. The human mind is such a frail times. I was overcome by disgust for the thing; it cannot often stand up to Johnathan Richards has recently moved greed inherent in your Association. The absolutes. You should be proud.” from California to Nebraska, where he and things Dreelix said to me, just to force “Alas, I must say that I wish it were his sons, Stuart and Logan, have resumed my tears!” not so. Seeing you will always be one of their AD&D® game campaign.

8. Nymphs, being physical manifestations of Cursed Groves” on pages 115-116 of The Complete These potions are administered to those in need, loveliness, care a great deal for their looks. They Druid’sHandbook. most often the animals living in the immediate take special care to present themselves in the most vicinity. appealing fashion, often weaving fragrant flowers 9. Most of a nymph’s treasure consist of objects into their hair. This is not all vanity and pride. how- given to her by lovesick admirers. A great deal of 10. Those nymphs living in sylvan forests share ever, as they are intimately entwined with the areas these gifts are gemstones; a nymph will typically a special relationship with unicorns. As the nymphs of natural beauty which gave them life. If a nymph have 10-40 such gems stored in a safe place some- are nature spirits and do not normally fight. and is attacked and suffers damage, the area with which where in her domain. Stored in the same location unicorns are self-appointed guardians of their she is associated is likewise diminished in beauty. will usually be several potions, which the nymph forests, unicorns go to great lengths to protect any Killing a nymph is a sure way to cause her special makes herself using only natural ingredients from nymphs inhabiting their woodlands, often fighting area to become despoiled, and possibly even her domain. These potions are usually restorative to the death. They are each able to speak the cursed. Specific curses are left to the DM, but those in nature, such as potions of healing ,sweet water, other’s language. seeking inspiration should check out “Defiled and and vitality, as well as antitoxins and elixirs of health.

74 O CTOBER1997

he investigations of Volo continue this time with GaulaUntyr “Glory- tongue.” First mentioned in the Sword Coast Curiosities, Gaulauntyr is a mature adult topaz dragon of sinuous appear- ance. She has haunted the Sword Coast from Baldur’s Gate to Luskan for the last century, moving about often to avoid other dragons, whom she has no interest in fighting. She prefers a life of stealth in and about human cities to the more typ- ical—for wyrms—slumbering in a lair in the heart of a territory one dominates. Authorities unanimously refer to this The Thief Dragon dragon as female and solitary. If she’s ever taken a mate, history knows noth- ing of him or of his fate. Gaulauntyr is one of the most intelli- gent and paranoid dragons of the North. She almost always cloaks herself in illu- sory disguises, and hides in forest glades, abandoned warehouses or ruins, or just under cover of darkness whenev- er possible. She’s quite adept at landing softly atop the palaces and mansions of nobles, cautiously testing the roofs to see whether they’ll bear her weight, then draping herself over them to be as hidden as possible from eyes watching either from below or from windows in the building itself. She then employs wiz- ard eye and unseen servant spells, plus her glorytongue spell, to pluck gems and magical items out of the building. Gaulauntyr is sometimes called “the Thief Dragon” because of her hunger for by Ed Greenwood gems and the manner in which she has used spells, human hirelings, and stealth illustrated by Storn Cook to steal gems from humans—notably Waterdhavian nobles, but also jewelers Gaulauntyr often uses spells to lure women diving out every window of the and gem-merchants in Luskan and other or misdirect humans, employing such bedchamber, clutching their lady’s gems places up and down the Sword Coast. devices as the illusion of a beautiful and finery. When the men gave chase to Gaulauntyr’s more familiar nickname, human girl to give sobbing evidence or the illusory thieves and the stolen trea- “Glorytongue,” comes from her habit of to distract pursuers. On one occasion, sure, Gaulauntyr stuffed the lady head- delivering touch spells with her tongue the Thief Dragon was lying in a stable- first down her own garderobe to keep after employing a 1st-level spell, glory- yard, magically cloaked to appear as a her quiet for a while, used an unseen ser- tongue, to make it a long, precise ribbon fresh and steaming pile of manure, with vant spell to tie up the best gems in of flesh that can enter rooms via open- her elongated glorytongue running some bed-linens, and rolled the bundle ings as small as a keyhole. through a cellar and up a heating-vent out a window. Gaulantyr’s true success, however, into a great bedchamber in an adjacent The guard whom the falling gems comes from an enchanted item and her mansion. Guards were pounding on the almost hit had a few moments to stare own sly wits. The item, Jharakkan’s Talon, door of the room, trying to reach its at them before the dragon’s tongue, is a little-known draconic artifact of rightful occupant-a noble lady whom emerging from the cellar, dealt him a Faerûn. More importantly, her shrewd Gaulauntyr was keeping bound, gagged, spell that toppled him into slumber. The mind allows Gaulantyr to understand the and stuffed above the canopy of her dragon snatched up the gems and took societies of Luskan, Neverwinter, own bed with the dragon’s glorytongue. wing—in the suddenly—glowing guise of a , Baldur’s Gate, and Caer The lady had managed to strike an red dragon with a certain and recogniz- Callidyr, thus learning where gems and alarm-gong before being thus trapped, able wizard riding a high saddle on its wealth may be found, and when they’ll and the guards gave the dragon only a back, so that the crime would be blamed be most poorly guarded. She has learned few minutes to think of something on someone else. the way both dragons and humans tend before they brought the door down, Gaulauntyr spends her days watching to think, allowing her to misdirect those When they burst into the room at (farscrying, in most cases) human life up folk of both races time and time again. last, the astonished guards saw naked and down the Sword Coast, devising

D RAGON#240 77 new ways to steal gems or, sometimes, boulders that she rolls up to form a false 4,000 years and devised many magical food. She loves exotic cheeses and wall. Thus, most intruders think the cav- items. There is no other evidence to sup- sauces made from them, even though em ends where her heaped boulders port these tales, however, one of which human portions give her only fleeting begin. The Thief Dragon has no known may be an exaggerated retelling of tastes of such delicacies. servants or habitual accomplices or allies. another, and so on. Glorytongue’s relationships with other The Talon is known to have been dragons have been, in the words of the Gaulauntyr’s Domain found about 60 summers ago by human sage Velsaert of Baldur’s Gate, From Alsapir’s Rock, Gaulauntyr Gaulauntyr, on the skeleton of a “one long series of hurried escapes and roams up and down the coast, usually drowned dragon that lay just off the end misdirections.” keeping to the outward islets of the of the island of Highport in the The key to Gaulauntyt’s character Moonshaes or the vicinity of Waterdeep, Moonshaes. The skeleton might have could be said to be her wry grasp of but sometimes working as far south as been the remains of the red dragon human and draconic nature, and the the Nelanther. Glorytongue is finding known as Ualintharghar the Devouring skill born of this that always keeps her the City of Splendors and its environs Flame, of whom the Ffolk tell wild tales. thinking three steps ahead of oppo- increasingly crowded with various dis- A human could employ the Talon, nents. She always has an escape route, guised dragons and other formidable either lying within it as if it were a bed, a scheme to disappear or adopt a dis- spies and creatures of stealth. She or placing it point-uppermost and plac- guise, or a secondary plan for seizure of makes fewer and less bold forays into its ing a stool or platform within it, so as to gems or goods if the first one fails. Often range than she once did. stand within it as a sort of skirt, and call ending a secondary crime with a spec- upon its powers to augment his or her tacular occurrence, such as pulling down The Deeds of Gaulauntyr own spells (in the defense of a fortress, a building, creates enough confusion Although she customarily dines on perhaps, or to monitor events in a build- that Gaulauntyr can pursue her original what her captive deepspawn produces, ing in which the Talon was placed). plan once more. Gaulauntyr favors wyvern, giant squid, Certain organizations (such as the Gaulauntyr is said to be an accom- and—when she dares to attack them— Zhentarim, the Red Wizards, the Arcane plished mimic of human voices, very dragon turtles. She has almost died Brotherhood, and the Cult of the good at improvising interesting small- several times trying to slay dragon tur- Dragon) would be very interested in talk to put in the mouth of one of her tles. Once, during a storm, she succeed- acquiring the Talon to see whether its spell-images. Many dragons are said to ed in beaching one too far out of water enchantments could be unraveled and be half-heartedly seeking her to recover for it to return, and she had a feast. adapted to the creation of items that the gems she has stolen, but Gaulauntyr Gaulauntyr spends most days more would temporarily allow underlings to seems to have no strong and persistent lazily, using spells to spy on events up cast a few minor spells so as to aid in foes. The Cult of the Dragon would and down the coast. She has the attacks, probably draining the lives of probably be deadly enemies to her if strength to dive in and clamber out of those unfortunates in the process. they knew just who was behind many of the submerged mouth of her cavern in the thefts from their agents and trea- all but the worst storm weather or win- Powers of the Talon suries that have occurred up and down ter ice, and she is known to have some Constant. Continual contact with the the Sword Coast. high meadows and desolate tors to rest Talon allows any dragon or human upon when she can’t return to her lair or spellcaster to memorize and cast six Gaulauntyr’s Lair doesn’t want to lead pursuers to it. additional wizard spells, one each of the Glorytongue makes her true lair in a first six spell levels, daily. The being many-armed tidewater cavern on the Gaulauntyr’s Magic employing the Talon must be touching it western face of a tiny island known as One spell devised by Gaulauntyr during study and spellcasting, but not Alsapir’s Rock, named for a long-ago appears hereafter, but her mightiest necessarily during the time between; the fisherman who died when his boat was magic is Jharakkan’s Talon, a draconic Talon stores the spells, rather than keep- dashed apart against it during a storm. artifact she has grafted to herself. ing them in the mind of a user. Note that The Rock is so close to Mount Sar that it multiple beings may use the Talon in is ignored by most maps and charts. Jhamkkan's Talon succession, so that it stores the spells of Here she keeps the gems she steals, The Talon is really a talon-sheath: a more than one being at the same time. as well as a captive deepspawn, whose hollow cone of black horn from some Only one being can actually memorize creatures can’t escape from the caverns unknown creature. It is very hard and or unleash spells at once. If two beings, thanks to its watery entry. The monsters tough, so most blows don’t even mark it. both touching the Talon, try to call on its get include rothé, deer, and boars, The Talon is large enough to fit over the powers at once, the one possessing the among other prey suitable for end of a dragon’s own talon, and it has higher total of Intelligence and Wisdom Gaulauntyr’s appetite. The cavern lacks a pierced end, so the real talon pro- prevails. If their totals are equal, each any food for these beasts, but trudes through it, causing normal claw must roll 2d6; the higher total wins, but Gaulauntyr usually devours them long damage on a successful attack. only for the same number of rounds as before they have any chance to escape. The Talon is named for Jharakkan, a the winning dice total. After that time, The lair has no known traps or dragon-sorcerer who created it long the Talon ceases to work for that being notable features, but Gaulauntyr usually ago. (No one alive is sure where or only, for twice the number of rounds as devours any humans who see its interior. when.) Old legends recorded in books the winning dice total. She keeps her treasures hidden in kept at Candlekeep say that Jharakkan The Talon does not make any spells crevices and on ledges behind large was a black wyrm who lived for over (including those it may be storing for

78 OCTOBER 1997

other beings) available to any users; it something forcibly away from the grasp one of the wizards who dwell in the merely empowers them to memorize of a creature or hang on to carry the Sword Coast North will catch up with her. and cast spells they glean from other weight of its possessor. It can’t carry Alternatively, an attempted theft might sources, even spells of levels they can’t objects heavier than 1 lb. go seriously wrong. The topaz dragon normally use (which is the situation with GIorytongues are AC 6, MV Fly 9 (A), can be a fearsome foe in any battle, but Gaulauntyr; at her age, she can’t use and can suffer only 12 hp damage if she’s caught overextended, she could wizard spells beyond 1st level without before collapsing into dust. If such a fail- well be slain. the Talon’s help). ure occurs due to wounding, the posses- At least one elven mage of Evermeet Invoked. None known (though one or sor of the glorytongue suffers 1d4 hp is considering how Gaulauntyt’s psionic more might exist). damage and suffers bleeding from his or powers could be manipulated so as to Curse. Each spell cast from the roster her own real tongue. A glorytongue has make her steal things upon command, provided by the Talon drains 1d3 hp surprisingly little taste sensation (as it thus providing the elven realm with an from a user. This hit-point-loss can be doesn’t supply a sense of smell), but it additional line of defense. In such a regained by healing or rest and doesn’t can distinguish bitter, salty, spicy; and case, Gaulauntyr could deprive explor- harm the casting or operation of spells the like, and can recognize specific ers bent on reaching the fable Far Isle of cast with the aid of the Talon. tastes its possessor has sampled before magic they need, or of masts and keeps Suggested means of destruction: (a particular wine, for example). for their boats, or she might merely dis- ❖ The Talon must be immersed in the The caster of a glorytongue can make tract them with the apparent rise of a blood of at least a dozen species of true it vanish before spell expiration. This is persistent personal foe. dragons, within the same month. the typical response if a foe grabs the ❖ The Talon must be struck by a elongated tongue or if the glorytongue wand of negation while it is in contact becomes trapped. Despite its length, its with six rings of wizardry, which are caster can still speak clearly and can Ed Greenwood is the creator of the destroyed along with the Talon. choose to have such speech be emitted FORGOTTEN REALMS® setting and sometimes from the distant tip of the tongue, if appears at conventions dressed as the wise Glorytongue desired. old sage Elminster. He's worn other cos- (Alteration) tumes, too. As a result, he was once Level: 1 Gaulauntyr’s Fate described as “quite a fetching tavern Range: 30 yards Glorytongue is not likely to have a dancer—except for the beard and the belly.” Components: V long and uneventful life. Sooner or later, Duration: 1 round/level Casting Time: 1 Area of Effect: The caster’s tongue Saving Throw: None This spell transforms the caster’s tongue into a long thin, flattened cylin- der of flesh that retains all of its normal functions but also gains the ability to “float” in air and respond with deft preci- sion to the caster's existing tongue mus- cles. It can thus be used to deliver touch- related spells or to perform such activities as turning keys, toppling small objects, or moving items about from a distance. The possessor of a glorytongue can retract it completely into his or her mouth in a coil or stretch it out to the lim- its of the spell range. The tip of the tongue can even “see” in a hazy manner; that is, it can sense the presence, out- lines, and distance of all solid objects or bodies within a radius of 3’. It can cling to surfaces, allowing it to climb along a rope, for example) or become very slip- pery, as desired by the possessor. Such slipperiness can’t win free of magical effects such as a web spell or specialized entrapments such as roper strands or cave fisher filaments, but it can allow the tongue to escape natural effects, such as clinging spider webs and sap or gum. A glorytongue can wrap around objects to move them, but it can’t pull

DRAGON #240 81 101 Little Mysteries

by Steve Berman

hat is more unnerving than the PCs eventually meet. Perhaps an ancient require that the PCs first learn how to unknown? And what is more sat- white dragon knows of the prophecy open the door on the shield, then enter isfying than revealing the truth behind and sends word of the PCs’ where- the new world to which it leads, then an enigma? Here is a list of 101 incidents abouts to its crimson cousin. Perhaps a find the missing apprentice’s trail either and objects that can add a little spice to slumbering red dragon lurks in a hot by tracking or by asking questions, and any campaign world. Any of them can springs just past the next ice-capped so on. Each of these mysteries can be occur or appear in a campaign even mountain. ln the latter case, the PC has just the first step in a much longer story. before the DM has decided what they inadvertently fulfilled the omen in the Remember that mysteries are made mean. attempt to avoid it. to be solved. When the PCs have spent Many of these little mysteries are a great deal of time and effort trying to magical (and well should be in a fantasy Building a Mystery solve a mystery, nothing is more frus- campaign) and may well be developed Instead of developing an entire trating than learning it was only a red further as notable arcane adventuring adventure before introducing one of herring. While the occasional red her- rewards. Some might be considered these mysteries, the DM can add one to ring can add spice and fun to a game, omens, while others could simply be an ongoing adventure before develop- like their namesake, they begin to stink instances in which an individual’s imag- ing its solution fully. While this choice is after a while. If the PCs latch onto a mys- ination makes something foreboding a perfectly good way. to liven a game tery that was originally intended as a out of a coincidence. session, it requires extra work and an red herring, a good DM might consider eye toward fairness from the DM. building a mystery behind it after all. In Mysteries and Omens Perhaps the simplest way to let a this case, the DM has the advantage of Many of these mysteries are perfect mystery unfold is to determine several knowing what the PCs expect the mys- for use as omens. A DM should try to layers of truth that the PCs can discover. tery to be, judging by the players’ ques- enforce an omen without denying the Each layer, once revealed, might pose tions and the actions of the characters. It PCs’ free will. For example, assume the more questions than it answers. The is important that the DM keep surprising DM decides to use Mystery #23 as an simplest mysteries can be solved with a the PCs with new clues and revelations omen that the PCs will soon face a red single inquiry or investigation. The most about earlier leads, but it is often a mis- dragon. The PCs have no desire to chal- elaborate could take several game ses- take to change the truth behind a mys- lenge the beast and decide to head sions to unravel. For instance, for a tery merely to frustrate the PCs. The DM north, where red dragons are unlikely to quick resolution, Mystery # 73 might be who gives the players a challenging but lair. To keep the omen “true,” the DM solved when a clever PC decides to solvable mystery is far better than the must come up with believable ways to redesign the shield to show an open one who sees the situation as an oppor- ensure the prophesied dragon and the door. Alternatively, the mystery might tunity to outsmart the players.

82 OCTOBER1997 101 Mysteries 10. A character hears someone call 15. The scabbard found beside a his old childhood nickname and turns to naked short blade obviously belongs 1. A successful Intelligence check by see a decrepit old woman standing with another sword, as it is much too any PC examining the drinking horn the nearby, staring at him. Then the crone long. However, both the short sword PCs have just discovered reveals that the turns and hobbles off toward the worst and the scabbard share the same mark- brass tip of the horn unscrews to reveal a section of town. ings, and with every dawn, the short small glass vial filled with glowing liquid. sword appears within the scabbard, no 11. A comely bard sings at an inn. matter where it was left earlier. 2. Stopping to drink at a river, a PC One PC looks around to see that every- sees something dark and ominous one present is saddened; even his com- 16. A weirdly crafted lantern of col- appear behind his reflection, raising a rades are close to tears. But the words ored glass and brass casts shadows of sword as if to strike the PC. When the PC that reach the character’s ears are a things not visible. Most often seen is the turns, he sees nothing there. This event light, merry tune. shadow of another person holding on to can recur several times before the the ring atop the lantern and pointing source of the mystery is revealed. 12. Burning incense changes in always east. scents, beginning with the rich odor of 3. A traveling mountebank is selling fine cooked victuals and then slowly 17. In the gullet of some creature slain healing elixirs to the locals. He offers a souring to the stink of decay. by the PCs is a locket that holds a minia- free bottle to one of the characters. ture painting of one PC’s lost love or dis- Though the bottle appears empty, it still 13. The label on a potion flask reads tant relative. makes a sloshing sound when shaken, “elixir,” but when the label becomes wet, as if it contained liquid. The mounte- a second label underneath is revealed. It 18. The ink on a parchment runs bank disappears before the PCs can reads: “To hold the Waters of Life.” when wet, forming a cryptic poem that inquire further. mentions one of the PCs by description. 14. The PCs discover a crude rock 4. A goblet, when filled with clear liq- that, when handled, seems to crumble 19. Blood leaking from a PC’s uid, reveals at the bottom of the cup an along the edges until it is worn down to wrapped wound seeps into the ban- image of a sea floor with a treasure a perfect resemblance of a human heart. dages and causes words that describe a chest overflowing with gold coins. When set down, it immediately returns horrendous injury that has not (yet) to its original, featureless state. befallen the victim. 5. Lately, a PC has been hearing the word “sernath” mentioned in every con- versation she has with another person; but when she questions people, none recall using the term.

6. A game animal brought in by a character hunting has an old wound with an elaborately carved elven arrowhead still embedded in the animal’s flesh. Any sage or elf the PCs consult knows that such arrowheads have supposedly not been used in over five centuries.

7. The black glass of a discovered bot- tle becomes transparent when the full moon shines on it. The moonlight reveals fine etchings that form a pirate treasure map.

8. On a little-traveled path appear a series of tracks, seeming as if some great procession traveled that way. When followed, the tracks lead to an immense oak and stop at the roots.

9. During a royal feast at which the characters are present, each dignitary is presented with a pie that is cut open to release a flight of live birds. All of the fowl fly above one character, circling twice before seeking the nearest open window in a particular direction.

DRAGON #240 83 20. At the bottom of a small chest is 30. During a joust, a stranger enlists 39. In the bottom of a cork stopper in an odd stain in the shape of a crude wearing the armor of a distant realm. He a potion or wine bottle is discovered a hand. Any thief worth his picks can tell lasts nearly the entire tourney, downing small silver key. the bottom sounds hollow, but there several foes before he himself falls. He does not seem to be sufficient space for does not rise, and squires nearly faint 40. Floating in the air inches from the a false compartment. when they lift the helm to find an empty ceiling is a small spinning bauble. It suit of armor. appears to be crafted from silver and 21. The PCs find an hourglass that has blackened so as to appear much like a something golden hidden in the sands, 31. At a roadside inn, the sign bears revolving moon that waxes and wanes. but before the object is revealed, the no name (as most of the locals cannot The bauble quickens its turns when device always turns itself over to hide read) but the odd design of a mangy approached and easily dodges out of the treasure beneath more pouring dog. When the characters leave the inn, anyone’s grasp. sand. Smashing the hourglass reveals such an animal follows them for several only sand within, but perhaps the PCs days, howling at odd instances. 41. When staring at an unusual pat- can find a different way to find the hid- tern of lines in a tapestry, a PC enters a den object. 32. Heavy rainfall drenches all the trance and sees the lines form into tree characters to the bone—except for one, trunks in some massive dark forest. 22. One of the PCs notices an NPC a warrior who seems oddly untouched accidentally cut himself. The PC sees not by the dismal weather. Even his clothes 42. During a priests ceremony, a blood but sawdust pour from the wound. are dry, his boots unmuddied. bored PC’s attention drifts toward some of the other layfolk. Suddenly she 23. When a torch is lit, a PC looking 33. A well-crafted mace is found to glances her sworn enemy sitting placidly at the flames has a vision of a dragon have the design of a horrid face set in a among them. When the PC tries to breathing fire. grimace atop the haft. When it is swung, approach her enemy, she finds that he is a bystander notices that the features gone. Perhaps he was never there. 24. The PCs find a mummified hand twist until the mouth appears open, per- clenched into a tight fist. Divination haps ready to speak. 43. Sunk into the earth is a small hole, reveals that it holds something magical, smooth as silk on the sides as if unnatu- but normal and arcane means to open 34. A corpse hangs from a tree at a rally dug. At the bottom is a keyhole, but the grip are ineffective. The only clue is crossroads. It appears to have been there seem to be no cracks or edges, so a faded tattoo of a well on the mummy’s killed weeks ago, and crows pick at the what is unlocked can only be guessed. wrist. remains. To one of the PCs, the birds’ cries sound like distorted human voices, 44. Just outside some ruins is discov- 25. After finding an ancient gold coin debating the dead man’s guilt. ered a massive pair of manacles, fit for that has been defaced with the symbol wrists twice the size of a man’s and for an evil god of greed, the character 35. On a windy day, one of the over- forged from rune-etched iron. The notices that any coin he seems to head clouds watched by an idle charac- chains that link them have been broken, acquire or find is similarly marred. ter seems to take the shape of a rearing the metal notched as if gnawed and bit- stallion. Carried on the breeze is the ten through. 26. The PCs find a strange insect sound of a horse’s whinny. caught in a piece of amber. When the 45. Inside a scroll case that appears PCs catch a glance of the insect out of 36. While walking throw the streets, a to have been crafted from a giants arm- the corner of their eyes, the insect seems flower is thrown down to one of the bone is a small strip of vellum that to crawl. characters from an open window. The would seem to tie a scroll shut. Along its blossom is so delicate that it crumbles in scarlet-dyed length are markings like a 27. A heavy tome opens by itself to the hand. The only room that faces out map, but most are faded away. erudite passages in a language one of to the street is found to be empty when the PCs can read. The time at which the explored, though the rich scent of the 46. Monks, traveling in line toward book opens and the nature of the pas- flower lingers in the air. some distant shrine, pass by the charac- sages seem almost—but not quite—to ters on the road. One turns to the party have some bearing on the PCs’ current 37. While camping off the roadway, a and in the hood is seen the noble visage situation. character seeking firewood comes of one of the local gods. across a ring of toadstools. Leaning 28. A black cat follows one of the down to pick up a fallen branch, she 47. At a small monastery by the road- adventurers about but can never be hears the sound of many small feet run- side, an event has drawn a mass of peo- caught. The animal seems unnatural, for ning about behind her, but when she ple from the surrounding area. Claiming instead of normal cat eyes, it has the looks up the woods are empty. a miracle, they all speak in hush whis- same type of eyes as one of the PCs. pers about a gigantic hand that pours 38. While memorizing a spell, a mage down copper coins for all to share the 29. When a PC draws a finely-crafted drifts off into a trance and views himself wealth. One of the PCs witnesses the dagger, she can hear the blade murmur battered and harried by many unseen event, but upon examining the coins but cannot quite make out words other foes, using the incantation in a last- sees the along the edges are symbols of than her own name. ditched effort to survive. greed and deceit.

84 OCTOBER 1997 48. The party finds the torn cover 56. The jester of the lord’s court is 60. While enjoying a relaxing day at from a tome on courtly love with a entertaining the party at the evening a rustic fair, one of the PCs enters into crudely drawn map on the other side. meal when a crazed look suddenly an archery contest. He outperforms all The destination is the known tomb of a passes over his face. He turns to a PC, of the locals and is ready to take the princess who died the night before her leveling his madcap bauble at his or her purse when suddenly another shaft wedding day. chest, and cackles “One last jest for you, strikes the target, hitting closer to the I see. Best keep your sword in hand.” mark than the PCs’ shot—yet none 49. The very end of a fine-crafted Then the jester faints dead away. comes forth to claim the winning arrow. rapier has been notched to resemble a key. Engraved on the protective hand- 57. At a feast, one of the cupbearers 61. A letter, bearing a royal seal, is guard is the phrase “the last stab done spills drink all over the character’s lap. found on the remains of a stablehand, by me / shall be the one sets them free.” While helping to clean the mess, the perhaps a thief who stole it from some servant leaves behind a piece of parch- courier’s pack. Reading the letter might 50. An animated skeleton cradles in ment warning that the drink had been surprise the PCs, since in it they are its hands the swaddling cloth of an poisoned. named as the couriers. infant. It slowly approaches the party and lays down the cloth. It points to the 58. A rosebush, its blossoms the color 62. When a character takes his hand east once, then crumbles to dust. of blood, is an odd site in the barren to his purse, he feels that it has been wilderness. Nestled in the roots is some- replaced with another. At a glance, the 51. Into town stumbles an old war thing pale and round. Perhaps the skull pouch he now bears is far more grand, veteran, wearing a uniform the PCs of someone foolish enough to pluck a colorful with embroidery and tassels. have never seen before. He claims to rose? Or the curve of an ivory bowl? The strings are tied tightly shut, and the have taken part in a bitter campaign purse feels full of coins. that lasted over 10 years. When asked 59. On the outskirts of town is an old of the combatants, he mentions lands bronze sundial. The solar engravings are 63. One of the PCs buys a horse that that are currently at peace. Nothing can still legible through the verdigris. When bears a brand that no one can identify. dissuade him from the truth of his story. one of the PCs reaches out to touch the Months later, far from the lands they sundial, his hand passing over the dial know, the PCs encounter the bodies of 52. Roasting fresh game on the coincides with the light suddenly dim- two foreign paladins and one horse that campfire spit, one of the PCs’ compan- ming around them. bears the same brand. ions (preferably a local guide) mentions how the smell of cooked food attracts spirits. While eating his portion, the character feels a presence but sees noth- ing. A bone is tossed into the dying fire, and in the sparks and smoke that result, the PC thinks he sees two burning eyes starting down upon him.

53. A thief encounters a lock that has been obviously tampered with but not forced. Scratched on the wood to either side of the lock are two words in cant: on the left is written “poison,” on the right “dead-end.” The tumblers have been broken so that the key will turn to the left or right but once.

54. Lying discarded is a stout staff of wood, bearing along its length charred marks that resemble the tracks of claws. When picked up, the bearer suddenly feels the staff being tugged, as if to wrest it from his grip. Then comes a sound, the barest of whispers: “Soon.”

55. While traversing a fetid swamp, one of the PCs’ steeds is swallowed by a gigantic serpentine beast. When the creature is finally dispatched, its remains open wide, a tunnel leading down into the water. Cries for help can be heard echoing from the depths.

DRAGON #240 85 64. A reflecting pool shows those 71. The PCs are attacked by brigands, 79. After buying a new leather pouch, who look into it not their own faces but one of whom wears a bejeweled eye- a PC opens it to discover an unsigned those of their distant ancestors at the patch. Oddly, the man is not missing an note requesting a meeting at a local viewer’s own age. eye, nor does his eye look diseased. The landmark. The date for the rendezvous patch’s gem is flawed upon closer has not yet arrived. 65. A bronze statue of a huntress inspection, but it catches the light as if with dogs at her feet is the only object of an exquisite jewel. 80. A PC discovers a strange stylus (or note in a chamber. While some PCs pen). Whenever she uses it, the PC finds examine the room’s walls for secret 72. The hilt of a dagger is found, the herself writing in an unknown language. doors, those looking over the statue blade broken off where it met the brass If she tries to draw a map with the stylus, notice that one eye socket is vacant and crossguard. Everyone who sees the dag- she produces a map to a distant realm, the other contains a glimmering opal. ger speaks of an infamous local pirate perhaps the home of the language. Touching the statue makes the PC see who buried a chest of gold and broke strange lands with his left eye as the the blade in the lock. Her spirit is said to 81. A package arrives at the PCs’ resi- statue’s mouth opens and closes. haunt the coast. The next morning a PC dence, though it is addressed to some- awakens with the broken dagger in one else. Should the PCs deliver the 66. A doomsayer has drawn a crowd, hand, as if to ward off an attacker. package to the correct person, the old extolling them with prophecies that the man thanks them and rewards them end of the world is nearly at hand. As 73. A falling star strikes the land with with a few coins. If they open the pack- one of the PC watches, the haggard man a great explosion. Arriving on the scene, age, they find nothing inside except a grows horns, and his tongue turns long the PCs discover what look like human green smoke, which quickly dissipates. and forked. He turns to regard the PC tracks around the site, but only leaving and leers, yet none but the PC see such the area. 82. A PC has recovered a battered changes in the man’s appearance. shield that bears an insignia of a door she 74. A ranger finds the tracks of his finds oddly appealing. The smith who 67. Along a deserted stretch of road, a sworn enemy and follows the trail. As he agrees to repair the shield soon discovers PC encounters an old friend on horse- moves along, he notices more and more that one of his apprentices is missing- back. The friend seems distracted and of their number until it seems that an and the shield is found repaired. taciturn, but the two have a conversa- entire war band of the creatures is stalk- tion in which the friend mentions a ing the woods. Other than the trail, 83. A stone tablet, broken at one end, fabled treasure in the mountains to the however, there are no marks of pas- is filled with odd writing that defies both South. Waking the next day, the PC sees sage: no broken branches, no signs of scholars and mages. Each night of the the tracks left where his friend rode off. campfire or slaughtered game. full moon, the writing glows, and dogs in Weeks later, he once more encounters the area begin to bark. Some say the his comrade, who claims to have never 75. A druid harvesting sacred mistle- tablet is cursed, but many want to pos- met the PC on that night and who has toe with a sickle passed down from his sess it in hopes the script translates into witnesses to prove he was in another father’s father finds the edge suddenly power. locale altogether. dulled. The air thickens until sounds resound like a drumbeat, and he hears 84. The pet or animal companion (but 68. While the PCs walk through the dull voices mutter that the sickle must not familiar) of one of the PCs returns city streets at night, a mist rises from the be sharpened and that “only the first after running off for several days. The ground. Slowly, each PC is surrounded flint can earn the edge.” creature now wimpers and cowers by its by the cool whiteness and cannot see or master whenever night falls. hear the others. From ahead come the 76. On a crisp autumn day, the PCs sounds of some great war. The shapes see some of the fallen dead leaves 85. In a wealthy spice merchants of soldiers can just be discerned. With a begin to dance and rise, though there household, the wares are slowly and few more steps, the PCs leave the mist seems to be no wind. The spectacle lasts inexplicably replaced by sawdust. and find themselves on an immense for several minutes, then ends with each Guards have run away in fright claiming field. Has the battle just happened? Or is of the PCs left with a leaf sticking to his that an irate household faerie is to it yet to come? or her chest, over the heart. blame, but the merchant firmly believes in a mortal answer to the mystery. 69. In a cavern, the PCs discover that 77. While throwing dice, one of the non-dwarven voices cannot cause an PCs rolls incredibly well—so well that the 86. A PC meets a childhood friend echo, but dwarven voices return accom- other gamblers protest he is cheating. As whom she knows died young, yet now panied by a constant chant of many tempers begin to flare, the PC notices in the friend is fully grown and thinks the other dwarven voices. the corner of the room a hunched figure PC is delusional. making gestures toward the PC, mimick- 70. Come morning, the PC finds the ing dice-rolling. 87. All of the children born on the small hand mirror in her room has shat- night of the most recent new moon tered. Curiously, the shards of glass are 78. The candles in a particular room have six fingers on each hand. Their arranged in a pattern that resembles a burn well enough, but the wax does not parents are in an uproar, and the local hand grasping the handle. The back of melt away, and the wicks are not con- church declares that something fiendish the mirror is charred. sumed by the flame. is the cause.

86 OCTOBER 1997 88. When reaching for his lockpicks, 97. On the road, a seemingly mad 100. The PC is just beginning to enjoy a thief notices that several of the choice stranger offers to buy all of the PCs’ a hot bowl of stew at the tavern, when picks have been replaced with cheap footwear for a good price. If the PCs suddenly the barmaid takes up the bowl imitations. One is wrapped with a ribbon refuse his offer, he meets them later, this and puts down another full dish without of the same deep blue color that tied a time seeming more sinister than insane. saying a word. As the PC finishes his serving girl’s hair at the tavern where he He remains insistent on buying the PCs meal, he discovers that a message has had stopped earlier. boots and shoes—but refusing to say been carved into the soft wood hidden why. The stranger stops short of vio- by the food. 89. A PC awakes to find that the previ- lence, but he might hire others to steal ously full wash-basin is now empty—and what he wants. 101. The PCs return to their rooms to that all containers of liquid, from water to find that someone has stolen all of their oil, have been emptied without trace. 98. While studying her spellbook, a belongings and replaced them with PC suddenly notices a line in one of the close, but not exact, duplicates. The 90. A priestly PC has finished her incantations she would swear does not most notable difference is a small mark evening prayers and is preparing to belong. Stranger still, the line is in her resembling a mountain burnt or etched retire for the evening when she thinks own handwriting, though she does not into each item. she hears a call from one of her superi- recall writing it. Dare she cast the spell ors. The halls of the temple are quiet at now and see what transpires? such a late hour, however. Passing by the altar, the PC notices a small bag 99. Near a small town or village, one spilling grain lying on the stone. formerly healthy tree dies during the Steve Berman’s work was first published night, thoroughly rotted in a matter of in DRAGON® Magazine issue #210, and he 91. The PCs return to a town or village moments between dark and dawn. A has had at least once piece printed every where they have been local heroes townsperson also died that night. The year since. Thirty issues later, he still has not before. They are astonished to find that pattern continues with the death of a solved all of life’s mysteries. no one remembers ever meeting them, single tree for each dead villager until even though the PCs themselves recog- the mystery is solved. nize many NPCs with whom they have interacted before.

92. For months, the city has hunted for a strangler who leaves the holy sym- bol of a PC’s faith on the chest of each of his victims. One night, the PC finds that his holy symbol has been stolen.

93. A PC receives a letter informing him of the death of a relative. Upon arriving for the funeral, the PC discovers that his supposedly dead relative is alive and well. The letter-writer denies sending the message, though the handwriting and/or seal matches.

94. Receiving change in silver or cop- per for a purchase, the PC unknowingly accepts rare coins, which a third party wishes to recover.

95. While practicing with his blade, a warrior notices that his shadow has van- ished. Unsettled by such a weird occur- rence, he is even more disturbed when he hears word that local toughs are being challenged by a dark stranger.

96. An unknown admirer sends small gifts to one of the PCs, always through a paid messenger who never sees his employer’s face. No matter what mes- sages the PC sends back, the admirer refuses to reveal his or her identity or to meet with the PC.

DRAGON #240 87 eig Starsmont was an enterprising wizard. Born the son of a successful merchant, Reig knew the value of a gold piece. Perhaps more importantly, he knew the value of many gold pieces. Starsmont had also learned, early in life, that for the really heavy purses, thievery was the way to pursue his goal of many gold pieces. Unfortunately, at 6’4” and 200 Ibs., Reig wasn’t built for the role of pickpocket or cat burglar. Luckily, there was something else Reig had learned in the days of his youth, when he was apprenticed in his father’s shop: Magic sells. Adventurers were always looking for better and stronger magical items, and anyone capable of providing them could turn a pretty copper. Armed with this credo and a newly acquired spellbook, Reig set out to make his fortune. It became quickly apparent, however, that magical items weren’t quite the easy sell Reig had imagined they would be. While some warriors were willing to pay for their enchanted arsenals, typical adventurers didn’t like to buy magical items; they wanted to find them, win them, or confiscate them from some evil creature. More than once Reig found himself accused of black sorcery or of cursing the townsfolk by some devious party of fighters eyeing his collection of vorpal swords. Add to this problem that the market for magical items was glutted. Any city large enough to draw adventurers was also drawing dealers of all things Ye Olde Body Shoppe arcane, and nowhere Reig traveled had fewer than two other magic shops with- in the city walls. Refusing to be outdone, Reig had tried to change the interest of his wares to appeal to the commoners by Brian P. Hudson of the land, but he found too few farm- illustrated by David Day ers with enough gold to pay for a heavy plow of speed. Soon he was destitute, wandering the land and giving away STARSMONT’S before, with magical features that will make magical daggers as payment for a meal WHOLE BODY SHOPPE: you the envy of friends and family. Each and a room for the night. GIVING SAILORS limb is lovingly crafted from the finest raw Then, Reig stumbled upon Sea Breeze. A HELPING HANNDE materials, then meticulously hexed to look Sea Breeze was a port for every pirate, and feel like the extremity you left behind. buccaneer, and scurvy dog in the land. Welcome to Starsmont’s Whole Body Simply strap on a Starsmont Whole Body On any given day the streets were full of Shoppe, the worlds first—and only—source Limb and wear it around as you would any swarthy sea men—peg legged, patch- for total limb replacement. Lost a hand to a other wooden leg or glass eye. Within three eyed, and hook-handed, limping around crocodile or an eye to a well-thrown days, the Whole Body Limb will become a with poor eyesight and a rusty claw dagger? Tired of hopping around on a peg part of you, gradually tuning into your body where a proper limb should be. These leg, exiled to the galley as cooks assistant? and becoming a part of it. And should you last details were what caught Reig’s Let our artisans help! Starsmonts whole everfeel the need to remove your Starsmont attention and set his salesman’s instincts Body Shoppe specializes in finely crafted Whole Body Limb, simply loosen the leather into motion. Here was a need, he real- hands, arms, legs, and eyes, altered by straps and pull . . . but once you’re walking, ized, a niche in the marketplace. People arcane magicks not only to resemble but seeing, and working like your old self again, he could help. People who would need actually to work like real limbs! In fact, our you'lI never want to take it off! Satisfaction what he could offer. And so it was born: staff can surpass the appendages you had guaranteed!

88 OCTOBER 1997

Eyes also with limited infravision, to a dis- Seeing is truly believing with a Sfarsmonf tance of 30’ The power is automatic, Whole Body Eye! Fashioned from smoked and it functions as normal infravision, glass and set with a variety of stones and i.e., only working in dim or completely gems, Starsmont Whole Body Eyes are dark places. Also, at the uttering of the guaranteed to bring you perfect—or, in command word “illumine,” the dim- some cases, more-than-perfect-vision. We seeing eye flares and sheds light equal to can match your Whole Body Eye to the that produced by a right spell; the light color of your current organ of sight or fit lasts for the same duration as the spell, you with an orb of the perfect complement- as if cast at 6th level of ability, or until ing color to give yourself just the right look the command word is repeated. The eye of menace as you brood in the seaside tav- need not be recharged. ern or fix your subordinates with an icy XP Value: 2,500 CP Value: 3,800 glare. So cast off your patches and leave the name “One-Eye“ to the Cyclopes! Purchase The All-Seeing Eye a Whole Body Eye today! A variety of clairvoyance and farseeing spells combine in this eye to give the The Eye That Binds owner the ability to see around The Seeing Eye Only three of these potent eyes have corners, through walls, and—given an These are the “typical” Starsmont eyes. been made by Starsmont. Each one car- unobstructed view—up to 130 yards Made in a variety of colors, the seeing eye ries the power of a holdperson spell, with away as clearly as if he were standing simply replaces the lost eye and performs line-of-sight range and only two spell beside the object of his vision. A different the same function: vision. Once inserted components: verbal (an uttering of the command word—“espy,” “pry,” and into the socket, a seeing eye takes roughly command word, “bind”) and somatic “scope,” respectively—governs each of a week to familiarize itself with its owner, (one must have eye contact with the tar- the three functions. Seeing around cor- at which point it begins to function as a get of the spell). Once cast, the spell func- ners can function anywhere within 30’ of normal eye. Once functioning however, tions as a normal hold person spell. The the corner in question; seeing through the seeing eye does have its limitations. eye must be charged and can hold up to walls anywhere within 20’ of said wall, Not only does it work like a real eye but 20 charges at a time. Each of these eyes ceiling, or floor; and telescopic vision up also it feels like a normal eye, as do was set with an amethyst and thus is all of the eyes described hereafter. easily recognizable. Consequently, trying to remove one once XP Value: 6,500 GP Value: 8,000 it has been inserted and activated—or having one accidentally or forcibly The Look That Kills removed—can be an extremely painful There has only been one eye of this experience. Starsmont realized this early type made, and Starsmont regrets ever on and has since added a command having created it. Set with a ruby, the eye word to all of the eyes he makes. The was commissioned by a wealthy sea word, usually gah-behn (the goblin word captain who wanted to inspire perfect for “blindness”), immediately renders an awe and fear into his crew. It uses a eye dormant and ready for removal. unique form of the power word:stun spell, XP Value: 2,000 CP Value: 3,500 so that, simply by glaring at the person and uttering the proper command word The True Seeing Eye (which Starsmont will no longer reveal), As well as performing the function of the owner can strike down his target a normal seeing eye, the true seeing eye with a powerful magical “slap” that caus- to 130 yards, given an unobstructed has been glamoured to see through any es only 1 hp damage, but which is so view. The three powers cannot function and all illusions, charms, and invisibility painful that it leaves the victim stunned together (one can’t look around a corner, spells cast at 9th level or lower. The true for 1d8 rounds. The captain who com- then 50’ down the corridor and through seeing eye is continuously active—the eye missioned it used it well—too well, in fact, a wall at the end of it) and all the powers automatically detects the presence of for he once became so angry with a are limited to “normal” sight, i.e., some- any sort of illusion and immediately trig- sailor that he literally beat the man to one looking through a wall cannot shift gers the power. A side effect of this gives death with it. The rest of the crew, both his point of view around the room unless the owner the power to detect magic, angry and afraid, mutinied, and the cap- he can physically walk to the new posi- allowing him to “see” magic as per the tain was murdered . . . but not before one tion, and there is no sound, smell, etc., spell of the same name. The true seeing of the sailors plucked out the eye and accompanying the enhanced vision. An eye needs not be recharged. hid it away. The sailor—and the eye- all-seeing eye typically holds 50 charges XP Value: 3,500 GP Value: 4,500 disappeared in the next port, and neither and can be recharged only if one knows has been seen since. the proper combination of spells (Reig The Dim-Seeing Eye XP Value: 10,000 GP Value: N/A Starsmont knows the combination, of The first of Starsmont’s “custom-built” (Starsmont refuses ever to make one course, and uses this knowledge to eyes, the dim-seeing eye imbues its again, for any price.) assure himself repeat business). owner not only with normal vision but XP Value: 5,000 GP Value: 5,500

90 OCTOBER 1997

Hands & Arms The Tricky Hand You’re on the deck of your ship, doing Much as the gripping hand above, the your job and earning your pay. You grab a tricky hand gives its wearer a +2 coil of rope and start to tug, but the wind Dexterity bonus only to the arm on picks up, and the sails pull harder. The next which the hand is worn. This bonus thing you know, your hand is in the crow’s extends to thieving skills, and thus it is nest, and you’re being fitted for a cold iron highly prized by rogues. As with the grip- hook. Well, as long as you’re being sized, ping hand, whole-arm versions exist, but why not come in to Starsmonts Whole the bonus to Dexterity remains +2. In all Body Shoppe and fit youself into one of our other respects, the tricky hand works just hands instead? We carry a variety of shapes as a helping hand. and sizes, fit for either the left or right hand, XPValue: 5,000 GPValue: 7,200 and each one works just like the hand you had before. Don’t get hooked on hooks! The Hidden Hand Come on in to the Whole Body Shoppe, and For those who always hated the let us give you a hand. You’ll be so inconvenience of losing a hand but who impressed that you’ll want to give us a hand always liked the touch of menace a aferward! hook could bring, Starsmont created this hand. The hidden hand functions as a The Helping Hand helping hand and grants the same bene- Like the seeing eye, this is the “basic” fits. In addition, upon uttering the word model of the Starsmont hand. It begins “shift,” the owner can cause the hidden as a wooden hand covered by a leather hand to polymorph into a steel hook, gauntlet, fixed with a number of straps roughly the size of a gaffing hook. This going up the forearm. The owner simply hook can be employed as a weapon, straps to his arm, and causing 1d4+1 hp damage per hit, and immediately the hand becomes a the wielder does not suffer non-profi- mobile limb. At first it is slow and stiff, ciency penalties—a person can use it as able to grip and point but unable to per- he would his own fist. form any exacting movements like writ- XPValue: 5,000 GPValue: 7,500 ing or wielding a sword. It takes a fort- night for the hand to adapt itself to the The Casting Hand body, at which point it becomes almost Sought actively by wizards, the casting indistinguishable from a real hand. The hand has the capacity to store up to 25 only difference is a single leather strap, levels’ worth of spells. Specifically, it can wrapped around the wrist like a store one-and only one-spell of level 5 bracelet. This strap is the release, should or lower in each finger. To cast, the owner the owner ever want to remove the merely need point the proper finger and hand for any reason. Like the seeing eyes, utter the command word (usually the any damage inflicted on the hand spell name and the digit its stored in- causes its owner pain, just as if the dam- “ring,” “index,” “thumb,” etc.). The finger age were done to a real limb, and the must be fully extended for the spell to be loss of any digits—or the whole hand- released. The hand works in all other ruins the item. In addition, whole-arm respects as a normal helping hand. versions of the helping hand exist, and XPValue: 8,500 GPValue: 10,000 they perform in the same manner. XPValue: 4,000 CPValue: 6,000 The Hand of Justice This hand is unique and is possessed The Gripping Hand by Sea Breeze’s Head Constable. It can This hand is much like the helping be worn only by characters of lawful hand, giving the owner all the benefits of good alignment, and its powers are such. In addition, its use grants the owner threefold. First, it imbues its owner with an added Strength bonus. The wearer the +2 Strength bonus of the gripping gains a +2 to his Strength only on the hand; second, it can cast a detect lie arm on which the hand is worn. Thus, a spell three times per day at 6th level of right-handed swordsman wearing a grip- ability; finally, upon touching a creature, ping hand on his left arm does not gain the owner of the hand can command the any bonus to his attack (though one had target as per the priest spell of the same best be wary of his shield thrust). Whole- name-a short, one word order such as arm versions of this hand exist, granting “sleep” or “freeze,” the kind of power the user a +3 Strength bonus. perfect for a lawman trying to appre- XPValue: 5,000 GPValue: 7,200 hend a fleeing crook or break up a

92 OCTOBER 1997 DRAGON #240 93 bar fight. The hand also functions The Hidden Leg normally, as a helping hand. Like the hidden hand, the hidden leg XPValue: 10,000 GPValue: N/A has the ability to appear as either a real leg or as a wooden peg-leg. The com- Legs mand word “shift” controls the change. We here at the Whole Body Shoppe The leg also functions as a walking leg. know what a travesty it is for a sailor to lose XPValue: 5,000 GPValue: 7,700 his leg. While a lost eye is but an annoyance, and a missing hand merely impedes, an The Swimming Leg amputated leg can mean the end of a This unique leg gives its owner the sailor’s career—packed off to some seedy ability to swim underwater by polymorph- seaside town, selling fish for a few copper ing the lower half of the owner into a pair and spending the nights drunk and alone in of fins, akin to those of a merman. The a rowdy tavern, a chunk of wood strapped fins allow the owner to maneuver unceremoniously to the stump that used to underwater in the same fashion as the be his knee. So we make an extra effort to mer, though it confers no other abilities see that our Whole Body Legs are crafted (such as water breathing). The command and enchanted to the highest standards, to line “swim like the mer” controls the give you the look and feel you’re longing change, which lasts until the line “walk for. Starsmont Whole Body Legs: a stand- like a man” is uttered. On land, the leg alone product that's one step ahead of the functions as if it were a walking leg. Only competition! full-leg versions of the swimming leg exist. XPValue: 6,000 GPValue: 9,000 The Walking Leg The standard model of the Whole The Hollow Leg Body Leg, the walking leg performs as This leg has quickly become popular the seeing eye or the helping hand, replac- with thieves and smugglers, so much so ing the lost limb and performing the that some rogues have reportedly sacri- same function. The leg begins as a ficed a leg of their own to use one. The wooden limb placed inside a leather hollow leg functions normally, like a hose with straps for fastening, and it walking leg, but it has two leather straps takes a fortnight to familiarize itself with instead of one. The second strap wraps the owner. It begins as a stiff, rather around either the knee or the ankle, and clumsy appendage (causing its owner to loosening it causes the lower leg (or walk with a severe limp) and eventually foot) to come off, revealing a hollow turns into a fully functioning extremity area ideal for smuggling goods. What indistinguishable from a real leg. Like makes this hollow area special is that it the helping hand, the walking leg has a is extra-dimensional: it is, indeed, a leather strap release should the owner portable hole, although the opening is need to remove it. Also as with its hand smaller in diameter, and it functions and eye counterparts, damage to the leg exactly as the portable hole described in causes pain to the owner, and severe the DUNGEON MASTER® Guide. While leery damage can render the walking leg non- at first of the criminal uses of such a leg, functioning. Walking legs can be found in the large amounts of gold some men both full-leg (thigh to foot) and half-leg were willing to pay convinced Starsmont (knee to foot) forms. that the leg was worthwhile. He has XPValue: 4,000 GPValue: 6,500 since made quite a number of them, to the point where more hollow legs exist The Leaping Leg than almost all other Starsmont Whole This magical leg gives its owner the Body legs combined. ability to leap great distances, provided XPValue: 6,000 GPValue: 9,000 he uses the leg to jump. The powers emulate those of the first-level wizard spell jump— a 30’ leap forward or straight up, or a 10’ leap backward, once per Brian P Hudson lives in Mount Pleasant, round. The leg does not require a com- MI, where he will be a graduate teaching mand word, nor does it need to be assistant in English this fall. His favorite recharged. Only full versions of this leg game setting is the RAVENLOFT® campaign, in exist. which he has yet to see a group of players XPValue: 4,500 GPValue: 7,000 successfully leave Strahd’s castle.

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Cons & Pros Policies This column is a service to our read- ers worldwide. Anyone may place a free listing for a game convention here, but the following guidelines must be observed. In order to ensure that all conven- tion listings contain accurate and timely information, all material should OCTOBER card, board, and miniatures International Camarilla be either typed double-spaced or CONVENTIONS games. Other activities: a Conclave ’97 printed legibly on standard manu- Quad Con ’97 game auction, dealers area, October 30-2 MO script paper. The contents of each list- and a miniature painting con- October 3-5 IA Kansas City Airport ing must be short and succinct. test. Registration: varies. The information given in the listing Ramada Inn, Davenport. Marriott, Kansas City. Events: Adventure Games Northwest, must include the following, in this Events: role-playing, card, role-playing, card, board, 6517 NE Alberta, Portland, order: board, and miniatures and miniatures games. Other 1. 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Other activities: RPGA Gaming , 5 South Street, carefully! Our wide circulation Network tournaments, and an Farmington, Maine 04938. ensures that over a quarter of a mil- tered, $25/on site. Ann Morris, lion readers worldwide see each P.O. Box 2076, Riverview, FL anime room. Registration: $10. issue. Accurate information is your 33568. Email: 74273.1607@ MSC NOVA, Memorial Student responsibility. compuserve.com or to ann@ Center, Box J-1, Texas A&M NOVEMBER Copy deadlines are the first stonehill.org. University, College Station, CONVENTIONS Monday of each month, four months TX 77844-9081. Email: prior to the on sale date of an issue. Sci-Con 19 Thus, the copy deadline for the Totally Tubular Con V [email protected] or November 7-9 VA http://novacon.tamu.edu/. December issue is the first Monday of October 10-12 CA Holiday Inn Executive September. Announcements for North Days Inn, Fullerton, CA. Center, Virginia Beach. 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Most questions Email [email protected] Portland Convention Center, 9434, Hampton, VA 23670. or changes should be direct- or [email protected]. Email: [email protected] or ed to the magazine editors at Portland. Events: role-playing, (425) 204-7226 (U.S.A.). http://scicon.org. IMPORTANT MACE ’97 ❖ Australian convention DRAGON® Magazine does not publish phone numbers for conventions. Be certain that November 7-9 NC ❊ Canadian convention any address you send us is complete and correct. Holiday Inn Market ❁ European convention To ensure that your convention listing makes it into our files, enclose a self- * indicates a product produced by a com- addressed stamped postcard with your first convention notice; we will return the Square, Greensboro, NC. pany other than TSR, Inc. Most product names are trademarks owned by the com- card to show that it was received. You also might send a second notice one week Events: card, board, and role- panies publishing those products. 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96 OCTOBER 1997 playing. Registration: $15 pre-registered, $20 on site. JustUs Productions/MACE, P.O. Box 38001, Greensboro, NC 27438-8001 or email: [email protected]. Web site: justus.iw.org.

Pentacon XII November 15-17 IN Grand Wayne Center, Fort Wayne. Events: role-playing, card, board, and miniatures games. Other activities: deal- ers area, an auction, and a painting contest. Registration: varies. NIGA/Pentacon, P.O. Box 11174, Fort Wayne, IN 46856. Email: 102654.230@ compuserve.com.

D RAGON #240 97 98 OCTOBER 1997

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104 O CTOBER 1997 DRAGON #240 105 106 OCTOBER 1997 D RAGON #240 107 Johnson, Jonatha Ariadne Caspian, and Steve Miller Editing: Carol L. Johnson and Jonatha Ariadne Caspian Illustrations: Jason Burrows Cover: A Guide to Transylvania ADVANCED DUNGEONS & DRAGONS gamesupple- ment for the RAVENLOFT campaign

96-page softcover book TSR, Inc. $13 For my birthday, my wonderful wife Requiem: Design: Nicky Rea presented me with a sleazy horror the Grim Harvest Editing: Steve Miller video, the perfect gift for a guy with an ADVANCED DUNGEONS & Illustrations: insatiable appetite for all things sinister, DRAGONS® game supplement Cover: Dawn Murin including, of course, role-playing games. for the RAVENLOFT® campaign setting So this month, in honor of my approach- One 96-page softcover book, one 64- Of all the AD&D® campaign worlds - ing old age, I’m gonna grab a scalpel page softcover book, one 32-page soft- with the possible exception of the and dissect some supplements for three cover book, one double-sided 21” × 32” FORGOTTEN REALMS® setting — the of my favorite horror RPGs. Oh, the map sheet, boxed RAVENLOFT campaign remains the most video? Three on a Meathook. What a gal! user-friendly. It’s light on new concepts. TSR, Inc. $30 Design: William W. Connors and Lisa There’s not a whole lot of background Role-playing games’ rating Smedman material to digest. And as horror games go, it’s pretty tame. Heavy on atmos- Not recommended Editing: Steven Brown Illustrutions: Val Mayerik, Andrew phere and easy on the gore, the Goldhawk, and Paul Carrick RAVENLOFT campaign has more in com- May be useful Cover: mon with Dark Shadows than Three on a Meathook — good news for the faint of Fair Children of the Night: stomach. Good Vampires It’s also remarkably flexible. Case in point: the latest RAVENLOFT box, Requiem: ADVANCED DUNGEONS & the Grim Harvest, which takes ordinary Excellent DRAGONS game Supplement player characters and transforms them The BEST! for the RAVENLOFT campaign setting 96-page softcover book into undead. That’s right — we’re talking TSR, Inc. $16 PCs with crumbling flesh, skin-rending Design: Paul Culotta with Carol L. claws, and an appetite for innocent

108 OCTOBER 1997 bystanders. How this transformation just three paragraphs — the book has purports to be a collection of blood- occurs is not only one of the set’s dubious value as a reference. Consider it sucker biographies but is, in fact, an cleverest features but also an eyebrow- an introduction; maybe someday we’ll anthology of short adventures. Each raising surprise (which is why I’ll keep get a Necropolis boxed set. adventure, which can be inserted into quiet about the details). In any event, Book Three, titled Death Triumphunt, is any RAVENLOFT campaign, features an Requiem breathes new, er, life into the a scrumptious 96-page adventure, the undead antagonist, an off-beat setting, RAVENLOFT setting. Believe me, you third volume of a trilogy that began with and an obstacle course of blood-curdling haven’t, er, lived until you’ve played a Death Unchained and Death Ascendant encounters. Though a few adventures rogue zombie gnome. It’s a smart, action-intensive nail-biter suffer from underdevelopment, overall In the introduction to Book One, bursting with bad guys; I haven’t seen so it’s a solid collection, featuring memo- designer Bill Connors proclaims, many inhuman creeps since last rable appearances by a were-octopus “Congratulations! You already know summer’s political conventions. The and a cad named Scabby. Two notes: (1) how to play the Requiem game!” He unpredictable plot concludes with a RAVENLOFT setting vampires are by no exaggerates, but not by much. For deadly showdown that only the hardiest means carbon copies of Bela Lugosi; instance, Requiem utilizes the standard — or luckiest — PCs are likely to survive. they’re unique creations with their own AD&D character creation rules, tweaked If you didn’t get around to purchasing abilities and behavior. If you’re a stickler here and there to make the PCs suitably for accuracy, you’ll want to consult the grotesque. Because undead PCs tend to relevant entries in the MONSTROUS be stronger than normal folk, Strength COMPENDIUM®: RAVENLOFT Appendix III. (2) scores can be as high as 19. Likewise, Although the Children of the Night undead PCs inflict more damage, hit vamps are bad guys, there’s no reason their targets more frequently, and shrug you can’t fiddle with their alignments off the effects of fatigue and poison. and use them as PCs in Requiem. Racial advantages, too, are ratcheted up Fang enthusiasts should also check a notch; undead dwarves benefit from a out A Guide to Transylvania, an exami- 100% immunity to one school of magic, nation of the vampire’s traditional undead elves receive a +1 Charisma stomping grounds, configured to the bonus. (That last one doesn’t make a Victorian era setting described in the whole lot of sense to me either, but it Masque of the Red Death boxed set. has something to do with their “alluring Drawing on accounts from folklore and aura of mystery.” Go figure.) literature, Transylvania focuses on the With his attributes computed, the region’s culture, geography, and person- player then selects an undead character alities, with special attention paid to Vlad kit, essentially a collection of modifiers, Tepes, the 19th-century serial killer who advantages, and disadvantages. The served as the model for Count Dracula. zombie kit, for example, grants a Despite the impressive research, role- Constitution bonus but reduces Charisma players may feel shortchanged by the by -2 (no alluring aura for this guy). For absence of adventure hooks and the the most part, the kits treat abilities as lack of concrete advice for incorporating proficiencies. Therefore, when you want the previous two volumes, worry not; the material into a campaign. This one’s to use an ability, you make a proficiency Death Triumphunt plays fine by itself. mainly for scholars. check; it’s a simple, logical method for I have no major complaints with Evaluation: Veteran RAVENLOFT play- resolving actions. Not only are the Requiem, but I have a few grumbles. ers, those at home in the Demiplane of ability/proficiency options pretty cool — Fighters and rogues can become skele- Dread and know their way around a I’m partial to drain intelligence and odor tons, ghouls, zombies, shadows, ghasts, fear check, should get a kick out of all of corruption — so are the physical con- wights, wraiths, specters, ghosts, and three of these supplements. But new- sequences; choose the ghoul kit, and vampires. Priests and wizards, however, comers, those who own the original you get a tongue “covered with raspy can become only mummies and liches. (I campaign box and little else, might first bumps designed for scraping marrow know, I know, we gotta preserve the want get their feet wet with the from bones.” Yum! integrity of the AD&D system — mum- Forbidden Lore box (expanded rules with Once you get your raspy-tongued mies and liches are the only types of an emphasis on creepy magic) and the alter ego off the slab, you can send him undead automatically capable of casting Masque of the Red Death set (the best stumbling into Necropolis, the Requiem spells — but still ...) You’d think that an RAVENLOFT box to date, mandatory for A home base described in the 32-page AD&D variant this unusual would be Guide to Transylvania). And before tack- Book Two. Il Aluk, the capital of ripe for a slew of new spells, but ling the ambitious Death Triumphant, Necropolis, is a dead guys dream, as it’s Requiem offers not a one. And the newcomers might want to warm up with been swept clean of all living things - proficiency list could’ve used a trim, as a more manageable adventure like no plants, no animals, not even a para- some of the options are just plain goofy. Night of the Walking Dead or . mecium. The tour itinerary also includes I mean, a blacksmithing ghoul? A Finally, I urge players of all persuasions the Boglands, the Mountains of Misery, juggling vampire? to investigate House of Strahd. Many afi- and Neblus, a city made of gravestones. Players not up to the demands of cionados consider it to be not only the But because the descriptions lack Requiem are directed to Children of the best-ever RAVENLOFT adventure but also specifics — the Neblus entry comprises Night: Vampires, a supplement that the best-ever TSR adventure, period.

DRAGON #240 109 Design: Mark Rein•Hagen, Graeme historical summaries, personality profiles, Davis, Bill Bridges, , Nigel and traveler’s tips geared specially to Findley, Andrew Greenberg, Steve Crow, vampires; the “Eating Well in Kingston” Josh Timbrook, Travis Lamar Williams, section doesn’t have much to do with Chris McDonough, and Stewart Wieck cheeseburgers, if you get my drift. Editing: Graeme Davis and Andrew The avalanche of information should Greenberg give players and gamemasters alike Illustrations: Janet Aulisio, Dave Miller, plenty to chew on. “Dumpster Diving” is a Gail Van Voorhis, Bill Bridges, John pastime enjoyed by the Kindred of New Cobb, Tony Santo, , Josh York; two luckless vampires are tossed off Timbrook, Richard Thomas, Ron a bridge while their compatriots bet on Spencer, and Craig Cartwright who will survive. Because it’s hard to Cover: Clark Mitchel breathe at high altitudes, the natives of Bolivia have more than the usual number The difference between a supplement of red corpuscles; naturally, Kindred con- like A Guide to Transylvania and a game sider Bolivians extra tasty. And it turns like Vampire: The Masquerade is the differ- out that Ross Perot wasn’t alone in his ence between a wading pool and the opposition to the North American Free Pacific Ocean. Which is to say, anyone Trade Agreement; so were the Central with a serious interest in bloodsuckers American Kindred. It’s great fun, spoiled in part by an inconsistent format. The A World of Darkness European and Arabian chapters, for (Second Edition) example, have adventure ideas, but the Vampire: The Masquerade* North America and South America chap- game supplement ter don’t. The South America chapter has 160-page softcover book a clan-by-clan breakdown of Kindred White Wolf Game Studio $18 activity; the North America chapter Design: Mark Cenczyk, Ben Chessell, doesn’t. Further, without an index or a Richard Dansky, Graeme Davis, James comprehensive table of contents, locat- Estes, Alex Hammond, Angel McCoy, ing specific information is a pain. Deena McKinney, James Moore, Lucien Constantinople By Night provides a Soulban, Richard Watts, and Robert close-up of a single locale. The first sup- Hatch plement for the Vampire: The Dark Ages* Editing: Ronni Radner game (itself an offspring of Vampire: The Illustrations: Jason Brubaker, Pia Masquerade), it’s a humdinger, a dazzling Guerra, Eric Lacombe, , treatise on ancient Byzantine society as Michael Gaydos, E. Allen Smith, Dennis seen through the eyes of a psychopath. Calero, Larry MacDougal, Anthony Mixing actual history with fanciful leg- Hightower, and Heather McKinney ends, the book centers on the power Cover: John Matson and Matt struggles among Constantinople’s Milberger debauched Trinity of the Undead. With Constantinople by Night should dive into V:tM without further ado Vampire: The Dark Ages* (the hardcover second edition is the one game supplement to get). Me, I’ve never been a big Dracula 128-page softcover book fan, so I’ve been less forgiving of V:TM's White Wolf Game Studio $15 flaws. I’ve had a tough time untangling Design: Philippe Boulle, Joshua the mechanics, many of which are less Mosqueira-Asheim, and than crystal clear. And I’ve never beer Editing: Ken Cliffe able to cobble together a satisfactory Illustrations: Michael Gaydos, Eric campaign; solid, well-developed V:TM Lacombe, Chuck Regan, Andrew Ritchie, adventures are notoriously hard to come and Andrew Trabbold by. But I’m second to no one in my admi Cover: William O’Conner and Matt ration of the setting. Indeed, V:TM feature Milberger what may be the most richly imagined world in all of role-playing, breathtaking Chicago Chronicles: in scope and as close to a work of art a Volume One the industry has ever coughed up. Vampire: The Masquerade A good place to begin your tour is A game supplement World of Darkness, a fascinating conti 336-page softcover book nent-by-continent survey of Kindred White Wolf Game Studio activity. Each of the 10 entries feature

110 OCTOBER 1997 civilization, the Trinity families engage in formative years. Volume Two contains Inc. $23 a never-ending series of political conflicts Chicago by Night Second Edition (a bit Design: Larry DiTillio and Lynn Willis and outright wars, all of it fodder for a bloated) and Under a Blood Red Moon (an with Geoff Gillan, Kevin A. Ross, Thomas grand and bloody role-playing cam- exciting crossover with the Werewolf: W. Phinney, Michael MacDonald, Sandy paign. On the downside, like A World of The Apocalypse* game, but baffling if Petersen, and Penelope Love Darkness, Constantinople makes life diffi- you’re not familiar with Werewolf). Editing: Lynn Willis cult for the gamemaster, as it neglects to Volume Three features Blood Bond (a Illustrations: Lee Gibbons, Nick Smith, include either an index or a serviceable complex, somewhat romantic scenario Tom Sullivan, and Jason Eckhardt table of contents. And the brief scenario based on an age-old feud), Milwaukee by Cover: Shannon Appel tacked on at the end doesn’t do justice to Night (more midwestern mayhem, simi- the material that precedes it. lar to Chicago by Night), and Ashes to Here’s where objectivity goes out the But Constantinople’s vivid prose Ashes (the best of the early V:TM window. Call of Cthulhu is my favorite makes the glitches easy to overlook. RPG, has been for a decade, and proba- Here’s a sample, taken from a descrip- bly will be when I’m rocking away in the tion of an animal duel staged in the old folks’ home. Winner of every award Kynegion Amphitheater: the industry has to offer, the game Hollers and jeers could be heard as boasts a spellbinding setting (based on a black mastiff — the favored beast of the the nightmare universe of H.P. Lovecraft), Baron’s Gangrel — maimed a grossly brilliant mechanics, and a shelf full of mutated amalgamation of cats . . . first-class supplements. As far as I’m con- Suddenly the cat beast, bloody and hiss- cerned, not liking Call of Cthulhu is tanta- ing through multiple mouths, split into mount to not liking Christmas or the seven distinct felines, one of which was Beatles. already dead . . . They swarmed the poor Horror’s Heart, a series of linked sce- dog . . . narios set in Montreal, showcases all the White Wolf recommends Constantinople elements that make Call of Cthulhu so for mature readers. They aren’t kidding. electrifying. First, there’s the compelling Archeologists might amuse them- plot, stemming from the abduction of a selves with Chicago Chronicles, a compi- priest and the discovery of a tomb in a lation of two prehistoric V:TM supple- church basement. Second, there’s the ments. The first, Chicago By Night, cata- roster of eerie locales: a gloomy man- logues the hangouts favored by the sion haunted by a ghostly bear, a city Windy City Kindred. The second, morgue that reverberates with heart- Succubus Club, features seven grisly sce- beats, a book store that doubles as a narios set in a seedy nightspot. What’s slaughterhouse. Third, there are the shocking about Chicago Chronicles isn’t mind-boggling adversaries: a fang-lined the gore — though enough blood is Horror’s Heart mouth in the palm of a human hand, spilled to fill an Olympic pool — but the Call of Cthulhu the supernatural lackeys that resemble crude presentation. Compared to the supplement inside-out elephants. With their well- state-of-the-art visuals in Constantinople, 80-page softcover book staged encounters and surplus of the look of Chicago Chronicles is border- Chaosium Inc. $13 gamemastering tips, the scenarios are a line amateur. The writing, too, could’ve Design: Sheldon Gillett with Lynn snap to run. Only the limp finale, disap- been crisper, though even in these Willis and Scott David Aniolowski pointing after such a provocative build- embryonic efforts, the text radiates Editing: Lynn Willis up, prevents Horror’s Heart from achiev- imagination. White Wolf has come a Illustrations: Jason Eckhardt ing classic status. long way; Chicago Chronicles shows Cover: Eric Vogt What distinguishes Ye Booke of how far. Monstres II from the zillions of other Evaluation: Because A World of Ye Booke of monster encyclopedias? Why, the mon- Darkness functions as sort of a Kindred Monstres II sters themselves, a menagerie of skin- almanac, it’s essential reading. (Old- Call of Cthulhu game crawlers so abominable that they make timers should note that Darkness supplement the Kindred look like refugees from updates information from earlier V:TM 58-page softcover book Mother Goose. Some samples: Baoht supplements, hence the “second edition” Chaosium Inc. $12 Z’uqqa-Mogg, a scorpion monstrosity designation.) Constantinople, though the Design: Scott Davis Aniolowski with “scampering, squirming, and better book, is more complex and hence Editing: Janice Sellers buzzing contagion-laden vermin, worms, more demanding; novices might pre- Illustrations: Earl Geier and insects that ceaselessly burrow, pare by studying the excellent Vampire Cover: Eric Vogt crawl, and dart into, around, and over Player’s Guide (and, of course, the [its] bulk”; and the Black Sphinx, “a huge Vampire: The Dark Ages game). The Comlete Masks and lumbering beast, its eyeless faces Those with an appetite for artifacts of Nyarlathotep dotted with snapping maws which con- should search out Volumes Two and Call of Cthulhu game stantly drool the blood and bones of its Three of Chicago Chronicles, both offer- supplement previous victims.” As good as it is, it ing intriguing peeks into White Wolf’s 224-page softcover book could’ve been better with bigger pictures;

112 OCTOBER 1997

I’d like a closer look at the maws of the supplements, and magazines. They’re Sick LittIe Sagas, by Greg Farshtey, Black Sphinx. And why didn’t Chaosium updated, revised, and clarified, so you’ll Even Jamieson, and Richard Meyer. combine this with the equally slim Ye know exactly what’s happening when West End Games, $15. Booke of Monstres I and make it a single you whip out Darsson’s eye in the sky or After a shaky start, the Tales from the volume? corpse link Covering spells beginning with Crypt* game (itself a spin-off of the The Complete Masks of Nyarlathotep, the letters A—D, this is the first volume of * game) hits its stride wlth an expanded edition of the epic cam- a promising series, one I suspect AD&D this four-scenario anthology, a perfect paign first published in 1984, is a game players will find indispensable. blend of gore and giggles. Highlights marvel. Detailing Lovecraftian demigod include “Bad Day at Hanging Hill” (old Nyarlathotep’s plot to crush mankind, GURPS Vehicles, Second Edition, by west weirdness featuring reanimated it’s a work of staggering power, expertly David Pulver. , $20. cowhands) and “Track of My Fears” (an crafted and unforgettable. Part murder if you can drive it, fly it, or hitch it to out-of-control commuter train en route mystery, part splatter , part Indiana a donkey, you’ll find it in GURPS to the Palace of Pitchforks). is the text as Jones extravaganza, the plot unfolds in Vehicles, a staggeringly complete collec- pun-riddled as the TV series? Of corpse! an ever-widening circle of intrigue as the tion of conveyances for the GURPS* player characters engage in what seems game (but adaptable to other game Inferno* game, by Marco Pecota. to be an increasingly futile effort to systems with a little effort). New to this Global Games, $30. restore order to the cosmos. It’d be a dis- edition are the plethora of starships, a in this elaborate board game, players service to reveal the details, but a few slew of new accessories, and all the nips choose their favorite Archfiends, add a images will suggest what’s in store: an and tucks necessary to ensure compati- few profane Lieutenants, then fight it out African mask that absorbs the pupils bility with GURPS Robots (also by Pulver). for control of the Abyss. Fiends arm from the wearer’s eyes; a hotel room But the main attraction remains the themselves with spells (like lightning occupied by a horde of unblinking, same: easy-to-follow guidelines for build- strike and sphere of annihilation) as well as unmoving black cats; a giant flame-eyed ing game-ready versions of everything physical weapons (ripper claws, sickles, bat that spews smoky trails of proto- from skateboards to time machines. and fire axes). Defeated enemies aren’t plasmic bubbles. The story twists, unpre- merely destroyed; they’re eaten, too. dictable and jaw-dropping, lead to a BattleTech* trading card game, by The attractive components include two shattering conclusion; the effect is like . Wizards of the Coast. colorful hex maps, four sheets of heavy stuffing your brain into a blender and $9 (60-card starter deck). cardboard cut-outs, and the “Tome of turning it up all the way. Absorbing, dis- Can a card game simulate a convinc- the Abyss,” a 64-page summary of turbing and astonishingly adept, Masks ing battle between giant walking tanks? Fiendish history. The *game itself is as of Nyarlathotep is the definition of a Well, sure, as this adaptation of FASA’s involving — and demanding — as a mili- role-playing masterpiece. classic BattleTech* board game so ele- tary simulation. Think Buffle of the Bulge, Evaluation: All of the aforementioned gantly demonstrates. Players assume only with four-armed soldiers wielding tomes belong in your library, right next the roles of Clan generals and House meat cleavers. (information: Global to your copy of the Fifth Edition rules. As leaders, then unleash their Vindicator Games, 76 Jane Street, Toronto, Ontario, for additional supplements, you almost and Banshee ’Mechs for a 31st-Century M6S 3Y5, Canada.) can’t go wrong; Chaosium has published demolition derby. it’s simple (much only a handful of flops. I could rattle off easier, in fact, than the Magic: The a couple dozen recommendations, but Gathering* game, designed by the same I’ll settle for three: Horror on the Orient guy) and addictive (which means you Express (an epic campaign that rivals better start saving up for the boosters). Rick Swan is the author of The Masks of Nyarlathotep for ingenuity), Complete Guide to Role-Playing Games Encyclopedia Cthulhuana (everything— Fractal Spectrum magazine; edited by (St. Martin’s Press). You can write to him at and I mean everything— you need to Donald A. Redick and Kathleen D. 2620 30th Street, Des Moines, IA 50310. know about the Lovecraft mythos), and Seymour. Fractal Dimensions Publishing, Enclose a self-addressed envelope if you’d Escape from lnnsmouth (two hair-whitening $3 per single issue, $10 per four-issue like a reply. scenarios set in a gruesome coastal subscription. community). And keep an eye out for Forget the so-so artwork and the too- Dreamlands, a revised edition of a specialized-for-their-own-good articles Cthulhu classic originally published in (“New Medicinal Rules for Gurps”). What 1986, containing background material puts this quarterly publication on the * indicates a product produced by a company other than TSR, Inc. Most product names are trade- and several ready-to-play scenarios set must-read list is the comprehensive news marks owned by the companies publishing those in the world of dreams. section. The latest issue (#13) offers close products. The use of the name of any product with- out mention of its trademark status should not be to 125(!) reports covering every aspect of construed as a challenge to such status. Short and sweet game-related publishing. If you’re a Wizard's Spell Compendium, Volume Previews of Coming Attractions junkie, One compiled and developed by Mark this mag's made to order. (information: Middleton, Jon Pickens, and Richard Fractal Dimensions, 17-29 Main St., Suite Baker. TSR, inc., $25. 316, Cortland, NY 13045.) Are you on the prowl for spells? Here’s a few hundred of ’em, gleaned from 20 years worth of TSR rule books,

114 OCTOBER 1997

$24.95 U.S./$32.95 CAN./£14.99 U.K. TSR Product No.: 2168 ISBN: 0-7869-0664-2

NEW FOR NOVEMBER

The Book of Priestcraft A BIRTHRIGHT® campaign setting by Rich Baker, Dale Donovan, Duane Maxwell, and The Book of Priestcraft presents the unique, mysterious priests of Cerilia, whose temples and religions move and shape the world. This book is perfect for NEW FOR OCTOBER Frostwings priest heroes, players of Rjurik druids DRAGON DICE™ kicker pack #6 and Anuirean clerics. All character levels. by Bill Olmesdahl Fistandantilus Reborn $20.00 U.S./$27.00 CAN./£11.99 U.K. Warriors of Air and Death, the TSR Product No.: 3126 A DRAGONLANCE® Saga Lost Gods Frostwings join the struggle for domina- ISBN: 0-7869-0655-3 Series, novel #2 tion of Esfah—but are they on the side of by good or evil? Loyal followers of the powerful, long Dead Gods $6.95 U.S./$10.95 CAN./£4.99 U.K. dead mage hatch a fiendish plot to A PLANESCAPE deluxe adventure TSR Product No.: 1507 restore the evil Fistandantilus to power. by Monte Cook ISBN: 0-7869-0662-6 $5.99 U.S./$6.99 CAN./£4.99 U.K. When greed as faith, TSR Product No.: 8384 and the faithful discover the secrets of ISBN: 0-7869-0708-8 The Great Modron March resurrection, not even Sigil is safe. This A PLANESCAPE® adventure anthology deluxe adventure presents an explosive by Monte Cook and Colin McComb plot that’s sure to send shock waves The great Modron Procession has through the entire multiverse. DUNGEON Adventures #65 begun, and soon thousands of clicking $29.95 U.S./$39.95 CAN./£18.50 U.K. Cover by and whirring little modrons will march TSR Product No.: 2631 off Mechanus and begin a tour of the ISBN: 0-7869-0711-8 ❖ The Ice Tyrant Outer Planes. by Chris Perkins $24.95 U.S./$32.95 CAN./£14.99 U.K. Elminster in Myth Drannor A SAGA® System adventure for the TSR Product No.: 2628 A FORGOTTEN REALMS novel heroes of the FIFTH AGE™ setting, com- ISBN: 0-7869-0648-0 by Ed Greenwood plete with AD&D® game conversion The eagerly awaited sequel to the notes throughout. Silvanesti elves Lord of the Necropolis best selling EIminster: The Making of a challenge the might of the Ice Tyrant, A RAVENLOFT® novel Mage. Gellidus on the frigid plains of by Gene DeWeese $19.99 U.S./$25.99 CAN./£13.99 U.K. Ergoth—only the heroes can make Lord Azalin, Master of Darkon, con- TSR Product No.: 8575 the difference between defeat and cocts a grim scheme to escape the con- ISBN: 0-7869-0661-8 victory. fines of the Demiplane of Dread forever. $5.99 U.S./$6.99 CAN./£4.99 U.K. Four From Cormyr ❖ Knight of the Scarlet Sword TSR Product No.: 8073 A FORGOTTEN REALMS adventure by ISBN: 0-7869-0660-X by John Terra Something is rotten in the town of Four From Cormyr consists of four Bechlaughter, but by the time the The Simbul’s Gift unrelated adventures for player charac- heroes discover their true foes, it A FORGOTTEN REALMS® novel ters, all set in the kingdom of Cormyr. might be far too late. by Each of these adventures provides the The most wild and willful of the DM will all the information needed for a ❖ The Unkindness of Ravens famous Seven Sisters of Faerun, in her variety of adventures in the same gen- by Jason Kuhl first novel. eral setting. The legend warns not to kill the $5.99 U.S./$6.99 CAN./£4.99 U.K. $20.00 U.S./$27.00 CAN./£11.99 U.K. ravens that roost in the manor. Pity TSR Product No.: 8581 TSR Product No.: 9531 someone already has slain one . . . ISBN: 0-7869-0763-0 ISBN: 0-7869-0646-4 Plus two SideTrek adventures for the AD&D game! Wizard’s Spell Compendium, Vol. 2 The Last Tower: An AD&D accessory The Legacy of Raistlin $4.95 U.S./$5.95 CAN./£2.95 U.K. The Wizard’s Spell Compendium contin- A DRAGONLANCE: FIFTH AGE dramatic TSR Product No. 8114-11 ues the monumental collection of every supplement official wizard spell for the AD&D game. by Skip Williams

116 OCTOBER 1997 This addition to the DRAGONLANCE: story that takes place within perhaps FIFTH AGE game explores the mysteries of her greatest tool—the Maze, where DRAGON® Magazine #241 Wayreth Tower, where Raistlin faced the threats to Sigil are incarcerated for all Ancient Empires mystical ordeal of the Soul Forge. eternity. $20.00 U.S./$26.00 CAN./£11.99 U.K. $5.99;CAN $6.99;£4.99 U.K. Cover by TSR Product No.: 1149 TSR Product No.: 2627 ❖ Great Excavations ISBN: 0-7869-0538-7 ISBN 0-7869-0671-5 by Steve Berman Indiana Jones look out! New kits, Night of the Shark Scalders spells, and proficiencies for making An AD&D MONSTROUS ARCANA™ DRAGON DICE kicker pack #7 your next dungeon crawl a journey adventure by Bill Olmsdahl through time. by Bruce R. Cordell Armies of terrifying Scalders use their The fury of the evil sahuagin is knowledge of fire and water to shift the ❖ Chronicle of Cerilia greater than anyone imagined, and their balance of power in the DRAGON DICE™ by Carrie A. Bebris and Ed Stark raids of terror threaten to destroy a king- game toward neutrality. These red and A timeline of the BIRTHRIGHT® cam- dom. This adventure is the second of green “Steam Dancers” add a scorching paign setting, complete with new three parts that can be played alone or touch to the fray! Each pack contains 8 game information on the ancient as part of the MONSTROUS ARCANA trilogy. randomly assorted dice of varying rarity lore of Cerilia. $9.95 U.S./$12.95 CAN./£5.95 U.K. drawn from an entirely new set of dice TSR Product No.: 9550 found only in this release, plus expanded ❖ Legacies of the Suel Imperium ISBN: 0-7869-0718-5 rules. by Roger E. Moore $6.95/CAN $10.95/£4.99 U.K. Five new PC races spawned by Tales of Uncle Trapspringer TSR Product No.: 1510 the most wicked ancient sorcerers of A DRAGONLANCE novel ISBN 0-7869-0687-1 the ® setting, suitable for by Dixie Lee McKeone any campaign world. Uncle Trapspringer, the most famous Sea of BIood Plus “DragonMirth,” “Dungeon and legendary kender of them all, in his An AD&D MONSTROUS ARCANA™ first novel length exploit. adventure Mastery,” “Campaign Classics,” $5.99 U.S./$6.99 CAN./£4.99 U.K. by Bruce R. Cordell “Wyrms of the North,” “Role-Playing TSR Product No.: 8387 The evil of the sea-devils knows no Reviews,” “Sage Advice,” “Knights of ISBN: 0-7869-0775-4 bounds. Their trail of death and destruc- the Dinner Table,” new fiction, and tion leads beneath the waves and into more! the heart of their watery kingdom. This NEW FOR DECEMBER adventure is the last of three parts—it $4.95 U.S./$5.95 CAN./£2.95 U.K. can be played alone, or as the conclu- TSR Product No. 8114-11 The Dragons of Chaos sion of a trilogy that began with Evil Tide A DRAGONLANCE Classics anthology and Night of the Shark. It also ties directly Tymora’s Luck Edited by and Tracy to The Sea Devils MONSTROUS ARCANA A FORGOTTEN REALMS Setting Lost accessory. Hickman Gods series, novel #3 TSR Product No.: 9560 For fans of The Dragons of Krynn and by and The Dragons at War, this new short story $12.95;CAN $16.95;£7.99 U.K. Finder’s Bane was set in the FORGOTTEN anthology features brave heroes, dark ISBN 0-7869-0772-X REALMS® universe. Fistandantilus Reborn villains, differing races, and all varieties was set on Krynn, the world of the of dragons from TSR’s most popular fan- Tribes of the Heartless Wastes DRAGONLANCE® saga. Now, in the conclu- tasy world—Krynn. Edited by Margaret A BIRTHRIGHT campaign expansion sion to the Lost Gods trilogy, the intrepid Weis and , this volume by Ed Stark adventurers from these vastly different highlights familiar and beloved charac- The savage lands of the brutal Vos, worlds join forces on the planes to res- ters and fills in some intriguing gaps of laid open at last! This campaign expan- cue a god, and return their worlds to sta- lost history in the DRAGONLANCE Saga. sion is the last of the five to flesh out the bility once and for all. TSR Product No.: 8382 continent of Cerilia, first described in the TSR Product No.: 8583 $5.99;CAN $6.99;£4.99 U.K. BIRTHRIGHT boxed set and continued $5.99;CAN $6.99;£4.99 U.K. ISBN 0-7869-0681-2 through Cities of the Sun, The Rjurik ISBN 0-7869-0726-6 Highlands, and Havens of the Great Bay. It Pages of Pain contains new rules, new spells, and A PLANESCAPE novel details about the cultures of the frozen by tundra! The innermost thoughts and musings $20.00;CAN $27.00;£11.99 U.K. Unless otherwise noted: TSR Product No.: 3147 ® designates registered trademarks owned by of the most famous denizen of the TSR, Inc. PLANESCAPE multiverse are now available ISBN 0-7869-0773-8 ™ designates trademarks owned by TSR, Inc. in paperback. Here, for the first time, is © 1997 TSR, Inc. All Rights Reserved. the story of the ever-silent and mysteri- ous Lady of Pain, the matron of Sigil. Interspersed with her own words is a

DRAGON #240 117 Clack continued from page 120 modern-day settings,” they explain. (speaking hypothetically, cough, cough) Probably the best new trading card ([email protected]) they’d theoretically like to coordinate games demoed at both shows were Update: By now you’ve the details supposedly presented in such HarperPrism’s gripping Aliens/Predator probably seen the fine new Shadowrun a conjectural card game with next and FASA’s Shadowrun. The dark-horse trading card game based on the cyber- spring’s Hercules & Xena Roleplaying choice is Iron Crown’s Warlords, an punk/magic RPG from FASA Corporation Game from West End Games. absorbing fantasy game licensed from (Chicago). FASA plans a third edition of Atlas On the Edge Giveaway: The the computer strategy game series of the RPG for August 1998, but don’t most audacious offer at both cons was heroes, armies, and conquests. panic: “There won’t be any major rules Atlas Games’ giveaway of its critically Best non-game item at the shows changes,” line developer Mike Mulvihill acclaimed but struggling On the Edge was, as always, Flying Buffalo’s latest set says, except that a third-edition Magic trading card game. Everyone who (#4) of Famous Game Designer Trading supplement will replace the 1991 second walked up to the Atlas booth got a free Curds. Glory in these seven cards, each edition’s Grimoire and Awakenings books. OnTE starter deck, and everyone who handsomely adorned with a designer’s The new edition gives the game a sat in on a demo got an entire 840-card photo and backed with his credits. FBI graphic overhaul and updates its setting. “Burger Box” of cards from the basic president Rick Loomis should get a FASA’s sister computer company, game and all three expansions. Atlas MacArthur Fellowship! (Flying Buffalo FASA Interactive, plans an SR computer (Roseville, MN) has also announced new Inc., Box 1467, Scottsdale, AZ 85252; game, a roleplaying adventure with a low pricing on the whole OnTE product www.fbinc.com) storyline by Mulvihill and FASA president line to distributors. A similar promotion Jordan Weisman. No release date yet. jump-started the highly successful Origins Awards Shadowrun has been translated into Legend of the Five Rings last year. By the Award winners at the Origins gaming seven languages, and foreign licensees time you read this, we’ll know whether convention included Pinnacle’s sometimes produce SR supplements of fortune once again favored the bold. (Best RPG, Best Graphic Presentation- their own. In one case this led to a kind ([email protected]) Roleplaying); Chaosium’s Complete Musks of cultural warfare: The German transla- Great New Games: No point listing of Nyarlathotep (Best Adventure) and tor did a Germany sourcebook for the the many major summer releases that Cthulhu Cycle (Best Game-Related Fiction); game’s future setting that turned France have already hit your local store, but and R. Talsorian’s Six-Guns and Sorcery for into a nuclear wasteland. The French you might have missed a few gems. Castle Falkenstein (Best Supplement). licensee apparently took offense and, Blue Planet from Biohazard Games Warhammer Fantasy Buffles from Games according to rumor, has prepared a (Columbia, MO) is a terrific science- Workshop won Best Miniatures Rules, France sourcebook that does equally fiction game set on the richly detailed Master of Orion II (Microprose) and nasty things to Germany. (FASAlnfo@ ocean world of Poseidon. Designed by Wooden Ships & Iron Men (Avalon Hill) took aol.com;www.fasa.com) oceanography teacher Jeffrey Barber and the computer game awards, Mayfair’s Silent Death Goes Traveller: Don ripe with both world-shaking intrigues English-language edition of Klaus Dennis, Silent Death line editor at Iron and deep (literally!) mysteries, Poseidon is Teuber’s Settlers of Catan won Best Crown Enterprises (Charlottesville, VA), Dune with oceans. It’s 348 pages, hard Boardgame, and was a first-time said that the popular space-combat (scientifically accurate) , and winner in Best Professional Magazine. miniatures game will become the new easily adaptable to most SF rules systems. Best Card Game was shared by three ship-to-ship space combat system for It needs more art and a better index, but winners (out of five nominees): Five Imperium Games’ Traveller. “We’ve been where else can you play an intelligent Rings’ Battle of Beiden Puss starter for talking for almost a year,” says Dennis. killer whale? ([email protected]; Legend of the Five Rings, Chaosium’s “We plan to sculpt a version of the game www.biohazardgames.com) Mythos, and Lunch Money from Atlas appropriate for Traveller, using the The boardgame Kill Dr. Lucky, from Games. Best Graphic Presentation for a mechanics we already have and adding the aptly named Cheapass Games card game went to Iron Crown’s additional Traveller skills.” Again, no (Seattle, WA), is James Ernest’s laudable Middle-Earth: The Dragons. release date. ([email protected]; effort to resurrect the dirt-cheap, Adventure Gaming Hall of Fame www.ironcrown.com) low-rules, fast-playing minigame. Lucky awards this year went to Mayfair Games Wizards Gets Xena: Tight-lipped is like the pre-game warmup for Clue. co-founder Darwin Bromley and to three designers at Wizards of the Coast spoke Each player stalks the elusive Dr. Lucky products: the AD&D game, Traveller and only in broad, evasive terms about the through his huge mansion, then tries to Cosmic Encounter. company’s next licensed product, a trad- corner him in the Drawing Room or As usual, the real awards at Origins ing card game based on the syndicated Wine Cellar and murder him with were the Game Critic Awards, recogniz- Hercules and Xena TV shows. “If we were weapons like Garden Trowel or Civil ing “the most heinous things we do to to do some kind of game based on War Cannon. One hour, 2-8 players, get product out and get money from Greek mythology,” said smiling designer bring your own game pawns, six customers,” as voted by a skulking Mike Elliott, “we’d probably use a simpli- bucks. Cheapass also offers a dozen horde of industry insiders who main- fied version of the Magic design, and other gracefully hilarious games priced tained a determined anonymity. we’d play up the humor a bit more than from $3 to an exorbitant $750. The Game Critic Award categories in Magic.” Other staffers allowed that (www.cheapass.com) included Worst Roleplaying Game,

118 OCTOBER 1997 Caesarean Section (for products ripped We’ve always tried to make the fans feel Eden Productions, to reprint early ConX from development before their time), they’re a part of us.” (greg@chaosium. supplements and bring out new products, Dumb as a Box of Rocks, Wesson com; serious inquiries only, please.) including the Cryptozoology bestiary and Handshake (for sleaziest sales rep), and the Aegis Handbook. ([email protected]) the ever-popular Maggot Upchuck Notes from the field lnQuest magazine, from Wizard Press Award For Most Revolting Person/Place/ R. Talsorian Games (Berkeley, CA) is (Congers, NY), recently expanded its trad- Thing in the Industry. Our lifelong repu- starting a new “AnimechaniX” imprint ing-card game coverage to encompass tation for tact forbids listing this year’s that encompasses its strong-selling RPGs board and roleplaying games as well. winners. licensed from Japanese anime, including Buoyed by a popular price guide, sharp Bubblegum Crisis and the new Armored graphics, and a Beavis-and-Butthead Chaosium’s Spinoff Trooper VOTOMS. With these books attitude (viz. “Games That Suck,” issue DRAGON® Magazine issue #235 reported Talsorian has tapped into a large #29), InQuest's circulation has reached Chaosium’s big new plans for president non-gaming market of anime fans, and 150,000, by far the largest in the gaming ‘s RuneQuest setting, the response has been enthusiastic. As a field today. ([email protected]) Glorantha, including a miniatures game staffer said at Origins, These fans aren’t from the Italian publisher Stratelibri, a used to seeing these books in English.” All Best Game Fair Party Invitation new fiction line, and a new Gloranthan the AnimechaniX games will use the RPG. That’s all changed. Stratelibri is “” system seen in Crisis and the THIS IS NOT AN busy coping with an Italian gaming mar- recent Champions: The New Millennium. ket even tougher than today’s American Future directions for ANimechaniX will INVITATION scene. The miniatures game has been include anime -themed apparel, posters, (FROM PAGAN PUBLISHING AND cancelled, the fiction line postponed. But anime goods, and possibly limited STEVE JACKSON GAMES) Stafford, nothing daunted, is spinning release figures and garage kit models. off a new company to publish a The AnimechaniX imprint will also THERE IS NO Glorantha RPG. include Talsorian’s imminent reissue of its DELTA GREEN/ The lssaries Corporation (Oakland, 1986 Teenagers From Outer Space comedy ILLUMINATI CA), named for the Gloranthan god of RPG and, later, its entire Mekton RPG line. PLAUSIBLE- trade and communication, is selling a Daedalus Entertainment (Etobicoke, DENlABILITY third of its stock, 1,000 shares, to Ontario), publisher of Feng Shui and the PARTY. Glorantha fans and gamers for $100 a Shadowfist card game, filed for Chapter share. Stafford, who incorporated the 11 bankruptcy in July, giving president IT IS NOT ON SATURDAY company in August, expects to sell at Jose Garcia a chance to pull things NIGHT FROM 8PM TO least 600 shares by autumn. Rob together. This winter Ronin Publishing MIDNIGHT. Heinsoo, previously hired as Chaosium’s (Cambridge, MA), which has finally pro- GIorantha line editor, will become duced its long-delayed Book of Hunts THERE IS NO MILWAUKEE HILTON Issaries’s sole employee, and majority supplement for the Whispering Vault RPG, ON THE CORNER OF shareholder Chaosium will handle busi- plans to publish a licensed Guiding Hand WISCONSIN AND 5TH. ness details. Thus, according to a press sourcebook for Feng Shui. The author is release, “Issaries Inc. shall be a design Ronin vice-president , who RUMORS OF A SO-CALLED “OAK house whose paper game products will wrote the book for Daedalus a year ago. ROOM” ON THE FIFTH FLOOR be licensed to Chaosium.” ([email protected]; GreenRonin@ ARE PURE FICTION. The first lssaries releases will be three aol.com) thick Gloranthan reference books, begin- Meanwhile, Mike Nystul, Whispering YOU ARE NOT INVITED. ning with a long-needed lntroduction to Vault designer (and creator of such AD&D Glorantha published 10 months after the spells as Nystul's magic aura), has created DO NOT BRING A GUEST. company gets rolling. In its second year, a new fantasy RPG, Crusade, to be pub- lssaries will publish the Gloranthan RPG, lished this winter by Archangel DESTROY THIS DOCUMENT. to be designed by freelancer Entertainment (Lake Geneva, WI). Set in a (Feng Shui, Shadowfist). The first supple- Nordic-Celtic world two centuries after ment follows two months after the the Maelstrom, a Ragnarokian apoca- game, and more products should appear lypse that destroyed the gods, Crusade bimonthly. casts players as Changelings, mysterious For the first three years of operation, superhumans who fight hideous giants, Freelancer 's latest credit is lssaries shareholders don’t get cash div- the unholy Banes and Unfettered, and Order of Hermes for White Wolf’s Mage: idends, but they do get products: the the intolerant Church of Dain. It’s a The Ascension. Send news to APVarney@ Introduction in Year 1, the RPG in Year 2, post-apocalypse fantasy of grand heroes, aol.com. and for Year 3 a book still undeter- nefarious villains, and endless legions of mined. After the third year, assuming undead. ([email protected]) the company is profitable, the share- New Millennium Entertainment * indicates a product produced by a company holders will vote their own dividends. (Albany, NY) has sold all rights to its other than TSR, Inc. Most product names are trade- “We’re really confident it’ll be a suc- Conspiracy X alien-hunting RPG to its for- marks owned by the companies publishing those products. The use of the name of any product with- cess,” says Stafford. “We’re happy to do mer art director, George Vasilakos. out mention of its trademark status should not be this with the Gloranthan ‘tribe’s’ help. Vasilakos has started a new company, construed as a challenge to such status.

DRAGON #240 119 © 1997 Allen Varney

The 1997 Origins Convention long absences. In addition to seminars Elmore, whose covers have graced and GEN CON® Game Fair and signings, the designers participated many AD&D products, suffered a stroke in a two-hour discussion session, “RPGs: in 1991. After that he stopped smoking Once again, this year’s Origins ’97 Past, Present, and Future.” Excerpts and started exercising, but his daughter International Game Expo 8 Fair, July appear on the Wizards web site says he resumed smoking earlier this 17-20 in Columbus, OH, showed strong (www.wizards.com). year. He had been working heavily on growth over last year. With well over In a press release distributed at the paintings for Sovereign Stone, a 5,000 attendees, up 8% from 1996, show, TSR announced an amicable set- shared-world project he devised with Origins is regaining the health it enjoyed tlement with on all out- Margaret Weis and . (1314 in the 1980s. Organizer Andon standing legal and financial claims relat- Sunbeam Rd., Leitchfield, KY 42754; Unlimited, a subsidiary of Wizards of the ing to the D&D game and trademark. [email protected]) Coast (Renton, WA), has booked the Since the game’s original publication in same location, the Greater Columbus 1974 Arneson has had disputes with TSR Other Convention News Convention Center, for the next five over royalty obligations as well as deriv- Exile out, Aeon in at White Wolf: years. Next year’s dates: July 2-5, 1998. ative works. TSR positioned the AD&D Though not officially bought out yet, ([email protected]) game as separate from the D&D RPG in White Wolf Game Studio’s co-owner, The 30th annual GEN CON Game Fair order to distance itself from these com- Vampire designer Mark Rein•Hagen, is in Milwaukee, WI, August 7-10, drew plexities. Future AD&D game products no longer directly involved with the 27,000 gamers, almost exactly the same will credit both designers. company. His planned Exile RPG and the number as last year. Sponsored by TSR, Arneson commented, “This settle- Null Foundation that would support it the Game Fair remains the largest game ment gives TSR several options: position (see issue #235) are both dead. White convention in the Western Hemisphere, D&D products as proper lead-ins to the Wolf line editors at a Game Fair seminar surpassed only by Germany’s annual AD&D line, call everything D&D and get said (forcefully) that Rein•Hagen has had Essen show. According to the Milwaukee rid of AD&D altogether, or do something little involvement with the company’s Convention & Visitors Bureau, the GEN entirely different. Regardless, TSR will Storyteller RPGs since Changeling’s first CON show brings over $10 million into have an opportunity to make the prop- edition. the city economy annually. The city erty more streamlined, particularly to Aeon, White Wolf’s new SF RPG (unre- showed its appreciation this year by new players.” lated to Exile or the Storyteller games), blocking off an entire city block in front Another Game Fair press release appears in November. Designed by of the Mecca Convention Center for a announced that author R.A. Salvatore Andrew Bates, Aeon is set in 2120 during party sponsored by TSR’s new owner, has returned to writing for the FORGOTTEN an extended war against the Aberrants, Wizards of the Coast, featuring the rock REALMS® setting. Salvatore, author of the psionically gifted mutant invaders. group the Violent Femmes. lcewind Dale and Dark Elf trilogies, the Players are psions who belong to one of Wizards president says Cleric Quintet, and many others, will six fractious orders, all supervised by the that despite continuing shortages of start next year on a new novel featuring shadowy Aeon Trinity. The ambitious hotel space, the Game Fair will continue his signature character, Drizzt Do’Urden. 1998 support schedule includes four in Milwaukee for the foreseeable future. Salvatore attended the Game Fair to sign supplements, an adventure trilogy, and Next year’s Game Fair is scheduled for books at the Waldenbooks booth. two novels by Hugo-winning SF writer August 6-9. ([email protected]) . Rebuilding Bridges Elmore Hospitalized The new batch of historical Storyteller RPGs, such as the recent Werewolf: The After Wizards bought TSR, the com- On August 6, while driving with his Wild West* (set in the 1870s) and next pany re-established contact with several children to the GEN CON Game Fair, artist summer’s Mage: The Sorcerers’ Crusude* key creators who had, for various rea- suffered a heart attack. He (1450-1550), has prompted fans to pro- sons, broken with the previous regime. had an angioplasty at St. Vincent’s pose future-era versions of these games. This year’s GEN CON Game Fair featured Hospital, spent two days in the Coronary But White Wolf developers say they the results of that effort. Critical Care unit, and was released won’t happen: “Showing a future World and Dave Arneson, August 10. Daughter Jennifer Elmore of Darkness would take the edge off the co-creators of the D&D® game, returned said the 49-year-old artist is expected to to the Game Fair as TSR guests after make a full recovery. Continued on page 118

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