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Issue #190 SPECIAL ATTRACTIONS Vol. XVII, No. 9 February 1993 In Poseidon’s Lair Publisher 9 There’s another world to see—as close as the nearest James M. Ward shore.

Editor Monsters of the Deep — Gregory W. Detwiler Roger E. Moore 10 Half the danger in adventuring in the ocean involves Associate editor the unfriendly inhabitants . . . Dale A. Donovan Deep Beneath the Waves — Bryan K. Bernstein Fiction editor 16 And the other half of the danger lies in the Barbara G. Young environment itself. Editorial assistant Wolfgang H. Baur REVIEWS Art director Larry W. Smith The Role of Computers — Hartley, Kirk, and Patricia 55 Lesser Production staff The art of warfare—computer warfare, that is. Gaye O’Keefe Tracey Zamagne Dawn K. Murin Role-playing Reviews — Rick Swan 66 From one game system, many genres: Steve Jackson Subscriptions Games’ GURPS® system. Janet L. Winters Through the Looking Glass — Robert Bigelow U.S. advertising 112 In space, there’s only one race of real Aliens! Cindy Rick

U.K. correspondent FEATURES and U.K. advertising Wendy Mottaz The Ecology of the Actaeon — Aidan Doyle 26 Another good reason to be nice to Mother Nature.

Divide and Conquer — William J. White 33 Never split the party-but if you do, here’s how to do it right.

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates by second-class subscription orders is: ® Magazine, PO. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in U.S. End, Cherry Hinton, Cambridge CB1 3LB, United funds for 12 issues sent by surface mail to any other Kingdom; telephone: (0223) 212517 (U.K.), 44-223- address, or $90 in U.S. funds for 12 issues sent air 212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all payment include checks or money orders Distribution: DRAGON Magazine is available from made payable to TSR, Inc., or charges to valid game and hobby shops throughout the United States, Mastercard or VISA credit cards; send subscription Canada, the United Kingdom, and through a limited orders with payments to: TSR, Inc., PO. Box 5695, number of other overseas outlets. Distribution to the Boston MA 02206, U.S.A. In the United Kingdom, book trade in the United States is by Random House, methods of payment include cheques or money orders Inc., and in Canada by Random House of Canada, Ltd. made payable to TSR Ltd., or charges to a valid Distribution to the book trade in the United Kingdom is ACCESS or VISA credit card; send subscription orders by TSR Ltd. Send orders to: Random House, Inc., with payments to TSR Ltd., as per that address above. Order Entry Department, Westminster MD 21157, Prices are subject to change without prior notice. The U.S.A.; telephone: (800) 733-3000. Newsstand distribu- issue of expiration of each subscription is printed on 2 FEBRUARY 1993 The Known World Grimoire — Bruce A. Heard 41 Back to basics: more on the economics of the D&D® game world.

The MARVEL®-Phile — Steven E. Schend 47 Whaddya know? A MARVEL SUPER HEROES™ “Sage Advice” column.

Novel Ideas — TSR Books Department 72 On the horizon-shelves of great reading from TSR!

The Game Wizards — 81 A guided tour of Waterdeep with your (untrustworthy) host, Volo.

Sounds of Wonder & Delight — 84 What music is played during those long Arabian nights?

Unique Unicorns — Michael John Wybo II 90 A stableful of all-new species for every land and clime. Too Bizarre to be Magical — Matthew Michael Patrick 96 Schutt The portrait that ruled a nation, and other psionic devices. COVER Ah, there's nothing like an ocean cruise to help an adventurer relax. DEPARTMENTS Kevin Ward, our cover artist, has painted an encounter between a 4 Letters 76 Sage Advice ship and one particularly 6 Editorial 102 Dragonmirth interesting (as in dangerous) specimen 30 Convention Calendar 104 Twilight Empire of aquatic fauna. 50 TSR Previews 108 Gamers Guide 62 Forum

the mailing label of each subscriber’s copy of the stamped envelope (9½” long preferred) to Writers’ Registration applied for in the United Kingdom. All magazine. Changes of address for the delivery of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, subscription copies must be received at least six address, include sufficient American postage or and nothing may be reproduced from it in whole or in weeks prior to the effective date of the change in order lnternational Reply Coupons with the return envelope part without first obtaining permission in writing from to assure uninterrupted delivery. In Europe, write to. Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card All ®designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., PO Box 756, 201 Sheridan Springs Road, of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147, U.S.A In Europe, contact should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. © 1993 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva, Wis., event. 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Do you have Fea's Flesh to Plush (Owensboro, Ky.), Michael De Lucia (Camillus, a question about an article or have an idea for a Level: 5 Comp. : V,S,M N.Y.), Shawn Dickensheets (Portland, Oreg.), B. new feature you’d like to see? In the United Range: 30' CT:2 Glenn (San Jose, Calif.), David Howery (Moun- States and Canada, write to: Letters, DRAGON® Duration: Perm. ST: Neg. tain Home, Idaho), and Tony Quirk (San Diego, Magazine, P.O. Box 111, Lake Geneva WI 53147, Area of Effect: One creature Calif.). Your letters arrived earliest in the flood U.S.A. In Europe, write to: Letters, DRAGON A version of the item spell that appeals to tide of replies this letter generated. Magazine, TSR Ltd., 120 Church End, Cherry toddlers, this spell transforms average, live, Several readers took the time to point out that Hinton, Cambridge CB1 3LB, United Kingdom. free-willed people and monsters into small dolls. we were overdue for another DRAGON Maga- Each such doll resembles the former being in zine index. See the next letter for details. David most respects and gives off no magical aura Howery took the time to point out that thendar whatsoever. The plush stuffing of the doll ap- wear stupid hats. Thanks. About Yamara peals to family pets with an urge to gnaw and worry. The reverse of the spell restores a hap- Dear Dragon, less victim to whatever state the doll was left in About Yamara: What are the three hooded (no system-shock roll required). The reversed Index-NEEDED! beings who seek the Headpiece of Frinn? What spell also turns plushy things (e.g., carpets, are the effects of wearing the headpiece (other dolls, tapes tries, upholstery) into fleshy things Dear Readers, than godhood and the three-wish aftereffect)? (e.g., hormad tissue, shoggoths, the Blob). We have received many requests for an up- What race is Ogrek? If flesh to plush were an The original Yamara characters appeared in a dated DRAGON Magazine index, but your edi- AD&D® 2nd Edition game spell, what level one-panel comic in DRAGON issue #132, page 87 tors just have not had the time to make one up. would it be? When Ralph lost his godhood, why (it will be five years old this April). The four- However, we are quite interested in finding out did he not gain three wishes from the head- panel strip itself started two issues later; in issue if any readers have already made up such a piece? Last question: How long does it take to #134, page 99. We’re still having fun with it. database, one that we would be able to use in don and remove the headpiece? Thanks for being intrigued by the minutiae. our normal editing work and possibly publish at P.S. Which DRAGON issue contained the first Barbara & Chris a later date. We would like to purchase all rights Yamara strip? to such an index and are busy drafting guide- Chillos Smith, Jr. lines for its format, contents, deadlines, etc. We Dawsonville GA can only work with material in an IBM- Thendar—FOUND! compatible format, and would prefer to receive Rather than attempt to answer these weighty the final index on diskette with hard copy. The questions ourselves, your editors went straight Dear Dragon, more accurate, complete, and detailed the to the source: Barbara Manui and Chris Adams. Surely Brian Wilson is not the only person index, the better we’ll like it. Their reply follows: suffering from memory loss. I have been play- If you have such an index and wish to contact The three hooded beings are emissaries of the ing DUNGEONS & DRAGONS® games for only us about it, please send a long, stamped, self- great -couturier FriNn and are them- five years, but even I knew what a thendar is addressed envelope to: Index, DRAGON Maga- selves known as the FriNn. He and they come and where to find it. In DRAGON issue #101, zine, P.O. Box 111, Lake Geneva WI 53147, from an extradimensional space which they like you published your third “Creature Catalog.” U.S.A. Do not send your index at this time; a and will leave only under burden of great Within it, you will find the thendar, as well as query letter with the SASE, giving brief details necessity. They are so fond of this place that the drawing of a knight and vines that you on your index, would be appreciated. they have named it FriNn. placed right beneath his letter [in the letters We (and over 200,000 other readers) are Since the Headpiece of FriNn was designed for column of issue #188]. waiting to hear from you! taste and simplicity, its only effect is godhead. “The Innersole“ You know, godhead: the ability to fast-forward No address given local weather patterns, never lose another argument, be invited to exclusive parties where The mysterious Innersole was not the only Get it straight you hobnob with other deities, and win AD&D person who found the thendar, much to your games. The Headpiece and its wearer are invul- editor’s embarrassment and the amusement of Dear Dragon, nerable to all attacks except flesh to plush (see many readers. The thendar do indeed lurk in Just to keep the record straight, I’d like to later), for which there is no save. Taking the DRAGON issue #101, page 54; they are a race of point out that in issue #185, John C. Bunnell Headpiece off and putting it on are considered tall, humanlike, Astral Plane dwellers with erroneously attributed my name and short-story normal actions (one round each), but it must be numerous magical powers, created by Douglas title to another story’s plot in his review of the worn for the godhead to come on-line, and each Lent (the distinctive artwork was by Roger Dragons over fiction anthology. I don’t time it must be placed upon the wearer by Raupp). With a little work, this would make an mind receiving an unfavorable review now and another sentient being. very interesting character race for the AD&D® again (okay, you got me—I weep over every Ralph faked godhead. That’s why he had to game; several readers noted they had already one), but I do like to be blamed for my own grab Fea’s wand. added this race to their campaigns. Other read- work, not someone else’s. The three wishes were sent as a present to ers recognized the pilfer vine illustration from Lester Smith Yamara by the grateful FriNn. The wishes are 87 issues ago as well. TSR, Inc. not an automatic side effect of wearing the Our thanks for finding the thendar go out to: Headpiece. Elaine Wiedeman (Santa Ana, Calif.), Nathaniel By the numbers, Ogrek is one-eighth ogre, Gilbert (Takoma Park, Md.), Peter DeCraene, one-eighth , one-eighth human, one-quarter Tim Lauchnor (East Greenville, Pa.), Barry Smith , and one-quarter pixie. We did some quick (Post Falls, Idaho), Donald Miller (Provo, Utah), addition, came up an eighth short, and made John Tomkins (Kenosha, Wis.), David Wall (Sun- some inquiries. Mr. Undisciplined’s press secre- derland, Mass.), Carlisle Harper (Mount Olive, tary is withholding comment at this time. N.C.), Eric Larson (Livonia, Mich.), Samuel As for the spell: Peebles (Baton Rouge, La.), Cal Rea (Kansas City, MO.), Russell Kopp (Buffalo, N.Y.), James Yates

4 FEBRUARY 1993

The best adventures I never ran

All game masters like to brag about the action events like an Indiana Jones film. campaign idea grew from there. best adventures they ever ran, and I’m no My main goal was to prevent player bore- —The PCs in my GAMMA WORLD® exception. After writing last month's edito- dom, and my methods generally worked campaigns feared nothing more than rial on creating great adventures, how- (maybe I just choose to forget the times Death Machines (see DRAGON® issue ever, I sat back and thought about all those they didn’t, but I do recall some great #156, page 6, for commentary). After great adventures that I’d always meant to adventures). watching the scene in Superman: The run but never did. Surely everyone has The following are some of the cinematic- Movie in which Superman chases down a this problem. What can you do with all style adventures for different role-playing low-flying cruise missile, I came up with those marvelous unused ideas you get for games that I never got to run. You are free an encounter over a badlands region be- tormenting player characters? to steal these ideas and use them in your tween the PCs and a Death Machine. The You do what any other GM would do own campaigns to horrify your own play- heroes are trying to track down an un- with them: You tell all your gaming friends ers. Just be warned that your players may known force that has destroyed several about them, and maybe one day someone wish to horrify you someday, too. small communities in their domain. They else will use your ideas and torment lots of become the , however, as the xeno- other gamers with them. (Perhaps they —In the AD&D® game, I planned to have phobic robot tracks the PCs at long range, will even torment your characters with part of the current fantasy world invaded flying low to avoid radar detection until it them! That sounds fair to me.) from space or alternate worlds by high- is within missile and blaster range. The The ideas I’ve had for wild-and-wooly tech beings who set up prison camps and Death Machine then runs down the PCs as role-playing scenarios have come from all enslave the population (high-tech scro they would try to hug the terrain and sorts of sources. Some of the adventures from the ® setting would escape among the towering buttes, mesas, I’ve run were sparked by letting my work fine). Two of the action scenes I and eroded hills. The PCs won’t be able to imagination go while listening to hard-rock envisioned involved a commando attack even see the Death Machine except as a music at high volume on earphones (be- against a military train carrying prisoners dot on their radar scopes—a nice touch of ware of inner-ear if you do this of war, pitting swords and spells against suspense there. Part of this idea came frequently). I found AC/DC, Black Sabbath, machine guns, then an assault against a from watching the movie Duel, starring and the like to be especially helpful. Once I death camp to free the elves within. I had Dennis Weaver. If you saw it, you know visualized an especially awful scene I read about an uprising of Soviet Army what I mean. wanted to reenact, I’d write down all the personnel in a Nazi POW camp during —During a short campaign using West details and find ways to build an adven- World War II (and had seen something End Games’s GHOSTBUSTERS* rules, I ture around that scene. I’d then connect similar on a TV movie), and I once saw a considered a scenario in which the local the episode to other equally dangerous short film of a military train ride through Ghostbusters, while minding their own happenings, until I had a series of high- a jungle during the Vietnam war. The business, are attacked as they drive their van back from a late-night mission. Their attackers are undead motorcyclists and race-car drivers, driving weird machines powered by black magic. The undead attempt to climb onto the van and get at the Ghostbusters by smashing windows, opening doors, punching through metal walls, etc. Being dead already, the skeletal killers are fearless and wild in their assault (the Ghostbusters might be a different matter, of course). ’s * rules and The Road Warrior are, of course, the wells from which this bucket of horrors is drawn. —I also thought about a GHOSTBUSTERS campaign in which the heroes get hold of an old bomber or similar large aircraft, then use it against an invasion of undead beings from the sea who have resurfaced a number of old shipwrecks. This “D-Day of the Dead” was to be fought entirely at night or under a preternatural thunder- storm. The old war movies of torpedo and dive bombers in action against carriers in the Pacific 50 years ago are the driving force behind this scenario. I could have also used the great war movie Thirty Seconds Over Tokyo as inspiration. In this case, the Ghostbusters fly into an alternate

6 FEBRUARY 1993 universe to make a preemptive strike in real life ran aground in New England ic bomb on Chicago from a renovated against hostile paranormal forces prepar- with no crew aboard it. While out sailing World War II bomber. What if they are ing to attack Earth, with their bomber in their own ship, the investigators man- able to infiltrate the group at the last being chased by undead pilots in archaic age to get themselves dropped into an moment, then must battle hand-to-hand aircraft and fired upon by necromancers’ alternate universe, where they encounter against terrorists aboard the aircraft as it spells. the Cyclops and a sea of trouble. Borrow- flies at treetop level over the Chicago —Of course, Chaosium’s CALL OF ing details liberally from the Cthulhu suburbs and superhighways while being CTHULHU* game got its share of atten- Mythos stories of the Deep Ones and from fired upon by jets and helicopters from tion. In one scenario, I envisioned the “The Haunted Jarvee,” a tale by British the Illinois State Police and National investigators riding a passenger train horror writer William Hope Hodgson, I Guard? What if the bomb suddenly arms through the Rockies on their way to a imagined the Cyclops adrift on an oily, itself during the melee and starts ticking western city when flying bogeymen come poisonous sea in a pitch-black pocket away? Wouldn’t that be grand? I thought along seeking vengeance for a past good universe, where purple lightning flashes so, too. deed committed by the heroes (perhaps through clouds miles overhead. There the the bogeymen are sent by an angry ship served as a breeder ship for Deep That’s enough of that. If you’ve got some Cthulhu-worshiper). The monsters first kill Ones, commanded by a once held great ideas you’ve never run, tell your the engine’s crew, then leave the locomo- in the brig of the Cyclops during its last friends about them. And if you listen to tive’s throttle open and send the train on a voyage. The end of the adventure would enough good ideas, you’ll develop some thundering ride downhill toward a city’s include a massive gun battle with the Deep great adventures of your own—adventures train station, something like the events at Ones as the latter over the deck of that you will run! the end of Silver Streak. Some of the bo- the Cyclops, claws and teeth reaching for geymen may even stick around to fight the the heroes, who are trying to get to their heroes as the latter try to take control of own ship and escape before the pocket the train again, climbing on the outside of universe collapses as a result of the he- the cars to reach the locomotive. Maybe roes’ undoing of the magic that brought there could even be a few ghouls on the the pocket world into being (whew!). train just for fun. —The TOP SECRET/S.I.™ game suggested —Even worse was my version of what lots of great modern-day adventures, happened to the U.S.S. Cyclops, a U.S. especially after I read The Curve of Bind- Navy collier that vanished (allegedly in ing Energy, a frightening book by John * indicates a product produced by a company other the Bermuda Triangle) in the early years of McPhee about the spread of nuclear tech- than TSR, Inc. Most product names are trademarks this century. The investigators start out nology and its connections to terrorism. owned by the companies publishing those products. The use of the name of any product without mention probing the disappearance of the crew of Suppose the agents uncover a plot by a of its trademark status should not be construed as a the Marie Celeste, a small sailing ship that terrorist group to drop a homemade - challenge to such status

DRAGON 7

Adding “real” sea serpents to your campaign by Gregory W. Detwiler Artwork by Alan Pollack Sea serpents are a common part of mar- Heuvelmans describes due to the fact that Super otter itime lore, and most people relegate them we know they exist. to myth and legend. However, some scien- In 1930, the Danish oceanographer and CLIMATE/TERRAIN: Arctic waters tists have studied the reports in detail, find- biologist Dr. Anton Bruun was conducting FREQUENCY: Very rare ing many cases around the world where a marine survey in the South Atlantic; one ORGANIZATION: Solitary the reports agree on all the details. The which included trawling the depths to see ACTIVITY CYCLE: Any France-Belgian zoologist Bernard Heuvel- what lived down there. Among the speci- DIET: Carnivore mans, current president of the ISC (Inter- mens he brought back up was an elver (an INTELLIGENCE: Animal national Society of Cryptozoology), is the eel larvae) six feet long. Normal elvers are TREASURE: Nil most noted of these. By studying the most only a few inches long at most, yet they ALIGNMENT: Neutral reliable sea serpent reports, he has deter- can grow into 6’ eels. Extrapolating from NO. APPEARING: 1-2 mined that there are at least seven different this, Dr. Bruun calculated that this elver ARMOR CLASS: 4 types of sea serpent in the ocean today, might grow into an eel anywhere from MOVEMENT: SW 12 with two more possible species that are not 108-180’ in length! A more conservative HIT DICE: 12 as well reported or described. approach, assuming a slower growth rate, THAC0: 9 Aside from Heuvelmans’ creatures, still suggests an eel 50’ in length. To top NO. OF ATTACKS: 1 other scientists like Ted Holiday have the- this off, he brought the eel larvae up in DAMAGE/ATTACK: 1-10 orized sea monsters of their own. This the exact vicinity of one of the most SPECIAL ATTACKS: Nil article describes these “real” sea serpents, famous sea serpent sightings of all time: SPECIAL DEFENSES: Nil and either names creatures already listed that of the S.S. Daedalus in 1848. The MAGIC RESISTANCE: Nil in the MC3 ® drawings and descriptions of this creature SIZE: G (65'-100') Appendix to the Monstrous Compendiums are far more like an eel than anything MORALE: Average (10) that could be these serpents (some with else: an interesting coincidence, at the XP VALUE: 2,000 modified statistics) or gives them entirely very least. The last I heard, Bruun’s speci- new statistics. men was still preserved in alcohol at the Many-humped: This long, serpentine Charlottenlund Marine Biological Labora- creature is thought to be a form of primi- tory, on the very outskirts of Copenhagen. tive whale. Its head is oval-shaped, blunt, The big nine For AD&D® game purposes, the super- and flat on top, with a broad snout that These are the creatures Heuvelmans eel should be treated as a giant eel, but makes it look like a hornless . Its neck is describes in his massive volume In the one 50, 108, or 180’ in length. Its swim- slender and of medium length, and a Wake of the Sea Serpents. The average ming speed should be reduced to 8 and 7 small triangular fin has sometimes been length for all sea serpents is on the order for the last two versions, while the HD for seen on the shoulders. Its most distinctive of 60’-100’, although larger specimens are the three specimens would be boosted to feature, however, is the row of regular certainly possible. Heuvelmans points out 9, 13, and 18, respectively. THAC0 for them humps all along the back. The many- that the wake a swimming creature leaves is 11, 7, and 5. XP value is 975, 3,000, and humped serpent has a pair of flippers up behind it may be mistaken for part of its 10,000 for the largest! Damage/Attack is front, while its tail is double-lobed like body (hence the title of his book), result- 4-16, 3-18, and 5-20, while AC and all other other whales’. Its skin is generally smooth, ing in exaggerated lengths given by wit- stats are ‘the same. though sometimes rough. The top is dark nesses. He also pointed out, however, that brown to black in hue, while the lower animals can grow to very great size when Super otter: This is a primitive aquatic portion is pure white. This coloration is buoyed up by water, and that the serpen- mammal, probably closely related to favored as camouflage by sea creatures tine form most of the creatures in this whatever carnivorous mammal first that hang around the continental shelf, article have distributes weight very returned to life in the sea. It may also be a and sure enough, that is where the evenly. Thus, a serpentine creature 250’ real sea serpent that does not exist any reports of the Many-humped come from. long (one of the largest sizes reported) more; the last definite sighting was in Sometimes this sea serpent also has a would weigh no more than a bulky blue 1848, so it may have been driven into white stripe or two on the side of the whale 113’ long (the record for this extinction, possibly through competition neck. species). As a final note of caution, none with the Long-necked (see below). It has a It has been suggested that the famed of the air-breathing animals described flat, elongated head, small eyes, a slender- humps are hydrostatic organs, or sacs of below spouts like a modern whale. They neck of medium length, and a long tail skin that can be inflated with air at will. stick only their head or part of it above that ends in a point. Its spine is so flexible They can serve both as a reserve supply of the surface to breathe, making a mockery that it can form six or seven bends visible air for long dives, and—as they are right of skeptics’ claims that they would be when the animal is on the surface. It has on the spine—to provide stability for the seen more often. webbed feet with definite toes, making it creature when it swims on the surface. It the least specialized of sea serpents. It has can hit a top speed of 35-40 knots. Nearly Super eel: This is just what it sounds no fins or other appendages on its back; all reports come from the eastern coast of like: an enormous eel. There may be its skin is rough or wrinkled, a light or North America, with a particular empha- more than one species, as some have grayish brown in color. It lives only in Arc- sis on New England. It generally stays in blunt heads, some pointed; some are red- tic (generally Scandinavian) waters, and warm water, which in northern areas dish, some are blue or blackish-brown on Heuvelmans makes the point that melting means the Gulf Stream, but does venture top and white underneath, while still oth- ice makes polar waters the least salty in into the cooler waters during the sum- ers are speckled (the speckled ones seem the world, making it easier for a land ani- mer. It has the same average length noted confined to the Mediterranean). Most mal to adapt itself to life in the sea. for sea serpents in general, but may reach seem built on the order of a greatly Remember, this is where the polar bear a maximum of 115’. It can do 2-12 points enlarged conger or moray eel. They are all lives. of damage with its bite, does not attack different from the other “sea serpents” with its tail, and has a swimming speed of

DRAGON 11 30, but otherwise has the same stats as the leather, colored brown with dirty yellow has been suggested that these “hairs” are common whale (12 HD). patches that can give it a general impres- really respiratory organs in the form of fil- sion of being greenish gray. It is generally aments, absorbing air from the water and Many-finned: This is another primitive reported in shallow coraline or rocky enabling the to remain under whale, one whose back is protected by an waters, and creatures that live there usu- longer. (Some frogs are known to have armor of bony plates, giving it a faint ally have this speckled coloration. this arrangement.) The Merhorse’s head resemblance to a lobster. The armored The Many-finned can reach to a hun- is horselike, but also quite wide, giving it a back has a saw-toothed crest along the dred feet long, but generally does not get diamond-shaped (and snakelike) appear- spine, and it also has up to a dozen pro- over 70’. It lives in tropical waters all over ance when viewed directly from the front. jections to either side, like the side spikes the world, with the most famous series of Its forward-facing eyes are huge, demon- of an ankylosaur. The animal is so bur- sightings made by the French Navy in strating that it hunts in the darker depths dened with armor that it must roll on one Along Bay off the Vietnamese coast. This of the sea. The eyes are black, though they side to turn. When it rolls, the projections may be the reason why French scientists may seem red or green when light strikes are visible, and mistaken for fins. The are, as a group, less skeptical about sea them directly. The mouth is wide, edged armor gives the creature’s back AC 3. serpents than their counterparts in other with thick, light-colored lips, and sur- The head is rounded, rather like a calf, countries. It has the same attack as the rounded by bristles. The face is very hairy, with small but prominent eyes placed Many-humped, has a swimming speed of possibly giving the thing a moustache. high on the head (like a ). The Many- 12, and otherwise has the stats of the The medium to long neck supports the finned serpent’s mouth is wide, with its common whale. mane. Some observers report a jagged nostrils clearly visible to the muzzle’s crest on the back, but this is probably just front and surrounded by hairs. It has a Merhorse: This creature is built like a tufts of hair sticking together. The Mer- short, slender neck. There are flippers to slender-bodied plesiosaur, but appears to horse has a pair of front flippers, with the front, and it has a flattened, three- be a form of enormous sea lion. It gets its rear flippers that have either joined lobed tail that is only slightly spread and name from an impressive horselike mane together in a vertical plane to form a false that increases the resemblance to a lob- of reddish hair on its neck. Since most tail, or have disappeared entirely and ster. Its skin is smooth, like tanned aquatic mammals have almost no hair, it been replaced by a two-lobed tail with a

12 FEBRUARY 1993 jagged rear edge. It has smooth, shiny skin thick, fat body with visible rolls of fat that probably an enlarged descendant of the like a sea lion, which may be covered with can form from 1-3 humps as the animal Cretaceous sea Archelon. Stats are short fur. The whole animal, aside from bends its body while swimming. It has four those from the MC3, with the following the mane, is uniformly dark brown, steel seallike flippers, and its tail is either nonex- exceptions: 16 HD; THAC0 5; DAMAGE/ gray, or black. Merhorses reported in istent or a mere stump. The skin looks ATTACK 2-20; SIZE G (60’ long by 40' wide); warm water are a mahogany color. It smooth when wet, but rough and wrinkled XP VALUE 8,000. apparently lives on large fish and , as when dry or when viewed up close. Col- tales from such disparate locations as oration on top is dark brown, with gray, Yellow belly: This poorly described and Scandinavia and the South Pacific tell of black, or whitish mottling; the underside is infrequently encountered creature is enmity between sea serpents and squids. a much lighter, dirty yellow hue. shaped like a tadpole up to 100’ long, with a Except for the Indian Ocean and the polar The Long-necked is just as fast as the huge flat head that imperceptibly merges regions, it has been reported all over the Merhorse, and, except for the fact that its into its flat body. Its tail is extremely long bite only does 1-8 points of damage, its and tapering. The Yellow belly is a very strik- stats are the same. It has been reported in ing of yellow in color, with a black all but the coldest waters, and it seems to stripe all along its spine and black trans- Merhorse prefer cool waters in summer and the verse bands on its sides. It has only been tropics in winter. reported in tropical waters. Because its CLIMATE/TERRAIN: Subarctic to description is so vague, there is, as yet, no tropical waters Marine saurian: Of the seven sea ser- way to make even an educated guess about FREQUENCY: Rare pents Heuvelmans describes, the Marine what kind of animal it is (if it exists at all). ORGANIZATION: Solitary saurian is the only one that is definitely a Use the statistics of common whales with ACTIVITY CYCLE: Any reptile. Generally, it looks like a giant croc- maximum hit dice, doing damage only with DIET: Carnivore odile about 60’ long, with either flippers a bite that does 3d4x5 points of damage. INTELLIGENCE: Animal instead of legs or legs with webbed feet. TREASURE: Nil The eyes are prominent, and, in some Great orm: In July 1966, an oddly- ALIGNMENT: Neutral cases, its tail may end in a fishlike fin. Its shaped prehistoric worm was described to NO. APPEARING: 1-2 grayish or reddish brown skin looks the scientific community. Tullimonstreum ARMOR CLASS: 5 smooth, but scales still remain in some gregarium was only a few inches long (a MOVEMENT: Sw 30 places, forming rings around the body school of them, possibly young ones, had HIT DICE: 14 and creating a slight dorsal crest. It is been buried in a cloud of sediment and THAC0: 7 found all over the tropics, and prefers the preserved that way), but it looked for all NO. OF ATTACKS: 1 open sea to the coast. the world like a miniature plesiosaur. It DAMAGE/ATTACK: 4-16 Given the varying descriptions, more had a small but distinct head (unusual for SPECIAL ATTACKS: Nil than one species of animal could be in- worms), a slender, swanlike neck, a tor- SPECIAL DEFENSES: Nil volved here. Those with flippers could pedo-shaped body with a pair of paddle- MAGIC RESISTANCE: Nil well be mosasaurs (detailed in MC3) like flippers up front, and a tail that looks SIZE: G (60’-100’) though they could just as easily be plesio- like an ace of spades. In an amazing exam- MORALE: Steady (12) saurs (short-necked plesiosaurs, such as ple of convergent evolution, this worm XP VALUE: 4,000 the Kronosaurus from Australian waters) from the Carboniferous period came to that should have the same general stats. look like a plesiosaur, and undoubtedly Long-necked: This creature is about the The web-footed crocs could be surviving lived like one. In his book, The Great Orm size of the Merhorse, and some people Thalattosuchians, or sea crocodiles from of Loch Ness, F. W. Holiday stated his opin- mistakenly assume they are different sexes the Mesozoic Era. They would differ from ion that Nessie and sea serpents in general of the same species. However, the differ- the standard giant crocodile in the follow- are giant forms of Tullimonstreum. ences are too great for that. For example, ing ways: NO. APPEARING: 1-2; no land Holiday gives a number of good reasons aside from a few whiskers on the muzzle movement, SW 18; HD 14; THAC0 7; #ATT: for his theory. The loch has been checked and a hairy crest making a short ridge 1 (bite); DAMAGE/ATTACK: 7-28; SPECIAL by sonar a number of times, sometimes along the spine, no hairs are visible on the ATTACKS: Swallow whole; SIZE G (60’); XP showing creatures, sometimes not. If the Long-necked sea serpent. Its neck is also VALUE: 8,000. creatures in the loch were lying, wormlike, far more slender than that of the Mer- Father-of-all-the-turtles: Named after on the bottom, the sonar would not distin- horse, and is quite long. Though it may a similar creature from Sumatran leg- guish them as separate objects. Also, an look like a plesiosaur, it, too, is a giant form ends, this is basically a giant sea turtle 60’ aquatic worm would mainly breathe of sea lion. Its eyes are too small to be seen long and 40’ wide. It has a mouth so wide through gills, so it would not have to sur- unless the observer is very close, and a pair that it splits the head in two when it opens face for air, explaining why more sightings of short hornlike tubes project from the (one report claims the inside of the mouth are not made. In his second book on this top of the head. These are probably breath- is a brilliant red color), large eyes, and a subject, The Dragon and the Disc, he men- ing tubes, erectable at will, enabling the shell whose front slopes up and backward tions a case from the past where an “orm” creature to take air while remaining virtu- in front, then slants down toward the rear. came ashore, got itself wedged in a crevice ally invisible at the surface. If extended The scales on the front are hardly notice- or something, and died. The awed locals while below the surface, these tubes let the able, while those to the rear of the shell reported that it “melted away” without leav- Long-necked exhale under water without are so large they have been compared to ing any traces behind. Since worms are blinding itself with the stream of bubbles. roofing shingles. Sometimes fleshy fila- soft-bodied, shell-less invertebrates, they The Long-necked has a very small ments are reported hanging around the would leave no bones or other remains round head, with a tapering muzzle like a mouth. There are only a few reports of behind once their flesh had rotted away. seal’s, often compared to the head of a this beast, the last in 1960. Oddly for a rep- Another bit of evidence is the fact that horse, giraffe, or camel. Its neck is cylin- tile, it is found in cold temperate areas. close views of Nessie instill far more revul- drical and is flexible enough to bend in any However, really large reptiles lose heat sion in people than would seem to be war- direction or to stick out of the water per- more slowly than their smaller fellows, ranted by a good look at a plesiosaur, pendicularly. As mentioned before, it has and the Leatherback turtle does travel far long-necked seal, etc. One witness actually no mane, but a fold in its skin behind the to the north. described the body as “wormy; creepy. The head seems to form a sort of collar. It has a If it exists, the Father-of-all-the-turtles is entire body had movement all over it all

DRAGON 13 the time.” Echoing these sentiments was a save vs. wands. The fate of those who fail creatures is that they are all living today, woman who actually took two photographs is determined by their size: Creatures of or at least are said to be living today. Thus, of a similar beast in a different loch. She Size L and smaller are killed while larger they are more plausible monsters for said she would not like to see the animal creatures are stunned for one round. modern games than dragons, dinosaurs, again because she did not like the way it Most fish and squid found in sperm whale etc. Unless your gaming world assumes moved when it swam. The two photos stomachs are relatively small; the epic bat- the entire ocean has been poisoned, you showed a head that merged imperceptibly tles with giant squid occur when a whale can even have them on Earth in futuristic into the neck (no eyes or other features finds one that it can stun long enough to games, including post-holocaust ones like were visible), and a body that changed catch up to, but that is too big to be killed the GAMMA WORLD® game. A steady diet shape as it swam. Another witness said the outright by the sonic attack. Giving sperm of them can be tiresome, but for the occa- “obscene” thing reminded him of a giant whales this ability adds 1,000 XP to their sional unusual scenario, they can be just stomach with a long, writhing gut standard value. what the GM ordered. Needless to say, attached. Charming! In an early sighting In game terms, most of the creatures anything that makes games more interest- after the Loch Ness fracas began, a Mr. and described here are just modified AD&D ing is highly desirable, indeed. Mrs. Spicer saw the thing flop across a monsters. However, remember that even road and plunge into the loch. They said superficial changes in a monster’s looks that more than anything else, it looked like can make it seem brand new in the play- Reference a giant slug. There are many descriptions ers’ eyes. In the case of the mammalian sea In the Wake of the Sea Serpents, by of these lake monsters leaving trails of serpents, for instance, the only superficial Bernard Heuvelmans; American edition, slime behind them when they come out on difference between them and plesiosaurs Hill and Wang, 1968; original French edi- land. Whatever game system you use, don’t is a little bit of hair and a body that bends tion, Librarie Plon, 1965. This massive vol- be surprised if your NPC hirelings, col- vertically instead of horizontally; the last is ume (over 600 pages) is the definitive work leagues, or whatever take to their heels at a reminder of the days when the first on the subject. Extensive lists of sightings, the first sight of the thing. mammals had to abandon the reptilian maps showing distribution by species- Use the Elasmosaurus stats from MC3 sprawl in favor of a gait that enabled them this book has it all. with the following modifications: ACTIVITY to more efficiently slip into the smallest There Are Giants in the Sea, by Michael CYCLE Any; HD 20; THAC0 5; DAMAGE/ cracks to escape dinosaurs and other Bright; Robson Books, Ltd., 1989. Bright is ATTACK 3-30; SPECIAL DEFENSES Poison- predators, making mammals the only ver- more skeptical about the more exotic ous secretions from its warty flesh (save vs. tebrates that move up-and-down instead of creatures Heuvelmans theorizes about. poison at -1 if you touch it with bare flesh, side-to-side. Look at the illustrations and The main value of this book is the fact that or die); SIZE G (100’); XP Value 14,000. think of how they’ll appear to the PCs. The it includes modern sea serpent sightings game stats might be basically the same, but from the time after the publication of In you’re the only one who knows that. the Wake of the Sea Serpents, including a Monsters in campaigns The best part about this collection of Continued on page 24 These creatures are intended as addi- tional monsters for the AD&D game, so naturally this article uses AD&D game terms, However, since these creatures are reported to be alive today, they can be used in any historical or modern cam- paign, such as the TOP SECRET S.I.™ game, the CALL OF CTHULHU* game, the DARK CONSPIRACY* game, or any super- hero game. Lake monsters (which, depending on which expert you believe, are either Tullimonstreums or giant sea lions like the Long-necked) are found in Scotland, Ireland, Sweden, the USSR, the USA, Canada, Italy, Japan, Australia, Malaysia, Argentina, and in some portions of tropical Africa, thus giving globe-trotting PCs plenty of opportunities to encounter them. True sea serpents, of course, can be encountered anywhere on the high seas. Although they aren’t sea serpents, sperm whales are their competitors and possibly their predators. They should be given a new nonmagical attack form, based on their unusual way of catching prey. I never stopped to wonder how a boxlike sperm whale could catch a torpedo-shaped, jet- propelled squid, until I actually read about how whales catch their prey—they use powerful, focused sounds waves to stun their victims. This works because sound waves have a much greater under- water than in the open air. In game terms, this sonic blast has a range of 100’ in a beam 10’ wide. Any living creature hit by this sound beam (gener- ated by the whale’s sonar apparatus) must

14 FEBRUARY 1993

In memoriam: Bryan K. Bernstein Less than a month after completing September 1991. Both were 22 years old Scholarship Fund, 600 Jennifer Drive, this article for DRAGON® Magazine, and graduates of Cornell University; they Auburn AL 36830. Bryan Bernstein and his wife, Laura, had graduate fellowships at UCLA. I remember you, Bryan, and was very were murdered while en route to the Donations may be made to the Cruz sorry to see you go. University of California-Los Angeles, in Bernstein Youth for Understanding —Roger E. Moore Fantasy adventures on the ocean floor by Bryan K. Bernstein Artwork by Dave Plunkett

Far from the sunlit shore and miles move a thousand times as much water as lack of debris), the deep ocean floor is beneath the ceaseless waves lies another the Mississippi River. Surely, here is a set- generally free of the muck found at the world waiting to be explored. It is a world ting worthy of heroic adventure. bottom of lakes and ponds. darker than any dungeon, filled with The ocean generally can be divided into In general, the ocean floor away from beasts that are as exotic, beautiful, and three zones, based on depth and topogra- the continental shelf is covered by either terrible as any that walk on earth. This phy. The first zone is that of the shallow a red clay, formed from iron-rich vol- world is also a repository of boundless waters covering the continental shelves. canic deposits, or by various “oozes” com- wealth. On the ocean floor lie the wrecks This region extends to about 600’ in depth posed of the undissolvable casings and of countless ships that never returned to and is the genesis of almost all food in the shells of sea creatures. The composition shore, their cargoes virtually frozen in ocean. Even near inhospitable shores, life of oozes varies according to depth, but all time. The sea itself contains more dis- abounds in this zone. In a campaign should be able to support the weight of solved gold, silver, and platinum than all world, sea elves will be found here, as well characters. Covering the oozes and clay at the dwarves will ever carve from their as sahuagin, ixitxachitl, aquatic ogres and various spots on the ocean floor are frigid mountains. hobgoblins, mermen, tritons, and remains of some animals that are almost The deep waters, with all of their shad- locathah. In tropical regions, coral reefs indestructible, such as the teeth of sharks owy and mystic splendors, are ready to be support a fantastic diversity of life: angel and the ear bones of whales. explored. The marine environment is ideal fish, sea anemones, urchins, rays, clown Additionally, as time passes, various met- for fantastic adventuring. While this article fish, starfish, sand dollars, brittle stars, als precipitate out of the water and form directs itself toward the AD&D® game, the cephalopods, shrimp, eels, and sea nodules on the ocean floor. On Earth, these information should prove useful to any snakes, to name only a few. Almost all are composed principally of manganese, campaign. marine animals described in the Monster nickel, cobalt, and copper. In fantasy cam- Manuals and Monstrous Compendiums paigns, where gold may be more prevalent come from this zone. Because of the com- and there exist fantastic metals such as Some basic facts paratively greater attention this zone has adamantite and mithral, different concen- A common misconception is that the received in other fantasy writings, the trations might be encountered. The size of ocean contains life in only the first few remainder of this article will concentrate. a nodule varies from that of a golf ball to as hundred feet and that below this are on deeper waters. large as a watermelon; at the center of cubic miles of aquatic desert. In truth, The second oceanic zone is that of the each will be found a bit of debris to which even the deepest on Earth, the Mari- continental slope, which extends in depth the metal has clung and developed in lay- ana Trench, over 37,000’ below sea level, is about 600’-4,000’. While the slope may ers like an onion. Deposits may cover sev- known to support life. While the number, appear quite steep on most maps and eral million square miles, having taken size, and diversity of organisms found in a globes, this is misleading, as it is a function ages to accumulate. Values for such nod- given volume of water does diminish with of the large scale involved. In reality, the ules depend on their size and content (how depth, no spot beneath the ocean surface slope starts out at about 6° and gradually much would a football-sized block of gold is barren of life. At depths of a mile, crea- steepens to a maximum of 12°. Here life is be worth in your campaign?) tures as large as the legendary giant squid still quite abundant, and the sounds and The fauna of the abyss is like that of (and the great sperm whale that feeds calls of many animals can be heard.1 nowhere else on Earth. Encounters often upon it) may be found. Despite its abundance, however, life on the will begin with the characters seeing dis- In addition to its array of life, the sea continental slope-with the exception of a tant glowing forms that may resemble accommodates vast topographic diversity few marketable species of fish—is rela- underwater will-o-(the)-wisps. The light is It houses abyssal plains covering millions tively unknown to most surface inhabi- bioluminescent—that is to say, it is pro- of square miles, chains of volcanic moun- tants. duced naturally by various animals. Typi- tains that circle the globe (some of them The third and last oceanic zone is that cally, it is a signal given off by small fish to taller than Mt. Everest), submarine chan- of the abyss, ranging in depth from about alert possible mates of their whereabouts, nels vaster than the Grand Canyon, 4,000’ all the way to the bottom of the but many predators also emit light as a trenches over six miles deep, cliffs that ocean’s deepest trench.2 The ocean bot- kind of lure. For example, the eye of the rise thousands of feet above the surround- tom in this zone is sometimes referred to deep, from the I, is partic- ing terrain, and great valleys. Features as the abyssal plains, but this name is ularly fond of using its illusion abilities in unique to the ocean are coral reefs, ring- imprecise as it does not suggest the topo- this way. shaped islands formed of coral called graphic diversity already mentioned. The In addition to emitting light, the crea- atolls, and guyots—mountains whose conditions of this environment almost tures of the deep have evolved in many peaks have been flattened by wave action never change. Whether beneath the equa- ways to adjust to their environment. As and subsequently submerged. The sea tor or the poles, the temperature con- meals tend to be few and far between, even boasts its own rivers, called currents, stantly hovers around the freezing point. many undersea beasts are capable of filled with water that is either colder or Although it is forever lost in shade, the swallowing more than their own body hotter than its surrounding environment. water of the abyss is actually quite clear, weight in prey. Also, because of the While most currents flow on the surface, as most falling organic material has been scarcity of food, most such animals are some (like the Cromwell Current) travel at consumed or dissolved in the ocean’s relatively small, under 1' long. They depths greater than a mile and a half and upper reaches. For this same reason (the should not be to display a wicked array of

DRAGON 17 form deposits on the ocean floor. Various bacteria are able to process minerals sus- pended in the water to form food digestible by other animals. This process, chemosynthesis, plays a role in the vent ecosystem analogous to that of photosyn- thesis in the sunlit world. Many of the organisms in this environment seem to be distorted reflections of beasts inhabiting shallower waters. The overabundance of food allows such mundane animals as clams and worms to grow to gigantic pro- portions. Other creatures, having evolved in an environment like none other on Earth, are totally unrecognizable. In general, hydrothermal vents form in areas that are actively volcanic, typically in deep water near the edge of a continent or amid chains of underwater volcanoes. In fantasy worlds, vents might also be found near gates to the elemental plane of Fire. Whatever their origin, vents tend to be temporary in nature. A typical vent area cools off in 10-60 years, while new ones form with similar frequency. Having been introduced to the undersea world themselves, Dungeon Masters can encourage their players to explore the ocean. The following may serve as introduc- tory plots for possible adventures: 1. The characters hear rumors about a sunken treasure ship or lost artifact, then go in search of it. 2. In order to be rid of a cursed artifact, the characters must throw it into an underwater volcano or into a bottomless trench. 3. An important person, perhaps a player character, has been captured by the sahuagin and brought to one of their teeth. In the real world, some undersea seeps into the fissure, is heated to very cities. The heroes attempt a rescue. creatures are sensitive to the faint electri- high temperatures (200°-300°C), and 4. One or more monsters has been cal aura that surrounds all life; they use rushes out with great force. The output of attacking coastal villages. The heroes are this ability to home in on prey. In fantasy a hot smoker may reach a million gallons hired to destroy all marauders. campaigns, others may sense magical or of water per minute. The second variety, 5. A group of humans or demihumans psychic radiation. A few are suspension- called a “cold seep,” is much more sedate. is interested in exploiting the mineral feeders and are very adept at filtering In this form, the vent consists of a heated wealth of the ocean bottom. They hire the what little food falls to them. flow of smooth or pillow-shaped lava. The characters to either bring deep-sea nod- Without doubt, the most spectacular of surface area of such a flow is much ules to the surface, or scout an area and the deep dwellers are those found near greater than that of a hot smoker, so the clear it of monsters so that the group can hydrothermal vents, springs of hot water temperature of the surrounding water is begin mining operations. caused by the proximity of . Vents elevated only a few degrees. 6. A strange object, possibly created by come in two basic forms. The “hot In either case, the water from a vent is the deep-sea octopi (see later), washes up smoker” variety is found near fissures typically rich in dissolved minerals, much on shore. The characters investigate’ its adjacent to protrusions of magma. Water of which precipitate out of the water and source. Whatever the motive, characters brought underwater will find it a mystical Effects of pressurized gases on divers’ place. The DM will probably wish to cen- ter most adventures around a coral reef Depth Symptoms Game effects or hydrothermal vent, as these environ- 0-99’ No adverse reactions Nil ments possess the greatest diversity of life. 100-149’ Inability to think clearly -2 Int, -2 Wis* 150-199’ Dizziness -2 Int, -2 Wis, -2 Dex** When the characters do decide to 200-249’ Inability to communicate -2 Int, -2 Wis, -2 Dex** embark on a deep-sea quest, they will or perform simple tasks encounter four principal difficulties. In 250-300’ Helplessness Int, Wis, Dex reduced to 3 order, these are: pressure, air, warmth, 300’ Death Save vs. death*** and light. Pressure: Increasing pressure comes to * No ability is lowered below 3. bear on an object the further it descends. ** Effects are cumulative. For every 33’ of depth, the pressure exerted *** -2 penalty is applied to save for each additional 100’. on an object increases by about one atmos-

18 FEBRUARY 1993 phere—in other words, the pressure allow gas from the surrounding water to of light are at hand, vision may be ham- exerted on an object at 330’ is 10 times that flow safely into or out of an organism’s pered. Light refracts at a different angle at sea level. Because the lungs and air bloodstream, enabling it to equalize inter- in water than it does in air. Without a spaces in the skull, stomach, and intestines nal and external pressure, but such slow mask to trap air, or lenses to correct for are subject to compression (and decom- changes in depth are not often feasible.4 the distortion, characters will find their pression), this depth represents the Air: The second principal obstacle to be vision to be very blurry. They cannot dis- absolute maximum pressure that most ter- overcome in making deep dives is that of tinguish Tiny creatures at distances restrial creatures, including humans, can air. While a few characters may be of races greater than one foot, Small creatures withstand. that possess gills, this cannot be consid- further than 10’, Medium creatures fur- Amphibious mammals and birds, such ered common. Moreover, the effects of ther than 20’, Large creatures further as seals and penguins, may easily dive pressure on certain gases can cause seri- than 30’, Huge creatures further than 40’, about twice this far as they have evolved ous problems for the unwary diver. At or Gigantic creatures further than 50’ special adaptations to the greater pres- depths greater than 100’, nitrogen away. Additionally, they suffer a -2 modi- sure. Mammals that live exclusively in the becomes intoxicating, a condition known fier to their attack rolls in hand-to-hand water may dive as deep as 1,000’ or more; as nitrogen narcosis, and oxygen must be combat and a -4 modifier when using the sperm whale has the almost unique taken in diminishing quantities or it distance weapons. Opponents receive a ability among air breathers to descend becomes toxic (see Effects of pressurized +2 to all saving throws vs. spells cast by over 5,000’. Water breathers, as they do gases on divers table). such a handicapped adventurer. These not have to worry about their lungs being Warmth: The third obstacle to be over- modifiers are in addition to any others for crushed, have a slightly greater range of come is that of warmth. Water absorbs underwater combat. Finally, characters motion than the typical amphibious mam- body heat about 25 times faster than air. A without corrective lenses or a mask can- mal. Nevertheless, as most contain gas temperature that might be uncomfortably not read underwater, and they perform bladders that help them to float, they are warm in air could be uncomfortably cold all detailed work involving hand-eye coor- generally limited to a depth range of no in water. For example, a resting diver chills dination, such as picking locks, at a 75% more than 1,000’ (i.e., they can either in 1-2 hours when the water temperature penalty. ascend or descend up to 500’ above or is 75-85°F (25°C). People have died in an Goggles and masks can be purchased below their ideal depth).3 hour’s time in 40°F (50°C) water, and depths from an expert glassblower for 100 and Too rapid or great a descent subjects a greater than 1,000’ are rarely this comfort- 300 gp, respectively, and take a week to creature to excessive changes in pres- able. Characters who do not take proper manufacture. It should be noted that gog- sures and may lead to “nitrogen narcosis” precautions to stay warm will suffer.5 gles are useless below 33’ because the (see later). Too quick an ascent leads to a Light: The fourth obstacle is that of weight of the surrounding water painful and life-threatening condition light. Light does not penetrate water suffi- squeezes the air next to the eyes until the called decompression sickness, or “the ciently for human vision at depths of goggles become too uncomfortable to bends.” Very slow descents (or ascents) more than 200’.6 Even if artificial sources wear. Masks can be used down to 660’, as

DRAGON 19 the character can equalize the air pres- Deep encounters struck by a tentacle must save vs. para- sure in the mask to that of the surround- Once the characters are properly lyzation or be grasped. Grasped creatures ing environment by exhaling through his equipped, all that is left is for them to automatically suffer 1d2 hp constriction nose. Of course, if a character is magically begin exploring. The following is a list of damage per attached tentacle on each breathing water, this tactic is of no use as some of the creatures they may encounter subsequent round. Moreover, if a creature water will fill the mask and obscure on the ocean floor. All are at least loosely has been grasped by two or more tenta- vision. Eyeglasses and contact lenses that based on actual animals. MC11, the sec- cles, the deep-dweller receives a +2 correct for water distortion do not have ond FORGOTTEN REALMS® appendix to bonus on all succeeding attack rolls made the depth limitations of goggles and masks the , includes with its beak. A victim may attempt to free because they do not rely on air spaces to another deep-sea usable monster: the itself by rolling his Strength or less on 2d8; correct for vision distortion. However, golden ammonite. success indicates that a tentacle has been such eyewear can be crafted only by the removed (a separate check being made most skilled artisans. The cost is 1,000 gp for each tentacle). Regardless of whether for glasses and 5,000 gp for contacts, and Octopus, deep-dwelling or not attempt is successful, a creature they each require at least three weeks to trying to remove a tentacle may perform fashion. Use of any of the above-men- CLIMATE/TERRAIN: Deep ocean/ no other actions. tioned items quintuples underwater Hydrothermal vents Grasped creatures may also be freed by vision, light permitting, and negates any of FREQUENCY: Very rare severing the tentacles that hold them. the aforementioned penalties. ORGANIZATION: Colony Each tentacle takes 2 hp damage to sever, Fortunately, with a bit of ingenuity, all ACTIVITY CYCLE: Any and this amount is not subtracted from of the obstacles to underwater adventur- DIET: Carnivore the creature’s total hit points. Grasped ing can be overcome with relative ease. INTELLIGENCE: Average (8-10) creatures may attack but do so at a -2 The following magical items could prove TREASURE: See text penalty; they may not cast spells. Severed useful: apparatus of Kwalish; boots of the ALIGNMENT: Neutral (good) tentacles regrow in 1d6 months. north; winged boots (user may swim at NO. APPEARING: 10-40 In general, deep-dwellers have little MV 9); cloak of the manta ray; cube of ARMOR CLASS: 7 contact with hostile groups, having driven force; cube of frost resistance; decanter MOVEMENT: 3/Sw 12 out rival predators long ago. Most reside of endless water (provides rocketlike HIT DICE: l-l in a state of semi-innocence and possess locomotion); gem of brightness; gem of THAC0: 19 no weapons. The few colonies that have seeing (may correct underwater vision); NO. OF ATTACKS: 7or4 been recently attacked always have special gauntlets of swimming and climbing; helm DAMAGE/ATTACK: 1-2(x6)/1-3 or defenses. Against larger opponents, for of underwater action; necklace of adapta- 1-6(x3)/1-3 example, they have been known to employ tion; net of snaring; oil of elemental SPECIAL ATTACKS: See text small spears of bone. These weapons do (water) invulnerability; oil of slipperiness SPECIAL DEFENSES: See text 1d6 hp damage, require two tentacles (may negate effects of pressure); pearl of MAGIC RESISTANCE: Nil each to employ, and cannot be thrown. the sirines; potion of water breathing; SIZE: M Deep-dwellers may also attempt to sur- potion of flying (imbiber may swim at MV MORALE: Average (8) prise foes. A common ploy is for the 9); ring of elemental (water) command; XP VALUE: 75 octopi to approach their victims from ring of free action; ring of swimming; ring above, having “turned off” their lumines- of warmth; ring of water breathing; scroll The deep-dwelling octopus is a distant cence. In such cases characters take a -2 of protection frorn water; trident of fish cousin of the common octopus, averaging penalty to their surprise rolls. command; wand of illumination; wand of 8’ in diameter and weighing about 65 lbs. Although not cowardly by nature, deep- polymorphing. Its skin has a bioluminescent pigment that dwellers do not hesitate to break off com- Characters may also create or find it manipulates with great facility. Thus, in bat if it begins to go against them. (An exotic magical items. While the effects of the absolute darkness of the ocean’s exception to this is a female protecting any given item are subject to interpreta- depths, it appears as a floating; shifting her young.) Typically, they emit a burst of tion, kind DMs may rule that magical arrangement of greenish lights. Under glowing ink (sepia), turn off their own items that allow characters to breathe sunlike illumination, it can be seen that luminescence, and flee the area. At short water also negate the harmful effects of the deep-dweller has a whiter skin and range, the cloud obscures vision; at long pressure, as the water fills all air spaces larger body sac than its shallow-dwelling range, it may be mistaken for an actual in the body. relative. Its illuminating pigment aside, a deep-dwelling octopus. Furthermore, the In addition to magical items, there are deep-dwelling octopus possesses no ability cloud of ink is naturally cohesive. Charac- various spells, psionic powers, and shape- to camouflage itself. It lives for an average ters or objects caught in the cloud (all changing abilities that could prove useful. of 30-35 years. within a 10’ sphere must save vs. breath One note of caution should be given as to Combat: Peaceful by nature, the deep- weapon at -2 to avoid) continue to glow the effects of the last ability. The fact that dwelling octopus has little combat experi- for 4d4 hours; the effect is similar to a a character has been polymorphed into a ence, aside from battling the occasional faerie fire spell. water-breathing animal does not neces- predatory fish. Nevertheless, when threat- Habitat/Society: Deep-dwelling octopi sarily provide protection from either ened, it can be a cunning and tenacious are found on the ocean floor at depths pressure or cold. The results depend on fighter. When entering combat, a deep- greater than 9,000’ and in the vicinity of the species of animal chosen. dweller normally anchors itself with two of hydrothermal vents. As vents are transient Finally, characters might use a combi- its tentacles and attacks with the other six. by nature, octopoid communities are fre- nation of magic and technology to allow Each tentacle can inflict 1d2 hp damage quently on the move. them to explore the ocean depths. Kryn- with a blow. All six may be directed against Deep-dwellers communicate with each nish gnomes, for example, might be able a single opponent, or the attacks may be other by a combination of clicking noises to devise a submersible, perhaps with distributed among up to three adversaries. produced by their beaks and by altering walls of adamantite able to resist tremen- A deep-dweller may also bite with its pow- the pattern of lights on their bodies. This dous pressure. Of course, considering the erful beak for 1d3 hp damage. makes communication with other races reputation of these gnomes, it would take The tentacles of a deep-dweller are somewhat difficult. A tongues spell grants a brave adventurer to test such a device. tough and can hold with surprising comprehension to a character, but it does strength. Opponents less than 4’ tall not allow him to speak unless he can also

20 FEBRUARY 1993

vent, they raise giant tube worms and clams. The clams and worms provide food and, when the shells are cleaned out, shelter. Farther from a vent, the octopoids tend fields of shrimp and mussels. Some octopoid communities are known to raise crabs and lobsters as well. Deep-dwellers do not have a concept of money as such, but individuals may pos- sess treasure. Pearls are often strung to form necklaces or bracelets, then sprayed with ink so as to glow. Octopoids are fine sculptors whose work would certainly be considered unique if brought to the sur- face. Additionally, the area surrounding the hydrothermal vent is typically rich in pre- cious metals, though these would require excavation. Finally, many wizards would pay dearly for a bottle of deep-dwelling octopus ink, as it can be used to prepare magical glyphs and scrolls.

Tube worm, giant Giant tube worms are a fairly common sight near hydrothermal vents. The mun- dane variety consist of pacific suspension feeders, measuring about 6’ high and 2’ in diameter. They possess an extremely durable outer casing of a dark yellow col- oration. Their bodies are of a pale yellow. The heads are topped with flowery appen- dages and are extended while feeding. Carnivorous tube worms, also known as blood worms, closely resemble their peaceful relatives but are thankfully more rare. Their heads lack the flowery appendages of the common variety; instead, they are adorned with wide mouths containing an extremely wicked assume the form of an octopoid and naturally curious. Should they be intro- set of sharp teeth. reproduce its bioluminescence. duced to either phenomenon, it could Combat: The common giant tube Deep-dwellers have neither been affect their culture radically. worm has no form of attack. As its body is exposed to magic nor have developed the Ecolom: Deep-dwelling octopi have comparatively vulnerable (AC 7), it relies concept of religion. Thus, they have no established an agrarian society. Near the on its shell to provide it with protection mages or priests. The octopi are, however, hottest land most nutrient-rich) part of a (AC 2). The worm can sense pressure caused by either sound or movement and Tube worm, giant is thus very difficult to surprise (+2 bonus Common Carnivorous to avoid surprise). Should it feel threat- CLIMATE/TERRAIN: Deep ocean/ Deep ocean/ ened by the approach of another creature, Hydrothermal vents Hydrothermal vents which is almost always the case, the worm FREQUENCY: Rare Very rare withdraws inside its tube. A valve (AC 2) ORGANIZATION: Colony Clump seals the tube from the top, and the ani- ACTIVITY CYCLE: Any Any mal is then well protected from attack. DIET: Suspension feeder Carnivore Carnivorous giant tube worms are usu- INTELLIGENCE: Non- (0) Animal (1) ally encountered hidden among the more TREASURE: Nil See text common variety and are 90% indistin- ALIGNMENT: Neutral Neutral guishable from the latter. They typically lie NO. APPEARING: 20-200 2-8 in wait for a suitable meal to pass by, then ARMOR CLASS: 2/7 2/7 strike out with speed and ferocity (+2 to MOVEMENT: Nil Nil surprise roll). The body of a worm is HIT DICE: 1+1 2+2 extremely flexible and can extend to 3’ in THAC0: Nil 19 all directions from the top of its tube. Car- NO. OF ATTACKS: 0 1 nivorous tube worms are unpleasant fight- DAMAGE/ATTACK: Nil 2-8 ers: In addition to their nasty teeth, they SPECIAL ATTACKS: Nil Surprise, poison secrete a weak poison through their saliva SPECIAL DEFENSES: Alert Nil (save vs. poison at +2 or lose 2 points of MAGIC RESISTANCE: Nil Nil Dexterity for 1d6 turns from burning and SIZE: M (6’ long) M (6’ long) itching). They are not, however, overly MORALE: Unreliable (4) Steady (11) brave, and if they lose more than 50% of XP VALUE: 35 120 their hit points they retreat to the compar-

22 FEBRUARY 1993 ative safety of their tubes. damage. Moreover, a character must make weeks, moving about slowly (MV 1) by Habitat/Society: Giant tube worms are a Dexterity check or have a limb trapped. means of undulating cilia. found exclusively in the vicinity of Trapped characters take 2 hp damage per Ecology: Giant clams are suspension hydrothermal vents. Generally, the hotter round until they are successfully freed. A feeders. Those growing around the water (and therefore the more nutri- character may attempt to get free by mak- hydrothermal vents live in a symbiotic ent rich), the more worms are found. ing a successful bend bars/lift gates check; relationship with bacteria that convert Both types of worms are exclusively sexu- if this is done, no other action can be suspended mineral particles into food. ally reproductive. The young, numbering taken that round. Up to four other people Those living in other areas feed on sus- several thousand, are emitted from a geni- may attempt to help free a trapped charac- pended organic matter. Giant clams, both tal valve found near the head on the ter. For each additional person helping, as fry and in their mature state, are a female. While neither type of worm col- add that person’s bend bars/lift gates roll source of food for many of the sea’s crea- lects treasure, some items may (rarely) be to the trapped character’s chance to win tures. Deep-dwelling octopi have been found near the base of the carnivorous free. The chance of opening a clam is dou- known to use their shells as lairs. variety. bled if a person uses a spear, sword, or Giant oyster: A relative of the giant Ecology: The common giant tube similar item to gain leverage. clam, the giant oyster has a grayish color, a worm lives in a symbiotic relationship Alternatively, a character may be freed more elongated shape, and a more uneven with chemosynthetic bacteria. The bacte- by killing the clam. This is, however, no exterior, but otherwise conforms to the ria are found in the guts of the worm and easy task. The exterior of the clam is so previous statistics. Additionally, there is a convert mineral particles into food. The thick and hard (AC 0) that piercing 5% chance that a giant oyster contains a worms serve as a source of food for many weapons do but 1 hp damage, plus any giant pearl. The value of these pearls is creatures, and their hollowed-out tubes Strength and magical modifiers. Slashing most commonly about 1,000 gp each, but are often used as lairs. Most creatures not weapons do half damage, while blunt exceptionally large, flawless specimens are native to hydrothermal vents find the weapons do full damage. The interior of worth more than 10,000 gp. worm’s meat inedible because of its high the clam is relatively vulnerable (AC 7) but sulfur content. can be attacked only by missile weapons Carnivorous giant tube worms eat or weapons over 4’ long, and then only if Dragon fish9 almost anything they can grab and are the clam is at least partially open. Note Dragon fish are very large eel-like crea- considered a great nuisance by deep- that a clam held open because it is grip- tures that sport a massive array of teeth dwelling octopi. ping someone’s limb is considered to be and exhibit a cunning intelligence. In the partially open. If a campaign uses the case of the saber-toothed, the teeth are so alternative critical-hit or called-shot rules, overwhelming that the animal cannot Clam, giant a character may sever the muscles that close its mouth. They were named by fish- bind the clam shut without killing it.8 ermen who noted their resemblance to CLIMATE/TERRAIN: Deep ocean/ Habitat/Society: Giant clams are typi- the Oriental dragons. While dragon fish Hydrothermal vents cally found in the vicinity of hydrothermal are not actually kin to dragons, being true FREQUENCY: Rare vents, although they may very rarely be fish and not reptiles, they are fearsome ORGANIZATION: Colony encountered in other parts of the ocean. predators nonetheless. ACTIVITY CYCLE: Any Now and then, treasure items can be found All dragon fish are able to distend their DIET: Suspension feeder on or near a giant clam, having been left by jaws and rearrange internal organs in INTELLIGENCE: Non- an unfortunate trespasser. such a way as to swallow meals as large as TREASURE: See text Giant clams reproduce sexually. The the animals themselves. The common and ALIGNMENT: Neutral female lays hundreds of thousands of eggs saber-toothed varieties have no formal lan- NO. APPEARING: 20-80 into the water where they are fertilized by guage, but if a speak with animals spell is ARMOR CLASS: 0/7 the male’s sperm. The fry hatch in 3-4 used they can be made to comprehend MOVEMENT: 1’ HIT DICE: 5+5 9 THAC0: 15 Dragon fish NO. OF ATTACKS: 1 Giant Saber-toothed Electric DAMAGE/ATTACK: 2-12 CLIMATE/TERRAIN: Deep ocean/ Deep ocean/ Deep ocean/ SPECIAL ATTACKS: Crushing Any Any Any SPECIAL DEFENSES: See text FREQUENCY: Rare Very rare Very rare MAGIC RESISTANCE: Nil ORGANIZATION: Solitary Solitary Family SIZE: M ACTIVITY CYCLE: Any Any Any MORALE: Average (8) DIET: Carnivore Carnivore Carnivore XP VALUE: 430 INTELLIGENCE: Low Semi- Low to Average (5-70 (2-4) (7-9) Giant clams are huge, mostly immobile TREASURE: B Bx2 B,H bivalves. An average specimen measures 6’ ALIGNMENT: Neutral (evil) Neutral Neutral (evil) high and over 3’ wide. The shell is verti- NO. APPEARING: 1 1 2-8 cally symmetrical, chalk white in color, ARMOR CLASS: 3 3 3 and several inches thick. MOVEMENT: Sw 18 SW 18 SW 24 Combat: Giant clams do not attack per HIT DICE: 6 5 se; rather, they possess an instinctive THAC0: 15 14 15 defense mechanism that can be danger- NO. OF ATTACKS: 1 ous to the unwary. Lining the lips of the DAMAGE/ATTACK: 3-18 4-24 2-12 bivalve are numerous, hairlike cilia that SPECIAL ATTACKS: Swallow whole Nil Jolt are extremely sensitive to pressure. When SPECIAL DEFENSES: See text See text See text touched, they cause the clam to slam shut MAGIC RESISTANCE: Nil Nil Nil with great speed and force. Anything SIZE: L (10’ long) L (12’ long) L (8’ long) struck by the two shell halves (make a nor- MORALE: Elite (13) Champion (15) Steady (11) mal attack roll) takes 2-12 hp crushing XP VALUE: 650 975 750

DRAGON 23 ideas of varying complexity. The electric until they have achieved full size, after Jacques Cousteau: Oasis Space, Vol. 1. New dragon fish, a more intelligent and there- about one year. : The Danbury Press, 1975. fore more dangerous adversary, travels in Ecology: Dragon fish range for hun- “Hydrothermal Vent Animals: Distribu- family groups that communicate by a dreds of miles in search of food. They tion and Biology.” Science Magazine, Vol. combination of clicking noises and by have been known to attack deep-dwelling 229, 23 August 1985, page 713-717. varying their discharge or electric current. octopus communities, and the later con- Jeppesen, Sport Diver Manual. Denver, Combat: Dragon fish, often referred to sider them a grave threat. Colorado: Jeppesen Sanderson, Inc., 1975. as devil fish by tritons, are constantly on May, Julian, The Land Beneath the Sea. the prowl for a meal. They track prey at a New York: Holiday House of New York, distance, up to one-half mile, by smell and Footnotes 1971. sensing their movement in water. At 1. Most marine animals rely primarily McDaniel, Neil G. “Arms and the Man: shorter ranges, they home in on the prey’s on sound, as sound travels well in water Twenty Years in the Grip of the Giant electrical aura. Because of the acuity of whereas light does not. Several creatures Pacific Octopus.” Oceans, (April 1989), their senses, dragon fish get a +2 bonus use echolocation as a means of guidance pages 39-45. on surprise rolls. and thus constantly emit noise (shallow- Michelson, David Reuben et al. The The common and electric varieties of dwelling bottlenose dolphins are a good Oceans in Tomorrow’s World. New York: dragon fish stealthily approach a victim example). Julian Messner, 1972. before attacking. After engaging in com- 2. In some fantasy worlds, the ocean Pierce, Q.L. Tidal Waves and Other bat, both types are known to “play” with may not even have a definitive bottom, but Ocean Wonder. Englewood Cliffs, N.J.: their food before devouring it, much as a might instead connect directly to the ele- RGA Publishing Group, Inc., 1989. cat plays with a mouse. The common mental plane of Water. dragon fish attempts to bite and maim its 3. An interesting exception to this rule is prey, then apparently let it go, only later to the race of tritons, which (although they follow the trail of blood and finish the job. prefer warm, coastal waters and appear to ------When it is actually ready to consume its possess lungs) have the ability to travel to Monsters of the Deep victim, it attempts to swallow it whole, any depth. Continued from page 14 which it does on a successful attack roll of 4. To safely ascend or descend, a char- 18 or better. The electric variety enjoys acter should travel up or down no faster 1985 sighting in San Francisco Bay (that’s stunning its victims with repeated electric than 60’ per minute. Additionally, a char- right, the bay). This book also describes jolts. A dragon fish emits a jolt of electric- acter must pause for 10 minutes after the sperm whale’s sonic attack. ity in a 30’ radius around itself. Creatures every 100’ of depth change to give his body The Great Orm of Loch Ness, The within 10’ of the dragon fish take 3-24 hp time to equalize pressure. Failure to abide Dragon and the Disc, by F. W. Holiday; W. damage; those 11’-20’ away take 2-12 hp; by these safety restrictions has one of two W. Norton & Company, Inc., 1969 and and those 20’-30’ away take 1-8 hp. If a sav- effects. A character that ascends too 1974. In these two books, Holiday gives an ing throw vs. breath weapon is made, only quickly must make a saving throw vs. par- excellent defense of the theory that long- half damage is taken. Additionally, crea- alyzation. Failure indicates that the char- necked lake monsters (and at least some tures struck by a dragon fish’s electrical acter has contracted the bends, taking sea serpents) are giant worms, enlarged attack must make a saving throw vs. para- 2d12 hp damage and suffering the effects forms of Tullimonstreum. lyzation or be stunned for 1d4 rounds, los- of a symbol of pain. If a character In Search of Lake Monsters, by Peter ing all Dexterity bonuses for armor class descends too quickly, he must make a sav- Costello; Berkley Medallion Books, 1975. and making all attacks and saving throws ing throw vs. paralyzation or take 1d6 hp Peter Costello gives a comprehensive list- at -2. Electric dragon fish can discharge damage and lose hearing in one ear, ing of the freshwater lakes across the three jolts per day and are themselves determined randomly. Note that these sta- world that contain monsters. He supports immune to electric attacks. tistics are for game purposes only! Heuvelmans’ theory that the long-necked Saber-toothed dragon fish, being some- 5. Jeppesen, Sport Diver Manual, (Den- lake monsters are of the Long-Necked what less intelligent than their brethren, ver, Colorado: Jeppesen Sanderson, Inc., variety of sea lion. There may be a mon- rarely employ stealth in their attacks. They 1975) pages 1-27. ster in your neighborhood! also fall short of the wanton viciousness of 6. Pages 55-57 in the 1st Edition Alien Animals, by Janet and Colin Bord; their counterparts, being motivated more ’s Guide and page 79 in Stackpole Books, 1981. In this book, the exclusively by . Although larger than the 2nd Edition DMG have useful informa- Bords argue that all mystery animals the common dragon fish, the saber- tion regarding vision, light, spell use and (including Bigfoot, the Loch Ness Monster, toothed variety lacks the ability to swallow combat in underwater adventuring. The “phantom panthers,” etc.) are the products prey whole because of its protruding teeth. statistics listed in this paper are based on of paranormal phenomena. I’ve included Rather, it uses its scissorlike fangs to shred actual observation and should be compat- it because it has some good photos (at its victims, then suck down the remains. ible with existing rules. least as good as such photos ever seem to Habitat/Society: Dragon fish generally 7. Jeppesen, Sport Diver Manual, get) of lake monsters. Be sure to check out make their lairs in the holds of sunken pages 2-42. the ones on pages 24-25 and 29 in particu- ships or in caverns near the ocean floor. 8. The critical-hit and called-shot rules lar; the pictures on page 29 are mentioned All types have a special fondness for met- were suggested by Rick Silva. in the discussion of the Great Orm. als, perhaps because metals conduct elec- 9. The dragon fish and saber-toothed tricity well, and they collect large hoards. dragon fish, based on real animals having * indicates a product produced by a company other Refined metals, such as coins and armor, than TSR, Inc. Most product names are trademarks the same names, should not be confused owned by the companies publishing those products. are preferred to raw ore or nodules. with the dragonfish (written as one word) The use of the name of any product without mention of Mating takes place once every third from the ® tome. its trademark status should not be construed as a year, with the young being live 6-8 challenge to such status. weeks after conception. Male common and saber-toothed dragon fish leave the Bibliography female shortly after mating is concluded, Clemens, Elizabeth. Waves, Tides and but the male of the electric variety stays Currents. New York: Alfred A. Knopf, Inc., with the female to form family groups. In 1967. all species, the young rarely leave the nest Cousteau, Jacques. The Ocean World of

24 FEBRUARY 1993

Don’t cross antlers with one in his forest

by Aidan Doyle Artwork by David O. Miller

There were six of them. Too many for ing that Seridus was still alive, I set out for bathed in the power and radiance of me to handle alone. I paused as they drew the old growth where Seridus was nature and becomes a fully grown, intelli- nearer. They were heavily armed. I rumored to live, a section of the forest I do gent actaeon. When an actaeon dies slipped back into the foliage. There was not tend. (either violently or of old age) another elk no doubt about it: they were heading I approached the ancient grove slowly. I is summoned to replace him. toward the Tree of Saldis. I considered my could sense an aura of peace and tran- “Seridus,” I called, hesitantly. options. I could summon the help of some quility as I entered the grove and gazed at I heard a rustling sound and turned. A more of my woodland friends, but the bat- my surroundings. In the shade of a partic- fearsome, towering creature had stepped tle would be costly, and if possible should ularly tall tree was a patch of mushrooms out from the woods, at least nine feet tall. be avoided. I had sent Grubble, a bear, to and fungi. I later discovered that Seridus It was roughly humanoid but was covered greet the party, hoping that the priest was a vegetarian and this the food he cul- in a thick, brown fur. What startled me among them would try to communicate tivated for himself. He told me that his most were the great antlers set atop the with it. However, the black-robed mage in metabolism was slow compared to creature’s head. I took an involuntary step the group had merely laughed and disin- humans and that he needed little food to backward. tegrated Grubble. sustain himself. I paused and saw that although the I could not allow them to reach the tree. Continuing my scouting, I saw that a creature clutched a long bone spear in its The Tree of Saldis had been planted over crystal clear stream ran through the grove, hand, its face was reassuring. The gleam five hundred years ago, when the great springing from a cluster of stones and of wisdom twinkled behind the dark eyes. elven ruler Saldis dedicated it to the wood- forming a small waterfall over a rocky The creature opened its mouth and land folk of Achelos Woods. Since then sev- shelf. I felt a mystic presence issuing from spoke in a deep, measured voice. “Wel- eral adventuring parties had tried to hack the waterfall, not unlike the presence I felt come, Dathrin Silverthrush.”2 down the tree, for its wood was valuable. while meditating. Obviously, this was the I managed a bow. “Greetings, Seridus. Its wood was ideally suited for the manu- place of Seridus’ power and served as a You know of me, then?” facture of potent magical staves. Then I temple to the power that had appointed Seridus moved gracefully into the grove recalled some of my mentor’s tales, tales him. Indeed, we were both appointed as and with a thrust planted the spear in the about a hero who had saved Saldis from caretakers of the forest, by the same ground. “I know everyone and everything an ambush and then led Saldis to plant the power.1 within this forest. The animals speak tree. This hero of the woodland folk was a I speak of Seridus as though he were highly of Dathrin, their .” creature named Seridus—an actaeon. male, for this is how he refers to himself. I colored slightly at the compliment. I knew actaeons were solitary creatures In fact, actaeons are asexual and cannot “Thank you, Seridus. I guess you know (except for their animal companions), but reproduce; they are the result of a trans- why I have come here, then.” Seridus had not been heard of in many formation rather than a birth. A druid “You seek help to stop the band years. I had heard that actaeons live for leads an elk to a place of tranquility and of marauders.” 800 years, as long-lived as the elves. Hop- natural beauty, where the animal is I nodded. “Unless something is done,

DRAGON 27 they will reach the Tree of Saldis. There face my wrath.” wolves. He reached into a quiver slung are too many of them for me to tight The priest sneered and began an incan- over his back and pulled out two spears, alone. From the way they bear themselves tation. The warrior bellowed a battle cry. hefting one of them in each hand. and the equipment they carry, they are He moved forward, ready to slash at The priest began casting another spell, experienced adventurers. If I called on the Seridus. Seridus moved just as swiftly, and the warrior staggered to his feet. I help of my woodland friends, many of hurling the spear. It struck the warrior in murmured a phrase and silence them would die driving away this scourge. the shoulder and sent him crashing back- descended on the area, drowning out the The marauders have already killed ward, his armor rent and a gaping wound priest’s spell. The priest hefted his mace, Grubble.” in his shoulder. and he and the warrior moved forward to Seridus paused for a moment, then The priest finished his spell and six attack Seridus. The actaeon hurled both seized his spear, wrenching it out of the wolves appeared before him. Laughing, he spears. The first struck the warrior on the ground. He thrust it into the sky and let pointed at Seridus. “Tear it to pieces.” side of the head, knocking him to the out a booming roar. “Let all know that The wolves bounded forward, but ground, dazed. The next struck the priest Seridus, actaeon of Achelos Woods, acts to stopped when they neared Seridus. They in the chest, rupturing his armor and defend his forest. Let those who seek to paused, then sat on their haunches and knocking him to the ground. harm the forest flee, or face my wrath.” whined. I later learned from Seridus that Seridus produced two more spears from I watched as the burly warrior and the an actaeon’s position of respect and his quiver and moved forward purpose- priest made their way down to the stream. power is so great in the woods that no fully, just as the fighter staggered to his feet The warrior stood guard as the priest normal forest animal will attack or harm and swung his sword, striking Seridus in knelt and filled waterskins. him in any way. So long as an actaeon’s the chest. Seridus roared in pain and Seridus emerged from the bushes and allies are in his presence, forest animals stabbed at the warrior with his spear. The stood, spear poised. Behind him, a will spare them as well. Magically sum- priest had scrambled to his feet, but before bear named Burgin shuffled slowly for- moned, controlled, or charmed animals he could take action, Burgin was upon ward. I had only recently met Burgin, but compelled to attack an actaeon are con- him, grasping him in a bear hug. he was Grubble’s cousin and wanted to fused and unsure what to do. However, an The warrior was faring poorly against avenge Grubble’s death. Seridus pointed actaeon does not have the power to turn Seridus, and a blow from a spear left him the spear at the adventurers. “Who are animals against their controller, and the clutching a deep wound in his chest. you to attempt to violate Achelos Woods?” animals will still obey other commands Seridus moved closer and jabbed with his he demanded.” from their controller. spear. The warrior raised his sword and The warrior stood momentarily sur- The priest hissed with anger. “Kill it,” he tried to fend off the blow, but Seridus prised, then brought his sword to guard commanded. Beside him, the warrior butted him with his antlers, momentarily position. The priest dropped the water- grunted with pain as he ripped the spear stunning the warrior. He then slew the skins and stood up. from his shoulder. warrior with a thrust of his spear. Seridus glared at them. “Answer me, or Seridus reached down to pet one of the The priest had battered Burgin with his

28 FEBRUARY 1993 mace and managed to free himself from this magical only once a day, and so A guide to actaeons the bear’s deadly embrace. He staggered saved it for use against larger groups, At the most basic level, actaeons can be from the clearing, intent on escape. How- breathing on individuals if they were used as exotic . They can be used to ever, Seridus was quicker. Like a wolf extremely powerful. curb the destruction of a forest by ram- bringing down a deer, he caught up to the The squirrels were sniffing the ground paging PCs. priest and drove his spear deep into his in bewilderment, wondering how they Actaeons have a lot of role-playing back. The priest staggered and collapsed had come to this place.5 Seridus moved potential if used in other ways. They can on the ground. Seridus paused, then forward and stared intently at the squir- contact the PCs for help. An actaeon may raised the spear above his victim and rels. He picked up one and placed it on face a particularly fierce foe and may need drove it deep into the priest’s exposed his shoulder. He turned to the remaining some assistance, or an actaeon may throat. I turned away, sickened by the three. “Begone from this place, my little require something that is not normally blood. At the priest’s death, the wolves friends.” Obediently, the squirrels found in a forest. faded away. departed. Actaeons can be used as long-term I was glad that I was not the one facing I emerged from the woods and moved NPCs, especially in woodland campaigns. Seridus, for I have learned that actaeons toward Seridus. “Why did you take that If any characters establish themselves as are ruthless opponents. The concept of squirrel?” I pointed to the squirrel on lords of a forest dominion, then an mercy is foreign to them—they fight until Seridus’ shoulder. actaeon can be one of the NPCs who the threat to their forest is vanquished. If “For this one, the transformation is only inhabits the land. The character could an opponent surrenders, an actaeon will temporary. In a day, he will revert to his have an interesting time dealing with dis- quickly weigh the situation. If the actaeon normal form. I do not want him to remain putes between the characters’ peasant has any doubts about the creature’s sin- in the forest. I will take him from the families (some of whom are professional cere desire to leave the forest or to repair woods and leave him in a distant place.”6 hunters and trappers) and an actaeon the damage he has caused, then the “And the others?” I asked. “‘Are their who forbids this loss of animal life. actaeon will slay the creature. transformations permanent?” Moving swiftly, Seridus slung the body Seridus nodded, then fixed his gaze on of the warrior over his shoulders. Burgin, me. “Thank you for your help, Dathrin. Historical background who was badly wounded, shuffled for- We will meet again in the future, I am This information is included for read- ward and dragged away the dead priest. sure.” With that, Seridus turned and van- ers who are interested in the origin of the Even wounded and burdened with the ished into the forest. creature, the actaeon. A human named weight of the warrior, Seridus still moved Actaeon appears in Greek mythology. gracefully through the woods and left little When out hunting, he was unfortunate evidence of his movements behind him.” Footnotes enough to stumble upon Artemis, the god- I remained in hiding and watched from The game statistics and description of dess of the hunt, while she was bathing. shelter as the other four adventurers the actaeon are found in the DUNGEONS For this, she turned him into a stag and arrived. The two thieves in the party knelt & DRAGONS® Rules Cyclopedia on page his own hounds killed him. and examined the bloodstains on the for- 156. They are also found in the older D&D A creature similar to the actaeon can be est floor. The silver-bearded fighter sur- Masters Set Master DM’s Book on page 24. found in . Herne the veyed the woods, uneasily. The mage Hunter, a protector of woodland crea- glanced at the blood, and then, noticing 1. Depending upon a DM’s campaign, tures, is an actaeon or woodland god. The the unnatural silence of the area, moved this can be a specific Immortal, a mother BBC television series, “ of Sher- away. He cast a spell, dispelling the goddess (for example, Demeter from wood,” featured Herne the Hunter and is a silence. Greek mythology), an elven Immortal, or guide to how an actaeon can be played. In One of the thieves, a thin, wiry man even the “spirit of the forest.” the show, Herne takes a background role stood up. “Something dragged one of 2. Actaeons can speak Common, Elf and and lets Robin be his agent in pro- them into the woods. I don’t know what Dryad fluently. In addition, they have the tecting Sherwood Forest. happened to the other. Judging by the permanent ability to speak with animal (as amount of blood, I’d say they wouldn’t be the second level cleric spell). This applies worth bothering about.” to all normal forest creatures. The mage nodded. “Can you tell what 3. Depending on the nature of their did this?” opponents, actaeons often use their sur- The thief shrugged his shoulders. prise to question their opponents’ motives “Judging by the tracks, I’d say it was a and to demand that they leave the woods. bear.” 4. If the optional general skills are used, Seridus sprang out of the woods, spears then a character with the tracking skill grasped in his hands. “Who are you to has his proficiency halved (rounding attempt to violate Achelos Woods?” he down) when searching for an actaeon’s again demanded. tracks. For example, a character with a 14 The adventurers reacted swiftly, the intelligence must roll 7 or under to spot mage beginning a spell, the fighter and the tracks. If found, the tracks will proba- one of the thieves surging forward with bly cause confusion, because they resem- blades ready. The other thief balanced a ble the tracks of an elk with two hooves throwing knife in his hand and aimed at instead of four. Seridus. 5. The polymorph effect of the breath Seridus roared, pouring a cloud of weapon is identical (except for duration if green mist from his mouth. The mist the saving throw is passed) to the fourth- Does your computer enveloped the adventurers, and I could level mage spell, polymorph other. The ever back? hear startled cries of surprise from within polymorphed creature loses its memory of the cloud. In a few moments the mist its former life and acts and thinks like the To learn more about the hottest fantasy cleared, and four squirrels stood on the creature it resembles. and science-fiction computer games, forest floor instead of the adventurers. 6. An actaeon can sense which transfor- turn to “The Role of Computers” in this Seridus had told me that he could breathe mations are permanent. issue!

DRAGON 29 JAXCON ’93, Feb. 26-28 FL This convention will be held at the Radisson Inn at the Jacksonville International Airport in Jacksonville, Fla. Events include all types of games, a miniatures-painting contest, a flea mar- ket, a dealers’ area, a snack bar, and door prizes. Registration: $18/weekend. Single-day rates vary. Write to: JAXCON, P.O. Box 4423, Jacksonville FL 32201; or call: (904) 778-1730.

NOT-A-CON V, Feb. 26-28 SC This convention will be held at Daniel Hall on the campus of Clemson University in Clemson, *indicates a product produced by a company other than S.C. Events include role-playing and miniatures Convention Calendar Policies TSR, Inc. Most product names are trademarks owned by the games, with miniatures contests and gaming. This column is a service to our readers companies publishing those products. The use of the name of Registration: $3 preregistered; $5 at the door. any product without mention of its trademark status should not Write to: Larry Fountain, 807 College Av., Apt. worldwide. Anyone may place a free listing be construed as a challenge to such status. for a game convention here, but the follow- 11, Clemson SC 29631; or call: (803)654-8902. ing guidelines must be observed. 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Write to: STRATEGICON, P.O. war, miniatures, and adventure games, with an WARNING: We are not responsible for Box 3849, Torrance CA 90510-3849; or call: (213) RPGA™ Network tournament. Registration: incorrect information sent to us by convention 326-9440. staff members. Please check your conven- $15/weekend or $10/day. Write to: CON OF THE NORTH, P.O. Box 18096, Minneapolis MN 55418. tion listing carefully! Our wide circulation SHEVACON ’93, Feb. 19-21 VA ensures that over a quarter of a million read- This convention will be held at the Ingleside CONTENTION ’93, Feb. 27 MD ers worldwide see each issue. Accurate infor- Red Carpet Inn in Staunton, Va. Events include This convention will be held at Anne Arundel mation is your responsibility. role-playing, miniatures, and historical games, Community College in Arnold, Md. The special Copy deadlines are the last Monday of with parties, videos, filking, workshops, panels, guest is author Robert Frezza. Activities include each month, two months prior to the on-sale a costume contest, a dance, an art show, and an role-playing, board, and miniatures games. date of an issue. Thus, the copy deadline for auction. The guest of honor is Allen Wold. Reg- GMs are welcome. Registration: $8 at the door. the December issue is the last Monday of istration: $25; children: $10. Write to: Susan Event fees average $2 per event. Write to: CON- October. Announcements for North Ameri- Shiflett, 15 E. Johnson St., Staunton VA 24401; TENTION ’93, c/o John Appel, 456 Old Quarter- can and Pacific conventions must be mailed or call: (703) 885-5530. to: Convention Calendar, DRAGON® Maga- field Rd. Apt. D-5, Glen Burnie MD 21061. zine, P.O. Box 111, Lake Geneva WI 53147, ARGACON ‘93, Feb 20 MI MINIATURES-PAINTING CONTEST & U.S.A. 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Write to: Met- If a convention listing must be changed 49221; or call: Scott at: (517) 264-3707. because the convention has been canceled, alcraft Miniatures and More, 926 N. 9th St., Elwood IN 46036. the dates have changed, or incorrect infor- HURRICON ’93, Feb. 26-28 FL mation has been printed, please contact us This convention will be held at the Okaloosa BAMACON 7, March 18-21 AL immediately. Most questions or changes Island Holiday Inn in Fort Walton Beach, Fla. This convention will be held at the Bryant should be directed to the magazine editors Guests include George Alec Effinger, Margaret Conference Center and Sheraton Capstone Inn at TSR, Inc.: (414) 248-3625 (U.S.A.). Weis, , David Dorman, and Larry in Tuscaloosa, Ala. Guests include Jonathan Questions or changes concerning European Elmore. Activities include game tournaments, Frakes, Hal Clement, and Brom. Activities conventions should be directed to TSR an art show, video rooms, lectures, panels, filk- include over 30 gaming tournaments with Limited: (0223) 212517 (U.K.). ing, open gaming, an auction, a dance, a USAF prizes, an art show, a masquerade, a computer Space Command demo, and a “Winterfest” for room, and a movie room. Registration: $35. “Beauty and the Beast” TV fans. Registration: ❖ indicates an Australian convention. Write to: BAMACON 7, P.O. Box 6542, Univ. of $30 at the door. Write to: Bards Tales Book- ❉ indicates a Canadian convention. Alabama, Tuscaloosa AL 35486-6542; or call: shop, 109D Race Track Rd., Ft. Walton Beach FL ❇ indicates a European convention. (205) 758-4577. 32547; or call: (904) 862-7323.

30 FEBRUARY 1993 CALCON 8, March 19-21 ❉ KNIGHT MARCH I, March 27-28 ❉ $12/weekend (Little Wars passes are $3). Send This convention will be held at the Marlbor- This convention will be held at the Pine Ridge an SASE to: Keith Polster, Box 27, Theresa WI ough Inn in Calgary, Alberta. Events include Room of the Mall in Cobourg, 53091. role-playing, war, miniatures, and board Ontario. Events include role-playing, board, games, with a comic-book convention, com- and miniatures games, plus many RPGA™ Net- TECHNICON 10, April 10-12 VA puter gaming, an auction, and dealers. Regis- work-sanctioned events, miniatures and art This convention will be held at the Donaldson tration: $10 until March 1; $15 at the door. competitions, workshops, a silent auction, and Brown Center in Blacksburg, Va. Guests include Visitor and day passes are available. Write to: speakers including Ed Greenwood and Scott Quirk. Activities include gaming, an art CALCON 8, Box 22206, 401-9 Av. SW, Calgary, Lawrence Simms. Registration: $8/day or show and auction, panels, videos, anime, and a Alberta, CANADA T2P 4J6; or call Paul at: $12/weekend (Canadian). Write to: KNIGHT dance. Registration: $22 preregistered; $24 at the (403) 281-1574. MARCH, 12 King St. E., Cobourg, Ontario, door. Student rate is $20. Write to: TECHNICON CANADA K9A 1K7; or call: (416) 372-4245, (705) 10, c/o VTSFFC, P.O. Box 256, Blacksburg VA GAMEFEST ’93, March 19-21 IL 741-6079, or (613)234-9437. 24063-0256; or call: (703)952-0572. This convention will be held at Friend’s Hobby Shop in Waukegan, Ill. Events include SF3SIG OPEN GAMING ‘93, March 27-28 IL miniatures, role-playing, and board games. This convention will be held at Rockford Col- Write to: Friend’s Hobby, 1411 Washington, lege in Rockford, Ill. Events include open gam- Important: To ensure that your convention Waukegan IL 60085; or call: (708) 336-0790. ing and Ten Backwards. Registration: $2/day. listing makes it into our files, enclose a self- Write to: SF3SIG, College Box 237, Rockford addressed stamped postcard with your first VILLECON ’93, March 19-21. MO College, 5050 E. State St., Rockford IL 61108. convention notice; we will return the card to This convention will be held at the Northwest show that your notice was received. You might Missouri State Univ. Conference Center in MAGNUM OPUS CON 8, April 1-4 SC also send a second notice one week after Maryville, Mo. Events include many RPGA™ This convention will be held at the Hyatt mailing the first. Mail your listing as early as Network role-playing events, plus board games, Regency in Greenville, S.C. Guests include possible, and always keep us informed of any dealers, and contests. Registration: $7 pre- Rowena, Ben Bova, C.J. Cherryh, Robert Asprin, changes. Please avoid sending convention registered; $10 at the door. Write to: Brad Mon- and David Weber. Activities include gaming, a notices by fax, as this method has not proved ger, 517 W. 7th St., Maryville MO 64448; or call: costume contest, panels, seminars, anime, to be reliable. 1816) 582-8174. videos, dances, and a hospitality suite. Registra- tion: $40 at the door. Send an SASE with $.52 SIMCON XV, March 25-28 NY postage to: MOC-8, P.O. Box 6585, Athens GA This convention will be held at the University 30604; or call: (706)549-1533. of Rochester’s River campus in Rochester, N.Y. Events include board, miniatures, and com- COASTCON XVI, April 2-4 MS puter games, with a movie room, a dealers’ This convention will be held at the Gulf Coast room, and a miniatures-painting contest. Write Coliseum/Convention Center in Biloxi, Miss. to: SIMCON, CPU #277146, Univ. of Rochester, Guests include Timothy Zahn, Michael Stack- Rochester NY 14627-7146; or call: (716)275-6186. pole, Lawrence Watt-Evans, and Andrew Offutt. Activities include a dealers’ room, 24-hour ADVENTURERS’ INN VI, March 26-28 CA video rooms, a dance, a costume contest, a This convention will be held in the Angels charity auction, and gaming. Registration: $20 Camp at the Calaveras Fairgrounds. Activities before March 1st; $25 at the door. Write to: include role-playing and strategy games, a cos- COASTCON XVI, P.O. Box 1423, Biloxi MS 38533. tume contest, a movie room, medieval food, and dealers. Registration: $20 until Feb. 28; $25 PENTECON V, April 2-4 NY thereafter and at the door. Write to: ADVEN- This convention will be held at the campus of TURERS’ INN, P.O. Box 391, Mokelumne Hill CA Cornell University in Ithaca, N.Y. Events include 95245; or call: (209)286-1545. role-playing games, war games, board games, and miniatures games. Other activities include CONNCON ’93, March 26-28 CT dealers and RPGA™ Network events. Registra- This convention will be held at the Danbury tion: $7 preregistered; $10 at the door. GMs are Hilton & Towers in Danbury, Conn. Events welcome and will receive discount if preregis- include role-playing, board, and war games, tered. Write to: PENTECON V, c/o CSSS, 29 with RPGA™ Network-sanctioned events. Jean White Hall, Cornell Univ., Ithaca NY 14853; or Rabe is our guest of honor. Other activities call Kris at: (607) 253-0650. No collect calls, include miniatures, board and war games, a please. banquet, and dealers. Judges are welcome. For It's a small world preregistration fee information, write to: CON- SPRING OFFENSIVE IV, April 2-4 IL after all NCON, P.O. Box 444, Sherman CT 06784-0444. This convention will be held at Illinois Cen- tral College in East Peoria, Ill. Events include What are the latest releases in minia- COWBOY CON ’93, March 26-28 OK role-playing, miniatures, and board games. ture figures and scenery? What rules This convention will be held at the Student Registration: $3/day or $5/weekend. Events fees are best for tabletop war games? Turn Union on the OSU campus in Stillwater, Okla. are $1 each. Write to: SPRING OFFENSIVE, The to “Through the looking Glass” in this Guests include Mark Simmons and Roger Allen. Game Room, 116 Walnut, Washington IL (no zip issue and see! Activities include gaming, a dealers’ room, a code given); or call: (309)444-4640. masquerade, and filking. Registration: $8 prereg- istered; $10 at the door. Write to: Cowboy Cam- HYPOTHETICON ’93, April 3 CT paigners Club, c/o COWBOY CON, Student This convention will be held Student Union at Union 040, Box 110, Stillwater OK 74078. the Storrs branch of the University of Conn. Events include gaming, movies, panels, and a ONEONTACON ’93, March 26-28 NY dealers’ room. Registration: $4 preregistered; This convention will be held at the Hunt $6 at the door. Write to: Vivian Norwood, Union, on the SUNY College campus in UConn, Shippee Hall, Room 519, Storm CT Oneonta, N.Y. Events include role-playing and 06269; or call: (203) 427-5085. miniatures games, with a dealers’ area. Regis- tration costs vary, but students receive a mini- SPRING FANTASY REVEL, April 8-10 IL mum $1 discount. Preregistration is advised. This convention will be held at the Woodfield Write to: Gamers’ Guild, c/o Student Activities, Hilton in Arlington Heights, Ill. Events include State University College, Oneonta NY 13820. numerous RPGA™ Network events. Other activ- ities include the Little Wars Wargaming Week- end, running concurrently. Registration:

DRAGON 31

How to set up (and survive) a split-party adventure by William J. White Artwork by Jim Holloway

Keeping a party of adventurers together statistics, and NPC motivations. “Never split the party!” is usually a good idea, especially at lower However, split-party adventures can advised the wizened sage levels of experience. It makes sense for have terrific advantages for a campaign. sternly, poling a gnarled finger the characters. They can overcome The DM can tailor adventures to show- at the youthful adventurers he tougher challenges, and they can protect case individual PC’s abilities and respond had taken in tutelage. “You are each other when wounded or otherwise to each player’s interests. Each character stronger together than apart— incapacitated. Staying together provides is the “” of his own adventure, which if I had some sticks I could plenty of opportunity for role-playing means each player will feel more involved show you. Besides, when sepa- between members of the group. It makes and more in control of his character’s rated, you make more work sense for the referee as well. She can pre- destiny. Finally, and perhaps most impor- for the Dungeon Master.” pare a single storyline and be fairly confi- tant, split-party adventures add drama to The callow youths shivered dent she has options for all contingencies. a campaign. One of the most tension- at the mention of the cruel, Splitting the party does mean more filled chapters in J. R. R. Tolkien’s is “The cold-hearted deity’s name. work-both creatively, in terms of adven- Breaking of the Fellowship,” when the They would follow their men- ture ideas the DM needs to come up with, Nine Walkers split into three smaller par- tor’s advice. and logistically, in terms of maps, monster ties. A similar plot device incorporated

DRAGON 33 into an AD&D® campaign can turn a stan- cated on the map, no matter what dire nificance compared to the next group’s dard adventure into the epic saga of a warnings are written in the margins. This will feel slighted. (If it turns out, however, band of scattered heroes struggling as tactic is also good to use with PCs who that the lost dog is actually a prince of the outnumbered individuals against desper- have been abandoned by the rest of their Animal Realms exiled from his home ate odds and dire villains. party. plane, and is the only creature capable of tracking the Extradimensional Bad Guys to their lair, then there can be no cause Breaking up is hard to do The center cannot hold for complaint.) “I’ve had it up to here with you sorry The two adventurers looked around at When a party is split, for whatever rea- excuses for heroes!” shouted Bork the the remnants of their shattered camp. son, the referee must deal with the prob- Barbarian. “Your mincing civilized ways Luke the Bold removed his helmet and lem of preparing two or more distinct sicken me. I’m headed for the Wild Lands, ran a hand through his sweat-dampened storylines, as well as that of keeping all where men are still men! And don’t try to hair. players, both active and passive, inter- follow me, either.” “What a day!” he said despairingly. ested, occupied, and entertained. “Go ahead, you oafish lout. I say we seek “First, Sheena the Witch gets ensorcelled our fortunes in the Dread City of Doom- by the Dark Prince, then Falstave the Furi- cliff. Who’s with me?” ous is captured by Lord Agony’s minions, Exit, stage left “Not me. I had a vision of a pure white and now Isaac of the Valley has disap- No matter how clever or intricate the stallion racing through the Demon Desert. peared from camp while we were out plotlines a DM creates, his work will be I must go and capture my new war horse. looking for Jonas the Wanderer, who ran wasted if the game session itself is disorga- You go ahead. I’ll catch up.” off this morning after being bitten by that nized and unevenly paced. When a party strange wolf.” splits, it is vitally important that the referee As the above dialogue implies, some- “I know,” replied his lone remaining “stage-manage” so that each player times player inclinations may take their comrade, prodding the body of a goblin receives his fair share of attention when PCs in different directions. After adventur- he had slain while it was looting the camp. he is “active” and remains interested when ing and advancing as part of a group, it is “I was there.” he is “passive.” In stage-managing a split only natural for a character to develop party the referee’s major concern is what ambitions, obligations, or desires that his If the devious DM decides that his play- to do with the players whose adventures companions do not share. Some PCs may ers need a good shaking up or a change of are not being resolved at present—the simply want to prove their independence, pace, the characters may be separated passive players. while others may envision their charac- through no fault or desires of their own! Most referees will not want to run sepa- ters as lone wolves who habitually travel Why would a DM want to create a split- rate gaming sessions. Instead, they will . party situation? The reasons are numer- advance the plot of each story a little Since the breaking of these fellowships ous and depend on the needs of the before passing to the next character or is voluntary, the problem for the referee is campaign. The referee may want to break small group. getting the party back together, which will up the party for dramatic effect, or to Passive players should be allowed to be addressed later. However, creating challenge characters who are so effective watch the active players. In many scenar- adventures may be a bit easier, as the as a team that it is difficult to design an ios, passive players can control NPC character will usually have some idea of adventure that presents them with signifi- actions in combat or negotiation. A player what he is trying to accomplish by his cant obstacles. Splitting this kind of party can role-play the dying messenger who departure, and the DM need only respond can excite even the most jaded dungeon- begs with his final gasping breath for the to these ambitions. crawler. active PC to deliver a message. Other A referee can exert some control over A third way to split the party is as a con- entertaining roles are the bothersome tax this type of split by doing a little “pre-emp- sequence of the characters’ actions. If a collector or the absent-minded sage from tive preparation.” After noting the kinds of party is set upon by bandits and some of whom the active player is wheedling infor- adventures that appeal to each of his play- the PCs flee, leaving the rest to be cap- mation. Most players love a chance to ers, the referee designs a one- or two-page tured, the DM should let the cards fall as show off their role-playing skills. Addition- adventure outline (with sketch maps and they may. Three PCs may be held captive, ally, passive players can be henchmen, the bare minimum monster or NPC stats) to be ransomed, or sold into slavery, while hirelings, servants, or allies that the active targeted toward each character. By listen- two others are lost in the woods without player has encountered in his travels. ing to rumors in a tavern, picking up food or supplies. The adventures revolve Generally, the roles given to passive vague hints from a musty old tome, or around one group’s escape attempts and players fall into one of two categories: the hearing the intriguing song of a bard in the other’s struggle for survival. one-shot encounter, and the recurring the market square, the character’s inter- The most worthwhile reason for split- NPC. est will be piqued, and he will investigate ting the party is to shine the limelight on The term “one-shot” refers to both com- without to much prodding by the DM. characters who are normally overshad- bat and parley encounters. In either case, Details can be added with little effort, and owed by their more aggressive peers. the passive player receives a sheet of paper modified as needed. This type of plan can Nearly every campaign has someone who with his NPCs’ statistics and instructions ameliorate to some degree the tendency fits this category. If given a chance to regarding tactics, motivations, and goals. of characters to venture to far-off lands stand on his own two feet, a player who The referee must explain precisely what he the DM has barely had time to name, normally stays in the background can expects the player to accomplish, as well as much less describe in any detail. develop his PC into a more interesting and what liberties are allowed. For example, in A simple but effective technique to use memorable persona. telling a player to act out the role of the on a PC who has decided to strike out on A caveat: While it is important to tailor dying messenger, the instructions could be her own without any particular goal in individual adventures to the players’ “Ham it up all you want, but don’t die mind is to have her stumble upon a tastes, it is equally important to make the before Darkling swears to carry the mes- map—newly-made or ancient—marked adventures of approximately equal conse- sage.” with some tantalizing location like “The quence. That is, one group shouldn’t be Letting passive players control mon- Lair of the Glass Spider” (or perhaps just saving the known universe while a second sters in combat can be fun, especially if the proverbial X). No character can resist is hunting for a little boy’s lost dog. The the monster is especially interesting. This making a beeline for the destination indi- players of an adventure that pales in sig- is a player’s chance to act out all those evil

34 FEBRUARY 1993 impulses. However, strict limitations that they should complement the active promising newcomer lags behind in expe- should be placed on the kinds of tactics player without upstaging him. rience levels, he can still participate in the the passive player can use. This minimizes If some players are not participating the “mainstream” campaign through one of the potential for drastic upsets in the ref- current adventure, the referee should the techniques suggested above. This is eree’s game plan. As insurance, the ref- ensure any activity not relevant to the perhaps the best of both worlds. eree should maintain control of a major active player takes place away from the bad guy who can influence events accord- gaming table. This includes passive player ing to that plan—the “Aw gee, boss. Why planning as well as conversation about last Hints for the DM™ can’t we kill them now?” scenario. night’s ball game. An appreciative audi- Keep track of time and space. It’s It is best not to give control of the pri- ence, on the other hand, can enhance the important to keep the PC groups on paral- mary nemesis of the active player to a pas- active player’s enjoyment. lel tracks, so that when the time comes to sive player, as this may cause tension The individual DM is the best judge of meet up again, no huge discrepancies between players and takes away from the whether his players will enjoy “helping exist. A little fudging with travel times can referee’s ability to control the action. out,” watching, or going elsewhere to plan help accomplish this. The referee can also allow passive play- strategy. The rule of thumb, however, is Try to switch from one group to another ers to control some of the active players’ “include, include, include.” when play reaches a stable point—the PCs companions, sidekicks, or henchman. are traveling, or are trying to make a deci- These subsidiary characters’ motivations sion, or have found a room for the night. should also be carefully spelled out. Most A word on neophytes You could also switch at cliffhanger players will cheerfully play along if called The split-party adventure is perhaps the points—right before the player makes a upon to take the part of a bumbling best way to introduce inexperienced play- saving throw, for instance—but this may be apprentice, a wizard’s familiar, a knight’s ers to the campaign. The AD&D 1st Edi- too much of a strain on the nervous system oafish squire, a ranger’s pet wolf, or a tion game’s Dungeon Master Guide (page for some players. It’s usually best to leave a thief’s urchin lookout. Alternatively, the 111) is worth quoting in this regard: player when he can plan a course of action referee can devise a character and give “...[S]et up a special area for 1st level of or perform character maintenance, such him to a passive player with orders to “tag experience play. . . a couple of experi- as purchasing routine supplies. along,” whether the active player wants enced players can act the part of some Try to switch between groups several him to or not. Some ideas for this type of mercenary men-at-arms, as well as the times during each gaming session. This character include the 1st-level, would-be roles of various tradesmen . . . but all avoids the “You mean I’m done for the adventurer looking for a mentor; a mis- actions, reactions, and decision making night?” syndrome, which tends to leave chievous sprite or leprechaun who has will be left strictly up to the neophyte . . . .” players feeling short-changed. taken a shine to the PC; or a beautiful but At the end of each session, give a quick spoiled princess who wants to run away Eventually, according to the old DMG, rundown of where each PC is in location from the palace in the company of a the neophyte player will have the experi- and time. Use a large-scale campaign map handsome stranger. The principle to ence necessary to join up with the “old if possible. While the PCs might not know apply in assigning these companions is guard” on their adventures. However, if a this information under normal circum-

DRAGON 35 stances, it gives the players some focus adventures include: adventures of Conan and Elric of Melni- and reminds them that they are all partici- The quest— This is the archetypical bone include examples of this adventure. pating in the same campaign. adventure, a quest for a single character Capture and escape— The character has Finally, in terms of stage-management, that involves little extra thought on the been taken prisoner and rests behind the concept of “blue booking” as DM’s part. The Quest for the Holy Grail is bars until he can escape and take his described by Aaron Allston in his Strike- a good example, as are the labors of Her- revenge on his captors. Alone, hunted, force supplement to ICE’s CHAMPIONS* cules. The single-hero quest should be and weaponless, he must find a way to game must be mentioned. The referee filled with riddles and tests of character, recover his possessions and find safety. writes a description of the PC’s current not heavily combat oriented. The archetypical example of this adven- surroundings in a small notebook. Imme- The contest— The character is involved ture is The Count of Monte Cristo, by diately below, the player writes what his in a test of arms, wits, or skills with an Alexander Dumas. character says and does. The referee NPC of about equal abilities. Think of the The vendetta— The character is involved determines the results of these actions legend of John Henry OF in the hall in a blood feud with an NPC, each seeking and writes them in the book for the player of Utgard-Loki from Norse mythology. the other’s death or imprisonment. There to read, and so on. This works best in situ- The mystery— This includes but is not should be some factor that prevents them ations where little combat is involved— limited to the traditional murder mystery from walking up to each other and hack- mysteries, intrigue, and romance. investigation (e.g., Agatha Christie). Any ing away—the command of a sovereign, unusual circumstance or event whose the fact that one has knowledge the other cause must be determined by a character needs, or simply that some greater neces- Meanwhile. . . using his wits and his skills can be a mys- sity exists (“We’ve got to put our differ- In creating adventures for split parties, tery. A priest enters a haunted house, a ences aside, Mordan, if we want to beat two things must be kept in mind: the thief tracks down the villain attempting to these invading .”). desires of the players and the abilities of frame him, or a wizard researches a spell The bounty hunt— The character is a their characters. A thief will want to pull by finding hints and clues in the pages of bounty hunter attempting to track down a the heist of the century, and a paladin will books from widely scattered libraries. The wanted man. He can be working on his seek to fight evil creatures, but other PC stories of Lord D’Arcy, by Randall Garrett, own after seeing a wanted poster, or he ambitions may vary. Sometimes, a charac- are good examples of the traditional mys- can be hired by the local authorities based ter’s reason for venturing off alone is tery in a fantasy setting. on his reputation. The action may take merely to travel (“I want to see the Edge of In command— The character is a place in an urban environment or occur the World.”). In that case, it’s up to the ref- of some armed force. He can be a merce- as a cross-country chase. A character may eree to create adventures that interest the nary captain or the skipper of a privateer, enjoy this enough to want to bounty hunt player and suit the capabilities of the with letters of marque from the queen. on a regular basis. The DM should pre- character. Adventures can lead into miniatures bat- pare a “most wanted” list and possibly Certain types of adventures work well tles or can be steered toward political some rival bounty hunters. with lone characters, or with groups of intrigue. Raids, pitched battles, mutinies, Alternatively, the character is pursued two or three adventurers. Some of these and coups d’etat are all possible. The by a bounty hunter. He may have broken a

36 FEBRUARY 1993 law or insulted a wealthy man’s wife. Per- their referee does it right, they’ll be telling pardon is issued—in the event that the haps it’s just a case of mistaken identity. their grandchildren about it. characters are not able to figure one out He must not only defeat or escape the for themselves. hunter, but also resolve the problem that There you are, at last— A PC adventuring put the bounty hunter on his tail. Reunion solo discovers the only thing that can help The spy— The character must stealthily The referee will eventually want to get him achieve his goal is a magical item he infiltrate an enemy area in order to gain the PCs back together in order to run an knows is in the possession of another PC. information, steal a valuable item, or kid- adventure that requires their combined He must track down the other character nap someone. This type of adventure is efforts. There are several ways to do this: and convince him to aid in the quest. Natu- excellent for a thief tired of being over- What are you doing here?— A chance rally, the other PC may be reluctant. He shadowed by high-powered fighters and meeting is the easiest but perhaps the can perhaps be persuaded to help, but he mages. least satisfying way. The PCs are in the will certainly not let the item out of his pos- It takes a thief— This is another good same town or traveling along the same session. The first PC will owe the other a adventure for the rogue striking out on road when one spots the other, and the big favor. his own. The character is hired or other- two reminisce about old times. We don’t like your kind around here— wise cajoled into tracking down a crimi- Ill met in -town— The characters The character is traveling through a land nal who has been preying on a rich are reunited as they are about to sepa- populated by extremely xenophobic merchant or powerful lord. Usually, but rately engage in the same enterprise. Per- natives. They run him out of town and not always, the reward includes a pardon haps they are both attempting to break generally make his life miserable until he for past crimes; failure is punished by into the tower of the evil necromancer heads in the general direction of the other turning the thief over to the law. Gulgos, or are vying for the position of characters. Many other categories exist. A ranger royal musketeer. Both PCs should be able I’ll get you out of this— A character infiltrates a bandit camp to recover a valu- to accomplish their objectives without receives word that a former companion is able heirloom. A wizard seeks a wise old direct competition that could stand in the in big trouble—imprisoned, ensorcelled, hermit to tell him some Secret of way of renewing their friendship. or about to be hanged. He is sufficiently Life. Political intrigue and romance can So we meet again— The characters are loyal to rush to his friend’s aid. form the basis of many more adventures. on opposite sides of some quarrel and Other interesting, if slightly more com- What makes a split-party adventure really meet during a confrontation between the plicated, plot devices can be used. Sup- satisfying, for referees and players alike, is two sides. They may be soldiers of warring pose a character has made his way to the shaping the adventure so that it ties factions, or one PC an trapped by Forbidden City and sneaked into the Kai together what the characters have been the other, a bounty hunter. The referee Lin Temple. He plans to search the Book doing individually. must be able to provide some means of of Changes for a riddle that holds a clue to erasing the conflict between the two—a the location of a lost artifact. When he faction surrenders or is defeated, a royal makes it to the library, he sees a hooded Weaving the web Player-characters, as many DMs are aware, like to feel that there is some grand scheme they can affect by their actions. It makes them feel important. The DM can heighten the characters’ sense of accom- plishment by leading them along separate paths to the same conclusion. This is often more satisfying than a scenario in which a unified party overcomes a series of obstacles in a linear fashion. Also, the players will think their referee is a genius, which is no small thing. To accomplish this, the DM should first let the characters resolve the situations that caused them to separate. Then, grad- ually, he should hook the characters with clues that something isn’t right-portents of war, perhaps, or strange happenings in the hinterlands. When the characters investigate (if not at first, then later when the danger becomes acute), their adven- tures will bring them closer in time and space until two or more groups meet, compare notes, and decide on a com- bined plan of action. Eventually, all the PCs come together at the one place at which they can stop the menace. The best sort of challenge to get characters back together is some epic villainy: The mind flayers plan to extinguish the sun, or an invasion of extradimensional monsters want our women. Even if the characters fail to stop the plan before it hatches, they can still attempt to set things as the scheme unfolds. The epic quality of such an adventure appeals to most players. If

DRAGON 37 monk bent over the very volume he needs. cheap. that their characters live in a world of lim- The monk is actually another PC in dis- If stronger methods are necessary, the itless options, where they can go any- guise, with similar intent. If a fight ensues, DM can impose some obligation on the where and do anything. If the characters a few rounds of combat may pass before PCs that will bring them to the same place believe this, they will happily reunite, the two characters recognize each other. at the same time. Their religion may knowing that an adventure always lies If the first PC waits for the monk to leave require a pilgrimage to some holy shrine, over the next hill or down that winding and then reads the book, both characters or a lame bard makes them promise to road. may meet at the location specified by the return in a year’s time to relate their riddle. Or perhaps the false monk is dis- adventures (to be immortalized in song). * indicates a product produced by a company other covered and runs back to the library, The PCs could be pressed into service to than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. where the two meet and are forced to stop an orc invasion, and meet on the The use of the name of any product without mention of fight their way out together. Either way, battlefield (surrounded by the enemy, of its trademark status should not be construed as a some drama has been introduced and the course). challenge to such status. PCs’ reunion will be memorable. The simple trick of getting a party back together is to impose a common objective, goal, or destination. Once the PCs are Boundaries headed for the planned rendezvous, the There are a few things the DM can do to referee can adjust their rates of speed by make sure the party split lasts only as long putting obstacles (wandering monsters or as she wants it to. The first, and most natural events) in the way of some. At the important, is to fulfill whatever desire the rendezvous, the PCs should face some character wants to accomplish by leaving challenge requiring all their combined the party. Whether it is a specific goal or skills. just wanderlust, the referee must accom- modate the need and then turn the charac- ter back toward wanting or needing Putting the pieces together Give us the word! companions to aid him. A split-party campaign can be a great What do you think of this magazine? It is helpful if there is a specific geo- deal of fun for the players and their DM, What do you like best or want to see graphic focus where the PCs return time despite—or perhaps because of—the changed most? What do you want to after time; in other words, a place they increased complexity. see next? Turn to “Letters” and see can call home. This could be the strong- If a referee can pull off the split while what others think, then write to us, too! hold of a high-level PC, the castle of a giving all characters a feeling that they are friendly lord, or even a roadside tavern important to the campaign, he will have where the company is good and the ale is provided his players with a great feeling-

38 FEBRUARY 1993

an abridged version for players without Chapters 10-18? No. The idea behind the Cyclopedia was to offer at the best price possible all the rules previously contained in four or five rulebooks, plus a decent monster mix and a “starter” campaign. The handy Cyclope- dia also offers a more affordable and less bulky option to the $80.00 initial pack needed for the AD&D® game (a Player’s Handbook, Dungeon Master’s Guide, MC1 Monstrous Compendium and a boxed campaign set). Granted, you get a heck of a lot more with the AD&D game option, and it is generally more complete in its treat- ment of comparable topics, but not every- one wants to shell out that much to run a complete game the first time. We also found out that most players own all the rules for their respective games anyway, so offering the whole thing didn’t seem to pre- sent a major problem.

While I realize that the new D&D game boxed accessories are aimed at beginner players, that is no excuse for their poor quality.1 The only artwork worth looking at is on the box covers, and some of that is totally inappropriate. Tiamat/Takhisis (on The Dragon’s Den cover) is not a D&D monster, and any player worth his salt knows the difference between a goblin and a githyanki (see The Goblin’s Lair cover).2 Although the adventures are short and simple, that is to be expected from an introductory module.3 However, why not set the adventures in the Known World rather than create a new Thunder Rift ?4 I also have a problem with the maps; I find it hard to believe that even beginning players want to have the whole dungeon laid out before their eyes. It would be better to include a blank grid sheet that the DM could use to draw the maps as the adventure progresses.5 A final complaint concerns the exorbitant pack- aging and pricing of these boxed sets. Why Letters & more economics such a big box? Why such a high price? If you want to justify the pricing and the by Bruce Heard packaging, dump the cardboard cutouts and include plastic figures.6 This regular feature offers suggestions on the D&D® game, its I took the liberty of indexing the letter to worlds and its products, occasional articles, or “first glance” reviews more easily refer to its vital parts. of D&D game products. Readers are welcome to send questions, 1. The components in the boxed sets are suggestions, or criticisms on the game or on the material published certainly not of poor quality in my opinion. here. We can’t promise all letters will be answered in this column, 2. There seems to be a lack of apprecia- but they all will get our attention. tion for the half a dozen black and white illustrations—it’s a question of personal taste. The remainder of the art—the color pieces on the covers; the semi-gloss, high- Letters zine some day—likewise with the missing grade poster mapsheets; the 70+ card- Two points of interest in the Thunder members of the Quadrial. Feel free to sub- board standups; the game tiles—is quite Rift accessory are marked on the pull-out mit your version after you get the maga- nice. Whether the cover art is inappropri- maps but are never mentioned in the zine’s writer’s guidelines. ate is beside the point, since these prod- sourcebook itself. Will the “Dark Pit” and ucts are targeted at beginners—people the “Monolith” (both near the Bone Hills) The Rules Cyclopedia is a great piece of who, by definition, do not know anything be detailed in later products, or they are work! In fact, it’s too good. While it con- about the D&D game (“gith-what?”). The left to be designed by individual DMs? tains everything a DM could want (exclud- boxed accessories are simply not intended They were left to be designed by the ing the Gazetteer information), it contains for experienced gamers. Dungeon Master, although we may perhaps material that should not be available to 3) Thanks, we hoped so too! see a version developed in DRAGON® Maga- players. Is there any chance of producing 4) First, the D&D rules in the game box

DRAGON 41 do not handle wilderness settings at all, DRAGON issue #177, a new society was still some steam left in this guy (or at least I much less campaign worlds. The introduc- introduced. I found that it is very similar hope so!) tory D&D game deals exclusively with in appearance to The Adventures of I read in DRAGON issue #187 that TSR dungeon-crawling. Second, in order to play Astérix, a European series by widened its margins on products so that it in the Known World, a gamer has to own a René Goscinny and Albert Uderzo. Many could produce items less expensively copy of the Rules Cyclopedia where that of the character names end in “ix” and (while still charging the same price). I world is described. Beginners, by defini- have double-meanings, such as the bard wonder how wise the move really was, tion, would obviously not have the Cyclope- Voxpopulix, which means “voice of the since it raises credibility/integrity issues? dia. That’s why there is Thunder Rift. Trust people.” In the Astérix books, the bard TSR tries to keep the price you pay for us; we’ve had our share of confused phone Cacofonix also has a poor talent in its products from rising with the cost of calls from mothers who accidentally pur- singing. Another similarity is that of the inflation. There’s also a problem with chased the kids a copy of some AD&D prominence of druids in both scenarios. printing material in small type that’s hard campaign set, and who hadn’t the foggiest Was Mr. Heard at all influenced by the to read and looks overwhelming to those idea what to do with the stuff. Astérix stories? gamers interested in getting started. Do 5) Blank grids are visually boring. We’re Yes, by Toutatis! I was raised reading the you really need 10 megabytes worth of data dealing with first-time gamers, younger Astérix books in Europe. My goal was to to play a module? If you’d rather pay more players for whom the visual element is cru- create a society of druids loosely inspired by for a heavier word count, let us know. You cial, people who know neither how the continental Celts, but that would have can send your comments on the topic to game is played nor how to visualize what reached the medieval era. Of course, some our Marketing Dept. happens during an encounter, and appren- things never change, and the folks of tice DMs struggling with the game’s flow. Robrenn still fear nothing, except perhaps Don’t make them draft the dungeon on top that the sky will fall on their heads! Economics III—Working it out of everything else! That’s why we have Well, yes, here’s more on economics. three very exciting mapsheets in each set. I cannot find a complete map- any- Last month we looked at population and Of course, experienced gamers may laugh where. The one in the Rules Cyclopedia, the food factor. There are more issues, at that. But the game still remains tough for example, does not state that the red like population growth, the creation of when all present, including the DM, are skull-and-crossbones are. Most of other new villages, deforestation, etc. complete rookies trying to find their way. maps have keys for only what is on them. 6) Exorbitant? At $16.95, we’re not break- Can you print a key in your column? Population growth ing anyone’s budget. Go ahead, find a Probably not. Most of our readers are Every year, a dominion’s population product from traditional hobby game com- already familiar with the hex symbols used should grow, barring disasters like wars, panies offering as much as what the “Lairs” in the D&D game. No doubt, more new plagues, or natural catastrophes. Add up sets do, at anywhere near $16.95! Oh sure, ones will follow as we develop new prod- the present population for each of the we could include plastic, but that would ucts. They are rather obvious for the most land categories in the dominion (wilder- drive the price higher. The packaging was part, except for a few like the red skull-and- ness, borderland, rural, suburban, and designed to sell the product in the intended crossbones. This symbol comes from The urban). Then figure out the growth statis- market of younger, first-time gamers who Elves of Alfheim gazetteer and indicates tics for each type of area, based on the do not frequent hobby game stores. bad magic points (cursed or haunted Confidence Level of the dominion (see the The point of the “Lairs” boxed sets is that areas). The white tree symbols stand for Rules Cyclopedia, page 141): they are fun to play and quite easy to get good magic points (enchanted areas). Gray into. Don’t assume that all new players trees on a green background in Aljheim Growth Per Year learn the game from someone who already, indicate giant oak trees. In GAZ12, The 350+ 349-150 149- knows it. Many people are isolated or don’t Golden Khan of Ethengar, the dark green Category Level Level Level even understand the basic concept and grassland hexes mark the location of Wilderness +5% +10% +15% workings of a role-playing game. The D&D choice grazing lands, the shaded green Borderland +16% +8% - boxed game is not targeted at established spots signal poor grazing land, and the Rural gamers wanting to check out the D&D gray hexes indicate a plain of ash. & Village +18% +6% -6% game, or those who are already members Towns of gaming clubs or exposed to hobby gam- I enjoy “The Princess Ark” series, and I & Suburbs +12% +3% -6% ing in general. We have many people out think the blend of characters and cam- Cities +5% +l% -3% there who expect to find a four-page rule paign narrative is just about right. I’m a book, like in a mass-market board game, bit disappointed that three of the past Growth figures above include routine when they open their first RPG box. Any- issues contained only letter columns. The population migrations as well as births. All thing more than 16-pages of literature questions and answers are interesting, but is fine when the population grows. When quickly becomes a daunting prospect for I hope the absence of other information the population falls, entire families head them! doesn’t mean you’re running out of ideas. for other dominions or nations, seeking a Once these new players reach the limits I’m assuming you’re either too busy or better life. The oddity here is that fewer of the introductory game (provided they are rethinking its direction in light of people are likely to settle in wilderness don’t get discouraged and give up in the . areas when settled lands are prosperous. process), it will soon be time for them to go Well, it’s a little of all that. I hope the let- Likewise, when things go bad, more people on with the Challenger Series or the AD&D ter column covers a need for answers and are likely to run away into the wilderness game. Giving new people an accessible attention. The reason why the adventure and lay low! entry to RPG gaming is in the whole series went on hiatus has more to do with Example: In the two-hex oasis men- hobby’s best interest. That’s why the-intro- development of the upcoming Princess Ark tioned in the previous issue, we had 350 ductory D&D game and its supplements boxed set, with which the monthly feature people (300 farmers and 50 soldiers in a are designed the way they are. So, please, would have interfered, than the upheavals fort). Since this is borderland, the popula- don’t compare them with sophisticated of Wrath of the Immortals. I am indeed tion here could grow 8% in a year. hobby games. They just don’t fit in the pretty busy, and as I explained in an earlier Although soldiers are technically consid- same category. issue, my contributions to DRAGON Maga- ered “urban,” military strength simply zine remain purely on a free-lance basis. doesn’t “grow” (sorry, army regulations do In “The Voyage of the Princess Ark in As far as running out of ideas? Well, there’s not allow fraternization with the natives)

42 FEBRUARY 1993 unless you are dealing with a barbarian or dominion’s total farmland population by Example: The oasis mentioned earlier a tribal setting instead of a professional 200 rather than that single hex. Assume should be part of a larger dominion. Let’s military unit. Only the farmers would that within weeks or months, the popula- assume the total growth of the dominion’s show a population growth in the oasis— tion spreads out to fill the vacuum. But if a farming population that year to be 250 24 extra people. This includes children particular village is hit by catastrophe, it people. You rolled a 20 on 2d20, meaning and outsiders (newcomers) in the oasis. stays that way! 20% of these farmers—50 people in all— Catastrophes: The percentages listed Resettlement: It is possible to pay peo- seek to create a new village. Pick an area in the growth chart can be modified to ple to settle wilderness areas, above and in the dominion where you want a village, represent upheavals. For example, in the beyond normal population growth. A 5-gp following the placement guidelines above. case of a plague or epidemic, subtract 3d6 grant per person should be enough to get As the dominion ruler, your PC may from nonurban growth percentages on some people to move. If the dominion is help in the construction of the new village the chart (-6d6 for urban). In the case of prosperous, a 10-gp grant would be better, by lending or donating gold for a mill or a widespread invasions, subtract 6d6 from since the inhabitants are less likely to seek chapel dedicated to the PC’s immortal nonurban growth percentages (-3d6 for a harder life. The cost includes town patron. Perhaps a small guard house urban), etc. criers announcing the offer, and the would keep the desert away. The For an earthquake or volcanic eruption, provosts registering and paying the new villagers will thank your PC for such gen- roll 1d4. A roll of 1 indicates one hex is settlers. erosity and name the village in the domin- affected. A roll of 2 affects the source hex Roll 1d20 once for each population cat- ion lord’s honor. and the six surrounding hexes. On a roll egory targeted with the resettlement offer of 3, add the next 12 hexes, and on a roll (a town, a group of villages, a rural or bor- of 4, add the next 18 hexes (in concentric derland area, etc.). The result is the per- Deforestation circles spreading out from the volcano or centage of the targeted people who accept Cause & effect: Woods are both an the epicenter of the earthquake). On a roll the grant and move out. But beware: if the obstacle and a boon to the development of of 1, the earthquake/eruption destroys majority of settlers are urban people, rural areas. Trees take up valuable land 2d6 + 1% of the population. On a roll of 2, 10-100% (roll 1d10x10) of them may per- on which farmers could grow crops, but the outside ring suffers a 2d6 + 1% loss, the ish, give up, or otherwise disappear they provide essential construction mater- epicenter/volcano hex 4d6+2%. On a 3, within a year of resettlement (sorry, no ial and a fuel source to heat the villagers’ the outside ring suffers a 2d6+1% loss, the refund!). If the majority of the settlers are homes and feed the blacksmith’s furnace. center ring 4d6+2%, and the epicenter/ suburban, roll 1d8x10 instead. Roll The result: Woods get cut down as local volcano hex 8d6+3%. On a 4, the epi- 1d6x10 if the settlers are from a rural population grows. center/volcano hex suffers a 16d6+4% loss area, 1d4x10 if they are borderlanders. In general, forest population simply (etc). On an 8d6+3% effect scale, nonmagi- does not grow beyond borderland level. cal stone and wood structure suffer 50% The excess population moves to other damage. On a 16d6+4% effect scale, all New villages parts of the dominion (as explained under nonmagical structures are destroyed, etc. Creation: Part of the agricultural popula- “Migrations” earlier in this article). Mean- See the next section of this article for pop- tion may create new villages. Roll 2d20; the while, the forest is gradually cut down to ulation movements. result is the percentage of the total new make way for civilization. The edges of the Great catastrophes should have no growth among the agricultural population woods are deforested first, and the more than a 1% chance to occur per year. that wants to create new villages. Always destruction continues inward. Feel free to modify percentages as dic- round down the number of people moving Method: Your PC, as the dominion’s tated by historical events and common to new villages. If it is at least 50, a new vil- ruler, has two choices: sense. lage is created. If more, the newly created l Divide the total population of all the Migrations: After years of population villages should have no more than 200 peo- dominion’s forested areas by 150. growth, what used to be wilderness ple each. Finally, cross off the new villagers The result, rounded down, gives the becomes borderland, what was known as from the present agricultural population number of heavy forest hexes that are borderland becomes rural, etc. Remem- total and add them to the urban population reduced to light forest, or ber, some areas cannot grow beyond bor- total. l Divide the total by 400. The result, derland levels (desert, badlands, Placement: Place the new village(s) in rounded down, gives the number of light mountains). Excess population packs up borderland or rural areas, preferably on forest hexes that are completely defor- and moves out to other areas of the solid, flat terrain near a river (especially at ested. dominion (better lands, villages, etc.). In a river junction); by a sea or lake shore Changing the status of a forest, or this case, the affected terrain remains at (especially in a natural cove or near an removing it entirely, alters the limits on its maximum population ceiling. The estuary); along roads (especially cross- the number of people who can dwell in excess population spreads out into three roads), near a fortification (castle, fort, that area. groups (rounded down). The first third keep), or at a bridge. In a warlike setting, a Logging sites: The hexes that should be mixes with rural population. The second higher elevation facilitating the village’s deforested first are (in order of preference) third mixes with urban population. The defense may be desirable. A forest in an those wooded hexes: 1) closest to urban last third leaves the dominion or the king- adjacent hex might also be helpful, since areas, 2) closest to rivers, 3) to road and dom. Average out these numbers, drop- the wood could be used to build the vil- trails, and 4) to farmland (unforested plains) ping fractions. lage’s houses. Target first those sites bene- or to easily accessible regions. If there is an Whenever events such as migrations fitting from several of these features. alternative, wooded hills should be the last due to overpopulation, calamities, or Limits: In order to avoid an excessive to be deforested. resettlement (see next entry) affect a lim- number of villages after years of growth, it Risks & limits: As the ruler of a domin- ited area, it is best to average out the num- may be a good idea to limit the total num- ion, your PC has a duty to protect the bers over the whole population of the ber of villages to one per 5,000 agricultural dominion’s subjects. Deforestation is a affected terrain type. Separate population people, or 1d6+2 new villages per year, dangerous task. Monsters and forest ban- accounting for the same type of terrain is whichever occurs first. Large kingdoms dits could decimate the population. Druids to be avoided, for simplicity’s sake. For can grow out of control very quickly other- may not see this population encroachment example, if an earthquake wipes out most wise. The unhappy would-be villagers in with a kind eye, nor do then condone log- of the population in a hex of farmland (200 excess of those limits will have to stay ging. If the forest population is mostly people die), it would be best to reduce the home until next year. elves, no logging should take place at all.

44 FEBRUARY 1993 There is also the question of Royal Hunting 77-85 Copper mine 200 gp/month a secret skill check for each terrain type Grounds that by decree remain free of 86-92 Silver mine 300 gp/month that has been searched. Add up the num- inhabitants and logging. These forests can 93-97 Gold mine 400 gp/month ber of searched hexes for those terrain become very tempting to poor peasants 98-99 Precious 500 gp/month types for which the skill check was suc- and poachers. Once all the forests of a stones cessful. The DM then rolls separately for dominion are gone, it is necessary to 00 Two mines!2 n/a each terrain type as shown in the import wood for construction and heating. “Method” entry earlier. The prospector Result income must make it back to the PC’s headquar- (%) Size modifier ters before the DM can reveal the nature Mining 01-50 Small None and location of the mine to the player. If a Mineral resources could already exist in 51-80 Average x2 skill check fails, the prospector does not a hex at the time all the details of the 81-95 Large x3 find any deposit in that terrain type. dominion are first created. For the sake of 96-00 Major x4 If the prospector is a dwarf, add a .5% atmosphere, we can assume that mining chance per searched hex to the chance a is more likely in mountain areas than 1 In a feudal system, the local ruler mine will be found (hills or mountains elsewhere: often owns the mine. The figures listed in only). For example, if a dwarf searches 20 this column refer to net profits, after sup- mountain hexes and succeeds in his skill Terrain type Chance for mine ply and operational cost. The figures do check for that terrain type, he has a 30% Mountain 1% not include the upkeep of armed forces. chance (1.5%×20 mountain hexes) of locat- Hills &broken lands 0.5% 2 Roll again twice on this column, ignor- ing a mineral deposit (instead of a 20% Flat terrain’ 0.1% ing results of 00. chance). Bogs, swamps unminable The DM should check secretly once per Effects: For a mine to be fully opera- month (1d10% chancel to see if the 1 Includes badlands, deserts, clear tional, some miners must work in the prospector (and his armed escort, if any) terrain, etc. quarries, and others must transport the run into trouble from monsters, bandits, ore and run the mine. These people will disease, or accidents. When a deposit is Procedure: Add up the number of need to draw food supplies from neigh- discovered, a prospector may be tempted hexes for each type of terrain in the boring areas, because they do not gener- to exploit the discovery himself without dominion. Multiply these results by the ate any of their own food, and mining telling his PC boss, especially if not listed percentages. The result is the chance wipes out farming in its hex. For more escorted by guards loyal to the PC. The that a mine is already being operated in simplicity, assume the income from the chance of a prospector turning rogue are each of the given terrain types. mine also includes all tax income from 6% for silver deposits, 12% for gold, and Example: A dominion has 120 moun- that hex. 24% for precious stones. (Add to the total tain hexes, 40 hill hexes, and 20 hexes of Depleting an active mine: Roll per- another 12% chance for dwarven prospec- clear terrain. With a total of 120%, there is centile dice each year. On a roll of 1-10, tors.) If an escort is present, halve these automatically one mine in the mountains, the mine is empty and abandoned (it may chances (the escort may be bribed to plus a 20% chance for another. There is a become a lair for monsters, humanoids, betray the PC!) 20% chance for a mine in the hills, and a or bandits). On a roll of 11-20, the mine Once a deposit is discovered, the PC 2% chance for a mine in the plains. drops one category in size (a small mine is should invest 4d6×100 gp to begin exploit- Placement: There is no easy way of depleted). On a roll of 00, a new ore ing it. The DM should wait until the end of actually placing a mine on a map. If ran- deposit is found; the mine should be the first month’s exploitation before domness is desired, find the approximate upgraded to the next larger size. However, revealing the actual size of the deposit and center of the largest stretch of the desired if this result is rolled for a major mine, a generating regular income. If the deposit terrain type in the dominion. First, roll catastrophic collapse takes place; no is depleted at the end of the month, better 1d6. The result indicates a direction income is generated for the next 1d12 luck next time! (1-North, 2-Northeast, etc., moving clock- months. wise). Then pick a die that comes close to When a mine is depleted, roll percentile the average number of hexes separating dice again, The result indicates the per- the center hex from the edge of the ter- centage of the population in that hex that rain type. The second die’s result -1 indi- leaves the dominion altogether. Those cates the mine’s distance in hexes away who remain become part of the nearby from the center hex. If the second die farming population. If a village exists in a indicate a spot outside the given terrain mining hex and its population falls below type, place the mine in the closest hex of 50, it becomes a town (it is aban- the appropriate terrain type. A mine hex doned and possibly becomes haunted or a cannot contain a city or a large town. monster lair). The remaining villagers Size & income: Once a mine is identi- become part of the local agricultural pop- fied and placed, roll percentile dice twice ulation and check below for the mine’s nature New mines: Professionals can be hired and size: to search for mineral deposits. Use the salary rates given in “The Voyage of the Result Princess Ark,” episode #34, plus a reward (%) Nature Income1 of 500 gp per reported deposit. Any NPC 01-21 Depleted none with a skill in geology can prospect for (abandoned) mineral deposits. 22-38 Salt Mine 50 gp/month A prospector can search one eight-mile 39-53 Alabaster, 75 gp/month hex per week. As time passes, write down marble which terrain types were searched, and 54-66 Iron mine 100 gp/month their locations. The controlling PC can 67-76 Ornamental 150 gp/month check for the presence of mineral stones deposits at any time. The DM then makes

DRAGON 45

How many licks does it take to get to the center of a Sentinel?

Well, things have been quite hectic for the past few months with MARVEL SUPER HEROES™ (MSH) game line and I’ve been in quite a stew over what to do for the “MARVEL®-Phile.” As usual, day-to-day work keeps after us here at TSR and, despite our best intentions, sometimes the things that get set aside for later attention are letters from gamers. This matter is punctuated by Dale dropping off two or three letters a week, Dale might make a good Willie Lumpkin (though he can’t wiggle his ears) and he—and your let- ters—set me on this month’s column. Yes, after months of waiting, many letter writers will get answers to questions about the game I’ll address a number of questions that we continually get here, and offer some helpful hints for Judges and players alike before future, questions arise. Ready? Let’s go!

Questions I have just read about {insert favorite character’s name here}, and I want you to send me her game statistics. For the past year or two, Dale and I have tried to keep up with the vast numbers of new characters coming out from and to present them in these pages. We also do appreciate letters asking us to present certain characters in this magazine. These help us decide which characters are best suited for publication. Had it not been for letters to the magazine, I’d never have done Darkhawk, Cerise, and Kylun. Many people write in asking for a huge number of characters from related or unrelated titles (“every character who was ever an X-Man”) and specifically request that these characters’ stats be sent to them at their addresses. As much as we’d like to oblige, we cannot provide such services

DRAGON 47 due to the sheer volume of requests, and Characters can absorb only one power Strength or Endurance. The Black Widow the simple fact we have full-time jobs to at a time, or two if a Limitation is added to could, under certain conditions, use Mar- perform here. Also, many of the characters the power. The characters can add to their tial Arts A and her foe’s own strength to requested are also published in other ability to absorb powers by Power Stunts flip and Stun She-, despite the differ- sources; many heroes and villains appear and hypothetically can absorb as many ence in their ability levels. annually in the ® powers as they have Power Stunts and Updates, and repeating them in DRAGON® Limitations. Most heroes (or villains) with How can people like assassins gain Magazine would be redundant. Also, there this power temporarily absorb five powers Karma? If Karma is a reflection of a are many characters, especially those with at most before the Limitations become too hero’s status compared to the ideal an “X-” affiliation that are purposefully left debilitating. Rogue’s power is extremely hero, what if a hero doesn’t care about mysterious; exciting they may be, but with- powerful but limited too: She absorbs all a his status? The and Wolver- out enough information, we can’t present a victim’s powers, but she also must absorb ine certainly have no compunctions character for the game. their memories and risk gaining them per- against killing. I realize that this is Please continue to send letters suggest- manently. If your character wants unlim- against the heroic nature of the game, ing characters for the column, but don’t ited Power Absorption, be prepared for the but these people do kill. How is this ask us to send you character stats. They character to face stiff limits. handled within the game? may be more “official” to players if we This has always been a sticky question construct them, but the MSH game is If ’s claws are Class 1000 to address, given the rise in vengeful, vio- designed to allow any Judge to do the material strength, why does he need a lent heroes in both the comics and other same for any character (see “Character Strength FEAT to slice up a Sentinel? media. The answers are direct interpreta- modelling” at the end of this article for A character with Claws uses his own tions of the game rules on these matters. more information). Strength to wield this power; though the Keep in mind that any Judge can change Claws’ power rank refers to the material these stipulations to suit the type of game I’ve heard about an old product strength of the claws, the damage done to they play; TSR and the MSH game will called The Ultimate Powers Book. How any material is dependant on the charac- always rule against killer heroes. can I get it, and when are you going to ter’s Strength. Wolverine’s Assassins in the MSH game are, by defini- do another one? claws of Class 1000 material can pierce tion, villains; their crimes bring them as The Ultimate Powers Book has been out Class 1000 and lesser materials if Wolvie much Karma as heroes get for stopping the of print for over three years, and there are makes a Strength FEAT roll (the roll is to same crimes. However, villains lose only 30 no plans to revise or reprint it. The book’s see if Wolverine slices through it, using his Karma for killing people. The Karma purpose was to catalog every power ever Strength to widen the hole his claws make); gained for committing a violent crime (such seen in comic books; its character-cre- however, Wolverine can only inflict 20 as murder) is negated by the 30-point loss, ation tables also created much more pow- points of damage due to his Strength in and they gain zero Karma for their actions, erful characters than those generated by using his claws to attack directly (rather Assassins, therefore, must gain their Karma the Basic or Advanced rules. It is not avail- than merely making a hole). The power at tasks other than killing. Characters like able from TSR, Inc., and must be sought rank determines which materials he can the Red Skull lose Karma by the ton for out through collectors’ markets. affect. killing underlings, but they gain Karma in However, Power Stunts can be devel- many other evil ways and these killings pro- Can you send me a catalog of older oped for claws. If a character makes a Red mote fear (and negative Popularity). MSH game products? Strength FEAT, he successfully uses his If a hero doesn’t care about his status as Some of the older MSH products are claws to slash away whatever material he an ideal hero, he just doesn’t have the available through the TSR’s Mail Order attacks, whether a wall or piece of armor. Karma to spend like other heroes. Heroes Hobby Shop. Send your requests to: Many protected targets have very thick who kill (Wolverine, Punisher, Devil The TSR Mail Order Hobby Shop armor that can be cut by claws but cannot Slayer) gain Karma normally with many P.O. Box 756 be penetrated to do damage; this Power actions, but lose it all immediately upon Lake Geneva WI 53147 Stunt allows the clawed character to killing. Since they don’t uphold the strict (414)248-3625 or (800)558-5977 break down defenses (but only to nonliv- ideals of the heroic tradition to protect ing materials). life, they don’t get the bonuses to excel at Are absorbed powers permanent, or their heroic duties (Karma points). The do they have a time limit that they stay Where does comparative Endurance lack of Karma also prevents new Power with the absorber? Also, can a charac- fit in with Martial Arts A? Stunts from being developed or new ter absorb an unlimited number of Martial Arts A is a generic grouping of equipment from being procured; when powers/talents? fighting styles similar to aikido, in which was the last time you saw Wolverine or the Absorbed powers are not permanent one character uses another’s Strength Punisher perform something totally new unless the player specifically chooses that against him. In a superheroic setting, it is and unexpected? Limitation for the character (Rogue has often possible to face an opponent who this Limitation based on the amount of can lift up to 200 times what your charac- This guy you’re fighting is about contact with whomever she absorbs ter can. Martial Arts A simply gives your to shoot you with a gun. Do you get power from.). In general, absorbed pow- character a chance to fight and Stun an a chance to dodge even though it’s ers last for one-tenth of the Power Absorp- opponent regardless of physical superior- his turn? tion rank+ 1d10 rounds per round of ity. Remember that an enhanced A character can only do this if she has contact. For example, a character has the Endurance usually prevents a strong not yet acted and sacrifices her intended power at Excellent (20) rank; he can main- character from being slammed or action to Dodge or Evade the attack. If the tain absorbed powers for 2 + 1d10 rounds stunned; that character can be beaten by character has already acted, the attack after touching a character for one round. a trained Martial Artist, regardless of happens as planned. This is not too unre-

48 FEBRUARY 1993 alistic given that each round is a total of Power roster about six seconds; there’s a lot happening and characters can be caught dead to Fighting rights if they focus on the wrong thing. Rank Description Examples When I am the Judge of an MSH game, FB No training or ability Children, elderly I tend to give both the heroes and the vil- PR Normal human ability Professor X lains more of a break. Regardless of their TY Natural ability; minimal training other actions, I always allow a character GD Some formal training Police, under fire to make an Agility FEAT; the EX Regular, formal training Army, Cyclops FEAT is checked as a Dodge maneuver RM Superior talent Spider-Man but only gains half the benefits if success- IN Superior talent with training ful (i.e., a Green FEAT gives a -1CS penalty AM Maximum human potential to the foe’s attack; a Yellow FEAT, -2CS; a MN Superhuman potential Asgard’s warriors Red FEAT, -3CS). Characters who are UN Superhuman with intensive training Thor, Hercules under attack by hidden foes (invisible, behind them, snipers, etc.) use an Intu- Agility ition FEAT in these same situations. Keep Rank Description Examples in mind that this is my own house rule, FB Physically limited Disabled not an official MSH game rule. If the PR Clumsy, inaccurate Children, elderly Judge and the players wish to use it, TY Normal human reactions Mr. Fantastic enjoy! GD Some training Colossus Can Wolverine cut through Thor’s EX Intensive training Cyclops, Mockingbird hammer with a red FEAT? Can Thor RM Olympic athlete Hawkeye break Wolverine’s adamantium bones IN Olympic gymnast Captain America with his hammer? AM Superhuman ability Spider-Man, Wolverine might be able to scratch or Nightcrawler score Mjolnir (Thor’s hammer), but he MN Superior superhuman ability Silver Surfer, couldn’t cut through it; simply put, Thor’s UN Instant reactions, rarely misses Celestials, hammer is much more than just metal, The uru metal is Class 1000 but Odin’s Strength enchantments and the special forges of Rank Description Examples the Asgardian dwarves strengthened Mjol- FB Press up to 50 lbs. Children, elderly nir so it is a Class 3000 item. Wolverine PR Press up to 100 lbs. Normal humans can scratch Mjolnir, but the resulting TY Press up to 200 lbs. Invisible Woman backlash of energy would do serious dam- GD Press up to 400 lbs. age both to him and Thor. Logan’s EX Press up to 800 lbs., maximum human cap. Captain America adamantium skeleton is as strong as regu- RM Press up to 2000 lbs. Dr. Doom, Darkhawk lar adamantium, but Thor’s hammer, IN Press up to 10 tons Spider-Man when coupled with his Strength, can AM Press up to 50 tons Rogue, Vision break one of Wolverine’s bones with a Red MN Press up to 80 tons Thing, She-Hulk FEAT. UN Press up to 100 tons Hulk, Thor

Multiple Targets under the Single Endurance Roll option reduces attacks by -4CS. Rank Description Examples How can Spidey, Daredevil, Punisher, FB Reduced or impaired ability Elderly, disabled etc., fight all those thugs in the same PR Minimal ability or exercise Children area without invoking the catchall TY Occasional exercise Normal humans excuse of spending a lot of Karma? GD Moderate exercise Black Knight Simply put, these characters are “the EX Regular exercise Daredevil best they are at what they do” and their RM Intensive exercise Captain America statistics are high enough to allow some IN Enhanced abilities Spider-Man of these maneuvers almost automatically. AM Enhanced abilities and training She-Hulk With Spider-Man’s Fighting score of RM MN Superhuman fortitude Thing (30) reduced by -4CS to PR (4, he can still UN Never tires Hulk, Thor hit a whole group of thugs with a roll of 56 or greater without spending any Karma at Reason all. Daredevil’s IN (40) Agility, with the Rank Description Examples penalty, allows him a Multiple Target hit FB Couch potato; uneducated Ajax, Drax with his billy club with a roll of 51 or bet- PR Primary school education Jubilee ter. With minimal Karma expenditures, TY Secondary school education Cannonball, any hero with above-average statistics has GD Bachelor’s degree equivalent Captain America a good chance of successfully attacking EX Master’s degree equivalent Spider-Man whole groups of closely packed foes. RM Doctorate equivalent Shadowcat Continued on page 52

DRAGON 49 NEW PRODUCTS FOR FEBRUARY DSE1 Dragon’s Crown while you can! AD&D® game ™ module $1.00 U.S./$1.25 CAN./£0.80 U.K. incl. VAT ALQ2 Assassin Mountain by TSR staff TSR Product No.: 1093 AD&D® game AL-QADIM™ sourcebox The first epic adventure for the DARK SUN™ by Wolfgang Baur campaign setting, this package features five The Knight of Newts This sourcebox introduces the Everlasting, booklets two maps, and six card sheets in a D&D® game module the deadliest holy-slayer organization in slipcase folder. Someone, or something, has by Dale “Slade” Henson Zakhara. The Everlasting destroy the mighty of seized control of psionics of Athas. The powers This 16-page module allows four to six PCs the Burning World from deep shadows. Charac- of the sorcerer-kings are waning rapidly. A tide to go on a thrilling, yet chilling exploration of ters must assault the slayers’ mountain fortress of evil is rushing across the sands and must be the Black Swamps—with or without the help of in order to save the Caliph of Liham from the stopped-something only your PCs can do! the Dungeon Master. Also in this package, Everlasting’s lethal blades. Included are a 32- $24.95 U.S/$29.95 CAN./£15.99 U.K. newts are introduced as foes in the D&D® page sourcebook, a 64-page booklet containing TSR Product No.: 2416 game, and guidelines for adventuring under- three adventures, a full-color map, four water are provided. Monstrous Compendium™ pages, and six cards GWA1 Treasures of the Ancients $6.95 U.S./$8.50 CAN./£4.50 U.K. lavishly illustrated by . GAMMA WORLD® accessory TSR Product No.: 9434 $18.00 U.S./$21.50 CAN./£10.99 U.K. by Dale “Slade” Henson TSR Product No.: 9431 Rediscover what the world lost 300 years Tapestry of Dark Souls after civilization destroyed itself. To those living RAVBNLOFT™ novel NEW PRODUCTS FOR MARCH on Gamma Terra, the people who lived before by Elaine Bergstrom the apocalypse are known only as the Ancients. This book tells the story of the Gathering RR6 Van Richten’s Guide to the Lich This 96-page book is full of their artifacts, their Cloth, a shimmering web in which some of the AD&D® game RAVBNLOFT® accessory secrets, their powers, and their knowledge. Get darkest evils of the ™ domains are by Erik Haddock your hands on this tome of the most highly trapped. Jonathan the son of the most powerful Dr. Van Richten leads the way into the lairs, sought-after artifacts in the GAMMA WORLD® being imprisoned in the Cloth, must find a way and the minds, of the most perilous of undead: game. to destroy it before he is forever bound to the the lich. Van Richten’s inexhaustible knowledge $10.95 U.S./$13.50 CAN./£6.99 U.K. darkness. of the dangers of the Domains of Dread pro- TSR Product No.: 7517 $4.95 U.S./$5.95 CAN./£3.99 U.K. vides 96 information-packed pages on the TSR Product No.: 8060 world of these undead wizards. Liches are DLC2 DRAGONLAVCE® Classics, Vol. 2 complex, cunningly intelligent, and utterly dan- AD&D® game ® accessory The Druid Queen gerous adversaries. This book gives PCs a by TSR staff The Druidhome trilogy, Book Three needed edge in combatting these vile fiends. This 128-page book recaptures four of the by Douglas Niles $10.95 U.S./$13.50 CAN./£6.99 U.K. best-selling DRAGONLANCE® modules—DL6 At long last, the four kingdoms of the Moon- TSR Product No.: 9412 through DL9. This module series is true to shaes enjoy an era of peace. But, King Tristan is story of the DRAGONLANCE® Chronicles, threatened by an evil he cannot see. Little does Ruins of Myth Drannor detailing the adventures of the Companions of he realize a sinister presence is at work within AD&D® game FORGOTTEN REALMS® the Lance. Pick up these rare gaming treasures his own family. At stake are the fate of the accessory in a new format. Moonshae Isles and the unity of the Ffolk. by Ed Greenwood $15.00 U.S./$18.00 CAN./£9.99 U.K. $4.95 U.S./$5.95 CAN./£3.99 U.K. Myth Drannor, in all its treacherous glory, TSR Product No.: 9394 TSR Product No.: 8496 lies exposed and awaits exploration by brave PCs. The ruins of this elven city have long been GA1 The Murky Deep Warlords of hinted at in FORGOTTEN REALMS® products, AD&D® game module Invaders of Charon trilogy, Book Three Now all those hidden secrets are revealed. This by Norm Ritchie by William H. Keith, Jr. boxed set, in the tradition of The Ruins of In this 32-page underwater adventure, an The Charon forces launch a massive inva- Undermountain set, detail an incredible “super- ancient mystery resurfaces when the prelate of sion, scattering RAM’s Jupiter fleet and carry- dungeon” that includes 128-page and 32-page a powerful monastery disappears without a ing off hundreds of human captives to the booklets, and four full-color poster maps. trace. Brave adventurers must reopen a cursed eternal night of Pluto’s moon. RAM and NE0 $20.00 U.S./$24.00 CAN./£11.99 U.K. cabinet and follow the clues they find to the must form an alliance to ensure human sur- TSR Product No.: 1084 ancient, lost city of Mylduscor. vival while Vince Pirelli enlists the aid of the $6.95 U.S./$8.50 CAN./£4.50 U.K. strangest gene-tailored intelligences of the PHBR9 The Complete Book of Gnomes & TSR Product No.: 9422 Solar System. $3.95 U.S./$4.95 CAN./£2.99 U.K. AD&D® game accessory Fantasy Collector Cards, 1993 Series: TSR Product No.: 3585 by Doug Niles Part One The “little people” of the AD&D® game have AD&D® game accessory Unless otherwise noted: by TSR staff ® designates registered trademarks owned by TSR, Inc. always had a tremendous following, and this ™ designates trademarks owned by TSR, Inc. 128-page book is for everyone who enjoys play- For 1993, the collector’s cards have been ©1993 TSR, Inc. All Rights Reserved. ing them. The ways of gnome and soci- given a new numbering system, making it eas- ety and culture are detailed, as is more game- ier to identify rare cards. Some of the cards related information. All this leads to more have a special red border, denoting them as rounded, fully developed PC halflings and particularly rare and valuable. This year’s card gnomes. series also includes foil, sticker, and even a $15.00 U.S./$l8.00 CAN./£9.99 U.K. prism card. None of these special rare cards TSR Product No.: 2134 will be reprinted in the factory set, so them get

50 FEBRUARY 1993

Power roster (cont.) Continued from page 49

IN Genius—Level 1 (one focus); Tony Stark, Professor X I like to play the MSH game very can understand alien tech. much; the only problem is that I don’t AM Genius—Level 2 (Multifocus); , Mr. want to be a superhero or a mutant or can create leading-edge tech. Fantastic a robot or anything like that. I just MN Alien genius; improve & modify alien tech. Mephisto want to be a cop in Los Angeles. My UN Knows all human & alien tech. Watcher best friend is the GM, and he said it’s awfully hard to find villains for me to Intuition fight and beat. What would be your Rank Description Examples suggestion as to what villains my FB Impaired or limited ability Drax character could fight? PR “Slow on the uptake” Ajax, Sunspot What a refreshing letter! I enjoy playing TY Normal human levels Quasar superheroes and running high- and low- 3D Above-average intuition Shadowcat powered games, but this campaign would EX Fine attention to details Nick Fury be a challenge as well as an education. A RM Detective background/skills Cyclops game with normal human heroes could IN Strong empathic sense; “gut feeling” Captain America, be a chance to show players what dangers Dr. Doom a police officer might face every day in the AM In tune with surroundings; strong hunches Agamemnon, Prof. X real world (let alone the dangers of being MN Superhuman senses Daredevil a cop in the MARVEL UNIVERSE). UN In touch with the universe Watcher Since the MSH game’s inception, a trend has developed with more and more nor- Psyche mal humans and vigilantes popping up to Rank Description Examples fight crime (like Nomad, Punisher, Mock- FB Easily dominate&programmed Dreadnoughts ingbird, , etc.). Use a number PR Young, untrained, will-impaired Meggan of their foes if you’re running a normal TY Normal human willpower Hawkeye humans’ level campaign; suggestions GD Resist ordinary mesmerism Daredevil include a number of old classic low-level EX Some experience with mind control/ Black Widow, villains: Eel, , Fu Manchu, mystic forces Nightcrawler Yellow Claw, , the , the RM Trained to resist will-control Cyclops, Hulk, Vulturions or the , or Stilt-Man, If Mr. Fantastic you’re looking for a bit more of a chal- IN Great strength of will; well-trained/focused Spider-Man, lenge, use low- to medium-range villains Wolverine like , Killer , , AM Indomitable willpower Dr. Doom Sidewinder, or the . MN Intensive training & experience with mental powers Loki, Prof, X, Other options to boost the playability of UN A mind closed to external forces normal human characters is to keep them as police, but assign them as special Resources S.W.A.T. teams equipped with technology Rank Description Examples to deal with superhumans. New York’s FB Unemployed, fixed income CODE BLUE team (from the Thor comic PR Freelancers, students Spider-Man book) is a great example of normal TY Salaried employment Betty Banner humans in tough situations. (CODE BLUE GD Professional, middle class Dr. Strange is detailed in MU8) One other option is to EX Small business, ’ pay Captain America enlist normal humans as SHIELD agents; RM Large business, upper class Prof. X, TSR Inc. the technology and the skills involved in IN Small corporation, millionaire being a member of this elite espionage AM Large corporation, small country Doctor Doom group should train you in fighting super- MN Billionaire, multinational corps. Great Britain, human menaces. Roxxon, SHIELD Judges interested in this type of cam- UN Major country, megacorporation USA paign may wish to adapt the rules slightly, allowing for normal human-level charac- Popularity ters into the game with additional talents Rank Description Examples and contacts. Remember that characters FB Reclusive, little known Archangel such as the Falcon, the Black Cat, Black PR Known to law enforcement Banshee Widow, Captain America, or the Black TY Known to local populace Cyclops Knight are all normal humans with only a GD Liked by law enforcement Daredevil few added bits of technology. Street-level EX Known to mass media Beast normal humans make for great role-play- RM Liked by general public Spider-Man ing experiences in a superheroic setting; IN Liked by mass media Captain Britain all they need is to sacrifice technology and Household name Hercules powers for more skills. Give it a try! MN Worldwide fame and acclaim Thor UN Living Legend Captain America

52 FEBRUARY 1993 Character modelling except that the precise abilities are cho- talents of the new character and modify To save you time writing letters request- sen by the player instead of rolling ran- them accordingly to fit your campaign. ing this or that character, here’s a revision domly. Restrictions on powers, types of Again, compare the character against from the MSH Advanced Set rules on powers, and contacts are ignored when other characters and the various applica- adapting Marvel characters from the modeling. The advantage of the MSH sys- ble tables (Movement table, Range table, comics to the game. tem is that the abilities are not strict num- etc.) to find appropriate power and talent The MARVEL UNIVERSE is constantly bers but number ranges to cover a wider ranks. Contacts are found in terms of who changing its old characters and adding field and to prevent hours of arguing over the character knows in his comic book new characters, so how can Judges and minutiae like Thor’s exact strength. appearances. players keep up with the changes for their To model primary abilities, check the One final note: If a new character has games? The “MARVEL-Phile” provides Power Roster for each ability and pick the more than two Unearthly or greater abili- new character statistics for the game, but hero’s abilities in comparison with his ties or powers, this is a character that is not every character is covered. There’s a abilities in the comics. If the character far too powerful for most Earth-based simple solution—create the desired char- isn’t as smart as , then that MSH game campaigns. If the Judge acter’s statistics yourself! character’s Reason should be less than prefers not to use the character, choose a To create new character’s statistics, a Amazing rank, Ignore powers when gaug- less cosmic character. player must work with the Judge to ing these abilities—a character whose decide the character’s abilities. Collect as skin is impervious to bullets might still The MARVEL-Phile’s Marvel characters and the many appearances as possible of that have a low Endurance. distinctive names and likenesses thereof are trade- character and compile a list of his abilities Secondary abilities are easily generated marks of Marvel Entertainment Group, Inc, and are used with permission. Copyright ©1993 Marvel Enter- and skills. Next, compare the new charac- as well, Health and Karma are the sums of tainment Group, Inc. All Rights Reserved. ter to previously established characters. the primary abilities, Resources start at The Power Roster with this article is a Typical if no information is available, oth- guideline to gauge a new character’s abili- erwise the Power Roster has equivalent ties against those of other characters as ranks listed, Popularity has an initial rank well as provide basic rules of measure- of 5 and is altered by character origins ment for each primary ability rank. (Mutants and characters of “Other Ori- The creation of a modeled character is gins” have Popularity penalties) and similar to generating a new character, actions. Finally, find the base powers and

DRAGON 53

Darklands (MicroProse)

Explore 15th-century Germany

KnightLine ing him with spells. Dispel Magic failed, Now, I have beaten the game once before Moving news finds Interplay Produc- then Charm Person worked. With Pelli- and Pellinore’s party is a death machine, tions, the publisher of such great games nore charmed, I ended combat and saved, but I don’t know what to do about my as Battle Chess, packing its bags for new thinking I was safe. In the next combat, knight. Remove Curse didn’t help. Display digs at 17922 Fitch Avenue, Irvine CA however, I found my knight on the oppos- Function showed no evil tendencies or 92714. Call the company at: (714) 553-6655; ing side. I Charmed him again and magical effects whatsoever. The problem fax: (714) 252-2820. defeated the enemy. It seemed I had a per- is I had no backup saved, so I’m stuck. I manently evil party member. On two sub- even tried removing him and adding him sequent combats, Pellinore was an enemy back—that didn’t help, either. Why does H.E.L.P. and, as of right now, I am set to take on this game do this? And why does it say in Derek Bruff of Lexington, SC., writes, “I Myrtani’s Dragon Master. I’ve tried twice the Adventurer’s Journal that rangers get was playing Champions of Krynn by SSI, and have been decimated both times. multiple attacks at 8th level when they and while in Kernen in the final stages of cannot attain 8th level in this adventure? the game, Pellinore (my 102-hp Knight of Why does it say in the level charts in the Computer games’ ratings the ) got hit by a Confusion spell cast back of the book that knights can reach by an aurak draconian. The first round he 8th level when in the game they can’t? X Not recommended killed two sivaks with his dragonlance Also in the Adventurer’s Journal, what are * Poor (while wearing a girdle of giant strength). all those entries about Sir Era, the vam- ** Fair The second round, he attacked my dwarf, pire, gulley dwarves, and a piece of the *** Good orb? Are they just to throw off those who knocking off a third of his hit points. After **** Excellent read too much? Are all SSI games this that, he chopped 20 points off my ***** Superb and the rest of my party began bombard- problematic? I am thinking about getting

DRAGON 55 , but now I’m not V in the same issue, I suggest gain as much fame as possible. All com- too sure. Help!” shooting the corners of the room.” mands are entered by using your mouse- Brad Aufderheide, of White Plains, N.Y., Todd Mullholland of Michigan writes in or keyboard-controlled cursor to click on has the following request: “I have solved response to Jake Haney’s request with your orders. No matter which menu is several of the Beholder Special Quests in Leather Goddesses of Phobos in issue presented, you can always Escape back to Eye of the Beholder, but I need help with #183. “You give your flashlight to the the previous menu, a nice user-consider- the rest. On level 7, the hint from the clue salesman, who will, in turn, give you a ate feature. book states, “Find the three that hold the tree remover machine (that you use on It does take some time to learn DL, key.” I believe that the hint may refer to the the unTangling ointment-remember the especially how to create suitable charac- three skeletal lords found in the north-east dude with an angle for a daughter?). To ters. You actually live their lives for them, corner, but I couldn’t discover the answer. buy an exit, you must first get the coin from birth to death, and as you play you’ll Also, what are the clues to the special from the visaphone booth near the scien- see why certain attributes are absolutely quest on level 12, and what is it?” tist’s house. Then, if you can get to the. critical for a character’s survival. You may Timothy Walsh of Milton, Mass., mailed North Pole without having your brain also save your game at any time. However. the following H.E.L.P. request to us. “In fried (which, I believe, is done by using you cannot recall saved games without Neuromancer, I have Coptalk 2, Cryptol- the raft in the secret catacombs), there are exiting to DOS and then restarting your ogy 1, Comlink 6.0, Sequencer 1.0, Scout a group of penguins. If you give the coin to game, a necessity we did not enjoy, despite 1.0, and BattleTech 2.0 on my starting them for their retirement fund, you will the fact that DL is one of the fastest-boot- deck. I have been over to Hosaka once and get the exact change you need to buy the ing games when you bypass the opening uploaded 6.0 to them. I feel sure that I exit. As far as Thorbast goes, if you attack animation sequences. could figure something out, but first I him enough times, you will eventually dis- The animation in the game is featured need a lot of money with which to buy a arm him. Do not attack him again— strictly for outdoor adventuring (an over- Ono-Sendai Cyberspace VII, all skills and instead, get his sword, and give it to him. head map with a single character depict- upgrades. Do you have any tips for mon- He will realize that you are a good guy and ing your party) and battle (all characters eymaking? It surely would be appreci- that evil never wins, and he will impale and opposition are seen, and controlled, ated.” himself. For the frog, you don’t need the individually). The animation is not extraor- A few issues ago we discussed (with the cotton balls, you need the clothespin from dinary, but it does its job of identifying help of several readers) the best way to characters and helping gamers fight effec- defeat the Mulmaster Corps in Curse tively. Other artwork consists of backdrops the Azure Bonds through the use of the for descriptive text that define your cur- Dust of Disappearance. For those who are rent locale. You may also select to sup- unsure if the effort is worth the risk, press the graphics, which is a wise idea for Matthew Appleyard of Ontario, Canada, those playing DL on slower machines. The indicates that “when you are done, go backdrop graphics, although marvelously back to the room. You will find a small rendered with an ethereal quality to them, room with the following items in it: 31,200 do little to define what town or city you are cp, 9,000 sp, 6000 ep, 3,525 gp, 712 gp, 39 Each backdrop for a specific locale gems, 17 pieces of jewelry, two maces +1, (marketplace, crafts street, etc.) is identical three magic-user scrolls, a dagger +1, two for every center of habitation. morning stars +l, a long sword +2, a Other problems are present as well. long sword +1, and splint mail armor Outdoors, you’re beset by repeat random +2.” encounters that sometimes make little In response to Sean Larson’s question the sultan’s house. You use that on your sense. After the fifth attack by wild boars on Spellcasting 101, Bob Fagen of Floris- nose, the lip balm on your lips, and close and three encounters with a rude noble sant, Mo., indicates “he needs to revisit the your eyes; then you cover your ears with who demands a toll for using his road, it headmaster’s room (in Ernie’s frat house) your hands.” can become somewhat maddening. By the and cast DISPAR on the surfboard. Take time you’ve run into the same set of pil- the surfboard to the dock and put it on grims requesting your aid over and over the water. Set it to the coordinates of the Reviews again you’d just as soon they’d settle in Isle of Lost Souls (the one that looks like a somewhere and leave you alone! foot) and push the button. From here, you Darklands **** Options are presented to you on-screen. leave the university and begin your jour- MicroProse, PC/MS-DOS 12MHz or faster Depending upon your choice, various sub- ney across the sea.” computers options might then be available. For exam- Wesley Lin, of Phoenix, Ariz., writes: “I Darklands (DL) is a multicharacter ple, each city has a main street, plus other am writing in regard to the letter written adventure that takes place in 15th-century areas you can visit, at the main city option by Inoo Labion and Charles Rose in Germany. DL is replete with all manner of screen. You might decide to go and visit DRAGON@ issue #183 about Dragon Wars. quests (minor and major), encounters, the “tall spires” of nearby churches. This Namtar is in the Depths of Nisir. Cast and city and hamlet life. It truly affords delivers you into a new graphic depicting a Soften Stone on a wall, walk away from the gamer the feel of adventuring on a cathedral and new options ranging from the cavern until you bump into another daily basis. You will not soon complete DL, visiting a major cathedral, a church hous- wall, and cast Soften Stone again. You will and this fantasy role-playing game (FRPG) ing monks, or a university (better have a be able to find Mystalvision in the sun- offers high dollar-to-adventure ratio. Yes, character ready to speak Latin). filled place, as well as Namtar past a DL may cost a little more than other You may generate your own characters locked door. The rock on the Faerie adventures, but we believe you’ll be so or use the adventuring party already cre- Bridge in the Magan Underworld holds a engrossed in its environment that you ated for you in the game. If you generate stairway leading up to Nisir, but I think may actually regret leaving to eat dinner. your own, you must enter a name and that this is caused by a glitch in my pro- Fifteenth-century Germany is not a gen- nickname for your character. Creation of gram. The rock’s importance becomes tle place in which to live. There are characters requires you to decide what fairly clear after you kill Namtar. The rusty knights and castles, but there are also environment the character grows up in: axes are good weapons. Also, try moving extremely unsafe roads, areas where nobility, commoner, and others. As you the statue of Irkalla under Lansk. Regard- despots rule, alchemy, dragons, witches, pass your cursor over the options, you’ll ing Fred Wisdom’s letter concerning and religious fanaticism. Your object is to note changes in the assignment of EPs

56 FEBRUARY 1993 and skills in the right screen window. If you wish your first character to be a strong fighter, we recommend you watch for the highest EP assignment to Strength. If Alchemy is to be the character’s role, watch for the highest initial EP assign- ment to Intelligence. When you have decided on the environment for your character’s childhood, training is initiated and your character turns 15 years of age. Now you must select your character’s course of training, from that of a bandit or hunter to one of high nobility. You decide where the EPs for the next live years of training are to be spent—from specific weaponry such as edged or flail weapons to the character’s woodwise or stealth capabilities. You continue to train your character, five years at a time. Remember that age affects his attributes. One serious problem we continued to run into was the fact that money is not easy to earn or win. If any one area of cod- ing should be readdressed, it is this par- ticular environment. Without additional Darklands (MicroProse) funds or the ability to earn larger sums of money, your characters are doomed to a * * * life in the slums trying to eke out a living Ancient Art of War in the Air, The then select the speed, altitude, formation, defeating bandits and robbers. MicroProse, PC/MS-DOS computers and mission. The higher altitude ensures Battle can find you designating individ- After the successful Ancient Art of War your squad of avoiding mountains. They ual targets for your adventurers. Make and Ancient Art of War at Sea, the creative also get a jump on enemy squads in dog- certain those who carry missile weapons minds at Evryware have continued their fights. However, your pilots also tire out target their foes at the start of the successful tradition with their latest simu- faster, their planes consume more fuel, encounter. You can even have severely lation, Ancient Art of War in the Air (AAWI). and bombs drift farther off-target when fly- wounded adventurers move away from In this installment, you play either the ing above the clouds. the battle while those who are more British or German forces in World War I, Three different formations are offen- healthy continue the fray. Of course, making aerial assaults against military sive, defensive, and cautious. Each has its there’s no guarantee the opposition won’t geniuses like Lord Kitchener, Ferdinand own advantages and disadvantages. For pursue your wounded characters, but you Foch, Kaiser Wilhelm II, Helmut von Spike, example, flying offensively makes you can keep pursuers hopping by moving or even the great Chinese militarist, Sun aggressive, perhaps allowing you to catch from place to place while your stronger Tzu. Simple to learn, this simulation the enemy by surprise, but it places you fighters finish off the enemy and then requires strategic thinking in order to win. with a higher percentage of being sur- come to the wounded characters’ rescue. Unlike previous games, however, you also prised yourself. Missions include enemy The manual is extremely well-written need a quick trigger finger as well. interception, target bombing, or flying to a and should be of interest to all DL gamers. The game is easy to control and view. designated locale. You create your flight Copy protection consists of an occasional From an overhead perspective, you can path by moving the on-screen pointer to call for a reference to one of the alchemi- see the enemy’s and your own airfields, your destination(s), then click your mouse cal graphics in the manual itself. In all the cities, villages, capital, factories, and sup- cursor. A gauge at the top of the screen time we’ve been playing DL, we’ve been ply depots. Also visible is the front where shows you how much fuel remains in asked only three times to input this infor- the ground forces clash. During the your tank. mation. course of the game, these two armies During the course of the game, you DL is a great adventure and is certainly move the actual front. The direction and receive notices about dogfights and one of the best multicharacter FRPGs the distance the front is moved depends bombing runs. You can choose to let the we’ve had the delight to play. With well- upon how well the two opposing armies computer deal with these elements, but drawn graphics, multiple quests, good are supplied, the terrain, and if any planes your personal involvement improves such character generation, and flexibility in have bombed sections of the front. actions. This is where the element play, the game’s detail is phenomenal. Armies are supplied through supply arises. The dogfight sequence is from a MicroProse is going to publish a clue depots, cities, and villages. Factories make side-view perspective. You can control the book soon to help all out in getting further planes and bombers. The capital is a height and direction of your aircraft using into the adventures. morale landmark—if it is destroyed, the either a joy stick or the computer keypad. Stick with DL for a winning experience. army is demoralized so much that it The problem we had with the controls MicroProse has intimated that additional surrenders. was that instead of pilot controls, you had “modules” might be released for DL char- By moving your marker over an airfield, to point in the direction the plane was to acters, a rumor we heartily endorse and a magnifying glass appears. By clicking on travel. The side perspective also took request the company to pursue with vigor. the airfield, you see the current fighter and some time to get accustomed to, and was DL is definitely a must buy for PC/MS-DOS bomber pilots who are ready to fly, the reminiscent of a public domain game gamers. We would also like to see this condition and damage of their planes, and called Sopwith or Dogfight for the Apple II FRPG converted to Macintosh computers the medals the pilots have won. An experi- back in the early 1980s. as well. enced pilot possesses more medals. You In addition to maneuvering your plane build a squad from your corps of pilots, and firing at the enemy, you must watch

DRAGON 57 your damage gauge and gun temperature. If the damage bar fills with color (indicat- ing your plane is receiving damage), your aircraft is doomed. Raising the tempera- ture of your gun causes it not to fire until it cools off. This gets hectic when six enemy planes and two bombers fill the screen, making it difficult to keep track of individ- ual aircraft. The bombing portion of this game is less thrilling. You are shown a reconnais- sance photo of the area to be bombed. Circles denote the targets to be destroyed. Also revealed are anti-aircraft batteries. You have an overhead view from the bom- bardier’s position as you fly over the target area. You take over bomber’s controls and drop bombs. If an anti-aircraft gun comes into view, it fires at you, possibly causing damage. We liked AAWIA. It has a different feel than other WWI simulations. However, detracting from the fun were the arcade sequences, as noted above. If you like Goblins (Amtel Vision / Sierra) combination strategy/arcade games, then this one could be your cup of tea. during the filming of this picture. He was Goblins ***** replaced with another actor who had to Amtel Vision (distributed by Sierra), cover his face during the rest of the shoot- PC/MS-DOS computers ing. In this adventure, which takes place Someone has made a voodoo doll of the 33 years after the film was completed, the king and is causing his regal personage to double has taken off with six reels of this go insane. Who do you call to help? Would movie. It is your job to find the hidden you call the mighty knight, the powerful reels, splice them together, and make sure sorcerer, or the weak goblins? Unforto- that all of the original scenes are intact. nately, the solution falls to three pint-sized Plan Nine is an adventure game that creatures who must solve this riddle. attempts to bring in elements of the These three goblins need each other’s movie’s bad storyline. The action takes Goblins (Amtel Vision / Sierra) help: Hooter only can cast spells; Dwayne place on a main-adventure window that only can pick up objects and use them, covers most of the screen. In the lower puter, which we thought was absurd. and Bobo has a mean right hook. By utiliz- right corner are commands that you use If Plan Nine has a good point, it is that it ing these goblins’ talents, you can solve to complete this game. Any inventory you would probably work as an introduction more than 20 screens of logical puzzles. retrieve is listed to the right of the main to adventure gaming for beginning play- Your mouse controls the goblins’ move- screen, while text about the things you do ers. The commands are not complex and ment, picking up and dropping objects, is revealed in the bottom left corner. Mov- the puzzles are not too difficult. There are and employing their individual actions. ing the mouse over the adventure screen many other better adventure games avail- If the energy bar at the bottom of the allows you to use the commands in con- able for both new or experienced gamers. screen becomes depleted, the game ends. junction with any of the active objects or You lose energy whenever one of the gob- people. Talking with people requires you Shinobi **** lins is hurt, gets scared, or uses the wrong to simply select dialogue choices. Sega, Sega Game Gear system object at the wrong time. Finishing a Once the reels are located, it is your Alisa Dragoon ***** screen rewards you with a password that task to check the film, which includes Sega, Sega Genesis system can be used later to start at the next level actual digitized footage from the original Every so often, we find a few good without having to trudge through com- movie. You must make certain Bela Logosi games that require a quick trigger finger pleted levels. is in all of the scenes and that nothing else instead of a mental challenge. Two great The graphics and soundtrack are has been done to the film. games that satisfy the need for fast extremely humorous. The puzzles are Plan Nine did not draw us in like other reflexes are Shinobi and Alisa Dragoon. challenging, enough so you won’t solve adventure games. It seemed as though we Shinobi for the Sega Game Gear pos- the game in a single day. This means you were merely on a treasure hunt to pick up sesses some of the best graphics and get a game with many hours of entertain- items and solve puzzles. The characters sound around for that machine. You con- ment value. As an added bonus, Goblins seemed one-dimensional and the sound trol Joe Musashi, a ninja, who must res- only requires a couple megabytes of mass- was annoying, even becoming stuck cue his fellow martial artists. The action storage space, making it an excellent, monotonously at one point during the uses a side view perspective and is, at space-efficient game. If you enjoy a good game. There was little animation. The times, intense. Your ninja can jump and brain teaser or need a good laugh, Goblins adventure system that was used reminded wield his sword. He can also use ninja is for you. us of some older ICOM simulation games magic to destroy the opposition. When like Deja Vu and Uninvited, but the game you reach the end of one of the four lev- Plan Nine From Outer Space ** itself lacks suspense or intrigue. One els, you must face a boss that has to be Konami Software, PC/MS-DOS computers other problem with Plan Nine is there is defeated. Only then is a ninja rescued. Bela Lugosi, star of the worst film of all no way to quit the game. The only way to Escaped ninja can then be utilized. Dur- time— Plan Nine From Outer Space —died get return to DOS is to turn off the com- ing any level after that, you can select that

58 FEBRUARY 1993 visiting that plane, will cause your cast role-playing game. If the action gets too and magic. For example, one ninja can spells to have a weaker effect, or won’t fast, you can slow down the game speed. walk on water while other ninja can climb work at all. Still, we had more than one occasion upside down. It is a fun game for taking a Creating a spell first requires an aspect where we battled enemy creatures but break from mapping mazes. ingredient. These are objects that are were defeated because we simply couldn’t In Alisa Dragoon, you play a woman commonplace in our world and are used find the right spell in time. At other times, who must destroy a cocoon before the evil to create spells in your own Elemental it was difficult to successfully face an that lies within it awakens. Thankfully, college. Added to the aspect are control enemy wizard’s volley of spells. Alisa has thunder magic that destroys the ingredients that consist of candles, jewels, Overall, we had fun creating our spells enemies she faces. The neat part about powders, or stones. These ingredients and watching them come to fruition. A this magic is you only need to face the influence the spell. detailed tutorial is included with the direction of the enemy. By pressing the Once you know the initial number of game, which certainly helps the beginner button, the magic automatically attacks all ingredients in a spell, you can modify it by and experienced gamer alike. The story is the enemies, which surprisingly looks like adding more of these items. For example, quite different and exciting, and the ani- the auto-fire in Thexder (both games were adding more candles increases the spell’s mation and sound are quite good. We created by Game Arts). A gauge at the top attack ability, damage done, and duration. would like to see the game’s spells and of the screen shows her magic power. If However, by adding more of these ingredi- creatures possess more animation or you don’t use the magic for a while, the ents, you reduce other abilities of the color, but other than those wishes, Spell- gauge flashes—attack now and the thun- spell, and you might end up with a spell Craft is an adventure game that will cer- der magic damages all of the enemies on backfire that could prove fatal. tainly bring out the magician in you. the screen. Finally, your spell in-the-making Alisa can also summon four different requires a magic word that binds the spell creatures for aid in the game. Each crea- together into a form that can be used. You Clue corner ture has a different power that helps begin with a magic word for your own destroy enemies. These animals can be college as well as one other word from Bane of the Cosmic Forge summoned or switched at almost any another college. As you gain experience 1. Bards have relatively good access to time. However, Alisa and her creatures you learn other magic words that have armor and weapons and can use several can be injured, but both can be healed as greater potency. The higher potency special items. Alchemists can’t be well as powered up. words make your spell perform better silenced, so you might give one considera- Alisa Dragoon is a good action game without having to add more control ingre- tion. Blinding is a wonderful spell! with smooth animation and sound. The dients. Valkyries are virtually identical to Lords. game is different enough to hold one’s To get these aspects, control ingredi- Faeries get an AC bonus that makes them attention. The summoning of the crea- ents, formulas, and magic words, you ideal mage-types, but they are severely tures is a definite plus. This is a perfect need to find them or buy them. These restricted in armor and weapons. When game for those times when logic puzzles ingredients can be found in chests on the generating your characters, never accept have you stuck and you want to release domains through which you travel. Others fewer than 12 bonus points. that frustration with some solid arcade can be purchased by traveling to various 2. I had to learn the hard way about action. places on the planet and talking with the putting items in the character’s off hand. citizens. Your allies can also provide you Don’t put a handy healing potion there, SpellCraft: Aspects of Valor * * * * with information about creating a new because you’ll eventually throw it use- ASCII Software, PC/MS-DOS computers spell and sell you components. They can lessly at a monster. Shields make good Tired of playing computer games where also buy items from you so that you will sense for your fighters until about the fifth all you need to cast a spell is to select the have enough money to buy other, needed level; then go to two weapons. Two- right name? ASCII Software has released a ingredients. handed weapons are almost never as product where half the fun is making the When traveling to a domain, you have a good as two separate weapons. spells necessary to win. top-down perspective of yourself and the 3. There are two types of books in the You play a character who is snatched surrounding area. The game is played in game: magical ones, and those that hold from of our world into another realm by a real time, and enemies and spells fly information. To read a book, go to the wizard who needs you to save both around you. Casting a spell requires that Review screen and Use it. The instructions worlds. Wizards from the realms of air, you initially select the type of magic: tell you this, but they don’t tell you that if earth, water, fire, ether, and mind have attack, defense, terrain modifier, personal, you try to Use a spell book in combat, it found a pathway from their world into transformation, or conjuration. Then, by will simply act like a one-shot scroll. Using our Earth. They want to open this gateway clicking the icon of the spell, you will be the book from the Review screen lets you so they can conquer our world. One wiz- presented with the different modifications Learn that spell. By the way, the book of ard, however, noticed that such action of the magic you wish to cast. Ramm’s poem is actually a set of instruc- would cause the destruction of both Casting spells and taking damage low- tions, and the Ring’s Diary can’t be deci- worlds. He has now abducted you in ers your health. You are able to find spells phered until the end of the game. order to save both domains. to heal yourself. As you become more 4. As the rules imply, don’t kill the In the new realm, you must learn vari- experienced, you also increase your life NPCs: It’s never necessary and it can ous magics and use them effectively—for capability. cause major problems later on. when you enter a wizards realm, you Should you meet an untimely demise, it 5. Early on, start using the Assay option must be ready to deal not only with vari- doesn’t mean the game is over. Your men- and the Identify spell (from the Review ous creatures and hazards but spell-toting tor is able to resurrect you a few times, screen) on everything that you find. You enemy wizards as well. but eventually you might fall into Death’s have to use Identify just to determine the You must select an elemental college to domain. Here, none of your spell works relative merits of the different weapons, bind with yourself. There are various and the only way to escape is to find the and there are a lot of magical items in this advantages and disadvantages to being a exit. While visiting this vile place, you can game. When you cast an Identify spell, you disciple of earth, water, air, or fire. Some find ingredients not offered in other may get something like “SPECIAL ‘$”@” or of these colleges have spells that other col- domains. You can also pick up items for “CURSE *&!a.”This is all that the spell leges cannot use. Each of these elements your allies, for which you’ll paid. will tell you; you have to learn the rest by has an antagonism element that, when SpellCraft is an intriguing action and experimentation.

DRAGON 59 6. Don’t take the number of graph during the quests in the “free-for-all” small button on the north wall of the sheets enclosed with the game to be a clue mode, you must first of all load the last ’s chamber. In order to see the but- as to how much mapping you will do. The mission with the objects you wish to use. ton, get very close to your monitor. The castle is just the start of the game, and Once in that mission, use Disk Options to hydra dies quickly in combat. unlike the earlier Wizardry games, not load “Free for All.” You then have all your 11. Zorn in Minoc will make the caddel- everything has to exactly fit into pre- objects from the Quest game. Also, use hit lite helmets for you, but you must have dictable grids. The Detect Secret spell is and run tactics if you’re having trouble enough caddellite to make a helmet for great to use as much as you can, but even with a battle. Don’t stay in melee! every member of your party. As caddellite at full power, it isn’t totally reliable. On my is heavy, and you are the only one who system, at least, there was a visible differ- and Azure Bonds enters the cube generator, one chunk of ence between normal walls and those hid- ( version) caddellite is necessary. Ask everyone to ing secrets. These characters are interchangeable. leave your party before you talk to Zorn. 7. Don’t worry about the Pirate’s Den To do this, simply save characters from Then, ask them to join after Zorn has early in the game. You’ll find it a long time either game to disk, then boot the target made the equipment. before you’ll have the ability to get into it. game and add the character to the game 12. The cube generator is the most dift- 8. There is no significant use for the with all of the objects and memorized cult part of the game. Save the game and Alchemy Lab. Just blow it up. spells in tact. Savage Frontier has up to 5th heal yourself before you enter. Ignore 9. To get the idol of Mau-Mu-Mu, level spell capability, so you will lose none what the Guardian says because he is try- remember the opening to Raiders of the of your higher level spells from Bonds. ing to mislead you. Magic spells can’t be Lost Ark. Rick Sandmann cast inside the cube, so healing potions 10. Say “No” and “Yes” to the Amazulu Bellmore NY work well. Queen, then give her a small trinket. This 13. The emps are due east of Iolo’s will get you on her good side. Ultima VII: The Black Gate (Origin) house (it’s a long walk, so don’t give up.) 11. When you find ashes, see that they 1. Your equipment in ’s cas- 14. Venom can be used to temporarily are all given to the person who is asking tle is on the top floor in the northwest cor- increase attributes! for them. This will be very rewarding. ner. Lord British also will offer his Orb of 15. Train with De Snel, who does exten- 12. Don’t waste the Red Mushrooms the Moons. Accept the offer. sive combat training, before you mention when they are given to you—you 2. Joining the fellowship is vital to your the dagger you found at the murder site in absolutely must have one later on. quest. You may open the sealed chest, but Minoc. He responds by attacking, but 13. The Faerie Queen knows how to talk you will receive a verbal warning. When don’t worry; he dies quickly in combat. to Delphi. Ask her. Batlin sends you to Destard, it isn’t neces- 16. The stone harpy in Martingo of Michael Booker sary to find the chest (it’s empty, except Spektran’s back room is another good Minnesota for two fellowship medals). All you have to opportunity to get a glass sword. His body do is walk in, then go back to Batlin and yields a key that opens the storage room Bard’s Tale II tell him of the “monsters you saw.” behind the pedestal. This is where the 1. In the Practice Dungeon, go to the 3. Janna in Cove makes a nice addition Ethereal ring can be found. long series of 1×1 rooms next to the stairs to your party. Don’t overuse her healing 17. The five items required to enter up to the first level and run back and forth abilities, though. Penumbra’s house are a hammer, a gold through them. This provides enough 4. Poison can usually be cured by using ring, a lockpick, a spindle of thread, and experience points and magical items to the linear spell “weather” to make it rain. some other form of gold (either a nugget catapult your characters up to 13+ levels. 5. The magic carpet that Rudyom of or a bar). 2. Once you have your Magician and Cove talks about is easy to find. Go north to 18. Be careful about allowing party Conjurer up to 13th level, switch the Con- Britain to the dungeon of Despise. There members to carry and use missile jurer to a Sorcerer and the Magician to a are two entrances. The carpet is by the weapons. They tend to shoot fellow party Sorcerer. Work them both up to 13th level western entrance at 8N, 29W. members in the back. As for the comment in those classes, then change them both to 6. A sextant is a good investment. If in the manual that enchanted missiles Wizards. Once they have 13th level in that, someone in your party has a sextant and is don’t miss, don’t believe it. change the one who started out as a Con- outdoors, crosshairs will appear showing 19. When all else fails, follow the trail of jurer to a Magician and the one who the party’s location when you Use the Elizabeth and Abraham. started as a Magician to a Conjurer. At cloth map. This is helpful, especially if you 20. Use the mallets on those who found those levels, the dungeons will give you decide to use the failing moongates. them in order to find the pirate treasure. enough XP to bring them up to 13th level 7. The generators must be destroyed in They will provide the coordinates to an in a shot. Then switch them both to Arch- this order: tetrahedron, sphere, cube. You island in the southern part of the realm. mage. They will be become the most pow- must enter the generators alone. To exit Be cautious of the caltrops (the party and erful characters in you party. the generators, complete the puzzle or the Guardian don’t respond well to their 3. In the Temple of Darkness’ Tombs, problem, then double-click on the prism. being moved) and the ghost. watch out for the room where everything Don’t forget to pick up the prism that is Allen Reaves is dark and there are traps everywhere. teleported out of the generator with you. Ingleside TX There are poison, pit, and other nasty 8. Do not go into the tetrahedron gener- traps in that room. If you explore it, do so ator without a glass sword in hand, or it Hints and tips as well as answers to with care and a Sorcerer Sight spell as will be very difficult to win the fight. Also, gamers’ queries are needed. Please write well as a Cat Eyes spell. don’t bother with invisibility—the crea- to: The Role of Computers, 521 Czerny 4. Cast a Phase Door spell on the north ture sees you anyway. Entering the gener- Street, Tracy CA 95376. We look forward to section of the west wall in the 3x3 square ator in combat mode is not a bad idea, reading your letters, postcards, faxes, and entrance room of the Temple of Dark- either. whatever. Until next month, game on! ness’s Tombs. Then explore those areas, 9. The answers to the sphere generator Derek Richardson is red, blue, blue, red. Bellaire TX 10. Caddellite can be found in Ambrosia, which is hidden behind the Dragon Strike (Commodore 64 version) compass on the map. To gain access to the To use magical objects you collected hydra’s chamber, cast telekinesis on the

60 FEBRUARY 1993

made safe if certain individuals currently get- ting rich from the suffering of the many will just control their greed and buy these safe- guards instead of passing the cost on to the rest of us who are in poor health. Since these indi- viduals show no sign of doing so, the govern- ment must exercise its just power and protect its citizens. The main principle in getting this governmen- tal action to do what it should and not inadver- tently hurt innocent parties through badly written laws is to lobby for good laws. This can only be done by using sound arguments and not engaging in name-calling or assertions contrary to the facts. Paul Cardwell, Jr. “Forum” welcomes your comments and opin- an hour or two with him alone, before the other Bonham TX ions on role-playing games. In the United States players arrive. Don’t try to achieve any goals; and Canada, write to: Forum, DRAGON® Maga- just present the game world to him in the best This letter is regarding a trend I have seen in zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. way you can! my own AD&D game sessions. I don‘t know In Europe, write to: Forum, DRAGON Magazine, Thomas Vogt whether the trend is appearing in any other TSR Ltd, 120 Church End, Cherry Hinton, Hamburg, GERMANY campaigns, but I suspect it is. The trend: the Cambridge CB1 3LB, United Kingdom. We ask insidious proliferation of the SSI computer-game that material submitted to “Forum” be either The first rule in presenting a case is to be accu- version of AD&D rules in the regular game. neatly written by hand or typed with a fresh rate. A great-sounding argument that can be easily For those of you who are not familiar with ribbon and clean keys so we can read, under- demolished does the cause no good at all. , Incorporated, it is the stand, and input your comments. We will print I certainly support the efforts of GAMA in maker of a number of popular computer games the complete address of a contributor if the getting exemptions for lead gaming figures that incorporate the standard AD&D rules and writer requests it. under the Toxic Substances Control Act before worlds. First of all, let me say that I highly Congress. However, there are many statements recommend these SSI games as computer I’ve been reading your magazine for some in Robert Bigelow’s “Through the Looking Glass” games; for the most part, the games adhere time on an irregular basis. What I especially like column in issue #183 of DRAGON Magazine strictly to AD&D rules, they have a great deal of are the numerous hints for DMs (although I that, if used, will cause more harm than good. the feeling of the real McCoy, the graphics and personally prefer “GM” for “game master,” as I Our hobby has not been “targeted by environ- playability are excellent, and DRAGON Maga- do not play the AD&D® game). Issue #184 mentalists because they feel our activities are zine recommends them in its computer-game featured many of these GM’s hints, so I really frivolous and that we are a weak-spirited group column. liked it a lot. “The Referee’s Code of Honor” and that will go down without active opposition.” My players also enjoy these games, but they “Audible Glamour—Not Clamor” were two of Most environmentalists, like most of the popula- unfortunately have begun incorporating the rules the best articles I’ve ever read on the subject. tion as a whole, don’t even know we gamers the computer games use into their own campaigns, Those hints are the reason for this letter, as I exist. Many environmentalists, including this as we each take turns DMing our own campaigns. do miss something in them. I’ve been running a writer, are both environmentalists and gamers. I have no objection to how they use the rules in campaign using FASA’s * game for Cut out the ad hominem—it does no good. their game, but I feel I am under attack, and this just over half a year, and it came to an end just a Environmentalists are concerned because letter is my chance to fire back. month ago. Since then, I’ve handed over the people are sick and even dying because lead has There are many rules variations that all the GM’s role to other players. I’ve done this two not been used responsibly. It is put into toys SSI games use that I myself use in my campaign. times now, and both experiences were quite that little children put in their mouths. It is used Among these: the optional rule of “hovering at disturbing. That’s the question that not only I without control in manufacturing so that whole death’s door,” called the “Dying” state in SSI but all the other players had as well: What can neighborhoods are endangered by the greed of games, that the PC enters when he has between you do as a player if the GM isn’t doing a good a few. That is where the environmentalists -1 and -9 hp; and the absence of spell compo- job? What if you have the feeling that you are enter the picture. nents from spell-casting. The first was a game being used just for the GM’s fun? What if the Bigelow’s comment running from page 112 to designer’s choice; he probably felt that the GM seems unfair to you? What if you do not 113 that slag is usable fill is the most irresponsi- games would be too hard if this state did not enjoy his “sense of humor” (which involves ble thing of all. This is precisely the problem. I exist. The second was one of game logistics—the causing as many PC fatalities as possible)? suggest you go to West Dallas, Tex., where game would have been much more unwieldy if I’ve been thinking about this for days now, entire neighborhoods must be dug up because the characters had to purchase, carry around, but I just cannot find a usable solution. I know a the soil is too contaminated by lead that got and use spell components (these are the same group of players that agreed to let one of them there from the atmosphere. The slag fills are reasons I neglect to use spell components). be something like a “supervisor” who could already off-limits to human occupation. The The SSI games allow many things that I would overrule the GM, but I don’t believe this is a damage to the ground water has not even been not. One of the primary complaints I have is good resolution, especially if the character of measured. that, when PCs hover at death's door, they the supervisor is involved. Go to the area around Ennis, Tex., where they should rest in bed for at least a week unless Another problem that occurred during some are in a proper uproar because this contaminated healed automatically. In the SSI games, a charac- of our evenings involved new players. How do soil is being shipped in open trucks across a water- ter need rest only 24 hours before he’s back on you show someone who has never played a RPG supply lake to a toxic dump! Lead is cumulative. his feet again. Also, any character can bandage before just how it works? The body does not excrete it easily. Small dosages any other character, no matter how much I’d really like to know what your suggestions taken over a long time are as bad as a high dosage distance is between them on the battlefield. This are, although I think I found an answer to the at one time. Of course lead is a natural product. So is patent nonsense; in my game, I allow only a second problem just a few weeks ago. It came is arsenic. Both are elements. In fact, unlike lead, character that can actually reach a dying char- during one long evening when we started arsenic is a required trace mineral in the diet, but acter to bandage the latter, and only if the playing before the other players arrived. The they are still both poisons. Don’t ingest either of bandaging character has the Healing proficiency GM played out every detail about how my them in metallic form. and can work undistracted for a full round. My SHADOWRUN character awoke in the morning Bigelow is right that lead fumes can be con- players expect their characters to be treated the after drinking a bit too much. The shower didn’t tained. All parts of the process of producing same way as SSI characters, so they question me work, there was nothing left to eat in the useful things from lead can be controlled so when I tell them that a favorite character is kitchen, and so on. It was an unusual experi- they are safe for people to be around. This is going to be out of the game a while after a ence, but I noticed that the gaming atmosphere the whole point of the amendment and our brush with death, or that a burly, clumsy fight- was better than ever before! Because I person- greatest argument in exempting game figures er can’t do an acceptable job of patching up a ally think the atmosphere of the game is highly that will be covered by paint, kept out of the dying mage. important, I am trying this method of introduc- mouths of little children, and easily recycled Another bone of contention is the way poisons ing a new player. Just grab the newbie and play when no longer needed. All these things can be and spells that affect poisons work. In the SSI

62 FEBRUARY 1993 games, a character that dies of poisoning actu- tic and makes more sense than if English were course, the mists were not ordinary mists but ally dies, but apparently this death is of the used. My point is that one can always find a use the Mists of Ravenloft. The nature of the Demi- temporary variety, because another character for something if one is willing to think and plane of Dread makes it possible to introduce can subsequently cast neutralize poison on him imagine just a little bit. PCs from just about any time period— at any time and the victim’s back on his feet and I would be interested in hearing from gamers “standard” fantasy game, 20th century, or even ready to go 15 rounds with a hydra. He doesn’t who use my suggestions, so I know how they post-nuclear-war. Actually many of the even lose a Constitution point! I’m not sure worked. More information on any of my sugges- RAVENLOFT® campaigns Domains are of a more whether the game designers intended the spell tions can be gained or shared by writing to me advanced time than “standard” AD&.D game to work this way, but my players insist that this and specifying what you are interested in. worlds. In RA1 Feast of Goblyns, a farmer uses is the way it should work. They want me to Please print my full address for the use of a blunderbuss, a weapon that even the most change the way I use poison! anyone interested. Thank you. advanced Lantanese gunsmith does not even A third dispute between myself and my play- P.S. Yes, I know this letter is late compared to dream of. The time periods of the various ers is whether a wizard should automatically the publication date of the letters mentioned, Domains reach from Ancient Egypt in Har’akir receive a new spell upon reaching (and training but that is what comes from living in a small to the time of industrialization in the domain of for) a new level. I say he should not, for several town in rural West Virginia. Yosas (see RR4 Islands of Terror). Thus, with a reasons. One, the trainer may not have his William D. Sharpe III time range from 3000 B.C. to A.D. 1900, the PCs, spellbook with him when he is training the Elk Route, Box 13-A themselves from just about anyplace, can en- character. Two, even if he has his spellbook, he Marlinton WV 24954 counter practically any period of human history. may wish to keep his spells to himself. Three, The most interesting thing is the introduction of even if he is willing to allow the PC wizard to I enjoyed very much Mr. Detwiler’s article, 20th-century persons, and with almost no effort scribe a few of the spells, he is certainly not “More Magic for Beginners:" in issue #181. As a the DM can fit those PCs smoothly into the going to perform this service for free! Four, the DM, I have always preferred not to give too- RAVENLOFT campaign “world.” Any modern real reason I don’t give out new spells every powerful magical items to the PCs. It’s nice to equipment should be taken from the GAMMA level is that my campaign is already unbalanced have items with a lot of flash but little power. A WORLD rule book and modified to fit the AD&D by having too many spellbooks in the hands of mask of underground conditions is a flashy game (after all, this is not a crossover of game NPCs who meet their ends at the hands of the name for something you put on your eyes to systems but an interesting gizmo for a PCs. My players say the wizard should be al- dim the sunlight. Other small items can also be RAVENLOFT (i.e., AD&D) game). Ranges of weap- lowed to gain a new spell every level for one magical. With the right players, you will enjoy ons in the GAMMA WORLD game should be reason: The SSI games do it that way. this stuff very much. multiplied by three to find the range in feet in- These and other minor rules variations may not For serious magical stuff, I tend to use one- stead of meters. Also remember that, in the AD&D unbalance the game individually, and they may not shot items, like potions. Wands with a limited system, a gunpowder weapon is especially lethal, even unbalance the game taken all together. But number of charges and a low-level spell effect as any die that scores maximum damage adds an they are not my own rules, and I don’t want to are also very useful. A wand of armor can be additional die of damage (the only exception to that allow players to bully me into rules changes. What very useful for a starting wizard. A wand of rule involves weapons that are not aimed, such as I want to know is, should I capitulate and allow my cantrips can be used to great—or at least a shotgun with buckshot). Area-effect weapons players to play the game by SSI rules, or should I amusing—effect. Instead of giving a magical should inflict an extra die of damage vs. creatures stick to my guns? Is anybody else out there experi- weapon with a permanent bonus, you can give a of L (large) or greater size. encing what I am? sword of bladethirst (as per the FORGOTTEN I really encourage DMs running a RAVENLOFT Cory Dodt REALMS Adventures second-level spell of this campaign to try out a 20th century PC or NPC. It’s Orinda CA name) with a limited number of charges. fun and contributes to the sinister mood of the On the whole, I find that Mr. Detwiler’s items game if a PC can fire his last silver bullet on the Ms. Whaling states in her letter in issue #179 are more imaginative than mine; when I’m the big furry thing charging him. that she has difficulties in getting other females DM again (I’m currently a player), I might use Alexander Dengler interested in playing RPGs. I have some sugges- them. I do have some thoughts to share about Darmstadt, GERMANY tions as to how to gain their interest. these items. First, weightless weapons should When I introduce RPGs to novices, I first loan have their own proficiency slot, in my opinion, Since I am new to role-playing, I don’t know them one or two solo adventure books like as using such a weapon feels completely differ- anything about Craig Hardie’s letter in issue TSR’s ENDLESS QUEST® books. This gives them ent than using one with some weight. On the #166, but after reading the recent responses to a small taste of what RPGs are like. I also make other hand, a proficient character might be able it, I know I can relate to this. I am 16 years old, use of Ed Greenwood’s article, “Players don’t to wield them faster than normal weapons and the DM for two games and player in two other need to know all the rules,” from “Up on a with no attack penalty for low strength. games. I was introduced to role-playing last year Soapbox” in issue #49 (reprinted in the Best of Another interesting idea and adventure hook by my cousin. The two campaigns I run are DRAGON Magazine anthology, Vol. V, as “Keep comes from hilts of conjuring. Where do these both for the D&D® game. Because I don’t have a ‘em guessing”). This makes playing less daunting hilts conjure their blades from? Think about the job, I usually can’t afford any of the Gazetteers, for novices, because they don’t have to learn a fighter whose, sword disappears in the so I turned to making my own world. My cousin lot of rules or take a lot of time creating a middle of the fight, only to reappear a day later let me have access to his library, and I found character. after he has lost his earlier fight. Maybe the fighter several tidbits I used for “quick” DMing. This brings me to a second letter I am re- with the hilt of conjuring takes the blade of his In the Dungeoneer’s Survival Guide, there was sponding to. In a past issue (#68, page 3), I read enemy’s sword, or of one of his fellow party a thing in the back on how to make quick, a letter complaining about the use of pages in members. Or maybe an ornamental blade of great random dungeons by having squares or hexes issue #66 for articles on Thieves’ Cant and the value is taken, and the PC party is hired to find the with dungeon corridors; you could rearrange Old Dwarvish language. The letter’s author thief. There’s no end to the possibilities. them to make a quick dungeon when you didn’t states that he believes the pages were wasted Eyal Teler have one ready. I had an idea to use this for because no one would speak the languages Jerusalem, ISRAEL overland travel as well. All I had to do was during a game. First of all, I have been known create a hometown. When the characters want- to use Thieves’ Cant to discuss the secret plans I am writing this letter to expand a little on ed to leave, I juggled a dozen 10 mile by 10 mile of PC thieves, but there is no need for the the topic of “Magic & Technology Meet at Last” squares to come up with the terrain. As for languages to be spoken. When combined with (issue #183). The article was concerned with an maps, I just used the players’. They didn’t know the Thorass script (for Thieves’ Cant) or the AD&D/GAMMA WORLD® game crossover and about anything that wasn’t on their maps, so Dethek runes (for Old Dwarvish), these lan- described that option in great detail. But there why should I? I was pretty good at improvising. guages make excellent labels for maps found by are other extremely interesting ways to make Eventually, I created a “skeleton” of the area PCs. Both the Thorass and Dethek alphabets can magic and technology meet. Imagine the present that had the major cities and other obstacles. be found in the Cyclopedia of the Realms, in the time: 1993, America. While investigating a series After reading some of my cousin’s campaign FORGOTTEN REALMS® boxed set. I came up of murders, a cop finds out that a werewolf is settings (he has almost everything for the with this idea as I read Jeff Bourdon’s letter in committing all the . With nobody ®, DRAGONLANCE®, FORGOTTEN #179 (page 5), while sorting out my back issues believing him, he sets out with a revolver full of REALMS, and now DARK SUN™ settings), I with the help of one of my players (she had silver bullets to hunt the beast alone . . . until decided to adapt some of that material to my mentioned the Old Dwarvish article). one very misty night when he spots the beast own world, just for expansion. This puzzle-type I feel that reading a dwarven map using Old and pursues it until he reaches a small village, mapping method can be used for anything, like Dwarvish and Dethek runes seems more realis- like one in Ireland in the 18th century. Of a city, a castle, and even neighborhoods my PCs

DRAGON 63 want to visit. Currently I’m working on random soundtracks, for thrilling people is their most knows one science. Disintegrate requires a cultures. basic function. Classical music is my second previous science: Telekinesis. A psionicist would Also, in the Catacomb Guide, it says that you source, but there is much to explore. have to be at least 3rd level to utilize Disinte- can create characters by having their base Here is the music I use and when I use it (in grate. Further, the greater wolfwere had two statistics and rolling up names and basic varia- (C)ombat, (D)escriptions, or (H)orror situations): chances of not being affected by the psionicist. tions. Why not do this for cities? Countries? The Name of the Rose (H), Conan the Barbarian With a power score of Wisdom -4, a psionicist Adventures? The possibilities are endless. This is (C,D), Conan the Destroyer (C,D), Willow (C,D), with a Wisdom of 18 would have a 30% chance a real time saver, too, because I spend about $2 Dune (C,D), Star Wars trilogy (C,D), Aliens (C,H), of failure. The greater wolfwere with a saving (photocopies and cardstock) in material and only Batman (C,D), Alexandre Nevsky (C,D), The Final throw vs. death magic of 8 has a 60% chance of five hours a week on my campaign. Conflict (H), Raiders of the Lost Ark (D,H), and not being affected by the psionicist! Also, a 3rd- I also mentioned that I play in two games. This Robocop (C). Music composed by Williams, level psionicist can have a maximum of only 58 is interesting, because my cousin, who created Horner, Goldsmith, or Poledouris is usually PSPs. He might Disintegrate one foe, but what his own world, is the DM for one group, and I good, so don’t hesitate to try it. In classical about the foe’s accomplices? With only 18 PSPs must say that his campaign is bizarre. He has music, only one or two themes might be useful left, let’s hope nothing else attacks. been a DM for 10 years (he’s 25), and I consider in a whole work but they are usually quite Second, this same psionicist would have to be him a master from whom I learn, like novice good: “Siegfried’s Funeral Music” (from Twilight 5th level to accomplish the Invincible Foes feat. wizards learn from greater wizards. In the of Gods, by Wagner), “Sturmisch Bewegt” (from As Psychokinesis is obviously his primary disci- other game I play in, the DM bought the Symphony no. 1 in D Major by G. Mahler), pline, he has to be 5th level to pick up the DRAGONLANCE campaign set. I’ll admit, while “From Bohemia’s Woods and Fields” (from My Mindlink science in his secondary discipline. that game is fun, it does tire quickly since I have Fatherland, by B. Smetana), Carmina Burana (by Even then, the shadow dragon would have had read almost every DRAGONLANCE book there C. Orff), “Swan Theme” (from Swan Lake by two chances to not be affected. When initial is. The DM does buy most of the new upgrades, Tchaikovsky), “Overture to Acts no. 1, 2, and 3” contact was made at Wisdom -7, the psionicist and that keeps some flavor, but I still think my (from Siegfried, by Wagner). If you find other (Wisdom 18) would have had a 45% chance of cousin’s campaign is better because there is background music, I would be pleased to know failure. In the second round, the psionicist had a always uncertainty. what you found. If you improved your game in 25% chance of failure (Wisdom -3). Let’s hope Matthew Lyon other ways, I would also be very interested. the psionicist wasn’t reduced to 1st or 2nd level San Luis Obispo CA Please, print my full address. by the shadow dragon’s breath weapon in the Julien Hermitte first round! Because we use music in my gaming group, I 2, rue Edgar Quinet Third, a 9th-level psionicist using Control have better memories of past gaming sessions. 92120 Montrouge, FRANCE Body (not Body Control) could certainly get a During these adventures, we all felt more in- paladin to kill the latter’s friends, just as a 9th- volved in the game, as the music we picked was After reading “Forum” in issue #184, I feel level mage could cast domination on the same thrilling during combat, dark and evil when we compelled to write. The comments of Maurice paladin for the same result. But let’s look at were exploring forgotten corridors under Sprague and Brad Allison on psionics caught my what the psionicist went through to compel the forsaken cities, etc. The most difficult part for attention. In response, I have the following paladin to do this. To make his power score the DM is not to match his descriptions and the observations: (Constitution -2) vs. a paladin’s minimum background music, but to simply find good First, a 2nd-level psionicist cannot use the strength of 12, a psionicist with a Constitution background music. I mainly use motion-picture Disintegrate ability, as a 2nd-level psionicist only of 18 has only a 20% chance to succeed—he must roll a 13, 14, 15 or 16! If the psionicist has a lower Constitution (minimum of 11), his chances go down 5% for every point below 18. Also, the paladin could have warned his friends of the impending attack, so they could prepare themselves for it. Finally, as killing one’s friends would be an evil act, the paladin would lose his paladin status until he could atone. A DM could rule that the nature of this self-destructive act would make the paladin to struggle harder, causing the psionicist to make his power score each round. With the rules in the Complete Psionics Hand- book, I feel that the psionicist class is well balanced. For every action the psionicist at- tempts, there is a chance of failure by virtue of the power score. He has the same chances of failure that a mage has due to melee attacks and other disruptive activities. The final solution is for the other PCs to learn to deal with psioni- cists. Remember the adage “Know thy enemy,” but also remember “Knowledge is power.” Dealing with high-level magic-users is a learning process for PCs, as is dealing with psionicists of any level! One last note: The DM is the final arbiter of all actions. If, as DM, you find that the psionicist is becoming too powerful, change the power scores; this increases the chance of failure and is relatively easy to do. John M. Fairfield Ft. Polk LA

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64 FEBRUARY 1993

Exploring the worlds large library of supplements to prove it. Not everyone, of course, is a GURPS fan, of the GURPS* game and much as Steve Jackson Games (SJG) would hope otherwise, there are probably quite a few role-players who’ll never get around to giving it a try. Rut even if you’re ©1993 by Rick Swan among those who aren’t in the market for a multigenre RPG—and admittedly, the Steve Jackson Games’ GURPS* system— GURPS system takes some effort to that’s the Generic Universal Role-Playing master—you might consider checking out System to the unenlightened—settles into Role-playing games’ ratings the supplements. Most of them burst with the 1990s as the undisputed champion of ideas that can be adapted to other games multigenre RPGs, and rightfully so. Flexi- X Not recommended without too much fuss. ble character-creation rules and elegant * Poor, but may be useful GURPS supplements owe much of their game mechanics make it adaptable to an ** Fair appeal to the sheer volume of information impressive range of settings. At home in *** Good they contain; with enticing detail crammed outer space, ancient , or a haunted **** Excellent into nearly every page and margin. The house, the GURPS system has yet to meet ***** The best books are models of organization and a genre it couldn’t handle, and there’s a presentation, and are among the industry’s

66 FEBRUARY 1993 best. Thanks to the consistently high quali- The GURPS game has a knack for going Lawn, and other creepy landmarks. ty of the writing, they’re a pleasure to where no game has gone before, filling Recognizing referees may have a hard read, Jackson requires his editors to be as niches that don’t appear to need filling time finding their way in a setting this familiar with the English language as they until Jackson’s crew gets a hold of them. bizarre, Ladyman spends much of the are with role-playing rules. That makes Both The Prisoner and Callahan’s Crossti- book discussing techniques for fostering a him almost an anomaly among game pub- me Saloon are cases in point, the former surreal atmosphere, He shows how to lishers, many of whom view correct gram baaed on a fondly-remembered but rather build suspense by introducing clues that mar and syntax as expendable nuisances, empty-headed TV show from the late suggest solutions to the players’ questions, That’s not to say GURPS products are 1960s, the latter derived from a pleasant all the while holding the real answers just perfect. Their spartan production values but forgettable series of fantasy stories by out of reach. To keep the players off- pale before the flashy graphics routinely Spider Robinson. If I’d have been in charge balance, Ladyman suggests peppering used by FASA and Mayfair Games. There’s of acquiring properties for SJG, I wouldn’t them with disturbing encounters, such as nothing in a GURPS book comparable to have looked twice at either one. But now a clock that runs backwards or an invita- TSR’s poster-sized color maps or Chaosium’s that I’ve read their GURPS-izations, both tion from an addled villager to take an elaborate CALL OF CTHULHU* game hand- strike me as inspired choices, imaginary ride on the Stone Boat. An outs. Illustrations tend to have little in com- The Prisoner in particular is an unex- Adventure Design Flow Chart explains mon with the text they accompany other pected surprise, mainly because the TV how to generate plots with sensible moti- than their appearance on the same page. In series didn’t give designer Dave Ladyman vations, complications, and climaxes. their eagerness to cover all the basses, GURPS much substance to work with. The origi- The Prisoner won’t be everybody’s idea designers often go for the kitchen sink, nal premise involved a British secret agent of a good time, what with its near- throwing in everything they can think of who was abducted by unknown captors powerless player-characters, absence of and leaving it up to the hapless referee to and dispatched to a bizarre community action, and unsolvable mysteries. On occa- separate the useful from the trivial. called the Village, where residents were sion, Ladyman’s writing becomes ag- Still, when GURPS supplements are known by numbers instead of names and gravatingly vague, as if he’s not quite sure good, they’re very good indeed, and the nobody was allowed to leave, Throughout what’s going on either. (I also wish he’d industrious Jacksonites have generated the show’s 17 episodes, the agent strug- have lightened up on the exclamation their share of classics, GURPS Japan and gled to figure out where he was, who marks. It doesn’t take much to get him GURPS Special Ops exemplify state-of-the- snatched him, and what his captors want- excited! No kidding!) That said, The Pris- art worldbooks at their fact-based beet, ed. Neither the agent nor the viewers ever oner provides all the raw material a crea- while the superb GURPS Riverworld and received clear answers to these questions, tive referee needs to put together a GURPS Wild Cards demonstrate that li- and these contrived mysteries accounted campaign rife with psychological terror, tensed properties can amount to more for moat of the show’s alleged charm. sort of like the PARANOIA* game without than cynical exploitations of familiar titles. I say “alleged” because I was never con- the laughs, If Steve Jackson snags the GURPS Space remains the hobby’s pre- vinced that the mysteries were part of some license for Twin Peaks, I hope Ladyman miere science-fiction overview, GURPS grand scheme, but resulted instead from gets to GURPS-ize it. Time Travel, which we’ll be examining at lousy plotting and make-it-up-as-you-go Callahan’s Crosstime Saloon isn’t quite as length in a month or two, looks to be the scripts. By distancing himself from the compelling as The Prisoner, but in part definitive treatment of a topic that’s frus- source material (“For our purposes, [the that’s because we’re on more familiar trated game designers for years. unanswered questions] allow you to devise territory. Callahan’s is one of those out-of- No game has generated as many first- the Village of your own choice, unconstrain- the-way stopovers that serves as a water- rate supplements covering such a broad ed by what has to be.”), Ladyman manages to ing hole for all variety of transient range of topics, and the diversity of the ferret out the best concepts, sweep away the oddballs and, not incidentally, a conven- GURPS line remains its strongest asset. debris, and patch it all together with his own ient staging area for fantasy adventures. The supplements are worth a look from imaginative touches. It’s a cliche, to be sure, but Robinson any role-player who’s had his fill of Tolkien The book is roughly divided into two freshens it with a dash of science fiction retreads, non-horrifying horror games, or sections, one discussing the specifics of the and some subtle satire, Callahan, the pro- tired science-fiction RPGs whose only campaign world, the other featuring stag- prietor, has been sent from the future to points of reference seem to be old Star ing tips for referees. Ladyman begins by ensure that humans will evolve along their Trek episodes. Where to start? Here are taking us on a tour of the Village, intro- predetermined paths and make way for some suggestions. ducing us to No. 2, the shadowy figure the Harmoniana, a race of benevolent whose identity changes from adventure to aliens of which Callahan is a member. adventure, and the Village Voice, an enig- Between comforting lost souls and han- GURPS The Prisoner* **** matic female who’s heard over the Village’s dling the occasional drunk, Callahan and 96-page softcover book loudspeakers but never seen in person his cohorts must deal with the mandates Steve Jackson Games $13 (Ladyman suggests that the referee prere- of the Time Police, the alternative realities Design: David Ladyman cord the Voices's ominous messages and of the Mirror Dimension, and the forbod- Additional material: Stephen Beeman play them at appropriate momenta during ing schemes of the Cockroaches, a nasty Editing: Steve Jackson an adventure). race of insectoid spacefarers. Illustrations: John Robinson Village protocol is covered in detail. The It’s all good fun, and designer Chris Cover: ITC Entertainment, Inc. accepted form of greeting, for instance, McCubbin does an admirable job of cap- consists of a cheery “Be seeing you!” ac- turing the stories’ gentle tone, In broad GURPS Callahan’s Crosstime Saloon* companied by a thumb and index finger terms, he describes the utopian world of ***½ circling the eye, Everyone wears a badge Harmonium as a place where “nobody’s 128-page softcover book displaying his identification number, Hid- hungry, nobody’s angry,” leaving the spe- Steve Jackson Games $17 den cameras monitor citizens’ activities, cifics up to the referee. (“It's might be a Design: Chris W. McCubbin Violations of the ever-changing ordinances planet, or a Dyson sphere or ringworld, or Additional material: Spider Robinson, result in punishments ranging from ostra- something even stranger.”) Harmonium Steve Jackson, and Christian Wagner cism to death by Rover, an immense white time travel is revealed as a specialized Editing: Jeff Koke and Steve Jackson ball that prowls the streets looking for psionic talent, where users can move Illustrations: Donna Barr, Guy Burcham, sociopaths to envelope and suffocate. A between eras pretty much at will. The Dan Frazier, and Rick Harris two-page map, lavish by GURPS standards, “Strange Folks and Odd Gizmos” chapter Cover: James Warhola pinpoints the Palace of Fun, the Chess details Callahan’s cast of characters and

DRAGON 67 exotic inventions in an entertaining fash- GURPS Old West* ****½ strictions except when fighting on conse- ion. Game statistics take a back seat to an 128-page softcover book crated ground. (AD&D® game players with engaging narrative, much of it taken di- Steve Jackson Games $17 cleric characters might want to annoy rectly from the original stories. Design: Ann Dupuis, Liz Tornabene, their Dungeon Masters with this historical Campaigning, unfortunately, receives the Robert E. Smith, and Lynda Manning tidbit.) short shrift. Though McCubbin offers a Schwartz But despite the meticulous research, the number of ideas for creating Callahan Additional material: Mike Hurst book’s lack of focus often makes for a adventures, few are adequately developed. Editing: Steve Jackson and Loyd tough ride. In most cases, the material is He points out the potential for humorous Blankenship assigned to neat, discrete compartments. role-playing, but doesn’t really tell us how Illustrations: Topper Helmers and Carl History goes over here, fantasy stays over to pull it off. Mounting an all-Harmonium Anderson there, and rarely do the designers make campaign, the book’s most intriguing sce- Cover: David Patrick Menahan an effort to show how the two comple- nario, is dismissed in a couple of para- ment each other. The perfunctory cam- graphs in a sidebar. Historical worldbooks are ideal for ref- paigning chapter provides broad Evaluation: It’s not necessary to have erees who don’t have access to a good suggestions for designing adventures but seen the TV series or to have read the library or for those too lazy to go to one. few usable specifics. Though the book Robinson stories to make sense of these Otherwise, they’re rarely worth buying presents a river of information, it’s up to sourcebooks, since the designers do such a just for the scraps of role-playing rules the referee to sift the gold from the silt. thorough job of summarizing the key plugged into what can amount to dull-as- GURPS Camelot, a study of King Arthur ideas. Of the two, The Prisoner makes a dishwater summaries from the Encyclope- and the Knights of the Round Table, shares smoother transition to other RPGs, as it dia Britannica. the same strengths and weaknesses as has the fewest ties to the GURPS system. SJG’s solution has been to encourage his GURPS Middle Ages. Again, the designers But it’s a demanding setting, requiring an designers to give more or less equal atten- draw on legend, history, and movies (in experienced referee to handle the unusual tion to fact, legend, and Hollywood. Ref- particular, the Camelot musical), and play style, as well as mature players who erees may pick and choose what they like again, the attention to detail is impressive. prefer cerebral challenges to physical and ignore the rest, resulting in textbook- A scholarly examination of Arthurian lore conflict. accurate campaigns or homegrown hy- includes capsule biographies of Arthur’s Callahan’s Crosstime Saloon is less de- brids of reality and B-movies. predecessors, an analysis of the political manding, but it’s also less suitable for long Graeme Davis used this technique to environment, and a blueprint of a typical adventures. It works best as a framing good effect in GURPS Vikings (reviewed in Norman castle. A chapter titled “The His- device or an interlude in a conventional DRAGON® issue #181) and returns to it torical Arthur” discusses the real-life basis fantasy or science-fiction campaign, pro- again in GURPS Middle Ages 1. With co- of the legends, along with such minutia as viding the players can tolerate a little author Michael Hurst, Davis covers En- 5th-century fashions and earthwork for- whimsy. There are a fair number of new glish history from the Dark Ages to the tress construction. Role-playing receives rules, among them guidelines for psi- Renaissance (presumably, future volumes more attention here than in Middle Ages- blocking powers and intoxication effects, will cover other countries during the same the book opens with a strong chapter on but not enough to discourage determined period). In no-nonsense prose, the design. character creation—making Camelot as referees from adapting the book to a dif- ers address such topics as the develop- pertinent to players as to referees. There ferent game system. ment of Saxon law, the influence of the are also interesting rules for staging jousts, Celtic church, and the ramifications of the simulating siege warfare, and creating GURPS Middle Ages 1 * *** Hundred Years’ War. A chapter on spell- herbal concoctions that produce magical 128-page softcover book casting provides simple but workable rules effects. Steve Jackson Games $17 for rune magic and Hellenistic charms (a But how does it all fit together? The Design: Graeme Davis and Michael Hurst medieval sorcery technique derived from designers don’t give many hints as to what Editing: Steve Jackson Egyptian practitioners). The “Medieval they consider important in an Arthurian Illustrations: Ruth Thompson, Carl Ander- Bestiary” compiles background notes and campaign. The book is loaded with en- son, Thomas Baxa, Angela Bostick, Dan GURPS statistics for faerie hounds, ban- grossing facts, but it often reads like a Carroll, Evan Dorkin, Rick Lowry, and shees, and other mythological creatures term paper instead of a collection of neat Rob Prior relevant to the era. ideas the designers couldn’t wait to share Cover: Rowena Though the fantasy elements are well- with their fellow gamers. The “Cast of chosen, the straight history makes for the Thousands” chapter, which squanders ten GURPS Camelot * *** most provocative reading. The medieval- pages on a list of hundreds of minor char- 128-page softcover book law section lists five variants of the Trial acters from Arthurian literature, should’ve Steve Jackson Games $17 by Ordeal, the last resort for determining been used for game-mastering advice or Design: Peggy U,V, Schroeck and Robert a defendant’s guilt or innocence in the better yet, a fully-developed adventure. M. Schroeck Saxon justice system. The trial variants There are few such problems in GURPS Additional material: Aaron Allston, J. range from the benign Corsned Ordeal, Old West, a masterful blend of fact and David George, Loyd Blankenship, Steve where the accused eats a prayer wafer fantasy covering the 19th-century Ameri- Jackson, Chris W. McCubbin, Steffan and hopes he doesn’t choke, to the brutal can frontier. What makes Old West an O’Sullivan, and Daniel U. Thibault Hot Iron Ordeal, which may require the exceptional sourcebook—and one of the Editing: Loyd Blankenship and Steve defendant to walk barefoot over nine red- most satisfying entries in the GURPS line- Jackson hot plowshares. We’re also told about the is the care taken by the designers to shape Illustrations: Ruth Thompson, Keith significance of the Albigensian Crusade, their material to the needs of role-players Berdak, Carl Anderson, and Larry the symptoms of the Black Plague, and rather than regurgitating every stray fact McDougal differences between the arsenals of Nor- they could find in the library. Before I Cover: John Zeleznik man Knights and Saxon Fyrdmen. Along cracked the book, I made a list of encount- the way, the designers lay to rest the myth ers I’d theoretically like to stage in a west- that medieval clerics were prohibited from ern campaign, such as trick shooting, using edged weapons. Though Bishop Odo keelboat riding, scalping raids, show- of Bayeaux was reportedly forbidden from downs, and buffalo hunts. Old West in- drawing blood in the Battle of Hastings, cludes every one of them. most priests and monks had no such re- Like most fact-based GURPS books, Old

68 FEBRUARY 1993 West contains its share of pure history, but GURPS Terradyne* ***½ while Mark Waltz makes his living as a the emphasis here is on drama over dry 128-page softcover book systems analyst). facts. Wherever reality contradicts John Steve Jackson Games $17 Terradyne is the name of a corporate Wayne movies, the designers aren’t afraid Design: Russell Brown and Mark Waltz entity that arose in the early 21st century to goose the truth a bit, and they encour- Editing: Creede Lambard as a holding company for aerospace and age referees to do the same. Quoting the Illustrations: Ruth Thompson, Michael research firms. As the United States and newspaper editor from The Man Who Barrett, Angela Bostick, Steve Cromp- other superpowers collapsed under their Shot Liberty Valance, they advise, “If the ton, C. Bradford Gorby, Denis Loubet, own weight, Terradyne picked up the facts conflict with the legend, print the Rick Lowry, Michael Surbrook, and pieces and quietly expanded. By the 22nd legend.” John Waltrip century, where the book begins, Terra- The book abounds with inviting activi- Cover: Alan Gutierrez dyne had become an all-encompassing ties for PCs to pursue, along with sound monolith and the solar system’s dominant advice for staging memorable encounters. GURPS Space Atlas 4* ****½ force, cornering the market on crucial We’re told how to free a steamboat stuck 128-page softcover book technologies. While the newly-formed on a sandbar (wedge posts under the Steve Jackson Games $17 United Peoples of Earth (UPOE) struggled front, then set the paddles at full speed) Design: David L. Pulver and Stephen with environmental disasters and similar and how many cowboys are needed for a Dedman crises, Terradyne turned to the heavens, drive team (one man per 100 head of Editing: Jeff Koke embarking on a series of ambitious pro- cattle). Want to hunt for gold? Expect to Illustrations: Darrell Midgette, C. Bradford jects including the colonization of the spend 10 hours a day pawing through 50 Gorby, Denis Loubet, Ruth Thompson, Moon and . UPOE became increas- pans of dirt. Want to rob a train? The Terry Tidwell, and John D. Waltrip ingly nervous about Terradyne’s growing “Transportation” chapter provides com- Cover: Alan Gutierrez influence. Terradyne wanted them to mind plete instructions, from liberating the their own business. To teach UPOE a les- goods (be sure to take care of the express- Concentrating on licensed titles, histori- son, Terradyne engineered a worldwide man first) to making a getaway (try a cal sourcebooks, and genre overviews economic collapse, making it crystal clear horseback leap from the stock car). (including the admirable GURPS Horror who was really running the show. In contrast to the rather loutish por- reviewed in DRAGON issue #186), SJG Things settled down after that, but only trayal of cowboys, Old West treats Indians hasn’t done much with original designs. a little. GURPS Terradyne explores the as relatively dignified sophisticates who GURPS Terradyne, then, comes as a wel- continuing tension between UPOE and the were doing fine until white men came come change-of-pace. It’s a neatly executed Terradyne dynasty, outlining the corporate along. In other words Native American science-fiction setting, designed by two factions, security forces, and various inde- culture is handled with reasonable accu- guys who are obviously comfortable with pendent alliances engaged in deadly power racy (and I know whereof I speak, as my the nuances of science (and no wonder— struggles. Earth’s citizens, still reeling father-in-law is a member of the Blackfoot Russ Brown works as a software engineer, from the economic disaster of the pre- nation). However, the designers aren’t quite so reverent towards Indian religion, using it as the basis for an offbeat magic system, replete with vision quests, guard- ian spirits, and enchanted medicine bun- dles. Though the approach is a bit patronizing—Native Americans undoubt- edly found the white man’s religion just as quaint—it’s nonetheless clever and fun. Because of the volume of new rules, mainly applying to gun play and spell- casting, Old West presumes a basic under- standing of the GURPS system. That’s a minus for fans of other RPGs who’ll have to work extra hard to adapt it. And once again, there are nowhere near enough developed scenarios to get a campaign off the ground. Ditch the bibliography and give us some adventures! Evaluation: GURPS Middle Ages 1 and Camelot present good overviews of their respective eras, but skimp on staging notes and the details of day-to-day existence that might help players bring their characters to life. But both work well as general reference books, particularly for referees who don’t mind doing some homework. Where Middle Ages and Camelot tend to be passionless, GURPS Old West is down- right playful. The combination of diligent research and imaginative embellishments makes for an unbeatable package—one that players and referees alike ought to relish. After reading from start to finish, I was hungry for more. And that’s about the best recommendation a sourcebook can get.

DRAGON 69 vious century, face a gloomy future of the referee, features a fluff-free descrip- can find that a levitation bench will set us diminishing resources, decreasing privacy, tion of the planet’s history, current status, back 6,000 gold pieces, or that we’ll need a and oppressive overcrowding (the popula- and key personalities, along with several copy of FOR2 of the to tion is 11 billion and counting). brief adventure seeds. The second, which investigate the workings of the driftdisk. A section on the Earth’s environment may be photocopied and given to the Since no descriptions are provided for grimly describes the effects of ozone de- players, presents the basic information individual items, the Magic Encyclopedia is pletion and the greenhouse effect (huge normally available to space travelers from less useful to new players than to old- chunks of Antarctica’s Ronne ice shelf databases or other accessible sources. This timers who have access to a sizeable TSR have been breaking away since the early section includes facts and figures about library. Only the marketing department 2040s). Chapters devoted to the Moon and the planet’s atmosphere, mineral resourc- knows why it was necessary to publish Mars describe the pitfalls of settling in es, technology levels, and weather pat- this in two volumes—like anybody’s just hostile environments. For example, a lunar terns, as well as a nicely-rendered going to want the stuff from A-G. colonist out for a Sunday stroll risks expo- projection map showing terrain types and sure to 1,000-plus rads of radiation per various points of interest. Inquisitor, edited and published by Tim hour during a solar flare; Earthbound Though designers David Pulver and DuPertuis. Single copy, $3; four-issue humans might get 0.2 rads in an entire Stephen Dedman take their universe subscription, $10. This quarterly fanzine year. On Mars, settlers contend with seriously—there are no SPELLJAMMER® devoted to Game Workshop’s WAR- oxygen-rich soil that explodes into fireballs game pyramid suns or flat planets here— HAMMER 40,000* game features a cornu- when doused with water. (Have I got a they still manage to include a remarkable copia of scenarios, statistics, and modelling surprise for the first PC who uses a Mar- variety of settings and more than a few hints made to order for anyone who can’t tian sandlot for a restroom!) fanciful touches. Covenant, a theocratic get enough about Dreadnoughts and Ter- Brown and Waltz are most at home with financial center in the Saga sector, attracts minator Squads. Highlights include a Q&A the setting’s economic and scientific de- tourists by the shipload to gawk at its column that tackles such puzzlers as tails. They explain convincingly how UPOE Gothic cathedrals. The water-covered whether ectoplasmic mist can be moved manipulates the global economy though Cornwall is home to a bizarre species of by telekinesis (it can’t), and several pages the World Economic Reserve, and how the sea dragons who communicate with one of photocopiable stat charts for new units. moon has achieved economic stability by another via dragonsong sonar. A race of With a clean layout and plenty of crisp exporting its oxygen reserves. On the parahuman “floaters” populate the hollow black-and-white photos, the production scientific front, the “Space Travel and core of Starhome, a gravity-free planetoid. values are impressively high. Best of all, Technology” chapter weighs the pros and A rundown of three new alien races and the editorial approach focuses squarely on cons of various chemical fuels, and lists some helpful tables round out this excel- the nuts and bolts of the game system, the specs for the Victoria Class Exploration lent effort, avoiding the lame fan fiction and long Station, the Orbital Transfer Vehicle, and Evaluation: By emphasizing technology winded analyses that drag down so many other common spacecraft. over space opera, Terradyne’s sober tone do-it-yourself publications. (For informa- The designers are on less solid ground compares favorably to GDW’s MEGA- tion, write: P.O. Box 14485, Santa Rosa CA when discussing sociology and the arts. TRAVELLER* game and other hard 95402-14485.) There’s not much about what daily life is science-fiction RPGs. Though the dystopi- like for a typical citizen or how he relates an outlook may strike some as overly Rick Swan has worked as a rock musi- to his world. For instance, it’s said that the familiar—how many times have we been cian, suicide intervention counselor, and colonies are subject to the laws and regu- warned about grasping corporations?—the newspaper publisher. He now writes full- lations of UPOE, but nowhere do we re- thoughtful presentation results in a com- time. Contact him at: 2620 30th Street, Des ceive satisfactory documentation of pelling study of greed gone amuck. And Moines IA 50310. exactly what all those laws entail. Else- it’s user-friendly to boot; except for a few where, it says that ” . . . religious groups pages devoted to character design, there * indicates a product produced by a company other have seen their followings increase dra- aren’t many new rules to navigate. than TSR, Inc. Most product names are trademarks matically over the past century . . . ” but Likewise, Space Atlas 4 keeps GURPS- owned by the companies publishing those products. The use of the name of any product without mention we’re not told why. The culture of the speak to a minimum, making it an invalu- of its trademark status should not be construed as a 22nd century is pretty much ignored, able reference not only for GURPS Space challenge to such status. aside from some arguable predictions enthusiasts, but for seience-fiction gamers about the entertainment industry, (Music of all persuasions. The encyclopedic for- recorded and mixed by computers? That’s mat is nothing new, but the quality of already happening. Virtual Reality? That’ll writing, effective graphics, and diversity probably seem as antique as a puppet of the entries distinguishes Space Atlas 4 show in the 22nd century.) from its run-of-the-mill competition. However, I doubt if these lapses will bother Terradyne’s target audience too Short and sweet much. Fans of hard SF should find more Magic Encyclopedia, Volume One, by than enough cold data to keep them inter- Connie Rae Henson and Dale “Sladey” Hen- ested. And even in the absence of useable son, TSR Inc., $10. Here’s a product that’s campaign advice, ambitious referees will long overdue, an index of virtually every find a surplus of promising adventure magical item from virtually every TSR ideas scattered throughout the text. rulebook, accessory, and magazine. It’s Should your space cadets tire of Terra- quite a collection, with something like dyne’s corporate machinations, there’s still 5,500 gizmos spread out over the two plenty of the cosmos left to explore, as volumes in the series. The book alphabet- evidenced by GURPS Space Atlas 4. This izes the items into general categories, Hunting for your next latest and most elaborate volume in the listing their experience point values, costs, game convention? Space Atlas series catalogs close to 50 and original appearances (also included is If you're looking for a good time gam- planets in the chaotic Phoenix and Saga a complete list of TSR’s role-playing ing, turn to this issue’s “Convention sectors, located on the fringes of civilized products published since 1974, which Calendar” for current information on space. Each planetary record includes two itself may be worth the price of admission where the fun is. separate sections. The first, intended for to hardcore collectors). At a glance, we

70 FEBRUARY 1993

Space battles, mysteries, fantasy adven- FORGOTTEN REALMS® novels mighty axe cleaved the Moonshaes. The tures, chilling tales of horror, and mon- You’re just in time to pick up Realms of Druid Queen, the breathtaking conclusion sters at the movies—there’s something to Valor, the first anthology set in the to Douglas Niles’s Druidhome Trilogy appeal to everyone’s taste in TSR, Inc.’s FORGOTTEN REALMS world, making its introduces Grond Peaksmasher, legendary 1993 assortment of books. way into bookstores this month. This hero of the dwarves and firbolgs. In a collection, edited by veteran Realms au- heartstopping blend of murder, intrigue, thor James Lowder, contains stories by and dark magic climaxed by a battle of some of the shared world’s most popular epic proportions, Niles brings to a close authors—including R.A. Salvatore, this much-anticipated sequel series to his Douglas Niles, Troy Denning, Ed Green- popular Moonshae Trilogy. wood and others. This book will let you Crypt of the Shadowking, by Mark An- catch up on the latest exploits of your thony, the sixth book in the Harpers Se- favorite characters as well as meet some ries, will be available in April. Each of the you may have missed. stand-alone Harpers novels deals with the Next month, Realms fans can secret society’s attempts to maintain the discover the demigod whose delicate balance of power in the Realms. At first, Caledan Caldorien wants no part of the assignment planned for him by Harper Mari Al’maren. When he finds that an old enemy, Ravendas, is the mysterious City Lord of Iriaebor though, he changes his mind. Caledan soon finds that there are far more compelling reasons to pre- vent the return of the Shadowking. New York Times best-selling author R. A. Salvatore contributes three novels this year. The Fallen Fortress, coming in June, is book four in the Cleric Quintet. Young Cadderly is charged with leading the forces of Carradoon and Shilmista Forest

72 FEBRUARY 1993 against the fiends of Castle Trinity, the DRAGONLANCE® novels DARK SUN™ novels stronghold of his nemesis. Instead, he sets The DRAGONLANCE saga, TSR’s most Get ready for the final two volumes of off with a select force of his own to con- famous and venerable fantasy epic, has Troy Denning’s popular Prism Pentad! This duct a smaller campaign, using his increas- always pitted courageous heroes against series tells of the heroes of Athas, world of ingly powerful priestly magic. Neither the horrific villains. The well-received Meet- the dark sun, where only the strongest journey nor the battle go as easily as ings Sextet depicted the early lives and and bravest can stand against the might of planned, and Cadderly must come to exploits of the Heroes of the Lance. In a power-mad sorcerer-kings and rampaging terms with his friends’ expectations and new six-volume series, the saga turns to dragons. with a past he’d almost rather forget. the villains. In The Obsidian Oracle, the ambitious TSR hopes to make this another banner April brings you the story of Dragon Tithian, new lord of the city of Tyr, fol- year for Salvatore with a hardcover sequel Highlord Verminaard: Before the Mask, lows his dream of becoming a sorcerer- to last year’s , The Legacy. The written by DRAGONLANCE saga veterans king and travels into the desert wastelands author’s latest dark-elf book, Starless Michael and Teri Williams. The novel tells searching for immortality. The nobleman Night, will debut in October. of Verminaard’s inauspicious beginnings— Agis of Asticles, determined to bring The noble dark elf Drizzt Do’Urden born in a druidess’ cave during a bleak Tithian to trial on a charge of slave-taking, steels himself for a return to the brooding snowstorm. Unwanted and unloved, Ver- follows the king in his search for an arti- Underdark, to find his friends in the minaard discovers a strange soulmate to fact that may allow the new ruler to gnome city of Blingdenstone and travel on whom the fates have tied him. He also achieve his dream. A lonely giant, a tarek to Menzoberranzan, the city of drow. His discovers a luring Voice tempting him sea captain, and a blind jozhal join Agis in scimitars slash at monsters too evil for the toward evil. As he slowly falls to that his dangerous journey across the Sea of sunlit world, while his inner self wrestles temptation, Verminaard receives a deadly Silt. Look for this exciting volume in June. with the emotions that assault him when mace named Nightbringer and the power In September, learn the fate of Athas in he looks once more on his dreaded home- of Takhisis, Queen of Darkness. the pentad’s powerful conclusion, The land. All the while Drizzt must fend off The second novel of the Villains Series, Cerulean Storm. Tithian, at last made the weight of guilt he carries for a dear The Black Wing, details the story of Khi- aware of the true responsibility of being a friend lost to him forever. santh, the black dragon who dwells at Xak king, enlists the aid of his former slaves— Concurrent with the release of Starless Tsaroth, whose ruins lie amid murky Rikus, Neeva, and Sadira—as he embarks Night, The Legacy appears in paperback, swampland. The first appearances of this on a desperate mission to save the desolate complete with a new chapter not included powerful wyrm, in the best-selling Chroni- world from complete destruction. On their in last year’s hardcover edition. cles and Legends books, raised many journey, old hatreds and passions prove as When the Avatars came to Toril in the questions as to her origin and relation to dangerous as the enchanted fleets and Trilogy, the Realms were changed the Dark Queen. Author Mary Kirchoff terrible dust storms that batter the tiny for all time. James Lowder, author of will answer those questions for readers in caravan. Crusade, Knight of the Black Rose, and September with The Black Wing. As the Prism Pentad draws to a close, The Ring of Winter, continues the story of Coming in December is Emperor of readers can turn their focus toward a new the heroes who became gods in his new Ansalon, by Douglas Niles. Ariakus, su- epic trilogy: The Tribe of One, by Simon novel, Prince of Lies. Cyric, God of the preme commander of the Dark Queen’s Hawke, author of the best-selling Wizard Dead, searches in vain for the soul of dragonarmies, rises to power through and Time Wars series. The first book of Kelemvor Lyonsbane, the friend and ally noble villainy. His hunger for conquest is the new series, The Outcast, is due out in he murdered to become a god. Yet the backed by the twisted dream of establish- December. other gods are wary of Cyric’s ambitions ing an empire of law and beauty-an em- The story follows the elfling Sorak and and forge a secret alliance against him. pire clutched in his totalitarian fist. The his tigone cub on a quest for their origins, Prince of Lies is due to hit the shelves in Dragonqueen senses his hunger and feeds a quest that leads them from the Ringing August. it, turning his ambition toward her own Mountains to the Sea of Silt. Sorak’s blood- In November, a new book in the tradi- dark ends. line combines the grace of elves with the tion of and Pools of Dark- Also this year, Dan Parkinson brings us savagery of Athasian halflings. Also, his ness will arrive at bookstores. In Pool of the long-awaited history of the dwarves of psionic acuity, product of a past even he Twilight, by James M. Ward and Anne K. Krynn in The Dwarven Nations Trilogy. does not know, provides him magnificent Brown, chaos and death once again stalk The Covenant of the Forge, available this and unusual powers. Phlan. The city guardians send Kern, the month, details the fall of the dwarven young son of Shal and Tarl, on an urgent stronghold of Thorin, attacked by vengeful RAVENLOFT™ novels quest to recover the hammer of Tyr, lost humans. The Hylar dwarves journey west Best-selling author Elaine Bergstrom in the Dragonsbane Mountains. Young to the Kharolis Mountains in search of a weaves a terror-filled tale in Tapestry of Kern must unite and lead a group of dis- new home, but instead find themselves Dark Souls, fifth in an open-ended set of parate, sometimes squabbling companions embroiled in many conflicts. fantasy-horror books dealing with the with magical abilities. What the hero Hammer and Axe, available in July, and masters and monsters of this Gothic set- doesn’t know is that one of these compan- The Swordsheath Scroll, to be released in ting. Her story of a cloth of magic and ions is an invincible wicked wizardess and January of 1994, continue the story of the diabolic design will be available next that, once retrieved, the hammer of Tyr dwarves as they delve the stronghold of month; on the heels of Daughter of the will unlock the worst evil of all. Thorbardin and seek an elusive peace with Night, the latest in her successful vampire David “Zeb” Cook transports us to the both their dwarven brethren and the series. far north of the Forgotten Realms in Sol- other races of Krynn. The Gathering Cloth is a shimmering diers of Ice, the seventh entry in the Harp- For years, DRAGONLANCE fans have web that traps some of the darkest evils in ers Series. In this bitterly cold, inhospit- been calling for the rerelease of Leaves Ravenloft. It is up to Jonathan, son of the able land, the Great Glacier forces tribes from the Inn of the Last Home, a one-of-a- most powerful being in the tapestry, to of savage gnolls to flee from its relentless kind DRAGONLANCE sourcebook for find a way to destroy the cloth before the advance. The gnolls then enter the hidden gamers and fiction fans alike. The book is evil breaks his will and binds him to the valleys of the fiercely independent finally making its way into stores again in darkness forever. gnomes. The resulting conflict summons November. Return to the Dark Domains in July with Harper Martine of Sembia to do her best Carnival of Fear, the sixth book in the to keep peace between the warring series. J. Robert King, whom readers will parties. recall as the author of last year’s Heart of

DRAGON 73 Midnight, tells of a circus in-the evil land reach bookstores in October. than to attain the powers of magic . . . of l’Morai. until the lovely Sandaal D’Lekan arrives at A murder has occurred along the side- SPELLJAMMER® novels Castlekeep to serve as lady-in-waiting to show boardwalk of Carnival l’Morai. Three The Broken Sphere, due out in May, is Queen Jessmyn. But Sandaal has come to of the performers begin to track down the book five in the Cloakmaster Cycle. Au- serve other, darker purposes, and the killer, but their investigation leads to more thor Nigel Findley also wrote Into the Void, duke soon is forced to choose between his murders and the discovery of a great book two of the series. In this new tale, love for the lady and the life of his king. conspiracy that underlies it all. Before Teldin Moore’s magic amulet allows him to Desperate, he turns for help to the mystic they can bring the killer to justice, though, “see” through the eyes of the great ship Book of Stones, which offers power and they themselves become marked for Spelljammer, across the wilds of space. counsel to some—and death to others. death. Following clues from an ancient gnomish The fantasy romance Greenfire, by The first RAVENLOFT hardcover comes library and his own visions, he traces the Louise Titchener, is the final TSR Book of out just before Halloween. I, Strahd is the mighty craft through the crystal spheres. the year. At her first testing at the sacred first-person account of this vampire’s life Teldin employs his magical cloak’s powers pool of her ancestors, the beautiful young and unlife, written by P. N. Elrod, author and discovers his quarry’s home, but his water goddess Reawen learns she must of Bloodlist and the five other books of the cloak continues to draw enemies, often in steal back the green stone that confirms Vampire Files. I, Strahd begins with the the guise of friends. He must fight to sur- her mystical power. She sets off to trick conquest of Barovia by the warrior lord vive long enough to face the danger await- Brone, the ruthless golden-haired ruler , and tells of the near- ing him at the point of the Spelljammer’s who stole the sacred stone. ly four centuries of unlife that led him to origin—the Broken Sphere. Greenfire is filled with action, intrigue, become the vampire lord of Ravenloft. In September, Russ T. Howard brings us and a mesmerizing battle of wits between the cataclysmic conclusion to the a young woman who isn’t quite human XXVc™ novels Cloakmaster Cycle. Teldin has gone from and a king who must rise above his hu- The thrilling conclusion to The Invaders “dirtkicker” to spacefarer, from muleskin- manity to save his kingdom from her of Charon Trilogy is Warlords of Jupiter, ner to captain in an elven Imperial Fleet, magic. Titchener’s style resembles that of by William H. Keith, Jr., who also wrote from outcast to intergalactic danger mag- Marion Zimmer Bradley and Mercedes book two, Nomads of the Sky. Set in the net. Now, in The Ultimate Helm, Teldin Lackey, and this book is sure to find an exciting world of the 25th century, War- discovers the great ship Spelljammer itself, eager audience in December. lords of Jupiter will be available in March. He battles to control the living ship amid Seeking the origin of an apparently alien the myriad plots of its inhabitants. Political Top 10 reasons to read TSR® artifact, Vince Pirelli and his team journey intrigue mixes with colossal magical forces books in 1993: to Amalthea, innermost of the human for an explosive ending to the Cloakmaster 10. Look for some of your favorite colonies circling Jupiter. From there, Vince Cycle. established authors, such as Elaine and the terrine Kaiten must travel to a Bergstrom, P. N. Elrod, and Simon living city adrift in the Jovian clouds and TSR® Books Hawke, as they venture into TSR fanta- inhabited by winged giants known as TSR Books kicks off its 1993 lineup with sy worlds for the first time. Stormriders. Meanwhile, Jovanna Trask a surefire winner, Valorian, available this 9. What a bargain! The average price and the tinker Galen encounter the ad- month. Valorian is best-selling author of a mass-market sized paperback from vance scouts of a strange invasion that Mary H. Herbert’s prequel to her popular TSR is still less than five dollars. forces enemies to become allies and Dark Horse and Lightning’s Daughter. 8. L. Dean James and Mary H. Herbert threatens humanity with extinction! More than four hundred years prior to return to the fantasy worlds they made the time of Gabria and Athlone, the Clan popular in their earlier TSR novels. DUNGEONS & DRAGONS™ are an oppressed people, struggling for 7. Read the climaxes to some of your books their very survival under the yoke of the favorite series, such as the Druidhome Last year, TSR launched its newest line Tarnish Empire and its cruel provincial Trilogy (FORGOTTEN REALMS novels), of novels for its oldest line of games. The governor, the heartless General Tyrranis. the Penhaligon Trilogy (DUNGEONS & Tainted Sword, first book in The Penhali- Only one man, blessed but also cursed by DRAGONS books), the Prism Pentad gon Trilogy, by D. J. Heinrich, is the first the gods, can hope to lead the Clan out of (DARK SUN novels), the Invaders of D&D novel ever. This volume tells the the Darkhorn Mountains to a new life on Charon Trilogy (XXVc books), and the story of Flinn the Fallen, a dishonored the bounteous Ramtharin Plains. Hero, Cloakmaster Cycle (SPELLJAMMER knight inspired by his young squire Jo- warrior, and magic-wielder, that man was novels). hauna Menhir to regain his glory and slay to become the legend called Valorian. 6. Your voice has been heard! The the dragon Verdilith. Naked Came the , by John DRAGONLANCE book Leaves from the The Dragon’s Tomb, due out in April, Boston, provides both a change of scene Inn of the Last Home is being reissued picks up the story of Johauna as she and a change of pace in May. Set in due to popular demand. strives to complete Flinn’s mission of modern-day California, this TSR Books 5. You can get all the excitement of a vengeance against the dreaded Verdilith. release is a humor/horror story. Readers trilogy in one volume with the extra- The Great Green has his own plans for will become enchanted with the book’s length Prince of Lies, which also fea- revenge, centering around the sword unusual love quadrangle, involving a Big- tures a color map. Wyrmblight. While behind the scenes, the foot (who likes drive-in movies), a were- 4. Dive into some great new series, evil mage Teryl Auroch pulls the strings of wolf (who can get very hungry), a including the Villains Series and the the dragon—and Johauna—to lead newspaper editor (who thinks monsters Dwarven Nations Trilogy (part of the to its doom. make for some great headlines), and a DRAGONLANCE saga), and The Tribe of The final book in the trilogy, The Fall of thrice-divorced reporter, who has un- One Trilogy (DARK SUN books). Magic, launches Jo and her companions knowingly been destined since birth to be 3. Find out what happens when Big- into an epic clash between Mystara and the bride of a beast. foot goes to too many drive-in movies. invaders from a world of darkness. Teryl In August look for Book of Stones, the 2. The dark elf Drizzt Do’Urden Auroch’s plans for the destruction of the concluding volume to L. Dean James’s returns in a new hardcover adventure. land of Penhaligon reach fruition, and well-received trilogy, which also includes 1. Dragons, magic, and heroic quests only Johauna, her dwarven comrade Brad- Sorcerer’s Stone and Kingslayer. have never looked so good! doc, and a mysterious, majestic warrior Davi Darynson, the young duke of Gos- stand in his way. This climactic tale will ney, desires nothing more in the world

74 FEBRUARY 1993

by Skip Williams

If you have any questions on the games sha’ir, as they cannot understand the ring’s attention for the sha’ir as explained under produced by TSR, Inc., “Sage Advice” will workings, nor use its power. A ring of “The Perils of Priest Spells,” on page 99- answer them. In the United States and wizardry doubles the number of spells a even if the gen is not seeking a priest spell. Canada, write to: Sage Advice, DRAGON® wizard can prepare each day, and sha’irs Stern DMs might roll for extra-planar Magazine, P.O. Box 111, Lake Geneva WI do not prepare spells daily. They send out attention whenever a wish is used to 53147, U.S.A. In Europe, write to: Sage their gens to look for spells as needed. speed spell delivery. Advice, DRAGON Magazine, TSR Ltd., 120 Even if a sha’ir could understand how to Note that a sha’ir can benefit from Wal- Church End, Cherry Hinton, Cambridge use a ring of wizardry, the sha’ir’s gen still lacks potion of speed casting. Once the CB1 3LB, United Kingdom. would only bring him one spell at a time sha’ir’s gen has delivered a spell, the sha’ir This month, our sage continues to focus and would not depart to search for a new must follow all the normal rules for spell- on questions about some of TSR’s newer one until the current spell was cast or had casting, including casting time, which can products. expired (see Arabian Adventures, pages be reduced by Wallac’s potion of speed 98-99). casting. A pearl of power might work for a As “Sage Advice” has pointed out before, Where the heck is Zalchara, the sha’ir, but I recommend against it. The potions of speed, haste spells, and similar ? item description implies that a pearl’s other magics never shorten a spell’s cast- Zakhara can be anywhere the Dungeon function is based upon a wizard’s daily ing time. Master decides to put it. There is no place spell preparation, insofar as the pearl only for Zakhara on Athas, the world of the can recall a spell that was part of the Please explain the use of segments DARK SUN™ setting, On Toril, the world of wizards most recent preparation. On the in the DARK SUN setting. The wall of the FORGOTTEN REALMS® setting, other hand, one could argue that a pearl ash spell in the Dragon Kings book Zakhara is located south of the Great Sea of power can recall any spell (of the appro- uses them. In a previous “Sage Ad- and west of the southern portions of Kara- priate level) that the user has memorized vice” column, you said the current Tur. Zakhara has no official location on on a given day. The case can be made that AD&D® game does not use segments, TSR, Inc.’s other published worlds. a sha’ir has “memorized” a spell when his What gives? gen delivers it, In this case, the pearl can The AD&D 2nd edition game does not The AL-QADIM™ Arabian Adven- recall a spell only if the sha’ir has taken use segments, and the reference to them tures book says that all races can be “delivery” of a spell of the pearl’s level in the wall of ash psionic enchantment sha’irs, even dwarves and halflings. during the day that the pearl is used. For description (Dragon Kings, page 112) is an What is the level limit for halflings? example, a sha’ir who owns a pearl of error. The spell’s creator probably was I suggest level 10, just like dwarves. I power keyed to second-level spells could thinking in terms of the original AD&D also recommend that you also give halfling not use it on a given day until his gen had game, where a melee round was broken sha’irs a 20% chance for ability failure, successfully found and delivered a second. down into 10 segments. like dwarves have (see Arabian Adven- level spell. Spending a full round in contact with a tures, page 43). Wallac’s potion of speed casting cannot wall of ash causes 10d10 hp; getting away shorten the time a gen requires to locate a from the stuff in less than a full round What does a ring of wizardry do spell. I suppose a wish could reduce the reduces the damage. The easiest way to for a sha’ir? How about a pearl of time to whatever the minimum would be keep track of this damage is to use the power? Would a potion of speed or for the type of spell being sought. For standard initiative system from the cur- Wallac’s potion of speed casting example, a sha’ir could wish that his gen rent game. For example, Prythony the mul (1992 Collector card #272) reduce would bring back a “native” sixth-level gladiator loses a wrestling match with an the time needed for a sha’ir’s gen to spell in seven rounds. Any attempt to opposing half-giant and gets pinned in a find a spell? If not, what sort of item break the minimum-time requirement wall of ash. If the half-giant’s attack came would? using a wish should not only fail, but on an initiative number of “7,” Prythony A ring of wizardry does nothing for a should immediately result in extra-planar probably will spend the rest of the round 76 FEBRUARY 1993 in the ash, and will suffer 3d10 points of what someone in the know told me!) Two, 1d8 + 1/1d10 + 1, but the Tales of the damage, one die on each remaining initia- a normal baazrag is small and generally Lance DM’s screen lists the damage tive number (8, 9, and 10). If Prythony inoffensive, but some institution or indi- 1d6 + 1/1d4 + 1. Also, what do the rolls free during the next round after vidual who breeds and trains domesticated various “weapon type” codes on the getting an adjusted initiative of “4,” he’ll baazrags managed to, at least once, pro- DM’s screen mean? They don’t suffer another 4d10 points of damage. duce a 400-pound mutant specimen with match the types listed on weapons Undoubtedly, things are going to be a lot the nasty disposition that’s particularly table in the Player’s Handbook. more complex than this if wall of ash well suited for ripping gladiators to The damage listed for the sashik in the actually get used in play. However, the DM shreds. DM’s screen is correct. The listing on page is going to have to be prepared to deal 73 is a typo. with such things as they arise—that’s one The Tales of the Lance boxed set The weapons table on the DM’s screen consequence of running a campaign says tinker gnomes get one non- does use the same weapon types as the where characters have access to magic as weapon proficiency slot for every PH; they’re just formatted differently from powerful as wall of ash. two levels and one weapon profi- the listings as they are presented on pages ciency slot every 10 levels. However, 68 and 69 of the PH. For example, the Issue #185 of DRAGON® Magazine the DRAGONLANCE® Monstrous sashik is listed as type SB; this indicates included a Monstrous Compendium Compendium says they get one that the weapon can do both Slashing sheet for a DARK SUN setting crea- weapon proficiency and three non- damage (because it can be fitted with ture called the baazrag. The sheet weapon proficiencies every two hooks) and Bludgeoning damage. In the PH describes a shy, weak creature that levels. Which is correct? format, this would be listed as type S/B. can be kept as a pet or to catch ver- With the arrival of Tales of the Lance, min. In contrast, the novel The Ver- tinker gnomes get fewer proficiencies I’m having some difficulty under- dant Passage presents the baazrag overall and fewer weapon proficiencies standing what spells and powers as a gladiatorial beast that is “400 (see World Book of Ansalon, page 94). The the gods of Krynn grant their pounds of fur and muscle.” Can you Monstrous Compendium and the earlier priests: Mishakals entry names set things straight? DRAGONLANCE Adventures hardback are eight spheres of spells that she My researches into this question yielded not necessarily wrong, but the newer grants plus the spells prayer and two possible answers. One, the baazrag boxed set has changed the rules to make remove/bestow curse. What do these (pronounced BAAZ-rag) is indeed a pint- tinkers a lot less warlike and generally less two “plus” spells mean? How and sized, timid creature, while the baazrag competent. when are the “powers per level” (pronounced baas-RAG) is a much rarer, granted? One of the powers Kiri- ferocious giant, An inexplicable linguistic How much damage does the ken- Jolith grants is a +1 bonus to at- quirk gave both creatures similar names, der sashik do? Page 73 of the World tacks on evil creatures; is this (Hey! Don’t look at me like that, that’s Book of Ansalon lists the damage as granted once a day or as many times as the cleric wishes? morale when they are on a mission of undead to dust, the Tales of the Lance The “plus” spells in each deity’s list are vengeance; 6) protection from fire; 9) designers felt that this would be an appro- spells the deity grants to his clerics even animate object; TU: turn. priate ability for priests of Sargonnas, though they are not included among the Morgion: 5) create food and water; TU: Krynn’s deity of fiery destruction. spells covered by the deity’s spheres. For command. example, Mishakal grants prayer from the Chemosh: All priests of Chemosh gain a The dates given for the delving of Combat sphere and remove/bestow curse +2 on their undead command attempts, Kal-Thax on page 59 of the World from the Protection sphere even though They also can recognize all forms of un- Book of Ansalon contradict the she does not grant other spells from these dead on sight; 9) animate object; TU: dates given on page 5, in the “River two spheres. “Plus” spells must be prayed command. of Time” section. Which are correct? for and memorized just like any other Zeboim: TU: command. The “River of Time” dates, 3100-2900 PC, clerical spell. Hiddukel: TU: command. are the correct ones. The “powers per level” appear after Nuitari: All priests of Nuitari gain a +2 each deity’s name. Nonspell-like powers, bonus against any magical attack; TU: nil. According to the note on page 86 such as bonuses to saving throws or attack Gilean: All priests of Gilean gain a bonus of Tales of the Lance, a sword knight rolls, are continuous and function when- of +1 on any nonweapon proficiency of Solamnia gets spells by meditat- ever they are applicable. For example a check, they also receive one bonus non- ing half-an-hour for each level of priest of Kiri-Jolith always gets a +1 bo- weapon proficiency per level of experi- spell, but can meditate for spells nus to attacks vs. evil creatures. ence; 1) speak with animals; 3) messenger; only six hours a day. At that rate, no Spell-like powers are granted once a day. TU: turn. sword knight above 11th level can These powers function just like the spells Sirrion: All priests of Sirrion gain a get a full complement of spells in they are named after except that the cleric bonus of +1 per die of damage for fire- one day. Is this a mistake? What need not pray or meditate to get them— based spells; 2) +1 to saves vs. fire; 4) spheres can sword knights use? they are automatically granted each day. fireball; 6) flame strike; TU: nil. There’s no mistake. Actually, it takes Each power’s casting time is the same as Reorx: All priests of Reorx gain a +2 on even longer for a high-level sword knight the spell. If an effect’s range, duration, etc. any nonweapon craft proficiency; TU: to gain a full complement of spells than varies with the caster’s level, use the turn creatures of darkness and shadow. you think. Check out the text on sword priest’s actual level to adjudicate the effect. Chislev: TU: nil. knights on page 85. Not only can a sword For example, if a 10th-level priest of Ma- Zivilyn: TU: turn. knight meditate for spells only six hours a jere uses the granted power silence 15’ Shinare: All priests of Shinare get +1 XP day, he can only meditate for spells one radius, the effect lasts 20 rounds. Unfortu- per 10 stl of treasure earned/acquired; 3) day a week. Sword knights can have large nately, this information is incomplete; locate/obscure object; TU: nil. reserves of spells if they need them, but what is missing are the numbers that Lunitari: All clerics of Lunitari gain a +2 they are not priests and do not have easy indicate what level a priest has to reach to bonus against any magical attack; TU: nil. access to spells. be granted the power. Here are the com- The number immediately preceding the Sword knights are granted spells from plete “powers per level” entries, courtesy name of a spell-like power indicates the the same spheres as priests of Kiri-Jolith of two Tales of the Lance designers, level at which to power is first granted to (see page 86), but they do not get the Harold Johnson and John Terra: the priest. If there is no number proceed- priests’ granted powers. Paladine: 2) know alignment, 5) flame ing the power, any priest of the deity can strike. TU: turn. use it. All granted powers are cumulative. On page 116 of DRAGON issue Mishakal: 2) animal friendship, bless/ For example, a 6th-level priest of Paladine #174, there is a photo of a displacer- curse, endure cold/heat, resist fire/cold; 5) can use know alignment and flame strike beast miniature with four legs. Now, chant, silence 15’ radius; 7) stone shape, once a day and can turn undead as a 6th- the cover of the Monstrous Compen- water walk; 9) holy word; TU: turn. level cleric. dium Volume One shows a displacer Majere: Once a day, a priest of Majere beast with six legs. However, the can cast his medallion of faith on the What creatures can priests of artwork in the displacer beast entry ground, where it becomes a giant hornet Reorx turn with their ability to turn in the same volume shows the crea- that will defend the priest; 5) giant insect; “creatures of darkness and ture with four legs, while the text in 7) repel insects, insect plague; 9) creeping shadow”? Why do priests of the evil the entry says a displacer beast has doom; TU: nil. deity, Sargonnas, gain the ability to six legs. Well, which is it—four legs Kiri-Jolith: All priests of Kiri-Jolith re- turn undead? Isn’t this a misprint? or six? ceive a +1 on attacks against all evil oppo- Priests of Reorx can turn any creature The DM has final say on this matter, not nents; 1) detect snares and pits; 2) find with the ability to drain ability scores or that it really makes any difference;— traps, heat/chill metal; 4) magical vest- life energy, whether they are undead or displacer beasts can get around on four ment; 6) cloak of bravery; 8) quest; 9) not. For example, a priest of Reorx has no legs at least as well as they can on six. heroes’ feast; TU: turn. power over undead such as skeletons or Nevertheless, the text in the Monstrous Habbakuk: 3) create food and water; 5) ghosts because they have no draining Compendium is the official and definitive commune with nature 7) heroes’ feast, ability (the ghost’s aging attack is not a authority on this matter, so displacer speak with animals, forbiddance, conjure draining attack). However, priests of Reorx beasts officially have six legs, not four. I animal. TU: nil. can turn undead such as wights or suspect that the both the artist who did Branchala: All clerics of Branchala gain +2 shadows because these undead can drain the Monstrous Compendium cover paint- on any artistic proficiency; 1) detect snares life energy or ability scores. Likewise, ing and the designer who wrote the text and pits; 2) slow poison; 3) create food and priests of Reorx can turn non-undead looked at the displacer beast illustration in water, neutralize poison; 8) quest; 9) aerial creatures such as fetch, which have a the original Monster Manual that showed servant, heroes’ feast; TU: nil, draining attack. Priests of Reorx use table the creature with six legs. The interior Solinari: All clerics of Solinari gain a +2 61 from the PH (page 103) to resolve turn- artist for the Monstrous Compendium bonus against any magical attack; TU: nil. ing attempts, If a creature is not listed on probably didn’t read the text before finish- Takhisis: 2) detect good, spiritual ham- the table, use the line from the table that ing the art, and the figure sculptor proba- mer; 4) create food and water; 5) flame shows the creature’s hit dice. bly worked from the interior illustration strike; 9) unholy word; TU: command. Priests of Sargonnas do turn undead. and presumably didn’t read the text Sargonnas: All priests of Sargonnas get a Since the ability to turn undead allows either. +2 to saving throws, attack rolls, and priests and clerics to blast many types of

78 FEBRUARY 1993

thusiasm for seeing new places and things. I asked him to tell folk why they should buy his guidebook. Here, twisted into understandable English, is the result. The words that follow are Volo’s, more or less.

Volothamp Geddarm at your service, gentlefolk. Well met, and fair the weather. I’ve been places and seen things, and my guide will tell you all the first-time traveler needs to know about Waterdeep. Oh, there’s plenty I had to leave out, and it’d take me 10 years more to learn even half of what the City of Splendors has to offer. I’ve learned some very interesting things since I finished the guide, too—but more about them later. Hmm, excellent wine, this—just one of the little-known things that awaits in Waterdeep. I suppose I should sell some books. Well, want to know how the Three Pearls Night club got its name? What it feels like, to dance in the Moon Sphere? What taverns in Waterdeep to stay out of—unless you want to get into a fight or dabble in shady business? You’ll find it all in my guide, along with a whisper or two about where the halflings hang out, where the folk are handsomest, which inns are the most expensive—and which are the best. My handy numerical system rates inns by the bed and taverns by the tankard— and awards daggers to alleyways accord- ing to how dangerous they are. Shops and other, less-wholesome establishments and local sights are extensively covered, too, though rating systems would not be ap- propriate, given the differing tastes of Since the FORGOTTEN REALMS® setting bling the bits and pieces of Realmslore for travelers A differing number of coins next first appeared in the pages of this maga- the FORGOTTEN REALMS® Adventures the each entry indicates the relative ex- zine (long before it was unleashed in print sourcebook), then asked if the far-traveled pense of availing oneself of its goods or as a full-blown campaign world), readers Volo could be persuaded to be my guide. services. have been asking for details of Waterdeep, snorted, and said I’d have trou- I tell you something of Waterdeep’s most the fabled City of Splendors. We’ve tried to ble stopping him, not persuading him, but famous hauntings, too, and where curses comply but have been hampered by two I should not trust a word that came out of or monsters are most likely to lurk Want things: First, it’s a big place, with a lot of his mouth or pen. Summoning all my base to know how ’s Court and Sighing lives, deeds, and details to be covered; and cunning (and the aid of home cooking), I Maiden’s Walk got their names? Where second, Elminster likes less-crowded lo- suggested Elminster contact Volo—and you can rent a luxurious villa that most cales. after the traveler handed us a manuscript, Waterdhavians have never seen, secluded “When I walk, I occasionally like to see a El would provide corrections behind his and yet mere steps away from the bustling tree or a blade of grass,” he said with some back, so to speak. heart of the city? Want to know which asperity, when I questioned him about it. Surprisingly, the Old Mage agreed, and noble houses give the best parties (that an “Oh, I drank at many a Waterdhavian the result is Volo’s Guide to Waterdeep can get invited to, or arrive unin- tavern in my younger days—four hundred (TSR Product #9379). When he read the vited at—and expect to leave alive)? It’s all winters back and more—but it was a many parchment rolls Volo gave him, in my guide and, as they say much more. smaller, wilder, happier place then I try to Elminster told me not to throw away the I spent some time in Waterdeep after I avoid it these days—how d’ye think ye’d sourcebook we’d compiled together (FR1 finished the guide, preparing for my next feel, if every laughing lass ye remember Waterdeep and the North) quite yet—and project (more on that later), and learned has been bones and dust long years past, added that Volo was a “young fop, who’ll some of the daily delights of the city. Don’t and all the places ye liked gone?” have to be lucky indeed to see sufficient miss the hot cheese-and-bacon tarts served Point taken; we all miss places that have seasons to gather enough wits to become every morning by Mother Jatha (her changed since we were young, swallowed an old fool.” He did arrange for me to meet shop’s in Dock Ward, on Shrimp Alley just up in the endless rush of progress I with Volo, however. across from the mouth of Pressbow Lane)! thought for a bit, then asked Elminster if When I told Volo what the Old Mage had A copper each, and a greasy but heavenly he’d recommend anyone else as a guide to said about him, he merely inclined his meal to start the day. If you wait until it’s Waterdeep. He fixed me with a cold eye head, raised a glass of sparkling Waterdha- daylight, you won’t have to shove for a and said Khelben, Laeral, Mirt, and vian blue wine, stared into it thoughtfully, place in line among the dockworkers. Rut Durnan were all too busy for such foolish- and said, “He sounds like my mother. I don’t tarry too long—by highsun, they’re ness, and he’d trust none else as guides to wonder if they’re related?” all gone, and she then bakes only the the Waterdeep of today. I saw what Elminster meant about Volo sweet tarts Waterdeep is famous for (the I remembered something he’d said about being foolish and foppish, but he also ones my friend, Aurora, sells in her Whole Volo (back when Jeff Grubb was assem- possesses a keen eye and an endless en- Realms Catalog— highly recommended, by

DRAGON 81 the way). may be long and dangerous indeed. Yes, I’ll appearing suddenly in front of intruders I’ve also found skewers of smoked flat- tell you all about it later. I’ve found a hid- climbing onto the roof, to startle them into fish and eel sold from street braziers in den place of great interest to adventurers, falling to the street below! Dock Ward to be delicious (two coppers called the Silent Shield. Well, actually, a The Shield also procures gear for adven- each). The vendor at the corner of Wharf friend of mine showed it to me, because turers who want to stay hidden, and can and Spices Streets makes particularly I’d never have found it by myself (because sharpen swords and repair armor with generous ones. of her profession, I can identify this friend great speed (usually within the day for the One morning when I was up in Sea only as “Lady Rogue”). It’s in North Ward, latter, and within the hour for the former). Ward visiting temples, I found a new shop on the south side of Horn Street, four Prices are high and must be paid up front. had just opened on the northeast corner buildings east of its meeting with Tower Expect a day—meals and drink included— of Westwall Street and Grimwald’s Way: March. without any errands to cost 10 gp for a Velatha’s Delights. Velatha is a short, elven The Silent Shield is named for its secre- healthy, hiding adventurer, and 20 gp for woman with white hair that sweeps the cy. It offers secure, private storage of one who must be tended. There are extra ground behind her as she walks, and items or folk who are trying to hide, in- charges for errands or services, and for (though her dresses make it hard to be cluding adventurers or their diseased, dealing with contagious or dangerous sure) I think she has a white tail and a sick, wounded, or dead companions. clients. Service is quick and unfailingly mane of hair down her back, too! What- (Corpses are kept on ice. The others are discreet. ever her ancestry, she makes griddle-cakes tended carefully by the proprietors.) They There’s another thing I’d better tell you dripping with butter and laden with don’t offer shelter to obviously monstrous about the Shield: It’s home to some sort of cream, as well as cold rolls to be carried beings (“We don’t do mind flayers—drow, being-a monster, or undead, or a curse, away and eaten later: cylindrical pastries maybe,” one of the owners told me), but a or magical being (I haven’t been able to stuffed with chopped nuts and berries. lot of human adventurers owe their lives find out its origin) called the Floating I’ve enjoyed many cups of hot mulled cider to this establishment. Helm. The Helm is just that: an old, heavy there (two coppers each) with my cakes Two sisters, Sambryn and Ansilvra helm that can fly, of the sort worn by (one silver for a heaping plate, and all the Wynkwinter, run the Silent Shield and rule human knights twice as tall and four times extra servings you want, with free cinna- a staff of grizzled ex-adventurers of vari- as wide and heavy as me. It drifts about, mon rolls on the sideboard). The cold rolls ous races, classes, and ages. The sisters quite empty, roaming the rooms and ex- are a copper each—a bit pricey, but they are in turn watched over and advised by a tensive cellars of the Shield (and the keep their tart flavor after a day riding in family ghost: the spirit of their great- streets nearby at night, as well as the one’s hip pouch in the city streets, and grandfather, Feldrin Wynkwinter. Feldrin sewer connections to the Shield cellars at that’s worth a little extra. (a warrior and adventurer in life, I’m told) all times of night or day), and it is a formi- Please don’t get the idea that all I’ve spies on clients and those who approach dable opponent. It bangs against metal thought about is my gullet these past few the Shield, and has been known to attack things to sound alarms, can ram intruders, rides. No, I’m preparing for a journey that would-be thieves. He’s especially fond of and has the ability to telekinese metal objects near it, using these as missiles against intruders. Watch your step. Umm, the wine’s about gone, and I’ve talked enough. Ah, I promised to tell you of my next project, that long and danger- ous journey I spoke of. Well, I plan to write another guide, and accordingly I’ll soon be leaving on a tour of the Sword Coast North, where good inns may be crucial to survival, not merely sources of comfort to the weary traveler. Everlund, Silverymoon, Neverwinter—grand places all, I’ve been told. See you there! Campaign notes The Floating Helm: INT 16; AL LN; AC 2; MV Fl 14 (A); HD 4 + 12; hp 44; THAC0 17; #AT 2 (ram); Dmg 1d4 + 1 × 2; SA telekinese metal: 20’ spherical range, can’t tear free held objects, but can slow MV by 2 for armored beings, cause metal or largely metal weapons to be wielded at -1 on attack rolls, and can hurl one weapon for their normal damage per round, in addition to the Helm’s own ram- ming attacks (small metal tools and objects do 1d4 missile damage, and larger ones do 1d6 or 1d8, up to an upper lifting limit of chair-sized or man-sized metal assemblies); SD magic missiles and all lightning attacks heal the Helm by their usual damage, rather than harming it, and the Helm has 90’ infravision; MR 76% (0% against magic missiles and electrical magic); SZ S (human-sized helm); ML 20; XP 3,000.

82 FEBRUARY 1993

Musical and magical instruments for the AL-QADIM™ setting

by Jeff Grubb

Artwork by Steve Beck

We were in the garden, exchanging tales I had to confess that there might be, but Stringed instruments in the shadow of the large storm bell. I they were unknown to me. The Zakharan equivalent of the guitar or had just said, “And the rawun played upon “Ah,” said my companion, “then listen lute is the buzuq, an instrument with her qanun as she spun the story—” when and be made wise in this matter,” and metallic strings and a long fretted neck. my companion interrupted. proceeded to tell me this which I now tell The buzuq is found throughout the south- “It is interesting,” said my companion, you, both of historical instruments of the ern Land of Fate, and with the ‘ud and the “that your bards always use the qanun. Middle East, and those unique to the Land qanun is the instrument of choice of wan- Are there no other instruments in the of Fate. dering bards. Land of Fate?” The jawzah is a spike-fiddle with four strings, played with a bow made of horse- hair. The soundbox of the jawzah is a hollowed coconut, and as such the instru- ment is most common among sailors of the Golden Gulf and their ports of call. The rababah is the string instrument of choice of the al-Badia, the desert tribes- men. The instrument consists of a rectan- gular frame covered with horse or goat hide. From this soundbox rises a thin neck, upon which a single string is at- tached to a moveable post. The post is moved as the string is played with a horse- hair bow. The resulting music is the melo- dious, continuous drone familiar to Arabian music. The qanun is the zither of the Land of Fate, a trapezoidal box with 24 to 36 courses, each course consisting of three wound strings made of gut, or for the most valuable types, magically strength- ened . These strings are not strummed; the performer uses a set of hooked rings worn on each thumb and index finger to pluck the strings. The qanun is a large, fairly portable instrument and is used in the bazaars and suqs throughout the Land of Fate. The santur is a hammer dulcimer, simi- lar in appearance to the qanun. However, the santur uses single strings made of

84 FEBRUARY 1993 metal instead of triple-stringed courses, drummers or mounted on the side of luks of the Free Cities, and occasionally in and is played with metal hammers as elephants in the fashion of elephant larger cities such as Hiyal and Huzuz to opposed to being plucked. The santur is drums. Darbukkah are usually carved of fanfare important announcements. They most popular within the Pearl Cities, and hard wood such as mahogany, intricately are not portable. for that reason, if no other, its use is fashioned by master craftsmen, and the The riqq is the familiar tambourine frowned upon within the Lands. drums’ heads are made of the tanned skins adorned with metal plates, sajat (q.v.), or The ’ud is found throughout the Burning of jungle creatures. bells to accentuate its use. The riqq is World, characterized by its pear-shaped Elephant drums are even larger dar- often used by dancers to set their own body and thick, fretless neck. The com- bukkah, up to 6’ high, which are mounted tempos. A smaller version, know as the mon ‘ud has five doubled strings, though in pairs on the sides of elephants (or occa- daff is used by the tribesmen of the Fur- those found along the Free Cities have a sionally camels) and struck with large rowed Mountains. sixth string located above the normal five. mallets. Used with large military units, the The sajat are a set of finger-tambourines It is played with a pick made of horn or elephant drums are best known for their used by dancers to accentuate their move- the shaft of an eagle or roc feather. The use in the parades of the Mad Caliph of ments. A dancer using a larger ensemble ’ud is similar to the guitar, and as such, is a the Isle of the Elephant. as accompaniment will use the sajat or favorite among wandering bards. Those On a smaller scale, the jahlah is a clay riqq to set the tempo. made in the land of the Crowded Sea have pot played with both hands, or filled with Storm bells and storm gongs are the their bodies fashioned from the shells of small stones and used as rattle. The jahlah largest instruments in the Land of Fate. great turtles, but in general they are made is used by fishermen and pearl divers in They are large metal cylinders or plates of hard wood giving the instrument a the southeastern Land of Fate, as it made that are struck with great force by cloth- hearty timbre. The ’ud is sometimes called with easily obtained materials. bound slabs of wood. The smallest can be amir al-tarab or “the prince of enchant- The naqqarah is a small drum worn at carried in a cart drawn by a team of oxen; ment” for its rich tone. the side, held by a thong running over the the largest are permanent fixtures. Storm shoulder. It is made of fired clay with a bells are used as fanfares to gather people Wind instruments hide head, and played with sticks. The for pronouncements in the larger cities, The nafir is a long metal trumpet, used naqqarah is used by messengers and criers but their true purpose is in the settled primarily along the northern coast and the of small businesses. oases of the desert. The sound of the bells Free Cities as a signalling device. The The qaraqib are a set of metal clackers carries for miles, even in high winds, and mamluks of Qudra make extensive use of used by dancers in the same manner as can be used for guidance by travelers this device for sending orders into the castanets. Two sets are worn on each caught in desert sandstorms. Similar bells field. It is less common in the south. hand. A scurrilous rumor says that some and gongs have been positioned along The mijayrah is a simple reed recorder, fellowships of holy slayers can communi- dangerous reefs, to be rung to warn sail- easily crafted and used by both townsmen cate information to their minions by the ors of their peril. and the al-Badia of the desert. It has a rhythms of these clackers. Whether it is The tabl is a small double-sided drum limited range but a breathy, ornate tone. true or not is unknown, but their use is used throughout the Land of Fate and is The performer often hums while playing forbidden within the Pantheon cities. played with cloth-covered sticks or with the nafir. The qas’ah baladi are large kettle-drums bare hands. Each side is covered with The mitbiq is a double-clarinet consisting made of fired and glazed clay and covered horsehide or goatskin, but the hides of of two reed tubes, each fitted with a with resilient hides, and in some cases more exotic beasts are sometimes used. smaller tube slit along its length to vibrate metal hammered to its ultimate thinness. Among the pearl fishermen of the Pearl and produce the tone. The mitbiq is They are used in the north by the mam- Cities these drums are called mirwas. played using circular breathing to produce a continuous tone. The mizwid is the Zakharan equivalent of the bagpipe, a double-reeded clarinet attached to a large hide bag. Its name means “food pouch,” and it may have descended from this common item. The mizwid produces a continuous, droning sound against which the main melody is played on the holes of the flute-like tube. The nay is an arabian flute made of dried and shellacked reed and other thin, tough grasses. The performer blows across the opening, while finger-holes along the length provide a range of two octaves. The nay produces a breathy, expressive tone and is called in the major cities amir al-harab, “the prince of the wild wastes.” In reality, it is almost totally an instrument used by the city-dwelling al- Hadhar, though its ghostly, windlike sound does create the feeling of the open desert. Percussion instruments The darbukkah is a vase-shaped drum, wider at the top and base, usually two-feet high. The performer sits or kneels before the drum to use it, but there are great darbukkah used in the Ruined Kingdoms and the Isle of the Elephant which are up to 4’ tall and either used by standing

DRAGON 85 Large double-sided drums are known as guild, or tawa’if, in their native cities. Note ascension by the finest mortal musicians, tabl baladi. that not all musicians are bards and vice recruited (voluntarily or not) from versa, either in the Land of Fate or in the throughout the Land of Fate. The music How instruments are used barbarian lands beyond it. In older times, performed is said to be so wondrous that The traditional rawun or storyteller male musicians often played for male the mortals who perform it and hear it are favors those instruments that allow her to audiences, and female musicians for wom- rendered deaf for the next 10 years for keep her mouth free to import words of en in the harim, but with the passage of their troubles (saving throw vs. spells wisdom and stirring tales to the masses. time these lines have blurred. Indeed, the applicable). The genies reward those who For this reason, the stringed instruments fourth Grand Caliph filled his harim with perform with great treasures—gems and such as the buzuq, the qanun, and the ‘ud women judged on the beauty of their jewelry worth 10-60,000 gp value, and are preferred by wandering bards. Among voices as well as their courtly manners, leave them in the desert to find their own those that come from the desert tribes, the and this gathering of enslaved singers, way home. The instruments are kept by rababah is the most common instrument known throughout the land as the Qaynat, the ruling amir of the High Desert until his of choice. is legendary as to its beauty, never death. Then the instruments are scattered More prosperous (and more settled) achieved since. to the four winds, as custom demands. storytellers may gather together an or- My companion finished the tale there in Though the amirs of the jann rule longer chestra as back-up to their tales. This the garden in the shadow of the storm than their mortal counterparts, they have group is known as a takht, meaning “plat- bell, and I was made wise in the nature of been ruling their people longer, and it is form,” referring to the raised level the the music of the Burning World of estimated that there are 20-40 sets of these players are seated upon. Usually the ’ud, Zakhara. “But surely,” I said, “were there instruments scattered throughout the the qanun, the riqq, the nay, and a spike all these wondrous instruments, there Land of Fate. rababah are used in these groups. must be magical variants of them.” The nay of the djinn: The nay provided Dancers and acrobatic performers pre- My companion nodded in agreement, by the djinn of the plane of elemental Air fer percussion instruments, and favor the and said, “Most wondrous magic there is looks like any other reed flute. However, sajat, riqq, or the qaraqib (usually played in the Land of Fate. Listen again and be the reeds are metallic, the perfect speci- by the dancer). For more successful made wise, for these are the instruments mens of a gold-bearing plant that only dancers, a wind instrument such as the of the jann.” survives in the terrible mountains of the nay would be used, but in these cases the Yak-Men. Many brave djinn (and many dancer would still set the rhythm using Instruments of the jann more of their mortal agents) lost their lives percussion instruments. The instruments of the jann are a collec- recovering these wondrous metallic Lastly, there is much music in the Land tion of wondrous items that are said to plants, called golden wands in the vernac- of Fate that relies on no instrumentation have been crafted by the various genies of ular. beyond the human voice and hands. Cho- the Inner Planes to commemorate the The nay of the djinn allows the player to ral chanting is common throughout the ascension of the jann chieftain of the High cast an enthrall spell, as the second-level area and is particularly popular in the Desert. With each new jann chief, each of priest spell of the same name. Duration is Pantheon Cities. Song and intricate hand- the genie peoples sets its craftsmen to as long as the nay is played, but the spell clapping can be found throughout the work to produce a full takht of magical ends when the player stops or is interrupt- High Desert and enjoys a popular follow- instruments—’ud, nay, rababah, qanun, ed. The nay may be used in this manner ing even in the larger cities. and riqq. The genies (or their mortal once per day, twice per day if the user is a Music is considered a worthy profession agents) attempt great quests to gather the bard (rawun kit or otherwise). throughout the Land of Fate, and musi- needed materials for the instruments. A bard also may use the nay to “whistle cians are often members of a professional This takht is performed for the chiefs up the wind”: to summon an air elemental of 8 HD, as the fifth-level spell conjure elemental, once per week. The elemental is under the control of the user for as long as the nay is played, but if the music is interrupted, the elemental will return to its home plane and not attack its former controller. The riqq of the efreet: The riqq of the efreet is a tambourine of unbreakable steel. Its cymbals are made of crushed coins from the ruined empires of Nog and Kadar, and its surface is wrapped with the hide of a white camel. These are forged in the heart of a volcano to produce the reddish riqq, and terrible runes are paint- ed in the inside the tambourine’s head. The riqq of the efreet allows the player to cast hold person, as the second-level priest spell, by flashing the runes on the inside of the tambourine at the target(s). This may be done once per day, twice per day if it is used by a bard. A bard also may use the riqq to “fan the flames”: to summon a fire elemental of 8 HD, as above, once per week. The ele- mental is under the control of the user for as long as the riqq is played, and if the music stopped or interrupted, the elemen- tal will return to the plane of elemental Fire and not attack its former controller. A large amount of fire (such as bonfire) is dead (as the second-level priest spell), both the sha’ir. After their time of servitude required to use this ability. as if the bard were a 20th- level priest. ends, they will return to their own plane, The ’ud of the marids: The ’ud of the Each of these abilities may be performed and will not harm or act against that par- marids is solid white, its hardwood surfac- once per week, and the qanun is needed ticular sha’ir for the next 101 years. es covered with thin, ornate carvings of only to cast the spell-like abilities, not to This is an incredible amount of power to pearl. The soundbox itself is made of a maintain control or contact. place at the disposal of a single individual, single great pearl, harvested from the The takht of the jann: Each of the instru- and a complete set of instruments is only largest clam in the deepest part of the ments of the jann is mildly powerful in its held in the hands of the living Amir of the Crowded Sea. The marids do not risk their own right, but brought together into a High Desert. There are stories that a full own lives in these endeavors, but instead single orchestra, they prove to be an ex- set has also been collected and is in the avail themselves of lesser beings to recov- tremely powerful magical combination. If hands of the Grand Caliph, but this is er the pearls. a takht of bards (rawun or otherwise) all unsubstantiated. The genies are very The ’ud of the marids allows the bard to wield the instruments of the jann under aware of the potential of mortals who cast a powerful charm person spell, as the the direction of a single sha’ir, the takht acquire a full set, and as such, all genie first-level wizard spell, with a -4 penalty may summon into this plane an army of servitors (including gen and the like) are on all saving throws against the spell. This genies. There will be four units of genies, continually on the lookout for individuals spell may be cast once per day, twice per one of each of the four elemental genie attempting to assemble a full collection of day if the ’ud is used by a bard. races, and each under the command of a the instruments. Clever fakes, mysterious A bard, regardless of kit or origin, may noble genie of the proper race—marid, robberies, and even disappearances of use the ’ud to “raise the waters”: to sum- dao, efreet, and djinn. Each unit will con- collectors have been reported in legend mon a water elemental of 8 HD, as above, sist of one hundred members of the re- and tales of those attempting to recreate once per week. A suitable amount of wa- spective race. It takes an hour for all the the takht of the jann. ter, such as a river or lake, must be availa- troops to arrive and assemble, and if any- ble to use this ability. The elemental is thing interrupts the summoning players, under total control of the ‘ud player, and if the spell fails and those that have arrived the ‘ud player stops, the elemental will will not be under any control (and likely return to its native plane without harming will be irritated at the sha’ir as well). the bard. If the summoning is successful, these The rababah of the dao: The rababah of genies will be under the command of the the dao is constructed of the finest materi- sha’ir directing the takht, and will remain als. Its bow is made of the hair of the so for an hour and a day (25 hours). Dur- fastest horse in the High Desert, and the ing this time they will build, move, and circular soundbox is made of the skull of a attack at the whim of this sha’ir. They will great roc. even fight other genies if so instructed by The rababah of the dao allows its user to cast an entangle spell, as the first-level priest spell of the same name. This oper- ates against any target on sand or soft soil as opposed to those near grass and vines, Pronunciation guide but the effects of the spell are the same. Amir al-Harab ah-MEER al hah- This spell may be cast once per day, twice RAHB per day if the rababah is used by a bard. Amir al-Tarab ah-MEER al tah- A bard also may use the rababah of the RAHB dao to “shift the earth”: to call into being Buzuq buh-ZOOQ an earth elemental of 8 HD, as above, once Daff DAHF per week. The elemental is under the full Darbukkah dar-BOOK-kah Jahlah control of rababah player, such that if the jah-LAH LOOKING FOR musician stops or is interrupted, the ele- Jawzah jauh-ZAH Mijayrah mental will return to its native plane with- mih-JAY-rah MORE GAMERS? out attacking the bard. Mirwas MEER-waz Mitbiq miht-BEEQ The qanun of the spirits: The qanun is You may think you'd have to tra- made of the finest mahogany brought Mizwid mihz-WEED Nafir vel to another planet to find a from the Isle of the Elephant. Its strings nah-FEER Naqqarah nah-KAR-rah game convention. Finding friends are said to be made of solidified light, who are also gamers can be a though others, report they are made of Nay NAY problem, too. Put your scoutsuit spun gold, hardened and tightened to the Qanun qah-NOON breaking point. Its picks are carved from a Qaraqib kah-rah-KEEB away and turn to the Convention single emerald gem. Qas’ah Baladi KAH-sah bah-LAH- Calendar in this magazine. There The qanun of the spirits is the most dee may be a game convention closer powerful of the five instruments of the Qaynat KAY-naht to your home than you'd think— Rababah jann. When the qanun is played, the play- rah-BAH-bah and conventions are a great place Rawun rah-OON er has the effect of the fire truth, the first- to find friends who share your in- level wizard spell. Instead of fire, the truth Riqq REEK Sajat terests. Whether you like board- of the speaker’s words is determined by sah-JAHT Santur SAHN-toor games, role-playing games, the sweetness of the instrument’s tone. miniature , or just Untrue statements create sour notes. The Tabl Baladi TAB-leh bah-LAH- spell may be used once per day, twice if dee browsing around, a game conven- the player is a bard. Tabl TAB-leh tion can be all you've hoped for. A bard also may use the qanun to “call Takht TAH-kt Plan to attend one soon. the ancestors”: to speak with dead as the Tawa’if tah-WAH-EEF third-level priest spell, and to animate ‘Ud OOD

88 FEBRUARY 1993

A dozen new horned species from the world over

One way to increase the number and Bay The paralysis lasts for three days; if the range of new creatures in a fantasy cam- Bay unicorns are chestnut-colored, with poison is not neutralized by the third day, paign world without having to invent glowing red eyes. the victim dies of heart failure. entirely new (and sometimes unbelievable) Combat: Bay unicorns (called “pyro- Habitat/Society: Black unicorns have monsters is to develop new versions of an corns” by some sages) can use the follow- loose family habits similar to the pyro- existing monster, giving each one powers ing spells each once per day: burning corns’. They do not mark out any particu- not shared by similar species. In this arti- hands (from horn), heat metal, pyrotech- lar territory but continually wander from cle, unicorns—among the most popular of nics, produce flame, fireball, produce fire. place to place (often invisibly) causing all fantasy creatures—are so expanded for These spells are cast at the 11th level, with havoc. They may be ridden by exception- the AD&D® game. spell effects generally emanating from the ally evil fighters or thieves of either sex. The AD&D Monstrous Compendium horn. Bay unicorns are immune to the Ecology: These monsters are extremely entry for the unicorn should be consulted effects of fire, heat, and smoke, either evil and have sharp canine teeth. They are briefly before reading through this materi- magical or mundane. carnivorous creatures who prefer to eat al, to see how the basic creature was Habitat/Society: Bay unicorns mate their meat while it is still alive. A black developed here into 12 new strains. A once per year, then go their separate unicorn’s horn can be used to brew ex- unicorn, as most gamers know, appears to ways. The young are protected by their tremely virulent poisons that kill their be a white horse with cloven hooves, a mother until they are six months old, then imbibers within one round if a saving single ivory-colored horn (2’-3’ long) grow- are left to fend for themselves. throw vs. poison is failed or cause paraly- ing from its forehead, and, on males, a Bay unicorns make their homes in un- sis for 1-3 hours if the save is successful. white beard. For our purpose, the “regu derground labyrinths, caverns, dungeon lar” unicorn is here called a sylvan uni- complexes, mines, and volcanic tunnel Brown unicorn corn. All unicorns, including those passages that do not go deeper than a few Brown unicorns are unicorns with light described here unless otherwise noted, hundred feet. They feed upon the fungi brown body hair and dark-brown tails, have the following attributes: and small creatures that can be found in horns, and eyes. A unicorn can sense enemies at a 240- underground areas. They mark the walls Combat: Brown unicorns communicate yard range, moving so silently that foes of their subterranean territory in the same with each other mentally. They have magi- take a -6 penalty to be surprised. It can way that sylvan unicorns mark trees in cal (nonpsionic) telepathy (applicable only kick with its front hooves and thrust with their forests. Rangers may be confused to to all other brown unicorns within range) its horn once per round, or it can charge find a unicorn’s mark deep beneath the and ESP (which reaches all other beings, into battle using its horn as a lance. To earth, but they will be even more sur- one person per round) out to a 60' radius; make this charge, there must be at least prised to find that the unicorn in question both powers operate continuously. They 30’ of distance between the unicorn and is both evil and omnivorous. Pyrocorns can cast a special sleep spell three times its opponent. Opponents struck by a can be ridden by exceptionally evil females per day; this spell is exactly like the wiz- charging unicorn suffer 3-36 hp damage who have an affinity for fire magic or who ard spell but it affects at least one creature from impaling. The horn always gains a worship a god of fire. regardless of level. The spell works nor- +2 bonus to hit, regardless of how it is Ecology: The horn of a bay unicorn mally against creatures of 4+4 HD or less, used. Unicorns may not attack with their can be used to create potions of fire but creatures of higher levels are allowed front hooves in the round they charge. breath. They ferociously attack any tres- a saving throw vs. spells to avoid being put Once each day, a unicorn can cast a passers they find in their domains, yet to sleep. Brown unicorns are never sur- limited teleport spell that will take it and they will not descend into the depths, prised, thanks to their mental talents, any rider it has up to 360 yards away in unless they are attacked at long range by an instant. Unicorns cannot be magically Black unicorn missile fire. charmed or held. They are immune to Black unicorns are glossy jet creatures Habitat/Society: Brown unicorns death spells and make all their saving with completely black eyes. They are (“roanicorns,” as some call them) have a throws against spells and spell-like powers sometimes called nightmares, causing herd mentality. Each herd has one stallion as if they were wizards of the 11th level. confusion with the outer-planes monster and several mares. Stallions mark out their Unicorns are immune to poison. (see MC 8, the Outer Planes appendix of territories by placing a “mental barrier” the Monstrous Compendium). along the borders of their territories. This Alicorn Combat: Because of the magical nature beacon alerts other brown unicorns or An alicorn is exactly like a sylvan uni- of black unicorns, they can see perfectly psionically sensitive creatures that have corn, but with a gnarled and twisted horn. out to 300’ in the absence of all light, even crossed into the brown unicorn’s de- Combat: Alicorns can use three charm in the area of effect of a darkness spell. mesnes, but does not hinder them. Brown person spells per day. These spells are cast Black unicorns cannot well stand any light unicorns sometimes bury themselves in at the 11th level. Those failing to make and thus have a -1 to saving throws sand on especially hot desert days. They their saving throws will fight to the death against effects that blind or dazzle the can be ridden by maidens of any human to protect the alicorn from harm. Alicorns eyes. They suffer a -4 to all attack rolls in or demihuman race who are pure of can walk on air as if it were solid, running daylight, being effectively blinded. heart. through the air or galloping a few inches Black unicorns continually radiate a Ecology: These gentle creatures are above bodies of water. silence, 15’ radius effect. They can cast herbivores that live on desert flowers, Habitat/Society: Alicorns are identical darkness, 15’ radius and invisibility spells cacti, and sparse desert grasses. They can in habitat and society to sylvan unicorns. on themselves, three times each per day. go for up to four days without food or This may account for the fact that the two Black unicorns can teleport in a manner water. are often mistakenly classed as being of similar to sylvan and other unicorns, but A brown unicorn’s horn can be used to the same race. they can only do so in the dark (e.g., on manufacture a special sleeping potion. Any Ecology: Alicorns are on good terms moonless nights or in deep shadows, in character who drinks this potion is placed with and respect the territories of sylvan unlit rooms, or in darkness spells). into suspended animation that is perma- unicorns, cunnequines, and faerie uni- The horn of a black unicorn is poison- nent until dispelled. A successful saving corns. The alicorn is otherwise identical in ous; anyone struck by it must make a throw vs. poison negates this effect. ecology to the sylvan unicorn. saving throw vs. poison or be paralyzed.

DRAGON 91 Cunnequine neutrality to an art form. They emit a field able to cast an advanced illusion three A cunnequine is similar to a sylvan uni- from their bodies that reflects the exact times per day, also at the 11th level of corn except that it is more silvery in color amount of damage done to them in physi- ability; such illusions are usually used to than white. cal combat back upon their enemies. Be- reveal hunters or humanoids by showing Combat: A cunnequine has all the cause their enemies must be in physical what appears to be the pinto unicorn abilities of a sylvan unicorn, though it has contact with the gray unicorns to receive grazing nearby—a ruse to draw missile one other attack form. Once per day, the this backlash, the gray unicorns are only and spell fire. cunnequine can affect one creature as if rarely attacked by carnivores, who learn Habitat/Society: Pinto unicorns live on he had donned a helm of opposite align- to leave them alone after one attack; grasslands in temperate climates. They ment. The victim must be touched by the smarter beings use missile fire, but they mate for life and are thus encountered in cunnequine’s horn without damage, and it might still be attacked if the gray unicorns pairs or families. Pintos do not mark out is allowed a saving throw vs. spells at +2 teleport and charge them. Gray unicorns territories but rather share large expanses to avoid this effect. will usually not retaliate unless they are of grasslands with other pinto families. A cunnequine can also affect undead attacked more than once by the same They continually wander these grazing and conjured creatures as if it were a being or are pursued by missile fire. lands so that no one area becomes over priest of 11th level turning undead. A turn Habitat/Society: Gray unicorns (some- grazed. Pintos may be ridden by those of effect causes conjured creatures to be times called “graycorns”) are usually found either sex who posses a pure heart. dismissed to their home plane. in herds, each consisting of one stallion Ecology: Pintos are much like sylvan Habitat/Society: Cunnequines are and several mares. Gray unicorns can be unicorns, fighting with monsters that identical in habitat and society to sylvan ridden only by strictly neutral, passive their lands. A pinto’s horn can be unicorns, except that they are more lawful druidic females, either humans or demi- used to create potions of rainbow hues. in nature. Cunnequines are thus more humans. likely to attack hunters and predators who Ecology: Gray unicorns live on the Sea unicorn harm living things native to the cunne- grasslands in subtropical climates. Their Sea unicorns have three forms. The first quine’s territory. horns can be carved and enchanted to form is that of a small whale with a long Ecology: Cunnequines are identical in produce rings of spell turning or can be unicorn’s horn, the second is that of a sea ecology to sylvan unicorns. used in the creation of potions of invulner- horse with the same horn, and the third is ability. that of a unicorn with a blue-white colora- Faerie unicorn tion. In all three forms, the unicorn’s eyes Faerie unicorns have a green tint to Palomino unicorn are deep blue. It takes one round for it to their white fur and horns, and all have Palomino unicorns have white to creamy change shape, during which time it cannot bright green eyes. They are smaller than yellow hair. Their eyes are usually gray to attack; all shape-changing must be done other unicorns (3-4’ tall). brown in color. while submerged in water. Combat: Faerie unicorns or faerie Combat: Palomino unicorns (occasional- Combat: Aside from being able to steeds are seldom seen. This is because ly called “criocorns”) can use the following switch between its three forms at will, a they can blend into their backgrounds in a spells each once per day: ice storm, cone sea unicorn or narwal can breathe water manner similar to a chameleon. They can of cold, chill metal. These spells are cast at in any form. The last form allows the do this at will, with results identical to a the 11th level of effect. These spell effects unicorn to breathe air. Narwhals can con- creature wearing a cloak of elvenkind. generally emanate from the unicorn’s trol weather (as per the cleric spell) once They share a sylvan unicorn’s ability to horn. Criocorns are immune to the effects per day at the 11th level of ability. The last move silently in natural terrain. Once per of cold and exposure, either magical and form can also walk on water at will at day, a faerie unicorn can cast the follow- mundane. normal ground speed. ing spells: charm person or mammal, and Habitat/Society: Palomino unicorns Habitat/Society: Sea unicorns can be animal summoning I, II, and III (four spells mate for life, though a few solitary wan- found in any body of water larger than a total). derers may be seen. They are found in large lake. They are very ordered crea- Habitat/Society: Faerie unicorns are arctic environments, giving opponents a tures who carefully cultivate kelp beds to similar in habitat and society to sylvan -6 penalty to their rolls to be surprised in graze on. They generally stay out of con- unicorns. Their neutral nature causes that environment due to coloration (this flicts. Narwhals mate for life and have them to shun outside contact; it is very drops to -2 in other settings, as palomino very carefully mapped-out territories. unlikely that a faerie steed will attack unicorns will be so unused to non-snowy Narwhals can be ridden by sea-elven maid- hunters or predators in its territory. How- terrain). Criocorns may be ridden by ex- ens of pure heart. ever, wanton or senseless destruction of ceptionally evil females who have an affin- Ecology: Narwhals feed on the kelp the flora and fauna in a faerie steeds ity for cold magic or who worship a god of beds that they carefully cultivate. A nar- demesnes will raise its ire. Alternately, acts cold. wal’s horn can be used to brew potions of of courage in defense of the same lands Ecology: Palominos live off anything water breathing. often wins the faerie steed’s gratitude. they can find or kill. They do not mark Faerie steeds can be ridden by halflings, their territory, but will kill any who tres- Unisus gnomes, elves, or other faerie denizens of pass. A palomino’s horn can be used to Unisi are unicorns with pegasi wings, either sex who prove themselves worthy. create the ink necessary to produce scrolls the result of crossbreeding between the Ecology: Faerie unicorns are identical of protection from cold. two species. A single such creature is in ecology to sylvan unicorns. Once every called a unisus. 100 years or so, a faerie steed will shed its Pinto unicorn Combat: Unisi attack in a manner simi- horn to grow a new one. The horn re- Pinto unicorns are unicorns with patch- lar to unicorns. In a dive, a unisus does grows in 3-12 days. The discarded horns es of differently colored hair distributed damage in a manner similar to a unicorn’s are prized by elves, because the horns can randomly upon their hides. They usually charge, but it needs only 15’ of space to be crushed to produce the dye used in the have doe-brown eyes, but some have launch the charge, as it relies on its falling manufacture of cloaks of elvenkind. green and some have yellow. momentum for the impact and can also Combat: Pinto unicorns (sometimes propel itself forward with its wings if Gray unicorn called “chromacorns”) are each able to running. In such a dive, it can also use its Gray unicorns are light gray unicorns project a prismatic spray from the horns hooves to attack at the same time. All with a gray horn and gray eyes. up to five times per day. This spell is cast these attacks are at +2 on the attack roll Combat: Gray unicorns have taken as an 11th-level wizard. Pintos are also above all other bonuses (including the +2

92 FEBRUARY 1993

New Unicorns: AD&D® Game Statistics

Alicorn Bay Black Brown Cunnequine Faerie CLIMATE: Temperate Any Any Tropical Temperate Temperate TERRAIN: Woodlands Subterranean Any Desert Woodlands Woodlands FREQUENCY: Rare Rare Rare Rare Rare Very rare ORGANIZATION: Family Solitary Solitary Herd Family Family ACTIVITY CYCLE: Day Any Night Day Day Day DIET: Herbiv. Omniv. Carniv. Herbiv. Herbiv. Herbiv. INTELLIGENCE: Average Low Average Very Average Average TREASURE: X U Nil Nil X X×2 ALIGNMENT: CG NE CE N LG N NO. APPEARING: 1-6 1 1 1-10 1-6 1-6 ARMOR CLASS: 2 1 2 3 2 2 MOVEMENT: 24 18 24 18 24 30 HIT DICE: 4+4 6+4 6+4 3+4 4+4 4+4 THAC0: 17 15 15 17 17 17 NO. OF ATTACKS: 3 3 3 3 3 3 DAMAGE/ATTACK: l-6/1-6/1-10 l-6/1-6/1-12 1-8/1-8/2-16 1-4/1-4/1-8 1-6/1-6/1-12 1-6/1-6/1-12 SPECIAL ATTACKS: See text See text See text See text See text See text SPECIAL DEFENSES: See text See text See text See text See text See text MAGIC RESISTANCE: 20% Nil 30% Nil 20% 20% SIZE: L L L L L MORALE: Elite Steady Champion Elite Elite Champion XP VALUE: 2,000 2,000 6,000 650 1,400 2,000

Gray Palomino Pinto Sea Unisus Zebracorn CLIMATE: Subtropical Arctic Temperate Temperate Temperate Tropical TERRAIN: Grasslands Tundra Grasslands Oceans Mountains Savannah FREQUENCY: Rare Very rare Rare Very rare Very rare Very rare ORGANIZATION: Herd Family Family Family Herd Herd ACTIVITY CYCLE: Day Day Day Any Day Day DIET: Herbiv. Omniv. Herbiv. Herbiv. Herbiv. Herbiv. INTELLIGENCE: Average Low Average Very Average Average TREASURE: Nil W X Nil Nil Nil ALIGNMENT: N LE NG LN CG N NO. APPEARING: 1-10 1-4 2-5 1-6 1-10 1-10 ARMOR CLASS: 2 1 2 4 3 2 MOVEMENT: 18 24 24 24, Sw 36 24, Fl 48 (B) 24 HIT DICE: 3+4 5+4 4+4 3+4 4+4 4+4 THAC0: 17 15 17 17 17 17 NO. OF ATTACKS: 3 3 3 3 or 1 3 3 DAMAGE/ATTACK: l-6/1-6/1-10 1-8/1-8/1-10 l-6/1-6/1-12 1-6/1-6/1-12 or 2-16 1-6/1-6/1-12 1-6/1-6/1-12 SPECIAL ATTACKS: See text See text See text See text See text See text SPECIAL DEFENSES: See text See text See text See text See text See text MAGIC RESISTANCE: 10% Nil 20% Nil Nil Nil SIZE: L L L L L L MORALE: Elite Elite Elite Steady Steady Elite XP VALUE: 1,400 1,400 2,000 650 1,400 975 for the horn), and the hoof attacks do Combat: A zebracorn can cast a color Ecology: Zebracorns eat the coarse dry double damage. spray from its horns three times per day. grass of the savannah. They generally stay Habitat/Society: Unisi are identical in It can also polymorph itself into any crea- out of fights that don’t concern them, but habitat and society to pegasi (see the Mon- ture three times a day at will; this power one never knows what a zebracorn will strous Compendium). Unisi may be ridden is treated as if it were a polymorph self do. The horn of a zebracorn can be used by maidens of any race who are pure at spell cast at the 11th-level of ability. to brew potions of polymorph self. When heart. Habitat/Society: Zebracorns live in in polymorphed form, a zebracorn gener- Ecology: Unisi are identical in ecology equatorial savannahs. Each herd generally ally takes the form of a muscular, hairless, to pegasi. A unisi’s horn can be used to contains one stallion and several mares. black human with a warrior’s bearing. brew potions of flying. Being nomadic, they roam the savannah so Though the human-zebracorn carries no that no one area becomes overgrazed. A weapons, he or she can easily use any Zebracorn zebracorn can be ridden by any being weapon it has ever seen a human use. Zebracorns are tropical unicorns with who proves itself friendly, though they can the black striping of zebras, though they detect evil by touch and will immediately are sleeker and not as stocky. They usually attack evil beings. They are unpredictable have doe-brown eyes. and willful (some say pig-headed).

94 FEBRUARY 1993

96 FEBRUARY 1993 fortunately, the description of Empower is rather vague on this point. I would say mand word to operate. that since a device has its own source of Keeping that in mind, Devan soon PSPs, anyone can attempt to use one, but learned the metapsionic discipline Em- alignment and personality scores would power. With this he could create all sorts dictate if a PC could control it. of psionic devices with which to improve The following are a few devices to send his guise as a wizard (not to mention help a campaign off into bizarre new his role as sole defender of Houmfort). His directions. most famous and powerful device was the Force of Nature, a staff with which Devan Devan’s Force of Nature PSPs: 44 could control the very elements. Alignment: LG Intelligence: 16 Description: The Force of Nature is Discipline: Psychokinesis Ego: 11 actually a staff of thunder & lightning, Lore: Histories tell of a noble, pure- which anyone can use. It is stout quarter- The metapsionic science Empower, hearted wizard of vast power whose en- staff of exceptionally well-carved bronze- found on pages 93-94 of The Complete tire vocation in life was to ensure the wood, bound with iron set with silver Psionics Handbook, opened up a whole safety and improve the quality of life in his rivets. Devan painted many weird symbols new can of worms concerning treasure home village. The wizard was named on it in bright blue paint to make it appear troves. In addition to magical items and Devan and the village Houmfort. Reputed- more mystical. holy relics, a Dungeon Master can now ly, Devan could divert the course of rivers, In addition to its magical powers, this introduce psionic devices to unsuspecting summon or calm winds, shove aside entire staff has the following psionic disciplines: player characters if psionics are used in hillsides, and cause fire to behave in any Animate Stone, Control Flames, Control the campaign. Naturally, a psionicist may fashion suitable to his whim. The extent of Water, Control Wind, and Telekinesis. use Empower on any personal devices, but his powers is debatable, but it is agreed Control Water gives the user the ability to in the course of adventuring that charac- that his magical talents were generally animate water. This power behaves exact- ter may find psionic devices not of his own manipulations of elemental matter. ly as Control Fire, except the water crea- making. However, the man known as Devan ture can survive for as long as PSPs are The DM should treat these devices much fooled both the histories and the citizens spent to maintain it. The only damage the like magical artifacts. Thus, psionic devices of Houmfort. Devan was not a mage; he creature can inflict is possible suffocation are rarely encountered, and each is couldn’t have cast a spell to save his own by engulfment (rules for drowning are unique. A device should be placed in a life. His powers were actually psionic in found in the Player’s Handbook, page 122, campaign only after careful consideration nature. Like most villages of that time, “Holding Your Breath”). A character can by the DM of all its consequences. Though Houmfort feared and reviled psionics and escape engulfment by making a successful a device might not have a special purpose would not accept its use, even if used Strength check on 1d20 at a -4 penalty. to fulfill, it does have a personality and beneficially. Thus, Devan created a small Animate Stone works exactly like Animate should be role-played by the DM almost as (but necessary) deceit; assuming the role Object, but only stone and earth will be a true member of the party. Psionic de- of a wizard. Most of Houmfort’s popula- affected (no ability modifier applies). vices are not something a PC puts in a tion was half-educated and wouldn't know Personality: Being both lawful and good, backpack, then forgets about until an the difference anyway, but Devan still had it would seem that the Force of Nature application of its power is required. quite a time putting up a mage’s front- would get along well with its possessor, Note that alignment contradictions can mouthing incantations, making outrageous but this isn’t likely to be the case. The staff also cause problems. In these cases, psi- gestures, and involving arcane materials wishes to remain in one area, preferably a onic devices behave like intelligent magical whenever he invoked a psychic discipline. village or small town, in order to defend it weapons (see the Dungeon Master’s Guide, It was easier for him to carry wands, from bandits, destructive weather, super- “Weapons Versus Characters,” page 188). staves, and other devices to create the natural denizens, and other hazards. It Can a psionic device be used only by illusion of magical prowess, since these won’t see the point in traipsing about in an psionicists? What about wild talents? Un- items usually required only a single com- unknown wilderness or dungeon need- DRAGON 97 lessly looking for trouble. If owned by an All bad things must come to an end, subjected to a fit of catatonia. These emo- adventurer, it complains bitterly every however, and Ynilgeira was slain while tions reach the point of insanity. Soon, time it is taken beyond the limits of civili- combating a force of paladins. To insure these people go out into the city again, zation, away from its true calling. In addi- that civilized folk would still suffer from causing havoc and grief because of their tion, the Force will not appreciate the use the malevolent spirit of Ynilgeira, his tribal new-found maladies. of its magical powers. The staff has no witch-priestess (actually a psionicist) took control over these magical abilities and the heart from Ynilgeira’s body and, after Malgovich’s Portrait PSPs: 80 considers them the “dark side” of its per- a ritual of several days, summoned forth Alignment: LE Intelligence: 15 sonality. Overuse of the magic abilities the spirit of the deceased warlord, placed Discipline: Telepathy Ego: 20 results in the staff halting the use of its it within the mummified organ, and im- Lore: Baron Vlidmaro Malgovich was a psionic powers. bued it with immortality. brutish, vain, and ruthless despot who Description: The Instrument of Pain and ruled his tiny country through fear, force, Fleshcrawler PSPs: 60 Misery is a fist-sized lump of human cardi- and not a little psychic manipulation, for Alignment: CN Intelligence: 12 ac muscle tissue, not even recognizable as the Baron was a master psionicist. As Discipline: Psychometabolism Ego: 15 a heart until its powers are used. When- Malgovich began to grow old, he decided Lore: Who knows? If asked, the thing ever Psychic Drain or Cannibalize are to create a legacy, a piece of himself that will claim to be an artifact from the nether used, the muscle of the Instrument swells would live on to carry the family name. realms of the Nine Hells, the favorite piece with blood and begins to rhythmically beat Not trusting his worthless sons to retain of jewelry of an alien godling, and an as it gains psionic strength. The greater even his small kingdom, the baron created extradimensional creature bent on world the number of PSPs it absorbs, the greater a psionic device with which to aid (i.e., domination-all in the same breath! If the the amount of blood that oozes from the manipulate) his descendants in ruling his possessor gets too curious about the ob- heart. kingdom. The kingdom fell anyway, but ject’s history, he probably won’t want to The Instrument has the following the device still exists, floating from one keep it. powers: Aura Alteration, Cannibalize, political realm to the next, hatching plots Description: The Fleshcrawler is a small, Psychic Clone, Psychic Drain, Psychic and puppeteering those in power to vener- multicolored stone, though the color de- Surgery, and Ultrablast. Note that the ate the memory of its creator. sign is varied, bizarre, and nauseating. Cannibalize power is usable only by the Description: Malgovich, being the con- Anyone who touches the stone has the Instrument itself; in fact, it drains Consti- ceited devil that he was, chose to use overwhelming urge to swallow it, but tution from its possessor to convert into Empower on a painting of himself. The unless the individual is chaotic neutral, he PSPs. The Instrument attempts this only in portrait is a masterful rendering in oils of will find that urge repulsive and will re- and usually requires that the the baron’s handsome visage. It has a vast sist. Chaotic-neutral people still have a object win a personality conflict with its army of telepathic powers, including choice as to whether they will swallow it, possessor. Mindlink, Probe, Attraction, Contact, but they are able to do so. Those who do Psychic Drain and Psychic Surgery also Empathy, ESP False Sensory Input, Phobia swallow the stone are granted the use of work differently for the Instrument. To Amplification, and Telempathic Projection. its psionic powers, which include Ectoplas- drain a victim, the object needs only to Personality: Like Ynilgeira’s Instrument, mic Form, Expansion, Life Draining, Meta- spend the initial cost, then win a personali- the portrait uses its talents to cause mis- morphosis, Reduction, and Shadow-form. ty conflict with that victim. Sleeping vic- chief in civilized places, but it is much Personality: This object is obsessed with tims can be drained automatically (no need more subtle in its manipulations. The change. The universe, it believes, is in for personality conflict). Psychic Surgery is portrait likes to use Attraction on any constant , changing from one form to always used to harm a subject by instigat- powerful political figures that it discovers, the next with no regard to the laws that ing phobias, aversions, idiocy, comas, which usually results in the politician philosophers would attribute it. The object seizures, and so on. Again, a successful buying, stealing, or otherwise acquiring fulfills its desire to inflict change through personality conflict is needed to use this the painting. Over the next few days, the the flesh of its possessor, using its . device uses its telepathy to investigate the powers. The owner (imbiber, actually) of Ultrablast can only be used after the psyche of its owner. When it feels ready, the Fleshcrawler may demand the object Instrument has gained extra PSPs either the portrait uses False Sensory Input and transform her into shapes useful to the through Psychic Drain or Cannibalize. If other powers to produce hallucinations in current circumstances, but only if the this power is used to successfully and the mind of the politician. The person owner allows the device a certain creative permanently negate the psionic powers of afflicted with these illusions may see them freedom, such as experimenting with new a victim, then the Instrument gains those as omens, warnings, prophecies, or what- bodies and such. Otherwise, the possessor powers for 2d4 months! After this period, ever, but they invariably affect the manner may lose control of her own body. the powers revert to their original owner. in which the politician rules. In this way, Personality: Obviously, the device does the portrait affects the courses of nations Ynilgeira’s Instrument of Pain and not contain the soul of Ynilgeira, but it still and has immense fun doing so. Misery PSPs: 64 has the same purpose: to perpetrate chaos Alignment: CE Intelligence: 13 and mayhem. Its actions are always de- Mana-ken PSPs: 68 Discipline: Metapsionics Ego: 16 structive or deceitful, and are usually Alignment: NE Intelligence: 15 Lore: Actually, Ynilgeira (OON-eel-geye- aimed at causing problems within a city. Discipline: Telepathy Ego: 17 rah) is not the psionicist who created this Its favorite tactic is to “find” itself in the Lore: Constructed by a monstrously device, but rather is the name of a wild possession of someone of high social stand- powerful telepath many centuries ago, the and ruthless barbarian warlord, Legends ing, such as a cardinal, duke, judge, or Mana-ken has passed through history say that Ynilgeira was born of the simulta- even a charismatic demagogue. Then, just discreetly, ignoring the meanderings of neous mating of a goat, bear, rooster, and as the individual addresses the congrega- civilization to concentrate on those individ- human. Then, to intensify his already tion or audience, the Instrument begins to uals holding true power: wizards. The crazed personality, the warlord was pos- drain the will and endurance of members Mana-ken is invariably found in the pos- sessed by the vengeful spirits of his ances- of the audience, like some psychic vam- session of a wicked sorcerer. tors, numbering into the thousands. pire. After the object has assumed enough Description: The mana-ken appears as a Civilization trembled at the very name of PSPs, it will unleash its powers upon the ragged, torn-up children’s doll. This little Ynilgeira, as the barbarian made it his congregation, one at a time, causing fears, toy, however, has enough psychic power life’s vocation to spread fear, loathing, and hatreds, or obsessions to surface. Those and discontent to cause the strongest- misery among the cities of “pretty ones” with no applicable dislikes or fancies are willed paladin to perform savage and

98 FEBRUARY 1993 irresponsible acts. The doll’s powers re- amount of affection. The person chosen is and a person falls asleep while breathing semble voodoo. The possessor of the doll usually a wanderer or adventurer, as the sweet fumes, the device’s sole power, manipulates it physically, which causes a Tawnwater does not like to settle in one Dream Travel, is triggered. This special victim to act in a like manner. Also, stab- area. When that person does finally per- teleportation has no maximum range, but bing the doll with needles can cause a ish, Tawnwater will be seen at the funeral the effect is only temporary. After a num- victim great pain. In order for a victim to for a brief, grieving moment, then it will ber of hours equal to half the possessor’s be contacted, a personal item or a lock of fly away into the blue, off to seek new Wisdom score, the user fades away, re- hair of the victim must be placed in the experiences, new sights and pleasures. turning to the location of the bowl. dolls stuffing. Personality: Although the Slumbering The Mana-ken’s powers are Domination, Pennison’s Light of Truth PSPs: 52 Ferry is the least powerful of the devices Inflict Pain, Mindlink, Post-Hypnotic Sug- Alignment: N Intelligence: 13 described here, it is also one of the most gestion, Sight Link, Sound Link, and Discipline: Clairsentient Ego: 13 intriguing. Its ego is not well-developed, Switch Personality. Switch Personality can Lore: Pennison was a psionicist obsessed but it will never allow its one power to be be used to switch a victim’s body with the with the concept of reality. He felt that used for sinister or selfish purposes. The possessor or with the doll itself. (Giving a humans and other races had created too power score receives a +4 bonus when- psionic device its own body to play with is many social systems to live by, when those ever the device is used to visit a loved one. scary indeed!) systems prevented a person from experi- Personality: Of the evil psionic devices encing life. Governments, religions, guilds, The Arbiter PSPs:80 described here, the Mana-ken is the one and other social machines don’t exist, Alignment: LN Intelligence: 15 most likely to work with its possessor, according to the edicts of Pennison; they Discipline: Psychokinesis Ego: 20 though that owner may not realize that he are illusions that have fooled entire popu- Lore: Just as Pennison was insanely infatu- is being manipulated even as he dominates lations into believing in them. This holds ated with the neutrality of reality, the crea- other beings. The Mana-ken’s favorite true for all systems of social behavior. In tor of the Arbiter has an unhealthy practice is to dominate the minds of drag- his quest to “shatter the social guises of obsession with law and order. Created only ons, fiends, and other powerful creatures the Demihumanities,” this psionicist- months ago, the Arbiter is still in possession (although parties of adventurers are fun, philosopher created the Shining Light of of its creator, a 12th-level psionicist named tool. Wizards find this a viable option to Truth. Mynwer Tarrontoch. charm person and demand spells. When Description: The Shining Light is a palm- Description: The Arbiter is a black silk the wizard’s uses of the doll grow too self- sized lens crafted from a huge, flawless robe of finest quality. Anyone who wears it serving (and they invariably do), the Mana- diamond, cut by the sharp edge of Penni- is imbued with a vast array of psychokinetic ken lets any previously dominated beasties son’s willpower. The device’s powers come powers: Ballistic Attack, Control Body, Deto- vent their rage on the hapless spell-caster. into play whenever a person looks nate, Disintegrate, Inertial Barrier, Levitation, through the lens at a creature, object, or Project Force, and Telekinesis. Tawnwater PSPs: 60 area. Those powers are Aura Sight, Know Personality: The Arbiter is still too new Alignment: CG Intelligence: 12 Direction, Know Location, Poison Sense, to have developed any definable personali- Discipline: Psychometabolism Ego: 15 Radial Navigation, and Spirit Sense. Note ty of its own, so still relies on Mynwer’s Lore: A psionically endowed princess that Aura Sight also allows the Shining for its patterns of behavior. Mynwer is a gave her suitor, a valiant ranger, a living Light to detect the alignment of psionic relentless enforcer of the letter of the law falcon as an engagement gift. Not only was devices and intelligent magic weapons, in whatever realm he inhabits. He will the animal incredibly smart and well- also gaining a rough estimate of power react with an explosive lecture and possi- trained, it was also empowered with psi- (slight, moderate, high, or massive). bly even violence if he witnesses any law onics, allowing its owner to run faster, lift Personality: It’s tough to play neutrals, being broken, whether it be the most heavy objects, and heal from wounds at a even as NPCs. With the Shining Light, it universal more or the most insignificant faster pace, not to mention giving him all might be easier because it is an unemo- tort. the abilities of a falcon. Centuries later, the tional object, but the DM must still take ranger is long since dead and buried, but care that the object shows no favoritism the falcon is still alive and well, having toward chaos, law, good, or evil. The been granted immortality as a side effect device does not have to be used by a true of its psychometabolic powers. The crea- neutral, but its possessor should show a ture’s name is Tawnwater. strong desire, if not an obsession, with Description: Tawnwater, though hun- “getting to the heart of the matter.” dreds of years old, appears as a spry, young falcon of a golden hue: AC 6; MV Fl Slumbering Ferry of al-Cogia PSPs: 8 33 (B); HD 1; hp 5; #AT 3; Dmg 1-2/1-2/1; Alignment: NG Intelligence: 11 THAC0 19; AL NG. Tawnwater’s owner has Discipline: Psychoportation Ego: 2 access to the following powers: Adrenaline Lore: Millenia ago, in a presently extinct Control, Animal Affinity, Body Control, Arabian-like land, there lived a ruler Cell Adjustment, Enhanced Strength, named al-Cogia Bisnigar Raschid. Although Heightened Senses, and Mind Over Body. this ruler already had more than a dozen Regardless of the possessor’s aura, wives, he fell in love with Dhalaja, the Tawnwater’s Animal Affinity will always daughter of a merchant-prince, who grant the abilities of a falcon. would not allow his only child to marry al- Personality: Tawnwater is an easygoing, Cogia because of the merchant’s racial free-spirited psionic device, more alive prejudice. Raschid, a psionicist, crafted a than any other device noted here. It trav- psionic device that would allow Dhalaja to els about, unrestricted by such needs as visit the good al-Cogia in her dreams, no Read all about it! sleep, food, water, rest, or even air. Al- matter where her travels in the merchant though thrilled at being exempted from caravan might take her. the mundane life of a normal falcon, Description: The Slumbering Ferry is an What new tales from TSR are coming Tawnwater still requires companionship, incense bowl crafted of the precious mix- to a bookstore near you? See “Novel and so intermittently seeks out one lady or ture of silver, gold, platinum, and . Ideas” in this issue for the latest word who will give it the appropriate Whenever incense is burned in the bowl on adventure.

100 FEBRUARY 1993

102 FEBRUARY 1993 DRAGON 103 104 FEBRUARY 1993 DRAGON 105 106 FEBRUARY 1993 DRAGON 107 108 FEBRUARY 1993 DRAGON 109 110 FEBRUARY 1993

©1993 by Robert Bigelow Photos by Mike Bethke

is cast walking forward. It has the ribbed belly of a dragon, and its upper body is covered in overlapping plates. The arm assembly fits into a groove on the back. The webbed hands have four fingers each and are well detailed on top but less so on the palms. The arm-body joint needs slight filling, as there is a discernable gap. The head looks like a slug’s, with a neck. The head is also ridged and plated, giving an open-mouthed hiss. The figure has great potential in a num- ber of modern-type combat and super- hero role-playing games, or as a surprise guest with your own statistics for the D&D® or AD&D® games. The detail is fair and could be much sharper, but at $2 each, the figure is reasonably priced.

XL21 Brain Worm **** The Brain Worm is a monster scaled in 25 mm and made of lead. It stands 27.5 mm high and rests on a smooth, circular base. It consists of a human brain, without left and right lobes; optic nerves and eyes are visible, and there is a separation under the eyes in front that could be a mouth. The medulla oblongata is not readily visible. A long net- work of nerves drops to the ground. The whorls on the brain are obvious. This model reminds me of certain 1950s Aliens and demons are a-knocking at your door sci-fi flicks featuring rebellious brains. The model is good, but it should have deeper This month, we have a full house of 23-mm circular base has a rough, molded detail. This figure can be used in a num- miniatures. I want to thank Sam White for surface resembling earth and grass. The ber of genres. The price is a little high at his work on the Gate Crasher miniature creature’s claws extend over the forward $2 each. kit, Chris Osburn for the Ultimate ATV, edge of the base, while his back pin claws and Tina Druce-Hoffman for the Amazon extend over the rear edge. The kit comes Attack Chariots. Now, on to our reviews. in two parts, the body and the arms. Black Dragon Pewter The body is of a biped that looks like a 2700 Range Rd. cross between the Alien and an armored North Bellmore NY 11710 Reviews . The figure has three-toed feet and Beware of Dragon **** This miniature is a free-scale piece cast Fortress Figures Miniatures’ product ratings in pewter. The figure, a baby dragon, has P.O. Box 66 no separate base and rests on its coiled tail Jonesboro IN 46938 * Poor for support. Measuring 45 mm high, it sits ** Below average behind a warning sign as if enforcing the **** XL12 Infestor *** Average message. The dragon rests its head on the The Infestor is a 25mm lead figure that **** Above average top of the sign pole with its hands on the stands about 54 mm from top to bottom ***** Excellent sign. It has small, smooth wings held and is about 10 mm wide at the chest. The straight out from its body.

112 FEBRUARY 1993 The facial expression is that of a puppy looking for a petting. The dragon wears a collar around its neck. Two red jewels serve as eyes, and a multifaceted ball sits at its feet. This is a cute model that would serve well as a Valentine’s Day gift. Its few flaws include some filled or machined detail that is now obscured. I liked the letters on the sign. This figure is recommended at $15 each.

The Alchemist ***** The Alchemist is a one-piece, 54-mm pewter casting. The figure stands on a thick base molded to represent the floor of a stone building. Rising from the floor is an ornately embossed pedestal with a square stone base, on which rests a pillar with arcane symbols and a band of round stones and a collar. This is topped by a stone plate or brazier that has alchemical symbols on the side and top, with a mixing trough in the center. In this circle lies a lump of goldlike material that is obviously the result of an experiment (the lump is actually a piece of iron pyrite). The alchemist is dressed in long robes, open at the waist to show the plain inner lining. The dress robe is full length with- The base is a circle just over 5 cm in out a hood, featuring billowing sleeves, diameter. Half the floor represents a sum- pleats, and hems engraved with arcane moning circle, while the other half repre- symbols. The robe is cinched by a rope sents the remains of a stone floor. The belt supporting an embossed bag and a pentagram/circle has each of its major curved dagger. The alchemist is tall and points outlined with deeply engraved lines. thin, with narrow shoulders and out- The outer rim of the circle has a number stretched arms. The right hand has a of well-done runes, and the words “Decos bracelet; the left hand tightly clasps a Con Demonicum” are clearly visible in beaker, with the wrist wrapped in bands. small print after a careful painting and The figure’s head is capped by a conical wash. A pair of books sits in the circle. hat with a braided band and a crescent The stone floor is molded as if it were moon pin over a jewel. being shattered as the second major piece, The alchemist’s face is exuberant, al- a demon, erupts from the floor. though looking slightly tired. A ragged, The demon measures 20 mm across its stringy beard drops to his waist, wisps chest and 45 mm from the floor to the flying off in all directions. There is no tops of its wings. Muscle detail is good pupil detail to the eyes, which look a little with some sharp angles on the arms, dead. chest, and head to depict its nonhuman This piece is highly recommended at its lineage. The demon is twisting slightly and $35 price tag as a present or as an addition its mouth, full of sharp teeth, is open in a to any collection. . Pointed ears are pressed against the mostly folded, leathery wings. You can’t be quite sure whether things are Thunderbolt Mountain going the demon’s way or not. Miniatures The wizard, reading from a book held firmly in a serpentine book holder, stands 656 East McMillan in the protected circle. The book is excel- Cincinnati OH 45206-1991 lently engraved with words on its pages. The wizard’s summoning brazier is held Thunderbolt Mountain by a creature that looks like a cross be- Miniatures tween a bat, a hawk, and a snake. The 70 Harcourt St. brazier has individual coils molded on it Newark, Nottingham that will require careful painting. The UNITED KINGDOM NG 241 R4 creature looks like it could be alive, but it could also be just a holder. It stands about 1024 Gate Crasher * * * * * (with work) 15 mm tall. The last accessory piece is the Demon-summoning is one of the “basic” long ornate cape that fastens at the wiz- skills held by many high-level mages in ard’s collar and swirls out behind him as if RPGs. This 25-mm scale, six-piece diorama caught in the wind. kit depicts just such a summoning and The wizard is tall, measuring 28 mm to some of the potential hazards involved in his slightly wrinkled eyes. Besides his bending these creatures to your will. cape, he is dressed in a jacket with billow-

DRAGON 113 Lance and Model, Inc. P.O. Box 14491 Columbus OH 43214

C-005 Turtles **** The CRITTER COMMANDOS* game has been out for years, and this Turtles pack expands the races available for miniatures combat. These four figures are scaled to 25 mm and made of lead. All the Figures are one-piece castings, showing a turtle trader and its snapping-turtle bodyguards. The turtle trader is armed with a pistol- grip pump shotgun in its right hand and a two-edged sword in its left. The turtle wears cloth sashes over its shell, gloves on its hands, a campaign hat complete with folded left brim and medallion, boots, and a jet pack. The shell design is simple. There was no major flash on this piece, and no mold-line interference. The turtle is snarling, and its facial details and teeth are fair The two lightly armed bodyguards are snapping turtles, each carrying a pistol- grip shotgun and two bandoleers of am- munition slung over their shoulders (individual rounds are visible). These tur- tles have no extra clothing, and the jet packs on their backs are held on by the ammo belts. There was no flash, and the mold lines are well hidden. Both rest on round, undetailed bases. The last turtle is encased in a battlesuit (maybe it’s a cyborg turtle). No part of the turtle shows except its shell, which is that of a snapping turtle. The turtle is in an aggressive stance, poised to launch the four guns or missile units on its hack. All joints are hinged and plated, some slightly exaggerated for effect. The turtle has a steel-trap jaw and bulbous eye lenses. Even the feet and tail are armored and jointed. There was some light flash around the legs and bottom shell, but it was easily removed. This pack could be used for a number of games besides the CRITTER COMMANDOS setting, such as Palladium’s TEENAGE MUTANT NINJA TURTLES* or RIFTS* games. They could even be Chaos troops for ’s WARHAMMER 40,000* system. This pack is recom- mended if you play any of these games, and it is not badly priced at $6 per pack. wears a long robe that stretches from marks. The cape requires some heavy neck to ankle and extends to the palms of cleaning and mold-mark removal, and it 016 Corporate Ninja * * * * his hands. The robe is cinched by a wide, doesn’t quite fit onto the figure, leaving a The Corporate Ninja works well in any ornate sash. A simple necklace hangs small gap at the collar. Be careful when “techno-enhanced” games. This lead figure around his neck. A stern face with a braid- cleaning so as not to destroy the runes. is scaled to 25 mm and stands on a rough- ed beard and a moustache gazes at the The demon had flash on its ears and wing ly finished oval base. The figure is bent at rising demon; his eyebrows are knit in tips, and mold marks on its arms, but it the knees, as if dodging to the side. He concentration. His right hand clasps a cleaned up easily and quickly. The wizard wears high-topped soft boots with full hook, his left hand poised in the midst of a has light flash on the side, as does the lacing, and the typical outfit of a ninja: spell. His head is capped by a conical hat stand and the bird. All are easily fixed loose-fitting pants ballooning over the with an elaborate band and a star orna- I highly recommend this kit for its detail boots, a loose shirt with hood, and a face ment. and story content. For the amount of time covering that leaves the area from the You must do a little work on this minia- and effort it took to produce this kit, the nose up open. The ninja has an optical ture. The base edge must be cleaned of $9.95 price is very reasonable. This is device on his right eye for sighting, proba- flash and mold marks. and the book and definitely a take-your-time model. bly to enhance the use of the silenced

114 FEBRUARY 1993 pistol in his right hand. His weapons also include a throwing star in his left hand, a set of throwing knives on a belt, and a ninja sword wrapped on his back. Fir: is equipped with a storage pack, shoulder holster; and a pattern on his hands and arms that could be light armor or a cyber weave. The detail is a bit on the shallow side, and there was loss of detail just from handling. I firmly recommend this figure for West End (Games’s TORG* system, FASA’s SHADOWRUN* game, or R. Talsor- ian’s CYBERPUNK 2020* rules. The price is $1.50 each.

Mithril Miniatures, Ltd. Macroom, Co. Cork IRELAND

Ed Wimhle/Prince August Miniatures USA The Byrne Building, Lincoln & Morgan Streets Phoenixville PA 19460

M251 The Ancient Folk: Undead Warrior **** This figure is a two-piece, 25-mm lead casting that comes already primed. It stands on a rectangular base with sloped edges and a pebbled, rough top. The face consists of only a skull with a thatch of long hair blowing in the wind. The death’s grin includes well-done teeth and is high- lighted by a tall collar on the rotting cape. The underarmor padding and garment are visible and show numerous rips, tears, and slashes. The hands are covered by leather gloves. The right hand holds a two-handed sword while the left hand grasps a scab- hard. Rusty, torn, and sliced chain mail completes its outer protection; belts hold the remains together The legs are covered by tattered pants. This figure is well done and could he used as a leader for a number of different undead units. There was light flash on the sword, and the nub needed to be short- ened for the arm to fit into the socket. You must remove a small amount of primer for the glue to stick and must carefully find the right position for the sword. It’s a good figure, but having to reprime the figure because of its arm negates any time saved from its being preprimed. The price is a hit high at $2.25 per figure.

M253 The Ancient Folk: Swamp and hands extend from the bell-shaped Star * * * ½ sleeves. The left hand holds a lantern with 5983 Carthage Ct. The Swamp Star is a one-piece casting shade, supports, and knobbed handle Cincinnati OH 45212-l197 with a base identical to that of the Undead clearly visible. A skeletal face with empty Warrior. The figure is supposed to repre- eye sockets and a leer across its jaws com- Ral Partha Enterprises sent an evil undead that lures its victims pletes this figure and points to the evil c/o Miniflgs into the swamp by carrying a lantern and inherent in this kind of creature. 1/5 Graham Rd., Southampton walkmg ahead of a party to make it think This figure could be used in other games UNITED KINGDOM S02 OAX there is civilization ahead. (including TSR’s AD&D® RAVENLOFT® The figure is dressed in long flowing setting) as a spectral visitor or a guide for 10-600 The Ultimate ATV * * * * * robes from shoulders to feet and has a an undead army. Its cost is $2.25 each. TSR’s GAMMA WORLD® game has un- large pointed hood. Skeletal feet protrude dergone a number of changes through the from under the robe, while skeletal arms years. One of the earlier rule-book covers

DRAGON 115 ders, and hands. The right hand guides the controls, while the left supports a conversion rifle with electronic sights. The head has a pair of pointed “ears,” a sensor eye like that of the Cylons from “Battlestar Galactica,” and a voice box with a hose leading to a power core. There was some easily removed flash, and the peg joining the body sections has to be trimmed some, but the robot is still very well done. The cat is an excellent model with the exception of some flash between the front legs. It measures just over 130 mm and resembles a fisher or large wolverine. The fur detail is excellent. The head is encased in a mechanical device from the top of the upper jaw back, and there is some expo- sure into what would be the brain pan. The head has a number of mechanical devices including eyes, a pair of blasters, and a mechanical brain. The teeth are nicely done. The feet are covered by bion- ic “gloves” with metallic claws that can be used for climbing or attacking. A number of cables snake across the back from the head to controls and tanks located behind the saddle. The saddle is braced by a wide belt running under the beast. The rear and tail of the animal are protected by overlapping plates with a spinal hump. The power source, fuel cells, sensors, and plug-ins are all behind the saddle. There is a huge amount of detail that should keep you busy painting for quite a while. The base is a well-detailed collection of two windswept rocks with myriad cracks and crevices. This completes a piece that could be a showcase model. Because this piece is pewter, some people may choose not to paint this miniature. This piece is detailed enough that you can do this, but painting brings out a number of details that could easily be overlooked. This is not suitable as a playing piece unless you are a glutton for punishment. The claw holes on the feet are very small and shallow, and it is hard to move the model without loosen- ing them. We left them out, and the model still looked good. This is highly recom- mended even with the faults. The cost, mostly because of the pewter, is $30 each.

Heartbreaker Miniatures P.O. Box 105 Folsome PA 19033

Gamecraft had an illustration by artist Keith Parkin- half of the robot is molded onto the cat A16 Gardeners Row son that was later used on a ® body. The top half of the body is a sepa- Business Center, Ltd., Liverpool game fair booklet cover and inspired this rate piece and, on our model, ends in a UNITED KINGDOM L3 6TJ miniature. The figure is a 54-mm scale waist that is smaller than the connection model consisting of 21 parts made of “fine” to the bottom half. This looks wrong, but 218 Zombies **** pewter. The model represents an early we called Ral Partha to make sure that it Zombies are a necessary part of any hunter robot on a genetically altered and wasn’t a problem and were assured that it undead army, and this set is as nasty as mechanically amplified cat. was as it should be. The rib cage has ar- I’ve ever seen. The figures are scaled for The robot is just over 65 mm tall and mored plates with a number of sensor 28 mm and are made of a low-lead com- rides slouched in the saddle. The legs and arrays and a rough finish in the back; the pound. The figures feature slotted 20-mm feet are a collection of front-armored front has still more sensors and overlap- square bases that are high and beveled, plates supplemented by ribbed conduits. ping corrugated plate designed to be flexi- being compatible with the combat stands Joints are shown as plates with hydraulic ble. The arms are hexagonal bars with in Milton Bradley’s BATTLEMASTERS* and assists and shock absorbers. The bottom joints and flexible joints at elbows, shoul- GW’s WARHAMMER FANTASY BATTLES*

116 FEBRUARY 1993 games. The three figures vary in their decomposition, so we’ll go from worst case to the newly dead. The worst case is dressed in rotten and tattered pants held only by a ragged belt. Its left leg is skeletal with bones visible but not well defined. The right leg has holes in rotting, wrinkled skin that expose muscles, tendons, and worm holes. The upper torso has ribs showing on the left and entrails falling out. The right arm has some flash on the bottom and a well-done pectoral muscle showing through. The left arm is skeletal, with clenched in a fist, while the right arm shows three stages of decay with a bracer holding the wrist flesh together. Muscle detail is good, and a relatively intact right hand clutches a huge battle axe. The back is totally skeletal, as is the head, mouth open in fury. The eye pits are not quite as deep as they should be; you may want to drill them out a little. This figure came with a badly twisted base that had to be carefully straightened. The second figure looks like it was once a farmer or peasant conscript. Its pants have rotted away to hip height. The legs have a number of holes where rot has started, and both feet have bone showing. The upper torso is partially covered by a rotted, tattered shirt and has a loss of definition to the muscles that sometimes comes with death. Both arms show skin peeling and underlying muscles. The left hand holds a scythe, and the right is balled into a fist. The figure has a full head of hair and eyebrows, but the skin is pulled back and pinched in the rictus of death. Rot is beginning to show even in the eye sockets. The only mold line blends in with the rot. The last figure looks like one of the recently dead. It wears decaying pants and ripped boots. The upper torso is covered by chain mail with a crumbling surcoat and chest armor. The arms are covered by rotting cloth. The right hand holds a nicked sword while its left hand supports a wooden shield. Its face is contorted into a sort of sneer with parts showing the beginnings of rot. All of its hair is still on but should be painted with flat paint, then repainted with clear flat. These figures are mostly well done, although I wish the bone detail were bet- ter. These figures are well worth it for their “gross” value. The price is $4.95 per pack. figures are made of lead and scaled slight- that wraps around each body. The six ly larger than 27 mm, given their descrip- figures are posed differently, from Leading Edge Games tion in the RPG. Most of the web sprayers hunched down to jumping up. P.O. Box 70669 do not fit on the bodies correctly and My set was missing a spinner but had an Pasadena CA 91117 require some filling; they give the appear- extra head that could be used as a Marine ance of being spare pieces when first trophy. These figures could also be used LE 20300 Alien Warriors Set #1 **** viewed in the box, so don’t throw anything for TSR’s ® BUGHUNTER game or The Alien Warriors set is produced to out. Each head attaches to the body by a other SF games. The price seems high at support both the ALIENS* adventure peg, but the body had a depression rather $17.95 for six figures, unless you remem- game and ALIENS* role-playing game by than a hole for the peg. The head is 18 ber that you get a figure case, too. Leading Edge. The role-playing game mm long and fits over the rigid bony ca- allows you to reproduce the movies or price. Jagged teeth and the tongue are 20303 Queen’s Lair ****½ create new adventures. This set contains visible in the mouth. The paralyzer injec- The Alien queen was a fearsome crea- 18 pieces that form six Alien warriors. The tor and sac are very visible on the long tail ture in the movies and is also fearsome in

DRAGON 117 The queen set is recommended, especially wide open in a snarl on all tigers, with the at $19.95, which also includes a figure long teeth of the sabre-tooth visible. The case. regular tigers are charging while the sabre-tooths are in a fast trot. All wear harnesses, and the chariot attachment RAFM Co. Inc. points are high on their backs between the 20 Park Hill Rd. East shoulder blades. Cambridge, Ontario The chariots consist of five pieces each. CANADA N1R 1P2 They are 63 mm long and 48 mm wide, and have excellent wood grain detail on 3714 Cave Giant on Hunt ****½ the decks. The wheels and sides appear to The Cave Giant is a one-piece 25-mm be metal with wood. lead casting. The figure, measuring just There are two crew members per char- over 55 mm high and 23 mm across the iot. The drivers wear heavy boots with shoulders, is of a male humanoid striding pointed tips, heavy pants with wrinkles, forward. There is a slight mold line on the and a belt from which hang a short sword right leg that required minimal but careful and a wide pouch. The drivers wear tank- cleaning. The skin over his whole body is top shirts with high necklines and heavy covered by blemishes that look like small gloves; their whips are really too thick. rocky outcroppings. Muscle detail looks The fighters wear low boots and knee blocky, almost as if cut from the stone he protectors, and small shields. Their legs, lives around. He wears nothing but a midriffs, and arms are all bare. Each has a loincloth held up by a belt that also sup- bikini-style bottom held up by a belt with a ports a large purse. Around his neck is a shield front, and a chain-mail top with necklace made from the skulls of different shoulder protectors. The left hand holds a animals, with a human skull in the front. round shield; in the right is a serrated- His chest appears to be muscular but also edge sword. flabby. A high spiral crest rises from his I highly recommend this set for anyone back and ends at the collarbone. His arms putting together an Amazon army, or just are blocky and support a huge stone axe as an interesting piece. You could even tied to a tree trunk by thick leather spend some time removing the top piece thongs. A slain deer hangs in back from and camouflaging the straps to get four his belt. tigers out of it. The price for the set is The most nonhuman part of this figure $14.95. is the head, which is totally bald except for a long fringe of hair. His eyes look bugged That’s it for this month. If you want to out. He has a long sharp nose, ridged buy a product pictured in this column, cheeks, and uneven teeth. He gives the bring this magazine with you to your local impression of being part insect (which hobby store. If the store does not stock the miniature form. The miniature consists of makes sense if he can see in the dark of miniature and is unwilling to order it, eight pieces. The body is over 160 mm his environment). contact the manufacturing company. Com- long from nose to spiked tail, and stands This extremely interesting figure could panies often have a list of stores carrying 75 mm at its highest point. The head and really ruin a dungeon-crawling party’s day. their products or can let you know how to crest together are nearly 70 mm. The It is recommended even with the light purchase their items directly or from a body has an external skeleton that has an flash between the arms and the body. mail-order hobby shop. almost undead look to it, except for the Each figure costs $5. If you wish to speak with me, my tele- central torso and chest. The back has a phone number is: (708) 336-0790. It is row of square spines, and cleaning the often easier for me to answer your ques- flash from between the spine pieces and Grenadier Models Inc. tions by phone rather than by letter. My tops took time. The legs have a hard outer P.O. Box 305 hours are MWThF 2-10 P.M. or S&S 10 shell and external veins, with feet that Springfield PA 19064 A.M.- 5 P.M. CST. You can also write to me look like the queen wears high heels. The at: Friend’s Hobby Shop, 1411 Washington legs fit well after the center pegs were Grenadier Models UK Ltd. St., Waukegan IL 60085. trimmed to fit. The hand and arm assem- 19 Babage Rd. bly fit well, although the molded arms in Deeside, Clwyd, Wales * indicates a product produced by a company other the chest are rather fragile. The side UNITED KINGDOM CH5 2QB than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. spikes require trimming and filling when The use of the name of any product without mention added to the body. The huge head, with its 5302 Amazon Attack Chariots ****½ of its trademark status should not be construed as a very visible rows of teeth, requires sup- The Amazon Attack Chariots set con- challenge to such status. port while the adhesive is drying; it fit tains two chariots, each consisting of nine well after minor trimming. different pieces. The chariots could be The set also includes two eggs, one open used for either 25 mm or 28 mm, as the with the facehugger missing and one figures check in at 26 mm to the eyeballs. closed. The two facehuggers on large The tigers are mounted on long, thin bases bases, in two different positions, are the that probably should be wider. The char- What’s your opinion? last pieces in the set and match the movie iots have no bases, and I recommend that What is the future direction of role- photos closely. you make some. playing games? What problems do you Combined with the warriors set, this is The draft animals consist of two sets of have with your role-playing campaign? an impressive group to unleash on any sci- cats, one pair each of sabre-tooth and Turn to this issue’s “Forum” and see fi group or ALIENS game player. If you’re normal tigers. The cats are well done, with what others think—then tell us what going to use the set, I recommend picking shallow surface detail for fur, and stand 16 you think! up a package of weapons for the warriors. mm tall and 57 mm long. The mouth is

118 FEBRUARY 1993