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Features The Missing Dragons Richard Lloyd A classic article returns with three new dragons for the AD&D® game. Departments 26 56 Wyrms of the North The evil woman Morna Auguth is now “The Moor Building a Better Dragon.” Paul Fraser Teaching an old dragon new tricks 74Arcane Lore is as easy as perusing this menu. Robert S. Mullin For priestly 34 dragons ... “Dragon Dweomers III.” Dragon’s Bestiary 80 Gregory W. Detwiler These Crystal Confusion creatures are the distant “Dragon-Kin.” Holly Ingraham Everything—and we mean everything — 88 Dungeon Mastery you’ll ever need to know about gems. Rob Daviau If you’re stumped for an adventure idea, find one “In the News.” 40 92Contest Winners Thomas S. Roberts The winners are revealed in “Ecology of a Spell The Dragon of Vstaive Peak Design Contest.” Columns There’s no exagerration when Vore Lekiniskiy THE WYRM’S TURN™ ...... 4 is called “a mountain of a dragon.” D-MAIL™ ...... 6 50 FORUM ...... 10 SAGE ADVICE ...... 18 OUT OF CHARACTER ...... 24 Fiction BOOKWYRMs™ ...... 70 The for Steel CONVENTION CALENDAR ...... 98 Ben Bova DRAGONMIRTH™ ...... 100 Orion must help a young king find both ROLEPLAYING REVIEWS ...... 104 a weapon and his own courage. KNIGHTS OF THE DINNER TABLE ... 114 TSR PREVIEWS ...... 116 62 PROFILES ...... 120

Staff

Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha On the Cover blends with science fiction in this month's anniversary cover.

DRAGON 248 • 3 ® DRAGON Magazine (ISSN 0279-6848) is published monthly except November (twice monthly) by TSR, Inc., 1801 Lind Avenue S.W., Renton, WA 98055, United States of America. Periodical-class postage paid at Lake Geneva, WI, U.S.A., and additional mailing offices. Postmaster: Send address changes to DRAGON Magazine, P.O. Box 469086, Escondido, CA 92046, U.S.A. USPS 318-790, ISSN 0279-6848.The postal address for all materials from the United States of America and Canada except subscription orders and change-of- ® address notices is: DRAGON Magazine, 1801 Lind Avenue SW., Renton, WA 98055, U.S.A.; telephone (425) 226-6500; fax (425) 204-5928. DISTRIBUTION: DRAGON Magazine is available from game and hobby shops throughout the United States, Canada, the United Kingdom, and through a limited number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and in Canada by Random House of Canada, Ltd. 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4 • JUNE 1998

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Wizards & Templars many beards? Additionally, the wizards RPG materials: The following articles, Dear DRAGON Magazine, always seem to adopt a certain pose- both from DRAGON Magazine, offer I’d like to praise Ted Zuvich’s outstand- why does fire, light, or electricity advice on creating knightly orders: “The ing work in his article, “The Laws of always flare about in the wizards’ Code of Chivalry,“ by Mark Easterday Spell Design” (issue “242). The article was hand(s)? Let’s have some wizards with (issue #125), and “To All a Good Knight,” very well thought out and is very useful. character, please. Wizards are meant to by Tom Griffith (issue #195). The Com- Referring to Keith Coon’s letter (in be complex, but we generally only see plete Paladin’s Handbook also offers a sec- “D-Mail,” issue #244), Eric Oppen’s arti- them about to blast a monster. tion on this topic, as do Chaosium’s cle “Servants of the Jewelled Dagger” (in To illustrate what I mean, I refer to the “Secret Societies” sourcebook (for the issue #152) outlined the lives and habits two most interesting examples of art Nephilim* RPG), and White Wolf’s Dark of the Duergar. I like Keith’s suggestion depicting wizards (in my opinion, at Ages Companion (for *: the Dark for an “Ecology of the Spriggan”— least). In the AD&D® 2nd edition Player’s Ages); both offer useful information on they’re a great bunch of beasties. Myself, Handbook (page 60), we can see a smiling the knightly orders. I’d love to see “Ecology of the Yeth , happy because he’s just com- Non-fiction books: Michael Baigent, Hound.” pleted a (badly-made) pot. The other Richard Leigh & Henry Lincoln, The I’m not a fan of the ® example is found on page 63 of The Book Holy Blood and The Holy Grail, London, setting, but I do like Ed Greenwood’s of Magecraft, for the BIRTHRIGHT® 1982. Michael Baigent, Richard Leigh & writing. “Wyrms of the North” is a bril- setting; in this picture, we see an appren- Henry Lincoln, The Messianic Legacy, liant column, which I adapt for my own tice horrified at the results of his miscast London, 1986. Michael Baigent & Richard spell, and his despairing Leigh, The Temple and The Lodge, London, mentor. 1989. Graham Hancock, The Sign and The T here’s more to wizards There’s more to wizards Seal, London, 1992. John J. Robinson, than simply than simply blasting foes, Born in Blood, London, 1989. blast ing as the two examples illus- Julian Neale foes . . . trate. Therefore, fantasy art Cheshire, should reflect this. Does use. Could he please write one of the anyone agree with me on the topic of Thanks for the good tips on templars sources, articles featuring my all-time-favorite wizards in art, or am I talking hogwash? Julian. Unfortunately, we had to delete your dragon species, the shadow dragon? Finally, I refer to ’s “Knights list of websites because we couldn’t find them I want to now make a few comments of History” article (issue #243). I’d like to (perhaps due to a typo in the original letter or about art. Not the quality of art—TSR’s supplement his bibliography, which I’ve a change of location). Any good web search artists have produced excellent work broken down into two categories: RPG should turn up plenty of sites, and we’d be over the years. Incidentally, I’ve never materials and non-fiction books. I’ve delighted to hear of any good sites relevant to seen a letter praising Jim Holloway’s read many books about the Knights Tem- other magazine articles. work. Many times, the expressions on plar, including most of the ones sug- Speaking of the web, in addition to email the hapless adventurers’ faces in his art gested in Mr. Perrin’s bibliography, and and regular mail, you can share your opinions has made me smile. Continue your good while those books provide an agreed his- with the magazine staff on the first Friday work, Jim. tory, all they offer is one broad historical night of each month, at 10:00 Eastern Time, It seems to me that wizards are view. The books I mention here are a in the chat rooms of the TSR website. Be sure painted in three stereotypes, which I’ll sample that provide “alternative” views to visit the site ahead of time to download the call the sorcerer’s apprentice, the attrac- of the Templars. In my opinion, alterna- appropriate software, then come armed with tive woman wearing skimpy clothes, tive views are more useful for providing your most pointed questions and comments! and the bearded Gandalf clone. Why so DMs with ideas for adventures. You can find the site at www.tsr.com.

6 • JUNE 1998 More Honey & Vinegar

Dear DRAGON Magazine, After reading “Honey and Vinegar” in issue #246, I decided to give my opinion of the latest issue of DRAGON Magazine; I have been a reader of the magazine for nearly 20 years now, so I thought it was about time. As with the majority of issues, the cover artwork was superb, and every time I look at the picture I notice some- thing new and exciting about it. I do not remember seeing much of Michael Sutfin’s artwork before, but from now on I will make sure to keep an eye out for it. And I must say that Phil Robb’s ® artwork for the ALTERNITY article gives the game a heroic and brutal look that I was hoping it would have. ALERNITY is one game I am waiting for with much anticipation. So what articles did I like? Well, over- all, I liked all of them, for it is a rare month when an issue contains an article that is badly written or not of any inter- est to me. But, as far as what articles I would use, from issue #246 I would defi- nitely say that “A Few Good Hench- men” and the characters from “Rogues Gallery” will soon be entering my local campaign. This is not to say that the other articles were of no interest to me, but it does mean I have no current use for them. Mind you, ’s chart for quick henchmen certainly proved use- ful, just like the other articles he has writ- ten over the last few issues. I now use his card method for working out individual XP and his situation dice — which, by the way, the players in my campaign think is an excellent idea. I have never been too fond of “The Wizard’s Three,” but that’s mainly because I never get too excited about articles that contain yet more spells for the AD&D game, unless, of course, the spells center around a new type of magic or mage, as the air elementalist of a pre- vious issue. “Bazaar of the Bizarre” and “Wyrms of the North” do nothing to enhance my campaign, but I enjoy the articles. What I tend to glance at first is “Forum,” ”Knights of the Dinner Table,” and “Roleplaying Reviews,” which I notice in this issue was written by Allen

DRAGON 248 • 7 Varney instead of Rick Swan. I disagree Even though they were my favorite, good work, and thanks again for an with Eric Silveira over Floyd, however, as the fact that there were no “funny” let- enjoyable April issue. I miss it already and look forward to fur- ters to print last issue is a mark that the John L. Larson IV ther adventures of that excellent strip. level of informed, intelligent gamers has Seaside, CA Good, solid articles that contain depth, generally increased over the years, per- originality, and, of course, something I haps because of the high quality articles While normally we’re not out to fool our can use in my campaign, are what I to which DRAGON Magazine has recently readers, we’re glad we fooled you this time, enjoy the most. been dedicated. John. That‘s not to say we aren’t hoping for Please keep up the good work! And, A good example is “The Wizard’s some funny-ha-ha letters for next year, but by the way, if we are putting in a vote for Companion,“ in which Lloyd Brown III we’ll stay focused on useful, enjoyable game who we want to see in “ProFiles,” I presents a wide variety of different articles. Just keep telling us which ones would like to vote for Ed Stark, who has homonculi and describes them in detail. you‘ve liked best, what you’ve liked least, and written some superb products for the The article is put together in a user- what you’d like to see done for the first time. BIRTHRIGHT Campaign. friendly format and has made it easy for Your opinions are changing what articles we J.D. Sivyer the DM hurting for time. buy every month. Setnton Park, Western Australia The “Bazaar of the Bizarre” depart- In recent months, the volume of letters has ment, “Cauldrons and Cookery,“ by B.A. grown enormously. Thanks to everyone who As a fan of “Floyd,“ you must let us know Landires, was also useful, allowing DMs has sent one! Most of those letters, however, what you think of “Nodwick” (see below), to flesh out fantasy laboratories and have been long, detailed, and generally which we think is the funniest thing since kitchens everywhere. superlative epistles to “Forum,” where we’ll “Knights of the Dinner Table.” As for what I thought that “The Ecology of the never have room to print all of the excellent kinds of articles you’d like to see, rest assured Flumph,” by Johnathan M. Richards, commentary on game mechanics, house we’re on the same wavelength. “Useful” is was another typical April concoction, rules, campaign preferences, and other role- our byword. and though the flumph will never fly (or playing issues. (But you can see how we’ve squirt, or poot) in one of my campaigns, let the walls out to make a little more room April Fools the article was still well written and over there.) Do keep sending those letters to Dear DRAGON Magazine, entertaining. “Forum,” but while you’re at it, drop us a I have previously read DRAGON Maga- Although there are probably several line here at “D-Mail.” zine’s April issues with a mix of dread more iterations in existence, I think that and anticipation; I look forward to “D- “Wyrms of the North” is just about Mail” for its humor but cringe at having played out. Turn Ed Greenwood and his to wade through the mire of foolish writing expertise loose on another pro- Unless otherwise noted: ® designates registered trademarks owned by TSR, Inc. monsters, characters, and fiction. Issue ject. ™ designates trademarks owned by TSR, Inc. © 1998 TSR, Inc. AU Rights Reserved. #246 fooled me by being completely the Great job by Dale Donovan, Christo- * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the opposite. pher Perkins, Bob Klasnich, and espe- companies publishing those products. The use of the name of any product without mention of its trademark status should cially . Keep up the not be construed as a challenge to such status.

By Aaron Williams

8 • JUNE 1998

Question of the Month Respond to the Question of the Month or any other roleplaying topic by mailing “Forum,” DRAGON® Magazine, 1801 Lind Avenue S.W., Renton, WA 98055, USA; [email protected]. All material should be neatly typed or handwritten. You must include your full name and mailing address if you expect your letter to be printed (we won’t print a letter sent anonymously), but we’ll withhold your name or print your full address if you so request. Should alignment in the AD&D® game represent an absolute value or a subjective guideline?

Weapon Balance preparing some powerful opponents for weighted forces one to use it correctly. The question of the month about my players. I decided that in the distant Perhaps the best example is the cross- whether weapons should be adjusted to , twelve paladins had been cor- bow. Contrary to popular belief, the make a greater variety attractive to play- rupted by a powerful evil. Each paladin crossbow was not developed because it ers (issue #245) sent my mind into the had been corrupted in a different way, was more powerful than the long bow. distant past of the early 80s. In one issue and the form of their corruption stayed The common English longbow of the of DRAGON Magazine, there were two arti- with them. For example, one had given time of Henry V was the deadliest cles discussing weapon restrictions. One in to lust and was now accompanied by weapon of the time. In the battle of argued that weapon restrictions should the banshee spirits of the women who Agincourt, nearly a quarter of the French be removed but that damage should had enticed him. Another fell to fear and knights carried crossbows into battle. depend on character class and the type now carries a far stronger fear aura than Henry V brought no crossbows but of weapon. Under these rules, a fighter other death knights. instead enlisted dozens of peasants who would cause a set amount of damage Scott Hall had grown up with longbows for hunt- with whatever type of weapon he used Los Osos, CA ing. The English won with reportedly (1d8, if memory serves). Other classes fewer than 100 casualties; the French would cause less damage than the Superior Weapons casualties numbered near 10,000. Histo- fighter with weapons normally allowed I am writing in response to the question rians agree that Henry V won that battle and even less with weapons that the of the month from article #245. Some because of his longbows. class was normally restricted from weapons should remain clearly superior Why did anyone invent the crossbow? using. Under these rules, one could have to others simply because some weapons Have you ever fired a longbow? Have wizards wielding swords like Gandalf, are clearly superior to others. The sword you then fired a crossbow? A crossbow or spear-carrying clerics of Odin. More is one of the best weapons in the game works much the same as a pistol, only importantly, one would not have every because it is one of the best weapons in with less kick and thus with even more fighter carrying a long sword (far and human history. It is not a wonder that ease. A longbow is all about finding the away the best melee weapon in terms of almost every culture ever to succeed at range and placing the angle. As a result, speed and damage). With these changes, eventually developed the sword at training for crossbowmen was 24 some point in their history. However, weeks. For the longbow, medieval he sword is one T of the best weapons in the game because it is one of the best weapons

in human history. why then did they bother creating English records recommend hiring weapons like the battle axe and glaive peasants, because it would take too long the choice of weapons for a character guisarme? They created them for three to train someone from scratch. The cross- could help in developing who the char- simple reasons: they were easier to use, bow was invented because it was easy to acter is, rather than being chosen for they were trying to save money, or they learn, not because it was “better” than a damage capability. thought the various weapons would be longbow. Harry Pratt’s letter on death knights useful-and they were wrong. Perfect examples of cheap weapons (#244) also caught my eye. Along with The battle axe is an excellent example are the club and staff. They are basically dragons, free-willed undead have of a weapon that is relatively easy to use. pieces of wood. Many weapons are always been a personal favorite. His You lift it, and then you let the weight variations on the theme. These include suggestions for modifying the powers of make a big cut into the enemy. You don’t the mace and morningstar, which are death knights inspired me to add a bit of have to know anything about an axe to really just pieces of wood with chunks of history to my campaign world while use it well. The way it is built and scrap iron stuck into them. It is true that

10 • JUNE 1998 people later took these weapons and what roleplaying is all about. Second, try reprinting the same information twice, made more “professional” versions of raising the prices for swords and lower- as the current DMG and PHB seem to them, but these versions were not signif- ing the prices for other weapons to better do. In short, the DMG should contain icantly better. Another great example of reflect the true cost of making the everything not covered in the PHB that a cheap weapon is the military fork. A weapons. Third, and this is only a sug- the DM needs to conduct a campaign. military fork is basically a pitchfork with gestion, require an extra proficiency slot The PHB should cover character con- its spikes straightened and sharpened. be spent on some weapons, especially struction (abilities, races, classes, etc.), Every farmer has a pitchfork, a hammer, bows. In addition, perhaps allow players spells, equipment, saving throw tables, and a sharpening stone, so every farmer to spend one slot to learn more than one etc. Anything a player needs to know can make a military fork for free. “easy weapon,” like all crossbows, or should be in the PHB. I say, Weapons that people made because any kind of blunt heavy whacking thing. when in doubt as to whether something they thought they were better but were The weapons and their stats are well should be in the PHB or the DMG, put it wrong include mostly polearms, Basi- represented in the various TSR products. in the DMG. cally, they kept adding things to the ends The only problem with these weapons F. Matthew Fagan of their fanning-tool shafts in order to and their statistics is not how they are, Toms River, NJ deal with “special circumstances.” A but how players interpret them. [email protected] hook was for dismounting knights, a M. Kant hammer was for a “good stiff blow,” and [email protected] One Book To Rule Them All an axe blade was so one could “do some Regarding the presentation of the PHB real damage.” Polearms were just glori- Big DMG and DMG, I’ve never found the DMG to fied Swiss-army knives tied to the ends Except for the lack of a good index, the be very useful. The two books could and ® of sticks. After Alexander the Great’s original 1st-edition definitely should be combined into one pikemen, polearms have never Guide (DMG) was the best! It had more book. advanced, with the possible exception of information for campaign construction As far as a 3rd edition goes, I’ve the halberd, which is really only good that any book published since, and it always thought of the PLAYER’S OPTION™ for chopping off the ends of pikes. adhered to the sacred “everything line as a de facto third edition, but after With all of the above in mind, how optional” rule. nine years of DMing, these are the then should DMs “encourage” players Yes, the DMG should be bigger and changes I’d suggest: to use something other than the long contain more information. That’s just the Adopt the proficiency rules from the sword and longbow. First, remind play- nature of the game. Do not— I repeat, do article “Back in the Saddle” from issue ers that their characters probably do not not — combine the Player’s Handbook #225, and try to have as many proficien- know that a long sword is really better (PHB) and DMG into one book! The rea- cies in the new PHB as possible. Reintro- than an axe. The players may know, but sons are numerous and obvious (I hope). duce the half- and half-ogre, and get they should pretend they do not; that is I do think space could be saved by not rid of the gnome. (Blasphemy, right?) For classes, I’d keep the basic structure By Joe Pillsbury but eliminate multi- and dual-classed characters by adding several classes that mimic all the class combinations, follow- ing the examples in the article “In a Class by Themselves” from issue #243. As in the 2nd edition, the various races would be limited to certain classes. Align- ment rules must be eliminated or made more like the ones in the Palladium or Star Wars* games, where doing evil has real consequences. I’d also consider using ® the horror check rules from in all the settings. I totally agree with Jon Goranson, who states that experience based on killing monsters must go; change over to a skill-based system like in Star Wars or Vampire*. I’d keep the sub- abilities from Skills & Powers, and use the ® ALTERNITY game’s Durability rules instead of hit points. William De Franza Address Withheld

12 • JUNE 1998

Stop Running Inside! so-called game-breaking characters and might as well create your own. I thought I would write in about the dif- the players who create them through Another camp argues that a DM can ference in indoor and outdoor ranges for creativity and skill. change anything he likes in any setting movement, missile weapons, and spells When you get right down to it, these and it will remain the same. It’s the discussed in the “Sage Advice” column characters are not bad. A character’s per- DM’s prerogative to do so. in issue #246. sonality is not necessarily inversely pro- The third camp (the one I belong to) I can’t explain the difference in spell portional to his combat ability. Many suggests that the DM can keep what he ranges, but I can explain the reasons game systems encourage powerful char- likes and toss out the rest. The setting why the ranges for missile weapons and acters. will remain basically unchanged and movement rates existed. First, missile What is required is a bit of maturity on keep its original flavor as long as certain weapons. To gain the maximum range the part of both the DM and the players. elements of the campaign is kept. out of any bow, javelin, spear or most The DM must simply determine, before So I now ask, “What is a campaign other missile weapons—I assume this characters are created, what type of setting, what is it used for, and how holds for crossbows too, but I’ve never game he wants to run: a game with aver- much can the DM change it without the used one, so I don’t know—you must age characters of the whole nature of the set- use an arched trajectory. Basically you‘ve got to aim well above the point you character’s personality is not necessarily want to hit. This is very difficult to do A inversely proportional to some place with only 10 to 15 feet of his combat ability. ting being destroyed?” head room. The indoor ranges listed in I would say that a cam- the old rules were assuming that charac- paign setting is basically a ters would be firing with a flat trajectory; type most often advocated by the rules world created by the design team (in this thus, the shorter ranges. books, or a game in which the PCs are of case, TSR) to give the DM and players an Second, movement rates. Skip more heroic proportions, like the charac- interesting world in which to play Usu- Williams points out that most runners ters found in most fantasy literature and ally, it has a theme, be it horror, fantasy, do better indoors than out, so the old television. When that has been decided, sci-fi, or whatever. rules didn’t make sense. But you really the players must cooperate; they must be In the old days of gaming, many DMs must consider a couple of points. Mr. willing to create a character appropriate felt that published settings and modules Williams was referring to people run- to the style of game the DM has chosen. were little more than “canned cam- ning on a nice, flat, rounded track in a It is natural for players to want to play paigns” designed for the DM who didn’t well-lighted area. The average dungeon powerful characters. After all, most of want to invest the time in creating his or cave is none of these things. The areas the main characters in popular entertain- own world. We (very wrongly) snubbed that characters are likely to be running ment are far more than average individ- the idea of using these campaigns. through are dark, with sharp corners, uals. Powerful characters are perfectly We finally began to take a look at rubble, dead bodies, pits, and other playable; when these characters are some of these campaigns and saw that obstacles lying in the path of the run- depicted in literature, they are rich and many had some pretty neat stuff in ning, and tend to be full of various interesting. There is no reason that these them! Lord knows I’ve ripped off ideas ® unpleasant creatures. All of these things individuals can’t be just as wonderful as from Middle- and and slow prudent people. On top of this, if PCs, especially since many players can put them into my worlds. you want to see where you are running, better roleplay the competent and capa- Then along came the FORGOTTEN ® you‘ve got to keep a light source going. ble hero than the character whose sole REALMS setting. I looked at it, and wow! Its very difficult to keep a torch or saving grace is a really good score in the Richly detailed with history, politics, and lantern burning while running. Trust groveling proficiency. culture; this world was the sort of thing me, I’ve tried. Dashiel Nemeth I’d always wanted to do in my own cam- Daniel Harszy Carmel, CA paigns. It had a few things I didn’t care Butte, MT for, but overall I liked what I saw. Official Settings I now understood that a campaign Don’t Hate Me Because Several of us have recently been having setting could be much more than just a I’m Powerful a very passionate conversation about the “crutch” for the DM to rely on when he In the ten years I have been playing the difference between the various cam- couldn’t (or wouldn’t) create his own AD&D game, I have encountered many paign settings and what control a DM campaign. people with an unnatural malice toward has over said settings. Some accuse the FORGOTTEN REALMS some members of the gaming commu- One camp claims that the DM should setting of being a setting for power- nity. They take the gravest offense from not alter the boxed setting in any way, gamers and munchkins. They seem to those who enjoy playing characters of because to do so would change the feel that Realms folks see all the power- truly heroic proportions. Indeed, even setting and thus mean that the DM is ful magic that many of the NPCs in the the fine books that present the rules of throwing away his money. Seems that if setting have and thus expect to get all the game show a profound dislike of you alter the setting in any way, you this magic as well! When presented with

14 • JUNE 1998 the response that a DM can do what he have a pretty good idea where I was doubt that it is still the Realms. Elmin- likes in his own campaign, these people (and then probably soil my armor in the ster goes plane hopping and is absent for respond that we should either stick to process)! What if you met up with months on end, yet the Realms remain the rules in the setting or risk altering it or one of ? the same. I’ve got a major-league war in such a way as to destroy the flavor of What if you journeyed awhile with Mirt going on just west of Cormyr, but folks the setting—that the setting would the Moneylender or Volo? Would you be know what world they live on. And just change and it wouldn’t be the Realms able to guess that you were in the because the NPCs in the Heroes’ Lorebook anymore. Realms? have lots of magic doesn’t mean I dole I disagree. Sure, there are some things So perhaps it’s the personalities that out treasure to my PCs. that should be retained in the Realms. To are the key here. Perhaps the unique Players in my campaign who would change them would damage it. But what NPCs are the primary indicator of a set- whine about the lack of magic are little is it that makes the Realms the Realms? ting. The (which are personalities more than voices crying out in the Is it the presence of certain NPCs? Is it as well) are another indicator. One could wilderness! I give the PCs what I want certain cities or the pantheon of deities? argue that natural phenomena hold a them to have, and I take away from What makes the FORGOTTEN REALMS set- key, but is there a unique natural phe- them what I want to take away I am ting unique? nomenon in the Realms? (Aside from responsible for what goes on in my cam- I say it’s a combination of all of the Wild or Dead Magic regions, which paign and if the party gets powerful too above and then some! The presence of weren’t in the original set.) And who quickly then it’s my fault, not theirs. If I the Zhentarim would be a good tip-off controls all of these? Who sees to it that ever change my mind and give out more as to what setting a player is in. Water- the players have an opportunity to stuff, then fine. I am experienced enough deep and are others. encounter these personalities? to know how to handle my players. I I say that a DM can have any and all It’s the DM, the “grand creator.” A won’t blame the setting for my mistakes. of these elements in any campaign at world is what you make it. I can turn the And the setting remains the same in certain places in his world (be it Realms into Ravenloft if I wanted, or all cases. Everyone knows that they are “canned” or homemade), and the cam- vice versa—though it would be silly playing in the Realms. The Harpers still paign can still be a unique setting. There Altering things that much would be work to thwart the Zhents. The Red are places in Ravenloft that resemble going too far and be throwing away Wizards still work to expand their Mulhorand. There are places in the your money However, I can tweak domain and develop strange magics. Realms that resemble Barovia. There are things a bit here and there, and the set- The Seven Sisters still go about their jobs creatures that would be completely at ting will remain unique. on a daily basis, the caravan routes are home in either setting! So just what is it For instance, I do not use the Cult of still full (although at the moment that makes each setting unique from the the Dragon in my Realms setting. (Got they’ve had to find alternate routes to others? If I (as a PC) turned a corner and nothing against ’em—I just don’t choose the West), and Elminster still gripes bumped into , I’d to use ’em). But there is absolutely no about Vangerdahast! Occasionally I have the gods walk the Realms in disguise, but no one’s the wiser. The are upset over the loss of their lands, and some have resorted to retaliating against certain individuals, but it hasn’t changed the face of the Realms. Life goes on daily The king is on his throne, and all is well with the world. I strongly believe that a DM can make changes, can tweak things a bit here and there to make a campaign interesting, and still not lose the setting’s flavor. Dennis W. Young Route One, Box 188-M Centreville, AL 35042

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16 • JUNE 1998

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This month, the Sage elaborates on character history. Its Skills & Powers statistics might Strength, Dexterity, Constitution, and creature abilities in the AD&D ® game. be: Cost 3; Initial Rating 7; Relevant Abil- Charisma: minimum 11; maximum 15. ity Intelligence/Knowledge, Charisma/ Intelligence, Wisdom: minimum 12; The Skills & Powers book has an Leadership. maximum 16. optional revision to the nonweapon Sahuagin are, overall, smarter and proficiency rules. Instead of a PC’s ini- I’ve just finished rereading all the great stronger than other demihumans, but tial rating at a proficiency being based information on the sahuagin in The Sea only because they kill off the weaklings. on an ability score, it is set at a certain Devils, but I’m disappointed that there In any case, it should be hard to qualify number. A relevant ability modifies the is no information on sahuagin PCs. for this race. rating, and the rating can improve as What would the ability score adjust- For malenti, use the same class and the character expends character points ments, ability limits, and class and level level limits as half elves—but no wizards while advancing levels. This is a more limits for a sahuagin character be? I of any kind. For sahuagin, use the realistic approach, and I prefer it to the would expect them to have pretty hefty limits, but again, no wizards. old method. The problem is that only Strength, Intelligence, and Dexterity the proficiencies listed in the Player’s bonuses. What would be the chance On page 92 of the High-level Campaigns Handbook are covered in Skills &Powers. that such a PC would have four arms? book, it says that the chance of success- There are dozens of proficiencies listed The Sea Devils lacks any such rules fully brewing a potion is 70% +1% for in other books that aren’t covered. Has because sahuagin are the result of an every two levels of the creator. The anyone converted these extra proficien- ongoing eugenics experiment that ruth- example on page 95, however, says the cies to the Skills &Powers system? lessly weeds out individuality. (The vast chance is 70% +2% for every level of the I don’t know of anyone who has taken majority of adventure-minded sea devils creator. Which is correct, the text on on this task, which would be monumen- are fed to the sharks at an early age.) page 92 or the example on page 95? tal considering how many proficiencies Sahuagin PCs could be possible for an The chance to create a potion is 70% there are spread out among all the undersea campaign, but 90% of them +2% per character level. (The text on optional books (many more than mere should be malenti (sahuagin who look page 92 has a typo.. Note that any roll of “dozens”). If you want to use the Skills &, like sea elves); the remaining 10% 96 or higher is always a failure. Powers system for proficiencies not should be normal, two-armed sahuagin. included in that book, you’re on your Among normal (not malenti) sahuagin In the Skills & Powers book, rangers can own, but I offer these tips: characters, there should be, at the maxi- learn a skill called ”sneak attack,” which Character-point costs to learn profi- mum, 1% with four arms, and many of works just as a thief’s backstab ability. If ciencies should range from 4 to 6 (or 2—3 these should be missing a limb or three the ranger is high enough level to make CPs per “slot”). Initial ratings should from hunting or war mishaps; four- multiple attacks, can he make multiple range from 5 (tough) to 8 (fairly easy). armed sahuagin lead extra tough lives, sneak attacks? What happens to the Note that Skills & Powers exceeds these especially during youth. ranger’s Strength bonuses? How can limits, but only rarely. All the foregoing should be deter- rangers even use this skill? After all, The best way to assign initial ratings mined by dice roll, because sahuagin rangers must be good, and attacking and costs is to look in Skills & Powers for don’t get to decide much of anything by without fair warning doesn’t seem like something similar to the proficiency in themselves. a very “good” thing to me. question and assign similar statistics. For For sahuagin ability scores, do not “Sage Advice” has covered part of this example, the information gathering pro- give any bonuses or penalties. Instead, one before in regards to thieves. Once ficiency (from the Complete Thief’s Hand- set very narrow racial limits. I suggest the ranger gets into position for the book) is somewhat similar to local the following: attack, only the first attack the character

18 • JUNE 1998 makes gains the “sneak attack” bonuses, provided they are of sufficient level. cold-based spells with ice effects hin- namely a +4 attack bonus and a multi- Players have good cause to gripe if you der undead or other creatures immune plier to weapon damage. Apply damage flatly refuse to allow them to explore this to cold? That is, while a skeleton would bonuses (from Strength, weapon skill, aspect of their characters. The High-Level suffer no damage from a cone of cold, weapon enchantment, or any other Campaigns and Spells & Magic books con- would it be crushed by the stones from source) after you apply the multiplier. tain helpful information (and rules) for an ice storm or similar spell whose dam- The ranger can choose which attack in creating magical items. DRAGON Maga- age is dealt kinetically? What about a a series of multiple attacks gets the zine issue #242 (December, 1997) had an combined-effect spell, such as the 2nd- bonuses, but any other attacks the excellent article on the fine art of spell level spell ice knife from The Complete ranger makes during round in which the creation. Wizard’s Handbook, which deals damage sneak attack occurs are resolved nor- both through cutting and cold? For that mally Note that a ranger of any level According to the AD&D CD ROM, it is matter, would a stoneskin spell protect a could gain “multiple attacks” just by impossible for a ranger to use weapon character from an ice storm? using two weapons. The same rule specialization, but I know I’ve read I appreciate your effort; however, applies no matter how the character somewhere that they can. Is this in “Sage Advice” has never dealt with this gains multiple attacks. error in the program? particular question. The answer A little DM mistrust of ranger sneak The program is right. Early printings depends on the spell. Ice storm delivers attacks is a fine thing. Sticking a sword of the Complete Fighter’s Handbook con- both impact and cold damage. A crea- through someone’s back is arguably not tained an erroneous reference to weapon ture would have to be immune to both “good.” On the other hand, sticking a specialization for rangers and paladins, types of attacks to be immune; a skele- sword through someone’s front isn’t but the error was corrected in later print- ton, immune to cold, is still battered and necessarily any better. A ranger is a war- ings. Note that if you’re using the rules suffers full damage. A character pro- rior and will find it necessary to slay foes for creating custom characters in the tected by a stoneskin spell is immune to at least once in awhile. The important Skills & Powers book, rangers and pal- an ice storm’s impact damage but still subject to its cold. (An ice storm also o cold-based spells with ice effects drains one “” from the stoneskin.) D hinder undead or other creatures immune An ice knife shatters on impact and inflicts only cold damage, leaving a crea- to cold? ture such as a skeleton unharmed. Spells such as wall of ice cannot damage cold- thing to keep in mind is that a sneak adins can purchase the ability to special- resistant creatures unless dropped on top attack ability does not give a ranger free ize in a weapon with character points. of them for an impact effect (though its reign to make unprovoked attacks on The expenditure of character points, cold still affects creatures immune to inoffensive creatures. A ranger should however, means that these characters impact damage as noted under ice storm, have a darn good reason to use this abil- must give up some other class abilities. above). A stationary wall of ice provides a ity. For example, a ranger sneaking into physical barrier against any type of crea- an enemy encampment to rescue a pris- I have noticed that out of all the ture, but cold-resistant creatures usually oner might have cause to stab a sentry in PLAYER’S OPTION books and the Player’s can break through it with no ill effect save the back on the way in or out, especially Handbook there is no mention of what for the delay the effort entails. if the character can avoid having to fight weapons a ranger can wield when off every creature in the camp by doing fighting with two weapons. Let’s face it, I was reading the DUNGEON MASTER so. On the other hand, if the ranger a ranger wielding two bastard swords Guide and noticed that scrolls are con- comes up behind a fellow traveler on a would be quite a funny sight. sidered 6th level or one level higher road, he ought not to stab the poor fool The rule you’re looking for is in Chap- than required to cast the spell. A wizard in the back just because the opportunity ter 9 of the Player’s Handbook, in the needs to be at least 9th level to make a presents itself. Attacking with Two Weapons section. scroll! What gives? The rule is fairly long, but it boils down Nothing “gives.” I assume you refer to I’m a desperate DM. One week ago I to this: A man-sized ranger can wield a the text on scrolls in Appendix 3. You had a terrible argument with one of my size-M or S weapon in the primary hand, have quoted the rule correctly A spell players. Can you answer with a plain and a size-S weapon in the secondary scribed on a scroll always has a casting “yes” or “no”: can the player’s character hand. An optional rule in the Complete level (for determining level-based vari- research new spells and magical items? Fighter‘s Handbook allows for two size-M ables such as range, damage, duration, No—not if you, the DM, don’t want weapons. and resistance to dispel attempts) of one him to. (That’s the “plain” part of the level higher than the minimum required answer.) On the other hand, spell and As hard as I tried to find “Sage Advice” to cast it, but never less than 6th level. magical item research is a legitimate columns in old back issues and answer The rule tends to make a scroll spell less pursuit for wizard and priest characters, this question myself, I couldn’t. Do potent when read from the scroll than it

20 • JUNE 1998 would be if the character who wrote the sistent effects give no benefit unless the In addition to the ability to be scroll cast it herself. (sometimes consid- character concentrates on them. For druid/rangers, rangers of Mielikki gain erably less potent). In other words, the example, a character with a persistent some extra proficiencies—any three of act of writing a scroll limits its power. ESP or detect magic effect does not gain the four bonus proficiencies listed on Alert readers will notice that the caster information from the effect unless the page 114 and religion (as noted on page could actually gain a casting-level boost character actually concentrates on using 113). Otherwise, rangers of Mielikki from this rule. In such a case, assign the the ability. Such concentration counts as function exactly like the rangers caster’s own level to the scroll (A scroll the character’s action for the round in described in the Player‘s Handbook. spell never functions at a level higher which the persistent effect is used. than its creator’s level.) The second note under the undead I know several DMs who allow char- Can a character with the modern lan- turning table in the Player’s Handbook acters to control the casting level of guage proficiency learn extra lan- says that undead living on the outer scrolls they write, so long as it is not less guages that exceed his Intelligence planes can be turned as “special” crea- than the minimum level required to cast score allowance? tures. Thus I suppose that only undead the spell. In most of these games, the If the nonweapon proficiency rules are creatures are affected. A baatezu or a actual casting level (not the spell level) is in play, a character takes the modern lan- tanar’ri cannot be turned. Right? used to determine the failure chance guage proficiency to learn a single lan- If the note were correct, you’d be when a character reads the scroll. Using guage. (It’s a badly named proficiency.) right. But the line should read “. . . and unknown scrolls can be quite a gamble Under the nonweapon proficiency rule, those creatures that dwell on the outer in such campaigns. a character can learn as many languages planes.” A good priest can turn evil creatures Can a druid choose to shapechange (evil priests turn good creatures) from into an ? the outer planes, provided the creature has 11 hit dice or fewer. (Neutral priests as he has proficiency slots available. The turn both or pick one set or the other to How freely can a wizard with the per- character’s allotment of “languages” turn, as the DM decides.) sistent spell effect ability (from the from Table 4 (PHB) becomes bonus slots Spells & Magic book) change the effect? the character can use to acquire extra Can a druid choose to shapechange For example, Andolfo pays 21 character nonweapon proficiencies, not just lan- into an elephant? I know the Player’s points for a 3rd-level persistent spell guages. Handbook says that the size of animal and makes fly a persistent spell effect. change varies from a bullfrog or small Can he decide to change that to shield I’ve had a long argument with a player, bird to as large as a brown , but after taking the week of study? The per- and I’ve run out of ideas. How can I rec- how about an elephant? sistent spell effect requires concentra- oncile rangers of Mielikki being her Actually, a druid can shapechange tion. If something happens to break specialty priests too? The player insists into an animal form no smaller than a that concentration, how long does it that as a specialty priest, a ranger of bullfrog and no larger than a black bear take to start that spell effect again? Mielikki should enjoy all the abilities (a roughly human-sized creature). Ele- Once the character pays the CP cost listed in Faiths & Avatars, use the experi- phants, being considerably larger than for a particular level of spell, the charac- ence tables on page 183, and have black , fall well outside the druid’s ter can make any spell of that level or ranger abilities, too. The Mielikki entry range. Note that a druid cannot choose lower persistent, provided the character in Faiths & Avatars is about as clear as to change into an elephant of roughly can cast the spell, the DM approves, and mud, and it also seems to me that her black-bear size. The assumed form’s the character gives up the required spell rangers aren’t getting much more than normal (adult) size must fall within the slot. The character can change the spell the average ranger. It seems the only range noted above. effect anytime, but it takes a week of advantage is that Mielikki allows the effort to start a new persistent effect, and druid/ranger multiclass. the old effect ends the moment the char- The Mielikki entry on page 114 of acter starts working on a new one. Faiths & Avatars seems pretty clear to me. Once a spell has been made persistent, A “specialty priest” of Mielikki can be a Skip Williams notes that his druid charac- it is effectively permanent. The concen- ranger (or druid, or druid/ranger). Your ters have never considered turning info tration requirement is misleading. The player has misunderstood the informa- , but they have achieved some persistent spell does not end until dis- tion on default specialty priest abilities pretty spectacular effects by turning into pelled or changed. If the character goes on pages 182—183; information in a porcupines—especially in close, personal to sleep or loses consciousness, a persis- power’s description always takes prece- combat. tent effect stops working, but the caster dence over the default abilities. (Page can invoke it again, just as if it were an 183 also has a note about rangers of innate ability or magical item. (I suggest Mielikki under the “Paladins and an initiative modifier of +3.) Many per- Rangers” heading.)

22 • JUNE 1998

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forces, and confound the intellect. Con- Allies. Powerful creatures in my cam- By Peter Adkison sider a teleporting dragon that has no paign never fight alone. Work hard to entrance to its lair; it sleeps in a hol- avoid the situation where several PCs lowed-out sphere deep within the earth. can attack a dragon at once; instead, use Peter’s Quick Prepared for standard tactics. There are a other troops to tie down PC actions, number of “standard tactics” that PCs allowing the dragon to pick and choose Checklist use, like thieves who hide in shadows, who it fights, if anyone. invisibility spells, hold monster, and so on. False lair. I once played a wise old for DMing But if it’s in the PHB, a 500-year-old wyrm who, after realizing he was out- dragon has probably thought of a numbered, left a simulacrum for the PCs Dragons defense against it. Think of every spell to fight and teleported away This false and ability—and what a dragon could lair had enough to look good, but “HEY, LET’S GO AFTER A DRAGON!” Aw, do to foil it. Examples of such defenses the truly cool stuff was elsewhere. The those words are music to my ears. There include a magical aura that outlines PCs to this day believe they killed the are few things more enjoyable to a DM intruders with faerie fire, or a spell that dragon and took his hoard. Of course, than a party of intelligent, appropriately causes a rock to appear in any location now that I’m placing this in print . . . outfitted characters going after the where someone tries to teleport or dimen- Unique spells. Dragons are old and AD&D® game’s most highlighted villain. sion door, so that the person is in effect smart, and they’re spellcasters, so it ® It is, after all, the DUNGEONS & DRAGONS trying to transport into solid rock. stands to reason they’d have some cool game. Because of the awe factor associ- Polymorphed dragon. The polymorph self spells that they’ve made up. [Some of ated with dragons, though, it’s crucial spell allows a wizard to change into them appear in this issue’s “Arcane that they be played well so that players another form and retain his or her origi- Lore.”] Having trouble figuring out a will respect this most grand of adver- nal hp and spells. A dragon with some good way to implement any of the ideas saries. So, here’s a quick checklist of nice magical items might be more effec- above? Perhaps the target dragon had things to make sure you’re prepared for tive fighting in human form, using those the same question and designed a spell when your PCs step up to the plate. items and retaining its original hit to solve a “certain problem” relating to No mercy. I tell my players that they points. defending its lair or testing the enemy. should expect no mercy when they go Advance warning. Dragons will do Unique magic. It’s quite satisfying to against dragons. Dragons are the most everything they can to set up early see the look on the players face when, cunning foes they’re likely to ever face, warning systems so they know of any after playing for most of a weekend just and I play them with a no-holds-barred attack that’s coming. Loud traps near the getting to the dragon’s lair, they find the attitude. For instance, dragons might lair and spies in the outlying countryside creature has exchanged all those useless purposely finish off characters who are are two possibilities. human-sized items for weapons only a wounded (dropping them to -10 hp), Test the enemy. If a dragon gets wind of dragon could use. One interesting sword and would recognize the ransoming an attack, it could gain the initiative by I used was a “Dragon-slayer slayer,” value of capturing a PC, even a dead attacking the PCs first. The attack might baneful to anyone who’d ever caused one, to use against the PCs should they not include the dragon itself, but the damage to a dragon. prove victorious. dragon might be watching through a Thorough defenses. Because dragons are scrying device to see what abilities the smart, and because they expect to be PCs have. Or the attack might be an Peter doesn’t actually advocate trying to attacked, they prepare deadly defenses. ambush designed to wipe out the PCs if kill off PCs and making their lives miserable. consisting of both physical and magical possible, or at least to hit them hard But with dragons he’s always willing to traps designed to fool thieves, redirect enough that they choose not to pursue. make an exception.

24 • JUNE 1998

HE ORIGINAL AD&D® mat’s sister, perhaps—arrayed with M ONSTER MANUAL by heads of yellow, orange, purple, and ENTRIES ON DRAGONS other crossbred colors. Tiamat may have did not include certain colors of the chro- Richard Alan Lloyd destroyed her sibling eons ago, but not matic spectrum, specificially orange, yel- before the creation of evil dragons in the low and purple. It did, however, include illustrated by David Day image of their deceased progenitor. green, red, and blue dragons. Simply because yellow, orange, or The three missing chromatic dragons of the gods’ experiments, since dragons purple dragons have not (yet) been were later described in “The Missing would consider only their own color encountered does not preclude them ® Dragons” article presented in DRAGON species attractive. Some might balk at from inhabiting unexplored continents. Magazine #65 (1982). The color wheel the thought of a blue dragon mating a Expeditions to verify the existence of was complete. yellow dragon to create a green dragon. such creatures could be financed by Since that time, the AD&D game has Most sages hold to the theory that Tia- wealthy notables with an interest in sci- continued to evolve. Dragons are now mat—arrayed with heads colored white, ence, much as Victorian Era expeditions far more formidable adversaries. red, blue, green, and black—created evil explored the interior of the African conti- Although “official” versions of yellow dragons in her own image, giving rise to nent. Player characters could be hired as and purple dragons now exist, the “color single-headed dragons of each type. escorts or be otherwise included. wheel” idea is worth revisiting—and the Thus, there were no purple, yellow, or original yellow, orange, and purple orange dragons. However, Tiamat may dragons worth adding to the current have experimented with her children AD&D game. before unleashing them upon the world, In the ancient past, the secondary- trying to create even stronger breeds. color dragons (green, purple, orange) Secondary-color crossbreeds could have Richard Lloyd lives in Chester, NJ, with his could have been the product of mating bred true with each other, starting new wife and two daughters. He runs his play- between two different primary-color branches of the dragon overspecies. by-mail game “Great War” and writes for dragons (red, blue, yellow). Most of Sages also speculate as to the possibil- DRAGON Magazine when not fighting for these matings would likely be the result ity of another chromatic dragon—Tia- his life in his older daughter‘s dungeon.

26 • JUNE 1998 Dragon, Yellow (Salt)

CLIMATE/TERRAIN: Sea shore, salt marshes or inland salt lakes FREQUENCY: Very rare ORGANIZATION: Solitary or family ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Very (11—12) TREASURE: Special ALIGNMENT: Lawful Evil

NO. APPEARING: 1(2—5) ARMOR CLASS: 0 (base) MOVEMENT: 12, Fly 30 (C), Burrow 6, Swim 12 HIT DICE: 12 (base) THAC0: 9 NO. OF ATTACKS: 3+ special DAMAGE/ATTACK: 1—8/1—8/3—18 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (30’ base) MORALE: Elite (15) XP VALUE: Variable

YELLOW DRAGONS, or salt dragons, delight in the torment of all Combat: A yellow dragon attacks with its claw /claw/bite rou- creatures, particularly those of good alignment. They prepare tine or with its breath weapon—a cone of white salt crystals. ambushes where their yellowish-white color helps them blend On land, the dragon invariably uses its breath weapon first, in with the sand or salt-encrusted rock. usually from ambush. Salt dragons notice which of their oppo- At birth, a salt dragon’s tiny scales appear almost crystalline, nents has been blinded, concentrating their attacks on still- like lemon-colored bits of glass. As the dragon matures, the sighted members of an attacking group, returning afterward to scales are bleached by the sun and become progressively lighter. finish off blinded ones before they recover. Throughout the dragon’s life, its scales continue to harden but Yellow dragons do not pursue a fight they are losing, prefer- remain their original small size, requiring the constant produc- ring to escape and return another day to gain revenge. They tion of additional scales. This process makes the salt dragon head to sea to escape land-bound enemies, and they swim to supple, more like a snake than a lizard, allowing it to burrow land to escape aquatic enemies. quickly into beach sand or salt flats, using pass without trace to obscure any disturbance. The claws are proportionately larger Breath weapon/special abilities: A yellow dragon’s breath than normal for dragons. This helps in burrowing and, inciden- weapon is a 70’ long cone of salt (sodium chloride) crystals, tally, makes the claw attacks more dangerous. two feet wide at the dragon’s mouth and 15 feet at the base. Salt dragons speak their own tongue and a language com- Creatures caught in the salt spray must save vs. breath weapon mon to all evil dragons. Twelve percent of hatchling yellow or have their bodies—especially eyes, ears, nose and mouth— dragons can communicate with any intelligent creature. The encrusted with salt. Victims are blinded, in terrible pain, and chance to possess this ability increases 5% per age category. left choking for six melee rounds per age category of the

Age Body Tail AC Br. Weapon Spells W—P MR Treas.Type XPValue 1 3—6 2—5 3 2d4+2 Nil Nil Nil 1,400 2 6—14 4—12 2 4d4+4 Nil Nil Nil 2,000 3 14—22 12—18 1 6d4+6 Nil Nil Nil 4,000 4 22—31 18—24 0 8d4+8 1 Nil ½H 7,000 5 31—41 24—34 -1 10d4 + 10 2 20% H 9,000 6 41—52 34—44 -2 12d4 + 12 3 25% H 10,000 7 52—64 44—54 -3 14d4 + 14 31 30% H 11,000 8 64—77 54—64 -4 16d4 + 16 32 35% H,S 13,000 9 77—91 64—74 -5 18d4 + 18 33 40% H/S 14,000 10 91—105 74—84 -6 20d4 + 20 331/1 45% KS 15,000 11 105—121 84—94 -7 22d4 + 22 332/2 50% H×2,S 16,000 12 121—138 94—104 -8 24d4 + 24 333/3 55% H×2,S 17,000

DRAGON 248 • 27 dragon. Creatures saving vs. breath weapon suffer those effects a salt dragon in return for its protection. Yellow dragons farther for three melee rounds, per age category. During this time, the inland cooperate with lawful evil humans or demihumans victim suffers a 4 penalty to attacks and a +4 penalty to AC. who can survive in the salt marshes or salt flats, providing pro- Prompt immersion in fresh water, or fresh water forcefully tection in exchange for obedience and information. applied, limits the effects to one melee round per age category. The salt dragon knows this and does not fight near a stream or Ecology: Salt dragons spend their early years entirely on land, freshwater lake unless it has no option, and it uses lower water mastering their breath weapons and the art of moving across at its first opportunity to diminish the supply (or through) sand, salt marsh or salt flats without leaving sign A second salt blast striking a creature already blinded and of their passage. At Young age they gain their water breathing choking causes no additional damage. The yellow dragon ability and are willing to hunt at sea despite the obvious limita- knows this and does not waste its breath weapon. However a tions to their breath weapon. creature that has recovered from one blast may be fully affected Yellow dragons enjoy meat in all its varieties. Along the sea- by another. coast, fish and aquatic mammals are the standard fare, while Each successive blinding has a cumulative chance equal to inland, cattle and herd animals are hunted. The cruel nature of the dragon’s age category of causing permanent blindness. For the salt dragon drives it to seek intelligent prey for special occa- example, the first blinding by salt by a young adult yellow sions, raiding the settlements of good creatures. Captives are dragon has a five percent chance of leaving the victim perma- tormented until finally devoured. nently blind. The second blinding has a 10 percent chance. Vic- Yellow dragons “salt” excess meat to preserve it for later tims might not realize they are permanently blind until meals for themselves and their servitors. Depending on the sufficient time has passed that the initial blindness, coughing, location of their lair and the nature of their guards and ser- and choking should have ended. The loss of sight may be vants, the cooler areas of their cavern lairs might be filled with undone by a cure blindness spell. salted beef, goat, horse, or fish, as well as salted elf, human, tri- At sea, salt dragons use their breath weapon underwater to ton, or merfolk. Owing to their immunity to poison, salt drag- create clouds of extremely salty water that affects swimming ons can consume without ill effects old or spoiled salt meat that creatures, both native aquatic or air-breathers using water- would be inedible to their servants, a useful survival trait breathing magic. The results (blindness, coughing, and chok- should its lair be seiged. Yellow dragons prefer to drink salt ing) and penalties are the same as on land, but of half the water but may consume fresh water if necessary. duration. Yellow dragons who live by the sea have bronze dragons as Yellow dragons cast spells and use their magical abilities at natural enemies, competing with them for food and seashore 5th level, adjusted by their combat modifier. At birth, yellow caverns. Knowing that bronze dragons are larger, stronger, and dragons are immune to poison. As they age, they gain the fol- better spellcasters, salt dragons rarely fight a bronze without lowing special powers: their sahuagin allies alongside. A Venerable or older salt Very young: pass without trace 3/day. dragon might challenge an Adult or younger bronze dragon Young: water breathing. alone after first casting protection from lightning upon itself. Young adult: lower water 2/day. Yellow dragons who live in salt marshes are aware of black Old: control wind 1 /day. dragons farther upriver where the water is not salty, but the Venerable: protection from lightning l/day. two subspecies generally keep apart. Hatchling or Very Young Great Wyrm: hallucinatory terrain l/day. dragons are sought (carefully) by bullywugs or yuan-ti for food. Yellow dragons who lair in salt flats or by salt lakes rarely Habitat/Society: Salt dragons are found by the seashore, in salt have neighbors due to the desolation of the land. marshes and near inland salt flats or seas. They are solitary A yellow dragon bred with a blue dragon produces a green creatures except when paired for mating and raising hatch- dragon. What gives the green dragon crossbreed its distinctive lings. As is common in carnivore family units, the female is the chlorine breath weapon is its yellow parent’s sodium chloride hunter, while the male guards the lair and the young. (salt) processing ability and its blue parent’s electrical ability. Yellow dragons along the seacoast often cooperate with The combination allows gaseous chlorine to be separated from sahuagin. Sometimes sahuagin serve as guards and servants of the salt.

28 • JUNE 1998 Dragon, Orange (Sodium)

CLIMATE/TERRAIN: Tropical rain forest riverbanks and lakeshores FREQUENCY: Very rare ORGANIZATION: Solitary or family ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: High (13—14) TREASURE: Special ALIGNMENT: Neutral Evil

NO. APPEARING: 1(2—5) ARMOR CLASS: -1 (base) MOVEMENT: 9, Fly 30 (C), swim 9 HIT DICE: 12 (base) THAC0: 8 NO. OF ATTACKS: 3+ special DAMAGE/ATTACK: 1—8/1—8/3—24 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (39’ base) MORALE: Fanatic (17) Xl’ VALUE: Variable

ORANGE DRAGONS are as likely to roar a defiant challenge as to Breath weapon/special abilities: An orange dragon’s breath attack from ambush, whichever they think will more terrify weapon is a 60’ long stream of pure liquid sodium, five feet their intended victim. wide at the dragon’s mouth. Sodium burns when exposed to At birth, an orange dragon’s scales are a blazing orange. As air; the oily saliva of the dragon prevents premature ignition in the dragon matures, the scales become larger and thick, hard- the dragon’s mouth. The sodium itself is stored in the digestive ening like metal. Most retain their bold orange color, some tract in a nearly solid state and is not liquefied until powerful developing splotches of yellow or red, providing excellent gastric and esophageal contractions bring it up to the mouth. camouflage amid the continually blooming rain forest flowers. The orange dragon is a crossbreed of yellow and red drag- Orange dragons speak their own tongue and a language ons. Its sodium breath weapon is a result of its yellow parent’s common to all evil dragons. Fourteen percent of hatchling sodium chloride (salt) processing ability and its red parent’s orange dragons have an ability to communicate with any intel- fire ability. The combination allows masses of metallic sodium ligent creature. The chance to possess this ability increases five to be separated out from the salt. percent per age category of the dragon. Creatures hit by this sodium stream are drenched, and within two melee rounds the saliva evaporates and the sodium Combat: An orange dragon attacks with its claw/claw/bite is exposed to the air, bursting into engulfing flame. Creatures routine or with its breath weapon, a metallic silvery stream, saving vs. breath weapon suffer half damage. similar to black dragon acid. Although well suited for ambush, Sodium explodes when it comes in contact with water, so if they have much of their red ancestor’s impulse to attack on well-meaning comrades of the victims try to wash off the sight and are equally likely to attack boldly. sodium before it ignites, it instead explodes. The resulting blast

Age Body Tail AC Br. Weapon Spells W/P MR Treas.Type XP Value 1 2—9 2—9 2 2d6+2 Nil Nil Nil 1,400 2 9—20 9—17 1 4d6+4 Nil Nil Nil 2,000 3 20—30 7—25 0 6d6+6 Nil Nil Nil 4,000 4 30—46 25—39 -1 8d6+8 1 Nil ½H,S 7,000 5 46—61 39—56 -2 10d6 + 10 2 25% H,S 9,000 6 61—76 56—72 -3 12d6 + 12 3 30% H,S 10,000 7 76—91 72—86 -4 14d6 + 14 31 35% H,S 11,000 8 91—107 86—100 -5 16d6 + 16 32 40% H,S,T 13,000 9 107—123 100—114 -6 18d6 + 18 33 45% H,S,T 14,000 10 123—131 114—124 -7 20d6 + 20 331/l 50% H/S/T 15,000 11 131—139 124—134 -8 22d6 + 22 332/2 55% H x 2, S, T 16,000 12 139—152 134—144 -9 24d6 + 24 333/3 60% H x 2, S, T 17,000

DRAGON 248 • 29 causes damage equal to the damage the original target(s) Habitat/Society: Orange dragons are found along the river- would have suffered when bursting into flame to everything banks and lakeshores of steamy tropical rain forests. The wet- within a 15’ radius. ter the better, both for limiting the spread of fire and providing The only practical way to prevent a victim from catching fire pools of standing water for spitting. They are solitary creatures is immediately to drench him or her in oil to prevent the except when paired for mating and raising young. Both par- sodium from contacting the air. (There is, of course, an element ents participate equally in foraging for food, teaching the of risk in this procedure, should the sodium ignite—a 1 in 8 young, and defending the lair. chance—as the oil is being poured.) All clothing and armor Orange dragons often ally with evil jungle or rain forest must be removed and carefully cleaned of sodium while still dwelling creatures, providing protection in exchange for obe- oil-covered, requiring 8 + 1d8 (9—16) turns. This can be haz- dience and information. This practice puts them into competi- ardous if done while the orange dragon continues its attack. tion with black dragons, but usually the black dragon avoids A favorite attack mode of orange dragons is to expel a stream fighting with the stronger, larger and more dangerous orange of sodium into a river or lake directly adjacent to a boatload of and either leaves or grudgingly accepts a subordinate role. victims. There is a delay of one melee round because of the oily saliva mixed with the sodium. The resulting explosion causes Ecology: Orange dragons are excellent swimmers, but being full or half damage (depending on saving throw vs. crushing exclusively air-breathers, they live on land other than when blow) to all boats and creatures within 15 feet, killing or inca- hunting for food in rivers or lakes. pacitating most or all involved, leaving them easy prey Orange dragons are mostly meat eaters, feeding on rain for- A volume of water (in cubic feet) equal to the possible hit est creatures and fish, but enjoying tropical fruits as well. Elves points of damage inflicted must exist for the entire sodium and human tribesmen are appreciated for the sport they pro- stream to be exploded. If insufficient water is available, the vide, until finally caught and devoured. If nothing is available, damage is reduced proportionally Orange dragons are aware giant insects or fungus may be consumed (although with little of this and first use raise water to increase the effectiveness of a enthusiasm) thanks to the dragon’s natural poison resistance shrunken river or pond before spitting. and, if necessary, neutralize poison. For the same reason the Orange dragons cast spells and use their magical abilities at orange dragon can drink from pools of reeking, stagnant water, 7th level, adjusted by their combat modifier. At birth, orange although they much prefer fresh. dragons suffer half-damage from poison, are immune to nor- Ettercap prize the meat of Hatchling dragons but won’t mal fires, and suffer half-damage from magical fire. As they attempt to catch larger ones. Orange dragons have a natural age, they gain the following special powers: enemy in bronze dragons, who compete with them for food Young: pass without trace 3/day. and living space in tropical forests and lakeshores. In a compar- Juvenile: neutralize poison 3/day. ison of orange and bronze dragons of equivalent age, the Young adult: raise water 2/day. bronze is slightly smarter, tougher, and larger, and its lightning Mature adult: heat metal 1 /day. weapon has a longer reach. Sometimes an orange dragon Very old: suggestion 1/day attacking from ambush can negate this advantage, but the Wyrm: hallucinatory forest 1 /day majority of “even” battles result in victory for the bronze.

30 • JUNE 1998 CLIMATE/TERRAIN: Prairie, grasslands, and low scrub-covered hills FREQUENCY: Very rare ORGANIZATION: Solitary or family ACTIVITY CYCLE: Night (90%) DIET: Special INTELLIGENCE: High (13—14) TREASURE: Special ALIGNMENT: Neutral Evil

NO. APPEARING: 1(2—5) ARMOR CLASS: -1 (base) MOVEMENT: 9, Fly 30 (C), Burrow 3 HIT DICE: 13 (base) THAC0: 7 NO. OF ATTACKS: 3+ special DAMAGE/ATTACK: 2—9/2—9/6—27 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (45’ base) MORALE: Fanatic (17) Xl’ VALUE: Variable

PURPLE DRAGONS are deeply, sadistically evil. They delight in engaged in physical combat. In general, purple dragons relish spreading fear far and wide, combining raids for food with battle and go looking for it. If confronted with an unexpected outright destruction and mayhem. They are the scourge of the situation, however, they are intelligent enough to back off and prairies and farmlands, all the more terrifying because they are reconsider. night hunters. At birth, a purple dragon’s scales are indigo. As the dragon Breath weapon/special abilities: A purple dragon’s breath matures, the scales become larger, thicker, harder, and darker. weapon is pure energy, a deadly combination of the fire and Adult dragons are completely violet, growing darker until they lightning of its red and blue parents. By flexing certain muscles are nearly black at Great Wyrm age. in the throat and mouth, the dragon can form its blast three dif- Purple dragons speak their own tongue and a language ferent ways: as a cloud 40 feet long, 30 feet wide and 20 feet common to all evil dragons. Fourteen percent of hatchling pur- high; as a cone 75 feet long, 5 feet wide at the dragon’s mouth ple dragons have an ability to communicate with any intelli- and 25 feet wide at the base; or as a tightly-focused blade of gent creature. The chance to possess this ability increases five energy, 2’6 inches wide by one foot high for its entire length, up percent per age category of the dragon. to 100 feet. Purple dragons use the cone form against a small number of Combat: A purple dragon prefers to attack with its very dangerous enemies, such as adventurers. Creatures claw/claw/bite routine. Its claws and teeth are serrated, leav- caught within the cone must save vs. dragon breath for half ing jagged tears in flesh that take twice as long to heal. Power- damage. The cloud form is used against a large number of ful enemies are first struck by its breath weapon before being moderately dangerous enemies, such as a detachment of

Age Body Tail AC Br. Weapon Spells W/P MR Treas. Type XP Value 1 2—10 3—9 2 2d8+2 Nil Nil Nil 3,000 2 10—21 9—18 1 4d8+4 Nil Nil Nil 4,000 3 21—32 18—27 0 6d8+6 Nil Nil Nil 6,000 4 32—51 27—41 -1 8d8+8 1 Nil ½EH,S 8,000 5 51—70 41—55 -2 10d8 + 10 2 25% H,S,½T 10,000 6 70—89 55—69 -3 12d8 + 12 3 30% H,S,½T 13,000 7 89—103 69—83 -4 14d8 + 14 31 35% H,S,½T 14,000 8 103—117 83—97 -5 16d8 + 16 32/1 40% H,S×2,T 15,000 9 117—131 97—111 -6 18d8 + 18 33/2 45% H,S×2,T 17,000 10 131—141 111—120 -7 20d8 + 20 331/3 50% H,S×2,T 18,000 11 141—151 120—129 -8 22d8 + 22 332/32 55% HS×2,T 19,000 12 151—161 129—138 -9 24d8 + 24 3321/33 60% HS×2,T 20,000

DRAGON 248 • 31 archers. Creatures caught within the cloud take half damage they are solitary creatures like most dragons. Both parents will and must save vs. dragon breath for quarter damage. participate equally in raising the young, but the purple male is Focusing the energy to a blade produces the greatest effect the primary hunter, being more violent and crue. against one very powerful opponent, such as another dragon. Purple dragons will sometimes ally with evil humans or hill- The victim must save vs. dragon breath at -4 to suffer half dwelling creatures, providing protection in exchange for servi- damage instead of full damage. Moreover, the searing hole tude and information. Purple dragons are generally haughty, burned straight through the target will not heal by normal however, and rarely consider other evil creatures, even other means, so badly has the body around the wound been burned evil dragon subspecies, worth negotiating with. and shocked. Cure disease must be cast upon each wound before natural healing may begin. A natural roll of 20 on 1d20 Ecology: Purple dragons prefer to live in dark underground by the attacking purple dragon indicates an opponent’s limb places where the blinding effects of their breath weapon is at its has been severed, as if struck by a sword of sharpness. height. Often they will dig their own lair if none exists natu- The energy’s sudden brilliance, in any of its shaped forms, is rally Should they encounter rock too hard to dig through, their eye-searing, causing anything within a 120 degree arc in front breath weapon can burn up to 10 feet of stone at a time, getting of the dragon’s head to be struck blind. During daylight, blind- the dragon past the obstacle and into easier digging again. ness lasts two melee rounds per age category of the dragon. In Purple dragons are mostly meat eaters, feeding on herd ani- twilight or by torchlight, three rounds per age category, and if mals, farm animals, and inhabitants of lonely settlements. They the dragon is encountered at night, four rounds per age cate- hunt at night, their dark wings blending into the night sky. If gory. The blindness is temporary If it is urgent the victim be possible they will hunt during thunderstorms, which they can returned to sight immediately, such as to fight without penalty, anticipate with predict weather, as they enjoy the crash of thun- blindness may be ended immediately by cure blindness. der and the whip of rain, which mask their approach and have Purple dragons cast spells and use their magical abilities at already frightened or unnerved those below. 8th level, adjusted by their combat modifier. At birth, purple If necessary, they can consume tuberous vegetables (pota- dragons are immune to normal fires and minor electrical toes, onions, carrots) if no meat is available, although this attacks such as shocking grasp, and suffer half-damage from makes their temper even shorter. magical fire or lightning. As they age, they gain the following Purple dragons generally have no natural enemies once past special powers: the first age of life. Verbeeg and hill giants sometimes hunt Young: predict weather 3/day. Hatchlings in the foothills, and ankheg will prey on Hatchlings Juvenile: affect normal fires 3/day. in the prairie. Purple parents will painfully slay any such crea- Adult: fire charm 1 /day. tures found in their lairs. Sometimes purple dragons encounter Mature adult: fire shield (vs. cold-based attacks) 1 /day. copper dragons in the foothills, and the coppers are fortunate Wyrm: suggestion 1 /day. to escape intact. On very rare occasions, purple dragons may Great wyrm: wall of force 1/day. meet gold dragons while airborne, and such is the arrogant ferocity of the purple dragon that it may challenge a gold Habitat/Society: Purple dragons are found in deep caves that dragon of equal size rather than attempting to flee. Usually the open onto prairies, plains low foothills. Until mating time, gold dragon will win an “even” fight like this—but not always!

32 • JUNE 1998

rom the name alone, it’s clear that Salient abilities by F dragons have always been near and Many individual dragons exhibit special attributes dear to the AD&D game. And no above and beyond their usual innate abilities, spell-like wonder. Throughout myth and folklore, drag- powers, and combat skills. These salient abilities can ons are awe-inspiring, often terrifying, super- Paul come as a nasty shock to overconfident PCs. The fol- natural creatures. In AD&D, thanks to their lowing list is partially drawn from myth and literature. physical strength, intelligence, magic-use, and breath weapons, dragons are among the most 1. Caustic Blood: With each successful melee Fraser powerful foes facing player characters. hit, the dragon’s attacker must save vs. para- Unfortunately, they are also among the lyzation or be sprayed with caustic blood illustrated by most predictable creatures. Any player with a equal to the base damage of the weapon used smidgin of familiarity with the MONSTROUS (i.e., a fighter with 18/00 strength and a long Bob ® MANUAL tome can quote dragons chapter and sword +5 attacking a size-L dragon would suf- Klashnich verse: “It’s red? That means it’s evil and fer 1d12 hp damage; a back-stabbing 10th- breathes fire! It’s gonna have lotsa fire- and level thief attacking the same dragon armed heat-related spell-like powers, so be ready!” with a dagger would sustain 1d3 hp damage). To keep dragons fresh and mysterious, DMs Items such as weapons and armor must save usually resort to creating new draconic sub- vs. acid or be destroyed. The blood remains species. So, chromatic and metallic dragons volatile for 1d2 hours per age category. were joined by gem dragons; oriental dragons; cloud, mist, and shadow dragons; brown, yel- 2. Eyes of Illumination: Once per round, at low and steel dragons, and on and on. will, the dragon can emit beams of light from Here are 50 ways to put the mystery back its eyes, equal to a continual light spell. The into dragons without expanding the ever- beams are instantaneous in duration, but they growing draconic family tree. blind those who fail a save vs. spells.

34 • JUNE 1998 3. Roar of Blasting: Once per day, the dragon can utter a roar equivalent to a horn of blasting.

4. Eyes of Confusion: Those who gaze into the dragon’s eyes must save vs. spells or be affected as if by the wizard spell confusion.

5. Jaws of Sharpness: When attempting to bite an opponent, a natural attack roll of 20 allows the dragon’s jaws to act as a sword of sharpness, severing a randomly determined extremity.

6. Claws of Wounding: The dragon’s claws act as a sword of wounding, causing the victim to lose one hp each round after the initial attack.

7. Berserker Rage: If angered, desperate, or defending its young or mate, the dragon gains +2 to hit, inflicts maximum damage with its physical attacks, never checks morale, and continues to fight until it reaches -10 hps.

8. Scales of Scintillating Colors: At will, 13. Command Undead: The dragon can monsters as per (charm monster). The the dragon can cause its scales to flash as command undead as an evil priest equal number of hit dice of creatures affected a robe of scintillating colors, hypnotizing in level to its hit dice. is equal to the dragon’s hit dice. opponents. 14. Revolting Stench: The dragon is so 19. Prophesize: Once per day, the 9. Fog Breath: At will, the dragon can foul and dirty that those within its fear dragon is capable of predicting the exhale a heavy fog as per a horn of fog. radius must save vs. poison (applying future of someone other than itself. The the fear save modifier) each round or suf- ability functions as the fourth-level 10. Eyes of Charming: Those who meet fer nausea, reducing their attack, dam- shukenja spell fate in the AD&D Oriental the dragon’s gaze must save vs. spells or age, and save rolls by -2. A foe who is Adventures book. be affected by a charm person spell. The bitten must save or contract a disease (as victim’s save is adjusted as per the fear the reversed form of cure disease). save modifier column in the MONSTROUS 20. Claws of Magic Stealing: Three times MANUAL tome’s general dragon entry 15. Eyes of Purity: The dragon possesses per day, by touch, the dragon can trans- permanent true seeing (as the wizard fer a randomly selected spell from a 11. Chameleon Scales: At will, the spell). spellcaster’s mind to its own memory. dragon can blend into its surroundings The dragon requires a successful attack as per a ring of chameleon power by alter- 16. Regeneration: The dragon regener- roll, and the victim may save vs. spells. ing the color of its scales. ates as a troll. Severed limbs continue to The ability otherwise functions as the fight and will re-attach themselves. magic item of the same name (see the 12. Cursed Hoard: Those who steal from Tome of Magic), which was said to be the dragon’s hoard, even after its death, 17. Voice of Command: Three times per inspired by this draconic power. suffer a curse. The older the dragon, the day, the dragon can issue a verbal com- more powerful the curse. See the priest mand (as per the priest spell). 21. Quills of Piercing: The dragon has spell remove curse for possible effects. 20+1d10 quills growing from its body, Note that this spell enables the sufferer 18. Charm Animals or Monsters: Once which it can propel at foes. The dragon only to rid himself of what was taken per day, the dragon can charm animals (as can launch 2d4 quills per round. Each from the hoard; the items themselves per the wizard spell charm person, but quill strikes as a javelin of piercing. These remain cursed. affecting only non-magical animals) or quills grow back after three weeks.

DRAGON 248 • 35 22. Viscous Entrapment: Once per turn, level to which it has access. For example, Non-Magical Abilities the dragon can spit a viscous gob that an Old silver dragon may cast three first- Dragons may also boast useful, inherent non- acts as a net of entrapment. Range is 10 level, three second-level, three third- magical abilities: feet per age category of the dragon. The level and two fourth-level wizard spells, gob is 10 feet square. Each creature and three first-level priest spells. 33. Tracking: The dragon can track as a within range must save vs. dragon ranger equal in level to its hit dice. Thus, breath to avoid entrapment. 29. Prodigy: The dragon gains access to a 10-HD dragon would receive +3 on its each of its innate abilities one age cate- proficiency check (roll against its Intelli- 23. Tongue Lash: The dragon has a gory sooner than usual. For example, a gence score instead of Wisdom). Drag- whip-like tongue that can lash out once shadow dragon gains its mirror image ons do not suffer the usual -6 tracking per round as a rope of constriction. Range power at Young age rather than Juvenile penalty for non-rangers. is 10 feet per age category of the dragon. age, dimension door at Young Adult rather The dragon can release its victims at will. than Adult age, and so on. 34. Stealth: In its native climate/terrain Otherwise, the tongue must be severed (see the MONSTROUS MANUAL tome), the to escape. The tongue’s AC is equal to 30. Battlewyrm: The dragon has the dragon can move silently and hide in the dragon’s AC -4. The tongue’s hps equivalent of melee weapon specializa- shadows as per a ranger equal in level to equal the dragon’s hit dice—counted tion with one of its physical attacks (i.e., its hit dice. This ability reflects its inti- separately from the dragon’s total hps. claws, bite, snatch, plummet, kick, wing mate knowledge of the local terrain, buffet, or tail slap). It attacks as a special- agility, and skill at camouflage. 24. Scales of Displacement: The ized warrior equal in level to the dragon’s scales act as a cloak of displace- dragon’s hit dice, gaining extra attacks 35. Sage Advice: The dragon’s longevity ment. The dragon is actually five feet to per round, +1 on attacks, +2 on damage. grants it sage abilities. DMs should 10 feet from where it appears to be. Further specialization as outlined in the assign the dragon a field (or fields) of PLAYER’S OPTION™: Combat & Tactics book study based on its background, interests, 25. Curse of the Hydra: The dragon has is at the DM’s discretion. and locale. Dragons require no library to two or more heads. At the DM’s option, exercise their sage skills. To answer a the heads are either of the same species 31. Wild Talent: The dragon is a wild general question, the dragon needs 1d6 as the dragon itself, or each additional psionic talent. DMs should assign pow- rounds to search its memory; specific head is of a different species. Each head ers from Table 83 (see Chapter 9, questions demand 1d6 turns; and exact- bites and uses the breath weapon of the PLAYER’S OPTION: Skills & Powers), up to ing questions take 3d10 hours. If an abil- appropriate species. the limits permitted by the rules. Wild ity check is required, roll 1d20 against talents gain their abilities gradually, as the dragon’s Intelligence. The usual sage 26. Gems of Spell Turning: The gems outlined on Table 80: Psionic Progres- modifiers (Table 62, DMG) apply, except embedded in the dragon’s hide act as a sion. Dragons use the same chart but for the library category ring of spell turning. Check first against gain abilities by age category rather than the dragon’s magic resistance (where level. Thus, by Adult age, a dragon wild applicable). If that fails, the gems may talent can master its maximum allow- 36. Dwarven Senses: The dragon can turn spells cast upon the dragon. If the able two psionic powers, three psionic detect underground constructions dragon wants to be affected by another’s attacks, and three psionic defenses. (slopes, stonework traps, new tunnels, spells, it can suppress the turning effect Dragon wild talents receive 4 PSPs each etc.) as per a . The dragon’s detec- at will. time they increase one age category. A tion range is 10 feet per age category dragon uses its hit dice to calculate its 27. Mental : Beginning at the MTHAC0 and saves on Tables 77 and 37. Species Foe: The dragon has a Adult age category, the dragon has the 78. A dragon’s Wisdom score should be species foe as per a ranger. Possibilities equivalent of 19 Wisdom and Intelli- considered equal to its Intelligence (for include giants, humans, humanoids, gence for the purposes of immunity to instance, when making contact profi- dwarfs, etc. The dragon gains +4 on its mental attacks and illusions. (See Tables ciency checks). Its Constitution score is attack rolls and a 4 penalty on 4 and 5 in the Player’s Handbook.) For always 25, regardless of age (such as for encounter reactions. To have a species each additional age category beyond the purposes of determining the foe, the dragon must be at least Very Adult, a dragon’s Wisdom and Intelli- dragon’s base MAC score and PSPs). Young in age. gence equivalence each increases by one Gem dragons, who already boast psionic point, to a maximum of 25 at Great abilities, cannot be wild talents. Breathing New Life

Wyrm status. Note the dragon’s actual According to the MONSTROUS MANUAL tome, intelligence as listed in the MONSTROUS 32. Demipower: The dragon is suffi- dragons may make one breath weapon attack MANUAL tome doesn’t change. ciently worshiped to have attained every three rounds. With their long life spans, demipower status. It has all have plenty of time to refine their most 28. Dweomer Boost: The dragon may demipower abilities outlined in potent attack. The following abilities may only cast one additional spell for each spell Faiths &Avatars. be used by Adult or older dragons:

36 • JUNE 1998 38. Control Dimensions: The dragon can control its breath weapon’s dimen- sions, increasing any one by up to 150%, or decreasing it by up to 50%. The breath weapon‘s total area or volume does not change. For instance, if a red dragon shortens its 90’-long cone of fire to 45 feet in length, the cone’s width at the base doubles from 30 feet to 60 feet. It remains five feet wide at the dragon’s mouth. This effect does not affect the damage inflicted by the attack.

39. Control Damage: The dragon can choose to halve or double the damage inflicted by its breath weapon attack. If reducing the damage, determine the usual damage and divide by two. If increasing the damage, multiply by two. In either case, always round up. By halv- ing the damage, the dragon can breathe once every other round. Doubling the damage limits the dragon to one attack every six rounds. This ability does not alter the dimensions of the breath weapon attack.

40. Control Frequency: The dragon may breathe more than once per three rounds. Each time it breathes without instance, a green dragon emits a blue 44. Bathing in dragons’ blood has the waiting two rounds in between, it loses a dragon’s lightning bolt instead of chlo- following permanent effects, depending number of hit points equal to the num- rine gas. The attack’s dimensions and on the species or alignment: ber of damage dice its breath weapon damage would match a blue dragon’s of 1. Acid Resistance (black, copper drag- attack inflicts. For instance, an Old green the same age. ons): As the oil. dragon (whose breath weapon inflicts 2. Cold Resistance (white, silver, cloud 16d6+8 hp damage) would lose 16 hit 43. Multiple Breath Weapons: The dragons): As a ring of warmth. points if it makes a second breath attack dragon possesses an extra breath 3. Fire Resistance (red, gold dragons): in the round following its first attack. If it weapon type, over and above its usual As the potion. waited a round, then made a third attack(s), as selected by the DM. For 4. Health (any good dragon): As the attack, it would suffer another 16 points instance, a gold dragon already able to elixir. This permanently cures the recipi- of damage. The dragon must wait two breathe a cone of fire or cloud of chlorine ent of ills currently suffered but offers no rounds before it can again use its breath gas may also spurt acid as per a copper future protection. weapon without taking damage. dragon. The damage done is identical to 5. Ligktning Resistance (blue, bronze the gold dragon’s original two breath dragons): As the priest spell protection 41. Summon Last Reserves: The dragon weapons. from lightning. can expel a double-strength (both dam- 6. Madness (any evil dragon): As the age and dimensions) breath weapon Dragons Dissected elixir. attack. The dragon loses a number of hit In myth, dragons’ blood and body parts possess 7. Non-detection (shadow dragons): As points equal to twice the number of magical properties. Dragons’ blood loses its the wizard spell. damage dice its breath attack inflicts. For magical potency 1d4 hours after the beast is 8. Youth (any neutral dragon): As the instance, the Old green dragon dis- slain, regardless of attempts to preserve it. elixir. cussed above would lose 32 hit points Whether or not dragonslayers can recover 9.lnvulnerability (any dragon): As the

(16 x 2) in the round it makes the double- enough uncontaminated blood for a bath or to potion. strength attack. drink is left to the DM’s discretion, since it 10. Super-Heroism (any dragon): As the depends on so many factors. Note that dragons potion. 42. Substitute Breath Weapon: The with the salient ability caustic blood are not dragon possesses a non-standard breath amenable to the post-mortem benefits outlined 45. Drinking dragons’ blood has the fol- weapon, as selected by the DM. For below. lowing permanent effects, useable once

DRAGON 248 • 37 per day (+3 initiative modifier): column) for each attempt. The teeth 49. Horn of Treasure Finding: If the 1. Blink (topaz dragons): Duration is require 2d4 rounds to sprout. dragon’s horn is removed while the one round per age category of the slain creature still lives, someone who holds dragon. 47. Dracontias: The dragon carries a pre- the horn and concentrates can locate 2. Improved Invisibility (yellow drag- cious gem called dracontias inside its treasure as a potion of treasure finding. The ons): Duration is one round per age cate- head. If the gem is removed while the horn points in the correct direction for gory of the slain dragon. dragon is still alive (by putting it to 5d4 rounds. It works in this fashion once 3. Polymorph Self (steel dragons): Dura- sleep, for instance), the gem allows per day. To determine whether the horn tion is one turn per age category of the someone who holds it and concentrates is removed intact, roll an item saving slain dragon. to detect poison as the priest spell, once throw vs. crushing damage (“bone or 4. Shout (emerald, sapphire dragons) per round. The gem also acts as a univer- ivory” column) for each attempt. 5. Spider Climb (copper dragons): sal antidote if dropped in water and Stone surfaces only. Lasts one round per boiled. The victim need only drink the 50. Heart of Transformation: Eating the age category of the slain dragon. concoction to be cured (as a neutralize dragon’s heart transforms the diner into 6. Suggestion (crystal dragons): The poison spell). The gem is capable of cur- a dragon of the same species, as a per- victim is enspelled for one hour per age ing one person, once per day, in this manent polymorph other spell. The result- category of the slain dragon. manner. ing dragon‘s age depends on the age of 7. True Seeing (deep dragons): As the the person transformed. If an infant wizard spell. Duration is one round per 48. Crystal Eye: The dragon’s extracted were somehow to eat the heart, he or she age category of the slain dragon. eye functions as a permanent crystal ball would be transformed into a Hatchling 8. Water Breathing (mist, black, (01—75% chance) or crystal hypnosis ball dragon. Mature persons below middle amethyst dragons): Duration is one hour (76—00% chance). To determine whether age (see Table 12, PHB) become Adult per age category of the slain dragon. a dragon’s eye is removed intact, make dragons. Persons between middle and 9. Speak with Animals (gold, brass, an item saving throw vs. crushing blow old age become Mature Adult dragons. bronze dragons): Duration is two (“glass” column) for each attempt. The Those between old and venerable age rounds per age category of the slain eye must immediately be preserved in result in Old dragons. The venerable or dragon. some manner, such as casting the spell older become Very Old dragons. Eating 10. Gaseous Form (cloud dragons): As Nulathoe’s ninemen (see the Pages from the the heart cannot produce venerable, the potion. Duration is one round per Mages accessory). To activate the scrying Wyrm, or Great Wyrm dragons. A heart age category of the slain dragon. power, the wizard spell magic mirror remains potent for only 1d6 turns after must be cast upon the eye once. If the lat- the dragon dies, regardless of attempts 46. Teeth of the Warrior: When planted, ter spell is not cast within 2d4 hours of to preserve it. the dragon’s teeth sprout armed war- the dragon’s death, the eye loses its riors, who serve the person who sowed potency. Further Reading them. For details, see “The Magic of For DMs seeking more ways to make dragons Dragon Teeth,” by Gregg Chamber- challenging, useful articles in past issues of ® lain, in DRAGON Magazine DRAGON Magazine include: “Dragons: #98. DMs without access More Than Just Couch Potatoes, “by to the article can use Thomas Reid (issue #206); “Give the statistics in the Dragons a Fighting Chance, “by horn of Valhalla entry Ed Friedlander (issue #134); in the DMG. Roll “Dragon Dweomers”(issue 1d20 for each #218) and “Arcane Lore: Dragon planted tooth, Dweomers,” (issue #230) by which produces Robert S. Mullin; and Self one berserk Defense for Dragons, ”by Gre-

fighter of the level gory Rihn (Best of DRAGON listed on the Magazine Anthology, vol. III). horn’s table. The fighters are aligned as per the slain dragon. To Paul Fraser recently determine whether moved to Alberta from the a tooth is extracted East Coast. He enjoyed undamaged, make springing the nasty ideas in an item saving throw this article on a group of experi- vs. crushing blow enced players who thought (“bone or ivory” they knew dragons.

38 • JUNE 1998

Gem Names, Colors, by Holly Ingraham Hardness, and Value AN THE ADVENTURERS a stone’s worth to be raised by cutting it Ccut their way out of the glass maze from the raw, faceting a tumbled crystal, with a topaz, or should they use the or re-cutting a gem so that, while now When the cairngorm in the Scot’s brooch? When smaller, it is flawless or has better light they are under geas to bring back an transmission. alaqueca or an ophthalmius, what are Opaque stones are carved in dungeoneer they looking for? These and dozens shapes, cut in slabs, or cut cabochon (a of other devious Dungeon Mas- smooth domed shape, pronounced ter’s delights are possible KAB-oh-kon). Transparent crystals picks up a with a basic knowledge are often prettiest when faceted, but of gemology and this is a fairly modern Western practice; some of its more they too can be “cut cab” and may be green gem as exotic terminology. engraved with sigils, patterns, and It is also very handy devices. They were often tumbled with when writing mystifying clues in verse: sand or diamond dust until they were big as an egg, umina might be easier to rhyme than polished. This effect can be seen in early emerald. The immediate use for the Medieval reliquaries and shrines. This Babylonian word for rock crystal might will be the condition of most gems, espe- is it the Queen not be obvious, but consider handing the cially those of great antiquity. PC clerics a quest based on a fragment of Besides a glossary of gem names, the ancient Babylonian writing. When an old accompanying sidebars include a sorting of Emeralds or map says the secret door to the lower of stones by how they might be mistaken depths is in a patch of carbonado and for one another, and a guideline to val- activated by shining a light spell on an ues. Moh’s Hardness Table is used in the only a good inset hyacinth, players who consult dic- field by dwarves and other rock-hounds. tionaries might find themselves looking The mnemonic sentence “Taloned for patch of grilled food and a flower. gryphs can fly as other quilled terrors specimen PCs need the appraising proficiency to could do” is based on that taught to geol- tell one gemstone from another. After all, ogy students, who mutter even stranger the difference in value between what incantations to keep geologic ages and of cheap passes as two bits of purple glass is being glaciation periods straight. Some of what able to tell the difference between tour- magic-users grumble is probably not an maline, amethyst, sapphire, and even the actual spell but the mnemonics for the tourmaline? rare violet diamond. Gem-cutting allows ingredients and processes.

40 • JUNE 1998 Gem Hardness Table 1. Moh’s Hardness Scale (1—10) One should not confuse hardness with steel-like durability or toughness. Hard- Rating Test Rock Mnemonic Other Tests ness is resistance to abrasion, which is 1 Talc Taloned Can be scratched by fingernail valued in gems so that they keep their 2 Gypsum gryphs Scratched by copper/bronze coin bright polish. The hardest diamond will 3 Calcite can Scratched by copper/bronze coin not shrug off being struck with a mallet. 4 Fluorite fly Scratched by steel; scratches coin In fact, whack a fist-sized chunk of talc 5 Apatite as Scratched by steel; scratches coin once with a mace and the talc might 6 Orthoclase other Scratches glass split; certainly the comers will powder 7 Quartz quilled Not scratched by steel off. A crystal the same size, even a dia- 8 Topaz terrors Not scratched by steel mond, will disintegrate into shards. 9 Corundum could Not scratched by steel Crypto-crystalline stones are tougher 10 Diamond do. No mineral harder (in this world!) than crystals, even when they are softer. Jade, while not particularly hard, is so Stones with a hardness rating of 1 are very brittle; stones with a hardness rating tough that it was used for mace and axe of 10 are resilient. heads. Not all gems are equally resistant to damage. Unless protected by a shock- deflecting spell, wondrously magical described as dings, chips, cracks, and Table 2: Comparative Moh’s gems can be knocked to crumbs in the gouges, if visible on the surface. How- Hardness of Precious Stones average melee if they are worn rather ever, sometimes damage hides as inter- than kept in padded pouches. An arrow, nal fractures, visible only to the Gemstone HR1 Save2 bolt, or sling-stone can take out a bran- magnifying loupe or the eyes of a skilled Serpentine 1.5 -1 dished gem at some distance. appraiser. Amber 2—2.5 -1 The most common shock-deflecting Broken crystals can be re-cut into Chrysocolla 2—2.5 -1 spell, gemguard (see the sidebar on page smaller gems, each of which with a sepa- Tortoiseshell 2.5 0 48), requires the complete destruction of rately considered value. Value plum- Pearl 2.5—3.5 0 another stone of the same type, size, and mets, but what was planned for sale to a Jet 2.5—4 0 quality so it is used only to protect prince seeking a spectacular bride-gift at Coral 3.5 0 enchanted gems and amulets. Finding a least brings something at a spellcaster’s Rhodochrosite 3.5—4.5 0 non-magical “twin gem” can be a quest supply store. Rock crystal 3.5—5 0 in itself. Lapis Lazuli 5.5 0 Any damage caused to a stone could Stones Often Confused Moonstone 5.5—6 0 destroy its use as a talisman, though not If a character attempting to identify a Turquoise 5.5—6 0 necessarily as an ingredient in a spell. gemstone fails his or her proficiency Opal 5.5—6.5 0 For example, if an agate has been check, the PCs might think they have a Tanzanite 60 enchanted so as to prevent damage to ruby when they have a spinel, or only a Chalcedony 6.5—7 0 the wearer, knocking off a large piece or tourmaline when they actually found an Jade 6.5—7 0 marring the carving past readability will emerald, or only an emerald when they Peridot 6.5—7 0 likely disrupt the magic. However, if a have a green topaz. Unscrupulous buy- Garnet 6.5—7.5 +1 piece of amber must be used in a light- ers won’t hesitate to take advantage of Kunzite 7 +1 ning bolt spell, the shape and complexion such ignorance. Additionally, when PCs Quartz 7 +1 of the gem hardly matters. Most mages sell their booty, too many gems disposed Tourmaline 7—7.5 +1 use very small but high-quality jewels to of in one place drive prices down. They Zircon 7.5 +1 meet gp-cost requirements because car- might do better to sell one gem of each Beryl 7.5—8 +1 rying large gems is akin to hauling a bag sort in different towns. Spinel 8+1 of rocks. Topaz 8 +1 All gemstones save as “rock crystal,” Gems to Gold Pieces Chrysoberyl 8.5 +2 but modifiers may be applied to the roll Table 3 groups stones by value, but these Sapphire 9+2 depending on the stone’s hardness. Any are merely guidelines, as gem values are Ruby 9 +2 stone that fails its save by 4 or more is dependent on the inflation in the indi- Diamond 10 +3 completely destroyed. A “near success” vidual campaign. In a , (within 1,2, or 3 of the saving roll needed diamonds might pebble many a stream, 1. Hardness Rating (1—10). for success) indicates that the gem was while jet is actually rare crystallized 2. This modifier applies to all saving merely damaged. Damaged gems lose dragon tears. But in that case gold can be throws. (Unless otherwise noted, all any enchantments placed upon them, common and copper rare, which is not gems save as “rock crystal.”) but slight damage does not render them how most worlds are set up. It is a good valueless. Damage to stones should be standard that transparents are more

DRAGON 248 • 41 Table 3: Gems by Treasure Class Class CP Value Gemstones I 1—50 Agates, chalcedony, jet, onyx, sard, prase, tourmaline (black, clear). II 50—100 Bloodstone, calmazul, chrysoprase, tourmaline (green, pink, red, blue, violet), white coral, rhodochrosite. III 100—200 Cairngorm, jade, lapis lazuli, malachite, morion, watermelon stone. IV 200—500 Amber, citrine, moonstone, rock crystal, rose quartz, scapolite, black coral. V 500—800 Beryl, cat's-eye, chrysoberyl, goshenite, moralla, morganite, pink moonstone, turquoise, blue or violet coral. VI 800—1,200 Amethyst, aquamarine, garnet, kunzite, peridot, tiger's-eye, gold coral. VII 1,200—1,7000 Hawk's-eye, iris, spinel, rosterite, zircon, red coral. VIII 1,7000—2,500 Angel skin coral, alexandrite, tanzanite, topaz, light pearl. IX 2,500—5,000 Diamond, opal, sapphire, deep-colored pearl (royal, rose pink, deep gold, spring green) X 5,000—10,000 Emerald, ruby, black pearl XI 10,000—20,000 Extremely large or magical stones, “crown jewel” type gems. XII 20,000+ ?

valuable than opaques, harder more speckles, and if colored, being deeply of 15 matched watermelon tourmalines than soft, and rare colors and visual hued. Unwonted milkiness can be car- for a spell, that particular mage might effects more than dull monochromatics. ried to the point that a stone looks pay extreme prices for what is normally Table 3 assumes stones of similar size- crumbly and almost opaque. Fogginess an interesting but not spectacular find. about half an inch across or five carats— is enough to knock a crystal down one Size is given as breadth across globe, and the best quality of their kind. A class, milkiness two, opacity three. not as carats, because carat is a unit of murky, off-color, tumbled topaz might In opaque stones, some, like picture weight, and the same size stones will well be a class V stone, worth less than a agates or malachite, are more valuable vary in weight according to the type of richly-hued, faceted amethyst. when the patterning is strong and gem—say, diamonds vs. amber—or Precious and semi-precious stones ornate. Others, like lapis lazuli or even slightly within the same sort of come in various sizes, usually from the turquoise, should be cut to show only gem. Also, players who are not jewelers size of a wheat grain up to that of a smooth color with no matrix lines. Yes, a do not handle gems enough to think of cherry; rubies and sapphires tend to run lot of modem turquoise jewelry consists them as a weight in the hand. Rather smaller in the top end. Crystals generally of big streaky chunks; it is also nowhere they picture them in size against those occur up to the size of a large navel near as costly as older pieces with they have seen in museums, in books, orange or grapefruit, though cutting and smaller but clear stones. and against the glass stones in costume polishing always reduce them in size. jewelry. Building Gems in Detail Larger stones are extremely rare and Extraordinary Stones Some DMs prefer to handle treasure should not be left to randomized die Asterias (star gems) should be consid- loosely—“You’ve found a chest of coins, rolls, as they are worth considerably ered two classes higher than the stan- jewelry and gems worth 50,000 gp”— more than their weight in gold. They dard stone. That is, star rubies count as while others prefer a precise tally should be the handful of glistering green class XII, rose quartz asterias as class VI. Tables 3 and 4 assume a middling that rewards the party for the whole trip Also give a one-class jump to very rare gem-average cut, good color, a couple but which is easier to carry than 20 colors like orange sapphires, pink topaz, of tiny flaws. If the DM wishes to give a chests of gold; or the shimmering rock or girasols that are not normal (all moon- more valuable stone within that size, it that must be hauled in a bucket and kept stones and cat’s-eyes are, by definition, can possess a rare color, deep hue, flaw- in one piece despite battles and traps. normally girasol). Because one must lessness, or an extremely good cut. Remember that commoners consider allow for gigantic star rubies, as well as Equally, it can be knocked down by themselves well-adorned with a few the sheer range of gems, the table is larger flaws or bad cutting (which a agate beads and are dazzled by a string expanded a few levels beyond the nor- gem-cutter can eliminate to increase of colored tourmalines. Most wear mal treasure table. Simply use the usual value after weeks of work) or such incur- adornments of faience (pottery) or per- randomization, and only when the dice ables as “silkiness” (vague fogginess) or haps the decorative building stones— indicate a raising of class for a particular a less valuable color or being too plain in cinnabar, marble, alabaster. Only the stone does it move into the highest something like picture agate, opal or upper classes wear the precious stones in ranks, which are exceedingly rare. sunstone. any quantity Quality in crystals consists of perfect These values are based on the gems as Remember that, ultimately, any stone transparency, lacking interior flaws and jewelry If a certain archmage needs a set is as valuable as the DM says it is. Tell the

42 • JUNE 1998 rules lawyer, “They’re not that rare here- Table 4: Random Stone Generation about,” or “They’re out of fashion (the Roll d100 Stone Grape Walnut Ball Size height of fashion) this century (in this 01-70 Opaque stone See Table 4a area), so prices are affected.” Gems 71-95 Transparent stone See Table 4b should remain dazzling images of rich- 96-98 Amber base value 2 gp 20 gp 100 gp ness and entrancing color in the imagi- 99-00 Pearl base value 100 gp 500 gp 5,000 gp nation as well as being tokens of worth Table 4a. Opaque Stones in the game. Roll d100 Opaque stone Grape Walnut Ball Size 01-15 Agate 1 cp 1 sp 4 gp The Glossary 16-25 Jasper 4 cp 6 sp 10 gp The names given to these gemstones 26-30 Jet 1 cp 1 sp 10 sp often arose in different areas as 31-35 Sard 4 cp 1 gp 20 gp localisms. These were mystical, alchemi- 36-40 Serpentine 1 gp 5 gp 50 gp cal, or poetical terms devised by unprin- 41-45 Prase 1 gp 10 gp 100 gp cipled merchants to confuse buyers. 46-50 Onyx (black) 2 gp 100 gp 700 gp Lawful good appraisers and jewelers 51-55 Plasma 2 gp 20 gp 150 gp despise such shenanigans and endeavor 56-60 Bloodstone 4 gp 10 gp 300 gp Tiger's-eye 7 gp 50 gp 500 gp to keep only the necessary number of 61-64 65-66 Hematite 5 gp 400 gp standard names in use. Other gem mer- 25 gp 67-69 Azurite 80 gp 250 gp 1,500 gp chants can be as crooked and misleading 68-72 Malachite 10 gp 300 gp 2,000 gp as they dare. 73-77 Carnelian 40 gp 800 gp 5,000 gp 78-82 Lapis lazuli 50 gp 200 gp 1,500 gp A 83-85 Coral 20 gp 400 gp 3,000 gp Aconteta: Rock crystal. 86-88 Chrysocolla 3 sp 4 gp 225 gp Aadamant (adamas): Medieval term 89-92 Calmazul 7 cp 7 sp 70 gp for a mythical, magnetic gem as hard 93-96 Turquoise 40 gp 600 gp 4,000 gp and tough as steel. 95-97 Chrysoprase 50 gp 150 gp 1,500 gp Adularia: A more transparent, less 98 Hawk’s-eye 25 gp 125 gp 800 gp 99 Red tiger's-eye 20 gp 100 gp 700 gp girasol moonstone. 00 Moralla 50 gp 150 gp 1,000 gp Agate: This form of chalcedony of variegated colors is classified by pat- Table 4b: Opaque Stones terns such black with white stripes and Roll d100 Transparent stone Grape Walnut Ball Size streaks (called zebra agate, useful for 01-15 Tourmaline 2 sp 1 gp 10 gp warding off diseases), snowflake agate 16-25 Quartz 10 gp 20 gp 100 gp (white splotches on black, ideal for 26-30 Garnet 4 sp 1 gp 10 gp 70 gp enhancing weather spells), ruin agate 31-35 Moonstone 1 sp 1 gp (jagged patterns resembling tumbled 36-40 Spinel 5 gp 20 gp 150 gp walls), fortress agate (its jagged patterns 41-45 Peridot 6 gp 40 gp 500 gp resembling crenelated walls and towers 46-50 Azurite 10 gp 60 gp 500 gp against sky), landscape agate (more 51-55 Zircon 10 gp 70 gp 600 gp rounded, rolling patterns), moss agate 56-58 Rhodochrosite 20 gp 80 gp 500 gp 59-60 Aquamarine 700 gp (green patches like moss or leaves on 40 gp 3,000 gp 61-63 Beryl, other 100 gp 1,000 gp white, suitable for spells that control 10 gp 64-67 Chrysoberyl 10 gp 40 gp 700 gp plants and their growth), and eye agate 68-71 Topaz 30 gp 500 gp 2,500 gp (concentric layers cut across the grain to 72-75 Opal 100 gp 1,000 gp 3,500 gp produce a bull’s-eye effect, ideal for 76-78 Scapolite 150 gp 1,250 gp 4,000 gp spells like clairvoyance). Agate takes a 79-81 Andalusite 10 gp 100 gp 1,000 gp fine edge, making it valuable for practi- 82-84 Diamond 300 gp 2,000 gp 6,000 gp cal or ritual knives. 85-87 Benitoite 5 gp 20 gp 300 gp Akabar (accarbaar): Black coral. 88-89 Sapphire 500 gp 2,500 gp 7,000 gp Akori: Red, blue, or violet coral. 90 Ruby 700 gp 3,000 gp 10,000 gp gp Alaqueca: Bloodstone. 91-92 Alexandrite 20 gp 200 1,500 gp 93-94 Kunzite 150 gp 1,250 gp Alatuir: Amber. 5 gp 95-96 Titanite 300 gp 2,000 gp Alexandrite: This chrysoberyl’s pecu- 20 gp 97-98 Emerald 800 gp 3,500 gp 9,000 gp liar structure makes it appear green in 99 Sunstone 200 gp 1,500 gp 5,000 gp sunlight, while under artificial light 00 Tanzanite 300 gp 2,000 gp 6,000 gp (such as flame) it looks columbine red. This confuses people who think they

DRAGON 248 • 43 Transparent Stones That Can be Confused with stronger and weaker bands of the Black: see the next sidebar. darker color. Often found in bands with Blue: aquamarine, azurite, benitoite, diamond, sapphire, scapolite, spinel malachite. The two might even be tanzanite, topaz (tauridan), tourmaline. wrapped around each other in columns Brown: amber, quartz (smoky topaz), sapphire (seal), spinel, topaz (cheap), or balls. tourmaline (cheapest). Clear: diamond, goshenite, moonstone, rock crystal, sapphire, topaz, zircon. B Green: andalusite, alexandrite (by day), diamond, emerald, garnet (olivine), Balascus: Deep rose-pink spinel. moonstone (rare), sapphire, spinel, titanite, topaz (peredell), tourmaline, zircon Balla: A spherical diamond of inter- Orange: amber, citrine, garnet, moonstone (rare) sapphire (padmaradschan), grown crystals, very difficult to cut into spinel (rubicelIe topaz (very fine), zircon. facets, but when polished without Pink: diamond; kunzite, morganite, rose quartz, rhodochrosite, rosterite, faceting makes the finest of crystal balls sapphire, scapolite, spinel, topaz. for scrying, though rarely over a couple Purple: amethyst, garnet, sapphire (almandine and amethystine), scapolite, inches across. Most often, a balla is set in spinel tanzanite, tourmaline (siberite). a ring or pendant. Red: alexandrite (by artificial light), diamond, garnet, rhodochrosite (cheap), Benitoite: A bright blue crystal more rosterite, ruby, spinel, tourmaline, zircon (hyacinth). brilliant than sapphire. It may be used to Yellow: chrysoberyl, citrine, diamond, sapphire, scapolite, spinel (rubicelle), enhance spells that dazzle the eye (such titanite, topaz, zircon (jargoon). as color spray). Glittery Stones: iris, opal, sunstone Bergkristall: Rock crystal or quartz. Beryl: Beryls are found colored pink, rose, peach, yellow (the rare and valued found rubies down in the dungeon by grant oil used by perfumers, so even golden beryl), green, clear, and blue. torchlight, but over breakfast have a small grains have some value. Beryls include aquamarine (blue), emer- pouch full of emeralds, apparently. The Amberine: Yellowish-green chal- ald (green), goshenite (clear), heliodore green varies from deep emerald to gray cedony (yellow), morganite (pink to rose). green, though grass green is considered Amethyst: Purple quartz. Traditional Bianco: An unusual precious white best. Often called the “changeling stone” magic treats this as one of the most valu- coral, dense, hard, with a surface shim- or “chameleon gem,” it can be used in to able stones, a general-purpose protective mer. Often a very pale version of one of enhance shapeshifting spells. amulet, especially against drunkenness the other colors, the name comes from Almaas: Diamond or adamant. and poison. Italian. Almandine: Purple to black garnet or Amethystine: A purplish-violet sap- Bloodstone: Most properly, blood- also a reddish-purple sapphire or ruby- phire, sometimes called “Oriental stone is a dark green chalcedony flecked colored spinel. The almandine garnet is amethyst.” with red, in streaks, splotches, or sometimes a four-pointed star stone, Andalusite: Sometimes confused with threads. From a large chunk one can cut more rarely six-pointed. alexandrite or dull green tourmaline, a piece that looks like red streaked with Amber: Fossil resin that varies in color this olive green crystal has reddish tints green, or solid scarlet. True bloodstone is and transparency from opaque yellow or flashes. used in healing spells to stop bleeding, “butter amber” to clear red-brown Antipathes: Black coral, believed to but it also can be used to bring thunder- “honey amber.” It develops a good pol- relieve mental suffering. Later some- storms, rain, and lightning. ish and generates static electricity from times mistakenly used for jet. Use it for Bort (bortz): Industrial grade dia- friction. It may include bits of vegetation amulets to be worn for those suffering mond, like black diamond. or small insects caught in the original fits of madness, or to provide added pro- droplets aeons ago. Amber can be substi- tection vs. spells such as confusion. tuted as the material component for Aquamarine: A beryl whose hue is Cairngorm: A smoky topaz-colored lightning bolt spells. Ancient authorities light blue to greenish-blue. It is useful in quartz, used in inexpensive, big-stone note that a necklace of amber beads pro- any spells affecting water, including jewelry. tects against secret poisons. Although those that permit travel over or through Calmazul: Red or reddish-brown typically found in small pieces, record water. opaque stone with spots of light and large ones from prehistoric trees range Arciscuro: Dark red coral. dark blues and greens, which are flecks up to 12 or 18 lbs. Unlike diamonds or Argenon: Opal. of azurite and malachite. rubies, individual pieces are not Axe-stone: Jade. Carbonado: Black diamond. “ambers” but “pieces of amber.” They Azurite: Bright azure to inky blue- Carbonetto: Very dark red coral. can be formed under heat and pressure black, this very common copper ore is Carbuncle: An almandite garnet, into larger chunks, though with great found in decorative crypto-crystalline deep red to near black, cut hollow to loss of quality. Such pressed amber can form, finely mottled in several shades. bring out the color. If not thinned to this be padded with resins from living trees. Less commonly it occurs as transparent, sort of miniature bowl, the pigment can Amber can also be distilled into a fra- brilliantly lustrous crystals streaked be so heavy that it looks opaque black.

44 • JUNE 1998 Carnelian (cornelian): Translucent Opaque Stones That Can be Confused brown, reddish brown or yellowish brown chalcedony. Sealing wax does not Black: (some of these are so dark it is hard to tell transparent from opaque, so stick to it, making it popular for signets. both are included) azurite, coral, diamond, jade, jasper, hematite, melanite, obsid- Carnelians are used in spells that rein- ian*, onyx, pearl, quartz, (cairngorm and morion) sapphire, spinel, tourmaline. force collapsing walls or roofs or dispel Blue: azurite, coral, chrysocolla, jade, jasper, hawk’s eye, lapis lazuli, neelam, illusions. pearl, turquoise. Cater’s eye: An opaque, dull red stone Brown: agate, dark amber, calmazul, carnelian, jade, jasper, onyx, pearl. with a white streak across it, often cut Green: aventurine*, bloodstone, chrysoprase, hornblende*, jade, jasper, jaspis, from agate. fluorite*, lapis lacedaemonia*, malachite, moralla, pearl, plasma, prase, serpentine, Cat’s eye (cymophane): Varieties of naturally green or discolored turquoise. chrysoberyl or other stones that have an Red: agate, alabaster*, bloodstone, calmazul, carnelian, cinnabar*, coral, jade, interior opalescent reflection like a cat’s jasper, red ochre*, ruby matrix. eye, greenish with a silky luster. They White: agate, alabaster*, chalcedony, jade, ochre, onyx, marble*, pearl. are used in spells that ward off other Yellow: agate, alabaster*, butter amber, carnelian, jade, jasper, yellow ochre*, hostile magic. onyx, pearl, travertine*. Chalcedony: Translucent quartz, usu- ally pale blue or gray with a waxy luster * Neither precious nor semi-precious, considered decorative or architectural when treated as a gem, sometimes stones, and so not covered in this article. white, black, or brown. The best is the color of skim milk, marked with veins or patches in pale blue, and sometimes or improve the color, but heat and light E called “white agate.” Varieties of special make the fakes fade. Electra: Amber. color or variegation are agate, amberine, A healing stone, red coral is used to Elitropia: Bloodstone. bloodstone, carnelian, chrysoprase, reduce inflammation and swelling. All Emerald: A rich green beryl. In jasper, onyx, plasma, prase, and sard. coral supposedly provides protection ancient days, “emerald” may have Chakhihuite: Jade. against and other curses. meant almost any other green stone, Chessylite: Azurite. whether a crystal like peridot, or even Chrysoberyl: A transparent yellow or D something opaque like malachite. Emer- greenish-yellow stone. Diamant: Any hard, clear crystal, alds can be used as spell components for Chrysocolla: A translucent sky blue including corundum sapphire, spinel, enhancing sight (clairvoyance) or set in stone, though impure varieties are topaz, and true diamond, but not the jewelry to allow the wearer to discern opaque dull green, brown, or black. softer quartz or rock crystal. lies from truth ( of truth, true seeing). Found around copper veins, it can be a Diamond: The ultimate hard crystal, a Espinela: Spinel. material component for hold person and form of native carbon, with a high Evening emerald: Another name for hold monster spells. refraction index, which gives it its peridot, which has a deeper, emerald- Chrysolite: A golden yellow peridot famous “fire.” Yellowish, lavender, and like color under artificial lighting such as (though it can be found shading all the pinkish diamonds are less valuable than open flame. way over to olive green) that enhances pure blue-white, but the strong-hued Eye-stone: Eye-agate; a banded stone spells designed to repel night-dwelling “fancies”—red, pink, green, canary, cut to show concentric circles. terrors-the sorts of monsters that can- champagne, blue, violet—are rare and not tolerate sunlight. more valuable yet. A diamond amulet F Chrysoprase: A translucent, light worn on the left side of the body protects Falcon’s eye: Another name for green chalcedony, at its best like a pastel the wearer from ghosts and other spirits. hawk’s eye. green milk-glass. Black diamonds, no matter how large Ferozah (firuza): Turquoise. Citrine: Dark quartz changed by heat when found, are only of worth when to yellow or yellow-orange, usually in a ground into abrasive dust, or fractured G furnace or a red dragon’s lair. and set in the edges of saws. Gagates (gaggitis, geet): Jet. Coral: The stony concretions of the Delen (dellen): Pearl. Garnet: Actually two different sorts of massed exoskeletons of undersea organ- Digalum: Old Akkadian for any gem. crystal, colored from an orange-brown isms that live and grow in warm sea Actually, it may refer to a specific one, shade of red through burgundy to a water. Precious coral—as opposed to the but which of the ones we know, scholars deep royal purple. Often made into junky, rock-like white and gray stuff—is cannot tell, so it can be used as the DM beads, smooth or faceted. Andradite gar- harvested from depths of 100—1,000 feet. likes. nets are sometimes grass-green. Garnets These include black, pink, white, gold, Dur: Pearl. Dur-re-Shahwar is “a pearl (carbuncles especially) can be used as and red corals. Occasionally a blue or worthy of kings.” material components for spells that gen- violet coral may turn up in a bank of Du-shi-a: Rock crystal, clear quartz. erate light, prevent bleeding or inflam- black coral. Coral can be dyed to change mation, or cause anger. Carved with the

DRAGON 248 • 45 image of a , a large, perfect garnet another word for “rainbow,” so it might Kunzite: A very rare transparent pink provides all-around good luck (provid- enhance spells with prismatic effects crystal of spodumene, a phosphorescent ing a +1 bonus to all saving throws, at (such as rainbow pattern and prismatic stone that gives off weak light itself after the DM’s discretion). sphere) or possibly disperse or nullify exposure to bright light. This makes it Gauhar: Pearl. rain, snow, hail, or other storms. very suitable for enchanting into a light- Gawdone: Star sapphire. giving amulet. A half-inch stone sheds Getchoseki: Moonstone. J working light for a 10’ radius; doubling Giada: Jade. Jacinth: Any transparent or translu- the diameter of the gem doubles the Giallo: Amber. cent stone in the white-yellow-orange radius of light. Girasol: Any stone with an apparent range; best applied to a yellow zircon. patch of floating light inside; sometimes Jade: Includes two minerals, jadeite L refers to a star stone. See moonstone, and nephrite. To the ancients, they were Lapis lazuli (lazulite): A dense, pink moonstone, scapolite, and seal both true jade. Jade is green of many opaque, azure rock; like turquoise, it is sapphire. kinds, also white, pink, black, brown, better if the color is unmarked and even. Gorgonia: Coral. gray, mauve, blue, lavender, violet, yel- The best hue is a royal blue, though it Goshenite: Absolutely colorless, clear low, orange, and red, not infrequently of varies through denim shades to a gray beryl. more than one color in one piece, like a blue. Low-grade lapis lazuli can be Gug: Red jasper or carnelian. lavender bracelet-sized ring splotched flecked with brassy pyrite or streaked Gwefr: Amber. with mint green and white, or white with black or white. A lapis lazuli amulet Gyu: Turquoise. streaked with another color. “Tomb or talisman often aids clerics in auguries jade” is yellowish to grayish brown from and divinations. As a material compo- H being buried—usually in sepulchers, nent, ground lazulite has also been Hakik: Any agate, but especially the crypts, or barrows. It makes a fine edge known to enhance the contact other plane white-streaked gray agate, much valued as a tool or weapon. It can be found in spell, reducing the caster’s chance of for talismans etched with spells to pro- chunks large enough to carve into one- insanity by 20%, but only when the spell tect travellers. If one is used, allow a +1 piece coffins. Unlike diamonds or rubies, is done by daylight; otherwise, see bonus to attack rolls and saving throws individual pieces are not “jades” but malachite. against wandering monsters in the “pieces of jade.” The magical uses are Lemanita: Jade. wilderness, outside cities and dungeons. almost innumerable, depending on the Lion’s eye: A large cat’s-eye. Hawk’s eye: A rare form of unoxi- color and carving. Lunaris: Moonstone. dized tiger’s eye colored gray to blue- Jaiet: Jet. gray. Used in spells to foretell danger Jargoon: A colorless, pale yellow, or M from the air (+1 bonus to surprise rolls smoky zircon. Macle: Two separate diamond crys- against aerial attacks). Jasper: An opaque quartz or chal- tals that have grown together into one Heliodore (heliodor): A yellow beryl, cedony that comes in many colors, stone. The two crystals can, on rare occa- whose name translated to “gift of the including red, green, brown, blackish sions, be different colors. The macle sun.” Used to enhance spells that pro- brown, yellow, gray, and blue-gray or (pronounced MAK-el) can be used in duce magical light capable of dispersing gray-blue. Varieties of jasper can be used clone spells to reduce the time needed for the undead. to augment pyrotechnics spells. the clone to “grow” to 1d4+1 months. Heliotrope: Bloodstone. Jaspis: Specifically green jasper. Malachite: Opaque carbonate of cop- Hematite: A metallic black, opaque Jauhara (jawaahar): Any precious per, patterned with bands, streaks, and stone, sometimes steel-gray. The name, stone. folds of incredibly rich greens, once it is meaning “blood mineral,” sometimes Jet: a very hard, solid black mineral, cut. Meaning “stone of kings” and pro- refers to bloodstone, red ocher (an like a gem-quality coal. It should be one nounced “MAL-a-kite,” ground pure earthy, non-crystalline hematite), or a of the ingredients for restoring the dead malachite enhances the effect of the number of reddish iron ores. to life, or for animating or creating contact other plane spell, reducing the Hisui: Jade. undead creatures. caster’s chance of insanity by 20% if the Hongbaoshi: Ruby. Jingangshi: Diamond. spell is done by artificial light, at night, Huinzo: Lapis lazuli. or underground. Hyacinth: A red zircon. K Manao: Agate. Ka-gi-na: Hematite. Markhushum: Any precious stone; I Khesbet: Lapis lazuli. may be used for any gem desired. Indigo: Dark blue or blue-black Khulalum: A precious stone, either in Melanite: A black andradite garnet. sapphire. general or a specific one that cannot be Meno: Agate. Iris: A rare form of quartz with inter- identified. Meripihka: Amber. nal fractures that break light into spec- Kidney-stone: Nephrite, or jade. Moonstone: Transparent to translu- trum flashes, often passed off as opal on Kogyoku: Jade. cent white feldspar whose pearly to those unfamiliar with real opals. “Iris” is Kohaku (kiiro-shingo): Amber. opalescent luster looks like an ectoplas-

46 • JUNE 1998 mic haze-blue shimmer just beneath the Cross-Naming at a Glance surface. Very rarely in green or orange. It kogyoku (J) lemanita, nephrite, is used to enhance certain Illusion/ This information is particularly useful pounamu (Maori), sastun (Mayan), Phantasm spells. to DMs who base their campaign's cul- tama (J) yaseuma (J), yu (Ch). Moralla (morallion): Semi-crystallized tures on historical ones. The abbrevia- Jasper, gug (Babylonian, Assyrian). emerald material, like deep green tions are: Akkadian (Ak), Arabic Jet, antipathes, gagates (Gr, L), gag- turquoise, sometimes glittering from (Arab), Chinese (Ch), French (Fr), gitis, geet (Fr), jaiet (Fr), scorpion tiny crystals. German (Ger), Greek (Gr), Indian (In), stone. Moarganite: A rose-pink beryl. If left in Italian (It), Japanese (J), Latin (L), Lapis lazuli, huinzo (Aztec), khesbet the sunlight all day, morganite glows Spanish (Sp), and Scandinavian (Sca). (Egyptian, Babylonian), outremer (Fr), softly after dark. seikinseki (J), stamatopetra (Macedon- Morion: Near-black smoky quartz. Agate, cater's eye, hakik (Arab), ian), uknu (Assyrian), ultramarine (Fr). Moro: Dark red or ox-blood coral. manao (Ch), meno (J); achat (Ger), Moonstone, adularia, getchoseki (J), Murasakisuisho: Amethyst, meaning achates (L), agata (Sp, It) akhates (Gr). lunaris, salis gem, selenita, silverstone, “wisteria crystal.” Amber, alatuir, bernstein (Ger), elec- waterstone; adulaire (Fr), adular (Ger), Mya: Emerald. tra (L), electrum (L), giallo (It), gwefr lunaria (It), Mondstein (Ger). Murismitis: Amber. (Welsh), kiiro-shingo (J), kohaku (J), Onyx, oniche (Fr, L). meripihka (Fin), myrismitis (Gr), rav Opal, argenon, ophthalmius, N (Sca), seastone, succinum; ambar, suc- paederos; most European languages Neelam (nilam): Any blue gem. cino (Sp); ambra (It); ambre (Fr); anbar use opal or opale. Nephrite: Old name for jade. (Arab); sukzinit (Ger). Pearl, dur, shinju (J), zhenshu (Ch); Nikolo: Onyx with a black or brown Amethyst, murasakisuisho (J), perla (Sp, It), perle (Fr.) base layer and a bluish-white layer on sacondion, zijingsede (Ch); amatista Peridot, peridote, chrysolite, top; used for stone cameos, as opposed (Sp), ametista (It), amethyste (Fr), evening emerald, olivine. to shell cameos. Beryl, aquamarine, emerald, Rock crystal, aconteta, bergkristall heliodore. (Ger), du-shi-a (Babylonian, Assyrian), O Bloodstone, alaqueca (Sp), quartz, sastun (Mayan), suisho (J). Olivine: A name applied to peridot or heliotrope. Ruby, hongbaoshi (Ch), vermeille; green garnet. Carnelian, carnelian, gug (Babylon- rubi (Sp), rubino (It), robijn (Dutch), Onyx: Layered chalcedony. Dull, pale ian, Assyrian), sard, sarda (L), sardin, rubis (Fr), rubin (Ger). specimens may be dyed bright, unnat- Tormali (In); corneline (Fr), Sapphire, almandine, amethystine, ural hues or to imitate the valuable rare Cat’s eye, cyrnophane, lion’s eye. gawdone, indigo stone, padmarad- black onyx. If there is enough contrast in Chrysoberyl, heliodore. schah, seal sapphire, zaffiro (It), zafiro color of shade between layers, it is used Coral, akabar (Arab), akori (J), (Sp); saffier (Dutch), safia (J), safir for cameos. antipathes, arciscuro (It), bianco (It), (Swe, Fin), saphir (Fr). Opal: A very soft silica stone easily carbonetto (It), gorgonia, moro, sango Scapolite, pink moonstone. shattered. The rainbow flashes are (J), scorpion stone, penninah Serpentine, za-tu--gir (Baby- formed by interior discontinuities, and (Hebrew); corallo (It), corallino (It), lonian, Assyrian). the colors may be hot (reds, oranges, corail (Fr), coraux (Fr), koraal (Dutch). Spinel, balascus, balas-ruby, yellows) or cool (blues, greens, and pur- Diamond, adamant, adamas, espinela (Sp), rubicelle, vermeille; ples) in backgrounds of white, black, almaas (Arab), diamante (Sp,It), dia- spinelle (Fr), spinell (Ger, Scan), orange, or clear (as in jelly opals and har- mant (Fr,Ger,Dutch), jingangshi (Ch), spinello (It). lequin opals). The denser the flashes, the sein (Burmese). Topaz, kogyoku (J), peredell, tataya, higher the value. Opal often replaces Emerald, mya (Burmese), smaragd tauridan; topacio (Sp), topas (Ger), bone or wood in fossilized objects, so (Gr, Dutch, Ger), umina, emeraude topaze (Fr), topazio (It). opal skulls and teeth can occur naturally. (Fr), esmeralda (Sp), smeraldo (It). Turquoise, ferozah, gyu, piruzeh Black opals are ideal spell components Garnet, almandine, carbuncle, (Persian), tanos; turchese (It), tikisfar- for improved invisibility spells; fire opals melanite, pyrope, olivine, vermeille, ben (Ger), turquesa (Sp). enhance fireball spells, allowing the zakuroishi (J); alabandina, alamandina Zircon, hyacinth, jacinth, jargoon, caster to increase damage by +1 hp/die. (L), almandin (Gr), granat (Ge), vermeille, yaaqoot (Arab), zargun, zar- Ophthalmius: Opal. granate (Sp), granato (It), grenate (Fr). qun; circon (Sp), zircone (It), zirkon Outremer: Lapis lazuli. Hawk’s eye, falcon’s eye. (Ger, Sca). Hematite, haematite, ka-gi-na P (Babylonian, Assyrian). Precious stones in general: digalum Padmaradschah: Rare light orange- Indigo, indigo stone, inky sapphire. (Ak), farida, fareeda (Arab), gauhar yellow to orange sapphire. Jade, axe-stone, chalchihuite (Aztec), (Arab), jauhara, jawaahar (Arab), khu- Paederos: Opal. giada (It), hisui (J), kidney-stone, lalum (Ak), markhushum, (Ak). Peacock stone: Malachite.

DRAGON 248 • 47 New Spell: Gemguard Pearls are vulnerable to acids; per- Rosterite: A rose-red beryl. fume, vinegar, wine, or gelatinous cubes Rubellite: Red or pink tourmaline. (Abjuration) strip the luster or even dissolve the Rubicelle: A yellow, yellow-orange, or Level: 3 pearl. The same size and color pearls can orange-red spinel. Range: 10 yards vary in worth because one has a deeper Ruby: Red corundum crystal, prefer- Components: V,S,M or more brilliant luster. ably deep “pigeon’s blood” red, rarely a Duration: Permanent (see below) White pearls are associated with the star stone with six points. When it does Casting Time: 1 turn moon, purity and tides; gold pearls with not form properly for gems, the decora- Area of Effect: 1 gem acquiring wealth; pink with love and tive translucent or opaque mass, pink to Saving Throw: None affection; blue with contentment; silver red, is called ruby matrix. Ruby aids the The gemguard spell is normally cast with the intellect; black pearls with memory and can be enchanted to upon enchanted gems and gems worn power and success. counter the effects of forget spells. as jewelry. The spell protects a single Penninah: Coral. gem no larger in sizer than the caster’s Peredell: Light green to yellowish- S fist. The spell renders the gem impervi- green topaz. Salis gem: Moonstone. ous to shatter spells and deflects all Peridot (peridote): Typically found in Sango: Coral. melee and missile attacks that target dull shades of green; the best is grassy, Sapphire: A corundum crystal of any the gem specifically. (The spell offers brilliant yellow-green. color but red (reserved for ruby); some- no protection against attacks with a Pink moonstone: Scapolite. times a star stone of six points. Sapphires wider area of effect.) Against directed Piruzeh: Turquoise. aid in deciphering all sorts of signs and attacks, the gem is treated as AC-3. Plasma: A slightly translucent form of so can be used as material components Against directed magical attacks (such chalcedony, ranging from light to dark for read magic, legend lore, and other inter- as disintegrate spells), the gem saves as apple green. pretive spells. rock crystal with a +4 bonus Pounamu (punamu): Jade. Sard (sardin): Opaque carnelian, in The material component for the Pramnion: Black, clear quartz. the orange-red range, but sometimes spell is a second gem of the same type, Prase: A dull green, opaque chal- any carnelian. size, and value. The two gems are cedony much used for engravings and Sardonyx: Sard layered like onyx. Can attuned to one another so that the sac- amulets. be used for cameos if there is enough rificial gem sustains all of the damage, Pyrope: A garnet. contrast. while the protected one remains Sastun: Jade or crystal. unscathed. The sacrificial gem requires Q Scapolite: A stone translucent to 10 hp damage from a single attack to Quartz: Silicon dioxide crystals, transparent, only occasionally of gem shatter; once the gem is destroyed, the known by various names according to quality; the few that are are yellow, pink spell ends. its color, such as amethyst (purple), (sometimes girasol), blue, or violet. The gemguard spell remains in effect cairngorm (brown), citrine (yellow to Schorl: Tourmaline. until the sacrificial gem is destroyed. orange), iris (internal rainbow fractures), Scorpion stone: Black coral or jet. The two gems must be within 10 yards morion (black-brown), pramnion Seal sapphire: Seal brown, silky-look- of the caster at the time the spell is (black), rose quartz (pink), Its crypto- ing girasol or star stone. invoked; thereafter, the spell remains crystalline form is called chalcedony. Seastone: Amber. in effect regardless of the distance sep- R Seikinseki: Lapis lazuli. arating the gems. Sein: Diamond. Rav: Amber. Selenita (selenite): Moonstone. Pearl: Formed inside oysters and cer- Rhinestone: Any faux crystal. Serpentine: A soft stone, related to tain other mollusks, of a calcium sub- Rhodochrosite: rose pink stone, talc, the gem grade is called “noble ser- stance called nacre [NAY-ker] laid onto although darker shades to a brownish pentine” and is translucent, rich green. an irritant that has worked its way into a sherry red occur. An enchanted The more opaque, apple-green variety fold of the oyster. No one knows what rhodochrosite amulet or talisman can may be mistaken for jade. Other colors causes an oyster to give a certain color of enhance the effect of any charm spell, are yellow and brown, and any of the pearl. Indeed, one oyster may simulta- imposing a -1 penalty to the save. colors may be veined with red, so it can neously build pearls of different colors. Rock crystal: Transparent, colorless be confused with bloodstone if the PCs Occasionally pearls are two-colored: quartz. Crystal balls are usually carved do not check hardness. blue and pink, or green and purple. from this, not made of glass. Wizards Shinju: Pearl. Colors include white, cream, gold, pink seeking to create their own crystal balls Siberite: Violet tourmaline. (pale to moderate, but no red, scarlet, or should be required to obtain rock crystal Silverstone: Moonstone. crimson), silver-gray, blue (silvery to globes, leaving glass to the phony seers. Smaragd (smaragdos): A green stone navy), green, purple, bronze-brown, and Rose quartz: Delicate pink quartz, like malachite. very rarely true black. sometimes a star stone. Smoky quartz: See cairngorm.

48 • JUNE 1998 Sphene: A transparent green stone, most common—clear, colorless topaz. Bibliography pronounced “sfeen.” Green is the rarest hue. Spinel (spinelle): A crystal form of an Tormali: Red carnelian. Apple, Russ and Peg. “Harvesting oxide of manganese and aluminum, Tourmaline: A common silicate crys- Precious Coral.” Tales of Old Hawai’i. with good fire; its colors include red, tal of green, violet, yellow, orange, red, Honolulu Star Bulletin, April 6, 1979. black, green, yellow, blue, purple, brown or blue. Tourmaline can shade between Budge, A. E. Wallis. Amulets and and pink. colors in one crystal, from one end to the Superstitions. Oxford University Press. Stamatopetra: Lapis lazuli. other, or from core to outside. Tourma- London, 1930. Star: A stone in which light forms lines can be used as replacement compo- Kraus, Edward Henry, and Chester intersecting lines that move with the nents for repulsion spells. Baker Slawson. Gems and Gem Materi- light (also faked by various means, but Turquoise: At best a uniform sky blue als, 5th edition. McGraw-Hill Book detectable by a good jeweler or a good or, rarely, a rich spring green. Extreme Company. New York, 1947. gem-fan), which almost must be cut sunlight and heat cause it to fade to gray Shipley, Robert Morrill. Dictionary of cabochon to show well. Usually the star or yellow. It is porous, and perspiration Gems and Gemology, 5th edition. is of two or three lines — four or six also mars the color. As an amulet on the Gemological Institute of America. points, but it may be eight, ten or twelve bridle of an animal, it prevents stum- Los Angeles, 1951. points, depending on the crystal struc- bling; on a person, it prevents tripping Spencer, L. J. A Key to Precious Stones. ture of the gem. See garnet, rose quartz, or falling, providing a +2 bonus to Dex- Blackie & Son, Ltd. London and ruby, sapphire, seal sapphire. terity checks or saving throws against Glasgow. 1936. Succinite: (Succinum): Amber. falling off roofs, out windows, down Webster, Robert. Gems, Their Sources, Suisho: Rock crystal. holes or cliffs, off bridges and ropes, and Descriptions, and Identification. Archon Sunstone: This transparent red to yel- so forth. A bit of enchanted turquoise Books. The Shoe String Press, Inc. low stone reflects tiny spangles in its attached to the base of an arrowhead Hamden, Connecticut. 1970. depths because of microscopic inclu- affords a +1 bonus to hit. Wyndham, Robert. Enjoying Gems: sions of hematite. The Lure and Lore of Jewel Stones. The Stephen Greene Press. Brattleboro, Uknu: Lapis lazuli. Vermont. 197X. Tama: Jade. Ultramarine: Lapis lazuli. Tanos: Green turquoise, yellowish to Umina: Emerald. middle green, never too dark. Spring- on exposure to sunlight but then reverts green is most prized. to blue when carefully heated to the Tanzanite: A rare gem of zoisite, at its Vermeille: Any orange-red stone, as proper temperature. Heat treatment can best transparent, intense electric blue ruby, spinel, zircon, or garnet, turn many yellow or brown zircons col- with blazing magenta planes and orless or blue. Bright red zircon counter- flashes. The most spectacular of all blue acts insomnia and might enhance the crystals. When used in conjunction with Watermelon stone: A freakish tour- effect of sleep spells. the gate spell, a tanzanite talisman pro- maline whose crystal has a green “skin” tects the wizard from the aging effects. around a red or pink core. Sliced and The talisman also enhances banishment polished, it looks like a round of water- spells, enabling the caster to invoke the melon. spell as if he were 2d4 levels higher. Waterstone: Moonstone. Holly Ingraham, a full-time author, lives in Tataya: Topaz. Honolulu with husband, Patrick, and feline Tauridan: Blue topaz. editor, Strider, who only steps on the keys Tiger’s eye: A form of quartz that is Yaaqoot: Hyacinth. when she’s writing stuff that ought to be fibrous, as asbestos, but hard, compact Yaseuma: Jade. erased. and brittle. It shines in bands of honey Yu: Jade. and gold tones, with the grain. Red tiger’s eye is in tones of dull red-orange to russet. Blue-gray tones give hawks Zafiro: Sapphire. eye or falcon’s eye. Tiger’s-eye can be Zakuroishi: Garnet. used in spells to foretell dangers coming Zamurrad: Emerald. over the ground. Red tiger’s eye warns Zarqun (zargun): Zircon. of menace approaching underfoot, like Za-tu-mush-gir: Green serpentine. landsharks (bulettes). Zhenzhu: Pearl. Topaz: Classically a transparent Zijingsede: Amethyst. sherry yellow, but other colors occur Zircon: A clear hard stone found in such as pale blue, pink, orange-yellow, red, orange, yellow, green, and—very tawny (dark sherry brown), red, or the rarely—blue. The last might turn brown

DRAGON 248 • 49 IF KINGS AND HEROES REPRESENT THE PRESENT OF THE LAND KNOWN AS CERILIA— ® ® the setting of the AD&D BIRTHRIGHT campaign—then dragons stand for its past. Even the elves cannot remember a time when dragons were young or plentiful in Cerilia, and tales from other parts of Aebrynis do not indicate that these great creatures fare any better on the world’s other continents. But still, a few dragons do remain. Even the youngest of them is nearly a millennia and a half old. The eldest remaining, who can say? And what has kept it hidden from the land for so long?

And what has woken it now? Higher up the mountain, a cave The dragon of Vstaive Peak—known opened where none had been before, to local legend as “Vore Lekiniskiy,” or by Ed Stark and a rumble that sounded more like a “Master Fire Worm” —has been nothing roar ushered forth. In terror, those near- more than an ancient tale of smoke and illustrated by est the mountains “mouth” fell on their rumor for longer than the barbaric faces rather than flee. A scalding breath humans of the land have dwelt in the Dan Burr cleansed the life from their bodies and region. Once, he simply served as an their bodies from the mountain. explanation for the occasional earth- Vstaive Peak. Mercenaries, bought and Of the handful of soldiers near enough quakes that rocked the mountains paid for by the Raven, they cared little to see the disaster yet far enough away to between the Raven’s realm and the free for the legends of haunted caverns and escape the wrath of the mountain, only a land of Yeninskiy. But now it has been dragons out of the past. Even when the few survived to report to the Raven the proven that “Master Fire Worm” is ground began to shake beneath them, destruction of their army. It is said the frighteningly real. the army only settled in to endure what old awnshegh, old enough to be one of could only be a short tremor before they Azrai’s Lost, sat down heavily in his cas- The Awakening could move on. tle and wondered at the tale. He allowed The black-clad troops of the awnshegh But they were wrong. The ground his officers to live after their failure, so known as the Raven moved quickly shook, and moved, and rumbled. The awestruck was he, and the Raven has not toward the high mountain pass between bravest of the officers tried to organize a ordered another attack on Yeninskiy Vstaive Peak and the less hills below. retreat down to the foothills on either yet-at least not through the passage of Their timing was perfect. A winter side, to avoid the shifting rock and the Vstaive Peak. storm, perhaps summoned by their mas- falling boulders. Most simply fled or cast ter’s magic, drove the Vos of Yeninskiy themselves behind larger stones, hoping A Tale from the Past into their homes and kept them there. to be spared amid the avalanche. But no Many legends surround the infancy and The winds broke on the foothills of the precaution was enough to bear what fol- adolescence of the land known as Cerilia mountain, strangely leaving the passes lowed. and the world of Aebrynis. It has, most open for the quick march. The comman- From out of the side of the moun- recently, been discovered that before ders drove their troops through the tain —not out of a cave or a hidden pass, elves walked the continent where night, briefly and only in dark- but out of the mountain itself—a giant, humans now rule, races of giants and ness, lest some brave border guard from clawed paw rose amid the tumult of the great monsters lived. Little is known of below spot a speck of fire where none army. Right up under one commander’s the Age of Monsters in Cerilia, but it has should be. feet it rose, then smashed down, crush- been said that the dragons of the land The orog and human army took what ing her guard and throwing her scream- once vied with the giants for dominance. refuge it could in the deep caves of ing down the mountainside. They met to parlay, to ally, and to battle.

50 • JUNE 1998

Since the disaster of Vstaive Peak, the fell under the sway of Vore Lekiniskiy- But Vore Lekiniskiy could not return Raven has searched for any tale that can Master Fire Worm. to power. Damaged and drained by his lead him to understand how the borders Vore Lekiniskiy possessed magical battles and his failures, Master Fire of his land were “blessed” with the pres- power surpassing even that of his highly Worm had to use the last of his energy to ence of an apparently ancient Cerilian magical race. He proved able to charm hide from his enemies. When they left, dragon. While the awnshegh has made younger dragons, bending their wills to he found he had waited too long to no effort to pass along any tales or histo- his own. Using them as a vanguard, he reemerge from his hiding place. He tried ries he learns, stories do get out. The tale cut a swath through southern Cerilia to drawn himself up from the mountain of Vore Lekiniskiy is growing. that is still remembered in the soil of the but found the land wrapped around No one knows how old “Master Fire barren deserts and blasted wastes of him, entwining him, and merging with Worm” might be, but it is known that no some of the Khinasi lands to this day. his very essence. Horrified and mortally dragon has lived in these mountains Those dragons Vore could not master angry, Master Fire Worm found he could since the Battle of Mount Deismaar and became his enemies. Most died or fled no longer master his own body—his the coming of humans to Vosgaard. Cerilia entirely. It is said the Sea of Drag- roars became rumblings, his struggles Through his magics and his spies, the ons gamed its name from dragons who, earthquakes, and his magic a part of the Raven has learned that even before Deis- wounded, collapsed into the ocean and land itself. maar, when dragons were occasionally died, causing a foul steam to rise up from In the millennia since, Vore has occa- seen in the skies over Cerilia, not one the sea for months afterward. “Romanti- sionally stirred, giving rise to the legends would fly within a hundred miles of this cized legend” or not, it is certain that of Vstaive Peak and its “dragon,” but he land. Indeed, the Flight of Dragons that many dragons died fighting or fleeing has never been able to extricate himself arrived to the last battle between Azrai’s Master Fire Worm’s onslaught. from the mountain. Indeed, his recent forces and the humans he wished to attack on the Raven’s troops is the most dominate is known to have flown Unlikely Allies active he has been in centuries—perhaps around the land that became Yeninskiy, During the legendary “Age of Mon- a sign that he has gamed the ability to settling near enough to the forests of sters,” it is said that dragons warred with free himself (at least partly) from his hid- Cwmb Bheinn to cause a panic among giants and other huge creatures for the ing place. If so, Vore Lekiniskiy could the elves there. domination of Cerilia. It may be that prove a dangerous addition to an It was elven legend that led the Raven sometime during the end of this age, the already war-tom region. to his next discovery. The dragons of old gods of Cerilia were created, the Cerilia have always been loners, even elves were born, and the huge beasts and Treasure Tales of Vstaive Peak when they were more plentiful. Meeting giants lost their dominance—it may not. Wherever there are stories of dragons occasionally to mate and only staying But, whatever the case, the remaining there are legends of treasure. Even a tale with their young long enough to raise dragons of Cerilia needed help to as dubious as the one surrounding Vore them to adolescence (with the exception destroy Vore Lekiniskiy. They turned to Lekiniskiy has spawned it share. The fol- of Weyrzak the Thunderer, another leg- the remaining civilized giants. lowing rumors of treasure have found ® end told in DRAGON Magazine #230), As few and far between as the dragons their way around the Cerilian courts and they avoid each other. For the most part. of Cerilia are now, the civilized giant to the ears of adventurers: Apparently, the dragon that became nations left on the land were loathe to aid known as Vore Lekiniskiy was the excep- the dragons in their quest—until Master ❖ Orbs of draconic influence. Vore tion that proved the rule. Fire Worm turned his breath on their kin. Lekiniskiy certainly earned the moniker Using magics not seen on Cerilia since, “Master Fire Worm.” It is said that his The Domination of dragons they and the remaining dragons eyes each function similarly to orbs of dra- The most recent rumor to reach the destroyed Vore’s dragon allies and drove conic influence. They can shift the reaction Raven’s ears tells of one dragon that rose him back, almost to the end of the conti- of any Cerilian dragon by up to ten lev- to prominence many millennia ago, after nent. But they could not destroy him, for els (on Table 59: Encounter Reactions) the Age of Monsters but before the rise of Master Fire Worm still possessed more and no dragon can attack a character elvenkind. This dragon saw the decline power than all of them combined. At the holding one of Vore Lekiniskiy’s eyes of his kind on Cerilia and the rise of last, he used this power to save himself. unless the dragon is first attacked. lesser races and decided to do something Fleeing the battle, he dove into the ❖ Magical tongue. It is said that any- about it. Mustering all his power, he mountains of southern Vosgaard and one who eats a piece of Vore Lekiniskiy’s began to visit other dragons—in their disappeared—magically entering one of tongue and makes a successful saving lairs, or on their occasional hunts—and the high mountains and merging with it throw vs. poison can speak with the talk to them. Instead of driving him off so that his magic could not be detected power of suggestion for an entire turn. (as is draconian custom) or fleeing him amidst the background mebhaighl of the Those who fail the save suffer 3d10 hp outright (which is also draconian custom land. Unable to find him and seek their damage. when one is confronted by an obviously revenge, the remaining dragons and ❖ Jewels. While Vore Lekiniskiy’s hide superior foe), these dragons listened. their giant allies eventually gave up and has been merged with Vstaive Peak for And so they fell and were doomed. They left. millenia, when he frees himself (even

52 • JUNE 1998 temporarily), his skin becomes more The Doom of Vore Lekiniskiy many others in Yeninskiy, but its secret draconian. Vore’s skin is encrusted with Fyodor Drakesny, a blooded Vos, is seldom understood. Any living man great jewels and gems. Anyone daring believed in his heart that the slayer of may wield Vekiyav, but no blooded enough to search an area of the moun- Vore Lekiniskiy would emerge as a king scion or regent can use the spear’s tain where Master Fire Worm has of kings, with the power to unite the greater powers. Only an unblooded recently emerged might find large, valu- tribes of the Heartless Waste. Drakesny commoner can employ all of the spear’s able gems amid the upturned rocks and is one of countless scions who knew the magical abilities. avalanche detritus. It is said that each legend of Vore Lekiniskiy and resented Characters who choose to face the gem possesses some sort of non-lasting the dragon’s defending their mountain dragon may offer tribute to the tsarevo magical power (much like a potion— border from the incursions of the and take Vekiyav from its resting place in when the gem is clutched in both hands, Raven. He despised the notion of a the tsarevo’s hall. When wielded by a the power activates), but some bear great lizard commanding his fate, and trained Vos warrior, the war spear +3 curses. All are extremely valuable. he envied the terror instilled by a mere acts as a medium lance (inflicting dou- mention of its name. ble damage in the hands of a mounted, The problem with treasure hunting on Drakesny heard the tale of a Vos charging warrior). In addition, the Vstaive Peak is obvious: the most valu- regent who wounded Vore Lekiniskiy barbs on the spear’s head embed in an able treasure comes only from Vore with a great war spear. The weapon, opponent whenever the wielder rolls Lekiniskiy’s own body—and Master Fire Vekiyav, was supposedly returned to the maximum possible damage (whether Worm, even in his changed state, should capital of Vstaive, dripping with hot mounted or on foot). The embedded be near impossible to harm. Fortunately, blood. The regent himself perished, but barbs inflict an additional 1d6+1 hp there are other ways to use Vore the spear—knocked from his grasp— damage when removed. In melee, the Lekiniskiy’s power in a campaign. was recovered as the injured wyrm wielder may simply rip the spear free of sank back into its mountain facade. his victim on his next attack (no attack Master Fire Worm For ages, the great spear has stood in roll required). Wounds caused by the in Your Campaign the hall of the ruling tsarevo, free to any spear do not heal naturally; magical Even if you are not running or playing in scion who would use it to slay the healing is required to restore damage. a BIRTHRIGHT campaign, a dragon as Dragon of Vstaive Peak. Few dared to The spear has the power to remove paral- unusual as Vore Lekiniskiy can be useful. risk their lives, despite the spear’s sup- ysis by touch and can call lightning A dragon, imprisoned for millennia in a posed powers. But Drakesny knew that thrice/week, but only in the appropri- mountainside, is awakening. He is Vore Lekiniskiy had cause to fear ate weather conditions. throwing off his mountain bonds and Vekiyav. He dreamt a riddle once: “He In the hands of an unblooded but struggling to be free. All creatures of who wields Vekiyav and lives must be a skilled warrior, the spear affords full magical nature in the area (especially man of blood, not a blooded man.” protection from normal and magical fire other dragons) will be aware of this dis- Drakesny took this riddle to mean that (including the Cerilian dragon’s breath turbance—even if they do not know the he, a blooded scion who had never been weapon attack) and inflicts double cause. defeated in battle, could defeat Vore damage against dragons and their kin. While this will cause the most cau- Lekiniskiy with the spear in hand. Thus It also protects the wielder against the tious of the magic-sensitive to flee the he paid tribute to the ruling tsarevo and effects of the dragon’s fear aura—a area, the bravest and most greedy will bore Vekiyav to his death potent item indeed in the battle against investigate. In a Cerilian campaign, this The spear returned to the tsarevo’s the Dragon of Vstaive Peak. To this day, means wizards, adventurers, and magi- hall with stories of Drakesny’s spectac- no unblooded warrior has challenged cal creatures converging on the Vosgaard ular demise. The riddle whispered to the dragon with spear in hand. lands of the Raven and human-ruled Drakesny in a dream has been heard by Yeninskiy. In other campaigns, other magical and magic-driven creatures The Raven will want to eliminate Vore spired to trap him. As he grows more begin to investigate an area of the world Lekiniskiy or—better yet—enslave him. and more aware, he may use the greed that probably hasn’t had its share of He knows the power of the Cerilian and curiosity of the small mammals pok- magical happenings in many centuries. dragons and would love to add one to ing around his prison to initiate his The locals will react accordingly. Even his arsenal. If he could obtain even one of release. If he is even partially successful, if they do not believe the legends of Mas- Vore’s eyes, he would become the pre- it could spell doom for the lands around ter Fire Worm and the awakening of miere awnsheghlien on the continent. him. Vstaive Peak, they recognize the prob- Even in a world without awnshegh or lems a convergence of highly magical, dragons of Cerilian caliber, such an arti- high-powered characters and creatures fact would make any warlord powerful. Ed Stark has spent the past three years will mean to the region. Most will try to Finally, Vore Lekiniskiy is starting to writing BIRTHRIGHT material and is cur- ® prevent adventurers and monsters from remember what freedom felt like. He has rently working on new ALTERNITY and intruding, while others try to profit by incredible magical powers and a desire STAR*DRIVE™ projects. He hopes the world their presence. for revenge against the world that con- will slow down Real Soon Now.

DRAGON 248 • 53 Vore Lekiniskiy, Master Fire Worm

CLIMATE/TERRAIN: Vstaive Peak FREQUENCY: Unique ORGANIZATION: solitary ACTIVITY CYCLE: Any DIET: Omnivorous INTELLIGENCE: Supra-genius (20) TREASURE: Special ALIGNMENT: Chaotic evil NO. APPEARING: 1 ARMOR CLASS: -7 MOVEMENT: Special HIT DICE: 25 (169 hp) THAC0: 1 NO. OF ATTACKS: 3 or special DAMAGE/ATTACK: 1d12+10/1d12+10/2d10+10or special SPECIAL ATTACKS: Breath weapon, spells SPECIAL DEFENSES: Fear aura, gaze, spells, invulnera- bility MAGIC RESISTANCE: 75% SIZE: G (exact size unknown) MORALE: Champion (15) 15d6+15 hp damage to anything in a 15’ wide area within 100 XP VALUE: 28,000 feet of Vore’s snout. Vore cannot hunt or move from the mountain, but he can Magically merged with the mountain known as Vstaive Peak, emerge anywhere on the mountain in 2d4 rounds. He can when Vore Lekiniskiy emerges, he only does so partially. His retreat the same way and at the same pace. He can attack while scaled skin is dotted with dirt, rock, and gems. White bone retreating, but he usually retracts his head first, making his shows through patches where flesh has not completely claw attacks at 4 until they return to the mountain. returned, giving him the appearance of . But Vore Vore’s gaze attack forces opponents to save vs. paralyzation Lekiniskiy is alive, trapped in a madness of his own making. at 4 or be paralyzed for 1d3 turns. He uses this to trap unwary Vore Lekiniskiy attacks using his foreclaws and bite, or he trespassers so that he may occasionally feed (he grows hun- can execute any of the special attacks described in the grier as he wins free of the mountain). He seldom troubles with “Dragon” entry of the MONSTROUS MANUAL™ tome except those the power to automatically use geas, suggestion, or feeblemind on that require flight or quick movement—Vore Lekiniskiy is tied anyone trapped in his gaze, but this may change. to the mountain. When Vore erupts from the mountainside, he causes an earthquake that forces everyone on the mountain to save vs. Combat: When Vore Lekiniskiy emerges from the mountain- paralyzation or be thrown to the ground. The DM may allow side, his head and either one or both of his claws rip free simul- modifiers to the saving throw based on how close the charac- taneously. He may be able to free more of his body, but it is ters are to where Vore is erupting. Any character that sees Mas- thought he cannot bring more than half of it out at any one ter Fire Worm ready for battle must save vs. spell at 4 or time. He can attack with both his claws and his bite in the same succumb to a fear spell. round. Vore Lekiniskiy can cast wizard spells at the 20th level of Vore’s breath weapon is like the erupting of a volcano. It is ability and has access to nearly any spell available on Cerilia. not just fire—but lava and molten rock as well. Because of his Recently, there is evidence that Vore has access to realm magic tie to the mountain, Vore may use his fiery breath once every as well (see the BIRTHRIGHT Campaign Set), though this has yet three rounds, but it causes him 10 hp internal damage for every to be confirmed. Fortunately, Vore seldom uses his magical blast beyond the first. His breath is a 30’ cone that extends at its energy to cast spells—he is too concerned with freeing himself widest point to 15 feet. It inflicts 25d6+25 hp damage on any- from the mountain. thing within that area, though victims may attempt to save vs. breath weapon for half. Nonmagical and magical objects must Ecology: Trapped in the mountainside, Vore Lekininskiy had save vs. magical fire or be instantly burned to a crisp. forgotten about such things as “hunger” and “pain” for cen- On the following round, anything or any creature within the turies. Now, he is remembering, and the dragon of Vstaive path of Vore’s breath weapon must make a saving throw again Peak grows increasingly frustrated with his existence. Chaotic or be overcome by the lava that rushes down the mountainside evil in every way, this frustration could turn to mass destruc- (Vore is smart enough to never breathe uphill.) The lava inflicts tion at any time.

54 • JUNE 1998

THE MOOR DRAGON Mornauguth

To this day, HIS YOUNG-ADULT GREEN DRAGON is known, to those who pass or dwell near the Misty Forest, to lair to the northeast, in an

Mornauguth seeks area of steep-sided, breakneck wooded ravines. She preys on two things: the wild that roam the High Moor. Occasionally she spices her diet with a caravan or adventuring band or two, and once a month or revenge on those so takes wing eastward, disappearing for a tenday at a time.

Though adventurers have more than On rare occasions, clergy from the who transformed her once searched for the Moor Dragon’s lair, Dark Embrace request Mornauguth’s they’ve never found any treasure. service as a steed or aid in an attack on a In reality, Mornauguth is a human strong target (usually a Selûnite temple), and recovery of her transformed, trapped in green dragon and she has thus far given it willingly shape by rivals. She was once a priestess How long she continues to do so without of Shar—young, pretty, and possessed of any sign of Shar’s favor remains to be true form through almost reckless ambition. She rose seen. swiftly through the ranks of a temple to Morna Auguth was a brilliant but will- the Mistress of the Night located in the ful child. From her earliest days she the grace of Shar. backlands of Amn, making many ene- fought with those in authority whom mies along the way Some of her rivals she--accurately, if not prudently—saw within the clergy wove dark spells that as dolts. She grew up as a wild, thieving bound Mornauguth into dragon form— runaway in the southern backlands of whereupon she was attacked by a real Amn, living on her wits, daring, agility, dragon into whose lair she‘d been lured and (whenever caught) her beauty, until before transformation. She slew that she was captured by a priest of Shar to be wyrm, though she was sorely wounded. his personal slave. To this day, Mornauguth seeks two This clergyman, Ablaer the Dark things: revenge on those who trans- Goad, intended to cut out Morna’s formed her and recovery of her true form tongue and blind her once he’d tired of through the grace of Shar. her. He put her in the kitchens of the by In hopes that the goddess will grant Dark Embrace to work out her days as a her human form, Mornauguth gives all drudge. the wealth she gains to the Dark After several years of servitude, Ed Greenwood Embrace temple in Amn, and she flies off Morna duped Ablaer’s superior into at least once a month to perform some believing that the Dark Goad of the Illustrated by daring dark deed (usually a raid on a Embrace was organizing a coup within Storn Cook city’s palace, jail, or state building) in the the temple, and she had the great satis- name of Shar. faction of seeing her cruel overmaster

56 • JUNE 1998 PARALYZED AND SPELLBOUND, Morna Auguth was forced into the shape of a green dragon by means of a powerful and little-known spell, and that magic was lengthened and strengthened by the spells of no less than fourteen priestesses. maimed and broken by temple torturers. The Coroanim wanted this force to Grateful and impressed, the Moon- Ablaer was a long time dying, and become his own personal “Bringers of down priests adopted Morna into their Morna whispered words of triumphant the Purge.” He came with the might of ranks, immediately testing her by giving hatred over his helpless form for all the his rank in long service to Shar, and the her the task of making Morna’s former long days of his torment. mustered magic of twenty-odd senior colleagues into zombies under her com- She found, however, that she’d merely priests of the Embrace, to persuade the mand and directing them to carry out traded one cruel master for another, Dolorim of the House to submit to the the dirty drudge jobs of life in a when Ablaer’s superior, the Coroanim authority of the Coroanim and make monastery. Morna accepted the dung- Belvim Natrather, took her as his own Moondown House a chapterhouse of shoveling, floor-scrubbing, and garden- plaything. Morna swiftly came to see the Dark Embrace. ing without demur. Over the seasons that she now stood in the shadow of an The folk of Moondown were outraged that followed, she practiced iron self- additional peril: all Dark Embrace clergy but dared not show it. Their eldest clergy control, always doing and saying the considered her a treacherous informant. made a desperate plan to bring down the right thing, rising steadily in rank and Every one of them took delight in Coroanim and his most senior priests by influence within the Moondown clergy. wounding or mistreating her whenever means of slow-acting, subtle poisons— Some years later, disease claimed two they could find her alone. Morna began knowing they faced almost certain dis- senior priests. Almost immediately looking for a way out. covery and painful death. Morna (sent thereafter, a dispute with adventurers Her opportunity to escape presented by her master to spy on them) saw this as resulted in the death of one of the most itself within a year, when the Coroanim a golden chance for revenge, resolving to powerful priestesses of the House. journeyed to a smaller, hidden Sharran make the poisonings so frequent and Moondown erupted into a frenzy of temple in eastern Amn. Moondown widespread that the entire party from intrigues, confrontations, and stabbings House was a monastic community the Embrace would succumb before any in dark corridors. Morna was careful to founded in the crumbling remnants of confrontation could occur. keep her tongue still and her zombies an old keep near Torbold. Its small but Without telling anyone, she set about close, using them to defend her from fervent priesthood were planning her plan, letting herself be seen at work several murder attempts. Once many of bloody night raids on the temples of all by the elder Moondown clergy. When all the clergy had fallen, she emerged from other gods in Amn, and they were train- the folk of the Embrace lay dead, Morna her seclusion to challenge and slay her ing jaded, outlaw, and homeless youths presented herself to the Moondown chief remaining rival, assuming the into a fanatical strike force, the Slayers of priests, saying she’d been guided by office of Prioress, third in rank over all Shar. Shar herself in what she’d done. the House.

DRAGON 248 • 57 Many ambitious priestesses who found themselves suddenly beneath her were furious. Morna survived no less than a dozen attempts to slay her over the year that That last news aroused the followed. The Moondown clergy, and even the tendency of stone reluctant and suspicious Morna blocks to fall from the couldn’t keep them camped any walls of the ever-growing longer in the damp hollow they’d temple whenever she walked retreated to in the face of strong and below became a wry joke well-armed Selûnite warbands. Guided among Morna and the by the treacherous priestess, they novices, but she openly told them the reached the lair. Morna was suspicious, struck down two revealed location of a judging it the abode of a living dragon conspirators in a spell- dragon’s lair. Gul- who’d return to entrap and doom them battle, and she was widely darath was a very all, and went off by herself to hide in the (and correctly) believed to old black dragon, deepest reaches of the dungeon, in the have caused the drowning of his scales tinged dextral of two passages she thought too a third rival in the monastery purple with age, who small for any dragon to traverse. That cesspool. slept for decades at a played into the hands of the traitor, who Morna’s superiors eventually time. He always awak- had a confederate cast a fiery spell at the tired of the drain on Moondown ened ravenously hungry back of the passage once Morna had resources and ordered that all hos- and flew east to rolling fallen asleep. tilities cease—upon pain of death. plains beyond Thay The sleepy Prioress scrambled out of There were grumblings, but almost where vast herds of the passage to get away from whatever immediately the monastery found wild beasts roamed, danger lay behind her—straight into a itself locked in all-out war with clergy awaiting his devour- spell—ambush launched by her own of Selûne who’d moved into the area. ing jaws. Usually he clergy. Paralyzed and spellbound, Moondown House was badly damaged, over-ate, then flew ponderously Morna Auguth was forced into the and many of its clergy fled and were and sleepily home again to return to shape of a green dragon by means of a forced to adopt a roving lifestyle of strik- long, shining, and memory-studded powerful and little-known spell, and ing at foes and then fleeing. Upland dreams. that magic was lengthened and strength- Amn became one large battlefield (cer- When Morna’s band happened to be ened by the spells of no less than four- tain bored merchants in Athkatla even near the lair, one of its priestesses dar- teen priestesses. began to wager over who would pre- ingly awakened the dragon at dusk by Mornauguth still hunts those clergy vail), and Morna became a feared war- hurling spells at its very nose. Guldarath today, seeking to compel each one to leader, so successful that her awakened, too groggy to reflect on what remove her binding before she devours Moondown rivals feared had awakened him, and flew off to feed. them. At the time, she was powerless to prevent them from fleeing, trailing mocking laughter. She was left alone to ornauguth still hunts those clergy today, seeking to await the return of the owner of the trea- sure beneath her, knowing that he could compel each one to remove her binding before she only perceive her presence as a domain challenge. devours them. Her paralysis ended scant moments before Guldarath appeared. A battle that when the struggle ended in a Shar- The Moondown priestess hurried back erupted that shook the very mountain ran victory (as all true followers of Shar to Morna’s encamped band to say she’d around the true wyrm and the trans- knew it would), Morna Auguth would found a cave she’d played in as a child, formed priestess. Too startled to draw rule Moondown House. one that would serve as an admirable back down the narrow way and let fly They could find nothing strong stronghold for them—and that it was with spells from a distance, the ancient enough to use against her—until a local full of heaped treasure. black dragon pounced with jaws and

58 • JUNE 1998 fangs, and magic crackled between them dine in one locale, which would result in arrives unannounced, or creeps near as they struggled wing to wing and scale drovers avoiding that area or adventur- Kalnar’s farm of nights, using her spells to scale in the dimness. ing bands being hired en masse to deal to spy on her agent—whom she trusts Morna knew she was fighting for her with her. She knows the backlands of about as far as he could throw her, tail life, not coins or a cave to hold them, and Amn better than most living beings, and and all... she cared not if she ruined the lair or she has a shrewd overview of Sword Mornauguth has always swung buried the hoard. As the two dragons Coast caravan shipping. She dis- between a shrewd biding and a bold rolled over and over, clawing and biting, likes the sea and being spotted recklessness that sees her time and again lashes of her tail brought down many dagger-like rocks onto her foe, battering him and ultimately breaking his back. f one believes the bards, every thief or doomed Mercilessly she carved and cooked the agonized black dragon, until Guldarath dwarven treasury-guard in the North has headed for died atop his own hoard. Then she turned to hunt the Moondown clergy the Rockshaws as fast as possible . . . who’d trapped her into this battle. She found none that night, or the next while over it by one of the wyrms she‘s plunge instantly into action to take day Over the months that followed, seen flying offshore. When she contem- advantage of opportunity. however, she took a heavy toll of Shar- plates fighting above waves she could be ran faithful, driven by rage and fear of dragged into and drowned in, true fear Mornauguth’s Lair being trapped forever in dragon form. colors the Moor Dragon’s thoughts. The Moor Dragon lairs in the broken Self-control has returned to Morna While exploring, she was once surprised country of the northeastern High Moor, over the years. Rage still smoulders in by a dragon turtle that shot its neck up to due east from Daggerford and southeast her heart, but she’s begun to use her new bite her, almost pitching her under the of Secomber, in “the Rockshaws,” a dragon form to greater effect. Mor- waves—where she would have been trackless region of sharp stony ridges nauguth retains her human spellcasting truly in its clutches. and narrow, deep gullies linking springs ability rather than that of a green According to the sage Velsaert of with small cauldron lakes and sinkholes. dragon; as an eighth level priestess, she Baldur’s Gate, the Moor Dragon’s rela- The Rockshaws has acquired a color- commands a roster of 3, 3, 3, 2 and tionships with other wyrms have been ful reputation as the home of many (because of her shape) is limited to spells “a series of skirmishes between a reck- ghosts and much buried treasure. If one with verbal and simple somatic compo- less, ambitious interloper who cares for believes the bards, every thief or nents. She is much heartened that Shar treasure only as a means to further her doomed dwarven treasury-guard in the continues to grant her magic. schemes, and wyrms defending hoard North has headed for the Rockshaws as The spell that entrapped her gave and domain in the traditional sense.” fast as possible under Morna the breath weapon and other Though Velsaert dismisses reports of the weight of their loot, physical capabilities of a green dragon, the Moor Dragon actually hiring adven- to bury it where and over the years she’s grown accus- turers to aid her, these reports are true: tomed to her dragon body She can even from time to time, to accomplish a dar- prowl stealthily now; her thirst for ing raid on the foes of Shar, Mor- secrets and knowing what’s happening nauguth hires established bands of in the land often drives her to go creep- adventurers to carry out diver- ing up to campfires by night to listen in sionary attacks or take-what- on intrigues. More than one sleepy mer- they-can raids. chant stumbling into the woods to find Her chief agent in such tent, trail, or privy has had the—some- dealings is Temrojan times final—fright of his life, upon stum- Kalnar, an old, retired bling over the snout of a glitter-eyed wine merchant, with green dragon, waiting still, silent and no friends and fewer terrible in the night. scruples, who dwells From such nocturnal eavesdropping, on a walled farm Mornauguth often learns routes and northwest of Crim- timings of livestock drives and herd mor. The two can sig- hunts—so she can help herself to such nal each other with abundant food, often under the nose of a sending stones placed by Mornauguth dragon whose domain she’s poaching (who seized them from a caravan some on. She‘s wise enough not always to years ago), but the Moor Dragon often

DRAGON 248 • 59 monsters roam and inquisitive folk with cottages with his own hands, to spend conic foes, would seem to be the Sharran shovels are thus few. Leucrotta and galeb his last few years gardening, reading, temples of Faerûn (Amn in particular). duhr have always inhabited the Rock- and talking with the few elves and shaws, but other beasts come and go. mages who knew of his excellent parsnip The Deeds of Mornauguth Mornauguth hasn’t bothered to seek wine and longsighted conversation. The Moor Dragon’s life is devoted to out whatever treasures may lie in the Mornauguth lies in her caverns only winning back the favor of Shar, thereby Rockshaws, but a steady stream of wary when she needs to take shelter from regaining her human shape. If she has dwarves armed with maps suggests at fierce wintry weather, or when her druthers, however, she’ll end up least some hidden gold lies there. wounded. Sometimes she prays to Shar with the ability to change from human to Mornauguth dwells in extensive cav- here of nights, rocketing up the shaft to dragon and back again at will, and live erns beneath Greenleaf Vale, at the bot- soar at the stars and cry out to the - armored in the unfolding fondness of the tom of a wide, deep shaft (thought by dess—but otherwise she is to be found Mistress of Night as a special agent of the some local gnomes to be an ancient elsewhere, spying on the doings of oth- goddess (with special powers to match). delve rather than a natural feature). This ers or basking on high mountain ledges Several recent successes have given “well” reaches the surface in the heart of around Amn, plotting. Mornauguth cause for quickening hope; a large stand of old trees in The lair itself is said to be little more Shar seems to have her eye on the the Rockshaws. The Vale of than a long sleeping-mound of smooth dragon that worships her at last. Mornauguth’s Magic ecent successes seem to give Mornauguth cause for The Moor Dragon commands only one quickening hope; Shar seems to have her eye on the notable magic: Sending Stone dragon that worships her at last. These lumps of natural, unworked stone are magically linked so that any verbal thick oak, walnut, maple, and chestnut sand, gathered from the sandbars message of twelve seconds’ duration or trees was so named by exploring elves washed into the cavern by several less spoken by someone touching one because they entirely fill a deep bowl springs that traverse them. The water of stone will instantly be emitted from the valley, and to a traveler on the ground the springs, according to the Harper second stone, regardless of the distance are invisible until one stands almost on explorer Morlden “Silentboots,” is between the stones (so long as they’re on the lip of one of the cliff-walls of the val- sweet, cold, and drinkable. Morlden saw the same plane). Each stone can send ley Many incautious adventurers have no guardians, treasure, nor constructions two such messages (and receive two) fallen to their deaths (or to sudden, of any kind; if he‘d not daringly used a within each 24-hour period; extra mes- grievous injury) by blundering right spying-spell to see Mornauguth dig up sages, or portions of messages beyond over the edge of a Vale wall in the dark; her sending stone from the sand and then the allowed duration, are lost. local leucrotta have been known to lie down for slumber, he’d not have been XPValue: 500 GPValue: 2,500 deliberately chase foes towards the Vale, able to say for certain if a dragon really trying to force them into a fall on the laired in the large cavern farthest in from Mornauguth’s Fate rocks. Several small, winding trails make the bottom of the shaft at all. He stresses The Moor Dragon lives dangerously— perilous journeys down the Vale walls, that other items might well lie buried in and loves it. Her boldness and quick wits where the overgrown ruins of several the bed of sand, which is at least than six have carried her through many “certain long-abandoned cottages can be seen. feet thick in all places. deaths.” One day they won’t, and she One old bardic ballad claims that tests them often—but her chances of Roadaeron, an exiled king of Westgate, in Mornauguth’s Domain becoming a special Servant of Shar seem the days when that city had kings, dwelt Mornauguth seems to ignore the very better with each passing year. here in hiding for almost forty years, rais- concept of draconic territory, never ing his son Blaervaer to be king. The defending her own lair nor caring if she elderly Roadaeron laid down his life offends other wyrms by her roamings. storming the city to put Blaervaer on the Only fear of being caught over water Ed Greenwood enjoys gaming most for the throne. The ballad claims (truthfully, curtails her wanderings, which are con- people he’s met and the friends he’s made. As according to Elminster) that Blaervaer cerned with the doings of the Sharran he puts it, “When I’m among gamers, I’m at stole away from his throne when he’d clergy, rival priesthoods, and other home, one crazy person among many—but grown old (his latter days embittered by human intrigues, broken by hunting I’m proud of that. When it comes to gamers, the vicious struggles among his four trips and explorative forays far afield. ‘crazy’ always includes ‘intelligent,’ and sons for the throne), leaving his crown Mornauguth’s domain, if one means ‘understanding,‘ and ‘nice.’ What other folks behind, and fixed up one of the ruined which areas she‘ll defend against dra- can honestly boast that?”

60 • JUNE 1998

Sarmatian, you say?” Sir Bors looked me up and Adown, sour disbelief plain on his scarred, bearded face. “And what is your name?” “Orion,” I replied. It was the one thing I was certain of. How I came to this time and place I knew not. “And why are you here?” asked Sir Bors. We were standing in the dingy courtyard of a hilltop fort named Amesbury, its walls nothing more than a rickety palisade of timber staves. These Britons had tried to build their forts in the way the Roman legions had, but their engineering skills were poor. They stared at the ruins of Roman aqueducts and monuments and thought that the stonework had been done by giants or magicians. A few dozen men milled about the bare dirt courtyard, some leading horses, a few practicing swordplay with one another. The place smelled of dung and sweat. And fear. “I came to serve against the Saxons,” I said. Bors’ eyes widened. “King Arthur? You’ve made him your king, have you?” I felt confused. “I thought—” Bors planted both fists on his hips and pushed his scarred face so close to mine that I could smell the stale wine on his breath. “Ambrosius is our king, Sarmatian! Young Arthur may be his nephew, but the pup’s still wet behind the ears. King indeed!” I said nothing. Bors grumbled, “His uncle’s put him in charge of Amesbury fort here and sent to watch over him, but that doesn’t make him anything more than an inexperienced babe in the woods.” by Ben Bova “I . . . I’m sorry,” I stammered. “I meant to say King Ambrosius.” Bors snorted with disdain. My mind was spinning. I remembered Artorius as a skinny, pimply-faced boy, a captive of the Danes when I illustrated by served Beowulf. I had saved him then, I dimly recalled. William O’Connor Somewhere in my mind I knew he was to be king of the Britons. But first he would become dux bellorum, battle leader of these island people who had been abandoned by the Roman Empire and left open to invasion by the barbarian Angles and Saxons. I am Orion. I serve the Creators, those godlike crea- tures from the far future who send me through spacetime on missions of war and murder. My master is Aten, the golden one, sneering and superior. I have died many times, in many strange and distant places, but always he brings me back, revives me to send me on still another task of pain and danger. “You are my creature, Orion,” he has told me often. “My hunter. I built you, and you will do as I command.” I hate Aten and his mad dreams of controlling all of spacetime to suit his whims. There are other Creators, as well, haughty and demanding, toying with human history like children playing with dolls. Cruel gods and goddesses, all of them. Except for Anya. Anya of the gray eyes and supernal beauty. Anya is the only one among those Creators who care at all for their creatures. Who cares for me. I love Anya, and she

DRAGON 248 • 63 loves me. Aten knows this and, vicious with implacable Arthur swung at me in languid slow motion, a powerful jealousy, sends me far from her, to serve him and die overhand cut that would have sliced me down to the over and over again. navel if I hadn’t danced lightly out of harm’s way. He “Well, you’re big enough,” said Sir Bors, snapping me grunted, frowned, and advanced upon me in sluggish back to the moment. “Can you fight?” slow motion. I smiled tightly. I had led Odysseos’ men over the high I feinted once to the left, then slashed at his shield, stone wall of Troy. I had made Mongol warriors gape at splitting it in two with a loud cracking sound. My blade my battle prowess. I had helped Beowulf kill Grendel and would have taken Arthur’s arm off if I hadn’t pulled back its mate. in time. “I can fight,” I said. Arthur’s eyes went wide with surprise. After only a Sir Bors was wearing only a cracked and stained moment’s hesitation, he tossed away the broken shield leather jerkin over his tattered knee-length tunic. But he and came at me again. He smashed another mighty over- had a long Celtic broadsword belted at his hip. I was in hand slash at me. I parried it easily and his blade shat- chain mail and linen tunic, my sword strapped to my tered into several pieces with a brittle snap. back. “Hold!” Bors shouted, sticking his sword between us. Drawing his sword from its leather scabbard, Bors said, I stepped back. “Let me see what you can do.” If Arthur had feared that I would kill him he gave no “Wait!” a young voice cried from behind me. “Let me sign of it. Instead, he tossed away the broken stub of his test him.” sword and then reached out for mine. I turned and saw a handsome tall nobleman walking “That’s a fine piece of steel,” he said admiringly as I toward us, so young that his beard hardly darkened his handed the sword to him. chin. His eyes were light and clear, his shoulder-length Without thinking of why, I answered, “I know where hair almost blond. He was smiling broadly. you can get one that’s even better, my lord.” “My lord,” Bors said, his tone several notches softer than it had been, “this Sarmatian—” ❖ ❖ ❖ So this was Arthur. He had grown into a strong young man. It took an hour and more of talking, but at last Arthur and “He’s got good shoulders, Bors,” said Arthur. Then, to I set out for the distant lake in search of the sword I me, he added, “Let’s see if you know how to use your promised him. Sir Bors and the other knights were dead sword.” set against the kings nephew travelling alone with a Bors objected, “But my lord, you shouldn’t engage stranger from a distant land. Bors complained that the fort yourself with a stranger. He might be an assassin, sent to might be attacked by Saxon raiders at any time, and kill you!” Arthur’s place was where his uncle had put him. But Arthur laughed aloud. He had no fear of an assassin. wizened old Merlin was on my side. He did not know that I had murdered men in other eras, “The Sarmatian brings good fortune to Arthur,” the old at Aten’s behest. wizard said, stroking his long gray beard as he spoke. The A squire, not much younger than Arthur himself, beard was knotted and filthy, his homespun robe even trudged up and handed the battle leader his helmet and dirtier, but all the knights and squires stared at him with shield with the blood-red dragon painted on it. I drew my wide-eyed awe. They would not step closer than five own sword, heard its steel tongue hiss as it came out into paces to him; Merlin walked through the little fort’s dung- the sunlight. My fingers tightened on its leather-wrapped dotted courtyard as if protected by a magical aura. hilt. In truth, I saw a burning intelligence in the old man’s “Where is your helmet, your shield?” Arthur asked as narrowed eyes, a keen awareness that belied his wrinkled, he stood before me. His iron helmet covered his cheeks ragged appearance. Beneath those shaggy gray brows his and had a nosepiece shaped like an upside-down cross. eyes were shrewd, sharp, penetrating. Was he one of the “I won’t need them,” I said. Creators in disguise? His smile turned down a little. “Pride goes before a fall, To satisfy the suspicious knights, Merlin cast a spell to Sarmatian.” protect Arthur, nothing but hand-waving and muttering as “Then I will fall,” I replied. far as I could see. But it seemed to satisfy Sir Bors and the Arthur shrugged, then put his shield up and advanced others, at least enough to allow their young leader to toward me, sword cocked in his right hand. leave the fort with me and no one else. My senses went into overdrive, as they always do For two days we rode, and I got to know Arthur a little. when I face battle. The world around me seemed to slow He was burning for fame and glory. His highest hope was down, as if everything was happening in a dream. I could to one day be named dux bellorum: battle leader of his see Arthur’s bright blue eyes blinking slowly over the rim uncle’s forces. of his shield. And Sir Bors stepping sideways to keep at Yet, like many an untried youth, he doubted his own my side. His sword was still in his hand, ready to strike me abilities. down if I endangered Arthur. I thought he was more “I can see it in the faces of Bors and the others,” he told worried that Arthur did not have the skill or experience me as we camped for the night in a dark, dank forest. The to face a true fighting man, than fearful that I was an huge, broad-boled trees grew so thickly that much of the assassin. day we had been forced to lead our horses afoot. “They

64 • JUNE 1998 would never follow someone so young.” lives, other eras. And, just as I expected, I saw a tiny “They will,” I said, “once you prove yourself in battle.” golden glow far off in the distance, like a candle’s warm He shook his head mournfully. “The curse of the beckoning light, but steady, constant, without a flicker. Britons, friend Orion, is that they will not follow anyone I began to walk toward it. I was clad as I had been for long.” when awake, in a simple tunic and chain mail. But my “They will follow you, my lord. I’m sure of it.” sword was gone. Except for the little dagger that In the darkness of the forest night I heard him make a Odysseos had given me during our siege of Troy, I was sound that might have been a sigh. “No, Orion. Look at unarmed. us! Ambrosius calls himself high king, but who follows Something drew me to that beacon of light. Despite him? A handful, that’s all. You travel for two days in any myself, I began to run toward it. Faster and faster I raced, direction and you pass through two or three different legs churning through the ground mist, arms pumping, kingdoms. We have kings every few miles, each of them my lungs sucking in air. After what seemed like hours I jealous of all the others.” was gasping, my throat raw, my legs aching from exer- “No wonder the Saxons can raid and plunder as they tion. But I could not stop. I wanted to rest, but I was wish.” unable to stop. I was drawn to the light, like an insect “Yes,” he said grimly. “Our people shatter like the sword obeying an inbuilt command. I used against you. One blow and they break.” The tiny distant glow became a golden sphere, a He was silent for a moment. Then, “If I could bring all miniature sun, so bright and hot that I could not look the Britons together, unite all these petty kingdoms . . .” directly at it. I raised my arms to shield my eyes from its “You could clear the land of the barbarian invaders,” I glare, yet still I ran, raced toward it as if it were an oasis in finished his thought. a world-covering desert, a magnet pulling me with irre- This time he sighed unmistakably. “It’s a pretty dream, sistible force. Orion. But only a dream.” At last I could run no more. Soaked with sweat, The ambition was there. He had the dream. But he exhausted, panting as if my lungs would burst, I collapsed needed the courage to make it come true. I could sense onto the strangely yielding ground, still blanketed with that he was longing for the daring, the tenacity, the the perfumed golden mist. strength to become the true leader of all the Britons. “Are you tired, Orion?” a mocking voice asked. I knew Again Arthur fell silent, this time for many moments. who it was: Aten, the golden one. My creator. At length, he spoke up again. The blazing bright golden sphere slowly dissolved to “That sword of yours,” he said, changing the subject reveal him. He stood over me, strong and handsome: because it was too painful for him to continue, “a sword thick golden mane of hair, gold flecks in his tawny eyes, such as that is a rare treasure, Orion. A man would travel perfectly proportioned body encased in a form-fitting suit to the ends of the earth to get such fine steel for himself.” of golden mail. Like so much else, the art of steel had been lost when He sneered down at me. “What is this madness you the Romans departed. are engaged in, Orion? Where are you leading that young “You could have taken my sword from me,” I said. pup?” He laughed softly as he lay in his blankets. “I’d have to I blinked up at him. His radiance was so brilliant it kill you for it, I wager.” made my eyes water. “I thought you wanted me to—” Lying on the ground a few feet from him, with the Angrily, Aten snapped, “You are not supposed to think, dying embers of our tiny fire between us, I replied, “Not creature! Your purpose is to do what I instruct you to do. so, my lord; I would give it to you willingly.” Nothing more. And nothing less.” It was too dark to see the expression on his face. The “But Arthur needs—” night wind keened above us like an evil spirit, cold and “I will decide what Arthur needs, not you!” Aten harsh, setting the trees to moaning. snarled. “I want you to help him win a few battles, not “No,” Arthur said at last. “If I am meant to drive the take him on a foolish excursion through such dangerous Saxons out of our island, I will not do it with another territory.” man’s steel. I must have my own. Merlin prophesied that I I bowed my head, my eyes burning at the radiance would, when I was just a lad.” streaming from him. He was hardly more than a lad now, yet this young “Arthur’s only purpose is to resist the Angles and Sax- man wanted to drive off the Saxons and other barbarians ons well enough to force them to unite against him. Then who had seized most of the coast of what would one day they will drive the Britons into the western sea and take be England. the island for themselves.” “But what will happen to Arthur?” ❖ ❖ ❖ “He will be killed.” “No!” I dreamed that night, but it was not a dream. Aten’s voice hardened. “All men die, Orion. Only my I found myself in an emptiness, a broad featureless own creatures, such as yourself, are revived to serve me plain without hill or tree or even a horizon: nothing but again.” an endless flat plain covered with a softly rolling golden “But Arthur . . .” mist stretching out in every direction to . “He could make a nuisance of himself,” Aten said. “He Vaguely I remembered being there before, in other could become too powerful. For the time being, I allow

DRAGON 248 • 65 him to live. But that time will end soon enough.” “We’ve got to stop them,” I whispered. “And then?” “Two against fourteen?” “Then the Angles and Saxons and other barbarian “They’ll murder those girls when they’ve finished with tribes will create a mighty empire, Orion. An empire that them.” spans the globe and begins to reach out into space.” Arthur wet his lips and shook his head. “Too many of “But can’t Arthur be permitted—” them, Orion. It’s useless.” “Stop pleading for him, Orion! Obey my commands. That Arthur was no fool. Young he may be, but he was not is your destiny. Arthur’s destiny is death and obscurity.” rash. He was loathe to charge in against hopeless odds. I wanted to argue with him. I wanted to tell him that I “Perhaps we can at least divert their attention,” I would not obey his commands, that I would help Arthur whispered hastily, “long enough for the girls to get away.” and save him. Without waiting for his reply, I pushed through the But suddenly I was sitting on the ground at our forest screening foliage and stepped out into the clearing keep- camp again, soaked with sweat, breathing heavily. The ing my sword in its scabbard upon my back. Although the first milky light of the coming dawn was just starting to Saxons’ attention was centered on the struggling, pleading filter through the tall trees. Arthur slept across the dead girls, one of them noticed me approaching and pointed campfire from me, as blissfully as a man without a care in toward me. the universe. “What clan are you?” I called out in the Saxon tongue. Should I turn back to Amesbury fort? Abandon this It never occurred to me to wonder how I knew their quest for a sword for young Arthur? language. Aten built such knowledge into me. His eyes snapped open, bright and as blue as the sea “Who are you?” demanded the biggest of the barbar- on a cloudless day. He was awake instantly. ians. They were armed with axes and short stabbing “How far are we from my sword, Orion?” he asked as swords, I saw. A few steel-tipped spears lay on the ground he sat up, all youthful eagerness. at their feet. “Not far, my lord,” I replied. “We will reach the lake The men who were holding the sobbing, shaking girls today.” threw them to the ground and drew weapons. I smiled I couldn’t turn back now. I couldn’t disappoint Arthur. and kept walking slowly toward them. He trusted me, and I would not betray him, not even for “How did you get so far inland?” I asked, still approach- Aten and all his haughty demands. ing them at a leisurely gait. Yet I should have known that Aten would not willingly “We got lost in those damnable woods,” one of the Sax- allow us to reach our goal. ons admitted. “Do you know which way leads to the sea?” I raised my hand and pointed toward the rising sun. ❖ ❖ ❖ “That way, I think.” Quicker than they could follow, I reached behind my The forest was like a maze of giant trees, their boles as head for my sword and cut the nearest man in two before massive as the pillars of a mighty cathedral, their thick he could blink an eye. As his blood fountained over me, leafy canopies so high above us that they were like a the others roared with rage and ran toward me. I saw dark green roof that blotted out the sun. We had to walk their charge in slow motion, languid as a dream, as my our horses most of the morning, picking through the senses speeded into overdrive. sturdy trees while birds whistled far overhead and tiny Even so, thirteen against one could end only one way. furred creatures chattered at us. One of them threw his axe at me; I dodged it easily as it The ground sloped gradually downhill. We were near- spun lazily toward my head. ing the lake, I realized, although how I knew about the The first two that came within arm’s reach of me I cut lake and its location were beyond me. Something in my down like a scythe mows wheat. The others skidded to a mind told me that we would find the sword for Arthur stop and began to encircle me. there; but just how and why—l had no idea. Then I heard the furious bellow of young Arthur as he The forest thinned out as we led the horses, but the charged on horseback into the fray. Out of the corner of underbrush became thicker between the trees. I saw a my eye I saw him, helmeted and crouched in the saddle clearing up ahead, strong morning sunlight slanting behind his red dragon shield, sword upraised, glinting in through it, and smelled smoke. It was rising from a tiny the morning sun. thatched farmhouse. Arthur had cleverly maneuvered to my right, so that Too much smoke. The farmhouse was afire. his charge forced the Saxons to turn away from me to “Saxons!” Arthur whispered, dropping to one knee as face him. I drove into their midst, slashing bone and we peered through the underbrush at the scene in the sinew, shattering the blades they tried to use to protect clearing. I crouched down beside him. themselves. Arthur cut a swath through them, then turned A dozen men in long blond braids and steel-studded his steed and came back at them even while his first leather jerkins were laughing and whooping as two of victims were sinking to the ground. their compatriots dragged a pair of screaming struggling The remaining few broke and ran, screaming for their teenaged girls across the clearing toward them. A trio of lives. Arthur galloped after them and cut them down bodies lay in their own blood before the burning farm- before they could reach the trees. All except the one who house door: husband, wife, and baby. dashed in the opposite direction. I hefted his discarded Arthur stared, barely breathing. axe and threw it. Its sharp edge caught him between the

66 • JUNE 1998 shoulder blades, and he went down face-first with a final lacking in self-confidence. But once he saw me fighting shriek of death. alone against them he attacked with a wild frenzy rather And then it was over. All fourteen Saxons lay dead or than see me cut down. Then he showed the villagers the dying, and the two terrified girls knelt in the midst of the nobility of a truly great monarch. And now he was as bloody carnage, clutching each other in trembling fear. impatient as a lad yearning to open his Christmas pre Arthur sheathed his red-stained sword and lifted off his sents. helmet, tossing his long sandy hair. At last we had circled the lake completely. I reined my “Don’t be afraid,” he said softly to the girls. “No one will mount to a halt and stared out across the water, turned harm you.” blood-red by the setting sun. They gaped up at him and the elaborate red dragon “Well?” asked Arthur impatiently. on his shield. There was nothing I could say except, “Now we must wait, my lord.” ❖ ❖ ❖ We dismounted and tethered the horses loosely after removing the saddles and packs, so that they could graze The girls led us to a village by the lake’s edge, where they for themselves. told everyone how Arthur had saved them from the “Wait for what?” Arthur asked. His impatience was Saxon raiders. I was taken to be Arthur’s squire, a non- beginning to show an edge of doubt. entity compared to the handsome young nobleman. “For the lady of the lake,” I replied, without knowing The whole village knelt at his feet and blessed him, but the words until I heard them myself. Arthur did not allow the villagers’ adoration to affect him. We ate a bit of the hard bread we had brought. No fire When the village elders begged him to stay the night and for cooking, although I could have eaten a rabbit raw, I take his pick of their women, Arthur replied gently: was so hungry. “I cannot. I am on a quest that must not be delayed.” Surprisingly, Arthur stretched out on the ground. “I’m I wondered what would become of the two teenaged sleepy,” he said, through a big yawn. girls we had rescued. They were orphaned now, with no “Sleep then, my lord. I will stand watch.” family to care for them. “Just a little nap,” he muttered. “Don’t know . . . why But Arthur had already considered that. As he swung I’m . . . so . . . sleepy...” His voice faded into a gentle snore. up onto his saddle, he pointed to them and pronounced The instant Arthur closed his eyes a soft silver glow solemnly, “Those maidens are under the protection of the began to surround me, as if I was bathed in moonlight. It High King. Send them to Cadbury fort in the spring and I was cool and glittering like the light of a million jewels will see that Ambrosius finds noble husbands for them.” twinkling all around me. And then, standing before me, The girls nearly swooned. The villagers raised a chorus beautiful Anya appeared. of blessings. Yes, I thought, Arthur will make an excellent She was in her warrior’s suit of gleaming metallic king—if he lives long enough. silver, fitted snugly over her supple body. Her lustrous midnight dark hair tumbled past her strong shoulders. Her ❖ ❖ ❖ silver-gray eyes regarded me solemnly. I could not move, could hardly speak, she was so exquisite and I yearned As we rode slowly along the lake’s edge that afternoon, for her so. Arthur grew somber. “Orion,” she said softly, “you play a dangerous game “I’ve never seen Saxons this far inland before,” he told here.” me. “If we don’t stop them soon, they will overrun all of “All I want is to be with you,” I whispered, afraid to Britain.” speak louder, afraid of breaking the spell of her appear- What could I answer? My Creator wanted the Saxons ance before me. Arthur lay soundly on the ground beside and their barbarian cousins to conquer Britain; to drive me, his eyes closed in sleep or a trance. out the Britons and create an empire of their own. “Aten is furious that you are defying his command. He “Well,” I said, finding my tongue at last, “at least there wants you to return Arthur to Amesbury. There is to be a are fourteen of them whose only part of this island is the Saxon attack near Amesbury fort and he must be there to ground they are buried in.” lead the garrison.” He grinned boyishly at me. “To be killed, you mean,” I replied. I thought that the Saxon raiders were Aten’s attempt Anya said nothing. to turn me back from this quest for a sword for Arthur. “Arthur needs a sword that will bring him victory,” I Perhaps they were. My mistake was to believe that they said. would be Aten’s only attempt to stop us. She smiled, a little sadly. “Do you really believe that a sword could make any difference?” ❖ ❖ ❖ “It will give him the confidence he needs to fight against hopeless odds. And win.” We plodded along the lake’s shore until nearly sunset, “Aten does not want him to win,” she said. with Arthur asking every few minutes where his sword “But I do. I want—” was, like an impatient boy. She silenced me with a finger upon my lips. “It’s not There was a strange mixture of elements in him. He that easy, my love. Aten controls this timeline. I can only had been cautious about attacking the Saxon raiders, interfere indirectly. You must do the hard work.”

DRAGON 248 • 67 “What does Aten want?” sword.” “Rome has collapsed,” she answered. “He wants to As he climbed to his feet I looked out across the lake, build a new empire that stretches from the steppes silvered now by the rising full moon. It was as calm and beyond Muscovy to these British isles.” flat as a mirror of polished steel. In its middle was an “An empire of the barbarians,” I growled. island that hadn’t been there earlier. I realized that it was “An empire that he can control and manipulate,” Anya not an island at all, but an artifact, a structure of metal said. and glass still dripping because it had risen from the “But why? To what end?” lake’s depths only moments earlier. She shrugged. “Who knows what plans are in his Arthur followed my gaze. “Look!” he whispered. “A boat mind? He looks centuries ahead, millennia.” approaches!” “He’s crazy. No one can control all the forces of space- “The lady of the lake,” I murmured. Anya was going to time.” help us, after all. “He believes he can.” Then she smiled again. “But he Wordlessly we stepped down to the sandy edge of the can’t control you, can he?” shore, Arthur’s eyes fixed on the boat that glided noise- I felt an answering smile curve my lips. “He doesn’t lessly across the placid waters. control you, either, does he?” It was Anya, of course, alone in the self-propelled boat. “But I have the power to work against him when I must. But now she was dressed in a flowing robe and garlanded I can even get some of the other Creators to help resist his with flowers. In the moonlight she seemed to glow with demands. I’m Aten’s equal, not . . .” She stopped short. an inner radiance. Her hair flowed long and smooth as a “Not a mere creature,” I finished for her. river of onyx down her back. Her face was calm, serene, “He could kill you horribly,” Anya warned. “Final death, utterly beautiful. with no revival.” In her arms she cradled a broadsword in a jewelled I remembered being crushed in the jaws of a cave scabbard. I recognized that scabbard. bear, back in the age of ice. I recalled being flayed alive The boat nudged its prow onto the sand before us and by the fireball of an exploding starship. stopped. Anya rose to her feet and held the sword out in “Death is nothing new to me. If we can’t be together, her two hands. what is life except an endless wheel of pain?” Arthur seemed frozen, transfixed by her appearance. “I’m trying, Orion. I want to be with you too, my His eyes were so wide I could see the white all around dearest. But there are forces beyond your ken, forces that them, his breathing so heavy he was almost gasping. keep us apart.” “Take the sword,” I coached him in a low whisper. “Forces manipulated by Aten,” I said flatly. “She’s offering it to you.” She shook her head. “Forces that not even he can Arthur swallowed hard, then summoned up his control, my darling.” courage and stepped into the gently lapping wavelets to I glanced down at the sleeping young Arthur. “And that the side of the boat. His boots sank into the soft sand. young warlord plays a role in these forces.” “Wield this sword for right and justice,” Anya intoned, “He might. I think there could be greatness in him. But handing it to Arthur’s trembling hands. Aten wants to remove him.” “I will, my lady,” he said breathlessly. “Just as you “Kill him, you mean.” command.” “Yes.” “Do so, and the others will follow you.” “Then I want to protect him.” “I will, my lady,” he repeated. Anya said nothing. She merely regarded me with those Without another word Anya sat on the boat’s only somber gray eyes, eyes that held the depths of infinity in bench once more and the vessel backed off the sand, them. made a stately, silent turn and glided back to the “island” “Will you help me?” I asked. in the middle of the lake. We watched, Arthur dumb- “Orion, you have no idea of the damage you do to the founded and trembling, as the boat disappeared into an spacetime fabric whenever you defy Aten.” opening in the structure and then the entire mass slowly “Will you help?” I repeated. sank beneath the surface of the water. She regarded me gravely. “I love you too much to It was not until the “island” was completely gone that allow Aten to destroy you.” Arthur blinked and shook himself, like a man coming out Then you must help Arthur, too.” of a trance. She sighed. “Your young friend must help himself. Then he pulled the sword out of its jewelled scabbard. I Neither you nor I can put courage into his heart.” recognized the word Excalibur incised on its fine steel “It’s not courage he needs, it’s . . .” blade. It was the sword I had taken from Grendel’s cave, But she was gone, vanished as if she had never been the night Beowulf and I killed the monster’s mate. Anya there at all, leaving me standing on the shore of the lake had held it all these years, protected it from Aten’s knowl- as the sky darkened and the moon rose, silver and cool edge, held it for the moment when Arthur needed it. and too far away for me to dream of touching. Arthur swished the blade through the night air, his grin bright enough to rival the full moon. ❖ ❖ ❖ Then we heard the roar of the dragon.

Arthur awoke, sat up, and rubbed his eyes. “I had a ❖ ❖ ❖ dream,” he said, his voice soft and puzzled. “About my

68 • JUNE 1998 It was a dinosaur, of course; a giant raptor fetched by to his feet. The dinosaur yowled and tried to pin Arthur to Aten from its own time and translated across millions of the ground with one foot, but Arthur scrabbled out of the years to kill Arthur. way once, twice... It came crashing out of the woods, roaring like a steam I pulled myself to my feet and, avoiding the beast’s locomotive, stepping nimbly on its two hind legs. Three heavy swinging tail, leaped upon its back. Like a monkey times my own height, the teeth that lined its massive jaw clambering up a tree I scaled along the dinosaur’s spine, were the size of butchers knives, sharp and serrated. The climbing toward its massive bony skull. claws on its hind feet were the length of my forearm, It must have felt me on its back, for it stopped trying to curved like scimitars. It forelegs were smaller, almost crush Arthur and reared up to its full height, nearly throw- weak-looking compared to the hind, but they too bore ing me off. But I wrapped my legs around its neck and slashing claws. swiftly drew Odysseos’s dagger. Plunging it into the back I pulled my sword out as the monster’s beady little of its neck at the base of the thick skull, I hacksawed eyes focused on us. Arthur turned and ran. madly, searching for the spinal column. But only as far as our impromptu camp. The horses Below me I saw Arthur, on his feet now, plunging were bucking and neighing with terror. He slashed their Excalibur into the beasts exposed belly again and again, tethers with one stroke of Excalibur, and they bolted working madly, frenziedly, spattered with the dinosaur’s away, galloping toward safety. Arthur picked up his shield dark blood again and again. and came back to stand at my side. My blade found the spinal cord at last and cut it. The “We’ll have a better chance if we can approach it from monster collapsed, nearly crushing Arthur as it fell. two sides,” he said. His voice was calm and flat, as if he I slid off its back and tumbled to the grassy ground, were discussing tactics over a map in the safety of his exhausted, gasping. castle. Arthur stood blinking at the dead carcass for a few “We should do what the horses did,” I said. moments, then raised both arms over his head and “Run?” screamed an exultant victory cry at the distant moon. It “As fast as we can,” I replied fervently. was an eerie sight: the young warrior bathed in the “No, Orion. If we don’t kill this dragon it will ravage the beasts blood, holding his aloft and countryside. It will kill the villagers and their livestock. We shrieking like a banshee. Beside him the dead “dragon” must protect them.” lay, a mountain of scaly flesh, teeth and claws. Two puny men armed only with swords against a “Did you see me, Orion?” he called triumphantly as he twenty-ton killing machine. hurried over to where I lay. “Did you see me kill it?” But I nodded and edged off toward the water. Arthur Slowly I pulled myself up to a sitting position. The sidled in the other direction, his eyes on the “dragon,” his dagger was still in my hand, but Arthur paid no notice to new sword held high in his right hand. such a puny weapon. The dinosaur looked from him to me, swivelling its He brandished Excalibur in the night air. “I must have ponderous head slowly. It stepped toward me, hesitant, its struck its heart,” he said, bubbling with excitement. “With tiny brain perhaps puzzled by the maneuvers of intelligent this steel I can conquer anything!” prey. I smiled inwardly. Arthur had found his steel; not I dared not go so far out into the water that I could not merely a sword, but the inner steel that would one day move swiftly. I yelled at the dinosaur and waved my make him king of the Britons. If I could keep him alive sword in the air, trying to hold its attention while Arthur that long. moved stealthily behind it. It leaned down in my direction, I could sense Aten scowling angrily at me. He wanted as if to see me more clearly I felt its breath, hot enough Arthur removed from this timeline, and he would do all to make me almost think it could actually breathe fire. he could to work his will. And punish me for defying him. I waited until those monstrous teeth were gaping just All I really wanted was to spend the eternities with above me, then thrust my sword into the beast, into the Anya. But for now, I was at Arthur’s side, ready to battle base of its jaw, with all the power I could muster from men and gods to protect him. both my arms. The dinosaur howled and reared, lifting me completely off my feet. My sword was lodged in its jaw and I clung to the hilt with both hands, my legs dangling uselessly in midair. Dr. Ben Bova is the author of over 90 books, both fiction and Arthur dashed in and slashed at the beasts belly. Even non-fiction. He first linked his history-traveling hero Orion to in the pale moonlight I could see his blade redden. the story of Excalibur in “Legendary Heroes”, in DRAGON The dinosaur bellowed and shook his head so Magazine #236. His most recent novel is Moonwar, sequel to viciously that I was dislodged and flung to the ground, my Moonrise. Among Dr. Bova’s hobbies are flying, fencing, chess, sword still wedged in its jaw. Stunned, I saw through a red swimming, and music. haze of pain the dinosaur turn on Arthur, raking his shield with the powerful claws of one hind foot. Arthur tumbled onto his back and the beast bent over him, jaws gaping wide. But Arthur still clutched Excalibur and slashed at the dinosaur’s snout as he scrambled backward, trying to rise

DRAGON 248 • 69 Wolf’s Bane Tara K. Harper Del Rey $5.99 (PB) By Linda Archer Tara Harper’s novel begins slowly, establishing the characters, particularly Dion the wolfwalker, and the situations necessary for the plot. Once the story actually begins, the pace picks up, and The Masterharper of Pern Wolf’s Bane becomes interesting when tragedy Anne McCaffrey strikes Dion’s family Del Rey $25.00 (HC) While Anne McCaffrey has written a vast number The novel includes an annoying naming con- of fantasy novels that show her versatility as a vention. What’s in an “e”? Evidently a lot for writer, she is by far most well known for her Pern Harper, since she points out frequently that novels. It had gotten to the point, though, where “Dione” is the formal version of the wolfwalker’s the themes were becoming rather old, and the name, while merely removing the “e” turns it into quality of the novels wasn‘t up to par. The Master- a nickname. No other character in the book has harper of Pern, however, is about the most fasci- this type of naming. nating character McCaffrey has created— Another problem is the presence of some Masterharper Robinton. inconsistencies, primarily in Dion’s character. She McCaffrey begins the book, logically enough, is an extremely strong, independent character at with Robinton’s birth, establishing the characters the beginning, but once the first tragedy strikes, of his parents (Petiron and Merelan) thoroughly she quickly changes into a whining, self-absorbed This novel ends from the outset. In fact, it answers one of the ques- fool. Despite regular encouragement from other where Dragonflight tions from the previous books right away: why characters, who tell Dion that her remaining son begins . . . Robinton’s relationship with his father is so poor. needs her, Dion continually wraps herself in self- The gradual development of Robinton’s char- pity, rejecting all offers of help. At this point, Dion acter throughout the novel is intriguing. Given does nothing more than bemoan her situation for his obvious advantages (musical genius, talented six chapters. partners, the adoration of almost everyone at the At this point it might be easy to give up on the Harper Hall), it would have been easy for his book, but when the second tragedy strikes, Dion character to become insufferable. McCaffrey begins to regain her former strength. Here the avoids that trap by making Robinton go through book becomes more focused, as Dion is finally trials of varying severity to hone the humorous, held to the agreement she made with the wolves sardonic character that readers are so familiar years ago, forcing a confrontation with the myste- with in the other books. rious Aiuveven. The Aiueven way of speaking is This novel ends where Dragonflight begins— strange, yet Harper is consistent here in both the with the Ruathan search that unearthed Lessa thought processes and speech patterns one might and F’lar ’s duel with Fax. In fact, the ending of expect from an avian society. The abrupt conclu- this book creates one of several contradictions sion of this intense segment of the novel is very with the other Pern novels. In Masterharper, disappointing. Robinton is at Ruatha Hold, albeit in disguise, Wolf’s Bane would have been a much better during this event. He is recognized by C’gan and novel had it begun shortly before Dion’s first F’nor. In Dragonflight, Robinton doesn’t appear tragedy, eliminating the opening material and until much later. Another contradiction comes expanding the latter half. A more detailed transi- Wolf’s Bane becomes far with Robinton’s marriage. McCaffrey and Nye, in tion between the conclusion and the epilogue more interesting when A Dragonlover’s Guide to Pern, stated that Robinton would also have helped. Having Dion actually tragedy strikes Dion’s never married. All in all, these contradictions are achieve her goal would have made for a more family. negligible because the book remains thoroughly satisfactory conclusion. As it stands, the ending is enjoyable. McCaffrey chose absolutely the right ambiguous and leaves the reader unsatisfied, character for this latest Pern novel. wondering about the ultimate point of the story.

70 • JUNE 1998 The Dragonstone a quest series. In fact, the second book is already Dennis L. McKiernan in print. Roc $6.99 (PB) Cole has woven an engaging storyline from his Another title for this book could have been “How characters. Wizard of the Winds centers on two Stupid Are These People?” This book is obviously main characters, Safar Timura and Iraj Protarus, a prequel, as explained in the epilogue for those following their lives from adolescence to adult- who haven’t read McKiernan’s other novels. In hood. Iraj is a conqueror with a mission and des- The Dragonstone, McKiernan follows David tiny, driven by his view of the world’s future. Edding’s quest-riddle formula as established in Specifically, Iraj believes that the world will be an The Belgariad. The difference between this use of immensely better place when it is united under the format and Eddings’ is that McKiernan’s one strong ruler—himself, naturally. This destiny characters have such poor interpretive skills. doesn’t truly take shape, however, until Iraj meets They try to answer a riddle that reveals who must Safar once more. Along the way, Safar has ...you keep reading the accompany them on their quest by mistaking encountered most of the supporting cast, who are novel just to see what actual animals for the riddle’s animal allusions often more interesting than the protagonists. The form of stupidity they (i.e., “the mad monarch’s rutting peacock”). most fascinating of these secondary characters is indulge themselves in These imbeciles actually try to steal a peacock Kalasariz. next when it’s clear that the riddle refers to a person in Kalasariz appears during Safar’s years at uni- ...... that monarch’s court. They even argue with the versity. He is the spymaster for that particular one character who leaps to the obvious and cor- part of the world, and he is very good at his job. rect conclusion. This first appearance isn’t what is interesting Actually, McKiernan’s characters are different about his character, though. Here he is two- in that you keep reading the novel just to see dimensional. It is when Kalasariz appears later, in what form of stupidity they indulge themselves the presence of the demon Crown Prince, that in next. They never recognize obvious signs. They Cole truly gets his character going. The only don’t even notice when one of their party has problem is wondering why anyone, particularly been subverted by the wizard who held him cap- Protarus, would believe this guy. tive, even though he continues to repeat the same While the novel is fairly good, there is a distinct phrase over and over again. They also end up problem with the Eastern overtones woven with one extra member of their party, despite the throughout. Those Eastern (overtly Arabic) atti- riddle’s warning to “take only these, no more and tudes are exceedingly annoying. Specifically, the no less,” because they can’t make up their minds position of the female characters in the story is who out of two candidates actually fits the riddle. appalling. Women are treated as objects, put on Once the questing party actually approaches this world solely for the pleasure of men. There the dragon on their mission of recovery, things are innumerable scenes of extremely casual sex- start looking up. It’s about time, because prior to ual encounters where the women are nothing this point, McKiernan indulges in some sloppy more than toys. When they aren‘t being used romantic pairings of the members of the questing sexually, they are expected to be little more than ...the position of the party (except the extra), which seems like some- slaves and answer the male characters’ every female character in the thing from a sappy romantic comedy, totally out whim. The only male character in the novel who story is appalling. of place in this quest novel. When the romance does not share this sexist attitude is Safar, who ...... nonsense is cleared up, the conclusion of the book places women at least on the level of being becomes rather interesting. Unfortunately, this human. Cole sets Safar apart in this respect from ending is the only quality piece of writing in the the beginning. Early in the novel, Iraj says, entire novel. “Besides, even free women have no more of a soul than, say, a camel or a horse. They were put Wizard of the Winds here by the gods for our pleasure and to birth Allan Cole more of us.” Safar‘s angry reaction to such atti- Del Rey $6.99 (PB) tudes sets him apart from the other male charac- Wizard of the Winds, originally published in the ters. Cole sustains Safar’s view throughout the United Kingdom under the title While the Gods novel. Slept, appears at first to be a single book, having a Ultimately, given the diverse characters and complete storyline. The last third of the book intricate plotting, the sequel to Wizard of the makes it clear that this is really the first volume in Winds should prove enjoyable reading.

DRAGON 248 • 71 The Prestige Recommended for Roleplayers Christopher Priest Tor $14.95 (TPB) As avid gamers, readers, and filmgoers, we of At first glance, this book doesn’t look terribly fas- the magazine staff often come across a book, cinating, despite the mention on the cover that it game, or video of special interest to other won the World Fantasy Award. The cover is gamers. Here’s one you might like: designed in three shades of beige with black bor- ders—not your usual fantasy novel cover. The Shards of a Broken Crown old cliche about not judging a book by its cover Raymond Feist definitely holds true in this case. It is impossible Avon/EOS $24.00 (HC) to put the book down until the end. Priest’s novel Fans of Raymond Feist’s Midkemia will love is incredible. Shards of a Broken Crown, the concluding vol- The story centers on two young magicians ume of the Serpentwar Saga. Feist brings who, early in their careers, develop an ongoing familiar faces of Midkemia back as the greatest feud that overshadows their lives and haunts war the world has ever seen comes to an end. their descendants through three subsequent gen- Feist has managed to create an enduring and erations. The cause of their dispute is vague at original fantasy world. Continuing in the tradi- first, but when Angier takes over the narrative, it tion of his Riftwar Saga, Shards of a Broken becomes clear that Borden inadvertently caused Crown tells the story of both beings of tremen- Angier’s wife to miscarry their first child. dous power and lovable, mundane heroes who Whether Borden ever really knows of this reason join forces to stop an unspeakable evil. Priest’s novel is questionable, yet he continues the feud with as The majority of the novel follows Dash and is incredible. much vigor as does Angier. Jimmy Jameson, sons of the Duke of Krondor, ...... Anyone who has the slightest interest in magic as they act first as spies, then as messengers, will be fascinated by Priest’s detailed accounts of and finally as leaders in the struggle to retake magic performances in the latter part of the nine- their kingdom’s rightful territory, conquered by teenth century, especially the information regard- General Fadawah. The brothers must deal with ing stage illusions. Patrick, the hot-headed Prince of the Western The characters of Rupert Angier and Alfred Realm, while they assist in the war effort. Ulti- Borden are well defined, drawing the reader into mately the two discover a plot by the Empire of a web of deceit, intrigue, and calculation. It is Kesh to seize control of the city of Krondor, the clear throughout the book that there is something center of the Western Realm, and must race to fundamentally wrong, something slightly off, in save the city from the Keshian invasion. the story that is told from Angier and Borden’s As the brothers struggle to save Krondor, the different viewpoints. Both principals’ stories bulk of the kingdom’s armies, under the com- seem plausible enough, told in retrospect from mand of Erik von Darkmoor, fight battle after journals, but there is an obsessive tone that sim- battle against the remnants of the Emerald ply becomes confusing when the story is taken Queen’s armies. As Erik and his troops fight over by Angier’s great-granddaughter and Bor- farther northward, they encounter the same den’s great-grandson. Priest keeps the reader off corrupt sorcery that powered the Emerald balance this way, creating a desire to get to the Queen’s attempt at conquest. The greater pow- end of the novel so that the true essence of the ers of the world, including the magician Pug, story is revealed. join in the struggle against this evil. The final Priest’s mastery of his writing is never so evi- battle is one of magic, not military might, as dent as in the totally amazing conclusion. It is just Pug and his companions learn this latest threat as convoluted as the rest of the plot. Anyone who is but another incarnation of the ancient foe does not read this book is doing himself a grave they have been battling their whole lives. injustice. The Prestige is the best and most myste- Despite the pleasures of retuning to Feist’s rious fantasy novel to appear in quite a while. Midkemia, Shards of a Broken Crown seems anticlimatic in comparison with the more dra- matic conclusion of the previous volume, Rage of the Demon King. Anyone whose roleplaying Raised by yak traders, Linda Archer took campaign takes from Midkemia time off from yak herding to earn a PhD in English will find plenty of rich material in this novel— literature from the University of Toledo. During the especially in the epilogue, which provides an yak off-season, she lives in the Seattle area with her excellent device for future adventures. daughter, her husband, and an evil cat who hates her. —JESSE DECKER

72 • JUNE 1998

DRAGON DWEOMERS III Draconic Priest Spells

Those who HEN THE SPECIES IS CONSIDERED AS A WHOLE, the magical strength of dragonkind lies with wizardry Some underestimate dragons, however, can cast priest spells upon reaching the the power of’ higher age categories. This is especially true of the gem dragons, whose prowess with priestly magic usually equals or spells granted by exceeds their wizardly ability. The amethyst dragon, for instance, can draconic deities eventually cast sixth-level priest spells, while the remaining gem drag- ons have at least fourth-level potential. Gold and silver great wyrms are in for a nasty can cast fourth-level priest spells as well. Toss the faerie dragon into surprise. the mix, and you have a species with the potential to use seventh-level priest spells. Given these factors, it seems strange that draconic priest

magic has not been covered before.

Note that the priest spells detailed here levels higher. However, given that most are tied to draconic deities much in the dragons cannot use priest spells until same manner that priests’ specialty they reach the higher age categories, the spells are tied to their particular deities relative spell power is sufficiently coun- or faiths. Generally speaking, this means terbalanced. After all, dragon wizard that only those dragons who worship the spells work this way (i.e., non-dragon dragon deity to which a given spell is variants, when viable, are two or three tied may use the spell in question. In the levels higher), so dragon priest spells case of scrolls containing draconic priest operate in a similar fashion. spells, the formulae are safeguarded to As suggested by the accompanying ensure that only casters of the appropri- footnotes, these spells are related to the by ate faith can use them. Such safeguards draconic deities introduced in the Coun- are noted in each spell’s description. cil of Wyrms setting and the FORGOTTEN ® Robert S. Mullin Finally, when compared to standard REALMS accessory, The . priest spells, the following dweomers Thus, the spells might be more appropri- illustrated by seem too powerful for the ascribed spell ate for use in those settings, unless one Stephen Schwartz levels. Indeed, it can be argued that these regards those deities as universal to all spells should be two, perhaps three settings where dragons exist.

74 • JUNE 1998 Aura of Null (Necromancy) Sphere: Necromantic, protection Level: 1 Range: 0 Components: V,M Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: 1/2 When this spell is cast, the dragon is surrounded in an aura of bone-chilling cold energy that extends away from the dragon to a distance equal to its fear aura. Creatures who enter the area must save vs. death magic or suffer a -4 penalty to AC, saving throws, and attack rolls due to the chilling effect. Even if a victim immediately leaves the area, or the spell expires, the penalties persist for an additional 2d4 rounds. Those who successfully save reduce the penalties to -2 and lessen the post-expo- sure effects to 1d4 additional rounds. These conditions are not cumulative, so a victim need make only one saving throw vs. a given aura of Null— i.e., a dragons who worship Null.¹ Spell When a dragon is able to cast first- victim is free to enter, leave, and re- scrolls are safeguarded so that, if used level priest spells, hydraform produces enter the area of effect as often as by any other creature, the caster (only) one head in addition to the dragon’s real desired without requiring additional suffers the full effects of the spell at max- head. For every age category thereafter, saving throws. However, the effects are imum potential (i.e., the spell’s full dura- the spell produces one additional head. cumulative if the victim enters one aura tion (one round per level of the caster) For example, a red dragon is able to cast of Null, departs, and then enters a sec- plus eight rounds after the spell expires), first-level priest spells at Venerable age. ond aura of Null before the effects of the and no saving throw is allowed. As such, hydraform produces one addi- first exposure have worn off. tional head at Venerable age, two at This spell produces a negative-energy Hydraform Wyrm age, and three at Great Wyrm age, chilling effect, so immunity to standard (Alteration) for a total of four heads. cold attack forms (e.g., cone of cold, ice Sphere: Combat, creation In any case, each additional head is storm, Otiluke’s freezing sphere, etc.) pro- Level: 1 under the complete control of the vides no defense against it. Undead and Range: 0 dragon’s real head, but only the true other negative-energy creatures, as well Components: V,M head can cast spells or use a breath as the casting dragon or another dragon Duration: 1 round/age category weapon. The additional heads can make with an active aura of Null, are immune Casting Time: 1 bite attacks, however, even if the to the effects of the spell. The negative Area of Effect: Special dragon’s real head is so engaged, but not plane protection priest spell also provides Saving Throw: None claw attacks unless made in lieu of spell protection against an aura of Null. This spell enables a dragon to “grow” casting or a breath attack. Aura of Null persists for the full dura- additional heads (and necks) so as to Furthermore, each additional head tion unless removed by a limited wish take on the likeness of a hydra (or Tia- has a number of hit points equal to 20% or greater effect; dispel magic does not mat, as it were), though the new heads of the dragon’s usual total (fractions suffice. are always identical in appearance to dropped), but these are merely phantom The material component for this spell that of the dragon’s real head (i.e., red hit points and have no bearing on the is the dragon’s holy symbol, which is dragons create red dragon heads, blue dragon’s true hit point total. In fact, not consumed by the spell. dragons create blue heads, etc.). How- attacks directed at one of the additional This spell is granted only to those ever, the exact number of additional heads cause no real damage to the heads the dragon can grow is tied to its dragon and won‘t even disrupt the 1. Null, the dragon god of death and the dead, is described in The Draconomicon, page 27. age category, as follows: dragon’s spellcasting. However, when a

DRAGON 248 • 75 new head is reduced to zero hit points, it (DMs should extrapolate the number of sion of the dragon itself. This spell immediately vanishes from the dragon’s heads according to the comparable age enables the casting dragon to enhance body. Otherwise, the heads remain until category of the caster) immediately that bond considerably. the spell expires; dispel magic does not attack the caster and continue to do so For the spell to function, the dragon remove them. until either they or the caster is must be in contact with its hoard at the A dragon may have no more than one destroyed (which ends the spell), the time of casting. Once the spell is cast, the hydraform spell in effect at any time. Sub- duration expires, or, in the case of a non- dragon knows the exact value of the col- castings of the spell simply dragon who has assumed a draconic lective hoard, as well as the value of spe- negate and replace earlier castings. form, the caster shifts to a nondraconic cific items (or a collection of similar The material component for this spell form (which also ends the hydraform). items, such as a particular coin type) is the dragon’s holy symbol. It is not con- within the hoard. For example, a dragon sumed in the casting. Hoard Attunement whose hoard is valued at 50,000 gp This spell is granted only to those (Divination) knows how much of that amount con- dragons who worship Tiamat, the Chro- Sphere: Divination, guardian sists of coins (type and number), how matic Dragon.2 For obvious anatomical Level: 2 much consists of gems (type, number, reasons, this spell is useless to non- Range: Touch and value), and so forth. dragon spellcasters. However, spell Components: V, M In addition, hoard attunement enables scrolls are safeguarded so that, if used by Duration: Special the dragon to notice whether any items an unauthorized caster (including a non- Casting Time: 1 turn in the hoard have been disturbed or dragon who manages to achieve a dra- Area of Effect: Special stolen, even if but a single copper piece is conic form via a shapechange spell or Saving Throw: None missing. If the dragon is in physical con- similar power), the additional heads Dragons are well known for the intimate tact with the hoard when it is disturbed, 2. Tiamat, the Chromatic Dragon, is described in knowledge they have of their hoards. the dragon is immediately aware of the too many sources to mention here, but for the sake of Indeed, it is reasonable to assume that a disturbance (even if sleeping, in which this article, readers should refer to The Draconomicon, page 58, and , book two, page 48. dragon’s hoard is very nearly an exten- case, the dragon always awakes fully alert). If treasure is missing from the hoard, the dragon instinctively detects the distance and direction of the absent treasure with unerring precision, so long as the treasure is within one mile of the dragon per age catagory. For example, a Great Wyrm can track down missing treasure while it remains within 12 miles. Once the treasure leaves this range, the dragon’s only choice is to continue mov- ing in the direction in which the missing treasure was last detected and hope it comes back in range. Hoard attunement lasts for one month, so long as the dragon remains within the “tracking” range given above. If the dragon is sepa- rated by a greater distance for a number of days equal to its age catagory, the spell immediately ends. Therefore, a dragon who spends too much time attempting to track down a few missing coins could very well lose its attunement with its hoard, in addition to the missing items. New treasure added to an attuned hoard does not receive the benefits until it has been part of the hoard for a num- ber of days equal to the dragon’s age cat-

3. Astilabor, the dragon goddess of acquisitive- ness, and Task, the dragon god of greed, are described in The Draconomicon, pages 25 and 27—28, respectively.

76 • JUNE 1998 egory. Once this time has passed, the new treasure is regarded as if it had been there when the spell was cast. Hoard attunement is unaffected by dis- pel magic and similar spells. To remove it, a full wish, ’s disjunction, or similar magic is required. The material component for this spell is the dragon’s hoard and holy symbol, neither of which are consumed or other- wise harmed in the casting. This spell is granted only to those dragons who worship either Astilabor or Task.3 Spell scrolls are safeguarded so that, if used by any other creature, the caster is afflicted with insatiable greed. This greed is so powerful, in fact, that the scroll-user regards all valuables he encounters (even those of only minor worth) as his own and reacts in a hostile manner toward anyone who would keep such valuables from him. This condition can be removed only by a remove curse spell cast at the 12th level of ability.

Purge of Garyx (Evocation) Sphere: Combat, elemental (fire) Level: 3 Range: 0 Components: V, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: Special When this spell is cast, an aura of intense magical heat and fire extends away from the casting dragon to a distance equal to its fear aura. Although the dragon is not affected by the energy, everything else in the area of effect is. Creatures caught within the purge suf- of this spell is reduced accordingly when dragons who worship Garyx.4 Spell fer 1d8+1 hp damage per age category of used against creatures and objects that scrolls are safeguarded so that, if used by the casting dragon. Thus, a purge of Garyx possess immunity or resistance to fire any other creature, the caster must save cast by a Great Wyrm inflicts 12d8+12 hp and heat. Also note that the purge is not against the purge as well. damage. Victims may save vs. spells to an explosive wave of energy like that of a reduce the damage by half. fireball or meteor swarm; rather, it is Faluzure’s Curse Objects within the area of effect, merely a sudden presence of extreme (Necromancy) including walls, ceilings, and floors, magical heat and fire. Sphere: Necromantic must save vs. spell at 4 or be utterly The material component for this spell Level: 4 destroyed. If the save succeeds, such is the dragon’s holy symbol, which is not Range: 0 objects are unharmed. consumed. Components: V, M Note, however, that the effectiveness This spell is granted only to those Duration: 1 turn/level

4. Garyx, the dragon god of fire-using dragons, is 5. Faluzure, the dragon god of death and decay, is 6. Kereska, the dragon goddess of magic, is described in The Draconomicon, pages 25—26. detailed in Council of Wyrms, book two, page 48. detailed in The Draconomicon, pages 26&27.

DRAGON 248 • 77 Casting Time: 3 Level: 4 memory without the spell vanishing Area of Effect: Special Range:0 from its mind, as the aura generates the Saving Throw: None Components: V, M energy necessary to power the spell When this nefarious spell is cast, the Duration: Special Casting Time: 1 turn (much like the stored energy of a rod of dragon is surrounded by a layer of Area of Effect: Special absorption). Furthermore, aura of Kereska necromantic energy. This aura is com- Saving Throw: None enables the dragon to cast spells by act of pletely invisible and cannot be detected when cast, this spell enables the dragon will alone, without the need of compo- by any means save for magic specifically to select draconic wizard spells in place nents or even initiative adjustments due designed to detect necromantic energies; of priest spells of equal level. There is no to casting time. Saving throws allowed a simple detect magic does not suffice. limit to the number of wizard spells that by these spells still apply, however. While the spell lasts, any creature slam can be memorized via this spell, so long Aura of Kereska remains in effect for the by the dragon via tooth and claw (or as the dragon’s normal allotment of full duration of the spell unless removed other body weapon, such as a tail or priest-spell slots is not exceeded. with a full wish, a rod of cancellation, or the wing), rises as a zombie lord 24 hours The reverse of this spell, which shares like. However, it is temporarily negated later. These creatures are under the con- the same name, enables the dragon to if the dragon passes into a dead magic trol of the dragon, and their loyalty can- use its wizard spell slots to memorize zone, an anti-magic shell, or similar effect, not be swayed by any means, though draconic priest spells of equal level. remaining so until the dragon leaves they can be turned as usual. However, Again, there is no limit to the number of such an area. Lesser spells and effects are the number of zombie lords that can be spells that can be memorize with this useless against it. animated via this spell cannot exceed the spell, as long as it does not exceed the One of the few dragon spells that dragon’s hit dice. Additional undead dragon’s normal allotment. requires all three components, this spell simply do not rise. This assumes, of The material component for this spell calls for the “sacrifice” of a magical item course, that the dragon doesn’t eat a is the dragon’s holy symbol, which is not (or items) with a total XP value of at least slam victim prior to animation; con- consumed in the spell’s casting. 2,000 (usually an item the dragon does sumed bodies are exempt from the effect. Obviously, this spell’s level puts it not like or cannot use, such as a suit of Obviously, this spell is useless against beyond the use of most dragons, so it is armor or a weapon of dragon slaying, the undead, but creatures without corpo- often sought in scroll form. However, though not always). The device is com- real bodies, other-planar creatures that since the spell is granted only to those pletely drained of magic in the casting, can be categorized as “immortal” (e.g., dragons who worship Kereska,6 spell as its energy is used to power the spell. fiends, elementals, etc.), and creatures scrolls with either version of Kereska’s Note that the magical item must be held native (or strongly linked) to the Nega- favor are safeguarded so that, if cast by by the dragon for the somatic portion of tive Energy plane are immune to the any other creature, the selected spells the spell, so the dragon cannot use spell as well. Similarly, any creature with affect the caster instead of the target. If another creature’s magical item without a natural or magically-induced immu- the spell in question would benefit the first wresting it away The dragon’s holy nity to necromantic magic, or one that caster, it operates in a reversed (i.e., symbol is required as well, but it is not simply cannot be raised as an undead harmful) fashion—for example, a first- consumed in the casting. creature, is not susceptible to this spell. level wizard spell replaced with a cure This spell is available only to those The material component for this spell light wounds affects the caster as a cause dragons who worship Kereska. Spell is the dragon’s holy symbol. The symbol light wounds. scrolls containing aura of Kereska are safe- is not consumed by the spell. guarded so that, if cast by any other crea- This spell is granted only to those Aura of Kereska ture, the spell wipes clean all spells from dragons who worship Faluzure.5 Spell (Alteration, Evocation) the caster’s mind, instead of draining the scrolls are safeguarded so that, if used by Sphere: Thought magical item. Lost spells can be regained any other creature, the undead produced Level: 5 as usual, however. by the magic immediately attack the Range: 0 caster and persist until either they or the Components: V, S, M caster is slam. Should the caster be slam Duration: 1 turn +1 round/level during such a battle, the necromantic Casting Time: 1 round energies that sustain the undead crea- Area of Effect: Special tures ends, allowing their spirits to Saving Throw: None depart to the appropriate . When cast, this spell outlines the dragon Robert S. Mullin writes, “I always get a kick with a sparkling layer of magical power. out of writing ‘Dragon Dweomers,’ for I Kereska’s Favor While the spell lasts, the dragon may cast never grow tired of seeing the sinister gleam (Alteration) Reversible any spell (both priest and wizard vari- they bring to a DM’s eyes—or the wide-eyed Sphere: Thought eties) of fourth-level or below it has in terror they bring to players.”

78 • JUNE 1998

Dragon-Kin

OLKLORE IS FILLED with accounts of creatures that are Although clearly either dragons or close relatives. Some of these, such as the gargouills do not hydra, tarrasque, and , have already been covered by the AD&D® game. Some that have not appear on the following pages. actually use the All of the creatures that follow have been Although tales of the peluda come taken from actual legends of our world. from France, this monster was originally They are just as much a part of regular said to be an inhabitant of the Middle wealth they glean mythology as the hydra and the wyvern, East/Mesopotamia during early biblical making them more “legitimate” than times, and which survived the Great most of the regular dragons listed in by drifting about after being ® from flooded towns supplements. refused entry on ’s Ark. It’s a In Greek mythology, Cetus was the sea known fact that porcupines can float dragon the god Poseidon sent to ravage across bodies of water using their hol- and sunken ships the land of Ethiopia, and to whom the low, air-filled quills, so it’s not unreason- princess Andromeda was to be sacrificed able to have the peluda do the same. when Perseus came along just in time to It should be remembered that the first ships, they like slay it. Unfortunately, the creature appar- peluda was said to have originated in the ently had time to sire young first, as arid and semi-arid regions of the Middle more of these creatures have been East. Although all peludas reported since to keep it— appearing ever since. The reason we have dwelled in the temperate zone, a know the cetus is immune to petrifica- DM can surprise players by hitting them tion is that, when Perseus came to with the original species when they go and the ships Andromeda’s rescue, he was returning adventuring in the deserts of, say, from slaying Medusa, whose severed Zakhara. In that case, their color would head still had the power to petrify with probably be a sandy yellow, enabling the themselves... its gaze. Since Perseus had to use his creature to maintain its camouflage sword to slay Cetus, it stands to reason advantage. that the powers of Medusa were useless In this world, the sirrush is depicted in against this monster. a bas-relief on the Ishtar Gate of ancient The original dragonet was reported on Babylon, and this provides almost all the Mount Pilatus in the Alps, near the Swiss information we have on the creature. town of Wilser, which it constantly, by harassed until a condemned man, one Winckelriedt, fought it to the death in Gregory W. Detwiler exchange for a pardon. Winckelriedt slew the beast, but as he raised his sword illustrated by aloft in triumph, the blood staining the blade flowed down and touched his Greg Detwiler is not himself a brother to naked flesh, killing him instantly. dragons, just a frequent contributor.

8O • JUNE 1998 CLIMATE/TERRAIN: Any temperate or tropical land FREQUENCY: Rare ORGANIZATION: solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Animal (1) TREASURE: E ALIGNMENT: Neutral

NO. APPEARING: 1—4 ARMOR CLASS: 5 MOVEMENT: 15, Fly 25 (B) HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 1 or 2 DAMAGE/ATTACK: 14 or 1—4/1—6 SPECIAL ATTACKS: Constriction, poison SPECIAL DEFENSES: None MAGIC RESISTANCE: Nil SIZE: L (12’ long) MORALE: Unsteady (7) XP VALUE: 975

The amphitere is a long, winged serpent thicker than a boa con- Ecology: Amphiteres are predators, though cowardly ones, strictor. Its scales are heavy and noticeable, while its eyes are typically picking off lone wayfarers, sentries, and stray animals surprisingly large, and all the more noticeable due to the wat- from a herd. Children are their favored human prey, as adults tled rings around them. The wings, on the other hand, are quite are simply too big to be swallowed whole. Despite their poi- small in proportion to the rest of the creature, suggesting that it son, amphiteres have natural enemies in plenty who are will- relies on an innate magical power to become airborne. It has ing to make an initial strike in an attempt to kill the amphitere two tongues, one a normal forked snake tongue, the other end- before it can fight back. , hippogriffs, and giant birds of ing in a poisonous tip like the head of an arrow. Some prey are frequent foes, and if an amphitere nest is built too low amphiteres also have an arrowhead-shaped stinger at the end to the ground, wild pigs will raid it. of the tail. The amphitere’s color varies around the world, gen- Although generally rare, amphiteres may undergo a peri- erally resembling that of the local snakes. The wings are either odic population explosion during a good season when prey is membranous or feathered. plentiful. When game is scarce, the weaker youngsters tend to starve to death, with what food there is going solely to the Combat: The amphitere can attack with either a bite or a thrust stronger hatchlings. When there is food for everyone, the pop- of the pointed tongue. Both attacks inflict 1—4 hp damage. In ulation doubles, meaning starvation in the future unless some- addition, victims struck with the venomous tongue must save thing is done. The solution is usually a mass migration, in vs. poison (Type E). Those amphiteres who have a tail spike can which many of the creatures fly off en masse to new territories, lash out for another 1—6 hp damage; both mouth and tail after which they scatter far and wide, resuming their solitary attacks can be used simultaneously Finally, the amphitere can lifestyle. Although amphiteres are unwelcome neighbors, attack as an ordinary constrictor snake, inflicting 1—3 hp dam- attacking a massed swarm (which can contain up to 200 indi- age per round. Note that the amphitere cannot bite while con- viduals) is an extraordinarily bad idea for anyone not plenti- stricting. The flying snake has only to make a successful attack fully equipped with heavy-damage versions of spells such as to coil around the victim initially; afterward, each attack is an fireball. Still, because it is quicker to tackle them all together automatic hit until the victim is freed. Aside from simply than to hunt down each individual once they scatter, few local killing the amphitere, a victim may unwind the creature’s coils rulers can resist the temptation. with a successful Open Doors roll at a -1 penalty. If an amphitere is captured young, it may be trained as a guard beast or pet, and the young typically sell for 500 gp each. Habitat/Society: Amphiteres are solitary coming together Because of its cowardice, however, it is best placed in ambush briefly in the mating season. The female raises the young alone, positions around the owner‘s property, rather than being kept driving them out of the lair when they are old enough to take out in the open like a guard dog. They tend to lurk among care of themselves (in about 6 weeks). Thus, any young building rafters and upper stories when kept indoors. amphiteres the PCs find in a lair are unable to help their mother defend against intruders.

DRAGON 248 • 81 CLIMATE/TERRAIN: Subtropical/tropical seas FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Low (6) TREASURE: H,S,T ALIGNMENT: Chaotic evil

NO. APPEARING: 1 ARMOR CLASS: 1 MOVEMENT: 3, Swim 18 HIT DICE: 13 THAC0: 7 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 4—24 SPECIAL ATTACKS Swallow whole SPECIAL DEFENSES: Immune to petrification MAGIC RESISTANCE: Nil SIZE: G (60’ long) MORALE: Champion (16) XI’ VALUE: 8,000

A cetus resembles a thick-bodied serpent with a head that the occasional kraken, and adventurers bold enough to hunt it. resembles a cross between a serpent’s and a hound’s Protrud- Giant sea turtles, giant crocodiles, and the various forms of ing from this head, however, are a pair of 10’ ivory tusks. Its aquatic dragon life dig up cetus eggs on the beach whenever body is ringed in dark red and blue-green stripes, and it has they can. both a blood-red crest on its head and a pair of vestigial fins up The cetus seems like a destructive force of nature when suit- front of the same color. Its scales are so tightly packed as to able nesting places for the eggs and young grow scarce. In gen- resemble full plate armor. eral, this happens when expanding human, demihuman, or humanoid populations cover the local beaches with settle- Combat: The cetus has two attack forms, both of which inflict ments, making solitary egg-laying missions impossible. The 4-24 hp damage to the target: a thrusting attack with the tusks successful mass hunting of eggs by local authorities or bands of or a lash of the powerful tail. So large and clumsy is this mon- adventurers can also bring about this dilemma; the eggs are ster that only one of these attacks can be made at a time; it can- just too difficult to find. Whenever the inability to find secure not thrust and lash out at once, even with a foe at either end of nesting sites places the race’s future in jeopardy, ceti from all it. It may also swallow creatures of up to Size L whole on an over the world instinctively congregate on the inhabited area attack roll of 18 or better, provided the attack roll is sufficient to farthest removed from the major centers of civilization. Once hit. The initial swallowing attack causes no damage, but each there, they use their considerable powers to see to it that the round afterward, the victim suffers 1—6 hp damage from the area in question is no longer an inhabited area. Whenever pos- creature’s digestive fluids. Since it takes up to 10 rounds to cut sible, the targeted area will be an island; failing that, it will be a open a dead cetus, the victim’s chances of rescue are slim at peninsula, preferably one connected to the mainland by a nar- best. The lesser cetus is also given a special defense besides its row neck of land that can easily be blocked. The monsters armor: it is immune to petrification-based attacks. attack from all sides at once, using weight of numbers to sur- round the target and nullify the disadvantage of their slow Habitat/Society: These creatures live alone, save for brief speed. moments in the mating season. Even females abandon their A cetus’ tusks are worth 4,000 gp each. This high value is due eggs after laying them, burying them 50’ deep in the sand in the not merely to their size but also to their magical nature. Cetus most desolate and uninhabited wastes for added protection. A tusks may be used to fashion any magical item made of ivory, cetus lays 1—4 eggs at a time, and these take 6 months to hatch. such as the ivory cube used in making a cube of force, a cube of frost resistance, or the Ivory Goats version of figurines of wondrous Ecology: Like a regular dragon, the cetus can eat anything to power. The creature’s hide may also be used to create a suit of survive, even rock, and thus does not have a balanced place in armor equivalent to magical full or field plate armor +1. the ecology of the ocean. Its only enemies are dragon turtles and other aquatic dragons, the largest giant sharks and whales,

82 • JUNE 1998 CLIMATE/TERRAIN: Temperate or arctic mountains and hills FREQUENCY: Rare ORGANIZATION: solitary ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Average (10) TREASURE: E ALIGNMENT: Neutral

NO. APPEARING: 1—2 ARMOR CLASS: 3 MOVEMENT: 12, Fly 20 (B) HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 3 or 1 DAMAGE/ATTACK: 1—6/1—4/1—4 or 2—8 SPECIAL ATTACKS: Fiery breath, rake with rear claws for 1—4/1—4 SPECIAL DEFENSES: Poison blood, resistant to fire MAGIC RESISTANCE: Nil SIZE: L (12’ long) MORALE: Champion (15) XP VALUE: 1,400 Dragonet blood is often used as an ingredient for the ink used in writing a scroll with the priest spell poison (the reverse The dragonet looks like a small dragon built for agility rather of neutralize poison), while a leg bone might fashion the handle than power. It appears in varying shades of blue. of a dagger of venom. More conventional alchemists use the blood in various cures for poison; the idea is to give the victim a Combat: The dragonet attacks with a bite/claw/claw routine tiny taste of the venom, one which he can resist, and then causing 1—6/1—4/1—4 hp damage. Alternatively, it can attack enhance this resistance with the other ingredients. (A healing with its tail to cause 2-8 hp constriction damage. If it climbs on or herbalism proficiency is required to work this feat.) Drag- top of a fallen foe (on an attack roll of 12+), it can also inflict 1—4 onet eggs and young are worth 1,000 gp each, as these crea- hp clawing damage with each of its hind feet. Finally, it has a tures make excellent guard beasts if trained while still young. cone-shaped breath weapon of fire, one foot wide at the base, Those who plan to purchase guardian monsters should extending to a maximum width of 10 feet at a range of 20 feet. know that the dragonet is often employed in a scam used by This tongue of flame inflicts 1—12 hp damage, or half if a saving wizards on those who are generally ignorant of the effects of throw vs. breath weapon is made. In return, the dragonet suf- spells. When the con artist mage presents his intended mark fers only half damage from all fire-based attacks, or none at all with a dragonet, he doesn’t say it’s a dragonet. Instead, he if it makes its own saving throw. offers a long spiel about how he recently discovered a way to The dragonet’s bite is not venomous, but it has poison in its extend the effects of the spell polymorph other indefinitely, blood. Each time a PC actually inflicts damage on the dragonet though it is still subject to the dweomer-breaking effects of dis- in melee combat, the PC must save vs poison (Class N). The pel magic, offering the “blue dragon” to the customer as the PCs saves at +2 if wearing full armor, including gauntlets and a result. There’ll be a lot of talk about economy, about how this great helm, the latter counting only if the visor is down. formerly-massive creature will now eat no more than an ordi- nary creature of its size. But, whenever an enemy penetrates Habitat/Society: Dragonets are solitary most of the time, but a the owner’s last line of defense, all the owner must do is cast mated pair live together in the same den during the breeding dispel magic on the beast, or touch it with a rod of cancellation or season to defend the young during the 4 months (late spring the beam from a wand of negation, and he will get a full-sized and summer) it takes them to reach maturity, Dragonets have blue dragon of at least adult rank to tackle the invaders. Of 14 young at a time, and these are driven out as soon as they course, this trick will only work once, so the owner should only reach full maturity Dragonets are born with 1 HD and gain an employ it as a last resort (which keeps the fraud from being additional HD each month until they mature at 5 HD. exposed for a good long time). If the swindler is so powerful that he’s thinking of attacking and looting his customer’s Ecology: When their larger brethren are absent, dragonets are stronghold sometime in the future, he might willingly sell him often top predators in the ecology of hilly or mountainous a guard dragonet via this scam in the interest of keeping him regions in the arctic and temperate regions of the world. from buying a far more powerful beast elsewhere.

DRAGON 248 • 83 CLIMATE/TERRAIN: Temperate or tropical saltwater or freshwater FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Low (7) TREASURE: B,R,S,T,U ALIGNMENT: Neutral

NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: 3, Swim 20 HIT DICE: THAC0: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3—30 or 2—20 SPECIAL ATTACKS: Breath weapon, swallow whole SPECIAL DEFENSES: Immune to water-based attacks MAGIC RESISTANCE: Nil SIZE: G (70’ long) MORALE: Fearless (20) XP VALUE: 10,000 encounter, male and female separate, the female laying her The gargouille is a sea dragon resembling a prehistoric eggs inside an underwater cave or on some distant shore. She mosasaur (such as the Tylosaurus of Cretaceous seas). It is one leaves the eggs after burying them, but she buries them so well of the most terrible of all aquatic monsters. Although it can that most PC parties have absolutely no chance of finding travel slowly on land, it is still a terror to coastal communities. them. (The mining proficiency is needed to find where the excavation was made and then covered up.) These eggs take Combat: The gargouille has one of two attack forms in melee four months to hatch, and the young are able to take care of combat: a tail slap that causes 2—20 hp damage or a bite with its themselves immediately after birth. Although gargouilles do huge jaws that inflicts 3—30 hp damage. It can also swallow not actually use the wealth they glean from flooded towns and whole any creature of Size L or smaller on an attack roll of 19+. sunken ships, they like to keep it—and the ships themselves— Each round after being swallowed, a victim suffers 1—6 hp as trophies to remind all living things (including each other) of digestive damage from the monster’s stomach acid. their hunting prowess. What makes the gargouille so famous is that it is a water- breathing dragon. Specifically, the gargouille can magically Ecology: The gargouille is a voracious monster that will eat any generate water inside its body and spout a cone-shaped water living thing, attacking dragon turtles, whales, and even giant attack 10 feet wide at the base and 50 feet wide at the end of the whales if no other prey is available. Even the huge kraken 100’ stream. This water causes 5—50 hp damage (victims who know better than to challenge a gargouille in its own territory. save vs. breath weapon suffer only half) and knocks creatures Gargouilles live only in those marine and coastal areas teeming of Size H and smaller off their feet unless they make another with fish and other prey. When they cannot find them, they successful save vs. breath weapon (with a -2 penalty). A single must migrate in search of food, abandoning their lairs. This round’s application of this water weapon is enough to capsize voracity is the key to their fearless nature. small craft such as rafts, canoes, and small sailing vessels and On rare occasions, gargouilles band together to create large- galleys such as the cog. Two rounds of uninterrupted jetting, scale floods by combining their breath weapon attacks. It is still and even a full-sized galleon sinks. Two rounds of this breath uncertain whether they do so to improve their hunting or for weapon on land effectively floods an acre of ground into use- some other reason. lessness. Afterward, of course, the gargouille feasts the bodies After a gargouille is slain, anyone who cuts it open discovers of all the people and animals that have been drowned. It is also a sac the size of an elephant’s stomach, filled with magical immune to all water-based attacks. water. Filling a jug or bowl with this water can be an important part of the process of creating magical items such as an alchemy Habitat/Society: Gargouilles are solitary animals, much like jug, a beaker of plentiful potions, a decanter of endless water, or a conventional dragons. In part, this is because not even those bowl commanding water elementals, while using this water as an areas most teeming with life can support the appetites of two ingredient enhances one’s chances of success when creating or more of these enormous beasts. After a brief mating any type of magical potion (base chance is increased to 80%).

84 • JUNE 1998 CLIMATE/TERRAIN: Temperate mountains FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Average (8) TREASURE: C ALIGNMENT: Neutral

NO. APPEARING: 1—2 ARMOR CLASS: 3 MOVEMENT: 3, Fly 30 (E) HIT DICE: 20 THAC0: 5 NO. OF ATTACKS: 2 or 1 DAMAGE/ATTACK: 2—20/2—20 or 3—30 SPECIAL ATTACKS: Breath weapon, swallow whole, surprise SPECIAL DEFENSES: Immune to air-based attacks MAGIC RESISTANCE: 15% SIZE: G (80’ long + wingspan) MORALE: Fanatic (18) XP VALUE: 23,000 season. Because of their heavy food requirements, hai riyos The hai riyo is also known as a dragon bird. This inhabitant of never nest closer to each other than 50 miles, and this only in Kara-Tur appears to be a massive bird, even larger than a roc, those regions richest in prey. There is a 20% chance of finding but with the bewhiskered head of an oriental dragon. Its metal- 1d4 eggs in a hai riyo nest, each of which may be sold for 6,000 lic-seeming feathers look almost like scales of copper and are gp to merchants and other dealers in exotic items. The parents, harder than normal feathers, hence its Armor Class of 3. It lives however, fight to the death to protect their eggs and young, in the eastern lands of Wa and Kozakura. with a +2 bonus to both their morale rating and attack roll. (Hai riyo young take 6 months to reach maturity, the young finally Combat: A hai riyo typically attacks via one of two methods: a leaving the nest in mid-autumn.) Such treasure as is likely to pair of claw attacks that cause 2—20 hp damage each, or a bite catch the hai riyo’s eye, mainly fine carpeting and similar large from the huge dragon jaws that inflict 3—30 hp damage. The hai items, are scattered haphazardly about the nest. riyo can also swallow its prey whole on an attack roll of 18+, after which the victim suffers 1d6 hp damage from digestive Ecology: A single hai riyo can strip all but the largest territories juices in the creature’s stomach. Only creatures of Size L or clean of game, and the creatures attack the largest animals and smaller can be swallowed in this fashion. monsters they can find, including young gargantua. Unfortu- Like dragons, the hai riyo has a breath weapon: a cone- nately, they attack gatherings of humans or demihumans and shaped cloud of scalding steam 20 feet wide at the base and herds of livestock with equal rapacity. Indeed, the hai riyo can extending to a maximum width of 100 feet at the end, 200 feet fairly be said to be the equivalent of an aerial gargantua, both in away. Anyone caught in this cloud suffers 10d10 hp damage. size and menace. As such, it takes the services of a monster of The hai riyo can breathe this cloud three times per day. equivalent size or an entire army of humans or demihumans to Despite its size, the hai riyo is an excellent flier, if not very fight one. Of course, finding winged monsters of this size, or maneuverable. Cruising on patrol at heights of up to 5,000 feet, armies that can fly to get at the thing, is rather difficult. its splendid vision enables it to pick out targets on the ground. The feathers of a hai riyo can be used in metallic versions of Dropping silently down, the dragon bird achieves complete the wings and broom of flying, as well as Quaal’s feather tokens. In surprise in most cases; there is a +4 penalty to the victim’s sur- addition, because the feathers are so much like metal scales, prise roll. Because of its a near-elemental affinity for air, the hai they can be used for the production of enchanted suits of scale riyo is completely immune to all air-based attacks, including mail. Finally, their blood is a suitable ingredient for ink used in gust of wind spells and the divine wind attack of a tun mi lung penning scrolls of spells like gust of wind and divine wind. (typhoon dragon). This is in addition to this magical creature’s Despite their intimidating size, hai riyos are frequently 15% general magic resistance. harassed by hu hsien, or fox spirits, who steal treasure and attack the young whenever possible. This has led to all-out war Habitat/Society: Dragon birds are solitary creatures, coming between the two species, and a dragon bird will, if given the together only to guard their nests and young in the breeding choice, attack hu hsien in preference to any other prey.

DRAGON 248 • 85 CLIMATE/TERRAIN: Temperate swamp or woodland FREQUENCY: Rare ORGANIZATION: solitary ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Low (7) TREASURE: H ALIGNMENT: Neutral evil

NO. APPEARING: 1—2 ARMOR CLASS: 3 MOVEMENT: 9 HIT DICE: 18 THAC0: 5 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1—10 or 2—16 SPECIAL ATTACKS: Breath weapon, quills, surprise SPECIAL DEFENSES: Quills, resistance to fire MAGIC RESISTANCE: Nil SIZE: G (90’ long) MORALE: Fearless (19) XP VALUE: 15,000 don their eggs after burying them along a river bank. They do The peluda, or “shaggy beast,” is a dragonlike creature with a this so well, however, that a successful mining proficiency long neck and tail, no wings, four feet like those of a giant snap- check is required to discover the hidden excavation. Because ping turtle, and a back covered with bright orange quills. The the peluda requires so much flesh as food, a couple coming base of these quills is pine green. A peluda’s body is turtle- together for a more permanent arrangement would soon strip shaped but without a shell, and the quills and coarse fur give the neighborhood bare of animal and monstrous life. Young the torso a shaggy appearance. peludas hatch after a month of incubation and are able to take care of themselves immediately after hatching. Combat: The peluda can attack with a bite that causes 1d10 hp damage or a slap of its powerful tail, which inflicts 2d8 hp dam- Ecology: The peluda is the top carnivore of the swampy and age. It also has a cone-shaped flaming breath weapon 300 feet forest environments it calls home, save when true dragons of at long, 10 feet wide at the base, broadening to 60 feet at the end, least adult age are around. Young dragons are eaten as readily which causes 8d6 hp damage or half that if the victim saves vs. as any other prey, but only when their parents are not about. breath weapon. The peluda suffers only half-damage from all The reverse is true as well, of course, with dragons eating fire-based attacks, or none if the creature makes its saving throw. young peludas whenever they can. Unless the local dragons The peluda’s spines are both offensive and defensive. They are forest-dwellers such as the green dragons are, however, cause 2—20 hp damage to any creature that comes in contact they won’t get many opportunities, for the peluda is quite well- with them; in addition, they are highly poisonous (Type F poi- equipped for hiding in the woods, and when the dragon is fly- son). The quills create such a dense thicket on the monster’s ing, this creature also has the forest canopy as additional cover. torso that they also stop all arrows and other missiles fired at Indeed, as long as the peluda sticks to the woods and doesn’t the body (75% of all missile attacks, unless attackers deliber- venture into the local hills, deserts, or whatever, a nearby ately make called shots elsewhere). Finally, the peluda can fire dragon living in those types of terrain may be entirely unaware these quills in the manner of a giant porcupine. The range of of the creature’s presence. these fired quills is 300 feet; the quills themselves are over 10 Alchemists use peluda venom in the making of poisons, feet long. Thus, even in melee combat, the peluda can jab with while wizards use it in the production of items such as the dag- its quills any opponent that comes within 10 feet of it, save for ger of venom. In addition to this, their fur can be woven and those attacking directly to the front or directly behind it. enchanted to make a robe of blending, while a quill (no more The peluda can cause its orange quills to change color to the than a single quill from any one peluda may be enchanted by a same green as its fur, enabling it to camouflage itself among the mage) can be turned into a single magical javelin of some sort. trees of forest and swamp, ambushing any creatures who come A cloak of poisonousness can be created by treating a peluda-fur within range (-3 penalty to the surprise roll). cloak with some of the creature’s own venom. In the unlikely event adventurers can find a peluda nest, each of the 1d4 eggs Habitat/Society: Peludas pair up briefly in the spring mating inside may be sold to exotic-item merchants for up to 20,000 season, as they are solitary creatures. Even the females aban- gp, while hatchlings are worth twice as much.

86 • JUNE 1998 CLIMATE/TERRAIN: Subtropical or tropical desert or hills FREQUENCY: Rare ORGANIZATION: Solitary/pack ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Low (5) TREASURE: Nil ALIGNMENT: Chaotic evil

NO. APPEARING: 1—4 ARMOR CLASS: 3 MOVEMENT: 15 HIT DICE: 5+1 THAC0: 15 NO. OF ATTACKS: 3 or 1 DAMAGE/ATTACK: 1—10/1—4/1—4 or 1—4 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: Immune to poison, kick in retreat MAGIC RESISTANCE: Nil SIZE: L (6’ at shoulder, 10’ long) MORALE: Champion (15) XP VALUE: 1,400

The sirrush is a creature with a catlike, scaled torso; forelegs Ecology: The sirrush is just another large predator, albeit one like those of a scaled lion; hind legs like those of a giant bird or somewhat more intelligent than most, having no more effect on lizard; a long, prehensile tail; and a snakelike head at the end of its environment than a pack of dire wolves or a pride of a long neck. Adorning that head is a pair of curled horns, like would. ram’s horns but mounted backward. A short neck-crest or When military forces or strong parties of adventurers are not dewlap adorns the neck just below the head. The entire animal available to deal with a sirrush, or a pack of them, the locals is of a sandy yellow hue. and any that regularly travel through their territory have no choice but to deal with them. In practical terms, this Combat: In fighting with its own kind, the sirrush relies solely means leaving behind one or more animals as sacrifices. The on head-butting with its curled horns in a test of strength. Such number of victims laid out at a time depends entirely upon attacks usually take place in competition for a mate. Should it how many sirrushes are in the area. Naturally, if their prey runs use this form of attack on other animals, this attack inflicts 14 away, the sacrifice is for nothing, and the monsters resume hp damage. For self-defense and predation, however, the sir- their raids. Therefore, the sacrifices are typically bound, hob- rush employs a claw/claw/bite routine that causes 1—4/1—4/ bled, or crippled in some manner. The victims are not slain out- 1—10 hp damage. Its fangs are also venomous (Type E poison). right, however, as sirrush prefer live prey. Should retreat become necessary, the sirrush may also kick Humans have several uses for this monster. As with most out with its wickedly-clawed hind feet in the manner of a leu- venomous beasts, its poison is much sought after by wizards crotta, inflicting 1—10 hp damage from each taloned foot. It is and alchemists alike. It has a leathery hide like bull’s hide immune to all poisons. beneath the layer of scales, and this hide may be used in the manufacture of a cloak of poisonousness, while the scales them- Habitat/Society: Usually, the sirrush is solitary, hunting small selves, if the animal is carefully skinned, may be formed into a game and lone human or demihuman wayfarers as well as the suit of scale mail quite suitable for enchantment. There are even strayed, aged, crippled, or young members of herds of game reports that a staff of the serpent— though only the “adder” ver- animals or domestic stock. When easy prey grows scarce, how- sion—may be created by steeping a quarterstaff in the sirrush’s ever, two mated pairs form a small pack in the interests of blood. bringing down larger prey, or an entire party of travelers. One Because of its limited ability to hunt in packs, the sirrush is mated pair takes care of their young for the four months sometimes trained as a guard and hunting beast. Up to four of (spring and early summer) it takes them to reach maturity, each these creatures may be welded into a single pack, assuming parent accepting equal responsibility for feeding and defend- that they are all trained together. Lamiae have been known to ing the 1—5 (1d4+1) eggs and young that constitute a typical sir- work with them from time to time, just as they do with leucrot- rush clutch. When defending their young, sirrush parents gain tas. A young sirrush or sirrush egg is worth 800 gp. a +1 attack bonus, and their morale rises to Fanatic (17).

DRAGON 248 • 87 In the News

Are you stuck OOD, USABLE GAME ADVENTURES come to your home every day—dozens of them. They come from the newspaper, while trying the TV, magazines, and other forms of news. All it takes is a to come up with moment of work, a few simple guidelines, and a newspaper, and you can come up with next week’s gaming session. AD&D® game You might think that contemporary news stories are far removed from adventures for a good AD&D adventure, but people are people. The details change, your campaign? but most stories are timeless enough to use anywhere. All you must do is find a good story, take out most of the details, put in your own

details, and you have your next three gaming sessions.

Step 1: Choose a Story stock market. As you’ll see, the essentials The first step is to find a news story that of the article might make a good adven- can make a good AD&D adventure (or ture after all. However, routine sports start of an adventure). The newspaper articles, reviews of any sort, OpEd usually works best for this task, since it is pieces, and most arts, cooking, and home portable and there are a great number articles are ill-suited to your purposes. and variety of articles from which to You really want news articles. choose. News magazines offer fewer The following sections use examples articles with more depth, which doesn’t from real newspaper stories. All of these necessarily work as well, since you’ll be were taken from the front page of the removing much of the detail anyway, Wall Street Journal. Broadcast media such as radio (espe- cially NPR) and television are good if Example 1: A lawyer in New York who had by you can remember the stories later, but long criticized law-firm fraud in the industry they don’t offer the ability to refer back to pled guilty to overcharging the U.S. govern- Rob Daviau the piece. ment for $1.3 million. Some peers are gloat- What kind of news story is best to ing over his misfortunes. Some people feel he make into an adventure? More than did it because he was frustrated that other, you‘d think. Don’t eliminate an article larger firms were able to charge more than his because it deals with the Internet or the firm could.

88 • JUNE 1998 Example 2: Nucor, a steelmaker in the U.S., News to AD&D Conversions announced that it was dropping its prices for Real World AD&D World rolled steel by 7%. Other steelmakers, Political figures Royalty, nobility, guild leaders, powerful wizards, high although not matching prices as of yet, are priests, local politicians worried that Nucor will take away some of Religious figures Priests, acolytes, shamans, paladins, avatars, extraplanar their customers. beings Corporations Guilds, mills, powerful merchants, wizards, royalty, clans Example 3: The economy in the U.S. is so Organized crime Thieves’ guilds, evil outerplanar beings good that the shipping industry is having Technology Spells, magical items trouble keeping up with deliveries. Ports, Airplanes Flying steeds, magic carpets, airships trains, cars, planes are all facing gridlock. Entertainers Famous NPCs, famous PCs, bards, minor nobility, People are especially worried about getting gladiators everything on the shelves for the Christmas Sports Traveling carnivals, gladiatorial contests, mock battles, season. guild games

Example 4: A Somali militia freed five for- Example 3: So many people are ordering county just won a war (a good way to eign aid workers who had been kidnapped the goods that they can’t be shipped in time. become prosperous), and there aren’t enough week before. All were fine. Ports, trains, and planes are all behind as an ships around to transport goods (many were important buying season approaches. sunk in the war). Prices are threatening to Step 2: Generalize the Story rise, and merchants are looking for any solu- Now that you have a story, you must Example 4: A group of non-professional tion to get goods to sale—especially with an translate it into your AD&D world, fighters rescued a group of humanitarians important trade fair coming in a few months. which is not as difficult as it sounds. The who had been kidnapped in a war zone. first step is to strip the story down to its Example 4: This is an AD&D adventure in most basic form—a few sentences that Step 3: Translate the Story the making. The militia could remain a mili- describe the story concisely. Luckily, Use the sidebar above for a few common tia, or it could become the adventuring party. most news articles still follow the format news topics and their AD&D game The humanitarians who had been kidnapped of having the first paragraph set up the equivalents, as the following examples would probably be a religious order. Members rest of the story. demonstrate: of a religious order could have wandered in to Start by making specific things into an enemy county to heal the peasants there. the generic: President Clinton becomes Example 1: The “important figure” in this They have been kidnapped by a local warlord. “political leader,” “local Wal-Mart” example could be anyone— a wizard, high becomes “powerful trader” or “large priest, guildmaster, rich merchant. Step 4: Add the PCs marketplace.” Reduce the action of the Let’s make him a wizard of a duke’s court. Now that you have your short AD&D story to its simplest form. Some things He was very critical of other wizards’ using stories, you must put the characters into won’t change at all (a new tax is a new their power for selfish reasons instead of for the action. Sometimes it is interesting for tax), some will change little “(a new sky- the good of all. But he has secretly been using the characters to watch the story or hear scraper” becomes “a new building”) and his powers to seduce women, beguile mer- about it secondhand, but more often some change significantly (“an increase chants, and even influence court reactions. they will be a part of the action. Look at in Internet technology” becomes “dis- Several other wizards in the area suspect this your story description and determine covery of a new magical method”). and are looking to find some dirt on him. whether the PCs can be the subject of the Keeping the same examples as above, story or its object. If that doesn’t work, here’s how the above stories can be Example 2: “A large manufacturer of raw perhaps someone in the story can contact boiled down: goods” could be almost anything, but iron the PCs to make them part of it. If it’s a fits well enough in this idea to keep it. A large mysterious situation, the PCs can inves- Example 1: An important figure who usu- manufacturer of iron ore would probably be tigate. If it’s a dangerous situation, they ally criticized his industry for wrongdoings local dwarven mountain-city. This group of can act as guards. The PCs can see the was caught doing the very thing he criticized. dwarves somehow gained access to a new whole story or come in after most of the He has enemies who are happy at this news. vein of iron ore, allowing them to drop their action has happened. The idea is to make He was frustrated because he didn’t get prices and put more of their ore on the mar- the PCs want to be involved in the story, enough respect. ket. Other dwarven ore providers are worried then give them the ability to become about this. involved. Example 2: A large manufacturer of raw goods dropped its prices. Competitors are Example 3: This one almost writes itself. A Example 1: There are many ways to put the worried about losing customers and money county finds itself prosperous and can’t PCs into this adventure. The wizard could be to this rising power. order goods fast enough. Let’s say that one an old ally of theirs (or an old foe). If the scan-

DRAGON 248 • 89 dal hasn’t broken yet, the PCs could be hired warlord could be the leader, or he could be back dead, the Duke gives them some gold for by rival wizards to find evidence on their working for someone else. He might be using their efforts, but not all the treasure. This enemy. Or the scandal could have broken and these priests to use for healing or for ransom, adventure would probably take two or three the wizard fled. The PCs would be hired to or he might plan to brainwash them for use as sessions. find him and bring him back alive for trial. his own spies. Perhaps the wizard has embezzled gold from Example 2: There are two clans of dwarves the local nobility and hidden it somewhere, Step 5: Add the AD&D Details in this adventure: the Yttrites and the Gha- and the PCs have to find the loot. Now that you have the general story lans, with one PC coming from or being ideas worked out and have figured out a friendly with the Ghalans. For years the Gha- Example 2: The PCs could end up on either way to get the PCs involved, all that lans have had an uneasy peace with a copper side of this situation or just watch it happen. remains is adding detail to the adven- dragon who lived in their lands, near a nice If the PCs approach the dwarven mountain tures to get them ready to play Your arti- vein of iron ore. They gave the dragon yearly that found the ore, they could be guards for cle should now be a solid AD&D outline tribute, and he left them alone. Part of the the caravan. If they are hired by the other that just needs a half hour of work, prob- deal was that the dwarves would have access to the ore after the dragon’s death, or if it moved. Unbeknownst to the Ghalans, the Yttrite clan paid a group of powerful adven- efining the goal, hook, villain, treasure, and targets tures to kill the dragon. This group instead trapped it deep within its lair. Now the along the way are the final steps, Yttrites have been mining the ore that belongs to the Ghalans. The PCs become dwarves, they could be sent to spy on the ably with some manuals and graph involved when they return from another dwarves and find out where their new ore is paper. Defining the goal, hook, villain, adventure and discover that the price of coming from or to steal some of the ore for treasure, and targets along the way are Yttrite-made items are lower than those made themselves. If the PCs are less than savory, the final steps. Here’s one way the exam- by the Ghalans, a fact that‘s hurting the Gha- they might be hired as enforcers to make sure ples could become full adventures (they lans. A member of the Ghalan clan contacts that no blacksmiths are thinking of changing could have been taken any number of the PCs to learn how they acquired all this suppliers. Or the PCs might not be involved ways): new iron so that the Ghalans can respond. at all but notice that the price of metal goods The PCs must follow some Yttrites in town has gone down slightly, giving them a good Example 1: The duke’s wizard, Garan, fled and ferret out that they have a “new vein of opportunity to buy new weapons and armor. the court after Duke Micah learned of his ore.” Following the Yttrites back into the improprieties. Duke Micah is worried about mountains, the PCs discover the dragon’s Example 3: There are many things that the other wizards in the duchy finding out lair, avoiding (or quietly disposing of) Yttrite could happen if demand is outpacing supply. before he gets Garan back, so he is looking for guards and their associates, some urds that For one, the price of certain goods will go up a group of discreet adventurers to go quietly the dwarves have hired. Once reaching the drastically or not be available at all. The need to Garan’s Tower in the woods to find him. lair, the PCs must figure out what happened, for merchants, bodyguards, sailors, trailblaz- The goal is for the PCs to find, capture, and use a map from the Ghalans to find an alter- ers, pathfinders, and guides rises sharply. In return the renegade wizard to the duke’s nate entrance into the lair, then descend into this situation, PCs with their ears to the court. In return, the duke allows the group to the lair to free the dragon, who will have his ground and a desire to make some money keep whatever they want from Garan‘s pos- revenge. If successful, the PCs gain the should be able to find plenty of ways to sessions (one item each). Garan is a wizard thanks of a dragon, the thanks of their clan, become involved. They can start their own about three or four levels above that of the some gold, and a whole bunch of dwarven merchant shipping company or hire on with party, and he has decided to hide in his tower Yttrite enemies. This adventure would prob- another. They can guide caravans through while he makes plans to flee. There will be a ably take four or five sessions. tricky mountain passes or lease out their ship few bands of humanoids, probably ogres, in for trade. And as the trade fair grows closer, the area around his tower. Once there, the Example 3: The PCs return from the wilds the merchants grow more desperate and the PCs find that his tower has an assortment of one day to find a major trading town in tur- PCs can make more gold. charmed creatures as guardians and a few moil. Almost every merchant, guild and trad- wizardly traps to disarm. At the end, Garan ing venture is clamoring for powerful allies Example 4: It makes the most sense for the fights the PCs with spells to avoid being to “make easy money.” There is a shortage of PCs to be the “militia“ in this story. They are taken. The real challenge for the PCs is to take boats and hired muscle (both were lost in the hired by one county (their own) to rescue a him alive. If they do, they probably receive war) to go across the mountains (or sail group of pacifist priests who have wandered one or two magical items and some nice trea- around them) before winter to return with all into a war zone and been kidnapped. A local sures from Garan’s tower. If they bring him sorts of items for sale. Now that the war is

90 • JUNE 1998 over, the crops can be harvested and people While there, the priests were captured by cue the priests. They must return with the have surplus money again. The PCs must the warlord of the area, who secretly works hostages and information about the greater sort out many different offers from different for a greater . This mummy, newly mummy. This is a mid-level adventure that merchants (some that are legitimate and oth- arisen, is consolidating his power in the area. would probably take four to six sessions. ers that are frauds) and decide whom to help. He has taken the priests to his crypts until he Due to the shortage of adventurers, the PCs can decide what to do with them (either You’re Done! can set their terms with the merchants for charm them, keeping their minds, or turn And there you have it. Quick, easy rewards. The PCs must also decide whether them into lesser mummies under his power). adventure ideas by the dozen every day. to take a mountain journey or a sea journey. The PCs must sneak into enemy territory, Some will be short adventures, while Another option would be for the group to trace the priests’ path to learn they were kid- others can serve as starting points for form their own trading deal, where they put long, multi-session adventures. They up their own gold in return for higher profits won’t actually write themselves or pro- (but higher risk). No matter which offer they vide detailed campaigns, but news sto- take, the PCs face a series of bandits, ries can be the launching point for many humanoids, rival merchants, bad weather, adventures. and deceptive merchants. Once they acquire So pick up a copy of today’s paper, the items, they must retrace their steps, possi- grab a pencil, release your imagination, bly changing routes to avoid the enemies they and see what adventures can be found faced before. The main obstacle at this point is on your front doorstep. Before you know time, as the seas become too rough, and the it, your PCs could be fighting an altered passes snow over if the PCs are much version of Bill Gates, embroiled in the delayed. Completing this mission results in latest scandal in Congress, or—if every- big profits, provided the goods return in time thing goes wrong—trying to take pic- and in good condition. This adventure would tures of Socks the Cat for a local tabloid. probably take eight to ten sessions.

Example 4: The PCs (who might or might not be involved with the war) are contacted by a local temple (possibly one to which a PC belongs). This temple has a holy quest for the Rob Daviau is an advertising writer who PCs, a simple rescue mission. Five priests of napped, learn that the warlord is not the true lives in Boston. Any good ads you’ve seen the order disobeyed temple orders and went power, find the crypts (by following a map might be his. Any bad ones belong to some- into the war zone to heal peasants and they find at the warlord encampment), sneak one else. He has sometimes been called “a refugees. Now they are missing. into the crypts, win past the undead, and res- lazy man.”

By Aaron Williams

DRAGON 248 • 91 t’s always fun to participate in contests, and by way Montgomery had taken both first and second place in the Wizard Spell Contest of following up, your judges have decided to talk a with wind mine (1st) and hornet flare (2nd). Congratulations to both of you! The bit about the process. What did we look for? What first-, second-, and third-place winning entries are reproduced at the end of the eliminated certain entries? What ultimately made a article. (Some texts have undergone minor organization and formatting winner? As prologue, having judged a similar contest about changes.) three years ago, the greatest In the article that follows, we’ll talk Killing Screens briefly about the screening process. We Our first kill screen was to eliminate change we noticed in the cur- won’t use any contest submission as an entries that didn’t follow the rules. Oops! example of a failed entry, so if you sent in We should have had some more rules, rent contest was the improved an entry that didn’t win, don’t go look- like requiring entries to be typed (yes, we ing for your spell here! got some softly written in cursive script quality of the entries (the in pencil) and specifying standard pages The Madness in Our Method of 8½” × 11” paper (we got 3” × 5” cards, Priest competition in particu- We set up a series of screens to cut the half- and quarter-sheets of paper, and so number of entries down to six wizard on). We did eliminate about two dozen lar drew exceptional entries). and six priest spells (enough for the spells that were too long. If we recog- whole group to pick through in a meet- nized spells from other sources, we Well done, everyone! ing of reasonable length). Two stalwarts killed the entry also. formed the initial screen, attacking the Our second kill screen was to elimi- several hundred entries that came our nate non-serious efforts, satire, and bla- way The official count, for those inter- tant anachronisms. Most people avoided ested, tallied 110 priest spells and 285 these, and the satiric spells were turned wizard spells. over to DRAGON MAGAZINE staff for their The top spells were then screened by a April 1999 issue slush pile. The results are in, and here group of four to create a semi-final list. Our third kill screen was for the obvi- The semi-finalists were submitted for ously overpowered or underdescribed are the best entries in the blind review by the AD&D® Core group, spells. For example, a first-level wizard ® and the winners were chosen. We then spell that allows a +4 bonus to a creature’s first DRAGON Magazine ran a final confirmation check on the Armor Class and saving throws goes into winners. When the smoke cleared, Eric this category, as does a first-level priest Morton had taken first place in the Priest spell that allows a magic missile -style contest of 1998. Spell Contest with statuary, and Chris attack superior to that of a wizard. Like-

92 • JUNE 1998 Table 1: Wizard Spell Power Benchmarks

L1 L2 L3 L4 L5 L6 L7 L8 L9 Magic Web Fireball Curse Cloudkill Death Power Word Mass Mordenkainen Missile Spell Stun Charm Disjunction

wise, a spell built around controlling “Enhanced” or “Improved” in the name For wizard spells especially, making monsters that requires them to make abil- automatically raises these flags. subtly clever references, possibly multi- ity checks for Wisdom and Charisma also The “ultimate spell” is a very chancy level ones, with spell components is an fails this screen. The “overpowered” cate- way to set up an entry, because you’re asset, though it’s certainly not required gory includes spells that negate major trying to fit in with established bench- for success if an entry is strong enough in game system controls, like negating all marks such that the entry is commensu- other ways, and won’t save a flawed aging effects or spell components. For the rate but not grossly excessive in terms of entry. (Example: the fourth-level wizard record, the spells we used as benchmarks . Minor miscalls really spell confusion requires three nut shells; for general wizard “crush power” are stand out. It can be done, and this contest the symbolism is “driving your oppo- listed in Table 1. had some good efforts, but doing this nents nuts” as well as giving a nod to the Our fourth kill screen was for cross- well is very tricky. old carnival “shell game”). By the way, class and anti-class spells. For example, a One test we took a very hard line on an entry is worse off for this if the com- spell that gives a wizard better than a was how well a contestant’s estimation ponents are sophomoric, anachronistic, fighter’s THAC0 or gives a priest all of a spell’s level matched ours. This inappropriate, or just plain vulgar. thiefly abilities would fail this screen. point was occasionally used as a tie- Originality is important enough to list breaker between otherwise equally twice here. Sometimes it’s really tough to Danger Flags deserving entries. (A secondary consid- decide between a well-written, compe- Spells that give absolute results: No sav- eration is how the spell would fit in to tently crafted spell and a slightly less ing throw, instant kill, doubling damage, the overall structure of the combined well written spell that has a definite edge etc. were generally negative factors, spell lists. For example, first-level priest in the creativity department. We should depending on the spell level. cure spells tend drive out other spells of have such problems all the time. Also negative were minor holes in their level, especially at 1st level. Wiz- In closing, we would note that at the spell explanations that would generally ards tend to have their best attack spells end of in any contest of this type, any of be fixed by in-house editors: failure to on the odd levels and best miscellaneous the top one or two dozen spells would be specify type of saving throw, dropped spells on the even levels). a worthy addition to any game (and rules, “real world” magic trappings (for- we’ll try to present a few more of these mulas, pentagrams, human body part Almost Home down the road). The tents are now offi- components, etc.). These all tended to These screens left a respectable stack of cially folded, the decision of the judges is push an entry to the back of the pack, as pretty well crafted spells, and a few final, we’re going on a well-deserved did use of magic for mundane function, wildly creative but less polished entries. vacation where there are no spells! such as “using magic to flush toilets.” At this point, the screening became Magic should be marvelous by its very increasingly difficult. A group of a dozen Winning Priest Spells nature, not just a quick way to fix the spells was chosen for each contest. Then FIRST PRIZE WINNER plumbing. each list narrowed to a final field of six. Eric Morton Magic that accelerates game world These were submitted to the core AD&D The gothic cathedral was more than a place technology gets a very serious look. designers and editors, who awarded the of worship; it was also a work of art. Each Things like instant infallible navigation, final group prizes. The winning spells, or spells that effectively create the print- and a few honorable mentions, were was covered with hundreds of sculptures, ing press or gunpowder, are poor bets edited for publication here. the most famous of which, the gargoyles, unless carefully and creatively handled. belong to a type of ornamentation referred to Derivative magic that fills in or FinalThoughts as grotesques. These ugly statues were extends in a minor way existing magic is Surprising the judge with a spell that is at intended to scare away evil spirits. a dicey submission to this type of con- once evocative and of obvious use once it test. An example of this would be the is pointed out is always a good thing. pass without trace, 10’ radius spell done for (The second-level wizard spell glitterdust, Statuary ® the POLYHEDRON Newszine a number of introduced in the 2nd Edition PLAYER’S (Abjuration, Enchantment/Charm) years ago. Its rationale was to make the HANDBOOK, falls into this category). (Sphere: Wards) druid more of a team player, but in this Making the judge laugh with a mental Level: 7 type of contest, it would probably lose to picture of the spell in action is also worth Components: V, S, M a more fundamentally original spell. bonus points. Casting Time: 1 day

DRAGON 248 • 93 Range: 10 yds. This spell allows the caster to designate 1 item, the better the transformed item; for Duration: Instananeous to 4 creatures, or illusionary images of example, a flawed dagger becomes a Area of Effect: 1 building creatures, to become the focus of enemy shoddily crafted crowbar, and so on. The Saving Throw: None attention. To attack any other individual change cannot be dispelled. Only a spell By means of the statuary spell, the the victim must make a successful sav- that actually transforms an object can priest can enchant the grotesques (stat- ing throw vs. spell, as if the intended tar- return it to its original form. ues such as gargoyles) of any place of get were protected by the first-level The material component is the caster’s worship to form a potent ward against sanctuary spell. holy symbol. unwanted entry Attacks by non-focus individuals Equally useful is the reverse, attract the attention of those they directly ploughshares into swords, which allows Grotesque: AC 3; MV 9, Jump 15; HD 4; engage. Non-focus individuals can cast the alteration of normal household THAC0 17; #AT 2; Dmg 1d6+2/1d6+2; spells without voiding the focus if the equipment into weapons of war. This is MR 20%; SA Counts as +3 weapon, no spell cannot be directly traced to them. particularly useful in small towns where attack or damage bonus; SD Can see Burning hands, lightning bolt, and similar defense comes from a militia of farmers invisible creatures; immune to Enchant- spells point directly back to the caster. and laborers, and no weaponsmith is ment/Charm and death magic; Int 0 Intelligent creatures aware of the readily available. The effect is similar, (Non-) XP 650 power of spellcasting may be granted a except the shimmering field is a pale red. second save if obtrusive, nondirectional The size and quality of the original item Statuary animates a single, man-sized effects take place. As noted, this spell can greatly affects the transformation. For grotesque per casting, provided the be cast on summoned or illusionary crea- example, crowbars become daggers, statue decorates a temple or shrine tures. (Of course, focusing attention on shovels become swords, rakes become devoted to the caster’s deity. The spell illusions might cause them to be spears, and hoes become pole arms of can be cast more than once on a given revealed even sooner.) the caster’s choosing. Other items, such building, as long as the number of In addition to the priest’s holy symbol, as smithy hammers, woodsmen’s axes, grotesques already guarding the build- the material components are one gold and kitchen knives take on the weight ing does not exceed the number of coin and one brass duplicate. and edge of the appropriate weapons. priests residing there. (We recommend allowing the conver- Once animated, the grotesque can THIRD PRIZE WINNER sion of one item per round.) move about freely inside the building Karen Anderson and within 30 feet of it. If removed from HONORABLE MENTION this area, the grotesque becomes dormant Swords to Ploughshares Jeremy Clements until returned. Animated grotesques (Alteration) attack anyone not specifically named by Level: 4 Elistraee’s Prayer Missiles the priest upon the casting of the statuary Components: V, S, M (Evocation) spell; individuals can be added to or Casting Time: 4 rounds Level: 3 removed from this list, though the spell Range: Touch Components: V, S, M must be cast over the grotesque each Duration: 4 rds. + 1 rd./level Casting Time: 5 time this is done. To allow unnamed Area of Effect: Items touched Range: 30 yds. + 5 yds./level worshipers access, the priest can order Saving Throw: None Duration: Instantaneous the grotesque dormant at any time, for This useful spell allows the priest to per- Area of Effect: One or more creatures in a any duration. At the end of this time, the manently transform ordinary nonmagi- 10’ cube grotesque returns to its normal behavior. cal weapons into common household Saving Throw: None It cannot be made active before the dura- items. The spell duration determines The missiles created by this spell are tion expires. how many items can be changed. Once always silvery-bright, resembling the the spell is cast, the priest’s hand is out- missiles created by the goddess’s . SECOND PRIZE WINNER lined with a faint, shimmering field of The caster can create one missile for William C. Pottenger pale blue. For the duration of the spell, every three levels of experience. The anything he touches is immediately maximum number of missiles created is Battle Focus transformed. The better the original four at 12th level. (Additional missiles (Enchantment/Charm) Level: 4 Elistraee’s Prayer Missile Effects Components: V, S, M Alignment Damage Information Casting Time: 5 Any Good None Hits automatically; heals 1 point/missile Range: 30 yds. Any Neutral 1d3/missile Attack roll to hit Duration: 1 rd. /level Any Evil 1d4+1/missile Hits automatically Area of Effect: 14 creatures or images Undead/Extraplanar 1d4+2/missile Hits automatically Saving Throw: Neg.

94 • JUNE 1998 Saga). Unlike AD&D, spikes; the difficulty may be increased As anyone who’s played both AD&D the SAGA game rules are used only for depending on the difference in the ter- and SAGA will tell you, the magic sys- the DRAGONLANCE: FIFTH AGE game (at rain and lighting. A hero daring to cross tems are just about as different as they least, at the time of the contest they must attempt a daunting Agility action can be. However, when it comes to cre- were). The ideals, morals, and precepts for every ten feet of ground he ating (and judging the merits of) new of Krynn have always been among the crosses. If this action fails he suffers five spells, the games have more similarities most important guidelines used when wounds (only a full suit of plate than differences. making editorial and design decisions armor protects against the dam- Being the new-game-rules-on-the- for the game, so we naturally applied age). Anyone in the area when the block, the SAGA contests didn’t receive them to this contest. Any spell that was spell is cast may attempt an average nearly as many entries as the AD&D deemed to be out of place in the reper- Perception action to notice, then an categories, but we certainly held our toire of a Krynnish spellcaster was set average Agility action to avoid the own. When entries closed, we had 19 aside, leaving our finalists. spikes. entries in the SAGA Sorcery Spell SAGA Sorcery Runners Up Contest, and 10 in the SAGA Style Mysticism Spell Contest. The entries that made it this far became Tim Haney The entire DRAGONLANCE Team the focus of the most stringent (and Matt Lynch pulled together to judge the entries, admittedly subjective) test of all—how sequestering ourselves in a cool they were. We literally looked at Winning SAGA Mysticism Spell conference room, refusing so much the various spells and saw which ones Matt Lynch as a cool-and-bubbly-beverage break made us say, “Wow! That’s cool! I’ll until the job was done. On the plus have to try that next time I play!” This Now, Show Me Where it Hurts side, we had a much smaller group of was easily the most divisive part of the Sensitivity 1 Minute spells to sort through. However, the process, as the DRAGONLANCE Team is Range Melee freeform nature of the SAGA spellcasting made up of very different personalities, Duration 15 min system—for which our contestants all of whom have distinct ideas of what Area Individual showed a uniformly excellent under- exactly constitutes a “cool” spell. How- Effect Irritating standing—made it impossible for us to ever, after much arguing, cajoling, and Difficulty/Cost: 11 (may be resisted) eliminate any entries due to “muffing gesticulating, we settled on the winners This name, a jest by one of its up the rules.” We actually had to judge to be presented below. famous users, the draconian each spell on its own merits and then We were quite pleased by the quality was originally known as the “Aura of directly compare these vastly desparate of entries (even though they made our Pain,” a name that was misleading entries—not an easy job, let me tell you. decision making process much more (and therefore quickly discarded). In doing this, we kept three guidelines difficult), and were sorry that we could When this spell is cast, it surrounds in mind: not share all of these very interesting the areas on an individual that need and innovative spells with you. Thank the most immediate medical atten- Originality you to everyone who participated in the tion with auras of varying color: red The first measure we applied to all the Spell Design Contests. Keep the magic for most necessary, orange for soon- entries was how innovative and origi- alive! to-be-necessary attention, and so nal the contestant was. It must have on. Originally, Mirage used this been a terrible temptation to more-or- spell to find out where he could less borrow from existing AD&D or Winning SAGA Sorcery Spell cause more injury, though most other FRPG spells. However, this was a Brandon McKee healers use it to determine spell design contest, not a “spell transla- Caltrop where to begin their work. A tion” one, so we placed a high value on Invocation 1 min mishap with this spell is not a creativity and originality. We paid par- Range Near Missile good thing; it reverses the color ticular attention to those spells—and Duration 15 min spectrum, which means the vic- there were a few—that did things Area Large Room tim could expire from a serious with the magic system that even we Effect 5 Points injury while the confused mystic had never imagined. Difficulty/cost: 15 was bandaging a relatively minor This Geomancy spell causes stone wound. Krynnishness spikes of two or three inches in length Okay, this may not be the proper word, to sprout from the ground, covering the SAGA Mysticism Runners Up but we next set our minds toward judg- area of a large room. Anyone about to Tim Haney ing how well the entries captured the enter the area must succeed at an aver- Kris Carlson flavor of Krynn (the world of the age Perception check to notice the

DRAGON 248 • 95 are gained at levels 6, 9, and 12.) The mis- of its 30’ blast radius. Huge creatures Each level of the caster modifies the siles created by this spell are affected by receive a saving throw vs. breath base number of hornets by +1. For exam- any magic that normally affects magic weapon to remain in place; Gargantuan- ple, if a 5th-level mage casts hornet flare missiles, including spell turning (although sized creatures are not significantly on a large campfire, he creates 2d8 + 5 prayer missiles will always heal the affected. Creatures thrown clear of the fire hornets. This spell can extinguish a caster). radius and striking a sturdy object (such fire of up to bonfire size, creating a maxi- The damage they inflict is based on as a wall) suffer 1d8 hp damage per 10 mum base number of 3d8 + 4 hornets. the target creature’s alignment. Prayer feet thrown. The DM decides the base number of hor- missiles can affect ju-ju zombies and any The winds unleashed by this spell nets if the size of the fire is unclear. undead that cannot normally be harmed have a distinct boundary, extending only The caster controls the hornets men- by magic missiles. They do not affect 30 feet from the mine. Creatures outside tally, moving them as he wishes (MV 9. objects, only creatures. Healing from this boundary feel only a slight breeze MC: B). He can direct them to touch liv- these missiles repairs damage only (see from the detonation of the spell. Crea- ing targets (requiring an attack roll) or to table below for effects) and does not tures hurled out of the area do not stop at set combustible materials on fire. The grant bonus hit points. the boundary—how much farther they hornets attack with the caster’s THAC0, This spell was created by a spelljam- go is determined largely by circum- deal 1 hp damage, and are extinguished ming elf princess of Eliastree for stances and the DM. The winds of this upon damaging an opponent. The dura- use against undead, specifically ju-ju spell are capable of breaking the wings of tion is the amount of time the hornets zombies. The spell is unique to Elis- flying creatures caught in the explosion. can stay aloft; at the end of this time they traee’s priestesses and they do not share The material components are a glass revert to cold splinters of charred wood. it with other religions. In the Realms, marble, a feather, and a grain of sand. The material component is a small vial only Mystra and Azuth grant similar of tree sap. spells, and these are just a priest’s ver- SECOND PRIZE WINNER sion of the wizard spell magic missile. Chris Montgomery THIRD PRIZE WINNER Stan Williams Winning Wizard Spells Hornet Flare FIRST PRIZE WINNER (Alteration) Rhemus’s Exhaustive Dweomerdrain Chris Montgomery (Fire) Level: 5 Level: 3 Components: V, M Wind Mine Components: V, S, M Casting Time: 1 rd. (Alteration) Casting Time: 3 Range: 0 (Air) Range: 10 yds. + 10 yds./level Duration: 1 rd./level Level: 4 Duration: 1 rd. + 1 rd./level Area of Effect: 1 wand Components: V, S, M Area of Effect: Special Saving Throw: Special Casting Time: 1 rd. Saving Throw: None With this spell, magical energy stored in a Range: 15 yds./level By means of this spell, the caster trans- wand can be drained by the wizard to Duration: Until triggered forms a single, non-magical fire into a cast a spell he has memorized. When the Area of Effect: 30’ radius swarm of hornetlike flying sparks, spell is cast, the wand must be held by Saving Throw: Special which burn flesh and ignite flammable the caster and the command word woven Using this spell, the caster creates a small substances with which they come into into the incantation. The caster can then (1’ diameter) sphere of compressed, contact. use the energy of the wand to power the enchanted air. This sphere cannot be The fire must be of suitable size and spell without using material components moved or touched—if either occurs, the within range. The fire is extinguished, or losing memory of the spell. mine explodes, hurling hurricane-force and a certain number of fire hornets rise The dweomerdrain can be used to cast winds through the area of effect. out of the dying flame, depending on the spells of up to 5th level, and two charges When casting this spell, the wizard size of the fire and the level of the caster are permanently expended from the points to a location in his line of sight. (see table). wand for each spell level of the spell cast. There is a faint suction effect in that area Each time the wand is used in this fash- as the sphere pops into existence. The ion, the caster must make an unmodified sphere appears to be made of glass, with saving throw vs. spell or lose control of a roiling core of gray and silver patterns. Hornet Flare Table the dweomerdrain. If this occurs, the wand It hangs motionless where it is created Size of Fire Base # Hornets is totally drained and turns to dust, the until detonated. If not detonated within Torch 1d4 casting fails, and the spell is wiped from one year, it explodes at that time. SmallCampfire 2d4+1 the wizard’s mind. A successful saving An exploding wind mine hurls every- Large Campfire 2d8 throw means the wizard controlled the thing violently away from its center, Bonfire 3d8+4 dweomerdrain, and the spell functions throwing creatures up to Large size clear normally.

96 • JUNE 1998 The casting time for spells is not the caster (actually a piece of him). Each taken to a different plane die within a reduced by the dweomerdrain. Charges multiple has 1 hit point and is exactly the turn and count as hit points lost by the drained are permanently lost and cannot mass of the wizard divided by his hit caster, unless all remaining multiples be recharged by any means. After the ini- point total. The permanent magical successfully follow. tial casting, the wand can be used nor- items of the caster remain functional for The spell has a maximum duration of mally. Also, the caster can choose which each multiple, including those with a five rounds, plus five rounds per caster spells to cast through dweomerdrain and limited number of uses per day Nonper- level. The caster can also end the spell by which to cast normally. manent items (potions, scrolls, charged taking a full round of concentration to The caster’s wand serves as a focus for items, and so on) do not function for pull himself together. Any multiple can this spell. multiples for the duration of the spell. be used to focus the caster’s reintegra- Each multiple has all the abilities and tion, except a multiple separated from HONORABLE MENTION spells of the caster, and can use them as the rest by being taken across a planar Robert Garrett the caster chooses. The collective multi- barrier. A successful dispel magic cast on a ples can cast only one spell per round, multiple forces the affected wizard to Multiplicity and a cast spell is erased from the minds reintegrate the next round (but he can (Alteration) of all multiples. Only one multiple acts choose any multiple not separated by a Level: 8 as a caster spell, the rest can take other planar barrier). While changing, the Components: V, S, M actions. caster is considered to be a unitary indi- Casting Time: 1 rd. A wizard divided by multiplicity can vidual. Range: 0 be killed easily by certain spells that slay The material component is a crystal Duration: 5 rds. + 5 rds./level small creatures (each multiple is consid- statue of the caster (at least 1,000 gp Area of Effect: The caster ered a creature with 1 hit point for this value), which is shattered as the incanta- Saving Throw: None purpose). Furthermore, if half the multi- tion is completed.” This spell allows the wizard to create ples are killed before the spell ends, the many tiny replicas of himself, by break- wizard loses one point from an ability ing himself down to his individual hit score (rolled randomly). Multiples sepa- This spell is presented in a slightly expanded points. Each multiple is an exact copy of rated from the other multiples by being form from the original entry.

DRAGON 248 • 97 July Origins ’98 July 2—5 OH The Greater Columbus Convention Center and the Hyatt, Columbus, OH. Expected Guests: Jeremy Bulloch, David Prowse, Mira Furlan, and John Byrne. Events: Over 1,500 gaming events of all kinds, including the National Magic championship, Battletech* TCG World ManaFest ’98 Championship. Registration: $40 prereg June 12—14 CA by 6/19/98. Contact: Andon Unlimited, South San Francisco Conference Center, P.O. Box 13500, Columbus, OH 43213. San Francisco, CA. Events: TCGs, board Email: [email protected]. Web: http: // June games, and miniatures. Other events: www.andonunlimited.com. tournaments, special events, demonstra- QuinConXII Milwaukee Summer Revel tions, prizes, game flea market, and exhibit hall. Contact: Manafest P.O. Box July 10—12 IL June 5—7 WI 170436, San Francisco, CA94117. Email: The Civic Center Hotel, Quincy, IL. The Inn Towne Hotel, 710 Old World [email protected]. Web: Guests: Steven Burgaurer and Lester Third Street, Milwaukee. Guests: Gary http:// www.manafest.com. Smith. Events: painting contest, TCG, Gygax, Janet Pack, . Events: boardgames, miniatures, and roleplay- ® LIVING CITY and LIVING JUNGLE, AD&D , Blue Water Con ing. Registration: $12 prereg. Contact: Call of Cthulhu*, BOOT HILL™, Paranoia*, June 13—14 MI QuinCon XIII, 2429 Cedar St., Quincy, IL board games, miniature events, war Masonic Temple, Port Huron, MI. Events: 62301. Email: [email protected]. games, nonstop Dawn Patrol*, TCGs, and RPGA, roleplaying, card, and miniature the always exciting Wham-A-Thon. games. Other activities: two benefit Hudson Valley Con 2 Other events: Seminars, dealers’ area, games, concessions, and a dealers’ July 24—26 NY and game demos. Registration: $20. section. Registration: $10/weekend or Holiday Inn Hotel & Conference Center, Contact: Bruce Rabe, Summer Revel, $5/day prereg; $12/weekend or $7/ Fishkill, NY. Events: RPGA events, Magic P.O. Box 779, New Munster, WI 53102. day at door. Contact: Len Reiter, 2202 tournaments, roleplaying, miniatures, Military, Port Huron, MI 48060 or Heidi board games, dealer’s room. Registra- Roundtable King 1522 10th Ave, Apt. 5, Port Huron, tion: $25 before 7/3/98, $30 afterward. June 6 PA MI 48060. Email: [email protected] or Contact: Hudson Valley Con, 125 Dolson Maennerchor Club, Lebanon, PA. [email protected]. Ave., Suite 131, Middletown, NY 10940. Events: LIVING CITY, AD&D and other Web: http://www.members.aol.com/ RPGs, and board games. Registration: $5 Conlite 14 SpenHartl/con/Mainl’age.html. until the day of the convention, $7.50 at June 14 WWW the door. Contact: Scott Gettle, 405 N. Location: World Wide Web. Events: Concussion 3 10th Street #1, Lebanon, PA 17046-4627. LIVING CITY and Star Wars*. Contact: July 10—12 NE Email: [email protected]. Jay Fisher, 2690 Drew Street Apt. 1108, Holiday Inn Northwest, Omaha, NE. Clearwater, FL 33759. Email: Guests: , S.M. Stirling, S.A.G.A. 98 [email protected] Web Site: Laurell Hamilton, Don Perrin, Timothy June 6—8 http://www.concentric.net/~jlorien/ Zahn, . Events: casino night, University of New South Wales, Sydney, conline/index.html. SF dating game, LARP, panels, video Australia. Events: Skadowkin*, World of rooms, art show, Klingons in Black, and Darkness*, and Raven’s Nest* free forms, Poly Con XVI more. Contact: Concussion 3, P.O. BOX Magic, Wyvern*, and all major RPGs, June 26—28 CA 85762, Lincoln, NE 68501-5762. cards, and miniatures. Registration: Cal Poly State University, San Luis roleplaying $5 per session, miniatures Obispo, CA. Events: RPGA LIVING CITY Skirmishes ’98 $30. Contact: S.A.G.A., 18 Dunlop Street, and more. RPGA Contact: Eugene Lus- July 10—12 Roselands, NSW 2196, Australia. Email: ter at [email protected]. Convention Holiday Inn South, Kansas City, MO. [email protected]. contact: [email protected]. Special Event: “Masquerade Live.”

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DRAGON 248 • 99 100 • JUNE 1998 DRAGON 248 • 101 102 • JUNE 1998 DRAGON 248 • 103 Melissa Uran, John Van Fleet, and Book Design: Lawrence Snelly and Robby Poore

Kindred of the East is a major sourcebook for the World of Darkness. For years, the of Asia have been ignored. Vampire itself was solidly focused in the west and bound in Christian myth. If vampires are the progeny of Caine, what does that mean for the millions of Bud- dhists, Confucians, and Hindus out there? How do they view vampires? And what part do they play in myth and is wholly of their own making. Although history? they are cursed, they still have a place When I heard about this book, I must under Heaven. admit that I was dubious. Asian culture The setting of Kindred of the East has a has rarely been treated well in RPGs, coherent and thoughtful cosmology. The and most designers seem unable to tell divine figure is known as the August the difference between China and Japan, Personage of Jade, who oversees the nevermind Korea and Thailand. In first Great Cycle, which is divided into approaching Kindred of the East, I feared twelve ages. In the Second Age he cre- it might amount to Masquerade stereo- ated the original Kuei-jin, then known as types in an episode of Kung Fu: the the Wan or 10,000 Immortals, to Kindred of the East Legend Continues, or an arty attempt to protect humanity from the depredations Vampire: the Masquerade* do vampires a la Kurosawa. In fact, the of the evil Yama Kings and their game supplement vampires of Asia have nothing at all to demonic minions. The Wan Xian were One 221-page do with the western cousins. recruited from the best of humanity. hardcover book Kindred of the East is actually a bit of a They were neither mortals nor gods, but White Wolf Game Studio $25.00 misnomer, since these vampires are not shared aspects of both. They served the Design: Robert Hatch, with additional kindred at all. Instead of a boring rehash August Personage and lived off of the design by Phil Brucato, Jackie Cassada, of the Western vampires, Rob Hatch has chi of the world. Their ranks included Mark Cenczyk, and Nicky Rea given us something fresh and original, many of the great heroes of old. Editing: Ed Hall maintaining a feeling of authenticity In the Third Age, however, the Wan Illustrations: Andrew Bates, Tim throughout. It is an impressive accom- Xian discovered that they could feed on Bradstreet, Matt Clark, Mike Danza, plishment. the chi of living beings. At first they stole Guy Davis, Tony DiTerlizzi, John Estes, Vampires in Kindred of the East are the chi only of their enemies, but soon Jason Felix, Darren Frydendall, Michael wholly unrelated to those in the West they could not help themselves from Gaydos, Doug Alexander Gregory, and do not share the Curse of Caine. feeding, and they lost their noble pur- , Tony Harris, Leif Jones, Eastern vampires are known as Kuei-jin, pose. The August Personage of Jade Karl Kerchel, Eric Lacombe, Vince or the Hungry Dead. For them there is responded by stripping them of their Locke, George Pratt, Robby Poore, Steve no Embrace. They are not random vic- positions and scattering them across the Prescott, Andrew Ritchie, Matt Roach, tims who can place the blame of their Middle Kingdom. They were forced to Andew Robinson, Alex Sheikman, Ray state on their sires. Kuei-jin have to come reinhabit their dead mortal bodies and Snyder, , Jill Thompson, to grips with the fact that their condition could only gain sustenance by taking chi

104 • JUNE 1998 from others. After he had dealt with his Darkness. It escapes the tired cliches of was clearly a good game in there some- rebellious servants, the August Person- the Masquerade with grace and vision, where, but it needed some focus to break age turn his face from the world. Now it providing an entirely new way to play a out of the jumble of ideas. Merchants of is the Fifth Age, and the Yama Kings are vampire. If it has a flaw, it is that it has a the Jumpweb has both focus and vision. It running wild. steep learning curve. New players have details the Merchant League and its indred of the East . . . component guilds, finally giving League K escapes the tired clichés of members the kind of attention the Masquerade with grace and vision . . . and priests have already received. Bill Bridges begins the book with a Kuei-jin are still reborn into the world. a lot to learn about their new characters crash course in history, Formerly, the most virtuous humans and society, far more than does a new painting in broad strokes the rise and fall were chosen, but now only those whose Masquerade player (who can cruise by of the Second Republic and showing spirits are weighed down with evil on a knowledge of Anne Rice and Nos- how merchants survived the crash by deeds can attain the Second Breath and feratu movies). The book manages to the formation of guilds and the Mer- become Kuei-jin. Most of them are killed create something new while at the same chant League. Basically, the merchants quickly, and never become more than time remaining faithful to the cultures it had to find a way to survive the return of monsters. A lucky few survive longer tries to reflect. the nobility as a politically dominant and are found by their kind. It is from force and the anti-technological teach- their ranks the player characters come. ings of the Church of the Pancreator. PCs are new Kuei-jin who must learn They did this by harkening back to the the rules of their kind and their place in medieval idea of guilds, and the Mer- society. And unlike vampires in the chant League was formed when the five Masquerade, there is a real society here. most powerful guilds came together for PCs are part of a , a blood family of self-defense and profit. undead, and likely they belong to a tour The remainder of the book focuses on as well. Even though they are undead, the five major guilds, though minor Kuei-jin place great importance on fam- guilds and freelancers get short treat- ily and place. Characters here are not ments toward the end. Each chapter renegade loners but part of a culture. the history of one of the guilds, as The vampiric courts all have their poli- well as its current operations and mem- tics, and there are still the Yama Kings to bers of note. The chapters are rounded deal with. out with tips for roleplaying a guild Interestingly, the Kuei-jin have devel- member, adventure ideas for the GM, oped a system to help them live their and appropriate new traits and equip- second life. Each Kuei-jin must pick a ment. The final chapter details Legue- Dharma, a philosophical path that pre- heim, the Merchant League’s planetary sumably leads to enlightenment. There base of operations and a self-described are five Dharmas, and each charts a dif- Merchants of the Jumpweb “den of iniquity and freedom.” ferent path. There is also a whole slew of Fading Suns* game supple- The guilds themselves are a varied lot; new disciplines, which are similar but ment appropriately enough, a different author not identical to those in the Masquerade. One 135-page tackles each one. Ross Isaacs takes on the This book easily could have been a softcover book Charioteers, the star-faring pilots of stand-alone game. In a way, it is unfortu- , Inc. $20.00 Fading Suns. While it at first seems nate that it isn’t a stand-alone, since it Design: Bill Bridges, Brian Campbell, improbable that any one group could might appeal to people unfamiliar with Andew Greenberg, Sam Inabinet, Ross control all the pilots, the simple fact is the World of Darkness. But since that Isaacs, James Moore, and Chris Wiese that the Charioteers control the jump- format would have pushed this already Editing: Allison Sturms keys and the codes that go with them. hefty volume above 300 pages, I can see Illustrations: John Bridges, Darryl Anyone who wants to travel out of sys- why White Wolf did not go that route. Elliot, Sam Inabinet, Brian LeBlanc, tem needs to deal with the Charioteers, However, Kindred of the East does define Larry MacDougal, Ron Spencer and this is the basis of their power. its paradigm and provides all the rules Cover: John Bridges Sam Inabinet is next up with the for it. This includes a modified version Engineers, tech heads who walk a dan- of the character creation rules, new mer- Fading Suns initially seemed to suffer gerous line. The Church tolerates only a its, flaws, and rites, and rules for travers- from “kitchen sinkism.” Nearly every certain level of technology, but it is in the ing the Cathayan version of the Umbra. science-fiction cliche could be found Engineers’ nature to push the bound- Evaluation: Kindred of the East is the somewhere in the game, and this diluted aries of science. They are often found best book I’ve ever seen for the World of the impact of its New Dark Ages. There looking for lost planets and systems,

DRAGON 248 • 105 hoping that caches of Second Republic typified by the pseudo-religion Mam- is that, sooner or later, the source mater- technology survive. Some of them monism that many Reeves ascribe to. ial runs out. The Star Wars RPG has belong to a secret society/religion called The Mammonists are part Masonic-style wrung the movies dry, and West End has the Order of Pneumatic Engineers. This lodge and part religious sect. They been forced to look farther afield for new is an interesting cult of the machine that believe that humanity will one day crash ideas. Sometimes, this means quality teaches members about the “Great back into barbarism, and the best thing original material such as the Dark Stryder Matrix,” an idea that brings together sci- to do is accumulate as much wealth as Campaign. Other times, it means raiding ence and spirituality. possible. less canonical sources, such as the numerous novels. Cracken’s Threat erchants of the Jumpweb is a textbook example Dossier is a new sourcebook based on M of how to do a supplement right. seven of the “second string” Star Wars novels. While successful on its own Every game setting needs an under- Evaluation: Merchants of the Jumpweb terms, this book could only be as good as world organization, and Brian Campbell is a textbook example of how to do a the novels upon which it was based. As gives us one in the Scravers. Officially, supplement right. It takes a small part of you might guess from the fact that it the Scravers handle scavenging opera- the Fading Suns universe and makes it took material from seven novels to pro- tions, but in reality they have their hand life-sized. All of the major guilds get duce one RPG supplement, the novels in most illegal activities. Like the NYC their due, and ten minor guilds are given are best described as “content light.” Mafia, they are organized into five fami- one page write-ups as well. The writing Cracken‘s Threat Dossier is divided up lies (called “Merchant Houses”). Each is solid throughout, and the art provides into three sections. “The Hapan Cluster house handles a different kind of crimi- a good complement to the text. There is Incident” is based on Dave Wolverton’s nal activity, from drugs to gambling to plenty of useful information for players The Courtship of Princess Leia, the “Black smuggling. Interestingly, it was the and game masters, and the book serves Fleet Crisis” on a trilogy of novels by Scravers who were crucial in bringing to expand the horizons of the game. Michael P. Kube-McDowell, and the the Merchant League together. That they “Corellian Incident” on another trilogy did so by a campaign of bribery and by Roger MacBride Allen. The book is blackmail is now forgotten by most of written in the form of field reports from the other guilds. the intelligence service of the New If Mafioso aren’t seedy enough for Republic. The layout attempts to sup- you, then James Moore’s Muster should port the text by simulating a datapad, fit the bill. The Muster started as a mer- but it severely undermines this tactic by cenary soldiers’ guild, but they “diversi- using white and gray text boxes on a fied” by taking over the slave trade as black background. Instead of a slick, well. Now the Muster acts as a fulfill- technological look, Cracken’s Threat ment house for workers. They provide Dossier appears more like a cut-and- soldiers, construction workers, team- paste board. Considering the pastiche of sters, and of course slaves. Because of ideas, I suppose this is appropriate. their association with such an immoral The basic idea of “The Hapan Cluster trade, the Muster are often looked down Incident” is sound enough. It posits that on. Not that this prevents nobles from after the rebel victory at the Battle of selling their enemies into slavery so they Endor in Return of the Jedi, many Imperial die in obscurity on a distant planet, but Admirals used their fleets to set them- morality can be funny that way The selves up as warlords. This certainly Muster also continues its original func- Cracken’s Threat Dossier makes sense, and Warlord Zsinj, the main tion of providing mercenary soldiers, Star Wars* game villain presented here, is a fine example though they have the proviso that sol- supplement of his type. The quest to defeat Zsinj takes diers of the Muster never fight against One 144 page softcover the heroes to a planet called Dathomir, each other. While such loyalty is to be book where they encounter a group of Force- admired, it makes for a lousy system if $20.00 using Witches who practice “magic.” all mercenaries come from the same Design: Drew Campbell, Matt Hong, Luke and company are caught up in a source. Timothy S. O’Brien, Jen Seiden, and Eric local struggle with these witches, which The last of the major guilds are the S. Trautmann eventually leads to the defeat of the Reeves, handled by Holistic’s own Editing: Eric S. Trautmann with Jen “evil” witches and of the Warlord Zsinj. . The Reeves are the Seiden “The Black Fleet Crisis” involves a bankers, lawyers, and financial advisors Illustrations: Storn Cook missing and potentially threatening fleet of the Merchant League. They wield Cover: Tom ONeill built in the final days of the empire. “The quiet power behind the scenes, as The trouble with any licensed property Correlian Incident” takes Han Solo back

106 • JUNE 1998 to his home planet, where he and the another Star Destroyer. Ho hum.”). It is a their mountain fortresses. Their num- other heroes get involved in a convo- credit to the gaming writers that they bers include the ferocious Ise Zumi, fire- luted plot with a corrupt government, could take such mediocre material and breathing tattood men whose cryptic pirates, and a weapon capable of make something useful out of it. sayings baffle the sharpest minds. The destroying stars. Ise Zumi are the most obvious thing that differentiates the Dragons from the other s a gaming supplement, Cracked Threat clans, but it is only the first of many. In Dossier succeeds. fact, the Dragons depart from the norm A in almost every way, so it is rather I must confess that I have not read an strange that they kick off this series of of the novels in question. Perhaps they books. A clan like the Lion or Crane come across better in the actual reading would have been a better choice, since but the plots as described in Cracken’s they are more traditional. Way of the Threat Dossier fail to inspire. Sometimes Dragon breaks all the rules before they it seems the authors just don’t get the are established, though perhaps that was Star Wars universe. For instance, in the the allure of this project for the writers. movies, Force-users are quite rare; the Whereas all the other clans trace their only order we know of is the long- bloodlines back to one of the Children of defunct Jedi Knights. In these novels, Sun and Moon, the Dragons do not. two different organizations of Force- Togashi, their founder, did not have chil- users appear. This only serves to dren but instead founded the monastic cheapen the legacy of the Jedi and Ise Zumi. (Each of whom takes the last the Force from something very to name Togashi upon acceptance into that something depressingly common. order.) The other major families of the Whatever the quality of the source clan are descended from two of Togashi’s material, however, Cracken’s Threat loyal followers from the early days. The Dossier is a gaming supplement and Mirumoto family are descended from should be judged as such. As a resource Togashi’s yojimbo (bodyguard), who for the GM, Cracken’s Threat Dossier is The Way of the Dragon invented the famous Daisho Technique. actually quite good. Seven novels pro- * While other samurai duel with just the vide a lot of NPCs, planets, and space game katana, the Dragons use the Mirumoto ships, and all of them receive a full treat- supplement style that teaches them to use both ment. The plot summaries are handy for One 103-page softcover katana and wakizashi in combat. The last those unfamiliar with the books (though book of the original families is the Agasha, the the “Black Fleet Crisis” isn’t explained Alderac Entertainment Group $14.95 shugenja who act as the clan’s “human nearly as well as the other two), but most Design: John Wick with David face” to the rest of . GMs won’t try to run their players Williams, Rob Vaux, Cris Dornaus, Greg Way of the Dragon introduces quite a through these as if they were adven- Stolze, and D.J. Trindle bit of new information. The history of tures. They are far more likely to loot the Editing: D.J. Trindle, Rob Vaux the clan and its component families is book for useful bits for their own cam- Illustrations: Tom Biondolillo, Cris mapped out, and famous ancestors dis- paign, and this is its real strength. For Domaus, KC Lancaster, William O’Con- cussed. Each family also receives a full those who can’t resist the idea of new ner, Ben Peck, treatment, including such details as its Force-users, the magic of the Witches of Cover: Matthew D. Wilson military strength and organization. A Dathomir and the powers of the mysteri- full chapter describes the major person- ous Fallanassi are provided in game Way of the Dragon is the first of the clan alities of the cla, and gives stats for them terms. There is also a handy section on books for the Legend of the Five Rings as well. the organization of the New Republic, REG. The trading card game on which On top of all that are new rules. Natu- the status of its military, and the strength the RPG was based long ago mapped rally enough, the Ise Zumi benefit the of its enemies. out the characters of each clan, but the most from them. There are full rules for Evaluation: This sourcebook did not flavor text of cards can tell you only so creating and playing one of the tattooed make me want to read any of the novels much. These books are an opportunity men, including a myriad of mystical tat- upon which it was based. However, as a to flesh out both the clans and the his- toos that each has a unique power. gaming sourcebook, Cracken’s Threat tory of Rokugan. Although the Ise Zumi are very power- Dossier succeeds. There is a wealth of As players of the card game know, the ful, they are tied to a strange philosophy information in this book that can be used Dragons are the strangest of the factions. that makes them a roleplaying chal- in your Star Wars campaign, especially if They aren’t interested in politcal power lenge. Their power is great, but it comes your players have become jaded (“Oh, or money but pursue esoteric goals in at a price.

108 • JUNE 1998

Other new rules tweak character cre- in Rokugan without a confession of ation. Hegitage tables, which are similar guilt. This means that anyone can do to the lifepaths of Cyberpunk* and anything, and as long as they deny it Fuzion* but apply to one’s ancestors, they are not prosecuted-surely a sys- appear here for the first time. These tem that could appear only in a fantasy charts can help you generate details game. The Kitsuki are trying to change about your family. You can benefit from this system to take into account such a famous ancestor or live with the shame wild concepts as motive and evidence. lthough the choice of the Dragons for the first clanbook is questionable, the contents of this Abook make up for it. of a dishonored one. You can also choose Strange that the most esoteric of the to have a “karmic tie” between your clans would be home to such a dose of character and one of the great Dragons common sense. of legend. This costs points during char- The book is rounded out by five (!) acter creation but gives certain benefits appendices. These include new spells for and, of course, prestige. There are also a a Dragon shugenja and a system of number of new skills, advantages and unarmed combat called Kaze-Do. A entertaining, and the book is packed disadvantages, and pre-generated char- detailed look at the provinces and a two- with information. The new rules add a acters. The five pregens each represent a page map of Mirumoto Castle are handy, lot to character creation, and players will classic Dragon archetype (like the Miru- though the “look ma, we’re filling space” be thrilled that they can now play an Ise moto Duellist of the Agasha Shugenja) appendix with two Dragon deck designs Zumi. The only danger is that the Drag- and allow players to pick a name and for the card game is out of place. ons have too many cool tricks, and that jump right into the game. Physically, the book is a beauty. Matt other clans will seem dull by compari- One of these types is new, the Kitsuki Wilson’s cover is gorgeous, and the bor- son. Until the other clan books appear, Magistrate. The Kitsuki are a newer fam- ders and design work only serve to com- we can only speculate. ily descended from the Agasha, but plement it. The layout follows the basic unlike their ancestors they are not design of the core game but uses the Short and Sweet shugenja. Their founder, Kitsuki, devel- sidebars much more effectively and has The 1920s Investigator’s Companion, by oped a method of investigation that decidely less white space. The interior Keith Herbert and divers hands. Chao- makes his family excellent magistrates illos are all well-rendered and add char- sium, Inc. $18.95. and diplomats. This skill, called Nazodo, acter and flavor to the text. Hopefully, If you are running or playing in a is very similiar to modern police meth- future clan books will share this level of 1920s Call of Cthulhu* campaign, you ods and seems to be an attempt to production value. want this book. It’s that simple. For- address the legal problems of Rokugan, Evaluation: Although the choice of the merly released in two volumes, this revi- which frankly are one of the silliest Dragons for the first clanbook is ques- sion puts all that great info under one aspects of the setting. According to the tionable, the contents of this book make cover. Its subtitle, a core game book for main rulebook, evidence means nothing up for it. The treatment is thorough and players, is entirely accurate. The book contains a revised version of the charac- ter creation rules and an exhaustive list of 140 occupations broken down by type. More importantly, Herbert and company have done an impressive amount of historical research and dis- tilled down the parts most useful to role- players. You can find biographies of important personalities of the time, along with the hit movies and songs of the era. There are write-ups of libraries and research centers (all important in CoC), and notes on cost and availability of travel options. Newspapers, even more important before the advent of televi- sion, also get their due. Add in arms and equipment for the 20s, tips for first-time investigators, and annotated skill

110 • JUNE 1998 descriptions, and you’ve got an indis- choice, but it may keep it out of the the first published adventures for the spensible resource. hands of the very fans it was meant for. game would set about redefining it. Darkness Revealed 1: Descent Into Dark- Some adventures that developed the sta- The Making of a Universe, Heavy Gear ness, by Bruce Baugh and Rich Dansky. tus quo would have been better starters, Design Works, by the DP9 staff. Dream White Wolf Game Studio. $15.95. so that players would understand the Pod 9. $19.95 This is the first book of adventures for implications of the plot that starts to Here’s something you don’t see very Trinity— volume one of a three-part epic. unravel in Descent Into Darkness. often in gaming: a book about the design Since Trinity was so badly focused and of a game world. This book is similar in conceptually flawed, it really needed size and appearance to Crisis of Faith some solid published adventures to ® (reviewed in DRAGON Magazine #247), show you what exactly a Trinity game which means it’s small and might get was supposed to look like. This book Former freelancer recently lost on the shelf. Inside is what amounts contains three linked adventures, one by succumbed to the lures of a steady income to a guided tour of , home to Rich Dansky and two by Bruce Baugh. and recently joined the TSR design staff. the Heavy Gear RPG and tactical system. All three take place on the moon, which The book features quite a bit of art, much is developed in some detail. They of it in color. We get to see how the involved the plotting of a number of a psi orders, primarily the Aesculapians. designs developed, from concept * indicates a product produced by a company other than sketches to full color art. Much of the The Aberrants are also involved, though TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of focus is on the vehicle design, with an not in the way you might think. The any product without mention of its trademark status should not be construed as a challenge to such status. emphasis on gears. There are also notes adventures are well done and generally on characters and the way the line devel- interesting. What is strange is the way oped over its first few of years. All of this they subvert the Trinity universe as is quite interesting and is sure to please described in the main rulebook. Basi- any fan of Heavy Gear. I only blanch at cally, the rules established the setting the price of $19.95, which might scare off and these adventures set in motion some consumers. Since there are no stats events that will utterly alter it. This isn’t in the book, I can see why DP9 made this necessarily a bad idea, but it’s odd that

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112 • JUNE 1998

114 • JUNE 1998 DRAGON 248 • 115 NEW for JUNE MARVEL SUPER HFROES™ Game A Darkness Gathering Boxed Game A MONSTROUS ARCANA™ Adventure I, Strahdz The War Against Azalin By with , By Bruce R. Cordell ® A RAVENLOFT novel Bill Olmesdahl, Steven E. Schend, and A Darkness Gathering is the first in a By P.N. Elrod Steve“Stan!”Brown three-part series that pits PCs against the The best-selling author of I, Strahd: The You can play Spider-Man*, Wolverine*, dark agenda of the — namely, the Memoirs of a Vampire returns with a Iron Man*, and others as you dive into extinguishing of the sun. May also be second volume about the most famous the action that makes Marvel comics played as a stand-alone module. of the Demiplane of Dread. number one. Play your favorite heroes $9.95/$12.95 CAN Strahd’s aristocratic existence is threat- or create new ones. Includes everything TSR # 9570 ened by the arrival of the lich Azalin. you need to start playing. ISBN: 0-7869-1208-1 $5.99/$6.99 CAN $24.95/$32.95 CAN TSR # 8075 TSR # 6926 Player’s Guide to Greyhawk ® ISBN: 0-7869-0754-1 ISBN: 0-7869-1227-8 A GREYHAWK Accessory By Anne Brown Champions of the Mists An indispensable guide, the Player’s A RAVENLOFT Accessory Guide to Greyhawk features new legends By William W. Connors and deadly dungeons for your heroes to This accessory features a collection of explore. Included are special classes, popular heroic figures from RAVENLOFT national backgrounds, and new kits novels, with full histories and game sta- unique to Greyhawk. tistics, ready to incorporate into your $9.95/$12.95 CAN campaign. A section on PC kits offers TSR # 9578 players special abilities unique to the ISBN: 0-7869-1248-0 RAVENLOFT . $13.95/$18.95 CAN Realms of Mystery ® TSR # 9559 A FORGOTTEN REALMS Anthology ISBN: 0-7869-0765-7 Edited by Favorite FORGOTTEN REALMS authors spin ® The Last Thane ALTERNITY Campaign Kit tales of murder, suspense, and intrigue in A DRAGONLANCE® Novel An ALTERNITY Accessory this new collection of stories. By By David Eckelberry $5.99/$6.99 CAN The Hylar have grown complacent in For both Gamemasters and players, the TSR #8582 their leadership of Thorbardin. While Campaign Kit features a four-panel ISBN: 0-7869-1171-9 their best battalions are off fighting in Gamemaster screen that presents the the Chaos War, the lowliest clans plot most important tables and game infor- Jakandor: Isle of Destiny insurrection, aided by demon creatures mation in one place, and the the 32-page An ODYSSEYS™ Supplement dispatched by Chaos, threatening the booklet contains a variety of forms, By Kirk Botula, Dale Donovan, and Life-Tree and Thorbardin itself. character sheets, and record logs. Anne Brown $5.99/$6.99 CAN $12.95/$17.95 CAN Jakandor: Isle of Destiny continues the TSR # 8393 TSR # 2808 saga of civilized wizards against savage ISBN: 0-7869-1172-7 ISBN: 0-7869-1213-8 barbarians. In this supplement, play the

116 • JUNE 1998 role of a mage or apprentice trying to Villain’s Lorebook A FORGOTTEN REALMS Accessory defend the land from barbarian hordes. Next Month By Dale Donovan $21.95/$28.95 CAN This collection of miscreants and TSR # 9512 knaves provides famous, ready-made ISBN: 0-7869-1245-6 enemies for all FORGOTTEN REALMS and AD&D® campaigns. It features illustra- The Fall of Myth Drannor tions of each subject, plus complete An ARCANE AGE™ Adventure game statistics. It also includes antago- By Steven E. Schend nists from the FORGOTTEN REALMS nov- Everyone in Faerûn knows of the ruins els, ready to incorporate into your of Myth Drannor, but the details of its game. fall have been lost. Now, your heroes can discover what really happened and play $22.95/$29.95 CAN a pivotal role in events that shaped the TSR # 9552 Realms. ISBN: 0-7869-1236-7 $13.95/$18.95 CAN TSR # 9558 Return to the Cover by Tony Szczudlo ISBN: 0-7869-1235-9 An AD&D Game Adventure By Bruce R. Cordell Seeds of Evil The demi-lich was slain and the tomb By James Wyatt cleansed of its terrors—or so we The history of the Red Death thought. Could it be that some other, revealed through the many historical more terrible evil has taken up residence supplements for the AD&D game. in Acererak’s tomb? Includes a bonus facsimile of the original Tomb of Horrors Below the Tomb of Horrors adventure. By Bruce R. Cordell $29.95/$39.95 CAN All-new secrets of the most famous TSR # 1162 death-trap in the history of the ISBN: 0-7869-0732-0 AD&D game.

Spirit of the Wind Wakes the Narrow Forest NEW for JULY A Bridges of Time Novel, Volume I Fiction by J. Gregory Keyes By Urged by the ghost of his father, Fool Greyhawk: The Adventure Begins answers a call to aid the Wolf enters the territory of the giants. A GREYHAWK Adventure against the great red dragon, A new short story set in the world of By Roger Moore Malystryx. The first in a new series The Waterborn. Explore the lands of the Wild Coast, the bridging the years between the Classic ® Nyr Dyv, and the deadly Bright Desert. DRAGONLANCE and FIFTH AGE settings. Sixguns & Sesheyans Customizable adventures make each $5.99/$6.99 CAN By Richard Baker quest a player’s own creation. TSR # 8390 A full arsenal of throwback weapons $21.95/$28.95 CAN ISBN: 0-7869-1174-3 for the ALTERNITY game, plus guide- TSR # 9577 lines for creating your own Wild West ISBN: 0-7869-1249-9 The Dark Elf Trilogy science-fiction campaign. A FORGOTTEN REALMS Collector’s Edition Murder in Cormyr By R. A. Salvatore ProFile: A FORGOTTEN REALMS Novel The Dark Elf Trilogy placed Drizzt By By Do’Urden, R.A. Salvatore’s signature An interview with the co-founder of Benelaius, tired of politics and his ego- character, at center stage. Here, at last, is the D&D® game. tistical brethren, resigns from the College a hardcover collector’s edition of the first of War Wizardry and takes up residence novels starring TSR’s most popular anti- Plus “Wyrms of the North,” in a sleepy town in a remote area of hero. “Forum,” “DragonMirth,” “Role- Cormyr. When a messenger from King $23.95/$30.95 CAN playing Reviews,” “Knights of the Azoun turns up dead, it is up to the con- TSR # 8589 Dinner Table,” and more! jurer to solve the crime. ISBN: 0-7869-1176-X $5.99/$6.99 CAN $4.95 U.S./$5.95 CAN TSR # 8655P TSR Product No. 8115-07 ISBN: 0-7869-1173-5

DRAGON 248 • 117 DOUBLE ALIEN COMPENDIUM: Gabrielle to her most dangerous enemy, DIAMOND Creatures of the Verge Callisto the mad. This game can be com- TRIANGLE™ Saga A STAR*DRIVE Accessory bined with the HERCULES: THE LEGENDARY By Richard Baker and JOURNEYS ENDLESS QUEST Adventure Available Now Like the AD&D MONSTROUS Game. ® The Abduction, by J. Robert King COMPENDIUM tome, this full-color book $19.95/$26.95 CAN The Paladins, by James M. Ward & presents the aliens of the STAR*DRIVE TSR #1525 David Wise Campaign Setting. More than 60 differ- ISBN: 0-7869-1254-5 The Mercenaries, by Ed Greenwood ent aliens are featured, with information Errand of Mercy, by Roger Moore on homeworlds, social organization, An Opportunity for Profit, by Dave Gross skills and abilities, and roleplaying sug- Conspiracy, by J. Robert King gestions. Uneasy by David Cook with $21.95/$28.95 CAN Peter Archer TSR #2805 ISBN: 0-7869-0778-9 New for June Easy Betrayals Citadel of Light By Richard Baker A FIFTH AGE Dramatic Supplement The heroes race after a threat to peace By Steve Miller throughout the Realms, but the crea- The Citadel of Light is both a beacon of ture leads them on a chase that ends in hope and a valuable weapon in the the last place any suspected. struggle against the Great Dragons. This $2.99/$3.99 CAN resource offers a wealth of new informa- TSR #8641 tion on mysticism and the Citadel to NEW for AUGUST ISBN: 0-7869-0871-8 encourage campaigns based on this center of mystical power. Masters of Eternal Night New for July $21.95/$28.95 CAN A MONSTROUS ARCANA Adventure The Diamond TSR #9554 By Bruce R. Cordell By Ed Greenwood & J. Robert Ring ISBN: 0-7869-0748-7 Day by day, the power of the sun As the quest draws to a close, the wanes as the Illithids continue toward heroes gather for a celebration. But HERCULES THE LEGENDARY JOURNEYS™ the completion of their dark agenda. amid the merriment, there are still a ENDLESS QUEST Adventure Game Masters of Eternal Night is the second few loose ends to tie up. Don’t miss the By Ed Stark with Cindi Rice adventure in a three-part series that exciting conclusion! Embark on a series of fantastic journeys began with A Darkness Gathering and $2.99/$3.99 CAN in this exciting game based on Hercules: concludes with Dawn of the Overmind. TSR #8642 The Legendary Journeys, one of TV’s most $9.95/$12.95 CAN ISBN: 0-7869-0872-6 popular syndicated action series. Thwart TSR #9571 the machinations of Ares, battle hideous ISBN: 0-7869-1253-7 monsters like Echidna, and defeat the agents of Hera at every turn. This game Empires of the Shining Sea Star* Drive™ Campaign Setting can be combined with the XENA: A FORGOTTEN REALMS Campaign An ALTERNITY Campaign Setting WARRIOR PRINCESSES™ ENDLESS QUEST Expansion Boxed Set By David Eckelberry and Richard Baker Adventure Game. By Steven E. Schend and This full-color volume hurls players into $19.95/$26.95 CAN Dale Donovan the 26th century with a galaxy of non- TSR #1526 This boxed set brings to light a world stop action, epic adventure, and ISBN: 0-7869-1255-3 of fantastic power, both magical and astounding technology. Included are political. Inside is extensive history on chapters on technology and equipment, XENA: WARRIOR PRINCESS™ the Calimshan area, from the ancient professions, stellar nations, aliens, and ENDLESS QUEST Adventure Game genie empires of Calim and Memnon to the Galactic Concord—humanity’s hope By Ed Stark with Cindi Rice the rise and fall of the malefic Shoon for survival in a hostile galaxy Danger and adventure challenge Xena Empire. Explore the Lake of Steam and $29.95/$39.95 CAN and her friends at every turn in this epic the Lands of the Lions, and create a new TSR #2802 game based on Xena: Warrior Princess, the magic by forming alliances with outcast ISBN: 0-7869-0738-X #1 syndicated action series on television. genies and the undead! All Xena’s steadfast friends and most $29.95/$39.95 CAN implacable foes are represented in this TSR #9561 game—from her bardic sidekick ISBN: 0-7869-1237-5

118 • JUNE 1998 A Guide to the Ethereal Plane Free Newsletter! ® A PLANESCAPE Accessory DUNGEON® The second issue of the LEGENDS OF THE By Bruce R. Cordell Adventures #69 LANCE™ newsletter is coming soon to a The Ethereal Plane, which connects mailbox near you! This publication for the Prime Material Plane with the ele- the DRAGONLANCE Saga includes inter- mental Inner Planes, is an exotic and fas- views, information on upcoming cinating place to explore. This resource releases, recipes from the Fifth Age, details the environment of the Ethereal and other fascinating items. To receive Plane and the multitude of creatures that your free newsletter, write to legends@ live there. Easily accessed from any cam- wizards.com or Wizards of the Coast; paign setting, the Ethereal Plane has Customer Service Department; P.O. links to the RAVENLOFT setting and the Box 707, Renton, WA 98057-0707. Be popular Demiplane of Shadow. sure to include your name and mailing $16.95; CAN $21.95 address. TSR # 2633 ISBN #0-7869-1205-7 Thornhold Novel, Harpers #16 Cover by ]eff Easley By Elaine Cunningham A dark power from the mists of time Sleep of Ages threatens the very heart of the secret By Eric L. Boyd organization known as the Harpers, What do a dragon, a beholder, and a and only Khelben Arunsun can stop dwarven army have in common? it—if his fellow Harpers don’t stop him The answer lies beneath the first! Don’t miss the startling conclusion Omlarandin Mountains. An AD&D to the longest-running FORGOTTEN FORGOTTEN REALMS adventure for REALMS series. levels 5-8, written by the author of $5.99/$6.99 CAN Powers & Pantheons! TSR #8584 ISBN: 0-7869-1177-8 Slave Vats of the Yuan-ti A STAR*DRIVE Accessory By Jason Kuhl Reborn By Richard Baker The search for a yuan-ti criminal A RAVENLOFT From protective gear to weapons leads to a frightening discovery in Adventure of mass destruction, you’ll find the cellars of Wolfhill House. The first By Monte everything you need to survive the module in The Mere of Dead Men series! Cook STAR*DRIVE Campaign Setting in An AD&D FORGOTTEN REALMS One of the this comprehensive guide. More adventure for levels 3—5. AD&D game’s than 100 items are detailed, with most notorious descriptions, game statistics, and Challenge of Champions II villains is now illustrations. Items are created By Jonathan M. Richards one of specifically for the STAR*DRIVE Ten new tests of teamwork for your Ravenloft’s Campaign Setting, but most can stalwart band of adventurers. An newest . be incorporated into any far-future, AD&D adventure for any level. Great though his powers may be, Vecna space-opera setting. Includes an Illustration Booklet! is trapped in the Demiplane of Dread. $16.95/$21.95 CAN Now he’s preparing an unholy ritual TSR #2809 Stumping the Party designed to bridge the gap between the ISBN: 0-7869-1214-6 By Christopher Pomeroy land of the Mists and his home world— Afraid of spiders? Let’s find out. An unless the heroes can stop him! AD&D SideTrek for levels 3—5. $13.95/$18.95 CAN Unless otherwise noted: TSR #9582 ® designates registered trademarks owned by TSR, Inc. $4.95U.S./$5.95CAN. ™ designates trademarks owned by TSR, Inc. ISBN: 0-7869-1201-4 © 1998 TSR, Inc. All Rights Reserved. TSR Product No. 8203-05 * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

DRAGON 248 • 119 By Allen Varney campaign, not some rehash of previous work . . . . It offers more by far hich of ’s many than the old Tomb of Horrors, and it is accomplishments shall we more deadly too.” celebrate here? His founding Yet Tomb is not today’s reason to praise ® the GEN CON Game Fair (1968), or co- Gygax. As the real reason, many might founding in 1973 (with the late Don suggest his creation of Greyhawk, one of Kaye) of Tactical Studies Rules—later the hobby’s first published campaign TSR Hobbies, and now TSR, Inc.? No, settings. Responding to vociferous we’ll skip these for now. demand, TSR revives the dormant ® What about co-designing (with Dave GREYHAWK Adventures line starting this Arneson) the D&D® game in 1974 and month, with Anne Brown’s Player’s designing the first-edition AD&D game Guide to Greyhawk. Though his future (1978—80)? Shall we honor Gygax for his role in the revival remains undecided, pivotal role in founding our hobby? Gygax believes the world’s prospects are Nope—everyone already knows that. bright “if the products aim at new [play- What, then? Well, Gygax wrote ers], as well as the shrinking ‘old hands’ (1981) and many pop- market. It seems that TSR is looking to ular adventures, such as the original attract young gamers, so I believe the Drow series (D1—3), the “Against the project will be very successful.” Giants” trilogy (G1—3), and the “Temple He feels new GREYHAWK products of Elemental Evil” series (T1—4, with should resurrect the line’s early-1980s ). In fact, he formalized approach: “The Oerth needs demons today’s concept of the adventure and devils to plague it, and why not PC module. How about honoring that? assassins and the like, too? Those who Not this time—although Gygax’s object to such things don’t buy RPGs most popular module, S1 Tomb of anyway Similarly, those who want Horrors, merits a digression. Stronghold ‘storytelling,’ an emphasis on ‘roleplay- of the demilich Acererak, the labyrinth- ing’ (read: boring yakking and amateur ine Tomb was the original “killer dun- thespianism), need to be ignored. The geon.” From an idea by Alan Lucien, one action is difficult to create, [but] opportu- of his original AD&D playtesters, Gygax nities for roleplaying can be created eas- “developed [what] was to become the ily by even a moderately skilled DM.” Tomb of Horrors, and I admit to But more than Greyhawk—more than chuckling evilly as I did so.” He wanted Gygax’s later RPGs (Cyborg Commando, to challenge his expert players Rob Dangerous Journeys) —more than his Kuntz (Robilar) and Ernie Gygax (his remarkable website (www.gygax.com), own son, who played the arch-wizard offering his latest RPG (Legendary Adven- ). After they each looted the Tomb, ture), his new interplanetary campaign Gygax used it to destroy many a PC at setting (the Elder Worlds star system), conventions. “I had a lot of equally and a candid account of his experiences difficult places in the Greyhawk Castle with TSR—we hail Gary Gygax in this dungeons, but to get there one had to go issue for one all-important reason: through many levels.” Tomb of Horrors Twenty-two years ago this month, he more efficiently pulled player characters founded DRAGON Magazine. into its jaws. “When I decided that The Strategic No wonder that next month, TSR Review was not the right vehicle, hired The Legendary designer of the revives Acererak’s domain—now with a as a magazine editor for AD&D® game’s first edition, and some still nastier tenant—in Bruce R. Cordell’s Tactical Studies Rules, and named the of its most popular supplements and deluxe TOMES™ adventure Return to the new publication he was to produce The adventures, deserves our praise. His Tomb of Horrors. The boxed campaign Dragon, I thought we would eventually bestselling S1 Tomb of Horrors has now includes a reprint of Gygax’s original S1. have a great periodical to serve gaming spawned July’s huge new sequel Gygax contributes a preface to Return. enthusiasts worldwide,” Gygax says. campaign, Return to the Tomb of Horrors. Initially apprehensive that he wouldn’t “At no time did I ever contemplate so And he did something else neat, too. . . be able to offer “much in the way of a great a success or so long a lifespan.” ...... rave,” he felt pleased when he read To the magazine at age 22, and to its Cordell’s sequel. “The new material is founder (who turns 60 in July), many really excellent. Return is a whole mini- happy returns!

120 • JUNE 1998