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Issue #208 Vol. XIX, No. 3 August 1994 FEATURES Publisher First — TSR, Inc. 8 Follow along as Jim gets “pimped over again”.

Associate Publisher Right from the Start — Eric Noah 10 Weave your new campaign together like a tapestry. Editor-in-Chief An Invitation to the Worlds of TSR — Marlys Heeszel 15 Get an inside look at TSR’s new art book. Associate editor The Sound of Adventure — Dale A. Donovan 22 Take a peek at this preview of upcoming audio CD game products. Fiction editor Barbara G. Young Get Motivated! — Gregory Gliedman 26 PCs can have motivations to adventure besides greed. Editorial assistant Wolfgang H. Baur Bazaar of the Bizarre — Gordon Menzies 29 Give these magical items only to your favorite horse, Art director Larry W. Smith of course. Team Spirit — Thomas Kane Production 36 Tracey Isler Find out exactly why your PC party adventures together. Behind the Scenes — Dori Hein Subscriptions 42 Janet L. Winters Learn what went into the making of the ™ . U.S. advertising Cindy Rick Campaign Journal: ® — 48 Wander the Adri Forest — if your PCs dare. U.K. correspondent and U.K. advertising Defend the Realms! — Carolyn Wildman 69 Try these variant set-ups and other rules in your ™ game.

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

2 AUGUST 1994 Gaming Around the World — David Wise 75 Discover why the European ® game fair is not a con to miss. The Game Wizards — RPGA™ staff 88 Don’t miss POLYHEDRON® Newszine #100 — or you’ll regret it. Gunnar Thorson — Manui & Adams 104 In this episode, our Viking detective get bushwhacked. Sage Advice — 107 Our sage wanders TSR’s games worlds this issue, with a few stops in the new PLANESCAPE setting. FICTION

Time in a Bottle — P. Andrew Miller 98 Enjoy this wonderful tale of a genie with a twist—it’s from the genie’s point of view. COVER This issue’s chilling cover art, REVIEWS painted by Stephen King (a Scottish artist, not the American horror Eye of the Monitor — Sandy Petersen author), was to appear on the cover of an earlier issue. We are elated to 61 Are cartridge games true role-playing? present it now, as a belated reminder that summer will not be with us Role-playing Reviews — Lester Smith forever. 90 Les parades forth a plethora of small-press products. Through the Looking Glass — Ken Carpenter 120 Ken explains his approach to reviewing miniatures. DEPARTMENTS

4 Letters 111 Libram X 6 Editorial 114 Dragonmirth 78 Convention Calendar 116 Gamers Guide 84 Forum 128 TSR Previews

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to Writers’ Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. 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Fabric for covering game screens, books, or U.S.A. In Europe, write to: Letters, DRAGON concern to us, but so is the time we would need playing surfaces in an amazing array of colors Magazine, TSR Ltd., 120 Church End, Cherry to take in addressing envelopes. We get a lot of and patterns. Hinton, Cambridge CB1 3LB, United Kingdom. If mail, and we can’t afford the time to address all Now, I wait for sales and get great bargains on you wish to have your letter published, you those envelopes. If you want a response from us this stuff (mostly referred to as “notions” in the must sign it. We will withhold your name if you regarding your submission, you need to include fabric trade). Check out your local paper or request it. an SASE. phone book under “Fabric” or “Craft supplies”. The third rule is: Never send your originals. Gary A. Chilcote Do not send the actual artwork; send a photo- Laurel MD copy, a slide, or a transparency. Always retain a Guideline hard (paper) copy of any manuscript you send What a great thought, Gary! Thanks for us. Do not mail disks unless we ask you to. sharing your ideas with the readership of confusion The fourth (and final) rule is: Be polite. When- DRAGON Magazine. –Dale ever you contact TSR (or any publisher for that matter), act like a professional. Publishers are Dear Dragon, human too (well, most of us are); we sometimes Perhaps you can help me. I recently contacted make mistakes or misplace things. Some submis- Missing game TSR about submitting my work. I received sions just never reach their destination. Believe DRAGON Magazine’s Writer’s Guidelines and felt me, if you’re having a problem with your sub- materials? as if my effort was all for nothing. I am writing mission, a kind word and a little patience will several novels, and I need more information on go a long way toward getting your problem submitting work to your company, not just resolved. Dear Dragon, DRAGON Magazine. Will someone hear my cry? One common request from gamers is that TSR I’m a big fan of the AD&D® game, but the Philip Lee McCall II should publish their homemade campaign latest addition to my shelf has been the 5th Miami FL world. While we appreciate the offer, TSR Edition of ’s CALL OF CTHULHU* creates all its own campaign worlds these days. game. It’s a great game, but I can’t seem to get Okay, Philip, let’s see if I can clear this up for Also, projects of this size are beyond the scope ahold of any of the supplements, and they don’t you. When contacting TSR for submission of DRAGON and DUNGEON magazines. have a British address. Please take pity on a guidelines, please be as specific as you can. If There, I hope that answers Philip’s (and every- frustrated British gamer! you want novel guidelines or art guidelines, ask body’s) concerns on submissions. If you have Paul S. Longhurst for those specific guidelines. If you’re not sure further questions, get the guidelines. –Dale Portsmouth, England what guidelines TSR offers, I’ll briefly review them and some general submissions rules. I just now talked to the friendly folks at DRAGON Magazine has guidelines that incor- Chaosium, and they have the following advice. porate all the necessary submission information Undiscovered Anyone who has problems finding gaming on one sheet of paper. Whether you want art, products in an area should contact the company fiction, article, or cartoon guidelines, just send a gaming that publishes those products. The game compa- business-size self-addressed, stamped envelope ny can put gamers in contact with the compan- (SASE) and we’ll send them to you. treasures ies that distribute products in the gamer’s area. If you, like Philip, want TSR’s novel guidelines, The distributors then can refer the gamer to the you can send an SASE to: TSR Book Depart- nearest store which carries the desired ment, Lisa Neuberger, P.O. Box 756, Lake Dear Dragon, products. (This advice also applies to game Geneva WI 53147. Recently, I had to kill 45 minutes in my wife’s companies and publishers everywhere.) If you wish to receive TSR’s art guidelines, favorite quilting store. During my wandering, I Paul, you can contact Esdevium Games, Chris send an SASE to: Peggy Cooper, Art Director, at discovered several items that can be useful to Harvey Games, or Hobbygames Ltd., all of the above P.O. Box address. gamers everywhere. Here are a few: which distribute Chaosium products in Britain. Note that TSR’s Games Department doesn’t have 1. Corrugated cardboard cutting boards. Good luck and good hunting. –Dale guidelines since it is their policy not to work with These either are one yard or one meter on a freelancers who’ve not been published profession- side and are marked in 1” or 1-cm squares. If ally. If you aspire to writing or editing game you play in a room with carpeting, lay one of * indicates a product produced by a company other products, you must first gain publishing credits these boards on the floor and you have a stable than TSR, Inc. elsewhere (such as in this magazine or DUNGEON® surface for figures, etc. They fold up for storage Adventures, for example). and are cheaper than vinyl-coated mats. The first rule of submissions is: Don’t send 2. Graph paper up to 24” x 24” in several TSR anything (except the SASE for the guide- grid sizes. lines, of course) until after you receive the 3. Graphic layout rulers up to 17” square appropriate guidelines. Our guidelines answer (plus triangular and circular ones as well). most of the basic questions potential submitters 4. A wide assortment of washable and perma- have. If you get the guidelines and follow them, nent graphics pens and markers. you’re only increasing the chances of having 5. Design books detailing the art of many 4 AUGUST 1994

Constructing a character

The way I see it, two things should What prompted the character to become How? happen when a player rolls up a new an adventurer? Other questions can be These questions round out many of the character for a role-playing game. The much simpler. What color is the charac- topics and issues brought up in earlier first is “”, where you ter’s hair? What color are his eyes? What categories. How did the character gain his generate the numbers that define the is the character’s age? What does he do in weapons, fighting skills, or that scar on his abilities, skills, advantages, and weakness- his free time—that is, when he’s not out right cheek? How does the character use es of the character. This process is gov- saving the world as a heroic adventurer? his abilities (silly stunts, combat tactics, erned by the rules system you’re using. What skills does the character possess that etc.)? How does the character pass the The second process is the one I’m going to aren’t quantified in the game? What are time between adventures? How does he discuss here—the process of constructing the character’s favorite foods, music, and dress when he’s not in his adventuring a character, i.e., a person, around those books? What are his personality quirks? gear? How does the character get around numbers. Let’s assume you’ve just gener- What are the character’s ethnic, educa- every day (horse, aircar, superpowers, ated a character’s statistics. It makes no tional, and social backgrounds? What does etc.)? How does the character maintain a difference for my purpose what those the PC do when he’s alone? “normal” life and still find time to be an numbers are or what game you’re playing. adventurer? Whenever I want to uncover informa- When? tion on a new or unknown topic (such as a These questions provide a time frame The questions listed here are just samples; newly created RPG character), I fall back for the PC and for many of the questions they only scratch the surface of constructing on what I learned in my journalism class- in the other sections. When was the char- a character. You can go into as much depth es. Journalists ask six basic questions: acter born? When did the PC decide to as you like. Some of these questions may Who, what, when, where, why, and how. take up the adventuring life? When did seem minor, but they are intended to get You can construct a strong, solid PC by the PC arrive in the campaign city (star- players and GMs thinking about aspects of asking these same questions about your ship, military base, planet, detective agen- their characters’ lives not normally consid- character. cy, plane of existence, etc.)? When does ered. You needn’t ask these questions in the the character get up in the morning? order presented. Find an interesting topic When does she go to bed? When does she Who? and use all the categories to pursue that practice her skills? When does she visit Asking “Who” or “Whom” questions topic to its conclusion. her family and friends? When did the about your character helps define her If you’re having problems thinking of character meet the other PCs? personality—the kind of person she is—by questions, explain this system to your identifying the people (other characters in gaming group. Then, have the GM go Where? this case) around her. Defining who the around the gaming table firing questions Answers to the questions in this cate- character is includes determining such at the players after the characters’ statis- tics have been created, but before the aspects as: Who are the character’s most gory gives the character locations for the common foes? Who started the character events of his life. They provide a home campaign actually begins. Players can ask on the road to being an adventurer? Who and an anchor for a character. Where was each other questions as well. were the character’s parents? Who were the character born? Where was he raised? If the GM allows it, players can help out one another with suitable answers if one her childhood friends? Who are her cur- Where does the character live when he’s rent enemies? Whom (if anyone) does the not on the road adventuring? Where does player draws a blank on a particular ques- character work for? Whom does the char- he practice his special talents? Where did tion about his PC. The GM should keep acter love? Whom does she hate? Whom he learn his adventuring talents? Where control of this type of this brainstorming does she trust? Whom does she talk to did the character go on his last vacation? session so that the characters do not when she is upset? This type of question Where is his favorite restaurant? evolve in a direction inconsistent with the can define not only the PC, but also some campaign the GM has devised. (A note to of the NPCs that inhabit the campaign Why? GMs: Don’t pass up a good idea that’ll add This probably is the most important setting. fun and flavor to the campaign simply category for your PC. These questions because you didn’t think of it. After all, it’s define the PC’s motivation, and the charac- the players’ campaign as well.) What? ter’s commitment to doing the right thing. With both the character creation and Questions in this category determine Why did the character first decide to construction processes complete, the more about the character’s life. They become a ? Why is she laying her life players and GM now are ready to begin determine his history and current status. on the line to help people she doesn’t even the real fun: the game! The game system determines what the know? Why bother? Why not use her character’s skills and so forth are, but a abilities to become a wealthy criminal or a character is more than just a list of famous celebrity instead? Why is the char- statistics. Remember that within the con- acter in the campaign’s locale now? Why text of the game, the character likely has does the character work with other PCs? lived most of his life as a “normal” person Why does the PC use the weapons she for that game’s setting. What did he do for does? Why did the PC choose to use (and a living before he became an adventurer? improve) the skills she does?

6 AUGUST 1994

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

©1994 by James Lowder

The Melisi brothers were my friends, or ten minutes into the game—before the VIGILANTES* game and a horde of cultists and I trusted them when they said the giant radioactive weasel showed up. from Chaosium’s CALL OF CTHULHU* game would be fun. After all, they’d been “What are you all going to do?” the GM game. “You might survive a whole adven- right about Monty Python and the short asked, eyes glittering in a way alarmingly ture this time. This is called the stories of H. P. Lovecraft. So this “role- like those of the radiation-mad weasel he’d DUNGEONS & ® game.” playing” stuff would likely turn out to be a just described. Hesitantly I agreed—it was either that or good time, too. “We run!” my companions chorused. up onto the roof for quarterstaff practice. Oh, I had some nagging doubts about the “I run, too”, I said, though it was more a But I did enjoy this game a whole lot more, endeavor. The Bros. Melisi may have intro- question than a statement. in part because I rolled up a named duced me to Cthulhu and Spiny Norman, The GM shook his head. “You’re playing Raephel the Berserk who was fun to play, but they also hunted bees with rubber the scout, remember? You’re too close to whether he lived or not. In fact, he was bands (despite being allergic to bee stings) the weasel to run. It’ll attack you if you horribly self-destructive, which naturally and fought duels atop their shed with stay or go, so you might as well fight.” meant he survived the game. Everyone homemade quarterstaves (despite knock- A couple of dice rolls later my character else in the party died, pounded into mush ing each other—and me—from that roof was weasel chow. The fight didn’t even by some because our leader mispro- more than once). This was 1977 or so, and delay the thing long enough to stop it from nounced the wrong name at the wrong I was in junior high at the time; but even catching the more lightning-reflexed and time, but Raephel made it out of the castle then I recognized the perils of eccentric fleet-of-foot in the party. in more or less one halberd-carrying companions. Within fifteen minutes the intrepid dwarven piece. (For you Realmslore Of course that didn’t stop me from sam- mutant hunters were all dead. I sat there, scholars, Raephel is the dwarf flipping pling this new game of theirs. It was, I stunned, while my equally defeated com- coins onto the Stalwarts’ Club chandelier came to learn later, one of the early ver- panions happily compared notes on how in my novel, The Ring of Winter.) sions of the ® game. we’d all died. They thought I’d acquitted I’m grateful to the Melisi brothers for Those of you who’ve played any edition of myself pretty well, getting in a couple of introducing me to role-playing games. Not that mutant-plagued SF game can guess strikes against the weasel before the only were they a great way to pass the how long my neophyte character lasted. I bloody end. No reason to be mad at them, time in a small town like Whitman, Mass., should have realized my prospects were they said when I asked why they hadn’t they fired my imagination and fostered my bleak from the outset: helped me; they were playing merce- interest in writing and horror “Are these numbers good?” I asked ea- naries, after all, and that type of character stories. My knowledge of the games event- gerly after generating my character. can never be trusted. ually landed me a job in TSR’s book de- “Stats”, the GM corrected. “They’re called I didn’t buy it. They had pimped me over partment and afforded me the opportunity stats, and, yeah, they’re okay. How good big time, and it hadn’t gained them a thing. to write four novels. I’m certain that all the character is—and how much fun the Some game, I huffed to myself. The rules my role-playing experience will color the game is—depends on you.” He opened a flummoxed me, and I really didn’t see the projects I’m now developing for other book and stood it in front of him like a riot fun in designing a character, only to have publishers, too. shield, then upended a large bag of dice. it eaten by a giant glowing mutant ten There were other benefits from this “You set to play?” minutes later. rocky first foray into role-playing, lessons Before I could utter a word, the other “Sometimes that’s the way the games go”, about being open to new things and learn- two members of my group shouted their the youngest Melisi noted sagely. He eyed ing to make the best of a sorry situation. readiness. They had veteran characters, his oldest brother and smirked. “Especially This latter bit of wisdom has served me toughs who had survived a whopping two with him running things. But if the dice especially well. You see, my first experi- sessions each. had landed differently, you might have ence as a gamer was exemplary of most of “Okay, Jim. You’re going to be the scout”, killed the monster.” my others, even after nearly two decades noted the captain of our stalwart, but I tried to imagine the victory he de- of gaming. quite doomed little band. scribed. It would have been great—the Only a few years back, just after I start- “I’m not sure I want to be scout”, I of- mercenaries running like rabbits while the ed work at TSR, , Zeb Cook, fered, then glanced at my character sheet, new guy stood nose-to-snout with the and a few others invited me to join in a which remained as cryptic as stereo in- slavering weasel. . . lunchtime game they were playing. It was structions written in Japanese. I shrugged “We’ve got time”, the GM said, “so let’s SPI’s Empires of the Middle Ages, a basic and added, “But if you guys think my try a different game. You’ll like this one sort of game. I was nervous about it. character can do that, I guess that’ll be better, Jim. It’s a fantasy game—knights Not only was I the neophyte at TSR, I’d fun”. and dragons.” He chuckled in a nasty way never played a war game before. And We made it across a football field’s that I would later come to associate with worth of the post-apocalyptic wastes—five countless baddies from FGU’s VILLAINS & Continued on page 86 6 AUGUST 1994

A seven-step approach to starting a campaign

by Eric Noah

Artwork by

When I was 10 years old and the D&D® game both grew, the need to develop plot, acters’ actions, and worked into the back- game was a novel and mysterious pastime, character, setting, tone, and theme became ground of the campaign setting, these starting up a new campaign seemed as strong in me. I began to see the game’s adventure stories become vivid tapestries simple as rolling up a few characters and true potential as a creative outlet, for that decorate our memories for years. “making a dungeon”, as I often put it. beyond hack-and-slash, beyond escape- When it comes time to begin a new These “campaigns” were campaigns only from-reality, beyond act-out-your-favorite- campaign tapestry, don’t let the creation of in the broadest sense: series of adventures book was the potential for a group of your campaign be solely “rolling up char- linked together only by merest coinci- friends to create one grand tale after acters” and “making dungeons”. Presented dence. At that age, these adventures another. Woven together by the Dungeon here is a seven-step guide to starting a seemed quite marvelous, but as I and the Master from the players’ desires and char- fantasy campaign. DRAGON 11 before and feels he knows it to Prepare materials an unfair degree; he likes the idea of the It doesn’t seem fair that players should desert-based game; the Moonshaes hold walk into the task of running believable appeal for him because of the potential to characters cold. You can prepare them to be part of a slightly grittier, down-to-earth play by creating a packet of information game; The world intrigues for each player. These packets, which him, especially after I answer some of his should be distributed about a week before Research general questions about it. The everyone gets together for the first time Your first task is to take a look at the campaign seems like a (see “The first session” below), can include: setting for your campaign. Have you been possibility for him, too. —General maps of the region in which the working on your own ? Are Andy seems not to have any preference, characters will be adventuring. Hand- you a die-hard Realms fan? Have you been except that he wants to play a bard PC. generated maps work best, as the DM then itching to try something new and different? Sandi, a new player, likes the description has control over the completeness and accu- This is your chance to explore all the possi- of the Moonshaes and the desert, but racy of the information presented. bilities. Even if you have access to only one thinks the DARK SUN campaign would be Example: I draw a general map of the setting, you still have a lot to work with: in too hard to understand and doesn’t yet see Isles and mark major cities, well-known the ® setting for in- the appeal of urban-based adventuring. features, and a trade route or two. I leave stance, you should consider every geographi- lots of blank space so my players can add cal feature, every country, and every city as Choose to it as they explore. I also draw a rough potential gaming material. All the votes are in, and now you must map of Corwell Town, again with much Your job is to list the options. Start by choose what the campaign is to be, based blank space. listing each setting you have access to. For on the survey you conducted. In an ideal —General information on locations, each of these, make a sublist of potential situation, a consensus will result and all inhabitants, religions, current conflicts, regions suitable for adventuring. Also players will be pleased with the choice. If basic history, and hints for adventure. make lists of possible character types that you have no clear-cut choice, at least try to Example: My packet’s first page lists would work well in each setting. It is avoid a setting that any player absolutely well-known traits of the Ffolk, the important at this stage to avoid deciding hates. Northmen, firbolgs, goblinkind, and the on one idea or area too soon; the more Example: Since Dave seems eager to get breakdown of which PC races are availa- open your mind is to unusual options, the back to his gaming roots, Sandi specifically ble and in what proportions. The second more possibilities you give your players to says she likes it, and Andy wants to play a page lists and briefly describes four major choose from. bard (and bards are popular there), I de- cities, three isles, and a nearby forest. The Example: I have looked through all of cide on the Isles as the cam- third page contains information exclusive- my game-world materials and come up paign’s setting. With the research I did ly on Corwell Town; government, with the following lists: earlier, I decide that the starting location products, people—all very generally de- The FORGOTTEN REALMS world: will be Corwell Town; it is well-described, scribed. Page four reveals the major reli- The Great Desert down to earth, and a logical home base. gion of the Moonshaes, and how other —PCs can be natives or outlanders religions are viewed. Page five shows a Waterdeep Generate goals brief time line of events here. Page six has —Undermountain is good source of Now that you know where things will a list of legendary places or things that material happen, you have some more thinking to hint at the possibility of adventure. —Perhaps an all-thief campaign do. Take into consideration your wishes —Limitations on class and race. Not all Moonshae Isles for the larger scope of the campaign, the options are possible in all places. You —great Celtic flavor; superstitious natives desires of the players, and the features of might decide that PCs cannot be dwarves, the setting that make it unique, and then or cannot be necromancy specialist mages. The DARK SUN® setting: generate some goals for your campaign. You also may have the desire to push —Many variations and new rules These are not written in stone; in fact, certain classes or kits that are more appro- —PCs should start out as slaves consider them scribed in pencil: easily priate to the setting. altered at your whim. At this point, focus Example: I decide that there are no The DRAGONLANCE® campaign: your goals on how to help players achieve restrictions for race selection, but that —Start either one year before the Cata- their desires, and on how to incorporate nonhuman races are relatively rare in clysm, or one year before the War of the the unique features of the setting into the many parts of the Isles and may be har- Lance campaign. assed. I also list the class possibilities (all Example: Based on what I know about basic classes permitted), potential prob- Survey the Moonshaes and my players, I generate lems each class might face (wizards are This important step frequently is never the following goals: not trusted and in places are outright taken by DMs. They often forget that their 1. The characters should have an oppor- persecuted; priests of foreign religions are players have desires, too, and should have tunity to encounter bards, druids, firbolgs, generally tolerated, at best), and generate a say in what kind of campaign is run. A superstitious Ffolk, and Northmen; the PCs lists of the kits I allow for each class, indi- simple survey, which can be run either should visit moonwells, Murloch Vale, and cating the kits that are most common for formally or informally, can help generate many of the isles of the Moonshaes; they native characters. this information. A formal survey might should feel the effects of being rather cut have prepared survey sheets, with lists of off from the rest of the Realms. potential campaign settings, sub-settings, 2. Initial adventures should be kept rela- The first session and character class and race options. An tively local, basic, and firmly rooted in reali- This step involves the DM and the play- informal survey might simply involve the ty in order to help teach Sandi the rules, ers working together to generate charac- DM asking the players how they feel about give Dave a taste of nostalgia, and to allow a ters, go over rules, and get the campaign trying this or that possibility. In either gradual transition from low-fantasy to high- off to a running start. The whole group case, however, it is vital that the DM and fantasy later in the campaign. gets together and plans on spending the the players discuss the results so that all is 3. Andy’s bard character should have the session getting ready for their campaign. perfectly clear to all involved. chance to meet and work with other bards, This pre-game session includes a number Example: I informally survey my players. practice the art of entertainment, and feel of steps: Dave has had characters adventure in the effects of developing a reputation. With the DM to oversee the proceedings

12 AUGUST 1994 and answer questions or make sugges- rules used in this campaign, and then PCs should each be challenged according tions, the players generate their charac- introduce a new method for dealing with to ability. Making sure each character gets ters based on the information from their energy-drain attacks that makes them a to play some vital role in the story is one information packets. The DM’s job in- little less devastating. I take any questions of the key skills a DM must develop, and it cludes deciding on the ability-score gener- on these or other rules. will get your campaign off on the right ation method, keeping an eye on the dice foot. rolling, and encouraging players to keep Design Example: I include some sneaking and their characters’ identities secret for now. This step is what you’ve been waiting filching for Sandi’s thief, some scamming Example: Andy, Dave, and Sandi show for: “making a dungeon”. Now, however, and brawling for Andy’s bard, and some up and we get down to business. As we you have so much more to work with than for Dave’s cleric/mage in this first chat, my players generate their characters you would have if you’d created the first adventure. according to the guidelines and restric- adventure before knowing your players’ The adventure should set up possibilities tions presented in the packet each re- desires and character goals. As you design for future adventures. Drop hints ceived last week. Andy’s PC is a half-elven this important first adventure, make sure throughout the story of potential future bard (blade kit), Dave’s is a half-elven you keep in mind the following goals: story lines. Let NPC villains escape. Let cleric/mage, and Sandi’s PC is a gnome The adventure should include some PCs hear seemingly unimportant rumors thief. I can tell this campaign will be fun. unique features of the campaign setting. in taverns. Let coded messages and phony The DM then discusses with each player Don’t make this a generic story; make it fit treasure maps be found with the usual information about the character, including into the scheme of the region. treasures. Your players will feel like they class-, race-, and kit-specific rules, and to Example: Unique features that I can use are part of a vibrant world and are help- establish some background for the charac- in the first adventure include local atti- ing create a vivid story. ter. While this goes on, the other players tudes toward magic use, a sylvan wood Example: Though the meeting with the are buying their characters’ equipment near town, and a local druid grove. captain of the guard and the discovery of and fixing up their character sheets. PCs should have a chance to meet some the counterfeit gold coins seem like side Example: My conference with Andy important permanent NPCs of the region. issues in this adventure, I know that I can includes discussion of the special abilities These NPCs are vital in making the setting use them in the future as hooks to new of the blade kit for bards, a quick review seem like a real place where real people adventures. of half- abilities, and establishes the PC live and work, regardless of what weird as a mysterious stranger to the campaign’s situations the adventuring characters keep If you follow these seven simple steps base area. Sandi needs to know what her getting into. (and they really are simple), you and your PC’s thief abilities are good for. Dave needs Example: I decide that the first adven- players are well on your way to weaving a some advice on selecting an appropriate ture will include meetings with the owner vivid, detailed tapestry of a campaign. deity. All these topics are covered in indi- of the boarding house, the captain of the Have fun! vidual conferences. guard, and a rather unpopular local bard. The players introduce their characters to each other and the DM via a simple role-playing exercise. You can set up any situation in which the PCs are together in one place, and then let the players take over. You need to step in only when con- versation starts to slow or when the play- ers need some obvious information. Encourage active role-playing. Example: I set up a situation in which all the PCs are in the common room of the boarding house where each has taken up temporary residence. I get them into the mood by describing the smells of a port- town mingled with aromas from the kitchen. I detail the common room, with its thick rugs and fireplace. I ask where each character is sitting in relation to each other. Then I let them go, free to talk in character about what brings them here, where they’ve been, and what they hope to accomplish. If things drag, I am pre- pared to play the part of the nosy old woman who runs the boarding house. As the session ends, wind things up with a briefing on the use of house and optional rules. Anything that deviates from a stand- ard AD&D® game campaign should be explained carefully. House rules include things like critical-hit tables, new PC races or classes, or any other personal changes to the rules. Optional rules include train- ing, encumbrance, “death’s door”, and many others. It’s no fun when a player’s plans are foiled just because of a rule she didn’t know about. Example: I quickly cover the optional DRAGON 13

The Worlds of TSR are as diverse as the nations of the planet we live on, as as the universes that may exist beyond our own, places that we have not yet explored and so can only envision. We invite you to come with us to some of our world—from a past that has never been to a future that might be—to take a pictori- al journey through the landscape of imagination. Visit the dark underworld of the FORGOTTEN REALMS® setting, illustrated by TSR artist . See the ethereal beauty of the ™ world, witness the wars of the DRAGONLANCE® saga and the wonders of the GREYHAWK® cam- paign. Mystery and magic meld in the hands of some of the world’s best fantasy artists, creating portraits of creatures and castles, dungeons and dragons. Imagine being given a description of a creature—“Let’s see, he should be about 10’ tall, skinny, green, mean-looking, and, oh, yeah, I almost forgot, he needs to be climbing out of a crypt.”—and being ex- pected to make that concept come to life with nothing more than pigment and brush. This is what the artists of TSR do every day. They take the words and ideas of writers and give them an added dimension—a visual existence. Only in the world of the imagination can we watch dragons soar above molten seas or meet the creatures that haunt our nightmares. Artist Larry Elmore gives us a dragon’s-eye-view of Krynn, and guides us through the undead “Dragon Dawn” by Larry Elmore domains of the ® setting, where the term “night life” takes on a whole new meaning. The worlds of the DUNGEONS & DRAGONS® and ADVANCED DUNGEONS & DRAGONS® games provide some of the most fertile playing ground ever created and are inhabited by peoples and creatures more strange and wondrous than any we will ever know. Whether we long for the mystical days of yore, when knights in shining armor battled the temptations of evil, as in the scene by Paul Jaquays, or the exotic sights and sounds of the Arabian lands of the AL-QADIM® universe, the worlds of TSR can take us there. Journey from the snow-capped peaks in the Ice Spires of Toril to the savage deserts of Athas in the world of the DARK SUN® setting, a land where tempers are even hotter than the magic-ravaged landscape. Adventure into the future with Earth hero , meet the mutant survivors of an all-too-possible nuclear war in the GAMMA WORLD® universe, or travel the cosmos of on a spelljamming ship that can travel between worlds and beyond.

16 AUGUST 1994 “Night of the Walking Dead” by Robh Ruppel DRAGON 17 “Valley of Dust and Fire” by ” by As each of our imaginations is unique, so too are the visions of the artists who illus- trate our worlds. , by Brom and Jeff Easley, are as distinctive and original as the minds of their creators, as different and striking as the worlds they inhabit. Such is the lure of fantasy and . Every child imagines being some- one (or something) else ... a warrior, a princess, or a pilot heading for Mars. The pull of other places, other times, and other lives has always been a potent force for the men and women of the human race. We all share a desire to explore, to go beyond the familiar to the unknown ... to the secret places we cherish, if only in our hearts and minds, where anything is still possible. Dare to adventure through The Worlds of TSR, where 200 magical, mystical journeys—to thirteen unique worlds— await.

The Worlds of TSR tome is a 144-page, 8½” x 11” hardcover book filled with 200 color illustrations. Priced at $24.95, the book will be available soon in book and hobby stores everywhere.

Hearing is believing The Sound of Adventure by Andria Hayday

a hero’s actions, or painting a vivid “pic- ture” of a key scene through sound. The CD doesn’t take the DM’s place; instead, it becomes tool that she uses to bring each part of the adventure to life. (Imagine having a sound engineer at your side during play!) For the convenience of new AD&D game players, these (and the adventures described below) are compatible with the ™ rules. That doesn’t mean the FIRST QUEST game is required, however. If you own the AD&D hardcover rule books, you have everything you need to play!

MYSTARA ® Appendix (August, $18). Supplementing the MONSTROUS MANUAL™ tome, this 128-page, full-color book presents more than 100 wondrous and terrifying creatures unique to the MYSTARA setting, defined for the first time ever in AD&D game terms.

Hail the Heroes audio CD adven- ture (November, $15). Heroes search for a hallowed artifact, racing against cunning rivals who intend to find it first! This adventure includes an audio CD packed August 1994 marks a turning point for most popular kingdoms in this great set- with clues, a 32-page Adventure Book, one of TSR’s oldest and richest game ting, spotlighting each in turn by further four parchment sheets, and a color poster worlds: the MYSTARA™ setting. Originally developing its color and flavor. This tighter depicting a map the heroes find during created for players of the D&D® game, the focus makes it easier and more exciting to their quest. (This adventure reveals part of MYSTARA campaign boasts well over a explore the MYSTARA setting than ever the secret history featured in Dragonlord decade of development. Now this classic before. of Mystara, the first novel in a trilogy realm has an entirely new look and a new The first kingdom in the spotlight is launched July, 1994). sound! This month TSR launches a Karameikos (kare uh MEE kohs), a classic MYSTARA product line for the AD&D® medieval realm where knights take to the Night of the audio CD game, featuring adventures with stirring sky on griffons and explorers discover adventure (November, $15). In this test sound effects, character voices, and music ancient secrets in its deep, haunted for- of wits, heroes must unravel a mystery to on an audio compact disc (CD). ests. Here’s the MYSTARA product line-up survive a night in a vampire’s isolated for 1994: mansion of terror. This adventure includes The new MYSTARA setting an audio CD, a 32-page Adventure Book, For those who have yet to explore it, the Karameikos campaign setting (Au- four parchment sheets, and a full-color MYSTARA setting is a living, ever-changing gust, $30). This deluxe boxed set offers an poster-sized map of the mansion. realm filled with noble warriors, powerful audio CD, two full-color poster maps, eight wizards, crumbling castles, and mighty full-color hero cards, 12 parchment player Poor Wizard’s Almanac and Book dragons. Its cultures resemble those of props, a 128-page Explorer’s Guide, plus a of Facts (December, $9.95). An annual Europe around the 15th century, but with 32-page Adventure Book. Both books are event, this 240-page digest covers the a distinctive fantasy flair. Heroes shape lavishly illustrated in full color. The Ex- MYSTARA world and supports its transi- and define this world. In time, the bravest plorer’s Guide presents the people and tion from the D&D game to the AD&D and the best may become Immortals, places in Karameikos, and includes a rules. For the first time ever, the legends who live forever. The setting is whirlwind tour of surrounding lands. The MYSTARA settings’ movers and shakers vast; it covers an entire planet. At its heart Adventure Book contains two quests set in are presented with AD&D game statistics. lies the “Known World”, a tightly knit the wildlands of the north. tapestry of over 15 sovereign kingdoms— Like all 1994 MYSTARA adventures, both Explore the new MYSTARA setting. each with its own unique flavor, all quests feature sound tracks digitally re- Whether it’s your first visit or a welcome fraught with political intrigue and ongoing corded on audio CD. The tracks are played return to a favorite haunt, you won’t struggles for glory and power. one at a time—setting the stage for a par- believe your ears! The new MYSTARA line focuses on the ticular encounter, showing the outcome of

22 AUGUST 1994

by Gregory Gliedman

Artwork by Brian Durfee Another approach to character creation

The heart of role-playing isn’t tough to of pretending to be this new person and person, and what results is a step back- find, it’s in the name itself. At the core of seeing how this “other you” reacts to ward. The personality of the character the gaming experience is playing a role situations. It is this experience that made becomes less important than whether or that is different from yourself in some role-playing different than its war game not she has an ice storm spell memorized respects, similar in others, and placing this antecedents. However, one of the pitfalls which, to my mind, is putting the cart new persona in an exotic locale or situa- in gaming is that often, players become before the horse. It is the characters we tion. Much of the fun in gaming comes out enamored of the locale rather than the play that separate RPGs from war games,

26 AUGUST 1994 and it is the personalities of the people in a spent on further upgrading of equipment. An interview might look something fantasy world (both PCs and NPCs) and In the real world, few people who aren’t like this: their interaction with one another that Donald Trump live that way. Money is Aaron has just rolled up a paladin char- makes the game fun, just as it makes the virtually always a means to an end, even if acter. His alignment is restricted to Lawful literature and mythology of the genre that end is to live comfortably. Good, limiting some of his moral choices, interesting. When we think of Middle So if the answer to “What do you want?” but as we shall see, even a character as Earth or Camelot, it is the characters who is “Money”, then the next question is “Why restricted as a paladin can have depth. inhabit those settings that we remember. do you want money?” Sample answers Why do you adventure?—To right could be to buy land, to finance a revolu- wrongs and defend the weak from the evil Motivations tion, to live comfortably, to ransom King and powerful. The first step in creating a realistic Richard so he can return to the throne, to Why do you want to do that?—It is the character is easier than one would think. buy the biggest art collection in all the code of our order. In analyzing characters, one classic ques- Realms, etc. The next question would be Why do you like this code?—Because the tion is “What does this character want (in (taking one of the above answers) why paladins who follow it are respected by this conversation, relationship, etc.)?” This does the character want to finance a revo- everyone. question often reveals the core of a char- lution? “Because my father was killed by Why do you want to be respected?— acter. By starting with a want for your the King’s guards.” This brings about a Because people have always thought that character, you can extrapolate reasons for series of questions—why was he killed, since I was strong, I was stupid. that want, which leads to clues on motiva- what was your relationship with your Why is important to be thought smart?— tion, background, desires, etc. By conduct- father like, what did he do for a living, etc. I worked very hard as a boy in religious ing an “interview” with the character and So instead of a character who wants gold, teachings and learned quite a bit. I didn’t allowing yourself to make up we now have an individual who wants like it when my work went unappreciated. answers where no clues are given a sub- gold for a cause and is probably distrustful stantial amount of information can be of authority figures (nobility in particular). From this brief interview we can con- generated. For example, a short interview Moreover, depending on the choices you struct a possible character sketch for with Hamlet during his “To be or not to make, this person could be very respectful Aaron’s paladin, who we’ll name Theseus. be” soliloquy reveals certain things about toward his elders (especially men in the Using the answers in his interview as an his character and motivation: same age group as his father), and kind to outline, we can then fill in the details: What do you want?—I want to kill children (especially orphans). As for the Theseus’ order leans somewhat more myself. PC’s alignment, this character could be toward neutrality than most, often siding Why?—I’m failing my father by not Chaotic Good—if the king is a vile despot, with the common people against more killing his murderer. or Chaotic Evil—perhaps his father was an powerful nobles. Still, they respect the Why don’t you kill him?—I’m not sure assassin—but this does not preclude his established social hierarchy, and are trust- he’s guilty. having a balanced personality. ed by most people in the kingdom. The- Why aren’t you sure?—It might mean seus is insecure about his intelligence, and my mother knew about the plot and had Duty often can be found reading from whatever him killed, I’m not sure I want to face that. A common motivation for religious char- highbrow books he can get his hands on, acters, duty is far from their exclusive usually theology, in order to quote them Following a line of inquiry (especially province. After saying, “I adventure be- later (his memory for quotes is quite when you can make up new facts to fit the cause I have a duty to (whatever)”, ask good). He is not the type of hero who rides answers as you go along as one can do in why does the character feel this sense of into the sunset after a job well done—not, the character-creation process) can yield duty. What in the character’s history at least, before a healthy amount of thanks information about a character’s psyche, makes him feel that way? Is it his parents are given to him. He craves respect and is background, and motivation. (there’s a reason “tell me about your moth- more easily gulled by flattery than a pala- Motivations are a point of trouble in er” is a psychiatric cliche; it’s a good ques- din should be. He craves respect, and will many campaigns. Usually, the only thought tion), an event, a combination of events? go to great lengths to obtain it, even risk- to motivation is a scant few seconds to Remember that people driven by duty are ing his life. His bravery is questioned by consider the blank space next to “Align- individuals, distinct even from people who no one, nor is his work ethic. He is some- ment” on the character sheet—after share the same basic motivation they do. what single-minded about his tasks. He can which, the player can return to more Duty can spring out of honor, love, or come off as quite cold to those who don’t important matters such as how she should even fear, and by seeing what shapes the know him (he doesn’t feel comfortable spend her last 15 gp. Instead of this slip- cause, we see the shape of the individual. around strangers, a result of his intellectu- shod method, why not ask a simple ques- al insecurity), but opens up considerably tion to the player, “Why does this person Victim of circumstance when with friends. (the PC) want to be an adventurer?” The This is the person trapped into adven- Obviously, other choices about Theseus answer can be telling. The following para- turing by circumstance—either they are could be made. Perhaps he isn’t shy graphs examine some basic motivations, chasing someone, they are being chased, around strangers, instead he overcompen- with notes as to why they might exist in a or they are out to save the world. Even sates for his insecurity by being arrogant, given character and how a few questions here, the right questions can yield results. or he’s bitter toward genuine intellectuals, can reveal the depths and origins of those Why are the characters being chased, and etc. The above choices are just that— motives. by whom? Why are they the ones who choices. It is by making these choices that have to save the world? If there really is three-dimensional characters can come Greed no other choice, how do they feel about it? into being in our imaginations. If most game PCs have a motivation, this The most important part of this entire is it. Adventurers are fascinated by trea- process is that there are no wrong an- sure, going to great lengths to determine swers. If the path of questioning you are its location and risking their lives to ac- following doesn’t yield interesting results, Here it comes! quire it. The flip side is that players rarely go back and change a response some- seem to be accumulating all this wealth for where along the line, and follow the new Wondering what TSR is about to do a purpose—it’s just there, to be spent direction. Think on your feet. You always next? Turn to “TSR Previews” in this upgrading one’s equipment to make it can go back and discard what you don’t issue and find out! easier to get more gold, which will be want.

DRAGON 27

Magical items for your favorite horse

by Gordon R. Menzies

Artwork by Erik Olson

Bridle of equine control Bridle of fearlessness develops a desire for freedom and will When this magical device is fitted onto Wearing this bridle increases an animal’s attempt to escape at first opportunity. any horse, no matter what its usual tem- Morale by 2d4+1 points. Loud noises, fire, Some of these bridles also (5% chance) perament, the horse immediately becomes smoke, and the sounds of battle never bestow the ability to speak the Common docile and cooperative. The magic of the frightens a horse that is wearing this tongue on the horse, which the owner will bridle suppresses any negative traits the bridle. However, unless the animal is well- find extremely valuable, if he is good to animal would normally display, such and trained, this fearlessness also may result in the animal. kicking and biting, stopping for no particu- the animal becoming uncooperative with XP value: 5,000 lar reason, or bucking unexpectedly. As its owner, an unwelcome attribute that long as the item is worn, the horse per- may manifest itself in the form of any Bridle of strength forms to the best of its abilities any tricks number of undesirable traits such as buck- A horse wearing this magical bridle it knows, without the need of a proficien- ing or biting. cannot carry any more weight than it cy check of any kind. Even when the XP value: 2,500 normally would, but it can carry its nor- mount is startled or frightened (including mal maximum encumbrance (usually re- magically induced fear) the rider merely Bridle of intelligence sulting in 1/3 normal movement rate) has to attempt to regain control of the An animal wearing this bridle instantly without suffering the usual penalties. animal to do so. gains 1d4+1 points of Intelligence, which Thus a mule could carry a full 500 gp and XP value: 1,000 may allow it to learn new tricks. However, still maintain its normal unencumbered unless the horse is on very favorable movement rate. terms with its owner, it also instantly XP value: 2,000

DRAGON 29 Feed bag of plenty only three times a day, and any further Saddle blanket of comfort This magical feed bag provides an un- use has no effect. A horse wearing this wonderful blanket ending and nutritious supply of both bulk XP value: 2,500 never suffers from the effects of any kind and concentrated foods, in the proper of inclement weather. In the howling wind mixture, required for the daily consump- Riding crop of teleportation of a snowy mountain pass the animal will tion of the horse to which it is fitted. An This item may be used up to three times remain warm and dry; in the baking heat animal given access to this item will need per day. When a command word is spoken of a desert it will be cool and comfortable. no other sustenance to remain strong and and the crop is cracked against a horse’s Nonmagical hail stones will not cause the healthy, and neither will it require water flank, the rider and her mount are instant- animal harm, nor will the biting sand of a intake of any kind. The feed bag of plenty ly teleported up to 30 miles away from desert storm. The item also conveys its provides for this as well. their present location. effects upon the rider as long as she re- XP value: 750 XP value: 5,000 mains seated in the saddle; however, the magic does nothing to enhance either the Grooming kit of disguise Saddlebags of holding horse’s or the rider’s vision during such This collection of brushes, combs, These magical saddlebags can appear in extreme weather conditions. sponges, and rags—all of which will fit into any form or condition that any other XP value: 1,000 one side of any normal set of saddle bags— normal pair would be found in, however, can be used once a day to completely the saddlebags of holding open into a Shoes of combat change the outward appearance of any nondimensional space. The interior dimen- A horse wearing these shoes gains a +3 kind of horse. An entire hour must be sions of the bag are larger than its outside attack bonus with all hoof attacks. Suc- spent grooming the animal with the con- dimensions. Regardless of what is put into cessful strikes furthermore cause an ene- tents of the kit, and upon completion the either bag of this item, the saddlebags will my to take double the normal damage subject animal literally becomes another always weigh a fixed amount. This weight caused by such an attack. Also, if the color—the overall markings will all be and its volume limit are determined by enemy is humanoid, there is a 10% chance altered. The effects of the magic last for a making a percentile roll and consulting the per successful strike that he will be full week, whereupon the animal’s natural table below: knocked unconscious for 1-4 rounds. appearance slowly returns through the XP value: 5,000 course of the eighth day. There is no limit d100 Total Volume to the number of times the kit may be roll weight per bag Shoes of flame used. The kit does not change the age, 01-70 100 gp. 30 cubic feet Upon command of the rider, magical weight, height, or build of the horse. 71-90 200 gp. 70 cubic feet flames leap and dance about the hooves of XP value: 2,500 91-00 300 gp. 150 cubic feet the horse who is wearing these shoes, providing a very impressive sight. Riding crop of speed If overloaded, or if sharp objects pierce In combat, the horse does an additional When applied by the rider, a horse it (from inside or outside), the saddlebags point of damage per hoof strike due to the moves at double its normal speed for one rupture and are ruined. The contents are flames and creatures of 3 HD or levels and hour without suffering any detrimental lost forever in the vortices of nilspace, and lower must make a vs. spells effects. This magical item may be used there is a 10% chance that the other bag or be affected by a fear spell equivalent to also will rupture as a result. Otherwise, it that cast by a 5th-level wizard. Further- continues to operate normally. more, both the horse and the rider are XP value: 10,000

30 AUGUST 1994 protected from fire in the same manner as Shoes of obscurity Shoes of swimming if they were being affected by a potion of Once per day, these shoes cause the These shoes allow a horse to swim at a fire resistance. The rider’s protection is in horse and rider to become invisible for up rate equivalent to its normal land move- effect only while he remains in the saddle. to three hours. In addition to this ability, ment. The shoes also confer the ability to The magic of the shoes ensures the the rider may command the shoes to bring stay afloat under all conditions unless the animal itself is neither injured nor fright- forth an obscuring mist, smoke, or dust as animal is over-unencumbered. ened of the flames, but that does not stop appropriate, which appears to rise up from XP value: 1,500 other combustible items from bursting the ground around the animal until both alight upon contact. Thus, it is an easy the horse and rider are completely hidden. Shoes of weakness task for the rider to gallop about setting This function continues to work if the A horse wearing these shoes always acts fire to the fields surrounding a village, or animal moves. Anyone attempting to track as if it were fully encumbered, moving at creating a raging brush fire on the plains the rider with this ability in operation will 1/3 its usual rate and never being able to to deter pursuit. (Though most good- suffer a -5 penalty on proficiency checks. build up speed beyond a labored trot. The aligned creatures would hesitate to take The magic of the shoes also masks the scent animal must furthermore rest for a full such destructive measures.) of the horse and rider to some extent so turn each hour regardless or collapse XP value: 1,500 that even canines suffer a -3 penalty on all from exhaustion. die rolls when attempting to track a horse XP value: Nil Shoes of leaping and rider so protected. A horse wearing these magical shoes will XP value: 3,000 Spurs of command be able to leap forward as far as 20’ hor- When worn, these spurs allow any rider izontally and 8’ vertically provided the Shoes of protection to forego the usual proficiency check animal has a sufficient running start. These magical shoes function in a similar necessary to get their mount to perform XP value : 3,000 manner to the ring of protection and are certain specific tricks such as stopping, subject to the same restrictions—most rearing, or walking backward on com- Shoes of flight importantly that they cannot be used in mand. The mount automatically performs These shoes allow a horse, and its rider, conjunction with magical barding. The any such maneuver it has been trained for. to move through the air on command, at rider gains no benefit to his own armor XP value: 2,000 its normal speed (which may have other- class when his mount is wearing these wise been hampered by rough terrain and magical shoes unless otherwise noted. Trappings of displacement the like). Encumbrance still slows the They are found in varying strengths, This item appears to be a normal decora- animal accordingly. which can be determined on the table tive cloth cloak for horses and can be These shoes also allow the horse and below: found in a variety of colors, some even rider to levitate upon command at a verti- d100 roll Level of protection emblazoned with heraldic symbols and cal rate of 5’ per round. Should the occa- 01-70 +1 devices. The magical property of these sion ever arise that the horse falls for 71-82 +2 items, however, is to distort and warp light some reason, the shoes automatically 83 +2, rider also protected while waves. This displacement of light waves activate a feather fall function that oper- in the saddle ates in the manner as a ring of that kind. 84-90 +3 XP value: 4,000 91 +3, rider also protected 92-97 +4 98-00 +5 XP value: 1,000 per +1 bonus

DRAGON 31 causes the horse and its rider to appear to Outdoors—natural settings only be 1’ to 2’ from their actual position. Any Heavy growth 90% missile or melee attack aimed at either of Light growth 85% the two automatically misses on the first Open fields 75% attempt. This can apply to first attacks Rocky terrain 75% from multiple opponents only if the sec- ond and successive attackers were unable The trappings offer no protection in- to observe the initial displacement miss. doors or underground, and the chances of After the first attack the trappings af- concealment, even in natural settings, is ford only a +2 AC bonus, which also may significantly reduced because of the ani- be applied to saving throws for both the mals great size. horse and rider against spells, gaze- XP value: 2,500 weapon, spitting, and breath-weapon attacks, etc. Trappings of protection Note that 80% of all trappings of dis- The various forms of these magical items placement are sized for warhorses, and all appear to be made of cloth and can be the other 20% are sized for normal riding found in any color of the rainbow, deco- horses. rated or not. Each magical plus of a trap- XP value: 5,000 pings of protection betters the horse’s armor class by one and similarly a bonus Trappings of the elvenkind to all saving throws. To determine how These trappings are made of a neutral powerful a given trappings is, roll percen- gray cloth and are indistinguishable from tile dice and consult the table below: ordinary trappings of the same color. However, when a horse is wearing it, this d100 roll Power item enables the animal to be nearly 01-35 Trappings +1 invisible—as the trappings have a 36-65 Trappings +2 chameleon-like power. 66-85 Trappings +3 Outdoors, in natural surroundings, the 86-95 Trappings +4 horse wearing the trappings is almost 96-00 Trappings +5 totally invisible. However, the horse will be spotted easily if violently or hastily mov- These devices can be combined with ing, regardless of the surroundings. As other items, such as normal armor and well, if the horse’s rider is not similarly shoes of protection, but they do not func- clothed in a cloak of the elvenkind or some tion in conjunction with any sort of magi- similar device, both will quickly give them- cal barding. selves away. See the chart for degrees XP value: 1,000 per +1 of invisibility.

32 AUGUST 1994

Pick and choose your

Any collection of people forms its own traditions, its own shared memories, and its own collective personality. This applies most strongly to tightly knit groups that face danger together, such as the typical adventuring party in role-playing games (RPGs). Failure to form such bonds can result in disaster when the group disinte- grates in the face of the enemy. Therefore, in addition to the time they spend creating backgrounds and role-playing notes for their characters, gamers may devote some thought to the history of their party. This adds depth and flavor to the game. It may also save the characters’ lives.

History of the group This article provides three lists of back- ground possibilities for a group. The first covers the reasons how the party began. The second covers customs, rituals, and common practices. The third covers actual history that happened to the party. These tables, however, offer only a framework. The fun of inventing a group’s history lies in making up the details. These tables might explain that the party has a lifelong nemesis, but it is up to the players and the GM to determine what or who the nemesis is, where it lives, how the party ran afoul of it, and so on. This article only provides inspiration for things an adventuring group might experience. Players and GMs get to invent all the com- plexities of these events, deciding exactly how and why things happened, who played a role and what it all means for the group today. This gives the GM a chance to expand the players’ knowledge of the world. It also gives everyone a chance to exercise creativity. Everything this article does suggest can be seen in several ways. Simply because a group has a custom does not mean its members always live up to it. Simply be- cause a group works for some powerful figure does not mean that she is their only patron. Each time players generate a new event, they get to decide how to integrate it into the story line.

The GM’s job The GM should pay attention to every detail of a group’s background. Party history offers instant adventure source material; for instance, the party’s old

by Thomas Kane Artwork by Kevin Ward

36 AUGUST 1994 party’s origins, customs, and history

friends and patrons may send the PCs on with dice rolls.) The player should decide influence, or it may be a tiny local cell. missions. The nature of those friends and how his character was involved in this Players should pick a theme for the socie- patrons also helps shape what those mis- event. Then, all the players should collec- ty. Typical ancient orders serve as frater- sions might be. Adventurers accustomed tively decide which customs and events nal brotherhoods for followers of a to serving a chivalric nobleman end up in relate to one another and how they affect religion, members of a profession, adepts very different predicaments from those the whole group. of some mystery (such as magic use or a who work for a criminal mastermind. Bits In small groups, players may wish to specialist school of magic), or a group that of the party’s past may return to haunt it, choose two customs or events each. bands together for self-protection against as the party’s old enemies interfere with Players may determine all information a common enemy. Most ancient orders quests, or become the objects of quests from these tables either through dice rolls have elaborate initiations, passwords, themselves. These techniques make the or by conscious choice. Both methods have codes of honor, and other rituals. game far more believable than such stand- their advantages. By simply choosing 06-10 Barroom buddies. The PCs are ard plot devices as having someone hire events, customs, and motivations for a all patrons of a certain bar (or other social the party in a tavern. They also make the party, players may create exactly the sort establishment) and occasionally undertake group’s history palpable and of immediate of group they desire. Conscious choice daring deeds together, either for money or import, encouraging role-playing. also ensures a logical combination of to help mutual friends. Adventuring par- Once PCs have friends, they naturally events. However, random rolling can cre- ties of this nature have become a cliche. want to call on them for help. Some GMs ate quirky combinations of goals and However, they can be interesting to play if can find it frustrating when adventurers events. The challenge of developing a the characters give thought to such ques- try to pass part of their work on to others. story to accommodate these diverse re- tions as why their particular characters However, when they are properly han- sults can bring out real creativity, resulting happen to stick together and how they dled, NPC contacts provide a wonderful in a more complex and interesting story each ended up in this position. This type tool for advancing the plot. The GM can than one that is assembled more mechani- of party origin works well in a game with use these characters to provide back- cally. The GM also may prefer random a lighter theme, where most scenarios are ground information and vital clues. This rolling if he fears that the players will built around buddies trying to get one allows the GM to shorten the time spent in choose only events favorable to them- another out of assorted scrapes. adventure introductions, getting the game selves. The ideal solution may be to ini- 11-15 Chance companions. The PCs started faster and encouraging players to tially determine a group’s background barely knew each other before beginning pay more attention to details. randomly, while retaining the option to their adventuring careers; they met only The GM also should remember that reroll any clearly inappropriate result. by accident, or because some employer NPCs have their own motivations and roles Note that these tables can be used to assembled them from far and wide. This in an adventure. One should not have the generate a history for a party in an exist- meeting may have taken place long ago, party’s friends end up working for the ing campaign or for a group just setting up and the group may now have some struc- opposition too often, because this simply a game campaign. ture. Nevertheless, PCs may not like each leaves the PCs frustrated and alienated. other, and some may have secrets from However, NPCs may be misinformed. They Origins the rest of the party. All members of this may let their personalities color their First, players should determine how the sort of group should pay attention to advice, with eager warriors underplaying party came together. This information sets developing individual character histories. threats and pessimists overstating them. the tone for the rest of the group’s events 16-20 Conspiratorial clan. The PCs They may call on the PCs to take certain and customs. The GM may want to choose have a secret political goal. They wish to sides, thereby trapping the party in a a group’s origin in order to fit the sort of depose a powerful enemy or to seize conflict of loyalties. campaign he wants to run. However, a power in some institution. They may con- party does not have to follow its original spire against a government, a mercantile Creating the history purpose throughout its entire existence. guild, an organized crime figure, a wizard, The remainder of this article consists of Coming up with reasons why a party or any other powerful person. three lists of party characteristics: Group changed its mission provides yet another 21-25 Destiny’s chosen. Some seer or origins, Customs, and Group events, set up way of defining the spirit of the group. prophet identifies the PCs as chosen ones so that they can be used with percentile The following list gives likely ways for a for some quest. This may involve either dice to randomly generate the facts of a group to form. The party or GM may protecting folk from some legendary peril, party’s history. either choose one, using this list for inspi- or it may involve a quest on behalf of To begin the process of creating a party ration, or roll one randomly with percen- some religion. Mythology provides numer- history, the players should choose a group tile dice. ous examples for this sort of campaign. origin by consensus or dice roll. Then, 01-05 Ancient order. The party is an The Belgariad series by David Eddings is each player should pick either one custom arm of some age-old society, such as the an example from or one group event for the party. (Players ninja, the Masonic Orders, or the Chinese fiction. who desire may determine these items Triads. This society may have widespread 26-30 Disciples. The party serves

DRAGON 3 7 mies or quests on behalf of his honor. The model of Arthur’s Knights of the Round Table immediately comes to mind. Alexan- der Dumas’ Three Musketeers presents an example of noble retainers in a different setting. 61-65 Roguish band. Most people view the party as pirates or bandits. The PCs live in some secluded area, surviving by their strength and their wits. They may see themselves as guerrilla freedom fight- ers, like numerous bandits from Chinese legend. PCs in such a campaign also may come from a savage culture that considers banditry a legitimate profession, such as many of the Central Asian nomads. Aristo- tle, in his Politics, listed piracy along with agriculture and trade as one of the pri- mary ways for a city to sustain itself. Robin Hood, of course, provides another example of a heroic bandit in literature. 66-70 Secret agents. The party con- sists of spies operating on behalf of some criminal, merchant, or foreign govern- ment. 71-75 Strangers in a strange land. The PCs belong to a race or culture that is foreign in the campaign. They might be Westerners in an Oriental campaign, dwarves in a human kingdom, half- in an elvish kingdom, worshipers of a good deity in an evil land, supporters of a dis- graced nobleman, or misfits of any other type. Some PCs may represent members of the dominant group who, for whatever reason, have befriended the majority of the party. PCs in this sort of party find the outside world hostile at worst and mysterious at best. They must rely on one another. They may have entered the region together on some errand, or they may have met once they arrived, perhaps through some fami- some religion, sorcerer, prophet, philoso- quest for knowledge, an oppressed race’s ly or mutual aid society. A party of this pher, or instructor of the martial arts. This quest for justice, or a people’s drive for sort may face adventures to escape perse- does not mean the PCs must have homoge- freedom. cution, slavery, lynch mobs, or false accu- nous alignments, personalities, or abilities. 46-50 Mercenary brotherhood. The sations. People in the government or Each disciple may follow this spiritual party organized itself for the purpose of criminal organizations also may see them leader in an individual way. undertaking dangerous tasks for money. as ideal undercover operatives, because 31-35 Family ties. The PCs are all Not all mercenary brotherhoods are alike. they are expendable and because, as out- related to one another. Their family is Some may be as avaricious as their name siders, they should have no previous loyal- either a noble house with political and implies. Others can consist of honorable ties to local political figures. military interests, or a close-knit clan like people who simply happen to pursue a 76-80 Training cadre. The PCs hope those of the Middle East or Appalachia, warrior’s profession. The Oathbound and to become operatives for some powerful one that takes care of its own. In either Oathbreakers books by Mercedes Lackey wizard or other patron. First, however, event, the adventurers go on their quests describe a mercenary sisterhood of the they must prove their skills to her. The to help other family members, avenge latter nature. party undertakes whatever adventures it family dishonors, and increase the house’s 51-55 Merchant’s agents. The party can to hone its abilities and showcase its fortune. works for a business of some sort. PCs talent. 36-40 Kingpin’s henchmen. The PCs may have the task of carrying valuable 81-85 Veterans. The PCs survived a are henchmen of a powerful figure in cargo to markets in distant lands, such as war or great disaster together. They owe organized crime. This patron uses them as those visited along the historical Silk Road. each other their lives. Now, they are find- muscle and to items she desires. Merchants may dispatch the party to ing it difficult to return to normal life, Many of the PCs serve this figure for explore unknown territory, looking for both because of the intensity of their money or out of fear. However, these resources or potential trading partners. experience together, and because society organizations also may have an ancient Alternatively, the merchants may employ has no place for them. Therefore, they tradition of honor, like that of Japan’s PCs in urban intrigues against criminals, remain together, and seek gold and glory yakuza. interfering governments, and rival busi- where they can find it. 41-45 Order of honor. The party is a nesses. 86-90 Wanderers. The party cannot branch of a chivalric order, dedicated to 56-60 Noble retainers. The party remain in one place. Perhaps it has a long brave deeds on behalf of some cause. This pledges fealty to some lord or king, and quest (chosen from some other entry on cause may be a holy crusade, a wizard’s carries out forays against the liege’s ene- this list) that forces it to travel the length

38 AUGUST 1994 of a continent or more. Perhaps the PCs commemorating a heroic deed in the rituals and dangerous tests. simply feel wanderlust. In either event, group’s past. 39-41 Internal court. The group has the party passes through many lands. It 07-10 Charismatic leader. A power- an internal tribunal for settling disputes. must occasionally stop to support itself ful character leads the group by virtue of The PCs should decide how their tribunal along the way, and the jobs such vagrants general respect, luck, and force of person- makes decisions and who serves as its find may often be dangerous ones. ality. The party should assign one PC this judges. 91-95 Wizard’s servitors. The PCs job. This does not mean that PC needs to 42-44 Institutional leader. The are servitors and apprentices of a power- make all the decisions, or that the others group has a formal leader who serves as ful wizard. They search after magical need to obey him. It merely indicates that its spokesperson and makes decisions. secrets for her, and perhaps take a role in the party thinks of him as its leader. Players must decide how they pick their wizardly politics. 11-13 Code of chivalry. The party leader and who she is. Note that the other 96-00 Would-be heroes. The PCs honors some code of ethics. This may be PCs do not necessarily respect this leader. want fame and glory. They will undertake knightly chivalry, a code of honor like that 45-47 Mascot. The group has a pet or any quest to obtain it. Would-be heroes recognized by Japan’s yakuza, or simply a possibly a young follower as a mascot. have an obvious value in a comic cam- few principles. The party may wish to 48-50 Meeting place. The group tradi- paign. However, they need not be seen as write down basic tenets of the code of tionally assembles at a particular tavern, buffoons. Dumas’ Three Musketeers could honor early in the game. This prevents private fortress, or other meeting place. fit this role during the early stages of their long arguments about the meaning of the 51-53 Motto. The group has a motto, career, as could many other heroes in code. Briefer arguments can add to the be it humorous or deadly serious. A player fiction. role-playing as long as they concern things should make one up. the characters would debate. 54-56 Official history. The group After establishing a group’s origin, play- 14-17 Constructive anarchy. The keeps a log of its adventures, either for ers must determine how long the group party firmly resists any attempt to lead it. record-keeping purposes or in order to has worked together. This need not have This may stem from some former dictato- relive and immortalize its exploits. Some anything to do with the experience levels rial leader, or it may simply be group player should keep a genuine log. The of the characters. Inexperienced adventur- preference. entries in this log, of course, may reflect ers may have spent long, dull years togeth- 18-20 Cover occupation. The party the viewpoint of that player’s character. er before actually seeing danger. If they pretends to do something mundane for a 57-58 Password. Group members work for merchants, town councils or living. This may include serving as cou- identify themselves with some ritual code even the armies of peaceful nations, they riers, guards, or wagoneers while on the or identification measure. may have hoped to continue this stable road, or perhaps in owning a small store. 59-61 Party democracy. The party career indefinitely. High-level adventurers, 21-23 Cutthroat competition. The makes decisions by formal votes and strict on the other hand, may have developed social atmosphere in the party is exclusive majority rule. their skills rapidly, or may have joined the and demanding. Everyone wants to stand 62-64 Patron deity. The party pays party late in their careers, after leaving above the others, and everyone wants the homage to one or more deities. Different other adventuring groups. (Players who biggest share of booty. If a firm leader parties approach religion in different ways. develop details on those groups too make supervises this group, the competition A circle of knights may devote themselves the game even richer.) may simply hone the group’s edge. Other- to extreme piety and holy quests. A band of Those who wish to determine the age of a wise it can cause conflict. buccaneers may give a laughing nod to party randomly should assume that the 24-26 Division of spoils. The party gods of the sea or of thievery. typical group has operated for 1d10 years— has a firm policy on dividing any loot 65-67 Quotation. Some PC or NPC but do not treat a roll of “0” as ten. If a “0” found adventuring. Players can invent once said something that the group now appears, roll 1d12 to determine the number such a system themselves. uses as a watchword. The quotation can of months a group has operated. 27-29 Duels. The group settles internal be a serious piece of advice, a half-serious conflicts by ritual combat. Depending on reminder (“Remember, hero, do not forget Customs the party’s choices, this may be to first to wipe thy sword”), or a joke. A quotation Every party has customs. These range blood, to the death, or to any other point. also may be something that the speaker from dangerous and highly symbolic initia- Party members also should consider what did not intend to be memorable, but tions to unofficial traditions such as chug- weapons are allowable and under what which struck people as funny or signifi- ging dwarven brews at the Sign of the circumstances PCs would fight each other. cant at the time. Parties may develop Clover inn. Customs may develop as the 30-32 Exclusive membership. Offi- many quotations during play. consequence of major events in the cially or unofficially, the group is selective 68-70 Racial pride. The party consists group’s history, or they simply may be about its members. Old adventurers treat mainly of members of one particular race ideas that caught on. Players assigned to newcomers with suspicion and judge them or nationality. These characters take pride develop group customs should consult carefully to see if they meet group stand- in that. They may express this pride as with players developing group events, in ards. Group members may divide them- camaraderie, or as prejudice against oth- order to draw realistic connections be- selves into a distinct pecking order. Those ers of different races or nationalities. tween the two. at the top of the order get first pick of 71-73 Racial tolerance. The party 01-03 Anthem. The group has a trade- treasure and other benefits. enforces strict equality and cooperation mark song or ballad. It may sing this piece 33-35 Grognard. The party considers between races, whether individual mem- at appropriate times, such as before set- grumbling its favorite pastime. Group bers like each other or not. ting out on a journey. Should a bard at an morale actually may be high, but adven- 74-76 Ritual. The group performs inn happen to perform the group’s an- turers still like to complain. Favorite topics some ritual on regular occasions. This can them, the PCs may see this as a good for complaints may include certain med- range from blessing the bodies of the slain omen, a call to general merrymaking, and dling authorities, food, living conditions, to observing the festival of a certain god to a reason to tip the musician heavily. A and so forth. celebrating the end of a journey with poetically inclined player, ideally one play- 36-38 Initiation. The group requires drinks at a certain tavern. ing a bard character, might actually com- an initiation for membership. This can be 77-79 Rivalry. The party has a rival. pose this piece. a boisterous night at a tavern, a brief This may be another mercenary squad, an 04-06 Badge of honor. Some or all blessing from a priest, a dunking in the arrogant nobleman, a mischievous sprite, members of the group have medals, tat- fountain, a practical joke, a period of or any other adversary. The rivals are not toos, coats of arms, or other symbols hazing, or an elaborate ordeal with secret likely to fight a battle; instead, they strive

DRAGON 39 constantly to outdo one another, and to a second time; then decide on a reason for luck, repeated failures, or crime. PCs now make their opponents look foolish. the change. For example, when a powerful must escape from their new enemy. If the 80-83 Secrecy. The group keeps its lord loses a war, his trusted knights may party does not flee to another land, its existence and its activities a dead secret. find themselves recast in the roles of ban- members must live as outlaws. 84-86 Share and share alike. The dits. Wandering mercenaries may pick up 67-70 Heroic deed. The whole group party holds some or all possessions in a permanent job. When combinations or one PC performs a heroic deed, attract- common. The party leader or a general make no sense, feel free to keep rolling on ing great support from the people. Heroic vote determines who gets to use powerful the Origins list, but even the strangest deeds include killing legendary monsters, enchanted items. switches of purpose sometimes can be saving lives, and performing great acts of 87-89 Taboo. The group honors a fitted into a story line. charity. prohibition of some sort. This can be a 18-21 Contacts. The party develops an 71-75 Leader’s rise. A member of the practical regulation, such as a ban against NPC friend. This friend may be anyone or party ends disorganization and factional- drinking before battle, or something eso- anything the players and GM desire, but ism by seizing control and providing teric, such as the Greek mystic and mathe- typical examples would be priests, crimi- strong leadership. Choose which PC fills matician Pythagoras’ commandment that nals, innkeepers, sages, guardsmen, ser- this role. his followers eat no beans. vants in some household, wise old 76-79 Leadership struggle. Two or 90-93 Tattoo. Some or all members peasants, and young knights. more PCs both consider themselves the have a tattoo emblematic of the group. 22-25 Criminal patron. The party party leader. They may resolve this dis- 94-96 Tithe. All group members must makes a brief or extended excursion into pute amicably, but are more likely to ar- contribute a certain percentage of their organized crime. This leaves PCs in con- gue over every difference of opinion. income either to some respected cause or tact with one of the powerful figures in 80-83 New member. A new member to a fund for buying things the party the underworld. This patron may prove a joins the group. The party may give this requires. useful ally or a rewarding source of work. person either a warm or a cautious recep- 97-00 Trademark. Group members However, should the party cross its crimi- tion, depending on the newcomer’s nation have a distinctive weapon, spell, garment, nal patron, he will find a way to punish and on previous events. or other trademark. them. 84-87 Patron killed. Someone mur- 26-29 Debt. The party goes into debt. ders the party’s chief employer. The party Group events Typical reasons include healing injured may or may not be under suspicion. In A group’s past defines its present. Items companions, purchasing a ship, castle, any event, PCs must re-establish them- from the following list give the party team of horses, or other valuable posses- selves. friends and enemies, contacts, and unfin- sion, paying ransoms, and buying forgive- 88-91 Rescue. The party saves the life ished business. Therefore, the GM must ness from underworld figures. of a noble, a priest, a mysterious sorcerer, provide approval and background detail 30-33 Desertion. A prominent charac- a creature, or another NPC. Alternatively, for all these events. Group history also ter abandons the party. The reasons can someone else might rescue the party. In indicates the way party members see the include cowardice, treason, personality either case, memories of the incident world. Survivors of a disaster may strug- conflicts, conflicting loyalties, or sheer remain. Unscrupulous saviors might use gle to avoid making similar mistakes, or accident. The GM may introduce this the rescue as an excuse to demand favors they may squabble among each other, deserter as either an enemy or an unex- from the people they saved. trying to assign blame. A party split by pected ally in future adventures. 92-95 Royal patronage. A king or factions may feature politics and feuding, 34-37 Disastrous battle. The party other ruler decides to make use of the or it may insist on strict unity to keep the suffers a terrible defeat. Reasons include party’s services. factions at bay. overwhelming odds, treason from within, 96-00 Sacrificed member. The group To decide when an event occurred, the inability to organize, a foolish plan, the sacrificed one of its own members, trading player who determined the event should disfavor of the gods, or simple bad luck. him as a slave or as a meal to some mon- roll 1d10. The event occurred during this 38-41 Disgraced. The party’s bad luck ster, leaving him behind in a perilous year of the party’s existence. If the roll for or dishonorable dealings bring it disgrace. battle, or setting him up to take the blame when an event occurred exceeds the age 42-45 Enemy. The party makes a bitter for some crime. of the party, roll again. enemy. This may be a monster, a political 01-04 Abandoned quest. The group figure, a rival adventurer, a criminal, or Remember that these lists are only the gives up one of its major undertakings due any other worthy foe. starting point in determining why a party to unbeatable odds, a dispute with its 46-49 Epic journey. The party under- adventures together, The rest of the work patron, or a more pressing duty. Depend- takes a great journey, leading it through must be accomplished by a GM and play- ing on circumstances, this action may have regions known only in legend. It may have ers who are willing to make the most of injured the party’s reputation. Some PCs returned from this journey, or its current their shared campaign. also may harbor a determination to return location could have been the destination. If to the abandoned quest and complete it. the epic journey involved some noble 05-08 Attrition. The party is enduring deed, the PCs may have earned some lean times. It has lost too many battles and fame. has little to do. Old members gradually 50-53 Factionalism. The party divides drift away. Those who remain hope to into cliques. These may be rival political reverse their fortunes. groups, or they may simply be groups of 09-13 Business interests. The party friends. Decide which PCs belong to which acquires an interest in a merchant cara- faction and why. van, a craftsman’s shop, or other money- 54-57 Fortunate omen. A priest, making enterprise. If the party’s business hermit, fortune-teller, or professional makes a profit, PCs can expect a stipend. wizard predicted great things for the Give us the word! party. Decide who interpreted this omen, They may have to defend their business What do you think of this magazine? from enemies, or to personally take car- how the party happened to go to him, and what sort of good fortune the party might What do you like best or want to see goes of valuable goods to distant markets. changed most? What do you want to 14-17 Change of purpose. The party desire. 58-61 Fugitives. The party offends see next? Turn to “Letters” and see changes its collective purpose midway what others think, then write to us, too! through its career. Consult the Origins list some priest or lord either through bad

40 AUGUST 1994

The making of the PLANESCAPE™ setting

by Dori Hein

Artwork by

42 AUGUST 1994 n March of this year, TSR, Inc., to you only as a name tucked away in the planes. I immediately voiced my enthusi- launched a new campaign for the AD&D® credits, and to recognize those people’s asm, and Slade talked to Jeff to find out if game: the PLANESCAPE™ setting. By now, efforts. he was interested in reworking the Man- reviews have been published, more ual of the Planes. The three of us worked products have been released, and word-of- In the beginning up a proposal for an entire game line. We mouth has spread, so this article’s purpose First, there was , who wrote wanted our idea to be something new and is not to introduce you to the wonders of the original for the big, not just a one-shot product. Unfortu- the product line. This article’s purpose is AD&D 1st Edition game. Although an nately, the proposal was shelved for a year to give you a behind-the-scenes look at exciting product, it wasn’t translated into or so. But the idea wouldn’t die, and quite how the PLANESCAPE setting developed— the AD&D 2nd Edition rules. I remember a number of people kept bringing it up in from idea to boxed set and beyond. eagerly purchasing the Manual back when subsequent meetings. Although the line The creation of a new product line here I played the 1st Edition game and longing bears little resemblance to the original at TSR takes a lot of effort—particularly a to bring my gamers into the planes. The proposal, the name still stands. Kudos to creation the magnitude of this setting. I’m book was fascinating reading, for I loved Slade for a name that so rightly captures not talking just the design and editorial mythology and the grand majesty of all the all the glory of the planes. staff either; no, the creation of the planes, but—try as I might—I couldn’t Due to the luck of the scheduling draw, PLANESCAPE campaign truly was a create an adventure without killing all my the first boxed set went to neither Jeff nor company-wide endeavor at TSR. As the players’ PCs. So, regretfully, I put the book Slade to design. (It’s a complicated thing to Product Group Leader during the incep- aside. I went on to other things and joined plan for an entire year who gets which tion of this line, I had the opportunity to TSR back in 1991. product to design or edit. It’s work with every department of the com- Then, at one of TSR’s annual “come-up- who handles that thankless task here at pany. This article is meant to give you, the with-new-ideas” meeting, Slade Henson TSR.) David “Zeb” Cook was the lucky reader, a glimpse of some of the people at proposed the idea of “Planescape”—a designer, and he had all of six months to TSR who aren’t well known, or who exist product line based on adventuring in the design an entirely new game world.

DRAGON 43 Thanks to Jeff, Zeb had a wealth of mate- rial to work with from the Manual of the Planes, though that in itself presented problems. Zeb had to make his boxed set compatible with the 2nd Edition rules and make the planes more accessible to play- ers and characters. With input from Jeff, Slade, and others, Zeb solved some of his problems by making player characters native to the planes, by reworking how spells and magical items work, and by simplifying planar travel and survival. Tim Brown, now the Director of PR&D, orga- nized the scheme by which the planes are divided. David Wise, the editor on the boxed set, worked closely with Zeb. They presented the planes in all their wondrous complex- ity—and made them playable, too. They gave the text a “voice” that rings through- out the PLANESCAPE line; Go ahead, berk—read it! Further, David had the seem- ingly impossible task of copyfitting a manu- script that had no layout specifications. The PLANESCAPE line was deliberately de- signed to break graphic boundaries and restrictions; while the result is a delight, getting there was not, and it fell to David to determine where chapters would fall and which piece of art would fill which space. Meanwhile, future PLANESCAPE products were in the works—the Planes of set and The Eternal Boundary adventure—were started before the initial boxed set was finished. These products’ designers and editors—Lester Smith, Wolf Baur, , Rich Baker, Georgia Stewart, and Colin McComb—chipped in to present a product line as unified and consistent as possible. Of course, the PLANESCAPE line is more than just words and ideas. It’s a realm of color and sight as well, conceptualized and molded by lines and paint. The artistic and graphic contributions from the other departments of TSR were essential to producing the PLANESCAPE line.

Speaking of artists While this was going on, I was busy dealing with all the other aspects that go into the creation of a product—namely, dealing with the other departments of TSR. Some very special plaudits go to Dana Knutson, a talented artist who took the half-formed thoughts of verbally oriented people and produced wonderful illustra- tions. Dana’s “medieval-tech” architecture is the backbone of the city of Sigil—indeed, of the planes as well. His “doodles” turned into the faction symbols and the Lady of 44 AUGUST 1994 Pain. It was Dana’s sketches that sold TSR’s Tony DiTerlizzi’s work in that book clearly Putting it all together upper management on the PLANESCAPE had a new and very special look. I wanted In today’s technological age, however, line. You see, the concept of a game world him for our interior artist, and everyone wonderful art only goes so far. TSR’s encompassing all our other game worlds here at TSR did, too. (Interestingly Service Bureau took the photographs of was a bit abstract to follow. But Dana’s enough, I received a letter while the the three-dimensional art and took them sketches showed TSR’s executives a world PLANESCAPE set was in production by a another step. Working with Dee Barnett’s we had not yet explored, much like the gamer who wanted us “to put out a beautiful graphic design, Tim Coumbe, DARK SUN® line did a few years before. product dealing with the planes with the Rob Repp, and Angie Lokotz transposed a Both Dana and Robh Ruppel, our art by the guy whose initials are T.D.”). colored-pencil rendition of marble into the PLANESCAPE cover artist, made them- For the boxed set’s maps, TSR had an- exciting layout found in the PLANESCAPE selves available for brainstorming sessions other new talent in the form of Rob Laz- box. These guys agonized over the pixel with Zeb, David, and me. Impromptu zaretti. Formerly with GDW, Lazz joined quality of scans, the sculpting of text conversations happened in corridors, at our company less than a year ago. His first around art, and more. the vending machines, wherever two project was to do all the maps in the boxed concerned people convened. We would set. Lazz’s abilities were put to the test, for talk about Sigil, the city at the heart of the how can you measure and quantify PLANESCAPE setting, and from those something that is infinite, as are the conversations emerged the image that planes? But with the able advice and graces the boxed set. Dawn Murin de- guidance of Dave Sutherland, TSR’s signed the box’s bottom and the books’ wonderful senior mapper, Lazz produced covers and this design has been carried some work. over in subsequent products. Robh and his wife Cindy Jackson, along with Dana and Dennis Kauth (Dennis is one of TSR’s mappers) created the three- dimensional metalwork you see through- out the products. Although the Lady of Pain doesn’t look like Cindy, her finger- prints are there, for she sculpted the face. Dennis’s careful touches are evident on the knife blades surrounding the Lady like a halo. This team of artists and cartogra- pher took a wonderful, painted version of the logo and created an outstanding three- dimensional piece of art. Neither Cindy nor Dennis are mentioned in the boxed set, but they should be. Hats off to them for designing a logo that so clearly cap- tures the flavor of the planes. Last year, a talented artist submitted some sketches for the MONSTROUS MANUAL™ tome, and the rest is history.

DRAGON 45 Let me tell you about the effort that Then there’s Peggy—dear, dear Peggy worked until 3A.M. one night to get a crucial went into the production of my personal Cooper. She had to put up with art orders ad just right. favorite: the DM’s screen. The side facing that were more like scribbled notes and Lastly, there’s Dave Hoeke, who has the players has the metallic background, crude sketches. She also had to put up with since left TSR, but to whom I owe a big duped and reversed to fill all four panels. the oftentimes conflicting demands of man- thank you. He was our purchasing man- The Lady of Pain floats in the center. agement, production, and design; all the ager, and without him there would have Surrounding her are the faction symbols while, she juggled everything with a smile. been no 60-lb. Pentair Suede paper, no in metallic relief. They are so subtle that There are other behind-the-scenes people, two-color interior covers, and no one to they’re almost invisible. I had gone to too, whom you would never hear about. dicker over the cost in the pursuit of per- Sarah Feggestad (TSR’s graphics coordina- Take Tom Lavely, Mary Abel, and Bob Choby, fection. I remember a motto he had posted tor) and Tim Coumbe with my idea, won- for example. They’re not designers or in his office. It goes something like this: dering if this could be done. The result is editors—but they are integral to the “The pleasure of a product well done exactly what I’d imagined. I remember PLANESCAPE line’s success. Along with Jim lingers far longer than the excitement of a Tim talking to me after he showed me the Fallone, Cindy Rick, Jeanine Mielecki, Mark bargain”. That’s what the PLANESCAPE printout. He said the screen had taken Painter, and Vickie Crane, they produced the setting is all about—a product where every byte of memory our equipment had, exciting ad campaign for the PLANESCAPE everyone at TSR works as a team and that he’d been sweating that the com- line. Like the designers, editors, artists, and to produce the very best we can puter would crash. But it didn’t, and the graphics personnel, the marketing people for you, our customer. result is an exciting example of what can also gave their all. I happen to know Mark We hope you like it. be done with today’s technology. The reverse side of the screen, the side with all the tables, is no less a work of art. Angie Lokotz and I poured over that side, making everything perfect. Then David Wise glanced at a table and caught a typo. Sigh. The lesson I learned is that even when you think something’s perfect, it’s not. Fortunately we were able to correct the typo and now, perhaps, the screen really is perfect. Much praise goes to Sarah Feggestad who, as the graphics coordinator, has the often-thankless task of organization. Sarah guides all the graphics personnel. Without her, art wouldn’t be sized and scanned, our color wouldn’t be in the right place, and our product wouldn’t be ready for printing.

46 AUGUST 1994

by Carl Sargent Cartography by Michael Scott

48 AUGUST 1994 The Adri Forest

This is the third in a series of articles for who live in this forest keep to themselves, cept in areas where indigenous forest the WORLD OF GREYHAWK® setting. and they defend their homes with snares, humanoids were anything other than a Previous pieces appeared in DRAGON® tripwires, pit and net traps, and poisoned rare menace. Now, this is unusual. Groups Magazine issues #204 and #206. These weapons. There are so few of them that of families live together, and ditches and pieces were all originally written for the they do not take chances with outsiders. palisade walls protect their dwellings. Ivid the Undying accessory, and together This applies even to the normally peace- These settlements have been built (or are they constitute a survey of the high and able gnomes. being built now) deeper into the forest— low points of the most dangerous “king- This scarcity of other races is a surprise deeper than settlements into other forests. dom” of Oerth—the decaying remains of to many who do not know the history of The main threats to the foresters come Aerdy, the Great Kingdom. the forest. The have a good reason from outside the forest rather than within. for disliking this forest, as the history of The Adri foresters are a mix of align- The Adri Forest is perhaps but half the the Coldwood (see description below) ments, but are predominantly chaotic. A size it was when the Great Kingdom was reveals. Likewise the gnomes, who might forester whose family has a few chickens founded, but it is still large and shelters have been expected to have taken to the for eggs and a goat for milk is virtually many peoples and creatures. The whole of wooded hills, shun them. Their avoidance self-sufficient, needing perhaps one trad- the forest has been regarded as part of the is explained in the notes on Innspa and the ing trip a year to buy leather, cloth, cook- Great Kingdom historically, though the hills below. ing pans, and a few other finished items. lands west of the Harp River were consid- This leaves a human population which, They are tough folk (Constitution scores of ered part of Almor or Nyrond for a time. though sizable, is sparse in terms of peo- 2d6+6). They also are suspicious of any As detailed in this article, the forest can be ple per square mile. There are areas of the outsiders, and with good reason. divided into three distinct regions: Adri where no man has ever set foot. Foresters’ hamlets (any population of 30 or 1. The ancient, deep woodland. As far as costs and availability of goods more) are patrolled day and night. The Here, few humans enter, and the terrain is go, food is readily accessible, but most forest men favor leather armor, long or fraught with danger. other goods are almost unavailable at any short bows, spears, and battle axes. But 2. The remaining bulk of the price—save for such simple weapons as some have weapons taken from the bodies woodland. This is home for foresters, spears, bows, arrows, and battle axes. of militia from beyond the forest—long rangers, bandits, and others. swords, heavy maces, and the like. They 3. The city of Innspa and the for- The forest folk tend to band together in small groups to ested hills. The hills abut the southern Foresters hunt, check traps, or collect berries and extension of the Flinty Hills range. Most humans who live in the Adri make mushrooms. In many areas, the foresters a living from fishing, trapping, hunting, have taken to smearing plant and berry The woodland and plant gathering. Thus, they are for- extracts on their skins to disguise themselves About 90% of the Adri is mixed decidu- esters rather than woodsmen. Most of the in the woods. The DM should allow for- ous woodland, with the broad and slug- folk who make a living taking wood from esters a chance of hiding in shadows in gish Harp River cutting a swath through it the forest (for the manufacture of spears, woodlands, with this chance being 15%+2% to the west. The forest game is plentiful, bows, arrows, and ships) live outside the per experience level. As a random determi- and the forest’s fringes always have seen forest in farmsteads and small hamlets. nation for foresters, the DM may use a d100 their share of nobles out hunting. In addi- These woodsmen grow more determined roll for adult men and women: tion to deer for the hunt, the rabbits of and callous in their cutting down of Adri the forest are trapped for food, as are wood because their lords demand it of 1d100 roll Result squirrels, minklike animals, and larger them. The foresters react in different 01-85 Normal man/woman birds. Fishing is productive along the ways to this invasion and to the much 86-95 1st-level fighter banks of the Harp. Add to this good sup- more threatening incursions of other 96-97 2nd-level fighter plies of mushrooms, herbs, fruiting plants, factions—bandits, humanoids, and militias. 98 3rd-level fighter berries, and tubers, and the riches of the Some have reacted aggressively by setting 99 4th-level fighter forest are easily enough to support the lethal traps for those who come to their 00 fighter of level 1d6+3 25,000 or so people who dwell perma- forest; others have retreated into the nently within the forest’s confines. deeper woodlands or to the new, larger Rangers Races other than humans are rare out- fortified settlements that have sprung up Since the Great Kingdom is not heavily side the deep forest. There are a few or grown larger over the past few years. populated with good-aligned folk, that hundred wood elves, and a very few high Decades ago, foresters lived alone or there are few rangers in the Adri is no elves or forest gnomes. The demihumans with their families in timbered huts, ex- surprise. Moreover, there is a schism

DRAGON 49 within their ranks. Two powerful ranger Druids and nature priests (Ehlonna being, of course, the Huntress- lords compete for the spirit of the Adri There are small numbers of several Power). This group, calling itself the War- rangers: one lawful, one chaotic. nature priesthoods within the Adri. A riors of the Huntress, specializes in From his base at Elversford, Parren handful of priests of Beory, Atroa, and combat and protection spells and actively Ludern constantly stresses the need to Phyton have taken refuge here over the organizes with Parren’s rangers and organize forces to defend the forest. He is years, but the most important priesthoods forester-fighters to attack those who charismatic, and has the blood of the are those of Obad-hai and Ehlonna. Ehlon- threaten the Adri. The famed warrior- House of Cranden in his veins, giving him na’s priests often term themselves “druids”, bard Lukan the Boar is allied with the some aristocratic kudos. Parren has had in large part for the purpose of challeng- Warriors of the Huntress, and he is ru- some notable successes, strengthening ing the authority of Obad-hai’s druids. mored to be Lisara’s lover. Elversford and negotiating with Captain- Obad-hai’s priesthood is the most popu- General Osmeran of Cordrend in Nyrond. lous in the Adri. Archdruid Immonara has Bandits Osmeran instructs his elven mage Nuki- lived in the Adri for more than 80 years, In addition to the forest’s indigenous rien to teleport to Elversford, bringing some say, and for all that there are few folk, at any time there are perhaps 2,000 small quantities of crafted weapons, po- signs of age on her face. Immonara has or so bandits in the Adri. They are a var- tions, and the like in return for herbs and many affiliations, unusual for a druid of ied lot. Some have been outlaws within the food that Osmeran badly needs. Osmeran this reclusive faith. She talks to both Par- forest for many years, and have come to and Parren also cooperate militarily. A ren and Prisstyne, and is associated with know the paths and ways of the forest. joint venture by them recently employed the Brothers of the Bronze, the Nyrondese Others are army deserters or farm folk foresters and rangers as a feint to lure group of druids, rangers, and others who who fled to the forest during the wars or away defenders from a military garrison try to protect the Celadon and Gamboge the months since. The most recent of outside Innspa some months ago, allowing forests in Nyrond. Immonara is one of these arrivals, knowing little if anything Osmeran’s men to attack those remaining very few able to walk the deep forest in about survival in the forest, are as likely to in the camp, inflicting serious casualties safety, and she has an unparalleled knowl- die from eating poisonous fungi mistaken and retrieving useful supplies. edge of forest lore. She knows the old for edible mushrooms as from any other Those rangers allied with Parren wear mysteries and dangers of the forest, and cause. Very few—only those who have insignia to identify themselves and their the true tale of the Coldwood. Since Grif- lived here for several years or more—have relative rank. One small, lime-green stripe fith Adarian’s finding of an ancient relic any permanent, defended settlements. The is worn on the right sleeve by rangers of close by (see : Folk, majority of the forest’s bandits are feral levels 1-2; two stripes by those of levels 3- Feuds and Factions book), Immonara scavengers, raiding farmlands and farm- 5; three stripes by those of levels 6-8; and warns her other druids to be wary of steads outside the forest for the most part. three stripes with an inverted chevron travel therein. Immonara’s druids are They tend to be poorly equipped and have above them by the handful who are of forest wanderers, rarely staying long at wretched morale, although there are a levels 9+. The alignments of these rang- any settlement. They do not seek confron- handful of exceptions (see location entry ers, perhaps 80 in number throughout the tations with raiding militias or humanoids for Sharpwall below). forest, are lawful good: 50%, neutral good: as Parren’s rangers often do. Very often a 40%, and chaotic good: 10%. druid of Obad-hai just happens to be on Other folk There are those who do not like this the spot at the time, using entanglement, Perhaps 1,000 orcs, half this number of militaristic organization. It is too similar to snares, spike growths and the like to con- gnolls, and a handful of bugbears are the regimented life that many of the Adri found raiders. indigenous forest dwellers. Their numbers people fled from beyond the forest, and it The druids of Obad-hai also have friends have been diminished to the northeast as is not without its dangers. After the Inn- among the wood elves, the few forest Hastern has recruited them (usually at spa raid, Aerdi militias did their best to gnomes of the Adri, and other nonhu- swordpoint) into his militias. They present retaliate with forays against the foresters mankind. They are a gentle priesthood, little threat to the foresters, since they to the west. They only killed a few, but introverted, lacking in aggression, and leave obvious signs of entering forest next time the retaliation might be more they keep confidences to themselves. They areas, and foresters usually are able to powerful and cost many more lives. are exceptionally skilled in herbalism, and avoid them and anticipate any serious Rangers not allied with Parren have any druid of Obad-hai of 3rd level or high- raiding attempts they might make from more sympathy for the other best-known er is able to prepare herbal draughts and time to time. They have no major settle- ranger of the forest, Prisstyne Carnhuis. remedies that can: a) cure 1d4 hp; b) have ments and tend to roam in small bands of Prisstyne’s rangers form a very loose a 50% chance for curing disease (if a natu- 5-20 or so, scavenging whatever they can. alliance, without rank or order, communi- ral disease); and c) if administered within There are few faerie creatures (dryads, cating on an ad hoc basis when necessary. 10 minutes of a person or animal being pixies, nixies in the river, etc.) outside of They have no base similar to Elversford poisoned, allow a second saving throw vs. the deep forest—save for brownies. Many and travel widely throughout the Adri, not poison and, if that saving throw is made, a forester’s hamlet has a living just patrolling the borders of the larger the herbal curative neutralizes the poison nearby, and a few have a prized killmoulis settlements as Parren’s rangers tend to do. (though it will not undo any adverse ef- somewhere among the ceiling beams. The They also have better understandings with fects that have already occurred). Druids foresters are very superstitious about nonhuman forest dwellers, such as the of 7th and higher levels have an even these little folk, and always provide them wood elves, the sentinels, and the few more advanced natural pharmacopeia, saucers of milk, beer, and food. There is a faerie folk. Many speak one or more addi- though they do not reveal the secrets of common belief that the little people like tional languages, such as elvish or a faerie their recipes. candied sweets, which are made from tongue. The very few half-elven rangers of Ehlonna’s smaller priesthood is rather fruit sugars. Brownies also are friendly to the forest are almost all among Prisstyne’s more outgoing, even aggressive. It has no Prisstyne’s rangers in particular, and often followers. There are perhaps 60 rangers leader of similar stature to Immonara, but leave warning signs for them along their all told, and their alignments are neutral Lisara Elmhern is a fiery and exceptionally trails and paths if dangers lie ahead. good: 30%, and lawful good: 70%. astute priestess who often speaks for this These two groups are not antagonistic; group in conclaves with rangers and out- The strategic picture they simply don’t cooperate very much. siders. A handful of these priests have The Adri is raided from many directions, They have different views on how the organized into a martial faith, stressing but its problems are more severe in partic- Adri is best defended, but their lack of the strength of the forest and the power ular areas. cooperation may yet cost the forest dearly. of the life-force Ehlonna epitomizes.

50 AUGUST 1994

Northeastern forest Locations hut, see no one is there, and just take the Here the militias and axemen of Hastern As noted, there are few permanent food and depart. One or two lives have of Naelax and his liegemen are constant settlements of any size in this forest, and been saved this way, though the forest’s raiders into the forest. Humanoids in few dangerous ruins or magical areas orcs have become wise to the trick by now Hastern’s service make extended forays outside the deep forest. The DM should and know to look for such hidden doors. into the forest, venturing up to 50-60 miles feel free to add unusual sites to the brief Anyone caught in a chamber is not neces- from their bases outside it, hunting for list given here, though strongly magical sarily an easy target, for there are usually slaves, food, or anything else they can and dangerous areas are perhaps best crossbows beneath the trap doors which scavenge and despoil. Many foresters have placed in the deep forest. can be set to fire at anyone who opens the left the area, but as the forays go deeper covering when a woodsman is asleep and deeper into the forest, the time comes Elversford inside. when the remaining foresters will be The fortified village of Elversford has Elversford is the first place to visit for forced to defend at least the margins of nearly 1,000 people behind its wooden characters in search of important Adri deeper settlements. walls and network of flooded ditches. Built NPCs. Parren is usually here, and he on the bank of the river, a shallow moat knows where others such as Prisstyne, Southeastern forest has been created around the village. The Lisara, and Lukan can be found if they are Strychan of Dustbridge has little interest water is no more than four feet deep, not actually in Elversford when characters in the Adri, and few of the other Naelax deliberately to tempt any force attacking visit. Any characters who bring weaponry nobles to the south have Hastern’s policy the village to try its luck wading through. or similarly prized goods will be very of systematic raiding. Their axemen and The submerged metal-tipped spears be- welcome in Elversford—though Parren soldiers loot the margins of the Adri, but neath the moat’s waters would then inflict and the village elders will want to know do not penetrate deeply into the forest. most unpleasant injuries on those enter- where any visitors come from and what This area is thus defensible, and settle- ing. The iron tips have rusted, of course; their business is. Anyone approaching will ments have not retreated as far back into but that’s all the better for inflicting blood be detected well before they get to the the forest as elsewhere. poisoning on anyone suffering a wound settlement. from a spear. The village has a wooden Southwestern forest gatehouse with a drawbridge that is low- Erianrhel There are no organized military threats ered to allow access to Elversford from The wood elves of the forest abandoned to this area, but the few creatures that the land. this ruined treehouse settlement long ago enter the Adri from the wretched Almor- Elversford is the major trading post for when the Coldwood came into being. The ian borderlands may be insanely powerful, the Adri. Of course, there is little trade houses are long overgrown with trailing intensely evil, or both. Thus, the few dan- now, but a precious trickle of armor, vines, creepers, and moss, and the elves gers that present themselves here are of weapons, and a handful of minor magical left little behind them. Foresters and the exceptional strength. Defensive measures items makes its way here by one means or humanoids of the Adri are very supersti- have been taken along the northern bank another. A few brave souls from Nyrond, tious about this place, and neither will of the Harp just inside the forest here, and who may have Adri relatives, risk the approach within several miles of Erian- foresters who once lived south of that Harp River from points west of Innspa or rhel. They fear that elven or faerie en- river have tended to retreat across the head down the southern spur of the Flinty chantments will steal them from the river to safer northern lands. The WORLD Hills. These latter visitors are rare, how- mortal world, never to return. OF GREYHAWK setting’s Gazetteer chapter ever, simply due to the severe threats such Rangers and druids know better. Some on the Almorian lands gives extra details. travel poses. Few try these routes, and faerie creatures live here, but none are considerably fewer survive. Only those hostile. The most notable permanent occu- Northwestern forest with magical protections (invisibility, 10’ pant is Elmennanibinaquen (“Elmen” to In theory, the forces amassed on the radius and the like) come more than once. humans), a young elm treant (HD 9). By chaotic margins of the forest could be Elversford is well defended by Parren’s treant standards, Elmen is friendly and overwhelming, but the soldiers and hu- ranger patrols, and the forest bowmen talkative, and he has an intrinsic ability to manoids here expend much energy fight- atop the wooden walls of the village are know alignment and avoids evil folk. In his ing each other rather than raiding the deadly shots (Dexterity scores of 1d6+12 way, Elmen is something of a sage among forest. This is why Prisstyne currently is for the 25 elite bowmen). There are two younger treants, and he possesses tele- so angry with Parren. She is concerned young mages (3rd and 5th level). At any pathic abilities. For example, he can use that his cooperation with Osmeran threat- time, their mentor Nukirien (a l0th-level ESP at will, and Elmen knows of events in ens to turn the attentions of the disorgan- mage) will be within the village. There also the deep forest before anyone else. Gyw- ized factions against the forest and, if this are a handful of priests of Ehlonna and diesin has traveled here, and Elmen speaks happens, woe betide the forest. other powers in the village, so that low- approvingly of him: “The only human I’ve level spell defense is strong. ever met who understood that a conversa- Alliance? The people of Elversford are forced to tion only begins to get interesting after the Many Adri folk secretly long for a union forage into the forest for days at a time in first two settings of the sun”. Elmen’s faer- with Nyrond. Indeed, many have relatives search of food, simply because a settle- ie, small animal, and bird friends have an there. Now that Almor has fallen, they ment this size cannot support itself by excellent knowledge of what has been believe that only Nyrond can preserve fishing and keeping livestock. In a 20-mile happening in their area, and will help them from the evils of the Great Kingdom. radius east of the river, there are forester’s good-aligned forest travelers and those Unfortunately, most Adri folk have little huts along some of the most heavily trav- actively seeking to defend the forest. true idea of what is going on in the outside eled trails that are used by such foragers world. Most speak of the Great Kingdom to rest and sleep. They always leave some Ettin’s mound as if it still existed as a single entity. Few food and water behind for those who The site of an ancient battle between the can comprehend the state into which come after them. Some of these huts have Flan and the Oeridians, Ettin’s mound is a Nyrond has fallen. They might hear news tiny, hidden chambers below the ground single hillock jutting out from the forest, from outside (though not often), but they that have been laboriously dug out with an isolated extension of the forested west- do not truly comprehend it. This is a naive trap doors, concealed beneath straw or ern hills. Most unusually, a tribe of ettins people for the most part, too long isolated matting. Some foresters sleep in these tiny, dwells below the mound, perhaps 15 or so in their forest home to understand the lightless chambers, hoping that any raid- in a great extended family. A monstrous momentous changes in the outside world. ers who might happen by will open the chieftain named Iron Grandfather (HD 16)

52 AUGUST 1994

leads these ettins, and they obey his dic- Hastern, because he brings a steady trickle The undead and monsters of the invaders tates out of fear. The ettins have looted of slaves into the city and offers no threat seemed countless; the elves slew thou- most of the items buried with the dead to Hastern’s forces. Indeed, Kavern even sands and still the Ur-Flannae mounted below the mound, though some items may sells them food when those forces enter wave after wave of attack. remain. Iron Grandfather has a horn of the Adri, and sells information to the Sharafere’s eldest son, Darnakurian, fog that he uses in the ettins’ battles and leader accompanying them. could take no more. A peerless enchanter, wears a wrought iron brooch of shielding he called on many sources of power, even that has the property of hasting the wear- The deep forest those from across the planes. From cor- er once a week without any aging effect. As shown on the map, there are three ners of the void, voices came to him, se- His name acknowledges this artifact, as tracts of deep forest: the Coldwood and ducing him with the promise of supreme well as his vast strength and raw tyranny. two other smaller tracts of tangled heavy power—power that could destroy the Ur- Foresters and rangers give the mound a woodland. The Coldwood is a special, fell Flannae and save the city and the forest. wide berth. The ettins are a threat to any place of great peril. The other two areas Darnakurian grew gaunt and sleepless, humans they find. Iron Grandfather par- have their own dangers. barely ceasing his work to memorize more ticularly hates humanoids, and the ettins Throughout the deep forest, monsters of the spells he needed in his race against usually slay orcs, kobolds, and others. A such as ettercaps are a menace, and in one time. Finally, he crafted the appalling spitted roast of stuffed with or or two boggy places, will o’ the wisps are sword the elves named Hunger. Marching kobold is a prized delicacy. Why the old, likewise dangerous. More benign faeries to the throne room, he presented it in huge ettin has this special hatred is un- live outside the Coldwood, but they shun triumph to his mother as the instrument known. Why the ettins tattoo their fore- human contact except for a few druids of by which the elves could triumph and arms with the motif of a lightning bolt that Obad-hai whom they trust. These lands banish their evil foes. looks astonishingly similar to the holy were once part of a much greater tract of Sharafere was appalled. The weapon’s symbol of Heironeous also is a mystery. deep forest, and the faeries blame humani- evil was apparent to her, even hidden ty for the terrible fate that befell so much beneath the waves of magical power that Goldchasm of their home. emanated from it. She ordered him to Along a 15-mile narrow stretch of forest, The key to this hostility lies in the tale of destroy the malign sword, at which Darna- rocky chasms fall hundreds of feet below the Coldwood, which reaches back into kurian was aghast. Driven half-mad with the forest floor. Cave complexes honey- prehistory—the tale also known as Darna- bitter anger at what was happening to the comb some of these rifts. This is danger- kurian’s doom. forest and frustration at the thought that ous terrain, because the chasms appear to his work was valueless in his mother’s shift, closing and reforming, sometimes at Darnakurian’s doom eyes, he raised the sword and slew her in a rate fast enough to be visible to the At the heart of what is now the Cold- the Palace of the Heavens. As he looked onlooker. It is said that powerful earth wood, a great and majestic elven city down at her body, the enormity of his elementals—maybe dao—live far below once stood. Crafted from living woods, crime came over him, and the elf-prince these rifts, and some who have ventured marble, silver, and even ice, the City of the was plunged into madness, his mind bro- here say the deeper caves show signs of Summer Stars was home to perhaps 2,000 ken. He fled into the forest and came upon svirfneblin activity. Some passageways gray elves. They were an introverted, a conclave of necromancers. Then his may even lead to the . studious, mystical people, and they sought doom came upon him in earnest. Goldchasm is so named because there no dominion outside their homeland. The Darnakurian slew thousands in a matter have been discoveries of veins of that spells and lore known to them are virtu- of hours. His sword cut a great swath of metal here, and a few moonstone and ally beyond comprehension in the Flanaess horrific deaths before him as he charged chrysoberyl deposits as well. Few try to now. By a wave of her hand, Queen Shara- the Ur-Flannae and drove them in terror recover these valuables, however. Mining fere could make winds ripple through all from the forest. Finally, the elf-prince took is impossible because of the shifting struc- the endless miles of the great forest, and himself back to the city. So weak was he ture of the chasms and caves, and the summon unicorns, treants, and the beasts by now that the sword controlled him dangers of entrapment underground are and birds of the forest to her glittering utterly, and it drove him to slay his own all too real. As a result, monsters and palace. people in the hundreds. Every gray elf in dangerous animals—even worgs—prowl The demise of this race is a dreadful the City of Summer Stars either fled never the area, which is devoid of forester settle- tragedy that few alive today know of. to return, or perished in that single day. ments. Those who know the tale do not speak of it. , Philidor, Gywdiesin, The sentinels Sharpwall Calendryen of the Vesve, Immonara, and At the heart of the Coldwood, the old Named after its palisade logs with their the Silverbow Sages of the Lendore Isles City of the Summer Stars has simply disap- sharpened flint tops, Sharpwall boasts a are among that rare few, and perhaps one peared. The magic of the elves has faded, strong central keep with a dozen wooden or two others. and the city with it. Some say that its ruins cabins. The Johrase bandit Kavern Egrias- The City of the Summer Stars received lie within the Fading Grounds, but the sen, a 9th-level fighter, has set up camp emissaries from the Ur-Flannae. Those portal to it within the Coldwood is un- here with some 25 equally vicious men necromancers and wizards spoke honeyed known. All the city is gone from Oerth— from the Bandit Kingdoms, fleeing the words, but Sharafere saw the lust for save Darnakurian’s own keep. The elves forces of Iuz far to the northwest. Kavern magical power in their hearts and sent named this “Bitterness”, a word with a and his men are well armed and equipped, them away. In their rage and desire to more intense double meaning in elvish and among their number is a bandit with a possess the magic of the elves, the Ur- than in the Common tongue. It refers both good knowledge of forest plants and prep- Flannae brought their own magic to as- to the dreadful tragedy of the prince, and arations from his days in the Fellreev sault the city. Fire and acid rained down also to the intensely bitter chill that gives Forest. He brews paralyzing and disabling from the skies. Fiends stalked the forests. the Coldwood its name. The Coldwood venoms that the bandits use on spears and Bulettes, xorn, and other monsters erupt- generally has temperatures below zero, arrows. They make regular patrols looking ed from the very earth to strike at the but within five miles of Bitterness the for foresters, whom they subdue with foundations of the city. temperature is virtually unbearable; all their venomed weapons and nets. These Sharafere knew the city could withstand vegetation is into stark, leafless unfortunates are then sold as slaves in this assault, but the forest was screaming forms—killed by the black permafrost that Edge Field. its agony at the defoliation and slaughter covers everything. Spells such as control Kavern is tolerated as an opportunist by that covered thousands of square miles. temperature, 10’ radius and magical items

54 AUGUST 1994 such as boots of the north are powerless to negate this bitter chill, or to protect characters from its effects. No living man has ever entered Bitter- ness. Within it, Darnakurian is still alive— in some sense. A powerful temporal stasis spell, crafted by the last of the great gray elf wizards before they fled the city, im- prisons him. He still holds Hunger on his lap as he sits frozen, staring out blindly into the great marbled hall of his home. No living creature is going to get any- where near Bitterness if the guardians who prowl the margins of the Coldwood have their way. These gray elves are known as the Sentinels. Twenty of them patrol around the Coldwood, each one a fighter/mage of great power (each has 20+ levels, split between the two classes). They have special magical defenses, with 80% magic resistance and complete immu- nity to illusions and disabling spells such as hold, charm, domination and the like. They possess formidable magical items, with many holding rings of human control to keep potential intruders at bay. Some Sentinels are gray elves from the old city itself, close to the limit of their years. When a Sentinel grows old and the time comes for him to pass from the world, another takes his place, usually sent by the Silverbow Sages of Lendore. The Sentinels warn intruders not to enter the Coldwood, telling them of the dangers. Remorhaz and white puddings prowl the intensely cold area of perma- frost. Elementals, golems formed of ice as hard as steel, and many still more danger- ous magical guardians stalk the wood. Great necrophidii (4-10 HD) are the most numerous. The Sentinels invariably know when anyone approaches within a mile of the Coldwood, and they can teleport in- stantly to any point on its margins to ward off such folk. Great owls spy the margins and talk to the Sentinels, but the frozen spider’s webs around the Coldwood also are said to be a magical detection system alerting them to visitors. The Sentinels do not speak of themselves or of exactly what the Coldwood contains. They say simply that great evil and danger lurk within, and that the magical stasis containing that evil must not be disturbed. They will not permit entry. Their own enchantments make it impossible for anyone to enter by planar travel, teleport- ing and other magical means. If need be, the Sentinels will fight to prevent anyone from entering. They prefer to use disabl- ing spells such as charm, domination, hold, and wall of force and their magical rings, but if there is no alternative, they will not hesitate to use lethal spells, devices, or weapons. If a Sentinel is seriously endan- gered, he will flee using his teleport ability. However, soon other Sentinels will arrive to join the fray.

Additional information Player characters should not be seeking Darnakurian or his appalling sword! This

DRAGON 55 is an intensely evil and very powerful loses two points each of Strength and spa and just enough surrounding land to artifact. Its powers are not specified here, Constitution as long as she stays within the keep the 10,500 people of the city from and have waned little since Darnakurian affected area. Undead are unaffected, and starvation, subsisting on the fish of the first crafted the relic. The Sentinels say the ghouls and ghasts of the hills often use Harp and some grain from outlying farms, there are fates worse than death, and the opaque yellow cloud as cover for almost all of which have a garrison of Hunger can bring them to those who seek ambush and trailing their quarry (visibility Karasin’s troops stationed in their barns. it. In addition, any character holding Hun- in the cloud is one-quarter normal range). Trade is rare now; the Flinty Hills’ gnomes ger has his alignment immediately shifted Yellowretch simply would be a good and miners have long gone, and little Adri to that of the bastard sword (chaotic evil) place to avoid, were it not for the fact that produce flows through Innspa—although and becomes a pawn of the sword. Not the gnomes definitely detected alteration from time to time some goods come along even a wish (nor indeed any number of and evocation/invocation magic emanating the forest trail from Elversford. This trade wishes) can prevent this, or release a strongly from the cavern. They will not route might carry more cargo, which character from the control of the sword. enter it again now, feeling ashamed that would benefit both Innspa and Elversford, perhaps their forefathers brought the if only Karasin would ally with the Adri Innspa and the hills curse down which seems to lie on the hills. folk. However, she foolishly lays formal The forested hills of the Adri are a place Thus, any magical secrets and treasures claim to the lands around Elversford and of misfortune. Mines that were excavated that Yellowretch held are probably still all Adri lands west of the Harp River, so in the past suffered flooding and gas ex- within the mines. that alliance is stillborn. plosions and yielded only subterranean Innspa would appear a natural place for monsters, no ores or minerals. Farmers Innspa some noble intriguer or petty warlord to who were attracted to the shallow, rolling Innspa is a unique city in Aerdy. It has overrun. There are two good reasons why hillsides found that their crops grew poor- been part of Nyrond, Almor, and North Karasin holds onto her power here. First, ly and blights despoiled most growing Province in its history. For the past 35 she is known to be on excellent terms with seasons. Livestock often sickened and died years or so, it has become virtually the Prince Strychan of Dustbridge, sharing his from all manner of ailments. The trees of personal fief of Prince Corazell of the black sense of humor and exquisitely the thin woodlands here were often them- House of Garasteth. His house had bought debauched pleasures. Strychan is not a selves stunted, yellow-leaved, and sickly. Innspa from the Crandens centuries ago, man many would oppose. Secondly, Kara- Some say the area is cursed. More rea- when the city was but a small mining sin is herself a sinister and dangerous soned souls consider that some mineral or village, and turned it into a trade city, woman. metallic poison contaminates the soil and dealing in ores from the Flinty Hills, food Karasin’s family (minor landholders water table here, though the gasses from from Nyrond, timber from the Adri, and south of Atirr) has been rumored for the mine certainly don’t help either (see fish from the river. During changes of centuries to have and necroman- below). Whichever is true, very few intelli- nation, Innspa has stayed much the same, cers among their number, and to have gent creatures live either above or below a cosmopolitan city where all races and magicks available to them which slow even ground. alignments intermingled. the appearance of the passage of years. Conversely, these woodlands abound Corazell died without issue, and while She is known to possess many magical with monsters. Groups of and one or two of his male brothers and cous- scrying items, some of which can pene- wolfweres contend fiercely for territory, ins have turned up to take possession of trate even powerful magical defenses and the howls of their fighting can be the city, they have met their match in the (such as mind blank spells, amulets of heard on many moonlit nights. Burrow- fierce Countess Karasin, Corazell’s widow. protection against detection and location, dwelling ghouls and ghasts prowl the area, She is cunning and crafty. Since Corazell and more). Karasin knows too much about looking for lost travelers to rend. A small died in the wars, she says that she holds too many powerful people for them to group of spriggans has been seen here, this city in a form of royal trust in his take a chance on having her assassinated and a mated pair of wyverns of exception- memory. Disregarding the fact that Prince and failing. al size (HD 9+9). These monsters are in Corazell died from a brain hemorrhage So, Karasin remains in control, for the some ways a blessing, for they cut off brought on by ingesting staggering time being. She seeks , however, humanoids from easy passage south amounts of brandy, Karasin proclaims him and her friendship with Strychan reveals through the hilly forest to Nyrond. a war hero and will not give up his lands. her basically opportunistic nature. She Indeed, she has proclaimed ownership of a allies with whoever she thinks will come Yellowretch swath of land stretching from the eastern out on top. Her own military leaders in- There is one site of special note: the old bank of the small western Harp tributary clude the formidable General Levialen, a gnomish mine Yellowretch (as the gnomes as far northward as the point where the commander of the army that decimated now name it). A handful of rubies as large river enters the southern Griff Mountains. Almor. He will never forgive Ivid for the as a plover’s egg were found here by Of course, Karasin has little control over pointless destruction of Chathold. (“By the gnomes centuries ago, and the miners these lands. Those to the north are over- Powers, I could have looted millions of recklessly dug deeper and deeper in run by humanoids. She has a pact of sorts gold if that fool of an overking had let me search of more prized items. They found with the Bone March orcs, and proclaims besiege the place!”) Levialen favors Stry- no more gems, but they burrowed into a them administrators of the northern lands chan’s claim to the malachite throne. Kara- large cavern with peculiar stone walls that beyond the forested hills. She has little sin and Levialen currently are trying to resembled shriveled and yellowed paper. choice, but this pact discourages Hastern negotiate an alliance between Strychan From that cavern, a seemingly endless from setting his covetous eyes in that and Montand of Delaric, with Karasin cloud of yellow, stinking gas rose inexora- direction. Her western lands are mostly hoping to sell the deal to the eastern bly upward through the mine and forced prowled by disorganized defectors of the Garasteth nobles. In this way, Naelax the gnomes to abandon it. Periodically, Aerdi armies involved in the sack of Al- would keep the throne, but Garasteth whenever the weather is calm and there mor. Many deserted from that campaign, would benefit as well, perhaps displacing are no prevailing winds, this gas creeps and many were driven blind, deranged, or Darmen as the second house of the lands. out of the old mineworks and rolls down forced to run shrieking in fear when Needless to say, the House of Darmen is over the hills, affecting up to 10d20 square fiends bestrode the plains of that land. well aware of this, and they have spies miles. The gas is nauseating, so that any Remnants of ragtag armies wander those and agents within Innspa and even in creature breathing it must make a saving lands, sometimes crossing the Harp’s small Karasin’s court. throw vs. poison each round. A failed tributary to enter northern Almor. Finally, while Innspa is not a walled city, saving throw means that the creature All this leaves Karasin in control of Inn- the old town is walled with the rest of the

56 AUGUST 1994 city built around it. Most houses are stone, years old but, with her resistance to aging, 33, AL NE. Karasin is 47 years old, but and many reveal the handiwork of dwar- appears to be in her mid-30s. She has long even without magical aids she looks a ven or gnomish stonemasons—though blonde hair, plaited down her back, and decade younger. She has red-blonde hair demihumans are very rare here now. The pale blue eyes. At 6’3”, she is an imposing and deep green eyes, and stands 5’1” tall. old town houses about 2,500 people, and figure, and Flan blood is strong in her. She is self-conscious about her height, so contains Karasin’s palace, the barracks of Immonara works quietly to avoid con- she wears shoes with raised heels and Levialen’s Innspa Regiment, and the richer, flicts between those who seek to protect wears her long hair bound into a topknot skilled workers and petty aristocracy of the forest. She talks with both ranger and circled with a silver tiara. The effect is the city. Goods are expensive (cost multipli- factions and makes quiet overtures to certainly dramatic; the countess is a fierce er 180%) and often in short supply. Ehlonna’s priesthood, often appearing in and temperamental woman. Innspa has two exceptional features. changed form (using the skill of a 16th- Karasin is determined to hold onto her One is the series of stone aqueducts of level druid) to take on a form pleasing to lands and sees herself as a power broker gnomish design that bring fresh water those she speaks with. Immonara also within the remains of the Great Kingdom. from the Flinty Hills. The other is the takes an interest in events in other great She has no love for Strychan of Dust- splendidly ornate public baths with their forests; the Celadon, Gamboge, Grand- bridge, but she fantasizes about being his idiosyncratic bill of fare: a quick swim and wood, and farther afield. She is pacifistic, queen. She is confident he is the best bath in the “tepid water” baths costs but 1 hoping for better times to come, and tries human candidate for the malachite throne. cp. For the aristocracy, 2 gp buys a foam- to persuade people to use passive resist- But she shudders at the thought of an ing hot water bath with herbal infusions ance to the raiders and marauders from animus-overking replacing Ivid. Insightful and allegedly medicinal mineral salts to- Aerdy. about people and highly observant, Kara- gether with all the hot towels and soap Immonara has many magical items. Most sin is nonetheless a vicious individual with one can use. They were built in CY 322 by notably, she owns a staff of the woodlands an especially bleak and cruel sense of an eccentric wizard obsessed with person- +3, a ring of spell turning, and an ornate- humor. Except for General Levialen, who al hygiene, and the fire elemental he ly decorated and polished chunk of oak- is too smart and powerful for her to play bound to heat the waters is still at work stone (a mineral that has the appearance games with, Karasin specializes in tor- here. of oak bark), which is a powerful stone menting her advisers and leaving them controlling earth elementals that always uncertain of how they stand with her. Characters summons an earth elemental of at least 16 Immonara, Archdruid of the Adri: HD and has a 50% chance for conjuring an General Levialen: 13th-level fighter 16th-level priestess of Obad-hai (Dex 15 or elemental with 1d4+20 HD. (Str 17, Dex 16, Con 17, Int 17, Cha 15). 16 with gauntlets, Con 15, Wis 18, Cha 18). AC -2 (plate mail +3, shield not used), hp AC -2 (leather armor +5, cloak of protec- Karasin, Countess of the House of 100, AL LE. Commander of the Innspa tion +3, gauntlets of dexterity, shield not Garasteth: 9th-level mage (Con 15, Int 18, Regiment, Levialen is 44 years old. He is used), hp 76, AL N. Immonara is nearly 90 Cha 16). AC 6 (ring of protection +4), hp not built especially powerfully, but he

DRAGON 57 looks his full 6’3” in his typical upright, magical ring that adds +1 to Strength and Parren is a decent man who seeks alli- stiff posture. The man always seems to be also has the combined properties of a ring ance with Nyrond and any other LG or NG standing at attention. He has light brown of jumping and a ring of the ram. One of allies. However, he dislikes and distrusts hair and hazel eyes; his left eye is partially Lukan’s best-rehearsed combat maneuvers people of chaotic alignments, though Li- scarred from a duel. Levialen has a heavy involves using the jumping function to sara is generally considered an ally. He lance +3 that he uses to great effect when crash into an opponent, attacking him trains the forester militia in camouflage charging on his massive warhorse (that with his long sword +3 and the ramming and ambushes, and drills the burgeoning has chain barding +2) and his bastard attack, and then leaping back with his ranks of Elversford’s defenders. He is sword +2, nine lives stealer (five life magical boots before his enemy has a especially proud of the bowmen there, stealings remaining) is an even more pow- chance of replying. whom he trains individually. erful weapon since it can create fear in all Lukan has a huge zest for life. He eats opponents within a 30’ radius once a day like a horse, and his capacity for ale is Prisstyne Carnhuis: 11th-level ranger for one turn (saving throw vs. wands legendary. He is especially proud of the (Dex 17, Con 16, Wis 16, Cha 17). AC 2 negates the effect). rounded belly he has acquired from pour- (leather armor +2, cloak of displacement, Levialen managed to evade a summons ing endless gallons of it down his throat, shield not used), hp 77, AL CG. Prisstyne to Rauxes, which he is sure would have and he likes to sit by the fire with his fights with her spear +3, +6 vs. lawful resulted in his being turned into an ani- hands crossed over his stomach, patting it evil creatures, and she has three daggers mus. Having seen what this revivification contentedly from time to time. He’s vain, of throwing and a short bow +4 for has done to other generals, Levialen of course, and he has an eye for a fine silk ranged attacks. Prisstyne is 29 years old, counts himself lucky. He backs Prince shirt or blouson. If he has any lapse of 6’ tall, and willowy to the point of thin- Strychan’s claim to the malachite throne, aesthetic sense, it is that one with a stom- ness. Her light brown hair is cropped and keeps his troops in a state of readiness ach so large should not really wear leather short on top and at the sides, and she has for battle. Still, he preserves their num- britches quite so tight-fitting. a long, lustrous pony tail. Prisstyne’s bers and strength by avoiding skirmishes Lukan is a warrior-bard. He doesn’t sing bright green eyes are almost startling at with the Bone March humanoids prowling romantic ballads or lament the tragedy of first sight, as are her hands—very large the lands northeast of the Flinty Hills. the human condition. His superb baritone for a woman, with long fingers and Levialen is not a politician, and he trusts voice is used to declaim stirring epic tales almond-shaped nails. Karasin in such matters. He dislikes her of might, valor, and the triumphs of the Prisstyne wears rings of free action and self-indulgent nature, but he has regard good and great. Likewise, Lukan doesn’t sustenance, and also boots of the north. for her shrewd brain and knows she is not use magic for show. He uses ice storms, Her small tree-house lair is hidden deep in famous for backing losers. lightning bolts, fireballs, and magic mis- the forest, and some of her followers siles (though he will not use spells within always guard it. She regards her followers Lisara Elmhern: 10th-level priestess of the forest that might harm it, especially as companions, and they are free to come Ehlonna (Dex 15, Wis 16, Cha 17). AC 1 fire-based spells). So far as the history of and go as they wish, though they are (elfin chain mail +3, shield not used), hp magical or special items is concerned, deeply loyal to her. Two human male rang- 42, AL CG. Lisara is 30 years old, 5’6” tall, Lukan has only half the normal chance to ers (levels 2 and 5) maintain the tree with dark brown hair and mismatched know something about such items if they houses, and two brownie brothers (who eyes; her left eye is emerald green, the are not directly combat-related (25% constantly argue with each other) prowl right is hazel brown. She owns a long chance). He has a 75% chance for knowing the forest. Prisstyne’s huge wolf, Harquan sword +3 and a longbow +2 with a quiv- something if the item is a weapon or is (HD 5+5, hp 45) usually accompanies her er of 18 sheaf arrows +1. Her chaotic combat-related (such as a specially crafted on her roaming. Finally, a reclusive young nature is best reflected in her occasional wand of lightning). wood-elf priest (4th level) of Rillifane Ral- fits of temper. She doesn’t often lose her Lukan thus might be expected to be lathil is an exceptional member of her temper, but when she does the effect is among an army, but he loves the Adri and entourage, a very rare exile from the pyrotechnic. its people, and he is happy at Elversford wood-elf homelands. He is young, shy, Lisara is rather torn between affiliations. given Parras’ building of its defenses and and speaks seldom to anyone other than She favors an aggressive defense of the militias. Lukan also travels to outlying Prisstyne. Adri, sniffing out planned invasions and villages and hamlets, steeling the morale Prisstyne has faith that the factions heading them off. However, this is a view and resolve of folk with his singing and beyond the Adri will tear themselves shared by Parren (who is lawful) but not powerful poetic recitations. He knows the apart, and the forest people will be left on by Prisstyne (who is chaotic) among the forest as well as any ranger, and most their own. She fights when she must, but rangers whom Lisara regards as her best people admire, trust, and value this larger- she doesn’t look for trouble and she fears allies. She tries hard to persuade Prisstyne than-life character. that organized, aggressive action by the to be more forceful and aggressive, with- forest folk will create more problems than out great success. On the other hand, she Parren Ludern: 12th-level ranger (Str it will solve. She is fiercely independent chafes at the militaristic organization in 16, Dex 16, Con 16, Wis 16, Cha 15). AC 1 and respects the free will of all sentient and around Elversford. She prefers to (leather armor +3, cloak of protection creatures. Among her followers is a pega- prowl border areas with junior priests and +2, shield not used), hp 80, AL LG. Parren sus who offered service, but she did not a handful of rangers and foresters with fights two-handed with a long sword +3 wish to see such a creature tied to her superior fighting talents who form the and a dagger +4, and uses his composite circle. The pegasus visits periodically to backbone of the Warriors of the Huntress. longbow +2 when necessary. He is 5’11”, see if Prisstyne needs his help, and some- wiry and slim, with dark brown hair and times she soars on his back above the Lukan the Boar: 10th-level bard (Str gray eyes. He looks slightly older than his forest to spy on movements beyond her 19, Con 16, Int 15, Cha 17). AC -1 (chain 31 years; his skin is weathered and he has forest home. mail +5, boots of striding and springing, crow’s feet around his eyes. Parren owns a shield not used), hp 69, AL NG. The 37- prized three-person carpet of flying. His year old Lukan is huge; 6’4”, 285 lbs., and own followers include a nosy and friendly looks like a crazed barbarian. Red-brown black bear, Hector; the pixie Shillifandi, hair seems to grow all over him; he has a who spies around Elversford; four human huge bushy beard, a mane of head hair, fighters (levels 2, 3, 4, 5); and two human and thick, almost furry body hair. Lukan’s rangers (3rd and 4th level). Elversford is natural Strength is 18, but he possesses a his stronghold.

58 AUGUST 1994

Are cartridge games role-playing?

Not long ago, I received a letter from a DRAGON® Magazine reader. This particu- lar woman attacked the whole concept of cartridge-based role-playing games very vigorously, claiming that games such as Zelda are not role-playing at all. Presum- ably, she thinks they are arcade games. Zelda has some features of the classic arcade game: combat is direct. Each push of the button results in one swing of the sword, which if it connects, harms or kills an enemy. In standard computer role- playing games, at least until recently, combat is more abstract. Naturally, as computer games have traditionally mim- icked tabletop role-playing, in which com- bat is necessarily highly abstract, the standard computer role-playing games, at least until recently, also have had abstract combat. In the early Ultima games, your chance to hit an enemy in combat was figured by your stats, not whether you hit a button at the right time or not. Ditto for games like Phantasie or Wizardry. ©1994 by Sandy Petersen But all that is changing. In the seminal Dungeonmaster, you had to pick the right time to swing your sword, or you’d likely miss. Not only that, but you had to choose the type of blow you were launching. Ultima VIII requires you not only to con- trol your character’s every move in com- bat, but also his dodging of enemy blows, whether he kicks or stabs, etc. On the other hand, in both these games, once your blow is launched, your chance to hit is still based on percentages figured from your stats, skills, etc. You end up with a mixture of the arcade and classic abstract role-playing styles. The two forms of play: “arcade” and “role-playing” seem to be mixing more and more in computer and cartridge games. We’ll see how far this trend goes, but I suspect there will always be a place for a game which is totally cerebral in combat, instead of relying on reflexes. For every Zelda, or Secret of Mana, there’ll be a Final Fantasy II or Lufia.

Reviews ***** SECRET OF MANA Secret of Mana (Squaresoft) SuperNintendo SquareSoft have a party of adventurers, not just a hundred pages thick). In essence, Square- Secret of Mana is an exceedingly Zelda- lone hero. In addition, your characters soft has what may be a classic here. like game for the SuperNintendo. But it have statistics (Strength, Intelligence, and Mana is pretty much a role-playing game also has many features of conventional so forth). in the classic style. Initially your character role-playing games. For one thing, you I’ve not reviewed a SquareSoft game in is alone, but as the game progresses, he these pages before, and I felt a little trepi- acquires a pair of companions. One is a Computer games’ ratings dation about the quality of Secret of Mana. girl, presumably a romantic interest, Fortunately, it proved to be a fine game. A though she pays more attention to an NPC X Not recommended close friend of mine, who dislikes most boyfriend throughout much of the game. * Poor cartridge role-playing games (he detested The other companion is a rather andro- ** Fair Final Fantasy II, for instance), is absolutely gynous sprite. You can switch between the *** Good crazed about Mana. He bought three characters, choosing different ones to be **** Excellent copies for his friends, and even splurged your “leader”. Your two companions gener- ***** Superb on the admittedly impressive-looking hint ally follow you, though they can get manual (it’s full color, 8½” x 11”, and a few “stuck” and force you to wiggle around the

DRAGON 61 leader in order to get your pals around corners. Once, I managed somehow to get myself paralyzed, a situation in which my companion was stuck in a nook from which he could not leave, and I could not return to save him, for I was stuck in such a nook myself. I had to reboot the game. It only happened once, though. You have a limited artificial intelligence (AI) you can assign to your companions. This basically determines how aggressively they’ll enter combat. However, they won’t cast spells without your express command. The game has the same look as Zelda, at least at first. However, differences soon abound. Like Zelda, you battle monsters, solve puzzles, and seek out treasures. Unlike Zelda, the puzzles are more puz- zling, you are led by the nose less, and you have a much greater variety of opponents. Your companions have access to spells, and you eventually acquire eight different weapons, each with slightly different qualities. The bow, for instance, is useful at range, while the whip can be used to cross obstacles. Sometimes, as your weap- ons gradually increase in quality and get exchanged for other, purportedly superior, weapons, they gain magical properties. The “Imp’s Fork”, for instance, attaches a balloon to monsters you hit, and renders them immobile for a period of time, dur- ing which you can thwack them to your heart’s content, possibly attaching another balloon. The game has more “Boss” monsters than any other game I’ve ever seen. In fact, one of the very first monsters you encounter is a Boss (fortunately, the game doesn’t let you lose this first battle). On occasion, you must face two or three Bosses in rapid succession, so even if you beat the first one, the others make quick Secret of Mana (Squaresoft) work of you. The Bosses don’t seem to have been balanced very well. Sometimes and hops around the screen gave me a bit course, a bit of short-term memory solves I’d encounter a Boss that seemed ex- of a giggle. this particular problem, but it would have tremely difficult, only to find that the next Secret of Mana’s easy enough to start been nice to site the discussion box some- one was embarrassingly easy to overcome. out, but you may initially find yourself where else. In addition, at first it is hard to One slight problem is that you rarely can boggled at the controls, which are much get used to the many things the Rings can predict when a Boss is about to appear more complex than most cartridge role- do, and I found myself leaving most of the (unlike other similar games), so you are playing games. I advise reading the rules options in disuse for the first hours of thrust into mortal combat (from which before getting too deeply into the game, play, to my detriment. you cannot flee) with little or no prepara- and the rules themselves aren’t that clear, This game is capable of multi-person tion. On the other hand, even the hardest so try out the various options (such as play. If you have two or three controllers, bosses don’t seem to be as difficult to putting on armor) before leaving the start simply press Start on the second controller destroy as in Zelda or Final Fantasy. town. to join in. This can give you a slight edge The game has a sly sense of humor, and When you press the right button, a in an extremely difficult situation, but also the good sense not to rub the players’ nose “Ring” appears around you. Depending on naturally leads to “direction fights”. You in it. For example, there is a village in the what you want to do, these rings act as know, “Go left!” “No, let’s go right.” jungle inhabited by intelligent mushroom menus. For instance, if you select the Ring The magic is rather quirky. To cast your people. This village is named Matango, a Command for weapons, then a circular spells, you must encounter one of the name that only a few people will display of all the weapons you have avail- game’s Elementals (eight in number). recognize—in the 1960s, an exceedingly able appears around you, and you can These Elementals provides two or three bad horror film called Matango, Fungus of circle around it to find the weapon you’re spells to the magic-using companions. Terror came from Japan. In this ludicrous most desirous of using on a particular These spells are different for each com- movie, people were transformed into occasion. Ditto for weapons and magic, panion. In general, the female companion ambulatory chittering toadstools. Some of and almost everything else, such as buying has healing or benign spells, while the the game’s monsters are highly humorous, or selling goods at a store. The bad part sprite has attack magics. The magic has too, such as the militant death ducks in about this is that when a discussion box the disadvantage that the complex sprites Nazi helmets, or the dread attack tech- appears (Buy this? Yes or No?), it generally used in casting take quite a bit of time to nique of “Moogling”, which has to be seen blocks part of your Ring, so that you can’t produce, and the whole screen freezes at to be believed. The way the sprite wobbles see all the options at that moment. Of one point. This is quite irritating, especial- 62 AUGUST 1994 ly when the enemies are casting such some heavy damage. aren’t doing anything creative, just trying magics, and you have to wait again and 3. Go heavy on the Analyze spell. The to alter somebody else’s code into a usable again before it’s your turn. Also, many of girl companion gets it once she acquires format. “So?” you ask. Ah, now we get into the enemy’s attack spells have an irksome Sylphid’s spells. You should Analyze a new human relations. Because most conver- result, such as causing you to fall asleep or enemy every chance you get. Not only will sions aren’t fun, the high-ranking technical be immobilized, which isn’t really that you learn the guy’s hit points, spell points, folk in a company strive to be assigned to much fun when you’re trying to play an and gold carried, but if he has a weakness, original projects. This means that lower- action game. that will be exposed, too. Then you can ranking people, or newcomers, are as- The combat also works a little funny. slam him hard. signed to conversions. There are When you smack an enemy, their hit 4. When fighting the Boss monsters, I exceptions, of course. I know of one top- points go bouncing off and sometimes they found that in most cases magic did the notch programmer who preferred to do are stunned for a little while. This is fine, most damage by far. Keep the sprite load- conversions. But eventually even he decid- except that when you hit an enemy sev- ed up on magic points, using the walnuts, ed he’d like to try an original game. But it eral times in rapid succession, the game and blast away. was too late; he was so good at conver- “saves up” the hits, so that you can walk 5. In general, the sprite is the most vul- sions that the company wouldn’t let him up to some hapless blob, four or nerable to damage, and gets killed the switch. (So he quit, and is now on original five times, and then stride away, while it most. Keep your eye on it and heal it when projects at another company. A lesson to goes through several different “stunned” the creature is close to death. middle managers everywhere.) animations, each accompanied by an ap- Anyway, for all these reasons, conver- propriate sound effect (i.e., you can hear ULTIMA: The False Prophet * * * sions are often not the worlds best the “Thwack! Thwack! Thwack!” of your SuperNintendo FCI (originally by thought-out projects, and Ultima shows attacks). It’s almost like a little time loop, Origins Systems) the effects. It comes from one of the most and looks rather silly. Also, if one of your famous computer role-playing games blows actually manages to kill the poor In ULTIMA: The False Prophet, you known, but is only a second-rate cartridge thing, it won’t go through its death anima- wander around the landscape talking to game. tion immediately—first it has to suffer people, getting in an occasional combat, FCI has released a number of Origin through all the various impacts it suffered and trying to solve the mystery of the Systems’ Ultima series as cartridge-based up to the death instant. In essence, combat game by going on a number of quests. products. I haven’t tried the earlier Ulti- can look a little funny, but after you get Sometimes you must go through dread mas in the series, but I suspect they might used to it, it plays okay, if not perfectly underground dungeons. In between ad- have survived the transition to the car- smooth. Another problem is that if you’re ventures, you talk to folks for clues and tridge more easily, since they were de- not perfectly lined up on a monster, you purchase new equipment in shops. If this signed back when times were simpler (and miss, and so you can waste your blows. sounds like the archetypal computer role- animations were, too). This is a serious problem in Mana, because playing game, there’s a reason for it—this The game is rather slow-moving, proba- after you swing, you actually have to wait game is the archetypal computer role- bly because of the much less powerful a little while before your weapon’s ready playing game—at least the Ultima series is. SuperNintendo system (as compared to a to swing again. If you swing too soon, This is the Nintendo version of Ultima computer). In addition, combat is slow and you’ll do minimal damage (usually 0). This VI. It is moderately faithful to the original frustrating, and using items you’ve bought waiting can get frustrating, and it is cer- game, but in many ways is not nearly as or found is quite hard, especially because tainly contrary to the great majority of good. In general, computer role-playing sometimes several different items—such as games, in which you try to wallop the bad games that have been converted wholesale different keys—all look exactly the same guy as often as possible. to the cartridge systems have not been on the screen. So you are reduced to try- This is one of the very best role-playing nearly as good or as fun as games de- ing each of a series of keys before finding games available for the SuperNintendo. It signed especially for cartridges. I’m not the one that fits. has flaws, but I feel they are minor. The sure why this is, but it might be because Even though I like many of the Ultima game’s play and rules don’t fit together as the cartridges put a premium on memory, series, I didn’t care for this game. You seamlessly as Zelda, the standard for which is pretty cheap for computers. The might feel differently, or be a bigger fan of cartridge-based systems, but on the other resulting compromises harm the game . If so, enjoy. hand Mana was a much larger game than when converted. Another problem, per- Zelda, with many more types of monsters, haps even more significant, is that the AL-QADIM™: The Genie’s character options, and fortresses to computer role-playing game can have an Curse * * * * explore. extremely complex interface—you have a IBM Cyberlore Studios, for SSI whole keyboard to play around with. Even : Herb Perez Game tips comparatively simple action computer Producer: Lester Humphreys 1. I gave my companions missile weap- games such as Doom use the function keys Lead programmer: Ken Grey ons. This proved effective, as they didn’t and number keys for a variety of actions. Art: Garrett McCarthy, Herb Perez have to waste their limited computer-chip But a cartridge game only has a few but- SSI producer: Bret Berry brains on attempts to close with the ene- tons to work with. The problems involved my and get in my way. Instead, they sat with adapting a full computer game to this Wow! Was this game fun! This is a ter- back and harpooned my enemies for me. pretty crude interface is evidently insolu- rific game for the . It’s 2. Switch weapons from time to time. ble to most folks doing conversions. pretty strenuous for your computer, re- Don’t just stick to a single weapon. Other- Also, since a conversion is, almost by quiring a bunch of memory, both RAM wise, you’ll end up with high skills in just definition, to a lower-profit system, there and hard drive (35 megs!). one or two weapons, and crappy abilities is less money and a smaller team associ- Some of you may remember the review I in all the rest. This applies even more so to ated with the conversion project. Of gave the DARK SUN™ game, also from SSI. magic. When your magicians get a new course, a smaller team is usually all that’s The Genie’s Curse uses a very similar power, you should cast it whenever possi- needed, but still ... game system, so I looked on reviewing this ble, so as to make them expert in it. Unfor- And there’s another problem with most game with quite a bit of trepidation. But it tunately, this can lead to tedious “practice” conversions of computer to cartridge, or sold me almost at once. sessions. But at least when you’re called even cartridge to a different cartridge: The Genie’s Curse has a fine plot, in upon to Burst some enemies with the namely, conversions aren’t usually very which you are a young pirate who must Dryad’s magic, you’ll be able to dish out much fun to program or draw for—you strive to save your family from disgrace, 64 AUGUST 1994 and even execution. Unlike most games of the dang things. Ultima VIII: Pagan con- GOD OF THUNDER * * * this nature, you get to meet your family, tinues the trend. If you don’t have a rea- IBM Creations your mom, dad, and sister (with whom sonably fast 486, a sound card, and a fast Programmers: Ron Davis, Jason you squabble, as is only right), and this graphics card (and 35 megs of memory), Blochowiak helps inspire you to work on their behalf. forget it. Buy something else instead. Graphics: Gary Sirois As you wander across the Arabian-style If you’re still reading, you presumably Level design: Adam Pedersen landscape of the game, the plot keeps have a fast enough machine to handle this Music: Ron Davis getting thicker and thicker. puppy. Well, I have bad news for you. Ulti- More importantly, the game’s interface is ma VIII: Pagan may be the latest in the This is a neat little game a easy and fun to use. It is relatively quick- Ultima series, but it’s certainly not the great- little reminiscent of the early Zelda or moving, combat is easy and fast, and the est. For some reason, the games seem to puzzle games. You play Thor, Norse god of monsters are neat-looking. To pick up have gone downhill in quality for the last thunder, portrayed correctly with a red stuff, you just move up to it and click. To three episodes (not counting the Ultima beard (despite the inaccurate Marvel Com- talk to folks, you move up to them and Underground games, which I recommend). ics version who mysteriously has blond click. To attack monsters, you walk to- Ultima VIII continues this unwelcome trend, hair and no beard). You also have a ham- ward them and click (or click a different and is simply not very fun to play. mer you can hurl across the stage. button if you’re firing an arrow at them). There are a number of reasons for this. Your quest is to destroy the villainous The landscape and props aren’t quite as First, unlike all the other Ultima games, Jormangund. As you wander across the complex and amazing as in the DARK SUN you are plunged into the middle of the simply-portrayed landscape, you are pre- game, but you don’t have to move at a game without a clue as to what you are sented with little puzzles to solve. Some snails pace either. supposed to do. I don’t mind this sort of puzzles are quite trivial, while others take You get to go into some neat places, too: starting position in a game if it means that some thinking. Each puzzle gets you a a haunted ship, for instance. At the game’s I have lots of options, but Ultima VIII is little closer to ultimate victory. start, you are trained in maneuvering your nearly as linear as the other Ultimas, it’s You are opposed by trolls, giants, elves, character by having to race through a just that it doesn’t tell you what you’re to and some less-than-authentic-Norse men- dungeon hallway filled with traps. It took do. Even the most primitive bits of infor- aces, including one-eyed worms that shoot me several tries to make it through—not mation aren’t handed out. For instance, I fire and red bouncy things. As you prog- because I was killed, but because a found out pretty early that I should talk to ress, you gain magic powers (such as the rapidly-advancing teleportation cloud the old hermit on the north plateau. But Golden Apple, which lets you heal your- chases you through, so you can’t dawdle. the game at no point (not even on the self), and thus improve. This proved to be a very effective way to crude map) tells you which way is “north”. You can get killed moderately easy, but learn how to use the game controls. Another unwelcome new feature of you get a new life instantly, and there is You see your character in a sort of three- Ultima VIII is that it plays much more like no limit to the number of lives you can quarters view. You look down on the land- an arcade game. You must leap to get the have. It was a cute game that I rather scape, but your hero and the monsters are avatar over crevasses, and you have to enjoyed, and I recommend it to all share- all seen in a side view as they wander walk carefully to keep from falling down a ware players. around. When your hero swings his scimi- steep cliffside in places. Every single swing tar, there is a satisfying swish and the blade you take with your sword or dagger must RAPTOR * * * * whizzes through the air. There are be activated by a click of your blade. You IBM Cygnus Studios (published by Apogee) dungeons with complex controls. Levers to also can dodge or duck sideways. But it’s Programming: Scott Host push, rising and lowering platforms, moving all under your personal command—the Art: Rich Fleider, Tim Neveus stones, spikes that try to impale you, etc. guy won’t do anything by himself. This Design: Jim Molinets The Genie’s Curse follows the AD&D® kind of arcade control is fine in semi-role- game rules, so to increase your corsair’s playing games like Doom or Zelda, but it’s Raptor is another shareware game, also experience, you must kill monsters. The out of place in Ultima. fun and worth putting on your hard drive. first monsters you meet are pretty wimpy, If you fall into a pool of water, you die. Though Raptor is primarily a top-scrolling but later on you meet hordes of hideous No instant resurrection, as featured in shooter—you are supposedly a mercenary beings that are almost impossible to con- some of the Ultima games. There are pilot in a future era, paid by your kill. quer. Your only hope is to kill one or two places where, in order to progress, you There are a large number of weapons of them, flee and get healed, and return must leap across rising and sinking pillars you can buy or capture from the enemy, later for more. While I don’t like this kind of stone set in a lake. You guessed it—if and all are fun to use. The central conceit of activity (it smacks of having to “earn” you miss a leap, or land on a pillar when of Raptor, that I thought worked rather your fun), it’s hard to fault The Genie’s it’s sinking, you hit the water and drown. well, is that every time you kill an enemy Curse too much, because so many com- This particular sequence took me many ship or ground target, you get money, puter games follow this exact same tech- tries to beat, and wasn’t fun at all, because which you can use between missions to nique. the pillars were so small, I needed pixel- buy more stuff. Thus, blowing up stuff has AL-QADIM: The Genie’s Curse is heaps perfect aim to land just right. Blech. Mario an immediate and useful purpose, unlike of fun in an interesting and exotic environ- Brothers this ain’t. so many scrolling games in which all you ment. I’m sure you’ll enjoy it. I hope that in future Ultima games, Lord get is a higher score. It makes you feel British reverses this trend towards oner- much better when you destroy a big tank * * * ULTIMA VIII: PAGAN ous controls and arcadelike action. Maybe of gas or a truck—“Wow! I got paid for IBM Origin Systems then Ultima will become fun to play again. that!” Quite comforting. Producer: Richard Garriott It’s very smooth-scrolling and fun. Even Director: Mike McShaffry though it has little to do with either fanta- Game designers: Andrew P. Morris, John sy or role-playing, I recommend it as a fun Watson change of pace. Lead programmer: Tony Zurovec

The Ultima series of games have been getting mightier and mightier over the years—not so much in game quality, as in the size of the machine required to run

66 AUGUST 1994

Defend the Realms!

Try these variant rules in your SPELLFIRE™ games

by Allen Varney

Not every game makes you the absolute (Figure 1). Each realm card protects the In this variant, each player uses a differ- ruler of up to half a dozen realms in six two cards behind it in the next layer ent layout of realm cards. Each layout has different game worlds. In the SPELLFIRE™ down. Each realm may have one holding, a unique power to protects its realms, and card game though, ruling these worlds is which must come from the same world. some layouts assign holdings in different as easy as playing them from your hand of For example, the DARK SUN® realm card ways. As in the standard SPELLFIRE game, cards—but that isn’t easy! Against the of Balic can have the “Ogo’s Cannibals” the letters in the accompanying diagrams onslaught of champions, allies, spells, holding, another DARK SUN card, but a indicate the order of cards played to that items, and events from your opponents’ GREYHAWK® realm could not have the layout, A (first) through F (last). hands, use these optional rules to protect Ogo’s holding. Before play begins, each player picks your realms in new and different ways. one of the following layouts, or chooses Figure 1: Standard card layout one randomly. In games with up to six Layouts A players, no two players should have the In the standard SPELLFIRE game you B C same layout. In games with more than six build your realms in a three-layer pyramid D E F DRAGON 69 players, no layout should occur more than are different worlds, the holding protects Triple line twice. only the realm in its own world. If the shared holding leads to a conflict Figure 4: Triple line layout Circle or paradox, disregard this rule; the hold- A C E ing then applies to only one member of BDF Figure 2: Circle layout the pair. However, the other member of E C the pair still cannot have its own holding. Protection: A protects B, C protects D, AB and E protects F. There are no other pro- D F Twin line tections. Holdings: In each pair of realms (A-B, Protection: No realm is protected in Figure 3: Twin line layout C-D, and E-F) that belong to the same the Circle layout. However, after the win- A D world, the holding on each realm applies ner in an attack round is determined, the B E to both realms in the pair. For instance, if defending Circle player may retroactively C F both C and D are GREYHAWK realms and declare the attack to have been made on both have holdings, then both holdings the realm across the circle from the origi- Protection: Each realm protects the apply to C, and both also apply to D. nal realm. For instance, if an opponent one(s) directly behind it. In the diagram, A As in the Circle layout above, if a shared attacks your realm C, then after victory is protects B and C, and B protects C. holding leads to a conflict or paradox, decided, you can say the attack was in- If a realm in the Twin Line layout is stead on realm D, directly opposite C. razed, it is instantly discarded and every If the attacker could not have made a other realm in the layout moves up one legal attack on the new realm, the attacker “slot”—that is, if A is razed, then B moves loses that combat round. In the example to A’s position, C moves to B’s, D moves to SPELLFIRE™ game rules above, if the attacker had used a hero as C’s, and so on. the champion in attacking C, and realm D Holdings: When a realm is razed, The following is a brief list of the is immune to attacks by heroes, then the instead of discarding its holding, you may most frequently asked questions about attacker loses as soon as you move the elect to re-assign the holding to the next the new SPELLFIRE game. We at attack to D. unrazed realm in the same world. You DRAGON® Magazine hope this helps Holdings: Each opposing pair of realms cannot skip over a slot occupied by an clarify any problems you may have in the Circle (A-B, C-D, and E-F) may have eligible realm; the holding either must go encountered. only one holding. That is, if A has a hold- to the next eligible realm in line or be ing, then B cannot, and vice versa. If both discarded. If that realm already has a 1. Spell-casting and magical realms of a pair belong to the same world, holding, it too either is knocked back to items: Magical items, some artifacts, the holding protects both of them. If they the next eligible slot or discarded. and spells cast by wizards and priests have a small code in parentheses following the description of the card’s effect. There is a number that indicates in which phase the spell or item can be used, and an offensive or defensive classification. There is a misconception that this classification dictates whether the spell or item can be used in attack or defense. The nature of the spell or item is listed only to determine whether other cards are immune to the effects of that card (as some items and champions are immune to offensive spells or magical items). Unless otherwise indicated in the text of the card, any spell or magical item can be used in attacking and defending.

2. Pools: A player with no realm cards in play cannot have a pool of champions. A realm that has been razed but not removed from the table still is capable of supporting a pool.

3. In play: This term refers to any cards on the table in a player’s pool, in realm formation, or in battle. Even if the card is face down (to indicate a razed realm) it is considered in play. Cards in a player’s hand, draw pile, or discard pile are not in play.

4. Event cards: This rule was accidentally omitted from the first printing of the rule book. Once played, an event card never can be returned to the player’s hand by any means. Once an event card is played, it should not be

70 AUGUST 1994 disregard this rule; the holding then ap- ber of unrazed realms without holdings is razed, the other is also automatically plies only to its own realm, not the paired behind it. For instance, if realms A, B, and razed at the same time. However, this does realm. C in the diagram were unrazed and had not increase the number of cards the no holdings, realm D could defend as a victor may draw as spoils of combat. Column level 5 hero. Holdings: Only in the Cluster layout Holdings: In the Column layout, realms can a realm enjoy the benefits of a holding Figure 5: Column layout with holdings are never protected! They from a different world. In the two pairs, B- F do not count toward the level totals of C and D-E, if one member of the pair has a E realms above them. However, in Step #2 of holding, the other also enjoys the benefit D your own turn you may discard one of of that holding, if and only if the other C your holdings in play, or you may move belongs to a different world! If both mem- B one of your holdings in play from one bers of the pair belong to the same world, A realm to another unrazed realm in the the holding applies only to its own realm. same world. You may do this in addition to The realm’s own power, if any, does not Protection: Each realm protects all the placing the one new holding you are al- carry over to the other member of the realms without holdings behind it. Fur- lowed in Step #2. pair. Only holdings carry over (as above). thermore, each realm may defend as a As in the other layouts, if a shared hold- hero with a level equal to 2 plus the num- Cluster ing leads to a conflict or paradox, disre- gard this rule. Figure 6: Cluster layout A Cross B C clarifications D E Figure 7: Cross layout F A placed in the discard pile; remove it B C E D from play entirely. Protection: The Cluster resembles the F Circle layout, but its realms form a tight 5. Realm cards: A realm retains its central group, with B touching C, and with Protection: In the Cross layout the B and position in the formation even if other D touching E. Each realm protects all the C realms touch each other, and the D and E realms have been razed or discarded. A realms in rows below it. A protects B realms also touch each other. A gap sepa- realm played in position B, for example, through F, and B and C both protect D rates the two pairs. A protects B and D. B remains in position B even if the realm through F. protects C, and D protects E; however, if in position A has been razed or The two pairs, B-C and D-E, are so both B and C are razed, E is unprotected, destroyed and removed from the game. closely tied that if one member of the pair and if both D and E are razed, C is unpro- tected. There are no other protections. 6. Special powers: Many realms, champions, and allies have special combat powers. These take effect only when those cards are involved in a round of battle. Realm powers take effect only when that realm is the target of an attack. Exceptions are specifically stated on the cards. For example, the GREYHAWK® Ruins card states that all of the player’s GREYHAWK champions gain +2 levels, in which case that card would be active at all times until it is razed or destroyed.

7. Draws: If a card in play prevents a champion from attacking (e.g., a nonflying champion is blocked by a wall spell), that champion is defeated but returns to its pool, and the battle ends. A defending champion defeated in this manner likewise returns to its pool, but the attacking player may continue battle with a new champion. The defending player cannot use the just-defeated champion again in that battle.

8. Optional rules: Some of the optional rules in the rule book are more optional than others. It is strongly suggested that the following optional rules be used once you learn the game: Aiding the Attacker or Defender, World Bonuses, The Rule of the Cosmos, Clerics vs. Undead, and Fear of Undead. The use of these rules makes the value of certain cards much more apparent. Have fun!

DRAGON 71 In Step #3 of your turn, in addition to all fied fortification (if it has no champion) Holdings: During Step #2 of your turn, other actions, you may place one chip on must be larger than the protector’s bonus, in addition to all normal actions, you may any champion in any player’s pool. As with or the controlling player must choose a shift any or all of your second-row hold- realms, you may place a copper piece, champion whose unmodified level exceeds ings in play (that is, holdings of realms B exchange a copper for a silver, or ex- the protector’s bonus. Otherwise the pro- through E) freely among realms in the change a silver for a gold. Only champion tector departs in disgust, and the card is second row. Holdings can be assigned only cards can have treasuries. discarded before the battle begins. to realms of the same world. Treasuries in combat: Realms use 2. If the realm is razed, the protector is their treasuries only to defend. A realm discarded. Treasuries that is not under attack cannot spend 3. The protector cannot participate in A well-funded kingdom wages war bet- from its treasury. Champions use their any attack. ter than a poor one. This optional rule treasuries to attack or defend. A champion If you use the layout rules above, a introduces an economy of sorts to the who enters combat from a hand instead of protector cannot be shifted even if a lay- SPELLFIRE game. a pool, or who does not participate in out permits shifting of holdings. To represent the wealth used in this vari- combat, cannot use a treasury. ant, use poker chips. White chips represent The card’s controlling player may spend Closing thoughts copper pieces, reds stand for silver pieces, any or all chips in its treasury to increase SPELLFIRE games bear out the long-held and blue chips are gold pieces. If no poker her side’s level in combat. Spent chips are doctrine that the best defense is a good chips are available, use coins such as pen- discarded. offense. nies, dimes, and quarters. However, no A copper piece adds 1 to its side’s level Of course, to last several rounds, you need money actually changes hands, so players for that round, a silver piece adds 3, and a more than a good offense; you need an must keep track of their coins and recover gold piece adds 6. opponent who won’t fall instantly. Too bad them after the game ends. that’s the same opponent who can put up Placing counters: Each realm and Protectors of the realm a better fight than you’d really prefer! champion may keep a treasury, repre- A kingdom can hire or inspire fighters of Each SPELLFIRE game is a series of sented by chips placed on its card. less than champion status. On Step #3 of delicate decisions about whom to attack. If In Step #2 of your turn, if you don’t your turn, in addition to all other actions, you adopt the rules in this article, you can place a new realm or rebuild or replace an you may assign one ally card permanently improve your defenses greatly—but that existing one, you may instead place a to one unrazed realm in play. This protec- makes you a more tempting target for an treasury chip on one unrazed realm in tor adds its bonus to any defense of that opponent looking for a long slugfest. The play. You may place a copper piece on a realm, with these conditions: best defense may be a good offense, but in realm without a treasury, or replace a the SPELLFIRE game, the best defense copper piece in play with a silver piece, or 1. When an attack is announced against attracts a good offense. Be ready. replace a silver piece with a gold piece. the realm, either the realm’s own unmodi-

72 AUGUST 1994

The 1994 European GEN CON® Game Fair

by David Wise

For my part, I travel not to go anywhere, but to go. Robert Louis Stevenson

Actually, the boss told me I had to go. U.K. is a great way to double the adven- suit, complete with armor, shield, sword, Convention duties are part of the life of a ture. Incidentally, I was a guest of this mace, mask, and spiny reptilian tail; a TSR staffer, meaning that I periodically convention along with TSR Director of black-bordered set of MAGIC* cards; one of must abandon making games, travel to PR&D (fearless leader) Tim Brown, four existing 3-D Lady of Pain icons, hand various cities, and play games instead—a FORGOTTEN REALMS® setting guru sculpted and painted by the artists who tough job, but I’ve come to accept it. So Karen Boomgarden, TSR cover artists created the Lady for the PLANESCAPE™ when I was ordered to pack my bags and Dana Knutson and Robh Ruppel, author campaign setting; a collection of signed and head for England, I put on a stiff upper lip Joe Dever, and FASA representative Tom numbered Elmore prints; and the obligato- and get to work. Dowd. Speaking for the TSR crowd, I’d ry plenitude of gaming materials. Eventu- For the record, I came, I saw, I played at wager each could regale you with tales ally, though, the bidding gives way to more one of the best conventions this side of that tell why they’d love to accept that esoteric commodities: the bathroom break; Istanbul. honour again (and as soon as possible), but the boss’s shirt (fully lived in); a cap belong- In fact, the only thing missing from this here are my top 10 reasons to shoot for ing to someone in the bathroom, gener- year’s European GEN CON Game Fair was European GEN CON Game Fair next May. ously and spontaneously donated by his a few more Americans to round out the “friends”; perhaps even the right to be King ranks of international gamesters. Not that of the Convention (which every attendee “Yanks” make or break the party, mind 1. The convention fully respects, so it’s worth the investment). you—it’s just that a chance to roll dice with From a purely gaming point of view, this The crowd is enthusiastic and vocal, while the world doesn’t often come along in the convention is one of the best. It flows with the auctioneers are obnoxious and in a States, and some of you ought to see what all the mellow intimacy of a small con, yet great mood. No matter how outrageous the you’re missing. The GEN CON Game Fair it’s large enough (about 1,200 attendees item on the block—often because of the in Milwaukee, Wis., may be the biggest this year, and the number’s growing) to outrageous item on the block—the bids are and best convention on terra firma, but accommodate a large selection of role- generous and boisterous. any event organized by the company that playing games and many other escapades. The good folks at TSR Ltd., of Cam- brings you the AD&D® game is sure to be There are RPGA™ Network events, a wide bridge, England are your enthusiastic a good time, and “GEN CON U.K.” is just a variety of popular and obscure games convention hosts. Denise Randall, Sandy little bit special. I expect most folks won’t running all day and evening, demonstra- Douglas, and the rest of the U.K. staff are require much arm twisting when I recom- tions, special events, seminars, a small-but- tireless in their efforts to keep things mend traveling overseas and attending this nicely appointed dealer’s room, and simply running smoothly. Good show, mates. gig, but some of them may not have fascinating guests, of course. thought about taking so ambitious a vaca- For many, the high point of the weekend 2. The gamers tion, and those that have may be wonder- is Saturday night’s charity auction, which European gamers are cool. They are ing if it’s worth the trip. benefits a different cause each year (this spirited pleasure-seekers who have no In a word: yes. year’s proceeds were designated for aid to doubts about the agenda: enjoying them- Experience certainly is the best teacher, autistic children). The evening begins with selves and each other. They’re masterful and traveling can be an excellent experi- some fairly attractive items: a complete, players, too. They adapt readily to a new ence. And if you’re a gamer, GEN CON full-sized, foam-rubber warrior-monster DM’s style of play, fully and immediate

DRAGON 75 integrating with party members they’ve setting domain after it. (By the way, unless moron, but I disagree. I am particularly never met before, role-playing with gusto, you cherish waxed paper, bring along fond of pub fare such as steak and kidney and never sweating the small stuff. I’m your own pack of Charmin.) pie (an English pot pie), fish and chips, more a player than a DM, myself, but Actually, the “luxury chalets” are quite cornish pasties (meat-and-potato-stuffed these conventioneers obliterated my fear cozy, thank you, and they’re equipped pastry), and other tasty morsels. (Sure, of adjudicative inadequacy before the first with fully-stocked kitchenettes (cookware, there are dishes for the health conscious, roll of the dice. Meanwhile, the attendees silverware, etc.) for those who want to too, but these are my top 10 reasons.) Of at seminars break into spontaneous and buy their own groceries and save a few course, tea is appropriate at any time of friendly discussions that practically put “quid” (the British equivalent of “bucks”). day or night, but the over-21 crowd can the panelists in the back of the room, and The camp’s main structure, the “Amenity also sample the hand-pumped beer, room they really know what they’re talking Building”, houses a general store and temperature and full of fiber. about. Hey, even the pale-faced, black- places to eat, drink, and of course, play The less-adventurous diners need not lensed vampires are affable. (By the way, lots of games, As for the barbed wire and worry, either. Pizza—the international I’d like to apologize to Snoopy, whose the barricade, I must be optimistic and gamers’ M.R.E.—and other American name I laughed at until he told me it was assume that they’re trying to keep people standbys can be found anywhere, and actually on his birth certificate.) out. most of your favorite fast-food restaurants have taken their bright and shining neon 3. The locale 4. Rye places among those wonderful eateries of Pontins Holiday Center, Camber Sands in Less than 10 minutes away by taxi lies the antiquity. Sussex is one of those places that you can ambient, cobble-stoned, erstwhile smuggler’s describe so as to frighten someone who’s port of Rye. There are signs on buildings in 5. Breakfast going there for the first time. Imagine this town that say “Rebuilt 1648”. On a England invented the notion of a break- several dozen two-story concrete blocks a sunny day, you can climb to the top of the fast that makes up for all the chow time hundred feet long, lying in a mazelike steep hill on which the town is built, scale you missed while you slept. Savvy trav- formation and all painted identically. the tower of ancient St. Mary’s church, and elers often stay at English “Bed & Break- These are living quarters, and if you don’t look south across the English Channel, fast” establishments, knowing they’ll only make a point to memorize the exact route where France lies at the edge of sight. Then need to eat once per day that way. Many to your room, you may never find it again. eat a leisurely lunch on one of the comfort- hotels put out a breakfast buffet, too, and Now picture barbed-wire fences surround- able wooden benches in the cemetery be- invite you to stuff yourself until you’re ing you on all sides, and a counter- low, surrounded by headstones so old that ready for a nap. Cholesterol-phobes be- weighted iron bar blocking the only way their names and epitaphs have been worn ware: The standard breakfast served in in or out—this is, or at least was, the En- away by the salty winds. the Pontins cafeteria consists of a fried glish notion of a holiday camp, a vacation This burg is where I headed to eat be- egg, a thick sausage, a strip of “bacon” spot, and it leaves you with an odd sensa- tween gaming events, as it’s where you (more like a slab of fatty ham), and a slice tion of noble captivity; suffice it to say that find authentic British victuals. Some peo- of deep-fried bread—all of it smothered in we’re thinking of naming a RAVENLOFT® ple claim that “English cuisine” is an oxy- baked beans. Yikes!

6. The weather Not what most people travel to Britain for, but the point’s worth mentioning because they used to hold the convention in November, when freezing rain falls endlessly and sunset comes at 4 P.M. May, on the other hand, is one of the most pleasant months in England. Don’t leave your cold-weather coat at home, but don’t expect to wear it too often, either.

7. England As long as you’re there for the conven- tion, try to stay a few extra days at least. England is the land of kings and queens, of Stonehenge and Carfax Abbey, of Arthur and Merlin, of towers and dungeons, of holy quests and noble knights. When you look over the lush and rugged country- side, you get the feeling you’re in the Forgotten Realms. Do you like castles? Britain’s crawling with them, from stately Castle Arun on the south coast to bombarded Urquhart Keep on Loch Ness, and most of them love visi- tors, including those that currently main- tain royal apartments. After all, one of the king’s historic duties is to impress emis- saries from abroad. Hampton Court (just outside London), home to Henry VIII, William and Mary, and George II, is worth the trip alone. Speaking of London, it’s difficult to visit England from America without at least passing through my favorite big city in the

76 AUGUST 1994 world. Both familiar and foreign at the stand, though there are more English come cheaply, I know, but it doesn’t have same time, one of the best things about accents than there are hit points in a great to bankrupt the royal treasury, either. London is that you can spend several days wyrm. (Craning your neck forward and Your local travel agent knows the least searching out famous sites and artwork squinting will not help you understand, expensive route to England, and reasona- for the cost of a couple all-day subway either.) The British inflection’s contagious, bly priced Bed & Breakfasts positively passes. Most museums offer free admit- too: Tim Brown was repeatedly uttering riddle the island nation. Campgrounds are tance to the public, and there’s at least as “iay?” (one syllable, meaning “What did plentiful, too, which are even easier on the much excitement on the open pavement as you say?”) before the convention was two pocket. Pub and restaurant meals are there is in the theaters and tourist traps. I days old. The language just seems to comparatively economical—the tastiest fish love to prowl through the city like a thief, sound better when it’s spoken their way. I and chips I found in London cost me £3 (a learning its twisted, narrow streets, walk- guess that’s why they call it “English.” bit less than $5 at current exchange rates), ing among both tiny and grand structures and you can eat even cheaper than that. that have stood for 500 and more years. 9. America If Robert Louis Stevenson’s remark, which The new buildings are a wonder, too— There’s no cure for cynicism like a trip began this article, resonates in your heart as standing side by side with their ancient abroad. We Yanks live in a country devoid it does in mine—if it’s part of the reason you counterparts, they are monuments to of troubles and inconveniences that much role-play and embark in search of the World War II, for they’re often built on of the world takes for granted. Natives are fantastic—then the European GEN CON bomb sites. Americans have never looked justifiably proud of their country, but game fair is worthy of your consideration. into the skies above their homes and seen there’s no place like America, and many Think about it now, while there’s plenty of enemy planes, have never heard the dead- Europeans will tell you as much if you time to plan, and remember that it costs ly whistle of falling shells overhead, but can’t figure it out for yourself. Do we live nothing to check out the logistics of taking London bears the scars of that experience, in the greatest country in the world? May- such a trip. I hope to see you there! which touches something deep inside a be, but a trip overseas is almost sure to Here’s where to write for information: reflective mind. make you think so, and that’s a feeling worth leaving home for. Denise Randall 8. The people c/o TSR Ltd. Oh, but they are excruciatingly polite! A 10. The adventure 120 Church End Briton might find you thoroughly offen- Hey, don’t just sit there at the table and Cherry Hinton sive, and he won’t hesitate to express that roll dice! Travel opens your mind, broad- Cambridge CB1 3LB opinion, but he’ll do so with a gentility ens your intellect, enhances your perspec- UNITED KINGDOM that’ll leave you gratified by the abuse. tive, bolsters your confidence, and it’s just These people are eloquent as a matter of plain fun. You have to see the world to course, fascinating to listen to, and most of believe it, and fantasy is all the richer for * indicates a product produced by a company other them speak a language you can under- the reality. This kind of adventure doesn’t than TSR, Inc.

DRAGON 77 * indicates a product produced by a company other than TSR, OMEGACON 2, Aug. 26-28 FL Inc. Most product names are trademarks owned by the This convention will be held at the Howard Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not Johnson Universal Tower in Orlando, Fla. Events This column is a service to our readers be construed as a challenge to such status. include role-playing, board, and miniatures worldwide. Anyone may place a free listing games. Other activities include an artists’ work- for a game convention here, but the follow- shop, dealers, , and door prizes. Registra- ing guidelines must be observed. Important: DRAGON® Magazine no tion: $5 preregistered; $10 on site. Send an In order to ensure that all convention longer publishes phone numbers for conven- SASE to: John Martello, OMEGACON 2, 3415 listings contain accurate and timely infor- tions. Publishing incorrect numbers is al- Silverwood Dr., Pine Hills FL 32808-2847. mation, all material should be either typed ways possible and is a nuisance to both the double-spaced or printed legibly on stand- caller and those receiving the misdirected SIOUX CITY CON IX, Sep. 2-4 IA ard manuscript paper. The contents of call. Be certain that any address given is This convention will be held at the Hilton in each listing must be short and succinct. complete and correct. Sioux City, Iowa. Events include role-playing, The information given in the listing must To ensure that your convention listing board, and miniatures games. Other activities include the following, in this order: makes it into our files, enclose a self- include tournaments. Registration: $10. Write 1. Convention title and dates held; addressed stamped postcard with your first to: M.A.G.E., 820 N. Dakota Ave., Sioux Falls, IA 2. Site and location; convention notice; we will return the card to 57104. 3. Guests of honor (if applicable); show that your notice was received. You also 4. Special events offered; might send a second notice one week after TEXICON ’94, Sep. 2-5 TX 5. Registration fees or attendance re- mailing the first. Mail your listing as early as This convention will be held at the Westchase quirements; and, possible, and always keep us informed of Hilton in Houston Tex. Events include role- 6. Address(es) where additional informa- any changes. Please avoid sending conven- playing, board, and miniatures games. Other tion and confirmation can be obtained. tion notices by fax, as this method has not activities include dealers, open gaming, and an Convention flyers, newsletters, and other proved to be reliable. auction. Registration: $20 before Aug. 13; $25 mass-mailed announcements will not be thereafter. Write to: TEXICON, P.O. Box 631462, considered for use in this column; we GAMEFEST XV, Aug. 10-14 CA Houston TX 77263-1462. prefer to see a cover letter with the an- This convention will be held at Old Towne in nouncement as well. No call-in listings are San Diego, Cal. Events include role-playing, WAR!ZONE NORTH ’94, Sep. 2-5 FL accepted. Unless stated otherwise, all board, and miniatures games. Other activities This convention will be held at the Embassy dollar values given for U.S. and Canadian include trivia and figure-painting contests. Suites at Baymeadows in Jacksonville, Fla. conventions are in U.S. currency. Registration: $20 before July 30; $30 on site. Events include role-playing, board, and minia- WARNING: We are not responsible for Write to: GAMEFEST, 3954 Harney St., San tures games. Other activities include dealers, a incorrect information sent to us by conven- Diego CA 92110. flea market, an auction, and open gaming. tion staff members. Please check your Registration: $15/weekend preregistered; convention listing carefully! Our wide DALLASCON ’94, Aug. 19-21 TX $19/weekend or $7/day on site. Write to: WAR- circulation ensures that over a quarter of a This convention will be held at Sheraton !ZONE NORTH, c/o Wolf Ent., P.O. Box 1256, million readers worldwide see each issue. Grand Hotel in Irving, Tex. Events include role- DeLand FL 32721-1256. Accurate information is your responsibility. playing, board, and miniatures games. Other Copy deadlines are the last Monday of activities include tournaments, dealers, auctions, LEGENDS-GAINESVILLE, Sep. 3-4 GA each month, two months prior to the on- videos, and seminars. Write to: DALLASCON, This convention will be held inside Lakeshore sale date of an issue. Thus, the copy dead- P.O. Box 867623, Plano TX 75086. Mall in Gainesville, Ga. Events include role- line for the December issue is the last playing, board, and miniatures games. Other Monday of October. Announcements for BUBONICON ’94, Aug. 26-28 NM activities include dealers and movies. Registra- North American and Pacific conventions This convention will be held at the Howard tion: $2. Write to: Legends Ent. Group Inc., 514 must be mailed to: Convention Calendar, Johnson East in Albuquerque, N.M. Guests Broad St., Rome GA 30161. DRAGON® Magazine, P.O. Box 111, Lake include Mike Stackpole, , and Geneva WI 53147, U.S.A. Announcements . Events include role-playing, STAR DREAM I, Sep. 8-11 for Europe must be posted an additional board, and miniatures games. Other activities This Star Trek convention will be held in the month before the deadline to: Convention include panels, an art show, readings, films, and Congress Centre Rosengarten in Mannheim, Calendar, DRAGON® Magazine, TSR a masquerade. Registration: $21 before Aug. 10; Germany. Highlights include 16 stars of the Limited, 120 Church End, Cherry Hinton, $25 on site. Write to: NMSF Conference, P.O. series, videos, exhibitions, and filking. Write to: Cambridge CB1 3LB, United Kingdom. Box 37257, Albuquerque NM 87176. Star Trek Fan Club-Enterprise, c/o S. Strybuc, If a convention listing must be changed Hans Sachs Ring 17, 68199 Mannhiem- because the convention has been can- DEMICON 5, Aug. 26-28 MD Niederfeld, GERMANY celled, the dates have changed, or incor- This convention will be held at the Sheraton rect information has been printed, please Conference Hotel in Towson, Md. Events include NORMAN CONQUEST 5, Sep. 9-11 OK contact us immediately. Most questions or role-playing, board, and miniatures games. This convention will be held at the O. U. changes should be directed to the maga- Other activities include seminars, a games Student Union in Norman, Okla. Events include zine editors at TSR, Inc., (414) 248-3625 auction, dealers, and a painted-miniatures role-playing, board, and miniatures games. (U.S.A.). Questions or changes concerning contest. Registration: $20 before June 30; $25 Other activities include RPGA™ Network events. European conventions should be directed thereafter. Send an SASE to: Harford Adventure Registration: $5 preregistered before Aug. 31; to TSR Limited, (0223) 212517 (U.K.). Soc., c/o The Strategic Castle, 114 N. Toll Gate $9/weekend or $4/day on site. Write to: Room Rd., Bel Air MD 21014. 215-A, OMU, 900 Asp Ave., Norman OK 73019. indicates an Australian convention. * indicates a Canadian convention. indicates a European convention.

78 AUGUST 1994 SHORECON ’94, Sep. 9-11 NJ GATEWAY 14, Sep. 22-25 CA Other activities include Japanimation. Registra- This convention will be held at the Sheraton This convention will be held at Los Angeles tion: $3, plus small game fees. Write to: KENNEL Eatontown Hotel and Conference Center in Airport Hyatt Hotel. Events include role-playing, CON, c/o Eric Kline, P.O. Box 90182, Honolulu HI Eatontown, N.J. Guests include Jim Hlavaty, Len board, and miniatures games. Other activities 96835-0182. Kaminski, and Jeff Menges. Events include role- include flea markets, an auction, and dealers. playing, board, and miniatures games. Other Registration: $25 preregistered; $30 on site. LEGENDS-ATLANTA, Sep. 24 GA activities include dealers, a game auction, a Write to: STRATEGICON, P.O. Box 3849, Torr- This convention will be held at Days Inn charity raffle, dances, seminars, signings, and ance CA 90510-3849. North in Marietta, Ga. Events include role- movies. Registration: $15 preregistered; $20 on playing, board, and miniatures games. Other site. Write to: Multigenre Inc., 142 South St., COGCON II, Sep. 23-25 MO activities include dealers. Registration: $2 Write Unit 9C, Red Bank NJ 07701-2502; or e-mail at: This convention will be held at the Miner Rec. to: Legends Ent. Group Inc., 514 Broad St., [email protected]. Building on the campus of the University of Rome GA 30161. Missouri in Rolla, Mo. Events include role- MAELSTROM 1.75, Sep. 10 NE playing, board, and miniatures games. Other WHITE SHIELD ’94, Sep. 24 ID This convention will be held at the City Campus activities include RPGA™ events and a This convention will be held at the Basque Building in Lincoln, Nebr. Events include role- miniatures-painting contest. GMs are welcome. Center in Boise, Idaho. Events include role- playing, board, and miniatures games. Registration: Registration: $8 before Sep. 1; $10 thereafter. playing, board, and miniatures games. Other $5. Write to: MAELSTROM 1.75, c/o Chris Dekalb, Write to: GEAR, P.O. Box 1939, Rolla MO 65401; activities include dealers, an auction, and war 6015 Huntington, Lincoln NE 68507. or e-mail: [email protected]. gaming. Registration: $6 before Sep. 1; $8 there- after. Write to: WHITE SHIELD GAME CON, P.O. MAGIC* TOURNAMENT ’94, Sep. 10 MA FOX CON ’94, Sep. 23-25 IL Box 8955, Boise ID 83707. This tournament will be held at the Workers’ This convention will be held at the Larsen Assistance Center in Cambridge, Mass. Events Middle School in Elgin, Ill. Events include role- DIRE CONSEQUENCES II include games, trading, and a card auction. playing, board, and miniatures games. Other Sep. 30-Oct. 2 CT Registration: $5. Write to: Brian Reddington- activities include dealers, Japanimation, and a This convention will be held at the Howard Wilde, 46 Highland St., Reading MA 01867. silent auction. Send an SASE to: Mike Wood- Johnson in Plainville, Conn. Events include role- ward, 636 Center St., Elgin IL 60120. playing, board, and miniatures games. Other ANDCON ’94, Sep. 15-18 OH activities include RPGA™ Network events, an This convention will be held at the Holiday KALIEDOSCOPE ’94, Sep. 23-25 VA auction, and open gaming. Registration: $15, Inn Independence in Independence, Ohio. This convention will be held at the Holiday plus $2 per game. Write to: DIRE CONSE- Guests include and Darwin Bromley. Inn in Lynchburg, Vir. Events include role- QUENCES, P.O. Box 251, Bristol CT 06011-0251. Events include role-playing, board, and minia- playing, board, and miniatures games. Registra- tures games. Other activities include RPGA™ tion: $15 before Sep. 7; $20 on site. Write to: LEGENDS-CHATTANOOGA, Oct. 1 TN Network events, computer gaming, and an LSFA, 300 Harrison St., Lynchburg VA 24504. This SF/gaming/comics convention will be held auction. Registration: $19.95/weekend. Daily at the Holiday Inn-Chattanooga. Events include and visitor passes available. Write to: Andon KENNEL CON ’94, Sep. 24-25 HI role-playing, board, and miniatures games. Unlimited, P.O. Box 3100, Kent OH 44240. This convention will be held at the U.S.O. at Other activities include dealers. Registration: $2. Fort DeRussy, Waikiki, . Events include Write to: Legends Ent. Group Inc., 514 Broad TACTICON ’94, Sep. 16-18 CO role-playing, board, and miniatures games. St., Rome GA 30161. This convention will be held at the Sheraton Hotel in Lakewood, Colo. Events include role- playing, board, and miniatures games. Other activities include auctions, RPGA™ Network events, and a figure-painting contest. Registra- tion: $15. Write to: Denver Gamers’ Assoc., P.O. Box 440058, Aurora CO 80044.

WOLF-CON IV, Sep. 16-18 MS This convention will be held on University of Miss.-Starkville campus. Guests include Simon Hawke. Events include role-playing, board, and miniatures games. Other activities include dealers, an art show, and movies. Registration: $25. Write to: WOLF-CON IV, P.O. Box 5342, MSU, MS 39762-5342.

AMERICON ’94, Sep. 17-18 NJ This convention will be held at the Clayton American Legion Hall in Clayton, N.J. Events include role-playing, board, and miniatures games. Other activities include an art show, an auction, and a charity tournament. Registration: $11 preregistered before Aug. 15; $12 on site. Most game fees are $2. Dealers and GMs are welcome. Write to: AMERICON, c/o Carl “Thun- der”, P.O. Box 125. Mullica Hill, NJ 08062.

GAMEQUEST ’94, Sep. 17 OH This convention will be held at the Stevenson Center on the campus of Ohio University- Chillicothe. Events include role-playing, board, and miniatures games. Other activities include the introduction of two new games, dealers, and an auction. Registration: $5. Send an SASE to: Lonnie Hall, 25315 Moccasin Rd., Amanda OH 43102.

DRAGON 79 ORGANIZED KAHN-FUSION ’94 clude Dr. Bill Breuer, Ray Van Tilburg, and Tom TOTALLY TUBULAR CON II Oct. l-2 PA Prusa. Events include role-playing, board, and Oct, 14-16 CA This board-game convention (formerly called miniatures games. Other activities include This convention will be held at the Days Inn in P.E.W. KAHN U) will be held at the West Enola dealers, an art show, a hospitality suite, and Fullerton, Cal. Events include role-playing, Fire Hall in Enola, Pa. Events include board, panels. Registration: $17 before Sep. 1; $22 board, and miniatures games. Other activities war, and miniatures games. Other activities thereafter. Write to: CONTACT 12, P.O. Box include RPGA™ Network events. Registration: include many train games, a regional Ancients 3894 Evansville IN 47737. $20; preregistration will be very limited. Write tournament, dealers, and open gaming. Regis- to: TOTALLY TUBULAR CON, P.O. Box 18791, tration fees vary. Write to: M. Foner’s Games ICON 19, Oct. 14-16 IA Anaheim Hills CA 92817-18791; or e-mail at: Only Emporium, 200 3rd St., New Cumberland This SF convention will be held at the Best [email protected]. PA 17070. Western Westfield Inn in Coralville, Iowa. Guests include Gregory Frost and Joe Haldeman. SIBCON ’94, Oct. 15 PA QUAD CON ’94, Oct. 7-9 IA Events include role-playing, board, and minia- This convention will be held at Lutheran This convention will be held at the Palmer tures games. Other activities include dealers, a Youth & Family Services in Zelienpole, Pa. Alumni Auditorium in Davenport, Iowa. Events masquerade, panels, and an art show. Registra- Events include role-playing, board, and minia- include role-playing, board, and miniatures tion: $25 before Sep. 30; $30 on site. One-day tures games. Other activities include RPGA™ games. Other activities include dealers, a rates and children’s rates available. Write to: Network events and dealers. Registration: $5 miniatures-painting contest, and an auction. ICON, P.O. Box 525, Iowa City IA 52244-0525. before Sep. 30; $7 thereafter. Send an SASE to: Registration: $15 preregistered; $20 on site. Circle of Swords, P.O. Box 2126, Butler PA Send a long SASE (with two stamps) to: QUAD NECRONOMICON XIII, Oct. 14-16 FL 16003. CON, The Game Emporium, 3213 23rd Ave., This convention will be held at the Airport Moline IL 61265. Holiday Inn in Tampa, Fla. Guests include BAY GAMES ’94, Oct. 21-23 MD George R. R. Martin and Timothy Zahn. Events This convention will be held at the Holiday SUPERIOR CON II, Oct. 8-9 MI include role-playing, board, and miniatures Inn in College Park, Md. Events include role- This convention will be held at the Cisler games. Other activities include panels, videos, playing, board, and miniatures games. Other Center of Lake Superior State University in workshops, a charity auction, and an art show activities include RPGA™ Network events. Regis- Sault Ste. Marie, Mich. Guests include Dr. James and auction. Registration: $25/weekend or $10/ tration: $15/weekend preregistered; $20/ T. Moody. Events include role-playing, board, day. Write to: NECRONOMICON XIII, P.O. Box weekend or $15/day on site. Write to: BAY and miniatures games, Other activities include 2076, Riverview FL 33569. GAMES, P.O. Box 91, Beltsville MD 20704-0091. movies, contests, and card games. Registration: $5/day or $8/weekend preregistered; $8/day or TACTICONN ’94, Oct. 14-16 CT Wizards’ Gathering V, Oct. 21-23 MA $16/weekend, plus $2/game on site. Dealers and This convention will be held at the Ramada This convention will be held at the Days Inn in GMs welcome. Write to: SUPERIOR CON, c/o Lee Crown Plaza in Stamford, Conn. Events include Fall River, Mass. Events include role-playing, Allen, 400 Cedar St. #6, S.S. Marie MI 49783. role-playing, board, and miniatures games. board, and miniatures games. Registration: $20/ Other activities include numerous tournaments. weekend. One- and two-day rates available. CONTACT 12, Oct. 14-16 IN Registration: $15 preregistered; $20 on site. Early-bird and group discounts also are availa- This SF&F/gaming convention will be held at Send an SASE to: Gaming Guild, c/o Jim Wiley, ble. Write to: SMAGS, P.O. Box 6295, Fall River the Ramada Inn in Evansville, Ind. Guests in- 100 Hoyt St. #2C, Stamford CT 06905. MA 02724.

KETTERING GAME CON XI Oct. 22-23 OH This convention will be held at the Charles I. Lathrem Senior Center in Kettering, Ohio. Events include role-playing, board, and minia- tures games. Other activities include computer games and a game auction. Registration: $2/day. Write to: Bob Von Gruenigen, 804 Willowdale Ave., Kettering OH 45429.

GRANDE MASQUERADE ’94, Oct. 28-30 GA This horror convention will be held at the Holiday Inn Central in Atlanta, Ga. Events in- clude role-playing games, literary guests, deal- ers, films, and an art show and auction. Registration: $25 before Aug. 30; $30 on site. Write (and make checks payable) to: Night Owl Prod., 4598 Stonegate Industrial Blvd., Stone Mountain GA 30083.

NUKECON IV, Oct. 28-29 NE This convention will be held at the Midlands Community Center in Papillion, Nebr. Events include role-playing, board, and miniatures games. Other activities include several tourna- ments. Registration: $7 preregistered; $12 on site. Write to: NUKECON, c/o Stephanie Murphy, 13115 Josephine Circle, Omaha NE 68138.

GRAVAL CON ’94, Oct. 29-30 MI This convention will be held at Grand Valley State University’s Kirkhof Center in Allendale, Mich. Events include role-playing, board, and miniatures games. Other activities include costume and painted-miniatures contests. Regis- tration: $3/day or $5/weekend; free to GMs and students with valid IDs. Write to: Grand Valley State Univ., GRAVAL CON, 221 Johnson, L.C.1, Allendale MI 49401.

80 AUGUST 1994

“Forum” welcomes your comments and reverse, when a powerful monster fum- tated to and from the AD&D® game to opinions on role-playing games. In the bles, the party may have a temporary several other systems, including the United States and Canada, write to: Fo- advantage in combat, or may have a Marvel Superheroes game, DRAGON, in rum, DRAGON® Magazine, P.O. Box 111, chance to flee. my opinion, has maintained a strong and Lake Geneva WI 53147 U.S.A. In Europe, Second, humor. During combat a fumble healthy integrity that has lasted to modern write to: Forum, DRAGON Magazine, TSR can be dangerous, but also can have a times, and with hope, into the future. Ltd, 120 Church End, Cherry Hinton, funny side; the imagined situations are After reading issue #197, I had felt that I Cambridge CB1 3LB, United Kingdom. We endless. I particularly enjoyed seeing a must voice my point of view on several ask that material submitted to “Forum” be low-level, snobby paladin draw his sword topics that had caught my attention. either neatly written by hand or typed and charge to attack, only to slip at the First, Allen Reeves’ letter in the letters with a fresh ribbon and clean keys so we crucial moment. His orc opponent took the column: I, myself, have not had the Nor- can read and understand your comments. opportunity to boot him down a flight of man Rockwell Saturday Evening Post style You must give us your name and full mail- stairs. It was quite a while before Sir Ru- childhood. In my youth, I was what some ing address if you expect your letter to be pert lived that one down. have nowadays termed “emotionally chal- printed (we will not consider a letter sub- Critical hits and fumbles should be rare, lenged” and I was transferred from main- mitted anonymously), but we will not print actually happening only once or twice per stream school to the BOCES (Board of your name if you ask us not to do so. We game session (or maybe not happen at all). Cooperative Educational Services) program will print your complete address only if However, the possibility of their occur- of my home state. you request it. rence has added much to my games. With During my high-school years in this pro- my modified tables, rolling a natural 20 on gram, I was fortunate to participate in, with I would like to raise the much maligned the attack die indicates the possibility of a the other exceptional students of my grade, issue of critical hits. There was a DRAGON critical hit, and the players’ faces show an original DUNGEONS & DRAGONS® game Magazine article many years ago called, their excitement (if they are hitting) or adventure created by my then science teach- “Good Hits and Bad Misses” [Editor’s Note: fear (if they are being hit). A natural 1 on er, Mr. Davenport. This game, new to my DRAGON issue #39], which included a the attack die indicates the possibility of a experience, taught me the value of team- table for such hits and fumbles. As a DM, I fumble, but you should see the concern or work, fraternity, strategy, and, most impor- use a modified version of that table for my delight (depending on who is rolling) on tantly, imagination. I have had no bad own critical hits and fumbles optional the faces of the players. On a possible experiences with the game, just with bad rules. I stress optional, because my version critical hit, the attacker rolls the attack die GMs. of critical hits is discussed with any group again after getting the 20; another hit The only option that I can provide to I play with, and we all decide whether to result indicates the hit was critical, a miss fellow readers and players is this: if one does use these tables. The reasons for not using indicates the 20 was just a normal hit. For bring in a new player, have that person sit in critical hit or location tables are compel- fumbles, after a 1 is rolled a Dexterity and observe a few games; then, perhaps, ling, and some have been detailed in the check is made; a successful check indicates allow that person to participate in the next DMG. I would like to put forward two no fumble. In addition, a successful critical campaign. Know what you’re getting into good reasons for their inclusion: suspense hit is not an automatic kill, although there beforehand; test the waters. Last time I and humor. is about a 10 percent chance of that hap- checked, common sense was still something First, suspense. When a character has pening. Other possibilities include stun- of a commonality. 30+ hit points and is going toe-to-toe with ning, limbs incapacitated, loss of charisma Second, the “Eye of the Monitor” article a standard orc, he isn’t going to be too (due to facial injury), and unconsciousness. written by Sandy Petersen: I feel that worried; the odds are in his favor. Throw Fumble options are weapon broken/ several interesting notes have been left out in a random chance of a critical hit, and tangled/stuck/lost, loss of balance, twist (not on purpose) about the game of this encounter becomes more interesting. ankle, and hit friend/self. If you are Wolfenstein 3D. I have played this highly On the fumble table, if the character slips against instant kills, make up tables that amusing game. Where else can one vicari- or breaks a weapon, the orc may have a omit them. I heartily recommend the use ously slay members of the Third Reich and temporary advantage, which can add of critical hits and fumble tables, but I feel not one pang of guilt? The most chal- excitement to such an encounter, without would like to reiterate: use them to benefit lenging mode/level (“I Am Death Incar- presenting overwhelming odds against the the game, and keep a close check on the nate!”) was not mentioned. This is not for party. A low-level party forced into combat consequences; discard or modify the ta- the squeamish; let’s leave it at that. I do, with a tough monster can be saved with a bles if the campaign suffers. however, have only two words for those- critical hit. In one game I ran, a badly Rick Underwood who-know: GOD Mode. wounded party was saved by the female Australia I am awaiting a future article/review of the wizard scoring a critical hit with her staff, sequel to Wolfenstein, Spear of Destiny. breaking the monster’s nose and stunning First off, let me say that I have been an Again, let me say that I have enjoyed it. The party used the time gained to flee. avid reader of DRAGON Magazine for your magazine immensely over the years. It was the kind of stuff that legends are many years, since I picked up my first Here’s to many more years of quality. made of, and was a regularly referred-to copy (an issue numbered somewhere in J. W. Rommell event, both in and out of the game. In the early 90s). As a gamer who has gravi- Copiague NY

84 AUGUST 1994

As this is the first time I have written to eventually find ourselves doing! They will your delight in “becoming someone else” DRAGON Magazine, I must tell you first soon be curious about the spell-casting for an evening, perhaps it would be of that I have greatly enjoyed the magazine abilities of other members of your party, benefit to show them how role-playing is since I was introduced to the AD&D game and may later want to try it out for them- quite simply the best hobby around. Role- two years ago. I have been meaning to selves. It is worth the effort. playing develops math skills, imagination write in for some time, but was finally Serena Ng (heavens!), leadership, social interactions, spurred to do so after reading the letters Edinburgh, Scotland strategy, and problem-solving. How many of issue #196. hobbies or games can boast all of this? I have noticed from comments people It seems to me that stout have The D&D® game has been around for only have made in the past that they were Gnomish blood, not Dwarvish, as the 20 years, so the gaming population is just under the impression that female gamers MONSTROUS COMPENDIUM® accessory now starting to age into adulthood. Can you are a rare species! Although I have noticed suggests. I have several good reasons for imagine 50 years from now—we’ll all have that, proportionately, there are fewer of this speculation. something fun to do in our retirement! us than male gamers, this does not mean First, though dwarves “cheerfully toler- I would advise Mr. Bleiweis not to let in any way that we are few in number. ate” them, gnomes “like halflings best.” others’ opinion of role-playing games make However, I do think that there are not as Second, the stout halfling infravision, him feel uneasy. It’s their loss. Generally, I many of us as there should be. I must ask when of pure blood (one gnome parent), is find that people seem a little envious when male gamers out there, though: do you identical to that of gnomes. they see the enthusiasm on my face as I talk about role-playing to your female But third, and most interesting: of the explain why I spend time playing a game friends? Is the problem due to the fact two abilities inherited from their non- of casting spells and battling monsters. they just don’t know enough about the halfling parent, determining grades and Mike Olgren, M.D. game to want to join? slopes and determining direction under- Dearborn MI Maybe they would be more willing to try ground, you might note that only gnomes role-playing if you asked them to find have both of these abilities, and their another female friend who also might be ability to determine direction under- interested in role-playing to come along to ground is exactly the same percentage an introductory session. The presence of chance as the stout halfling inherits. another female novice there, whom they Dwarves have no idea where they’re going First Quest know and can talk to, might help them underground unless they post signs. Continued from page 8 relax and enjoy the game. If this is not Marle McCabe possible, the experience could be quite No address given while these guys didn’t hunt bees with intimidating to her, especially if there are rubber bands, I had been waiting for them many people in the group that she doesn’t I am writing in response to Clarissa to announce quarterstaff practice on the know. All of us show more of our true Fowler’s letter, issue #197, in which Ms. TSR roof since my first day on the job. selves than maybe we would normally Fowler points out some ways to get more “Okay, Jim. Looks like you’re going to be when we play a character (this was some- females involved with RPGs. I agree with Poland”, noted Steve Winter as we sat thing I noticed when I became our group’s many of Ms. Fowler’s ideas and points down to play. DM, but which I hadn’t realized when I made throughout her letter, but, as a male “Is that a good starting position?” I was a player), and very few people are gamer myself, I dislike the reference to asked, though I knew enough about happy about showing that much about male gamers liking (excuse me, I mean European history to guess the answer themselves to people they don’t know. tending toward) “Shallow, combat-oriented myself. Also, think back to the time when you characters who look for power and “Well”, Steve said, trying to sound were introduced to gaming. Would you money”. As a player I enjoy adventures encouraging, “it can be. Depends on what have been so willing to join if the role- that try my mind more than my charac- you make of it.” playing group had been all or mostly fe- ter’s brawn. As a DM I reflect that same I glanced at the board with all its strange male, and role-playing itself had been seen enjoyment in the adventures I write, by little markers and obscure tables. The in society as something many women, but adding mysteries and heavy plots as well whole thing reminded me of that first not many men, enjoyed? as combat, and also by enforcing the im- GAMMA WORLD character sheet, and I It will be easier if the whole group meets portance of role-playing, all of which add still hadn’t learned to decipher stereo the new player socially before you bring color and background to my campaign. In instructions written in Japanese. Oh, well. her into your campaign, so that all the short, I would hope that Ms. Fowler or At least I knew what to expect. Make the misconceptions can be cleared up, and of anyone else will not judge the male gender best of it, right? course, so that everyone will be more by a few examples (granted, Ms. Fowler I smiled and picked up my first event comfortable as a group. It is simply not did give a generalization warning). card: famine in half my empire. My capital enough for her to accept the role-players; I might add, Ms. Fowler, that I did play a goes into open revolt. what is more important, the others in female character once. Now that took a bit Hoo-ha. Thrown to the weasels again. your group must accept her. of role-playing! Second, I do not agree with Mr. La- Daman Robison palme’s comment in issue #196, “How can Oroville CA * indicates a product produced by a company other you involve a person in a magical setting if than TSR, Inc. she does not know about Merlin or Gan- I feel compelled to respond to the com- dalf?” However, I did like his other ideas, ments made by Paul Bleiweis regarding his especially about rules (it is far better to uneasiness to admit that he, as an “adult,” learn each one as the situation presents enjoys role-playing games. I am 30 years itself, but not before). You can’t say that old. I earned a master’s degree in 1987, just because someone is not familiar with and became a doctor in 1991. I am happily fantasy or science fiction, they never will married, play golf, work out daily, and Only a game? You bet! like it. If they are not comfortable with the have a strong belief in God. I also enjoy Want only the best for your gaming dol- ideas involved at first, ask them instead to role-playing games. lars? See “Role-playing Reviews” in play a character they can relate to and I have not “grown out” of heavy metal this issue for expert advice on the best understand (maybe a fighter or a thief, for music, nor do I expect to stop playing the role-playing games you can find! example). After all, this is what all of us AD&D game. For those people who chide 86 AUGUST 1994

use with his Kromosome setting for the ® game. Two of the most talented and prolific writers of RPGA tournaments (not to mention a few freelance game products), Nicky Rea and Tom Prusa, contribute their own visions to the AL-QADIM® and ® settings. Care for a little run through the shadows? If so, you may want to consider one of the two new * arche- types from one of the creators of the game, Tom Dowd. Or if superheroics are more your style, then TSR’s has a new CHAMPIONS* character for you to include in your campaign. provides terrific new adventure ideas for your * campaign and two deadly villains to face your char- acters in the BLOODSHADOWS* game. All players of the PARANOIA* game will want to take the Troubleshooter’s Exam.

Columns Magic numbers So this is a typical issue of POLYHEDRON Newszine, right? Not at all! These sorts of special features make up about one third Three is a magic number for most west- BLOODSHADOWS*, SHATTERZONE*, of a typical issue of the Newszine. What ern peoples, but if you go far enough east, PARANOIA*, and * games you’ll usually find are two or three arti- it’s eight that shows up most often. Almost won’t be disappointed either! cles, an adventure, and then several excel- every civilization uses a base ten counting POLYHEDRON Newszine #100 will include lent regular features. system (our number of fingers and toes articles from some of the biggest names in Roger E. Moore’s “The Living Galaxy” probably helped decide that one). Twenty- gaming, professionals and talented fans science-fiction column is one of the most five and fifty are the great numbers for alike, and all of them members of the interesting, fun-to-read, and useful wedding anniversaries. When it comes to RPGA Network. columns in any gaming magazine. This publishing periodicals, there’s no magic TSR veteran’s commentary on SF cam- number more significant than 100. Features paigns applies just as well to fantasy, hor- POLYHEDRON® Newszine celebrates its So what exactly will you find in issue ror, , or any other genre of 100th issue this October, so if you aren’t #100? Let’s start with a brand-new role-playing games. Whatever game you already receiving it as a ROLE-PLAYING DRAGONLANCE® saga story by Margaret play, Roger’s advice, anecdotes, and exam- GAMES ASSOCIATION™ member, now’s Weis. We thought that might get your ples will help you make it better. the time to join. This milestone issue show- attention. Are you a fan of the FORGOTTEN cases a wide variety of the sorts of fea- Margaret’s story and all the articles in REALMS® setting? If so, you’re missing out tures you’ll receive every month as an this issue are brand new and will appear on some of the most interesting locations RPGA® Network member, and that’s not to nowhere else (except one article/which in Faerun if you’re not reading Ed Green- mention the excellent monthly columns has never appeared anywhere else in wood’s “Everwinking Eye”. Not only is Ed you’ll find nowhere else! You can’t find this English). The only way you can get them is one of the best-known Network members, on the newsstands—the only way to get by joining the largest gaming organization but he’s also one of the most frequent POLYHEDRON Newszine is to join the in the world: the RPGA Network. contributors to the newszine. Ed already Network. If you’re one of the many players of this has reported on the Vast and Turmish, and In order to celebrate the many gaming year’s hot AD&D game PLANESCAPE™ soon he’ll guide POLYHEDRON readers to worlds that have provided so many won- setting, you’ll love the setting’s designer even more fascinating regions of the derful adventures, characters, magical Zeb Cook’s travelogue of the planes. If it’s Realms. items, and spells for the newszine, issue medieval you prefer, TSR’s Films like Ladyhawke, Star Wars, and #100 will include features from a wide Bruce Heard will give you a “Squid’s Eye Dracula provide countless ideas for play- variety of role-playing game settings. View of Mystara”, the newest—and ers and game masters alike, but what AD&D® game players will be happy to see oldest—of TSR’s fantasy game settings. other films on should you see to that almost all the popular TSR settings Veteran game designer will inspire your gaming muse? Author, editor, are represented, and players of the FASA’s bring us an insight into the changes taking and film buff Jim Lowder advises mem- SHADOWRUN*, I.C.E.’s CHAMPIONS*, place in the world of Athas, while TSR’s bers every month on just which videos to and West End Games’ INDIANA JONES*, Wolf Baur supplies a new organization for Continued on page 96 88 AUGUST 1994

©1994 by Lester Smith Photography by Charles Kohl

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Excellent

The best

90 AUGUST 1994 Quirky games

I love writing reviews. ments made—references to how my gam- ure in Victorian garb, dwelling in a crypt There are several reasons for that pas- ing group reacted to a setting or at the center of a misty cemetery, the sion. For one thing, the collector in me is mechanic, for instance. Items covered in crypt’s interior being decorated like a always thrilled to discover new products the Short and sweet section are sometimes cross between a Victorian parlor and an and peruse them. I find myself reading an exception. That section is intended as alchemist’s lab.) When Stalkers reenter the games—especially role-playing games—as an announcement and general impression realm of flesh on their missions, they if they were novels, enjoying the drama of of new products, not in-depth reviews of manifest as nearly human versions of their their settings, the character possibilities, them. But even then, the bulk of the spiritual selves. These are called Vessels, and the plots they allow for (it is especially games included there are chosen because and their attributes can be recrafted from nice if there are any sample adventures I’ve played them and found them interest- mission to mission, allowing the charac- included). ing in one way or another. ter’s abilities to vary widely. For another thing, my designer side Next time, I’ll talk a bit about my The game invents quite a lot of new takes delight in analyzing the strengths thoughts for the shape of a game review. vocabulary for such a small book, but it is and weaknesses of a game, from concept, But now it’s time to turn to the quirky all evocative of the mythology being cre- to mechanics, to presentation. Any theo- collection of RPGs covered this month. ated. This helps to get players in the mood ries I have concerning what makes a good for adventures, as does the ritualistic game are either confirmed or challenged WHISPERING VAULT* game nature of calling the hunt, summoning during that analysis. And I thoroughly “Black Book” edition 88-page, 5½” x weavers to fashion the PCs’ vessels, sum- enjoy making and testing theories. 8½”, spiral-bound book moning a living bridge to the realm of My writer side gains satisfaction in actu- Pariah Press $10.00 flesh, and, after investigating the adven- ally writing the reviews, explaining and Design: Mike Nystul ture’s plot and confronting the rogue god, justifying the opinions I come away from a Illustrations: Joel Biske, Steve Bryant, Pat binding that god and hauling it back for product with. For a writer, what better Coleman, Daniel Gelson, Jeff Lauben- punishment. A strong atmosphere of pleasure is there in life than to write your stein, Jim Nelson, Mike Nielsen brooding horror and heroic action is con- views about a topic you love? veyed by the text, from vocabulary cre- Add to all this the vicarious pleasure of The “Black Book” edition of this game is ated, to creatures described, to setting promoting some small-press gems that a pre-release version sold only at conven- depicted. truly deserve attention . . . or warning tions. By the time this article sees print, a Game mechanics center around the roll people away from the occasional real full version of the game should be availa- of multiple d6s, the exact number being turkey. There is a certain satisfaction in ble through normal distribution channels. set by a character’s applicable skill. As in drawing attention to people who deserve This mysterious little book is intriguing the * game, players are looking it, whether good or bad. from the very start. For one thing, it has for matched sets of dice, which they add Of course, the reviewing gig also pays, no title on its outside cover—just a strange, for a degree of success. By spending a helping to support my gaming addiction. spiky, red rune. On the title and legal point of karma, a player can reroll any Being a married fellow, that’s important. pages, we learn that the product is the number of those dice, again reminiscent of Naturally, considering how much I enjoy “Whispering Vault” (an ominous title, for the YAHTZEE game. As an RPG mechanic, reviewing games, I have some strong certain), and that the producer is Pariah this works surprisingly well, allowing for a opinions about how the job ought to be Press (an evocative company name, if ever range of results from truly pathetic to done. For one thing, I think reviewers I heard one). The pages inside are a som- incredible, with a hefty bit of influence by ought to play a game before writing about ber, grainy gray in color, with bizarre, the player. Also satisfying is the fact that it. All too often, articles claim to be re- sometimes horrifying illustrations. Visu- damage is divided by a target’s resistance views, when in fact they are merely a ally, then, the product works to set a mood (Fortitude). Again, with a modest range of summation of what a product covers, or a of horror and mystery. numbers, creatures can be created that thinly disguised advertisement. While An initial reading of the game reveals range from incredibly wimpy to absolutely there isn’t anything absolutely wrong with that it has a powerful new mythology as to awesome, in terms of the amount of dam- such articles, they shouldn’t claim to be how reality and the supernatural operate. age they can withstand. Add to this the reviews. A review ought to have some Player characters (PCs) are persons who fact that mortals have die caps against honest analysis to it, and a reasonable have transcended their own mortality to supernatural creatures (sixes are ignored analysis can only be done by actually dwell as Stalkers in the realm of the Un- on their dice), and the action is pushed to playing the game. seen. They serve as otherworldly guard- even more heroic (or horrific) heights. Playing a game before reviewing it takes ians of reality, tracking down rogue gods There are some things missing in this time, of course. (I see this as another bene- who have invaded the mortal realms, edition of the game, however. For example, fit of writing reviews: It justifies taking repairing the breach made, and hauling the description of the shape-changing skill time away from other things in order to the rogues back outside of time to be cast has been left out. More significantly, a cen- play even more games!) To my mind, a into the Whispering Vault (hence the tral concept—the keys of humanity, which game reviewer who writes reviews just game’s name). give the character a reason to care about the from reading the product is like a movie Players design Stalkers with an eye real world—are not explained at all. This reviewer who doesn’t actually view films, toward attitude and imagery. When not on leaves some players to flounder, wondering but merely reads the scripts. Imagine duty, Stalkers exist as Avatars, evidencing why their characters don’t just “waste” any someone claiming to judge foods based on their essential natures both in their chosen mortal who gets in their way. The designer merely reading the recipes. Sure, experi- form and the realm they create as a hide- has promised that the full edition of the ence might give the critic some idea of away. (For example, one of my players game will take care of these problems. how a thing will taste, but the proof is in envisioned his character as a Victorian From the taste given in this black book the pudding, as they say. sorcerer who had died in a confrontation edition, I definitely recommend this game In writing review articles, then, I make with some great evil, only to find himself for anyone who likes heroic horror. It is every effort to play the games covered. existing as an Avatar in the afterlife. Con- one of the most inventive treatments of That should be obvious from the com- sequently, his Avatar is a corpse-pale fig- the subject I have yet encountered.

DRAGON 91 WORLD WRESTLING FEDERA- target, as a number of d6s, often with a ALL-STAR WRESTLING* TION* BASIC ADVENTURE* bonus for one or both wrestlers’ weight, game the attacker’s strength, and relative posi- 96-page, 8½” x 11” perfect-bound book game tions. As a wrestler suffers an accumula- Afterthought Images $n/a 176-page, 8½” x 11” perfect-bound book tion of stun points, his attributes drop by P.O. Box 3096 Whit Publications $19.95 stages (I to IV). What’s more, maneuvers Richland WA 99352 P.O. Box 1397 are categorized by stage as well, meaning Author: Paul Schulze Murray KY 43071 that you have to drive an opponent to Editor: Richard May, with Stacy Schulze (or call 1-800-GAME-WWF 9-5 CST) lower stages before you can use the more Illustrations: Paul Schulze Author: M. David Clark time-consuming and devastating maneu- Editors: Jeff Arnett, Midge Bacon, Bill vers on him. Typically, wrestlers try to pin Here, at last, is a game that begs the Littlepage, & Chris Wilkey their opponents, once they have been question, “How many role-players are just Illustrations: Photos by TitanSports, Inc., weakened sufficiently. But it is possible to dying to play the role of a professional title belt illustrations by B. Nelson do physical damage to them instead wrestler, and how many wrestling fans are Baggett (though a good guy is penalized for such just dying to learn to role-play?” (Oh, sor- things), and, of course, it is always possible ry. I did that bit once already.) Here, at last, is a game that begs the for someone to be counted out while out- Guess what the ALL-STAR WRESTLING question, “How many role-players are just side the ring or suffer a disqualification (ASW) game allows you to do? You got it: It dying to play the role of a professional for using illegal maneuvers (assuming the lets players design professional wrestlers wrestler, and how many wrestling fans are referee notices). and have them duke it out in the ring. just dying to learn to role-play?” There are some admirable things about Considering that it tackles in 96 pages When I first learned that this game was the game design. For one thing, “heroes” what the WORLD WRESTLING FEDERA- in the works, I wondered how it could be and “villains” have some clearly divided TION BASIC ADVENTURE game uses 176 considered role-playing. The concept of abilities, such as the “comeback” for good for, it isn’t surprising that I rate ASW playing wrestler versus wrestler in the guys and “cheap shots” for the bad, and higher. What’s more, ASW does its job ring seemed more like a combat game, and these are affected by just how well loved with style, belying my usual theory that I had been assured that the product would or hated a character is. Also, the fact that writers shouldn’t draw, and artists not take characters outside that arena. maneuvers are ranked by an opponent’s shouldn’t write. In this product, Paul Upon reading through the game, I came to stun ranking lends a nice feel to matches, Schulze handles both quite nicely. The recognize that the theatrics involved in giving them a progression similar to those writing is clean, with an open, engaging pro wrestling certainly qualify as role- in the “real world”. One of the best things style, and so are the illustrations. playing, whether it be mugging for the about the game is the use of stun points. Character creation centers primarily crowd or acting out a particular wrestler’s Characters typically spend a few to posi- around spending from pools of creation personality flaws, such as compulsive lying tion their opponents, then burn the rest points. But there is a bit of randomness or gullibility. showing off to the fans. Points spent show- thrown in here and there, for flavor. First, The WORLD WRESTLING FEDERATION ing off convert directly to points of fan players purchase basic attributes—Power, BASIC ADVENTURE game lets players support. Agility, Quickness, Technical Ability, and design a wide range of wrestling charac- But the game has some marked prob- Endurance—with one pool. Then they ters, including not only wrestlers them- lems as well. Most significantly, the writing determine secondary attributes such as selves, but also managers, announcers, is terrible. Like a bad freshman paper, Damage Bonus, Recovery, Attack Value, and referees. Characters are distinguished rather than stating things precisely, the Defense Value, and the like from those not only by their attributes (Brute book repeats ideas multiple times, relying basic abilities. The number of actions a Strength, Technical Ability, Brawling, upon the reader to compare the various character can perform each turn is deter- Martial Arts, Aerial Tactics, Perception, statements and figure out what it all mined now, as well. As in the I.C.E./Hero Stamina, Constitution, and Business Skill means. This makes it very difficult to find Games CHAMPIONS* and SJG’s CAR for rolled attributes, and Power Bonus, a particular rule during the heat of play, WARS* games, a flow chart determines in Movement Rate, Recover, and Stun Points assuming a reader has waded through the which phases a wrestler may act, based for figured attributes), but also by their morass of text to begin with. That is espe- upon his number of actions. favorite maneuver, special advantages, cially sad, considering how many people Next, players determine their wrestlers’ special disadvantages, fan view and sup- are listed as editors. Also, play depends so backgrounds: federations wrestled in, port, money, and equipment. Through heavily upon page after page of maneuver titles held, and resulting age, for example. most of character creation, players can tables—with some of the most obtuse Backgrounds not only allow for play of choose to roll randomly for results or use footnotes imaginable—that matches can characters with personal histories, it also points to purchase what they wish. crawl along as painfully as a snail with a allows chances for extra creation points to “Combat” is relatively straightforward in broken back. As if that weren’t enough, be spent on skills and maneuvers later. the game. The wrestler with the best fan there is an Advanced Sourcebook in the Those points can be further increased by view and support begins with the initiative works, as well as a Maneuver Handbook. purchase of drawbacks, like “Old Injury” and chooses a maneuver, the opponent Still, the campaign material allows for or “Egotist”. Maneuvers are divided be- chooses a counter maneuver, and then long-running play, and the game includes tween strikes and holds, with a few con- both players roll percentile dice against ratings for sample wrestlers from the cise charts to indicate minimum Technical one attribute or another to find who suc- WWF, such as THE UNDERTAKER*, MA- Ability (strikes) or Power (holds), damage ceeds. Critical successes and failures are CHO MAN RANDY SAVAGE*, and DOINK done, endurance spent, whether the at- possible, and a chart determines what THE CLOWN*, for those interested. The tacker’s damage bonus applies, how hard a happens if both wrestlers succeed, both maneuver descriptions themselves are hold is to break, whether an Irish Whip fail, one succeeds while the other fails, one quite entertaining. In all, the game’s good (flinging an opponent into the ropes) can critically succeeds or critically fails, and so features slightly outweigh its flaws. My be combined with a strike, and the crea- on. On this chart, the wrestler with initia- biggest complaint is that it serves as a poor tion point cost to purchase a level of skill tive always has the advantage. (This means example of role-playing to neophytes who in the maneuver. “Submission” holds are that the term “counter maneuver” is a bit might buy it because of the WWF license. clearly identified, as are “finishing” strikes misleading, as the maneuvers don’t really and illegal maneuvers. A handful of special affect each other.) When a maneuver skills are identified as well, such as “Break succeeds, it causes stun damage to its Hold” and “Distract Ref.” 92 AUGUST 1994 Combat is simple and easy. To begin, FORCE* comic-book series. Prior to re- characters from the . The book players determine which wrestler is acting viewing the game, I had never heard of is heavily illustrated by artwork from the first, based upon the phase chart (with the comics (though several of my artist comic books, always well chosen to match relative Quickness breaking ties). Next, the friends had). For those, like me, not famil- the topics it accompanies in the text. (In- acting wrestler decides on an action, iar with the comic series, the game box terestingly enough, the art of the comic whether it be a hold, a strike, an attempt includes a special “compact comic” that series is no more or less “curvaceous” in to escape a hold, or even a moment of rest explains the origins of the superheroines its portrayal of women than most main- and recovery. For attacks, the acting wres- who make up the Femforce, an all female, stream comics are.) tler adds his attack value to his skill level supercommando team created at the sug- The writing throughout the game is light with the maneuver, and then subtracts the gestion of Eleanor Roosevelt sometime and entertaining, with friendly editorial opponent’s defense value. He must roll around 1943. That mini-comic is accompa- comments inserted here are there for equal to or below the resultant number on nied by a random issue of the FEMFORCE illumination or amusement. The system 1d20 in order to succeed. (Note that wres- series itself, giving a taste of what the seems to hold together nicely, accommo- tlers can attempt maneuvers they have no ladies are up to nowadays. dating a wide range of abilities and power skill for, at a negative modifier.) If success- The SUPERBABES game sets out to re- levels. Most impressively, the rules cover ful, the attacker rolls a number of d6s for create the world of the FEMFORCE, allow- their subject with relative simplicity—this damage, based upon the maneuver per- ing players to take on the roles of MS. in an easy game to play. Most rolls are formed, possibly with a damage bonus for VICTORY*, *, NIGHTVEIL*, made on ld20, seeking a result less than his size. After subtracting his Body rating, STARDUST*, SHE-CAT*, SYNN*, TARA*, or equal to one stat or another. Some few the opponent suffers the rest as damage to BUCKAROO BETTY*, and GARGANTA*, or skills are rolled on percentile dice, when his Body points. Once they reach zero, to design brand-new characters of their multiple attributes are added. Initiative in further damage applies to his Endurance. own for that universe. Reading through combat is rolled on 1d10, with a bonus Zero Endurance and/or Body Points result the sample comics and the game rules based on Moves score. Strangely enough, in negative modifiers to Defensive Value, reveals that universe to retain many trap- rolls to hit an opponent are based upon a thus making the wrestler easier to pin or pings of the Golden Age of comics, when chart which cross-references attacker’s to force into submission. Naturally, there good was good, evil was evil, men were level with target’s Hitability (something are options for disqualification, being men, and women were . . . well endowed like armor class). This is highly unusual counted out when out of the ring, tag- with super powers. The FEMFORCE uni- for a supers game. Some players might team play, and suchlike. verse has not fallen prey to the grit and complain that experience is level-based, After the combat section, rules are pro- darkness so prevalent in the fare of more meaning that characters improve in stag- vided for campaign play. There also are well-known comics companies. And mar- es, rather than a detail at a time, but it physical descriptions for most of the ma- ried to its Golden Age lightness is a gentle, works. And considering the idea’s history, neuvers listed in the book, followed by 14 tongue-in-cheek attitude toward the sex a lot of people are used to it by now. sample characters, and various blank appeal of superheroines. It isn’t camp, nor Overall, the SUPERBABES game mechan- record sheets. sarcasm, nor high farce; rather, it is the ics work to promote story development One of the nicest things about the book sort of thing Marilyn Monroe might have rather than dictate it. A few cases in point is that the chapters are interspersed with starred in if a FEMFORCE movie had been are the use of Do It Twice in combat, the short essays and articles portraying ficti- made during her heyday. maneuvers Love Tap and Attack to Off tious wrestling federations and characters. Like pretty much every other superhero Balance, and the purchase of Bimbo That keeps the overall impact light and RPG, the SUPERBABES game gives players Points. The first allows a character to enjoyable. a pool of creation points with which to make twice the normal attacks during her Complaints are hard to come by con- build their characters. First an origin is initiative phase, provided that she passes a cerning this game. About the worst is that purchased, from such options as Adven- roll versus her Moves stat. Love Tap allows for the sample wrestlers, the designer turess, Artificial Being, Supernatural Acci- a character to knock an Average Joe un- forgot to list Damage Bonuses, Damage dent, and the like. Next comes primary conscious without crushing his skull, and Points, Recovery, Body Points, and phases statistics—Muscles, Health, Moves, Looks, without having to worry much that she of action. But that is easy enough for a Brains, Will, and Personality—from which might hit him too softly for any effect. player to fix. It is worth noting, however, the secondary stats of Power Points and Attack to Off Balance lets one character that the game focuses so much on the HTK (hits to kill) are figured. Though they engage an opponent’s attention and set up wrestlers themselves that it pretty much come during play, rather than during that opponent for a more devastating ignores the reaction of the crowds. (Per- character creation, Fame, XP (experience attack by a teammate. But the Bimbo Point sonally, for my own play, I plan to adapt to points), and Character Level also are con- rule is a true shining point in the game. this game the WWFBA game’s rules for sidered secondary statistics, as are Bimbo Basically, by accruing one Bimbo Point, a positioning opponents and showing off for Points. (“What?” I hear someone ask. “A character can declare that her superpow- the crowds). In all, though, this is an admi- level-based supers game?” Wait a tick, and er will work at maximum effect, without rable product. all will be revealed. Yes, even Bimbo any random roll. By taking on two Bimbo Points.) After that, players purchase a Points, the character can accomplish SUPERBABES* game superpower or two, or more, for their things normally impossible with the Boxed set containing 142-page rule book, characters, saving some points for skills, power, basically stretching the power to GM screen, fold-up character figures, of course, and possibly gizmos (you know, its theoretical limits. This lets players color poster, character sheets, Florida things like glider capes, powered armor, simulate the wahoo actions and deus ex mapsheet, Orlando mapsheet, and two blaster rods and such). With those things machina resolutions common to comic- comic books done, all that is left is visualization and book adventures. But there is a limit: a Selex, Inc. $17.50 description of the character, and a new character can only take on three Bimbo 302 S. Center St. Eustis FL 32726 superheroine is launched upon the world. Points total during an adventure. Author: Marc Schezzini and Cameron (Players can design superheroes instead, As adventures pass, a character will Verkaik but that sort of misses the point.) naturally accrue multiple Bimbo Points. Illustrations: Brad Gorby (cover) and AC Combat and damage form an extensive That’s where the second story-telling use Comics portion of the book, of course. After all, of the points come into play. At the begin- this is comic-book adventure. Finally, ning of each adventure, the GM secretly The SUPERBABES game is based on the roughly 20 pages are spent on GM advice, rolls a d20 against each character’s Bimbo characters and universe of the FEM- followed by a short adventure and sample Point rating. If the roll is less than or equal DRAGON 93 to the number of points, the points are On the face of things, the INFERNO also makes the stats a bit easier for the GM wiped away, and a Bimbo Event occurs to game seems designed to offend. Its cover to use. the character at some point during the is done in a fiendish black on red, and the The game’s problems are few, but readi- adventure. A two-page chart of sample front bears an illustration of a definitely ly evident. Most troublesome, of course, is Bimbo Events allows the GM to randomly devilish figure on a throne decorated with that many people will be so offended by roll one, and serves as examples of others fanged skulls. Worse, the back cover be- the premise, artwork, and cover copy that that could be invented. Sample Bimbo gins with a line supremely insensitive to many distributors and retailers will be Events include “One of the character’s religious qualms: “Christ died for our sins. leery of carrying the game. Least trouble- powers becomes temporarily unreliable Now it is your turn.” On the other hand, some, though a bit jarring, is the fact that due to freak phenomenon (sunspots, etc.)”, the back copy continues with an appeal to the game assumes a medieval Earth, but “Government decides that character is a “Challenge Evil in its truest form . . .” and nowhere states that. It is primarily threat to national security”, “Character two of the four character types described through the weapons list that the reader gains 10 pounds—and everybody notices”, are decidedly heroic. Players can be learns the fact for certain. Prior to en- and the dreaded “Character’s costume priests searching the netherworld to res- countering that list, I kept expecting to be destroyed during battle in public”. cue abducted innocents, or damned spirits able to design modern characters. Granted, there are some troublesome struggling to achieve redemption. Unfortu- But there is one other significant prob- things about the game. For one thing, the nately, the other two character types are lem for the game to survive, and that is physical components are a bit cheap. The necromancers and demons seeking to that it seeks to straddle the fence in terms rule book has a thin, blank, paper cover, conquer Hell, which rather flies in the face of heroism and senseless brutality. On the for instance, relying upon the wrap- of heroic play. But as a whole, the back one hand, it clearly supports themes of around GM screen for durability and copy certainly conveys the dichotomy of mercy, faithfulness, and redemption in color. And the fold-up figures are printed playing styles possible with the game. play. And given the darkness of the set- on such thin stock that I’m afraid they More about this later. ting, heroic acts shine forth tremendously, might collapse under their own weight. The text inside the book is satisfactorily making players feel great about them- Certainly the slightest sneeze will blow written and edited. There are no confus- selves. If this were the one goal of the them yards away. But considering the ing glitches, and the tone overall is engag- game, I could heartily recommend it. modest price, I’m not complaining. It ing. The interior artwork ranges from Unfortunately, however, the game just as should be noted that the use of power “sorta cheesy” to respectable, with an clearly panders to hack-and-slash play. points as “fatigue” in combat slows things occasional piece rising to the level of ap- And again, the darkness of the setting down a bit, though this is not a major plaudable. Most importantly, it is unified, intensifies the impact of the cruelty and flaw. Some combat maneuvers require evoking a common vision of hellish crea- selfishness inherent in that style. Ulti- multiple actions to perform, which makes tures and their brutality. (It should come mately, I fear, players who opt for this them extremely difficult for low-level as no surprise that female demons wear style of play will eventually grow bored characters to succeed at. little in these illustrations.) Also evident in with having their characters torment less I suspect, however, that the SUPER- the artwork is the Dantean nature of the powerful creatures, and will become frus- BABES game’s biggest problem will be game’s setting. trated when their own characters suffer overcoming people’s tendency to brand it The game system itself is quite good. at the hands of creatures more powerful as sexist and sneer at it as “politically Character creation is a combination of “tem- than they. But because the game doesn’t incorrect”. My mail over the next several plate” and skill choice—as is common in actually promote heroism over brutality, weeks will likely demonstrate that. games nowadays—allowing characters to be these players aren’t encouraged to give created quickly, but also distinctly. Players heroic play a try, so they won’t learn just INFERNO* game choose a race (mortal, shade, hellspawn, or how deeply satisfying it is in this setting. 136-page, 8½” x 11” perfect-bound book imp) and randomly roll attributes, with More likely, they will just toss the book Deaths Edge Games $13.00 modifications for race. Next, they choose a and go back to their combat video games, 3906 Grace Ellen Dr. class (priest, layman, or necromancer for Colombia MO 65202-1739 mortals and shades; demon for hellspawn Short & sweet Author: Gabe Ivan and imps) and determine skills (some as- Cemetery Plots by Kathleen Williams Editor: Casey C. Clark signed by class, others purchased with crea- and Joe Williams (Marquee Press, Inc., Illustrations: Thom Thurman and Sean tion points). Class also determines faith 14314 SW Allen Blvd. Suite 400, Beaverton Parrack, with The Clark Clan and Gabe status (Faithful, Doubtful, or Infernal) and OR 97005, $14.95). Ivan equipment availability. Finally, players invent This 128-page sourcebook for the LOST a name, background, and motivation for SOULS* game is packed full of excellent Some games go out of their way to be their characters. material for GMs and players alike. The shocking. With a “bad boy” image, they Skills and attributes are ranked on a book expands the LOST SOULS game’s can seize more attention in a crowded scale of roughly 1 to 20, and a d20 is used occupations and types, and lists market. And by taking a defiant posture, for event resolution. Attacks have a base additional supernatural NPCs. But more they entice the rebel in each of us, making damage rating, depending upon the weap- importantly, it explains places other than them particularly appealing to young on type, and for every two points by Limbo for ghosts to hang out in (from people striving for independence from which an attack roll succeeds, an addition- “focuses” for individual haunters, to parents, teachers, and bosses. In some al point of damage is done. By combining “realms” for group hauntings on Earth, to cases, when defiance is all they have going the roll to hit and to do damage in this “outer planes” for whole other worlds of for them, such games almost parody them- way, combat is kept quick and exciting. ghostly existence), with many adventure selves. Their rebellion is empty, a mere The game contains two different listings suggestions. Also included is “Night of the childish posturing. On the other hand, of magic: divine (for priests) and sorcery Headless Biker”, a full adventure to supple- when designers are talented and put some (for necromancers). Following that materi- ment your LOST SOULS campaign. thought into their creation, games such as al is an extensive listing of infernal crea- * Magazine (Alderac Entertain- these can be both fun and instructive. tures and realms. Interestingly, the ment Group, 17880 Graystone Avenue Their radical settings lead to cathartic, creatures’ statistics are not given with. #203, Chino Hills CA 91709, $3.50 single “wahoo” action, while also coaxing us to their descriptive text, but rather in a sepa- issue, $21 bimonthly, annual subscription confront and examine our personal values. rate chapter. Not only does this allow in the U.S.). That claim may seem audacious, but the players to read the creature descriptions I really like SHADIS magazine. A truly INFERNO game serves as an illustration. without seeing important game stats, it independent publication, it covers a wide

94 AUGUST 1994

range of topics in the gaming hobby, and always entertains. Inside each issue are general use articles (such as graffiti-driven magic for dark-future campaigns), generic adventures, adventure hooks, news and rumors, and three of the best comic strips in the industry: the BRIGHT FUTURE* adventure comic, the newly resurrected FINIEOUS FINGERS* strip, and the KNIGHTS OF THE DINNER TABLE* strip. The magazine also regularly publishes lists of in existence. What’s not to like?

Lester Smith is a game designer and editor at TSR, Inc., and has worked on projects for various other game companies in the past. He makes something of a hobby of collecting new, small-press products, par- ticularly quirky role-playing games, which explains the focus of his periodic review articles in this magazine.

* indicates a product produced by a company other than TSR, Inc.

Game Wizards Continued on page 88 seek out and which to avoid at all costs in his “Into the Dark” column. For those who like the games that cry out for the attitude, “Don’t just run well; trip your neighbor”, then you’ll want to learn the sneakiest tricks for “Weasel Games” from the grand weasel himself, TSR designer and editor Lester Smith. What else? Notes from Network HQ, convention announcements, contests, letters from members, contests, classified advertisements (free to any Network mem- ber), contests, and sometimes an article that turns the focus back on you, the Network member (did I mention con- tests?). Other benefits The newszine is the biggest benefit of joining the RPGA Network, but it isn’t the only one. Members receive a cool Network pin, a membership card, a 10% discount on all merchandise from the Mail Order Hobby Shop, the opportunity to order members-only merchandise and run free classified ads in the Newszine, plus a varie- ty of special privileges and discounts avail- able at conventions and through the newszine. Network members form clubs, organize conventions, raise money for worthy charities, compete in contests, and write articles and adventures for the Newszine. What are you waiting for? Fill out the membership card in this issue, and send it in right away to make sure you receive the special 100th issue of POLYHEDRON Newszine, and get in on all the fun and games of the RPGA Network!

* indicates a product produced by a company other than TSR, Inc.

96 AUGUST 1994

utside, I feel the bottle tumble in the waves. If I had a body, I would be sick to my stomach. Instead, I form an eye out of the dust and watch the black Time in A turn to gray to sparkling blue. The bottle comes to rest on the sand, and I wait. I’ve lost track of the years since my bottle was last Bottle washed ashore. All I remember is the emptiness of those years. Counting them seems pointless. Instead, I try to remember the palace of the caliph of Baghdad or the glit- tering wonders of the Cave of Winds. I paint them in detail in my mind’s eye and live in those places while I wait to be found once again. Now I have my chance, and time seems to be moving slower than when I was under the waves. I wonder what it will be like to see actual sky and land again, to talk to somebody besides myself again. I just hope I’m not found by some fool who uses all his wishes in three minutes and banishes me backs here. by P. Andrew Miller So I wait and feel the bottle grow hot under the sun. I poke a bit of my energies at the seal, but the Binding of Solomon holds fast. I feel like sighing, but it’s not worth the effort of forming lips and lungs to do it. I just hope that someone comes along before high tide returns to claim me and deny me this chance. I sense the light becoming brighter through the glass and can feel the heat increase. It must be close to midday. Surely someone will find me soon. Or have I washed up on a deserted isle? By Solomon’s ring, that would be my fate. I try not to think of that, but instead remember the last time I was let loose. His name had been Omar, a poor fisherman. (But then, weren’t they all?) He dragged my prison up from the depths in his nets. He pulled out the stopper and stood in awe as I formed myself from the mists and dust. But in the end he had been as boring as the rest. “I want a ton of gold”, he said. “I want the most beautiful woman in the world”, he said. “I want a boat to sail the seven seas”, he said. At least that last part had been some- what original. But after I had granted his wishes, it was back into the bottle to be washed overboard during a storm. Occasionally, I wonder what happened to Omar. Now I feel a slight tremor through the glass. I create an ear and press it up to the side of the bottle. I’m almost sure I hear footsteps. I dissolve the ear and whirl my ener- gies near the stopper. I plan to impress whoever opens it. I wait at the mouth of the bottle and I can’t believe how long it takes. The centuries at the sea bottom never seemed as long as this. Finally, I feel the bottle rise as someone lifts it. I press against the Binding, and the stopper starts to move. The Binding starts to bend, then it is gone, and I know the hole is there. I burst out in a swirl of energy and light. I soar into the sky, feeling the heat of the sun, the green energies of plants, the cool blues of the ocean behind me, and I swirl in tune to it all. Then I feel the power of the Binding close in upon me, and I reach out a tendril to the mind of the person who found me—a young man—to see what he wants me to be. Illustrations by David O. Miller

DRAGON 99 With that image in mind, I gather what I need from the fuzzy as my arms and hands grow. Then I reach down air about me, pulling in dust and moisture, finding the and pick him up. elements I need to form a whole body! “What?” he starts to say, but I wrap him in a bubble of I start with the head, and hair black as the ocean’s bot- air and then dive into the sea. I swim out past the point tom. Then I build my face and shoulders that slide into where the shelf drops off into the depths of the ocean. I round breasts. I swirl about and create a flat stomach and carry him down past fishes that flash like little jewels in narrow waist. Finally, I pull in enough dust to give me the sun, past sharks that look at us with hungry eyes. I curved legs that end in small, dainty feet. carry him from the blue to the gray to the black, where From the outer air, I pull in sparkling motes to form my the sun does not probe with its golden fingers. blue eyes. Then I open them and see the awestricken stare Finally I stand on the bottom and place him next to me, on the lad’s face. I almost smile, then realize I forgot my keeping a tight hold on the air that surrounds him. Then I teeth and tongue. Oh, it has been too long. Once my face hold up my hand and release some of my own energies as is complete, I do smile down at him. light. “Greetings to the Master of the Bottle, from Nijtal, of I hear him gasp as the monstrous bulk of the kraken is the Sixth Tier of the Third House of Djinn. By the power revealed to him. A white mountain of flesh, it raises one of the Binding of Solomon the Wise, King of Kings, I am chalky tentacle the size of a cedar tree, and fish with big yours to command for three tasks.” eyes and glowing balls dangling from their heads swim out I fall silent and wait for his response. Please, O Lords of of the way. It reaches toward us, and I snuff the light and Air and Fire, don’t let him be too quick about it. grab the man. I shoot toward the surface and break the I don’t think I have to worry about this one, though. I waves in a spout of water. Then I carry him back to the stare at him through my new eyes, and he stares back at shore and place him where he stood before. me with eyes the color of tea. He has black wavy hair and He blinks a few times, staring down at his feet, then the dark skin of the men of this region. He wears a loose looks up at me. “Thank you,” he says. shirt and baggy pantaloons. His feet are strapped in by “You have two more wishes,” I say, “and be glad I am sandals. His hands are smooth, and though he is muscu- not a malicious efrit, or I could have taken you there with- lar, he does not have the heavy muscles of a working man. out air or left you for the kraken.” This is no poor fisherman, thank Ormazd for that. His face turns gray, like paper after it is burnt. “A djinni?” he says. “I’ll remember to be more careful.” I keep smiling and nod. I feel the Binding reaching out for me. “What is your “I don’t believe it”, he says, shaking his head. second wish, O Master?” “I could prove it to you, but that would take one of He shakes his head. “I don’t think I’m ready for that your wishes. Isn’t it enough that I appeared when you yet. And my name is Mustaph.” opened the bottle, and now stand on the air before you?” “Yes, Master,” I answer. He doesn’t say anything, but turns his gaze to the bottle “Well, let’s go back to my cottage and I’ll think about in his hand. this.” “I’ve heard the old stories, of course, such as the tale of I smile at him. This may turn out to be a good experi- Omar the fisherman, but I . . .” He looks up at me again. ence yet. But I still feel the Binding upon me, pulling me “So what should I wish for?” he asks. back. “You know your mind better than I”, I answer. “I must go back into the bottle,” I say. “But you can “Yes, I guess I do.” He finally returns my smile, and I summon me once more when we reach our destination.” wonder where I will find a ton of gold to bring to him. “Do you have to?” he asks and now I know I like him. “I guess it’s traditional to ask for gold or gems at this “Yes, I have to,” I say. point?” He sighs. “Very well.” He holds the bottle up toward I nod my head, relishing the feel of that gesture again. me, and I close my eyes. Then I relax my concentration “Most people do.” and let my fires swirl, casting the dust and mist back into “Yes, I guess most would.” the air. Finally nothing is left but my true energies and the “Is that what you’d like?” I ask. Binding sucks me back into captivity. He shakes his head. “No, I don’t think so. Not yet. Inside, I can still feel the heat of the day, and I realize First, take me someplace no other man has ever seen that Mustaph has not put the stopper back in. I pull in before.” some matter and form an eye to stare up at him. He is I blink. That’s the first time in all my centuries of servi- attractive with the way his hair brushes against his neck as tude that I’ve been asked that one. he walks. And he is definitely not a fisherman. No fisher- “Are you sure?” man had ever wished for what he did. I wonder what he “Yes.” does for a living. I try to think of where to take him. The Cave of Winds The walk is not a long one, or at least not to me. It’s so crosses my mind, because I’ve not been there for nearly a nice to stare at something that doesn’t have scales. But we millennium, but I know that at least one man has been finally reach his house and enter. Mustaph is no longer there. The Well at the World’s Edge has also been visited framed by blue sky but by tan walls. He puts the bottle before. There is only one place I can think of. down somewhere and walks off. I wish that he would “Prepare yourself”, I say, and call forth more particles come back, because I find the ceiling boring to look at. I from the air to increase my size. I let my bottom half grow almost dissolve the eye, but he comes back.

100 AUGUST 1994 He looks down into the bottle and his brown eye widens truth, she despised Omar and fought with him on the as he peers into mine. Then he leans back, coughs, and boat. He finally abandoned her on a small island. Then he says, “Er, I summon thee, O djinni of the bottle.” sailed off again, but a terrible storm blew up. The boat The Binding loosens at those words, and I can once would have done fine except that it sat low in the water more force my way through into the air. Quickly, I pull because of all the gold aboard. Finally, it took on so much what I need from the surroundings to form a body, though water that it sank, and Omar and the boat vanished be- this time it is much smaller, and I stand on the table in neath the waves.” front of him. In this form, I can resist the Binding a little He stops his tale, and I shake myself out of my reverie longer. when I realize he has stopped speaking. “Have you decided on a second wish yet, O Master of “So that’s what happened.” the Bottle?” I ask. His eyes grow wider. “That was you?” he asks. He folds his arms on the table top and looks into my I nod. face. “I guess I better watch what I wish for.” “No, not really. I would like you to talk to me though. I feel the old fires surge forward, and I hold them in Does that count as a wish?” check. “I didn’t know what would happen to him,” I said. I’m not sure how to answer him. No one ever wanted to Mustaph leans closer. “I’m sorry. I didn’t mean to talk to me beyond telling me to fetch their gold or make imply that you had anything to do with it.” them king. I let the fires subside and nod once. I don’t want to “I guess not,” I answer. make him angry at me. I enjoy this freedom. “Good,” he nods. Mustaph moves even closer. “I bet you know a lot of I nod back and we lapse into silence. He drums on the stories as well,” he says. “Even more than are in my table with his fingers. I cock my head to the side and gaze books.” He waves his hand behind him, and I notice the into his eyes. leather-bound volumes on the shelves. So he is a scholar. “Well?” he said. “I suppose,” I answer. “Yes?” I reply. “Good. Then I now want my second wish.” “Aren’t you going to talk?” A lump appears in my chest, and I think about dissolv- I feel a faint heat rise to my cheeks and realize that I’m ing my heart. I don’t, though. I just nod again. blushing. I can’t remember if I’ve ever done that before. “Then, O Nijtal of the bottle, tell me all the stories you That realization makes it worse. know.” “I’m sorry,” he says, “I didn’t mean to embarrass This time my eyes grow wide. All the stories? Does he you”. know how long that will take? My energies sing within I finally get control of my emotions and look back at me. This is wonderful. him. “What would you like me to talk about?” “When would you like me to start, Master?” “I don’t know. What’s it like being a djinni?” “Wait a minute,” he says. He leaves the table and I stare at him. What’s it like? It’s horrible. Trapped in a comes back with a quill pen and some parchment. “You bottle for eons. No one to talk to. Nothing to see but can start now, but speak slowly so I can get it all.” shades of light through dark glass. Wanting to be free and I stand near his hand and start in on the first battle combining your energies with those of the sun and the between Ahriman and Ormazd. He writes as I talk, put- land and the water. ting my words into loops and squiggles I don’t recognize. “It’s boring and lonely,” I answer. I am glad I kept my heart for I am happy. I can tell he expected a different answer. “Oh,” he says, and once more we lapse into silence. I finish my last story. It took Mustaph longer than usual Something he said earlier nags at the back of my mind, to write these last few down. The arthritis in his hands and I finally have to ask him. kept him from writing faster. But finally he scrolls the last “Master? You said you knew the story of Omar the word from my mouth and puts his quill down. Then he Fisherman. Can you tell it to me?” stretches and yawns. He blinks and leans back. “You want me to tell you a “Well, Nijtal, I’ll have to get more parchment before story?” I nod. we begin again. But I’m sure these stories will bring an “Well, the story goes that Omar found a djinni in a even better price than the others.” bottle much like I found you. He released the djinni and I walk across the table top and place a wrinkled hand on asked for a ton of gold. The djinni brought it to him. his. (I decided long ago to make my body reflect his.) Then he asked for the most beautiful woman in the world. “There will be no need, old friend. That was the last of And the djinni flew off and then brought back the most my stories.” beautiful woman in the world to be his wife. Then he He blinks wrinkled lids over those eyes that now look asked for a wondrous boat to sail the seven seas, and the like strong coffee. They brim over with surprise. djinni built him a boat. Then the djinni returned to its “The last?” bottle after fulfilling the three wishes. However, Omar I nod. kept the bottle, thinking one day he might be able to call “My second wish is finished?” upon the djinni again. Then he had all his gold put on his “Yes,” I say. boat, and he took his new wife and set sail. However, he “Oh,” is his only reply. did not ask the djinni to make the woman love him. In I too feel the sadness. But even I knew that one day my

DRAGON 101 stories would come to end. I knew one day that I would solves with a large part of my body. I recover and pull the have to return to my bottle. The binding has long been dust back to me. denied and grows stronger each day. Mustaph’s wish and “I don’t know if it can be done,” I say. love for me has given me the strength to resist. But it “It is my wish.” won’t last much longer. “But . . .” I don’t know how to finish. Can it be done? I squeeze his hand. “It’s time to make your third and Can I bring him into the bottle with me? There is only last wish, my master.” one way to find out. Mustaph stares out the window and strokes his gray I cast away my physical form and let my energies swirl beard. “I don’t want you to go, Nij.” free. Then I reach out a thin tendril, searching for Mus- “I don’t want to go. But I must.” taph’s own fires. I don’t have far to search before I see his A silver tear slides down his cheek, and I feel like crying own energies pulsing red and blue and yellow like my myself. own. I reach for them and touch them. I feel a tingle and “Think of all these years we’ve had together. I thank then I feel Mustaph. I pull his fires into my own. We you for them, Mustaph. I have never been free for this merge, become one. Then I surge out, pulling him with long and I have you to thank for that. These memories me. will keep me sane for centuries once I am back in my I form a quick eye for both of us to see through. His bottle.” body stands before us, then it slowly falls to ashes. I dis- He still stares out at the horizon. solve the eye. “Mustaph?” The Binding grabs for me, pulling me back into the Finally, he looks down at me. “I know my third wish, bottle, but I hold onto Mustaph and the Binding siphons Nijtal of the Djinn.” us both in. Such is Its strength, it sucks the stopper in I back away. He hasn’t been this formal in decades. behind it. Once more I am trapped, but not alone. “What is your wish, O Master?” I sense his voice come through the energies. He smiles and leans closer to me. “I wish to spend eter- “So tell me, Nij. Tell me again of the first battle be- nity with you in your bottle.” tween Ahriman and Ormazd.” At his statement, not only does my jaw drop, it dis-

102 AUGUST 1994

104 AUGUST 1994 Gunnar Thorson©1987, 1994 Manui & Adams by Barbara Manui & Chris Adams/Artwork by Ken Widing DRAGON 105 106 AUGUST 1994 by Skip Williams

If you have any questions on the games You might decide that vampires do get Alright ya’ berks, what’s the produced by TSR, Inc., “Sage Advice” will older and more powerful with unnatural chant? The PLANESCAPE boxed set answer them. In the United States and aging, but are forced to hibernate (with its doesn’t give any height, weight, or Canada, write to: Sage Advice, DRAGON® attendant disabilities and risks) more often age charts. How’s a blood supposed Magazine, P.O. Box 111, Lake Geneva WI as they add unnatural years to their lives. to know how much a bariaur 53147, U.S.A. In Europe, write to: Sage You might decide that vampires and weighs? Or how tall a or Advice, DRAGON Magazine, TSR Ltd., 120 other undead are immune to all forms of githzerai is? Fess up addle-coves, ya Church End, Cherry Hinton, Cambridge unnatural aging. Time may weigh heavily goofed! All kidding (and planespeak) CB1 3LB, United Kingdom. We are no on a vampire’s mind and the passing dec- aside. What are the height, weight, longer able to make personal replies; ades may tear away at its body, but there’s and age limits for these three races? please send no SASEs with your questions no reason to assume that a vampire really Githzerai use the human age tables from (SASEs are being returned with writer’s ages in the same sense that a living crea- the PH. Githzerai are roughly human guidelines for the magazine). ture does. sized, but tend to be a trifle taller and This month, the sage delves into several thinner. I recommend a base height of 60” different AD&D® game worlds and con- I’m thinking about bringing some with a modifier of 2d12” and a base siders some follow-up questions to the of the new DARK SUN® setting weight of 100 lbs. with a modifier of 5d10 April Fool’s column in issue #204. weapons from issue #185 into my lbs. Use the same numbers for males and non-Athasian campaign: the bard’s females. What are the advancement limits friend, cahulaks, and tortoise , being planar crossbreeds, vary and allowable multi-classed combi- blades. Could a druid use these considerably, but are man sized. I recom- nations for tieflings (from the new weapons if they were made of bone, mend using the human, elf, or half-elf PLANESCAPE™ setting)? wood, or stone? Druids can wear height and weight tables. Pick one or Officially, tieflings can be fighters, rang- leather armor after all. Also, will determine it randomly (but don’t use two ers, wizards (including specialists), priests, there ever be a Complete Druid’s different tables to generate one character’s thieves, or bards. The allowable multi- Handbook? height and weight). Use the half-elf age classed combinations for tieflings are: For starters, I don’t recommend adding tables for tieflings. fighter/wizard, fighter/priest, fighter/thief, three weapons to the druid’s list of allow- Bariaur are about the same size as cen- wizard/thief, and priest/thief. Advance- able weapons. Speaking unofficially, I taurs, but a tad smaller. I recommend the ment limits for tieflings are: wizard, 14th think it’s fine to add some distinctiveness following numbers for males: 77” plus level; rogue, 15th level; priest, 10th level; to your campaign by expanding the weap- 3d6” and 700 lbs. plus 4d20 lbs. For fe- and fighter, 12th level. Single-classed tief- on lists. On the other hand, it’s easy to get males: 74” plus 3d6” and 660 lbs. plus lings can exceed these limits by two levels. carried away. I’d hold the additions down 4d20 lbs. A bariaur is usually about three to one new weapon for druids, maybe two feet longer than it is tall. Van Richten’s Guide to Ghosts says if a PC druid from your game actually (on page 31) that a ghost can retain visited Athas and came back home to tell Where within Myth Drannor is any psionic powers it had in life. I am the tale. Looking over the three weapons The Dawnspire (the temple of La- a big fan of psionics, so I allowed this on your list, I’m inclined to eliminate cahu- thander)? I’ve looked through the rule to apply to any undead with a laks first because they are the most unlike book twice and I can’t find a clue. I fairly good Intelligence score. Then the weapons already on the druids list. know the site is supposed to cover one of my players pointed out that The bard’s friend seems to be something about five acres, but there’s no scale since vampires advance in power by like a dagger, albeit more complicated. on the map. Is that an oversight? age a psionic vampire could use the There’s no reason druids couldn’t use TSR’s Karen Boomgarden and I also Aging power to become immensely metal versions of this weapon; they’re spent a great deal of time poring over the powerful. What should I do (other allowed to use metal daggers and scimitars book and the Myth Drannor maps trying than drop the rule)? after all. I have doubts about tortoise to find the answer to this one. (The floor There are several things you can do: You blades. Essentially, a tortoise blade is a in Karen’s cubical is just about large might decide that undead subjected to the combination weapon and shield, which enough to accommodate all the maps at Aging power get older, but don’t get any doesn’t strike me as very druidical. If you once. An onlooker would have had a more powerful. Vampires get more power- decide to allow druids to use tortoise grand time watching the two of us trying ful as they age mostly because they accu- blades, I recommend that you restrict to study the maps without soiling or tear- mulate knowledge and generally improve druids to tortoise blades made of natural ing them with our shoes.) Karen and I themselves through long practice at what- materials (such as the ones you mentioned suggest placing the temple in the West- ever they do. The various forms of unnat- in your question) because they function as fields area, just south of the Burial Glen ural aging don’t provide any opportunity armor. (see the Campaign Guide to Myth Drannor, for meditation and self education, they The Complete Druid’s Handbook is at the page 15.) just wear at the body and mind. Under printer as you read this. Look for it at There isn’t supposed to be a scale print- this house rule, a vampire might be forced your favorite game store in September; its ed on the maps. Myth Drannor’s Mythal, into hibernation by unnatural aging, but it TSR product number is #2150. see the Campaign Guide to Myth Drannor would not gain any new abilities. pages 22-31) and the corrupting influences

DRAGON 107 of all the gates and wild magic make all planar “see” that would identify a ment if he gets caught? distances within the ruins distorted and portal? Priest spells are not common knowledge variable. Yes, planars really can see portals. Ac- to sha’irs; a sha’ir cannot send his gen cording to page 9 of A Player’s Guide to after a priest spell until he has witnessed it Do githzerai PCs retain their plane- the Planes, a planar sees a glowing outline being used at least once. Sha’irs are not shifting ability? If not, why not? The when she looks at a portal. Common sense priests and always risk divine displeasure original githzerai were psionic. What (and game balance) suggests a few limita- if they decide to try casting priest spells. happened to this ability? tions: A gate or portal must be active to In the case of devout sha’irs, it’s best to No, player-character githzerai don’t have show an outline; if a temporary or shifting assume that is the sha’ir’s own deity that any plane-shifting abilities. The most likely portal is not active when a character looks takes him to task if he is caught meddling reason for this is that the ability is some- at it there is no outline and there is no with priest spells—the deities of the Land thing that whole communities of monastic way to tell just by looking that there might of Fate take care of their own. githzerai living on their adopted home be portal there sometime in the future. plane of Limbo are able to generate at The outlines don’t glow like neon signs; it The DMG says that flying creatures need. Independent githzerai living in other takes a long, careful look to discover one. I have a daily movement rate in miles places throughout the multiverse don’t suggest one turn to search a 10’ x 10’ area equal to twice their flying speed if have this ability. Perhaps they give it up for outlines. No die roll is required—if a the air is calm. The world map in voluntarily when striking out on their planer looks in the right place she finds the new COUNCIL OF WYRMS™ set- own. the portal—but the character must make a ting has a scale of 50 miles per hex. NPC githzerai are psionic (see the special effort. Note that true seeing and Most dragons have a flying rate of MONSTROUS MANUAL™ tome, page 155). warp sense spells make portals stand out, 30, so they can fly a little more than If you use psionics in your game, I suggest which makes finding them a lot quicker. one hex a day. How can the dragons that you allow player githzerai to roll for Note also that planars can’t tell where a in this world ever answer a call to wild talents as though they were human, portal leads just by looking at it. council in the required 15 days? and to become psionicists of up to 12th I was party to a discussion of this very level. Do the sha’irs of the AL-QADIM® problem while the COUNCIL OF WYRMS setting know first- and second-level box was in production. The solution goes Do planar PCs in the PLANESCAPE priest spells as common knowl- something like this: The movement rate in setting really have the ability to see edge? Does a sha’ir have to see a the DMG assumes a 10-hour day at a - portals? I can find only one refer- priest spell being cast before he can erate pace with stops for food and rest. ence to the ability and everything I send his gen to get that particular Dragons, being fantastically strong fliers, read about portals suggest that they spell? Does the deity the sha’ir wor- can stay aloft for 20 hours a day with no are inconspicuous and not notice- ships have any effect on the priest stops at all. This yields a daily movement able without magic. What would a spells he can cast or on his punish- rate of 10 times the basic move, or six hexes a day for a dragon with a flying speed of 30. That’s more than enough to allow any dragon to reach the Council Aerie in 15 days no matter where it starts on the map. An oversight caused this solution to be excluded from the final version of the manuscript. I suggest you treat this kind of extended dragon flight as a type of forced march (see PH, page 120). Note that dragons can fly five times their basic movement rate in miles per day (three hexes for a dragon with a flight speed of 30) and avoid the daily Constitution check. You should as- sume that the oceans surrounding the Io’s Blood island chain are dotted with landing places too small to appear on the map. Any dragons can pause at one of these for a quick nap and snack whenever the need arises. I suggest that you allow a dragon who is trying to answer a summons to council to ignore one failed saving throw during the trip for each age category it has. After the flight ends, a dragon must sleep one day for each day of extended flying, plus one week (15 days in a drag- on’s reckoning) for each failed saving throw. The dragon can postpone the sleep for one week per age category, which should allow it to attend all the council before it has to doze off.

I’ve been diligently updating my two-year-old FORGOTTEN REALMS® campaign to keep pace with all the developments in the novels. When will TSR release updates covering all the changes in Prince of Lies? I’m

108 AUGUST 1994 particularly interested in the cur- are right, the amulet shouldn’t work in the rent state of Cyric and his portfolio, Flow any more than a plane shift or simi- along with Mask and the new deity lar spell would. But, the sidewheeler was Kelemvor. exiting the Flow at the time of the explo- Prince of Lies author James Lowder is sion. I have you at a slight disadvantage, planning an article for this magazine con- because the edited version of the letter taining the very information you’re asking didn’t make that altogether clear. So, while about. The article wasn’t finished when I the ship wasn’t exactly in Wildspace, it wrote this column, but you should see it in wasn’t really in the Flow either. More these pages soon. Also, there has been importantly, I think it’s a very bad idea for some discussion at TSR, Inc. about releas- a DM to reverse a decision that allowed a ing (possibly as early as 1995) a new book to survive a bad situation. of the AD&D game deities. Plans for the Campaigns begin to crumble when players book are not yet official, but it almost are jumping for joy over a miraculous certainly will contain updated information escape and the DM poops the party by on all Toril’s deities. telling them their characters are dead after all. It would have been fine for the I enjoy “Sage Advice” very much, DM to warn the player never to count on but I feel I must reply to some of saving his gnome from explosions in the issue #204’s letters myself. First you Flow via an amulet of the planes again, but claimed that beholders procreate by the ruling should be allowed to stand— means of parthenogenesis. How- lucky flukes happen to PCs from time to ever, on page 69 of the Lorebook of time—that’s why they’re heroes. the Void in the SPELLJAMMER® I’m inclined to think that the Mists of boxed set very clear reference is Ravenloft do not extend into the Flow. made to a beholder “hive mother” or Characters who commit despicable acts ultimate beholder; this implies a are not necessarily safe, however. The gender distinction. Also, you point- Dark Powers are canny, and the Mists ed out all the errors in the letter could be waiting for evildoers upon their about the exploding gnomish si- return to Wildspace. dewheeler except the most glaring one: an amulet of the planes won’t Your discussion of beholders in work in the Flow because alternate issue #2O4 leads me to ask what planes are inaccessible. The charac- happens to a beholder’s eyes when ter, far from gaining 1,000 xp, its body is slain. Do the eyes die should be radioactive toast. You even if they have taken no damage shouldn’t get soft on character death or do they keep functioning until through stupidity just because they, too, are killed? you’re writing for the April issue. No, a beholder’s eyes stop functioning By the way, can the Mists of when the body is killed. Ravenloft reach into the Flow even though access to other planes is The toothless vampire question restricted? from issue #204 reminds me of a I “claim” nothing about beholders. In long-standing argument between issue #204 I merely pointed out what the my DM and me. My character met an MONSTROUS MANUAL tome says about old man one night. After studying beholder reproduction (see page 22). The the fellow with infravision and de- MM material is only speculation, the exact tecting a normal heat pattern, my nature of beholder reproduction is unre- character spoke with the man for a vealed. In any case, your single line from time and eventually shook hands Lorebook of the Void hardly disproves the with him. Zap! The old man was a parthenogenetic reproduction theory. In vampire who drained two levels fact a “hive mother” is not a female be- from my character. My DM explained holder, but a type of beholder-kin (see that the vampire had a normal heat MM, page 25). Note that the term “hive pattern because it had just fed. mother” doesn’t necessarily imply that Wouldn’t the heat left over from a beholders have genders—it’s just a name. feeding be concentrated in the vam- George Washington is known as the father pire’s stomach? of our country, but that does not mean If one assumes that a vampire imbibes that he and Martha are still having bam- and digests blood just as a living person binos. Also note that any parthenogenetic swallows and digests food and drink, then creature could literally be a “mother” yes, a character with infravision might see because it is capable of producing off- just a faint glow in the belly of a vampire spring. Such a creature is not female in that has just fed. Your DM, however, ap- the traditional sense of the term because it parently has decided that a recent feeding reproduces without assistance or interfer- imbues a vampire’s entire body with a ence from others of its kind. semblance of life, at least as far as its heat Regarding exploding gnomish side- pattern is concerned. The concept seems wheelers: I’m sorry, I think overlooking a reasonable to me. crystal sphere’s sheer size and volume is the most glaring error here. As far as escaping via an amulet of the planes, you

DRAGON 109

DRAGON 111

114 AUGUST 1994 DRAGON 115 116 AUGUST 1994 DRAGON 117 118 AUGUST 1994

©1994 by Ken Carpenter Photography by Don Witmer, painting by Ken Carpenter Some color photography courtesy of with a confidence born during 30+ hours of play at two different conventions. Let me explain. . . When I originally playtested the game, I did so with a small group of traditional war gamers. You know the type—you see them at every convention setting up a EUROPA* game. They pay $25 to go to the con, set up for 12 hours, play two turns over two days, then tear the game down and go home. Well, they tended to pain- stakingly review every conceivable move before actually taking their turn. Conse- quently, I found the game to be enjoyable but not “to die for”. A few months ago, I took the game to a local convention and set it up for a few friends (most have never even heard of the EUROPA game). We started playing and were really getting into the game when one friend had to leave. Since we were playing the campaign (all ten mis- sions), we found someone to replace him The why and wherefore of reviews rather than pack up the game. In less than an hour we had over a dozen people ask when they could get in and probably Since I’ve become a bimonthly fixture decision with your purchases. My review double that number asked about the game here, I thought I’d give you my philosophy may influence that decision, by warning in the dealers’ room. with regards to miniatures reviewing. you about some major casting flaws, poor We played about 18 hours worth of That way you’ll understand where I’m details, great proportions, excellent fea- Siege at that convention and I returned coming from and why. tures, etc., but you make the final call. home just yesterday from another conven- If a movie reviewer sees three movies in With that in mind, I try to review these tion after a similar experience. The play- a week, hating one and loving two, but can figures the way I think you would. The ers at this last convention, having read my review only one of them, would you rath- review should point out the good and bad review, were kind enough to show (more er be warned away from the bad one or points, plus suggestions or fixes where like force feed) me the error of my ways. would you rather hear about a good one? needed. While the review was not a bad review by As a miniatures lover, collector, and hob- Now that I’ve gotten that out of the way, any means, it did not do the game justice, byist for quite a few years, I really enjoy I have to present a rebuttal to one of my and for that I humbly apologize. looking at a great figure. Because I love own reviews. I know, I think it sounds I usually stay away from outright plugs figures so much, I’d hate to set aside a strange too, but it has to be done. In but if you don’t get this game, or force a good one to make room for a poor one. DRAGON® issue #204, I reviewed Press- friend to get it so you can play, you will There are so many good products that man ’s Mutant Chronicles: Siege of the truly be missing out. (Whose got the equip- deserve attention, why waste space on Citadel, and my review stank. I say that ment deck? Isn’t it my turn?) mediocre or poor figures? Given the choice, I’d rather show you something Miniatures’ product ratings There probably are more than a few of worth having than warn you away from you that haven’t experienced miniatures something else. If you disagree with me, * Poor gaming yet, right? I don’t mean having and would like to be warned away from ** Below average played one game of FASA’s BATTLETECH* or the mediocre and poor, by all means let *** Average GW’s * games, I mean sitting me know. **** Above average down and reading a set of rules, building an We’re all reviewers of a sort. Regardless ***** Excellent army, and playing it a few times. of what a review says, you make the final What you really need is for an experi-

120 AUGUST 1994 enced miniatures fanatic guide you to the game that’s right for you. I can give you some suggestions for your first miniatures game. One of your concerns is probably ex- pense. The cost of miniatures has almost doubled in the last five years and you don’t want to get a second mortgage on your DRAGON Magazine collection. I don’t blame you. That’s why you should try something inexpensive the first time you venture into miniatures. The problem is, what is inexpensive when it comes to a miniatures game? To be honest, I’d have to say about $60-80, if you get everything you need to play. Games like TSR’s ® rules, SJG’s OGRE* Miniatures Rules and the STAR CORP* rules all come as game books and cost under $20 each. If you already have appropriate miniatures (and what - if you prefer, don’t make any in- Ral Partha Enterprises, Inc. it is important to have appropriate, if not vestment at all. Just go to a local conven- 5938 Carthage Ct. “official,” figures), great. If not, another tion and get involved in one of the many OH 45212 $20-30 ought to get you enough figures to demonstration games. The “old timers” Voice: (800) 543-0272 Fax: (513) 631-0028 try it out. will be glad to help you learn. Mail Order: Yes Catalog: $4.00 Some miniatures games, including GW’s I welcome your comments, suggestions WARHAMMER* boxed edition, BATTLE- for future topics, and miniatures-related #20-562 Street Samurai TECH, LEGIONS OF STEEL*, and other products for review. You can write me at: Male & Female games come with all the figures you need Ken Carpenter, P.O. Box 9, Murrieta CA SHADOWRUN* series to play the game (at least some beginning 92564. Sculptor: Tom Meier scenarios). These run from $35 to $60 and Scale: 25 mm cost: $4.00 usually include maps, counters, templates Reviews or other helpful accessories. Not exactly your typical samurai for the For beginning miniatures gamers I usu- SHADOWRUN universe, these figures are ally recommend the BATTLETECH or (Citadel/Marauder Miniatures) nonetheless a great pair Your average samu- OGRE Miniatures rules. Both are inexpen- 3431-C Benson Avenue rai is cybered up, armed to the teeth, and sive and easy to learn, but both require Baltimore MD 21227 usually carries at least one sword that he some special figures. While the BATTLE- Voice: (410) 644-5699 Fax: (410) 242-1839 used once, just so he could say they did. TECH game comes with enough plastic Mail Order: Yes Catalog: Free The female samurai (now there’s coun- ‘Mechs to start play, the OGRE game is less terculture for you) has a minor mold line expensive so you can pick up a few figures #9061 Skarsnik and Gobbla down the right side of her face that con- with the difference in price. The LEGIONS WARHAMMER line tinues down her right side. The line con- OF STEEL and WARHAMMER 40K games Sculptor: Kev Adams tinues between her legs but very little also are very good and come with figures, Scale: 28mm cost: $7.99 shows on the left side. There are almost but they cost a bit more and can seem a no mold lines on the male. little more complex. A special character from the Orc & Both carry automatic pistols or SMGs, an If you aren’t into science fiction, I’d army list, Skarsnik - Warlord of the additional pistol, grenades, and ammo recommend WARHAMMER FANTASY or Eight Peaks, along with his pet cave squig pouches. They appear to have had a short TSR’s BATTLESYSTEM Skirmishes (if you Gobbla will provide your army with the hair contest, but the male won with his can find it). The WARHAMMER set comes heavy-handed leadership required to keep head being shaved clean except for a flat- with a number of figures but the the orcs and in line. top. The female is wearing shorts and BATTLESYSTEM game is less expensive Gobbla, a huge cave squig, has been cast boots and has a bare midriff. Her expres- and you may already have enough figures without sign of parting line or flash. Con- sion is one of concern. The male samurai to play the Skirmishes rules. sidering the nature of the figure, I’m not is wearing more of a scowl, fatigue pants, My first miniatures game was a micro- quite sure how they did it. Skarsnik has boots, and shin guards. Both have razor armor game called Tractics. Later, I be- negligible lines along his robes and staff. blades along their left hands. came a BATTLETECH junkie. Over the Gobbla is a big, ugly mass of scars, While they break the mold on tradition, years I have become involved with WAR- horns, and teeth—an excellent example of I like the simplistic, honest, human ap- HAMMER FANTASY and 40K, SPACE a cave squig. Painting it will be a blast, as proach to a street samurai. These are HULK, BATTLESYSTEM, ADEPTUS TI- you explore shading and detailing to take great additions to the collection and you TANICUS* (the grandfather of the SPACE advantage of features like the broken tusk, should add them to yours. MARINE* game), LIVING STEEL*, LE- the heavily veined hide, and his scars. GIONS OF STEEL, and other miniatures Skarsnik, a goblin chieftain, has an or- #11-952 Ogres of Dragonspear games. While I wouldn’t recommend this nate hat with spikes and skull, a raised BATTLESYSTEM line for everyone, I’ve thoroughly enjoyed sword that is huge compared to the gob- Sculptor: Chris Atkin every minute of it, and heartily recom- lin, and the three-tipped spear (actually a Scale: 15 mm cost: $7.95 mend the hobby. squig prod). He is embellished with belt Miniatures gaming isn’t a replacement pouches, dagger sheath, rodent skulls, and A set of nasty infantry for TSR’s minia- for any of the gaming you do now, it’s just an ornate mantle covering his shoulders. tures system, these eight ogres make a another facet of the existing hobby. The Even his belt buckle shows the attention to dangerous addition to your evil army. fact that you’ve read this column is proof detail that makes Citadel figures stand out. Chris Atkin, the father of Ral Partha’s enough that you are interested. Tell you BATTLESYSTEM line, has done a great job

DRAGON 121 work will be required to clean them off. The figures assemble easily but will need some carefully applied epoxy to blend the joints. The detail is great, from feathered head and wings to lion body and diving pose. The rider even has a mustache and his face is set in fearful determination. There aren’t specific points for this troop type in the book, so I would recom- mend adding the price of the type of cavalry rider you’re using (light or medium—I wouldn’t allow heavy on a flying creature), subtracting six points for the horse you aren’t using, to the price of with this crew. the griffon (45). Thus a human medium Minimal filing is required to remove the the hood and along the upper arms, as cavalryman on griffon would cost 59 faint parting lines on these pieces, though well as along the bottom of the cloak. points (20 - 6 + 45 = 59). you will want to use fingernail clippers or Other than those minor parting lines, the a hobby knife to trim the many threads. figure is without flaw. Grenadier Models, Inc. On figures this size, many threads are Zulkir’s mustache and beard have an P.O. Box 305 likely to occur because the moldsman oriental flavor, though the shape of his Springfield PA 19064 creates quite a few vents to be sure the face and nose have more european design. Voice: (800) 843-2015 Fax: (215) 583-9425 figures fill. They remove easily and leave His fur-trimmed cloak flows majestically Mail Order: Yes Catalog: $3.00 no trace. down his back and his hands are poised The pack contains one leader, a standard for spell casting. #1506 Rebel Leaders bearer, and six regular troops, if you can The belt, hood, and hemmed sleeves add FUTURE WARRIORS* series call ogres “regular”. The troop figures are detail and mystery to the character. Paint- Sculptor: Mark Copplestone all the same—spear, club, and plate armor ing should be simple enough but will Scale: 25 mm Cost: $4.00 covering only parts of the body. The stan- prove a challenge of your highlighting dard bearer wears better protection and skills. This line has charted new territory for even has been issued a sword, but his first miniatures and done so in an imaginative priority is to hold aloft the standard #11-990 Windriders and original way. So far the FUTURE (which has seen better days). BATTLESYSTEM line WARRIORS line is a tremendous cross The leader wears gladiator-style arm Sculptor: Chris Atkin between a Mad Max style and protection and armor similar to the Scale: 15 mm Cost: $6.95 the tongue-in-cheek creativeness of Mark troops. His positioning and demeanor Copplestone. clearly mark him the leader of this motley Some of the most ferocious flying crit- There were a few minor mold lines on crew. ters made for Ral Partha’s 15-mm line, the figures but only one cut through any these Windriders ought to give your oppo- detail, at the gathered pants just above the #11-051 Zulkir Szasstam nent pause. large fellow’s boots. A little careful filing AD&D® game series There are a total of five pieces to each fixed it good as new. Sculptor: Dennis Mize figure and three figures in the blister. The big, bearded guy is your stereotypi- Scale: 25 mm Cost: $2.15 There are numerous threads to remove, cal motorcycle bad guy—right down to his showing that great care was taken to jeans, vest, and bare belly showing be- Another character from the ensure a good mold fill, but they remove tween unimaginably tortured clothing. He FORGOTTEN REALMS® setting, Dennis easily with knife or file. There are slight is hugely muscled and his face is mostly has done an excellent job with Zulkir. parting lines along the edges of the wings covered by shaggy hair, mustache, beard, The figure needs a little cleaning around and a few traces on the griffons, but little and shades. The clothing is well detailed

122 AUGUST 1994 and the accessories, like the buckled boots and skull belt buckle, add to the general feel of the figure, as does the SMG in his right hand. Our other leader is more the romantic lead, though his clothing could use a tai- numerous modifications and tears. His tempts on his pants. lor’s attention. His armament, namely a pony-tailed hair hangs over the long scarf While these figures fit a fairly specific shotgun-looking weapon in his right hand he has wrapped around his neck. Again, genre of games, their originality and depth and pistol in his left, leave no doubt that minute details set the figure apart—details make you want to create more uses for he can take care of himself, even in a Mad such as the extra gun tucked into his belt, them. Max setting. His coat and pants show the knife in his boot, and the patch at- defined musculature. The water elemental seems to have sprung right out of the sea, with globules of water spilling off his form. His humanoid shape is made of sharp angles and indelicate musculature. Both are excellently detailed and present a great opportunity for painting. They leave the two-dimensional appearance behind with thick bodies and good movement.

Rafm Company, Inc. 20 Parkhill Road E. Cambridge, Ontario CANADA N1R 1P2 Voice: (519) 623-4832 Fax: (519) 623-2795 Mail Order: Yes Catalog: $3.00

#3959 The Beast NOIR VAMPYRE* line Sculptor: Bob Murch Scale: 25 mm Cost: $4.25

Rafm’s Vampyres line has been inge- nious. With creative, gothic themes for a darker, modern-day genre, the line has produced blister pack after blister pack of original figures. The vampyre figure in this blister has some moderate parting lines on his right arm, leg, and torso. Lighter lines appear on the left side, but all should file away well with no impact to detail. The boom- box carrying youth has very light mold lines appearing on his arms and right side. There is a rougher line cutting along the left side of his face, so be careful not to apply much pressure with the file as you work that away. The youth, in T-shirt and baggy pants tucked into boots, carries a huge cassette very hard and will dull numerous knife player and appears to be totally beguiled Thunderbolt Mountain blades before you get the tabs cut. by the powers of the vampyre. He’s even Miniatures gone so far as to tilt his head, exposing 656 E. McMillan Lance & Laser Models, Inc. more of his vulnerable neck to the beast. Cincinnati OH 45206-1991 P.O. Box 14491 The vampyre wears only belted jeans Voice: (800) 235-3908 Fax: Columbus OH 43214 and boots. He has heavy, almost mane-like Mail Order: Yes Catalog: Yes Voice: (614) 291-3703 Fax: (614)294-5424 hair falling to his thickly muscled shoul- (enclose two stamps) Mail Order: Yes Catalog: $1.00 ders. The knees of his pants are torn and his boots are of the biker variety. #3024 Herald #003 Elementals-Earth & Water Le Morte D’Arthur series Fantasy series #1020 XME-419K Vortext Sculptor: Tom Meier Sculptor: Kevin Contos MEKTON* line Scale: 25 mm Cost: $6.95 Scale: 25 mm Cost: $5.50 Sculptor: Dennis Koo Scale: 1/285th Cost: $7.50 Another excellent figure for T-Bolt’s How many elementals have we seen Arthurian series, this herald comes on foot over the years? Virtually every miniatures Now this is Japanimation! Rafm’s figures and mounted. manufacturer has made a set of the four for R. Talsorian’s MEKTON game are per- There are five pieces, not including the elementals, so it’s about time someone got fect for the genre. selection of weapons. Mold lines and other them just right! These two elementals by Vortext has a few visible mold lines, on flaws are barely discernible. The shield on Kevin Contos are the best I’ve seen. shoulders, arms, and legs, but they don’t both versions will need some filing, just to The earth elemental has minor parting interfere with detail and should clean up flatten it out. lines under his right arm and down his with a little time and care. The figure Though not posed for action, as many of torso and the water elemental has some comes in two pieces, one of which is the the other Arthurian figures, the herald is traces of mold line across his shoulders right arm’s weapon. It attaches easily but noble in pose and manner. His attire is and down his right side. None of the lines will need a little filing to get it just right. simplistic, as befitting his station, but his are significant and should file away with- This figure has all the bulky limbs, sharp horse has a fine saddle and harness. In out a trace. angles, and exaggerated proportions that plate and flowing tunic, the herald can fit Each elemental is heavily laden with its made Japanimation such a popular style. any number of gaming uses. element. The earth elemental appears to be From the back, the Vortext looks almost Use a Dremel tool or small hacksaw to coming right out of the ground, covered in wasp-like with a narrow central segment remove the tabs connecting to the figures’ earth, grass, and moss. His face, torso, and and bulkier sections on either side. feet. The Bobinium alloy used by T-Bolt is parts of his arms are humanoid with well- Detail is great, with all the stabilizing

124 AUGUST 1994

Global Games Best of show 136 Geary Ave. Unit 215A Since “Best of show” sounds much more Toronto, Ontario prestigious than “litter,” I’ve changed the CANADA M6H 4H1 name for the highest honor my column Voice: (416) 516-9118 Fax: (416) 516-4690 gives. Mail Order: No There really isn’t a modeler’s choice this time, since none of these pieces require #1270 Template Pack 3 significant assembly, so we’ll go straight to LEGIONS OF STEEL accessory gamer’s choice, which was very close. The Artist: Tom Frank cost: $9.95 Beast is a great blister with a lot of creativ- ity, but it was just barely edged out by the Also known as the Mega-room template Earth & Water Elementals from L&L. The set, this set of 24 floor tiles for the LOS game visual effects sculpted into the elementals will create chambers that are much too large were excellent and make the figures very for a UNE trooper’s peace of mind. believable (for fantasy figures). The artwork is comparable to the other template sets but the artwork doesn’t line

up real well. Still, the offset is marginal, so l indicates a product produced by a company other there won’t be any impact to play. than TSR, Inc. The set contains four tiles with no wall AD&D® BATTLESYSTEM and FORGOTTEN sections at all, four tiles with just a corner REALMS® figures produced by Ral Partha Enter- showing, eight tiles with a wall along one prises, Inc., under license from TSR, Inc. side in which is a small opening and eight tiles having walls along two walls, each jets, thrusters, weapons, and transforming with small openings in them. sections readily visible. Intake valves, By adding this set to what has already exhaust ports, and panels make up the been released, you should be able to con- remaining refinements. The mix of sharp struct just about any layout your sick, angles and smooth curves really works for twisted mind can conceive of. (Not that this figure. there’s anything wrong with a sick, twist- ed mind—I happen to like mine.)

126 AUGUST 1994

Van Richten’s Guide to the Ancient Dead The Awakening NEW PRODUCTS FOR A RAVENLOFT® accessory A RAVENLOFT® adventure AUGUST by Skip Williams by Dr. Rudolph Van Richten turns his attentions Somewhere in the Domains of Dread, the lid to the Ancient Dead, as mummies are known in of an ancient sepulcher rises. Dust falls away as Karameikos: Kingdom of Adventure the Domains of Dread, in this 96-page book. the mighty stone sarcophagus cracks open. The MYSTARA™ campaign setting Learning these creatures’ secrets is a must for Something inside moves, as if alive. The awaken- by Jeff Grubb all RAVENLOFT® monster-hunting PCs. ing has begun in the 64-page adventure. This boxed set is the perfect introduction for $12.95 U.S./$16.95 CAN./£7.99 U.K. $9.95 U.S./$11.95 CAN./£5.99 U.K. gamers who started with the FIRST QUEST™ TSR Product No.: 9451 TSR Product No.: 9452 game. The classic fantasy feel of this setting also appeals to players of all levels. This set includes Siege of Darkness an audio CD. NEW PRODUCTS FOR A FORGOTTEN REALMS® novel $30.00 U.S./$42.00 CAN. by R. A. Salvatore £21.60 U.K. including VAT SEPTEMBER As the matron of one of Menzoberranzan’s TSR Product No.: 2500 ruling houses prepares an assault on Mithril PHBR13 The Complete Druid’s Handbook Hall, the laws of magic take a horrific turn. The MONSTROUS COMPENDIUM®: An AD&D® game accessory city of the is thrown into chaos as Lloth MYSTARA Appendix by David Pulver roams the streets! An AD&D® game accessory Anyone who loves these nature priests will $18.95 U.S./$23.95 CAN./£10.99 U.K. by TSR staff have a field day with this 128-page book that TSR Product No.: 8545 Inside this 128-page book you’ll find over 100 categorizes druids into branches by the geo- classic creatures from the MYSTARA setting graphic regions they inhabit. Presented are The Worlds of TSR converted to AD&D® game statistics. No arctic, jungle, desert, and even Underdark A hardcover art book MYSTARA campaign is complete without this druids, each with its own powers and skills. Take a visual journey through all of TSR’s book. $18.00 U.S./$23.00 CAN./£10.99 U.K. game worlds in this 144-page book. Over 200 $18.00 U.S./$23.00 CAN./£10.99 U.K. TSR Product No.: 2150 full-color illustrations depict the beauty and TSR Product No.: 2501 grandeur only TSR brings to fantasy gaming. AD&D® game Player Packs $24.95 U.S./$31.95 CAN./£14.99 U.K. Planes of Chaos An AD&D game accessory TSR Product No.: 8441 A PLANESCAPE™ accessory by TSR staff by Lester Smith & These packs present the ideal package for Coming next month . . . Now your PCs can endure the perpetual, beginning AD&D game players. Contained in maddening winds of Pandemonium or join in the sleek plastic carrying case is a player’s DRAGON® Magazine #209 the boisterous celebrations on Arborea, home of screen, three metal miniatures, an instruction Cover art by the Greek gods. This boxed set details all the book, dice, and more. Available packs include: This issue’s theme is priests and religions chaotic planes—good, neutral, and evil. This set Fighter’s, Wizard’s, Priest’s, and Thief’s packs. and includes articles on: includes 128-, 48-, and 32-page books, 16 MC $20.00 U.S./$28.00 CAN. * African priests and deities. pages, and five poster maps. £14.99 U.K. including VAT * More information for “complete” druids. $30.00 U.S./$42.00 CAN. * Magic for all priest PCs. £21.50 U.K. including VAT City by the Silt Sea Plus all our regular columns, reviews, and TSR Product No.: 2603 A DARK SUN® boxed set features such as “Sage Advice,” “Forum,” by Shane Hensley “Convention Calendar,” and “Rumblings”. City of Splendors Something ancient walks the burning lands of $3.95 U.S./$4.95 CAN./£1.95 U.K. A FORGOTTEN REALMS® accessory Athas. Something undead stalks the southern TSR Product No.: 8111-08 by Steven E. Schend & passes. It begins in the ruins of Giustenal, a This boxed set describes Waterdeep in greater place from another age. Something evil stirs in DUNGEON® Adventures #49 detail than ever. This set contains 128-, 96-, 64-, the corpse of that long-dead city. Cover art by Paul Jaquays and 16-page books, 8 MC pages, and six poster $25.00 U.S./$35.00 CAN./£15.99 U.K. l “North of Narborel” (AD&D® game; maps. Explore the gem of Toril as never before TSR Product No.: 2432 levels 4-7) by Chris Perkins and Bob possible. Waldbauer. $25.00 U.S./$35.00 CAN./£15.99 U.K. Kromosome l “Castle of the Blind Sun” (AD&D; 10-14) TSR Product No.: 1109 An AMAZING ENGINE® setting by the Culotta clan. by Wolfgang Baur l “The Dark Place” (AD&D; 5-7) by Lee Corsairs of the Great Sea In the near-future, biotechnology and genetic Shepherd. An AL-QADIM® accessory engineering run amok! PCs join a micro- * “Lenny O’Brien’s Pot o’ Gold” (AD&D; by Nicky Rea corporation with access to resources most no 3-6) by J. Lee Cunningham. Sail the seas around the with a longer have. The PCs’ micro-corp will have its $3.95 U.S./$4.95 CAN./£1.95 U.K. crew of rogues inspired by Sindbad and the hands full with competitors, sabotage, corporate TSR Product No. 8198-09 Barbary Coast pirates. This source box contains intrigue, and a worldwide computer net that’s both background and adventure information for alive. Unless otherwise noted: Zakhara’s pirates. $12.95 U.S./$16.95 CAN./£7.99 U.K. ® designates registered trademarks owned by TSR, $18.00 U.S./$23.00 CAN./£10.99 U.K. TSR Product No.: 2709 Inc. TSR Product No.: 9449 ™ designates trademarks owned by TSR, Inc. ©1994 TSR, Inc. All Rights Reserved.

128 AUGUST 1994