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Issue # 134 Vol. XIII, No. 1 June 1988 SPECIAL ATTRACTION

Publisher 7 Dragons: Mike Cook The heart and soul of the world of . 8 The Dragon’s Bestiary — The Readers Editor Seven dragons, from the deepest seas to astral space. Roger E. Moore 16 Give Dragons a Fighting Chance — Ed Friedlander Assistant editor Fiction editor Creative ways to put fear back into the cry, “Dragon!” Robin Jenkins Patrick L. Price 24 Serpents & Sorcery — Vince Garcia The intelligent dragon’s guide to spell-casting. Editorial assistants Eileen Lucas Barbara G. Young 28 Lords & Legends — William Simpson Dragotha: A dragon that became far more dangerous after it died. Art director 32 The Ecology of the Red Dragon — Gregg Sharp Roger Raupp Red dragons have no ecologies: They ravage them.

Production staff 61 The Origins™ Awards Ballot: Marilyn Favaro Lori Svikel Here’s your official ballot — vote for the best!

Subscriptions Advertising Pat Schulz Sheila Meehan OTHER FEATURES 42 Bazaar of the Bizarre — E. Paul Tobin Magical paddleboards and other perverse items for NPCs. 46 For Your Only — Bruce A. Heard A quick round of hack-n-slash with the ORCWARS! game rules. 48 Eyes of Redemption — fiction by James Brunet How do you atone for the slaying of a dragon? 58 Arcane Lore — D.J. Fjellhaugen Clerical spells that heal even when the cleric is gone. 66 Sighting In — Dennis McLaughlin The tools of the ultimate hunter: sniper for agent-assassins. 70 The Game Wizards — Steve Winter SNIPER!™ game variants, or “Is a hand grenade any good against a dinosaur, Fred?” 72 Role-playing Reviews — Jim Bambra Three games explore the Oriental world of the samurai. 78 Catching Some Rays — Daniel Salas Mutants are bad enough, but gamma radiation is forever. 80 The Role of Computers — Hartley, Patricia, and Kirk Lesser You are now entering the Dream Zone. World War III is next. 88 The Ultimate Addenda’s Addenda — David Edward Martin Take a deep (super) breath: Here are more MARVEL SUPER HEROES® game powers!

DEPARTMENTS 3 Letters 56 TSR Previews 94 Convention Calendar 4 Forum 69 Index to Advertisers 98 Dragonmirth 36 Sage Advice 92 Gamers’ Guide 100 SnarfQuest

COVER

“Sword of Dawn” is the first DRAGON® Magazine cover by noted illustrator , who said it was the first painting he ever did using a model. The painting was originally made for a magazine that ceased publication before the painting saw print. Apparently, we were luckier.

2 JUNE 1988 Equal time

The MPs found her wandering the streets in the 82nd Airborne Divi- sion area on post, and she was brought to Womack Army Hospital at Ft. Bragg, N.C., before dawn. I was the emergency tech in the psy- work. . . .”? I wasn’t sure if that was intentional chiatry and neurology clinic for the More last words or not, so I thought I’d mention it. Keith Martens day, so I went to the waiting room Dear Dragon: Charlotte MI where she had been sent after her I read your article “The Last Word’ in issue processing. She was in a wheelchair #129, and I have some suggestions for the As to the first point, it is proper to refer to the because no one wanted her wander- article’s sequel. They are: team of Greg and Tim Hildebrandt as either ing around the hospital. The MPs “We don’t need to post guards at night. We’re “The Brothers Hildebrandt” or “The Hildebrandt said she was saying lots of strange too powerful.“ Brothers.” Both references may be found in the things. “What’s that?” “Aw, it was nothin’.” many works on which they have collaborated. She seemed to be a normal, “I ain’t afraid of no giants.” As to the second point, “proofread” (with the healthy woman, soft-spoken though “read” pronounced “red”) is the past tense of “Are those drums I hear?” extremely childlike. She clutched a “Hey, fellas!” ”Shut up, Ernie!” “But guys—” “proofread” (with the “read” pronounced Cliff Frazier “reed”), and was the appropriate choice, since giant pink teddy bear that the MP West Valley UT the incident referred to in the editorial had report said she refused to give up. already occurred. But keep looking! Once in my office, I told her who I was and asked her name. Super errer found “Mary,” she said. I would have saved myself lots of time by asking Dear Dragon: Letter from the her last name then, but I was being I was on vacation, two days after the arrival conversational. We chatted for a of my author’s copy of DRAGON® issue #132. I editors while before she mentioned that she finished reading the editorial, “Errers,” then turned to page 70 to once again admire my Dear Readers: and her husband Joseph were flee- article, “A Little Less Super.” That’s when my As the cover of this issue notes, this is ing Egypt, and her son Jesus was own “errer” jumped off the page. In the first DRAGON® Magazine’s twelfth anniversary in still in the ER waiting to be resur- paragraph, I said, “the DC HEROES game mea- print. DRAGON® Magazine started as a little- rected. I nodded at this piece of sures power logarithmically” I should have said known gaming periodical and has grown into news and asked her last name. “geometrically” [The game’s] AP power levels the largest, most popular, and most widely “Magdalene,” she said with that increase in a 2:l geometric progression (each AP distributed role-playing game magazine there is. soft, pleasant voice. We could not have done it without you, and you doubles the power level of the AP preceding it). “Oh,” I said, and set my notepad Mea culpa. . . . have our sincere appreciation. Jon Slobins Sir Isaac Newton once noted in a letter that if aside. We chatted a bit more. Then I Damascus MD he saw farther into the realm of physics than had her wait in the office with others, “it is by standing upon the shoulders of another tech while I found the civil- No need to feel bad about it. We missed it, too. Giants.” The same may be said of our achieve- ian psychiatrist in the clinic. We ments in producing DRAGON® Magazine. We brought her in and talked about life extend our thanks and best wishes to everyone in ancient Rome while we tried to More errers? who contributed to this magazine in any part pin down who she really was. She over the years. Many of our writers and former finally mentioned a few names, we staff members are still active in the field of Dear Dragon: checked them out, and two days Since in the editorial of issue #132 you talked gaming and publishing. We particularly extend about errors, I thought I’d point out a couple our appreciation to Kim Mohan, who was for so later she and her bear were that I found. long the cornerstone upon which this maga- returned to her family’s custody. I First, on page 68 in “TSR Previews,” one of the zine’s very existence rested. filed the case, and that was that. contributing artist listings reads “the Brothers We’ve come a long way in twelve years — and In the five years I served as a Hildebrandt.” Shouldn’t that be “the Hildebrandt we plan to be around for a long time to come. mental health counselor for the U.S. Brothers”? Your comments and support make it all worth- Army, I talked with a number of Also, right in the editorial on page 88, the while. people with quite bizarre religious third to the last sentence of the article reads: Thank you! delusions. An ER tech decided to The editors and staff of “The writer proofread his own work. . . .” experiment with PCP crossed with Shouldn’t it say: “The writer proofreads his own DRAGON Magazine strychnine, which was what passed locally for heroin, and was shortly thereafter led down to P&N profess- Errata for Hotel Reservations ing his belief that he was Jesus 1988 ®/ORIGINS™ Game Fair Christ. A woman on outpatient treatment with a chronic schizo- Important information was left out of the 16- This information is extremely vital to insure phrenic disorder told me of her page 1988 GEN CON®/ORIGINS™ Game Fair proper hotel confirmation for you; without it, belief that she had to murder her insert in DRAGON® issue #132. The Official hotel reservations cannot be made for you and daughter, who was an angel, Housing Application form, used for making your party. We apologize for any inconvenience because her husband was the Devil. hotel reservations, is grossly in error. Before you that this has caused. She recalled getting the idea from send this particular form to the Housing Bureau, Sincerely, Mark Olson the Book of Revelation, which I have write down your arrival and departure dates in Promotions/Convention Manager read several times without getting the space above the table listing hotel rates. (continued on page 55) GEN CON IS a registered service mark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved. ORIGINS IS a trademark of the Game Manufacturers Association.

DRAGON 3 elven or half-elven race descriptions to such abilities. But even if the mage has such skills, being a guide (or even using the elven ability to increase surprise of opponents) generally requires the guide to be near the front of the party, a place a 1st-level mage should avoid like the plague. Those with 1-4 hp cannot even take an average sword blow. And of course this suggestion does nothing for those mages who are human. Finally, Mr. Shewchuk discusses multiclassed mages, which seems to miss the have a mage, whose combat skills are not any- whole point. The discussion was about magic- We ask that material submitted to the thing to boast of in the first place, lobbing darts users, not fighter/magic-users or magic-user/ “Forum” be either clearly and neatly written into a melee. See page 63 of the Dungeon Mas- thieves, which are totally different classes with by hand or typed out with a fresh ribbon and ters Guide for how to handle this. After a few their own problems and circumstances. clean keys, in order for us to read and under- accidental darts in the back, a mage’s fighter Here is a list of my suggestions: stand your comments. If we cannot read companions are probably going to tell him to 1. If you like cantrips, give magic-users spell your letter, we cannot use it. knock it off, perhaps with some force. I would capacity for them in addition to that for 1st-level theorize that the spell magic missile was invent- spells, not in exchange for them. Expecting There has been in past issues of DRAGON® ed to deal with just this problem. mages to sacrifice a 1st-level spell for four lousy Magazine’s “Forum” section a tendency to tinker Another disadvantage to the dart idea is that, cantrips is going to doom cantrips to disuse. A with or modify the workings of the magic-user until 6th level, that dart is a mage’s only weapon good number might be two cantrips for every class. Some maintain that a 1st-level mage is of proficiency. Despite there being no provision first-level spell a mage can memorize (a 1st-level very weak; others believe the class to be fine for it in the rules, a mage should have consider- magic-user would therefore have a first-level just as it is. Some suggest altering the memoriza- able difficulty in engaging in melee combat with spell and two cantrips). tion rules and number of spells learnable, or a dart. When attacked by an with a scimitar, 2. Drop the learning rules. A competent DM giving bonuses on number of spells memorized a staff is a whole lot more useful. I would con- can control the number of spells the mage for high intelligence similar to a cleric’s wisdom sider a mage (or anyone else for that matter) receives over time. This way, a low-level mage bonus. without a hand-to-hand melee weapon to be does not struggle to find magic missile — only to This issue came into current prominence with easier to hit, perhaps giving an attacker a + 1 or have it permanently removed from his use. The the letter of W. Brian Barnes in issue #122. + 2 bonus “to hit.” A bow or crossbow might learning rules seem somewhat unfair anyway; There, he maintains that 1st-level mages are “a deflect a sword attack, but a dart? Never. clerics get instantaneous access to all their first- one-shot magical item” and severely limited in Another suggestion by Mr. Shewchuk is the level spells and wisdom bonuses on top of that. their options once their one spell is cast. He goes extensive use of cantrips. Take a good look at 3. Consider starting magic-user players at 2nd on to criticize the standard argument that game those cantrips for a minute. Most of them have level. It gives them a few more hit points and balance requires weak low-level mages to offset exceptionally limited combat usefulness at best. provides them with an extra spell. Under this powerful high-level wizards. True balance, he A smokepuff cantrip will make a puff of smoke interpretation, mages gained a level while in argues, should not be dependent on time, but that will dissipate in one round. A creature apprentice training. If you think this is unfair to rather should be constant over time. All in all, a should get a saving throw and maybe even a others who have to start at first level, make the very compelling argument. Most players that bonus such as + 2 if a mage actually tries to mage start with zero experience points — i.e., to have played a magic-user at low levels can throw it so as to blind, or maybe the mage reach 3rd level, he must gain 5,001 xp. That identify with their relative impotence — low hit should have to make a “to hit” roll. It strikes me way, he has to pay for it all, but is less of a points and one spell. After you’ve cast that one that a puff of smoke could very easily be wimp at the very beginning of the campaign. spell, your life can get real boring. cleared with a simple puff of breath. Any can- 4. Avoid the spell-bonus system suggested by In issue #128, Steve Shewchuk tries to trip that makes noise will almost certainly be numerous people. Such a system creates some- counter this argument by presenting a variety overwhelmed by the regular noises (get a shield thing of an imbalance, effectively raising a mage of alternative actions for low-level magic-users. and beat on it — pretty noisy business) of com- two or three levels if he has high intelligence Regrettably, these options are somewhat ques- bat. If one actually does draw a creature’s (and when was the last time you had a mage tionable in their usefulness, Mr. Shewchuk attention to its back, guess what? The group’s character with less than 16 intelligence?). Spell suggests first that magic-users proficient in thief sneaking around back should have to make bonuses for clerics are less of an imbalance. A darts can throw them at opponents. Unfortu- another roll to see if the monsters notice him. If cleric’s spells are less flexible and there are nately, this ignores a fundamental rule of com- he is spotted, there goes his back-stabbing fewer of them available — and none of them bat: You never, ever, fire missile weapons into which requires surprise. I personally have can do damage at a distance or affect multiple melee combat. I recommend that anyone who always found cantrips to be pretty silly — sum- creatures as can magic missile or sleep. A first- questions this conduct a mock fight with mon a honey bee indeed! They’re good for level party containing a mage with three sleep friends. As anyone who has been in any kind of entertaining peasants, but in combat with spells is going to waltz through most low-level fight can tell you, positions change very rapidly, bloodthirsty monsters, they just don’t cut it. encounters. After all, that sleep spell was and where an enemy was just a second ago, a Next, Mr. Shewchuk suggests elven mages use designed to affect just the type and power level friend can appear at any time. So, here you woodsman skills. I find no reference in the of monsters the party will be encountering. One

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4 JUNE 1988 other problem with this system: What’s good for I was most gratified by the response to my While on this subject, I will also explain why the goose is good for the gander. Before you article “The Mystic College” (issue #123), espe- students and faculty members pay a one-time- players out there start pressing your DMs to use cially the comments by Messrs. Argall, Cun- only fee for joining the school of magic. Basi- such a system, be warned that the NPC magic- ningham, and Rudge printed in the “Forum” in cally, it is because this is often all the character users will have the bonus, too. And your DM issue #128. Reading their words prompted me can afford. There are no student loans or gov- can automatically assign them an 18 intelligence. to add a few additional comments of my own. ernment grants in D&D® game worlds. This 5. DMs and players should give some thought First, however, I would like to make a few entry fee will in many cases represent the as to why mages would be sought-after individ- statements concerning the genesis of my article entire life savings of a faculty member or a uals for adventuring groups even at low power “The Mystic College.” The original version of the student‘s family. There simply isn’t any more levels: incredible intelligence. It is almost a article was written well over a year before the money to be squeezed from these individuals. triviality to state that magic-users have the final version was published and was less than Even so, faculty members do pay out additional highest intelligence ratings in the party. Mages half as long. The revision involved in producing fees, in the form of the chancellor’s share of represent the smartest group of their particular the second version had to be completed in about their adventuring treasure; students will pay race and probably can out-think most of the three weeks in order to meet a deadline. This this when they become faculty members. fighters, clerics, and thieves they associate with. meant that some subjects dealing with the James A. Yates If you’re low level, having someone along who school of magic were barely touched upon in Rockwood MI can think his way out of a problem is an asset the article, while others were omitted entirely. you must have. Raistlin of the ® It came as no surprise to me when both Dave I know that a number of people do not play saga is an excellent example. Despite little actual Rudge and David Carl Argall offered some the AD&D® game by the rules; a lot of people ad- spell-casting ability in the early stages, Raistlin excellent ideas for use with the school of magic lib. I think this is good. People who play role- was an invaluable companion. His example that weren’t in the published article. Some of playing games should supplement the rules if suggests further usefulness for mages. In the their ideas were along similar lines I had in they don’t agree with them. stories, Raistlin was by far the best educated of mind, but others were notions that had never I have been a player of the AD&D® game for the Heroes of the Lance. In many worlds, mages even occurred to me. These were the ideas that five years and have supplemented many rules. may be the only literate members of the group, I appreciated the most, because they show that My friends and I change rules because the rules and certainly they should be by far the best no matter how much work one puts into a don’t seem as realistic as possible. read. Having someone well-educated about the project, there is always room for improvement. For example, why should you get experience world along on a low-level adventure just might While reflecting upon this, it suddenly struck points for magical items? They help you get be the difference between life and death. Some me that yet another important character had experience points in fighting monsters. Another things are hard to simulate in a game in which been overlooked for the school of magic: the question I have is about gold. How does it help the magic-user player has an intelligence equal . The school of magic is an ideal location for you fight better? In my campaign, when we get to that of his companions, I’ll admit. a sage to ply his trade. The sage would be an the required experience points for a new, level, In my world, only magic-users can consult the important member of the faculty (on par with we don’t train. You learn by experience in Players Handbook concerning magic-user spells, the alchemist), most likely serving as the schools combat. You can play to get further training for and only clerics can look up clerical spells. This head librarian. A sage would be attracted to the more experience points or pay to train on a new is to reflect the simple fact that the first thing school of magic primarily for the considerable weapon. mages ever do in their training is memorize all mass of knowledge which would be congre- We give magic-users 50 xp per level of the such information. Indeed, their ability to memo- gated in the school’s libraries, faculty, and even spell cast times two, if the spell is purposeful. rize the whole thing and forwards is the students. The sage’s duties would be light Magic-users also get experience points for killing the first test as to their capacity for magic use. (the occasional lecture and so on), but he would monsters but pay to acquire new spells. We do a Thus, if the party wants to know about a spell, be on call to provide his special knowledge similar thing with thieving abilities. We have a whether the mage has it or not, they have to ask when needed. The chance of any school of lot of other variations on the game, but we must him. I also give mages some knowledge of a magic attracting a sage to its faculty is: 60% for still see the rules from the DMG and Players variety of old, dead languages used on many a small school; 80% for a medium school; and Handbook most of the time. maps and other written information the group 90% for a large school. What I would really like people to do is to finds. Unless he’s high level, a thief is just not I must take issue with Mr. Argall’s attack upon change rules a little for their own enjoyment. reliable on such things and he’s unlikely to have the financial guidelines set down in “The Mystic It’s their game and they should do with it what encountered such languages before in any College.” Although he was able to prove that the they think is right. In this way, DMs can make event. I also give mages the benefit of having a school of magic was very unlikely to make a their game more exciting and enjoyable for general knowledge of magical items (let’s face it, profit, he missed the point that it’s supposed to their group. most of your players probably know the DMG be that way. The school of magic was never Ed Kruse treasure list by heart) and other various magical envisioned as a get-rich-quick scheme. Few Strongsville OH effects. When the group encounters a new item universities that I know of are ever accused of or strange effect, the mage may know some- making runaway profits. The school of magic is The current experience-point system for the thing about its abilities or limitations. an alternative to conventional adventuring. It is AD&D® game is very well thought out, but The key to making low-level mages playable is supposed to be a drain on the chancellor’s purse unrealistic. First I would like to know why not by vastly increasing their spell power. and a challenge to keep it operating. experience points are given for finding treasure. Remember, any system will apply to high-level This doesn’t mean that the school of magic It’s not very logical to say that all treasure must wizards and to NPCs, so those spell-point sys- will eventually bankrupt the chancellor. Mr. be guarded by powerful monsters. Perhaps it tems will increase the power of high-level spell- Argall spoke of 30,000 gp per year minimum to was lost by long-ago guards or the guards have casters as well as low-level ones. And for a class keep a small school operating. That doesn’t died. An entire party could advance a level by that’s already very powerful at high level, that seem too outrageous to me. Why, I’ve played accidentally stumbling on a treasure (not to say might be trouble balance-wise. An examination high-level characters who paid out more than a DM would unbalance the game like that). of most fantasy game systems that use spell- that a year in taxes. If the chancellor can get a Another problem is the way experience points point systems reveals an interesting fact: The tax break for setting up his school of magic in a are given out for killing monsters. It is crazy to mages have considerably lower numbers of given community, or better yet a subsidy for say that an 18th-level party could gain experi- available spells. With the large number of spells doing so, then his expenses will drop considera- ence from slaying a band of kobolds but not available to an AD&D® game mage, things could bly. Mr. Argall also seems to have overlooked from 6 months of training. And what about that get really out of hand. Low-level mages can be the requirement for the schools lesser magic- fighter locked in the demilich’s dungeon for two made more interesting and flexible by relaxing users to hand over to the chancellor a sizable years. Characters should study their skills for at some of the tight restrictions on spells available, portion of any monetary treasure they gain least 30 minutes a day or lose experience points increasing their value to a group apart from adventuring while attached to the school of equal to their level × 10 unless this takes them pure spell power, and perhaps making a small magic. This will vary considerably, but in a good below the level they are currently at. Also, adjustment in the beginning number of spells adventuring year it will also help to keep down those who study excessively for two days should (as opposed to a permanent addition from a the cost of running the school. Then there are receive the reverse effect. spell-bonus system similar to that used by the numerous ways that imaginative DMs and David Choi clerics). players can use to make extra cash for the Etobicoke, Ontario Tim Lieberg school of magic, including those suggested by Rogers MN David Argall himself. (continued on page 38)

6 JUNE 1988

The aquatic dragon is a water-breathing relative of the terrestrial dragons, more closely related to them than to the dragon turtle or Oriental lung wang (sea dragon). It is fully as deadly as its winged cousins, although it cannot fly. This sea-green creature lives in all depths of the ocean, immune to changes in water pressure from some inborn magical ability. Although it cannot breathe air, it can take great draughts of water in its lungs to enable it to “hold its breath” out of the water for 10 rounds at a time, though it cannot then bite. The creature is thus able to raid surface vessels and coastal com- munities. The aquatic dragon, unlike most others, bears its young alive. Aquatic dragons live equally well in fresh or salt water. The aquatic dragon is amazingly maneu- verable for such a large beast. In this environment, it moves above or below a large enemy or a party of small foes, strik- ing out at once with its jaws, all four clawed feet, and its spike-tipped tail. Even deadlier is the creature’s breath weapon. Dragons of earth, sea, and space Three times per day, the aquatic dragon can exhale a concentrated cloud of heavy particles which, after being in contact Most people think of dragons in terms of ries, with certain numbers of hit points with the water for one segment, undergo their colors (red, green, , etc.), but we per hit die. Most of these dragons have 60’ a mysterious chemical reaction. Anything found some unusual dragons in our files infravision, superb senses allowing them within the cloud (a cone 15’ by 60’) is that should provide a nasty turn for any to detect hidden or invisible creatures affected as if it had undergone a lightning adventurers. Unless otherwise noted, the within 1” per age level, a fear-producing bolt attack for 4-40 hp damage. Aquatic dragons described here share the charac- aura appearing at adult age, and improved dragons often use this attack on the teristics common to all dragonkind, as per saving throws. Additionally, most of them underside of a major ship or warship; the pages 29-31 of the . Size may be subdued, bribed, or flattered, and ship’s bottom is thus blasted away, and the categories are determined with a 1d8 roll, the amount of treasure they have depends vessel sinks in 1-4 rounds unless the wood and all pass through the same age catego- on their ages. saves vs. lightning. This attack has no effect in the air. Almost all aquatic dragons are capable of speaking, being intelligent; very few of AQUATIC DRAGON them use magic, however, because of the Created by: Gregory Detwiler difficulty in acquiring spell books and scrolls underwater. A spell-using dragon of FREQUENCY: Very rare this type often has as its lair a cavern with NO. APPEARING: 1-2 a chamber filled with air to preserve ARMOR CLASS: 1 (3 on land) books and papers. Magical items of inter- MOVE: 9”//24” est to aquatic dragons are those which HIT DICE: 9-11 enable their users to go without breathing % IN LAIR: 15% or which are normally regarded by air- TREASURE TYPE: H, S, T breathers as cursed, because they fill the NO. OF ATTACKS: 4 claws, 1 bite, and 1 lungs of the user with water. These items tail strike enable an aquatic dragon to conduct DAMAGE/ATTACK: 1-4/1-4/1-4/1-4/1-12/2-16 SPECIAL ATTACKS: Breath weapon, spell use, high intelligence, six attacks per round SPECIAL DEFENSES: Acute senses, saving- throw bonuses MAGIC RESISTANCE: Standard INTELLIGENCE: High ALIGNMENT: Lawful evil SIZE: L (70’ long) PSIONIC ABILITY: Nil CHANCE OF: Speaking: 95% Magic Use: 10% Sleeping: 25% LEVEL/XP VALUE: 9-10 HD: VIII/2,900 + 14 per hit point; 11 HD: IX/5,800 + 16 per hit point

8 JUNE 1988 extended plundering and hunting forays it is asleep, thus awakening the dragon their saving throws vs. fire-based attacks, on the land of coastal areas. As for spells, with its movement when someone tries to and have a -2 penalty to their saving the dragon gains a 1st-level magic-user enter. Consequently, it is difficult at best to throws vs. electrical attacks. These same spell the first two stages of its life, a 2nd- catch an aquatic dragon napping. Addi- values also apply to their chances to be level spell for each of the next two, a 3rd- tionally, these dragons are immune to the struck in combat by creatures using these level spell for each of the two after that, effects of strangle weed, as their neck powers (such as elementals) and to the and one 4th-level spell for each of the last muscles and pressure-resistant bodies are number of hit points taken per hit die of two life stages. so strong, so they often use this plant in damage from such effects. Thus, an attack The entrances of aquatic dragon lairs their lairs as well. by a lightning quasi elemental would do are tangled in seaweed, one strand of Aquatic dragons gain +2 to their saving +2 hp/HD damage and have a +2 bonus which is often tied to the beast’s tail when throws vs. water-based attacks, +1 to to hit.

ICHTHYODRAKE Created by: Gregory Detwiler

FREQUENCY: Very rare NO. APPEARING: 1-2 ARMOR CLASS: 2 MOVE: //15" HIT DICE: 10-12 % IN LAIR: Nil TREASURE TYPE: See below NO. OF ATTACKS: 1 bite DAMAGE/ATTACK: 8-64 SPECIAL ATTACKS: Breath weapon, swal- lowing whole, continuous damage, high- damage bite SPECIAL DEFENSES: Acute senses, saving- throw bonuses MAGIC RESISTANCE: Standard INTELLIGENCE: Animal ALIGNMENT: Neutral SIZE: L (100' long) PSIONIC ABILITY: Nil LEVEL/XP VALUE: 10 HD: VIII/4200 + 14 per hit point; 11-12 HD: IX/6,100 + 16 per hit point

The ichthyodrake is one of the largest and most fearsome marine predators in existence. A rich deep green in color, it resembles a titanic fish with a dragon's head. The creature is apparently a distant relative of the true dragons, as it shares the same size and age categories, sensory and detection powers (except for infravis- ion, which it lacks), fear-producing aura, and saving-throw bonuses as other dragons. However, these dragons cannot speak or use magic, and they never seem to sleep. Worse yet, ichthyodrakes cannot be subdued, bribed, or flattered. A single V-shaped set of gills lies just behind the eyes and jaw attachments. Ichthyodrakes are so massive that they can ram and sink even the largest ocean-going vessels, though they prefer a diet of fish to a diet predators and bring them swarming in, means short of a wish. of people. where they are attacked and eaten. The When dealing with particularly power- Few other sea creatures have developed ichthyodrake’s jaws are so large that even ful single foes, ships, or parties, the ichthy- the use of sound to the same degree as the the largest ordinary sharks can be swal- odrake can use its breath weapon three ichthyodrake, which uses this ability well lowed whole. Once inside, prey takes 2-12 times per day. This is a sonic blast that in its search for food. Ichthyodrakes hp acid damage per round from the ich- sends severe vibrations through the water reside at the top of the food pyramid, thyodrake’s digestive fluids until wholly in a 20'-long by 80’-wide cone. Any crea- chiefly preying on “normal” predatory digested. If a character is swallowed and ture caught in the area of effect takes 4-40 fishes such as sharks and barracudas. digested, and the ichthyodrake is cut open hp damage, and all nonliving materials Such a monster’s fins can be made to afterward, any surviving magical or metal- must save vs. crushing blow. Because of quiver at will, sending vibrations which lic gear that saved vs. acid is found in the this and the other powers it possesses, the can be felt in a 10-mile radius. These creature’s stomach. Digested characters ichthyodrake has no known natural ene- vibrations attract the attention of oceanic cannot be brought back to life by any mies, except for powerful adventurers.

D RAGON 9 ASTRAL DRAGON if it were struck by a githyanki’s special time, the egg swells to 10’ across, and a Created by: Gregory Detwiler silver sword. Individual astral travelers hole opens at one end through which the are usually separated from their group infant dragon can emerge. Since there are and thus slain. If the spell-caster responsi- no regular caves or other lairs on the FREQUENCY: Very rare ble for the trip (using astral spell or the Astral plane, the dragon’s egg becomes its NO. APPEARING: 1-2 like) is the one slain, the entire party dies lair. As the dragon gets older and larger, ARMOR CLASS: -2 in one blow. For this reason, magic-users the egg continues to grow at a slow pace MOVE: 6”/30” (MC: E); 150” on Astral and characters endowed with psionic until it is 30’ across and very thin, though plane abilities are primary targets when an still strong (how this is accomplished has HIT DICE: 13-15 astral dragon battles a party in the Astral never been resolved). The egg is the same % IN LAIR: 40% plane. The astral dragon can sense the use color as astral space, making it virtually TREASURE TYPE: H, S, T, U, V of psionic or psionic-like powers (as per invisible unless one is within 30’ of it or if NO. OF ATTACKS: 4 claws, 1 bite, and 1 page 78 in the DMG) in any opponent peering in the darkened open end. It has tail strike within a range of 240’. The dragon cannot AC -2 and takes 30 hp damage in order DAMAGE/ATTACK: 1-4/1-4/1-4/1-4/3-12/2/2-16 use psionics itself and is not immune to to break a hole in it large enough for a SPECIAL ATTACKS: Breath weapon, spell psionic attacks, though it gains a + 6 sav- man to pass through. Young astral dragons use, bite severs astral cord, surprises on ing throw vs. psionic blast. use their eggs for treasure storage until roll of 1-9 on 1d10 in Astral plane, six The astral dragon may use its breath more suitable lairs are found later in life. attacks per round, high intelligence weapon six times per day. This breath The astral dragon and its egg are always SPECIAL DEFENSES: Never surprised, weapon, a cylinder of magical force 180’ linked by some magical mental link; an acute senses, saving-throw bonuses, low long by 10’ wide, affects characters caught astral dragon traveling to other planes or armor class, magic resistance in its radius in the same manner as a other parts of the Astral plane can always MAGIC RESISTANCE: 50% feeblemind spell if a saving throw vs. find its way back to its lair, even during a INTELLIGENCE: Genius breath weapon is failed. This effectively psychic wind. When an astral dragon ALIGNMENT Neutral short-circuits spell-casters and psionics- enters adulthood, it leaves its egg for SIZE: L (80’ long) users (including creatures such as mind another lair — often the abandoned for- PSIONIC ABILITY: See below flayers) and may effectively strand the tress or dwelling of another race of crea- CHANCE OF: party in the Astral plane. Since movement tures (usually githyanki). Speaking: 99% in the Astral plane is based upon intelli- An astral dragon is one of the most Magic Use: 99% gence, this also means that affected char- powerful spell-casters of all dragons. A Sleeping: Nil acters can go no faster than 30’ per round. very young astral dragon has the spell LEVEL/XP VALUE: 13-14 HD: X/13,250 + Worse yet, victims cannot come up with repertoire of a 1st~level magic-user, the 18 per hit point; 15 HD: X/l 7,550 + 20 battle tactics, and the DM must take this next age has that of a 2nd~level magic-user, per hit point into account during combat. and so on, so that an ancient astral dragon The birth of an astral dragon is far dif- is equivalent to an 8th-level magic-user in The astral dragon is, as its name implies, ferent from that of ordinary dragons. A spell ability. Further, for every 200 years a native of the Astral plane. It is also one female astral dragon lays one 5’-diameter of age beyond 401 years (when the astral of the most powerful of all dragons egg every few hundred years, then carries dragon becomes ancient), the dragon gains because of certain special abilities allied to it with her for many years more. Over another level of spell ability. Younger its usual dragon advantages. The dragon is astral dragons typically spend a great deal of the same cloudy silver color as the of time on the Prime Material plane, Astral plane, thus enhancing its surprise where they are able to age quickly, and value on its home territory. Also, its vision tend to pass more time in the Astral plane can penetrate the silvery blur to a distance as they grow older. Ancient astral dragons of 10 miles, so it cannot be surprised in almost never leave the Astral plane, and turn. The astral dragon can traverse the they have no known limits on their life planes at will, as if using plane shift, at a spans. There are reports of an astral rate of one plane per round. In physical dragon with the powers of a 12th-level shape, it resembles a gold dragon or high- Wizard who was able to create magical er Oriental dragon, as it lacks wings and is items, and more powerful dragons are whiplike and thin. On the Prime Material hinted at in legends among the githyanki. plane, a special organ in its head allows An astral dragon can vary its spells this dragon to fly; it has great difficulty through scrolls and spell books, being walking on surfaces in gravity, however. capable of learning any spell a normal Surprisingly, the astral dragon can move magic-user can. The dragon’s claws are very fast on the Astral plane, at 150” per slender and supple enough to enable the round (an ability perhaps related to the dragon to open and read scrolls, and the unusual movement abilities of the githy- beast can cast any spell from a magic- anki, as per page 72 of the Manual of the user’s scroll. Planes). Its body is so supple that it can tie The astral dragon is, like all dragons, itself in a knot, and it can bend so that the driven by its greed for acquiring treasure, head and the spike-tipped tail, as well as and thus travels the planes looking for it. the four clawed feet, can be brought to Its neighbors, the githyanki, are favorite bear against a single opponent. Although targets; the ornate armor and weapons of they need little food, astral dragons like to the githyanki, being both magical and gem- gorge themselves — githyanki war parties encrusted, are a dragon’s dream treasure. being favorite prey. It is said that old and ancient astral The bite of the astral dragon is its most dragons have more githyanki magical dreaded attack. The bite itself does 2-16 items and treasure than even the largest hp damage, but when the dragon’s jaws githyanki castle has. The gear of githzerai hit, there is a 20% chance that a victim’s raiding parties and astral travelers is also silver cord (if present) will be severed, as much enjoyed. The treasure troves of

10 JUNE 1988 astral dragons are the richest of any in ment has a 1% chance per plane shift of double damage. The sick dragon fights magical items, though due to the nature of striking the dragon when it reaches a unceasingly for 2-5 days without rest, then the Astral plane, many of these items seem plane other than the Astral plane. Once collapses and dies within 1-4 hours. No nonmagical until they are taken to the the dragon discovers that it is perma- known cure exists for this disease, except Prime Material plane. Those items that can nently separated from its home plane, it for a wish spell. If the astral dragon can be used by an astral dragon are usually often goes insane, savagely attacking any return to the Astral plane via a portal or carried with it on its travels. and all creatures around it. Spell-casting of someone else’s spell (which must overcome Astral dragons are subject to a strange any sort is impossible to the dragon in its the dragon’s innate magic resistance), its and rare disease, astralomitis, that elimi- frenzied state, but its breath weapon is illness and madness subside, although the nates the dragon’s ability to travel back unaffected, and the strength of its mad- dragon will never again be able to travel to and forth between the planes. This ail- ness causes all of its physical attacks to do other planes.

WEREDRAGON Created by:

FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 2 in wereform (10 in human form) MOVE: 9”/24” (MC: B) (12”). HIT DICE: 7-9 % IN LAIR: See below TREASURE TYPE: H, Q, S, T; X NO. OF ATTACKS: 2 claws and 1 bite (1 weapon in human form) DAMAGE/ATTACK: 1-6/1-6/4-24 (by weap- on type in human form) SPECIAL ATTACKS: Minor breath weapon, minor spell use, high intelligence SPECIAL DEFENSES: Never surprised, spell immunities, silver or magical weap- ons needed to hit, acute senses, saving- throw bonuses MAGIC RESISTANCE: Standard INTELLIGENCE: Very to genius ALIGNMENT: Chaotic neutral SIZE: L (12-36’ long) or man-size in human form PSIONIC ABILITY: Nil CHANCE OF: Speaking: 100% Magic Use: 100% (see below) Sleeping: Nil LEVEL/XP VALUE: 7-8 HD: VII/1, 775 + 10 per hit point; 9 HD: IX/3,000 + 12 per hit point

Weredragons are exceedingly rare crea- tures. They are the source of many folk tales concerning beautiful women trans- formed into dragons; this is due the were- dragon’s ability to assume the form of a comely human female whenever desired. Weredragons usually live among humans, revealing their dragon forms only in times of personal peril or great crisis. Weredragons are fertile in both human and dragon forms; they are always female and always produce other weredragons, whether the father was a human or another dragon of any sort. The name normal weapons. each every six turns. Weredragons retain “weredragon” is not entirely accurate, as In human-form, a weredragon appears full knowledge and awareness in either this creature does not seem to have lycan- as a human female of about 20 years of form, and most are consummate actors, so thropy in the same way other were- age (regardless of the dragon’s age), of any that humans are usually unaware of the creatures do. Weredragons cannot be racial type, with a comeliness of at least weredragon’s true nature. A weredragon’s “” of their abilities, nor are they able 18. In addition to the usual abilities of strength in human form is the equivalent to transmit them to other creatures by dragons, a weredragon has 90’ infravision, of 18/00. biting or any other means. Furthermore, can detect hidden or invisible objects Weredragons are immune to all mind- the phases of the moon have no effect on within 30’, can use tongues (as in the affecting spells, as if they possessed wis- the ability of weredragons to change form. third-level magic-user spell) at will, and dom scores of 25 (see page 7, Legends & They are, however, immune to attacks by can cast light and darkness 15’ radius once Lore). Otherwise, they have standard

DRAGON 11 magic resistance. Weredragons never truly from behind, the weredragon’s rear claws changed dragon in any form). They prefer sleep and cannot be surprised. They also do the same damage as the front claws; if dwelling in cities or courts to wilderness eat prodigiously (without appearing to it pounces from above, a weredragon can solitude. These creatures are not as vain gain weight) whenever an opportunity like attack prey with all four claws and its bite as other dragons and cannot be subdued a banquet presents itself. Transformation in a single round. In dragon form, a were- as a dragon can, although they often sub- from one form to another is completely dragon is able to breathe a cloud of blue mit to capture or temporary dominance if within the control of the weredragon, is vapors three times per day, in a cone 70’ they deem it wisest. In human form, were- silent, takes an entire round, does not long and 25’ in base diameter. Within their dragons often amass great treasure by affect the weredragon’s hit points, and confines, these vapors will (for 2-4 beguiling rich suitors; later, these suitors utterly destroys any armor or clothing rounds): cause silence; snuff out (and are slain by the weredragon, which has worn if used in human form. Weredragons prevent the creation of) natural or magical returned to its dragon form. Weredragons can thus change shape or remain in one fire, heat, or electrical discharges or are usually the equal of any sage when form for as long as desired. attacks; and dispel any illusions. The cone dealing with the history of the lands they In dragon form, weredragons are slim of vapors remains stationary despite natu- have inhabited. Much of the history and and splendid, usually an iridescent blue ral or magical gusts of wind, and vanishes aims of these creatures, however, remains and silver in color, and most closely resem- at of the 2-4 round period after a mystery. They are known from legend in ble wingless copper dragons in physical having reacted with the surrounding air. the ™ fantasy set- shape and size (a magical organ in their Weredragons do not consort with others ting, and one is said to have lived in the brains allows flight). A weredragon’s jaws of their own kind (whom they can recog- great city of Waterdeep as recently as 20 do 4-24 hp damage, and it eats anything nize on sight in either form, just as they years past, having lived for years as the organic, including . If attacked can recognize any polymorphed or shape consort of a military officer.

FANG DRAGON Created by: Ed Greenwood

FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 1 MOVE: 12“/22” (MC: E) HIT DICE: 9-11 plus special % IN LAIR: 30% TREASURE TYPE: A, R, S, T, Z NO. OF ATTACKS: 2 claws, 1 bite, and 1 tail strike DAMAGE/ATTACK: 2-8/2-8/3-18/2-16 SPECIAL ATTACKS: Soulbite, four attacks per round, high intelligence SPECIAL DEFENSES: Acute senses, saving- throw bonuses MAGIC RESISTANCE: Standard INTELLIGENCE: Average to very ALIGNMENT: Chaotic neutral SIZE: L (36’ long) PSIONIC ABILITY: Nil CHANCE OF: Speaking: 80% Magic Use: Nil (but see below) Sleeping: 20% LEVEL/XP VALUE: 9-10 HD: VIII/3,300 + 14 per hit point; 11 HD: VIII/4,950 + 16 per hit point

Among the rarest of dragonkind in the FORGOTTEN REALMS setting is the fang dragon, a fearsome foe that is greedier and more rapacious than its cousins — and far less cowardly. Fang dragons have little magical ability, but instead have enhanced combative powers. They have thick body armor that rises into spurs on limb joints stunning such a victim for one round). loses all of his hit points at once, and the and a long, forked tail that ends in two Any claw attack, in addition to its normal dragon gains the current hit points of the scythelike, bony blades. Fang dragons fly damage, has a 60% chance of slashing the victim (i.e., before the bite damage of the poorly but are skilled at rising with a intended target with the fang dragon’s successful soulbite attack is subtracted) for single clap of their wings, to lunge for- body spurs, doing an amount of damage 4-16 rounds. Damage done to the fang ward with lightning speed and pounce on equal to the victim’s armor class (no dam- dragon is first subtracted from these prey within 90’. age for AC 0 or better). “stolen” hit points during this time. The The attack of a fang dragon involves Though a fang dragon has no breath restoration of stolen life can be accom- raking its victim with its claws and slash- weapon, its bite can have terrible effects. plished if enough cure wounds spells are ing with its tail (the tail attack having an If a 20 is rolled for the dragon’s attack, the placed upon the victim’s body to com- 80% chance of knocking over a small- or bitten victim must save vs. death magic or pletely heal all the victim’s lost hit points; man-size victim, and a 40% chance of have his life force drained. The victim this must be done within a period of time

12 JUNE 1988 equal to the victim’s constitution score in facture of a variety of magical swords Fang dragons prefer to dwell in rocky rounds. Otherwise, the life force of the (such as a sword +2, nine lives stealer). regions, and roam far from their lairs in victim cannot be restored by any means Fang dragons do not cast magic spells, search of food, which they carry off to short of a wish. Slaying the fang dragon except by reading scrolls useable by all rocky pinnacles or other secluded, defen- within the same amount of time is also an classes that they seize or bargain for. They sive positions far from their real lairs. option, though this merely brings the have occasionally used certain wands, Fang dragons protect their lairs in their victim to zero hit points in an unconscious rods, and weapons that can be used by absence by rolling large boulders before state. The victim’s brow and breast must any class of character, but this is rarely the doors (they are as physically strong as then be bathed with the fluids of the seen. Fang dragons have excellent vocal stone giants). A fang dragon usually speaks dragon’s heart and brain to recover the control, and are thus able to mimic human common, its alignment tongue, 1-6 other lost hit points. Powdered fang dragon’s voices very effectively, though they rarely dragon languages, and snippets of local fangs are a valued ingredient in the manu- use this for trickery. demi-human or humanoid tongues.

SAND DRAGON Created by: Jeffrey S. Johnson

FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 0 MOVE: 12”//24” (9” in sand) HIT DICE: 10-12 % IN LAIR: 60% TREASURE TYPE: H, S, T NO. OF ATTACKS: 2 claws and 1 bite DAMAGE/ATTACK: 1-8/1-8/2-20 SPECIAL ATTACKS: Breath weapon, spell use, surprise on 1-9 on 1d10, high intelli- gence SPECIAL DEFENSES : Low armor class, acute senses, saving-throw bonuses, magic resistance MAGIC RESISTANCE: 20% INTELLIGENCE: Exceptional ALIGNMENT: Neutral SIZE: L (38’ long) PSIONIC ABILITY: Nil CHANCE OF: Speaking: 80% Magic Use: 80% Sleeping: 30% LEVEl/XP VALUE: 10 HD: VIII/4,950 + 14 per hit point; 11-12 HD: IX/7,250 + 16 per hit point Restoration of a character is possible only Sand dragons bury the&elves beneath with the use of a wish, though some the sand to sleep and hide from their Sand dragons are of a unique race of reports have indicated that desperate enemies. When hidden, sand dragons are dragons which inhabit warm climates with adventurers successfully used rock to completely camouflaged and undetectable. large, sand-covered areas such as deserts mud, mud to rock, stone shape, and stone When they choose, they pop their heads or beaches. Sand dragons can be easily to flesh (in that order) to restore charac- from beneath the sand, surprising their identified by their long, wormlike bodies ters, and achieved success against all enemies 90% of the time. Sand dragons and their four short, muscular legs which expectations. can hold their breath for up to half an end in webbed feet suitable for digging Sand dragons gain magic-user and druid- hour in any environment. and swimming. The dragon’s head is ic spells by age level, though they do not The sand dragon often has a fixed lair, diamond-shaped and flat, with bright blue otherwise function as druids and must though it tends to wander over great eyes. A sand dragon’s body has rows of learn these spells from other sand dragons distances. Treasures are important to seashell scales lining the back, from the as they grow up. Only verbal components dragons, and the sand dragon is no excep- base of the skull to the tip of the forked are required to cast these spells, which are tion. The sand dragon’s belongings are tail. The color of the dragon’s hide varies acquired as follows: usually buried deep beneath the lair’s with its natural environment; desert dwell- floor. ers are brown in color, and beach dwellers Very young: One first-level magic-user The reproductive process of the sand are white. spell dragon is relatively slow. Every 10 years, Sand dragons are, for the most part, Young: One first-level druidic spell the female dragon lays three eggs, buries nonaggressive creatures. They will speak Subadult: One second-level magic-user them deep beneath the sand, and aban- with adventuring parties, and may even spell dons them. One year later, the eggs hatch, aid them with information. However, Young adult: One second-level druidic spell and the infant sand dragons must seek out when provoked, sand dragons can become Adult: One third-level magic-user spell their parents or other sand dragons in powerful enemies. The devastating breath Old: One third-level druidic spell order to be brought into the loose commu- weapon of the sand dragon is a ray 2’ Very old: One fourth-level magic-user spell nity of their kind and to be educated in wide and 120’ long, which turns any living Ancient: One fourth-level druidic spell magic. Few sand dragons survive to adult- thing it touches into pure, loose, white near civilized areas, and this breed is sand (save vs. breath weapon at + 1). usually found only in uninhabited deserts.

DRAGON 13 STONE DRAGON Created by: Mike Persinger

FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 0 MOVE: 9”; 1” burrowing through rock; 6” burrowing through earth HIT DICE: 7-9 % IN LAIR: 45% TREASURE TYPE: H, Q (x2) NO. OF ATTACKS: 2 claws and 1 bite DAMAGE/ATTACK: 1-6/1-6/5-20 SPECIAL ATTACKS: Missiles (boulder breath weapon), breath weapon, spell use, high intelligence SPECIAL DEFENSES: Acute senses, saving- throw bonuses, low armor class, weapon breaking MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Lawful neutral SIZE: L (35’ long) PSIONIC ABILITY: Nil CHANCE OF: Speaking: 100% Magic-use: 100% Sleeping: 50% LEVEL/XP VALUE: 10 HD: VIII/4,800 + 14 per hit points; 11-12 HD: IX/7,200 + 16 per hit point

This solitary dragon inhabits rocky, deserted areas, and often makes its lair inside a cave with two or more exits. The stone dragon eats rocks for sustenance, with gems being considered delicacies. They rarely interfere with the affairs of men, though when confronted they can prove very helpful or harmful. Stone reverses) have no effect on stone dragons. that the victim has turned to stone. The dragons share the same general character- The stone dragon has three breath effects of this are permanent, though the istics that all dragons do, but they lack weapons, each usable three times per day. usual magical methods may be used to wings. Instead, stone dragons can leap five The first breath weapon shoots 5-10 large reverse the petrified victim’s condition. times per day as if using the first-level (3’ diameter) rocks from its mouth. These Stone dragons prefer gems over the magic-user spell jump. rocks are waste products of the dragon’s more common types of treasure, and will Stone dragons are gray in color, each diet. These rocks are expelled at a rate of readily trade other treasures for them, looking very much like a clump of rocks. If one per segment, so one rock may be sometimes paying a price twice the item is located in rocky terrain, a stone dragon targeted at any opponent (thus, up to 10 worth. has a 55% chance of blending in with the people can actually be targeted, assuming Upon reaching the fifth age category, a rocks, effectively concealing itself. Sharp 10 rocks are available). The range for stone dragon receives the ability to cast weapons do half damage and must save vs. hitting targets is 2”/4”/6” for short/ stone shape once per day. At the seventh crushing blow on contact with such crea- medium/long range. A target must be at age category, he may cast it twice per day. tures, breaking and doing no damage if least 1” away from the dragon to be fired At the eighth age level, the stone dragon they fail; missile weapons must also save upon. The rocks have a +2 bonus to hit, may cast a statue spell once every two or be destroyed. Blunt weapons do full and each rock does 2-7 hp damage. Note days with no chance of system shock damage and will not break. Stone dragons that normal missile range “to hit” penalties failure. save vs. fire and acid at - 1, and take + 1 still apply. Additionally, all stone dragons receive hp damage per die of damage done on The second weapon available to the the following spells, each gained at succes- these attacks. Stone dragons save vs. cold stone dragon is a gas cloud 5” wide, 6” sive age categories starting from very at + 1, with damage being - 1 per die. long, and 3” deep which loses effective- young age: allies, shatter, passwall, trans- Earth-based spells that normally have no ness after one round. This acts like a slow mute rock to mud, wall of stone, conjure saving throw do only half damage or have spell for as many rounds as the dragon earth elemental, stone tell, and earth- half the effect against a stone dragon; for has hit dice. A successful save vs. breath quake. Allies is a spell-like power that acts example, animated rocks and conjured weapon means that the spell has no effect. as a charm monster spell and takes one earth elementals only do half damage The stone dragon is immune to its own turn to cast. It affects only rock-based when they hit, and earthquake has a 1 in breath weapon, but it is not immune to a creatures (i.e., rock reptiles, xorn, umber 16 chance of killing a stone dragon. Earth- magic-user’s slow spell. , earth elementals, etc.). The creature based spells that do allow a saving throw The third breath weapon is also a gas gets a saving throw to avoid the effects. do half or no damage to stone dragons, cloud 5” wide, 6” long, and 3” deep that All other information on this spell is treat- depending on the dragon’s saving throw. loses its effectiveness after one round. ed as the charm monster spell. Flesh to stone and mud to rock (and their Failure to save vs. breath weapon indicates

14 JUNE 1988

by Ed Friedlander

Give Dragons A Fighting Chance

Want to make your dragons really scary?

The dragons of legend are mighty indi- level humans), but a huge, ancient (88 hp) viduals, but gamers can always use a few red dragon would do 5-20/5-20/4-48 hp suggestions to keep dragons interesting damage. Other writers for DRAGON® and deadly. The suggestions herein can be Magazine have suggested similar systems, adopted for AD&D®-game dragons of any and have also assigned extra damage from sort — even for Oriental dragons and a dragon’s rear claws, tails, and wings. dragon turtles. [See: “Dragon Damage Revised,” in issue #98; “Dragon Damage Revisited,” in issue Physical attacks #110; and, “Self Defense For Dragons,” in Dragons will always be renowned for the Best of DRAGON Magazine Anthology, their breath weapons. Any dragon should volume III.] Of course, would-be dragon- be able to exhale a conical breath weapon slayers could be tossed into the air or of the appropriate type with a 30° width, dropped from great heights by a dragon extending at least 2’ for every hit point the in flight. dragon possesses. Both the physical dam- Since older dragons are far stronger age from a dragon’s breath weapon and than most other creatures with equal hit the total length of the area of effect should dice, it makes sense to add the number of equal the dragon’s maximum hit-point total a dragon’s age category to its “to hit” and (as in the AD&D® game) rather than its initiative rolls. Newly hatched dragons current hit points (as in the D&D® game), have only a few hit points but are fero- because damage to the dragon’s hide has cious. Older dragons are truly exceptional little effect on the creature’s remarkable fighting machines. Dragons defending chest muscles and lungs. their eggs or young are mad with rage; A dragon’s size and strength surely these parents might get +4 on all “to hit” increase as it grows. The maximum total and damage rolls, while suffering an damage from any dragon’s claw/claw/bite armor-class penalty of -4. attack could be made roughly equal to its hit points. This requires only a little extra Special abilities work when the DM creates the individual Dragons in works of fiction have even dragon. A newly hatched (6 hp) white more subtle abilities. According to J.R.R. dragon’s attacks might do only 1/1/1d4 Tolkien, Ursula Le Guin, and other damage points (enough to kill most zero- authors, even talking with a dragon is a

Illustration by Roger Raupp DRAGON 17 severe test of one’s willpower. Thus, a ing dragon. Unless the dragon is upwind, Mirror image: When used by a dragon, speaking dragon may at any time make a the smell of the approaching PCs should 1-8 images are produced. Each image has reasonable suggestion to all creatures be enough to awaken it. Many intelligent the same armor class as the dragon, and within earshot. Those who understand the dragons also keep lesser creatures as each must be struck to make it disappear. dragon may be required to make saving lookouts. Talking dragons could have other: This spell is equivalent throws vs. spells (with wisdom bonuses) or personalities and political skills, and even to the standard polymorph any object else comply. chaotic ones could arrange alliances with spell. The mere presence of a dragon inspires monsters, humans, and other potential Polymorph self: This spell grants the fear. If a dragon of adult age or older helpers. special abilities of the new form, and is roars or otherwise acts dangerously, but is equivalent to the standard shape change not flying overhead or charging its foes, all spell. creatures within sight must roll a saving Another way to individualize dragons is Shield: This spell improves a dragon’s throw vs. spells (with wisdom bonuses) at to give them highly effective magical spells armor class by one level per hit die of the +4, or else flee in panic for l-10 rounds. [as is also done in “Serpents and Sorcery,” dragon, and gives immunity to magic Only creatures with hit dice greater than in this issue]. Spells used by dragons might missiles. or equal to the dragon’s (and those crea- require only verbal components, and they Shocking grasp. When used by a ture immune to magical fear) are immune probably have very short casting times. lightning-breathing dragon, this spell to this effect. Additional bonuses of + 5, Since spell levels are low, the spells them- produces a charge which delivers 1-6 hp + 3, and + 1 apply against the presence of selves could be more powerful counter- damage per hit die of the dragon. dragons of adult, old, and very-old age, parts to the usual spells, and they might Shout: This roaring spell permanently respectively, as per the usual fear-aura have longer durations and larger areas of deafens everyone in range who is not saving throws. effect. wearing ear plugs or protected by magical Most dragons could have personalized The following spells would doubtless be silence. Deaf spell-casters have a 50% abilities, and even nonspeaking dragons popular with dragons, and any DM can chance of spell failure (see holy word, in can have unexpected special powers. A have fun developing a “dragon version” of the Players Handbook, page 53). Cure dragon might surprise adventurers with any other spell from any category. Each deafness or heal is required to remove the jaws of sharpness, a hypnotic gaze, burn- shows how it could be altered when used deafness. ing spittle, a roar of blasting, scales of by any dragon. Spider climb: A creature struck by any scintillating color, or even claws of cancel- Alarm: This spell announces the type of claw attack from a dragon who cast this lation. Subtle clues — disarticulated skele- intruder to the dragon. If silenced, the spell must save vs. spells or stick helplessly tons, entranced victims, charred grass, dragon still senses that the alarm has been to the claw. (DMs must decide how large a discarded items that might once have been triggered, This always awakens a sleeping creature can stick to any particular magical, etc.—may forewarn adventurers dragon. dragon’s claw.) Only one creature can in a well-managed campaign of the pres- Burning hands: When used by a fire- adhere to a claw at any time, but the claw ence of a uniquely magical dragon. breathing dragon, this spell does double its can still injure other opponents. Dragons can also make intelligent use of normal damage with twice the range. Strength: This doubles the damage most magical items; experiment with the Charm person: The saving throw is inflicted by each claw and bite attack. miscellaneous magical items table and see made by victims at -4. Suggestion: The saving throw is made at what you get. Charm monster: The saving throw is a -4 penalty at best. No saving throw is The dragons of legend are also sturdy. made by victims at -4. normally allowed (see fear) if the sugges- Certainly, some of them can only be struck Dimension door: This spell becomes the tion is very reasonable. by magical weapons. Dragons could regen- equivalent of teleport without error. Web: This creates web-strands that will erate at least 1 hp per turn, and some Fear: The spell allows a saving throw at not burn and are invulnerable to the -might regrow severed limbs and wings -4 for most creatures. Paladins, cavaliers, dragon’s breath, so the dragon can overnight, and those with Serten’s spell immunity are breathe upon trapped creatures at its Even with spells, it is difficult to conquer still immune but lose combat initiative. leisure. a major dragon. Some dragons could be Other dragons, undead, trolls, golems, and At the DM’s discretion, all magic-using assigned a magic resistance of 10% per age those with mind blank are immune. dragons might use detect magic, read category, and this could remain undimin- Fireball: This spell does 1d12 hp damage magic, dispel magic, vocalize, wizard ished even if the caster is above 11th level. per hit die when cast by fire-breathing mark, and identify at will, once per round, If a dragon fails its magic-resistance check, dragons, and 1d8 hp damage when cast by as often as desired. An adult magic-using its saving throws should still be easy. If the any other dragon. dragon could cast legend lore once per spell normally allows a saving throw (com- Haste: This spell enables a dragon to use day. mand, charm monster, hold monster, and a claw/claw/bite attack routine plus a Finally, some AD&D®-game dragons other popular antidragon magics), a DM breath attack in one round, or two claw/ should have more hit dice or more spells might give any dragon only one chance in claw/bite routines in one round. It also than usual (this is already true in D&D® 20 of failure. If the spell does not ordinari- improves armor class by 4 levels, and games). An ancient gold dragon with 20 hit ly allow a save (harm, magic missile, automatically gives the dragon the initia- dice might be able to cast eight-level spells. power word, Otto’s dance, time stop, and tive in any round. Such a grand creature might come in other easy dragon-killers), it still has no Hold person: The saving throw is at -4, response to a holy man’s gate spell. effect if the dragon rolls its hit dice or less and the duration is one day per hit die of on 1d20. Any dragon should be immune to the dragon casting the spell. Given the above suggestions for uprating any natural or magical attack that dupli- Invisibility: This has the same effect as the dragon in AD&D® games, what sorts of cates its breath weapon (fire, acid, etc.). improved invisibility when cast by a effects will using these ideas have? Let’s Because of their tremendous lung power, dragon. look at two examples. all dragons are probably immune to gas Lightning bolt: This spell does 1d12 hp attacks, including stinking clouds and damage per hit die when cast by lightning Razisiz the Regular cloudkill. breathing dragons, and 1d8 hp damage Razisiz (from the DMG, page 81) is a Surprising a dragon should be very when cast by any other dragon. huge, ancient, spell-casting blue dragon difficult. A silence, 15’ radius spell or Magic missile: This produces bolts of (AC 2; MV 9”/24”; HD 10; hp 80; #AT 3; silent movement must be used, or a group energy that do 3-6 hp damage per magic Dmg 1-6/1-6/3-24; SA breath weapon, spell of adventurers will surely awaken a sleep missile. use, high intelligence; SD fear aura, saving

18 JUNE 1988 throw bonus, detects invisible and hidden the dragon while it continues to snooze, with magic missiles as the fighters attack objects; AL LE). He can breath a lightning making sure the other characters are out once more — and the fight is over. The bolt 100’ long and 5’ wide. His spells are: of the area of effect. fighters in triumph, and the cleric charm person, shield, shocking grasp, ESP Round 3: The magic-user casts a stinking and thief return to celebrate. The magic- mirror image, strength, fireball, and haste. cloud over the dragon’s head, away from user sighs; he never got to use his other He lives alone in a cave and has a huge pile the fighters and thief. This awakens the three magic missile spells or his ice storm of treasure. Here, he is played according dragon but incapacitates it throughout this spell. ! to the usual rules on dragons. round and the next (we assume Razisiz Razisiz was almost the worst possible One day, Razisiz is caught napping by a makes his saving throw against the spell). evil dragon, but he has been killed by five small town’s leading citizens. The party At the same time, the fighters and the middle-level characters without magical contains two 7th-level fighters with nor- thief strike the dragon’s unprotected back- items or protection, and without doing any mal long swords, an unarmed 3rd-level side. When sleeping, slowed, or incapaci- damage to them. Two of the attackers even cleric, an unarmed 7th-level magic-user, tated, the dragon’s effective armor class is fled the battle! and a 5th-level thief with a normal short only 6, so the strong fighters need only a 7 sword. The fighters are naturally burly, or better on 1d20. Both hit; damage is Razisiz redux and one has 18/01 strength. Because of a 1d12, with a +3 strength bonus. The Razisiz II (using a few of the above sug- strength spell from the magic-user, the fighters each do 10 hp damage (about gestions for improving the dragon) is a other fighter now has 18/10 strength. The average). The thief, striking from behind, huge, ancient, spell-casting blue dragon cautious magic-user has cast vocalize on needs a 13 or better. He succeeds and rolls (AC 2; MV 9”/24”; HD 10; hp 80; #AT 3; himself, and he used clairvoyance on the a 4 for damage which, tripled, gives 12 hp Dmg 5-20/5-20/4-40; SA +8 “to hit” and to dragon’s cave, so everyone knows Razisiz damage (again, about average). initiative, breathes lightning in a 30° arc is asleep. No one has armor because no Round 4: The fighters each hit again for extending 160’, spell use, high intelligence, one can afford it. 9 hp damage apiece, and are entitled to a SD fear aura, magic resistance 80%, Round 1: The cleric sneaks into the cave, second attack this round. Both hit, and detects hidden and invisible objects, stands 120’ away from Razisiz, and casts they each do an additional 10 hp damage. saving-throw bonus; AL LE). His spells are: silence, 15’ radius on the dragon’s head. The thief runs away. The magic-user runs charm person, shield, shocking grasp, ESP The cleric flees the scene with two cure to a distance of 110’, out of the range of mirror image, strength, fireball, and haste. light wounds spells (he has a 12 wisdom) the breath weapon but in range for magic He owns and uses a wand of conjuration. to wait outside for the other adventurers. missiles, just in case the fighters miss and Razisiz has a set of spell books and has The rest of the party approaches the the dragon is still alive at the beginning of cast find familiar; he loves his very sleeping dragon. round 5 — which it is. much. The lawful Razisiz keeps careful Round 2: The fighters and thief walk to Round 5: Razisiz is enraged — but the records, gives receipts for the required the dragon’s posterior and ready their slowed dragon can only strike at the end annual tribute from surrounding lands, weapons. The magic-user casts slow on of the round. The magic-user opens fire and styles himself a polite and honorable businessman providing “protection” to “his” people. Of course, Razisiz’s demands are exorbi- tant. Razisiz’s cave is finally approached by an attack squad composed of the nation’s five toughest adventurers. The party includes two 13th-level fighters (100 hp each), a 12th-level cleric (80 hp), a 13th- level magic-user (40 hp), and a 13th-level thief (60 hp). The fighters are wearing gauntlets of ogre power and carry long swords + 5. The cleric carries a mace + 5, and the thief carries a short sword +5. The magic-user carries a dagger +5, and casts minor globe of invulnerability, mir- ror image, (four duplicates), and ’s transformation (giving him 40 hp more). These spells were selected because of the known difficulty of affecting Razisiz directly by magic. All party members have constitutions of 16 or higher. Each has purchased druidical protection from light- ning, so that each will take only half or quarter damage from Razisiz’s fell breath and gain a +4 bonus on saving throws vs. lightning. Each carries many protective devices and now has AC -4, but Razisiz needs only a 6 on 1d20 to hit each one. Razisiz was asleep when seen by clair- voyance a few minutes ago, and he appeared unguarded. But when the black cat spotted the adventurers, it awakened its master and warned him. Now Razisiz is only playing possum. With his mouth just out of sight beneath one of his rich tapes- tries, he begins conjuring silently, taking advantage of his natural vocalize ability. He casts his dragonish versions of shield,

20 JUNE 1988

shocking grasp, haste, and strength on and takes only 20 hp damage, thanks to the orcs, and each kills another. The himself. Shield drops his armor class to the protection from lightning spells. Razi- magic-user strikes twice at Razisiz and hits - 6. Shocking grasp gives his body an siz’s claw attacks miss the same fighter, once for 9 hp damage. electric charge which will deliver 10-60 hp but the bite succeeds, doing 38 hp dam- Round 5: The dragon uses two claw/ damage to the first opponent he strikes or age. The bite also delivers the shocking claw/bite routines against the magic-user, who strikes him with a metal weapon. grasp charge (34 hp), but the lightning- and five of these hit. Four of them destroy Haste enables Razisiz to use both a claw/ protected fighter takes only 17 hp damage. the four mirror images, while the fifth is a claw/bite routine and his breath weapon Each fighter strikes twice and scores one claw attack that does 18 hp damage. The (or two claw/claw/bite routines) in the hit; one hit struck a mirror image and magic-user wisely chooses to flee. The same round; it also lowers his armor class caused it to disappear, but the second cleric and the thief kill the last two orcs. further to - 10 (now the fighters will need struck Razisiz and delivered 20 hp dam- Round 6: The dragon uses his breath to roll 10 or better to hit him; the thief age. The thief misses. The magic-user weapon against the fleeing magic-user. The and cleric will need 15 or better to hit; and strikes twice and hits once, destroying magic-user fails his saving throw, and 40 the transformed magic-user will need 13 another mirror image. The cleric had hp damage from the dragon’s breath kills or better to hit). Strength doubles the planned to try a harm spell but realizes he him. The dragon then uses his claw/claw/ damage from claw and bite attacks to 10- now has very little chance of touching the bite attack against the thief. Each suc- 40/10-40/8-80. Finally, Razisiz manages to dragon. He is also mobbed by six orcs. ceeds, and the thief takes 65 hp damage, conjure six orcs with his wand, and he Round 3: The dragon breathes more shredding him. The cleric casts dispel tells them to attack anyone who tries to lightning on the magic-user and the magic on the dragon, in order to remove cast a spell. injured fighter. Each saves and takes 20 hp one or more of the haste, strength, and Round 1: The party enters the cave. The damage. The dragon also claws and bites shield spells. cleric casts silence, 15’ radius on the the same fighter; this time, a claw attack Round 7: All but one of the high-level “sleeping” dragon. Razisiz can no longer does 18 hp and the bite does 42 hp, killing party members is dead, and the dragon is feel the vibrations of the approaching the fighter. The second fighter strikes not badly injured. Did the cleric succeed in party, but he can smell them and can still twice and hits once, destroying the last dispelling the dragon’s magic? Does the cast his spells, thanks again to his vocalize mirror image. The cleric and the thief cleric now beat the odds, deliver a success- ability. When the dragon can smell the each kill an orc. The magic-user misses ful command spell, and conquer the party is within striking range, he casts twice. dragon? Or does the cleric throw down his mirror image, obtaining three duplicates. Round 4: The dragon uses two claw/ arms and appeal to the dragon’s vanity? The battle is on. claw/bite routines against the second Does the dragon charm the cleric or Round 2: The hasted dragon automati- fighter. Two bite and two claw attacks throw a fireball at him? Does the dragon cally has the initiative. Razisiz sprays succeed, doing total damage in excess of hold the cleric hostage or eat him immedi- lightning on the magic-user (all mirror 100 hp; the second fighter is killed. The ately? As the battle nears its end, the odds images) and one of the fighters. Each saves cleric and the thief are still preoccupied by are definitely in the blue dragon’s favor. Other groups of adventurers may develop other strategies to deal with Razi- siz, and not all DMs handle combat details in the same way. Other DMs will think of ways to enhance dragons that are much better than my own suggestions. But dragons like Razisiz will always command respect. Defeating such a monster deserves a substantial reward in fame, experience, and wealth. A dragon should be a foe to remember — forever.

Other articles which have appeared in past issues of DRAGON® Magazine con- cerning the uprating of dragons include the following: “Rearranging and Redefining the Mighty Dragon,” in issue #38, which discussed some of the points made above; “True Dragons,” in issue #50, which also discussed some dragon-improvement points; “‘Dragons and Their Deities,” from issue #86, concerning clerical dragons, their spell-casting powers, and worship; and Tailor-Made Treasure,” from issue #98, concerning the con tents of a dragon’s treasure hoard. Additionally, the dragon Flame, from “Into the Fire” in DUNGEON® Adventures issue #1, is highly instructive in terms of that dragons use of magical items, tactical planning, defensive construction in his lair and treasure-hoard composition. The crippled dragon Ancagaling, from “The Wounded Worm” in DUNGEON® issue #8, is also interesting for the same reasons, and is worth a DM’s study. 22 JUNE 1988

Although respected for their mighty by Vince Garcia breath weapons, dragons have a spell- using capability that is often passed over. Magic comes naturally to these creatures and provides them with both additional means of protection and a greater degree of control over the surroundings they claim as their own. Some new guidelines for the casting and use of spells for dragons are presented in this article. All dragons possess an innate ability to read magic, and they learn new spells with the same chances based upon intelligence Serpents and as given in the Players Handbook, page 10. However, dragons do not need to use the spell write in order to learn a new spell; they need only study a written spell to learn it, and it is by this that they may Sorcery increase whatever knowledge of spell- casting they receive initially from their parents or other instructors, if they should acquire certain useful tomes and scrolls. Thus, dragons need not create spell books of their own. The photograph- ic quality of a dragon’s memory is well known, and unlike human and demi- human spell-casters, dragons do not lose the memory of a spell once it is cast. Rath- er, the casting of spells tires a dragon so A little dragon-magic can go a long way that it merely requires a period of rest in which to gather its strength to recast a Illustration by Richard Bennett spell of that level of power. Upon success- fully learning a spell, the dragon forever- more retains the correct vocal and somatic components in its memory. This further means that the spell-casting dragon need not memorize a specific selection of spells on a given day, but may pick from the spells it knows to find the ones most suit- able in a particular situation, requiring only the proper material components unless they are unnecessary due to the creature’s special magical abilities or the spells requirements. The level of experience at which a dragon casts spells is based upon the for- mula for noting its saving throws. Up to young adult age (having 4 hp per hit dice), the dragon’s level of magic-use equals its hit dice. From adult age onward, the dragon’s total hit points are divided by four, with the result reflecting the level at which it both saves against and casts spells. An 88-hp red dragon may boast that, although it doesn’t cast as many spells over the course of a day, its level of magic use is equal to that of a 22nd-level Arch-Mage! The greatest problem posed to spell- casting dragons is the problem of handling material components. While some legends assert that the most ancient of these beasts have learned to do without material components in some instances, the over- whelming majority of spell-casting dragons find it a necessity to make use of standard material components. This can be difficult to manage for a creature as big as a house, and so dragons tend to avoid the use of small material components. Some dragons, nevertheless, through polymorph or spe- cial abilities with a particular elemental force, may be able to use material compo- Brass dragons their lust for treasure. The spells they nents efficiently. Like blue dragons, brass dragons prefer usually employ are geared to aid them in The sorts of spells employed by dragons secluded deserts in which to lair. The that regard and include: tend to reflect those things in which drawback to such locales is that all too First level: charm person, detect magic, dragons have an interest or with which rarely does the dragon have the opportu- identify, and magic missile. Second level: they are familiar. Red dragons, for exam- nity to converse with other intelligent detect evil, know alignment, locate object, ple, are well versed in those spells dealing creatures, one of its favorite pastimes. It and stinking cloud. Third level: dispel with detecting or divining the nature of also must be wary of confrontations with magic, item, material, and suggestion. various types of valuables or magic, and more powerful blue dragons. The spells it Set up: While traveling through a moun- the offensive spells utilized by them tend most often employs are: tainous area, the adventurers are con- to be fire-based. Silver dragons, on the First level: charm person, comprehend fronted by a copper dragon who other hand, tend to utilize electrically languages, friends, magic missile, shocking “requests” payment for passing through based spells and are known to be fond of grasp, sleep, taunt, and ventriloquism. lands over which it claims dominion. mind-affecting magic (which benefits a Second level: continual light, detect evil, creature with an interest in humanity). A ESP, invisibility, magic mouth, and Tasha’s listing follows of various Monster Manual uncontrollable hideous laughter Gold dragons dragons and the spells they are fond of Set up: Spotting a group of adventurers The most powerful of all spell-casting employing, along with ideas on how these as it invisibly flies overhead, a brass dragons, gold dragons can be found in dragons might use their spells. dragon activates spells to determine the almost any climate. Because of their ability general alignment of the fellowship and to assume human form, these dragons their possible intentions, making its pres- have no limitations on the spells they may ence known if the party is generally good cast when in that shape. Once again, how- Black dragons —and trying to make some treasure off ever, the true color of the dragon is usu- These dragons often reside in fens, dark the meeting if it thinks of a way. ally retained in the form of gold-hued hair woods, or caves near such places. Thus, or skin. In dragon form, the spells gold the spells they often employ are those dragons most often use include: which may be put to good effect in such Bronze dragons First level: affect normal fires, detect terrain. Although restricted in the level of Often referred to as sea dragons for magic, hold portal, and shocking grasp. spells they may employ, these dragons are their habit of lairing near seas or other Second level: continual light, know align- unique in that they need not employ mate- large bodies of water, bronze dragons (not ment, mirror image, and ray of enfeeble- rial components for some spells usually unlike their brass dragon cousins) exhibit ment. Third level: blink, fireball, Melf’s requiring them. The spells they usually quite a degree of curiosity about other minute meteors, and hold person. Fourth use follow. creatures, especially humans and demi- level: charm monster, dimension door, First level: affect normal fires, charm humans. Renowned for their ability to shout, and stoneskin. Fifth level: cloudkill, person, dancing lights, detect magic, assume animal form in which to get closer dismissal, dolor, and telekinesis. Sixth enlarge (this acts upon the dragon as the to targets of their interest, they retain the level: anti-magic shell, eyebite, geas, and druidic animal growth spell, with compa- limitation of all polymorphing dragons in legend lore (this spell gives the dragon rable bonuses to damage potential), light, that their overall color is always promi- exact knowledge on the subject being magic missile, shield, ventriloquism, and nently displayed on some portion of their investigated). taunt. altered form. The spells most often used Set up: Having been stymied in his Set up: Having discovered a group of by these dragons include: attempts to discern the powers of a relic, a adventurers camped near its lair, a young First level: affect normal fires, compre- PC magic-user seeks out the isolated lair of black dragon enlarges and employs a hend languages, enlarge (this spell acts as a hermitic old sage, renowned throughout dancing lights spell in the hope of luring the druidical animal growth, with accom- the region as a living library. That sage, of away a guard to investigate. It thereafter panying bonuses to damage, and the course, is an ancient gold dragon, who uses a charm person spell in the hope of reverse of this spell helps the creature remains in human form most of the time. gaining a servant, resorting to one-on-one assume smaller animal forms), hold portal, melee if the target is unaffected. identify, push, shocking grasp, and Ten- ser’s floating disc. Second level: darkness Green dragons 15’ radius, detect evil, ESP, forget, mirror Almost always encountered in woods or Blue dragons image, and web. Third level: clairaudience, forests, green dragons are certainly As is not surprising, blue dragons, who clairvoyance, gust of wind, hold person, among the most unpleasant of dragonkind, consider themselves masters of the sky, lightning bolt, and suggestion. Fourth often using their powers as a means to are prone to using electrical spells to pro- level: charm monster, dispel illusion, bully and subjugate less powerful crea- tect their desert lairs. Their most fre- dimension door, magic mirror, plant tures. The spells they find most useful quently used spells include: growth, and bestow curse. include: First level: detect magic, hold portal, Set up: Unintentionally nearing the lair First level: burning hands, charm per- magic missile, shield, shocking grasp, and of an ancient bronze dragon, the adven- son, detect magic, light, magic missile, sleep. Second level: continual light, dark- turers are discovered by a number of shield, sleep, and taunt. Second level: ness 15’ radius, detect good, forget, ray of charmed low-level monsters acting as its detect good, mirror image, ray of enfeeble- enfeeblement, and strength (this spell adds guardians. On being informed by its min- ment, and strength (this spell adds +2 hp +2 hp damage to all physical attacks). ions of the party’s existence, the dragon damage to physical attacks). Third level: blink, dispel magic, feign may make its presence known, or more Set up: During their adventures, the PCs death, lightning bolt, material, and likely assumes animal form and tags along wander into a small and very unfriendly suggestion. with the group for a while to watch their mountain village. Befriended by a talkative Set up: Confronted by a group of adven- escapades — lending a hand if the party peasant girl, they learn that the village turers who infiltrated its cave, a blue gets in trouble. pays tribute to a green dragon living in the dragon utilizes its blink spell to shift posi- hills nearby, and that the elders are con- tion in order to cast a lightning bolt or use cerned that the fellowship’s presence will its breath weapon before going into melee. Copper dragons bring down the monster’s wrath. Should Later, it feigns death to take its attackers Favoring rocky regions in which to the PCs face the dragon, they will find the off guard, and it attacks again. dwell, copper dragons are infamous for beast protected by charmed innocents.

DRAGON 25 Red dragons cloud islands in which to dwell. As they Set up: Using a snow storm to screen its The best known of dragonkind, these may also assume the form of a human, movements, a white dragon living in the mountain-dwelling monsters are infamous typically a silver-haired damsel, they are mountains swoops down upon a group of for their greed and power. The spells they unlimited in the types of spells they may adventurers, hoping to capture a pack enjoy using include: cast. In dragon form, they most often horse for food. It utilizes spells only if it is First level: affect normal fires, burning employ these spells: attacked and finds escape impractical, hands, charm person, detect magic, fire- First level: charm person, detect magic, preferring to hit and run. water, hold portal, identify, magic missile, friends, identify, magic missile, message, melt, and ventriloquism. Second level: taunt, and unseen servant. Second level: continual light, flaming sphere, detect audible glamer, ESP, forget, know align- Other notes on magic good, locate object, mirror image, pyro- ment, mirror image, ray of enfeeblement, If a huge dragon might have difficulty technics, strength (this spells adds +2 hp stinking cloud, and Tasha’s uncontrollable handling spell components, it would have damage to physical attacks), and wizard hideous laughter. Third level: blink, dispel the same difficulty manipulating a scroll . Third level: blink, dispel magic, magic, gust of wind, hold person, phantas- without tearing it. The DM may then explosive runes, fireball, hold person, mal force, suggestion, wind wall, and consider allowing scroll use only for Melf’s minute meteors, suggestion, and tongues. Fourth level: charm monster, dragons of young-adult age or less. If the tongues. Fourth level: charm monster, confusion, dispel illusion, and fumble. DM permits older dragons to use their dimension door, fire charm, fire shield, Fifth level: cone of cold, dolor feeblemind, natural read magic ability to employ fire trap, polymorph self bestow curse, and wall of force. scrolls, the formula for noting the crea- and wall of fire. Set up: Finding itself bored, a silver ture’s chances of successfully reading a Set up: Cunningly posing as a fire giant dragon assumes the form of a maiden and scroll by level of magic-use should be the through the use of a polymorph self spell approaches a party of adventurers. If same as illustrated earlier: Divide the (and aided by a number of charmed help- allowed to, it will accompany the fellow- creature’s hit points by four if the dragon ers), a red dragon demands tribute from ship to have some fun — and possibly play is of adult age or older to find its level of those making their way through a moun- a prank or two. magic-use, using the dragon’s hit-dice tain pass it has decided to claim: Should score for magic-use level otherwise. the “giant” be attacked, those facing it In considering the possibility of spells realize what a critical underestimation of White dragons functioning differently for dragons than their foe they have made. Although the least intelligent of dragons, for normal spell-casters, the following these creatures can, on occasion, employ suggestions are offered: low-level spells, including: Alteration spells cast by a dragon upon Silver dragons First level: Detect magic, light, magic itself will not permit the monster to dwin- As most adventurers know, silver missile, protection from good, sleep, and dle its proportions as well as a smaller- dragons prefer mountaintops and even taunt. sized being. Polymorph self, for example, might allow the largest dragons to assume human or giant proportions, but no smaller. Further, nothing done by a dragon allows it to completely hide its color; the true scale color will always be present somewhere in the dragon’s altered figure. Other spells of this sort which might raise the strength of normal characters would effectively add an additional +2 hp damage to the creature’s claw/claw/bite routine. Conjuration/summoning spells in most cases work the same for dragons as for other creatures. The subject of dragon familiars must be addressed, however. Assuming the dragon obtained a scroll of the spell find familiar (or found some other way of successfully casting the enchantment), the benefits imparted by a familiar would differ from the norm. A quasit, for instance, would not add a hit die to its dragon master, but would increase the dragon’s effective level of magic-use by one level. A brownie familiar would not impart an 18 dexterity to a dragon, but a bonus of +4 to armor class would be received instead. Divination spells might work far more effectively for dragons. Legend lore and identify, for instance, could provide exact- ing information to dragon spell-casters. Enchantment/charm spells with long durations might last indefinitely for dragons. Thus, a charmed monster or character would remain in that state with- out the necessity of periodic saving-throw checks.

26 JUNE 1988

Though mention of his lair on the map in by William Simpson makes it appear that he is located near that volcano- fortress (hex T3-70 on the maps that come with the WORLD OF ™ fantasy setting boxed set), Dragotha’s lair is actu- ally in hex K4-58, on the edge of the Cold Marshes just north of the Howling Hills. He ventures out once every century or so to spend his fury on whomever he can find. The rest of his days are spent prepar- ing for the day when he can challenge both Tiamat and the deity responsible for Lords & his curse. He does not venture out often, for he does not wish to draw unwanted attention. His influence across Oerth is thus small, though his ultimate plans are of mighty and merciless revenge. His lair is Legends said to extend endlessly into the earth, and is filled with treasure and riches — but it is also said that Dragotha chooses only magical items that he can use himself, and he uses them freely if need be. Dragotha appears to be a huge, skeletal Fabulous riches and hideous death dragon, with wings covered by a thin, clear membrane that allows flight when he flaps his wings. His eyes glow with a In the AD&D® module S2 White Plume Mountain (later incorporated into S1-4 pale blue light, and his movements are Realms of Horror) is a map showing the environs around that fabled dungeon. intelligent and carefully considered most Northwest of White Plume Mountain on that map is a passage that reads: of the time. If enraged for some reason, Dragotha loses all self-control and lashes “BEYOND TO THE LAIR OF DRAGOTHA, out savagely at all living beings nearby. It THE UNDEAD DRAGON, is said that his voice is always that of a soft, lisping whisper. Dragotha knows WHERE FABULOUS RICHES AND HIDEOUS DEATH AWAIT.” most of the languages of the Flanaess, and And that was all there was in all of the AD&D® game literature about Dragotha — collects trivial bits of information from until now. captives (apparently for his own curiosity) before slaying them. While a red dragon, Dragotha was con- DRAGOTHA sidered one of Tiamat’s best fighters. He is Originally from the first plane of the still very capable. Dragotha attacks with FREQUENCY: Unique Nine Hells, Dragotha was in life a huge, his two powerful claws and his vicious NO. APPEARING: 1 ancient, red dragon — a consort of the evil bite. Any hit made by Dragotha not only ARMOR CLASS: -3 dragon queen Tiamat. Being the most does normal damage but also casts cause MOVE: 12”/24” (MC: E) powerful of Tiamat’s companions, he disease on living beings (a saving throw vs. HIT DICE: 19 (152 hp) enjoyed privileges that no other dragon spells negates this effect). Although his % IN LAIR: 99% (see below) could hope for. However, like all who are claws and bite are powerful, they are TREASURE TYPE: H, S, T, U, W x 2 (see in league with Tiamat, he was expendable. nothing compared to his powerful breath below) When Dragotha murdered another dragon weapons. Because of his curse, Dragotha NO. OF ATTACKS: 3 who threatened his position with Tiamat, can use three different breath weapons, DAMAGE/ATTACK: 5-12/5-12/6-36 the dragon queen became furious and including a cone of frost similar to that of SPECIAL ATTACKS: Breath weapons; spell ordered Dragotha’s death. Ready to obey a white dragon, and a poisonous chlorine use; disease; fear aura; creation of her will (as well as eliminate a rival), the gas cloud similar to that of a green dragon. undead followers other dragons killed Dragotha. Dragotha, The cone of frost is 90’ long with a base SPECIAL DEFENSES: Surprised only on a 1 however, had made plans before his death diameter of 30’; the gas cloud is 60’ long, on 1d12; spell and psionic immunities to insure that he lived forever. He had 40’ wide, and 30’ high. Each breath weap- (see below); immune to electricity; contacted an unknown deity of death who, on does 152 hp damage if the victim fails regeneration; takes half damage from for personal reasons, agreed to restore his saving throw vs. breath weapon; the edged weapons; cannot be turned by “life” to Dragotha’s body when Dragotha victim takes half damage if he makes his clerics died. The deity restored Dragotha, but saving throw. Dragotha can use each of MAGIC RESISTANCE: 15% instead of renewed life, Dragotha was these two breath attacks two times daily. INTELLIGENCE: Supra-genius placed in an eternal cursed state resem- However, sometimes Dragotha wishes to ALIGNMENT: Neutral evil bling lichdom. Dragotha was allowed to use his opponents to serve his needs. In SIZE: L (48’ long) escape to the Prime Material Plane, where this case, he uses his most powerful PSIONIC ABILITY: Nil the deity was sure Dragotha’s rage would breath weapon: his dreaded death wind. Attack/Defense Modes: Nil/Immune to all cause massive death and destruction — This wind of negative energy causes all attacks which would please this evil deity, who is beings within range to save vs. breath CHANCE OF: rumored to have been Nerull the Reaper weapon or die; slain humans, demi- Speaking: 100% (described in the WORLD OF GREYHAWK™ humans, humanoids, and giantkind are Magic use: 100% fantasy setting booklets). then transformed into undead warriors Sleeping: Nil Dragotha now lives in his lair on Oerth, who serve their slayer. Those who save LEVEL/XP Value: X/30,560 in the northern part of the Flanaess. take no physical damage, but have a - 4

Illustration by Clyde Caldwell DRAGON 29 penalty applied to all saving throws, melee. Holy water does 2-8 hp damage per still receive brief mental warnings from attacks, and ability scores (to a minimum vial to them. Drakanmen are semi- any one of his drakanmen at any time, if score of 1) for 2-12 turns. Such survivors intelligent, but they follow only Dragotha’s such were placed on guard duty and are weak from having their life force orders, which are given in a coded lan- ordered to notify Dragotha if intruders almost drained, and a second saving throw guage that only Dragotha speaks. They appear. In such an event, Dragotha would vs. spells (with wisdom bonuses applicable) can use armor, shields, weapons, and receive the warning but would have to must be made or else the victims are filled simple magical devices — often the very look through the drakanman’s eyes to see with fear, causing them to flee in terror ones that they used in life when they came what the problem was, as no other infor- and be unable to return to face Dragotha to attack Dragotha. A resurrection spell mation but the “paging call” could be sent. for 4-24 hours. This breath weapon may can reverse this condition, if cast within The range of this mental effect is one mile. be used twice per day, resembles a blast of seven days of the drakanman’s creation; One of Dragotha’s favorite tricks is to rippling black energy, and has the same after that, only a wish will work (affecting place his drakanmen in positions whereby dimensions as the cone of frost weapon. only one drakanman per wish). they not only frighten away potential A person changed by Dragotha into an A drakanman is usually useful for 10-40 looters but also serve as spies. undead warrior (known in legend as a years, after which time it collapses and Excess drakanmen not controlled by drakanman) retains all hit dice, hit points, disintegrates; the victim cannot then be Dragotha (but produced by him) are given and strength scores, but loses all other returned to life by any means. All drakan- one last command by Dragotha and sent learned skills and bonuses as well as psio- men have a movement rate of 15”. If away; the command is limited to a few nit and spell-casting abilities. Each drakan- unarmed, they strike once per round with words, typically “Go back from whence ye man (unless magical items or armor a fist, doing 1-4 hp damage, plus any came and kill all that ye see.” The demigod dictate otherwise) has a base AC 7, with a strength bonuses possessed in life. Iuz, who rules the land south of Drago- bonus of - 1 per level of the victim over Dragotha can control as many hit dice of tha’s lair, was rumored to have sent a 1st level to a limit of AC 0. (To determine warriors as he has hit points (152). hundred goblins to test his neighbor. Dra- the level of multiclassed characters, aver- Because of his powerful nature, Dragotha gotha sent them back as 1-HD drakanmen age the levels and round up.) Beings with is aware of how close to this limit his that caused Iuz much regret. less than 1 HD or of zero level simply combined force of drakanmen is, and he In addition to his terrible breath weap- become 1 HD drakanmen. Drakanmen knows the relative power of individual ons, Dragotha can also cast spells at the (like Dragotha himself) are immune to all drakanmen. Dragotha’s control over his power of a 14th-level magic-user. He can enchantment/charm and illusion/phantasm drakanmen allows him to select one of his cast seven first-level spells, six second, five spells, all forms of fear and paralysis, individual drakanmen and see whatever third, four fourth, three fifth, two sixth, poison, insanity, death-related spells, sun- that drakanman sees, though this activity and one seventh. He can choose from any light, psionic attacks, and all cold-based cannot be performed while doing anything magic-user spells but must memorize them spells and effects. They strongly resemble else. Switching to another drakanman’s as any other magic-user. It is believed he zombies but gain normal reaction in viewpoint takes one round. Dragotha can already knows the spell write and has the permanent power to read magic and see invisible objects. If wounded, Dragotha regenerates dam- age at the rate of 1 hp per turn. The mere sight of this monster causes all creatures within 120 yards and under 5 hit dice or levels to flee in panic. More powerful beings are allowed a saving throw vs. spells, though those with 8 hit dice or levels are immune to this effect. Living dragons who meet Dragotha immediately flee without bothering to attack, as they have heard of him and are terrified to be in the same area with him. Dragotha has few weaknesses. Attackers may hit him with nonmagical weapons, and holy swords do double damage to him (edged weapons, however, do only half damage to his skeletal form). Like all undead, he is affected by holy water, which does 4-10 (2d4 +2) hp damage to him. Dragotha, although formerly a red dragon, is now vulnerable to fire due to his undead status, taking + 1 per hit dice of damage. Because Dragotha has many guards (20-80 levels worth at any one time) and because of his innate ability to see invisible creatures (even through the eyes of a drakanman), he is rarely surprised. All of his mazelike caverns are closely watched and trapped due to his desire for privacy. If caught in a no-escape situation, Drago- tha attempts to bargain his way out. This does not mean that he will serve an earth- ly master, however, for he has vowed to never again be placed in the role of a servant.

30 JUNE 1988

there. She is Frostbite’s daughter. Here, by Gregg Sharp then. Look over on the other end of this range, where another sort of dragon makes his lair. Pyre is his name, a red dragon. If I recall the passage correctly, The Lorebook of Aramar writes of him:

“Red blood his color and delight, Red flame his breath that burns the night, Long scimitars he has for claws, A fang-ringed cavern ‘twixt his jaws, Red armored is this deadly Pyre, The Who stole our gold to stoke his fire; Ecology A hundred men sought out his lair — Not one did Pyre the dragon spare.”

At the mention of gold, the youths smiled and nudged one another. They of the didn’t seem at all bothered by the last two lines — except, noted Nimodes, for one youth in the rear, who had an intense, bookish look about him. The sage briefly wondered if the youths had some power- Red Dragon ful talisman or magical weapon that gave them such confidence. He immediately rejected the idea. They had nothing but youth and enthusiasm — and a fatal naivete. Nimodes vaguely recognized most of them as being of farming families. Noth- ing wrong with that, but challenging a red dragon wasn’t in their league. Damn those lying adventurers, he thought, who had passed through the region last month. Loose talk about mounds of gold and easy victories had obviously borne results that he should have foreseen. These boys were The color of blood and fire going to die. The brawny youth grinned widely. “Pyre. That sounds like the dragon for us. The slender, middle-aged man consid- ing grounds. When you’re dealing with the What can you tell us of it?” ered the question for a moment, then big dragons, this range encompasses “Him. A point in your favor.” A worthless pulled a map from a drawer and unfolded entire kingdoms as their own territories, one, Nimodes added mentally. “Of the red it on top of his desk. Placing bric-a-brac on so they never run out of food or loot. A dragons, it is the female which is the most the corners, he glanced from it to the wizard I know who lectures on the ecolo- dangerous, for she is less likely to bargain young men who faced him in his study. gies of various monsters says that dragons or surrender under duress.’ This does not “You’re sure that you want to hunt down have no ecology: They ravage it. Now, if mean that males are weak. The city that a dragon?” he asked quietly. “Isn’t there you want to meet some great wizard and sent the small army after the gold was something smaller and less offensive you have him bring a dragon to you, I can burned to the ground shortly thereafter. could go after, then work your way up?” arrange for that. I’m merely a hedge wiz- Only a handful of the residents survived He jabbed a finger down at a wooded area ard and a scholar, but I have some friends the firestorm. That was two hundred on the map. “Now, here is reputed to be who could do this. Of course, it will cost years ago; since dragons grow throughout the lair of a wondrous sort of being you much. . . .” their lifespans, Pyre is all the mightier known as a cyclopskin. Much less impres- After a short silence, the sage coughed now — though perhaps weaker, too, as he sive than a dragon, to be sure, but not as and pointed to the map, to a range of is at least six centuries old.2 He may be deadly. This cyclopskin—” mountains surrounded by forest. “Here is even older.” The brawny youth who seemed to be the nearest true dragon, in an ice cave Much of the grinning ceased, but the the leader placed a hand on his sword. atop the highest summit around. His youths did their best to look only mildly “You calling me a coward, Nimodes?” he human name is Frostbite, a friend to concerned at the news. The one youth in asked. and dwarf. He is huge and of the silver the rear who seemed to have doubts The sage hesitated and sighed, but he breed. He hoards only knowledge, and this before now appeared concerned but very never looked up. He adjusted his specta- is the treasure that most seek from him.” thoughtful. For some reason, Nimodes was cles. “Well, if it must be a dragon. . .” He “I think that one would not be worth the pleased to see it. bent over the map. “Now, there are three trouble.” The brawny leader said casually. “Oh, to be sure,” Nimodes said smoothly, dragons known to have lairs within two He had lost interest after hearing the “the red dragon has its weaknesses. Pyre months’ march of here. . .” words “hoards only knowledge.” The sage is old and getting to be slow, despite his A gangling youth moaned. “Two months! noted this and dropped his gaze back to incredible power. Sadly, his age has not Haven’t you got anything closer?” the map. It was as he’d expected. diminished his might once he brings it to “Sorry,” Nimodes said, though truly he “The second dragon is probably not bear. He may yet have other vulnerabilities didn’t sound sorry. “You take a dragon worth it, either;’ he said, “as she is peculiar to him, if legends are to be where it lies. Dragons are so voracious employed by the City-State of Helsford as a believed.” that they cover wide areas for their hunt- guardian, and even has a rank in the army “What sort of vulnerabilities?” It was the

Illustration by Ken Widing DRAGON 33 youth in the back of the group. Nimodes Dragons that were abandoned at birth The sage looked up into the leader’s noted from the boy’s clothing that he was cannot even speak, much less cast spells, eyes, stared hard at him, then turned probably from one of the towns near the but they are rare ones in these lands. Pyre away. “As you wish. If you have the Greenwitch River. The sage smiled. He had is the hatchling of Infernalle, a female chance and can strike there, hit the eyes. hated to think that the brawny lad was the dragon who would not accept that any A direct hit upon the eyes will cause any brains of the group. Maybe the boys had a offspring of hers would be anything less dragon to draw back. If the blow doesn’t chance of surviving an encounter with than a menace to civilization. It is known go deep, the dragon will go berserk and Pyre, if not being talked out of it altogeth- that Pyre favors fire-based spells — ah, I scour the area with flames and claw. It is er in time. He certainly had no hope that had forgotten to say, yes, Pyre is a spell- told that the red dragon Firetongue was they’d defeat the monster itself. caster, and he was very good at it, too. I struck so, and only one returned to tell “Dragons, particularly the older ones, cannot say how good he is at present; he the tale. That one escaped when the sleep a great deal — rather like house cats, has not been seen in some time. Pyre is enraged dragon brought the cavern down I suppose.” Nimodes sat back, looking past said in legend to rejoice in the casting of on her attackers and herself. Any dragon the group as he thought. “It is during sleep fiery spells, always in the service of fears the loss of its senses. Blindness is the that older dragons are especially vulnera- destruction.” worst fate that a dragon could imagine, ble, but only if their senses are on the “Magic is of little consequence to cold worse even than the loss of its wings and wane. Their sleep is very deep, and they steel,” sneered the brawny youth as he limbs. A blind dragon is at the mercy of all dream a tremendous amount, but dragons drew his to brandish it. Nimodes other creatures, vulnerable when it was rarely speak of their dreams. Some say noticed that he held his blade in the man- once all-powerful; it cannot bear it.” that dragons do not dream so much as ner of a club. A few rust splotches marred “As for exploitable fears, Pyre has none they remember in full detail earlier experi- the steel, and there were notches along its that anyone knows about. Perhaps he has ences in their lives, rather like elves. Some length. Not a magical sword, though one only the one common to all dragons — texts say that they experience past lives in that had seen quite a bit of use in its long- fear for his own life. Dragons are cowards these slumbers, which accounts for a ago day. Nimodes resolved to talk to the at heart . . . but you must be very strong slight disorientation when they awaken.” A apprentice later, privately if possible; it to bring this fear out.” I musn’t encourage dragon may sleep for extremely long peri- was a shame to throw away talent. them, Nimodes thought. “Fear, however, ods of time, even hundreds of days. Sadly, “Pyre uses magic, yes, and he breathes a will certainly be your problem.” awakening from such a long sleep leaves a cone of flame. His senses are exceptionally “And why is that, mighty wizard?” dragon in a great hunger. When it acute. Should he taste your blood, he can sneered the leader. awakens, it yearns to lay waste to its sur- track you by scent to the ends of the Nimodes just looked back, refusing to be roundings.” world.5 His bite is powerful, his claws can baited. “Most dragons project fear itself as “You said something about vulnerabilities hold a target fast, and his cone of fire can an effect of having a magical metabolism. that were Pyre’s alone,” reminded the cleanse all remains away. Pyre is quite This is the dragonaura, a literal cloud of youth in the back. capable of melting away even . . . ah, terror which surrounds the dragon when Nimodes blinked. “Hmm. Yes. Well, dur- nevermind. I know — fire is of little conse- it wants to show itself in its glory. Some ing Pyre’s attack upon Valesburgh two quence to cold steel.” Nimodes wished he with special training, such as knights and hundred years past, he was said to have could smile, but it was too painful. paladins, can throw off this effect, and lost an eye to a machine-hurled bolt. A The apprentice spoke up again. “Do your certain magical protections can also negate survivor of the battle saw the dragon books mention any of Pyre’s habits or this terror-cloud. bleeding from his head, roaring as he traits that could be exploited?” At a bored “Yet even the dragonaura is pathetic clutched his right eye with a foreclaw. look from the leader, he added, “No point compared to the most valuable and critical Pyre is now many hundreds of years old, in spending more time than we have to.” trait of dragons like Pyre — their clever- and even a dragon’s senses won’t improve Nimodes nodded, pleased. “All red ness, pure and simple. Pyre has lived a forever. He might be blind now.” dragons share certain traits with the com- long and full life, and has learned every The youths grinned at the news. mon house cat. They play with their food, trick in the book. His lair will be filled “Another weakness of the red dragon is its like to sleep near a heat source, bury their with traps and perils, ready to be greed,” Nimodes continued. “A red dragon wastes, and hate getting wet. Pyre, as with unleashed at a moment’s notice.’ A red seeks gold above all other things in life, for some of his kind, likes to talk with his dragon on the southern coast once located gold gives it status among other red food, meaning those who are unfortunate casks of alcohol so that they could be dragons. The male red dragon’s second enough to be captured by him. One text of shattered with a swipe of his tail, sending great love is to eat, the third is to sleep.’ mine claims that Pyre is fond of riddles alcohol down onto his cavern floor. One But a love of gold will drive a male red and jokes. To win a riddling contest with breath would have ignited the whole dragon to any lengths. That focus has Pyre, he must be unable to guess the cavern in a fiery blast that would not have been used to their disadvantage in traps answer of one of yours while you must harmed the dragon greatly. He was a and trickery against them on a few occa- answer all three of his. It is unlikely, clever dragon.” sions, though a vengeful red dragon is the should Pyre gain the upper hand, that all “What happened to him?” asked the worst of enemies. It is best to kill them his prisoners would escape. Perhaps one youth in the back. swiftly rather than to tease or bargain in ten could bargain his way out. Indeed, Nimodes smiled and glanced at some- with them; they are too dangerous.” Pyre has a unique single trait which irri- thing on his wall. “Oh, the dragon ran into The scholarly looking youth spoke up tates others of his own kind: a fondness adventurers more clever than he.” again. “I have heard that some dragons for puns. The worse the pun, the better The apprentice cleared his throat. “What somehow resist spells.” Pyre likes it. A jester named Fered the can you tell us about what a red dragon Nimodes instantly placed the boy. Rumor Moor once managed to get three adventur- eats and drinks?” said a river-town wizard had recently ers out with a single pun. Of course, Fered “Nothing that can be poisoned in a way turned his apprentice loose. “True enough. was legendary among jesters across this that will affect the dragon, except perhaps Some are indeed able to throw off spells, whole-” in centuries. The red eats what it can but they cannot negate the existence of “This is getting boring,” interrupted the catch and kill.” As for drink, alcohol is its magic itself. They are merely tougher than brawny youth. “We don’t plan to let the preference, though it will never become we are, and they are partly magical in dragon get the upper hand. Since you’ve drunk. Water is taken in small doses, as nature. Speaking of which, you should been paid for information, make it useful. living prey is moist enough for its needs. A know that some dragons have gained from Where can we strike the most telling dragon need not eat or drink during the their parents knowledge of spell-casting. damage?” time its sleeps, regardless of the time

34 JUNE 1988 involved, and it suffers little even from a “I wish them well, and they will be missed. within a range of 3”. Their chances of loss of fresh air while asleep. One red But I want to do this right the first time. death per decade after their 700th year dragon was buried by a rock and mud Good day, Nimodes, and my thanks.” are 5% per decade, cumulatively. Dragons slide while asleep, only to awaken and dig Staring at the closed door a moment that can cast spells suffer a 5% spell- its way out later in the year. When it does later, Nimodes was lost in thought. He had failure penalty for every decade of age eat, the red dragon can consume twice its a feeling he would indeed see the appren- past their 600th year, to a 95% spell-failure body weight before dragging itself off to tice again. He knew it in his bones. maximum. For a few weeks prior to its digest the meal.” death, a red dragon may become senile “And where will its greatest treasures Footnotes and insane, and is especially dangerous as be?” asked the brawny youth loudly, not 1. Female red dragons, at the DM’s it becomes so unpredictable. liking to be left out of the conversation. option, may be harder to subdue than 3. Dragons of ancient age are disorient- “Now, that depends on what you mean male ones. When attacking to subdue, take ed when awakened from sleep. Allow a by treasures,” said the sage. “Coins, of one and a half times the female dragon’s loss of initiative when appropriate for course, make up a red dragon’s bed. Gems hit-point total to calculate her effective hit- their response to an attack or confronta- and other precious materials will be point value for subdual purposes. Thus, a tion if suddenly awakened. A dragon older placed around its lair in highly visible 44-hp female red dragon effectively has 66 than 600 years loses intiative for the locations, pleasing to the eye. Unlike the hp for purposes of subdual combat; if 33 round following its awakening and makes silver, the red dragon collects little art. hp subdual damage is inflicted on her, no attacks in the round it was awakened. Unlike the gold, it rarely shows a prefer- there is only a 50% chance that she will be 4. Female red dragons differ from males ence for gems, which the gold dragon eats. subdued. Double her hit-point total for in their preferences. Females like to fight, Unlike the vain brass, the red does not subdual purposes if the female red dragon first and foremost, and especially love to usually surround itself with reflective is defending her young or eggs. Female fight females of their own kind. They are surfaces. Items used only by men, such as red dragons will not listen to bribery, even more territorial than males and less magical armor, are often placed at the though flattery may impress them. tolerant of other species. A male might be back of the lair, to draw attackers in with 2. Like many dragons, red dragons shed bribed to look the other way while a “mor- their own greed. Knowing greed as well as their skins as they pass into each new life sel” escapes, while a female will take bribe a dragon does, it is no wonder it can use stage. Red dragons eat their old scaled and briber both. The female is also the the same to trap its prey. skins, so as to gain certain nutrients from aggressor in mating. It has happened that “Magical items are separated from their them. A very young red dragon is about 6’ when young dragons leave their nest, the owners before the latter are devoured, long; between its fifth and sixth years, it female becomes temporarily insane and and these items will most likely be in a grows to l2’, then gains another 12’ in slays the male. She then devours her form- side cave. These are trophies of the kill, length for every stage of life thereafter. er mate and any of the hatchlings which and they are watched over and counted Thus, an adult red dragon is 48’ long. The return. After fighting comes an interest in almost continuously. With red dragons, size differences of “small,” “average,” and food, then in gold and treasures, the one faces the possibility that a hollow has “huge” refer to the dragon’s body mass; a female liking reflective surfaces. Female been dug into the rock, the treasures small dragon is thin and wirey, and a huge red dragons have only a 15% chance to be placed within, and other rocks forced into dragon is thick-bodied, muscular, or fat, caught sleeping. place with the dragon’s massive strength.” with length remaining constant for all 5. A red dragon that has tasted some- Nimodes sighed. “And that is all I know body types. one’s blood can track that person as can a to tell you. If you have more money, I Red dragons of particularly advanced ranger of a level equal to the dragon’s age could research the topic in the library at age (600 years old or more) suffer debili- stage, using the information in Unearthed the Castle Mardelaine, where-” tating effects from their age. Their Arcana, page 21. Thus an adult red dragon The leader cut him off. “That’s enough, chances of sleeping increase by 10% per has a 60% chance of tracking a wounded old man,” he said with a wave of his hand. decade thereafter, with additional reduc- victim. Using smell, sight, and hearing “We have what we need. Good day.” He tions of ½” per decade in the range of alone, the dragon has one-half this chance turned and forced his way through the their ability to detect hidden or invisible of tracking someone that it has previously group of youths around him, and they creatures, and of 5’ per decade in the detected but not wounded. followed after him, muttering strategies range of their infravision. Dragons that 6. Dragons value their sense of sight among themselves. Nimodes watched them are 700 years old or more have a 95% highly, even above their senses of smell go, wondering if he should stop them. chance to be found sleeping, and have and hearing. A blind dragon makes all They were fools who had as much chance infravision to a range of 10’; they cannot attacks at -4 to hit and will retreat when- of killing Pyre with those swords and farm detect hidden or invisible creatures except ever possible from determined opposition. implements as they would with snowballs. He thought, then slowly released his grip on the arms of his chair. No, they would never listen. So be it. It was a waste. Then he noticed the apprentice, who had stayed behind. The boy was staring at the object on the wall at which Nimodes had glanced earlier. “A trophy of sorts?” said the youth with interest. A jagged yellow tooth was in a bottle on the shelf. A full five hands long, it came to a sharp carnivore’s point. Nimodes looked at it and smiled faintly. “A relic of my adventuresome youth.” The apprentice laughed then. “Perhaps I’ll bring you another — not now, but in time. I sense that I should study this adventure before us a while longer before we set out. If the others leave without me —well . . .” The boy sighed and shrugged.

DRAGON 35 If cornered, the dragon snaps at every sound and scent, but may be more than willing to bargain or plead for its life. Dragons without senses of smell or hear- ing are not affected in this manner. SAGE ADVICE Dragons may be struck in their eyes only if attacked while sleeping. There is a 10% chance per level of the attacker that a blow aimed at a dragon’s eyes will drive into the most sensitive part and not be turned aside by the tough eyelids (this chance rises to 20% per level of the attack- acters gets involved in a prolonged adven- er if he is a fighter or cavalier, or one of by Skip Williams ture or project. Some DMs allow players to the subclasses thereof). At least 8 hp dam- play more than one character at a time, age must be done to permanently blind If you have any questions on the games but we recommend this when only a few the dragon in one eye; otherwise, the produced by TSR, Inc., write to: people are playing; otherwise, it becomes dragon is blinded for only 2-5 rounds, Sage Advice too complicated to manage. then has a -2 to hit for 5-10 days thereaf- c/o DRAGON® Magazine ter, then sees and fights normally. TSR, Inc. 7. Some dragons, notably the green, red, P.O. Box 110 Characters bronze, and white, swallow small stones Lake Geneva WI 53147 and bits of metal which go into a small We return to the D&D® game system in Is it possible for demi-humans to second stomach. This is similar to the this column, with bits of advice for D&D® follow other classes after they have gizzard of a bird, needed because these game players and Dungeon Masters. Page reached their maximum level? The dragons are unable to chew food. These references are for the most recent editions notes in the demi-human section of coins and other bric-a-brac aid digestion of the various rule books — 1983 and later the Companion Set Players Compan- and are eventually left in waste products. unless specified otherwise. ion (page 29) seem to indicate that Many dragon breeds, particularly the this is so. fastidious red, bury these wastes outside Demi-humans never follow other classes. their lairs. Red dragon wastes, in addition Campaigns The notes that have you confused refer to to including small bits of metal, contain the increased fighting abilities that demi- large amounts of sulfur and potassium What do you think of house rules? humans can gain after they have reached nitrate. Thus, a sharp odor is a clue to the House rules are fine — sometimes. maximum level. location of such a burial . To the sur- House rules are rotten at other times. prise of many, the presence of sparks or Here are some of the key rules about What are the “attack ranks” (A-M) fire, whether from a shovel striking a rock house rules: noted in the Players Companion, or from a dragon’s fiery breath, causes 1. Make sure they are really necessary. pages 30-3l? these sites to suddenly explode with tre- 2. Make sure everybody knows about “Attack Rank” refers to the column of mendous violence. Red dragons have used them ahead of time. the combat chart that the character may this physical property of their wastes as a 3. Enforce them consistently. They use. This allows demi-humans with extra secret weapon; they lure a group of should be written down and used just like experience to fight almost as well as fight- attackers to either dig into a waste-pit or the published rules. ers. The small letters (a-d) refer to other stand over it as the dragon breathes upon 4. Change them promptly when they special abilities that demi-humans can get the ground. The explosion produced, as a don’t work out. after reaching maximum level. These rule of thumb, does half as many hit 5. Remember that your house rules go special abilities include multiple attacks points of damage as the dragon’s own only with your “house.” Don’t assume that per melee round and the other fighter normal hit points, or one-quarter of this they are in effect when you play in combat options (Players Companion, page amount if a saving throw vs. breath weap- another game, and never give another DM 18), and resistance to various attack forms. on is made. The radius of effect equals the a hard time about not using them. No set A careful rereading of the demi-humans dragon’s hit points expressed in feet. Red of house rules is better than the published section (Players Companion, pages 29-31) dragons, given their tough hides and rules or another DM’s house rules — should clear up your confusion. resistance to fire, take only one-quarter or they’re just different. one-eighth damage, depending on their How long does lycanthropy take to saving throws if they are within the area My friends and I are starting in a set in? Can it be cured? Can a player of effect. new D&D® game campaign, but the character who is turned into a 8. Since dragons are reluctant to discuss only characters we have are from an lycanthrope continue play? their dietary habits (beyond their threats old AD&D® game campaign. Can we Lycanthropy has an onset time of 2-24 to eat those who inquire into such mat- just transfer these characters to the (2d12) days, and until that time this magi- ters), little information is available to PCs new campaign? cal disease is curable by a cleric of 11th or on this topic. Red dragons are, as every- We don’t recommend transferring higher level. Once the change occurs, one knows, carnivorous. Also, thanks to AD&D® game characters to the D&D® game; however, the afflicted character becomes a their magical metabolism, red dragons can create new D&D® game characters instead. DM-controlled monster. go for prolonged periods without actually The two game systems involved are only eating (this is how they can sleep for dura- superficially alike. What happens when a cleric turns tions of 5-500 days). If awakened after a undead? Does the turning have a sleep lasting at least 30 days, a red dragon Is it okay for a player to have more duration? will do anything to get food before per- than one character in a campaign? The undead run away from the cleric forming most other actions. Red dragons Many players have more than one char- for one turn, then avoid the cleric for a have a +4 bonus to their saving throws acter in a given campaign. This allows a full day, unless the cleric attacks them. vs. poison and take only half damage from choice of characters for any particular it (or lose half their normal hit-point maxi- adventure, and it insures that the player Other than for weapon mastery, mum if a failure to save means death). has a character to play if one of his char- what good are experience points

36 JUNE 1988 after a character has reached maxi- Greek mythology. I recommend that the Rocs, being gigantic birds of prey, are mum level? head retain its power for not more than a difficult to train as mounts no matter what Weapon mastery requires money and day (and possibly less). Note that any trea- their size. While such training is possible, time, not experience points. Experience sure carried by a petrified character or it would be very expensive. Humans and earned after a character has reached creature also turns to stone and cannot be demi-humans can only tame the smallest maximum level has no effect on the game. recovered until the victim is brought back. rocs as mounts. Giants might have some The DM might rule that the medusa’s success with the larger varieties. A small When druids fight for a level, does snakes will stay alive for a short time and roc can carry 5,000 cn without hindrance, the loser drop to the next lower will attack a character who tries to carry large rocs can carry 9,000 cn, and giant level? the head. rocs can carry 18,000 cn. A roc can carry Yes. The defeated druid loses a level, and 1½ times its base load and still fly at half he cannot challenge another druid until he The rules say that if a victim of a speed, but it must rest at least 20 minutes has gained enough experience to regain medusa’s gaze makes his Saving for every hour that it flies. A roc can carry the level. Throw vs. Turn to Stone, the medu- up to twice its base load, but can only sa will petrify itself. Is this correct? walk at half speed. A roc makes Saving Exactly how many druids are If so, how is it possible? Are the Throws as a fighter of a level equal to the there at each level above 30? snakes on a medusa’s head poison- roc’s hit dice. See the Expert Rulebook, Here are my (unofficial) suggestions: ous? page 55. The medusa’s description in the Basic Set Druid Number is missing text in the Basic Set Dungeon What is a war horse? level of druids Masters Rulebook, page 34. When a victim A war horse is a horse trained to carry a 31 8 makes a Saving Throw vs. Turn to Stone, person into combat. Compared with com- 32 6 there is no other effect. The only time a mon horses, they are courageous and 33 5 medusa can petrify herself is when she aggressive. Statistics for war horses are 34 -3 sees her reflection in a mirror. The medu- given in the Expert Rulebook, page 51. 35 2 sa gets a Saving Throw vs. Turn to Stone 36 1 against the reflected gaze. And a medusa’s How lawful can an unintelligent snakes are poisonous. repeater be? What magical proper- I find the fighter options rules in ties do its teeth have, and how many the Players Companion unclear and Why are normal bats more power- teeth are there? contradictory. The options section ful than giant bats? A repeater is an intelligent creature — sets conditions for use of these They are not; the statistics in the Basic thus its communication and power abili- options, but the striking section Set Dungeon Masters Rulebook, page 25, ties. “How lawful is it?” is an irrelevant seems to indicate that anybody can were reversed. question. How lawful is a lawful charac- use the fighter options! ter? It is sufficient to say that repeaters Fighter options can be used when strik- What kind of special damage does aren’t the fanatics that archons are, since ing (as explained in the Players a tiger do? a repeater’s alignment arises mostly from Companion, page 6), but only when the None. The statistics for the tiger beetle its association with the Sphere of Time. fighter in question qualifies for the option and oil beetle were reversed in the Basic Each repeater has 1d20 + 20 teeth; each in the first place (as explained on page 18). Set Dungeon Masters Rulebook, page 26. tooth may be ground up and added to a potion (DM’s option as to cost and time of How many spells does a 1st-level How does wolfsbane affect manufacture). Each potion, when imbibed, magic-user or elf have in his book? lycanthropes? allows the drinker to reflect power attacks When can he add new spells? Does Any lycanthrope struck by wolfsbane just as a repeater does for one round. The adding spells cost anything? must make a Saving Throw vs. Poison or potion lasts one turn, or until the reflec- A 1st-level magic-user or elf has a book flee in fear. The wolfsbane can be used as tion power is used. See the DM’s Guide to of two spells (see the Basic Set Players a melee weapon or thrown at opponents. Immortals, page 47. Manual, page 38, and the Basic Set Lycanthropes driven away by wolfsbane Dungeon Masters Rulebook, page 19). A will stay away unless pursued and Why is no experience-point value magic-user or elf can add spells to his attacked, or until the next moonrise. listed for the megalith? Do mega- books each time he gains a level. The spell liths have treasure? Where do they added to the book will be the same level as Is there any way to restore the keep it? the spell gained on the spell progression strength loss inflicted by shadows? A creature’s experience-point value is chart. For example, a 2nd-level magic-user No, but it only lasts eight turns. based on its hit dice. Since megaliths have gains a new first-level spell for his book, almost infinite hit dice, this system doesn’t since he has gained the ability to memo- Will a rod of cancellation cancel work. PCs should get no experience for rize an additional first-level spell; a 3rd- the power of magical creatures such seeking out and destroying these planet- level magic-user gains a second-level spell as gargoyles? sized creatures. In scenarios that require for his book, since he has gained the abili- No. PCs to combat and defeat megaliths, assign ty to memorize a second-level spell. an experience value on a case-by-case A magic-user or elf can also add spells to I can’t find a description of the basis. A megalith’s treasure, if it has any at his books when he finds scrolls or other devil swine anywhere. Was it left all, is located in its mantle. See the DM’s magic-users’ books; see the “Sage Advice” out of the books? Guide to Immortals, pages 42-43. for DRAGON® issue #129 for details. The devil swine appears on page 48 of the Expert Rulebook. The devil swine appears on page 30 of older editions of Monsters this text. Magical items

Is it possible to sever a slain medu- Can small rocs be used as mounts? What is the encumbrance of a spell sa’s head and use it to turn oppo- How much weight can a roc carry? book? nents to stone? What class do rocs make Saving This is up to the DM, but 400 cn (back- The hero Perseus did exactly that in Throws as? pack size) is a good figure.

DRAGON 37 What does a DM do when the PCs Can the DM add creatures from the get their hands on a magical item Masters Set to the egg of wonder? that is too powerful for them? The DM may add whatever creatures he The DM has to contend with an out-of- likes to the list — including creatures from balance campaign until the item leaves the the Masters Set. We suggest, however, that game (by being destroyed, stolen, emptied you limit any additions to creatures with of charges, or sold), or until the party approximately the same hit dice or (continued from page 6) gains enough experience to be on a par experience-point value as those already Many people who play AD&D® games think with the item. listed in the ’s Companion, that the thief, assassin, and thief-acrobat should page 53. be mostly evil. What about Robin Hood, who What is a pocket of holding? stole from the rich and gave to the poor? I think A pocket of holding is similar in design Can an arrow of blinking blink that the rule stating that thieves should start off as evil and may progress into being good should and function to a bag of holding. It is past the enemy’s first rank in order be banned. Some thieves do not steal out of permanently attached to a garment and to strike spell-casters? Can it blink greed but out of hunger and survival. Players may not be removed without destroying through a wall? who say that they need to watch out whenever both the pocket and the garment. The No, on both counts. A missile of blinking a thief is around don’t know what they are pocket can hold up to 10,000 cn, but it avoids creatures friendly to the shooter, talking about. I agree that some thieves need to weighs only 600 cn when full. The largest thus allowing missile fire into melees. The have an eye kept on them, but that is the choice item that can be placed in the pocket is missile does not negate the effects of cover of the players, not the DM. If thieves are going 5’ x 2’ x 1’. or allow the shooter to fire at targets he to be continually thought of as greedy, I think it can’t see. is the same as saying that a fighter should be watched so he won’t kill someone in the party. Can a high-level magic-user get Greg Pierson increased effects from wands? For When you shoot a magical arrow Baton Rouge LA example, can a Wizard do more than or crossbow bolt, does it lose its 6-38 hp damage with a wand of magic? Bryan Caplan’s article in issue #129, “Who’s in cold? What about other magical Yes; firing the missile expends the magic. charge here?” presented a simple and effective items? method for determining the special characters The user’s level does not effect the func- in a group. We have used a similar system in the Can any elf or magic-user use a tion of any magical item unless the item’s campaign in which I play (twice as many 1st crystal ball without instruction? If description specifically says it does. levels as 2nd levels, twice as many 2nd levels as so, what is the chance for accuracy? 3rd levels, etc.) and have found that the trend Can a character use a crystal ball can be continued almost indefinitely, leading to How does a + 1 weapon help a owned by another character? a reasonable, well-balanced world. For example. character? How does a ring of pro- All elves and magic-users know how to there would be one 9th-level fighter per 2,000 tection + 1 help a character? use crystal balls. A crystal ball always human men, one 10th-level fighter per 5,000, and so on. This leads to one 20th-level fighter, A + 1 weapon gives the wielder a + 1 works when an elf or magic-user tries to one 19th-level cleric, one 19th-level thief, and bonus to hit and damage rolls. A ring of use it, but the clarity of the image varies one 19th-level magic-user per 10 million men. protection +1 gives the wearer a + 1 with how well the user knows the subject. When raising a level requires combat, the next bonus on all Saving Throws, and improves If the subject is well known, the image is higher level is ten times rarer instead of twice, the wearer’s armor class by one place. very clear and sharp, just as if the subject unless otherwise specified. Thus, if there were were standing on the other side of a win- one 13th-level assassin per 500,000 men, there The rules say that a bag of holding dow. If the user knows very little about would be one 14th-level assassin per 5 million can hold an item up to 10' long. Is the subject, the image will be faint and men and one Grandfather of Assassins per 50 blurry. A crystal ball works only for its million men. this right, or should this be 10"? We have referred to this scheme in all areas of Also, is there a rule against placing owner. our campaign. The most powerful knight in a one bag of holding inside another? kingdom with a million men would be about The measurements for a bag of holding The Masters Set rules say that suit 17th level, and the most powerful cleric of a are in feet; bags of holding are very big armor protects the wearer from deity with 100 million worshipers (throughout inside. There is no official rule against most area attacks, including breath the Prime Material plane) would be about 22nd putting a bag of holding inside another, weapons. Does this include spells level. As a reference, the Earth had 100 million but it is reasonable to assume that the such as fireball and lightning bolt? people in 1000 A.D., and 300 million in 1600 A.D. extra-dimensional space contained in one From fireballs, yes; from lightning bolts, Thus, an AD&D® game world might have around bag will not fit inside another. no. Metallic armor offers no protection 200 million humans, dwarves, orcs, and others. A world with only one 18th-level magic-user from electrical attacks. The armor pro- would not be very rare. tects the wearer from all other spells that I hope some of these ideas will help other If a character actually gets youn- produce nonelectrical energy. ger after drinking a potion of lon- DMs when playing Arch-Mages and similar rare characters, as well as in deciding how hard Joe gevity, does he also lose experience? Fighter has to search to find a 17th-level cleric No. Although the drinker does get youn- Can player characters create intel- willing to heal his clay-golem wounds! ger, he loses no experience. ligent swords or other magical Steve Kommrusch items? If so, how? Cambridge MA Is there any way to avoid being Intelligent swords and other magical trapped by a scroll of shelter? items are usually constructed by having a I write in response to an article by John Characters are trapped only if they are normal item of exceptionally high quality Prager in issue #129. Perhaps it is better to say in the “room” when the scroll is taken made, then enchanting it with wish spells. that I respond in horror to the article, which down or falls down. The characters can Several wishes are required to create even provides information for “hopping up” demi- human ability scores at the time of character simply step out of the “room“ and. take a simple magical item (see page 10 of the generation. His reasons for this include the down the scroll any time before the Master Players’ Book for guidelines on existence of the human’s table for the same scrolls 12-hour limit expires. If a monster wishes). When creating permanent magi- purpose in (which allows for appears and takes down the scroll, PCs in cal items with wishes, a magic-user loses much more power to human PCs), the demi- the “room” are trapped unless they get out experience equal to the gold-piece price human’s ability to progress to the upper reaches before the scroll is taken down (Dungeon for the magical item (see the Master DM’s in the few classes they are permitted, and the Masters Companion, pages 50-51). Book, page 4, for prices). demi-human’s unfair inability to specify a cho-

38 JUNE 1988 sen class prior to ability generation. himself and his group to the world of church falls or gets knocked off his mount, then the Well, perhaps I am a player/DM of the old politics. Instead of taking gold as payment for appropriate ability is dexterity. All female char- school, outmoded by hordes of gung-ho cam- the antilycanthropy treatment, a cleric might acters gain a -1 die-roll modifier to their dex- paigners. I feel that the curve of progression ask a healed character to perform some sort of terity rolls, because of their lower center of will soon have all player characters and most quest for his church, which could lead to all gravity compared to males. When a character NPCs wandering around with incredibly high sorts of adventures as the one-time lycanthrope spends an additional proficiency slot to improve scores and commensurately incredible abilities, falls afoul of the enemies of the church he is his riding proficiency, both the wisdom and even at 1st level. Is this practice to continue serving. dexterity proficiency checks improve by -2. unchecked? Paul Astle To reflect the great power of the lance charge Many of my players and I enjoy playing char- Larchmont NY in jousting combat, an additional die-roll modi- acters without extraordinary abilities, because it fier must be applied to the dexterity proficiency is not only conducive to good role-playing but is In the argument about harpies [in issues 115, check. Cavaliers must make their proficiency more of a power-balancing philosophy. But 121, 125, 130, and 131], the word “genetics” checks with a +5 penalty applied to the roll. All many novice players are doubtless convinced by occurs very frequently. In a world in which other fighters with experience in jousting com- material [like Prager’s article] to sneak out of humans can mate with demons, and ogres and bat have a +7 penalty applied to their proficien- role-playing any character with less than five 18 orcs produce young, the laws of genetics are cy checks. Whether paladins receive a +5 or ability scores. True, playing such is great fun for going to be changed, if they aren’t nonexistent. +7 modifier depends on whether the Dungeon a time. But with the introduction of zero-level Where do baby harpies come from? They come Master considers the paladin to be a cavalier characters (something I personally enjoy) being from eggs, of course. A harpy lays an egg, subclass or merely a fighter subclass (and if the billed as your average townsfolk, able to be which hatches and grows into a bigger harpy. paladin has jousting experience, of course). developed as chosen by the players — well, I’d People in primitive societies, magical or not, do All other characters with riding proficiency like to avoid the town where the “average” not know anything about reproduction, let but no experience in jousting make their profi- human or demi-human conforms to the stand- alone genetics. Remember that the populace of ciency checks at +10 to the rolls. Characters ards put forth in the tables in issue #129. the fantasy world of AD&D games does not without riding proficiency are automatically Perhaps times have changed since last I went have electron microscopes or lab equipment of unhorsed by a lance charge, with no Proficiency to conventions, but I’m sure many experienced any sort more complex than magnifying lenses. Check or saving throw allowed. gamers feel the way I do, and have noticed the All of those sages who argue about harpies If the system described here is used, then the new players who never came back that second seem to have an awful lot of modern knowl- various modifiers on pages 24-5 of “Surely, You time because “the evil, cruel DM-thing took edge, something that exists in 1988 Earth but Joust!” are ignored and the DM needn’t bother away all our magic but our short sword +2, not in the far-away lands of fantasy. Harpies with the complexity of the APU and DBU busi- even if we are double specialized and have a could very well come from meteorites or from ness. I consider the method for handling 2nd-level ranger with 18 strength.” trees, for all I care. In my campaign, matter isn’t unhorsing in the joust described above to be Each day, I am convinced to allow more and even composed of atoms. superior to the system in “Surely, You Joust!” more new ideas into the campaign, which is Lucas McNeill both because of its greater simplicity and good (change denoting creative thought), but Shutesbury MA because it takes advantage of the existing riding each change seems to somehow benefit PCs, proficiency. regardless of race, class, or abilities. When I wrote the article “Surely, You Joust!” S.D. Anderson, of Whittier, Calif., and I have David Poythress in issue #118, had just had an interesting correspondence on the Kansas City MO come out, but the two AD&D game Survival question of whether a mounted character with Guide rule books were yet to be published. his feet planted firmly in the stirrups is entitled Using the proficiency system in Oriental Adven- to an armor-class bonus for high dexterity. After In issue #130, Brent Silvis asked how he tures, I based a type of save vs. unhorsing roll in all, a mounted character does not have much should handle characters who catch lycanthro- the joust on the horsemanship proficiency freedom to bob and weave to avoid attacks. py, but who want to be free of its curse. He described on page 54 of the book. With the After a bit of thought, I decided to allow a seemed to think that once a person had the publication of the two Survival Guides and their character in my campaign to retain his dexterity curse, he would not want to be free of it, so the more sophisticated proficiency system, I hoped bonus to armor class, provided that: a) the DM is forced to resort to all sorts of strange the riding proficiencies described therein could character has riding proficiency with the methods to free the PC from the curse. be used as the best way to decide whether a mount, where skilled control of the mount I feel, however, that this is unnecessary. While knight hit in the joust would be unhorsed or makes up for the rider’s loss of mobility; and b) it is true that eventually a lycanthrope will not not. Alas, I couldn’t reconcile myself to the idea the mount is a fairly quick and agile one, such want to be “cured” of the curse, at first there that the knight’s save vs. unhorsing roll would as a well-trained pegasus, unicorn, or war horse will be no noticeable change in the PC’s temper- be a form of Wisdom Check. of quality, but not a slow and unwieldy mount ament or alignment while in human form. To accommodate the riding proficiencies with such as a mule, camel, or elephant. While the physical changes happen almost at the needs of jousting combat and to make the By the phrase “well-trained war horse of once, the mental changes take far longer. The riding proficiencies a bit more realistic, I sug- quality,” I mean a horse of fine breeding that has terrible pity of such stories is created not just gest the following changes: Each riding profi- received much training in the art of mounted because a man turns into a ravening beast, but ciency should be divided into two separate rolls combat. If you use the excellent system because he regrets the change. In all the classic based on either wisdom or dexterity. The described in Robert Harrison’s “Let the Horse werewolf films, the hero is filled with horror revised riding proficiencies are given here in Buyer Beware” article of issue #92, only a horse when he realizes what has happened to him. the accompanying table. of “excellent” or “superb” quality that has It is with the passage of time that these feel- Common sense should dictate which appropri- received the full course in “combat” training will ings of horror fade as the character’s mind ate ability would be used in a given situation. enable the rider to retain his armor-class bonus changes to accept the physical changes. One of When a rider needs to roll a proficiency check while mounted. Any lesser horse simply won’t the best examples of these changing attitudes is in order to control his mount, or to urge the do. So, if a character wants to retain his dexteri- the unnamed narrator of Lovecraft’s “The mount on to do something the mount normally ty bonus to armor class while mounted, the Shadow Over Innsmouth,” whose horror at his wouldn’t want to do (such as leap over a chasm character will have to spend a pretty penny on transformation slowly turns into delight at his or move at a greater speed), then wisdom is the his horse for the privilege. new-found powers. So, too, would a PC react if appropriate ability. If the question to be decided Len Carpenter he discovered he was a lycanthrope. At first is whether the rider remains in the saddle or West Chester PA there would be horror and revulsion at the terrors he inflicts on the innocent, but as time passed he would come to accept the new state as something wonderful, making him superior Slots Appropriate Die-roll to common man. During the earlier time, how- Proficiency required ability modifier ever, a character could seek treatment. The DM Riding, airborne 2 Wisdom +2 should set a time limit in which the character Dexterity +3 must act in order to gain help; otherwise he will Riding, land-based 1 Wisdom -3 resist such help to the best of his abilities. Dexterity +1 Furthermore, by having a needy character seek out a temple for help, he could be exposing

D RAGON 39 One of the bigger pains in the AD&D game is the campaign, placing the role of cavalier, rang- campaign. Border patrols, scouting, route recon- dealing with the players of silly characters in a er, or barbarian in the imagination and not the naissance, raiding parties, etc. can lead to some serious adventure/game world. These players rules. The other is to find a role for the fighter, interesting situations. For example, a general is have their characters relabel other characters’ given its subclasses. If the subclasses are used, considering sending his army through a moun- potions because it might be fun (they apparently the role of feudal lord or knight errant is filled tain pass; the PC could be assigned to determine can’t distinguish between being a rugged indi- by the cavalier, the savage outsider by the if it is possible to move wagons through it, and vidual and being a lunatic) or rationalize game- barbarian, and the wanderer in the wild by the also check out rumors of an abandoned castle. disrupting action because an intelligence or ranger. The remaining roles that a “generic” Or the PC could be sent into orc territory to wisdom stat is low: “The five flasks of flaming fighter can fill are those of soldier or thug. bring back a couple of prisoners for interroga- oil have made the brown mold bigger.” “Duh . . . The role of thug is basically the use of the tion, to determine where the orc tribes are I throw more oil on the mold. It can’t ignore fighter as a strong-arm thief. The fighter class going to raid this summer. In an underworld that kind of damage forever.” doesn’t need any embellishment to be played in setting, the fighter could be assigned to clear a The fact is, something has to be done about this role. It could be argued that this is how particular section of a dungeon. Instead of the main weapon used by the characters of such most fighters are role-played anyway. providing a room-by-room kick-in-the-door and players: the wand of wonder! Last night, I ran a The soldier role is more complex. It relates to trash-the-occupants scenario, the DM should game which included a PITA (pain in the, umm, leading the military forces in the service of a provide a sustained struggle with opponents arteries) character who created great havoc state or potentate. The other fighter subclasses who are very resentful that their particular with such a wand until another PC charmed are unsuitable for this task. A cavalier would home is being trespassed. Regardless of the him and forced him to break his own wand (to lose status by associating with mere troops, a setting, the DM should award experience points the applause of every player in the game except barbarian would prefer to raise a horde of his on how well the fighter soldiered and led; e.g., the PITA). own people, a ranger would rather be alone in did he properly train and supply his troops for The problem with these wands is that there the woods, and a split-classed character has the the mission, complete the mission, keep losses to really isn’t any effect that hurts the wielder. The other profession to spend time on. The fighter is a minimum, recognize the opposition was too character might be deluded for a whole minute the class that has the inclination, expertise, and stiff in time to cut losses and extricate his com- that the wand did something else, or be blinded opportunity to raise and lead military forces. It mand, etc. (with everyone else in the area) by a of is a role that fits the class. Gregory D. Scott conjured butterflies, but unless he is in an In order to fill this role, the fighter needs to Ocean NJ enclosed area when the wand lets loose a fire- have skills based on his charisma, intelligence, ball, the person with the wand is reasonably wisdom, and experience. One skill is leadership, Recently there seems to have been a flood of safe. The rest of the party is at risk. This is why which is the most difficult to define but is correspondence revolving around the topic of PITAs use and use and abuse this item in the necessary to unify a group to a common pur- illusions and illusionists. This correspondence ways they do. pose. Knowledge of that, and an ability to train has apparently culminated into two articles: Basically, I’d like to make a modification to the soldiers in weapon handling and battle drill, are “Hold On to Your Illusions” by Brian Tillotson in wand, one that would expose the wielder to a necessary, as these are the foundation of a unit’s issue #130, and “Illusory Solutions” by Matt bit of danger. It also is quite in keeping with the quality. Additionally, there are other military Battison in issue #131. random-effects nature of the item: Roll 1d12 skills, such as engineering to build and take I must admit that both articles are appropri- before checking the effect of the wand. On a fortifications, the matter of arming and supply- ately titled. “Hold On to Your Illusions” gives roll of 1, the wand backfires and instead affects ing, strategy and tactics, etc. that could be excellent advice on controlling illusions and the person holding it. The odds favor the wand assigned to the fighter class. adding to the balance of play, not to mention functioning (ab)normally, but the risk of being The DMG ties the number of troops NPC adding to the spirit of the game. “Illusory Solu- turned into a statue ought to keep the idiots hirelings can command to their level. This is tions” is just that. You are fooling yourself if you from using the wand first, last, and always, also a good rule of thumb for PC fighters. It is think it is a solution. Brian Tillotson should be giving legitimate players a chance for success not necessary for the PC to control all the congratulated on the method of saving throws and survival. troops he possibly can. If the PC prefers, he can that he has suggested. The article gives an S.D. Anderson remain a small-unit leader. However, a PC objective but concerned view of a sometimes Whittier CA should not be able to jump from being a leader touchy subject. Mr. Tillotson’s suggestions have of 10 men to being a marshal of 10 field armies a balance to them that the original authors of overnight. After all, no ruler is going to entrust the AD&D game could truly appreciate. “Illuso- The articles on the fighter class in issue #127 such a force to someone with no experience in ry Solutions,” on the other hand, allows an were much appreciated. However, there con- or reputation for leading large bodies of troops. average of +4 to +9 saving throws against all tinues to be little discussion on how to role-play The progression from small commands to large illusions! That should put most players (if not a fighter in the current AD&D game system and should be based on successes, not the level of all) off from considering playing an illusionist to what goal. What follows is my opinion on the fighter. character, as well as causing a series of violent how to make the fighter a more interesting role. The quality of a unit depends on its leader- reactions from illusionist PCs. Also, despite Mr. I have always preferred the fighter class ever ship, equipment, and the time spent on and Battison’s argument, his system is cumbersome since I began playing D&D games in May 1976. rigor of the training. DMs can initially adjust the and slow. This is not something that the already This preference is based on the traditional morale and skill of the commanded troops taxed DM needs to contend with. heroic concept of the warrior as the defender based on the charisma, intelligence, and wisdom I get the impression that Mr. Battison heavily or champion of his people or society. In the of the leader PC, and the amount of time spent favors and probably plays a magic-user. The myths and tales based on this concept, the on training. Further adjustment can be based on observation comes from his use of spell compar- priest and wizard were sources of advice or the successes and failures the PC encounters in isons. There is a significant difference between treacherous opponents, and the thief was at completing the assigned missions, and the a real dragon and an illusory dragon. A magic- best an annoyance or the warrior’s companion. number of casualties taken in doing so. DMs user will always dominate over the illusionist. However, it was the warrior who was regarded should remember that success justifies the Even with my objections, I must admit that as the leader. sacrifices made by the troops. Failure exacer- Mr. Battison does touch on some valid points. As originally established, the fighter could be bates the impact of deaths and wounds. On the issue of illusory fireballs, how does the role-played as anything: knight, barbarian, In poor quality units, each soldier will fight as target know that it is a 30-HD fireball! It is scout, mercenary, etc. However, the fighter class an individual and the unit’s cohesion will break- obvious what the abilities of an ancient red had only one skill: weapon use. It was not down under stress. High-quality units will fight dragon are, but a fireball does not come with a surprising that players eventually preferred as a group with each individual supporting the tag that states how much damage it will do. clerics, magic-users and thieves, with a broad others. Fighting as a unit, the impact of each Therefore, it seems logical to limit the amount variety of skills. In reaction, there developed the individual soldier will be as if he were a higher of illusory damage done so that it does not split classes and the fighter subclasses of level. Also, well-trained or experienced men-at- exceed the ability of the illusionist (i.e., an 8th- cavalier/paladin, berserker, ranger, bard, and arms should not be treated as zero-levels. These level illusionist can do a maximum of 8d6 points barbarian, each with their special capabilities men-at-arms have the skill to defend themselves. of damage). that made them as fun to play as the other I would suggest that men-at-arms trained by a Michael Anderson classes. This development has resulted in the fighter should be considered 1st level for melee Kennesaw GA fighter class itself being even less desirable. and saving throws. There are two solutions to help the fighter. Many possible scenarios for a soldier player One is to not permit the fighter subclasses in character would fit nicely into a wilderness

40 JUNE 1988

The jester NPC class appeared in by E. Paul Tobin DRAGON® issue #60 and was reprinted in the Best of DRAGON® Magazine Anthology, volume IV, pages 21-23. Magical items for jesters are often quite unpredictable, as is only fitting. Unfortunately (at least from the jester’s point of view), these items are also quite rare, typically being in the pos- Bazaar of the session of other high-level jesters or in the private collections of the rich and power- ful. The DM should see to it that the powers of such items, especially such items as the paddleboard of wondrous Bizarre transformation or blowgun of wild emo- tions, are kept secret. The DM can also come up with his own ideas for weird magical items, but all such items should be Illustration by Jim Hollowav introduced only for everyone’s enjoyment.

Blowgun of wild emotions This item is a blowgun 3½’ in length, made of a light, strong, blue metal similar to mithral. At unpredictable times the metal changes color, sometimes glowing or even growing fur or scales. None of these changes affect the powers of the blowgun. Its range is normal for a blowgun, as per Unearthed Arcana, page 28. Only seven such blowguns exist. Any dart fired from one of these blow- guns is briefly enchanted to cause emo- tional changes in the creature struck by it. When a creature is hit by such a dart, roll on the following chart for the dart’s effect:

1d100 Effect 1-10 Envy 11-20 Greed 21-30 Pride 31-40 Hatred 41-50 Paranoia 51-60 Love 61-70 Sloth 71-80 Euphoria 81-90 Sadness 91-00 Lust

This item affects any being with an intelligence of 5 or greater who fails a saving throw vs. spells after being struck. Darts fired from this blowgun do no physi- cal damage. A jester is automatically profi- cient in the use of this (and only this) blowgun. Only one dart may be fired per round, and only one emotion can affect a being at any one time. The duration of effect of these emotions is one turn. PCs struck by these darts should be role- played to an extreme; while these emotion- al effects have no real game effect, they can create remarkable role-playing situa- tions. Anyone other than a jester who uses this item finds that it functions as a nor- mal blowgun. XP Value: 100 GP Value: 500

Exalted book of ethnic humor This 9” X 12” tome is leatherbound and Magical items for a less-than-serious NPC appears to be quite thin. It is a magical study of insulting comments and gestures that a jester can make toward all known

42 JUNE 1988 intelligent races and creatures. The jester need merely state the race that he wishes Table 1 to insult and open the book to receive the Paddleboard Table information. The jester using this item must fluently speak the creature’s lan- guage (or a mutually known one) in order 1d100 Paddleboard Range Restrictions to properly insult it. The insulted creature 1-60 +1 5' — must save vs. spells or else have a 90% 61-75 +2 10’ — chance of being filled with magical shame, 76-83 +3 15' Usable by jesters of 3rd level and causing the creature to flee and hide for above 2-12 rounds. There is a 10% chance that 84-90 +4 20' Usable by jesters of 6th level and the taunting enrages any listener of the above appropriate species, causing it to chase the 91-95 +5 20' Usable by jesters of 9th level and jester regardless of other circumstances in above an attempt to attack the jester in hand-to- 96-99 +5 25' Usable by jesters of 11th level and hand combat. The enraged victim makes above all attacks and saving throws at -2 from 00 +6 30' Usable by jesters of 13th level and his blind, all-consuming rage. Only a jester above may read and understand this book. XP Value: 250 GP Value: 1,250

Extendable band of enjoyment This device is an iron rod 18” in length Only jesters may use these items. When a being of some sort for a duration of six with a hand mounted on the end. The magical paddleboard is found, roll upon turns. All items the victim possesses are hand is wrapped in leather and feels the Paddleboard Table to determine its polymorphed into that shape as well. The warm. is also jointed as a nor- powers. affected being (if the new form allows) mal hand, and can grasp objects like a Magical paddleboards can be used to retains all spell-casting and fighting normal hand with 18 (nonpercentile) batter opponents up to three times per powers, and undergoes no change in strength upon mental command, so long round, using either the paddle or the ball. personality, knowledge, or intelligence. No as it is held by a jester. In addition, the rod The damage caused per hit equals 1 hp innate powers of the new form are gained, can extend up to 30’ at the jester’s mental plus the magical bonus of the paddleboard except for those normally gained by the command, without gaining any weight. and the jester’s strength bonus, if any. use of a polymorph self spell. This paddle- The jester can mentally create two differ- These items can become quite deadly in board is a dangerous weapon, for it is ent joints (or elbows as it were) in the rod the right hands! Once per round, a jester impossible to predict what shape the wherever he wishes. The extendable hand can attempt to stun a human, demi- affected creature will assume. When a can be used to pick pockets at the same human, or humanoid foe with his paddle- creature is struck, consult the Paddle- chances for success as the jester using it board or paddleball. The base chance for board of Wondrous Transformations Table. has, but it cannot catch hurled objects. success if a hit is made is 5%, modified by A particular creature may be poly- XP Value: 300 +2% for every magical plus of the weap- morphed only once per day. No system- GP Value: 1,500 on and + 1% per jester level. shock roll need be made by the victim. In The sinew thongs are normally 1’ long, some forms, all the victim’s previous Larynx of deafening lengthening magically to their full range powers are lost for the duration of the This item appears as a small patch of during use. The range given for each transformation; for instance, even a 20th. leatherlike material, approximately 2” X paddleboard cannot be exceeded by any level mage is nearly helpless as a rot grub, 4”. When placed against the throat of a means, and paddleboard strings are impos- having no hands, mouth, or components jester, it adheres to his skin and magically sible to cut. with which to cast spells. blends so as to be indistinguishable from It goes without saying that the paddle- the jester’s throat. A jester with this magi- Paddleboard XP GP board of wondrous transformation is not cal larynx attached is able to yell at incred- type value value always a wise weapon to use. Turning ible volume. Furthermore, the yell is both +1 50 250 your opponent into a purple worm during audible and understandable at up to three +2 100 500 a bar fight is considered bad form by the miles distance. Anyone within an enclosed +3 150 750 other patrons. This is a weapon that space 100’ across or less who hears this +4 200 1,000 works only in the hands of a jester. shout (with no solid interposing barriers) +5 (20') 275 1,375 XP Value: 3,000 must save vs. spells or be deafened for +5 (25') 290 1,450 GP Value: 15,000 3-30 turns; the jester is immune to this +6 300 1,500 effect. The larynx is removable. Random-target daggers XP Value: 250 Paddleboard of wondrous These normal, if somewhat exquisite, GP Value: 1,250 transformation throwing daggers are +2 to hit and dam- This paddleboard appears much the age, and function normally if used in Magical paddleboards same as other magical paddleboards, but it hand. There is a catch: If thrown, the Although magical paddleboards come in holds much more power. Sometimes it will daggers pick their own targets. Whenever a variety of types, all look like normal have the form of an animal or monster thrown, everyone within a range of 3” paddleboards. Such a paddle is 1’ long and carved on the back of the paddle. The (including the jester) is counted as a poten- made of wood, thus being quite suscepti- paddleboard of wondrous transformation tial target, up to a maximum of the 20 ble to fire damage but never from impact may strike once per round at a range of closest creatures. An appropriate die is damage (such as from falling, or normal or up to 15’, its sinew cord stretching in the then rolled to randomly determine the crushing blows). The string appears to be same manner as other magical paddle- target. The usual steps for “to hit” determi- made from interwoven sinews, and the boards. When struck, a target creature nation are then followed. To most people, paddleball is usually an opaque crystal takes no damage but must save vs. poly- these daggers would seem evil or cursed, that is resilient and nearly indestructible. morph or else be polymorphed into a new but they are weapons which jesters love in

DRAGON 43 throw allowed). XP Value: 8,000 Table 2 GP Value: 40,000 Paddleboard of Wondrous Transformations Table Tome of the humorous perspective 1d100 Creature 1d100 Creature This book looks exactly the same as the 1-2 Piercer 51-53 Elf tome of the fool, and it is usable only by 3-4 Leucrotta 54-55 Otyugh jesters. Like the tome of the fool, anyone 5-6 Wight 56-58 who is not a jester and who reads it imme- 7-8 Purple worm 59-60 Hill giant diately becomes a 1st-level jester. 9-10 Iron golem 61-62 Rust monster When read, this book enables a jester to 11-12 Orc 63-64 Lich attain a different outlook on things — one 13-14 Giant centipede 65-66 Giant weasel in which death and other morbid topics 15-16 Blink dog 67-68 Minotaur are merely punch lines in the great game 17-18 (eight-headed) 69-70 Troll of life. The jester, because of his calm 19-20 Frost giant 71-72 Type III demon control of the situation, receives an extra 21-22 Will-o-wisp 73-74 Umber + 10% modifier to his morale-changing 23-24 Catoblepas 75-76 Vampire ability (special ability #6 in the description 25-26 Giant fire beetle 77-78 Carrion crawler of the jester NPC class in the Best of 27-28 Subterranean 79-80 Black pudding DRAGON® Magazine Anthology). The same 29-30 Nightmare 81-82 Rot grub jester may cast friends and charm person 31-32 Copper dragon 83-84 Storm giant once per day in addition to his normal 33-34 Bronze dragon 85-86 Troglodyte spell-casting abilities. Finally, the reader of 35-36 Elder titan 87-88 Anhkheg this tome is forever immune to emotion- 37-38 Lizard man 89-90 Brown mold changing spells involving fear, hate, 39-40 91-92 Gorgon despair, discord, hopelessness, and rage, as 41-42 Giant poisonous snake 93-94 Beholder received from symbols or emotion spells. 43-44 Giant slug 95-96 Medusa XP Value: 4,000 45-46 Ki-rin 97-98 Mind flayer GP Value: 20,000 47-48 Ogre 99 Skeleton 49-50 Shadow 00 DM’s choice Yo-yo of fate This yo-yo looks like a normal yo-yo of a bright cherry-red color whose string their own mischievous ways. Random magic missiles cast against the jester per glows faint yellow. This magical yo-yo target daggers are usually found in groups round, and reduces all damages from adds a + 1 to all of a jester’s saving throws of three. giant-hurled boulders and seige-engine and +2% to all normal jester abilities XP Value: 200 each missiles by half if they strike the jester. when carried by that jester. Most of the GP Value: 1,000 each Damage-causing spells with areas of effect time, it functions as a normal yo-yo. How- (like fireballs) can penetrate the hoop’s ever, when the jester desires, the yo-yo Playthings of the Roller Hoopers defense to harm the jester, but even their allows its owner to alter fate during the These objects have been handed down damage is reduce by 1 hp per die of dam- course of a day. A particular 1d20 die roll, through the generations for hundreds of age. Harmful gases are dispelled within 5’ made for that jester’s combat or saving- years. They are a pair of roller skates and of the jester using this hoop. When the throw purposes, is chosen and altered (but a hula hoop, both hot pink in color. If hoop performs these functions, it moves only before the roll is made). The jester found, the DM should describe these so fast as to become a blur. In addition to then uses his yo-yo to “get lucky.” When objects without giving away their true these powers, the hoop also deflects an used to alter fate, the yo-yo’s string perma- titles or functions, as adventurers don’t opponent’s handheld weapons to such a nently shortens by 1” for every + 1 bonus know what these objects are. Both items degree that the hoop is the equal of brac- added to the die roll to be altered. Note are unique. ers of defense AC 2 in effect. that the yo-yo of fate does not guarantee If both the skates and hula-hoop are that a die roll will succeed; it merely adds Skates of the Roller Hoopers owned, the combined effect of using these to the chance involved. The yo-yos come Any jester wearing these skates can two objects is to add another + 1 to the with strings of various lengths. When such move at a rate of 24” over any surface jester’s initiative die roll. a yo-yo is found, roll on this chart: (water, mud, stairs going down, etc.) — XP Value: 6,000 even over walls or ceilings. When doing GP Value: 30,000 1d100 String length so, a strange, soft sound may be heard — 1-60 3” one that resembles the purring of a giant Tome of the fool 61-80 5” cat (it’s the whirring of the skates). These In the hands of anyone but a jester, this 81-90 9” function as normal skates for anyone else. book is a 9” X 12” leatherbound book of 91-95 13” XP Value: 3,000 approximately 100 pages. In the hands of a 96-98 17” GP Value: 15,000 jester, the tome of the fool radiates a hot- 99-00 20” pink glow that is visible for up to 100 Hula-hoop of the Roller Hoopers yards around. If such a yo-yo’s string is too short to Once this hula-hoop is set in motion, it By careful study of this tome over one permit the size of the die-roll bonus asked can only be stopped by the jester using it. month, a jester may gain enough experi- for (e.g., a 2” string cannot allow a +5 The hula-hoop cannot be grasped, and it ence points to place him at the midpoint of bonus on a die roll), then the yo-yo grants has AC -2 and 35 hp if it is attacked by the next level of experience. The tome the maximum bonus it can allow (in the an opponent of the jester using that hoop. works only once before disappearing, and above case, a +2 bonus) and vanishes The hoop unerringly deflects incoming that jester may never again utilize any forever. No jester can use or own more missiles as if the jester had a protection tome of this sort. Any person other than a than one such yo-yo at a time. from normal missiles spell cast upon him. jester who reads this book immediately GP Value: 6,000 per inch Additionally, the hoop blocks 10 hp of becomes a jester of 1st level (no saving XP Value: 500 per inch

44 JUNE 1988

by Bruce A. Heard For Your Orcs Only

Illustration by Jim Holloway Errata, clarifications, and more for the ORCWARS! game

hordes (neutral or not) cannot move but How does the Code of Ethnics (sec- The ORCWARS! board game that can defend themselves when attacked. tion 15) apply to combat when one we ran in issue #132 of DRAGON® side is without a chief? Magazine was extremely popular. Can hordes without a chief remain See section 7, case 1. Uncommanded We received a few letters in subse- with their coalition and thus retain hordes (neutral or not) automatically join a quent weeks with rules questions, control over territories for their chief of the same race. and so we had the game’s orc- coalition? happy designer answer them. Yes; see section 7 and the description of How can uncommanded hordes tribal coalition markers in section 1. To retreat after combat? remember which uncommanded hordes See section 15, under the “R” (Retreat) Can hordes fight in or occupy a belong to which coalition, use the tribal entry. Uncommanded hordes (neutral or territory without a chief? coalition markers. Uncommanded hordes not) are automatically destroyed on a Yes; see rule sections 8 and 9. Hordes without a tribal coalition marker are neu- “retreat” result. can be left in a territory by their chief to trals. Empty territories remain under a defend the territory against invasions. tribal coalition’s control as long as a chief Can uncommanded hordes mine Also, if hordes rebelled at the time of levy does not claim it or an army does not for their coalition? and defeated the levying chief, they capture it. Leave tribal coalition markers Yes; see section 18. Chiefs are not need- remain in their territory; they are neutral in your empty territories after you gain ed for mining. Neutral hordes can mine, (under no players’ control). Uncommanded control of them. and their gold is then placed on the map.

46 JUNE 1988 Can chiefs of the same coalition Yes. The rules allow retreat only into Designer’s notes exchange hordes? empty areas. Areas controlled by the The Tribal Coalition Markers are the Yes. Suppose Chief A leaves uncom- retreating army’s coalition are, of course, ones with the black background. You’ll manded hordes in a territory. Chief B eligible for retreat. notice that they have different symbols on could then take over these uncommanded each side. This is not an error, but a trick troops, as per section 8’s last paragraph. to make their use more flexible. For exam- Neither chief A or B actually need to move According to the rules, a player ple, if a player needs more than 10 skull at all to accomplish this; there is no rule could take his combat step before markers printed face up, he may “borrow” against that. Watch out, though! If these movement, then move an army that another player’s markers that have skull uncommanded hordes are of a different has already fought into an enemy- symbols on the back. race and the new chief fails his Authority occupied space, necessitating a bat- The ORCWARS! game was originally Check, they immediately become neutral tle. Is this as it should be? designed and playtested for four players. and attack him (and the other chief, if still No. A rule addition is called for: No army Due to our graphic designer’s ingenuity, it present; see section 12). can attack more than once per turn. It appeared we could add more counters in may be attacked any number of times by the course of production. This explains When can a chief pick up uncom- different armies, though. If an army has why there are six sets of Tribal Coalition manded hordes? already attacked something that turn, it Markers. The game can be played in a six- He can do so at any time during his turn, can only move into an unoccupied area or player variant; however, you should real- when in the presence of uncommanded a friendly one. Exception: If underground ize that the chances that some players will hordes. This applies before or after move- movement causes an army to randomly run out of chiefs are then much greater. ment, or even after retreat! pop up into an enemy-occupied territory, Chief counters are likely to end up in the the battle must be fought. An unlimited players’ Hands early in the game, prevent- If an army is forced to retreat into series of retreats and battles may occur ing “chief-less” factions from starting over. a space outside the Broken Lands, using random underground movement. I would suggest the following cutthroat does this army roll an Authority variant be used for the six-player game: Check? Should the army make a 1. Any time a chief is killed while second such check on that turn if it When using a spy to take a counter another player has no chief (either on the began the turn out there? from an opponent, can you look at board or in Hand), that player may show No. I don’t understand where you have his counters’ faces before you his entire Hand and automatically pick the idea that armies must make an Author- chose? that chief counter. The chief is placed in ity Check when entering outside nations. No; see section 19: “A spy can be used to the player’s Hand, and the counters are Perhaps you are confused about the “Orcs steal a counter from an opponent’s Hand, turned face down. Then discard any on a Rampage” rule (section 21). The rule peek at the opponent’s entire Hand, or excess counters. says: “Each time an army raids foreign attempt treachery.” The spy cannot do 2. After showing his entire hand, a chief- lands, its chief must make an Authority more than one of these three things at the less player may use a spy with a +2 bonus Check.” The player decides whether or not same time. to any roll the spy makes, without paying to raid a foreign land. Entering a foreign any gold at all. His Hand is then flipped land, voluntarily or not, does not automati- Does a tribal coalition retain con- face down after the treachery attempt (see cally mean it is raided. Collecting gold on a trol of a territory after moving out? section 19). For example: A chief-less fac- rampage occurs only on the player’s phase Yes. The only ways to lose control over a tion causes the Spy Master to be worth B7 — that is, after his movement and territory occur when it is captured or four points instead of two. combat have been completed.. claimed by an invading chief, or traded 3. If a player is unable to prove he has a during the Trade Phase. chief in Hand (by showing the counter) Do hordes receive a gold counter within three turns following the demise of from rampaging a territory into Does an enemy chief capture a his last chief, the player is out of the game. which they have retreated? territory by simply moving into it? Return all his counters to the appropriate No; see section 21. Collecting gold from Yes. He must end his move in that terri- cups. This makes for a much deadlier orcs on a rampage only occurs on a play- tory, however. game; however, it keeps the playing time er’s phase B7. If the player’s army retreats within reasonable limits. A six-player game after being attacked during someone else’s Can a chief move into an unoccu- is otherwise likely to be much longer than turn, the retreating player cannot collect pied enemy territory to levy troops? the original version. any gold. Yes; see section 8. When ending a move 4. Of course, if all players except one are in an empty territory, it is automatically eliminated using this game variant, the If a caravan is attacked outside the captured. Troops can then be levied. surviving faction automatically wins the Broken Lands and the chief is the game. only survivor, what happens to the Is TSR, Inc., planning to release A final note: ORCWARS! is best played remaining gold? ORCWARS! in a boxed set? aggressively. This is what makes the game It is lost. Not yet, but we are thinking about it. fun. As an incentive for a purely orcish ORCWARS! will be published again in the attitude, I would allow a weak attacker Can war machines be lost by the 10th D&D® game Gazetteer (to be released (1-2 combat ratio or worse) to pick a free larger army on a “X” result to bal- in January 1989) with solid counters; rules counter from either the Gold Cup or the ance the smaller army’s loss? and map clarifications will be added then. Tribe Cup, and place it directly in his Hand Yes, but only if they were used in an —whether he survives the battle or not. attack. War machines cannot be used Are Gold Country East and West Such is the reward for daring and glory. defensively; see section 13. In this case, if different territories? The true winner of ORCWARS! is the the smaller army was actually the attacker, Yes. The Streel River is the border one who bullies the others the most. And the larger army would not have been able between the two. The city of Corunglain is if you die trying — well, at least you did to use its war machines, and could not part of Gold Country East. the right thing any self-respecting follower sacrifice them to cover exchange losses. of Gruumsh would have done. Just hit Can Multiple Chief Operations be your chest with your fist and bellow Can an army retreat into a territo- used defensively? “Skum!” and you’ll know that you’ve been ry controlled by its own coalition? Yes; see section 12. a good orc commander.

DRAGON 47 48 JUNE 1988 o hunt a dragon requires patience. Not the patience of minutes and hours, but the patience of days and Eyes of weeks. Perhaps that is why the holy Cardinal Vitelli gave me this particu- lar act of penance, that I may have time to reflect upon my sin. My legs are cramped. I rub my hand over the stubble Redemption that is my beard. I am tired, cold, and hungry. A few small pieces of bread and a few equally stale swallows of water are all that remain of my provisions. My sword waits restlessly in its scabbard, as does the knife in my boot. Though my legs are numb, I dare not move. One tumbling pebble, one flash of steel could betray my pres- ence. I search the sky. Always the sky. Day is fleeing, the blue shifting to violet. The evening star and her first consorts are already shining. Of the dragon, there is no sign. Even by James Brunet so, he could be soaring undetected in the dusk. For the hundredth time, I survey the surroundings of my aerie. To one side, the face of a mountain presses close against me; to the other, a ledge falls away into the void. Peaks of the Carpathians, snowless in early autumn, rise across the valley in purple twilight. Far below, a loop of dull silver marks the course of a river. The town inside the loop is already invisible, lost in the gloom.

Night has come. The canopy of stars wheels overhead. Now, concealed in shrouding darkness, I shift my limbs, stretch them, and let the blood flow. I eat the last of the bread and drink all but a few sips of the water. If my quar- ry does not return to his lair tomorrow, I shall be locked in a contest against time. I have attained this perch unde- tected, but any attempt to renew my provisions would risk discovery. I will not tempt the Fates. Instead, I contem- plate the of Cardinal Vitelli. The cardinal is a great man; his penance is fair. One sign of his greatness is the faith that the Holy Father, Adrian of Utrecht, places in him. Adrian, a pious and ascetic man, is sweeping away the indulgences and material excesses that permeated all the Church under Pope Leo. Under Adrian, the Cardinal of Milan has risen in prominence, becoming the new Pope’s strong right arm. Would that I serve my Emperor and my Church as well.

The sky is clear as the sun rises above the horizon. The day will be hot; my water will not last long. My stomach presses against my backbone, the pangs of hunger already begun. It is fortunate that I have soldiered on many a campaign and am accustomed to such privations. I fix my mind upon my penance. Slay a dragon, take the heartscale, and find a wizard powerful enough to com- pound the heartscale potion. The last part I have already done. I found in Lübeck an old wizard who brewed such a potion nearly half a century ago. If he has not lost the trick of it, the elixir will give great powers of transforma- tion. True, the wizard spoke with me reluctantly, full of dis- taste for me and my holy mission. Apparently, the old man has come to revere dragons. The wizard’s reverence matters not, however. The Diet Illustrations by John Lakey DRAGON 49 of Worms recently declared dragons to be the spawn of Wings are folded back, disappearing into the darkness. Satan. Scholars say only half a dozen survive in all the The dragon has forelimbs not much larger than a man’s region between the fjords of Sweden and the gates of the arms. At the ends of these are taloned hands, clasped in Bosporus. It took meticulous effort over a period of the manner of a bishop hearing confession. months just to find this one lair. Men of faith and righ- The dragon’s body is my resting place. My head has teousness will soon see that they are no more. lain above his heart, directly on the heartscale. I stare at But though I fear God, I am no theologian, only a sim- his chest for a long moment before returning my gaze to ple mercenary captain. For me, the dragon is simply his eyes. another adversary, no more than a traitorous city to be “Yes, water,” I croak. sacked or an opponent’s army to be defeated on the field. The dragon nods and reaches a taloned hand behind The weapons are the same: guile, cunning, treachery, him. There is a scrape and then a gurgle as a spring fills a decisiveness, and well-tempered steel. gourd with precious life. I drink greedily, water spilling The sun beats at me like a swordsman wearing down a down my beard and onto my jerkin. With a start, I realize foe. My mouth is dry. Is this defeat I taste? It will be iron- my breastplate has been removed, rendering me most ic if von Hertzenstein, the survivor of three-score battles vulnerable. For the moment, it does not matter. I am at across the breadth of Europe, falls victim to the elements the dragon’s mercy. My knife is gone. My sword, at least, of nature high on a Silesian mountaintop. still rests in its scabbard. Where is the dragon? Sage writings say that dragons “The gourd was a lucky find,” says the dragon, “care- rarely forage for longer than two weeks at a time, yet I lessly abandoned when I appeared over a well. There is a have waited upon this ledge for twenty days. Under the chicken, too. It is difficult for me to hunt game so small, hot sun, I begin to doze. but I considered a whole deer or goat to be impractical. You will need to build a fire, unless you eat flesh raw. I A cry that splits the world rouses me. Giant wings, the have gathered wood for you at the mouth of the cave. color of dried blood and rust and burnished gold, flash Flint, however, I do not have.” before my eyes. Startled, I attempt to rise, only to have I look at the yellow eyes once more. The expression is my legs cramp terribly and give way beneath my weight. I unfathomable. I detect no sign of malice, nor of compas- stumble and then pitch forward. My fingers scrape against sion. the cliffside as I fall, and the shock of contact pushes me “I have a flint. But my leg is broken.” outward into the void. My wits are dulled and my reflexes The eyes stare, unblinking. “If you are hungry enough, slow. In what seems a span of hours, a moan erupts from you can crawl or hobble.” my throat, and I reach desperately for the mountain as it I look the length of the cavern toward its opening and slides upward just beyond my reach. The sun flashes in then back at the dragon. Is there amusement in his atti- my eyes, a spasm of pain racks my gut, and another great, tude? I cannot tell. “I will walk.” It is painful, but I nego- raucous cry fills the air. A shadow sweeps over me and — tiate the passage. It takes me a short while to tear enough bark and splin- Darkness. Pain. Smooth warmth under my head and ters from the gathered branches and logs to provide suffi- back. Sleep. cient kindling. Soon a fire is burning, the plucked chicken roasting over flames that dance and jump as the fat drips I awaken slowly, reborn into a world dimly lit. My sizzle upon the wood. The acrid smoke drifts past my vision comes into focus. Rough granite walls slope toward eyes. I peer outward from the cave’s mouth. It is as I had an opening lit by faint sunlight; the stone itself glimmers surveyed it, close to the peak of the mountain, a scant with a pale golden glow. I am in a cave. My right leg is bowshot away from the ledge where I maintained my aflame with pain; I fear the is broken. Slowly, I prop vigil. The sun is already low in the west; I must have slept myself on one elbow. My throat is dryer than the dusty the better part of a day. Or two. roads of Sicily in August. In a cave there should be water. After I eat the chicken, I feel more complete, my body I sit up and then notice the floor upon which my hand and mind refreshed. The pain in my leg has subsided to a rests. It is dark and yellow, like fine gold, yet softer than deep ache. Perhaps it is not broken after all. Fatigue car- the fairest leather. It is fashioned into overlapping plates, ries me along toward sleep, but I hobble back to the like the modern armors of Burgundy and Milan, with no dragon. He has not moved. small crevices to admit stiletto or chance arrow. My mind For a moment I am again transfixed by his yellow gaze. floods with the memory of my vigil and my quarry. Before A surge of emotion comes over me. At once I am defiant I can utter a sound, a voice echoes in the darkness. and humble, awestruck and grateful. “Do you desire water, son of man?” “I came to kill you.” Naked and unadorned by deceit, The voice is deep and resonant, like the bass pipes of a the words spring from my mouth before fear can check cathedral organ. It is melodic, like a fast-running stream. them. Inexplicably, I feel blood rushing to my cheeks. It is full of the wisdom of white-haired men bent over “What is your name?” books, yet it also has notes of joy like the squeal of a child The dragon’s question catches me off guard. An discovering a butterfly in sunlight. exchange of pleasantries is not usual, in my experience, I turn my head. Luminous yellow eyes regard me; it is after one has announced a mortal intent. “Von Hertzen- their glow that shimmers on the granite walls. A long stein. Joachim von Hertzenstein.” neck, surprisingly slender, supports the dragon’s head. “And I am Eskahelion, von Hertzenstein who came to

50 JUNE 1988 kill me.” the flimsiest fabric of a lady’s gown. In the rear of the I have no response to this. I briefly meet the stare of his cavern, I find Eskahelion’s hoard, if such it might be yellow eyes before shifting my gaze back to the dark gold- termed. Not a single coin, not a lone bar of bullion, not en scales that cover his body. The dragon — I cannot one bracelet for the neck or arm, nor even a solitary spar- bring myself to call him by name; indeed, I marvel at his kling gem of red or blue or green comprises his trove.- speech and am wonderstruck at the idea of a dragon bear- Instead, there are mounds of books and scrolls, full of ing a name — is silent for better than a minute. diverse writings in scripts and tongues that I do not recog- At length he says, “Sleep.” I eye the expanse of his nize. Many are tattered, crumbling with age; even the belly that previously served as my bed and think better of best have torn pages. resting there again. I lie myself out at one side of the That night, I ask Eskahelion about the books and cavern and use my folded arms as a pillow. For a scrolls, and he tells me this tale. moment, my mind is filled with images of the cardinal’s “In the earliest days, dragons tended the tree of wis- face, plump and colored with passion, as he lectures me dom, and men revered them. But as time passed, men on the magnitude of my sin and duty to the Church. It is came to fear the power of dragons, and relations between extraordinary that a prince of the Church troubles himself the two races became marked with discord. Only a few over much about the death of innocents. Yet how much brave sons of man endured in their relations with dragons. more extraordinary that I have spoken with a dragon. I These were the wizards, to whom the dragons gave the fall asleep. secrets of wondrous magics.” I think of the wizard of Lübeck in his gray, tattered The Olivetian convent is aflame. The French robes, and I imagine him working side by side with the are throwing down their weapons and trying to escape dragon. through the smoke before my men cut them down. From “They reaped the fruits of the tree of wisdom,” contin- the convent, the piteous cries of the wounded and the holy ued Eskahelion, “writing down their discoveries in the sisters trapped within assault my ears. I begin to choke on great books and scrolls. But then came a time when the the smoke, gasping for air, and I shut my eyes as tears wizards, ever the sons of man, grew jealous, seeking begin to sting. Suddenly, the cries cease. powers that even dragonkind has not. And so all men I open my eyes. It is morning. I close my eyes once became set against dragons. more and pray for forgiveness. Then I remember the “Knowledge was still left to man, ready to be redeemed dragon. from the books and scrolls. But the wisdom was not guarded well and many writings were lost. One last great In the following days, I slowly regain my strength. king, possessed of wisdom, decreed that as many books Eskahelion — the name comes easier to my tongue now and scrolls as could be found should be gathered at Alex- — flies from the mountain daily to hunt small game or to andria.” raid farm stock so that I may eat. Alexandria. Founded by the greatest conqueror the He is a magnificent creature in flight, his wings wide- world has known, one who surpassed even the Caesars. A spread as he soars. It appears that the manner of a noble city, founded by a noble man. Many a soldier has dragon’s flight is closely related to that of the birds inhab- iting the lands near the ocean, seldom beating their wings, instead riding the currents of the air as an experienced boatman might use those of the water. None of the learned manuscripts I have read concerning dragons mention powers of speech or the nature of their flight. I wonder what other surprises await me. My leg mends; I’ve fashioned a splint from two pieces of firewood, binding them with the laces from my jerkin. I suspect that the break, if indeed it is a break, is of the least sort where the bone is not displaced. My ribs are also sorely hurt, and from the pain I suspect one or two may be cracked, but I have no doubt that I will soon be well enough to ride into battle once again. Long before my body heals, though, I will know wheth- er or not my soul will be fit to pass into Heaven. Torching the convent was a wasteful gesture. The walls of the city had already been breached, the enemy’s spirit already broken. The detachment inside the convent could not have held out long. It was only my pride and my impa- tience that demanded an immediate victory. Six of the holy sisters burned to death. I must not be impatient now.

On the fourth day in the cave, I find my breastplate in a side grotto, the metal ripped and torn as if it had been

DRAGON 51 spoken of its grandeur. much smaller than I would have thought — his body is “For a generation — two, three — the darkness was not more than twice the length and girth of a man if the held back. If the wisdom was not reclaimed, at least it was tail not be counted — he moves with great agility. Fur- gathered and held. But then dark forces threatened Alex- thermore, he never seems to sleep. And my broken breast- andria with sack and plunder. plate bears mute testimony to the strength and sharpness “And the dragons, comapanions to man from the earli- of his claws; I fear his strength is indeed supernatural. est times when the world seemed a flowering garden, For a weapon, I have my sword only, which cannot be despaired. And from their despair a desperate hope was concealed. I might wish I had included an , for born. From the four winds came the dragons, descending shot does terrible damage. But it is a clumsy weapon, upon Alexandria. Ill it was that even then our numbers woefully inaccurate. In any event, it would have been too were so few; ill it was that many were turned back from much an encumbrance when stealth and concealment the city by hurled spear and bowed arrow, even as the counted for all. And yet if I cannot fight, I cannot flee. armies of man approached the gates. But some few Should I dare to essay an escape down the mountainside, dragons prevailed, grasping what few books could be car- I fear the dragon would hunt me and pluck me up as neat- ried away. And then noble Alexandria was sacked. Dark ly as a hawk does a rabbit. columns of smoke from the library, dispersing wis- dom upon the wind. My small hoard is all that now My desperation grows. The dragon rests in the rear of remains.” the cave and watches me silently, his yellow eyes set upon I have witnessed the sack of many cities, but none that I me as if he awaits some event. Inaction is the cardinal sin recall contained any great library such as Eskahelion of the soldier; decisiveness, the golden virtue. My leg is describes. I imagine, though, that the smoke from so now well enough that I can walk with some little difficulty, much paper would indeed be dark and rich. so there is no holding back on that account. I have worn I listen to Eskahelion’s tale politely and take profit from my sword without his comment for these seven days. Now it. With a seed of truth, clearly it is a fabrication designed its weight grows at my side. Yet even as I wonder why the to cloud my mind. Fortunately, I am well toward recovery dragon has let me remain armed, I doubt I can succeed and my wits are regaining their quickness. Men and unless I take him unawares. A plan takes shape in my dragons companions? Such an obvious lie puts me on mind. proper guard. “I have given much thought, Eskahelion, to your tale of And yet, though I be no theologian, the tale interests the fruits of wisdom. Perhaps . . . perhaps I might study me. The story of the garden and wisdom and scaled ser- the writings so that some of what knowledge remains pent finds its in Holy Scripture. Thus I must be might come into the world once again.” cautious about what I reject, at the peril of my soul. I The dragon lumbers forward on his hind legs and mumble an expression of polite thanks for the tale, much instantly I am frightened. Have I made a fatal error? His as one might acknowledge a round of ale provided by a yellow eyes gaze at me intently, seeming to penetrate my fellow traveler at an inn. And then my head nods and with soul. I am astounded at his reply. little pretense I make to sleep. “Joyful indeed is this night!” he exclaims. “Redemp- tion must come from within the heart of man, and for this It is the seventh day since I awakened upon the I have waited. When I saw that a son of man had the dragon’s belly. My sleep has been troubled, and I grow courage and daring to come to this remote place to kill wary of the dragon’s intent. He brings me food that I may me, I hoped that perhaps such a one might have the spirit sustain myself, yet he seems to bide his time with purpose to undertake the challenge of wisdom.” He puts his fore- unknown. The thought occurs that I am being fattened for limbs upon my shoulders and embraces me as I contain a the slaughter, but I dismiss the supposition as unlikely. shiver. Studies of nature by learned men show that dragons rarely “Which of the writings do you feel that I might attempt devour human flesh. to understand first?” I venture, struggling to keep all My thoughts dwell upon my penance and the needs of quaver from my voice. The dragon’s eyes stare into mine Christendom. All Europe had reverberated with terror for a long instant and then he lowers his forelimbs. when the infidel Turk summoned the djinn that wrought Does he doubt my sincerity? For a moment, I am again such havoc at the walls of Belgrade before that city fell. afraid. Then he turns and shambles to the rear of the Faced with such a threat, Christendom may have need cave. I follow. He leans over and begins scrabbling for a holy hero to transform himself into some powerful through the manuscripts until at last he espies the one of creature to defeat the vile magics of the East. Indeed, his choice and nestles it in his foreclaws. “Now this one when His Eminence the cardinal laid this quest upon me, dates to the Elder Days, after the time of the Garden, but I doubt that he. knew what power could be obtained from before —” a heartscale potion. My mission, then, is not only one of I draw my sword as he speaks, hoping his words will personal absolution, but of duty to my Church and my cloak any small scrape of blade against scabbard. As he sovereign, Charles V, whose Holy Roman Empire is a turns to face me, he sees the drawn blade. Aiming to miss bulwark against both heresy and infidels. the heartscale, and praying that the point will pierce the Yet thoughts of duty aside, I am uncertain how to pro- leather-like scales and strike some vital spot, I thrust. It ceed. In my present condition and without the advantage plunges deep into his chest. of surprise, I am no match for the dragon. Though he is For a moment, there is no reaction. I stand half-

52 JUNE 1988 paralyzed, a ringing noise in my ears. And then blood, ard. A strict equality, born of a long-ago curse in response dark and red, begins to gush from the wound. to an ancient betrayal.” “Ever the son of man,” he whispers, and dies. Unaccountably, I envision my blade thrusting through The body tumbles sideways to the floor; his tail and scales dark and gold, the blood oozing forth and coating wings twitch for a moment and then lie quiet. I have slain my steel as yellow eyes regard me. Ever the son of man. a dragon! “It is of little import,” says the wizard. “No one has Only, the lidless yellow eyes do not close. I withdraw been added to the count of wizards in half a lifetime.” His my sword from the dragon’s chest. One thrust has felled fingers stroke the scales slowly, reverently. “The time of my quarry. Yet the yellow eyes unnerve me. For a magic and dragons approaches its end. Now to your moment I think of thrusting my sword into the eyes, hack- potion.” ing and slashing at them again and again. But then, with Yes, my potion. My heart sings praises to God. The trembling hand, I wipe my blade against the dragon’s wizard turns and calls out. A young man, as ill-kempt as skin, sheathe it, and survey the cave. The fire that cooked his master, comes out of the hut. The wizard speaks to my supper grows dim. Tonight, I will sleep near the coals; him in an arcane language. A question, an answer, and tomorrow, I will begin my journey back to Vienna and then the young man cautiously accepts the scales. I watch thence to Milan. him, fearful that my ordeal will be for naught if the heartscale is somehow mistreated. I awaken. I have passed the night in a dreamless sleep. “My son, my apprentice,” explains the wizard. Hunger gnaws at my gut; no dragon will bring me food “Though I doubt the power will ever come to him, unless today. I walk to the rear of the cave. The dragon’s corpse I die before the next dragon falls. Fear not. He will take is cool, and the yellow eyes have lost their glow. Yet, even the greatest care in making the preparations. I myself will lifeless, they stare at me. Grimly and deliberately, I set to mix the potion. You may return to claim it a fortnight work. Sliding my sword under their edges, I pry up the hence.” scales covering the dragon’s heart and cut them off. “A fortnight?” This is preposterous. Now that I have I am done, leaving exposed a dark patch of raw flesh. nearly completed my obligation, it seems unbearable that Blood still oozes from the wound, covering my blade and some rogue in a dark alley or some vile flux could relieve my hands; some has even spilled onto my boots. I wonder me of my life and consign my soul to Hell before absolu- that the blood still runs. tion is granted. With a melancholy temper, I take my Carefully, I tuck the scales inside my jerkin. The heart- leave. I count the days until I am reconciled with God. scale will serve as an ingredient for my potion. The remainder will be payment to the wizard and serve to I spend the next two weeks in alternate bouts of elation make lesser potions of his own. and gloom. Visions of a grateful and holy Cardinal Vitelli As I leave the cave, I feel yellow eyes staring at my accompany nearly every waking moment. I pass the days back. Soon I shall receive my absolution. Comforted by drinking and gambling; my fortune with the dice is suffi- thought of my purified soul, I clamber down the moun- cient to provide more than adequate suppers and compan- tain. ionship in a suitably entertaining bordello. One game, though, I lose when I roll a pair of aces. The yellowed dice I reclaim my possessions from the solitary inn of the stare at me like dragon’s eyes. I am in ill temper for the village at the foot of the mountain and tip the innkeeper remainder of the evening. handsomely. Fresh clothes, a shave, a bath, draughts of News arrives that good Pope Adrian has died suddenly. ale, and a midnight romp with one of the serving maids, Worse, a Florentine of the accursed Medici family has who gives delight worth twice the few coins that I press been elected in his place, taking the name of Clement. into her grateful hands, do much to restore my spirit. At Oh, my Church. Almost better that that heretic Luther be dawn, I set out for Lübeck, a week’s journey. elected. I down a great quantity of wine as I contemplate The wizard is standing outside his hut; he seems sur- these events, and have to be carried to my room by the prised to see me. The surprise turns to sadness as I press innkeeper’s servants. into his hands the linen bundle containing the dragon’s scales. The wizard is an old man, doubtless a Jew or I return to claim my potion from the wizard. His son worse, head bowed, with scraggly gray curls falling hap- waits at a distance, watching intently. Remembering that hazardly past his ears. He is dressed in the shabbiest of a dragon’s death means death for a wizard, I understand a cast-off cloaks, his skin is the color of dirty sandstone, and wizard’s reluctance to hunt dragons. The scales must be his face is covered with furrows not unlike those cut by a coveted all the more, then, and I worry that greed on the plow on a hilly field. wizard’s part may have led him to dilute my potion and “I did not think you would best a dragon in battle,” he keep a part of the heartscale for himself. The old man says softly. “I wonder who has died.” I look at the wizard, assures me that I have naught to fear. I remind myself that uncomprehending. The dragon has died, is it not obvi- a guarantee writ in steel hangs in my scabbard as I accept ous? the flask from his hands. Apparently, my thoughts are clear upon my face, for he “He who drinks the potion must simply state his desire continues. “Whenever a dragon dies, a wizard dies also. to be transformed,” says the wizard. “But, I beg of you to Whenever a dragon gives birth, a new wizard gains take the utmost care. Many desires will consume you.” powers. When the last dragon dies, so passes the last wiz- Well, the problem will not be mine. The potion will pass

DRAGON 53 to someone chosen by the Church. truthful, His Eminence may have already forgotten the I put the flask in a leather pouch and turn to leave, my matter. Nothing like a new love to replace the loss of an horse standing ready to carry me to Milan. Momentarily, old.” I look back. For an instant, I glimpse contempt and dis- “I thought . . . I thought that the cardinal was leading gust on the old man’s face, but then they are gone, the” — no diplomatic word comes to my mind as my replaced by a dull, placid expression. After a moment, I senses struggle to retain their equilibrium — “the fight dismiss my anger. I have my potion and my soul will be against indulgences.” cleansed. The secretary raises an eyebrow. “Signor von Hertzen- stein, can you not have heard? Pope Adrian is dead,” he I am dressed in my best velvet breeches and a dou- says, crossing himself quickly, “and, sad to say, all Italy blet. A blue woolen cloak, embroidered with fine silver rejoiced at his unfortunate and early passing. The new thread, hangs from my shoulders. My hair has been Holy Father has a more, ah, capable understanding of the trimmed, my beard shaved, and a jaunty, wide-brimmed Church’s need for money and is not needlessly concerned hat sporting the plume of some exotic bird adorns my with strictures against material comfort for those who do head. The hilt of my sword has been polished and the God’s work.” scabbard leather buffed with finest soap. The leather I feel the blood rushing in my ears. The cardinal’s piety pouch holding the potion hangs from my belt. counterfeit? I cannot believe it. “The cardinal, I thought I stride up the broad white steps of the Castello Sforzes- he was a friend of Pope Adrian. . . .” My voice trails off. co and am guided by a series of functionaries toward the The secretary licks his lips and smiles. “Why, yes, so he chambers where Cardinal Vitelli conducts his business. was. And His Eminence secured his appointment to the My boots produce an echo as I walk down a vaulted hall- Curia. As one who is obviously a man of the world, way of rose-colored marble and past a row of tall windows wouldn’t you call that a fair exchange, eh, signor?” that admit the afternoon sun. Comprehension finally bursts into my brain. I am mor- At last I am admitted to the antechamber of His Emi- tified. Christ betrayed by Judas could not have suffered nence Giuseppe Cardinal Vitelli, Archbishop of Milan. more. His secretary, a dour man wearing a black cap that hangs I curtly take my leave. The secretary merely raises an over his ears, looks up from the desk where he is scrib- indifferent eyebrow and shrugs at my departure. It is all bling some letter, bids me have a seat, and returns to his one and the same to him. I walk from the Castello Sfor- scratchings. He glances at me every few moments, fixing zesco to the Piazza del Duomo, where I look dully at the a cold gray eye upon me. The secretary would make a fine cathedral spires probing the heavens. Then I wander the watchdog. streets at random. The bench upon which I sit is cushioned with a dark I walk late into the evening, until the streets are desert- velvet pallet secured by straps of gold brocade. On the ed except for the gentlemen of the watch. Fog envelops wall opposite, in a gilded frame, is a painting of the me, the dampness cold upon my face. I am still in a daze Madonna — the work of Signor Raphael, if I am any when I find myself at the Tyrolean Gate, closed and judge. barred for the night. A pair of guards pace back and forth, It is gratifying to know that the cardinal is a patron of halberds slung upon their shoulders. Above the gate, a the arts. I believe that all great and holy men should be pair of torches flicker and burn. Diffused by the fog, theirs acquainted with some of man’s nobler impulses. is the image of two yellow eyes. At last the secretary finishes whatever task had occupied him, folding the paper and sealing it with wax. He turns I had been vain and foolish. I had lacked wisdom. I had his attention to me. betrayed and been betrayed. I had been obsessed to the “The signor’s name and business with His Eminence?” point of madness. These sins are very great, far outweigh- “Joachim von Hertzenstein. I have completed my pen- ing the minor blasphemies committed in taverns and the ance and have come to seek the cardinal’s blessing.” dozens of lives taken in battle, most of which were no The secretary’s brow furrows with thought. “Von Hert- better or worse than my own. Too late, I understood the zenstein, von Hertzenstein. . . . Oh, yes. The soldier who contempt in the wizard’s eyes. Too late, I understood the fired the convent, killing Sister Felicia.” hope that was surely Eskahelion’s. I was lost. “Killing six sisters,” I say, remembering the flames and But not forever. I gazed at the slopes of the Carpathi- the cries. ans, covered with first snow. It was cold at the foot of the “Hrrmph. Well, yes, but only Sister Felicia was one of mountain. I sold my horse, my sword, and all possessions His Eminence’s mistresses at the time, at least insofar as I save for the simplest clothes. And the potion. The potion know,” says the secretary, looking at me dolefully. “In any still remained. event, His Eminence is not in the city this week, being, Of the money, half I gave to the beggars of the town. ah, entertained at the estates of the Visconti.” The other half I gave to the poor priest of the village The secretary sees the expression on my face, but mis- church. He was much perplexed, but if he is an honest understands. “Come, come, signor. I’m sure His Emi- priest, Mass will be said for my soul every week for years nence will be happy to grant you his blessing upon his to come. For I still believed in the essence of truth that return. If you care to leave a donation of five gold ducats, must lie underneath the gilt and the hypocrisy. I can assure you the blessing will be granted in absentia. My breath was short; the air, cold. I stood on the crest Perhaps that might be a better course anyway. To be of a ridge. The village lay far below me; the mountain

54 JUNE 1988 summit and a cave where once glowed two yellow eyes swallow at a time. The color was blood red, the smell like was still a considerable climb in front of me. But I needed burnt flesh, the taste bitter, bitter with greed and envy and to go no farther. hope. I uttered my desire. In moments, the transforma- I stopped to survey my world a final time. A gray sky tion was complete. The potion was as powerful as the loomed overhead, a tiny river threads its way in the dis- wizard claimed. Ever the son of man, I prayed for tance below. Dark forests on the lower slope concealed redemption. their mysteries and their bounty of game. Mountains and valleys spread out below me, a wrinkled I looked skyward, half-expecting to see two yellow eyes blanket covering the landscape. I am happy. I soar among and a pair of golden wings. Of course, the sky was empty. the clouds, looking upon the world with yellow eyes. I pulled the stopper from my flask and drank steadily, one

(continued from page 3) made. In some cases, the material serious one. I have no trouble the faintest idea of where this I’ve seen opposing RPGs understanding how some games, delusion originated. A housewife approaches the status of urban like lawn darts or those using in West Germany (who had not legend. The information is widely gunlike infrared-targeting pistols eaten in over a week and was heard and sometimes believed. or paint-pellet guns, could be rather emaciated) told me of her Even reputable sources in the called into question. But the case fears that the Devil was about to news media contribute to the against role-playing is confound- get her whole family; she mess, as CBS News did in a 60 ed with rumor, false information, addressed me as God at the very Minutes broadcast in September and sensationalism. How could start of our session. 1985, when it attempted to link a anyone take the opponents of Were I inclined to think that murder-suicide in Colorado to role-playing seriously when they religion causes people to go cra- role-playing. This was interesting have such difficulty acquiring zy, I could certainly claim to have in light of a subsequent interview facts to support their thesis? But seen enough evidence to support with the victims’ family, carried then, this is attempting to reason the idea. Yet I know that religion by the Associated Press during with an unreasoned response. If does no such thing. It is a corner- the week after the show, which you don’t want to believe that stone upon which the spiritual showed that the victims’ mother role-playing is helpful and fun, well-being of humanity is built. did not believe the D&D® game then you won’t. If you want the Religious delusions are often seen was connected with the tragedy. truth, you have to be open to among people with mental disor- Even the police investigating the more than one side of an issue. ders, but the disorders cause the case dropped any connection This issue of DRAGON® Maga- strange beliefs and behaviors — between the game and the event zine marks its twelfth year of not vice versa. — yet this tragedy is still connect- publication. We enjoy bringing This situation is analogous to ed in the minds of some with you the best in role-playing the claims in recent years that gaming, thanks to 60 Minutes — entertainment, and we plan to role-playing games are harmful which, to my understanding, continue doing so for many years in various ways to the gamers. never bothered to reinvestigate to come. We are proud of our The “evidence” linking role- the event. work. playing games to antisocial or The issue of whether certain And that’s worth a little equal destructive behavior is often ill- games are harmful or not is a time to us.

DRAGON 55 The KAGE™ Game MASTER MOVES™ strategy boardgame by Jay Myers This simple, high-strategy game challenges you to “kage” your opponent’s playing piece — without being “kaged” yourself! This game design won the Parent’s Choice Award and is part of the new MASTER MOVES” strategy boardgames series from TSR, Inc. The simple rules allow for complex levels of play, and the game comes in its own durable vinyl box. Suggested Retail Price: $12.95 Product No.: 1034

NEW PRODUCTS FOR MAY NEW PRODUCTS FOR JUNE The CROSSE™ Game MASTER MOVES™ strategy boardgame THE HUNT FOR RED OCTOBER™ Game FR4 by Dave Rea Boxed boardgame AD&D® FORGOTTEN REALMS™ Another strategy boardgame from TSR, Inc., by accessory this family game reverses the strategy of check- The Americans and the Soviets struggle on by the TSR staff ers: Can you force your opponent to jump all of the brink of World War III in the North Atlantic The Magister is the ultimate guide to magical your pieces, thus being the first player to have in this fast-playing, dramatic boardgame, based items and magical spells in the FORGOTTEN no pieces left? This unique and intriguing game on the best-selling novel by Tom Clancy. Colorful REALMS™ . This softbound, 64- comes in its own vinyl carrying case. stand-up pieces on plastic bases are the ships page accessory is filled with new material to Suggested Retail Price: $12.95 and submarines that meet in deadly combat enhance any DM’s campaign, from magical-item Product No.: 1041 from Florida to Norway. Multiple scenarios making to new random treasure tables — the allow for every sort of modern naval battle lore of himself! The STEPPE™ Game imaginable. And coming in 1989 — the RED Suggested Retail Price: $7.95 MASTER MOVES™ strategy boardgame STORM RISING™ Game! Product No.: 9229 by Dave Rea Suggested Retail Price: $19.95 This game was the winner of the Chicago Product No.: 3025 ME2 Ragnarok and Roll Tribune’s Top 25 Games award, and now it’s part MARVEL SUPER HEROES® module of the MASTER MOVES™ strategy boardgames GAZ The Dwarves of Rockhome by Troy Denning series. Simple play and 3-D stacking strategies D&D® Gazetteer This is the second part of the greatest Marvel combine to create challenging and unique All the secrets of the dwarven clans, clerics, Universe saga ever told! The mightiest super entertainment for the whole family. This game craftmagic, customs, heroes, laws, and Clan heroes in existence go head-to-head against the comes in its own vinyl carrying case. Wars of the D&D® game’s Known World are at almighty Elders of the Universe — and the Suggested Retail Price: $12.95 last revealed in this 96-page Gazetteer (with battleground lies in the homes of the gods Product No.: 1033 almost 20 pages of adventures!), useable by themselves: Asgard and Olympus! Can your characters of all levels. heroes withstand the coming storm? Suggested Retail Price: $7.95 Suggested Retail Price: $5.96 The DRAGONLANCE® Saga: Book Two Product No.: 9226 Product No.: 6880 TSR® Script by Roy Thomas; illustrated by The BULLWINKLE AND ROCKY™ Role- Tom Yeates H4 The Throne of Bloodstone Playing Party Game It’s the DRAGONLANCE® saga in full color! AD&D® module Boxed role-playing game This, the second of the DRAGONLANCE® graph- by Douglas Niles and Michael Dobson by David Cook and Warren Spector ic novels, recounts the adventures of the Heroes Is your 30th-level Arch-Mage/Lord just gather- “Now here’s something you’ll really like!” It’s of the Lance in the ruins of Pax Tharkas. The ing dust on the shelf? Do you want to stir up the most hilarious role-playing game of them all: spirit and excitement of the novels by Margaret trouble in Orcus’s own back yard? TSR, Inc., the BULLWINKLE AND ROCKY™ game! It fea- Weis and are captured in this 80. presents the most dangerous AD&D® game tures short rules, fast game play, a spinner page paperback. adventure ever published, for characters of instead of dice — and, of course, Bullwinkle, Suggested Retail Price: $9.95 levels 18 and up, with 96 pages of the most Rocky, and all of their friends from the ani- Product No.: 8430 intense gaming excitement imaginable. Bring mated Jay Ward TV series. Full-color character only your best, and bring all of your friends, too cards and hand puppets are included. This RPG — you’ll need them. ‘Nuff said. is for gamers of any age who love a good time. AD&D® FORGOTTEN REALMS™ 1989 Suggested Retail Price: $8.96 Look for “moose and squirrel” now! Calendar Product No.: 9228 Suggested Retail Price: $15.00 1989 full-color calendar Product No.: 1035 For years, TSR has brought you the most beautiful fantasy calendars made — and the I14 Swords of the Iron TSAC4 F.R.E.E.Lancers 1989 calendar opens up the FORGOTTEN ™ campaign module TOP SECRET/S.I.™ game accessory REALMS” campaign setting. Stunning and by the TSR staff by powerful scenes of war, sorcery, and adventure For the first time, here’s a BATTLESYSTEM™ It’s 10 years into the future, and the free are showcased in this high-quality creation, supplement with everything you need to fight a world is being defended by secret agents with featuring works by Jeff Butler, Clyde Caldwell, mercenary campaign across the face of the super powers! From the depths of the super- , Larry Elmore, and Keith Parkinson FORGOTTEN REALMS™ setting. This module is cities to the reaches of space, these renegades — the top names in the world of fantasy art. for characters from 1st to 15th level, who join join forces against the enemies of mankind in a Suggested Retail Price: $7.95 forces with the warriors known as the Iron fight using the highest of high technology. Product No.: 8889 Legion against any foe who will face them — be Espionage and science fiction meet in this 96- it human or monster! Pick up this 64-page book page TOP SECRET/S.I.™ softcover book. The and learn about the thrill of victory first hand! future is now! Suggested Retail Price: $7.95 Suggested Retail Price: $8.95 Product No.: 9226 Product No.: 7629

©1988 Marvel Entertainment Group, Inc. All Rights Unless otherwise noted: Reserved. Marvel, Marvel Universe, Marvel Super ® and ™ denote trademarks owned by TSR, Inc. Heroes, and all Marvel character names and likeness- ©1988 TSR, Inc. All Rights Reserved es are trademarks of Marvel Entertainment Group, Inc.

56 JUNE 1988

point recovery is possible if a character by D.F. Fjellhaugen has fallen into the negative hit-point range (down to and including -9 hp), but if a PC falls below -9 hp or is struck by a magi- cal effect (like symbol of death) that slays him outright, all regenerate wounds spells previously cast upon that person are dis- Arcane Lore pelled at once. Regenerate Light Wounds (Necromantic) Reversible Level: 1 Components: V,S Range: Touch CT: 7 segments Duration: See below ST: None AE: Creature touched Time heals all wounds (but these spells help) Explanation/Description: This spell is much like the first-level clerical spell, cure light wounds. When it’s cast on a wounded Presented here are four new clerical health; they strengthen the PCs. This is individual, he regenerates 1 hp per round spells, all of which deal with regenerative not to imply that regenerate wounds spells for 2-5 rounds. If the recipient of the spell healing: regenerate light wounds, regener- increase a character’s maximum hit points. is at full hit points before the regenerate ate serious wounds, regenerate critical However, in most cases, a character who is light wounds spell is cast, the spell has no wounds, and regenerative heal. They are the recipient. of a regenerate wounds spell immediate effect. Instead, if the individual very similar to the three cure wounds effectively has an additional number of hit is later injured (suffers at least 1 hp dam- spells and heal, but instead of receiving points for a few days. age within the spell’s duration), the regen- the healing all at once, the spell recipient The costs for an NPC to cast regenerate eration “waits” to take place at that time. slowly regenerates hit points at the rate of wounds spells are listed in the table with When the individual reaches his maximum a few hit points each round. This, coupled this article. These prices may be lowered hit points or has regenerated the full 2-5 with the fact that regenerate wounds if the PCs’ quest will benefit the cleric’s hp, the spell dissipates. If the spell recipi- spells heal less total damage than cure deity or church. If the party is undertak- ent has a subsequent curative spell (includ- wounds spells of the same level, makes ing the adventure solely for the cleric or ing another regenerate wounds spell) cast these newcomers to the cleric’s arsenal his church, the spells may be provided upon him, drinks a potion of healing, or less desirable than the older standbys, free of charge, but this may lessen the uses other magical healing powers, the except for one thing: The regenerate reward the party receives when it accom- original regenerate light wounds spell is wounds spells may be cast before the plishes its mission. dispelled, although all healing already party encounters danger. This is helpful, Regenerate wounds spells make NPC gained from the spell is retained. especially to smaller parties, because it clerics stronger foes, as they will almost The reverse of this spell, degenerate allows the cleric to fight or cast other certainly have the most powerful such light wounds, causes the recipient to suf- spells in combat. At worst, the cleric will spells available and cast prior to combat. fer 2-5 hp damage at the rate of 1 hp lost be free for a few rounds because the These spells also make NPC clerics strong- per round. This degeneration begins after wounded will not need attention as soon. er leaders, as they can strengthen their the recipient is subsequently healed (or These spells also allow adventurers subleaders and followers, although chaotic regains a hit point from resting) or gains and parties without clerics to enlist the aid and evil leaders will do so to a lesser hit points by any means. The degeneration of friendly clerics (for a price, of course) degree so as not to unduly strengthen stops when the spell has run its course or before the adventure begins. untrustworthy servitors. The reverse of the victim dies. The regenerate wounds In adventures lasting more than one day, these — the degenerate wounds spells — and degenerate wounds spells affect only the cleric with these spells is faced with a are favorites of clerics who worship gods those creatures affected by cure light choice: He must choose many cure of deception or trickery. wounds spells, and the healing or injury is wounds spells for the next day’s adventur- There are several ways to fight users of only as permanent as that provided by a ing (and return to playing a roving combat regenerate wounds spells. The most obvi- cure light wounds spell. medic), or pick more regenerate wounds ous tactic is to do only a slight injury to The “waiting” duration of a regenerate spells and continue with a more aggressive the user (hitting him with a low-level spell, light wounds spell is 24 hours per level of role in combat situations. Many players for instance) and waiting for the injury to the spell’s caster; its healing effects are find the second option to their liking. heal, dispelling the regenerate wounds permanent. The duration of this spell’s Only NPC clerics with the utmost confi- dweomer. Another is to cast a healing spell reverse is equally long. dence in the party and its goals will pro- on the user, which will also dispel the vide regenerate wounds spells (and then at regenerate wounds spell. This latter action Regenerate Serious Wounds a great cost). Unlike cure wounds spells, will not dispel a regenerative heal spell (Necromantic) Reversible the regenerate wounds spells do not sim- unless the recipient has not yet been Level: 4 Components: V,S ply restore the party members to good injured; otherwise, it returns him to 4 hp Range: Touch CT: 9 segments or less of his hit-point maximum. And Duration: See below ST: None don’t forget dispel magic as a possible AE: Creature touched form of attack. Explanation/Description: This spell is Spell-Casting Costs Table DMs should note that most stupid mon- the same as the first-level clerical regener- sters will not even realize that the regen- ate light wounds spell except for its dura- Regenerative Spell Cost eration of the PC is taking place, much less tion (48 hours per level of the caster for a Regenerate light wounds 200 gp take logical steps to stop it. NPCs, on the “waiting period”’ with permanent effects) Regenerate serious wounds 650 gp other hand, especially high-level ones, will and magnitude. This spell heals 5-11 Regenerate critical wounds 1,300 gp probably take very effective steps to (2d4 + 3) hp at a rate of 1 hp per round. Regenerative heal 5,000 gp negate regenerate wounds spells. The reverse of this spell has the opposite As a final note, none of these spells will effect, as per a degenerate light wounds work for a PC who has been slain. Hit- spell.

58 JUNE 1988

Regenerate Critical Wounds continues to heal the recipient until he is 4 bility, and the cleric is often excluded from (Necromantic) Reversible hp or less from his hit-point total, at which doing all else to tend to the wounds of his Level: 5 Components: V,S point the spell ceases to function. This colleagues. This situation is only exacer- Range: Touch CT: 1 round spell has no effect on disease, blindness, bated by the introduction of a second-level Duration: See below ST: None insanity, loss of limb, or disabling spells. healing spell, as the party members expect AE: Creature touched The “waiting” duration of this spell is one the cleric to pray for a number of these Explanation/Description: This spell is week per level of the caster, with perma- each day as well as for a number of first- the same as the first-level clerical regener- nent effects. level cure light wounds spells. This obvi- ate light wounds spell, except for its dura- The reverse of this spell, degenerative ously reduces the number of hold person tion (72 hours per level of the caster for a harm, causes 4 hp damage per round once and spiritual hammer spells the cleric can “waiting period,” with permanent effects) triggered by subsequent healing or injury. gain. Make the regenerate light wounds and magnitude. This spell heals 9-18 This spell ceases when the victim has 4 hp spell a first-level spell, and not only can (3d4 + 6) hp at a rate of 1 hp per round. or less left, so it can weaken but not slay a the cleric keep his party’s hit points up, The reverse of this spell has the opposite victim. It causes no other harm to the but he can participate in combat without effect, as per degenerate light wounds. recipient in the form of disease, insanity, having to weave his way back and forth etc. through the group or abandon his spirit- Regenerative Heal ual hammer spells to tend to the wounded. (Necromantic) Reversible Notes The DM can easily create regenerate Level: 7 Components: V,S When the regenerate wounds spells wounds spells for druids as well. I recom- Range: Touch CT: 12 segments were first conceptualized (in the summer mend regenerate light wounds be a Duration: See below ST: None of 1983), I planned to make the regenerate second-level druidic spell, regenerate AE: Creature touched light wounds spell a second-level clerical serious wounds be a fourth-level spell, and Explanation/Description: This spell is spell, one useful for adventuring parties regenerate critical wounds be a sixth-level similar to the first-level clerical regenerate but not meant to free the cleric for a more spell, each having the same effects as its light wounds spell. When this spell begins offensive role in combat. It was only while corresponding clerical version. I also rec- to heal wounds, it does so at a rate of 4 hp attending the GEN CON® 17 Game Fair in ommend no regenerative heal spell for per round and continues until the recipi- 1984 (where I played a warrior cleric in an druids. Furthermore, all druidic regener- ent is 4 hp or less from his maximum hit- AD&D® game adventure) that I realized ate wounds spells require mistletoe in point total, regardless of how much how difficult a task it is for a cleric to add order to be cast. damage or healing the individual receives measurably to his party’s offense. One of Optionally, the DM may require an addi- before that time. In other words, if the the most valuable things a cleric can do is tional material component (such as trolls recipient is wounded again after receiving to heal fellow PCs. Unfortunately, this blood) for the powerful clerical spell, the wound that triggers this spell, the spell often becomes an overwhelming responsi- regenerative heal.

62 JUNE 1988 DRAGON 63 64 JUNE 1988 DRAGON 65 Assassination, like it or not, is a common by Dennis McLaughlin practice of military forces and certain espionage agencies in both the real world and in the TOP SECRET® game. It is often the sole purpose of an espionage mission. As a result, a special piece of equipment — the sniper — was developed. This article discusses some of these modern Sighting In weapons in game terms. The weapons listed in Tables 1 and 2 are mostly military issue. Sporting rifles can be used for sniping, though often not as effectively as true sniper weapons. Hunt- ing calibers such as the .308 Winchester (7.62 NATO), .223 Remington (5.56 NATO), and 30.06 are the best ones for sniper applications. Few of these weapons are commercially available, and many are completely inaccessible to all but the best agents, so do not allow TOP SECRET® game agents to simply pick one; sniper rifles must be located and purchased. Weapon descriptions follow. Steyr SSG-69: This Austrian rifle (which is also available in sporting models) has a very long barrel and is very accurate. FN 30-11: Used in Belgium, the FN 30-11 is a handy rifle which can be easily disas- sembled. It uses the famous Mauser action. Fusil Model 1: An expensive French weapon that looks like a fine target rifle, the Fusil Model 1 is highly accurate and extremely expensive. Mauser SP-66: This standard West Ger- man sniper rifle is available in many cali- bers but most commonly in 7.62 NATO. Parker-Hale 82: One of two British rifles listed here, the Parker-Hale 82 is an accu- rate, well-made rifle. Sterling Sniper: This fine British weapon also uses the Mauser action. Except for its single-shot capability, the Sterling Sniper is an exceptional weapon. Remington 700: One of three sniper rifles in the American arsenal, the Remington 700 is basically the same rifle sold commercially but with a different finish. M-40A1: This custom-made rifle was designed for the U.S. Marine Corps specifi- cally for sniper use. It is very accurate but cannot be obtained commercially. Besides theft (not recommended, as most guards are authorized to shoot to kill), the only method of obtaining one is to build one to military standards. This is expensive but often worth it. M-21 Semi-automatic: A sophisticated version of the U.S. M-14, the M-21 SA is similar to the National Match. Although not as accurate as some sniper rifles, this weapon is noted for its reliability. HK PSG-1: One of the most accurate rifles made for sniping, the HK PSG-1 was made to replace the SP-66. It is capable of ¼” groups at Sniper rifles in the TOP SECRET® game 100 yards, and it is presently being tested for police use in the United States. This

66 JUNE 1988 sniper rifle is very expensive. .338/.416 L-RRS: Another weapon made installed. This allows the player or Admin- HK G-11: Although not actually a sniper by Research Armament Industries, Inc., istrator to choose the type of scope that rifle, the HK G-11 fires a 4.7mm caseless this rifle uses a .416 cartridge necked best suits the operation at hand. All weap- round that is useful in some sniping situa- down to accept a .338 caliber bullet. ons need to have a scope mount before a tions because there is no spent brass. Although less powerful than the .50 rifle, scope can be attached. Again for simplici- Walther WA-2000: This brand-new rifle the .338/.416 L-RRS is nevertheless an ty, it is assumed that rifles come equipped looks like a futuristic laser. Originally effective . It can be rechambered with a mount on which a scope may be chambered in .300 Magnum, it is also quickly in the field to 7.62 or 5.56 NATO placed. Table 3 gives details on various available in 7.5mm Swiss and 7.62 NATO. by changing barrels and bolts. Both rifles types of scopes. Galil Sniping: This weapon is a sniper are very large and impossible to conceal Telescopic sights are the most common variation of the Israeli Galil assault rifle, unless completely disassembled. types of scopes, allowing the sniper to but chambered for 7.62 NATO instead of With the exception of the XP-100, none observe the target as if through binocu- .223 Remington (5.56 NATO) rounds. The of these rifles are concealable, and only lars. Telescopic sights come in a wide Galil Sniping rifle has a bipod and flash the FN 30-11 can be broken down for variety of powers (magnifications) ranging suppressor, as well as a folding stock. attache-case concealment. However, a from 2x to 12x for most scopes, with high- Drugunov SVD: This standard Warsaw character with high AOK in Mechanical er magnifications possible. Also, a number Pact sniper rifle has a wooden stock and is Engineering or Military Science/Weaponry of vari-power scopes are on the market fairly accurate. The Drugunov SVD will would probably be able to strip the weap- which can be set to any power within very likely be the standard weapon of ons into packages small enough for trans- their ranges. These sights are extremely agents from Communist bloc countries. It port. All game statistics given are for the useful and deadly. Different sight pictures fires a 7.62 X 54mm round that is differ- given caliber on the chart. The Adminis- are also available, though the individual ent from 7.62 Soviet ammunition. trator’s judgment should be used for other type doesn’t influence the TOP SECRET® Remington XP-100: Actually a single- calibers. game’s combat system. However, using a round target-and-hunting pistol, the Table 2 lists specifications for each weap- scope without a sight picture requires a Remington XP-100’s small size and rela- on. “Caliber” is the chambering of a gun; -5 PWV. The most common types of sight tively large caliber make it perfect for the predominant caliber is listed first. pictures are: cross hair, dot, post, and sniping. This rifle is available in several “Weight” is given in pounds and ounces for duplex (a combination of two pictures). calibers, such as 7mm and .221 Fireball, an unloaded gun without a scope or sup- Most commercial scopes can be purchased but is best suited for sniping in .223 pressor. “Action” refers to the rifle’s bolt, with one or more of these pictures. Special (5.56mm) chambering. semi-automatic (SA), or selective-fire (SF) types of scopes include the following: .50 L-RRS: This specially made rifle was capability (which means the gun can fire 25x image intensifier: This is actually a designed by Research Armaments, Inc. to single rounds, bursts of rounds, or fully small spotting scope used by the sniper’s meet military standards. It is part of the automatic rounds, respectively). partner. It is too large and unwieldy to Long-Range Rifle System (as is the .338/ mount on a weapon, but if used in con- .416 below), and fires the .50 Browning Scopes junction with a scope, it can add + 30 machine-gun round. It is a single-shot rifle; There are a variety of telescopic and (total) to the PWV. The bonus to PWV as such, the bolt must be completely special-purpose sights on the market today gained from using a scope is lost by using removed to reload. Nevertheless, the .50 that are perfect for sniping. All are legal, the image intensifier. The intensifier is L-RRS has a devastating capability due to and many are necessary for the weapons powered by batteries and costs $500. its large caliber. This is not a military-issue to be used correctly. For simplification, it Thermal sight: This allows the user to rifle; it is a custom-built firearm made at is assumed that none of the weapons “see” the body heat of a target or other high cost. above are purchased with scopes already heat source. It does not allow the sniper to

Table 1 Sniper Rifle Statistics for the TOP SECRET® Game

— RangeModifier — Weapon PWV PB S M L WS Rate Ammo Decp A C F P R HWV Steyr SSG-69 88 -5 -15 -25 -45S 1 5,10 NC 23 0 446 14 FN 30-11 90 -5 -17 -27 -40 S 19NC 24 0 4 4 6 15 Fusil F-1 93 -5 -13 -23 -38 S 110NC 22 0 446 15 Mauser SP66 90 -5 -12 -23 -36 S 1 3 NC 20 0 446 15 P-H 82 93 -5 -18 -34 -41 S 1 4 NC 24 0 4 4615 Sterling Sniper 93 -5 -16 -31 -40 S 1 4 NC 23 0 4 4 6 15 Remington 700 93 -5 -12 -25 -38 S 15NC 26 0 446 15 USMC M-40A1 95 -5 -10 -20 -35 S 1 5 NC 29 0 446 15 M-21 SA 84 -5 -15 -28 -45 S 6 20 NC 20 0 442 15 HK PSG-1 98 -5 -8 -21 -30 BA 2 5,20 NC 25 0 5 4 2 15 HK G-11 80 +6 -9 -50 -100 S 2 100 NC 25 0 5 1 3 10 WA-2000 90 -5 -14 -27 -33 BA 2 6 NC 26 0 5 4 3 15 Galil Sniping 83 -5 -16 -25 -37 A 2 20 NC 26 0 5 4 3 12 SVD 83 +7 0 -35 -90 BA 2 10 NC 26 0 5 4 3 15 Rem. XP-100 85 0 -8 -30 -45 A 11-10 26 0 5 4 3 12 .50 L-RRS 95 -10 -15 -25 -32 XS 11NC30 1 136 16 .338/.416 L-RRS 93 -10 -16 -25 -33 XS 1 1 NC 28 0 4 5616

XS = Extra slow (- 20) All abbreviations are as per the Weapons Chart on page 21 of the second-edition TOP SECRET® game rule book.

DRAGON 67 Suppressors Table 2 A noise or flash suppressor is vital to an Other Sniper Rifle Specifications assassin in the TOP SECRET® game. These instruments give the assassin a much Rifle Caliber Weight Action Cost better chance of accomplishing his mission Steyr SSG-69 7.62 NATO 10 lb., 2 . Bolt $1,050 and escaping undetected — sometimes FN 30-11 7.62 NATO 10 lb., 11 oz. Bolt $2,000 without the assassination even being Fusil F-l 7.62 NATO 11 lb., 7 oz. Bolt $1,100 detected. Table 4 gives various suppressor Mauser SP-66 7.62 NATO 13 lb., 2 oz. Bolt $2,000 specifications. Parker-Hale 82 7.62 NATO 10 lb., 9 oz. Bolt $1,200 The basic noise suppressor slows down Sterling Sniper 7.62 NATO 9 lb. Bolt $2,100 the bullet, which prevents a sonic boom from occurring while simultaneously Remington 700 7.62 NATO 6 lb., 2 oz. Bolt $950 USMC M-40A1 7.62 NATO 14 lb., 8 oz. Bolt $5,000* venting the high-pressure gases creating M-21 SA 7.62 NATO 8 lb., 2 oz. SA $1,100 the gun’s report. The added length of a HK PSG-1 7.62 NATO 17 lb., 3 oz. SA $5,000 suppressor improves the accuracy of the HK G-11 4.7mm caseless 7 lb., 4 oz. SF $1,000 weapon because the bullet is stabilized on WA-2000 7.62, 7.5, .300 15 lb., 4 oz. SA $3,100 its trip down the longer barrel. Suppres- Galil Sniping 7.62 NATO 14 lb., 2 oz. SA $2,300 sor types are as follows: SVD 7.62 X 54 R 9 lb., 8 oz. SA $1,850 Noise: The so-called “silencer” is not Remington XP-100 5.56 NATO, 7mm 6 lb. Bolt $450 accurately a silence-producing item .50 L-RRS .50 Browning 30 lb. Bolt $7,000* because, as stated above, the suppressor .338/.416 L-RRS .338/.416 12 lb., 8 oz. Bolt $6,500* vents the gases of a gunshot and prevents the sonic boom. This results in a 90% reduction in sound, which makes a 7.62 * Custom-made weapon. NATO shot sound like a weak “pop” at 100 yards. Noise suppressors can be fitted to any weapon caliber, and they add + 5 to the PWV from their added length. They are available in pistol and rifle/ Table 3 configurations. Scope Specifications Automatic weapon: A modified rifle suppressor built to withstand automatic Range Modifier fire is necessary for submachine guns or Scope PB S M L MER (meters) Cost machine pistols, since a standard suppres- 2x — — +10 +15 300 $36 sor is useless after 20 to 30 rounds of +15 +20 375 2.5x — — $40 automatic fire. 3x — — +20 +25 400 $45 Flash: A flash suppressor is an adapter 4x — — +25 +30 500 $48 which fits on the end of a pistol or rifle 6x — +30 +35 600 $100 — barrel. It vents the gases from the explo- 7.5x — — +35 +40 1,000 $120 sive discharge of the bullet and prevents a 10x — — +40 +45 1,500 $250 bright muzzle blast. This is an absolute 12x — +45 +50 1,800 $275 — must for night operations. A flash suppres- 25xII — — +30 +30 3,500 $550 sor cannot be fitted on an automatic weap- +20 500 $650 Thermal — — +20 on because the rate of fire builds up gases Starlight — +30 +20 +15 800 $850 faster than they can be vented. Laser +50 +40 +30 — 200 $350 Noise/flash: A combination of a noise 2-6x Vari-power; use individual modifiers $150 suppressor with a flash-hider on the end is 3-9x Vari-power; use individual modifiers $200 the perfect tool for a sniper rifle; it is, 9-12x Vari-power; use individual modifiers $350 however, very expensive and only lasts for about 15-150 (15d10) shots. Likewise, it is Of course, a scope is useless if the gun is not carefully aimed when it is fired. not available for automatic weapons. Training To use the above equipment to its full distinguish between the true target or a of inducing terror in the person being potential, training is required. NPC snipers bystander. Although bulky, the thermal targeted; the major disadvantage to this is, are assumed to have already been trained, sight can be mounted on a gun — at a very of course, that the target instantly knows but PCs must spent game time to obtain high cost, of course. he is a target. their training. A PC can gain sniper rifle Starlight scope: This scope is basically a and equipment experience in two ways: pair of light-intensifier goggles in scope through the military, or through an espio- form, allowing the shooter to see outdoor Maximum effective range nage college. If a PC has prior military objects at night as if it were daylight. More The maximum effective range (MER) is experience, the Administrator may allow a compact and useful than a thermal sight, the greatest distance at which the target is roll of 1d100, with a result of 96-00 indica- the starlight scope is also more expensive. clearly seen. If the target is beyond a ting that prior training has been received. All restrictions for light-intensifier goggles weapon’s MER, five points are deducted If the PC is currently in the military, he apply to this item. from the Projectile Weapon Value (PWV) may request reassignment to a sniper Laser sight: This is a small laser genera- for every 10 yards beyond that limit. For school by rolling 1d100 with the results as tor that can be mounted on almost any instance, if an agent is using a 2x scope at shown on Table 5. In normal circumstanc- firearm. When activated, it aims a bright 340 meters, the scope modifiers (+20) and es, no one over the rank of Lieutenant is red or orange beam on the exact spot the MER penalties (-20) cancel each other, accepted to a sniper school. where the bullet will hit. Useful only at producing a less-accurate shot. Naturally, Sniper courses are available at espionage short range, the laser sight has the effect shooting within the MER is desirable. colleges at a cost of $250 per week for a

68 JUNE 1988 Table 4 Table 5 Suppressor Specifications Reassignment to Sniper School

Suppressor PWV Mod Decp Mods Length Cost 1d100 Result Pistol +5 -4 6” $50 01-50 Denied Rifle/shotgun +5 -16 12” $80 51-70 Denied, but may reapply in Automatic weapon +5 -12 9” $75 six months Flash +5 -2 3” $25 71-90 Put on waiting list for Pistol suppressor/flash +5 -6 9” $150 admission (l-6 months) Rifle suppressor/flash +5 -18 15” $150 91-00 Accepted

six-week course. Agents learn to use, who performs an assassination without Kevin Brown for suggestions; and the assemble, and hide their weapons, as well Agency control should be reminded that Second Marine Division Scout Sniper/STA as fire them accurately and escape detec- most countries think of snipers as terror- School, MCB Camp Lejeune, N.C., for tion. Upon completion of an espionage- ists, and will punish these criminals with supplying information on the M-40A1. college education, the agent receives a the utmost severity (and the Agency won’t + 10% bonus in Coordination, Deception, lift a finger to help — perhaps even hunt- and Evasion when using a sniper weapon, ing down the renegade with other agents). Bibliography and a $300 bonus for assassination with a Above all, remember that the sniper can Eglof, Dick. “HK’s Super Semi-Auto.” sniper weapon. be the deadliest individual force in the American Rifleman, June 1985. game, and that no PC is truly safe from Hogg, Ian V. and John Weeks. Military Bringing it together him. The only thing an agent can do is Small Arms of the 20th Century The sniper in the TOP SECRET® game has walk quickly and check the rooftops Northfield, Ill.: DBI Books, 1973. long been overlooked as a major character before crossing the street. Scott, Robert F., ed. Shooters Bible. 1973 in the game. His use of secrecy, suppres- I would like to thank Lt. Col. J.M. ed. South Hackensack, N.J.: Stoeger Pub- sors, scopes, and stealth makes him a Chambers Jr., USMC, and Lt. Col. S.E. lishing Co., 1973. deadly foe for any agent. PC snipers are McLaughlin, USMC, for their help in Shults, Jim. “Big Brass Busters.” Gung-Ho also very powerful and should be con- researching this article; Charles Cham- Official Weapons Handbook, Special #3. trolled with a firm hand. Any sniper PC bers, Steve Spain, Mike McCarty, and

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D RAGON 69 Like a lot of people at TSR, Inc., I played by Steve Winter long before I had ever heard of role-playing games. After I got involved in role-playing, wargames took a back seat. Now that RPGs are my livelihood, I find more and more of my personal gaming time is again spent with wargames. Unfortunately, some RPG players have The Game an attitude problem about wargames. While the roots of this problem are unfathomable by me, its symptoms are easily recognized: Its victims won’t play wargames. I believe that these people simply haven’t been exposed to the right Wizards wargames. They need to check out the SNIPER!™ games from TSR. SNIPER!™ games deal with 20th-century combat at the man-to-man level. Each counter represents a single man or a sin- gle vehicle. A player usually controls a squad of infantry plus its support weap- Zombies, dinosaurs, and SNIPER!™ games ons. So far, there are three games in the line: the SNIPER!™ game, HETZER, and SPECIAL FORCES. The SNIPER!™ game covers World War II, the Korean War, the Vietnam War, and contemporary Europe in broad strokes. HETZER focuses on Western Europe in World War II. SPECIAL FORCES concentrates on contemporary situations throughout the world, with an emphasis on insurgency and terrorism. HETZER and SPECIAL FORCES, having a much narrower scope than the SNIPER!™ game, have correspondingly greater detail. The fourth (and probably final) game in the series will be BUG HUNTER (as in, “Is this gonna be a stand-up fight, sir, or just another bug hunt?”). This is a science- fiction game of desperate combat between humans and alien monsters. The maps portray 12 decks of a spaceship on one side and a planetary colony on the other. The aliens run the gamut from lone, night- marish killers to hordes of crawling lar- vae. The humans are either lightly armed colonists and space crews or heavily armed marines. Typically, the colonists have too little firepower to deal with the aliens and the marines have too much.

Something completely different I have role-playing friends who occasion- ally play wargames, but with the attitude that “If it really happened, I don’t want to play the game.” That’s fine if your wargam- ing is limited to science-fiction and heroic- fantasy titles, but sometimes it’s nice to try something new. With that in mind, I present three new, multiplayer scenarios for any SNIPER!™ game: “Dash for the Stash,” “The Longest Day (of the Dead),” and “Blast from the Past.”

Dash for the Stash This scenario can accommodate any number of players from two on up. It is a free-for-all in which each player tries to grab the stash from the middle of the board and escape with it. First, the players must decide whether they want to play a pre-1960 scenario or a post-1960 scenario. (Automatic weapons and have no grenades. each other. proliferate in the post-1960 scenario, mak- The zombie player chooses a different The player draws his squad from any ing it much more dangerous.) Each player nationality and randomly selects 40 sol- nationality of his choice. He gets six BR, then rolls two dice. The high roller selects diers. The zombie player is only con- three MG, three RL or FT, two APCs (with one of the squads listed below; subsequent cerned with activation ratings; weapons, crews), two tanks (with crews), and four choices are made by the other players in panic, and abilities are irrelevant to satchel charges. Activation tracks and descending-roll order. zombies. individual ratings are determined with the The human player chooses one building standard procedure. Preservation limits do Pre-1960 forces in which to set up in any manner he wish- not apply. German: 6 BR, 2 MP, 1 MG, 1 RL or FT; es. All zombies are then set up at least five B. Rex has an activation rating of 1 and track B hexes away from the building. uses activation track A. Every time he French: 8 BR, 2 MP, 1 AR, 1 RL or FT; As you might expect, there are some moves, roll two dice in sequence. The first track D special rules regarding zombies: die indicates what direction B. Rex moves British: 5 BR, 4 MP, 1 AR, 1 RL or FT; his foot. The second die result, doubled, track C * Zombies use activation track F. indicates how far in hexes B. Rex moves U.S. Army: 10 SR, 1 AR, 1 RL or FT; * Zombies move as if wounded (they are his foot. B. Rex moves his right foot first, track C dead, after all). then alternates right and left for the rest USMC: 8 SR, 2 AR, 1 RL or FT track B * Zombies never get any defensive multi- of the game. Japanese: 13 BR, 1 AR, 1 FT; track D ple from movement. A few simple rules guide the placement Soviets: 6 BR, 3 MP, 2 AR, 1 FT; track E * A standing zombie can cross a window of B. Rex’s feet: ChiCom: 5 BR, 4 MP, 1 AR, 1 RL or FT; hexside on a die roll of 1. Any other roll track C means the zombie does nothing that * All movement of the feet is counted round. from the right front hex of the piece. Post-1960 forces * Panic and Wound results have no effect Before moving the foot, rotate the piece U.S. or NATO (any): 8 AW, 1 MG, 1 GL or on zombies. around its right front hex so that it FT; track C * Zombies are never stunned. points in the direction of movement. Viet Cong: 5 AW, 3 MP, 1 AR, 1 RL or FT; * An “I” result knocks the zombie prone * The right front hexes of B. Rex’s feet can track C but has no other effect. never be more than 12 hexes apart. If Warsaw Pact (any): 9 AW, 1 MG, 1 RL or * A “K” result destroys the zombie com- the dice indicate that the feet should be FT; track D pletely; remove its body. moved farther apart, they move to 12 Israelis: 9 AW, 2 AR, 1 RL or FT; track B * Zombies are never isolated. hexes and stop. Third World regulars (any): 8 AW, 3 AR, * Zombies have no leaders. * B. Rex’s feet never leave the map. If the 2 RL; track D * Zombies can only attack in hand-to-hand dice indicate a foot should be moved off Guerillas (any): 5 AW, 4 MP, 2 AR, 1 RL or combat. They always attack using the the map, it stops at the map edge. FT; track D MG column of the Hand-to-Hand Combat * If a foot lands inside a building, every Terrorists (any): 8 AW, 6 MP, 1 RL; track E Results table, and they never have any room containing any part of the foot is weapon modifiers. demolished to ground level. Place smoke In addition, each player gets two satchel * If any human is wounded by a zombie, markers in demolished rooms. Every charges. The stash is represented by a the zombie player rolls two dice during soldier or vehicle in a room when it is flare marker. Place it, by mutual consent every Impact phase. On a roll demolished is killed or destroyed. Treat of the players, somewhere near the center of 11 or 12, that soldier becomes a zom- a demolished room as dense rough #2 of the map. It can be on the upper floor of bie under the control of the zombie terrain. a building, in the basement, or out in the player. He cannot use his weapon but * Any soldier or vehicle that winds up open, as long as players agree. Next, each retains his activation rating. wholly or partially beneath one of B. player chooses an entry area (reversing Rex’s feet is killed or destroyed. the order in which squads were chosen). All normal rules apply to the humans: This entry area consists of all map-edge activation, panic, leadership, etc. The only Whenever B. Rex is activated with chit 1, hexes in one map area. All players set up exception is that the humans are not sub- he exhales a blast of intense fire. Roll one their squads along their chosen edges. ject to preservation effects. die to determine where he breathes: During the turn, players perform their The human player wins if any humans rounds in the order determined during survive. The zombie player wins if all of 1: area A 4: area E the Initiative step. The first shot of the the humans are killed or become zombies. 2: area B5:area F game does not universal panic If the zombies seem to win all the time, 3: area C 6: area G checks. Preservation limits do not apply. give the humans one MP in place of a BR. No combat tasks are allowed during the If the humans seem to win all the time, Every soldier in the open in that area is first turn (this gives everyone a chance to allow a human to run completely out of attacked once on the “5” column of the get to cover). ammunition if he rolls a two on the Fire Combat Results table. Every soldier in a The stash can be picked up and carried Combat Results table. building or vehicle is attacked on the “1” like a weapon, exchanged, or dropped. column. Every vehicle is attacked as if it The squad that carries the stash off the Blast from the Past were hit on the front by a launcher. map along its entry area wins the game. A Behemosaurus Rex is attacking Sniper- Any unit with a line of sight to one of B. town, and negotiations have failed! This is Rex’s feet can attack the creature. The feet The Longest Day (of the Dead) a short solitaire scenario in which the have an inherent defense value of 5, The platoon is back, and it’s dead! One player controls the army forces trying to which is never modified. Results are com- player controls a terrified, hunted group kill B. Rex (or at least drive him away). pounded continuously; two Ws make an I, of humans. The other player controls a The behemosaurus rex (a prehistoric and two Is make a K. P results have no horde of rotting zombies who hunger for monster so frightening that its existence effect. B. Rex flees when 10 K results have human flesh. has never been announced to the public) is been accumulated against it. (You didn’t The human player can choose any represented by two truck pieces. These think you could kill it, did you?) nationality he wants. He gets six BRs and pieces, which actually represent the crea- The human player wins if B. Rex flees two SGs (generating ratings and scores as ture’s feet, are initially placed near the before it has trashed 20 rooms. Otherwise, usual). The humans use activation track B center of the map, within five hexes of B. Rex wins.

DRAGON 71 The setting encourages a free-wheeling ©1988 by Jim Bambra attitude among player characters. Lust for adventure often takes precedence over social ties. Player characters cheerfully take on the roles of troubleshooters or wandering mercenaries. Adventurers rarely owe allegiance to anyone other than their fellow adventurers and possibly to Role-playing their religious leaders. Ready to oppose evil forces for combat and monetary rewards, the PCs wander the world in pursuit of power and excitement. All in all, European fantasy is easily accessible, and actions are based on a character’s align- Reviews ment or individual conscience.

To the East Now, let’s board a vessel and head east to the mysterious Orient — Japan in par- ticular. Here we enter a different world: the houses are made from paper, and active volcanoes are commonplace. But it is more than the architecture and land- scape that makes the Orient different. The people who inhabit the lands of the East behave differently. Their lives are directed by giri (roughly translated as “honor” or “duty”) and by karma. Giri: Free will, while not totally absent, takes second place to Oriental social obli- gation. The saying “Death is a feather, duty is a mountain” sums up many of the ways of the East. An Oriental character is expected to abide by traditional customs and to faithfully complete any tasks assigned by superiors. Giri, one’s duty, is all-encompassing and deeply rooted; it must be fulfilled, even if doing so would bring death or dishonor to a character. Characters’ obligations to their lord take precedence over personal wishes and can at time conflict, The honorable path is that of giri. Honor: Honor is of primary importance to Oriental characters. A loss of honor brings a loss of face. A character without honor is despised by others and, more importantly, possesses little or no self- esteem. To live without honor is to live in This month, let’s go Oriental and try ern gamers. We all have some knowledge perpetual shame. People go to great some games based on Japanese fantasy of life in the Middle Ages or ancient times. extremes to regain lost honor, even by instead of some European version. You can Whether we gained our information from embarking on suicidal missions, tracking play samurai, ninja, magic-users, or priests reading history or fantasy books, or from down enemies, and facing fearsome mon- (the latter are not allowed to kill). Just watching movies, it translates readily to sters. One other way is to perform seppu- think about the way of the warrior in a our own gaming worlds. The image of the ku — ritualistic suicide. land where your honor is worth more armored knight is one with which we can Seppuku: This is the ultimate action than your life. We can have a great time all identify. Similarly, the spell-casting available to dishonored characters and to with that fancy armor for the samurai, wizard, the devout cleric, and the sneaky those in situations in which they are faced neat gimmicks for the ninja, and loads of thief are all familiar to us. We recognize with an unavoidable loss of honor. Death new spells. the setting: Strong, stone castles and by one’s hand was once widely accepted as But you also have terrible constraints on walled towns dot the landscape; mer- the only honorable course of action in your character. Some local daimyo always chants ply their trades in towns; and such situations. Seppuku could also be tells you what to do. You don’t get much adventurers travel the rivers and roads of performed to demonstrate the evil or freedom of action, and if you screw up the world in search of wealth. dishonorable acts of one’s lord, or to dis- (which may happen frequently), you may Our own motivations are easily transfer- play a hatred for a powerful foe. People have to destroy your character. It’s not like red to the fantasy world. While the mod- would willingly carry out these actions, the West, with feudalism, big castles, ram- ern world colors our thoughts and believing it was their karma to do so. bling dungeon complexes, and orcs. ambitions, it doesn’t pose any great barri- Karma: Karma is the belief that every Role-playing in fantasy variants of er when it comes to having a good time thing that happens to a person is due to Europe presents few problems for West- slicing up orcs or blowing away skeletons. his actions in a previous life. Life is preor-

72 JUNE 1988 dained, but failure to strive to the best of idly maintained; at other times, it was become ronin following the death of their one’s abilities stores up bad karma for the possible for a lowly commoner to attain lords or by being dismissed from service next incarnation. To this end, perfection in great power. The caste system divided for a variety of reasons. Often, ronin all things is a primary concern. Whether it Japanese society into four castes: the strived to uphold the ways of the samurai, is the use of the sword or the pen, honor- nobility, the buke, the heimin, and the but many also turned to banditry and able characters strive to do their best. eta. other illegal occupations. Free of the con- Courtly graces: Miyamoto Musashi, one The nobility included the personage of straints of society, ronin could act as they of the most famous warriors of his day, the Emperor and his close family. The pleased and were feared because of it. wrote that “the warrior’s is the twofold Emperor was descended from the gods The yakuza, criminals who ran protec- Way of pen and sword, and he should and was considered to be a divine being, tion rackets, gambling, and other elements have a taste for both Ways.” Unlike his yet his political power was greatly cur- of organized crime, formed a society with- relatively uncouth Western counterpart, tailed by the buke (samurai). This warrior in a society. Organized into clans, the the Oriental warrior dedicated himself to class controlled the military power of yakuza served the oyabun (clan head) in more than just the way of the sword. The Japan — power which was invested in the much the same way as a samurai served ability to wield a pen was just as important shogun. his lord, Some yakuza gangs even looked as the ability to slice an enemy. The cul- The shogun was originally a war leader after the heimin within their area, protect- tured samurai was proficient in the art of chosen by the Emperor to lead the imperi- ing them from the samurai and rampaging calligraphy, the game of go, poetry, drama, al armies in times of war. But the powerful bandits. the tea ceremony, and other pursuits. samurai families were reluctant to relin- Magic-users in Japanese existed Oriental warriors devoted themselves to quish this position in more peaceful times. outside of Japanese social codes, often achieving perfection, channeling their ki Eventually, the shogun developed into a living as hermits who were physically to achieve their best. hereditary office, and the Emperor separated from society. Their powers set Ki: Ki translates roughly as “spirit.” It is became a mere figurehead. He still ratified them apart but insured respect; no one an inner power which may be drawn the shogun’s appointment, often at the wanted to be the victim of a magic-user’s upon when performing warlike and peace- point of a sword, but the Emperor lacked curse. ful arts. Ki allows feats to be performed real power. It even became common for No overview of Japanese society would that would normally be beyond a person’s the Emperor to abdicate in favor of his be complete without the ninja. Ninja were capabilities. In the modern world, ki can heir, usually a child who had no choice organized in clans and had their own be seen in the power of a martial artist to other than to follow the dictates of the codes of conduct. While despised by the break concrete slabs with his hand and in shogun. samurai, the ninja were frequently the ease with which an akido master While real power lay in the hands of the employed by them in their struggles for throws an attacker. This inner reservoir of shogun, the shogun himself relied on power. Ninja were ideal for those jobs that power may be developed over time, allow- support from his daimyos, or clan heads. a samurai’s honor prevented him from ing truly heroic feats to be performed. A strong shogun could impose his will performing — terrorism, assassination, Those who can channel their ki effectively throughout Japan; a weak one only exer- and spying. As masters of disguise, with a seem to frequently achieve the impossible. cised control within his own family lands. wide array of special combat techniques Beliefs: Oriental beliefs did not develop Outside of this area, the daimyos vied with and weapons at their disposal, the ninja in isolation to society; they are an intrinsic each other for power and strived to seize were ideally suited to their role. part of it. Honor and giri determine how the shogunate for themselves. A compli- All of these people worked within the the warriors of the Orient think and act. cated system of alliances developed as constraints of Japanese society, finding By placing warriors in a strict relationship daimyos sought allies to support their their own niches and defending their own to their social superiors, honor and giri cause. Treachery and intrigue became rife, territories. While free of the pressures of work to ensure the supremacy of the with families working within (and often the samurai, they had their own codes of nobility. beyond) the constraints of giri to better conduct which frequently mirrored the Oriental warriors cannot act without their positions. ways of their samurai masters. considering the effects of their actions on While the samurai families employed the honor of their lords and families, so military might and a network of spies and Oriental role-playing games they are not free to do as they wish. Every informants against each other, the rest of To be successful, an Oriental RPG must action has to be weighed in terms of its society carried on as best it could. The balance PC freedom with the obligations consequences. To act wrongly is to bring heimin comprised the peasantry, the arti- of giri and honor. Characters have to feel dishonor on all family members. This sans, and merchants. From this class came that they are part of a society different makes for careful consideration when the warriors who formed the bulk of the from our own. They must act in ways carrying out any action. For example, even samurai armies: peasants who had run consistent to the beliefs of Oriental society, an action which seems to be the only one away from their lands to find a better life. but the players must be able to enjoy the available in terms of self-survival or At the bottom of the pile were the eta — freedom to which they are accustomed in advancement must be carefully weighed the unclean — who carried out those tasks games inspired by the West. against the lord’s wishes and the continu- beneath the rest of society, such as butch- The inclusion of yakuza, ninja, magic- ing honor of the family. To act out of self- ering animals, burying the dead, cleaning users, and priests provides this to a cer- ishness is to act without honor. the streets, entertaining the samurai and tain extent. Characters wishing to be free Is Oriental society one of unthinking heimin, and other lowly occupations. of the rigorous constraints placed on the self-sacrifice and heavily constrained Not all of the people of Japan lived with- samurai can always choose one of these actions? On the face of it, it would appear in the caste system, however. Priests were character types. But without the existence so, but there is plenty of room for free accorded a certain measure of respect, but of samurai, Oriental games simply become action. Normally, only the samurai are so were firmly beneath the rank of samurai. variants of more traditional RPGs. tightly constrained. Before going into this The temples, with their armed sohei (war- Systems for honor can overcome many further, here’s a quick look at ancient rior monks), were a potent force. At times, of the problems inherent in being a samu- Japanese society. armies of sohei clashed with those from rai. Rating a character’s honor by assess- rival temples and with samurai armies. ing abstract point values allows a player a Ronin were masterless samurai who large measure of freedom, as honor can Historical Japan were called “wave-men” because events then be increased or decreased during Throughout most of Japanese history, a washed them back and forth across Japan play. A character placed in a difficult caste system existed. At times, it was rig- like the waves of the sea. Samurai could situation can afford to sacrifice some

DRAGON 73 honor in the knowledge that, by perform- without being placed properly in context. their hands, or resist the effects of poi- ing honorable actions later, he can restore At least two readings of the rule book are sons, heat, and cold. Nicely tailored to the lost honor or even increase it. Players required before it is possible to put this each character’s abilities, ki powers are therefore receive a fair degree of latitude information into any usable format. one of the BUSHIDO game’s strong points. in determining how their characters act. To a large extent, the BUSHIDO game Karma: If a PC dies, any karma gained By being familiar with the workings of the can be forgiven its bad organization; it’s an during the character’s adventuring career honor system, it is possible to role-play the old game that is clearly aimed at the hard- may be used to enhance the player’s next samurai effectively and to enjoy the intri- core gamer. A revamping and reordering character. Karma points are based on the cacies of Oriental adventure. of this material would go a long way to amount of ki and honor possessed, and on The availability of ki powers is also making the game more accessible. Com- the manner of the character’s death. essential. The Oriental character must pared to more recent games, the BUSHIDO These points are then added to the next have that extra something which Western game is a work of enthusiasm, with little character’s attribute points or used to characters lack. The feeling of being able or no thought given to presentation or influence a die roll on the birth table. to do something really special has lots of ease of use. In terms of accessibility, it Honor: Honor is a measure of a charac- appeal. It’s that extra ability which sets a barely scrapes in at the bottom of the ter’s personal esteem; it is a necessary character apart from others. How ki scale. requirement for characters to gain levels. powers are defined is also a big consider- Having gotten that out of the way, is A character with honor insufficient to ation. Ki powers are of little use if they do there anything in this game to justify the attain the next level is frozen at his cur- not allow impressive feats to be per- amount of brain-ache involved in fathom- rent level until he gains the requisite formed, as more mundane actions could ing its systems? Well, yes. The BUSHIDO amount of honor. A character who later simply be a result of special tricks picked game is emphatically stamped with an loses honor may find himself reduced in up here and there. Oriental feel. Players can take on the roles level until the loss is made good! Oriental games must “feel” Oriental. The of samurai, bushi (warriors who are not Characters also possess status, which is game’s background must come across in a samurai), ronin, shugenja (magic-users), used when dealing with NPCs and is a satisfying manner, and the character class- gakusho (priests), yakuza, budoka measure of a character’s standing within es available must be Oriental, not renamed (unarmed-combat specialists), and ninja. society. While it could have been inte- copies of their Western counterparts. The background sections are presented at grated into honor, it has been given a life All these factors have influenced the a higher standard than the rules them- of its own, reflecting the designers’ desire three games under consideration this selves. The history of Nippon (this game’s for realistic systems but adding to the month. Let’s see how they measure up. fantasy Japan) and the structure of society book work involved in running a PC. are clearly explained, as are customs and Ninja: As social outcasts, ninja do not BUSHIDO game religious beliefs. adventure with other PCs. GMs wishing to Fantasy role-playing game Character design: This is difficult and run ninja should dispense with the birth Fantasy Games Unlimited $18.00 involved. Expect to do this at least twice table and instead assign ninja characters to Design: Paul Hume and Bob Charrette before you are able to create a reasonable character. Some examples would have The BUSHIDO game was the first game been a great help here. Having decided on to open up the mysterious East to role- character type and allocated the points to players — but at a cost. While admirably abilities, it’s time to roll on the birth table capturing the flavor of medieval Japan, the to determine social origins. As random BUSHIDO game is densely written and rolls can lead to a wide variation in the difficult to grasp. It is a game for dedi- social standing of PCs, GMs should dis- cated gamers who, in their pursuit of pense with the dice rolls and instead tailor Oriental action, are willing to struggle PCs’ origins to the campaign. with rule books that make advanced The game’s mechanics work fairly well nuclear theory texts seem like light read- but are convoluted in places. Striving for ing by comparison. realism, the designers have sacrificed The rules are presented using a num- playability in a few places. The combat bered case system, the type of presenta- system allows for a number of tactical tion associated with complicated options — characters can swing, thrust, wargames. This would not be too bad in and deliver a butt stroke with the shafts of itself, provided the rules were ordered in certain weapons. It is reminiscent of a set a logical fashion — but they’re not. On of skirmish rules, and while being slow, it opening the rule book, the reader is pre- works well enough. sented with a character design system Ki powers: The ki powers provided in which makes no reference to the charac- the BUSHIDO game are both general (avail- ter types available, and makes no attempt able to all characters) and specific (with to deal with the system in anything more special powers available to each character than an abstract way. class). While not being immediately acces- Meanwhile, you plow your way through sible, ki is gained as characters increase in pages dealing with improving attributes, experience levels and master skills, making saving throws, abilities, general informa- limited amounts of ki available after a few tion on brawling, climbing, swimming, and gaming sessions. a section on skills and how to improve General ki powers allow characters to them. This is all very interesting, but it is maintain consciousness, avoid death, still out of context. We are then treated to improve saving throws, and enhance a weighty section on status and its uses. abilities, skills, and saving throws against Just before the section on characters magic. Specific powers allow warriors to comes the lowdown on honor and experi- increase the amount of damage inflicted, ence points. improve armor class, and act more quickly Reading through all this material is hard in combat. Ninja may use their ki to work. Concepts spring out of the rules become invisible, secrete poison from

DRAGON 75 the players. The secret aspects and outcast adventures, which are all oriented toward commit seppuku. Honor also affects deal- status of ninja make them-unsuitable for samurai in service to a lord. ings with social superiors: The higher use in campaigns with other character To help players feel at home, a list of your honor, the easier it is to have superi- types; no samurai would ever adventure names and places of origin are provided. ors grant you a favor or have them defend with a ninja. However, their special Character design follows the normal you in times of need. powers do make ninja particularly attrac- RUNEQUEST game procedure, and the Ninja: As in the BUSHIDO game, ninja tive characters to play, and GMs could addition of new skills (such as arrow cut- are only available as PCs in ninja-based easily run two campaigns allowing players ting and fast draw) give characters a dis- campaigns. Whether used in this fashion to take on the role of ninja in one and tinctly Japanese cast. Notably, there are no or as NPCs, ninja (along with their special other character types in another. rules for unarmed combat. This is strange abilities and gimmicks) are fully described. Evaluation: The BUSHIDO game does as one of the attractions of the Orient is The adventures: These are well- work, but expect to spend long hours the widespread practice of unarmed- presented and offer a variety of situations figuring out how. It provides a detailed combat techniques. There’s definitely primarily for use with samurai players. combat system which adequately repre- room for expansion here. There are plenty of opportunities for sents Oriental combat. The BUSHIDO Background: Sections of society, fami- players to become involved in intrigue and game has a number of innovative features lies and clans, customs, and religion detective work. The requirements of hon- which allow characters to participate in present the background in a clear and or have been integrated into the adven- mass battles and to train between adven- concise manner. Rather than laboring the tures with good effect. Prying too closely tures. Its magic rules and background feel intricacies of Japanese society, the design- or accusing someone without solid evi- right. However, the BUSHIDO game lacks ers have let authentic Orientals speak for dence can place you in a tricky situation, any real support; only two adventure- them in the form of quotes extracted from As you’ve been sent on these missions by supplements exist, and neither are recent learned Japanese texts. These quotes help your lord, failure or social blunders reflect releases. to get the flavor across in a readily accessi- badly on him, so if you want to emerge If you’re looking for a stand-alone sys- ble form, and a glossary of terms helps to with honor unscathed, tread carefully. tem, then check out the BUSHIDO game. guide the newcomer through Oriental I have access only to the Games Work- But if accessibility and ease of use are language and terminology. shop edition of Land of Ninja, so I cannot your primary requirements, stay well Ki powers: Ki powers are not gener- comment on the edition. How- away. The two other supplements under ally available; only those characters who ever, although maps are referenced in the review this month are superior models of have mastered their profession by achiev- text, I cannot find any in the book. This presentation, and they build upon tried ing a skill rating of 90% have access to ki makes running these adventures difficult, and tested systems. The BUSHIDO game is powers. The average NPC is unable to use to say the least. for those who like complication for com- them, and PCs will have to strive hard Evaluation: Land of Ninja has some plication’s sake. before they are able to employ their own strong features to recommend it to RUNE- sources of inner energy. I would have QUEST game players. Its neat handling of Land of Ninja preferred ki abilities to be more easily the background makes it readily accessible RUNEQUEST® game supplement attainable as they are such an integral part to those already familiar with RUNE- Created and developed by Chaosium Inc.; of Oriental adventuring. Even those char- QUEST games. The transition from West published by The Avalon Hill Game acters who do possess ki powers have to to East is done smoothly. If you don’t want Company (USA) and Games Workshop wait a long while before they can use to abandon existing characters, Western (UK) $16.00 them effectively. characters can easily travel to Nihon and Design: Bob Charrette and Sandy Petersen To use ki, one or more magic points are adventure in this environment. Editing: Charlie Krank and Sandy Petersen expended and the skill is rolled as normal. For those of you who don’t already play Major contributions: Dave Farnsworth and If the result is the same as or lower than RUNEQUEST games, Land of Ninja’s use is Anders Swenson your ki score, you have been successful. Ki more limited. The RUNEQUEST game powers allow characters in combat to system is slick in places and slow in oth- Land of Ninja is a supplement for the automatically cause critical hits. Armed ers, particularly when it comes to combat. third-edition RUNEQUEST® game and is with a nunchaku (rice flails connected by Try standard RUNEQUEST games first, firmly based on historical Japan. In line short lengths of chain) or a jo stick (a short and if they appeal to you, you’ll love Land with the third-edition RUNEQUEST game’s wooden staff), you can make additional of Ninja. realistic feel, Land of Ninja provides an attacks until you fail your ki roll. In the overview of the various periods of Japa- hands of characters with high ki scores, Oriental Adventures nese history. It encourages GMs to base this can make for devastating combat. AD&D® game supplement their campaign in whatever period appeals An area in which Land of Ninja’s ki TSR, Inc. $15.00 most to them and their players. powers excel is in their applicability to Design: David “Zeb” Cook The game rules smoothly transfer the noncombat skills. This allows characters to Editing: Steve Winter, Mike Breault, Anne RUNEQUEST game to Nihon (this game’s produce wondrous works of art imbued Gray, and Thad Russell fantasy Japan). Players need to be conver- with magical abilities or to track a foe in sant with the existing RUNEQUEST game otherwise impossible conditions. It’s a pity As one of the most popular RPGs in the rules, as Land of Ninja only provides those that characters have to be so highly skilled world, it was only natural that the AD&D® rules necessary for Oriental play. Various before these additional powers take effect. game should make the transition to the types of characters are available: samurai, Honor: This is simple to use and keep Orient. And it makes the change with ashigaru (peasant warriors), sorcerers, track of. You start with no honor, regard- style. New character classes and spells priests, thieves, and ninja. less of family ties, and either work your admirably capture the flavor of the Orient, It is possible to play the more mundane way up or down. (That’s right; you can and the inclusion of nonhuman character characters — crafters, entertainers, peas- have negative honor and be so dishonor- types gives Oriental Adventures the ants, merchants, physicians, and sailors — able that people fear you.) strongest flavor of all the Oriental RPG but the caste system of Nihon severely Seppuku is not directly tied to honor; it’s systems described here. curtails their freedom. The main thrust of really up to you when you throw away Character classes: As befits the the rules is geared toward samurai, ashi- your PC. But be careful: Too cavalier an AD&D game’s style, a wide variety of garu, and ronin campaigns, with sorcerers attitude to one’s personal honor, particu- character classes is available — Oriental and priests tagging along. This trend is larly when it reflects on your family and equivalents of the standard ones, plus most apparent in the three provided lord, could bring a request for your PC to some specials like the kensai and sohei.

76 JUNE 1988 These character classes are well conceived it possible for characters to become packs for Oriental Adventures, both of and fit smoothly into the existing system. involved in a wide range of activities. which have lots to offer players of the They include bushi (peasant warriors), Adventures can therefore revolve around BUSHIDO game and Land of Ninja as well. kensai (masters of the sword or another courtly pursuits like flower arranging or chosen weapon), the samurai, the Oriental poetry. The proficiencies are each rated by OA1 Swords of the Daimyo, by David barbarian (similar to the one in Unearthed a roll for success, so it is possible to take “Zeb” Cook. TSR, Inc., $12.00. This cam- Arcana), the shukenja (priests who are part in contests in which success gains a paign and adventure pack for Oriental forbidden to kill, and who gain experience character both honor and experience Adventures provides an overview of the points for healing NPCs), the wu jen (the points. politics and climate of the lands of Koza- Oriental magic-user — much tougher and Family background: The system for kura, a fantasy version of feudal Japan. with a wider range of weapons than its determining family backgrounds generates Closely resembling the war-torn period of Western counterpart), and the yakuza. a character’s immediate family and ances- Japanese history between the Kamakura The monk has been revised to fit snugly tors. As well as determining family honor and Sengoku periods, when rival daimyos into the Oriental world. Ki powers replace and status, it also provides characters with engaged in bloody struggles for power, the monk’s ability to avoid magical dam- their birthrights. The more powerful the Kozakura is a land of opportunity. By age, and the monk’s martial-arts training is family, the more impressive the birthright. employing clever maneuvering and mili- handled in a more logical fashion. The The inclusion of a family chart makes this tary muscle, anyone can rise to the heights monk is now well and truly where it system both graphically appealing and of power. belongs. easy to use. After giving a brief overview of Koza- No Oriental game would be complete Honor: A character’s honor is deter- kura, the pack focuses on the province of without the ninja. To be a ninja, a charac- mined during character generation, and it Miayama — its government, samurai fami- ter must qualify for one of the “normal” may rise and fall in the course of the lies, temples and landholdings. A gazetteer classes as well as that of the ninja class. In game. Extensive guidelines are provided to describes important sites and is crammed keeping with their secret nature, ninja use allow the DM to give out and take away full of adventure ideas. Three detailed their normal class as a cover identity. They honor points. Characters whose honor adventures are also included. The first may adventure with other characters, but falls to zero simply have their character deals with Western characters traveling to they must be careful to keep their ninja sheets thrown away, instead of perform- the East; the other two are for Oriental identities secret, as loss of honor (and ing seppuku. This is clean and certainly characters and form a linked package sudden death) may occur if the PC is final. (although separated by time and a few unmasked. Characters who attain a high honor character levels). Using the gazetteer, the Martial arts: Monks are not the only score enjoy benefits in this world and in DM is expected to design a few adventures characters who have access to martial the next. In this world, they are renowned to fill out the time between the two arts. All characters may study them, pro- and in demand by powerful lords. In the detailed ones. This is no great problem, viding they can find masters to teach next world, they gain a number of points but it would have been nice to have them them. Monks and shukenja, however, start which can be used to add to the ability more closely linked. their adventuring lives with some martial scores and hit points of the players’ next A list of names and maps of various arts training. The martial arts are wide characters. residences commonly found in the prov- and varied, and characters can even Background: Unlike the BUSHIDO ince rounds out the package and makes it devise their own styles. This part of Orien- game and Land of Ninja, Oriental Adven- an invaluable asset to anyone running an tal Adventures really shines. It gives prac- tures is set in its own fantasy world, Kara- Oriental campaign. titioners a wide range from which to Tur. While primarily drawing on Japan for choose and adds a very interesting dimen- inspiration, it also contains elements of Blood of the Yakuza, by David “Zeb” sion to combat. In keeping with their total medieval China and Korea. Sections on Cook. TSR, Inc., $7.95. The island of Wa is dedication to martial arts, monks gain religion, money, daily life, clothing, food, featured in this second campaign pack for special bonuses which are unavailable to and buildings help bring this world alive Oriental Adventures. Wa draws its inspira- other characters. and allow DMs to base their campaigns in tion from the Tokugawa Shogunate of Ki powers: In addition to being able to any desired location. Japan and presents a more centralized and learn martial arts, each character class has The background is made even more less war-torn period. Intrigues abound, its own unique ki powers, making for vibrant by the addition of tables to gener- however, as the powerful families of the variety and giving each character class a ate yearly and monthly events in the cam- land turn to more subtle ways of increas- distinctive feel. These powers are available paign world. With this system, a GM can ing their influence. at 1st level and become more effective as easily outline a game year and design Where Swords of the Daimyo presents a characters increase in levels. By using ki specific adventures to flesh it out. The predominantly rural background, Blood of powers, kensai may automatically cause system is loose, yet detailed enough to the Yakuza details the city of Nakamaru maximum damage on a successful hit, allow characters to adventure against a and its politics. Information on the rival samurai may fight at 18/00 strength, and backdrop of grand events. yakuza gangs and the political machina- wu jen may employ a + 3 bonus to initia- Evaluation: Unlike the traditional tions of the important families and temples tive rolls once a day and may cast one AD&D® game, with its more abstract West- make this an ideal setting for all types of lower-level spell at maximum strength. ern setting, the background of Oriental adventurers. Ninja can hold their breath for a long time, Adventures is fully integrated into the Rather than presenting the adventures walk across water and, at higher level, rules, making it a very complete and play- as straightforward encounter plots, a walk through walls. able system. There is no need to learn a number of narratives have been provided. Noncombat proficiencies: Every whole new set of rules to enjoy play in the Depending on their character class and character is expected to possess proficien- Orient, and its wide range of character background, adventurers can interact cies in the noncombat arts. Gained in the classes allows all manner of adventures to with these in many different ways. The same manner as weapon proficiencies, be played. Oriental Adventures is solidly DM must make the narratives work effec- these noncombat proficiencies make char- Oriental in feel and is an excellent addition tively, but the background on the major acters more three-dimensional by giving to the AD&D game. NPCs of the city, plus lists of names, occu- them skills such as calligraphy, etiquette, pations, and personalities for detailing animal handling, iaijutsu (fast draw), and Short and sweet minor NPCs, lighten the load considerably. bowyer. As samurai were much more than To stay with this months Oriental flavor, Blood of the Yakuza is another excellent just fighting machines, proficiencies make let’s take a quick look at two campaign addition to the Oriental line.

DRAGON 77 loss. For example, if a character with 85 hp takes 20 hp damage from radiation, then he now has 65 hp and 20 radiation damage points (RDP). This amount is increased each time the character takes more radiation-caused damage. The RDP score heals by one point each day. On the Radiation Matrix (Adventure Booklet, page 27), the letter “M” indicates new mutations for Humanoids and Mutated Animals, and 8d6 hp damage for Pure Strain Humans. Why would a Humanoid gain a beneficial mutation while his companion, a Pure Strain Human, lose hit points? Instead, all creatures should take 8d6 damage from such a powerful blast of gamma rays. Any new mutation gained is determined by Table 1 of this article; the chances of gaining a beneficial by Daniel Salas mutation are poor. When “D” is indicated on the Radiation Matrix, the character exposed takes 9d6 damage. If the character’s RDP score is less than 60, then increase it immediately to 60. Table 2 of this article outlines the effects Catching of radiation at different RDP levels. These effects occur each time the RDP score reaches the indicated level; thus, a charac- ter can suffer repeated effects if repeated- Some Rays ly exposed to gamma rays. The following illnesses occur from radio- active poisoning: Anemia: This illness is caused by a lack of red blood cells, which carry oxygen throughout the body. The victim is left in a Radiation damage and the weakened state which reduces Mental Strength, Dexterity, and Physical Strength GAMMA WORLD® game by half. At the end of the illness, the vic- tim recovers at a rate of two points per attribute per day, until the original scores Given the real worlds recent encounters are restored. with widespread contamination from Five-Week Sickness: This illness nuclear accidents, second-edition GAMMA develops over a period of several weeks. WORLD® game players should take a The first signs are nausea and vomiting, closer look at radiation and the hazards it which strike 2-5 hours after exposure. can present. The information here is Anemia lasts for 2-3 days, and the victim designed to make player characters more feels tired and run-down, but appears to cautious when dealing with this hazard, recover. Then, 21-30 (1d10 + 20) days after though it is not necessarily realistic (you exposure, the second phase of this illness don’t really mutate just from being begins. The victim suffers from anemia exposed to radiation, though your off- (again), arterial weakness, and spring might). bacterial susceptibility for the next 13-16 In nuclear science, there are three types (1d4 + 12) days. The latter two effects are of radiation: alpha, beta, and gamma. treated as per the mutations on pages 8-9 Alpha particles are weak and relatively of the second-edition Basic Rules Booklet, harmless. Beta particles can cause damage, and even Pure Strain Humans are subject but their long-term effects are beyond the to their effects (though these conditions scope of the fast-paced GAMMA WORLD are not acquired by victims as permanent game. However, the effects of high-energy mutations). On the last day of the illness, gamma rays are quite immediate. Player the percentage chance of the victim’s characters are already aware of the dam- survival equals the victim’s current Consti- age they can sustain from exposure to tution score times eight. Failure means dangerous radiation, but the full effects of immediate death. Success means immedi- such exposure need to be more specific ate recovery from arterial weakness and than simple hit-point loss, mutation pro- bacterial susceptibility, as well as recovery duction, and instant death. from anemia as described above. Gastrointestinal Syndrome: This Expanded radiation rules fatal illness begins like Five-Week Sickness. Radiation damage is cumulative, and Nausea and vomiting strike within 2-5 should be recorded in addition to hit-point hours. Anemia, arterial weakness, and

78 JUNE 1988 Table 1 Table 2 Mutations from Radiation Health Effects of Radiation

1d20 Mutation RDP Score Effects l-4 Arterial Weakness 20 Anemia for 24 hours 5-8 Bacterial Susceptibility 25 Anemia for 48 hours 9-14 Skin Structure Change 30 Anemia for 72 hours 15-18 Weight Decrease 40 “M” and Five-Week Sickness 19-20 Any random mutation 50 Gastrointestinal Syndrome 60 CNSS; rate: 1 point per hour 70 CNSS; rate: 2 points per hour bacterial susceptibility strike within 2-5 80 CNSS; rate: 3 points per hour days; at the same time, the victim begins 90 CNSS; rate: 4 points per hour to lose one Constitution point per day (also 100 CNSS; rate: 5 points per hour deduct the appropriate hit-point loss from the reduced attribute). When the Constitu- tion score reaches zero, the victim dies The same amount of protection can be from bleeding ulcers and bacterial infec- gained from two meters of concrete or tion in his digestive system. three meters of wood or soil. Central Nervous System Syndrome The best treatments for radiation poi- (CNSS): This is the most severe form of soning are the medicinal drugs created radiation sickness. Vomiting begins 2-5 before the Social Wars. Though an accel- minutes after exposure. Damage to the era dose will not heal damage from central nervous system affects Mental gamma rays, antiradiation serum will Strength, Intelligence, and Dexterity; each certainly help if applied in time. Two new of these attributes are reduced at the rate drugs should also be mentioned. indicated on Table 2. Death occurs when Antibiotic serum: This is a 10-cm- any attribute reaches zero. long, disposable, jet-spray tube of a sub- stance that destroys harmful bacteria and Mutations and weapons viruses. Once taken, the drug cures colds Due to the new dangers now presented and pneumonia, and eliminates all infec- to player characters, the effects of certain tions. It does not prevent later attacks mutations and weapons should be reevalu- from bacteria and viruses. Cost: 50 gp. ated. Any characters who use radiation as Blood-stimulant serum: This is a 10- a natural weapon (specifically, Radiation cm-long, disposable, jet-spray tube of a Eyes and Gamma Hands) must have penal- chemical that stimulates the production of ties to diffuse the increased power of red blood cells, white blood cells (which these mutations. Though these characters attack bacteria and viruses), and platelets are immune to the effects of gamma rays, (which block open wounds and stop bleed- their bodies constantly give off radiation ing). This chemical prevents the effects of at Intensity 3, affecting all creatures that anemia and arterial weakness for 24 come within one meter of them. Also, hours. It also acts as an antibiotic serum. these characters have Weight Decrease as Cost: 150 gp. an additional mutation. This mutation is not counted as one of those rolled up in character creation. Keeping the balance A fusion rifle is given disadvantages for One last point remains: how to restore similar reasons. First, the Atomic Energy the balance of the game. Are the player Cell that powers the weapon gives off characters miserably for continuous low-energy gamma rays, caus- the sake of detailed radiation rules? ing 1 hp damage per March Turn to char- One solution is for radioactive hazards acters not properly protected from the to be well known to residents of affected item. Second, the weapon’s user must areas. PCs will know of these restricted endure an Intensity 3 blast for each shot zones in their own home territories, and he fires! can learn about them from the inhabitants A dirty fission bomb creates a perma- of unfamiliar territories. This “need to nently radioactive crater where it know“ could stimulate some good PC-NPC explodes. This crater is 520 meters wide interaction, as the characters scavenge for and 50 meters deep, and it glows at Inten- maps and information so that they don’t sity 15. For every 20 meters beyond the wander into their own radioactive tombs. edge of the crater, the Intensity drops by Another solution is for referees to create one level. Thus the entire blast radius of fewer encounters with radiation. the bomb is filled with radioactive* fallout Deathlands, gamma-beam weapons, and that lasts for 5,000 years. radiation-spitting monsters should become rare ingredients in the GAMMA WORLD Protection and treatment game campaign. Aside from a Force Field, the best physi- Under these conditions, the PCs’ encoun- cal protection against gamma rays is lead. ters with radiation will be challenging, For each meter of solid lead between a nerve-racking, and maybe a little more character and a radioactive source, the frightening — as they are in real life. As Intensity of exposure drops by 3 levels. they say, gamma rays are forever.

DRAGON 79 ©1988 by Hartley, Patricia, and Kirk Lesser The Role of Computers

Lost in the Dream Zone

There are times when we take recrea- tional software offerings for the IIGS have bar at the top tional software too seriously. If you don’t simply been rewrites of Apple II pro- of the window get to play a five-star-rated game, it will grams. Program rehashes do not access allows you to probably not adversely affect your life. the graphics or sound capabilities of the manage the Reviews and comments must be taken as IIGS and leave users feeling cheated. game in any personal observations from people who Thanks to two 17-year-old programmers, way you wish. have had experience with the reviewed Jason Rubin and Andy Gavin, the Apple The Load and products and are offering subjective views IIGS is now in receipt of a superbly pro- Save commands of the programs. Like all gamers, we enjoy duced graphic-adventure game. Entitled simply retrieve our recreational time as well. We want to Dream Zone, this game offers fantastic or write your enjoy the games to which we commit time stereo sound effects, a superb musical games in pro- to review, so the product examined should score, enhanced graphic screens, and gress. The Edit offer more than just a little recreational wonderful animation. The programmers menu allows value to the user. also utilized one of Baudville’s own pro- you to cut, The reader must make the final decision grams to create the game. Baudville is the paste, and copy as to whether a particular game is of per- company responsible for such well-known text you have sonal value. To that end, retailers and and widely used Apple-specific graphics typed into the dealers should make it a policy to offer programs as 816/Paint (for both the Apple command line, some method for the consumer to try out II and IIGS family), Blazing Paddles (a paint which is at the a software program before buying it. This program), Take 1 (an animation program), bottom of the not only results in a sale of a product that and Prince (a color-printing program). screen and the customer really wanted, but also ends Your life in Dream Zone is somewhat accepts action the flow of returns and subsequent colorless and unappealing until you sleep. commands, paperwork for the retailer. Suddenly, the screen bursts into a dazzling such as “Go The final proof of any program’s viabili- array of graphics and colors, initiating an north” or ty should be measured by positive extremely strange and thought-provoking “Enter window.” reviews, dealer support and knowledge of adventure. The game is easy to play. You The Options the product, company support of their can use the mouse as well as the keyboard selection allows product, and consumer word-of-mouth. to input commands and manage your such nice- Our comments in this column are simply character’s movements while seeking clues ties as colorizing one of many measuring sticks you should and deciphering mysteries. the text shown consider before spending your hard- Dream Zone captures the player in his in the earned money on any product. own dream, thanks to a rotten elixir that a display line and description window. You scientist has brewed up. The only problem can also turn the Visible Objects option on with this dream is that if you cannot or off. When activated, objects that appear Baudville escape the weird world of your own in the picture area of the screen can be 5380 52nd Street SE imagination, you may never reach reality captured and moved with the mouse. The Grand Rapids MI 49508 again. The dream is full of nightmarish objects appear as icons, and you position (616) 698-0888 creatures and contains magic, airships, a the mouse’s cursor on top of the icon and floating castle, and the most troublesome click once; the object’s name then appears Dream Zone ***** bureaucracy you’ll ever encounter. You in the command line. You can then click on Apple IIGS version can save and recall as many as 10 in- the Get command in the display line, click The Apple IIGS computer is coming into progress games. on the object again, and the command line its own as a widely purchased and highly Let’s take a look at a typical Dream Zone will say “Get [name of object].” You press innovative system. However, most recrea- screen, as shown above. The menu the return key, and the object is removed

80 JUNE 1988 from the screen and placed in your inven- course of a game. As we have so often in this location. tory. To make the game more of a chal- pointed out: You must save, save, save To the far right of the screen is the lenge, this option can be turned off. your games whenever you change control pad. Each button lists either a Another option in this menu is the Spe- screens! The time taken to save your game specific compass direction or up and cial Inventory which, when activated, in progress will negate many destructive down. By moving the mouse cursor atop moves your inventory display from the surprises. any of these pads and clicking, your char- icon bar to the description window, so The picture area shows a panoramic acter moves in that direction. Clicking that the objects in your inventory can be view of your character’s current location. directly in the center of the control pad is easily used; each item in the inventory is As many as 12 objects can exist in one the same as commanding your character then shown as an icon. You can turn the location at a time, so your picture area can to enter an area. You can either use the music on with the next command, select a be fairly well stocked with icons. By click- control pad to move your character or else new game, or quit. You’ll use the Special ing your mouse cursor on all visible type the movement direction in the com- Options menu quite often during the objects, you can get a good idea of what is mand line.

DRAGON 81 The line below the picture area is the you are engaged in a conversation. Red trying to figure out not only how to get display line. At the far left of this line are means that something serious is about to into a bar but how to obtain the correct the names of those who are accompanying occur. It is important to not only read the forms from the bureaucratic Department you on your quest to escape your dream. words in the description window but look of Information. The latter can absolutely By double-clicking on a name, you can talk at the hue of the words as well. drive you crazy! Before losing all of your to that individual. The center section of So much for the game mechanics. The cool, remember that bribery works in the display line has a brief description of actual play requires hours of concentrated some cases. And as the officers who popu- your location; when double-clicked, this effort before you solve your dream. The late the Bureau of Information are “pork- provides you with a far more detailed first few scenes are in black and white, ers,” perhaps there is something in your description of your surroundings. To the and this environment continues until you inventory that would get one of them to far right of this line is the information decide you are ready to fall asleep. Some obtain a vital form. Continued hassles by indicating what direction you are current- essentials must be obtained before decid- the various officers in this department ly facing. Double-clicking on the View ing to enter your dream, requiring a visit could also lead you to violence, which in command automatically enters the word to the bathroom and to your brother. some cases is exactly the answer required. “About” in the command line. When you Fortunately, you don’t start out empty- Should you become too frustrated and press return, this provides you with infor- handed — you’ve got a few coins in your enter expletives into the command line, mation about your location. pocket which might enable you to coax you get the chance to read graffiti to Next on the screen agenda is the icon your little brother into relinquishing some- understand your sudden dilemma. bar. You’ll note several action words thing that could later be useful. And the After you decipher the Bureau of Infor- which, when clicked on, put that word in game states, “Good dental hygiene is the mation’s information miasma, the bar is a the command line. Double-clicking on a secret to good relationships,” although good place to talk with all sorts of charac- word produces an alternate command, your brother won’t be able to help you in ters, including two gals who appear to which is entered in the command line. For this regard. have been rejects from a Doublemint example, by double-clicking on the com- Once you are prepared for bed, it’s off commercial. Remember that carnivals mand Buy, the command Steal is entered to dreamland you go. With luck, you’ll be waste your money and your time, and into the command line. Other double- able to escape the dream; until you do, while indebtedness can be of assistance in clicks provide Look Around, Get All, Drop only the dream sequences are displayed in some cases, it may have a grounding effect All, Say, Show, Wear, Kill, and Eat. full color. Initially, you’re going to be in others. Your character can talk to other charac- tempted to revisit those areas you only Should you manage to return something ters in the game, which provides a wealth viewed in black and white. Don’t dally, owned by a relative of yours, escape from of information from occasional chats. You however, near the “throne.” This device the dream occurs. Congratulations: You’ve can “Say hello” to someone, then “Ask seems to have suffered quite a nasty won! Now take several aspirins to relieve about [something]” if you wish. If your change of mood since the dream began. that booming headache received from question. is understood, the reply will be There’s a suspended causeway with a intense participation in Dream Zone. given to you in the description window. locked gate that requires a good look to As one of the earliest IIGS-specific Color-coding in the text gives special ascertain the correct key needed to enter adventures, this offering is excellent and meaning to the accented words. For exam- its portal. Once beyond the gate, you’ll quite playable by both novice and experi- ple, if the text is light blue in color, then wander around a town square for a while, enced adventurers. There is something in

82 JUNE 1988 this game for everyone, and the addition Cork” (prevent the Soviet fleet from escap- player to rush through the noncritical of a few animated sequences highlights ing the Norwegian Sea in World War III); portions of the scenario until something several areas of investigation. We doubt “Surprise Invasion” (stop a Soviet naval occurs — like enemy patrol craft being you’ll ever get bored with Dream Zone, invasion of Norway); “Escape to New York” detected by radar. and we look forward to Andy and Jason’s (get back to the United States through a With helicopter capabilities and a variety next adventure offering, which we’re told Soviet naval blockade); “Wolfpack 1990” of weapons aboard, players might think is in the works. (escort convoys to the U.S. base at Green- that they have the upper hand. Nothing If you cannot solve the puzzles, Baud- land); and “Mopping Up” (contain Soviet could be further from the truth. After ville has prepared a poster-size map and ships near the end of World War III). nearly 10 hours of play, we’ve moved up hint guide for Dream Zone. These items After choosing a scenario, it’s on to the to the third scenario with the rank of can be ordered directly from the company shipyard screen, where you obtain infor- Lieutenant Commander. The second sce- for $6.00, which includes shipping and mation on each ship included in the sce- nario, which involves two Argentine sub- handling. To purchase these hints, you nario. An in-depth reference section in the marines, requires a different play mode. must be a registered owner of the game! user’s manual explains every weapon You have to think like a submariner: full system on each allied and enemy ship. At speed to a location, then drift, sonar ping- your disposal are helicopters, long- and ing at the depths. We required five full short-range antiship missiles, antiaircraft games before we finally managed to get Electronic Arts missiles, dual-purpose rounds, the hang of submarine warfare. Even 1820 Gateway Drive ASROC antisubmarine missiles, torpedoes, then, during the fifth scenario, we still lost San Mateo, CA 94404 and Phalanx automatic antimissile defen- one of our vessels to the enemy. (415) 571-7171 sive cannon bursts. Not all scenarios allow We cannot speak highly enough of this ships to have all of these weapon systems, offering. LucasFilm is to be heartily con- Strike-Fleet, The Naval Task Force but the systems carried are appropriate gratulated for developing a tactical game Simulator ***** for the designated scenario. that is completely engrossing, thoroughly Commodore 64/128 and Apple II versions You may designate the flagship and add exciting, graphically pleasing, and capable If you own a Commodore 64/128 or to or drop ships from your task force, but of portraying what it must be like to com- Apple II computer and enjoy strategic the time finally comes to sail. When you mand a Strike Fleet. You can also save one scenarios, then Strike-Fleet (developed by click on the Sail option, a map of the area game in progress on a blank data disk; Noah Falstein, Ken Macklin, and Larry covered by the scenario is displayed on believe us, you’ll need it! Holland of LucasFilm Games) is a software screen. Through selection of appropriate program you must consider for purchase. on-screen commands, you can zoom in on The scope of this naval warfare simulation the area of patrol and set your task force’s Activision, Inc. is staggering, and the graphics are abso- destination, speed, alert status (general 2350 Bayshore Parkway lutely top notch. What is amazing when quarters is the most appropriate), radar Mountain View CA 94043 first opening the 60 + page users’ guide is and sonar status, or reassign another (415) 960-0410 that so much information can be included vessel as the flagship. in a tactical game. You get 10 scenarios Once the orders are given, the bridge The Pawn **** that cover the range from command of becomes the screen most often utilized IBM micros and compatibles version with one ship to command of a complete task throughout the game. By varying the an EGA board (**½ without an EGA force involving 16 ships, with American, range of the radar and sonar, you can board) English, and enemy forces included in the determine when opposing forces are The Pawn is steadily pushing toward the scenarios. With information on strike-fleet approaching. This does not apply to sub- weaponry (ranging from a broad selection status of becoming a classic adventure marine warfare, where even the slightest game. Originally released for the Apple II of missiles and torpedos to defensive movement of your craft will disrupt sonar computer family, Firebird has now ported weapons) and air forces, you have a game readings; thus, you must drift with your the game into versions for every desktop that offers hours of intense excitement. sonar pinging for the enemy. Some of the Your success in the missions is revealed computer available. Something is rotten in scenarios are quite lengthy, so the game Kerovnia, and the player’s main task is to at the conclusion of a scenario. The game programmers have thoughtfully included a program considers your actions and how escape that land. While wandering time-compression feature that enables the around, however, other characters are well you followed the scenario directions, then displays any rank advancements or certificates of merit earned for your man- agement of the fleet. The game is menu- driven through the early selection stages Computer-Game Conversions Table and can be played equally well through use of the joystick or keyboard. The first Activision, Inc. (415) 960-0410 Data East (408) 286-7074 menu is called “Mission Briefing” and Elite to IBM and compatibles format Ikari Warriors for IBMs and the Apple allows you to select one of the 10 sce- Faery Tale Adventure to IBMs and II computer family narios as your first test of leadership. We C64/128 highly recommend that you start with the Fire Power to C64/128, Apple IIGS, MicroProse (301) 771-1151 first scenario. The scenarios include: IBMs and Macintosh Gunship to Atari ST format with “Stark Realities” (protect yourself while The Last Ninja to IBMs and compati- enhanced capabilities over other stationed in the Persian Gulf — but only if bles, Apple IIGS, and Apple II formats fired upon first); “The Enemy Below” computers Pirates! released in IBM and Apple II (destroy two Argentine submarines during Might and Magic: Secret of the compatibles format the Falklands action); “The Road to Inner Sanctum to Macintosh Kuwait” (escort three oil tankers through Tracker to Atari ST format the Persian Gulf and the Straits of Hormuz Mindscape (312) 480-7667 with your task force); “Falklands Defense” Cosmi (213) 835-9687 Deja Vu: A Nightmare Comes True for (eliminate an Argentine force of three Defcon 5 to IBMs and compatibles Macintosh and Amiga computers frigates); “Dire Straits” (neutralize the opposition in the Persian Gulf); “Atlantic

DRAGON 83 met who can be of great assistance (or News and new products and innocent bystanders — it’s all in fun. danger) to you. Activision has also beefed up their Solid The IBM microcomputer can be used for Gold line of lower-cost entertainments. far more than business operations. With Accolade Some extremely popular games are now in the price of IBM clones tumbling to below 20813 Stevens Creek Boulevard this line with prices ranging from $14.95 $500, more and more personal computers Cupertino CA 95014 to $19.95. The new entries include: Hacker are finding their way into homes and into (408) 446-5757 II: The Doomsday Papers (IBMs, Apple II, the hands of software gamers. IBM com- C64/128, Macintosh, Apple IIGS); The puters require graphics adapters to dis- A new and unusual strategy-action game Transformers: The Battle To Save Earth play graphics on screen. There are now has made its debut from Accolade. Entitled (C64/128); Zork I (IBM, Apple II, C64/128 several types of displays: monochrome The Train: Escape to Normandy, the player and Macintosh); Hitchhiker’s Guide to the (black-and-white graphics, usually referred becomes French Resistance leader Pierre Galaxy (IBM, Apple II, C64/128 and Macin- to as MDA); Hercules Graphics Adapter Le Feu, who is in charge of seizing an tosh); Championship Golf (IBMs); and Star (also monochrome, but with a much high- armored war train and guiding it through Rank Boxing and On-Court Tennis (combo- er resolution than MDA, developed by enemy lines to safety at Riviere, Norman- pak for C64/128). Hercules Technology and referred to as dy. The player must not only engineer the From MicroIllusions, one of Activision’s HGC); Color Graphics Adapter (the stand- train, which contains France’s art trea- affiliated labels, come a host of new ard color-graphics mode as developed by sures, but avoid enemy traps, ambushes, games. These include: Land of Legends, a IBM and known as CGA); Enhanced Graph- and sabotage attempts. The game has been fully animated fantasy role-playing game ics Adapter (the new graphics standard released for the C64/128 and is priced at with a unique overhead view that lets that displays a wide range of colors at $29.95. players watch their adventurers take on higher resolution than CGA); and the adversaries blow-by-blow; Ebonstar, a future graphics standard, also known as seek-and-destroy space adventure that can VGA. The latter is a result of the new be played by as many as four players (the technology found with the recently Activision, Inc. game’s objective is to destroy black holes); released IBM Personal system/2 computer Activision has absolutely gone berserk Galactic Invasion, an intergalactic dogfight family (known as PS/2). with new game releases, not only for that pits galaxy against galaxy; and Plane- To fully appreciate the detail and work microcomputers but for the Nintendo and tarium, a powerful, accurate, and graphi- of the graphics incorporated into The Atari 2600 game machines as well. A quick cally spectacular home planetarium that Pawn, you must have an IBM with at least rundown of the Atari 2600 entries include: features over 9,000 stars. Initial game EGA capability. Otherwise, the game is Commando, a fight against overwhelming versions will be for the Commodore Ami- simply run as a text-only version, and we odds to defeat advancing rebel forces; ga, with C64/128, Apple IIGS and IBM to feel it loses some of its appeal without the Kung Fu Master, a quest through five follow later this year. fine graphic portrayal of game scenes. If levels to rescue the fair maiden from the Activision has also signed an agreement The Pawn is to be at its best, we also rec- wizards temple; Title Match Pro whereby the company will now be distrib- ommend running the game on at least an Wrestling, a choice of four different wres- uting such adventure games as The Pawn, 80286- or 80386-based computer. The tlers to take on the computer or a friend The Guild of Thieves, Elite, and Starglider. speed of these latter machines allows the with different wrestling moves; and Skate- display of graphics to take place without boardin’, a skateboard ride through a too much of a wait. We’re fortunate in that maze of city streets to get to school on The Avalon Hill Game Company we now have a Tandy 4000 80386-based time. For the Nintendo Entertainment 4517 Harford Road IBM compatible, and we are absolutely System, Super Pitfall will be released with Baltimore MD 21214 delighted with its performance on graphic- 270 screens of danger as Pitfall Harry (301) 254-9200 intensive software. searches a vast cave in the Andes. The Pawn is not only great for experi- In the microcomputer arena, Rampage Wooden Ships & Iron Men recreates the enced adventurers, but because of the has been introduced for the C64/128, IBM battles and campaigns of the great Age of interactivity of the scenario’s characters, it and compatibles, and Apple II computers. Sail. Ships can crash into each other, run also enables novice gamers to learn as In Rampage, the player controls one of afoul, grapple, or end up in position for they progress through the land of Kerov- three nasty creatures in this monster- deadly raking fire. There are 18 nationali- nia. This is certainly one offering that any movie action game for one or two players. ties and 13 ship types available for the computer-game library should contain. Destroy your favorite city and eat tanks player’s own designs. Included are 30 historical actions ranging from two-ship duels to 20-ship fleet actions. The game is in the C64/128 format.

Broderhund Software 17 Paul Drive San Rafael CA 94903-2101 (415) 492-3200

This company’s winning Carmen San- diego series continues with the release of Where in Europe is Carmen Sandiego?, which covers 34 European countries as players chase the elusive Carmen and her gang of thieves. There is a new, on-screen “Crimestopper’s Notebook” for recording clues as well as the “Factfinder’s Database.” Rand McNally’s Concise Atlas of Europe is included. This exciting game has been

84 JUNE 1988 DRAGON 85 released for the Apple II and IBM and Mindscape has introduced a thrilling compatible computer systems. C64/128 new adventure for Macintosh owners: Strategic Simulations, Inc. users certainly haven’t been forgotten — Citadel. Players are involved in a quest on 1046 North Rengstorff Avenue Broderbund has released a C64/128 ver- an unknown world to vanquish serpents, Mountain View CA 94043-1716 sion of the Game Construction Kit. dragons, and other deadly foes. With 3-D (415) 964-1353 This kit provides gamers with professional graphics and digitized sound, players and easy-to-use tools for designing their traverse a subterranean stone maze in We’ve been waiting for this sequel to be own games. There are six “starter kits” search of the secret it holds. You can also announced for some time! Questron II is plus tools for creating games with as many create in-depth characters for the cam- the sequel that begins where Questron left as 50 levels. paign. A do-it-yourself scenario is also off, with your character in possession of included. Also from Mindscape are some the Evil Book of Magic that was stolen yet-to-be-released Cineware programs: from the crazed magician, Mantor. In this follow-up fantasy adventure, your charac- Electronic Arts Rocket Ranger, The Three Stooges, and Warp Speed. ter must journey back in time to Landor to One of the largest, brand-new, comput- make certain that this book is never cre- erized FRPGs has been unveiled by Elec- ated. There are over 60 different crea- tronic Arts: Deathlord, which contains 157 tures and a wide variety of magical spells. dungeon levels, 128 different kinds of Spectrum HoloByte The game will be available for the C64/ monsters, 16 separate continents to A division of SPHERE 128, Apple II, IBMs and compatibles, Atari explore, and 84 magic spells, as well as 2061 Challenger Drive ST, and Commodore Amiga computers. problems with the weather, time of day, Alameda CA 94501 and climate. Characters from The Bard’s (415) 522-3584 Tale II and Wizardry I, II, and III and The Beasties Ultima III can be transferred into this A new graphics quest series has made its On a final note, we want your nomina- game. For the Apple II computer, the game debut from Spectrum HoloByte, with the tions for The Beasties, the best will also be available for the C64/128 later first module entitled Dondra — A New recreational-software offerings of 1988. this year. Beginning, now shipping for the Apple II Just write your name, address, and com- computer family. The player embarks on a puter system on a 15-cent postcard and journey in the futuristic world of Dondra give the name of your favorite recrea- to find the Crystal Prism of Heheutotol. tional software package. If you have more Mindscape, Inc. There are over 100 original pictures and than one favorite, list them in order of 3444 Dundee Road more than 30 animated sequences. Ver- preference, and please indicate the com- Northbrook IL 60062 sions for the Apple IIGS and C64/128 will puter version for each game receiving (312) 480-7667 also be released shortly. your vote. Until next time, game on!

86 JUNE 1988

absorbing more of these component crea- by David Edward Martin tures into itself. A Red Psyche FEAT allows this to occur. In such a case, the addition may have the effect of increasing the Collective Mass’s primary abilities. In an Earth-based Marvel Universe cam- The Ultimate paign, the Collective Mass has the ability to transform itself into a human likeness by making a Psyche FEAT. However, the visual appearance of the individual bodies does not change; a disguise is needed if the Addenda’s Collective Mass is to impersonate a normal human.

New superpowers Each of these superpowers has a 2% Addenda chance of appearing during the random power-selection process. P18/Hyper-Intake/Expulsion: This power was in my original TUPB proposal, yet not only did I forget to put this in the Yet more superpowers for the TUPB, I also forgot to put in in the original addenda article! This power is usually MARVEL SUPER HEROES® game referred to as “Super Breath” and, while it is technically a Matter Control power, As promised in the last “Ultimate Adden- fested by the Collective Mass. Individual should be listed under the class of Physical da” (from DRAGON® issue #122), here are entities can at best exhibit Feeble-rank Enhancement powers in the TUPB. The more superpowers that were created by versions of the available powers; other- hero has the ability to ingest awesome you, the role-playing public, for the wise, why bother to be a Collective Mass amounts of matter, retain them indefi- MARVEL SUPER HEROES® Advanced Set in the first place?. The Collective Mass’s nitely, then expel them with power rank game. These powers are designed to fit abilities may be affected by the loss or force. When creating a hero with this with the format of MA3 The Ultimate addition of more individual entities to its power, the player must decide what the Powers Book (herein known as the TUPB). form. hero can handle. A random die roll deter- Each new power is credited to the people A Collective Mass gains + 2CS Resistance mines his chance of having the power to who suggested it. This column also deals to physical or directed energy attacks handle gas, liquid, solids, or some combi- with a new class of “rule powers,” which (lasers, for example). Its unique physical nation of these. are powers that alter the game mechanics. structure allows it to simply create holes Die roll Category Players and Judges should rewrite the in its body to avoid making contact with 01-16 Gases only Power Generation tables on pages 14-16 of the attacking force. However, such beings 17-32 Liquids only the TUPB in order to accomodate these have a peculiar weakness: A successful 33-48 Solids only additions, if they are used. Grappling attack breaks the body into two 49-64 Gases and liquids masses! The body can automatically rejoin 65-80 Liquids and solids New Physical Form in 1-4 turns unless something prevents 81-00 Gases, solids, and liquids S32/Collective Mass: Tom Lamphier this, like teleporting half the body into a looked at the Marvel Super Villain Swarm parallel dimension. This power enables the hero to absorb and came up with this variation of the S16/ The Collective Mass can be any size, quantities far exceeding the normal vol- Physical Gestalt body type. The body of depending on the size and number of the ume of the human body. He can absorb a the character is a collection of individual individuals entities that compose it. Most volume of gas equal to the power rank bodies held tightly together and function- Collective Masses in Marvel Universe number times 100 cubic feet. Liquids and ing as a single unit. Unlike Physical Gestalt, campaigns are human-size and composed solids are limited to the number of cubic the individuals retain their distinct physi- of smaller creatures generally less than 3” feet equal to the power rank number. A cal forms (though admittedly it may be long (between the size of a mouse and a side effect of this power is that the ingest- hard to actually spot any given individual dragonfly). If the Judge allows, a Collective ed matter is somehow compressed, dimin- if they are tiny). One helpful side effect of Mass may be a giant composed of human- ished in size, or displaced into a pocket this power is that the individual bodies do size entities. In special cases, the Collective dimension; this enables the hero to retain not physically suffer while they are joined Mass may even be a titan composed of his ordinary shape, although his weight together; breathing is assumed to occur relatively large beings. does increase a token amount, It is up to without difficulty. However, the Collective Ordinarily, the number of individuals the Judge’s discretion as to how much Mass will probably have to break apart in composing the Collective Mass is less than weight is gained, with a 1% weight order to allow the individual units to eat. the rank number of the Collective Mass’s increase being a rule of thumb. Note that a Primary and secondary abilities are Reason, multiplied by 100. The individual sudden failure of this power can be disas- rolled on Column 1 of the Rank Table on entities can be of any nature, whether trous! Such catastrophes range from (at page 11 of the TUPB. Because of its peculi- animal, plant, or machine; the individual best) the sudden expulsion of all ingested ar dual nature, a Collective Mass has two components may be sentient or not. If the matter, retention of the ingested matter sets of primary abilities. The first set rep- Collective Mass is composed of relatively with the hero suddenly bearing all of its resents the average abilities possessed by ordinary creatures (as opposed to some- weight, or the rapid expansion of the the individual component entities; the thing strange, like a colony of snakes ingested matter to its original size (this second set is that of the Collective Mass. mutated by a nuclear test at Los Alamos), latter possibility being quite fatal). The majority of powers can only be mani- the Collective Mass has the option of Normally, a hero can retain the ingested

Marvel, Marvel Universe, Marvel Super Heroes, and all Marvel character names and likenesses are trademarks matter indefinitely. A side effect of the of Marvel Entertainment Group, Inc. ©1988 Marvel Entertainment Group, Inc. All Rights Reserved. power gives the hero internal invulnerabil-

Illustration by Richard Bennett DRAGON 89 tions at a more limited range; the power ble, the player’s imagination, the hero’s Table for Random Rule Powers takes effect the same turn it is used. The background and physical type, and the original Marvel heroine with this power, campaign setting. The randomly rolled Die Power Scarlet Witch, could only create entropic power rank becomes the material strength 01-12 Attribute Change Rl effects. Other superhumans such as Rou- of the item. 13-29 Attribute Pool R2 lette developed the ability to produce A Unique Weapon is just that; lose it and 30-41 Attribute Rearrangement R3 beneficial effects as well. you’re out of luck. The hero can acquire 42-47 Award Change R4 There are three ways the hero can use his item in a number of ways. The most 48-59 Award Pool R5 the power to affect his immediate future. common are “I Found It,” “I Received It,” 60-65 Award Rearrangement R6 The first way pits his power against the and “I Created It.” The player should roll 66-71 Initiative Change R7 Psyche of the target. In this effect, the once on the Origin of Power Table (page 72-00 Power Combination R8 hero makes the target act in the way the 10, TUPB) to see what the background on hero intends. The second method pits this his item is. If the device was attained by power’s power rank against the material accident or as a gift, the hero might not be ity equal to his power rank, preventing strength of the target. In this case, the able to replace or repair it. Such condi- major internal damage due to ingested hero can temporarily control the physical tions must be resolved by the Judge. poisons or physically damaging materials. properties of the target. In the third case, M34/Omni-Knowledge: A reader Solids and liquids can be retained for as the hero pits his power against the intensi- named “Comalite J” created this interest- long as the hero can go without food; ty rank of a target phenomenon (energy ing variant on the learning process. A digestion normally stops while this power fields, magic, powers, etc.). In all three character with this power has an innate, is in effect. If the gases ingested are toxic, cases, the range is limited to the hero’s subconscious link to a sort of cosmic refer- the hero can only retain them for the immediate area. ence library. When he is presented with a amount of time he can hold his breath. If T24/Spinner: George O’Ravis looked to question concerning information of which the mixture is not toxic and contains a the Whirlwind to come up with this pecu- he was previously ignorant, the PC must sufficient quantity of oxygen, then the liar Travel power. The hero can attain make a FEAT Green FEATS give him access hero can hold his breath indefinitely. power rank ground speed by rapidly to contemporary human knowledge. Yel- The hero can expel the matter harm- pivoting. The visual effect is that he blurs low FEATS give him access to alien knowl- lessly or direct it into a blast that has into a human top. The hero gains several edge. Red FEATS give him access to power rank range and damage. He can useful side effects. This power’s rank is Entity-level knowledge. Success means he also do damage by ingesting. For example, added to the Fighting rank when a grap- is able to give a short, concise answer that by inhaling all the air in a room, he can pling attack is used against the Spinner. He only answers the initial question. As a limit cause certain events to occur. One, every- gains power rank resistance to physical to this power, the question must be asked one in the room must make an Endurance attacks. His Endurance rank increases by of the hero by another person. Also, FEAT or pass out from the sudden absence this power’s rank number; this enables despite his ability to “know” any given of air. Two, the room can implode if the him to maintain his power for extended topic, the PC might not be able to under- pressure difference exceeds the walls’ periods as well as avoid the obvious dizzi- stand it. His comprehension is still limited material strength. ness and nausea. The hero’s visual acuity by his Reason. This power enables the P19/Hyper-Endurance: A number of increases to give him the equivalent of Judge to create idiot savants who can readers pointed out that I referred to this Circular Vision; despite his rapid rotation, decipher the workings of Galactus’s World- in the TUPB as a power rather than as a the hero perceives the world as a static, ship but are unable to tie their shoelaces, primary ability. Sorry! Hyper-Endurance is 360-degree field of vision. However, unless For example: Ref-Book and his buddy designed to increase your hero’s (hope- the player states otherwise, it is assumed Jaunt find themselves in the Watcher’s fully) already formidable Endurance. The that he is only looking directly outward. recreation room, facing a piece of alien randomly determined rank is added to Thus, he can be surprised by attacks from technology. Ref-Book has no idea of what your PC’s previously determined Endur- below or above. If the hero has such the thing is, but when Jaunt asks the mag- ance rank whenever he uses a power that powers as increased Strength (Incredible ic question “What is that?” Ref-Book’s drains his Endurance. In this way, heroes rank or better), Invulnerability, or Hyper- power goes to work. He makes a Red can exceed their physical limitations. Digging, he can bore his way through any FEAT, gains the necessary knowledge, and Hyper-Endurance is an optional power for target with a Material Strength less than says “It’s a television set.” “Well, how do we such things as Hyper-Running, Hyper- this power’s rank. As a power stunt, the turn it on?” asks Jaunt. Ref-Book fails his Swimming, and other powers requiring hero can develop his power to attain next FEAT and says, “Beats me.” muscular effort. flight. This is treated as T23/Whirlwind P20/Hyper-Strength: I kept referring flight of one rank lower than the Spinner’s Rule powers to this as a power, too, so here it is. Hyper- power rank. Several powers in current RPGs exist Strength is an addition to your hero’s F6/Unique Weapon: Edward and only for the sake of altering the mechanics previously determined Strength rank. The Adam Nevraumont brought up this variant of that specific game. Such examples player has two choices here: He can per- from the Fighting Powers class. The hero include Mystic Link (from Mayfaur’s DC™ manently combine the two ranks, or else possesses a specific tool or device that HEROES game) and Spending Karma (in make the addition a temporary one. In the contains many of the powers assigned to the MARVEL SUPER HEROES game). I latter case, the hero can “Hulk out” and the hero. When creating the hero, the hadn’t touched on these because most of manifest great strength during a limited player should assign only the Mental and these powers only function within the time. The daily limit on this form of Physical Powers to the hero himself; all confines of their home games. They can- Hyper-Strength is a number of game turns other powers should be assigned to the not be easily transformed into other set- equal to the power rank number, Also, the Unique Weapon. Such assigned powers tings, such as actions in a comic book. temporary form carries with it a bonus of then can only be manifested by the weap- However, that doesn’t justify my further + 1CS rank. on itself or by the hero’s direct contact ignoring their existence; hence, the crea- MG14/Probability Control: I had with the device. The player should work tion of a new class of powers. The rule intended this to be a variation of MG10/ with the Judge to determine the shape and powers class is the rarest form of power. Reality Alteration (Alter Future). However, nature of the item, as well as who gets During the Character Creation process, enough people have this power to justify what power. this class of powers has only a base 3% its status as an independent power. Unlike The nature and function of each Unique chance of occurring. All rule powers have the Alter Future power, this power func- Weapon should reflect the powers availa- extremely short ranges; their initial effects

90 JUNE 1988 are limited to the hero and those beings hero can reassign the basic value of his means of a Green FEAT. He can transfer a and objects within the immediate vicinity various abilities to enhance other abilities. number of Karma Points equal to his (i.e., the same area). Rule powers include In effect, the player has the ability to power rank between either allies or oppo- the following: rewrite his hero’s abilities and powers at nents. Unscrupulous PCs can use this R1/Attribute Change: The hero has will. The rule power’s rank is used to power to siphon Karma from civilian NPCs the ability to temporarily increase the make this FEAT. The effect initially lasts 1- (onlookers, passers-by, etc.); this is consid- rank of a specific ability or power by the 10 game turns; beyond that, he must make ered a villainous act since it is akin to rule power’s rank. He can automatically a successful Psyche FEAT each turn to Vampirism. retain the enhanced rank for 1-10 game maintain the rearrangement. R7/Initiative Change: The player can turns, but he must make a Psyche FEAT R4/Award Change: The player can temporarily alter the order of play, decid- each turn beyond that to retain the temporarily increase the size of the Karma ing who plays in what order if he makes a enhancement. For example, Cosmic Dash- game award previously given his or successful Green FEAT. A Red FEAT can be er possesses Incredible Attribute Change. another’s character. The player can used to either take away another charac- He uses it to increases his normally increase his hero’s Karma by this power’s ter’s turn or to instate a turn at a time Amazing Hyperspeed with an additional rank by means of a Green FEAT. The play- when the affected player would otherwise burst of energy, thus attaining Unearthly er can increase the size of an ally’s Karma be unable to roll. speed. with a Yellow FEAT. A Red FEAT can either R8/Power Combination: This power R2/Attribute Pool: The hero is able to increase or decrease an opponent’s Karma. normally occurs only during the Character directly combine his powers’ or abilities’ Such changes occur in the same turn the Creation process. Rolling this rule power ranks with those of other heroes. The power is used and last for 1-10 turns; after requires the player to combine two of his combined energy can then be channeled that, the hero must make a Psyche FEAT hero’s already existing powers into a new into a specific power or attribute shared to maintain the effects. hybrid form. The new hybrid power per- by the affected characters and then used R5/Award Pool: In the MARVEL manently replaces the affected powers. to perform a specific action. A Green FEAT SUPER HEROES game, this is called Karma Power Combination enables the player to is needed to perform this. In game terms, Pooling. The player can temporarily pool create some really peculiar, unique charac- the players add their characters’ ranks of his award value with that of other player ters. High-ranked NPCs may possess a the chosen ability; the sum is then tempo- characters, then use that increased special form of this power with which rarily reassigned as a new rank for each reward to perform a group function. The they can alter another character’s powers member of the group. For example, pooling lasts for 10 turns plus a number of at any time. However, the power’s use is Cyber1, Cyber2, and Cyber3 pool their turns equal to the number of PCs partici- limited to once per day and only in non- Excellent, Remarkable, and Amazing pating in the pool. combative situations. In this way, the Strengths together; they each then achieve R6/Award Rearrangement: The Judge can create character-transforming an effective rank of Unearthly Strength. player can temporarily reassign the Karma incidents to enliven, confuse, or rearrange R3/Attribute Rearrangement: The values of other players’ characters by the existing campaign.

DRAGON 91 92 JUNE 1988 DRAGON 93 cord, and Gary M. Williams. Events include RPGA™ Network AD&D® game feature, Masters, and Grand Masters tournaments, along with the first MARVEL SUPER HEROES® game Grand Masters tournament, a JAMES BOND* game, a GAMMA WORLD® game event, the Joe Martin AD&D® game benefit tournament, a masquer- ade, art show, auction, RPGA™ Network meet- ing, scavenger hunt, and the Rembert Roast. The cost is $16. Players may preregister for games for $2. Write to: Evansville Gaming Guild, DALLASCON ‘88, June 3-5 PO. Box 15414, Evansville IN 47716. Convention Calendar Policies The largest gaming convention in the South- west will be held at the Regent Hotel, Mocking- HOSTIGOS, June 10-12 This science-fiction convention, which is This column is offered as a service to our bird and I-35 in Dallas, Tex. This convention covers role-playing, board games, and minia- sponsored by the Penn State Science Fiction readers around the world. Anyone may Society, will be held in the Hetzel Union Building place a free listing for a game convention tures. Also included is an AD&D® game open event, along with BATTLETECH*, *, on the University Park campus of Pennsylvania here, but the following guidelines must be State University in State College, Pa. Hotel observed. and STAR FLEET BATTLES* game tournaments. Registration opens at 5 P.M. on Friday. Write to: accommodations are available at the Sheraton In order to ensure that all convention Penn State located at 240 S. Pugh Street in State listings contain accurate and timely infor- DALLASCON, P.O. Box 867623, Plano TX 75086; or call: (214)247-7981. College, Pa. Jerry Pournelle will be the author mation, all material should be either typed guest of honor and John Carr will be the editor double-spaced or printed legibly on 8½” x guest of honor. This convention will be held in 11” paper. The contents of each listing INTERDIMENSIONS ‘88, June 3-5 This convention has been cancelled. honor of Pennsylvania’s most famous SF writer, should be short, succinct, and under 150 H. Beam Piper. There will be numerous panels words long. concerning Piper’s life and works, as well as The information given in the listing must FRON II, June 4 This second-annual role-playing gaming con- several gaming events, an art show, a dealers’ include the following information, in the room, and more. Registration is $22. Write to: following order: vention will be held at the Gaertnerweg in Frankfurt, Germany (near Alte Oper, St. Ignatius HOSTIGOS, 400 S. Gill Street, State College PA 1. Convention title and dates held; 16801; or call: (814) 237-5333. 2. Site and location; community). The convention will run from 10 3. Guests of honor (if applicable); A.M. to 10 PM. on Saturday. Admission is 2,50 MICHICON GAMEFEST ‘88, June 10-12 4. Special events offered; Deutsche Marks (see exchange rate for U.S. This gaming convention will be held at the 5. Registration fees or attendance equivalent). Game masters and club members Southfield Civic Center in Southfield, Mich. requirements; and, are admitted free of charge. For enrollment as a Events include 60 board games, 25 role-playing 6. Address(es) and telephone number(s) GM, write to: Role-playing and Simulation Game games, and 60 miniatures events, as well as a where additional information and confirma- Club “252” r.a., c/o Martin Kliehm, In der BATTLE FOR MOSCOW* tournament, 35 deal- tion can be obtained. Roemerstadt 164, D-6000 Frankfurt am Main 50, ers’ booths, three used-games auctions, and Convention flyers, brochures, newsletters, WEST GERMANY; or call: 01149/69-574 579. open gaming. Advance admission is $12 for all and other mass-mailed announcements will three days, or $7 for one day. Write to: Mike not be considered for use in this column; we HOBBY CON ‘88, June 4 Bartnikowski, Metro Detroit Gamers, Box 656, prefer to see a cover letter with the Sponsored by Amazing World of Fantasy and Wyandotte MI 48192; or call: Barry Jensen at announcement as well. No call-in listings are Bojo’s Records and Tapes, this one-day gaming (313) 591-2300, ext. 325 (days) or Mike Bartni- accepted. Domestic and foreign conventions and collector’s convention will be held at the kowski at (313) 928-7744 (evenings). are welcome. Unless stated otherwise, all Rome Civic Center on Turner-McCall Blvd. in dollar values given for U.S. and Canadian Rome, Ga, from 10 A.M. to 6 P.M. on Saturday. ROSECON ‘88, June 10-12 conventions are in U.S. currency. Guests will include: Mark Bagley, artist of This science-fiction and gaming convention WARNING: We are not responsible for Spider-Man Annuals; Wayne Van will be held at the Holiday Inn Portland Airport incorrect information sent to us by conven- Sant, artist of Marvel Comics The ’Nam; Joe in Portland, Ore. Special guests will include tion staff members. Please check your Phillips, artist of Ex-Mutants; and Susan Bar- Larry Niven (author of Ringworld), George Takei convention listing carefully! Our wide rows, Ted Boonthnakit, and Lamar Waldron, (Mr. Sulu of ), D.C. Fontana (Star Trek circulation ensures that over a quarter of a creators of Comics Interview’s “Micra.” Other writer and producer), (illustra- million readers see each issue. Accurate events will include a D&D® game tournament tor for Star Trek: The Next Generation), and information is your responsibility. beginning at 11 A.M., an auction for a charitable Richard Arnold (Star Trek archivist at Para- Convention listings should be mailed by organization at 4:30 P.M., a schedule of movies, mount). Special events include an afternoon the copy deadline date to: Convention and hosts of dealers and collectors. Admission is masquerade, two live-music dances, a western Calendar, DRAGON® Magazine, PO. Box $1 for the entire day. Table rentals are $30 for buffet banquet, an art show, all-night casino 110, Lake Geneva WI 53147. Copy dead- one 8’ table. Write to: Amazing World of Fanta- games, movie previews, open gaming, panel line dates are the last Monday of each sy, 1922 Shorter Avenue, Rome GA 30161; Bojo’s discussions, a dealers’ room, and free transpor- month, two months prior to the on-sale Records and Tapes, Wal-Mart Shopping Center, tation to Portland’s Rose Festival. Membership date of an issue. For example, the copy Cedartown GA 30125; or call Patrick at: (404) rates are $30 until June 1, and $35 at the door. deadline for the December 1988 issue is 234-5309 after 6 P.M. Hotel rates are $62 a night, and are arranged by the last Monday of October 1988. Plan calling (800) HOLIDAY or (503) 256-5000. Write ahead; early listings pay off! CONGREGATE 88, June 10-12 to: ROSECON ‘88, P.O. Box 69373, Portland OR If a convention listing must be changed This science-fiction, fantasy, and gaming 97201; or call: (503) 777-2377. because the convention has been can- convention will be held at the Moat House Hotel celled, the dates have changed, or incor- in Longthorpe, Peterborough, U.K. Terry Prat- X-CON 12, June 10-12 rect information has been printed, please chett is the guest of honor. Supporting member- This science-fiction and fantasy convention contact us immediately! For any ques- ship fees are £5 and attending membership fees will be held at the Red Carpet Inn, 4747 S. tions or changes related to this column, are £11. Write to: A.D. Smith, P.R. Officer, Howell Avenue in Milwaukee, Wis. Special please call either Robin Jenkins or Roger CONGREGATE 88, 25 Cavendish Street, Peter- guests include: Somtow Sucharitkul as author E. Moore at TSR, Inc., (414) 248-3625. borough, PE1 5EQ, UNITED KINGDOM. guest, Bruce Pelz as fan guest, Dell Harris as artist guest, and Wilson “Bob” Tucker as first GLATHRICON ‘88, June 10-12 fandom guest. Scheduled events include an art * indicates a product produced by a company other than TSR, show, ice-cream social, hucksters’ room, mas- Inc. Most product names are trademarks owned by the This gaming extravaganza will be held at the companies publishing those products. The use of the name of Executive Inn in Evansville, Ind. Very special querade party, and blood drive. Registration is any product without mention of its trademark status should not guest of honor is TSR’s own Jeff Grubb; special $15 until May 10, or $20 at the door. Terry Carr be construed as a challenge to such status. guest of honor is E. ; and DM guest Memorial Memberships are also available at $18 indicates a Canadian convention. of honor is TSR’s Harold Johnson. Other guests (this includes a $2 donation to the American indicates a European convention. include Jean Rabe, , Penny Petti- Diabetes Association and a listing of your name

94 JUNE 1988 in the program book). Write to: X-CON, Ltd., include fantasy role-playing and war gaming, a COLONIAL CITY GAMEFEST VI PO. Box 7, Milwaukee WI 53201. games auction, seminars, a miniatures-painting July 9-10 contest, game demonstrations, and a dealers’ GAMEFEST will again be held in the Memorial DAGA, June 12 room. Registration rates for the weekend are Building in Mt. Vernon, Ohio. Role-playing and This science-fiction and fantasy convention $24 at the door. One-day fees are $12 at the wargaming events will be sponsored. Admission will be held from 10 A.M. to 5 P.M. at the Fiesta door. Write to: POLYCON VI, Box 168, Julien A. is $2 per day or $3.50 for both days. Write to: Motor Inn Ballroom, less than one mile south of McPhee University Union, California Polytech- Mt. Vernon Gamers Association, 205 W. Gambier exit 27 on the Pennsylvania Turnpike, in Willow nic State University, San Luis Obispo CA 93407. Street, Mt. Vernon OH 43050. Grove, Penn. Scheduled events include model- building, look-alike, sound-alike, costume, and SL RALLY ‘88, June 25 EMPEROR’S BIRTHDAY CONVENTION trivia contests, with discussions on role-playing For the third year in a row, On All Fronts July 9 games, figure painting, and more. Dealers will holds its annual SL RALLY with tournaments in This gaming convention will be held at the display their wares, and various science-fiction SQUAD LEADER* and ADVANCED SQUAD Brookdale Country Club in Elkhart, Ind. Fea- and fantasy models and dioramas will be on LEADER* games. Held at the Holiday Inn in tured events include RPGA™ Network tourna- exhibit. Dealers’ tables are $40 and registration Conway, Ark., this year’s convention will feature ments (including AD&D® game and MARVEL is $8 at the door. Send an SASE to: DAGA Con- $100 cash prizes to be awarded in the ASL SUPER HEROES® game events), BATTLETECH* ventions, Daniel A. Aunspach, 105 Alison Lane tournament. Other prizes will include terrific games, and miniatures competitions. Write to: D-15, Horsham PA 19044. discounts on wargames at the Game Booth. Bob Hagerty, 227 North 2nd Street, Apt. G, Preregistration fees are $15. Write to: On All Elkhart IN 46516. BOREAL 10, June 16-19 Fronts, PO. Box 265, Marshall AZ 72650. The 10th-annual Francophone science-fiction DOVERCON IV, July 16-17 and fantasy convention will be held in Chi- SCIENCE FICTION ART EXHIBITION This year’s DOVERCON will be held at the coutimi, Quebec, Canada. Guests include Wil- June, 27-August 22 University of New Hampshire’s Memorial Union liam Gibson, Judith Merril, Gerard Klein, Daniel The Orlando Science Center in Orlando, Fla., Building (MUB) in Durham, N.H. Features Sernine, Wojtech Siudmak, and many others. will feature a collection of art and artifacts from include an RPGA™ Network AD&D® game Open Feature events include a two-day seminar on , Vincent Di Fate, Kelly Freas, Tournament, along with many other events. A Francophone science fiction and fantasy, work- and other artists. The show will also have film festival, miniatures contest, and art compe- shops, computer demonstrations, three differ- motion-picture artifacts, a film lecture series, tition will also be held. Registration is $15 for ent art shows, and four showings of Le theatre and a film festival. Admission is $4 for adults, $3 both days and must be received no later than sans fil‘s production of The Lord of the Rings, for children, and $10 for entire families, The July 1 (this includes entry into three events). done with giant puppets and laser effects. Usual Orlando Science Center is located in Orlando Registration at the door is $15 for both days and activities include: panels, movies, a masquerade, Loch Haven Park, just off Interstate 4 in down- $10 for one (no free entry to events provided). a few cocktail parties, the Boreal Awards cere- town Orlando. Write to: Orlando Science Center, Each event costs $2. Vendor and game master mony, a brunch, a dealers’ room, and much 810 East Rollins Street, Orlando FL 32803-1291; enquiries are welcome. Write to: Information, more. For gamers, a role-playing tournament or call: (407) 896-7151. DOVERCON IV PO. Box 753, Dover NH 03820. and game demonstrations are included. Low- priced accomodations are available. Registration DALLAS FANTASY FAIR, July 1-3 WINDSOR GAMEFEST VI, July 16-17 fees are $50 for the two days of seminars, $35 Bulldog Productions presents its largest show This gaming convention takes place at the for the convention, and $70 for both. Write to: of the year. This comic-book, science-fiction, and Ambassador Auditorium in the University BOREAL, 10,266 Belleau Street, Chicoutimi, film convention will be held at the Sheraton Centre at the University of Windsor in Windsor, Quebec, CANADA G7H-2Y8. Park Central, 12720 Merit Drive, LBJ at Coit, in Ontario, Canada. Special guest of honor is Dallas, Texas. This event will feature more than science-fiction and fantasy artist Gideon. Fea- THE INTERNATIONAL * EXPO- 200 dealers’ tables, 100 guests of honor, an art tured events include role-playing, miniatures, SITION, NEOVENTION VII, and 1988 show and auction, a masquerade, 24-hour and board games, a dealers’ room, free movies, STARFLEET* NATIONAL CONFERENCE gaming sessions, 24-hour Japanimation and an art exhibit, and several door prizes. Preregis- June 16-19 video rooms, artists and writers workshops, tration fees are $10 Canadian for the weekend Ohio’s largest gaming convention proudly readings, a dance, an open convention suite, and and $7 Canadian per day. Write to: Windsor sponsors a once-in-a-lifetime event: The Interna- much more. The anticipated attendance for this Gaming Society, PO. Box 2055, Walkerville tional Superman* Exposition at the Cleveland convention is 3,000. Tables are available, but Station, Windsor, Ontario, CANADA, N8Y 4R5. Convention Center. This once-only exposition write for prices. Admission fees are $20 for all will take place at the annual NEOVENTION three days paid in advance, or $25 at the door. HAYSCON IV, July 22-23 normally held at Kent State University. This Write to: Bulldog Productions, P.O. Box 820488, This two-day gaming convention will be held major summer happening will also include the Dallas TX 75382; or call: (214) 349-3367. at the Memorial Union of Fort Hays State Uni- STARFLEET* National Conference. Special versity in Hays, Kans. Numerous strategic, attractions include: an RPGA™ Network AD&D® NANCON-88 X, July 1-3 tactical, and role-playing games will be featured, game Open Masters tournament; BOOT HILL®, The 10th anniversary of this gaming conven- along with seminars, an auction, and a minia- MARVEL SUPER HEROES®, CHAMPIONS*, and tion will be held at the Ramada Inn N.W. Cross- tures contest. Expected events will include CAR WARS* tournaments; over 100 AD&D® ing in Houston, Tex. There will be a large CALL OF CTHULHU*, BATTLETECH*, CAR game and other role-playing game events; over dealers’ room and an open gaming room availa- WARS*, and TWILIGHT! 2000* games, and an 50 miniatures competitions, including Ancients, ble to registrants. Events include AD&D®, AD&D® game Open Tournament. Pre- Napoleonics, and Civil War events; a games BATTLETECH*, SQUAD LEADER*, STAR FLEET registration is $10 for both action-packed days, auction; a figure-painting contest; a masquerade BATTLES*, TRAVELLER*, and TWILIGHT! or $12 at the door. Write to: HAYSCON IV, 1301 ball; a city-wide parade; television and movie 2000* tournaments, naval and 15mm Napoleon- Felten Drive, Hays KS 67601. presentations; major Star Trek and other ics miniatures competitions, and CIVILIZA- science-fiction movie displays and floats; and TION*, PARANOIA*, NUCLEAR WAR*, CALL OF MEMPHIS FANTASY CONVENTION much more. Dozens of science-fiction and CTHULHU*, CAR WARS*, FEDERATION AND July 22-24 fantasy authors and a score of television and EMPIRE*, and team head-to-head AD&D® Sponsored by the Memphis Fantasy Conven- movie personalities will be in attendance. In games. Other events include a miniatures- tion Association, Inc., this fifth-annual event will addition, design workshops, panel discussions, painting contest, a costume contest, and more. be held at the, Garden Plaza Hotel in Memphis, and several other events will be featured. Lim- Send an SASE to: Nan’s Game HQ, 2011 S.W. Tenn. Scheduled guests include John Ostrander, ited preregistration pass prices are $6 per day Freeway, Houston TX 77098, ATTN: NANCON. Tom Yeates, Gary Spiegel, and Allen Hammack. and $15 for the weekend. Write to: NEOVEN- Activities will include extensive gaming, an art TION VII, c/o Neverending Battle, Inc., Suite 852, show and sale, dealer exhibitions, panel discus- Hanna Building, Cleveland OH 44115. CAPITOLCON IV, July 9 sions, a costume contest, and a banquet. Daily This gaming convention will be held at the admission is $10; the entire weekend costs $21. POLYCON VI, June 17-19 Prairie Capital Convention Center in Springfield, Send an SASE to: MEMPHIS FANTASY CONVEN- This science-fiction and fantasy gaming con- Ill. Board, miniatures, and role-playing gaming TION, Box 11081, Memphis TN 38111. vention will be held at the Santa Lucia Dormito- will be featured at this one-day event. Write to: ry on the California Polytechnic State University Bill Wilson, 3320 Gaines Mill Road, Apt. 4, KINGCON IV, July 30 in San Luis Obispo, Calif. Featured events will Springfield IL 62704; or call: (217) 787-7092. KINGCON IV will be held at the Best Western

DRAGON 95 Inn in Mt. Vernon, Ill. Sponsored by the Knights payable to WINCON. Payments may be made in tured events. The anticipated attendance for of the Griffon, this gaming convention will U.S. dollars; registrants should learn the current this convention is 600. Tables are available for feature a two-round RPGA™ Network AD&D® exchange rates before sending any money. $50/$60. Admission fees are $4 for Saturday, $3 game tournament, a three-round ILLUMINATI* Write to: WINCON, 11 Rutland Street, Hanley, for Sunday, and $5 for both days at the door tournament, a miniatures contest, and lots of Stoke on Trent, Staffs., UNITED KINGDOM; or only. Write to: Bulldog Productions, PO. Box gaming. Preregistration is $3 until July 20 and call: (0782) 271070. 820488, Dallas TX 75382; or call: (214) 349-3367. $5 thereafter. Send an SASE to: KINGCON IV, 501 S. 19th Street #3, Mt. Vernon IL 62864; or DRAK CON ‘88, August 20-21 SUNCOAST SKIRMISHES ‘88 call: (618) 242-7920. This year’s event will be held in the College September 30-October 2 Dining Room at the Northern College of Educa- SKIRMISHES presents the eighth-annual PROJECT...GENESIS III, July 31 tion on Hilton Drive in Aberdeen, Scotland. production of this popular gaming extravagan- The people from PATCO bring yet another DRAK CON will run from 9 A.M. to 11:30 P.M. on za. This event will take place at the Holiday Inn- fantasy gaming convention, this time to Saturday and from 9 A.M. to 8:30 P.M. on Sunday. Ashley Plaza, 111 West Fortune Street in Tampa, Chiminello’s Hall, 2221 N. Webber in Fresno, Now in its third year, DRAK CON has the addi- Fla. Room rates are $50 for single or double Calif. This one-day event will run from 9 A.M. to tional aim of raising money for famine relief. occupancy. Events include AD&D®, TRAVEL- 11 P.M. Featured events include BATTLETECH*, Events for this convention will include an LER*, STAR FLEET BATTLES*, and CAR WARS* AD&D®, STAR FLEET BATTLES*, CHAMPIONS*, AD&D® game tournament. Admission costs for game events, along with Napoleonics, Seakrieg, and other game events. Both tournament and this convention are £5 for adults and £3.50 for and board gaming events, a KILLER* tourna- open games will be available to all, along with children under 16 for both days. There will be a ment, a dealers’ room, SCA demonstrations, and dealers’ tables and a swap meet for those wish- £1 reduction for registration bookings for one- many other role-playing and historical events. ing to buy, sell, or trade old games and books day registrations made before July 9th (or £3 Hotel reservations may be made by calling: (813) (table space is required). Preregistration for this for adults and £2 for children under 16). Bed 223-1351. Registration fees are $18 for the event is $3 for the day if paid before July 20, and breakfast accomodations may be booked in weekend. Send your registration fees to receive and $5 afterward. Swap meet tables are $5 for advance at £8.50 per night. Send an SASE to: the program booklet. Write to: SKIRMISHES, the whole table and $3.50 for half. Dealers DRAK CON ‘88, c/o S. Douglas, 13 Springbank PO. Box 2097, Winter Haven FL 33883; or call: should call or write for details. Judges are Terrace, Aberdeen, UNITED KINGDOM, AB1 (813) 299-6784 or (813) 293-7938. needed for events; those accepted receive a 2LS; or call: (0224) 572128. Make all checks refund on their registration fees. Write to: payable to “Dragon Aid.” All proceeds for this JUST-A-CON, October 1-2 PATCO, c/o Phillip S. Pittz, 5415 E. Washington, convention go for famine relief. This broad-scope gaming convention will Fresno CA 93727; or call: (209) 255-4682. feature AD&D® and STAR FLEET BATTLES* HOUSTON FANFAIR, August 20-21 tournaments, a miniatures demonstration series Bulldog Productions presents this small, fun (hosted by Larry Bloom), lectures, entertain- OMACON 8, August 5-7 comic-book, science-fiction, and film convention. ment, a host of role-playing and war games, a This major Midwest science-fiction, pro-space, This event will be held at a hotel to be dealers’ room, and much more. Sponsored by and gaming convention is sponsored by Nebras- announced. More than 60 dealers’ tables, more the Commuter Information and Assistance kans for the Advancement of Space Develop- than a dozen guests of honor, a masquerade, 24- department of the University of North Carolina- ment (NASD), and will be held at the Holiday Inn hour gaming sessions, 24-hour video rooms, Charlotte, this event will be held at the Cone Central, 3321 S. 72nd Street, in Omaha, Nebr. writers workshops, an open convention suite, Center on the UNCC campus. Send an SASE to: Write to: OMACON 8, P.O. Box 37851, Omaha NE and a huge Saturday night party will be fea- JUST-A-CON I, 9232-35 University City Boule- 68137; or call: (402) 476-7176. tured events. The anticipated attendance for vard, Charlotte NC 28213. this convention is 600. Tables are available for EASTERN N.C. TOY AND HOBBY SHOW $50/$60. Admission fees are $4 for Saturday, $3 COUNCIL OF FIVE NATIONS 14 August 6-7 for Sunday, and $5 for both days at the door October 7-9 This show will be held at the New Cum- only. Write to: Bulldog Productions, PO. Box This role-playing, board-gaming, and minia- berland County Agro-Expo Center, just off 820488, Dallas TX 75382; or call: (214) 349-3367. tures convention will be held at the Center City Highway 301 South, in Fayetteville,. N.C. This Convention Center in Schenectady, N.Y. The event includes a swap meet for collectors of FESTICON 88, August 27-28 convention will have at least two AD&D® game comic books and antique and collectible toys, This gaming convention will be held at the tournaments tone sponsored by the RPGA™ games, model kits, and baseball cards. Daily Hotel Syracuse in Syracuse, N.Y. Special events Network), as well as a number of other AD&D® admission fees are $3. Write to: Carolina Hobby will include AD&D® game tournaments along game events. There will also be TOP SECRET®, Expo, 3452 Odell School Road, Concord NC with STAR FLEET BATTLES*, TRAVELLER*, and RUNEQUEST*, BATTLETECH*, STAR FLEET 28025; or call: (704) 786-8373. other game features, an art show and costume BATTLES*, DIPLOMACY*, and many other party. Guests of honor will be announced at a game events. In addition, this convention will GOLDQUEST 88, August 12-14 later date. Registration fees are $10 (which feature an auction, a miniatures-painting con- This fantasy and science-fiction convention, includes the first tournament feel and $5 for test, and costume contest. Gaming areas will be sponsored by the Goldquest Clubs of Manasota, every tournament after the first. Registrations open 24 hours a day, and will include some all- will be held in Sarasota, Fla., at the Sarasota- made before July 15 will receive a half-price night events. Registration is $10 for the week- Bradenton Airport Holiday Inn on U.S. 41. discount on tournament fees. Write to: FESTI- end, if paid before September 22. At-the-door Board, role-playing, and miniatures games (with CON 88, c/o Walden III, 547 Allen Street, Syra- registration is $15 for the weekend, or $4 for awards in several categories) are featured, with cuse NY 13210. Friday and $7 each for Saturday and Sunday. miniatures-painting and costume contests, a Event fees range from free to $3 for each. Write KILLER* tournament, and more. A dealers’ GATEWAY ‘88, September 2-5 to: COUNCIL OF FIVE NATIONS, c/o The Studio room and 24-hour video room will be available, This gaming convention will be held at the Los of Bridge & Games, 1639 Eastern Parkway, and a pool party will be held at 7 P.M. on Friday, Angeles Airport Hyatt Hotel. Role-playing, Schenectady NY 12309. August 12, to open the convention. Admission is , computer game, and family board $8 if paid prior to July 1, and $10 thereafter. game tournaments are offered, as well as vari- CHICAGO MODEL & HOBBY SHOW Write to: Goldquest Clubs, PO. Box 1017, Oneco ous seminars and demonstrations, a flea market, October 13-16 FL 34264-1017; or call and leave your name and a game auction, and an exhibitors’ area. Write Sponsored by the Radio Control Hobby Trade address at: (813) 758-0421. to: STRATEGICON, 5374 Village Road, Long Association, this fourth-annual event will be Beach CA 90808; or call: (213) 420-3675. held at the O’Hare Expo Center in Rosemont, Ill. UNICON 1988, August 18-21 The convention has expanded by over 10,000 This science-fiction and fantasy convention AUSTIN FANFAIR, September 17-18 square feet this year in order to accommodate will be held at King Alfred’s Teacher ‘Raining Bulldog Productions presents this small, fun exhibitor demand. Over 2,000 retailers and College in Winchester, Hants., Great Britain. comic-book, science-fiction, and film convention. distributors attended last year’s show. Write to: Confirmed guests as of this point include Patrick This event will be held at a hotel to be CHICAGO MODEL & HOBBY SHOW, 2400 East Tilley (author of Mission, Fade Out, and The announced. More than 60 dealers’ tables, more Devon Avenue, Suite 205, Des Plaines IL 60019- Amtrak Wars) and Michael de Larrabeiti (author than a dozen guests of honor, a masquerade, 24- 9353; or call: (800) 323-5155 (in Illinois, call: of The Borribles). Admission fees are £10 for hour gaming sessions, 24-hour video rooms, (312) 299-3131). attending memberships. Single room rates are writers workshops, an open convention suite, £10. Checks or postal orders should be made and a huge Saturday night party will be fea-

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