S PECIAL ATTRACTIONS Issue #167 The wilderness awaits you. . . . Vol.XV,No. 10 9 A collection of wild animals-and even wilder plants. March 1991 See the Pomarj- and Die! — Joseph Bloch A typically dangerous wilderness in the ® campaign. Publisher 10 James M. Ward Back to the Age of Mammals — David Howery 15 The largest mammalian land carnivore of all time is back (and Editor heroes are its prey). Roger E. Moore The Ecology of the Su-Monster — Matthew Schutt Fiction editor 20 Most call it a myth. Some call it a nightmare. Barbara G. Young The Dragon’s Bestiary — Gregg Chamberlain Assistant editor 23 Blood-drinking flowers, sword grass, and man-eating plants. Dale A. Donovan

Art director O THER FEATURES Larry W. Smith Curses Are Divine — Mark Keavney 28 What can an angry deity do to your character? Anything he wants! Production staff Gaye O’Keefe Angelika Lokotz Arcane Lore — Jeffrey Pettengill Tracey Zamagne 36 Necromancy is a dead art, but these spells will bring it to life again. Subscriptions The Voyage of the Princess Ark — Bruce A. Heard Janet L. Winters 41 The admiral meets the soul of his ship (and the ship’s worst enemies).

U.S. advertising The Role of Computers — Hartley, Patricia, and Kirk Lesser Roseann Schnering 47 Want to play only the best computer games? Here they are! Dragon’s Blood — fiction by Bryan Haught U.K. correspondent 58 An alchemist can always use more dragon’s blood. and U.K. advertising Bronwen Livermore “Just give me money!” — Peter Trueman 62 Now make change in kopeks, gulden, sovereigns, and sequins.

Milestones & Free Miles — 68 How would you like to visit England? Read on and find out!

The MARVEL®-Phile — Steven E. Schend 71 Spider-foes are everywhere-and now they’re across the Atlantic!

Lords of the Warring States — Thomas M. Kane 77 Five intriguing characters for your Oriental AD&D® campaign.

The Game Wizards — 88 Just how big can a dungeon be? Visit Undermountain and find out.

The Role of Books — John C. Bunnell 90 Some dragons sit on their piles of gold, but some invest them. Through the Looking Glass — Robert Bigelow 103 The Star Wars rebels receive reinforcements.

D EPARTMENTS

5 Letters 56 Sage Advice 94 Dragonmirth 6 Editorial 74 Forum 96 Twilight 34 TSR Previews 82 Convention Calendar 100 Gamers Guide

COVER This month, our cover artist, , takes a sharp look at ecology. Our treant has obviously decided that his forest has one too many axe-wielding barbarians, and it has decided to take matters into its own, um, limbs.

4 MARCH 1991 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 111 (201 Sheridan Springs Road), Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3825. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223- 212517 (international); telex: 818781; fax: (0223) 248066 (U.K.), 44-223-248066 (international). Distribution: DRAGON Magazine is available from What did you think of this issue? 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All rights to the contents of this publication are reserved, and plenty of examples of soldered chain mail pre- submit a one-page letter (with an SASE) briefly nothing may be reproduced from it in whole or in part served in museums and collections—I over- describing your game to: Game Proposals, c/o without first obtaining permission in writing from the looked this in my haste to get the column ready Mike Martin, Vice President of Product, TSR, publisher. ® designates registered trademarks owned by TSR, for publication. Inc., P.O. Box 756, Lake Geneva WI 53147, Inc. ™ designates trademarks owned by TSR, Inc. Most The various Osprey Men at Arms books are U.S.A. You should have a working prototype of other product names are trademarks owned by the excellent introductory sources; I own quite a your game prepared, but do not send that with companies publishing those products. Use of the name of few of them myself, They are easy to read, and your cover letter. any product without mention of trademark status should not be construed as a challenge to such status. the excellent color plates really help you get a TSR is not interested in seeing designs for ©1991 TSR, Inc. All Rights Reserved. feel for the subject matter. But they are far from new role-playing settings, particularly new Second-class postage paid at Lake Geneva, Wis., definitive works, so don’t count on them to back fantasy game worlds, as the TSR staff designs all U.S.A., and additional mailing offices. Postmaster: Send address changes to DRAGON Magazine, TSR, Inc., P.O. you up in a argument with someone who knows of those. TSR also has its own pool of free-lance Box 111, Lake Geneva Wl 53147, U.S.A. USPS 318-790, what he’s talking about. A Distant Mirror is a writers who design some of the role-playing ISSN 0279-6848. general history of 14th-century Europe, not a work on medieval weapons. It is well worth Continued on page 60 DRAGON 5 Shield against the storm

I met Marc twelve years ago at an Marc and some of my other Army bud- You aren’t the only one who misses the AD&D® game in Mannheim, Germany. dies elected to stay in the service when I good old days. Your missing gamer is prob- One of a group of gamers from an Army left it, almost a decade ago. Lately I find ably thinking about you and everyone else armored cavalry unit, Marc was a sandy- myself thinking a lot about Marc. He and in your gaming group, right now. haired guy with a mustache, a dry sense his unit left for Saudi Arabia weeks ago. And you can do something about it. of humor, and an enormous collection of Postcards he sent before the started 1. Write. Write a letter or mail a post- miniatures. He could quote whole sections told of the boring life there, though he card. Your gaming buddy is alive and well of the Harvard Lampoon’s Bored of the was apparently lucky enough to find a and desperate to hear from you. Think Rings parody from memory. Marc (known group that played FASA’s BATTLETECH* about what he or she has to look forward as “Marac the Mad” to some) also designed and Task Force Games’ STAR FLEET BAT to instead of reading your letter—then a game world in which the monsters were TLES* games. The mail has slowed greatly write. so awful that the local cities put up the since then, but I would guess that Marac When you write, be honest but upbeat. highest walls that they could build, and no the Mad is still commanding space fleets Talk about how everyone is doing and one ever left town. Our adventurers went and quoting wonderfully bad poetry some- what your nongaming life is like, and there and happened to pass by a lake just where out in the desert, thousands of think of funny things that happened re- as a 10’-diameter eyeball on a stalk broke miles from home. cently. Clip out interesting or bizarre the water’s surface. We, who gleefully Given that there are far over half a articles from newspapers and magazines. attacked and greater demons, imme- million American, British, Canadian, and Take a few instant photos of yourself and diately ran away. other Allied servicemembers in the Per- other gamers. Talk about the game cam- sian Gulf at present, many of you reading paign, to—all of the amusing things that this probably have gaming buddies who, happened recently, like the five raids like Marc, were suddenly called away, in one day, the new measure Tax, and the leaving vacant spots in your Friday night dragon that ate Bill’s paladin (his third get-togethers. Your gaming groups go on, character to meet that fate). Don’t dwell but you are probably very aware of the too long on your real-world problems. missing characters, the missing faces, the Your gaming buddy in the Persian Gulf missing laughter. might have an especially large set of per- sonal problems right now; don’t add to it. 2. Write some more. Once every so often, when mailing restrictions permit, prepare a “gamer’s CARE package” with some paperback books, trinkets, and snack foods: nonmelting cookies, crackers, easily opened canned foods, and so on. Contact your local post office for mailing restrictions on items sent to the Persian Gulf; many packages are checked for items forbidden by Islamic religious law, such as pork, strictly political or religious materi- als, alcohol, and scantily clad men and women (I know it’s tempting, but don’t try it; trying to beat the customs people will just delay your package). If you think a letter is welcome to a soldier in wartime who has seen no mail for weeks, think of the impact that a pack- age will make. Then put your package together and mail it. 3. Keep writing. If you write just once to your gaming buddy, that’s fine—at least he or she knows that you’re alive. But your buddy will then go for weeks and weeks and weeks with no other word, and it will become obvious to him or her that the missing gamer is now a forgotten gamer, one who will get only lip service instead of real thought and care. Make it a habit with every weekly game session to write some notes on a postcard or letter, something from everyone, and mail it off. Put down the funniest out-of- context sayings made in the group, the 6 MARCH 1991 most horrible mistakes and the greatest Mail sent to the next address will be ran- triumphs, the DM’s nastiest adventures. domly sorted to ship-based members of Think of something different—a silly card, the United States Navy and Marines: a group photograph, a cassette tape, a synopsis of the game campaign so far, Any Servicemember anything out of the ordinary. Operation Desert Storm It is important to remember that your FPO New York 09866-0006 missing gamer might not have the time or opportunity to write back, and mail delays If you want to write to someone in the seem to only get worse. Don’t let the lack British military, send your cards and let- of a response stop you. Your missing ters to: gamer is far from home and is involved in a war; he or she might be very tired, very Soldier, Sailor, or Airman busy, or both. Give your gaming buddy a in the Persian Gulf break and keep writing. BFPO 3000 4. Wait and hope. It could be a long c/o BFPO London time before your missing gamer shows up GREAT BRITAIN again. When he or she does come home, be there and give out the best welcome To write to members of the Canadian you can give. Throw a party. Take your Armed Forces, use this address: gamer to a nice restaurant. Get your gamer worked back into the fabric of day- Any Servicemember to-day life once again. Operation Desert Storm 5. Help others, too. Even if you don’t CFPO 5004 know anyone at all in Operation Desert Belleville, Ontario Storm, write anyway. Letters, postcards, CANADA KOK 3R0 and packages sent to the following address will be randomly divided among land- I wrote this column for Marac the Mad. based members of the United States Army, Now it’s your turn to write. Air Force, and Marines:

Any Servicemember Operation Desert Storm APO New York 09848-0006

DRAGON 7

[The following article is an unofficial description of a wilderness portion of the WORLD OF GREYHAWK® campaign. It is presented to show the level of background detail that an AD&D® game can add to an established .] The Pomarj is famous in the lore of the central Flanaess as a nest of humanoids, giants, and other fell creatures. However, few people have made a serious study of the lands known as the Chaos Fields and the Hills of Horror. Far from being merely a reservation for a number of humanoid tribes (refugees from the Hateful Wars of 498-510 CY), the Pomarj is a living and breathing—though not exactly thriving— region in its own right.

The WORLD OF GREYHAWK® setting’s haven for humanoids—and heroes

by Joseph Bloch

10 MARCH 1991 History lords of the Pomarj no ill will. Indeed, he out of the forest, laying waste to dozens of Few humans remember the time when had been toying with the idea of giving villages and mining communities. Dwarves the Pomarj was free from the yoke of away a piece of the Pomarj to his cousin, and gnomes were put to the sword, and humanoid domination. Even few of the the lord of the Iron Hills. The prince saw a vast numbers of human slaves were taken. Short Races (dwarves, , and collection of petty human states on his Within a month, it was over. The human- gnomes) can remember the day when it eastern border as an excellent compro- oids had firmly entrenched themselves in was under the suzerainty of the Prince of mise: They were too proud to band to- the Pomarj. Ulek. But it has been all these things and gether, and individually they could not Even the three great ports of the region more. threaten his position. The arrangement were seized, but in each case it was The region known today as the Pomarj seemed to benefit all concerned. treachery rather than force of arms or was first settled about 1,100 years ago by But Count Veja was not satisfied. Having cunning siegecraft that won the day. Each Oeridian tribes, fleeing eastward from the wrangled for himself the title of Overlord town was besieged for several days, with great wars in the West. Several small of Highport, the count was determined to fierce fighting right at the outset of the villages were founded then, the inhabit- conquer the rest of the Pomarj for himself siege. Then the humans were set upon ants having to fight off indigenous troll, (it was only by sheer chance that he had from an unexpected direction: the sea. goblin, and barbarian inhabitants. By the not done so immediately, thanks to the bite Kopoacinths and aquatic ogres aided their time the Suel migrants had arrived, the of a venomous snake on the day after the air-breathing cousins and fell on the hu- region had been well stabilized, and the dwarves were driven out). He began to mans, opening the gates of the city in the raids of the fell creatures beyond the amass an army of mercenaries and hu- process. None of the towns stood a wooden palisades of the Oeridians were manoids from the Suss Forest, and it chance, and much havoc was wrought. infrequent at best. The arrival of the Suel seemed that nothing could stand in his The Prince of Ulek sought to relieve the tribes was neither welcomed nor despised, way. But on the night before the attack Pomarj, to destroy once and for all the and the two groups eventually merged was scheduled to begin, the count died. It humanoid tribes that had caused him so into the stock found throughout the cen- seems that his legendary vigor and youth- much grief over the years. A rather large tral Flanaess today. ful visage was no accident. The count had expeditionary force was sent over the The area prospered under the rule of been imbibing potions of longevity for Jewel River, but it was turned back with petty lords for two centuries. Dwarves many decades, and the last one had caught heavy losses before it even entered the and gnomes then entered this region, up with him. He aged many decades in the highlands. The Pomarj belonged to the creating the first mines in the Drachens- span of a few minutes, and that was the humanoids from then on. grab Hills to remove the precious stones end of him. No one in Highport possessed that lay beneath them. In 350 CY, the as strong a will as the count’s, and control The Pomarj today whole region was absorbed into the Em- of the town passed to the Guild of Mer- There has been much reconstruction pire of Keoland and set up as a march of chants. The possibility of a Kingdom of the since the humanoid invasion more than 60 its own (the Poor March, a title that was Pomarj passed away with Count Veja. years ago, mostly in the rebuilding of eventually shortened to the “Pomarj”). The The lands of the Pomarj prospered for fortresses and castles throughout the region was called the Poor March because 10 years under the rule of the petty hu- region. Even the three cities are returned of its distance from Niole Dra, which was man lords. The gold and gems of the Dra- to a fairly normal status; commerce takes then considered the center of learning and chensgrab Hills filled the pockets of the place, ships sail to and from their harbors, culture in the western Flanaess, from commoners and the coffers of , and people walk the streets. But every- whence all intellectual wealth flowed. and everyone (except the dwarves) was where are the oppressive visages of the This situation lasted for a little more happy. Indeed, more gold and gems were orc, hobgoblin, and gnoll occupation than 110 years, with the three great towns unearthed during this 10-year span than forces. of the Pomarj being founded during the had been uncovered for the Prince of Ulek Many humans of evil bent have flocked time of Keolandish hegemony: Highport, in twice that time. to the Pomarj, seeing there the opportu- Blue, and Stoneheim. All three came into Ironically, it was this wealth that had nity not only to wreak mischief but also to being as a result of the near-obsessive allowed the prince to organize the highly grab power. Under the control of so many building programs of the Keolandish kings. successful campaign to oust the maraud- different humanoid tribes, the Pomarj is With the allegiance of the demihuman ing humanoid tribes from the Lortmil more fragmented than it ever has been realms of Ulek, the Pomarj was wrested Mountains. A vast number of fell beings before, and many an evil wizard or lord away from the domination of Keoland. dwelled among and beneath the Lortmils, has traveled there to make a home. Due to the great numbers of dwarves and and they were no end of trouble to the gnomes already at work in the region, the Ulek states, Celene, the gnomes of the The humanoid tribes newly crowned prince of Ulek took pos- Kron Hills, and even Veluna. Each of these The principle inhabitants of the Pomarj session of the lands, not as absolute mon- states participated in the campaigns, today are the humanoid tribes that came arch but as protector. Again, the wealth which lasted from 498 to 510 CY and down from the Lortmils and conquered flowed from the mines of the Drachens- finally succeeded in their goal. The hu- the region. The majority of these human- grab Hills, invigorating the economy and manoid tribes that had infested the Lort- oids are either or goblins, but there stuffing the coffers of the prince. mil Mountains were gone forever. are many hobgoblin, gnoll, and kobold Greed is often an overwhelming factor However, these humanoid tribes were groups as well. These tribes can be divided in human behavior, however, and so is not destroyed. The wiser tribal leaders, into two major types. pride. The human inhabitants of the Po- seeing the inevitable outcome of facing the The first type of humanoid tribe found marj began to resent the growing power combined might of so many foes, fled in the Pomarj are those major tribes with and wealth of their dwarven lords, even if southeastward into the Suss Forest. Soon a permanent base. More often than not, they themselves were better off than ever they traversed its length, emerging into these bases are former dwarven mines or before. The minor human nobles of the the arid hills of the Pomarj. The fierce strongholds, sometimes expanded by their area met in secret conclaves, led by the humanoid tribes, having been tempered new inhabitants. These tribes are two to evil mage Count Veja, an outcast from the into fine fighters by the Hateful Wars that three times as large as those described in court of the Overking in Rauxes. The drove them from their mountain nests, the . They are count was the driving force behind the swept down upon the now-complacent often led either by a powerful warlord revolt that ousted the dwarvish lords from inhabitants of the area. (half-orcs, half-ogres, and orogs are most their strongholds in the Pomarj. The carnage was terrible. Thousands often in this role in orcish tribes) or by a The prince of Ulek bore the new human upon thousands of humanoids came down powerful shaman or witch doctor.

DRAGON 11 Tribal name Race Warriors* Location** Tongue Gnolls 600 D4-104 Bleeding Moon Gnolls 850 F4-104 Minor Humanoid Tribes of the Bloody Axe Gnolls 700 V3-100 Pomarj Bluebottle Hobgoblins 500 V3-102 Blue Eye Gnolls 900 B4-103 As noted in the text, each tribe has 10- Cracked Skull Orcs 800 C4-104 100 warriors. See the first footnote in Crooked Claw Orcs 700 Z3-102 Table 1 regarding females and young. Dead Kobolds 650 Y3-103 Dripping Eye Hobgoblins 700 E4-104 Number of Tribes Fell Ichor Kobolds 800 Y3-102 Race 20 Flaming Skull Orcs 900 E4-103 Flinds Green Meat Kobolds 350 A4-102 Gnolls 40 Hill Beater Goblins 850 A4-102 Goblins 80 Jagged Blade Orcs 750 B4-104 Hobgoblins 35 Kobolds Meat Eater Hobgoblins 550 C4-104 70 Ochre Tooth Kobolds 600 U3-104 Orcs 50 Purple Squid Hobgoblins 700 W3-104 Puss Dripper Hobgoblins 750 C4-103 Red Fang Orcs 950 Z3-104 Red Nails Gnolls 800 W3-104 Rotting Kraken Hobgoblins 700 X3-101 Saltburner Orcs 500 V3-100 Shadowdoom Orcs 250 V3-103 Victorious Flinds 800 A4-103 Vile Epithet Gnolls 650 23-102 Wicked Eye Goblins 400 B4-103 Wolfbrother Goblins 700 W3-102 Wormridden Tree Goblins 600 F4-103

* The figure for the number of warriors does not include females or young, which constitute an additional 100% and 150% of the number of warriors, respectively. * * Coordinates refer to the maps in the WORLD OF GREYHAWK setting folder set.

12 MARCH 1991 Several tribes are led by evil humans or The sleeper In addition, Krovis is immune to all demihumans, but these are exceptions. According to A Guide to the WORLD OF enchantment/charm spells. Twenty-eight of these major tribes of GREYHAWK Fantasy Setting, page 49, the Whenever Krovis’s avatar awakens from various races are scattered around the Drachensgrab hills are rumored to “hide his sleep, he immediately sets about rais- Pomarj (see Table 1). the resting place of one or more powerful ing an army, collecting high-level charac- The second type of tribe are lesser creatures who may someday return to ters to serve as lieutenants, etc. He is tribes, having 10-100 members without life.” This is indeed true. usually equipped with a bastard sword permanent homes. They are seminomadic, Hidden in the sandy hills of the Pomarj +5, a suit of bronze plate mail +3, and a settling down in one spot for a few years, lies the resting place of Krovis, a quasi- variety of miscellaneous magical items, then moving on for various reasons. These deity. Krovis has been resting in a hidden including such items as are useful in fight- tribes make their homes in either aban- crypt for almost 2,000 years, awaiting-the ing large battles, in scrying, or in negotiat- doned dwarvish tunnel complexes or in time, foretold in several ancient Flan leg- ing. He rarely fights himself, except when shabby surface villages, surrounded by ends, when his presence is once more it necessary to complete his often rather wooden palisades and ditches. These required in the Flanaess. Krovis is close to intricate and complex plans. Krovis’ trade- lesser tribes are often led by humanoid the deity Trithereon (“The Summoner”), mark is careful planning rather than off- warriors or evil humans or demihumans. and it is his purpose to prevent the domi- the-cuff improvisation (despite his Many of these tribes pay tribute, including nation of any goodly portion of the Fla- alignment, which applies more to his slaves and precious items, to the more naess by a single individual or state. large-scale interpretation of the multiverse powerful ones (see Table 2). Krovis’s avatar has, in the past, emerged than to his short-term actions). from his crypt to bring down several Krovis’ disposition is usually somber and The Slave Lords that dominated the central re- grim, and he is often seen brooding atop There is a third power group, aside gions of the Flanaess, including the domin- lonely castle walls during the night when from the cities and humanoid tribes, oper- ions of the Isles of Woe and the Empire of fighting a campaign. It is only after the foe ating in the Pomarj. This is the group of Lum the Mad (both of which occurred is conquered that he is jovial, but then evildoers known as the Slave Lords, who more than 1,000 years ago). There are only for a short time. He returns to his operate from the secret city of Suderham whispers from those sages that know of secret crypt 1-4 months after the success- (found in hex A4-104 on the WORLD OF his existence (not many do) that the cur- ful conclusion of his campaign. GREYHAWK setting map). Detailed infor- rent machinations of the Great Kingdom mation concerning the Slave Lords and and certain of the Princes of the Abyss Adventuring in the Pomarj their operatives can be found in AD&D could potentially awaken Krovis from his There is much opportunity for adventur- modules A1-4 (collected as the large mod- sleep. ing in the Pomarj. Operating from bases in el A-4 Scourge of the Slave Lords). either the Principality of Ulek, Celene, or However, their more general the southern Wild Coast region, a party of goals and tactics regarding Krovis’s Avatar (Quasi-Deity) adventurers could make repeated forays the Pomarj are not covered in those into the Pomarj. It is even possible for a modules. ARMOR CLASS: -4 party to establish a secret base in either The Slave Lords operate with the even- MOVE: 14 Highport, Blue, or Stoneheim. tual goal of establishing a kingdom in the HIT POINTS: 98 The Pomarj presents an ideal situation central Flanaess, with themselves as its NO. OF ATTACKS: 3 for the DM. The place is riddled with old rulers. Their plan is essentially threefold. DAMAGE/ATTACK: By weapon type dwarven mines and towns, now inhabited The first stage involves spreading fear and SPECIAL ATTACKS: See below by humanoids and monsters. Providing the terror throughout the Wild Coast region, MAGIC RESISTANCE: 40% players with a series of ancient dwarven eliminating high-powered opposition and SIZE: M (6’2” tall) texts, giving the locations of some of these establishing a reputation among the people ALIGNMENT: Neutral cities, is an excellent way to keep your PCs there. They are currently operating in this WORSHIPER’S ALIGNMENT: Any (but few (and your players) occupied. The Pomarj stage and are about to proceed to the next, recognize and worship him) provides an excellent locale for humanoid having created a large base of wealth SYMBOL: None bashing. through their slaving operations. PLANE: Prime Material (the Flanaess of Also, don’t forget the Slave Lords. DMs The second stage is the conquest of the Oerth) with access to the AD&D Slave Lords Pomarj, or at least establishing some sort PRIEST: Nil modules can expand them and turn them of hegemony over it. While they realize WARRIOR: 15th-level ranger into a campaign lasting years. Rather than the difficulty of bringing all of the human- MAGE: 20th-level illusionist taking the direct route and wiping out the oid tribes in the region under one banner, ROGUE: 7th-level thief/4th-level bard Slave Lords (which shouldn’t be easy), you they are confident. Through the use of S 15 D 17 C 18 can have the party counter the ambitions guile and magic, rather than force of I 17 W 20 Ch 25 of the Slave Lords over a long period of arms, they have already secretly brought time, eventually leading up to a climactic many humanoid leaders into their fold. Krovis is of pure Flan stock (bronze skin, battle, possibly involving the AD&D Fully one-third of the tribes of the Pomarj brown eyes, curly brown hair) and is ™ game. are secretly under the thrall of or are known as a master military strategist as With just a little bit of added detail, the allied to the Slave Lords. well as a skilled negotiator. His efforts in Pomarj becomes a vibrant center of activ- Lastly, the Slave Lords seek to subjugate these matters will almost always be used ity in the WORLD OF GREYHAWK cam- the whole of the region east of the Lort- toward the downfall of some empire or paign and serves as the center of an entire mils, starting with an invasion of the Wild whatever else threatens to dominate the campaign. It has the welcome feature of Coast by their humanoid hosts. After the Flanaess. having a logical reason for its concentra- fall of Celene (which, they realize, will be a Krovis lives in a secret crypt somewhere tion of humanoids and monsters, as well most difficult campaign), they anticipate beneath the Drachensgrab Hills, magically as a large number, of ancient dwarven seizing as their hidden from detection, and his avatar ruins. What more could a DM ask for? capital. Needless to say, these plans are far emerges only to prevent the conquest of in the future and will probably not begin the Flanaess by some group. His magic for another few years, until the Pomarj is resistance (40%) applies equally to all completely under their control. spells cast upon him, whatever their level.

DRAGON 13

Giant warthogs and dwarf elephants in the scenic Cenozoic by David Howery

The years between the extinction of the REALMS™ Appendix), and “Wolf.” dinosaurs and the rise of human civiliza- Unless noted otherwise, all the animals tion are called the Cenozoic era, or the described in this article have the following Age of Mammals. As the reptiles vanished, common statistics: mammals expanded rapidly to occupy the vacant niches in the ecology. Cattle, ante- ACTIVITY CYCLE: Day lope, and horses replaced the herbivorous INTELLIGENCE: Animal duckbills, sauropods, and horned dino- TREASURE: Nil saurs. Bears, cats, and dogs preyed on the ALIGNMENT: Neutral new herbivores, since the carnivorous SPECIAL ATTACKS: Nil dinosaurs had died out. Whales, seals, and SPECIAL DEFENSES: Nil dolphins took to the seas to replace the MAGIC RESISTANCE: Nil mosasaurs and plesiosaurs. Only in the air did the mammals lose out, as birds largely replaced the pterosaurs. The mammals’ greatest asset is their flexibility. In time, they went far beyond the reptiles’ capabilities and entered new environments, such as the high mountains and polar regions. Compared to dinosaurs and related creatures, mammals developed a variety of new forms very quickly. The Cenozoic era was also the age of mammalian giants. Almost every family of land mammals existing today had giant relatives in the past. There were huge versions of bears, lions, wolves, hyenas, kangaroos, beavers, apes, horses, hippos, rhinos, tapirs, deer, swine, and even dor- mice. After the last Ice Age, these giants Scientific names can be clumsy to pro- vanished suddenly and in huge numbers. nounce or might sound too modern for The cause of this mass extinction is just as use in AD&D games. Alternate names mysterious as that of the dinosaurs earlier, have been given to each creature herein, but the result was not as devastating; as laymen in fantasy worlds might name mammals are still on top today. them due to their appearance. This article supplements an earlier one, The Cenozoic era began “Into the Age of Mammals” (DRAGON® 65 million years ago. issue #137), with descriptions of ancient It is divided into animals that can be used in AD&D® seven periods or epochs. games. The creatures from both articles From earliest to latest, can be used in a prehistoric campaign, time-traveling adventures, or the normal campaign world. Additional statistics for prehistoric mammals and birds appear in the Monstrous Compendium under “Boar,” “Cats, Great,” “Elephant,” “Hyena,” “Pleisto- cene Animals” (in MC3, FORGOTTEN Artwork by Jim Holloway

DRAGON 15 they are: Paleocene, Eocene, Oligocene, Miocene, Pliocene, Pleistocene, and Holo- cene (Recent). The Pleistocene is noted for its Ice Age and the rise of early man. It is not totally farfetched to include Cenozoic creatures in a medieval world. Some of these creatures survived into the historical world, where we barely missed seeing them. The moas, a species of giant flightless birds, survived in New Zealand until the late 1700s. Another giant, the elephant bird, may have lived into the 1600s on Madagascar. Sivatherium (see “Into the Age of Mammals”) died out in the Middle East at the beginning of civiliza- tion. The giant hippopotamus died out in Egypt at the beginning of that culture. Cuvieronius, a spiral-tusked mastodont that was the last of the American ele- phants, vanished around A.D. 400 in Ar- gentina. The huge cave lion, the largest feline ever, died out in the Balkans around 100 B.C. The dire wolf, cave bear, ground sloth, and Irish deer all survived the end of the Ice Age, but died out soon there- after, some only a few thousand years ago.

Agriotherium (savannah bear)

CLIMATE/TERRAIN: Savannah FREQUENCY: Uncommon ORGANIZATION: Solitary Amphicyon Anancus DIET: Omnivore (bear dog) (pike-tusked elephant) NO. APPEARING: 1-2 ARMOR CLASS: 6 CLIMATE/TERRAIN: Temperate plains CLIMATE/TERRAIN: Temperate forest MOVEMENT: 15 FREQUENCY: Uncommon FREQUENCY: Common HIT DICE: 8 ORGANIZATION: Solitary ORGANIZATION: Herd THAC0: 13 DIET: Omnivore DIET: Herbivore NO. OF ATTACKS: 3 NO. APPEARING: 1-2 NO. APPEARING: 2-20 DAMAGE/ATTACKS: 1-10/1-10/1-10 ARMOR CLASS: 6 ARMOR CLASS: 6 SPECIAL ATTACKS: Hug MOVEMENT: 15 MOVEMENT: 15 SIZE: L (10’ high) HIT DICE: 7+7 HIT DICE: 10+5 MORALE: Average (8-10) THAC0: 13 THAC0: 9 XP VALUE: 2,000 NO. OF ATTACKS: 3 NO. OF ATTACKS: 4 DAMAGE/ATTACKS: 2-8/2-8/1-8 DAMAGE/ATTACKS: 3-18/3-18/2-12/2-12 Although bears do not now live in Af- SIZE: M (6½ ’ long) SIZE: L (10’ high) rica, Agriotherium roamed the southern MORALE: Average (8-10) MORALE: Unsteady (7) African plains of the Pleistocene. Paleon- XP VALUE: 650 XP VALUE: 2,000 tologists are not sure how it got there; no other bear fossils have been found else- Amphicyon giganteus was the largest of Anancus was an elephant adapted to where south of the Sahara. Agriotherium an early group of carnivores. It looked like woodland life. It had small ears, a small was a huge, primitive bear, slightly smaller a bear with a wolfish muzzle and canine trunk, and two tremendously long (10’) than the cave bear, with a doglike head. tail. and straight tusks, almost as long as the Combat: Like other bears, Agriothe- Combat: Amphicyon is much like a animals body, that extended straight out rium strikes with two paws and a bite. If bear in combat, striking with two paws in front of its mouth. Each tusk is worth either paw hits with an 18 or better, it also and a bite (but no hug). 200-800 gp. hugs for 3-18 hp damage. It fights for 2-5 Habitat/Society: The bear dog is soli- Combat: Anancus attacks with two rounds at 0 to -10 hp, but dies instantly tary and lives much like a grizzly bear. It tusks and both front legs. However, an from greater damage. feeds heavily on roots, wild fruit, and opponent can be attacked by one tusk or Habitat/Society: All bears are solitary, small animals. Unlike bears, however, it both legs, not both tusks and legs at once. pairing briefly only to mate. The mother regularly attacks larger game, striking Habitat/Society: Anancus is adapted to raises the cubs alone. Agriotherium does from ambush. Its prey includes the ti- temperate forests, much as modern ele- not hibernate, due to its warm climate. tanothere and hornless rhinoceros. Am- phants roam open tropical forests. It feeds Being at the top of the food chain and phicyon is at the top of the food chain, on tree and shrub foliage. Adults have no having no natural enemies, this bear can having no natural enemies. natural enemies except disease and tree bring down large game that is sick or blight (which destroys its habitat). The wounded, but it usually feeds on plants young may fall prey to large predators. and small animals.

16 MARCH 1991 Andrewsarchus fatty hump. It was a grazer on Pleistocene plains, standing taller than the mastodons around it. If domesticated, the giant camel can carry up to 800 lbs. at full speed or 1,600 lbs. at half speed. Combat: The giant camel attacks with a bite or two hooves, but cannot use both in one round. Habitat/Society: Giant camels live in herds on temperate prairies, with habits similar to other herd animals. They tend to flee predators who come too close, but otherwise ignore them. As large her- bivores, giant camels occupy a middle niche in the food chain. The young are taken by many carnivores, but only large carnivores can bring down an adult.

Elephant, dwarf

CLIMATE/TERRAIN: Subtropical wooded islands FREQUENCY: Rare ORGANIZATION: Herd DIET: Herbivore NO. APPEARING: 1-20 ARMOR CLASS: 6 MOVEMENT: 12 HIT DICE: 3 THAC0: 17 NO. OF ATTACKS: 2 DAMAGE/ATTACKS: 1-6/1-6 Andrewsarchus Bears SIZE: S (3’high at shoulder) (giant long-jawed hyena) Bears are successful carnivores of Pleis- MORALE: Unsteady (7) tocene to Recent times. Several are de- XP VALUE: 65 CLIMATE/TERRAIN: Temperate plains scribed in the Monstrous Compendiums, FREQUENCY: Rare but there is one glaring error. The cave While giant versions of many mammals ORGANIZATION: Solitary bear was the largest bear ever, while the lived in the Cenozoic, this elephant went DIET: Carnivore polar bear is much smaller. Thus, the the opposite route. Inhabiting only isolated NO. APPEARING: 1-2 statistics for the cave bear and the polar wooded islands in the Mediterranean and ARMOR CLASS: 6 bear should be switched. The Kodiak Java, the dwarf elephant looked much like MOVEMENT: 15 brown bear is roughly equal to the polar any other elephant, just smaller. HIT DICE: 9+9 bear, averaging slightly larger. The black Combat: The dwarf elephant uses only THAC0: 11 bear statistics are fine as is and can also its tusks in combat, as it is too small to use NO. OF ATTACKS: 1 represent several species of tropical bears. its feet or trunk. DAMAGE/ATTACKS: 3-18 The short-faced bear (see “Into the Age of Habitat/Society: Dwarf elephants live SIZE: L (13’long) Mammals”) is an odd-looking relative from in herds and browse on tree and shrub MORALE: Steady (11-12) the Ice Age. foliage. In spite of their size, they are used XP VALUE: 1,400 to being the largest creatures on their isolated islands, and no large predators Andrewsarchus was the largest known Camel, giant bother them. When confronted by men carnivorous land mammal. Unrelated to and other larger creatures, they prefer to any modern or past carnivore, it was more CLIMATE/TERRAIN: Temperate plains run. If sold, the tusks are worth 10-100 gp closely related to the animals it fed upon FREQUENCY: Common each. This elephant is the ancestor of the than anything else. Andrewsarchus looked ORGANIZATION: Herd minimal elephants (Monstrous Compen- vaguely like a hyena but had a huge skull DIET: Herbivore dium, “Mammal, Minimal”). nearly 3’ long. Its tail appeared feline. NO. APPEARING: 1-20 Combat: Andrewsarchus can attack ARMOR CLASS: 6 with its strong jaws, but prefers to feed on MOVEMENT: 15 Eucladoceros carrion. HIT DICE: 7 This giant forest deer is equal to the Habitat/Society: Large carnivores are THAC0: 13 giant stag in the MC4 Monstrous Compen- usually solitary, and Andrewsarchus is no NO. OF ATTACKS: 1 or 2 dium, ® Appendix. How- exception, pairing only once a year to DAMAGE/ATTACKS: 1-6 or 2-8/2-8 ever, Eucladoceros has a huge antler array mate. It is mainly a scavenger but can SIZE: L (11’ tall) with numerous tines; its antler damage is attack large game, including Coryphodon MORALE: Unreliable (3) 3-18 hp damage. and Uintatherium (see “Into the Age of XP VALUE: 420 Mammals” for details), as well as hornless rhinos and tapirs. This beast is at the top The giant camel looked much like mod- of the food chain, having no enemies. ern species, except that it did not have a

DRAGON 17 Hippopotamus, giant Anancus

CLIMATE/TERRAIN: Topical lakes and rivers FREQUENCY: Rare ORGANIZATION: Family group DIET: Herbivore NO. APPEARING: 1-4 ARMOR CLASS: 4 MOVEMENT: 6; SW 12 HIT DICE: 10 +5 THAC0: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACKS: 5-20 or 4-16 SPECIAL ATTACKS: Surprise SIZE: L (12’ long) MORALE: Unsteady (7) XP VALUE: 2,000 (males), 1,400 (females)

This massive animal is the direct ances- tor of the behemoth (AD&D 1st Edition II) but has two differ- ences, detailed below. Combat: First, the giant hippo has smaller tusks than the behemoth, doing only 5-20 hp damage (4-16 for females). Second, the giant hippo has eyes that stick up above the skull like periscopes. Thus, it can hide its entire body below the water, with only its eyes above the surface. This gives it a -2 modifier to surprise rolls against swimmers and boats.

Habitat/Society: When a group is DAMAGE/ATTACKS: 2-16 or 2-5 encountered, it will typically be one male SIZE: G (26’long) (bull) and 1-3 females (cows). Only the MORALE: Average (8-10) young are subject to attack, and only by XP VALUE: 650 the largest predators. Megalania was not a mammal, but a giant lizard that hunted on the Pleistocene Marsupials plains of Australia. It looked much like modern monitor lizards and the Komodo Pouched mammals are primitive and dragon, having long, serrated teeth. relatively unsuccessful, usually being Combat: The giant plains lizard attacks confined to isolated lands (except for the with its bite. Like other giant lizards, the opossum). Before modern placental mam- bite does double damage on an attack roll mals took over the world, marsupials of 20. Anyone behind the lizard can be developed into a variety of forms, some attacked by a slash of its tail, doing 2-5 hp very similar to other mammals, such as damage and being knocked down if a lions, bears, wolves, tapirs, and even sa- dexterity check on 4d6 is failed. bertooth cats. Unique marsupials included Habitat/Society: Megalania is a solitary 10’-tall kangaroos and rhino-sized wom- hunter, inactive at night and during the bats. The DM can create a Pleistocene version of Australia with these creatures hottest hours of the day. It ambushes its and perhaps a human aboriginal culture. prey from concealing grass and shrubs. As Whatever the final result, this land will be with most reptiles, the young are left to an odd and unique place. fend for themselves, receiving no care from the parents. The giant plains lizard is at the top of the food chain, having no Megalania natural enemies. (giant plains lizard)

CLIMATE/TERRAIN: Savannah Metridiochoerus FREQUENCY: Rare (giant warthog) ORGANIZATION: Solitary DIET: Carnivore CLIMATE/TERRAIN: Tropical forests NO. APPEARING: 1-4 FREQUENCY: Uncommon ARMOR CLASS: 5 ORGANIZATION: Family group MOVEMENT: 15 DIET: Omnivore HIT DICE: 7 NO. APPEARING: 1-10 THAC0: 13 ARMOR CLASS: 6 NO. OF ATTACKS: 1 MOVEMENT: 15

18 MARCH 1991 Sarkastodon HIT DICE: 5 ORGANIZATION: Herd (long-tailed bear) THAC0: 15 DIET: Herbivore NO. OF ATTACKS: 2 NO. APPEARING: 4-40 CLIMATE/TERRAIN: Temperate plains DAMAGE/ATTACKS: 2-12/2-12 ARMOR CLASS: 6/3 FREQUENCY: Uncommon SIZE: M (3½ ’ high at shoulder, 5’ long) MOVEMENT: 15 ORGANIZATION: Solitary MORALE: Average (8-10) HIT DICE: 6 DIET: Omnivore XP VALUE: 175 THAC0: 15 NO. OF ATTACKS: 2 NO. APPEARING: 1-2 Metridiochoerus was a giant warthog DAMAGE/ATTACKS: 1 - 10/1-10 ARMOR CLASS: 6 MOVEMENT: 12 and a contemporary of the earliest hu- SPECIAL ATTACKS: Charge HIT DICE: 9 mans. It had the same squat body and long SIZE: M (6’ high at shoulder) THAC0: 11 head as the modern species. Its tusks were MORALE: Steady (12) NO. OF ATTACKS: 3 long and sharp. XP VALUE: 420 DAMAGE/ATTACKS: 1-12/1-12/1-12 Combat: The giant warthog fights with This was a close relative of the modern SIZE: L (10’ long) slashes from its two sets of tusks. Females African buffalo and looked much like it. MORALE: Elite (14) are equal to males. This swine fights for However, Pelorovis had huge horns, curv- XP VALUE: 2,000 1-3 rounds at 0 to -8 hp, but greater ing out to the sides and down to form a damage kills it instantly. (Those who do half circle. The total horn span could This carnivore was the largest of the not think pigs are dangerous should rent reach 12’. creodonts, an early order of carnivores the video Razorback.) Combat: Pelorovis fights with its mas- that included Hyaenodon. Sarkastodon Habitat/Society: Giant warthogs live in sive horns. If it can charge at least 40’, it looked much like a bear with a long tail; it family groups. If more than one is encoun- inflicts 5-20 hp damage, automatically tered, the largest is the male, while the was larger than even the cave bear. knocking down any human-sized oppo- Combat: Sarkastodon fights with its others are females (50%) and young (50%). nent, and tramples for an additional 2-5 hp Normally rooters and browsers, warthogs paws and a bite. damage. Sarkastodon is a also eat carrion and small animals. Giant Habitat/Society: Habitat/Society: Pelorovis lives in solitary predator, living much like a bear. warthogs are in the middle of the food large herds like other African herbivores. Its prey includes titanotheres and rhinoc- chain. The young fall prey to many preda- It roams the open woodland scrub, not the eroses, but it also feeds on roots, wild tors, while lions can take the adults. jungle or bare plains. The females are fruit, and rodents. Sarkastodon is at the smaller, equal to normal buffalo (see “Ani- top of the food chain, having no natural Pelorovis mal, Herd” in the Monstrous Compen- enemies. (long-horned buffalo) dium). Only lions can bring down an adult. Females and young fall to hyenas, leop- CLIMATE/TERRAIN: Savannah ards, and crocodiles. FREQUENCY: Common The following is a Common translation of a written, formal request for an answer from the sage-Sword, sent by the late Baron Belhad Hellengrammor, received on the 753,457th day of the life of the Empire of Dunswhorld, and filed 10 days later under “Unsolvable Dilemmas.”

Updated, revised — and ferociously evil

by Matthew Schutt

20 MARCH 1991 Please forgive any niceties of etiquette more correct to call them families, for that to the mother; each young clings to its that may be compromised in this letter, is what they are in a literal sense. A few mother’s back as she moves from tree to but I am a desperate man and my despera- families may join together to form larger tree. As mammals, the young are fed by tion overrides diplomacy. As required, I groups, but the social structure within the mother’s milk. will give details of my problem so that you these groups is loose. Feuds over potential So far, I have neglected to speak of the may take into account every possibility in mates, slain prey, territory, etc., occur su-monsters’ deadliest talent. It is compli- the solution I hope to receive. Also in- constantly. They have the same unruly cated to explain, and not much is known cluded with this message are the neces- nature as many humanoids: rule by the of it. This talent is a unique psionic attack, sary and proper payments to do honor to strongest, usually a male. These leaders used only in the presence of others pos- the personage of an artifact and sage. never last long, and “leaderless” enclaves sessing psionic talents. Debates over its My dilemma: My barony has been de- are common. exact workings have been waged for noted as “cursed” since its inception, and These unholy families are incredible years, with little progress. At first, it was now the source of this curse is slowly hunting units. They can smell prey over a thought the su-monster had a special destroying the fabric of this state. The mile away, and their other senses are also psionic defense, reflecting back psionic barony of Hellegrammor is largely covered acute. I’ve noticed that these senses grow attacks onto the user. This idea has been by a rugged, dense expanse of forest. This even more sensitive in the colder months. abandoned, however, as many non- provides for a breed of people who are They have had long ages to improve their psionicists and psionicists merely using a rough and well suited for the wilderness, ambushes, which occur primarily at dusk defense mode have been attacked in this such as trappers and hunters. Still, this or daybreak. Belying their chaotic nature, manner. race of outdoorsmen is losing a war su-monsters can organize a complicated Naturalists have examined the opened against the wretched devils that inhabit ambush, perfectly timed by way of com- brains of the few su-monster corpses the woods. The common name for these munication with certain calls and howls. acquired by royal forces, and found no devils is the su-monster. These and other factors contribute to the abnormal organ or development to explain I am no naturalist, but knowledge of fact that su-monsters, unlike other natural this psionic prowess. The brain is, how- these creatures is common in Hellegram- hunters, succeed in hunts more often than ever, very much like our own, being highly mor. They are the constant “black news” they fail. convoluted and nearly the same size. This in every day’s report, just as if we were at The su-monster’s menu is long, as they worries me. Only a tiny percentage of war or troubled with a plague. Thus, my are omnivorous and are active all year humans have psionics, but all adult su- family members have always been experts round. They feed upon just about every monsters express this talent. What special on this subject, seeking some animal in the forest, including other carni- knowledge do they possess? weakness to expose, some Achilles’ heel to vores, insects, and humans, demi-humans, In any case, I am no expert on the art of sever and end the monsters’ apparent and humanoids. Their diet is balanced by mind talents, but I do suggest that no indestructibility. I will tell you what I grasses, lichens, and berries. Despite their psionics be included in your solution. In know of them, gained by stealth and looks, I have never known a su-monster to the past, people have lost their psionic magic. die of starvation. talents, have been enraged to insanity, and Su-monsters are filthy gray creatures, Curiously, su-monsters rarely touch any have even been killed while attempting to like large monkeys, quadrupedal in form, prey in a lame, aged, or sick condition; nor use psionics on su-monsters. with rounded apelike muzzles and tails the do they touch carrion. They are neither The su-monsters have the intelligence of length of their bodies. Adult males are, on stupid nor compassionate. Rather, I would primates, the cunning of canines, and the the average, 5’ long and 110-130 lbs. in say they prefer meals that go down fight- physical power of the ursids (bears). Be- weight, while females are slightly smaller ing, boosting their appetites with combat. cause of its speed, strength, intelligence, and weigh 15-20 lbs. less than males. Then again, they may just prefer healthier high durability and adaptability, ambush These monsters can live up to 30 years, meals. (This strange aversion does not techniques, and brain-talent attacks, my but this is the exception rather than the extend to sleeping travelers, though.) great-grandfather referred to the su- norm. They are almost skeletal and always Su-monsters customarily devour a kill in monster as the “perfect carnivore.” Even appear starved. one sitting. What cannot be eaten, they the barbarians in the area, who call it Their hides are normally dark gray, to bury, often leaving no trace of their kills. “ape-bear” and “wolf-in-the-treetops,” show blend with the dun of dawn or twilight. Minor treasures from past kills may be the creature the appropriate amount of This color varies, from the almost black found throughout the forests of my bar- fear and respect. members of the deeper woods to the ony, just beneath the grounds surface. Su-monsters have no natural enemies, whitish-gray devils of underground ca- Su-monsters are active sporadically, and man provides them with only a minor verns. Their faces and tails are always being neither truly nocturnal nor diurnal. nuisance. Long, vengeful campaigns have black, and their paws are a fierce crimson, They may sleep 3-4 hours at a time, then been held to wipe out these beasts, but as if stained by their bloody habits. stay active for 6-7 hour intervals. They those quests are still unfulfilled. I led a Despite their large size, most su- have no preference for day or night, and great many of these awful crusades per- monsters are tree dwellers; even when are able to see just as well at either time sonally, when I learned first-hand the underground, they prefer to make their with enhanced night vision and color ways of the su-monster. My hunting lairs near the ceiling. This mode of life perception by day. When awake, su- groups were plagued by an inexhaustible would not be possible without their pre- monsters are incredibly aware and supply of problems, most caused by the hensile tails, which are used as extra active—lethargy does not exist in these monsters themselves. limbs. This tail is incredibly powerful, creatures. The search for their dens was not a capable of holding the monster’s own. These monsters breed throughout the simple one, though they commonly take weight plus that of any large prey, in the year and have gestation periods of about the form of hollow trees somewhere near grasp of its claws. The monster also uses 6-7 months, with infants being born singly. fresh water. Also, our projects were de- its tail in balancing, maintaining posture, The parents are totally devoted to their layed in the winter months, due to a lack and even communication. The way a su- young. The young depend on the adults of food. The su-monsters had no such monster holds its tail indicates its emo- for food, protection, and transportation, trouble, as they had the simple task of tional state and social rank in a complex and stay with their mothers for at least seeking out and devouring small animals set of gestures that my family and others two years. Males never abandon their while they hibernated. Because of their have carefully documented. mates, once chosen, and seem to share an aversion to carrion and ill or wounded Su-monsters live in small groups, called equal burden of protecting and feeding animals, traps and poisons would have to cadres or enclaves, though it might be young su-monsters. Transportation is left be used very cleverly.

DRAGON 21 Then, of course, there is the su- towns about the mayhem caused by these Psionics: Level 2; Dis/Sci/Dev 3/1/3(2/5); A/ monster’s ambush. Our hunting group monsters. They don’t have to put up with D PsC,MT,PB/nil (immune to attack); lived in a perpetual state of paranoia, with clownish opportunists, who wish to put Score = Int; PSPs 120; powers: enhance- sentries staring wide-eyed into the press- their greedy hands into the barony’s cof- ment (no cost), psionic sense (always on, ingly thick foliage, trying to discern fers with their special ideas on the su- no cost); 10% chance of one extra science, shadow from su-monster. And then in- monster’s destruction (all have failed two extra devotions in psychometabolic stantly, without warning, a cadre of the miserably — su-monster harpoons, in- discipline. All other notes given in this creatures would drop from the branches, deed!) They are not kept awake at night by article are unofficial additions that may be hanging by their tails, and rake at our ears the sounds of the monsters carrying away used by DMs as desired. and bite at our scalps. It was difficult livestock and babes with chaotic, cheerful The su-monster’s movement rate of 9 is telling who was hunting whom. abandon. They did not witness the death the same in the trees, on the ground, and The su-monsters also made constant of their eldest son, being dragged up into in the water. In the trees, though, it may raids on our encampments, usually during the dark branches while the beasts howled travel at MV 15 for 10 rounds up to three the day while we were out “hunting” with what seemed to be laughter. times per day. them. Posting sentries helped little. They Su-monsters have our intelligence but Having the constant advantage of eleva- also have opposable thumbs, and their not our civility. They have no cities of tion, su-monsters may be given a +2 bo- clawed digits are so dexterous that they their own but are slowly taking over mine. nus to avoid being surprised in heavily can undo basic latches and uncomplicated Many at my court are predicting the day forested regions. knots: Our camps were more often de- when the su-monsters will swing freely The su-monster’s favorite attack method stroyed than set. from the chandelier in my own dining is hanging by its tail and attacking with all Su-monsters move surprisingly well on hall. If not rushed, your aid may be too four claws, as well as its jaws. One su- the ground, so our plan of driving them late to save my homeland, much less my monster can normally attack only one from their trees with fire was useless. sanity. target, unless a group of targets are un- They are also accomplished swimmers, as I await your assistance, and remain your mounted and crowded within a 5’- we discovered when driving the grounded respectful and obediant servant, etc. diameter area. In this upside-down creatures to the shore of a lake, where we fashion, the su-monster’s attacks are all thought we had them trapped. And when Appendix & footnotes upon the head and upper body area. If the our dogs gave chase into the water, the su- The AD&D® 2nd Edition statistics for victim is wearing a helmet, the armor class monsters gleefully took the time to drown the su-monster were published in PHBR5 of the head is the same as that of the body, the whole pack. The Complete , released minus any shield and dexterity bonuses I apologize for the nature lesson and the in February. Some basic statistics are for the first round of attacks. The head is melodramatics, but I wanted to leave no reproduced here: IN average; TR C,Y; AL AC 10 (for the first round only; dexterity room for misconceptions. Su-monsters C(E); AC 6; MV 9; HD 5 +5; THAC0 15; #AT modifiers apply thereafter) if no helmet is thrive on them. The other lords, my bor- 5; Dmg 1-4/1-4/1-4/1-4/2-8; SA/SD psionics, worn. dering associates, believe I have a useless ambush ( -4 to victim’s surprise), females Another common attack form used by obsession with these monsters. They, of can attack hasted for 6 turns if young are su-monsters, especially when dealing with course, may speak freely and boldly while attacked, males attack hasted for 4 turns if a small number of opponents, is the use of their lands are hilly, treeless grasslands, no females are attacked; flesh is poisonous overbearing and grappling. The creatures place for a su-monster. They do not re- (save vs. poison or fall ill, no healing for dive from their vantage points and attempt ceive countless reports from villages and one week); SZ M; ML 8-10; XP 650; PHBR5. to knock victims down, holding them prone for other attackers. If a successful overbearing attack is made on a mounted character, the character takes 1-4 hp dam- age and must save vs. petrification or be stunned for one round, unable to regain his feet after being thrown. Pummeling attacks are used only rarely by su- monsters and then only with small, hard objects, like large rocks and sticks. They are medium size to determine overbearing attack modifiers. For the rules governing unarmed combat, see pages 59-60 of the 2nd Edition Dungeon Master’s Guide. Su-monsters that have lived several generations in or near human or demi- human populations may learn to wield weapons crafted by these populations. A su-monster can use its tail with such care so as to wield either a hand axe, dagger, knife, or sap. The su-monster can attack only once with a weapon and cannot use its claw or bite attacks in rounds in which it uses a weapon. Also, su-monsters suffer a nonproficiency penalty of -3 when a weapon is used. While they may flee combat, su- monsters do not surrender (they have no understanding of this concept), nor can they be subdued. If captured, a su- monster thrashes in its bonds until it mortally wounds itself. The following are some monstrous The following information is standard plants that DMs may use to add extra spice for all plants in this article, unless other- to AD&D® wilderness campaigns (or even wise noted: city campaigns, if an NPC possesses an interest in unusual horticulture). Giant FREQUENCY: Uncommon plants such as the bladderwort, butter- ORGANIZATION: Solitary wort, waterwheel, and rainbow plant are ACTIVITY CYCLE: Day based on actual carnivorous plants; the DIET: Carnivore sword grass, clubthorn, bloodflower, and INTELLIGENCE: Non helborn plants are fictional. TREASURE TYPE: Incidental (10% chance each of J, K, M; 5% chance each of Q and one small magical item) ALIGNMENT: Neutral MOVEMENT: Immobile MAGIC RESISTANCE: Nil

The thorns that bite, the vines that catch Gregg Chamberlain

Artwork by Ron Wilber

DRAGON 23 Statistics for morale indicate whether a after. In such cases, DMs should roll per- areas, favoring acidic or alkaline bogs with plant will continue to fight back if dam- centile die to determine what area of the moist to very wet soils. aged below one-half its hit points. DMs victim’s body has been caught (1-20 right should greatly reduce earned experience arm; 21-40 left arm; 41-60 head and upper for many of these plants if they are de- torso; 61-80 right leg; 81-100 left leg). A Giant Rainbow Plant stroyed at a distance (e.g., by a lightning character caught may attempt to break bolt cast in the water) and with minimal free by successfully rolling his chance to CLIMATE/TERRAIN: Temperate and tropi- casualties. bend bars against the trap’s seal or by cal forests and swamps For more information on carnivorous attacking the trap itself. INTELLIGENCE: Semi plants, see the “Creature Catalog,” in Each trap has 2 HD; the body of the NO. APPEARING: 1-4 DRAGON® issue #89, and “The Ecology of plant has 8 HD. Damage inflicted on traps ARMOR CLASS: 7 Carnivorous Plants,” in DRAGON issue will not kill the body of the plant. Outside HIT DICE: 6 #137. attacks on a trap holding prey inflict half THAC0: 15 the damage on the prey within and half on NO. OF ATTACKS: See text the trap itself. Victims wholly engulfed by DAMAGE/ATTACKS: See text Giant Bladderwort the trap may attack only with teeth, claws, SPECIAL ATTACKS: See text or daggers. SPECIAL DEFENSES: Dazzling CLIMATE/TERRAIN: Stagnant swamps or Habitat/Ecology: Bladderworts usually SIZE: L marshes reproduce by pollination. Their purple MORALE: Elite (13) NO. APPEARING: 1-2 and white flowers rise just above the XP VALUE: 3,000 ARMOR CLASS: 6 water on narrow stems. During the HIT DICE: 8 winter, this plant forms green buds, called The giant rainbow plant has a woody, THAC0: 19 turions, that sink to the bottom of the trunklike stem from which grow 5-20 NO. OF ATTACKS: 11-20 marsh and rise up again in spring to de- branchlike leaves that each end in a DAMAGE/ATTACKS: See text velop into mature plants. If a bladder can knobby tip. The stem grows up to 10’ in SPECIAL ATTACKS: See text be wholly raised above water (by itself, it height, with each leaf half the height of SPECIAL DEFENSES: See text weighs 50 lbs.), it collapses with a loud the plant in length. SIZE: L to G popping Combat: Like the giant sundew, this MORALE: Steady (12) plant has developed an awareness of its XP VALUE: 4,000 surroundings and is selective about its Giant Butterwort prey. It will not attack anything under 4’ The giant bladderwort is a rootless, free- in height. The leaves and the stem are floating water plant found drifting just CLIMATE/TERRAIN: Any bogs, marshes, or coated in a thick mucilage produced by beneath the surface of stagnant waters in swamps glands throughout the plant. This muci- deep marshes or swamps. It may grow in NO. APPEARING: 1-6 lage gives the plant a shimmering appear- combination with other marsh plants in ARMOR CLASS: 7 ance during the day, and under intense huge floating mats, which appear solid but HIT DICE: 5 light causes a nonmagical dazzling effect through which even small animals quickly THAC0: 15 on those who view and fail to save vs. sink. The greenish-brown stem may grow NO. OF ATTACKS: 1 petrification. The effect lasts for 1-4 up to 50’ or more if conditions are right, DAMAGE/ATTACKS: See text rounds and makes the dazzled creature and it usually has 1d10 + 10 traps, each SPECIAL ATTACKS: Dissolving, surprise -2 on attack rolls. about 4’ across, attached to its feathery SPECIAL DEFENSES: Nil Also like the giant sundew, the rainbow green branches. SIZE: M plant strikes with its leaves, with 1-6 Combat: The traps are translucent. MORALE: Average (10) branches lashing out at each victim within bladders, each containing a partial vac- XP VALUE: 420 reach and striking for 1-2 hp damage from uum, that lie beneath the water. Due to the knob at the end of each leaf. Each leaf the slightly greater pressure of the water The giant butterwort grows in rosettes adheres to the object struck, reducing the outside the trap, the sides of each bladder of 2-8 6’-long oblong leaves of pale yellow- victim’s ability attack by -1 for every four are slightly concave around the middle, green, having a greasy appearance and a leaves adhering to him. If the plant rolls a giving it a pinched-in look. Water is kept faint, funguslike scent. The leaves of this natural 20, the plant’s leaf struck the vic- out by a flap at the mouth of the trap, plant rest flat against the ground and are tim’s head, clogging the victim’s mouth and which is sealed with a weak glue and acts difficult to see against the terrain ( -2 to nostrils with mucilage. Suffocation results as a valve. Long guide hairs and shorter victim’s roll for being surprised). in 1-4 rounds unless the sap is dissolved trigger hairs surround the mouth of the Combat: Anything walking over this with vinegar or alcohol, The leaves also bladder. When the trigger hairs are plant’s leaves becomes stuck, due to the produce a mild enzyme causing 1 hp dam- touched, the valve opens inward and the mucilage secreted by glands in the leaves. age per round per leaf unless the leaf is victim is swept along with some water into The plant then attempts to roll all of its broken. The chance for breaking a leaf is the chamber. The flap reseals and the leaves up and over its prey (attacking as the same as for opening doors, checking water is absorbed (to be expelled later), per its hit dice), becoming a tight, leafy for each leaf separately. Fiery attacks and restoring the partial vacuum. The trigger- cocoon that fills with digestive fluid, caus- missiles do only half damage because of ing, activation, and closure of a trap all ing 1-4 hp damage per round. Victims the plant‘s mucilage covering. Blunt weap- take place in less than a second. Digestive holding small, edged weapons when ons do no damage. fluids then flood the chamber, causing 1-4 caught may cut themselves free by doing Habitat/Ecology: The plant favors hp damage per round. Due to the very damage equal to half the total hit points of sandy soils under moist conditions, though small quantity of air inside the bladder, the the plant. Attacks from outside inflict half it may die back during drought seasons, victim suffocates in 1-6 rounds unless the damage on the plant and half on the going into a dormant state until conditions assistance is given. victim trapped inside. The mucilage may improve. A few druids and wizards are A small-size creature (4’ or less) is be neutralized with liberal quantities of said to keep such plants as guardians, but wholly engulfed, while a larger one may alcohol. this is a very rare practice. have only part of its body caught in the Habitat/Ecology: One of the most bladder, which will still close and seal its adaptive of carnivorous plants, the giant flap, doing damage to the victim there- butterwort is found from arctic to tropical

24 MARCH 1991 Giant Waterwheel Plant Sword Grass HIT DICE: 6 THAC0: 15 CLIMATE/TERRAIN: Temperate marshes CLIMATE/TERRAIN: Shaded areas of NO. OF ATTACKS: 2-8 NO. APPEARING: 1-2 marshes and swamps DAMAGE/ATTACKS: See text ARMOR CLASS: 6 NO. APPEARING: 1-6 SPECIAL ATTACKS: Nil HIT DICE: 5 (see text) ARMOR CLASS: See text SPECIAL DEFENSES: See text THAC0: 19 HIT DICE: 1 SIZE: L to H NO. OF ATTACKS: 3-12 THAC0: 19 MORALE: Elite (14) DAMAGE/ATTACKS: See text NO. OF ATTACKS: 1-8 XP VALUE: 975 SPECIAL ATTACKS: Suffocation/dissolving, DAMAGE/ATTACKS: See text surprise SPECIAL ATTACKS: Nil Clubthorn is related to the holly tree and SPECIAL DEFENSES: Nil SPECIAL DEFENSES: See text shares many of its physical characteristics. SIZE: L to H SIZE: S-M Often found growing alongside holly, MORALE: Average (9) MORALE: Average (9) clubthorn is 90% likely to be mistaken for XP VALUE: 2,000 XP VALUE: 175 it. Clubthorn grows to a maximum height of 20’. It acquires 1 HD each year after its The giant waterwheel is a rootless plant Sword grass grows in clumps of 1-6 first year of growth until it achieves its that floats just below the water’s surface, green plants, each plant appearing to be maximum number of hit dice. Clubthorn is drifting with the currents. It has a single 1-8 huge blades of grass (1’-6’ tall) growing an evergreen with glossy green leaves and curved stem about 20’ long; 3-12 trapping up from a central spot on the ground. The bright red berries. The leaves are as stiff leaves, resembling open clamshells, grow main stalk of each plant lies 1’ under- as boiled leather, with sharp spines along in whorls about the stem like spokes on a ground and is treated as 100% concealed their serrated edges. wheel. During high summer, the plant’s against anyone trying to destroy it without Combat: The tree possesses a set of white flowers may be seen just above the first digging it up. special rootlike tentacles concealed just surface of the water, borne up on narrow Combat: The main body of the plant beneath the surface of the ground, extend- stems. Victims have a -2 modifier to be has hit points equal to the total number of ing in a radius equal to half the tree’s surprised, both underwater and on the blades it has. Each leaf also has 1 hp, but height. When a suitable victim ap- surface, and might not detect this plant these hit points are in addition to those proaches, these roots erupt from the until they have blundered into it. each plant already has, and destroying the ground and wrap around the victim’s legs, Small items may be found buried in the leaf blades does not cause the death of the holding him fast (they are easily cut with a silt beneath where a giant waterwheel plant. Damage is incurred upon walking single successful stroke against AC 6). The floats. The traps open 1-2 days after prey through patches of sword grass. The leaf tree then attacks with its limbs, doing has been digested, allowing indigestible blades are amazingly strong (AC 8) and clubbing damage according to the age of parts to fall out. extremely sharp; the body is AC 10 (AC 0 the tree: 1-4 hp ( × 2) for a sapling, 1-6 hp Combat: Anything of small size brush- underground). Collective damage occurs ( × 4) for a young tree, 1-8 hp ( × 6) for a ing against any one of the many trigger as the blades slash at whatever passes mature tree, and 1-10 hp ( × 8) for an old hairs inside a trap causes it to close in less through them. Damage varies according to tree (the number in parentheses refers to than a second. The lobes of the trap then the height of the blades (1’, 1-4 hp; 2’-3’, 1- the number of attacks the plant can make press together, forcing the victim down to 6 hp; 4’-5’, 1-8 hp; 6’, 1-10 hp). Blades per round). the bottom of the trap and forcing the attack as 1 HD monsters. Because of the hardness of its wood and water out, creating a hermetic seal that Blunt weapons and thrusting weapons do bark, blunt weapons do only half damage requires a successful bend-bars chance to not harm the plant. The blades may be against clubthorn. Also, like the holly, the break. Anyone caught inside the trap must uprooted, but if precautions are not taken inner bark of the tree contains a sticky act immediately, or he will be unable to to protect one’s hands, maximum damage is substance, similar to birdlime, that causes brace himself to attempt to break the seal. automatic. The blades may be burned but edged weapons to become stuck when The trap accepts small-size creatures up will grow back at the rate of 6” a week. they cut into the tree. A successful roll to to size) only; larger objects are Habitat/Ecology: Sword grass is not a bend bars or lift gates is required to pull a released in the next round. Each trap has true grass, but is closely related to ferns weapon free. A vinegar solution will dis- 2 HD and attacks accordingly. The body of and mushrooms. It reproduces by spores, solve the gum. the plant has 5 HD. and the plant’s “blades” grow from a cen- Habitat/Ecology: This tree feeds on When closed, the trapping leaf begins tral underground rhizome. Sword grass is the blood and decaying bodies of its vic- secreting digestive fluids, causing 1-4 hp a perennial; the leaf blades die during cold tims through its roots. It is smart enough damage per round. Suffocation occurs in weather, and the root stalk goes dormant, to move about 20’-50’ away from the site 2-4 rounds unless the victim is able to cut becoming active again in spring. of a kill after it feeds, so as not to scare or free with a small hand weapon by doing The usual prey for sword grass is small warn off potential prey (it moves other- damage equal to half the trap’s hit points. animals, with the plant using blood and wise only to escape fire). Attempts to Attacks from outside inflict half their decaying bodies to supplement its diet. cultivate clubthorn as a hedge plant for damage on the trap itself and half on the Some people grow plots of sword grass in defensive purposes have met with mixed victim inside. place of moats or in addition to them; success, thanks to the tree’s mobility. Habitat/Ecology: Considered by some sword grass has also been used to form to be an aquatic version of the giant venus’ defensive lines around farms and military flytrap, the giant waterwheel plant grows bases. Bloodflower under the surface of the water in acidic marshes, in company with reeds, rushes, CLIMATE/TERRAIN: Temperate and sub- and other aquatic plants. It has no natural Clubthorn tropical marshes and jungles enemies and is so subtle a predator that FREQUENCY: Rare few communities are even aware of it. CLIMATE/TERRAIN: Temperate forests and ACTIVITY CYCLE: Any Swamp-dwelling races sometimes attempt swamps NO. APPEARING: See text to move these plants around their island INTELLIGENCE: Animal ARMOR CLASS: 10 lairs in lakes. NO. APPEARING: 1-2 HIT DICE: 1 hp per bloom ARMOR CLASS: 5 THAC0: 20 MOVEMENT: 1 (see text) NO. OF ATTACKS: 1

DRAGON 25 DAMAGE/ATTACKS: See text helborn consists of a large, 4’-long head SPECIAL ATTACKS: Narcotic perfume, (AC 1) formed by two lobes like hinged blood drain clamshells. The trunk (AC 3) contains the SPECIAL DEFENSES: Nil plant’s stomach, and from the trunk grow SIZE: S (1’-tall bush) from 4-12 large tendrils (AC 5). MORALE: Average (9) The helborn can uproot itself, then XP VALUE: 65 travel short distances by using its roots to grasp objects and pull itself along. It is The blooms of the bloodflower plant are very cunning and uses treasure as a bribe a pale, almost translucent, white. As the or as a lure to trick prey into coming plant feeds, the petals become slowly pink, within reach of its tendrils. The helborn eventually flushing to a deep, rich red. might also try to nonverbally convince its After four turns, digestion is completed victims that it wants to help them in re- and the plant is ready to feed again. The turn for “food.” wild bloodflower grows in clumps of 2-5 Combat: The tendrils of the helborn bushlike plants. are each able to club for 1-6 hp damage. A Combat: The flower exudes a fast- tendril can also wrap around an attacker acting narcotic perfume that is effective on a to-hit roll, then crush for 1-4 hp dam- within a 5’ radius. Victims must save vs. age per round thereafter. Each AC 5 tend- poison or fall asleep immediately. If the ril can sustain 8 hp damage before victim falls within 2’ of the plant, the plant severing or breaking; this does not affect stretches out and attaches a set of 6” -long the plant’s own hit-point total. A tendril spiny underleaves to the victim's body. can lift a man-sized victim. These leaves then drain blood from the Prey is placed inside the helborn’s victim, doing damage each round equiva- mouth, where the victim is held in place lent to the plant’s hit points. If the victim is by the spines lining the inside of the lobes. not removed from the vicinity of the If the prey struggles while inside, it re- bloodflower, he remains unconscious and ceives 1-3 hp damage per round from the the plant continues to feed until the victim spines. A mild enzyme causes 1 hp damage dies. If removed from the area of the per round for four rounds after the victim plant’s perfume, the victim regains con- enters the mouth, after which the victim is sciousness after one turn. Healing may moved down into the plant’s stomach occur in any normal fashion. where digestion continues. Inedible mate- Habitat/Ecology: Because the plant rials are later regurgitated and expelled. blooms both day and night, the domestic The inside of the head is AC 5, and small species is sometimes used as a passive edged weapons (short-sword size or less) defense and may be found scattered about may be used to inflict one-quarter of the in flower gardens or in huge beds sur- plant’s total hit points in order to escape. rounding important buildings or cities. There are four stages to a helborn’s Individual potted flowers are kept in trea- growth, each stage taking a year to reach. sure rooms as traps for the unwary. A seedling consists of the head (6” across with 1 HD) surrounded by a rosette of leaves. The head of a young plant (2 HD) is Helborn 1’ across, and there appear the beginnings of a trunk; some of the young plant’s CLIMATE/TERRAIN: Subtropical and tropi- leaves have become tendrils capable of a cal swamps and jungles weak grasp, easily broken by medium-size FREQUENCY: Very rare or larger creatures. The subadult plant (4 INTELLIGENCE: Low HD) stands 6’-8’ high, with a head 2’ TREASURE TYPE: Z across and tendrils capable of 1-3 hp club- ALIGNMENT: Neutral evil bing or 1-2 hp crushing damage. Mature NO. APPRARING: 1 plants live about 11-20 years. ARMOR CLASS: See text Helborn plants gain certain spell-like MOVEMENT: 3 abilities as they grow (each power is usa- HIT DICE: 8 ble once per day). A helborn seedling THAC0: 13 possesses ESP; as a young plant, it can use NO. OF ATTACKS: See text hypnotism; a subadult plant can use domi- DAMAGE/ATTACKS: See text nation; and a mature helborn possesses SPECIAL ATTACKS: Spell-like powers, mass suggestion. These powers duplicate continuous damage the mages’ spells of the same name cost at SPECIAL DEFENSES: Nil the 12th level. MAGIC RESISTANCE: 30% Habitat/Ecology: Helborn are rarely SIZE: L (10’-12’ tall) encountered by those who do not dwell in MORALE: Champion (16) swamps, and so have little effect on the XP VALUE: 2,000 world at large. They prey on all creatures except other plants, tolerating no rivals The helborn is a sentient, carnivorous near them. In turn, they are attacked only plant with spell-like powers. It is also able by communal creatures who can amass the to use a telepathic, nonverbal empathy magic and military might to destroy them. within 60’, allowing it to communicate with potential prey. All attempts to culti- vate it have ended tragically. A mature DRAGON 27 The AD&D® rules provide the gods with A system of special divine curses could add several ways to punish mortals who seri- a new dimension to punishments for ously offend them. An offended deity can serious alignment deviations and take vengeance through his clerics, send other offenses against the gods. an extraplanar servant (e.g., an aleax) to This article presents exact punishment, or (in extreme cases) such a system. intervene personally and deal with the offender himself. However, there are no guidelines for one of the most powerful and interesting forms of divine retribution: curses.

* But their effects on your fantasy hero are horrible! 28 MARCH 1991 Curse determination given to the gods clerics. impersonator. Note that this offense and There are two types of divine curses: Insulting a god: This also applies mainly that of the effective impersonation of a major and minor. Major curses are gener- to severe, public insults. god apply only to impersonations of the ally more severe and more difficult to Major alignment deviation: This applies god himself. Falsely claiming to be sent by remove than minor curses, and are gener- to an action undertaken by the worshiper a god or to be a servant of a god is an act ally bestowed for more serious offenses. of a god when the action is opposed to the opposed by a god but performed in the The base roll to determine whether a god general moral outlook of that god. To gods name. will bestow a major or minor curse is classify as an alignment deviation, the Destroying a sacred item: This applies to given in Table I. action must be undertaken by a character the destruction of any powerful, sacred Obviously, when the base roll is unmodi- of his own free will and must be commit- magical item, whether or not the item was fied there is no chance of any curse. How- ted while the character still worships his in the possession of its church at the time ever, the roll on Table I is modified by god. If the character renounces his god of its destruction. values rating the seriousness of the of- before he performs an act out of align- Defiling consecrated ground: This of- fense that the transgressor committed and ment, there will be no curse. fense includes the physical destruction of by other factors that depend on the of- Note that to commit an alignment devia- any temple resting on consecrated ground fended deity. The modifications for the tion, a character does not have to directly (as most temples do), even if the ground offense committed are given in Table II, offend his god in the same way as most of itself is not actually defiled or deconse- while the other modifications are detailed the other offenses listed in Table II. As crated. in Table III and in the explanations below. long as the character commits an act op- Effective impersonation of a god: An Modifications for two or more offenses posed to the alignment of his god, his god impersonation is effective if it is believed are cumulative only if they are performed will be insulted, and there is a chance of a by onlookers, even if it does not accom- together. Generally, only offenses that are divine curse. plish the goals of the impersonator. part of the same specific goal are consid- Diametrically opposed alignment devia- These offenses are only some of the ered to be carried out together. For exam- tion: All of the restrictions detailed above possible ways in which a gods anger can ple, if someone killed 200 of a gods for a major alignment deviation also apply be aroused. There are far too many of- nonclerical worshipers and one of the here. In addition, the deviation from align fenses to list all the possibilities in one gods high priests in one battle, he would ment must be diametrically opposed to the table. Let your common sense guide you in get a cursing roll with a modifier of alignment of the character’s god (a lawful- deciding when a cursing roll should be (200 ÷ 5) + 35 = 40 + 35 = 75. These offenses good act by the worshiper of a chaotic-evil made and what the precise modifications are considered to be performed together, god, a lawful-evil act by the worshiper of a for the offenses should be. even if they occurred at different times chaotic-good god, etc.). Obviously, no Even if an offense is noted in Table II, during the battle, because they were both diametrically opposed alignment deviation the modifications given there may be part of the specific goal of winning the can occur when a character’s god has an adjusted depending on several factors. battle. However, if the same offender alignment that has some neutral compo- Some of these additional modifications are killed 200 worshipers in one battle and the nent to his ethics or morals. given in Table III. All modifications in Table high priest in another encounter, he would Acts opposed by a god that are per- III are cumulative with each other and make two separate cursing rolls, one with formed in that god’s name: This refers to with those in Table II. a +40 modifier and the other with a + 35 acts opposed to a gods will that are car- In Table III, note the large penalties to modifier. The offenses would be consid- ried out not by his followers, but that are the cursing roll when the offender has the ered separate, because they are not both a done in his name by the followers of an- protection or encouragement of another part of the same specific goal of winning a other god. This includes impersonation of god. In such cases, the offended god con- battle, but only of the more general goal of a gods priests for purposes that are un- siders the supporting god, rather than the winning a war. Naturally, the DM must be worthy (according to the offended god). offender, to be responsible for the offense. the final judge of when a goal is specific or Treat this offense as an alignment devia- The offended god typically responds to general, and when offenses are performed tion for purposes of curse determination, such an offense with an attack by his together or separately. even if the offender is not actually deviat- worshipers upon any available worshipers The offenses in Table II are detailed as ing from his alignment. of the offending god. This is one reason follows: Killing a high priest: This offense is used why many clerics are hesitant about com- Killing a god’s worshipers: There is no instead of the simple offense of killing a mitting or encouraging a “curseable” of- cursing roll for this offense if fewer than gods clerical worshipers in cases where a fense against another deity. 20 worshipers are slain. high priest is slain. The curse can befall In addition to the modifications listed in Causing worshipers to abandon worship: either the person who actually carried out Tables II and III, the cursing roll may be There is no cursing roll for this offense if the killing or the person who ordered it, adjusted in other ways, depending on the fewer than 10 worshipers abandon their whomever the god believes is most particular deity against whom the offense god. This offense includes conversions by responsible. is committed. The first of these modifica- clerics of other gods, but the negative Killing an extraplanar servant: This tions is due to the general personality and modifications for having the support of applies only to the slaying of an extra- “portfolio” of the offended god. A god of another god are so great (see Table III) that planar servant who is on the Prime Mate- revenge would be much more likely to the chance of a divine curse is very small. rial plane on behalf of its deity. bestow a curse than other gods, while a Stealing: This applies only to stealing Stealing a sacred item: This applies to god of mercy would be less likely to do so. church property, not to thefts of personal the theft from a church of a powerful Naturally, there are too many deities to list property belonging to members of the magical item sacred to the church’s god. all of the modifiers here, but the DM church. Defrauding a church and refusing Usually items of this sort are very rare or should be able to tell if a given deity is to pay for its clerical services are included even unique, and they are highly prized especially vengeful or merciful, and should in this offense. Note that unless a thief and well guarded by the gods clerics. This adjust the cursing roll to match. steals so much that the church is brought offense is cumulative with the offense of The second modification that depends to financial ruin, the god will typically not stealing if more than just the sacred item on the identity of the offended god is a consider the amount stolen as a factor in is stolen from the church. modification based on the offense commit- determining whether or not to curse the Ineffective impersonation of a god: An ted. The numbers given in Table II do not thief. impersonation of a god is considered inef- hold in all cases for all deities; some gods Insulting a god’s clerics: This applies fective if most onlookers do not believe it, might consider an offense more worthy of mainly to severe, usually public, insults even if it accomplishes the ends of the their divine anger than the numbers indi-

DRAGON 29 cate, while other gods might consider the either curse the strongest character or wandering monster encounter chances. same offense less worthy. Again, there are simply choose a character at random. All unintelligent monsters automatically too many offenses and too many deities to attack the cursed character, and even give every possible modification. However, Curse bestowal some intelligent ones (like dragons) look a general rule to follow is this: Whenever Once it has been determined that a for every opportunity to kill and eat the an offense conflicts with a god’s sphere of curse is cast, the curse is delivered to the unfortunate. influence, the cursing roll should be ad- transgressor within 24 hours of the of- Curse of the rain cloud: A permanent justed upward, and whenever an offense fense. Usually, the nearest high priest of cloudburst 10’ high and 30’ in diameter is in harmony with a god’s sphere of influ- the offended god delivers the curse; if this surrounds the cursed character and fol- ence, the roll should be adjusted down- would be dangerous or impossible for the lows him wherever he goes until the curse ward. A god of wealth would probably be high priest, the god can send an extra- is removed. He (and everyone with him) is very likely to curse a thief who steals from planar servant to deliver the curse, or the soaked with cold rain and is struck by tiny his temples, and the DM should adjust the god can deliver the curse himself, either in bolts of lightning for 1 hp damage once cursing roll upward for such thieves. On his avatar form or in the guise of one of per hour. the other hand, someone who steals from his high priests or other being. Minor Curse of gradual weakness: The cursed the church of a god of thieves might have curses are never delivered by a god character loses one point from each ability the cursing roll modified downward, personally. score and 3 hp per week until he reaches probably by so much so that there would In any case, the agent who delivers the zero in any ability score or in hit points, be no chance at all of attracting a divine curse need only name the cursing god and whereupon he dies. If the cursed charac- curse. Conceivably, a god of death would the means by which the curse can be ter is raised after dying in this way, his hit be unlikely to curse an offender who removed (see “Curse removal”), and the points and ability scores are the same as killed a large number of his worshipers, curse takes effect. There is, obviously, no they were one week before he died, and while a god of longevity would be very saving throw against a curse. the curse is still in effect. If the curse is likely to do so. The actual amounts of removed, hit points and ability scores adjustment in these cases must be decided Curse selection return to normal at the rate of one point by the DM according to the circumstances Tables IV and V give some possible major in each ability and 3 hp per day. Losses of of each situation; a good rule of thumb is and minor divine curses, with a random hit points and ability scores through this that the upward modifications should be method of selecting a curse. In some cases, curse are permanent until the curse is between +5 and +30, and the downward the random-roll results should be modified removed-i.e., such a loss cannot be modifications between -5 and -30. or even ignored. Some gods have their stopped or reversed by spells, rest, or any There is one final modification that can own favorite curses, and other gods have other means. be made to the cursing roll. A deity might curses that they will avoid casting at all Curse of hostile appearance: The cursed be more or less angered by an offense costs. The cursing god is more likely to character assumes the appearance and depending on the way in which the of- cast a curse that is in harmony with his voice of the viewer‘s or listener’s worst fense was carried out. Again, the same sphere of influence, and less likely to cast enemy. Although undead and semi-, ani- general rule applies as in the modifications a curse that is opposed to his sphere of mal, or nonintelligent creatures are not based on the offense itself. If an act is influence. Thus, a god of healing would affected by this illusion, all other creatures carried out in a way that is in harmony never bestow the curse of contagious are affected, including members of the with the god’s sphere of influence, it is less disease, but a god of sickness would prob- cursed character’s party. Obviously, reac- likely to draw a curse; if an act is carried ably bestow it in favor of any major curse. tions will be very hostile. Although the out in a way that is in conflict with the Similarly, a god of the sea would never illusion cannot be dispelled, and any at- gods sphere of influence, it is more likely cast the curse of fire, but a god of volca- tempt to disguise the cursed character’s to draw a curse. For example, a god of nos and fire would cast it more often than voice or face has no effect on the illusion, war would be more likely to curse an any other minor curse. the illusion can be hidden if the cursed offender who killed the war-gods high character totally masks his face and is priest while the latter was asleep than if Major curse explanations silent. the offender had killed the high priest in Curse of undignified transformations: Curse of the pest: A highly sophisticated battle. On the other hand, a god of assas- Every turn, there is a 5% chance that the illusion of an unarmed person, with full sins would be less likely to curse an of- cursed character changes into an animal visual, auditory, and tactile components, fender who did the same thing. Again, the and remains that way for 1-4 hours. In his appears next to the cursed character. The amounts of these adjustments are left to transformed state, the cursed character illusory person cannot be made invisible, the DM to decide. has his normal intelligence and alignment, silenced, or dispelled in any way. He al- Once all of the appropriate adjustments but cannot speak; all other abilities, includ- ways stays near the cursed character, no to the cursing roll have been determined, ing hit points, armor class, movement rate, matter how fast or through what environ- roll the percentile dice and consult Table I and hit probability, are as per the animal ment the character moves, and is unaf- to find out if the offended deity bestows a into which he is changed. Animal forms fected by any attacks or spells. There is divine curse. If a god does not cast a divine include small mammals, birds, reptiles, simply no way to get rid of him, short of curse on a transgressor, that does not amphibians, fish, and large but normal removing the curse. mean that the god has forgiven or over- insects, with statistics similar to those for The goal of this person’s “existence” is to looked the offense. It simply means that he small and minimal mammals (as per the be an absolute nuisance to the cursed has decided not to punish the offense in Monstrous Compendium). character. He will wake the cursed charac- this particular way. The offended god’s A cursed character never changes into ter at night, confuse combat when mon- clerics and worshipers remain the main an animal form while he is in the form of sters are attacking, sing loudly when the instrument of the gods will on the Prime another—i.e., the duration of one change character is trying to sneak around, insult Material plane, and the god will not hesi- must expire before there can be another. innkeepers where the cursed character is tate to use them to attack or punish those Curse of ambrosial odor: The cursed staying, and otherwise make, himself a who have angered him. character exudes a very powerful odor royal pain. The illusory being never harms Divine curses fall only upon single indi- that smells like whatever food the crea- the cursed character directly, as by push- viduals. If an offense committed by a ture smelling it most desires. The odor can ing him off a cliff. group draws a divine curse, generally the be smelled up to one-quarter mile away. At Curse of slowness: The cursed character group’s leader will receive the curse. If the very least (depending on the number is slowed, as the spell, until the curse is there is no leader, the angered god will of monsters around), this odor triples removed.

30 MARCH 1991 Curse of contagious disease: The cursed jealous NPCs, etc. ling, he ages one year for each week that character becomes the carrier of an ex- If any of these items ever leave the char- passes; a half- ages two years each tremely contagious disease, though he acter’s possession, the illusion fades and week; dwarves and gnomes age one year himself is immune. Any humanoid within the item appears as it actually is (nonexist- each day; and elves age two years each 20’ of the cursed character must make a ent gold or jewelry simply vanish in day. The effects of the aging can be tempo- saving throw vs. poison at -3 every five smoke). However, the illusion around the rarily reversed by potions of longevity or melee rounds, or else contract the disease. character does not diminish. Illusory items by similar magic. Specific effects of the disease should be stolen from the character appear back on detailed by the DM to fit the circum- his person; emptied or stolen pouches Minor curse explanations stances. The disease might be fatal or appear full and in the character’s posses- Curse of truth: The character cannot tell simply uncomfortable and annoying (like a sion, and the character always appears a lie. If he attempts to speak anything but severe head cold). The effects of the dis- clothed in the finest garments, even when the literal truth, no sound comes out of his ease begin one turn after it is contracted, stripped naked. mouth. The character can still give off and anyone who has the disease transmits The illusion has full visual, olfactory, false nonverbal cues, such as shaking or it as easily as the cursed character. Victims auditory, and tactile components, and it nodding his head, except in more power- of the disease can be cured by the spell cannot be masked or dispelled by disbelief ful versions of this curse. cure disease, but the cursed character or by any other method while the curse is Curse of falsehood: The character can- remains a carrier until the curse is re- in effect. However, the illusion does not not tell the literal truth. If he attempts to moved. confer any real benefits to the character. speak anything but a lie, no sound comes Curse of aimless wandering: The cursed Illusory clothing does not confer protec- out of his mouth. It is possible for a char- character is affected by a lose the path tion from the cold, nor does magical- acter to pointedly tell lies in a way that his spell for the duration of the curse. seeming armor afford any better friends will correctly interpret to get the Curse of insanity: The cursed character protection from attack. truth (“He said that five orcs were not becomes insane. Roll or choose from the Curse of paralysis: The character is ahead of us, so there must be five orcs insanity table in the 1st Edition DMG (page paralyzed from the waist down and can- over there.”), but confusion may still result 83-84), or from the article “Methods to not walk or stand. The character can sit if allies forget about the constant lying or Your Madness” in DRAGON® issue 138, to on the ground or on a mount, and from if the liar cannot get across all of the determine what insanity affects the char- these positions he can fight or cast spells, needed information in his twisted speech. acter. The insanity cannot be cured except but he cannot move faster than crawling Curse of miscasting: Every spell that the by removing the curse. on the ground (MV 1). cursed character casts has a 10% chance Curse of incompetence: The cursed Curse of anger: Whenever a potential of failing, and an additional 10% chance of character’s prime attribute is lowered to 3 enemy comes in sight of the cursed char- backfiring. Failed spells simply have no and remains there until the curse is re- acter or is in combat with the character’s effect, while spells that backfire affect the moved. party, the character goes berserk. He wrong person, do the opposite of what Curse of smallness: The cursed charac- screams a war cry and charges into battle, they were intended to do, etc., according ter shrinks 1” per day in height (and attacking wildly until all enemies are dead. to the DM’s discretion. In either case, the changes proportionally in width and The character attacks the closest enemies character still loses the spell. This curse is weight) until the curse is removed. When first, always with melee weapons. He has obviously only effective when bestowed the curse is removed, the character grows no concept of stealth, planning, or retreat on spell-casting characters. More powerful to normal size at 1” per hour. If the while in this state. Any attempt to direct versions of this spell have increased cursed character’s height ever goes below or stop the character’s attack by a member chances of failure and backfiring. 2”, he dies and remain dead at the same of the cursed character’s party only causes Curse of unfriendliness to animals: All size (2” or less). A character who dies in the cursed character to attack the one animals fear or hate the cursed character. this way cannot be raised until the curse is restraining him. Small animals such as , dogs, and cats removed. Curse of fear: Whenever the cursed attempt to flee if the character comes Curse of excessive sleep: The cursed character or his party engages any crea- within 20’ of them. Larger animals hate character contracts a very severe case of ture in combat, the cursed character expe- the cursed character and attack him if he narcolepsy. Each round that the character riences sudden, total panic. He screams comes within 20’. engages in strenuous activity (such as loudly and moves away at maximum Curse of amnesia: The character’s mem- running, spell-casting, fighting, etc.), there speed. The character stops only 2-12 ory for new things is damaged. Until the is a 30% chance that he falls asleep. The rounds after he is out of sight of the curse is removed, the character is unable sleep lasts for 3-18 turns or until the char- creature that caused the fear. Success- to learn or cast any new spells (though he acter is awakened (by noise, shaking, fully restraining or gagging the character can still memorize the spells he already attacks, etc.). prevents him from running away or knows). He is unable to learn any new Curse of fumbling: Each round that the screaming. languages or proficiencies, and he earns character engages in strenuous activity, Curse of hunger: The character is no experience. there is a 30% chance that he fails misera- cursed with a tremendous appetite. He Curse of hair: The character’s body hair bly at whatever he is trying to do. If he must consume the equivalent in food grows at 1” per turn until the curse is runs, he falls; if he casts a spell, he mis- weight of five cows per day, or lose 1 hp removed. The hair can, of course, be cut. casts; if he fights, he drops his weapon; per cow under five that he consumes. The Curse of heat: All metal carried or worn etc. The character can successfully accom- lost hit points cannot be cured by rest or by the cursed character heats up as plish normal activities such as walking, cure wounds spells; they can only be though it were the object of a permanent eating, and talking, however. restored if the character eats extra food heat metal spell, The metal stays at its Curse of wealth: The cursed character’s sometime in the future (one cow per hit hottest point (the fourth round of a heat armor, weapons, and clothing all appear point) to compensate for what he didn’t metal spell) until it is no longer in the extremely fine and luxurious. The charac- eat earlier. The practical effect of this cursed character’s possession, when it ter seems to droop with expensive jewelry, curse is to prevent him from adventuring, cools down as though the heat metal spell and his pouches seem to burst with gold as he is always eating; food costs will run were ending. The character is, unfortu- and other treasure. Anything else that the as high as 1d100 + 100 gp per day. nately, not immune to heat, and he does character carries or wears appears to be Curse of rapid aging: The cursed charac- take normal damage from it. the finest and most expensive possible— ter begins aging at an accelerated rate. If Curse of lucklessness: The cursed char- obviously attracting thieves, monsters, the character is human, half-orc, or half- acter has a -4 on all saving throws.

DRAGON 31 Curse of light: The cursed character’s In any case, if the cursed character In very rare cases of extreme divine nose becomes the center of a powerful accomplishes what is asked of him, a spe- displeasure, the offended god could re- continual light spell. Light equal to broad cial religious ceremony, presided over by a quire a repeating remedy for the curse. In daylight goes out from his nose in all di- high priest, is performed. At this cere- such a case, the cursed character can rections to a 60’ radius. The character has mony, the high priest casts the spells remove the curse normally, but must then a penalty of -4 to hit and on saving atonement and remove curse consecu- perform another task set by the god every throws, and +4 on armor class. However, tively. If the victim has truly performed year thereafter or the curse will automati- unlike a continual light spell, covering the the acts requested, the curse is lifted. cally return. center of the light does not stop the light, If the character has a major curse, the If the cursed character does not worship which shines through anything. clerics of the offended god interact with the god who cursed him (i.e., if the curse Curse of tracks: Wherever the character the cursed character only by performing was not brought about by an alignment walks, he leaves behind large, black foot- this ceremony. Until the victim has ful- deviation), the cursed character can peti- prints which, though they can be covered, filled the demands of the cursing god, they tion his own god to remove the curse. The are impossible to erase or wash away. The leave him totally alone, allowing him to cursed character’s god will consider this character will leave the tracks as long as stand as an example of their gods anger. only if the offense against the cursing god his feet or shoes touch the ground. If the If the character is cursed with a minor was in keeping with the general ethics and character is riding, flying, being carried, curse, the reactions of the offended god’s morals of the character’s god. If it was, etc., there will be no tracks. clergy depend upon the offense and the then the clerics of his god will name a Curse of finding: Anyone using a crystal circumstances. If the curse was brought certain task to be performed or donation ball or a scrying spell (magic font, magic about by an alignment deviation, the god’s to be given for their religion. Again, the mirror, or reflecting pool) in an attempt to clerics shun the cursed character for the means of removal will be more difficult if locate the cursed character will automati- duration of the curse, but do not seek to the curse is major, and less difficult if the cally be successful and can scry for double harm him. If the curse was brought about curse is minor. In either case, if the char- the time normally allowable. by a worse offense, the clerics may at- Curse of gravity: The cursed character tempt to punish or kill the cursed charac- Table I ter, either while he is cursed or even after falls at three times normal velocity and Chances of Curse Bestowal takes triple damage from all falls. the curse is removed (in severe cases). Curse of wounds: The cursed character’s However, the clerics of the cursing god 1d100 Result wounds do not heal easily. These wounds always consent to peacefully perform the 01-100 No curse ceremony that lifts the curse, if the cursed heal from rest and time at only half the 101-125 Minor curse bestowed character has fulfilled the conditions of normal rate, and any cure wounds spells 126+ Major curse bestowed cast on them are only half as effective as curse removal. normal (e.g., half as many hit points re- stored). Curse of fire: The character becomes extremely sensitive to fire and heat. He Table II finds room temperature uncomfortably Offense-Related Modifiers To Cursing Roll hot, takes + 1 hp per hit die of damage on any fire- or heat-based attack, and saves Killing a god’s worshipers (20 minimum): + 1 per five nonclerics; + 1 per two clerics vs. fire and heat at -4. This curse does Causing a gods worshipers (10 minimum) to abandon the worship of the god: + 2 per not confer any special resistance to cold. five nonclerics; + 1 per cleric Curse of noise: Unstoppable noise con- Stealing from a gods church: +5 tinually follows the cursed character Mocking or insulting a gods cleric: +5 around. The noise is about as loud as Major alignment deviation: + 15 normal conversation. The cursing god Diametrically opposed alignment deviation: + 25 chooses exactly what the noise is; some Performing acts opposed by a god in the god’s name: As per following. possibilities are voices singing the praises Killing one of a god’s high priests: + 35 of the cursing god, voices describing the Killing one of a gods extraplanar servants: +40 sins of the cursed character, or some Stealing a powerful sacred item from a god’s church: +40 sound sacred to the cursing god. Ineffectively impersonating a god: +45 Destroying a powerful sacred item: + 55 Curse removal Defiling consecrated ground: + 55 Divine curses can be removed only by Effectively impersonating a god: + 55 the power of a god. The deliverer of the curse always gives the cursed character some task that he must accomplish or gift that he must donate in order for the god to remove the curse. This could involve, for example, the recovery of some lost Table III item holy to that god or the donation of Additional Modifiers To Cursing Roll large amounts of gold and jewels to that god’s religion. Whatever the task or dona- Each previous warning to the offender from the god or religion: +3 tion, it is always both beneficial to the Each previous cursing roll made by the offender for an offense against his deity: +5 cursing god and his religion, and difficult Offended god is of evil alignment: +5 or costly for the cursed character. The Offended god is of good alignment: -5 means of curse removal is difficult and Each cleric of another god who helped the offender commit the offense: -10 costly if the curse is major, and less so if Offender is a cleric of another god: -55 the curse is minor. If the curse was Offender was commanded or strongly encouraged to commit the offense by the brought about by a breach of alignment, clerics of another god: -55 the character, in addition to performing this task, must be properly penitent and humble before the curse is removed.

32 MARCH 1991 acter’s god or his clerics were involved in Except for the methods described above, ble, he succeeds in slaying the bear and the offense that brought about the curse, there is no other way to lift a divine curse. returns to the city to make the necessary the task or donation will be considerably Even a wish spell cannot remove this type donations. Judging Tabbur to be properly less. of curse, although at the DM’s discretion penitent, the high priest performs the If the cursed character then completes some spells might be effective in tempo- ceremony that lifts the curse. Tabbur, the task assigned by his god, the clerics of rarily negating the effects of some divine poorer but with a stronger faith, treads his god lift the curse. Until that time, the curses. The death and subsequent resur- closely to the path of Forseti for the rest of clerics offer the character little help in rection or reincarnation of a divinely his life. accomplishing his task or even in surviv- cursed character will not remove the 2. A chaotic-evil thief named Stilleth ing. Their attitude is that the cursed char- divine curse. breaks into the temple of Athena in a large acter alone has offended the cursing god, city. In addition to looting the main trea- and that he alone should pay the price of Sample curses sure room of the temple, Stilleth kills one that god’s wrath. 1. Tabbur is a worshiper of Forseti, the of the high priests in his sleep and takes A cursed character cannot convert to lawful-good Norse god of justice. At one the priest’s personal treasure. To prevent another religion while he is cursed. No time he faithfully followed Forseti’s laws, the clerics of Athena from raising the high religion will accept him, believing (under- but for the past two nights he has become priest, Stilleth cuts off the priest’s head standably enough) that he isn’t truly inter- of a vigilante. He has taken to masquerad- and takes it with him, making off into the ested in their god but is only looking for ing as a beggar and waiting in dark alleys night unseen. an easier way to remove the curse. until “suspicious” characters approach There is a modification to the cursing him. Tabbur then draws his sword and roll of + 35 for killing the high priest, and attacks them, yelling, “Feel the justice of + 5 for stealing from the temple. Since the Table IV Forseti!” So far he has been fortunate actions were performed together, the Major Curses enough to escape with only warnings modifications are cumulative. In addition, about his behavior. The first warning was the DM adds 15 because the way in which Major curse 1d100 delivered by the clerics of Forseti, and the the high priest was killed is dramatically Curse of undignified 01-05 second came in a dream sent by Forseti opposed to Athena’s emphasis on combat transformations himself. Tabbur has listened to neither and fairness, and subtracts 5 because 06-14 Curse of ambrosial odor warning. Athena is good. Stilleth worships Shargaas, Curse of the rain cloud 15-23 On the third night that Tabbur is mas- the orcish god of thieves and darkness, Curse of gradual weakness 24-25 querading as a beggar, two men in dark but he was not commanded nor encour- 26-33 Curse of hostile cloaks approach him. Tabbur jumps up aged by that deity to loot Athena’s temple. appearance and attacks in the name of Forseti, and Therefore, Stilleth gains no subtraction for Curse of the pest 34-43 wounds both of the men before they run divine assistance. The total modification is Curse of slowness 44-47 off. As it happens, one of the men was a 35 + 5 + 15 - 5 = 50. The DM rolls an 82, 48-55 Curse of contagious disease faithful worshiper of Forseti, and the and 82 + 50 = 132, so Athena casts a major 56-63 Curse of aimless other was a cleric of Odin. curse on Stilleth. wandering Forseti is a lawful-good god, and Tab- Athena rolls the curse of hostile appear- 64-69 Curse of insanity bur’s action was chaotic and evil. There- ance, making Stilleth assume the appear- 70-71 Curse of incompetence fore, the modification due to the offense is ance of the viewer’s worst enemy. She 72-73 Curse of smallness +25 (diametrically opposed alignment bestows the curse by sending a messenger Curse of excessive sleep 74-75 deviation). The DM adds +6 because down from Olympus, polymorphed into 76-77 Curse of fumbling Tabbur has been warned twice before, the form of the slain high priest. The 78-83 Curse of wealth and decides that Forseti’s preoccupation “priest” tells Stilleth that he is cursed by 84-86 Curse of paralysis with justice make him slightly more likely Athena until he kills his guildmaster (who 87-89 Curse of anger to curse than most good gods. Thus the ordered Stilleth to loot the temple), burns 90-92 Curse of fear DM adds +5 for Forseti’s personality. down the main hall where the guild is 93-97 Curse of hunger Since Forseti is good, however, the DM located, and returns everything he stole 98-00 Curse of rapid aging also subtracts 5. That makes the total from the high priest and the temple, in- modification to the cursing roll cluding the high priest’s head. 25+6+5-5=31.TheDMrollsa71,and Angry citizens soon chase Stilleth out of 71+ 31= 102, so Forseti casts a minor the city, and he flees to the outskirts of the Table V curse on Tabbur. kingdom, where he seeks out the clerics of Minor Curses The DM rolls the curse of falsehood. Shargaas. After finally convincing them of However, this curse does not fit in well who he is and what has happened to him, 1d100 Minor curse with Forseti’s nature, and it probably Stilleth is told that Shargaas will lift the 01-06 Curse of truth wouldn’t affect Tabbur much anyway. So curse if Stilleth donates all of the treasure 07-12 Curse of falsehood the DM rolls again and gets the curse of he stole from the temple of Athena to the 13-16 Curse of miscasting noise. Forseti decides to surround Tabbur temple of Shargaas and also steals a ring 17-23 Curse of unfriendliness to with voices saying, “You have sinned of air elemental command that once be- animals against Forseti!” over and over again. longed to the temple of Shargaas, but now 24-28 Curse of amnesia The high priest of Forseti in the city belongs to a human warlord who lives in a 29-37 Curse of hair finds Tabbur and curses him, saying that castle nearby. His face masked by ban- 38-43 Curse of heat he will remain cursed until he slays a dages, Stilleth undertakes the quest and 44-46 Curse of lucklessness brown bear that has been terrorizing succeeds in stealing the ring. Shargaas lifts 47-53 Curse of light some inhabitants of a southern village the curse, and Stilleth returns to his pro- 54-64 Curse of tracks (many of whom worship Forseti), then fession, very wary of the power of 65-67 Curse of finding donates a third of his worldly possessions Athena. 68-76 Curse of gravity to the temple of Forseti and a sixth to the 77-86 Curse of wounds temple of Odin. 87-91 Curse of fire After the curse is bestowed, Tabbur 92-00 Curse of noise realizes the error of his ways and travels south to fulfill his quest. After some trou-

DRAGON 33 NEW PRODUCTS FOR Song of the Saurials Feathered Dragon MARCH ® Finder’s Stone The Maztica Trilogy, Book Three Trilogy, Book Three by Ruins of Undermountain by and In the thrilling climax to this trilogy, the AD&D® FORGOTTEN REALMS® When the Harpers judged the Nameless Bard greatest city in Maztica lies in ruins, and a boxed set responsible for the deaths of his apprentices, plague of hideous monsters has descended by Ed Greenwood they sentenced him to exile. Now they are across the land. From the ashes of this destruc- This “super-dungeon” represents the greatest reconsidering their decision, but with the ar- tion, a tenuous alliance forms. Legionnaires and challenge to dungeon-delving PCs ever! A vast rival of the monster, Grypht, Nameless’ new trial native warriors fight side by side, but their only complex of tunnels and mammoth caverns lies dissolves in a string of disappearances and hope for victory requires aid from beyond the under the city of , and within them murders. It is up to the swordswoman, Forgotten Realms. lies much treasure and more danger. Return to Akabar the mage, Ruskettle the thief, and Suggested Retail Price: $4.95/£3.99 those thrilling days (and dungeons) of yester- Dragonbait the paladin to prove one enemy is Product No.: 8477 year—this is the ultimate dungeon crawl! behind all the chaos—the ancient god, Moander Suggested Retail Price: $20.00/£11.99 the Darkbringer. Product No.: 1060 Suggested Retail Price: $4.95/£3.99 DRAGONLANCE® Saga Meetings Sextet, Product No.: 8419 Book One RA2 Ship of Horror by and Ellen Porath AD&D® ™ module The Meetings Sextet, “prequels” to the two by Anne Brown NEW PRODUCTS FOR Preludes series, begins when the reluctant A dark ship sails out of the mists and into the dwarven hero, Flint Fireforge, is invited to the lives of your PCs as the vessels cursed captain APRIL elven kingdom of Qualinesti. Here he meets a tries to escape his fate. Not only that, he also young half-elf, Tanis, and an elf, Laurana. When shanghais living beings to help crew his ship. MC9 Monstrous Compendium, Laurana declares her love for Tanis, a rival for Can your characters, aided by ghosts, save the ” Appendix her affections concocts a plan that will scandal- prisoners and break the captains curse? AD&D® SPELLJAMMER™ Accessory ize his rival. Tanis and Flint embark on a mission Suggested Retail Price: $9.95/£6.50 by Lots O’People to clear Tams’s name and stop a murderer. product No.: 9321 Monsters, monsters, monsters! This appendix Suggested Retail Price: $4.95/£3.99 contains another batch of beasties for your Product No.: 8340 HWA3 Nightstorm SPELLJAMMER™ campaign. If you thought the D&D® HOLLOW WORLD™ module neogi, mind flayers, beholders, and giant space Sorcerer’s Stone by hamsters were tough, you need to see this! TSR’ Books This adventure concludes the continent- Suggested Retail Price: $10.95/£6.99 by L. Dean James spanning, Blood Brethren trilogy After unveil- Product No.: 2119 For one thousand years, the Red Kings have ing the secret of the Feathered Serpents and guarded the magical sword, Kingslayer, so their sacred breeding grounds, your PCs must WGS1 Five Shall Be One named because it once killed its royal wielder. face their arch-nemesis and travel to confront AD&D® GREYHAWK® module Only by the blue light of the Sorcerer’s Stone the Immortals themselves. by can the blade be controlled, and only one Suggested Retail Price: $9.95/£6.50 When the Five Blades of Corusk are united, prince, the last of his line, can hope to master Product No.: 9311 the great northern god will lead his barbarians both in time to save his kingdom—and his life, south. Two of the blades have been found, and Suggested Retail Price: $3.95/£2.99 DLS1 New Beginnings your PCs must travel into the lands of the Product No.: 8218 AD&D® DRAGONLANCE® module barbarians to find the remaining blades. Don’t by TSR Staff miss this module, the first of a series set in the Unless otherwise noted: WORLD OF GREYHAWK® campaign. ® designates registered trademarks owned by TSR, Inc. This adventure is specifically designed to ™ designates trademarks owned by TSR, Inc. introduce players and DMs to the AD&D® 2nd Suggested Retail Price: $9.95/£6.50 ©1991 TSR, Inc. All Rights Reserved. Product No.: 9317 Edition rules. Its simple, clear format allows and XXVc are trademarks used under newcomers to begin playing quickly and easily. license from The Dille Family Trust. ©1991 The Dille Family Also, this adventure takes place in one of the LNA3 Prince of Trust. All Rights Reserved. most popular fantasy worlds ever, the AD&D® LANKHMAR™ module LANKHMAR is a trademark of Fritz Leiber and is used with DRAGONLANCE® setting. by Dale “Slade” Henson permission. Suggested Retail Price: $6.95/£4.60 This anthology of short adventures involves Product No.: 9314 the nobility of the city and its well-to-do citizens in an intricate web of intrigue, deceit, and theft. SUPPORT YOUR LOCAL XXVcS2 Sargasso of Space Enjoy this module, another in the series devoted GAME CONVENTION! BUCK ROGERS® XXVc™ module to author Fritz Leiber’s fantastic city. A game convention is the perfect by Suggested Retail Price: $9.95/£6.50 Product No.: 9318 place to make new friends who en- Space pirates are marauding the Inner joy the same hobbies you do — Worlds, robbing and pillaging the ships of the Sun Kings, , and even the mighty RAM LC3 Nightwatch in the Living City whether you like board games, itself. Operating out of a secret base in a cluster AD&D® FORGOTTEN REALMS® module role-playing games, miniature war of asteroids, the pirates have used the Sargasso by Walter Baas and Kiera Glass games, or just shopping around. If An eerie fog rolls into Raven’s Bluff, the port of Space as protection from reprisals. But now you’ve never attended a game con- their secret has been revealed, and your PCs city created and developed by the members of must stop them once and for all. the RPGA™ Network. In this, the third such vention before, please check out Suggested Retail Price: $6.95/£4.50 adventure to be published, your PCs join the the Convention Calendar feature in Product No.: 3671 Nightwatch of the city in an attempt to keep it this issue for the game convention safe-but can your heroes respond to the perils nearest you. Take some of your own both on and below the city’s streets? Suggested Retail Price: $6.95/£4.50 gaming friends along, too — and Product No.: 9316 make it an experience to remember.

34 MARCH 1991

by Jeffrey Pettengill

With the publication of the AD&D® 2nd Edition Player’s Handbook, the ability to specialize makes wizards more powerful by allowing them to cast more spells. This advantage is offset by the fact that special- ist wizards have a limited number of spells from other schools of magic that they may learn and cast. For example, a transmuter— a wizard who specializes in alteration magic—cannot cast spells from either the school of abjuration or the school of necro- mancy. A study of the wizards’ spell list by school shows that of the eight schools of magic, the school of necromancy has the fewest spells, with 18. This article provides necromancers with more variety in their spell lists. Note that casting some of these spells is considered to be an evil and unnatural act by most intelligent beings. Artwork by Fleshing out the bare bones of necromancy spells

Animate Dead Animals (Necromantic) been animated, with the following (each command up to four words long), If Level: 1 Components: V,S,M changes: the animal’s number of hit dice is either the creature or the spell-caster- Range: 10 yards CT: 2 rounds increased by one, the armor class is wors- moves beyond the range of this spell, the Duration: Perm. Save: None ened by three (to a maximum of AC 8), effects are negated. If the caster has infra- AE: Special and movement is reduced by half. vision, he sees what the creature sees with The use of this spell is often a necroman- Undead animals have special defenses infravision as well. The magical link cre- cer’s first experience with the animation of only of the appropriate type of undead ated by this spell does not allow the wiz- corpses. This spell creates undead skele- (e.g., immunity to cold-based, sleep, ard to use the undead creature as a focus tons and zombies from the bones and charm, and hold spells), with none of the for spell-casting; thus, the caster could not bodies of dead animals, specifically verte- special defenses that the natural animal cast a fireball spell and have its range brates (fish, amphibians, reptiles, birds, might have had. Special physical attacks calculated from the location of the undead and mammals). The animated remains will are those of the living animal only (e.g., creature. The material components of this obey simple verbal commands given by raking of rear claws, swallowing whole, spell are a carefully preserved human eye the caster. The caster need not use other etc.). These undead cannot inject poison or and the eye of another creature that is magicks to communicate with these un- emit, fluids such as musk or saliva. Swal- noted for its exceptional visual abilities. dead, as they will understand his com- lowing does no further damage to the mands no matter what language he uses. creature swallowed, except to trap it Spectral Voice (Necromantic, Alteration) Only naturally occurring animals of semi- within the swallower’s rib cage. Priests Level: 1 Components: V,S,M intelligence or less can be animated with receive a +1 bonus on all attempts to turn Range: 10 yards/lvl. CT: 1 this spell (e.g., lizards, cats, frogs, weasels, these undead. Duration: 1 turn/lvl. Save: None tigers, etc.), including minimals (see “Mam- For this spell to work, the animal bodies AE: Caster mal, Minimal,” in the Monstrous Compen- or skeletons must be intact. The material This spell is similar to the first-level spell dium) and nonmagical giant-sized animals. components for this spell are a drop of ventriloquism in that it allows the caster to These undead remain animated until they blood and a bone chip from the type of throw his voice. However, the caster’s are destroyed in combat or are turned; the animal that is to be animated (only one voice issues only from the mouth of a animating magic cannot be dispelled. animal type may be animated per spell). specified zombie or a skeleton. The voice The number of animal undead that a coming from the undead creature will not wizard can animate is determined by the Spectral Ears (Necromantic, Alteration) sound like the caster’s voice; it will be a animal’s original number of hit dice, the Level: 1 Components: V,S,M scratchy, raspy whisper. For the duration caster’s level, and the type of undead Range: 10 yds./lvl. CT: 1 of this spell, the caster is unable to cast being created. The caster can create the Duration: 1 turn/lvl. Save: None any spells requiring verbal components. following number of animal skeletons: AE: Caster The material component for this spell is a —Animals of ¼ HD or less: four skele- By casting this spell, a wizard establishes preserved human tongue. tons per level of experience. an auditory link between himself and a —Animals of ½ to 1 HD: two skeletons skeleton or zombie within the spell’s Skeletal Hands (Necromantic, Evocation) per level of experience. range. This link allows the caster to hear Level: 2 Components: V,S,M —Animals of 1+ to 3 HD: one skeleton any sounds that occur within the vicinity Range: 10’ + 10’/3 lvls. CT: 1 round per level of experience. of the undead being. The wizard can hear Duration: 4 rnds./lvl. Save: None —Animals of 3 + to 6 HD: one skeleton exactly as if he were standing where the AE: Special per two levels of experience. undead creature is standing (if he is a By casting this spell, a wizard brings into —Animals of over 6 HD: one skeleton for wizard/thief, he can use his hear-noise existence a pair of bony hands that float in every four levels of experience. ability, too). The spell also allows the midair and move as directed by the caster, The caster is also able to create the caster to issue simple commands to the who uses verbal command and somatic following number of animal zombies: undead creature via this link. These com- gestures to guide them. The hands can —Animals of ¼ HD or less: two zombies mands can be no longer than four words perform only simple grasping, lifting, and per level of experience. and can deal only with the creature’s carrying activities. They cannot perform —Animals of ½ to 1- 1 HD: one zombie movement (turn left, walk forward two complex movements, such as somatic spell per level of experience. steps, etc.). If either the caster or the components, or movements that require —Animals of 1 to 3 HD: one zombie for undead creature moves beyond the range great dexterity, such as picking locks, etc. every two levels of experience. of the spell, the effects are negated. The They can, however, open unlocked doors, —Animals of over 3 HD: one zombie for material components for this spell are a drawers, chests, etc., and can mix sub- every four levels of experience. mummified human ear and the ear of stances together. The hands can also make The animated skeletons of animals that another creature that is noted for its excel- two clawing attacks per round, each attack had ¼ to 1 HD conform to the statistics of lent hearing. directed against a different target. They animal skeletons as given in the Monstrous attack using the wizards table at the same Compendium (see “Skeleton”). Skeletons of Spectral Eyes (Necromantic, Alteration) level as the spell-caster, and each inflicts 1-3 animals that had less than ¼ HD conform Level: 1 Components: V,S,M hp damage on a successful hit. The hands to those statistics, with the following Range: 10 yds./lvl. CT: 1 may be physically attacked in turn (each changes: AC 9; HD ¼; hp 1; #AT 1; Dmg 1. Duration: 1 turn/lvl. Save: None hand has AC 5, hp 4, and MV 6), and may Skeletons of animals of over 1 HD conform AE: Caster move anywhere within their range. to the statistics for the animal as given in The hands can carry up to 5 lbs. each; the Monstrous Compendium, with the This spell establishes a visual link be- together, they can carry an object of up to following changes: armor class is wors- tween the caster and a skeleton or zombie 20 lbs. The hands may wield weapons ened by two (maximum of AC 10), damage within the spells range. The spell lets the within these weight limits. When using per attack is reduced by two (minimum of caster see what the undead creature sees weapons, the skeletal hands attack on the 1 hp), and movement is reduced to half as if he were looking through the crea- wizard‘s combat table, with a level half normal. Animal zombies conform to the ture’s eyes. The spell also allows the crea- that of the spell-caster and with applicable statistics for the particular animal that has ture to follow the commands of the wizard penalties for nonproficiency. Hand-held

DRAGON 37 melee weapons do half their normal dam- This spell may be placed upon any non- must make an item saving throw vs. disin- age (round up fractions), because the living skull or upon the skull of an undead tegration to avoid the spells effects. Once hands cannot generate the proper forces skeleton. The skulltrap remains dormant the spell is in effect, the former metal item that the weapons need in order to inflict until the skull is either touched by living makes all future saves as if it were made normal damage. The hands may fire an matter or is struck and damaged by non- of bone. All metal armor loses its effective- already loaded crossbow with the missile living matter (e.g., is struck by a weapon ness, becoming AC 7. Whenever a success- inflicting normal damage, because the in combat or falls to the floor); assume a ful hit is made by or upon the item, the crossbow provides the necessary force to normal skull is AC 8 and has 2 hp. The transmuted item must make a save vs. propel the bolt. All other missile weapons trap is as likely to be set off by the touch crushing blow to remain intact and func- have their ranges reduced to one quarter of the wizard that cast the spell as by a rat tional. Magical items weakened by this and inflict half their normal damage brushing up against it. When the skulltrap spell remain magical, with any bonuses (round up fractions). The material compo- is discharged, the skull explodes, releasing applying to their saving throws. Weapons nents of this spell are four human bones a blast of energy drawn from the Negative affected by this spell do -2 hp per die of taken from hands, two from a right hand Material plane. The blast of negative en- damage (and must save to avoid breakage). and two from a left hand. ergy does 2-8 hp damage plus 1-4 hp dam- Physical attacks versus metal creatures age for every level of the wizard casting that have failed their saving throws and Bone Knit (Necromantic) the spell. All living creatures within 10’ of have been affected by this spell inflict +2 Level: 3 Components: V,S,M the skull must make a saving throw vs. hp per die of damage. Range: Touch CT: 3 breath weapon to suffer only half damage Duration: Perm. Save: None from the blast. Because the trap is so Undead Servants (Necromantic, AE: One skeleton easily triggered, the skull is often placed in Alteration) This spell allows the caster to rejoin the its final resting place before casting the Level: 8 Components: V,S,M pieces of a skeleton. All of the pieces of spell on it. The trapped skull may be Range: 10 yards CT. Special the skeleton must be present for the spell moved without triggering the trap, but it Duration: Perm. Save: None to work. The wizard casts the spell, then must be moved very slowly and without AE: Special places his hands over the bones or as close contact with living matter. Gloves or any When a wizard casts this spell, he im- to them as possible (1’ maximum distance). other thin materials used to cover the bues animated skeletons and zombies with The bones then transform themselves into flesh of a living being are not enough to limited intelligence. The spell gives these a whole skeleton. If this newly joined prevent the skulltrap from being dis- undead the ability to speak, in order to skeleton is then animated with an animate charged. The material component of this answer questions, respond to certain dead spell, it will have maximum hit spell is a pinch of dust. situations, shout warnings if under attack, points. The spell can be cast upon an or make introductions. This spell affects a undead skeleton that has not been utterly Transmute Bone to Steel maximum of one skeleton or zombie per destroyed in order to “heal” it of any dam- (Necromantic, Alteration) Reversible experience level, though the exact number age that has been inflicted upon it by Level: 7 Components: V,S,M of undead affected depends upon the physical attacks. This spell may be cast Range: 30 yards CT: 1 round number of tasks that each servant is to upon an undead skeleton in conjunction Duration: Perm. Save: Special perform. For example, a 30th-level wizard with a permanency spell to create a skele- AE: One creature or object could affect 30 undead creatures, with ton that “regenerates” 1-4 hp of physical A wizard casting this spell makes any each being able to perform one task—or damage every other round (magical, fire, object made of bone, including the joined he could create one undead servant that or acid damage cannot be regenerated). skeleton of a creature, as strong as steel. could perform 30 different tasks. A task The material component of this spell is a The spell may be cast only upon the unani- can be as simple as opening a door when drop of the spell-caster’s blood and a drop mated bones of a dead being; the bones visitors arrive or as complex as cooking a of troll’s blood. may thereafter be animated into skeletal specific dish, each task taking no more form by the usual spells. The bones do not than an hour to perform. The tasks are Ghastly Hands (Necromantic) change in appearance and can still move short routines that are performed either Level: 3 Components: V,S as they could before the casting of this daily, when a certain situation arises, or Range: 0 CT: 3 spell. Objects made out of bone will make when the proper commands are given. Duration: 3 rnds./lvl. Save: Neg all future item saving throws as if they The undead servants are of low intelli- AE: Caster were made of hard metal (1st Edition gence for the purpose of determining When this spell is cast, the flesh of Guide, page 80, or 2nd what they know or how they will react, wizard’s hands changes to resemble the Edition DMG, page 39). The bones now but they are still treated as if they were flesh of a ghast. Those within 10’ of the break only under a great deal of pressure, non-intelligent for the purposes of combat wizard will smell a sickening stench; if but they will bend. Skeletons that have (so they are still immune to spells of fear, they have met ghasts before, they will had this spell cast upon them have AC 3 charm, hold, sleep, etc.). Thus, while they recognize the stench as being similar to and take half again the damage that they can talk and perform tasks that require the nauseating odor given off by those would normally take from physical at- thinking, these skeletal servants still retain beasts. All humans, demihumans, and tacks. However, skeletons affected by this their natural defenses and immunities. humanoids touched by the affected wizard spell still take normal damage from holy It takes one turn for this spell to affect must make saving throws vs. paralyzation water and magical attacks, and are also each creature. Once the spell is cast, the or be paralyzed for 3-18 turns. Only one subject to spells affecting metal (e.g., trans- servants need no monitoring except for creature may be touched per round, and mute metal to wood or heat metal) and the any commands required to start the per- the wizard must make a successful attack attacks of creatures that affect metal (e.g., formance of specific tasks. The material roll. The wizard retains this paralyzing rust monsters, which will destroy them). components are human bone fragments ability for the full spell duration or until The material components for this spell are and a dragon’s brain. he decides to end the spell. steel filings and powdered bone. The reverse of this spell is transmute Skulltrap (Necromantic, Evocation) steel to bone. By casting this spell, a wiz- Level: 3 Components: V,S,M ard weakens any metal by making it as Range: Touch CT:4 brittle as bone, altering all item saving Duration: Special Save: ½ throws appropriately. Each nonliving AE: One skull recipient of this spell (including golems)

38 MARCH 1991

Tslamir 8—Haldemar: Three days already. A sinister magic has overcome my quarters; the entire room seems to have shifted out of reality. Bulkheads feel much farther away than they should, and be- yond the crystal windows reigns a perpet- ual realm of threatening shadows. I sense hat I can no longer leave my quarters. From the corners of my eyes, I can per- ceive unnerving movements in the room, but as I turn to watch, the movements always dance away to the sides. Flames on the candelabrum are frozen as if time has stopped. In this unreal light, I proceed with the infernal Thothian enchantment, again struggling against the nightmarish delirium of the hieroglyphs. Patience will be my guide. Tslamir 9—Talasar: At last, a sign! I was brutally awakened by the sound of thunder; we were nearing a large storm. Both Xerdon and I reached the upper deck at the same time. By then, the wind had picked up great strength. At this moment, a large blue whirlpool of light appeared directly in the path of the Princess. I or- dered the helmsman to veer hard to the north, but in response a cavernous roar rose from the ship. The helmsman sud- denly lost his grip on the wheel as it spun Tslamir 8, 2000 AY—Talasar: Three wildly out of control. The entire hull days already. I, Talasar Ecbashur, have shook, and the Princess resumed her This series chronicles the adventures of taken over this vessel’s command until the course straight toward the pool of light. an Alphatian explorer and his crew as admiral’s return from his cabin, but his This could only be the doing of the admi- they journey across the D&D® Known absence has lasted far too long. I thought ral. The blue whirlpool must be a magical World in their skyship. The information several times of reaching him but have gate. But to where? herein may be used to expand D&D cam- decided not to, for fear of disturbing his Tslamir 9—Haldemar: At last, a sign! paigns using the Gazetteer series. work. I could also sense magical wards I unveiled a major axiom in the principles near his quarters and so ordered everyone of ancient Thothian wizardry summoned to stay away. I am hoping for some sign in this papyrus. This dweomercraft was from the admiral. I could not order the far more elaborate than the initial en- Princess to head back to the Empire, for chantment invoked on the ship. As I con- not much help would be found there. We jured the power encrypted in these runes, have to continue on our primary mission, the papyrus consumed itself slowly. There so I have decided to keep sailing west. was no stopping then, for the rest of the Patience will be my guide. text would have disappeared and I would have remained stranded forever in this peace with your Commander. I bear news was still there, watching over me. I real- nightmarish netherworld. When the papy- of your master.” To my question as to who ized she was none other than the soul of rus disappeared completely, new picto- she was, she merely added, “I am she who the creature I had bound to my ship. grams began to glow in the air, continuing rules over this part of the universe. In this She called herself Berylith. She related their maddening ballet. The eerie mark- realm, a Princess I am.” how I had pulled her away from the realm ings transformed their shapes and forms Tslamir 10—Haldemar: Blue light of the Immortals when I used the as I read them, endlessly adding more everywhere . . . In some places, I could see Thothian enchantment on the Princess depth to the sorcery’s mechanism. After I beams of cobalt brilliance; in some others, Ark. Berylith did not show anger however. had deciphered the meanings of the mys- wisps of dimness. Once past the portal, I She had come very close to becoming an tic sequences, the hieroglyphs blended to could no longer sense up, down, or even Immortal being herself, but when she died form a whirlpool of blue light. I had keep a notion of time. I drifted in this in this world she remained a mere servant opened another portal. But to where? azure void for what seemed an eternity. of the Immortals in the Draconic Plane. Tslamir 10—Talasar: Blue light every- Somewhere in the distance, I could hear Her master permitted her to depart in where . . . The place past the gate was crystalline sounds. I came close to sinking answer to my conjuration, but only if she amazing. The storm stopped as abruptly as again into insanity when I heard Abo- would accomplish a certain goal that it had begun. Its billowing clouds revealed vombe’s voice calling me. Memories fil- would grant Berylith higher status among a vast new world, much like the heavens tered back. the Immortals upon her final return. What beyond our skyshield. At first I reached Then I saw the Princess, and I was there the quest was he did not tell her. for the airmask at my waist, but found on the deck, as if my thoughts had gotten One thing is certain—I have to complete there was no need for that. There was me there in some obscure way. The ship the Thothian enchantment. Without it, air—cold and pure like steel. was deserted, merely a ghostlike image of Berylith’s soul will eventually decay into Above and below the Princess I could its former reality. I returned to my quar- oblivion, and the Princess Ark will fly no observe several worlds, some spherical ters and there, sitting on my chair, was a more. Either way, a terrible waste . . . and others more rugged, slowly following woman of shining sapphire and opalescent It seems that what I had magically si- their celestial courses. In the distance, light. I didn’t notice at first, but it soon phoned into the hull of the Princess Ark dark blue clouds seemed alive, with an became evident that she actually blended was only Berylith’s life force. Her psyche eerie light pulsing inside them. The watch with the seat and the rest of the floor. She had been lost in this plane of torment and then sounded the alarm. There, coming looked up to me and said, “I waited so solitude. Only the completion of the from the clouds, a horde of draconic crea- long. I remained trapped here in this half- Thothian wizardry could bring the two tures flew toward us. world, with the other part of my soul in back together. More than ever, it was The boltmen quickly reached their battle your hands, Haldemar. It is time to finish imperative I unveiled the final chapter of stations, and the crew braced for combat. what you started and set my mind free.” this enchantment. But what could it be? A The creatures weren’t dragons, as I first To my inquiry about her identity, she sinister baying echoed my thoughts. thought, but were more like wild cats with replied, “In this realm, a Princess I am.” Tslamir 12—Talasar: Horror again. huge eagle wings and the tails of great Tslamir 11—Talasar: A great blue The spectral hounds had apparently re- wyrms. One among them was truly im- sun arose in the distance. The mysterious turned, and I feared the worst for the mense. Myojo was close to panic. At the wyrm requested that I come with her to Princess Ark. Meryath left me very little sight of the great celestial felines, he her palace. I rode on her back to a great time to join her. It was a great sensation to clutched his sword and muttered his an- tower on a cloud, lost somewhere in a ride on her back amidst her horde of cestral prayers. shifting, mazelike aurora. At the top was a ferocious sky wyrms. I uttered a short The beasts began a gracious but sinister hole into which the wyrm dove. The flight prayer and unstrapped my hammer. I was dance around the Princess. Suddenly, a ended in a vast hall made of solid, purple ready for battle. younger cat broke from the ranks and clouds. Indeed, many hundreds of these evil lashed at the ship. Its claws seemed formi- There, the wyrm—Meryath, as she later creatures surrounded the ship. At the dable enough to rip through the hull. A introduced herself—offered me rest and sight of our arrival, Xerdon opened fire on fury of lightning bolts converged on the sustenance. For the sake of my comfort, the hounds while the younger sky wyrms cat, as testimony of the boltmen’s power. Meryath reverted to a human form. She dove into fray. The battle was frightening. Alas, despite the fiery conflagration they explained she sensed the soul of her To the sky wyrms’ ferocity and agility, , the bolts proved miserably inef- mother inside the Princess Ark. Meryath’s hounds responded with sheer numbers. fective. The cat didn’t even twitch. Myojo mother died several centuries ago in a Many came close to me, only to taste my prayed harder. great battle against creatures known as war hammer’s fatal might or Meryath’s The cat roared and reached the Princess spectral hounds, leaving Meryath to suc- thunderous roar. Many sky wyrms died or as the others dove in to join the attack ceed her. The mother, Berylith, briefly faded away, weakened by their numerous when, suddenly, a frightening shriek rose contacted Meryath just seconds before the wounds. Many more hounds perished at from our ship itself! The cat’s roar was a sky wyrms’ attack. But that was enough to the boltmen’s aim or at the wyrms’ dizzy- mere caterwaul in comparison. The youn- convince her daughter of her mother’s ing whirlwinds. ger cat froze in its path and hissed in fear; existence. She later mentioned her immi- Suddenly, a horrible howl rose from the the others bristled up and hunched their nent binding with a human, the master of ship. It sounded like one of those hounds, backs at the Princess’s thunderous warn- the ship—the Admiral, no doubt. but more powerful and much more fright- ing. At last, the largest beast with the lion Suddenly, Meryath stopped talking and ening. The hounds instantly halted their face came closer, dwarfing its lesser kin. It listened. Her eyes widened. Then she attack. After a moment of anxiety, they spat a bolt of lightning in the air; a clap of uttered strange words and ran for the mysteriously turned from the battle and thunder then shook the skies. opening in the hall, transforming herself fled. A clamor of joy rose from the sky The younger cats finally flew away. into a great wyrm while the younger wyrms and the men on the Princess Ark. Their leader approached ‘the aft deck beasts coiled up in the hallways in alarm. We had won. where I stood, stretched a paw toward the Perhaps some intrusion? A sinister baying The sky wyrms commenced a war dance starboard railing-and disappeared. In its echoed my thoughts. around the Princess to celebrate their place stood a woman of blue and silver Tslamir 11—Haldemar: A great blue unexpected victory. I could see Xerdon light. Myojo steadfastly stepped forward, sun arose in the distance. Its light filtered waving up at me. Soon he ordered the but she raised a hand. “There will be no through the crystal windows, toying with crew to attend the wounded. Meryath need for this, my friend,” she said. “The the shadows in my room. I had lost con- chose that moment to make a few loops in time for battle has passed. I must talk in sciousness for some time. The princess the air, which did not make me feel so

DRAGON 43 glorious after all. I hoped that Razud had blended away into the wooden bulkhead. son to the other plane and eventually some cure for that. The enchantment was finally complete. bring him back. As the celebration went on, I noticed I hurried up to the deck to resume com- The spell bestows upon the caster a from the corner of my eye that something mand. The crew was quite surprised, and limited prescience that enhances his psy- was wrong with the princess. A plank fell I must admit it was the first time ever I chic perception. This grants a better un- off the bottom of the hull. A second later, noticed a smile on Xerdon’s face. I was derstanding of the hieroglyphs, the a maelstrom of chaos overtook the ship. about to reach the upper deck when a sensing of emanations from the Plane of Whole sections of the ship cracked and sudden, low, unnerving rumble shook the Nightmares in the Prime Material Plane, splintered. Masts and their rigging col- Princess. Railing, planks, and masts started and the comprehension of other lan- lapsed on the decks. In shock, I witnessed to crack and splinter. In moments, wooden guages. The caster, however, cannot use the princess breaking up utterly before and metal debris was hurled about within any spells, magical items, or magical abili- my own eyes. an abominable shower of broken masts ties during the time of the enchantment. Tslamir 12—Haldemar: Horror and rigging. In shock, I witnessed the Since the spell deals with the very fiber again. My presence in the Plane of Night- Princess breaking up utterly before my of Chaos, Intelligence checks (or Wisdom mares had finally attracted someone’s own eyes. checks for clerics) are needed at random attention: Hundreds of ghostly hounds To be continued. . . times to avoid temporary insanity. Check surrounded the phantasmal image of the once every 2d12 hours. Temporary insan- Princess Ark. Berylith said in a somber The Thothian Enchantment ity lasts 1d4 hours. Assume a failed check voice they were the spectral hounds that This very rare spell was invented by a wastes half a day of work. Each time the had killed her in centuries past-and now skillful Thothian priest, King Haptuthep. caster fails an Intelligence check, his Intel- they were back to destroy her soul. His dream was to create a vessel powerful ligence score drops one point. Three con- Suddenly, the hounds began racing enough to carry him to the realms beyond secutive failures to avoid temporary around the ship, rushing forward and the Skyshield and back. He spent a great insanity will cause the caster to spoil the back, growling and biting at some invisible part of his life putting the spell together, enchantment. He then phases into the enemy. Some of them bled ectoplasmic but the Alphatian empire accidentally Plane of Nightmare and remains perma- ichor, while others were literally torn into thwarted the pharaohs plans with a sur- nently insane. Only a wish or a cureall spectral pieces. Slowly their foes began to prise invasion. spell can cure the insanity if the caster is appear, bizarrely fading into existence, but King Haptuthep fled his coastal domain later retrieved from the Plane of Night- these twisted apparitions were all dead while his capital and palace were shame- mares. The caster may recover Intelli- and gruesomely mutilated. Horrified, I lessly sacked, and the unused magical gence at the rate of one point for every suddenly realized what was happening. papyruses were lost. King Haptuthep later five successful Intelligence checks. The Both men from the Princess Ark and sky became a in order to continue his caster also gets a +3 bonus on Intelligence wyrms were fighting these beasts from struggle against the invaders. His followers checks if he is sleeping or deliberately not another plane. Those who fell before the were able to retrieve some of papyruses, working on the enchantment at the time spectral hounds then reappeared in this but they could not locate the first sheets. of the check. plane of madness. Haldemar of Haaken acquired these lost Completion of the spell requires 30 days I had to intervene at once. Just then, sheets in 1959 AY, during the war between of work (assume the caster can work for phasing through the bulkhead, appeared and Alphatia, and the remainder 12 hours each day) minus a number of the nightmarish muzzle of a spectral were taken by him from King Haptuthep’s days equal to the caster’s initial intelli- hound. It was much larger than the others secret lair in 2000 AY. It is not known gence score. The caster may interrupt his and much more terrifying. Berylith looked whether other copies exist elsewhere. The work for any length of time, but he must frightened. The hound snarled at me and first few sheets could conceivably have keep checking against temporary insanity entered the room completely. Berylith been reproduced in Thyatis or Alphatia, until the enchantment is completed. The implored my help, stretching out for me, while copies of the last might be found in spell automatically succeeds if the caster incapable of defending herself. some forgotten lair of King Haptuthep. hasn’t become permanently insane by the To flee was my first thought. But where? The spell conjures the soul of a power- end of the enchantment time. The blue whirlpool was still there. It must ful, mortal being in order to confer a large Upon completion, the spell binds the be the way. Without realizing, I grabbed object with intelligence and some magical caster’s and creature’s souls to the object Berylith’s translucent hand and ran for the abilities akin to that of the conjured crea- of interest. The creature may alter the magical portal. We both jumped through ture. The object becomes attuned to the shape of the object in the process, and the just as the giant hounds jaws snapped thoughts of the caster. The spell was origi- caster gains the ability to mentally control empty behind us. The gate led back to my nally written with a greater sky wyrm in the final object through the bound crea- room, the real one in the Prime Material mind, but it could be, modified to affect ture’s mind. The creature can physically Plane. At last, I was back. other types of creatures. The spell can be move any original part of the object that is The hound attempted to follow immedi- cast either by a wizard (9th-level spell), or mobile (e.g., doors, levers, windows, traps, ately but got caught halfway through the by a cleric of Haptuthep’s ideology 7th- and other mechanical parts). If the object closing gate. It howled horribly as it was level spell). was capable of movement, the creature cut in two; its fore half fell at our feet, still The first part of the spell invokes the life can then control the object’s path. Con- writhing in agony. Then the monster faded force of the creature in order to seal the flicts of personality may occur between away forever. magical abilities within the object. The last the creature and the caster, just as with Berylith stood there a moment, almost part compels the creature’s psyche to intelligent weapons. completely human. She smiled, then cried become one with the object in order to Should the caster die, the object will lose out, “At last, I am whole again! I will re- give it sentient thought. This second part its powers and the creature’s soul will be main within this ship for as long as you is by far the more difficult to master, freed. If the object is destroyed, the caster live, Haldemar, for you are now. a part of it because the sigils used by Haptuthep are dies instantly and the creature’s soul is almost as much as I am. This is but a small both sophisticated and cursed. consumed. The enchantment is permanent price for my Immortality. I will then be In order to understand and use the and cannot be broken by a mortal wish. free to complete my own quest. Be wise in second part, the caster temporarily be- your command, Haldemar, for my fate is comes a gate between the Prime Material Ashari Sunlil in your hands until then. But beware-the Plane and the Plane of Nightmares. By (1st Class Navigator & Yeoman) Princess must change. . . ” Berylith’s shape holding someone by the hands and gazing blurred in a flash of blue light, then in his eyes, the caster can send that per- History: Ashari never knew her par-

44 MARCH 1991 ents. Her father died before she was born, of poor Amburese farmers. Severe position either at the Grand Duke’s palace or and her mother—a Heldanner slave—died drought and disease decimated his family at the Imperial Court in Sundsvall, but Tarias while giving birth to Ashari. She lived the when he was a boy. He was too young to has failed his father so far hard existence of an orphan and homeless work in the fields and had to be fed, so his Tarias has always been very bored with beggar in Sundsvall’s Pit Quarter, often folk “donated’ him (for a fee) to a local life at his family mansion in Shavadze, and panhandling in the aerodrome. There, she wizard who needed a stable boy. he has been the source of many scandals, dreamed of flying on one of those fantastic Although at first illiterate, he got some from Shavadze to Bluenose City. Tarias ships while in reality she lived a meager education as the wizard befriended him. once threw a grand party where zzonga existence, scavenging and pick-pocketing. In a few years, Ramissur became his ap- fruit was so common that some of his She joined the thieves’ guild in Sundsvall prentice and learned a few magical tricks guests tossed handfuls out the windows to and developed her thieving skills. but showed little magical skill beyond that. commoners in the street below. Local The House of Arogansa hired Ashari’s He was out of place as a student; he was authorities quickly covered up the affair. services several times, and Tarias of Aro- meant to be a logger or a professional Tarias so far has conducted himself as an gansa noticed her good looks. As a reward wrestler. aristocratic brat and never proved to be for her services, she was granted her wish The wizard died of old age, and Ramis- anything but a troublemaker and a com- to enter the Imperial Navy School for basic sur went to Sundsvall, seeking fame and plete embarrassment. training. She performed well and served wealth. He fell madly in love and got mar- Tired of Tarias’s excesses, his father, several months on a small Imperial galley ried to a tavern wench, but she left him Nargol of Arogansa, finally ordered him to as an air navigator. She was then unex- for a better, more refined wizard. Heart- join the Imperial Navy. The political power pectedly transferred to the illustrious broken, he joined the Imperial Navy to of the Arogansa House is such that, sooner Princess Ark. This was all the doing of forget his pain. or later, Tarias will become an officer with Tarias, who had been ordered to join the Personality: Ramissur is a brave bolt- his own ship command. navy as a desperate effort by his elders to man who cannot deny his origins, being Personality: Tarias has the outrageous teach the brat some good sense. Tarias crude and rude by wizardly standards. attitude of those young, rich, and preten- made sure some good company would be Though a tough and impetuous soldier tious aristocrats who believe everything is available during his tour of duty, and he who thinks nothing of taking on danger- for them to use, abuse, and carelessly used family influence to quietly effect ous tasks, he has a pathological fear of discard. Tarias is handsome and dashing Ashari’s transfer. darkness since his misadventure with the but brash and ungrateful to the extreme. Personality: Ashari is extremely Night Dragon, and he hates Haldemar, His impertinence with authority and his proud of her achievements and is devoted whom he holds responsible. Ramissur has irreverence with the clergy has commonly to her duty. Her training taught her disci- a lot of respect and loyalty for Xerdon. He earned him enmity in many areas of the pline and conscientiousness. She is a finds Leo amusing and feels he should empire. Tarias’s apparent attraction for clever and perceptive person, except when protect his little friend. Ramissur’s greatest Ashari is merely casual and probably short it comes to Tarias, whom she finds attrac- weakness is that he is a heavy drinker and lived. Tarias is a lazy, selfish, greedy scoun- tive and entertaining. She has also become will pick drunken fights with anyone (the drel and coward. Lady Abovombe’s confidante and compan- reason why he’s still a 1st-class boltman Disposition: Goodwill toward Xerdon, ion, and they often quip about Haldemar’s after 20 years in the service). Ashari, and Lady Abovombe; Neutral attitude toward Abovombe. Disposition: Goodwill toward Xerdon toward Haldemar and Talasar; Antipathy Disposition: Goodwill toward Tarias, and Leo; Neutral toward Myojo and toward Myojo, Leo, Raman, and Ramissur. Haldemar, Lady Abovombe, and Talasar; Ashari; Antipathy toward Talasar, Raman, Appearance: Tarias is a 30-year-old, Neutral toward Xerdon, Leo, and Myojo; Lady Abovombe, and Tarias; Hates Halde- pure-blooded Alphatian. His black curly Antipathy toward Ramissur and Raman. mar (secretly). hair, light suntan, and dark brown eyes go Appearance: Ashari just recently Appearance: Ramissur is a tall, muscu- a long way with young, adventurous turned 20. She is a captivating blonde with lar man. The fact that he is now in his ladies. Tarias is a tall, well built, and self- emerald eyes and pouting red lips-the early forties hasn’t affected his strength. assured noble. dream of any young serviceman. She He has the tanned skin of those who spent Equipment carried: A headband of always wears an impeccable uniform, many years on the seas and in the skies. human control that he used on Ashari, a even in the worst situations, an uncanny Most of his head is cleanly shaven, except flask of zzonga liquor (three doses, illegal talent that befuddles even the most experi- for a long black tassel in the back. His on the princess), a short sword +2 of enced officers. thick, bushy eyebrows almost cover his deceiving that he “borrowed” from his Equipment carried: Ashari normally eyes, giving him a somber and gruff father’s seneschal, a medallion of protec- carries a (stolen) earring of protection +1 expression. tion +2 that he extorted from a magis- in addition to her standard navigational Equipment carried: Wand of light- trate in Shavadze, and a scroll of equipment: a few navigational tools and ning bolts (6d6) and standard boltman equipment containing, in addition to three manuals that normally remain in her equipment. random objects, a 1,000-gp gem, a phony cabin. If leaving the ship, she takes along a Spells memorized: Light (×2). treasure map, and an air mask (common dagger +1 that Tarias of Arogansa gave Game statistics: S 17, I 13, W 8, D 12, to those used on the Princess Ark). her. She keeps a complete thieves’ kit in C 16, Ch l0; 2nd-level Magic-User; AC 8; Game statistics: S 13, I 12, W 8, D 14, her personal effects. hp 10; MV 120’(40’); #AT 1 (dagger or C 11, Ch 15; 4th-level Fighter; AC 6 (with Game statistics: S 10, I 13, W 10, D wand); Dmg 2d4 +2 (Ramissur reached Dex and magic); hp 20; MV 120’(40’1; #AT 1 16, C 12, Ch 17; 3rd-level Thief; AC 6 (with expert proficiency in his mastery of dag- (magical sword); Dmg by weapon type; Dex); hp lo; MV 120’(40’); #AT 1; Dmg by gers) or 6d6; Save MU2; ML 10; AL C. Save F4; ML 6; AL C. Languages: Common weapon type (magical dagger); Save T3; Languages: Common Alphatian and the Alphatian. Skills: Dancing (Dx), Music ML 10; AL N, Languages: Common Alpha- Ambur dialect. Skills: Brawling (St + 1), (Harpsichord, Ch), Hip Conversation tian and Thieves’ Cant. Skills: Navigation Drinking (Co + 1) and Singing (Co). (Ch+3). (In), Sailing Weather (In), Evade (Dx), Gain Trust (Wi + 2). Tarias of Arogansa Leo of Le Nerviens (Midshipman) (Civilian Advisor) Ramissur Zumrulim (1st-Class Boltman) History: Tarias is the youngest son of the History: Leo was born of legitimate Le cousin of the Grand Duke of Arogansa. His Nerviens kin. He was a straight “A” student History: Ramissur comes from a family four brothers have all gotten some illustrious at the corporate school, often seeking the

DRAGON 45 most unexpected solutions to problems. As Ark does not use that spell. If you remem- wondering, though, what kind of party a reward for graduating with honors, he ber the ship gamed “invisibility” when the would associate with such macabre was sent on a commercial prospective Myoshiman monolith was placed on board. companionship—other undead, perhaps? mission aboard one of the corporate air- The monolith bends rays of light to a certain The rest of the population might also stage ships. There, he learned a bit about blimp degree (a careful observer could still see a a major hunt to rid their beloved land of technology and Hollow World geography. blur; like in the movie Predator), but it does these ghastly fellows. Considering that In the following years, he joined the not confer true invisibility like the spell. This undead are already immortal (sort of), Research & Development division of Le is an example of how a DM can deal with a your point is moot. If it were at all possi- Nerviens and bettered his creative and potentially annoying limitation in a game ble, undead could attain “true”Immortal- engineering skills—in the usual gnomish setting (it’s a cheap way of cheating but it ity in the Sphere of Entropy, but I would way. He joined the Princess Ark expedition works, eh?). limit that to the really powerful undead by accident and felt this was so much the Can PCs imitate that feat by carrying ( or better). better; there was much to be discovered around chunks of the monolith? The mon- on the outer world, and the Princess Ark olith itself is barely sufficient to conceal About dominions: How many hexes can would definitely need someone of his the ship, and we’ll assume the mineral’s a single person rule, and how many troops talent to maintain all the gnomish inven- magical properties grow in a geometric are needed to maintain each hex? tions added to the ship. progression compared to its mass. If so, There is no real limit to how much a Personality: Leo is of the eccentric that pesky PC might end up needing a 500- single ruler can control, especially in set- inventive disorderly nosy obtrusive lb. hunk of rock to make him invisible. ting where magic can be used. In D&D alignment —in short, a perfect Le Nerviens Well, I guess he still could hide behind it! game terms, Genghis Khan would have gnome. Leo never seems tired; he’s a hy- ruled over more than 125,000 eight-mile peractive perfectionist who is never I’m a DM from Denmark who wants to hexes, with no magic at all. The number of pleased with his work. His incredible tell you how much I enjoy the Gazetteer troops needed to maintain your borders naivete and constant pranks often test series, particularly The Orcs of Thar, but I depends upon a multitude of factors (like Xerdon’s and Raman’s patience. Leo is a think an injustice was done to the trolls. I troop quality, economy, population, and peaceful character whose biggest weak- love trolls, I really do! In GAZ10, trolls are the presence of peace or war). For exam- nesses are his love of gems and beer. portrayed as unintelligent scum, and that’s ple, the Roman Republic in the second Disposition: Goodwill toward Ramis- not fair! Why haven’t you matched the century B.C. maintained over 12% of its sur, Haldemar, Talasar, Lady Abovombe, Expert version of the troll, or your de- citizens in its legions (and that wreaked Ashari and Raman; Neutral toward Xer- scriptions of the goblins that seem far havoc on its economy). On the other hand, don; Antipathy toward Tarias and Myojo. smarter? GAZ10 trolls have no faith, ei- Imperial Rome in the fourth century A.D. Appearance: Leo is a middle-aged ther. You also mentioned war dogs in had only 0.7% of its citizens in arms, and gnome with short blond hair, a large han- GAZ10 but did not give their stats. Are did quite well-well for the Visigoths, that dlebar mustache, and a reddish face. His they described elsewhere? is. Medieval kingdoms were incapable of spectacles sit squarely on his protuberant Hmmm . . . As for trolls, I kind of like coming anywhere near these numbers (it nose. them, too. I wrote the darn gazetteer, so wasn’t called the Dark Ages for nothing). Equipment carried: There is no I’d better like those dumb, smelly ugly telling what Leo carries in his pockets; dudes! What happened is that they were I am anxious to see GAZ14 The what he has one day can be lost the next presented that way in GAZ7 Northern Atruaghin Clans. Wendar, Sind, and the somewhere on the ship. Leo constantly Reaches, and I decided to stick with that Heldann Freeholds would be good next tinkers and comes up with various trinkets description. Nothing says that you cannot choices. Gazetteers on Norwold and Hule and gadgets that may or may not function. change trolls to fit your preferences! This wouldn’t require much work, since they Game statistics: S 13, I 15, W 8, D 14, is especially so if you’re going to make a are based upon previously published mate- C 17, Ch 10; 8th-level Sky Gnome with PC out of a troll. However, you are incor- rial. Some of these modules are hard to Special Abilities I-VI (see note following); rect in assuming that I presented them as get, so it wouldn’t be just reprinting old AC 8 (with Dex); hp 56; MV 60’(20’); #AT totally faithless. They do have a certain material. Also, please make some new 1-4 (unpredictable widgets; randomly pick Bagni Gullymaw to worship. (They could countries more like “typical” medieval one die of damage for each new encoun- also believe in peanut butter.) settings. Few countries in the Known ter); Save D8; ML 9; AL L. Languages: Ah, yes, the war puppies. We should World have kings, knights, and serfs (Kara- Oostdokian, Milenian, and Common Alpha- have noted that their statistics can be meikos and Thyatis seem to come close, tian (treat as an Intelligence Skill). Skills: found in AC9 Creature Catalog, page 13. though). Too many of these types of coun- Gemcrafting (In), Ship Building (In), Helms- Here are the abbreviated stats, if you tries would be boring, but what’s the point man (In), Memorizing (In), Drinking (Co), cannot find that accessory: AC 7; HD 2 +2; of having the Companion Set if no country Singing (Ch). MV 120’(40’); AT 1 bite; Dmg2d4; Save F1; really matches that rules set directly? Note: Sky gnomes, their experience ML 11; TT Nil; IN 3; AL N; XP 25, The Good point. The closest thing that we levels, and their abilities were originally illustration on page 13 shows a cutesy war could develop into a medieval setting described in PC2 Top Ballista. If that mate- dog with gleaming canine barding. Add to would be the Heldann Freeholds, which rial is not available, use a common gnome that some smudges, dents, rust, spikes, are close to a Dark Ages Germanic setting from the Basic Set. and plenty of disgusting drool, and that with clerical magic. The freeholds are war dog will be ready for service in Thar’s barbaric tribes that are being “pacified” by Letters Legion. the Heldannic Knights. The regions now While reading “The Voyage of the Prin- under the Knights’ control are definitely cess Ark,” part 9, I discovered a minor Are undead PCs allowed? (I have a nos- getting feudal in style. (By the way, the error. The HOLLOW WORLD™ boxed set feratu cleric.) If yes, can they reach creation of a 96-page accessory can hardly indicates that the invisibility spell does not Immortality? be referred to as requiring not much function in that setting. However, the Why not have a PC undead? There work; a typical Gazetteer manuscript Princess Ark seems to be able to do so aren’t any guidelines that I know of on comes close to 200 pages!) anyway. See issue #162, page 45: how to create and role-play undead crea- ,, . . . Leopold had probably failed to tell his tures in the D&D game. You’ll have to kin that the Princess was not visible.” come up with a system that balances the It is true that the invisibility spell does not undead PC reasonably well with the other work in the Hollow World, but the Princess character classes in the party I can’t help

46 MARCH 1991 Crescent Hawks’ Revenge (Infocom) The biggest, the best, the Beasties!

We receive many letters asking how word out to computer and video gamers #162). You can move items from one char- readers can send game hints to us. Just worldwide. DRAGON Magazine deserves acter to another by simply selecting the send your hints in a legible format to: The everyone’s continued support. Should we Move icon, selecting the item to be moved, Lessers, 521 Czerny Street, Tracy CA ever have the funding necessary to pub- placing the cursor on the character to 95376. Please use a pen, as pencil is hard lish a game newsletter or magazine, we’ll whom you wish to move the item, then to read on some of the different paper certainly let you know right away! pressing the Enter key. Now, on to the stocks we receive. Thanks for everyone’s We are glad most of you find benefit in awards! interest! reading the reviews, news, and hints. And, The Beastie Awards are given to those Also, thanks to those of you who enjoy yes, we also acknowledge that we are not published, commercially available, this column and wonder why we haven’t always correct. For example, a fair num- software-based fantasy role-playing adven- started our own game magazine. It re- ber of readers have written to state that tures that receive the most votes (for each quires a great deal of money to begin any we erred when describing how to move computer system) from the readers of this new magazine. Not only must you hire the items from one character to another when column. Other individual awards are se- finest editors, writers, illustrators, and playing Ultima VI, from Origin (issue lected by the authors of this column. artists available, but production issues These awards cover games reviewed in must be considered: how much color Computer games’ ratings DRAGON issues #153-164. Many fine soft- there will be, what kind of paper will be ware entertainments were released after used, and where and how will the maga- X Not recommended issue #164, in November and December zine be printed. Then, too, one of the most * Poor 1990. However, due to our review sched- expensive items to consider is the mailing ** Fair ule, we can’t bring our reviews of these cost. *** Good products to you until later this year. This TSR, Inc. and DRAGON® Magazine are **** Excellent means that many of these fine entertain most gracious and highly professional, and ***** Superb ments will be in the running for the that helps us to get the entertainment Beastie Awards of 1991.

DRAGON 47 PC/MS-DOS system (tie): Ultima VI ally reviewed during the eligible time (Origin) and Secret of the Silver Blades frame for game selections. (SSI). In our reviews, Ultima VI received a Best combat simulation (tie): Har- higher overall rating than did Secret of the poon (Three-Sixty Pacific); and M-1 Tank Silver Blades. However, each is an out- Platoon (MicroProse Software) standing example of the best available Best arcade game: Projectyle (Elec- adventures for gamers. tronic Arts) Apple II system: Dark Heart of Uu- Best strategy game: Ishido: The Way krul (Broderbund Software) of the Stones (Accolade) system: Citadel (Postcraft Best driving simulation: The Cycles International): black and white graphics (Accolade) award; and Might and Magic II (New Best flight simulator: Their Finest World Computing): color graphics award Hour: The Battle of Britain (Lucasfilm system: Draconian: Drakkhen Games) (Data East USA) Most original game: Dragonstrike (SSI) Individual awards Best sports simulation: Rick Davis’s Best science-fiction game: Mega- World Trophy Soccer (Virgin Mastertronic) Traveller 1: The Zhodani Conspiracy (Para- Best board-game conversion: Stra- gon Software) tego (Accolade) Best graphic adventure: Loom (Lu- Best game conversion (tie): Champi- casfilm Games) ons of Krynn (SSI), from PC/MS-DOS to Best simulation: Railroad Tycoon Amiga; and Pirates! (MicroProse Software), (MicroProse Software, PC/MS-DOS ver- from Macintosh to Amiga sion). You didn’t see this review in any of Best video arcade game: Sega the issues between #153 and #164. The Genesis— Revenge of Shinobi (Sega); and review of Railroad Tycoon that appears in NEC Turbographx-16—Alien Crush (NEC) issue #165 (January 1991) was originally Best video role-playing game: Sega scheduled for the November issue but had Genesis —Phantasy Star II (Sega of Amer- to be pulled due to space restrictions. ica); and NEC Turbographx-16 —Dungeon Therefore, this fine simulation was actu- Explorer (NEC)

48 MARCH 1991 Reviews costly, but each adventurer can learn two or three major languages in addition to the ones he automatically knows, to cover most of the encounters. In Gull, you’ll probably want to join in an encounter that involves assisting others in wiping out a group of orcs. You will lose one or two characters in this battle, but those who survive will find the riches worth the effort. You can recruit others at the inn or at some of the specialty guild shops to fill the vacancies in your party. If you are careful when you create your first characters, your group might survive this battle. Once the orcs are done away with and you have carefully spent your winnings on improved armor, weaponry, goods, spells, and other guild training, we recommend that you save at least 3,000 gold pieces (gp). It’s a good idea to buy your own boat to travel to the Dragon Continent. Should you survive your early encoun- ters (and believe us, these are some of the toughest battles that your new characters will ever face), look around the dank and dark mazes beneath Gull. But watch out for traps-they are killers! Be certain that, whatever you meet, you have a very lucky individual in your group. Gambling will certainlv cost a life if vou don’t have some- Tunnels & Trolls (New World Computing) one skilled with dexterity and luck. Sail to the City of Knor and make sure you have enough money to pay to enter Tunnels & Trolls ***** the map simultaneously. this port of civilization. If you don’t, you’ll New World Computing (818-999-0606) The game begins in the Silver Swan be hounded for payment throughout your PC/MS-DOS version in tavern in the city of Gull. Elysan, a bard, is city investigations. Then travel upriver to VGA graphics mode $49.95 telling the tale how the great wizard Kha- Khosht. It’s fairly safe there, but if you Tunnel & Trolls (T&T) surprisingly lacks zan united all the towns to drive the mon- cross the bridge between Knor and support for additional boards (such as sters from the land. For six centuries, he Khosht, expect to fight a significant beastie sound boards), but this does not detract ruled mankind wisely. Unfortunately, one who’ll batten your hatches faster than you from this true-to-form fantasy role-playing of his trusted advisors, Khara Kang, was can cry for help! game (FRPG). Having just played several subverted by Lerotra’hh. The peace pact Always make certain your group has games with AdLib or Roland sound sup- signed by Khazan and Lerotra’hh, honored plenty of light available, and consider port, the lack of sophisticated sound ini- for over 400 years, has been abandoned running away to be a critical battle deci- tially was missed. But, as play continued, by the Death Empress, and her grisly sion. For example, our party heard cries T&T compared favorably with other FRPG troops are gathering to finish off mankind. for help and, in our haste to rescue a girl offerings running on IBM computers or Khazan is bound in a magic sleep in the in trouble, found ourselves battling the their clones. capital city of Khazan, and you must as- Spider Cult. Our group took many hits, Converting a successful role-playing semble your party at the mouth of the but we hung in there until it could be environment to the computer is an espe- Tharothar River to defeat the tyrant and plainly seen that all would die if we contin- cially difficult task. T&T succeeds where rescue the wizard. ued the battle. So, we did what any self- many fail; the environment is true to the The mechanics require that you create respecting fighters would do: We ran! Lo original FRPG form and play. Although the four characters. Pay particular attention and behold, it turned out that we rescued graphics employed when adventuring to the dexterity and strength needs of the the girl from the cult at the same time. outdoors seem somewhat diminutive at weaponry listed in the gamer’s manual. And was she someone special! Not only first, the reasoning for this becomes clear For example, if you want to arm a warrior was she able to heal all of our wounds, but as you realize the expanse of the T&T with a double-bladed broad axe, he needs she gave us information about a dragon world. You must move an entire party at least a 10 dexterity and a 21 strength named Nepenthes that lives in the heart of across huge land and water masses within just to lift the weapon. We recommend a swamp. the boundaries of computer memory— that before you roll up each character, you T&T is filled with lively encounters. We hence, the rather reduced view of your arm him on paper. Then, as you roll his suggest you save your game every time party within what are sometimes indis- characteristics, you’ll know the minimum you’ve completed a significant action (you tinct terrain hexes. The included multicol- attributes that he must have in order to will make hundreds of game saves before ored map is a great aid as you hunt for the use the weapon you have selected. you complete this adventure). Overall, wizard-king Khazan. One of the most intriguing aspects of the T&T is a well-crafted FRPG. The player’s The game features over 60 spells as well game is its use of languages. T&T is rich in interface is completely icon driven, but it as auto-mapping. However, we highly the variety of races and creatures that will take a few minutes for gamers to recommend you do some of your own roam its lands. In order to communicate understand how windows relate to one mapping because accessing the automati- effectively, we highly recommend that all another. Each character also has an on- cally generated map requires a complete of your characters learn additional lan- screen portrait. By clicking on a character, screen change. You cannot move and view guages whenever possible. Training is all of his capabilities and possessions can

DRAGON 49 be displayed. You simply move items from one window to another to enable charac- ters to possess or drop those items. The text portions of the game are well written and offer elaborate explanations or details. Write down these important messages! T&T is a faithful rendition of the origi- nal FRPG and would also, in our opinion, be a fine candidate for conversion to other popular computer systems such as the Macintosh, Amiga, and Atari ST. Hopefully, New World will consider this appeal. This adventure is a great deal of fun and is quite exciting, and it requires gamers to not only gird themselves for battle, but to also put on their thinking caps to solve puzzles.

Battletech: The Crescent Hawks’ Revenge **** Infocom (415-329-0800) PC/MS-DOS version with VGA graphics card and Roland sound $49.95 As Jason Youngblood, you must find your kidnapped father. Building a lance of four ‘Mechs, you head for the planet Ly- ons in hope of obtaining information that will lead to your father’s location. In this Stellar 7 (Dynamix) sequel to BattleTech: The Crescent Hawks’ Inception, the MechWarriors don’t have individual statistics but are ranked in combat experience. As they obtain more experience, they don’t need to rely on your commands as much and they can function better in combat. The game is less of a role-playing game and more of a war game with a continu- ous story line. As you succeed or fail in a mission, the story line changes as well, giving you a new challenge each time. Within each mission, you have tasks that range from protecting a bridge to engag- Stellar 7 (Dynamix) Hard Nova (Electronic Arts) ing enemy forces and forcing them to retreat. As you advance in the game, you shooting defensively and shooting at will, This game is good but is not the same as are also given chances to command as alter the speed of the ’Mech, and deter- the first BattleTech game. Players wanting many as three lances (12 ’Mechs). You can mine if your pilot is going to be safe with a role-playing game might be disappointed, select from over 30 ’Mechs and vehicles. A current heat levels in the ’Mech. but war gamers will thoroughly enjoy the ’Mech recognition chart is included with The speed of real-time combat can be variety of ‘Mechs and vehicles available as the game and makes such decisions easier. altered. Once a unit completes its orders well as the needed strategies for combat Each ’Mech is ranked in long, medium-, from the player, depending on the experi- success. Infocom has produced a highly and close-range firepower, armor level, ence of the pilot, it does one of several enjoyable strategic war game that happens and speed. As the game progresses, you’ll different things: If the pilot is inexperi- to possess a great story line as well. find you are able to make better decisions enced, it stops and waits for new orders. as to which ’Mechs are needed to create a An experienced pro can continue to run Hard Nova ***** balanced and formidable force. and dodge enemy fire while continuing to Electronic Arts (415-571-7171) During battle, the screen shows an over- fire at its target. PC/MS-DOS version with VGA graphics head perspective of the surrounding ter- During later scenarios, DropShip com- and Roland sound $49.95 rain and your enemies. By clicking on any mands are available (DropShips are space- Hard Nova is a hard-driving science- unit, you can find out an enemy unit’s craft that transport ’Mechs). They include fiction adventure in which your wits must combat capabilities, armor, speed, and intelligence commands that allow you to be as fast as your weapon. There’s no heat status (heat is caused by the weapons’ check the formation, location, speed, and room for hesitation here., As a mercenary, firing and movement of the ’Mechs). De- heading of both your lances and enemy your life is on the line every time you turn vices called “heat sinks” inside the ‘Mechs lances. Satellite maps are also available around. Say or do the wrong thing, and try to dissipate excess heat; if combat gets from the DropShip, as are artillery shelling you could face blazing automagnums at 10 rough, the heat increases. If the ‘Mech gets and strafing by Aerospace Fighters. Unfor- paces. Whether you’re flying your hover- too hot, it will shut down and be inopera- tunately, the enemy has identical capabili- craft in orbit above a planet to search for ble for a few turns. ties and can also spy, shell, or strafe your a suitable drop zone, or meandering care- You can issue orders by clicking on a ’Mechs. fully through mazes designed to test your unit, causing an options screen to appear. The animation, music, and sounds for mettle against combat robots, Hard Nova is You can move a ’Mech to a designated this game are well done. With an AdLib packed with action. square, target an enemy or another card, the user can hear the pilots’ voices Don’t expect to sit down at this science- square, change firing tactics between digitized as they call to you for assistance. fiction adventure and be immediately able

50 MARCH 1991 to play it. Take your time to learn each consider less hostile, such as a tanker. You answer by matching the pictured nebula command and how to use your mouse to can also select specific weapons bays to with your answer sheet and entering the move characters and hovercraft. Save increase your offensive potential. correct alphanumeric answer. your games as you learn the environ- Spacecraft maneuvering is controlled by The VGA graphics are outstanding, ments. There are many game elements the numeric keypad or the mouse. You especially when targeting opponents. The you should not take for granted. For ex- simply click the mouse in the direction inside view is always clear, and the space ample, one of your major efforts is to you wish to travel, and through use of the views leave no doubt as to your surround- locate additional spacecraft crew mem- arrow keys you can increase or decrease ings. Not all scenes produce theme music, bers. Forget to assign them to specific the speed of your ship. When you reach a but when it does play, it is highly enjoy- assignments on board your spacecraft, planet, you are asked if you wish to dock able to hear for a few minutes. However, if and you’ll lose them. with the space station or go into orbit you plan on hanging around bars for a Your life as either Nova (female) or Stark around the planet. The former enables long time, you might wish to turn off the (male) has not been an easy one. You are a you to refuel your ship (and to accept a music after it gets repetitive. free-lance Starkiller mercenary; your last smuggling assignment), while the latter Hard Nova is a great purchase for ship was destroyed, and only you and enables you to select a drop site for your science-fiction adventure gamers. The your navigator, A’kri Janr, survived. After ship. The assignments range from getting game’s broad variety of encounters, both you were picked up, the commander of fuel cells to the planet Tikorr for 5,000 sentient and in space, offer many hours of the Starkiller Mercenary Group, Gerard credits to earning 29,000 credits for carry- exciting entertainment. We highly recom- Kendall, offered you new opportunities. ing fuel cells to the planet Ciberan. mend Hard Nova as an addition to your He has given you a new ship but no crew. Weapon parts to Rouyn garner you 15,000 software library. You can carry out his assignments, but credits, and alien food to Ariel is worth there’s always room on the side for smug- 9,000 credits. Stellar 7 ***** gling. The higher the reward for your Not all goes well to and from planets or Dynamix (503-343-0772) secretive deliveries, the greater the dan- stargates, as a number of hostile craft are PC/MS-DOS version with VGA graphics ger. We recommend you stay away from flying about. Before you can repel their and Roland sound $34.95 smuggling until after you’ve completed attacks, you must target them just as you Back in the early 1980s, a game called your first assignment from Kendall. would a sentient target. You also have to Stellar 7 was released. Using only wire- To make matters worse, the denizens of decide which of your weapon bays are frame graphics, this game was a hit for Planet Typhon, beyond the frontier of the most appropriate for the selected target. Apple II computers. With the advent of Core Worlds, know their sun is dying. The hostiles afford you very little time in new technology, Dynamix has now re- They must find a new home, and if the which to make your decision. released Stellar 7 for PC/MS-DOS com- planets they encounter are populated, You can continuously fire your A4 Pulser puters, and the game has had a major their battle fleet stands ready to ensure laser if a targeted ship is within range, and face-lift. Thanks to 3Space technology, more homey environments. you can also attempt to board an enemy Dynamix does for futuristic tank simula- Hard Nova’s on-screen displays are well ship. Other navigation options include tions what Origin did for futuristic space designed. If you are adventuring indoors, shadowing a ship, jamming radar-guided simulations. the main screen area shows a map. You missiles, flashing optically guided missiles From the detailed soundtrack and beau- are displayed in green, and your party in with strobe lights, and confusing incoming tiful 256-color opening scenes, to the dra- yellow. Opponents are red, while all non- heat-seeking missiles by discharging flam- matic end of the game, Dynamix makes hostiles are blue. mable chemicals into your drive exhaust. Stellar 7 feel more like a movie than an You target opponents by using the space Your technician can also hack at the arcade game. Don’t be fooled by the open- bar. Targeting is necessary for both talking software to improve it. There are software ing cut scenes; there is plenty of action for and firing. When targeted, an opponent programs for avionics (ship maneuvering); you in battling more than 20 different appears on the screen and you can learn thruster (ship acceleration), targeting enemies on several different planets. its name, weaponry, and armor status. (target locks on other vessels), spacecom Luckily, you have the Raven, a tank that Watch the opponent’s health status to the (decoding ship signatures), and evasion highlights the power of firepower. The first- right as you attack, so you can determine (evading enemy fire). person perspective adds realism to the game if you are successfully engaging your Hard Nova requires a gamer’s commit- as you engage the evil forces of Gir Draxon target. ment for many, many hours. So many on seven planets. Radar keeps you informed While wandering around, you’ll be able options are available that they are impos- of obstacles and enemies around you, while to enter elevators, pick up objects, and sible to list in a single review. Not only can magnification helps separate the merely earn valuable experience points when your technician learn a great deal from deadly from the deadliest. engaging in battles. Within your first targeted ships in space, but you can in- A targeting scope in the center of the environment, we recommend you enter crease each crewman’s skills to afford you screen shows the approximate location the shop on the right side of the screen an even greater chance of succeeding in your cannon shells will hit when fired. and purchase some additional ammunition this multiple adventure game. The scope changes when the Raven finds for your automagnum. Your faithful navi- For example, one area in which we an enemy within range of your cannons. gator carries a sonic mace that requires no highly recommend improving your skills Below the main screen and radar is the ammunition. early in the game is your Aptitude. The energy gauge that decreases as enemy fire The interaction with other characters in higher you raise your Aptitude score at hits the Raven. When the gauge is com- the game is unique. What you say has a the start of the adventure, the more your pletely depleted, the Raven can no longer definite effect on the targeted party. How- abilities will increase as you gain experi- depend on its shields; the next hit by ene- ever, you can return to a character later in ence levels. One way to start this process mies destroys it. Enemies include sand- the game if you feel you messed up the is to make certain you enter the robot sleds, hovercraft, and tanks possessing a first contact. He might have some critical maze when you first start the game. Don’t variety of armaments and armor. There information to give you! simply go around grabbing the flags for are also flying skimmers and other uniden- Once you have assembled your crewmen credits! Annihilate the robots, all of them, tified vehicles to add to your troubles, as and assigned them to their posts aboard to earn those valued combat points. well as forces that may be cloaked, making your craft, it’s time to head into space. Your Yes, there is copy protection, but it is not them virtually undetectable. craft has a broad range of capabilities, in- disk based. You must answer a question Aiding you against the enemy armada cluding the ability to change the signature of that relates to a specific nebula that is are various offensive and defensive weap- your vessel to something others would displayed on-screen. You find the correct ons that can make the difference between

DRAGON 51 life and death. The Inviso cloak generator Go back to the top, then heal wounds and (Thomas Rigney of Chino Valley; Ariz., prevents enemy units from tracking the rememorize all spells. Even though the writes that the tip stating that adventurers Raven. The Eel shield is a ramming device mage claims only mages may compete, my shouldn’t go into the Sphere of Annihila- that turns an enemy’s shields against itself cleric had more luck against the Challenge tion is incorrect. He states “you can use a and forces the vehicle to explode. The of the Globe. Don’t pay the second dark elf non-magic-user character and win, thus super cannon fires faster and more pow- lord-he’s an illusion! receiving a great amount of experience erful shells than your main cannon, while Ian Rapley points.” He also adds the following hints.) the MP thruster gives the Raven a short Seer Green, Bucks, United Kingdom 1. Use the Dust of Disappearance against burst of speed. The cat’s eye can reveal the Mulmaster Beholder Corps. cloaked enemies; the RC bomb is a mine Using any of the standard methods for 2. Never attack your NPCs, as they will that destroys anything that comes into cloning magical items yields amazing re- turn on you. close proximity of it; and the jump sults. Create a second ring (the first is thruster makes the Raven airborne for gained from Dracandros’ body). Give both Might and Magic I (New World Comp.) several seconds (this helps in passing over rings to the same magic-user. The first 1. Become a courier service if you wish obstacles or enemies). These weapons ring doubles the number of 1st, 2nd, and to find Zam and Zom and their treasure. should be used only as needed, as the 3rd level spells the magic-user can learn; 2. Don’t bother with the treasure in Raven can hold only three such devices the second does not triple but redoubles Erliquin; the treasure below is much bet- and, replacements can be obtained only the number. An 11th-level mage with 16 ter, if you can get it. from defeated enemies. Fireball spells in memory is a wondrous 3. Arkeno Guire can give you some This is a great arcade game. The ani- sight indeed! much needed help, including powerful mated scenes between the battles make James A. Gilly magic, but you must have lots of food and Stellar 7 a complete story as well. The USS Simon Lake (AS-33) 4th-level cleric spells. animation and backgrounds are crisp and 4. The secret of Portsmith isn’t in the finely detailed, as are the soundtracks and 1. Some magical items can be readied demon- and devil-ridden dungeon; it’s in special effects. Stellar 7 is rumored to be only in combat or in an inn. These include the midst of the city. Also, don’t disturb the favorite arcade game of author Tom Frost Brands, Flame Tongues, Girdles of the demon conference unless you’re on Clancy; it certainly is a hit with us, and we Dwarvenkind, Cloaks of Displacement, and the verge of completing the game. heartily recommend it for arcade fans. all Ioun Stones. 5. Have nothing of value in your back- The plot may not be totally original, but 2. When your mage gains a level, have pack when trading with the hermit. with great graphics, sound, and a number him select the spell Enlarge before other, 6. When you find walls or rooms painted of different, intelligent enemies, Stellar 7 is higher-level spells. Cast by a 9th-level mage, in black and white checkers, search for a must buy. this spell gives a 21 strength that lasts for the idols. 1½ hours. In a cavern, this is long enough 7. Doom is tough, but solve it before the to last for three or four fights, if you don’t final encounters in the strongholds. Clue corner Encamp and Rest. This also works well 8. After defeating the stronghold that while patrolling the forest. Lord. Hacker commands you to defeat, Bard’s Tale I (Interplay) 3. To gain a large number of spells for don’t go back for more! 1. To escape from Bashar Kavilor’s do- your mage’s spell book, go to the Zhentil 9, The end of the Forbidden Crypt holds main, defeat his dragon. Keep magic shop. Buy one of each scroll a valuable amulet. 2. Bards can sit on Harkyn’s throne. available. Then go to the inn and cast Read 10. Zam and Zom are in the two towns to 3. There is a secret door to the south of Magic and Scribe. You will be pleasantly which the courier service doesn’t take you. the Jabberwock. It hides a powerful and surprised at the number and variety of the 11. Have mercy on prisoners. needed weapon. spells you receive. Keep any scrolls you 12. The Clerical Retreat holds all but the 4. Silver items are found in the castle weren’t able to Scribe, because you can Clerics of the South, who hold the key to and both towers. cast spells from the scrolls with no chance raising abilities indefinitely. 5. The One of Cold is a common type of of spell failure. Andrew Mussell walking statue. 4. If you find the council room of the Brandon WI 6. Visit Kylearean for the key to Mulmaster Beholder Corps, Flee In Panic if Mangar’s tower. you haven’t saved your game recently. We (Kevin Collier of B Company, 92nd Engi- 7. While the first, second, third, fourth, fled, cast protective spells, and returned to neer Battalion, currently involved in Opera- and fifth words are easily found, the sixth see how well we might fare. On the party tion Desert Storm, took the time to write us and last words are somewhat disguised. we cast Enlarge, Bless, Prayer, and Haste. with the following hints for what he calls the 8. The Keymaster may save you some Each mage cast Blink, Mirror Image ( × 2), “Tyranthraxus Trilogy of Terror,” namely spell points if you are willing to give up and Minor Globe. Then we entered. We , Curse of the , some gold. managed to kill four beholders, one high and Secret of the Silver Blades. His advice 9. Dragons complaining about pork can priest, and one lord. Left facing us covers general party makeup for this series be passed if they hear the right tune. were eight rakshasas, nine high priests, of fine FRPGs from SSI.) 10. Remember who Odin’s greatest son is. nine drow lords, and 11 more beholders. 1. The six characters that you create in 11. There is a hole in the ceiling from Our party lasted for the first three rounds; Pool of Radiance can easily (Ha!) complete the fourth to fifth levels in Mangar’s then we started failing our saving throws. that adventure. The trolls-and-ogres slum tower. Our fighters, thief, and cleric were killed. encounter, Sokal Keep, and the Kobold 12. Sacrifices will have to be made if One mage was afraid and ran. The other Caves are the only encounters where you Mangar is to be reached. mage managed to last for a surprising five may wish to hire an extra hand or two. Andrew Mussell more rounds. We lost in the end. 2. Three of the six characters should be Brandon WI 5. Before fighting Mogion, cast the same human, with one being female. The other spells that we used against the beholders. three should include a dwarf and two half- (SSI) If you beat Mogion, you must immediately elves. Because of the very real danger of 1. In Dracandros’ Tower, attack him. fight three “Bits O’ Moander.” Have a sec- character death, particularly in the early When you’ve killed his guards, rest at the ond Haste spell ready. Charm Monster stages of the game, I do not recommend top. Save the game and then go down the works well against Mogion. elven PCs. The optimal party should look stairs. Try to cast a successful Hold Person Robert MacKenzie and Lucas MacKay like this: on the dark elf below; that should kill him. Pictou County, Nova Scotia Dwarf fighter/thief male

52 MARCH 1991 Half-elf magic-user male they stop gaining experience levels. Use go back to Derf. Then go to level eight. Go Half-elf magic-user male humans, forgive them their shortcomings, north to find the teleporter to level nine. Human cleric male and let them rise to greatness! Don’t go through unless you have all of Human magic-user female Graham Horwood your hit points, because on the other side Human magic-user male Huntsville TX is a load of umber hulks. In Pool, only human clerics rise to a level 9. After defeating the ‘hulks, follow the higher than their demihuman counter- 1. Before fighting the Dreadlord at 2,11 corridor and go right at the first turn. parts. Humans and demihumans of all in the third level of the castle, be certain Attack the margoyles and gargoyles, then other classes rise to the same levels. to cast—in the following order—Haste, Fire proceed to level ten. Go East to find the 3. If you wish to carry this party over to Shield, and Globe of Invulnerability. Haste dungeons, but memorize a few Stone to Curse, drop the half-elves—only demi- is required only once; the other two spells Flesh spells first. humans with thieving abilities will ad- should be cast on every magic-user in the 10. In the dungeons, the riddle answers vance in levels as high as humans. Good party. In combat, be certain to cast a Fire- are: YOUR HEART, YOUR WORD; YOUR choices to replace one would be either a ball on the group of storm giants to your BREATH; RIVER; WATER; SILENCE; WIND; dwarven fighter/thief, a human fighter, or party’s left before casting any other mage FIRE. a human cleric. Having two human clerics spell. The Dreadlord is not affected by any 11. The keys are on levels seven, four, allows one of them to change class to spell, so don’t waste them on him. and one. Move throughout the dungeon in either a paladin or ranger. 2. After defeating the Dreadlord, heal search mode; there are no random In Curse, your party should now look your party members to their maximum hit encounters, but there are many secret like this: points before going north through a secret doors and traps. Dwarf fighter/thief male door. The battle here is one of sheer 12. Always open all prison cells. Human fighter male strength and is with many iron golems. 13. When you get back to the town, Human paladin/cleric male Make sure a Haste spell is cast on all of always prepare your party before using Human cleric male your fighters, and back them up to one any of the teleportation archways. Human magic-user female space below the door opening. This is the 14. In the ice crevices, the city clerk of Human magic-user male best defensive area. Remember: No magic Phalen will not lead you to any treasure. Rangers are okay, but it is my opinion affects these golems. Instead, she takes you to a teleportation that a good, old-fashioned fighter works Steve Sheppard archway. Go to the frost giant village, find just as well. Keep in mind, however, that Rutherford NJ and talk to the king, help him out, then rangers will work wonders against the request to be taken to the castle. He will giants found in Silver Blades. Fighters 1. Here’s a neat trick: When starting, bring you as close to the castle as he can. cannot change class to become rangers or give all the items to one character. Go to Beware of encounters with the castle paladins. the hall and remove your characters. Turn guards. If you transfer this party to Silver off your computer, reboot, and add char- 15. In the Castle of Dreadlord, the al- Blades, you should drop the human fighter acters. Do not load the saved game. You coves are rotating rooms. Wait, don’t flee; male and create a ranger. If you want the will start from the beginning, and your to get back out, find a small lever and pull ultimate monster-smashing party, try the character will not only receive the same it, then go back to the alcove. In the alcove following arrangement: items again but will retain those he re- with the meat is a mini-teleporter that Dwarf fighter/thief ceived the first time around. You can re- takes you to a stairway. Go up to level two. Human cleric/thief (changed class) peat this procedure as often as you wish. 16. On level two, go through the maze Human paladin/cleric 2. The first action you should undertake but do not buy the map from the storm Human magic-user is to go to the well. Duck when you en- giant. It is not accurate. However, Journal Human magic-user counter the Black Circle fighting clerics Entry #66 is accurate. The password to Warning: Always advance to the next and thieves. the golems is STEELEYE. Do not listen to highest level before changing class! 3. Do not waste your Wands of Ice the Magic Mouth, and do not chase after With the exception of changing the class Storm on the hatchling or the sub-adult Sagatha and her bunch. of one of the magic-users, this party has it red dragons. Use them instead on the 17. On the final level, the order of the all. Good luck, everyone, and watch out huge, ancient dragon. keys is: silver, gold, and bronze. for glowing mice! 4. Give the well your gems, then follow 18. Answer OSWULF to the question of the map to the other dragon’s hoard. Use the Magic Mouth. Do not hesitate to bash Secret of the Silver Blades (SSI) the teleporter to get there and give the through the door that vaporizes every 1. Make certain all of your characters well more gems. thing it touches: It is an illusion. have a mirror readied when they go into 5. Clear out the Black Circle hideout. 19. When encountering the lich at the the Dreadlord’s castle. Hordes and hordes Then search for secret doors and enter door, wait for it to attack first. of gazers (medusae and basilisksl are the second section of their hideout. Clear 20. The battle with the golden warrior much easier to fight if they can’t turn your the second section and go through the and company will yield a Girdle of Giant characters to stone! hatchling pool. Clear the Inner Sanctum Strength, Plate Mail +5, and a Long 2. Don’t have enough fighters? Try using and teleport back. Sword +5. dual-class fighter/thieves. Just roll up a 6. Teleport to the town and defeat Mar- 21. In the battle with Dreadlord, cast good fighter with a dexterity of 17 or cus. Be prepared (get trained, healed, have Invisibility 10’ Radius or Mass Invisibility more. Make sure he’s at least 7th level (so all of your items identified, and so on), then just before entering. Your archer should he’ll have 312 attacks per round). Then, go to the well. Obtain all of the information have the Girdle, the fine longbow, and the change him into a thief. It’s a bit of a pain you can and then journey to the mines. Ring of Invisibility, and he should use the coddling a 1st-level thief past his level as a 7. First, visit the Temple. Meet Derf and Arrows +4 on the Dreadlord. Have your fighter and then up to the same level as join his quest. To find the pieces of the mages pelt the storm giants and clerics of the rest of the party, but it really is worth staff, go West on L1, West on L2, North on Bane with Fireballs. Keep your archer and the effort in the long run. L3, South on L4, North on L5, West on L6, mages safe with your fighters. Have one 3. I don’t mean to sound like a bigot, but South on L7, and South on L8. I recom- fighter remain invisible until your archer don’t use demihumans (elves, dwarves, mend you go to level six first, because runs out of Arrows +4, then have him gnomes, and halflings). Basically, demi- there you will find Vala, one of the Silver attack Dreadlord. Have your archer (who human characters are better than human Blades. should be a thief) move up invisibly (using characters, but it really is annoying when 8. After finding all of the staff’s pieces, the ring) and backstab Dreadlord. If all

DRAGON 53 goes well, you will survive the battle. Then bility potions, spells, and rings before located in the southwestern corner of the Rest (make certain your cleric does not entering Destard (north of Trinsic). You level will cause you to stick around for- lapse into unconsciousness or die; it could will find an egg room on the fourth level. ever unless you have a Malor spell. take months to regain your health) and 4. Good spells to obtain as soon as you 2. If you can find Lords Garb, go for it! recover your hit points and spells. Find can are: Unlock Magic, Untrap, Dispel It provides regeneration power when the secret door and go through it. Search, Field, Disable, Great Heal, Explosion, Pick- worn by a Lord! defeat the minions there (iron golems and pocket, Kill, and Mass Invisibility. The Lessers medusas), free the Soul of Eldamar from 5. The Orb of the Moons is a most useful the lich’s taint, and you will win the game. method of transportation. Where the Orb 1. On Level 10 is a square to the right of The two brothers’ spirits will be off to takes you is determined by the placement the spot where you begin your travels. their final resting place. of this object relative to the Avatar. Prop- Stepping on this square transports you to James M. Sorenson erly used, it can take your party to all the castle. North Babylon NY eight human shrines, most cities, and four 2. Trebor will not take Werdna’s Amulet locations within the world. if it is in the Swap Bag. In the Temple of Tyr, search all of the 6. When you are told to go to the Gar- 3. In the darkness in Level 1 is an eleva- Acolyte’s rooms. When you locate the room goyle world, go through Hythloth (east of tor. If you take it down to Level 4, you can that says “This Acolyte’s room is more un- the Shrine of Humility, on the Isle of the enter the Training Grounds or another used. . . ” go through the wall, go to the Avatar) instead of using the Orb. elevator. Defeat the monsters in the train- peephole, and look at the minotaurs. Attack 7. Never gain levels at the Shrine of ing ground to receive gold, a Staff of Con- them. Go behind the purple tables in the Humility; it raises none of your attributes. flagration (Mahalito), a Ring of Death chapel and search there to get the treasures. 8. If you need money, talk to a wisp (don’t put it on—it’s cursed and it slowly Go to the “apparent training room” at square while holding the Lost Book of Mantras. kills the character), and a Blue Ribbon. 15,14, then go through the wall. There are John Regehr The Blue Ribbon lets you use the elevator many magical treasures here. (Don’t forget Manhattan KS that can take you down to Level 3. Derf the Dwarf!) Colin McGuigan Tony Wiederhold Wasteland (Interplay) Oviedo FL Michigan City IN 1. In Quartz, go to the outlaw hideout (northeast of the courthouse); in the south- Letters Ultima VI (Origin) west room, you’ll locate a map. Behind the We would like to thank Kenneth Chan of 1. In the bank in Britain, you can find map there is a safe. The combination to Los Angeles, Calif., for taking the time to 2,400 gold pieces in magically locked chests. the safe is 11-16-27. write in regards to the problems we en- 2. In the village of Britain, you can ob- 2. At the waste pit in Needles, you can countered in the PC/MS-DOS version of tain a magic bow without spending any find numerous assault rifles, ammunition Dark Heart of Uukrul. Kenneth success- money. Talk with an NPC! clips, and rad suits. fully completed the Apple II version of the 3. You can find one NPC and a magical 3. The password to Fat Freddy’s is BIRD. game and called it “the second-best game I helmet in Trinsic, as well as a magical glass 4. If you have Kevlar suits, you can kill have ever played.” In fact, Kenneth voted sword. the people in the Spades casino. for Dark Heart as the Game of the Year! Niels Groeneveld 5. Don’t waste bullets on the Scorpitron. Kenneth believes we ran into a glitch The Netherlands You can kill it with LAW rockets. and that perhaps there was some slippage 6. You must have cyborg tech skill to get in Broderbund’s quality control. He be- 1. Sherry the mouse (who lives in Lord a secpass B from Finster in his mind maze. lieves that Dark Heart is an exciting and British’s castle) can be a valuable addition to 7. In Base Cochise, the final destruction ingenious game. Should we hear from your adventuring party. You need her to get sequence is: Blackstar key, Nova key, other readers of like minds, we’ll let every- the Rune of Valor, and she can go through Pulsar key, Quasar key. To finish the se- one know. portcullises and fences that block other quence, run the following color sequence: The question of the month comes from characters. It is best to arm her with a sling red, yellow, green, blue. Randy Villeneuve, of Nova Scotia. He has and have her gain levels at the Shrine of Waldo Strok been enjoying Dragon Wars but has finally Valor so she will gain strength. Elizabeth CO reached a dead end. He has conquered the 2. Ask Gwynneth in Britain about the pirates and has visited the eastern isles. triple crossbow. Wizardry I (Sir-Tech) However, “in order for me to get any 3. Unless you have a very powerful 1. When disarming teleporters located further in the game, I must first cross party, make certain you have many invisi- on Level 4, be very cautious. One trap some rivers and a canyon. In order for me to accomplish this, it seems as though I must get some magical golden boots at the temple in the city of the Yellow Mud Toad. Can anyone give me a hint on how to obtain these boots?” Randy is playing the /128 version of the game. If you have an answer for Randy, please mail it to us and we’ll publish it. That’s it for this issue. Please join us next month when we delve into more computer and video games. And send those hints to us. Remember, the life you save may be your next DM’s! Until next time, game on!

54 MARCH 1991

by Skip Williams If you have any questions on the games reach just because he is taller than the painful enough. As this column has ex- produced by TSR, Inc., “Sage Advice” will weapon wielder. During the course of a plained before. ability-score requirements answer them. In the United States and melee round, a very tall opponent might for class and race are initial requirements Canada, write to: Sage Advice, DRAGON® bend over to get a good swipe at his only! Once a character becomes a member Magazine, P.O. Box 111, Lake Geneva WI shorter opponent. Individual DMs must of a certain class or specialty, he stays a 53147, U.S.A. In Europe, write to: Sage adjudicate these situations as they arise. A member unless he violates an alignment Advice, DRAGON Magazine, TSR Ltd., 120 vorpal weapon or a weapon of sharpness requirement or similar restriction placed Church End, Cherry Hinton, Cambridge must score a hit to sever anything. If the on the class. CB1 3LD, United Kingdom. We are no die roll is high enough to sever but not longer able to make personal replies; high enough to hit, the attack fails and A couple of issues ago, you said please send no SASEs with your questions nothing is severed. that spells from a combined school (old SASEs are being returned with writ- are available to any specialist who ers’ guidelines for the magazine). According to the Monstrous Com- has access to at least one of the This month, the sage considers a few pendium, Volume II, a shambling schools. Therefore, a conjurer can problems that have stymied AD&D® game mound grows by 1 HD every time it cast evocation spells, because he is referees and players. All page references is subjected to a lightning attack. A barred only from greater divina- herein refer to the AD&D 2nd Edition wizard in my campaign has just tions and invocations. Right? volumes. charmed a shambling mound and Wrong. Invocation/Evocation is a single has been busy dumping lightning school; the “Invocation” entry in the con- Are creatures that are immune to bolts into it. When I wrote this let- jurer’s opposition school list is a typo. Note normal weapons also immune to ter, the shambling mound was up to also that the proper name for the Greater “natural” damage such as falling? If 30 HD, and it probably will be up to Divination school is Lesser/Greater Divina- not, how much damage equals one 100 HD by the time you publish this. tion. Conjurers are barred from learning “plus”? Is a creature that is immune What should I do? divination spells of all kinds, not (as one to normal weapons also immune to Gamesmanship such as you have de- reader suggested) just divination spells of normal fire? scribed is fine in small doses; however, the 4th level and above. Table 48 in the Dungeon Master’s Guide DM must intervene when rules-bending (page 69) implies that weapon immunities threatens to send the campaign out of How can I find a gaming club? are not absolute. Until official word comes control. What should you do? Get creative. Many local game stores sponsor clubs. If along, you have several options: A shambling mound gains 1 HD and the store doesn’t have a club, the manage- 1. You might apply Table 48 directly. grows 1’ with every lightning attack. Ever ment probably will let you post a notice That is, a fall of 50’ or more can hurt a hear of growing pains? Anything that asking about clubs. When looking for a creature hit by only +1 or better weapons causes pain can be construed as a hostile club, be ready to form your own if there because it inflicts five dice of damage, and act (the wizard in your example hardly has isn’t one in your area; it’s quite likely that such creature can be harmed by any crea- the shambler’s best interests in mind), and other gamers in your area also would like ture with 4 + 1 or more hit dice. attacks on the subject of a charm by the to join a club. 2. You can assume that gravity and im- caster break the effect. Or, assume that The worlds largest role-playing club, the pact with the unforgiving earth are more the growth effect is only temporary— RPGA™ Network, has members in every powerful than any weapon, and allow falls perhaps the shambler can maintain the region in the United States and in about 17 of any length to harm any creature. extra growth for only a few turns or other countries. For more information Although some DMs rule otherwise, hours. Afterward, the shambler might about the RPGA Network, write: RPGA immunity to normal fire is a special de- shrink or the new growth might just die Network, P.O. Box 515, Lake Geneva WI fense all by itself. Unless a creature’s de- off. If you’re feeling especially cruel, you 53147, U.S.A. Although the RPGA Network scription specifically lists an immunity to might rule that once the shambler reaches is a large, centralized organization, it fire or other form of energy, it is safe to 16 dice, it splits off and forms two 8-HD currently has about 40 smaller, local game assume that the creature is vulnerable to shamblers. Of course, the new shamblers clubs affiliated with it, and it is getting various energy attacks, magical or not. wouldn’t be charmed. Note that unless the ready to accept game retailers as mem- wizard in your example is using the charm bers. RPGA Network members have access Can a vorpal weapon sever the plants spell, communication with the to a staff of volunteers who help members neck even if the attack cannot reach charmed shambler isn’t possible without a locate individual gamers or clubs in their the neck? For instance, can a dwarf speak with plants spell. local areas. Members can place free classi- with a vorpal short sword sever a fied advertisements in POLYHEDRON™ storm giant’s neck? What happens if If a specialist wizard loses enough Newszine, the Networks bimonthly news- the attacker gets a roll good enough ability-score points to put him be- letter, which is scheduled to become to sever hut not good enough attack low the minimums for his specialty, monthly in May 1991. the target’s armor class? what happens? Does he simply be- If the DM rules that an attack cannot come a generalist or is his loss more reach the neck, then the neck cannot be catastrophic? severed. However, there is no reason to The specialist suffers no ill effects at all; assume that a foe’s neck always is out of ability score reductions of any kind are

56 MARCH 1991

he invisible crossbowman said, “So I’m supposed to sit in this corner and shoot if you nod at me? What sort of customers do you get, anyway?” Dragon’s Vraid the Alchemist soothed the mercenary. “Normal people for the most part. This is just . . . insurance.” He did not mention that he’d just restocked the potion supply of a very successful adventuring party and was Blood hard put to find places to keep all the gold he’d received in payment. With a final mutter, the crossbowman found his invisi- ble chair and sat down. Vraid was composing a note to his supplier—an order for more mandragora— when the doorbell jingled. He looked up from his workbench, careful not to nod. The intruder, a sunburnt old man in a peasant’s tunic, looked harmless. Vraid noticed that the stranger carried an enor- mous pottery vessel on his back. His arm bore a small scar. By Bryan Haught “What may I do for you, freeman?” The alchemist strove to conceal the interest in his voice. The fellow glanced around, then shuffled up nervously. “You’re supposed to be the richest alchemist in town. Will you buy dragon’s blood?” He swung the jar, which Vraid now recognized as the sort of container used by farmers to hold pigs’ blood, and liquid sloshed inside it—a plenitude of liquid. Vraid opened his mouth. Then he narrowed his eyes. “I’ll buy it, if it’s real. Put that down, open it up, and we’ll see. What sort of dragon do you claim this blood is from?” If it was real, Vraid was going to be even richer. Drag- on’s blood was a key ingredient in many powerful spells and potions, and the demand always exceeded the supply. The man spat on Vraid’s floor. “It’s real enough.” He bent over to lower the vat carefully to the floor, then turned around and began stripping off the wax seal. “This is red dragon blood. Ancient red dragon blood.” Vraid almost nodded to the crossbowman then, but doubt stayed his head. He reached behind him for the tincture of dragonbane, poured a bit into a ceramic mor- tar, and added some seawater. “Open the jar. If it’s dragon blood, I’ll pay well for the location of the carcass. Otherwise, you will not come into this town ever again.” The jar lid came off, and Vraid thrust an iron rod in. He touched bottom where he expected to. That eliminated one dodge. The rod, when removed, was extremely corroded. “Interesting,” he muttered, “but now for the true test.” Vraid dipped some of the liquid out with a long- handled ceramic spoon. He brought the sample up to the light. It was skimmed over but had the look of blood. He held the spoon over the bowl of diluted dragonbane. Cau- tiously, he let a drop form on the tip of the spoon. “Could you hurry this up?” the old man complained. The drop fell and impacted. The resulting flame singed Vraid’s eyebrows. It was brilliant red. Vraid spun around. “Where’s the carcass?” The man raised one hand, fingers spread. “Hey! I want Illustrations by Scott Burdick to sell what I have here and nothing else. Do you want it

DRAGON 59 or not?” He closed the jar. Rushing to the demolished door, Vraid saw the dragon “All right. Two hundred.” find an updraft and soar away north into the mountains. The stranger sighed noisily, hoisting the jar. “There’s The streets were very crowded and very noisy; Vraid three gallons in the vat. I want three hundred Suns per knew his license was as good as rescinded. He merely pint, and you’ll do well in the deal. Payment here and screamed when someone tapped him on the shoulder. now, in gold, or I go visit Natseg’s Potions. Yes or no?” The now-visible crossbowman said, clearly and slowly, Vraid snorted. “Ridiculous! You beggar me!” with only a slight quaver in his voice, “I quit.” The man turned away. Leaning after him, Vraid noted a charred spot on the floor. “But I’ll do it. And a thou- sand more for the body’s location.” “You wouldn’t find it useful.” The fellow seemed agi- tated. “Come on. Hand over the gold or I leave!” Within three minutes, Vraid was transferring his life savings in hundred-Sun pouches. His customer glanced cursorily at each and gathered them into a burlap sack. The sight of the gleaming metal seemed to loosen his tongue. “Drove me out of my home,” he muttered. “Took everything, the misbegotten mammals . . .” Vraid suddenly understood, and backed away from the pink man-shape that was beginning to blur and spread as its change-spell wore off. Frantically, he nodded to the crossbowman and started to chant a protection from fire. A magical, poisoned bolt splintered on the thing’s shoul- der. He watched as his customer, growing ever more hori- zontal, exited the shop with the gold and without a backward glance. It took full shape in the street, leaping aloft with an unfolding of great batwings and a snort of pure fire.

for their work at TSR, Inc.! make sure that your work is at least equal to Letters If you are interested in submitting samples of the published standard, and properly reflects your artwork to DRAGON Magazine or current themes and interests. Continued from page 5 DUNGEON Adventures, you should first get a modules TSR publishes, so adventures that you copy of our art guidelines by sending a self- yourself have designed will not be looked at if addressed, stamped envelope to: Art Guidelines, If you corres- you are not already a TSR free-lancer: DRAGON Magazine, TSR, Inc., P.O. Box 111, In order for someone to be considered for Lake Geneva WI 53147, U.S.A. Larry Smith is Label pond with us TSR’s free-lance “staff,“you must have been the art director for both periodicals. at DRAGON® previously published in the gaming field, either Color and black-and-white artwork for the Magazine, by DRAGON Magazine, DUNGEON Adventures, Games and Books divisions of TSR, Inc. is han- please label POLYHEDRON™ Newszine, or another game dled by art assistant Peggy Cooper. Queries Your company. Even this is no guarantee that you will should be addressed to: Peggy Cooper, TSR, Inc., the outside of be picked as a TSR free-lance writer, but at least P.O. Box 756, Lake Geneva WI 53147, U.S.A. Letter! your envelope you’ll have a chance. Guidelines are available if an SASE is enclosed. to show what There are more astronauts and cosmonauts Guidelines for AMAZING® Stories (which uses than there are game designers. The road into only color artwork] may be obtained by sending your letter contains — a letter to TSR is a difficult one at best. an SASE to: Art Guidelines, AMAZING Stories, the editor, “Forum” submission, TSR, Inc., P.O. Box 111, Lake Geneva WI 53147, request for guidelines, gaming U.S.A. The editor is . article, short story, artwork, ...and artwork! POLYHEDRON™ Newszine also accepts free- lance artwork. Submit clear photocopies of your cartoons, or subscription corre- Dear Dragon, work, black and white only; pen and ink are spondence. This ensures that I recently purchased The Art of the preferred, though washes and other clearly the letter you send gets to the ADVANCED DUNGEONS & DRAGONS® Fantasy reproduced media are acceptable. Jean Rabe is right person. In the United Game (wonderful book, by the way). Something the editor. Please mark the lower left corner of that said keeps sticking in my your mailing envelope with “Art Submission” States or Canada, write to: mind. It’s what she said about free-lance artists when sending your materials in. DRAGON Magazine, P.O. Box page 111): “The sheer volume of art needed by Payment rates and contract terms vary be- 111, Lake Geneva WI 53147, a company the size of TSR makes it impossible tween each department. In all cases, do not to produce all of it in-house.” send original samples of your work. Clear U.S.A. In Europe, write to: Where can I get more info on free-lance photocopies of black-and-white work are prefer- DRAGON Magazine, TSR Ltd, artists? Would it be possible to submit some red; color art should be carefully photographed 120 Church End, Cherry Hin- artwork to be considered? There are just a few (slides are not preferred for the Games and ton, Cambridge CB1, 3LB, questions I have. Where can I write to? Books divisions, but any transparencies are Lisa Baglini acceptable to Periodicals). Always enclose an United Kingdom. Salem MA SASE for the return of all materials you send to DRAGON is a trademark of TSR. Inc. TSR, Inc. if you want them back. And study the ©1990 TSR, Inc. All Rights Reserved. Free-lance artists have four separate markets work already used by each division carefully to

60 MARCH 1991

A more realistic approach to fantasy

by Peter Trueman

62 MARCH 1991 It’s the end of a game month, and our intrepid adventurers are resting before a Table 1 warm fire at a comfortable tavern, recov- New Standard Coin Values ering their strength after three solid weeks of wilderness trekking and Coin values Metal and symbols used dungeon delving using the AD&,D® 1st 1 copper piece (cp) copper—cu Edition rules. The DM takes this opportu- 1 bronze piece (bp) = 2 cp bronze—br nity to work out the party’s expenses for 1 silver piece (sp) = 10 bp silver—ag the past month. 1 electrum piece (ep) = 10 sp electrum—el The group consists of five 7th-level gold—au 1 gold piece (gp) = 2 ep characters, plus a 6th-level fighter who 1 platinum piece (pp) = 20 gp platinum—pt started his adventuring career a little later than the others. According to the 1st Edi- tion Dungeon Master’s Guide (page 25), the characters’ expenses are 100 gold pieces Table 2 (gp) per level per month. This means that Ancient World Currencies our stalwart band of heroes must fork over 4,100 gp. That is 410 lbs. of gold, enough to fill a small cart! Even converting Symbol Metal Size (pw) Value Name to that rare metal, platinum, this works Mesopotamia & Ancient Middle-East* out at two large sacks of coins! Uncia U2½ cp, 1/8 L In addition, the 6th-level character has Hemilitron H br 4 1 bp ½ L finally accumulated sufficient experience Litra L br 8 2 bp, 0.2 S points to go up one level. Having been a Shekel S ag 4 1 sp, 0.1 D, 5 L generally superior fighter, he requires Daric D au 2 ½ gp, 10 S only two weeks of training, at 1,500 gp Mina M au 10 2½ gp, 50 S per level per week (DMG, page 861, or 18,000 gp. This is about two small wagon- Ancient Greece loads of coins (pulled by heavy horses), 2 ½ cp, 1/8 Chalkous and he has yet to get this enormous quan- Obol br 8 2 bp, 0.2 tity of treasure from wherever he may be Drachma ag 4 1 sp, 5 keeping it to the castle of the lord who is ag 8 2 sp, 2 Didrachm going to train him! Tetradrachm el 2 0.4 ep, 4 10 A brief examination of this aspect of the Half-stater el 5 1 ep, ½ AD&D game tends to point towards one or Stater au 4 1 gp, 20 2 gp, 2 both of two conclusions: Distater au 8 1. Training and living expenses should Imperial Rome not be so high; or Quadrans Qd cu 1 ¼ cp, ¼ As 2. Gold should weigh less and be worth Semis Sm bs 2 ½ cp, ½ As more. As As cu 4 1 cp, ¼St The first of these has been addressed Dupondius Du br 4 1 bp, ½ St before, and so will not be dwelt upon Sestertius St br 8 2 bp, ¼ De, 4 As here. The second has also been touched Quinarius Qu ag 1½ 0.4 sp, ½ De, 2 St upon in several articles. S. D. Anderson, of Denarius De ag 3 0.8 sp, 4 St Whittier, Calif., stated in “Forum” in Quinarius Qa au 2 ½ gp, ½ Au, 12½ De DRAGON® issue #122 that coins should Aureus weigh only one-tenth of their current Aureus Au au 4 1 gp, 25 De value. , in “A Player Char- acter and His Money...” in DRAGON issue Dark Ages Europe #74, suggested a system in which each Nummus nu cu ½ 1/8 cp coin becomes the size of a dime (about 219 2 Nummi nu cu 1 ¼ cp coins per pound). And David Nalle, in an 5 Nummi nu cu 2½ 5/8 cp article called “For the Sake of Change,” 10 Nummi nu br 2½ 5/8 bp that appeared in DRAGON issue #63, put nu br 5 1¼ bp 20 Nummi forward three proposals: 40 Nummi nu br 10 2½ bp 1. The silver piece (sp) should replace 100 Nummi nu ag 2½ 5/8 sp the gold piece as the standard unit of Siliqua sq ag 4 1 sp, 160 nu purchase (also adopted by Pulsipher); Tremissis tr el 2½ 2/3 ep, l/3 so 2. Bronze pieces (bp) should replace Semissis sm au 2 ½ gp, ½ so copper as the most common form of small Solidus so au 4 1 gp, 20 sq change, with copper being used rarely Byzantium because it does not wear as well; and Follis f cu 6 1½ cp 3. Platinum should be much rarer (even Miliaresion m ag 3½ 0.9 sp, 12 f nonexistent in many places) and more Nomisma n au 4¼ 1.08 gp, 24 m, 288 f valuable than it is now. This article adopts all three of Nalle’s 60 M = 3,000 S * 1 talent = proposals, which are based on historical coinage, along with the idea of using lighter coins, to produce the following system. The sizes of all coins are given in penny- weights (pw). There are 20 pennyweights

DRAGON 63 to the ounce, and 16 ounces to the pound. The standard coin (“piece”) weighs four pennyweights. This gives 80 coins to the Table 3 Medieval European Currencies pound, or eight to the standard encum- brance unit (1 SEU = 0.1 lbs.). Name Symbol Metal The proposal that silver replace gold as Size (pw) Value the standard purchasing unit is not diffi- England* cult to implement. For purists, simply Farthing z cu 5 1 cp, ¼ d divide the cost or value of all things (ex- Half-penny ½d br 5 1 bp, ½ d cept gems; see below) by 20, and convert Penny d ag 1 ¼ sp, 4 z to the most convenient coin type. I prefer, Groat gr ag 4 1 sp, 4d however, to use this conversion: Florin fl ag 20 5 sp, 20 d 1. All values expressed in “old” platinum Half-noble ½ Nb au 2 ½ gp, 40 d pieces are divided by four to get the equiv- Noble Nb au 4 1 gp, 80d alent number of “new” silver pieces, or by Sovereign sv au 12 3 gp,240 d two to get “new” electrum pieces (ep); France ** 2. All values expressed in “old’ gold Denier Tournois dt cu 6½ 22/3 Cp pieces are converted to the same number Gros Tournois gt ag 4 1 sp, 12 dt of “new” silver pieces; Ecu D’or (Crown) Ed au 2 ½ gp, 120 dt 3. All values expressed in “old” electrum pieces are halved to find their equivalent Italian city-states * * * in “new” silver pieces; Denaro do cu 3¼ 5/6 cp 4. All values expressed in “old” silver Grosso go ag 4 1 sp, 24 do pieces become values expressed in “new” Florin Fl au 2 ½ gp, 240 do bronze pieces; Ducat Dt au 4 1 gp, 480 do 5. All values expressed in copper pieces Germanic nations **** (cp) are left alone. This system leaves really cheap items at Pfennig Pf br 41 bP Groschen 6½ 1.6 sp, 16 pf their current prices. Gems should be left ag Gd at their “old” values in gold pieces to make Gulden au 4 1 gp, 200 pf them more valuable and rarer. * 1 shilling = 3 gr; 1 pound (£) = 1 Sv; 1 guinea = 21 s Let us return to our intrepid adventur- ** 1 sou tournois (st) = 1 gt; 1 livre = 2 Ed ers, mulling over their monthly expenses. * * * 1 soldo (so) = ½ go; 1 lira (lo) = 1 Fl Even the exorbitant price of 4,100 sp is * * * * 1 schilling (SC) = 12 pf; 1 mark (mk) = 192 pf much more easily handled as 205 gp, which weighs only a little over 25 SEU and fits in a small pouch. Similarly, the 6th- level fighter’s training expenses work out Table 4 to 18,000 sp (900 gp, weighing only 112.5 Near Eastern & Indian Currencies SEU). This can easily be carried in a back- pack with room to spare. (See Table 1 for Name Symbol Metal Size (pw) Value details.) Arabia Does this destroy game balance? Not if Fulus Fu cu 4 1 cp treasure is converted in the same way as Half-dirham ½Dm ag 2 ½ sp, ½ Dm, 10 Fu prices. Gold now becomes rare, silver Dirham Dm ag 4 1 sp, 20 Fu valuable, and even bronze is worth a Quarter-dinar ¼ Dn el 2 ½ ep, ¼ Dn, 5 Dm second look. This returns meaning to the Dinar Dn au 4 1 gp, 20 Dm lower-value metals. I mean, when was the last time that your midlevel party was Russia cu seriously excited over a pile of silver? In ¼ Kopek ¼ K 4 1 cp my experience, once characters reach ½Kopek ½K br 4 1 bp about 3rd level, they adopt a policy of Kopek K br 8 2 bp “Grab the electrum and gold, and leave the 5Kopeks 5K ag 4 1 SP rest!” This coinage system also makes 10Kopeks 10K ag 8 2 sp shopping more reasonable. Instead of ½Rouble ½R el 4 1 ep, 50 K having to cart 40 lbs. of gold down to the Rouble R au 4 1 gp, 100 K armorer’s to pay for a suit of plate mail, a 2Roubles 2R au 8 2 gp character can make the purchase with a 10Roubles 10R Pt 2 ½ pp single platinum piece. Turkish Empire Manghir mg cu 4 1 cp New coins for old Aqche aq ag 2 ½ sp, 10 mg To add variety and flavor to the cam- Altun at au 4 1 gp,40 aq paign, the DM can, if he so wishes, trans- Sequin sn au 8 2 gp, 80 aq form the rather bland coins of the standard system into ones with character Persia and history. Consider the “sovereign cur- Pul Pl cu 8 2 cp, 0.2 Sh rency” described in Table 2. These coins Shahi Sh ag 2 ½ sp, 5 Pl could be minted in the country where Abbasi Ab ag 8 2 sp, 4 Sh your party is adventuring, encountered in Ashrafi Af au 8 2 gp, 20 Ab everyday transactions. This also helps the players adjust to the new buying capacity of the silver piece and saves confusion

64 MARCH 1991 when discussing prices in the official books. (“Well, the Player’s Handbook says Table 4 (Continued) it costs 15 gp.”) However, not all coins found in the cam- Size (pw) Value Name Symbol Metal paign are going to be of this currency. Coins India from neighboring countries may well be Paisa Ps cu 2½ 5/8 cp found in merchant or bandit 2 Paisa 2 Ps cu 5 1 ¼ cp hoards. A dungeon built centuries ago may 4 Paisa 4 Ps br 5 1¼ bp have ancient coins worth even more than 16 Paisa 16 Ps ag 2 ½ sp their metal value. Exotic coins from far-off Xmkah Tk ag 5 1 ¼ sp, 5/8 Rp, 40 Ps lands or other planes may turn up unexpect- Rupee Rp ag 8 2 sp, 1.6 Tk, 64 Ps edly to spice up your campaign. Mohur Mh au 4 1 gp, 10 Rp, 16 T The government of one country may 2 Mohur 2Mh au 8 2gp outlaw transactions in another country’s 5 Mohur 5Mh au 20 5gp money, especially if its own economy 10 Mohur 10 Mh au 40 10 gp needs boosting, but would allow charac- ters to trade in foreign coins with a mere 10% exchange tax levied. The government would then, presumably, melt down the Table 5 foreign coins and remint them with sym- Fantasy Currencies bols of its own sovereignty, gaining a ma- jor source of revenue into the process. Name Symbol Metal Size (pw) Value This is not to say that illegal transactions Imperial currency won’t take place, and the characters might Slave bs 2 ½ cp, ¼ find themselves caught up in a black- Common br 4 1 bp, 4 market racket or counterfeiting ring. Gentle ag 4 1 sp, 10 To give DMs some ideas for currency Noble el 4 1 ep, 10 systems, I have researched some real-life Royal au 4 1 gp, 2 N, 20 ancient and medieval coin types and con- Imperial pt 2 ½ pp, 10 200 verted them to the coinage system out- lined herein (see Tables 2-4). The coin Celestial currency names are genuine, and I have tried to Meteor bs 4 1 cp, ¼ / preserve their relationships to one an- Bolt br 8 2 bp, 4 other. Nonetheless, learned numismatists ½ sp, 10 Cloud ag 2 (students of coins) might find discrepan- Crescent el 2 ½ ep, 10 cies between this material and docu- 40 Orb au 8 2 gp, 8 mented facts. These are the result of 1 pp, 10 O, 400 Star Pt 4 trying to fit real-world coinage into the Druidic currency artificial system of the AD&D game, of the Fire f bs 2 ½ cp, ½ e changes in coin values and relationships Earth e br 2 ½ bp, 2 f over the years (inflation is not unique to Holly h cu 8 2 cp, 2 e the modern world), and of incomplete Beech b ag 4 1 sp, 10 h information, both mine and that of Ash a el 4 1 ep, 10 b scholars in general. Oak o au 8 2 gp, 4 a, 40 b Consider a campaign set in medieval Mistle m pt 2 ½ pp, 5 o, 200 b Europe, with the fantasy addition of magic. The heroes are adventuring in the Bestial currency Italian peninsula. They must purchase Mouse ms cu 2 ½ cp, ¼ sk their food, board, and equipment in grossi, Snake sk br 4 1 bp, 4 ms florins, and ducats. They may, however, Gazelle gz ag 4 1 sp, 10 sk encounter groats from England, crowns Crocodile cr el 4 1 ep, 10 gz from France, and gulden from Middle Lion ln au 8 2 gp, 4 cr, 40 gz Europe. More exotic coins might be nomis- Elephant el pt 4 1 pp, 10 ln mas from the , roubles Diabolic currency from the principalities of Rus, dirhams Hoof hf cu 4 1 cp, ½ tl from Arabia, or aqches from the Truks. If Tail tl br 4 1 bp, 2 hf the adventurers discover an old treasure Talon tn ag 4 1 sp, 10 tl hoard, it might contain Dark Age siliquas Fang fg el 4 1 ep, 10 tn and solidi, denarii from the Roman Em- Horn hn au 8 2 gp, 4 fg, 40 tn pire, or drachmae from Greece. Shekels and darics from the ancient world would Sovereign currency be so rare as to be worth more to collec- Bit B cu 4 1 cp, ½ T tors than to money-changers. Iwo-bit T br 4 1 bp, 2 B Fantasy coinage is provided in Table 5, in Mark M ag 4 1 sp, 10 T, 20 B different systems that could be borrowed Half-crown V el 4 1 ep, ½ W, 10 M for any fantasy game campaign, whether Crown W au 4 1 gp, 2 V, 20 M AD&D game based or not. Coinage from Sovereign S pt 4 1 pp, 20 W, 400 M Tables 2-5 can be added to your campaign to provide added depth and complexity if such is desired.

DRAGON 65 Table 6 Gem Base Values 1d100 Base value Description 01-55 10 gp Ornamental stones 56-75 50 gp Semi-precious stones 76-85 100 gp Fancy stones 86-95 500 gp Precious stones 96-99 1,000 gp Gem stones 00 5,000 gp Jewels

Table 7 Gem Value Adjustments 1d100 Size Weight * Modifier Quality Modifier 01-05 Tiny 1 ×¼ Flawed × ¼ 06-30 Small 2 ×½ Poor × ½ 31-70 Average 4 ×1 Normal ×1 71-95 Large 10 ×2 High ×2 96-00 Huge 20 ×5 Fabulous ×5 * Weight is in pennyweights.

Table 8 Table 9 (Continued) Table 11 Jewelry Composition Jewelry Quality 1d100 Item Weight * Chance 40 dagger 1d8+6 1d100 Quality * Multiplier 1d100 Material of gems 41-42 decanter 1d6 +8 01-05 atrocious ×1 01-05 Copper 2% 43 diadem 1d4 +2 06-20 poor ×1½ 06-10 Brass 2% 44-47 earring 1 21-50 fair ×2 11-20 Bronze 5% 48-51 goblet 1d4+2 51-83 good ×5 21-30 Pewter 5% 52-53 headband 1d4+1 84-98 excellent ×10 31-35 Ivory 0% 54-56 idol 1d10 +4 99-00 unique ×20-50 36-60 Silver 10% 57-58 knife 1d4 +2 * Based on craftsmanship. 61-75 Silver & gold* 10% 59-60 locket 1d4 +2 76-85 Electrum 10% 61-63 medal 1d4 86-95 Gold 10% 64-68 medallion 1d4 +2 96-97 Turquoise 0% 69-74 necklace 1d4 Table 12 98-99 Platinum 8% 75-77 pendant 1d4+2 Number of Gems in Jewelry 00 Coral (75%) 0% 78-82 pin ½ or jade (25%) 0% 83 orb 2d6+3 Jewelry 84-91 ring 1 weight Number Gem size * Roll 1d6 for silver/gold ratio: 1-3, (SEU) of gems modifier 75%/25%; 4-5, 50%/50%; 6, 25%/75%. 92 scepter 10d4 + 10 93-94 seal 2d4 up to 1 1d2 -10% 95-97 statuette 10d4 2-10 1d4 0% 98 sword 10d4 + 20 11-20 2d4 +5% 21-50 3d4 +10% Table 9 99 tiara 1d4 +4 51-100 5d4 +15% Jewelry Weight 00 special * * 1d100 Item Weight * * Weight is in SEU. 01-02 anklet 1d4 * * Jeweled armor: Roll on Table 12. 03-05 armband 1d4 +4 Table 13 06-07 bangle 1d2 +2 Jewelry Metal Modifiers 08-10 belt 1d6 +4 Jewelry metal Modifier 11 blade 2d10 + 14 Table 10 Jeweled Armor Copper/brass -15% 12-14 box (small) 1d10 + 10 Bronze/pewter -10% 15-18 bracelet 1d2 1d100 Item Weight* Silver -5% 19-21 brooch 2 01-05 helmet 45 Silver & gold 0% 22-23 buckle 1d4+1 06-10 breastplate 100 Electrum +5% 24-27 chain 2d4 11-34 thigh guard 30 Gold +10% 28 chalice 1d4+4 35-60 shin guard 30 Platinum +15% 29 choker 1d6 +4 61-66 knee guard 10 30-32 clasp 1 67-84 bracer 20 33-34 coffer 1d6 +4 85-00 shoulder 35 collar 1d4+1 guard 40 36-37 comb 1d4+1 * Weight is in SEU. 38 coronet 1d4+6 39 crown 1d10 + 10

66 MARCH 1991 Gems and jewelry 1 pewter unit = 1 bp system, if so); and While we’re on the subject of treasure, 1 ivory unit = 1 sp 2. Re-create all jewelry items under this let’s take a closer look at gems and jewelry. 1 turquoise unit = 5 gp system. Gems, as mentioned before, are now 1 coral unit = 20 gp These suggestions should make treasure worth 20 times as much as formerly-so 1 jade unit = 50 gp rarer and more appreciated, while also they need to be at least 20 times as rare. The base value of a piece of jewelry is making the characters’ lives easier. No The gems found should also be weighted modified by two things: its level of crafts- more lugging around huge sacks of gold to in favor of low-value items, if you don’t manship and the presence of any gems. pay the bills, when a few platinum pieces want a few 500-gp gems (now worth Craftsmanship is primarily what makes will do the trick! 10,000 sp each, remember?) to give the jewelry more valuable than the raw metal [Alternate systems of coinage were heroes more money than they can handle. or mineral, and it acts as a multiplier to suggested in David S. Baker’s “Many Kinds Also, the method for determining the the item’s base value (see Table 11). of Money” in issue #114. Other ideas on variation of the base value of a gem should Gems set in jewelry add double their coinage—and the troubles involved in be tied to its size and quality. Finally, jew- value to that of the jewelry piece. For the developing and storing it—appear in David elry’s value should be dependent upon its number of gems appearing in a piece of F. Godwin’s “How Many Coins In a Coffer?” material, weight, and craftsmanship, plus jewelry, consult Table 12; roll for gem from issue #80, reprinted in the Best of extra for any gems set in it. values on Tables 6-7. DRAGON Magazine anthology, vol. V The When rolling for the base value of gems, Apply the additional metal modifiers to 2nd Edition DMG has an excellent discus- either individually or in groups, use Table all relevant tables (cumulative with those sion of historical coinage on pages 32-34.] 6. This base value is modified by rolling on given for gems in Table 7, in the case of Table 7 twice, once for size and once for size) given in Table 13. Bibliography quality, each roll having its associated This system makes for much more inter- Price, Martin J., general editor. Coins: An value modifier. esting gems and jewelry. Care must be Illustrated Survey, 650 B.C. to the When generating jewelry, first deter- taken, however, not to let these become Present Day. New York: Methuen Inc., mine the precious metal or mineral from too common, in light of the change from 1980. which the jewelry is formed (Table 8) and the gold piece standard to the silver piece. Porteous, John. Coins. London: Octopus the jewelry’s weight (Tables 9-10). These When using treasure-types tables or Books Ltd., 1973. give the item’s base value: Simply multiply hoards detailed in modules, use the follow- its weight (in SEU) by eight to get the ing conversion method: equivalent number of coins of the metal 1. Every gem should be 20 times as from which it is made. For precious miner- rare—therefore, for each gem indicated, als and pewter, the following exchange roll 1d20 and include the stone only if a 20 rates are used: is the result (re-create the gem under this

DRAGON 67 The RPGATM Network wants to send someone to England—maybe you!

NETWORK by Jean Rabe

The ROLE-PLAYING GAME ASSOCIA- TION™ Network, an international organi- zation of gamers devoted to excellence in the hobby, marks its 11th year in opera- tion this spring. To help celebrate the beginning of its second decade, the Net- work is offering a major prize at this year’s ® game fair: a free trip to the European GENCON® game fair! The Network’s feature and benefit tour- The contest is open to gamers competing naments are only a few of the activities in the Network’s benefit and feature tour- the organization will sponsor at the 1991 naments at the American GEN CON Game GENCON game fair in Milwaukee. More Fair held in Milwaukee, August 8-11, at the than three dozen tournaments and semi- MECCA Convention Center. The winner nars will be sanctioned by the RPGA Net- will be the gamer who places first in his or work. Tournaments feature the following her round of the benefit tournament and systems: TSR’s AD&D, BUCK ROGERS® For information on the RPGA Network receives the highest aggregate score in the XXVc™, BOOT HILL®, SPELL.JAMMER™, write to: Network Headquarters. P.O. Box feature event. RAVENLOFT™, and MARVEL SUPER 515, Lake Geneva WI 53147, U.S.A. The benefit tournament is a one-round HEROES™ games; West End Game’s STAR For information on the GEN CON game AD&D® game adventure, the proceeds of WARS*, TORG*, and PARANOIA* games; fair, write to: GEN CON Game Fair Head- which will go to the Children’s Hospital of ’s CALL OF CTHULHU* game; quarters, P.O. Box 756, Lake Geneva WI Wisconsin for its rehabilitation program. GDW’s TWILIGHT! 2000 *,2300 AD * , and 53147, U.S.A. The feature is a three-round elimination SPACE: 1889* games; Hero Games’ CHAM- AD&D game tournament. Gamers can PIONS* game; Mayfair’s DC HEROES* register for the benefit and feature tour- game; and more! Unless otherwise noted: ® and ™ denote trademarks owned by TSR, Inc. naments through the GEN CON game fair The RPGA Network has over 9,000 mem- ©1991 TSR, Inc. All Rights Reserved. preregistration packet or on site at the bers worldwide. Its headquarters are convention, while tickets to the events last. located at the TSR building in Lake Ge- BUCK ROGERS and XXVc are trademarks used under license from The Dille Family Trust. ©1990 The Dill Family The winner will be announced at the neva, Wis., with branch offices in Cam- Trust. All Rights Reserved. Network’s awards ceremony at the game bridge, England and Canberra, Australia. MARVEL SUPER HEROES is a trademark of the Marvel fair. The prize includes round-trip air fare All Network members receive the monthly Entertainment Group, Inc. All Marvel characters, names, and from a major U.S. airport, admission to the POLYHEDRON™ Newszine, are eligible to the distinctive likenesses thereof are trademarks of the Marvel Entertainment Group, Inc. ©1990 Marvel convention, and lodging. Other expenses participate in the international ranking Entertainment Group, Inc. All Rights Reserved. are the responsibility of the winner. The system of players and judges, receive European GEN CON game fair will be held discounts on gaming merchandise, com- * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the in November in England; the dates of the pete in special members-only contests, and companies publishing those products. The use of the name of convention will be announced later. enjoy a variety of other benefits. any product without mention of its trademark status should not be construed as a challenge to such status. 66 MARCH 1991

MARVEL

The lads from Liverpool

by Steven E. Schend

In DRAGON® issue #165, “The MARVEL®-Phile” gave you a look at some of Spider-Man’s latest foes, the Femme Fatales. This month we’re continuing the trend with more new Spider-foes. In the summer of 1990, Spider-Man had a rough time in England with two gangland enforc- ers of extraordinary power: Knight Fogg. These two are currently based in England, but they have accepted contracts in America; perh aps they’ll be hired to track down hero es in your campaign.

KNIGHT™ Malcolm Knight, enforcer (Statistics given after slashes are for Knight’s armored form.)

F EX(20) Health: 80/110 A GD(10) S EX(20)/IN(40) Karma: 16 E RM(30)/IN(40) R PR (4) Resources: GD(10) ing in the left forearm. The sword is of Fogg. Malcolm Knight’s only friend was I TY (6) Unearthly (100) material and inflicts Re- Edgar’s son, Thomas Fogg, and the two P TY (6) Popularity: 0 markable (30) edged damage on living and were bullies in their younger days. While nonliving targets. Malcolm tried to maintain a certain level POWERS: As Malcolm Knight, this villain of propriety around Evelyn Fogg, Tho- has no powers. Only when he transforms WEAKNESSES/LIMITATIONS: Knight’s mas’s sister, he was a lonely boy and to into his alter ego are any metahuman armor is vulnerable to electricity; attacks him his friendship with Thomas mattered abilities exhibited. of this sort add +2CS against him. Also, more than anything else. Alter Ego/Armored Form: Knight can when Knight is unconscious or sleeping, The pair grew older and became con- instantly change his skin and clothes into a he automatically reverts to his normal tract killers for a Liverpudlian mobster. suit of heavy armor that provides him human form. Knight and Fogg accepted a contract on with Incredible (40) protection from physi- Professor Henry Lewis, a prize-winning cal attacks. His armored form also grants TALENTS: Knight is skilled in the use of physicist whose love for gambling and him the following powers and equipment: his sword in combat, giving him a +1CS horseracing led to mounting debts. At the —Growth: Knight’s armored form has an when using it. North Umbrage Energy Research Labora- uncontrolled Feeble growth power, mak- tory, Knight and Fogg cornered the profes- ing him 8’ tall while armored. HISTORY: Malcolm Knight and his sor late one night. When Lewis was shot —Sword: Knight’s golden sword is built brother, Leo, were orphans raised in Liv- by Fogg, he fell back against his equip- into his armor, snapping out from a hous- erpool, adopted by an old alcoholic, Edgar ment, disturbing the delicate machinery

DRAGON 71 MARVEL and causing a wild, stray power to be of the elusive Fogg; Knight was about to FOGG™ released. Fogg and Knight were caught in kill Spider-Man when Evelyn Fogg hap- Thomas Fogg, enforcer the energy backlash and were allegedly pened upon the scene and begged Knight reduced to their quantum structures by not to kill him. Knight hurled Spider-Man F GD(10) Health: 70 Professor Lewis’s particle cannon. The into the river, where Spidey hit his head, A RM(30) powerful release of energies caused the causing him to lose his memory. S GD(10) Karma: 22 laboratory to explode, yet Knight and Fogg Spider-Man was pulled from the water E EX(20) walked out of the ruins, alive but now and attended by Leo Knight, Malcolm’s R TY (6) Resources: GD(10) more than human. brother. Stripping Peter Parker of his I GD(10) Knight and Fogg allegedly became what costume, Leo hoped to prevent any harm P TY (6) Popularity: 0 they each were in their minds’ eyes. from coming to his brother by keeping Malcolm Knight now could become a Peter from remembering who he was; he POWERS: Fogg, like Knight, exhibits no knight in shining armor, and Thomas Fogg later changed his mind and attempted to powers in his normal, human form. was now as slippery and elusive as the trigger Peter’s memory by returning the Alter Ego/Gaseous Form: Fogg can in- mists that regularly shroud London. These costume to him. stantly alter his body into a green, semi- powers made them quite valuable to their After a number of mishaps, Fogg solid mist. His gaseous form grants him employers, from whom they kept no guessed that Leo’s amnesiac friend was the following powers and equipment: secret of their new-found powers. Spider-Man and made plans to finish the —Density Manipulation—Self: Fogg can Recently, Knight and Fogg were con- job of killing him. Fogg tracked Spider- manipulate his density with a Good ability, tracted by the Kingpin to eliminate the Man down at Leo Knight’s house and changing his density from Shift 0 to normal Arranger, the Kingpin’s former right-hand attacked them both, throwing Spider-Man body density. This density power allows man. The Arranger asked Spider-Man for outside and strangling Leo. During the Fogg to solidify his hands and face while help but was refused because Spider-Man fight, Knight’s and Fogg’s powered identi- maintaining his body in its misty form. thought it was a trap. After Fogg mur- ties were revealed to their families. Leo —Elongation: Fogg has the ability to dered the Arranger, Spider-Man arrived was thought to be dead, and Knight mis- allow his misty form (either his whole and fought the pair, meeting defeat. takenly blamed Spider-Man for the mur- body or only parts of it) to stretch up to Using his contact with Thomas Fireheart der. After it was revealed that Fogg had one area away. This Incredible rank power (a.k.a. Puma), Spider-Man flew to England attacked Leo, Knight attacked his former allows him to attack characters in adjacent to pursue Knight and Fogg and bring them partner in a rage, but Spider-Man knocked areas, with strangulation being his stand- to justice. Tracking the pair to Liverpool, them both out with an exposed electric ard mode of attack. A victim of such an Spider-Man again met defeat at the grasp power cable. attack must make a successful Endurance Knight and Fogg are currently under FEAT roll vs. Fogg’s strength to remain arrest and possibly in prison in England conscious; treat failure as an automatic for their crimes, though it is quite possible Stun. Remember that Fogg inflicts normal that they can escape, given their powers. Strength damage in addition to the above. Because of Fogg’s attack on Leo, it is —Vision Restriction: While Fogg is elon- doubtful that these two villains are still gating his misty form, the normal vision of partners in crime. anyone surrounded or attacked by him is restricted to that person’s area alone, due to Fogg’s opaque form. ROLE-PLAYING NOTES: Knight, despite his questionable occupation, sees himself —Flight: While in gaseous form, Fogg as an honorable man. He is a no-nonsense can fly at Poor rank. This allows an air speed of 4 areas/round. person, living by his word or by the exact wording of the contract under which he is Weakness/Limitation: When Fogg is currently working. His world is divided unconscious or sleeping, he automatically into two parts: Fogg’s world of killing, and reverts to his normal human form. For his own world of peace in his home of unknown reasons, Fogg is vulnerable to Liverpool. He suppresses many of his electricity; attacks of this sort add +2CS emotions on a mission and simply “follows against him. the contract.” TALENTS: Fogg has the Crime and Wres- In your campaigns, Knight can still be a tling ( +2CS to choking attacks) talents. contract killer, perhaps signing on with the Kingpin to avoid connections with his HISTORY: See the notes given for Knight. old partner or signing on with someone ROLE-PLAYING NOTES: Thomas Fogg is else to hunt down your heroes and elimi- an unscrupulous, cruel psychopath. He nate them. He might become an anti-hero, enjoys killing and takes great enjoyment in ruthlessly hunting down Fogg; the two of taunting and scaring his targets. He is them would leave much destruction in totally ruthless, killing for the fun (and their wake. Knight might also try to make profit) of it. up for his past by becoming a hero. If he is Fogg is still a reliable contract killer for already established as a villain, this could your campaigns, though his partnership make the next meeting of Knight and your with Knight has soured. Fogg will proba- heroes very interesting. bly work for any established crimelords or even some super villains. How Fogg may change from the loss of his only friend is The MARVEL-Phile’s Marvel characters and the distinctive up to the Judge; Fogg can bitterly hunt names and likenesses thereof are trademarks of Marvel Entertainment Group, Inc. and are used with permission. Knight down to kill him, or can avoid all Copyright ©1991 Marvel Entertainment Group, Inc. All contact whatsoever with the “traitor.” Rights Reserved.

72 MARCH 1991

“Forum” welcomes your comments and opinions I feel that the energy-draining ability of un- hit Morgeth at least twice more before he on role-playing games. In the United States and dead creatures is a grossly unbalancing feature defeats it, reducing him to second level. Worse Canada, write to: Forum, DRAGON® Magazine, of the AD&D 2nd Edition game. According to yet, if Morgeth was reduced to zero level, the P.O. Box 111, Lake Geneva WI 53147 U.S.A. In the 2nd Edition DMG, on pages 72 and 73, any DMG states that he can never adventure again, Europe, write to: Forum, DRAGON Magazine, creature with energy-draining abilities will short of using a restoration or wish spell. What- TSR Ltd, 120 Church End, Cherry Hinton, drain a character’s levels, reducing hit points, ever happened to the rules for zero-level char- Cambridge CB1 3LB, United Kingdom. We ask spells, saving throws, THAC0s, experience, and acters? Even if they are no longer valid in the that material submitted to “Forum” be either special benefits gained with level advancement 2nd Edition game, most people start out at zero neatly written by hand or typed with a fresh that are unique to each class. I understand the level before they decide to come up to 1st level ribbon and clean keys so we can read and connection of undead to the Negative Material so they can adventure. Why can’t Morgeth do understand your comments. plane, and how this would, in turn, have a this anymore? draining effect on characters in the Prime For a long time, I decided not to use energy I would like to discuss a discrepancy in the Material (or other) planes. I also feel that there draining at all, since it was so unbalancing. The damage given for the light and heavy crossbows is a simpler way to handle energy draining, one problem with this is that I just removed the as per the Player’s Handbook. Light and heavy that will keep it in the ranks of deadly abilities most fearsome power of the undead; now the crossbows do 1d4/1d4 and 1d4+1/1d6+1 hp without making it so grossly unbalancing. players in the campaign I was running could damage, respectively, but I feel this is unrealistic First, let me make myself clear on how this defeat an undead creature with ease, unless it when compared to historical data. As my power is unbalancing. Let’s say that Morgeth had far more hit dice than they. It was sort of source, I am using The Complete Encyclopedia the fighter is fighting a western vampire (with- like putting a red dragon with no breath of Arms & Weapons, which states that, out the age benefits listed in the RAVENLOFT™ weapon into an adventure. For this reason, I set “whereas the crossbow was more powerful and boxed set). Morgeth is an 8th-level fighter with about trying to create a new system for han- its arrow (bolt) was heavier, and could be used 45 hp. The vampire attacks him first. Morgeth dling an undead creature’s energy-draining in cramped positions, the longbow acted faster loses 6 hp from the force of the blow itself. abilities. and could shoot a larger number of arrows.” In However, he also loses two levels of experience What I came up with involves a character’s AD&D 2nd Edition games, the short bow (using and the hit points from those two levels, bring- life energy levels (LELs). This total is the same, sheaf arrows) does more damage than the heavy ing him down another 9 hp. He also loses two initially, as the character’s experience level. crossbow. The Second Lateran Council of A.D. points of THAC0 and is quite rudely shoved into When an undead creature attacks with energy 1139 prohibited the crossbow’s use in battle the next lower saving-throw bracket. Now he draining, LELs are drained instead of experi- except against infidels, and it came to be banned has only 30 hp and 48,000 XP (halfway between ence levels. With each LEL drained, the charac- in Germany. By the 14th century, the wooden 6th and 7th levels, as stated in the DMG, page ter loses 1d3 hp; with every third LEL lost, he bow on the crossbow was replaced with a steel 73). Now his chance to defeating the vampire loses one point of constitution. If the character’s one. Characters who use crossbows are already are greatly reduced. LEL reaches 0, he dies and becomes an undead at a disadvantage because of its fire rate as One would think that this wouldn’t be so bad creature of the sort that killed him. compared to that of the bows. This is acceptable if the lost experience was compensated for by After defeating the undead creature, the lost in light of historical evidence, but the difference the amount he would get if he defeated the constitution points are restored at the rate of in damage is not. More realistic damage, I feel, vampire, but in the 2nd Edition Monstrous two per day. A cure wounds spell restores a would be to give a light crossbow 1d10/1d10 hp Compendium, it states that defeating a vampire number of points equal to half the number damage and a heavy crossbow 4d4/4d4 hp will only reward a character 3,000 XP. This is rolled on the die (round up), and a heal or damage. hardly sufficient to raise Morgeth to the 64,000 restoration spell restores all lost constitution. A Russell Speir XP required for 7th level, much less the 125,000 character’s LELs are restored at the rate of one Austin TX XP to get back to 8th level, which is where he per day, and a restoration spell raises the char- began the fight. To me, that is a one-sided fight: acter’s LEL by one (not to exceed the character’s Even if Morgeth beats the vampire, he still has total). However, after suffering an energy- lost several levels in the process. With the draining attack, that character’s LELs never vampire’s 8+3 HD, it is quite likely that it will again reach his actual level; his LEL total always remains at least one below that (per energy draining encounter). Thus, if Morgeth defeated the vampire but suffered an energy drain, he would not be able to completely restore his LEL to 8; 7 is the highest it could go. (If Morgeth rose to 9th level, his LEL would become 8, one lower than his actual level.) If he got attacked by a wight the next day and lost an LEL, he would be forever stuck with an LEL two points lower than his actual level. Using LELs has two advantages. First, it keeps the threat of an undead’s energy drain without becoming unbalanced. Characters must still be wary of undead, lest they get killed by energy draining and become undead themselves. LELs cannot be completely recovered, not even by a wish. Characters who have already run into undead several times will be kept on edge when they suddenly encounter a half-dozen wights. Second, a character who has been energy drained does not lose all of his abilities or saving throws that come about because of his level. (Wouldn’t it be a trifle annoying to have a mage

74 MARCH 1991 prepare a ninth-level spell to blast those undead Enervation: This fourth-level spell exactly Since you need a natural attack roll of 20 (a out of existence, and then forget the spell be- duplicates the effects of normal energy draining mere 5% chancel to drain a level, offering the fore it was cast because of energy draining?) attacks. However, it offers a saving throw to victim a saving throw would greatly lower its There is another way to handle energy drain- negate its effects, and, like chill touch, is only effectiveness (a weapon of this power is usually ing, as detailed in the RAVENLOFT boxed set. I temporary. Again, there is no need to fix some- wielded against such powerful creatures that think that it’s rather ironic that the Realm of thing that isn’t broken. they almost always make a saving throw). Arti- Terror, where undead have greater power than Death spell: This is a deadly sixth-level spell. It facts, on the other hand, were created by gods. those in the prime material, introduced a differ- instantly drams all of the life energy of a crea- If the gods can get together and create a world ent and more balanced version of energy drain- ture, with no saving throw. It is limited to and everything on it, I think that it is reasonable ing, as shown in the nosferatu vampire. The creatures with 8 + 3 or lower hit dice, and kills for an artifact to drain levels as much as it nosferatu drains one point of constitution with a off weak creatures first. A kind DM might allow wants. Even artifacts have their drawbacks, bite. It then usually latches on to continue his players a saving throw. Then again, if a though, and using such a power wouldn’t come draining one point each round until forcibly small group of 8th-level characters want to without its consequences. removed. True, it takes two days to recover a attack a 12th-level (or higher) mage, then per- I also agree with Erik Martella’s comments single point of constitution, but that is less time haps they should suffer. This is up to the DM. from issue #159. Not all undead should be NPCs, than it would take to recover two levels (and all Finger of death: This is a seventh-level spell especially liches. Many undead, though now the abilities that went with them). This power is much like the sixth-level death spell. However, it evil, realize that they are cursed and are search- still extremely deadly, but not as unbalancing as affects only one creature, and a saving throw is ing for a way to escape their fate. This is an the original energy drain. allowed in order to negate the effects. issue that must be decided by each individual After reading this letter, someone is probably Energy drain: This is a ninth-level spell, and DM, but I feel that Mr. Martella’s comments thinking, “Well, what about mage spells that exactly duplicates the effects of a vampire’s should be considered, at the very least. involve energy draining?” This is a reasonable touch (two levels are drained). This spell is Thanks for taking the time to read my ideas question, and it has a reasonable answer. There permanent and does not offer a saving throw. (even if you don’t use them). Whatever your are five mage spells, all necromantic, in the 2nd The DM may wish to apply this spell to the LELs verdict, make sure that you can have fun with Edition Player’s Handbook that work on the of a character, as described above. However, it undead. After all, if your players don’t mind the principle of energy draining. They are chill takes an 18th-level mage to cast this spell, and it fact that undead drain levels, then there is no touch, enervation, death spell, finger of death, is unlikely that any mage would have more than reason to change how you play. and energy drain. The reasons behind why I one of these ready at a given time, as opposed to Bradley Wadle feel that they are, for the most part, balanced, an 8 + 3 HD vampire who can do this as often as Munster IN while undead energy draining is not, are given he wants. I feel that the latter conditions keep individually here for each spell. this spell within the bounds of play, but each Chill touch: This is a first-level spell. It utilizes individual DM must decide for himself. energy drain in the form of a strength loss similar Another question that may come up is that of to the constitution loss caused by a nosferatu magical items and artifacts. I feel that magical vampire from the RAVENLOFT set). This spell items that drain levels should either offer a offers a saving throw to negate its effects, and saving throw or use the LEL system above. An even if the save fails, the strength loss is tempo- exception would be the sword of life-stealing. rary. As such, this spell needs no modification.

DRAGON 75

Five NPCs from history for your campaign by Thomas M. Kane

Artwork by Stephen Schwartz

Some historical ages seem almost as if contacts; ki power reduces by half any rescue, the prince had the audacity to they were designed for AD&D® games set damage he suffers, five times in one day request (and receive) Lu Pu-Wei’s favorite in Kara-Tur and other Oriental Adventures MAGIC RESISTANCE: Standard concubine as a wife. campaigns. One such time period was the SIZE: M (5’1” tall) When White Crow became king, he Warring States period of ancient China, ALIGNMENT Lawful neutral (good tenden- rewarded Lu Pu-Wei by making him prime especially during its final years as the cies) minister. Lu Pu-Wei prospered until White empire of Ch’in swallowed all seven Con- PSIONIC ABILITY: Nil Crow’s death. The new heir, Ordinance, tending Kingdoms. The heroes and villains S 16 I17 W15 was still a youth, and Lu Pu-Wei attempted of the Warring States were meticulously D 15 C 10 Ch 17 to rule alongside his old mistress, who was described in tales, histories, and secret- now Queen Mother. This naturally created police dossiers. Fortunately for DMs in When Lu Pu-Wei was a child, he asked a scandal, so Lu Pu-Wei left the court and search of NPCs, we still have these re- his tutor how much money he could make sent a substitute to wait on the Dowager cords, over 2,300 years later. by investing in agriculture. The answer Queen. His agent promptly launched a was twice his original investment. What revolt against the queen, betraying both about trading in gems? The tutor an- Lu Pu-Wei and Chin. Prince Ordinance swered that one could make one hundred easily subdued the rebellion and took full times that much. Then Lu Pu-Wei asked power himself. Ordinance despised the old “And setting a prince up on the throne?” regime and feared that Lu Pu-Wei had “Impossible to put a figure on that!” planned the coup against his mother, so he Lu Pu-Wei had chosen his career. ordered Lu Pu-Wei into exile. The old When Lu became an adult, he saw a yakuza knew that he would soon be called chance to set up a prince in the land of back for worse punishments and, perhaps, Ch’in. The king had sent one of his youn- execution. So Lu Pu-Wei held a great feast, ger sons as a hostage to the nearby state serving the finest delicacies from around of Chao to seal a nonaggression treaty. The the world, and at this banquet he gave hostage’s name was White Crow, and his away his entire fortune. When his last captors cared little about him because his possession had been handed out, he drank elder brother was in line for the throne. poison. Lu Pu-Wei became the exiled prince’s Lu Pu-Wei was a fat man who went bald friend, sending him gifts and representing early, and he prided himself on being able his case in the court of Ch’in. Soon, by to arrange any scheme whatsoever. Both manipulating the-wives of the king of his friends and enemies recognized him as Chin, he convinced the royal family to a financial genius. His dealings made him name White Crow heir to the throne of richer than most nobles, and he carefully Ch’in. concealed this fact to avoid arousing Lu Pu-Wei Naturally, the elder prince, Tzu Hsi, jealousy. Male human opposed this change in succession. He If Lu Pu-Wei meets an adventuring 12th-level yakuza arranged a scheme whereby a third nation party, he will certainly try to hire its mem- would attack an area of land that both bers as agents, if only to keep his enemies ARMOR CLASS: 7 Ch’in and Chao claimed. Ch’in and Chao from hiring them. He has a keen sense of MOVE: 12 would surely intervene, and since neither people’s ambitions and weaknesses, and he HIT POINTS: 54 nation could let any rival take the disputed will manipulate these to keep his hench- NO. OF ATTACKS: 1 province, there would have to be war. men loyal. An amazing network of spies ATTACK BONUSES: Nil Then Chao would surely kill its hostages. serves Lu Pu-Wei, making him the most DAMAGE/ATTACK: By weapon (+ 1 due to Tzu Hsi knew the diplomacy of his time accomplished man of intrigue in his world. strength) and successfully brought the nations to Still, no matter how devious or illegal his SPECIAL ABILITIES: Thieving skills at 12th war, but Chin’s armies drove deep into conniving becomes, it almost always in- level of ability; hear noise as 24th-level Chao, and Lu Pu-Wei was able to smuggle cludes a hint of compassion. He saved monk; investigate the events of two White Crow to friendly lines, disguising White Crow from ignominy as a hostage, wards with a 64% chance of success; six him as a fish merchant. Even after this and he chose to die giving away presents.

DRAGON 77 too grotesque for those who annoyed able villain for an 0riental Adventures Ordinance, nor were his condemnations campaign, but he could also sponsor the expected to serve any sort of justice or PCs’ adventures. Also, he could simply reason. When steep ground slowed his represent “The Government” in a culture journeys, Ordinance had an entire moun- where the State is sacred, be it good or evil. tain stripped of vegetation and painted red, the color of a convict’s clothing. When a member of a crowd joked, “Is there anything more unbearable than a great man?” Ordinance had the jester and all his relatives sawed in half. These were not merely acts of sadism or personal whim; they were calculated to impress the people with the power of the law. Ordinance followed the advice of Li Ssu, his prime minister, and based his rule on the mysti- cal symbol of water, which signified law and punishment. Ordinance feared even to sleep, for he was obsessed with death. He devoted the full power of his empire to a search for immortality and consulted the greatest of shukenja in hopes of becoming a deity. The emperor often dreamed that he had entered the ranks of the divine, only to be disillusioned by some unexpected disaster that would not have troubled an immortal. He hired countless adventurers to search for an elixir of immortality and commis- sioned any project they suggested. When Ordinance (Shih-Huang) one explorer hinted of a god in the eastern Male human ocean who might be persuaded to brew 4th-level bushi such a potion, Ordinance sent several thousand people sailing east as gifts to this ARMOR CLASS: 10 deity (legends claim that these sacrificial MOVE: 12 victims settled Japan). In his old age, Ordi- HIT POINTS: 18 nance withdrew from humanity to live in ATTACK BONUSES: none a world of and clockwork autom- DAMAGE/ATTACK: By weapon atons that obeyed him as unquestioningly Li Ssu SPECIAL ABILITIES: Ki power raises him to as if he were the god he wanted to be. Male human fifth level for one turn, once per day Despite his efforts, Ordinance did die, 0-level (scribe and philosopher) MAGIC RESISTANCE: Standard and his tomb filled a whole mountain. If Size: M (5’5” tall) he or his analog has already died in your ARMOR CLASS: 10 ALIGNMENT: Lawful evil campaign world, this sepulcher would MOVE: 12 PSIONIC ABILITY: Nil make an ideal “dungeon.” Its roof was a HIT POINTS: 4 S 10 I 15 W9 great dome painted to resemble the stars ATTACK BONUS: Nil D 11 C8 Ch 18 of heaven, and the rooms formed a scale DAMAGE/ATTACK: By weapon type model of the Chin empire. The tomb also SPECIAL ABILITIES: Nil (but Emperor Impenetrable Ordinance, Son of Heaven, contained vast riches, many of the king’s Ordinance will act on almost any sug- Dragon King, First August Supreme Em- beloved robots, and an army of clay model gestion he makes) peror of the World, Tiger of Chin, would soldiers. Crossbow-firing machines MAGIC RESISTANCE: Standard have been a pitiful man without his armies guarded this hoard, and all the workmen SIZE: M (5’6” tall) and titles—but he never allowed himself to who excavated it were buried alive inside ALIGNMENT: Lawful evil be without them. His entourage was a to keep them from divulging the grave’s PSIONIC ABILITY: Nil caricature of imperial excess, containing secrets (in a fantasy game, these unfortu- S10 I18 W17 countless supplicants, ministers, servants, nates could now be undead). D 16 C10 Ch 16 acrobats, dancers, wives, eunuchs, pup Despite Ordinance’s great authority and pets, and a bodyguard larger than many wolflike visage, he was physically weak. With Li Ssu, it all began with rats. He armies. He defended himself against assas- Migraines troubled him whenever he lived a modest life, making a little money, sins with a great array of search points made decisions. The Emperor weakened hunting with his son, and telling old folk and decoys. The August Emperor con- his shaky health further by the constant tales, but he had no great fame or power. stantly inspected, his empire; as he trav- use of hallucinogenic arsenic drugs that he Li Ssu served his government as a scribe; eled, several replicas of his procession hoped would grant him visions of immor- as he copied scrolls in his office, he ob- visited completely different areas to con- tality. In AD&D game terms, he would be served that some of the rats that scurried fuse any assassins that might have fol- a bushi because he lacked the strength of through the offices lived in the latrine and lowed him. Scribes described Ordinance as a samurai (though he would not have the were harried and hungry. Others lived in having a high-bridged nose, long eyes and bushi’s ability to pick pockets, because he granaries and ate quite well. Li Ssu re- the voice of a jackal. never needed to steal). Ordinance’s frailty solved to become a human granary rat— Ordinance condemned the loftiest of his and preoccupation with immortality left and the pantry in which Li Ssu hoped to ministers to death on fleeting impulses, so his prime minister in complete control of live was the king’s court. all of his followers vied with each other to his empire. Because he stammered when he spoke, appear the most servile. No torture was Ordinance would make a properly despic- Li Ssu went to study under a master of

78 MARCH 1991 oratory. As an apprentice, he became close wandering swordsman about theories of friends with another student, a nobleman fencing, and the debate quickly turned to named Han Negation. Both soon took to fury. Ching K’o turned and left before mocking their idealistic old teacher. The violence occurred. When he visited the master of oratory lectured about the need next town, he fell into another dispute for paternalism and love among great about the value of certain pieces in a chess kings. Li Ssu and Han Negation had formu- game and rebutted his opponent with a lated another philosophy that specifically clever argument. The adversary re- condemned benevolence and proposed sponded by blowing in Ching K’o’s face. that the king regulate every minute aspect Once again, Ching departed silently, so of his realm with dreadful punishments. people began to call him a coward. He By enforcing complete conformity and by became dishonored (in game terms, he lost maintaining constant wars and famines, all status as a kensai and changed his the king would keep the peasantry dis- alignment to chaotic good). Actually, Ching tracted from politics and eliminate any K’o did not fear battle, but he felt that his threat of crime or rebellion. By the time Li life was too valuable to risk. He believed Ssu left his master for the court of King that he could become a great hero of Ordinance, he was completely enthralled legend if he survived. So he gave up ad- by these theories. He was even more de- venturing and spent several years carous- voted to them than to becoming a “gra- ing with a friendly butcher who had nary rat.” Li Ssu always stuttered, but his achieved mystical perfection in the prepa- ideology had become impressive enough to ration of meat. seduce any king. While the disgraced warrior lingered King Ordinance became emperor of the with his friend, a completely unrelated known world, and Li Ssu became his event gave him the chance to become prime minister, although he had to kill Han legendary. Cinnabar, Crown Price of Yen, Negation in the process. Since Ordinance went to the court of Emperor Ordinance was preoccupied with his search for im- of Ch’in as a goodwill hostage. Ordinance mortality, Li Ssu was nearly emperor had conquered most of the world, and himself. Li Ssu unified China’s chaotic Cinnabar hoped to find favor with him. weights and measures, established a read- After all, they had played together as able alphabet of pictograms, and wrote a Ching K’o children. But this only made Ordinance constitution to replace the injustices of Male human hate the prince, for the Emperor detested rule by feudal princes. He also established 8th-level bushi (ex-kensai) all reminders of the fact that he was once the most intrusive dictatorship his world young and weak. The Emperor taunted had ever known. ARMOR CLASS: 4 Cinnabar with endless practical jokes and Adventurers in a game campaign could MOVE: 12 brought these to a climax by gathering his barely survive under Li Ssu’s rule. The HIT POINTS: 55 whole court to announce Cinnabar’s true enemies of his law were those inde- NO. OF ATTACKS: 2 betrothal—to a goat. After that, the prince pendent adventurers, businessmen, and ATTACK BONUSES: +2 on initiative; +3 to of Yen escaped and went home, where he scholars free enough to have ideas of their hit with katana, due to strength and sulked in his palace. He dreamed of re- own. Li Ssu considered such people anach- kensai skills; +2 on “to-hit” with dag- venge but could not find any way to injure ronisms, relics of anarchy. He hindered ger, due to strength and quality Ordinance except to shelter one of the them by restricting weapons, burning DAMAGE/ATTACK: 1d10+6 with katana emperor’s most hated enemies. a rebel- books of lore (and, in game campaigns, or 1d4 +4 plus poison with Cinnabar’s lious general. magic), and imposing terrible taxes to dagger (due to strength and quality) Finally, one of Cinnabar’s friends intro- prevent private wealth. SPECIAL ABILITIES: Surprised only on a duced him to Ching K’o, and the disgraced If Li Ssu and Ordinance rule your fan- roll of 1 on d6; meditation; ki power warrior agreed to assassinate Ch’in’s au- tasy world, PCs will become either outlaws lets him cause maximum damage on gust emperor. Ching K’o knew that this or servants of the empire. Either alterna- eight attacks per day would be his greatest adventure and that tive can bring about numerous exciting MAGIC RESISTANCE: Standard he would be executed after it, so he was adventures. SIZE: M (5’8”tall) determined to enjoy his last tastes of life. ALIGNMENT: Chaotic good (formerly The adventurer lived in Cinnabar’s palace lawful good with neutral/chaotic lean- and demanded that the prince fulfil his ings) every desire. He made soup of Cinnabar’s PSIONIC ABILITY: Nil favorite stallion and fished by hurling the S 18/49 I12 W 12 prince’s gold ingots into lakes. The prince D 16 C 10 Ch 10 of Yen gave him whatever he asked for. Years went by as Ching K’o lived in lux- Although Ching K’o failed in his great ury at Yen’s expense. Then, one day, Ching quest, he achieved his dream of entering K’o appeared before Cinnabar in the rag- legend. Ching K’o began his career hoping ged clothes of a wandering sword master to become a tutor of swordsmanship to and declared himself ready. He planned to some ruler, but in his time nobles did not go to Ch’in disguised as an envoy, bearing find it fashionable to study under masters, two presents that would give him access to so Ching roamed the country with nothing the emperor—a valuable map and the but his sword and a backpack full of rebel general’s head. When Ordinance books. Wherever he went, he did noble reached for the map, Ching K’o would deeds. People loved him across the land grab his sleeve and stab him. Cinnabar for saving lives, driving off bandits, and refused to kill his guest. However, when distributing his rewards to poor peasants. the general learned of the plan and Cinna- Then Ching K’o argued with another Continued on page 110

80 MARCH 1991

CALL OF CTHULHU*, SPACE MARINE*, and “Dungeon Bash” games. Other events include a miniatures contest, a flea market, movies, a trivia contest, a chaotic-behavior seminar, and exhibits. Registration: $2 for general admission; $5 for tournament admission. GMs and dealers are welcome! Write to: SLANDRAK II, C. Overs- by, c/o SBHS, 1850 N. “E” St., San Bernadino CA 92405; or call: (714) 885-2768.

JAXCON ’91, March 15-17

* indicates a product produced by a company other than TSR, This gaming convention will be held at the Inc. Most product names are trademarks owned by the Radisson Inn at the Jacksonville, Fla., Airport. Convention Calendar Policies companies publishing those products. The use of the name of Events include SEEKRIEG*, JOHNNY REB*, any product without mention of its trademark status should not STAR FLEET BATTLES*, SUPREMACY*, EMPIRE This column is a service to our readers be construed as a challenge to such status. BUILDER*, WARHAMMER FANTASY* and worldwide. Anyone may place a free listing BASHCON ’91, March 8-10 40,000*, and AD&D® games. Registration: $18 at for a game convention here, but the follow- This convention, sponsored by the Benevolent the door. Write to: JAXCON ’91, P.O. Box 4423, ing guidelines must be observed. Adventurers’ Strategic Headquarters, will be Jacksonville FL 32202; or call: (904) 778-1730. In order to ensure that all convention held at the Student Union Auditorium at the listings contain accurate and timely infor- University of Toledo’s main campus in Toledo, LEHICON IV, March 15-17 mation, all material should be either typed Ohio. Over 150 game events will be featured, The Lehigh Valley Gamers Assoc., will host double-spaced or printed legibly on stand- including RPGA™ tournaments, plus movies, a this gaming convention at the George Washing ard manuscript paper. The contents of miniatures contest, an exhibitors’ area, two ton Motor Lodge in Allentown, Pa. Events each listing must be short and succinct. auctions, and an honored speaker or two. include RPGA™ events, with AD&D®, BATTLE- The information given in the listing must Registration: $3/weekend or $1 for Friday, $2/ TECH*, SHADOWRUN*, TOP SECRET/S.I.™, CAR include the following, in this order: day for Saturday and Sunday. There is no prere- WARS*, MEGATRAVELLER*, ASL*, CALL OF 1. Convention title and dates held; gistration Games cost $.50 each. Send an SASE CTHULHU*, STAR FLEET BATTLES*, CIVILIZA- 2. Site and location; to: UT-BASH, c/o Student Activities Office, Uni- TION *, DIPLOMACY*, and EURORAILS * games. 3. Guests of honor (if applicable); versity of Toledo, Toledo OH 43606-9987. Special guest is Robert Simpson, creator of the 4. Special events offered; SUPREMACY * game. Other activities include 24- 5. Registration fees or attendance re- CALCON 6, March 8-10 ❉ hour open gaming, comics, dealers, SCA demos, quirements; and, This convention will be held at the Sandman and a miniatures-painting contest. Special lodg 6. Address(es) and telephone number(s) Inn in Calgary, Alberta. Over 100 featured ing rates are available. Registration: $12/day or where additional information and confirma- events include AD&D®, BATTLETECH*, SYS- $18/weekend. Write to: LEHICON IV, P.O. Box tion can be obtained. TEM 7*, PARANOIA*, WARHAMMER 40,000*, 1864, Bethlehem PA 18016-1864; or call: (215) Convention flyers, newsletters, and other TUNNELS & TROLLS*, CALL OF CTHULHU*, 538-6109 after 6 P.M. mass-mailed announcements will not be and TITAN* games. Other activities include a considered for use in this column; we game auction, BATTLETECH* computer games LEPRICON ’91, March 15-17 prefer to see a cover letter with the an- by A.M.U.C., miniatures painting, artists, and Formerly known as STELLARCON, this con- nouncement as well. No call-in listings are playtesting. Registration: $8 until March 1; $12 vention will be held at the Elliot University accepted. Unless stated otherwise, all at the door, with cheaper visitor rates, plus Center on the University of North Carolina: dollar values given for U.S. and Canadian game fees. Write to: CALCON 6, Box 22206, Gulf Greensboro campus in Greensboro, NC. Events conventions are in U.S. currency. Canada Square RPO, 401-9 AVE SW, Calgary, include gaming, lectures, panels and seminars, WARNING: We are not responsible for Alberta, CANADA, T2P-4J6; or call Paul Spenard an art show and auction, a dealers’ room, a incorrect information sent to us by conven- at: (403) 286-3347. movie marathon, and a Dead Writers’ Round- tion staff members. Please check your table. Registration: $10/weekend ($8 for stu- convention listing carefully! Our wide OWLCON XII, March 8-10 dents) or $3/day preregistered until March 1st; circulation ensures that over a quarter of a Rice University’s WARP and RSFAFA will hold $12/weekend or $5/day at the door. Write to: million readers worldwide see each issue. this convention at Rice University in Houston LEPRICON ’91, Box 4, Elliot University Center, Accurate information is your responsibility. Tex. Tournaments will be held for RUNE- UNC-G, Greensboro NC 27412-5007; or call: (919) Copy deadlines are the last Monday of QUEST*, PARANOIA*, CALL OF CTHULHU*, 378-2568. each month, two months prior to the on- CAR WARS*, TRAVELLER*, DIPLOMACY*, sale date of an issue. Thus, the copy dead- ILLUMINATI*, CIVILIZATION*, BATTLETECH*, PRINCECON XVI, March 15-17 line for the December issue is the last STAR FLEET BATTLES*, ASL*, WORLD IN This gaming convention will be held at Whig Monday of October. Announcements for FLAMES*, and AD&D® games. Prizes will be Hall on the campus of Princeton University in North American and Pacific conventions awarded for some tournaments. Registration: Princeton, N.J. Featured events include over 15 must be mailed to: Convention Calendar, $10 preregistered, or $12/weekend at the door. original, interlocking scenarios in one integrated DRAGON® Magazine, P.O. Box 111, Lake Single-day prices vary. Write to: RSFAFA, world. These scenarios will run around the Geneva WI 53147, U.S.A. Announcements OWLCON, P.O. Box 1892, Houston TX 77251. clock, and use our own customized system. for Europe must be posted an additional Registration: $10 preregistered by March 1st; month before the deadline to: Convention SILICON VI, March 8-10 $15 at the door. There is a minimum age of 18 Calendar, DRAGON® Magazine, TSR This convention, sponsored by the Society for years old. Write to: Daniel Eisenstein, 32 Little Limited, 120 Church End, Cherry Hinton, Interactive Literature, is dedicated to live-action Hall, Princeton University, Princeton NJ 08544. Cambridge CB1 3LB, United Kingdom. role-playing games. It will be held at the Annap- Please make checks payable to Simulation If a convention listing must be changed olis Holiday Inn in Annapolis, MD. Four live- Games Union. because the convention has been can- action games will be run: “Cafe Casablanca,” celled, the dates have changed, or incor- “Small Town:” “Steeplechase,” and “See Jane Run BATTLETECH* NORTHEAST rect information has been printed, please Again.” A mini-game, “MASKS,” will be run CHAMPIONSHIPS III, March 16-17 contact us immediately. Most questions or Friday night. Registration: $35 until March 1, or This is the official BATTLETECH* regional changes should be directed to the maga- $40 at the door. Write to: Terilee Edwards- competition-singles and team events-with zine editors at TSR, Inc., (414) 248-3625 Hewitt, 3454 S. Utah St. B-1, Arlington VA prizes supplied by FASA Corporation. Registra- (U.S.A.). Questions or changes concerning 22206-1942. tion: $20 preregistered by March 8; $25 there- European conventions should be directed after. Write to: The Gamemaster, 212A to TSR Limited, (0223) 212517 (U.K.). SLANDRAK II, March 9 Massachusetts Ave., Arlington MA 02174; or The SBHS Fantasy/SF & Games Club (SLAN- call: (617) 641-1580. ❖ indicates an Australian convention. DRAK) will hold this convention at the SBHS ❉ indicates a Canadian convention. Cafeteria in San Bernadino, Calif. Tournaments AGGIECON XXII, March 21-24 ❁ indicates a European convention. include SHADOWRUN*, CHAMPIONS*, AD&D®, The largest and oldest annual SF/fantasy convention in the Southwest will be held on the

82 MARCH 1991

campus of Texas A&M University in College SCRYCON ’91, March 23 of South Carolina campus, in Columbia, S.C. Station, Texas. Guests include Fred Saberhagen, Sponsored by The Seekers of the Crystal Events include AD&D®, SHADOWRUN*, PUF- , , Marv Wolfman, Monolith gaming club, this convention will be FING BILLY* (including 1830*, RAIL BARON*, and . Activities include RPGA™ held at the Qakwood School in Poughkeepsie, and a Mayfair railroad game), and board-game tournaments, a dealers’ room, game shows, a N.Y. Events include RPGA™ AD&D® games, tournaments. Other one-round tournaments will hall costume contest and masquerade ball, SF alternate games, a painted-miniatures contest, be held for CHAMPIONS*, TALISMAN*, TITAN*, films, Japanimation, video rooms, and live-action and a used-game flea market. Registration: $6 B-17 SQUADRON*, CIRCUS MAXIMUS*, and games. Registration: $13 before March 1, or $16 preregistered, or $8 at the door. Send an SASE AD&D® games. Prizes will be awarded for all thereafter. One day passes are $10. Write to: to: SCRYCON ’91, P.O. Box 896, Pleasant Valley tournaments. Registration: $5/weekend before AGGIECON XXII, MSC Cepheid Variable, Box J-l, NY 12569. Space is limited; preregister! March 1, or $7/weekend thereafter. Write to: College Station TX 77844; or call (409)845-1515. Round Table Gaming Society USC, P.O. Box 80018, UNIVERSICON V, March 24 Columbia SC; or call Trella at: (803) 779-1924. CONTEST VIII, March 22-24 This fifth-annual charity convention, spon- Sponsored by the Tactical Simulation Society, sored by the Brandeis & Comic UMF-CON, April 5-7 this convention will be held at the Holiday Inn Book Club, will be held at the Usdan Student This convention will be held at the Student Holidome in Tulsa, Okla. Events include AD&D®, Center on the Brandeis University campus in Center of the University of Maine at Far- AXIS & ALLIES*, and other role-playing, board, Waltham, Mass. Guests include Gordon R. Dick- mington. Events include AD&D®, GAMMA miniatures, and computer games, with a large son, Mike Gold, Ken Penders, and others. Activi- WORLD®, SHADOWRUN*, TWILIGHT 2000*, dealers’ room and an auction. Write to: TSS, P.O. ties include AD&D®, DC HEROES*, PARANOIA*, and war games. Other activities include art and Box 4726, Tulsa OK 74194. and TOON* games, a movie room, a costume miniatures contests and a spectacular Chinese contest, a dealers’ room, panels, and the charity auction. Registration: $7/weekend, $4 for Satur- MIDSOUTHCON X, March 22-24 auction, with this year’s proceeds going to the day and $3 for Sunday preregistered; $10, $6, This convention will be held at the Memphis Whale Adoption Project. Registration: $6 at the and $4, respectively, at the door. Write to; Airport Hilton in Memphis, Tenn. Guests of door. Write to: Jarett Weintraub, 14 Dartmouth Melissa Mixer, Box 138, East Wilton ME 04234. honor include Harry Turtledove, Randall Span- St., Waltham MA 02154; or call (617)894-2694. gler, Steve Jackson, and Steve Francis. Events CONNCON ’91, April 6-7 include gaming, an art show, panels, filking, a GOTHCON XV, March 29-31 This convention will be held at the Danbury con suite, a video room, a masquerade, a scav- This convention, sponsored by the Bifrost, Hilton Inn in Danbury, Conn. Jean Rabe will be enger hunt, and a dealers’ room. Registration: Chaos Apes, Skymning, and Ygdrasil gaming the guest of honor. Many first-run RPGA™ $20 until March 3rd; $23 at the door. Write to: clubs, will be held at Munkebacksgymnasiet, Network events will be held, including a Mas- MIDSOUTHCON, P.O. Box 22749, Memphis TN Ernst Torulfsgatan 1, in Gothenburg, Sweden. ters and a Grandmasters AD&D® event, a Mas- 38122; or talk (901)353-9439 or 274-7355. Events include AD&.D®, CALL OF CTHULHU*, ters CALL OF CTHULHU* event, and a team MEGATRAVELLER *, PARANOIA *, CAR WARS *, AD&D® event. Other activities include: role- NEOVENTION X, March 22-24 ROLEMASTER/MERP*, RUNEQUEST* (3rd Ed.), playing, miniatures, and war games; a banquet; This gaming convention will be held at the ASL*, DIPLOMACY *, and ILLUMINATE* tourna- an awards ceremony; and an RPGA™ Network Gardner Student Center on the University of ments, as well as several independent events. members’ meeting. Registration: $15 preregis- Akron campus in Akron, Ohio. Events include Other activities include a live-action chess game, tered until March 22, or $20 thereafter. The two RPGA™ AD&D® tournaments, an RPGA™ dealers’ rooms, fantasy artists, and an auction. preregistration fee includes three free games; MARVEL SUPER HEROES™ tournament, a Registration: 150 Swedish Kronor ($30 U.S.) registration after March 22 does not. Write to: dealers’ room, an auction, a miniatures painting before Feb. 15 (140 SKr for SWEROC members), CONNCON, P.O. Box 444, Sherman CT 06784. contest, 24-hour open gaming, and a seminar plus tournament fees. No preregistrations featuring game professionals. Registration: $16/ accepted after Feb. 15. One-day tickets, if availa- MOUNTAINTOP ’91, April 6-7 weekend. Send an SASE to: University Gaming ble, will be sold at the door for 75 SKr ($15 The Gaming Club at Lehigh University will Society, Gardner Student Center, Office #6, U.S.)/day. Write to: GOTHCON XV, c/o Bertil hold this convention at the University Center on University of Akron, Akron OH 44325. Jonell, P.O. Box 154, S-43900 Onsala, SWEDEN; Lehigh’s campus in Bethlehem, Pa. Events in- or talk +46 300-61004. clude RPGA™ events, an AD&D® team tourna- SIMCON XIII, March 22-24 ment, with AXIS & ALLIES*, BATTLETECH*, This gaming convention will be held the MSU IN CONTROL, March 29-30 CHAMPIONS*, GURPS*, and SHADOWRUN* University of Rochester’ River campus in Roch- This gaming convention will be held in the games. Other activities include a miniatures ester, N.Y. Role-playing events (including an R. Grand Ballroom of the Student Center at the contest, vendors, and open gaming. Prizes will Talsorian-sanctioned * tournament), University of Kentucky in Lexington, Ky. Events be awarded to tournament and contest winners. miniatures events, board games, and a minia- include CLAY-0-RAMA, BATTLETECH*, AD&D® Registration: $15/weekend or $10/day. Write to: tures contest are scheduled. Registration: $7 2nd Ed., SHADOWRUN*, and WARHAMMER Paul Bashus, 9 Duh Drive, Apt. #131, Bethlehem before March 4, or $10 thereafter. College 40,000* tournaments. Other activities include a PA 18015; or call: (215) 758-1757. students with an I.D. receive a $2 discount. video room, costume and figure-painting con- Write to: SIMCON, CPU Box 277146, River tests, and dealers. Registration: $5, or $4 if you SPRING OFFENSIVE II, April 12-14 Station, Rochester NY 14627. are in costume. GMs also receive discounts. Formerly GAME FAIR, this Illinois Central Write to: Jemearl Smith, 424 East Maxwell #2, College convention will be held in East Peoria, ABBYTHON 9, March 23-24 Lexington KY 40503; or call (606)255-9599 after Ill. Events include Napoleonics, ADEPTUS TI- The Abbython Adventure Guild will host its 7 P.M. Eastern time. TANICUS*, American Civil War miniatures, ninth annual 24hour-marathon gaming conven- CHILL*, and other role-playing, miniatures, and tion at the Community Center in Abbyville, POINTCON XIV, April 5-7 board games. Registration: $5/weekend or $3/ Kans. Registration: $7 before Feb. 28; none The Wargames Committee of the Military day, plus $1 per game. Write to: Tri-County accepted thereafter. Send an SASE to: Abbython Affairs Club of the United States Military Acad- Gaming Assoc., 116 Walnut St., Washington IL Adventure Guild, P.O. Box 96, Abbyville KS emy will hold this convention at West Point, N.Y. 61751; or call: (309)444-4640. 67510; or call (316)286-5303. Tournament events include AD&D®, BATTLE- TECH*, WARHAMMER FANTASY* and 40,000*, TECHNICON 8, April 12-14 FRON VI, March 23-24 JOHNNY REB*, and Napoleonics games. Other This SF/fantasy convention will be held at the The 252 Rollenspielverein in Frankfurt, Ger- events include TWILIGHT 2000*, microarmor, Donaldson Brown Center on the Virginia Tech many, will host this convention at the Stadthalle and miniatures and board games, with painting campus in Blacksburg, Va. Guests include Diane Bergen-Enkheim, Marktstrasse, Frankfurt- contests, a military film festival, the West Point Carey, Greg Brodeur, Larry Elmore, Ruth Bergen-Enkheim (a suburb to the east of Frank- Museum, and dealers. Registration: $7 preregis- Thompson, Don Sakers, and John “Fuzzface” furt). Events include over 20 games in hundreds tered; $8 at the door. GMs and dealers are wel- McMahon. Activities include SF Jeopardy, live of events (many in English), a BLOOD BOWL* come. Send an SASE to: Wargames Committee, RPGs, panels, a play, an art show, films, and tournament, and SCA demos. Registration: DM Military Affairs Club, c/o Cadet David J. Morgan, dealers. Registration: $18 general and $16 for 5/weekend or DM 3/day. GMs and people in P.O. Box 3857 USCC, West Point NY 10997. students until March 15th. Write to: TECHNI- costume get free admission. Write to: M. CON 8, c/o VTSFFC, P.O. Box 256, Blacksburg VA Kliehm, In der Reomerstadt 164,6000 ROUNDCON VI, April 5-7 24063-0256; or call: (703) 953-1214. Frankfurt/Main 50, GERMANY; or call (Frank- The Round Table Gaming Society will host this furt): (069) 574-579. convention at the Russell House at the University

84 MARCH 1991

Other activities include miniatures painting and BAMACON V, April 19-21 trivia contests. Write to: PENTECON ’91, c/o LITTLE WARS ’91, April 26-28 This convention will be held at the Ferguson Peace Studies Program, 180 Uris Hall, Cornell This miniatures-oriented convention, spon- Center on the University of Alabama campus in University, Ithaca NY 14853; or call Shelley at: sored by the Historical Miniatures Gaming Tusscaloosa, Ala. Guests include Mercedes (607) 272-1339. Society (HMGS), will be held at the Zion Leisure Lackey, Brad Strickland, Keith Parkinson, Larry Center in Zion, Ill. Miniatures events will span Elmore, Larry Dixon, , Allen UBCON, April 19-21 historical times and beyond. Registration: $8/day Hammack, and Thomas Fuller. A $1,000 cash Sponsored by the UB Strategists’ and Role- or $12/weekend, with a $2 discount for HMGS prize goes to the best AD&D® game team at this players’ Assoc., this convention will be held on members. There are event fees. Judges and convention. Many other prizes will also be the State University of New York at Buffalo, players are needed. There will be a judge’s awarded. Activities include an art show/auction, Amherst (North) campus. Events include a 2nd discount and a large dealers’ area. Write to: a banquet, dances, movies, and dealers. Regis- Ed. AD&D* tournament and many other popu- Robert Bigelow, c/o Friends Hobby Shop, 1411 tration: $20 by March 31; and $25 thereafter. lar strategy and role-playing games, as well as a Washington St., Waukegan IL 60085; or call: One-day memberships and dealer passes are movie room, combat demos, and dealers. Regis- (708) 336-0790. also available. Write to: BAMACON V, University tration: approximately $8, plus fees for tourna- of Alabama, P.O. Box 6542 Tuscaloosa AL 35486; ments with cash prizes. Write to: Martin AGOG IV, April 27-28 or call: (205) 758-4577 or 348-3127. Szinger, UB/SaRPA Pres., 210 Curtis Parkway, The University Of Arizona Historical Games Buffalo NY 14223; or call (716) 833-4610. Society will hold this convention at the Student CAPCON XIV, April 19-21 Union Main Hall on the University of Arizona The Ohio State University Miniatures and THE UNTITLED GAME CON, April 19-21 campus in Tucson, Arizona. Tournaments in- Gaming Assoc. (OSUMGA) will hold this conven- Sponsored by Rutgers University Gamers, this clude AD&D®, CHAMPIONS*, GURPS*, BA’ITLE- tion in the Ohio Union on the OSU Columbus convention will be held in Scott and Harden- TECH*, and WARHAMMER 40,000* games. campus in Columbus, Ohio. Activities include burgh Halls on the College Ave. campus of Other activities include open gaming, a game miniatures, board, and role-playing games Rutgers University. Events include AD&D® and auction, and a miniatures-painting contest. covering all time periods and genres. Admission: CHAMPIONS* elimination tournaments, Write to: AGOG IV, 3150 E. Monte Vista #A, $3/day. Write to: OSUMGA/CAPCON, Box 21, the SHADOWRUN* games, a very bizarre AD&D® Tucson AZ 85716; or call: (602) 327-3517. Ohio Union, 1739 N. High St., Columbus OH Mage Duel, playtesting on a new game system, BOISE FANTASY ARTS CONVENTION IV 43210; or call Jill Moody at: (614) 267-2649. and voting to name the convention itself! Regis- tration: $16/weekend or $8/day preregistered; April 27-28 CONDUIT, April 19-21 $20/weekend or $10/day at the door; plus event This convention will be held at the Holiday Located at the Quality Inn in Salt Lake City, fees. Rutgers students receive 50% discount on Inn in Boise, Idaho. Activities include work- Utah, this SF/fantasy/gaming convention will all registration and event fee costs. Events are shops, contests, dealers, gaming, movies, demos, and an art show. Registration: $19 until April 1; feature such guests as Barbara Hambly, Erick welcome up to March 30th. Write to: Student Wujcik, and Derek Fegestad. Events include Activities Center, Rutgers University, Box 19, $23 at the door. Supporting memberships and tournaments in AD&D® 2nd Ed., ROLEMAS- 613 George St:, New Brunswick NJ 08903 (in- one-day costs are available. Write to: BFAC, P.O. TER*, TMN TURTLES*, RIFTS*, ROBOTECH*, clude SASE); or call: (908) 745-0454. Box 8602, Boise ID 83702; or call: (208) 454-2835. BA’ITLETECH*, WARHAMMER 40,000*, SPACE PLATTECON DELTA, April 27-28 HULK*, SHADOWRUN*, CYBERPUNK*, and IMPACT 0.6, April 20 This gaming convention will be held at the STAR FLEET BATTLES* games. Other activities This convention will be held at the Holiday Student Center on the UW-Platteville campus in include films, Japanese animation, an art show, Inn Central in Omaha, Nebraska. Activities Platteville, Wis. Events include AD&D® games, a masquerade, panels, dealers, and open gam- include table-top and role-playing games from miniatures games, dealers, door prizes, and ing. Registration: $18 until March 15; $22 at the 8A.M. until midnight. Registration: $5. Write to: numerous games. Registration: $4/day or $5/ door. Write to: CONDUIT, c/o David Lee Powell, IMPACT, P.O. Box 4486, Omaha NE 68194. weekend in advance; $5/day and $7/weekend at 2566 Blaine Ave., Salt Lake City UT 84108-3359; the door. Write to: Platteville Gaming Assoc., or call: (801)467-9517. LAGACON 10, April 20 Student Center, 1 University Plaza, UW- This convention will be held at Kaspar’s Arc, Platteville, Platteville WI 53818. GAME FAIRE ’91, April 19-21 north of Lebanon, Pa. Events include AD&D® This convention will be held at the Student and BATTLETECH* tournaments, plus AD&D®, MISCON 6, May 10-12 Union at Spokane Falls Community College in ASL*, BATTLETECH*, SHADOWRUN*, and AXIS This SF/fantasy/gaming convention will be Spokane, Wa. All proceeds will be donated to & ALLIES* games. There will also be dealers, held at the Best Western Executive Motor Inn in the Wishing Star Foundation. Events include and food will be available. Registration: $5 Missoula, Mont. Guests include Barbara Hambly, RPGs, tournaments, microarmor, naval and preregistered, $7.50 at the door. Write to: Leba- William Warren Jr., and Jerry Oltion. Events historical miniatures, SF and fantasy miniatures, non Area Gamers, 806 Cumberland St., Lebanon include AD&D®, BATTLETECH*, and DIPLO- board games, a video room, a dealers’ area, a PA 17042; or call: (717) 274-8706. Make checks MACY* games, with videos, a masquerade, an used-game auction, and SCA events. Registra- payable to Keith Roth. art show, and panels. Registration: $16 until tion: $12/weekend before April 10th; $15/ April 15; $20 thereafter. Write to: WMSFC/ weekend, $6 for Friday or Sunday, and $7 for OPCON ’91, April 20 MISCON 6, P.O. Box 9363, Missoula MT 59807. Saturday at the door. Write to; Merlyn’s—Game This convention, sponsored by the OPRF SF/F KETTERING GAME CONVENTION IV, Faire ‘91, North 1 Browne, Spokane WA 99201; Club, will be held at the Oak Park River Forest May 11-12 or FAX: (509) 624-0957, High School in Oak Park, Ill. Guests include This convention will be held at the Charles I. Phyllis Eisenstein, Robert Shea, and Richard Lathrem Senior Center in Kettering, Ohio. Events I-CON X, April 19-21 Knaak. Activities include RPG tournaments, a include FRPGs, an RPGA™ tournament, a MO- This convention will once again be held at the silent auction, films and videos, autograph NOPOLY* tournament, and board, computer, and State University of New York, Stony Brook signings, a trivia contest, and a vendor’s room. miniatures games, plus a special tournament campus. Guests include Ken Rolston, Gary Registration: $2. Write to: Sandra Price, OPRF based on Double Exposure, by Piers Anthony. Gygax, Steve Jackson, and Greg Costikyan. SF/F Club, Oak River Park High School, 201 N. Write to: Bob Van Gruenigen, 2013 Gay Dr., Activities include gaming, a writer’s workshop, Scoville Ave., Oak Park IL 60302. Kettering OH 45420; or call: (513)252-9948. autograph sessions, a “meet the pros” party, dozens of dealers and more. Registration: $25/ DEMICON II, April 26-28 CONWEST HI, May 17-19 weekend at the door, less in advance, One-day This convention will be held at the Des Moines This convention will be held at the Howard passes are also available. Write to; I-CON X, P.O. Howard Johnson’s in Des Moines, Iowa. Guests Johnson Plaza Hotel in Albuquerque, N.M. Our Box 550, Stony Brook NY 11790. include Joe and Gay Haldeman, Lucy Synk, and guest of honor is Tracy W. Shurtleff, RPGA™ Rusty Hevelin. Events include panels, readings, Regional Director. Events include two-round PENTECON ’91, April 19-21 costume contests, a dealers’ room, and an art RPGA™ AD&D® and PARANOIA* tournaments, The Cornell Society will show, plus open gaming, a live-action role- with ROLEMASTER*, ASL*, and WARHAMMER hold this convention at the Goldwin Smith Hall playing tournament, and a networked 40,000* tournaments, plus more board and on the Cornell University campus in Ithaca, N.Y computer-game tournament. Registration: $15/ miniatures games. Other activities include open Events include AD&D®, TRAVELLER*, PARA- weekend until March 15; $20/weekend or $12/ gaming and a dealers’ room. Registration: $10 NOIA*, DIPLOMACY*, CAR WARS*, AXIS & day at the door. Write to: P.O. Box 7572, Des preregistered; and $15 at the door, plus event ALLIES*, ASL*, and CIVILIZATION* games. Moines IA 50322-7572; or call: (515)270-1312. fees. Daily prices are also available. Write to:

86 MARCH 1991 The Weregamer’s Guild, Student Activities Write to: Trigaming Associates, P.O. Box 4867, ment games. Other activities include a large Center, Box 28, Student Union Bldg., UNM, Walnut Creek CA 94596-0867; or call Larry or exhibitors’ area, an auction, an art show, semi- Albuquerque NM 87131; or call: (505) 277-3083. Mike at: (415) 686-9319 after 6 P.M. PST No nars and panels, a painting contest, and 24-hour No collect calls, please. collect calls, please. gaming. Registration: $15/weekend preregis- tered. Dorm rooms are available; ask about SUMMERCON ’91, May 18-19 SODACON 11, May 25-26 rates and availability. Write to: OPTICON ‘91, The Gamers’ Alliance of Miniatures Enthusi- This convention will be held at the Howard P.O. Box 4876, Akron OH 44310; or call: (216) asts (G.A.M.E.) and the Midwest Masters RPGA™ Johnson’s Hotel and Convention Center in Rapid 972-7713. Network will host this FREE convention in the City, S.D. Events include AD&D®‘, BATTLE- Reunion Food Court Bldg., on the campus of the TECH*, TWILIGHT 2000*, CHAMPIONS*, and University of Nebraska in Lincoln, Nebr. Events MORROW PROJECT* games. Registration: $10 How effective was your convention listing? include three RPGA™ tournaments, an RPGA™ preregistered, or $12 at the door. Write to: If you are a convention organizer, please Masters tournament, and a benefit tournament. Black Hills Society of Gamers, 2416 Cameron write to the editors and let us know if our Other activities include WARHAMMER 40,000* Dr., Rapid City SD 57702; or call Steven at: (605) “Convention Calendar” served your needs. role-playing and miniatures events, historical 642-3316. Your comments are always welcome. miniatures, a figure-painting contest, and other role-playing, board, and miniatures games. TWINCON ’91, May 25-27 Everyone is welcome! Write to: Hobbies, Etc., N. This convention will be held at the Thunder- 16th St., Lincoln NE 68508, Attn: Rufus; or call: bird Hotel and Convention Center in (402) 477-7006. Bloomington, Minn. (ask about special room rates). Guests include Julie Guthrie, Ken Rolston, Free Catalog! GAMECAUCUS II, May 24-27 , Craig Taylor, and Greg Scott. Sponsored by Trigaming Associates, this Events include role-playing, board, and minia- Write for your free catalog of convention will be held at the Oakland Airport tures games, with miniatures-painting and Hilton in Oakland, Calif. Events include an costume contests, a vendors’ room, seminars, games and gaming supplies! In the RPGA™ AD&D® tournament, with BATTLE- discussions, and open gaming. Registration: $20/ United States and Canada, write to: TECH*, WARHAMMER 40,000*, STAR FLEET weekend until May 5; $30 thereafter. One- and TSR Mail Order Hobby Shop, c/o BATTLES*, TOP SECRET/S.I.™, STAR WARS*, two-day passes are available at the door. Make TSR, Inc., P.O. Box 756, Lake Geneva DIPLOMACY*, ASL*, WORLD IN FLAMES*, checks payable to Donald Prust. Write to: WI 53147, U.S.A. In Europe, write EMPIRES IN ARMS*, TALISMAN*, and GURPS* TWINCON ‘91, P.O. Box 8010, Lake St. Station, games, and various historical and modern Minneapolis MN 55408; or call: (612) 888-5759. to: TSR Mail Order Catalogue, TSR miniatures games. Other activities include a Ltd, 120 Church End, Cherry Hin- World Wide DIPLOMACY* game, plus live- OPTICON ’91, May 31- June 2 ton, Cambridge CB1 3LB, United This convention will be held at the Gardiner action AD&D®, AWFUL GREEN THINGS FROM Kingdom. Our catalog is free — OUTER SPACE*, and ALIENS* games. Registra- Student Center on the campus of the University tion: $15 preregistered or $20 at the door. of Akron in Akron, Ohio. Events include RPGA™ send for it today! Prizes will be awarded to tournament winners. tournaments and other individual and tourna-

DRAGON 87 Understanding Undermountain —the king of all dungeons by Ed Greenwood

had just borrowed his armchair to lay out delicate secrets, and to convey a hearty the first-level maps. (When you see them, ‘hello, and have you a bottle of something they’ll fit on the average bed—but the that the lady can take back for me’ from originals, I’m afraid, take up the floor .” space of a car.) I grinned, waving at the bottle. “But of “Gentle sir,” said a warm voice behind course.” I swept the maps aside. “Please, me, very close to my ear. “Forgive me, but won’t you sit down?” you’ve drawn this room incorrectly. Trust She thanked me, sat, and was promptly I was expecting Elminster. It was his me—I helped in its making.” leaped upon from a dark corner of the usual time—late, late at night, when every- The low, musical, feminine voice jolted study by the larger of our two cats, the one else was in bed and I was at ease in me into excited (and disbelieving) wakeful- one that weighs about 30 pounds. the computer’s glow, exploring one last ness. I spun about. A tall, slim, beautiful Amazingly, Laeral kept her smile and the corner of the Realms (between yawns) to lady in a . . . well, daring gown was lean- cat. Both the human lady and the feline answer this or that request, or to finish up ing over where my shoulder had been, one are looking over my shoulder now as I another page or two of the latest module. one long finger poised over a map. I stared set down a few words about Undermoun- I’d even got out some peach nectar wildly. She winked. tain, the subject of the latest FORGOTTEN (Elminster has an endless appetite for “Well met, Ed of the Greenwood. I’ve REALM™ boxed accessory set. drinks, from root beer to colas, that are read your works with amusement. I also The Ruins of Undermountain is one of rare or unknown in the Realms), and see why Elminster often tells us he’s going those classic, endless, trap-filled dungeons placed my largest helm upside-down be- out to sample a drink or two with ‘Uncle that early AD&D® campaigns were famous side the old armchair, to serve as (shudder) Weirdbeard.’ ” for. Play has continued therein since 1975; an ashtray for his infamous pipe, the one Sigh! Even her dimples were beautiful. I it was (and still is) a vast place, of nine that blows green smoke studded with scrambled out of the chair and onto one levels and 14 or so sublevels, Its name sparks or worse. knee, in my courtliest Realmsian bow. derives from its location under Mount I was thundering away on the keys, “Well met and welcome, lady,” I replied. Waterdeep, the bulwark and “Storm Wall” detailing another level of The Ruins of “Know, scribe: I am Laeral—consort to of mighty Waterdeep, City of Splendors. Undermountain and wondering just how Khelben ‘Blackstaff’ of Waterdeep, and Realms’ enthusiasts interested in Water- my editor, , and I were sister to The Simbul, Alustriel, Dove, and deep as a play setting are advised that the going to fit a quart (the “bare bones” of Storm of your acquaintance. Elminster has boxed set that introduces Undermountain Undermountain) into a pint pot (the maxi- been, ah, detained. The cause of his preoc- (detailing, for space reasons, only its up- mum amount of information that can be cupation, The Simbul, asked me to drop by permost levels) is essential. The proprietor crammed into a boxed set and still allow to check on the work, to assure you we of The Yawning Portal inn, Durnan “the you to read it). Elminster was late, and I bear you no ill will for revealing our most Wanderer,” has often said that “Under- mountain would not be what it is without cargoes to and from the drow and darker components, and curios or relics. Waterdeep, and Waterdeep not what it is beings who dwell in Skullport. The Lords Some less-wise adventurers have even without Undermountain.” The city and the forbid slavery but turn a blind eye when hit on the idea of establishing a hideout or dungeon beneath it are inextricably unsavory folk are smuggled out or down stronghold in Undermountain, or trying to linked, one influencing the other. Many by this route. Rumors of a city in the control an area of it. If PCs try this, it passageways connect the two, and some depths of the earth (home to mind flayers, should consume all their time and effort. adventures in the set feature links be- vampires, drow, gargoyles, and even be- Wise DMs will let the players determine tween Undermountain and the surface holders) have always been whispered what adventures their PCs have, by what Realms. Waterdeep itself is detailed in the about Waterdeep, and the name “Skull- they try to do in Undermountain (objec- FR1 Waterdeep and the North sourcebook, port” even appears in some drinking songs tives can range from “clean out this com- the boxed set, and (to a lesser as a legendary pirates’ port of debauchery plex of rooms” to “drive all the mind extent) the third Avatar module, FRE3 and danger. Late at night, when lamps flayers out of Skullport”) and by how they Waterdeep. flicker low and the wine is running out, react to what they find there. The tables Undermountain has a curious history. Its taverns in Waterdeep resound with wild of odd and intriguing treasures found in upper levels were dug before the city tales of how this rogue or that band of DRAGON® issue #164 (“What has he got in stood, by summoned and charmed crea- adventurers went down into Undermoun- his pocketses, anyway?”) and in the “mea- tures under the command of the “Mad tain, and what befell them there. Still, sure” chapter of the FORGOTTEN Wizard,” Halaster. This awesome arch- most citizens of Waterdeep know nothing REALMS Adventures sourcebook are ideal mage is over 2,000 years old, and he still of what lies beneath their cellars. for this use. As Laeral says, “trust me”; wanders secret ways and deep passages of both were developed for and used in the Undermountain, maniacally replenishing Campaigns in Undermountain original Undermountain. the traps and monsters of his “home.” DMs can use Undermountain simply as If a DM wants to experiment with new Undermountain is also home to many of an idea source for their own dungeons, as spells before unleashing them on the wider the Dread Master’s ex-apprentices, some an endless dungeon that ignores the world Realms, or use interesting magicks such as horribly changed by misfortune, magical above (or exists in another world), or as an those featured in DRAGON Magazine’s duels, or their own fell experiments. The integral part of a campaign set in the “Arcane Lore” articles, Halaster’s appren- most powerful of these, The Seven, could Forgotten Realms. In any of these roles, tices offer a good justification for hurling challenge any known wizard active in the some hints for ongoing play can be useful. them at PCs deep in this monster of mon- Realms today. In the original Undermountain, the Core ster dungeons. Again, my long-running Halaster’s diggings connected with an Rooms (the detailed encounter areas) were “Pages From The Mages” series and the older dwarven delve, the Underhalls, once less important in play than the dynamic “Rogue Stones and Gemjumping” magic home to the long-vanished Melairkyn clan. interactions between exploring PCs and featured in issue #116 were first inflicted It guarded two ancient mithril mines, “The various NPC power groups. Recurring NPC on—er, used with PCs in Undermountain. Seadeeps,” that extend far under the allies, villains, and neighbors must be han- The chapter on rumors, and several coastal waves. Duergar, drow, and worse dled by individual DMs; it is almost impos- adventures in the set are ideal for enticing creatures continually invade Undermoun- sible to capture their deeds in a written PCs in an active Realms campaign into tain from deeper caverns and passages of sourcebook. The major power groups Undermountain. Don’t warn them before- the endless, labyrinthine Realms Below. include bands of adventurers seeking their hand that Elminster once referred to the Over the years, Undermountain has fortunes (both PC groups and rival NPC place as “the largest known mass grave in become known as a place of horrors, the companies), the bumbling Cultists of Gulku- Faerun today.” (Sorry? Ah, yes, my lady, I lair of many terrible monsters. Certain lath, and the sinister, outlawed Thieves’ suppose that isn’t much of a pitch for freed troublesome Guild, lurking behind the cultists. Drow Undermountain, after all.) miscreants from dungeon cells in Castle and their surface agents are trying to estab- The Lady Laeral has also just asked me Waterdeep and cast them down into lish a permanent trading base in Waterdeep to tell what’s in the Undermountain box Undermountain. It soon acquired the for smuggling and slaving operations. Orc that I’m supposed to be telling you about. (probably incorrect) title of “The Deepest and bugbear bands struggle to maintain a (Yes, I know I wander; I learned all about Dungeon of Them All.” foothold in Undermountain. All of these the Realms from Elminster, remember?) In One of the first to walk Undermountain send frequent, heavily armed patrols the box are some striking maps, a bunch and emerge to tell the tale was the warrior through the dungeon. of infamous new monsters (the watch- Durnan. Atop the rubble of Halaster’s Outlaws and misfits dwell in Skullport, ghost, the steel shadow, and even nastier abandoned tower, Durnan built an inn, trading with the drow (and worse). They beasts) on their own Monstrous The Yawning Portal. He still makes a good are violently hostile to any who might Compendium -format sheets, some cards, living there, outfitting adventurers jour- carry word of them to the Lords of Water- and two books. neying into the depths. deep and “do-gooder” surface organiza- The Campaign Guide to Undermountain Durnan and others who have returned tions such as the Harpers, the Red Sashes, contains “the dungeon key” information from The Great Below speak of great or Force Grey. There are also the Sharn, a on what you’ll find in Undermountain, riches and dangers, and of the vast size of mysterious race resident in—Laeral’s hand with relevant spells and magical items. It the underways. A few explorers, it is is on my shoulder, so I guess I can’t let slip also holds guidelines for expanding the rumored, were introduced to the dungeon anything more about these folk. dungeon to make it your own. The smaller after they failed to pay their inn bills. And there are the natives of Waterdeep. book, Undermountain Adventures, fea- Some in Waterdeep also whisper that the Laeral tells me the dungeon has long tures just that. Lords still sentence certain criminals to served as a sort of safety valve for the Oh, yes, the cards. They’re a “DM’s hand Undermountain, to die or find their own busy city above it. Jaded nobles have of tricks” —handy adventure aids detailing ways to freedom. conducted sporting “hunts” for monsters traps, encounters, and features that can The Lords of Waterdeep certainly turn a in Undermountain for generations. Wa- be dropped into any adventure to make blind eye to an entire lawless trading com- terdhavian nobles also have a taste for things more exciting. munity in the depths, Skullport. Its dark several fresh exotic mushrooms; ‘shroom How’s that, Laeral? Well, thank you. waterways have been linked to the South gathering in the depths has made the Please visit again, any time. Oh, no, leave Seacaves of Mount Waterdeep (controlled fortune of many a lucky adventurer. Other the cat, please. I’m quite fond of—well, of by the Lords) by a huge sling-hoist that can daring explorers make livings bringing course we can share it. Heh, heh. lift even the largest seagoing ships. back magical items, monsters or “monster Pardon—did you say, “See you in Under- Skullport thrives as a base for smuggling parts” for use in alchemy and as magical mountain”? Well, okay, I guess.

DRAGON 89 Dragons, Deryni, and much derring-do

©1991 by John C. Bunnell

NEVER DEAL WITH A DRAGON have roles in the tangled megacorporate ient accident draws him gradually into the Robert N. Charrette empires of the SHADOWRUN world: world of shadowrunning, magic, and ROC 0-451-45078-7 $4.50 Haesslich, whose high-profile post of secu- industrial espionage, where his efforts to Robert Charrette’s version of the Pacific rity director for United Oil is merely an retain his integrity soon make him much Northwest isn’t much like the one I grew excuse for manipulating power on a vast more than a pawn. Haesslich is after Sam up in-but then, the world of FASAs scale; and Lofwyr, a master of subtlety both to gain knowledge and eliminate an SHADOWRUN* game universe takes a whose influences are both more direct inconvenient loose end. Tessien and his sharp sideways detour from reality a year and more elusive. The third, Tessien, is a mistress are simply out to collect the price or three from now. And apart from the different matter. Partnered with a notori- on Sam’s head. And Lofwyr, is planning a debatable geography, there’s more to like ous assassin, he adopts simpler goals and a business coup against Sam’s adversaries, in than to dislike about Never Deal With a more complex sense of honor. which Sam may prove a useful diversion. Dragon. The connection between the three drag By themselves, solid characters and a Though the title reference is singular, ons is Sam Verner, once an anonymous cog convoluted plot might not be especially the novel deals with dragons in uppercase in the Renraku conglomerate. A combina- memorable. But Charrette succeeds amply plural, and quite successfully besides. Two tion of high-level deception and conven- at conveying the unique atmosphere of the

90 MARCH 1991 SHADOWRUN setting, which isn’t so much the book. And even where the prose is cal spellcraft; gamers will learn more dark as it is wild, a realm where only a new, the information often is not, but has about the mechanics of magic from Janie’s thin veneer separates high culture from merely been reorganized or gathered improvised experiments than from the primal instinct. That makes Never Deal from existing material. Perhaps 10% of whole of the Katherine Kurtz grimoire With a Dragon worthwhile on two counts, Deryni Magic actually represents lore not mentioned previously. From constructing as a game adaptation and as a story with already recorded in or easily compiled wards to binding familiars to talking its own merits. (Though it’s labeled first in from existing sources. friends out of convertibles, Smith provides a trilogy, there’s no cliffhanger and most It’s hard to determine exactly what evocative details that contribute to the plot of the loose ends are tied up.) If future Kurtz and her publishers may have had in as well as to the atmosphere. SHADOWRUN novels hold to the standard mind for this volume. As entertainment, In a few spots, it will help to have read established here, their publishers may find it‘s dry and remote. As a reference work, the earlier Night of the Solstice, which will themselves with a winner on their hands. it’s too high flown for a general reader and likely mean a trip to the library (unac- too limited for those thoroughly familiar countably, Smiths first book hasn’t yet DERYNI MAGIC with the stories already. Deryni Magic is seen a paperback edition). But Heart of Katherine Kurtz quite simply a waste of effort; Kurtz can Valor is good enough all by itself to be Del Rey 0-345-36117-2 $5.95 better serve her fans by concentrating on worth seeking out, and readers should Logically, AD&D® game players might her fiction, and leaving peripheral works hope that L. J. Smiths next book won’t be imagine Deryni Magic to be an ideal to others (such as Arthur Collins, whose as long in coming. campaign-building supplement to Kathe- far more useful authorized AD&D game rine Kurtz’s highly popular series of novels adaptations of the Deryni appeared back THE ROAD WEST of medieval magic and intrigue. But while in DRAGON® issue #78). Gary Wright that’s a perfectly reasonable expectation, TSR 0-88038-927-3 $3.95 it’s one that the book fails to fulfill. In- HEART OF VALOR The Road West has elements of two stead, this self-styled grimoire qualifies as L. J. Smith distinct stories. Two-thirds of Gary one of the oddest and most puzzling books Macmillan 0-02-785861-8 $14.95 Wright’s prose constitute a dense charac- I’ve ever seen. Getting Heart of Valor in the mail was a ter study of a strong-willed swordsman, The term “grimoire” shouldn’t be unfa- surprise; as far as I knew, L. J. Smith’s nearly as explosive as a vial of nitroglyc- miliar to seasoned fantasy gamers. By first novel (Night of the Solstice) had van- erin. The other third is a crisp, accurate tradition and definition, grimoires are ished into obscurity a couple of years rendering of a D&D® -game-style adven- books of spells, encyclopedias filled with before and didn’t seem to require a sequel. ture. The catch is that these aspects of the arcane information, or catalogs of crea- Being wrong in this case is a distinct plea- book aren’t intermingled, but are pre- tures, objects, and sources of power. They sure; Smiths second book has all the sented one after the other—and Wright are typically specific and detailed, and strengths of the first, and it confirms that leaves the psychological yarn hanging they are descriptive in nature rather than she’s one of the few writers of young-adult when he turns to the tale of his adventur- analytical; one reads a grimoire to answer fantasy whose work credibly combines ing party. questions such as “What?” and “How?” 20th-century plausibility with high- Keven of Kingsend is solitary by nature rather than “Why?” powered magical pyrotechnics. and almost inhumanly skilled with weap- But though the books cover and fore- Unlike too many young people in fantasy ons. After his parents are murdered, teen- word call Deryni Magic a grimoire, the novels, the four Hodges-Bradley kids have aged Keven becomes the King’s Arms content doesn’t bear out the label. Kurtz to cope with skeptical teachers, concerned Academy’s star student, excelling at aca- writes in a present-day scholar’s voice and parents, and the real-world problem of demic as well as martial studies and earn- even slips into the first person more than getting from point A to point B in an an- ing the rarely given title of King’s Ranger. once, carefully distancing herself from the cient car that barely starts. At the same He does so, however, by adopting a single- Deryni universe. Rather than setting out time, their magical difficulties are real and minded dedication that leaves no room for straightforward lists or descriptions of substantial: Their sorceress patron is away friendships or purely recreational pur- principles and effects, she uses a deduc- on a mission, a renegade from a neighbor- suits. At loose ends after his graduation, tive approach, taking examples from her ing world is sending all manner of magical he journeys westward by himself until earlier books and extracting general rules creatures to harass them, and there’s been reaching the trading city of Midvale, but is and theories from them. a marked increase in natural disasters and stopped from progressing farther west by This scholarly style is both striking and odd weather phenomenon that might be an encounter with clever brigands barri- unsatisfying. Kurtz’s pose is that of a histo- related to the various sorcerous crises. All cading the mountain pass beyond the city. rian whose sole sources are the manu- of this is only a bare outline; Smiths plot is This first significant defeat of his career scripts of the various Deryni novels and multifaceted and breathless, packing a sends Keven into a cycle of self doubt, stories. That’s implausible to start with. great deal into a compact space. The result depression, and pub crawling that erodes Real historians would have documents, isn’t always as neat or organized as it his confidence and finds him questioning records, and the like from a variety of might have been, but it more than holds a his purpose in life. It’s here that Wright sources. More seriously, though, the De- reader’s attention. shifts gears, as local authorities draft ryni books are far more precise and intro- If the plot isn’t always polished, the Keven to lead a larger strike force into the spective than any normal body of ancient characterizations and descriptions are pass to eliminate the brigands. The force material, making the usual techniques of lively and compelling. Charles, Alys, Janie, includes all the classic members: a roguish historical scholarship difficult to apply. and Claudia are likeable, irritating, and “littler” thief, a doughty “warf,” a priestess Kurtz instead appears to present a literary amusing in lifelike proportions, and Smith with a somewhat narrow definition of analysis of her own work, which makes does a highly skillful job of sketching the good, an officious mage, and an elf who very odd reading and at times seems a animal population with whom Claudia can appears and disappears at will. trifle defensive. While Kurtz is meticulous communicate. Likewise, Smiths knack for Wright obviously intends the mission to in citing references from her own works, writing memorable confrontations is sec- rehabilitate Keven back into fighting trim, she tosses in occasional tidbits of seem- ond to none. Most notable is a sequence and in that respect it’s more or less suc- ingly “real” lore without so much as that goes from dire to ingenious to pyro- cessful. But the earlier focus, on Keven a footnote. technic, as Janie extricates the young implies deeper psychological issues and Also frustrating is Kurtz’s extensive use people from a death sentence only to raises more basic questions about the of quotations from the Deryni novels, spark a sorcerous battle. ranger’s identity. Even though his handling which may take up as much as a third of There’s also a striking amount of practi- of a game-style adventuring scenario is

DRAGON 91 crisp, logical, and authoritative, it’s several interact seriously with each other. Yet it’s view their world as grimy and ordinary, steps removed from the original story, and this second pair that’s headed for marriage not colorful and unusual. While Abbey readers hoping to see Keven truly come to at the novel’s conclusion, while the two in tosses off an occasional Ultima spell- terms with himself are in for a serious the first couple allow themselves to be phrase, her treatment of the magic system disappointment. stranded on opposite sides of the closing lacks the neat structure of the game’s What’s most frustrating about The Road gate between the worlds. That’s implausi- presentation. And the adventurers’ quest West is its otherwise high level of crafts- ble and unsatisfying, especially as there to find and rescue Althea’s missing brother manship. In setting scenes, drawing plausi- are only marginal indications of a possible is all too familiar from countless other ble characters, and creating intriguing sequel. novels and series. situations, Wright shows notable percep- What saves this disorganized tangle This isn’t to say that the book is badly tiveness and skill. It’s only in devising his from being thrown across the room out of written. Abbey does a decent job of mak- story’s overall structure that he misses the sheer bewilderment? It may be Ball’s ing her characters personable if not unu- mark. This first novel may merit only a knack for whimsical characterizations: sual, and she has a solid grasp of medieval marginal recommendation, but it shows Lisa and Judith particularly are eccentric society. Her version of Britannia may not enough promise that further books from yet comfortable personalities, and it’s hard be memorable, but it’s far from artificial in Wright will merit close attention. not to empathize with Ball’s cast as they tone. As a straightforward quest novel try to figure out just what kinds of disas- (and, by implication at least, the first in a THE SHADOW GATE ters they’ve been thrust into. Ball also series), The Forge of Virtue is perfectly Margaret Bail manages to put an intriguing spin on her acceptable fare. Baen 0-671-72032-5 $4.95 parallel world, in which elves appear to But, in this case, that’s not enough. As a If I ever teach a creative writing class, I’ll control much of Angevin France and their novel built on the Ultima setting, the book be tempted to use The Shadow Gate as a queen, Alianora, corresponds to our his- needs to stand out from its competition. To book-length illustration of things not to do torical Eleanor of Aquitaine. be counted successful, it needs to repro- in the process of constructing a story. But But The Shadow Gate is notable mostly duce the singular aspects of that world, despite the mishandled romances, a plot for being a triumph of facile language over and Abbey’s story doesn’t even come close that scarcely exists, and the most convo- solid literary craftsmanship. Margaret Ball to meeting that test. Fans of Richard Gar- luted shuffling of viewpoints this side of has a way with words that’s entertaining riott’s electronic adventures will find more Twin Peaks, there’s something uncannily while you’re turning the pages, but there’s satisfying fantasy on their computer likeable about Margaret Ball’s fantasy no sense of accomplishment on finishing screens than they will within the pages of debut (she’s previously written “historical the tale, and her novel might best be com- this book. fiction” under another name) that resists pared to a lively gaming session that ends my best efforts to label the novel a failure. with no treasure, no experience, and no LIFELINE Properly, the book has a situation rather happy ending anywhere in sight. Kevin J. Anderson & Doug Beason than a plot: The elves of the Middle Realm Spectra 0-553-28787-7 $4.95 and the staff of a small psychic research THE FORGE OF VIRTUE There’s a tacit assumption in nearly all center in Texas both face imminent Lynn Abbey spacefaring science fiction that humanity dissolution-magic is draining away from Questar 0-445-21065-6 $4.50 possesses ample resources for gallivanting the elves’ world, and various legal and Origin’s Ultima* line of computer games back and forth through interplanetary or financial problems threaten to close down has been one of that industry’s most long- interstellar space. But one of the charac- the foundation. One apparent connection lived and successful series, so it’s not sur- teristics of good SF is the willingness to is Lisa, the foundation’s administrative prising to find a novel on the shelves question even the most basic assumptions, secretary, who has a mysterious secret in adapted from Richard Garriott’s fantasy and Lifeline is an excellent exploration of a her past; the other is a book that also milieu. It is surprising, though, to find that space-based society that doesn’t have the serves as a portal between the realities. Britannia in book form somehow isn’t usual highly developed economic base to But rather than taking the initiative to nearly as distinctive as its electronic fall back on. resolve the various crises, the characters incarnation. As the action begins, a nuclear exchange on both sides of the gate are almost con- In part, the problem is that author Lynn has devastated the Earth and thrown a stantly reacting as Ball throws one obsta- Abbey exhibits a curious ambivalence communications-blocking cloud into its cle after another in their paths, logical or about the nature of her setting. On one atmosphere. That means that Clavius not. hand, she seemingly acknowledges the Moonbase and a handful of orbiting habi- There are at least four major viewpoint existence of Gamers From Beyond in the tats have abruptly been cut off from the characters: Lisa; her colleague Judith, who form of an Avatar and a host of Peers. But world below, long before they’re prepared operates a New Age bookstore out of the her story stays far away from any of these for the burdens of self sufficiency. Food research center; Nick, who agrees to han- characters, instead focusing on a small for all is by no means assured, and even dle their legal affairs but winds up facing band of native Britannians who have no communicating between the various space more arcane opposition; and Berengar, an perspective whatsoever on the concept of outposts is a chancy proposition at best. elven lord who rescues Judith and de- their universe as a gaming campaign. The habitats’ collective survival comes to velops a more-than-passing interest in her That robs her tale of a great deal of its hinge on three separate inventions: an well being. Ball doesn’t single any of them potential uniqueness. Protagonist Jordan unappealing but easily grown food out as the primary hero or heroine, which Hawson is the disillusioned son of minor product known as wall kelp; an ingenious further muddles the focus of her already nobility, and he’s not appreciably different monomolecular filament called weavewire; vague narrative and damages her ability to from the dozens of wayward heirs popu- and a species of genetically engineered maintain suspense. Preserving Lisa’s lating everyone else’s fantasy novels. Jor- sail-creatures. The difficulty is twofold: secret, for instance, is awkward when dan’s younger brother is much like The various technologies exist at different readers are allowed to follow her everyone else’s irritating and unappreci- facilities, and the masters of the individual thoughts. ated younger brother. And Jordan’s com- habitats are so busy consolidating their Then there are those pesky romances. panion Althea is much like everyone else’s own positions that they don’t feel able to Ball allows one of her two couples to de- reckless but well-intentioned student of look outward toward their fellow velop a pleasant, openly suggestive rela- magic. survivors. tionship in the course of the book, while Neither the atmosphere, the magic, nor The novel’s high scientific credibility is the other duo spends too much time fight- the plot are any fresher than the charac- no surprise; Anderson and Beason both ing monks, monsters, and other villains to ters. Jordan and his friends predictably have solid technical backgrounds and

92 MARCH 1991 project that expertise into their story. Recurring roles Transition (Spectra, $4.95), as a malfunc- More startling, but no less satisfying, is the A. C. Crispin’s publishers continue to tioning computer, uncertain resources, duo’s large cast of complex and intriguing shower glowing quotes on the covers of and the possibility of alien contact con- characters. Protagonist Duncan McLaris is the StarBridge novels-and the novels verge to produce a serial crisis that could desperate, driven, yet thoughtful in his continue to deserve them. Shadow World end not merely the ship’s mission, but its efforts to save first himself and later the (Ace, $4.50) finds Crispin and co-writer very existence. Vonda McIntyre’s second entire space-based population. On the flip Jannean Elliott presenting another well- book in this sequence tells a completely side, the acting director of station Orbi- crafted tale of an unusual alien species different sort of story than its predecessor, tech 1 is equally driven but utterly mis- and a StarBridge Academy student thrust and that makes it a highly unusual and guided. In Curtis Brahms, Beason and unexpectedly into a crisis of interstellar commendable sequel. Anderson have created one of the most proportions. So far, the series is batting a A pair of anthologies evokes slightly compelling literary figures in recent SF; thousand. more mixed reactions. Catfantastic II “villain” is much too simplistic a designa- Equally consistent, if in a totally differ- (DAW, $4.50) is either a bit too much or tion, though he can hardly be considered a ent milieu, is Pyramids (Roc, $4.95), the not enough of a good thing. While several positive force. There is a wealth of other latest in Terry Pratchett’s cycle of Disc- of the tales are well executed (notably PM. well-drawn personalities, but these are the world novels. This one combines a Griffin’s and Elizabeth Ann Scarborough’s), two that stand out. practical-minded study of professional the overall quality is less memorable than Critics often accuse “hard” science fic- assassins with an equally perceptive (and the original collection from co-editors tion of emphasizing technical extrapola- equally warped) twisting of ancient Egyp- and Martin H. Greenberg. tion and scientific speculation at the tian culture. As the size of this series Meanwhile, C. J. Cherryh’s Merovingen expense of exciting storytelling. That’s not grows, Pratchett’s ability to remain fresh shared-world series continues in Flood an issue for Lifeline, in which all elements and hilarious becomes more and more Tide (DAW, $4.50)—and though the stories find themselves solidly crafted and styl- impressive. are a step ahead of those in the previous ishly presented. Anderson and Beason Two more praiseworthy sequels merit volume, they leave the previous book’s have proven that it doesn’t take a luxuri- notice as well. Josepha Sherman’s The climactic revelation almost totally un- ous starship with lots of firepower to Horse of Flame (Avon, $3.95) retains both touched. make life in space an adventure worth the comfortable amiability and the pun- contemplating. Though that’s not a bad gent Slavic spice that made her earlier * indicates a product produced by a company other thought from a gaming perspective, it’s Shining Falcon notable, this time putting than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. also a worthwhile concept in the real an original spin on the old Russian legend The use of the name of any product without mention world. of Koschei the Deathless. And far out in of its trademark status should not be construed as a interstellar space, the crew of the explor- challenge to such status. atory vessel Starfarer must cope with

DRAGON 93 94 March 1991

96 MARCH 1991 DRAGON 97 98 MARCH 1991 DRAGON 99 100 MARCH 1991 DRAGON 101 102 MARCH 1991 Lance & Laser Models P.O. Box 14491 Columbus OH 43214

T-005—Gnomekins **** T-007—Kasmir Trapsmith * * * ½ T-014—Vajra Engineer **** Lance & Laser continues to support its TALISLANTA* line with the submission of three more 25 mm figures for review. They are molded with a metal mixture different from that which most figure companies use and are considerably darker in color than other miniatures. The figures are also slightly more brittle but should hold up well under normal usage. They hold paint well after priming and ©1991 by Robert Bigelow light cleaning. The Gnomekins set consists of four Photography by Mike Bethke pieces: two males, one female, and a baby. Bard Games’ Chronicles of Talislanta book- let defines Gnomekins as a race of small, brown-skinned humanoids native to the caverns and grottos of Dume. The nude baby is sitting on a low mound surrounded by two mushrooms. He sits with legs crossed, sucking on its right thumb with its left arm resting on its knee. The figure looks content, but facial fea- tures and details are blurred and indis- tinct. The ears are prominent and pointed, and a Mohawk haircut is obvious but has only a small amount of detail. The female’s ears are sharp and pointed like a Vulcan’s, and she has a Mohawk haircut extending across her head and down to her waist. She wears a brassiere, a half jacket, and a split skirt that covers her knees but allows free movement. She Gnomekins (Lance & Laser) leans to the right with a loaded sling in her right hand and a missile in her left hand. Bracelets adorn her wrists, and she for has a strap on her shoulder from which Miniature games hangs a pouch on her left side. She wears no shoes. Facial detail is good, and her stuffed animals and G.I. Joes? expression is determined. The third figure appears to be a young I attended the con- a chance to get involved in a fun “minia- warrior armed with a sling in his right vention during the first weekend of Janu- tures” game without leaving home. The hand and a knife in his left hand. The sling ary, in Milwaukee, Wis., where I saw a rules can even be used with large military is well molded, but the knife needs work. number of miniatures events at what is toys to teach tactics and strategy to kids His ears and hair are almost exactly the normally thought of as a role-playing and non-gamers. Once your friends under- same as the female’s, with the hair reach- convention. These events included two stand the games you play, it will be easier ing to the lower back. This figure also has FASA BATTLETECH* tournaments, several to find miniatures partners or opponents a pouch, but his fighting pose almost hides I.C.E. SILENT DEATH* games, a game at home, and easier to find time for games it. The warrior wears a strap and protec- called Intro Wars (which used Hasbro’s G.I. outside the home as well. With a little tor in front that turns into a flap in the JOE* figures and rules written by Harold work, we can bring those closest to us into rear. Facial features are not as clear on Johnson and Nick Klapper), plus some TSR the gaming community, or at least help this figure as on the female, and they tend BUCK ROGERS® XXVc™ and AD&D® game them understand why we enjoy the games to run together and be chunky and too events. But one of the amusements that so much. angular, as also happens with the exposed drew the most attention was the PUPPY Now to the reviews. muscles. POUNDERS* game by Inner City Games, The last figure is obviously either an which uses stuffed animals and seems Reviews adult fighter or a chief. Facial detail is absolutely absurd to the average gamer. good, although the mold line goes through However, “average” gamers enjoyed them- the middle of the face (this can be easily Miniatures’ product ratings selves at this totally goofy game! fixed but should be done carefully). He is Why is this important? We’ve talked * Poor armed with a sling and with a short sword here about bringing new members into ** Below average that has angular edges. He wears a scale- the miniatures fold. Often, this is difficult *** Average mail outfit, bracers on his wrists and because of family commitments, lack of **** Above average ankles, and a hooded cape that is joined in family interest, or lack of time. The PUPPY ***** Excellent the front by a simple brooch. The figure is POUNDERS game gives the entire family crouched as if awaiting an attack. All four

DRAGON 103 Rebel Troopers (West End Games) Kasmir Trapsmith (Lance & Laser)

figures have earrings in both ears. This figure is 25 mm from feet to eyes, effective unit. The 25 mm lead figures all While these figures were made for the and 15 mm across the shoulders—a very appear to be a bit bulky and large, but TALISLANTA system, they are usable in respectable measurement. It is covered by when measured are true to scale. Almost others. They would be usable in AD&D small overlapping scales shaped like dia- every figure has flash at the leg junctions campaigns as a gnome group, or could be monds, with some patches of larger scales and mold lines, and there is some flash at used in ’s WARHAMMER on the chest, knees, and elbows. The face the ends of the heavy weapons. FANTASY ROLEPLAY* game with their is covered with fine scales, and his nose SW-101 is a heavy weapons specialist mohawks. With careful work on the bases consists of two slits for nostrils. In the dressed in a one-piece jumpsuit with boots and painting, they can be useful additions open mouth, a small tongue is visible; the that stretch to mid-calf. Pockets on the to a figure collection. The price is $3.50 eyes are open wide, but there are no fronts of the legs and right chest are visi- per pack. visible ears. A crest goes from the fore- ble. He wears a belt with a holster, a knife The next figure is of a Kasmir Trap- head to mid-skull in back. toward the back, and a large pouch. Spare smith. The Chronicles describes the Kas- This species apparently does not believe tripods and jackets for the weapon hang mir as citizens of a desert country and as in clothing, as the only visible coverings from crossed straps on his back and a shrewd lenders and appraisers. As such, are a belt and loincloth. The belt has a sling in front. His left hand supports a they are visible targets for thieves and large buckle and a hammer or mallet repeat blaster, while his right is on the have a whole industry available to protect hanging from it. An oddly shaped tool trigger. Swept-back hair and smooth, their treasures. One of these industries is with curved and pointed ends is held over boyish facial features stand out. The that of the trapsmith, who designs ways of the Vajra’s head with both hands. This smooth boots have no laces or zipper protecting an individual’s wealth. could be used as a hook, a climbing tool, a visible. The single figure submitted for review is digging tool, or a weapon. He also wears a SW-102 wears a one-piece jumpsuit with dressed in long robes that cover his entire backpack and has a climbing axe. laced boots and many bulging pockets. His body from shoulders to feet, and a hooded This figure will have limited use outside belt holds several pouches. Straps that cloak that covers his entire head except of TALISLANTA games. Unless you want look like suspenders cross his back. He for the face. The toes of his two boots an elemental to irritate your party, you holds a short-barreled gun with a sighting extend past the lower edge of the gar- probably don’t need this figure. This mechanism in both hands in the firing ments. He clutches a two-pointed spear, single-figure pack is $1.35. position at shoulder level. The helmet angled to either protect or attack. A set of looks like an early football helmet with a skeleton keys and a pouch hang from an hearing device. Facial detail is obstructed unseen belt, and there is a visible chest West End Games by a mold line and flash that will take strap. The facial expression is well de- RD 3, Box 2345 careful work to fix. tailed, with intense anger clearly visible. Honesdale PA 18431 SW-103 and SW-104 are almost identical. Eyebrows are arched, and his mouth is Both have boots, slacks, and ponchos that open as if to hurl an insult. WE 40312--Rebel Troopers * * * * go from shoulders to knees. Both wear the This figure has uses in other games as a The Star Wars saga continues in spirit, if same early-style football helmets and have thief, assassin, or outside guard. This not on actual film footage, through the beards, with SW 104’s beard being longer figure is worth its $1.35 price, especially if efforts of West End Games. As with any and bushier. Each figure carries a hand you want a different sort of thief. combat situation, the foot soldiers will weapon in his right hand. The last figure is a Vajra engineer. The decide the outcome of a conflict. With the SW-105 is a female figure whose uniform Vajra are described as members of a stout introduction of this figure set, the Star is nearly identical to SW-102’s, except that underground race, with body frames cov- Wars rebels now have a fairly comprehen- her pockets aren’t as full. She holds a ered by rows of overlapping scaly plates; sive fighting unit. blaster in her left hand as if firing. Spare they are skilled builders and engineers. The The rebel set submitted for review con- ammo clips are attached to her belt on the figure supports this description. sists of 10 individual figures that form an left rear; grenade pouches are on the

104 MARCH 1991 Vajra Engineer (Lance & Laser) Top—mortars; bottom—laser or heavy cannon (Stan Johansen) right. Her head is covered, but a pony tail blaster is pointed up into the air. His facial Height control is done through the use of pokes out from the back of her helmet detail is good. a side adjustment wheel and gear system onto her right shoulder. Facial features are These figures have multiple uses. Their or a knob at the top of the front support indistinct; she appears not to have a chin. uniforms are very similar to the Kurita leg. This support leg is made in an in- SW-106 is armed with the same weapon Machine Gun Assault Platoon from Ral verted T-shape with a shock absorber as SW-105 and is firing from the two- Partha (see later in this column) and could mounted on it to keep the gun stable. handed law-enforcement stance. This be used as attached troops. These could This weapon is simple enough that even soldier wears boots, pants with stripes on also be used as security troops for FASA’s an Ork should be able to operate it suc- the legs, and a uniform tunic with a SHADOWRUN* game. They are worth cessfully, and they are small and light pocket on the right. Ammo pouches jut their $12.00 price tag even with the work enough to travel with any fast-moving unit out from under the tunic. The uniform needed to clean up the figures for for light fire support. These mortars could includes a tie that is barely visible (or a painting. fire explosives or energy in the game for mold line that looks like a tie). The face is which they were originally designed, and fully exposed except for the chin, which is game statistics should be easy to create in covered by a chin strap. The facial detail is Stan Johansen Miniatures the WARHAMMER 40,000 system. Add good except for a small amount of flash. 3109 Nautical Way crews, and they are well worth the $3 His head is covered by a teardrop-style Lantana FL 33462 price tag per pack. helmet that covers the back of his head SM-012 contains two heavy artillery and leaves only his face exposed. SM-000—Mortars **** pieces. Each single gun has five pieces to SW-107 is another female warrior with SM-012—Laser or Heavy assemble. One part is the gun assembly boots, a one-piece jumpsuit with leg pock- Cannons **** proper and has the body, barrel, and small ets, a teardrop helmet, and a tunic jacket Many people play in the world of GWs blast shield in one molded piece. The open on the right side. She is firing a WARHAMMER 40,000* game, directing barrel measures just under 24 mm long repeat blaster from the hip and has a their Squats, Orks, Eldar, or Imperial Ma- with several reinforcements and ends in a determined look on her face, which has rines onto battlefields ripe with heavy breech assembly. The piece does not ele- well-done features. Her pony tail flows in weapons. With the ever-rising cost of vate, but pistons and .adjustment knobs are the wind. Games Workshop miniatures, outfitting an molded on as if it could. Sighting can be SW-108 is the last female in the unit, army frequently becomes a matter of a done over the barrel and through the wearing a one-piece jumpsuit and a uni- battle of the bucks. This leads not to vic- shield for frontal shots, or using the “con- form vest. Her facial expression is serious, tory by strategy, but victory by disposable trols” molded on. The gun mounts directly and she stands as if at a target range, with income, much like our arms races today. to the stand using a square peg. The weap- her right arm extended out and her left Enter Stan Johansen Miniatures and its on’s stand consists of a Y-shaped tripod arm held behind her. Space Marine line of miniatures. These and four grav or shock-absorbing disks. SW-109 carries an assault rifle, posed as figures were originally molded for use The stand is molded as if it can be folded if getting ready to round a corner or go with a game made by Fantasy Games up for moving by using the antigrav disks through a door under fire. The gun faces Unlimited (FGU). The line was extensive instead of wheels. up at a 45° angle from lower right to and included many weapons that could be This heavy cannon can fire several dif- upper left. His pants have pockets, and his used in either 20 mm or 25 mm scales. ferent types of ammo; you can designate jacket and helmet are the same as for SW- SM-000 contains three futuristic energy the ammo as per WARHAMMER 40,000 or 106. His facial expression is watchful and mortars without crews. Each barrel is 25 other rule systems. While you do need a alert and is not ruined by mold lines or mm long from rear to flash suppressor. crew, any extra troops will do fine, espe- flash. The body of each mortar has a magazine cially if the weapons are used in front-line SW-110’s uniform and helmet are the and rests on the ground, rendered stable antivehicle use, the way World War II same as at least four other figures, and his through the use of two rear supports. Germans used their 88 mm flak guns as

DRAGON 105 Kurita Machine Gun Assault Platoon figures (Ral Partha) antitank weapons. You get more bang for the vertical; the miniature has a V-shaped I highly recommended these pieces. your buck, and these are recommended at tail at angles greater than 45° from the NOTE: I.C.E. has pointed out a mistake I $4 for two. While they may not be pretty, vertical. The other difference is in the made in my SILENT DEATH game review they sure are usable. placement of panel lines along the wings in DRAGON® issue #165. I.C.E placed the and fuselage. The miniature and illustra- miniatures value in the SILENT DEATH tions don’t quite match, so you wonder boxed game at $36, rather than the $26 Iron Crown Enterprises which is correct. A little flash is between value I noted. I apologize for any problems P.O. Box 1605 the intake and weapons pod. The price is this may have caused. Charlottesville VA 22902 $4 for two. The first thing that struck me about the #0908—Sorenson III **** illustrations of the Revenge in the SILENT #0909—Revenge **** DEATH game was its similarity to FASA’s 5938 Carthage Ct. I.C.E.’s SILENT DEATH* game continues TOG Fluttering Petal ship. The arc of the Cincinnati OH 45212 to grow in popularity, and I.C.E. continues fuselage and wing curves are close, but to add to its list of impressive new minia- just different enough to require a second Ral Partha Enterprises, Inc. tures ships. Unfortunately, the samples look. The vessel is billed as a strike vessel c/o Minifigs submitted for review are the last of the that must be escorted by smaller fighters 1/5 Graham Rd., Southhampton group listed in the Rules & Starcraft Dis- to be truly effective. This notion compares ENGLAND S02 0AX play Pack, and the last ones for which I favorably to our modern missile cruiser, have statistics. which has great offensive capacity but RP 10-850—Kurita Machine Gun As described in the Display Pack, the little staying power or self protection, and Assault Platoon * * ** ½ Sorenson III started out as a customs and must be escorted by smaller ships. The miniatures set submitted for review patrol ship. The Sorenson III cannot pro- The miniature instantly does away with represents a platoon of Kurita troops tect its crew in close combat due to a any comparisons to the TOG Petal, other equipped with heavy weapons. The 25 mm shortage of short-range weapons, but it is than its similar shape. The Revenge is a lead figures are medium infantry by good for raiding as it can attack its prey short (32 mm long), squat (30 mm wide), BATTLETECH game standards, with no from long range, then flee before the swoop-winged ship. The fuselage is in a power armor or extra armor beyond the victim can reach it. half-hex shape, with the largest flat side on regular issue. There are seven different The lead miniature of the Sorenson III is the bottom. The illustration shows a long types of figures, with the set containing a 40 mm long and 35 mm from wingtip to cockpit and a small weapons or sensor pod total of 36 pieces. wingtip. The body consists of a fuselage to the left rear. The miniature has the Each of the two machine gun groups with step-up-style seating for the pilot and correct cockpit, but the weapons or sensor consist of six separate pieces, most of gunner. The miniature cockpit covers pod is directly in line with, and connected which need to be assembled. The gun base appear to be of a one-piece design, while to, the cockpit. Engines are mounted on is slightly tapered, measuring 30 mm by the illustrated window employs support the trailing edges of the wings near the 30 mm, with a large tripod molded on. strips. The craft fuselage continues with fuselage. A connector bridge joins the Next comes a seat and counter weight that huge intake ducts that start even with the outer engines and frames the main rocket must be glued to a post on the base. The first cockpit seat, then taper back to blend engine. An obvious mold line strays across machine gun looks like an old Browning into the rear third of the fuselage, which the engine exhaust port; it must be 50 cal. from World War II, complete with then tapers to a point. The wings extend cleaned out for the rear to look correct. cocking slide, vented barrel, and gun out from the ship at 90° angles, then taper This miniature came to me in a flattened handle. The gunner needs to have his left at 45° angles downward. Each wing condition, so it took some careful bending arm glued on; make sure it reaches the mounts a large, square engine. to correct it. Two Revenges come per pack gun at the proper angle. Each crewman is This model follows the Display Pack for $4. dressed in the predominate uniform of illustrations well, with two exceptions. These are plain, nicely done miniatures Kurita: a teardrop-style helmet, patterned The most obvious exception is the tail that are molded for heavy play rather on World War II Soviet helmets, that cov- assembly. The tail in the book is Y-shaped, than fragile display. They can be used in ers the neck; a quilted vest with armor with the two top parts at 45° angles from many other games as VTOLs, fighters, etc. inserts and front pockets; gloves; and

106 MARCH 1991 DRAGON 107 GHQ 2634 Bryant Ave. South Minneapolis MN 55408

# 132—LeSupurbe ***** #231—64 Gun H.M.S. Bellona * * * * * In DRAGON issue #164, we talked about the H.M.S. Victory and the political atmos- phere of its times. From 1785 to the early 1800s, massive ship-building efforts were made by almost all major European coun- tries and by the fledgling U.S.A. Many of the older ships from the early 1700s were becoming battle weary or obsolete. France was on her way to reclaim her empire, which had been taken apart by other nations over the past hundred years, and a man named Napoleon was coming to power. Britain was shaken from losing her American colonies, and plans were being made to reclaim them. But all of these plans required unrestricted use of the sea. Ships of the line (each with 74 guns or LeSupurbe (GHQ) more) were thus built with great haste. The LeSupurbe and the H.M.S. Bellona pants that are slightly baggy, have pockets, armed and dressed like the other infantry were roughly comparable in size, crew, and tuck into the boots. Noticeable on but is shown in advancing with weapons and number of guns. The GHQ models are both gunners is a mold line running from at hip-firing positions. Communications also similar. Each ship has three very boots to rear; the halves of each figure are devices are mounted on the right sides of detailed masts with full sails, the only real slightly off center at the joining. all helmets. No flash was present on these difference being two jibs on the British The officer is dressed much like the rest figures. ship versus three jibs for the French. Both of the platoon. He wears a soft cap with The senior NCO looks basically like the vessels need their trailers done (see issue flaps that cover his ears when folded troops. His boots are wrapped with laces, #164, pages 107-108) but not the cross down. The arms have padding that ex- and his pants pockets are filled. A pouch braces, as these were eliminated by this tends up to protect the elbows. His vest is hangs from his belt. Most interesting is the time. Both miniatures have full arrays of slightly open. The figure carries a subma- communications device hanging on a strap anchors, long boats, and short boats. chine gun that looks like either a MAC10 over his left shoulder and the antenna box The Bellona has two full gun decks, one or an Uzi with a sight. There was quite a on the right side of his helmet. You must deck fully open and the other half open. bit of flash at the leg junction, but this was cut the antenna wire from the wire stock The stern gallery includes a three-quarters cleaned up easily. included in the box, but this is easy. The balcony with railing. The rest of the stern The light recoilless rifle team consists of NCO is shown leading his troops; he has is undecorated and fairly plain, and has three two-man teams, with loaders and his rifle supported by his left arm, and the detailed lanterns and top scrolling gunners. The loader wears the standard with his right hand is motioning his troops common on British ships. The Bellona uniform, teardrop helmet, vest, pants, and forward. measures 46 mm long by 13 mm wide at thin gloves. He holds a large rocket shell, The three junior NCOs are almost its widest point, and is 48 mm high to the which he is preparing to load, and wears identical to the senior NCO except they top of the main mast. two large bags with multiple pockets that have boot knives, extra cartridge holders, The French LeSupurbe miniature has probably contain extra shells. Belt and and are attacking aggressively and firing. two protected gun decks and one open buckle are evident as is the emblem on his These troops are well-done figurines gun deck. The quarterdeck has no guns, left arm and the crossed straps that sup- but appear to belong more to the present and there is an ornate cabin for the helms- port the ammo bags. There is some flash than to the BATTLETECH game era. The man and wheel. The stern simple gallery on this figure as well. The gunner wears machine guns, assault weapons, and has no lanterns, just windows for the the same outfit, but has a soft cap like the grenade launchers are more at home in officers’ cabins. Grates on this model are officer’s. The recoilless rifle resembles an GDW’s TWILIGHT :2000* or 2300 AD* slightly less distinct. Both ships have fine old panzerchek and is probably small games, which points out just how far engraving on the deck to represent plank- caliber. He has what could be either a these troops have fallen behind in tech- ing, but the decks are less clear. The hull pistol or communications device on his nology. Although slug throwers will measures 54 mm long, 13 mm wide, and right hip as he faces left with his weapon. probably never go out, of fashion, I 47 mm high at the main mast. A small pouch and a medium pouch are on would think Kurita would be further Both of these models are well worth the his belt. No flash was evident on this fig- ahead. This is actually a good thing, as $5.50 price each. They may be used as ure. Neither gunner nor loader carries a these figures could also be used. for playing pieces in the WOODEN SHIPS & backup gun. FASA’s SHADOWRUN game or any of a IRON MEN* game from the The largest group of figures in this set number of other games. With the versa- Game Company or the HEART OF OAK* consists of regular troops. These nine tility of this set, it is a good buy at $22.95, game from FGU. They can also be made figures are dressed conventionally with even if it does have a little more flash into excellent display models that take up teardrop helmets and quilted vests. The than I’m used to from Ral Partha figures. very little room. large pouch on each man’s right side is probably a pack with personal items. Each *indicates a product produced by a company other carries an AK-47 look-alike with a slightly than TSR, Inc. Most product names are trademarks modified M-203 grenade launcher. The owned by the companies publishing those products. only thing obviously missing is spare The use of the name of any product without mention of its trademark status should not be construed as a ammo. An additional four-man group is challenge to such status. 108 MARCH 1991

Lords of the Warring HIT POINTS: 63 other through mountainous terrain, and NO. OF ATTACKS: 2 when they were still several days apart, States ATTACK BONUSES: +1 (due to strength) Sun Pin ordered his army to light 100,000 Continued from page 80 DAMAGE/ATTACK: By weapon type (+3 kitchen fires. The following night, they lit due to strength) only 50,000; the night after that, only a bar’s qualms, he committed suicide to SPECIAL ABILITIES: Kiai increases few fires were kindled. On the fourth day, further the plot. strength to 18/00 for one round; sur- Sun Pin hid Ch’i’s entire army in hills The plan almost worked. Cinnabar prised only on a roll of 1 on 1d6; im- overlooking wooded ravines around a equipped Ching with a nonmagical dagger mune to fear; can cause fear; great kiai deep canyon, with a huge tree in the cen- of such exquisite quality as to equal a both raises strength to 18/00 and stuns ter. He issued all the troops crossbows and dagger +1, and he coated it with lethal enemies who fail a save vs. paralyzation ordered them to fire as soon as they saw poison. The adventurer took the head and MAGIC RESISTANCE: Standard flame. Then he wrote “P’ang Chuan dies the map and came before the emperor of SIZE: M (5’7” tall) here” on the tree’s bark. Ch’in. As the emperor reached for the ALIGNMENT: Lawful good P’ang Chuan’s scouts reported the dwin- map, Ching grabbed the emperor’s sleeve PSIONIC ABILITY: Nil dling campfires to him, and he immedi- and lunged. But the sleeve tore, and Ordi- S 18/49 I 16 W 18 ately decided that Sun’s troops were nance pulled himself free. His guards cut D 9 C 11 Ch 15 deserting. P’ang gleefully hurried to meet Ching apart. Ordinance conquered all Yen his foe. If he could strike before Sun Pin in reprisal and hunted down Cinnabar’s Sun Pin traced his parentage back to restored morale, Ch’i’s whole army could friends, but minstrels never ceased to sing Sun TZU, author of the classic, The Art of be routed. P’ang Chuan’s army abandoned of Ching’s bravery. For this reason, unli- War; like his ancestor, Sun Pin was a mili- its supplies and armor and rushed into the censed music was banned in Ch’in. tary genius. That skill nearly got him mountain gorges, reaching them on the Ching K’o would make a perfect com- killed. In Sun’s travels, he accepted a gen- fourth evening. In the dim light, P’ang panion for PCs. His reluctance to risk eralship from the lord of Wei, and his Chuan saw a great tree with wavy charac- danger and demanding whims could make glory quickly overshadowed that of Wei’s ters written on its bark. He could not read him a nuisance, but no party could disdain commander-in-chief, a general named them in the twilight—so P’ang lit a torch. Chin K’o’s fighting skill. During his days as P’ang Chuan.P’ang feared that his rival Thousands of crossbow bolts poured from a kensai, Ching K’o would have gladly would usurp his position, so he accused the hills, panicking and destroying P’ang joined a party of adventurers to carouse Sun Pin of loving a foreign woman and Chuan’s army. It is said that P’ang Chuan and discuss swordsmanship theory. A DM selling secrets to her. The king then or- ducked the first flight of bolts, then read could also present him to a party under- dered Sun’s feet cut off and his face the writing on the tree and lamented, “So taking some mammoth quest meaningful branded. Sun Pin was ashamed to be seen I, too, have contributed to the fame of that to the whole world. Ching K’o might then as a convict, so he feigned insanity and hid wretch!” Then he slit his own throat. see his chance to become legendary and himself in a portable closet to hide the Sun Pin was a scholar who had not only would be willing to die in the attempt. humiliating marks of punishment. studied all the classic tracts of his day but At this time an ambassador from Ch’i had amended several of them with his (not the same as Ch’in) visited the king’s own observations. He could always give court and became interested in Sun. The PCs useful advice, especially on military ambassador arranged to have his servants matters. PCs might also consult him on steal Sun Pin’s closet, with him in it, and any matter of honor, since he also was a carry it back to Ch’i. There, Sun Pin was paragon of bushido. Sun Pin’s punishment taken to a horse race where he sat next to may keep him from traveling himself, but Ch’i’s general, who was gambling on his he could be in the background of many horses. The rules of the game were that adventures, perhaps even hiring PCs to go each player would bet on three separate on an honorable quest. races, and whoever won the majority of the competitions won the bet. Sun Pin Bibliography observed that each side in the race had Chang Chi-Yun. Chinese History of Fifty three horses: one superb, one slow, and Centuries. China Artistic Printing Of- one of average ability. So he nudged the fice: Taipeh, Taiwan, 1962. general and said, “Place a bet on the next Eberhard, Wolfham. A History of China. contest, and I can help you win.” University of California Press: Los The general agreed and wagered 1,000 Angeles, 1950. pieces of gold. Sun Pin suggested, “Match Hibbert, Christopher. The Emperors of your worst horse against his best, your China. Stonehenge Press: Chicago, 1981. best against his second best, and your Levi, Jean, translated by Barbara Bray. The second best against his weakest.” The Chinese Emperor. New York, N.Y.; Har- general followed his advice; although the court Brace Jovanovich Inc., 1985. general lost the first race badly, he won Parker, Geoffrey. The World: An Illus- the next two. The commander immedi- trated History. New York: Harper & ately offered to make Sun Pin a general Row, 1986. and give him command over the entire Sun TZU, translated by Samuel B. Griffith. army. Sun refused, to spare Ch’i the shame The Art of War. New York: Oxford of employing a convict as a commander. University Press, 1963. Sun Pin However, he remained as a servant to the Tao Hanzhang, translated by Yuan Shibing. general, and his advice helped the king of Sun Tzu’s Art of War. New York: Ster- Male human Ch’i to defeat several nations. ling Publishing, Inc., 1987. 10th-level samurai Fifteen years later, Ch’i went to war with Wei. Sun’s old king attacked his new one, ARMOR CLASS: 10 and Pang Chuan commanded the enemy, MOVE: 6 in sedan chair or 24 on horse- proudly dismissing Ch’i’s troops as cow- back (cannot walk) ards. The two armies approached each

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